a multiplayer game of parenting and civilization building
You are not logged in.
There's no way to tell how far the bell tower is, often it is extremely far away and not reachable in your lifetime, so following the arrow is usually a giant waste of time. Experienced players know this, so they will not follow the bell. Therefore what you will get is a group of inexperienced players heading toward the bell, a few of which might actually be close enough and make it there. Doesn't really offer much hope to a dying town.
I think the bell should only be heard from about a 10 minute walk away, maximum. Then you know you can reach the town in a reasonable amount of time. This is more realistic anyway. Another solution would be to display distance on home arrows.
A deep crafting tree for crafting letters, using thread and firing water bowls for certain letters... Pretty hilarious stuff. There are really not enough saplings to support this tech though. I guess that's why he added the ability to plant saplings, but sheesh, imagine how much soil will be wasted just for one big sign?
The idea of old-age granting you a "rebuy" into the same family.... I think that many skilled players will almost always live until old age, and just perpetually cycle in the same village forever. It becomes even more of an insider's club, especially if the babies are marked with golden halos or whatever.
Aren't families in fact the ultimate "insider's club"?
Getting to know the same people, conflicts and drama, or cooperation and thriving until you start hitting map resource limits, constantly having to come up with new strategies to keep things going. That sounds compelling to me.
If a few people take ownership of the village and only get reborn to each other indefinitely, killing all outsiders... That sounds pretty similar to discord coordination on non-default servers, which is already allowed, and seemingly encouraged.
However, it's true that this would ruin the moment you describe where you are dying of old age and sad because you must say goodbye to your family and will never see them again. I think that's the most compelling reason not to reward old age deaths with family rebirths. Perhaps a difficult crafted item is required to enable the old-age family rebirth, preserving this powerful moment for typical players but allowing experts to extend their play. (Currently they do this by baby suiciding and coordinate tracking anyway.)
And there's always a chance one of the "insiders" could get murdered and instantly banished. Not such an insider anymore!
Consider this idea:
If you die, you can never be reborn to the same family (anyone with a common Eve ancestor), UNLESS:
If you die of old age, you unlock a special "get reborn into family" button. If no family mothers are available, it can place you in a holding state to wait for a young girl to grow older or for a birth cooldown to end before you come back, and you can always choose to stop waiting and get reborn normally. Possibly a player reborn this way is indicated (glow/icon/etc) so mothers are incentivized to keep a baby born this way, someone that already knows the town, is invested, and wants to help. If you are abandoned anyway, that's the end for you in this village.
Benefits:
1. If you kill a griefer, they are banished from your family, and in all likelihood your entire village, permanently. (Eves wandering in could potentially give them a second chance.)
2. It's common to want to see what happens with a village you have spent a lot of time in, and help develop it further. By surviving to old age you demonstrate that you thrived in the village, so you are able to return to that village as your reward for a good job.
3. If you mess up and die accidentally, you lose the ability to satisfy that desire to see how the village continues. That's a harsh death punishment just like Jason would like, without preventing you from spawning again and continuing to play if you like, just somewhere else.
4. The survival of a village is the story of a family/dynasty/country, all working together for common long-term survival. As people die prematurely, they are "voted off the island," and new blood will be born in instead. (As an aside, I believe bell tower construction should be restricted to a single family line.)
5. This solution involves no "black magic" or complex player voting, it's simply a tweak of the "get reborn" mechanic. It also seems relatively simple to implement.
6. This solution eliminates baby suiciding as a means to get reborn into an old town.
A drawback is that if a village is very successful and lasts a very long time, if the player base is too small, eventually everyone will accidentally die sooner or later and eventually there will be nobody left to be born into the town. A solution might be to have a cooldown of something like 6 hours to get reborn into the family line instead of a permanent lock.
Murder will sting in this solution because someone just ruined your chance to keep playing in your area. But murder is terrible, and that's life.
I realize that this approach is a small violation of the "one hour, one life" concept to live a totally new story in the next hour, but I think that the benefits and using it as a reward for a life well lived (new game+) outweigh this violation.
So this is what I got:
1. Fire, soil/seed, water skin or clay bowl (Carrot farm)
2. metal, backpack, pies
3. cart, cistern, clothes, milkweed farm
4. sheep, soil, berry farm
5. ?
Asking as much as highlighting. What do you advanced players think?
