a multiplayer game of parenting and civilization building
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Jason,
Thanks again, I appreciate you making a great game. As a computer scientist myself with a masters degree, I get the technical things you're saying about hash tables and such. However, I'm one of your 14,000 inactive players with 100+ hours of game time at the moment and I thought I'd chime in and tell you why that is.
While I appreciate your idea that OHOL should always be a struggle, it gets boring starting over from scratch. Finding milkweed to make rope, to make hatchets, to make snare traps for watering pouches, to form a bow drill and a hatchet so I can make a fire to finally get to the state where I can make a water pouch or a clay bowl to start a farm. When I come across a civilization and I don't have to waste an entire life making advanced tools or a sustainable compost farm, what is there to do really? I can build or raise sheep or hunt for gold to make a crown. I mean what's the incentive? Your goal was to defeat routine boring tasks you see in games like farming ore all day in world of warcraft to make weapons, but you pretty much just created this same kind of routine in a more boring, annoying way by making it random as to where resource spawns are with time limitations. Once you really understand OHOL and how to craft just about anything, there is no challenging task anymore. That is what really has prevented me from playing recently and turned me inactive. Extreme gamers like me need a challenge. We need a near impossible task to accomplish that we can strive for. Currently, OHOL has none of these tasks. Everything in the game is pretty much accomplishable with the right spawn.
Griefing is a symptom of endless resources. I agree with you. Once I had done literally everything there was to do in OHOL from building a base from scratch, to crafting a crown, the only entertaining thing I found left to do was to see how many people I could kill with a single life. After killing 4 people, I endless ran around searching for more people to kill and died to a wolf. That was about the point in my OHOL career I just quit.
As far as the horse update was concerned, I didn't even redownload the patch to play for the horse update, because why would I do that? I get a horse to travel to another town that has the same boring resources? Again, my point is incentive. There is no incentive for end game play in OHOL. That is what it is really missing. I don't want to go through the boring tasks of developing a civilization if there is no chance that civilization can better itself to do far more advanced tasks.
I know your time is limited as a single developer, and as I said I greatly appreciate what you have made so far. It has brought me great joy and is fun to play. In my endless hours of troubleshooting and becoming an efficient machine at playing OHOL, my opinion is you just won't captivate players like me if there aren't more features added, more stuff to do, more things that are almost unobtainable that we can strive for. I know adding lots more stuff to do and more features is asking a lot, and I don't expect it of you. I just wanted you to know my rational and give constructive feedback as to why I'm no longer captivated and active in OHOL. Best of luck to you! Even if I never play OHOL again, which I'm not saying I won't, what you've created so far was well worth the money I spent for the time I have enjoyed playing. I may revisit OHOL in the future when it is more developed, but right now I just kind of put playing it on hold and keep reading your emails for content updates until I see something added to the game that peeks my interest.
Sincere Kudos,
Exgrathanor
For me this is lag is happening at peek player times, such as when little kids get out of school around 3-4 eastern, and on the weekends. I think I'm just not even going to try to play during peek times until these bugs can be fixed. It's not enjoyable when I'm literally holding a child in my hand, have a thriving civilization built, and it dies. For a game that is so time sensitive, even the slightest lag of not being able to feed yourself when you're low on hunger makes it literally unplayable. I can't even imagine how quickly this game will die in popularity if hackers start DDoSing it. Lag due to unexpected player capacity or DDoSing can ruin games. It happened to me in Archeage and in Albion online . Albion online got 10 times the amount of players they estimated in their worst case scenario that they'd have to support from their beta tests. The lag when the game came out was unbearable. Yet again in a game where dying means you lose literally everything you're carring (full loot), it was not a fun experience. Good luck with the bug fixes. I'll hang in there and try to play around the spikes.
Think about OHOL for a moment from a business prospective. I highly respect you for sticking to principles and developing this game from your passion and not thinking about the cost of it. You have made a great game as a result of ignoring traditional development process as a corporation would go about it that I foresee is going to do very well in the long run as I am an extreme gamer myself and have spent literally more than 5 years of my life in game time (probably more than that) playing video games. I haven't even purchased OHOL yet (I am going to after I write this post. I just got side tracked reading about your game on the website first in which I came to this post), but from watching hours of people do "let's play" videos on OHOL via youtube I am so interested in a new refreshing genre from MMORPGs, ARPGs, Survival Games, MOBAs, RTS, etc. that I spent over 6 hours editing the gampedia wiki starting guide for OHOL just to learn what I need to do to have a successful start in OHOL and to provide myself and others with a reference before I try to play it. Game Developers like you are my heroes.
With that said though (trying to not get too distracted fanboying on you) like I said, think about OHOL for a moment from a business prospective. You say your main strategy is to spread awareness of this game to get sales is by word of mouth. If this is the case, do not EVER implement nudity. The reason is simple. People who make youtube videos cannot include nudity in their videos. If you choose to include nudity, you will make it much more difficult for people making youtube videos to produce content related to OHOL because they will have to spend time editing out all the nudity as they do when they make RUST videos. This limits your spread of awareness of the game by word of mouth because some content creators on youtube are just not going to want to deal with all that additional editing just to make videos about OHOL. In my opinion, implementing nudity would be shooting yourself in the foot and I don't think it adds any value at all to the aesthetics of your graphics.
From another business perspective, women typically like to play gathering and crafting games more than men. As you can see, one other female user already chimed in on this thread as how nudity would have stopped her from playing the game. Adding nudity will only limit your audience that would play OHOL, and this is just a second great reason not to implement nudity. Many mothers would not allow their children to play games with nudity in them. Just as in the movie industry, G rated movies sell the best man (because they can be sold to a larger audience) and if you aim to keep OHOL as close to a G rated title as possible, you will get more sales in the long run.
This is my two cents. Nudity would not bother me in the least bit personally, but I know it would bother many people. For the sake of your own profitability, which I think you have earned greatly and deserve to reap the rewards of making a great game, I urge you not to implement nudity. There is no point in throwing tens of thousands of dollars out the window just to put genitals and tits on your characters.
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