Eve:
-Sharp stone, basket
-Reed skirt (skip if milkweed scarce)
-Fire bow drill, hatchet
-Scout farm location: Patch of desert near as many ponds as possible (at least 4) with grasslands nearby
-Kiln in grasslands, hopefully not too close to the planned farm location so bored noob farmers don't keep messing with your crafting, but not too far or nobody will find it
-Craft bowl for watering
-Move fertile soil near ponds, three rows is good
-Head to plains for three carrot seeds (in basket)
-Start farm
-Start keeping and raising children!
At this point your children might dictate what happens next, depending on if they are noobs or griefers or helpful or veterans...
Village progress:
-Stone hoe
-Mildly hidden small farm for carrot seeds
-Milkweed farm, I like to make 4x4 patches in various places so they don't all get griefed at once or hogged by one player making too many clothes. With deserts around, clothes are not that useful.
-Potentially bow and arrow(s) if there are bears or griefers
-Snare, cooked rabbit, needle, water pouch. Backpacks are a luxury, a basket is all you will usually need. Best use of backpack is to keep mission-critical items out of the hands of other players who tend to grab whatever you just made or fetched.
-Forge, Axe and Shovel to tidy up common areas, axe brings firewood to keep fire going, clear out the swamp area
-Steel hoe to replace stone hoe
-Next goal is compost. Boxes and carts won't do much to help your village survive so let someone else worry about those. Pies tend to get wasted by hungry children and griefers. So next is a berry farm. Don't make it too close to noob farm. Make plenty of bowls near it so you can ninja grab bowls of berries as soon as they are up before anybody picks them. Something like six berry bushes into six bowls of berries is good.
-Sheep pen (trash pit pen with shovel is very efficient, 2x2 is big enough), rope, bow and arrow if you don't have it yet. Kill mouflon, rope domestic mouflon into sheep pen, feed it.
-Chisel, goose oil, file, knife. This is a dangerous point for your village. Once a knife is out people will start getting all sorts of "creative" ideas. Ideally you could leave it near the sheep pen and people will know what it is for. Realistically you will probably need to keep it in a backpack until you die.
-Cycle the sheep, find some wild wheat, make compost, shovel dung, finally new soil!
-Wheat farm, this will be needed to keep compost going. Your village is now fairly sustainable.
Luxury goals (no order):
-Bell tower
-Pies
-Clothes (rabbit/wool/etc. Dyed wool is coolest)
-Boxes and carts
-Horses, horse carts, fence parking spaces
-Kill snakes for safety, fruit boots
-Spare tools
-Tons of weapons (Griefer deterrent, everyone can defend themselves? Or just sowing chaos?)
-Walls, floors, rooms, doors
-Gold crowns
-Roads
Never make wells or cisterns. They are too hard to use properly, too easy to ruin, too expensive, and provide too little benefit even if they are used right. The stones are better used to make stone hoes. You can only keep farming carrots as long as you can keep tilling the soil. The ten stones for a well or cistern would go a LOT farther as hoes to till soil.
I am fairly certain I murdered every living women in that village. It might be dead now.
I was abandoned by a mother in the rabbit area by the north town and vowed to get revenge. I spawned back right in town and was taken care of this time by a different mom. Grew up waiting to see that players name. Finally found her and I took that sweet sweet, oh so sweet, revenge. Then I lost my mind filled with the blood of the baby aborter and had to kill everyone I could. I couldn't stop. I was rage filled because of her leaving me to die.
Moral of the story..... Don't abort your babies. Take care of them.
Wow. Someone spoiled your hope of a few seconds to be raised, so you took revenge and ruined their entire game, then extended it to everyone in the entire village, ignoring the kindness of the mom who DID raise you, then assigned the blame for your inexcusable behavior on that person and tell the rest of us not to abort implying you will do the same again.
You are evil, it's that simple.
Don't take moral advice from a monster.
Hmmm that's weird. I spawned as Eve this morning and named myself West. I started a small village and left a few descendants. But it sounds nothing like what you described. Maybe one of my kids liked the name and chose it for themselves when they respawned as Eve.
Saplings got a big nerf. We must now conserve skewers. Here's how they work now:
When you cut a wild sapling with a sharp stone, the stump used to regrow into a new sapling in 1 hour. The stump now despawns in 1 hour instead.
A skewer has the following free uses: Cook rabbit/goose, become home marker.
A skewer spends one usage point for the following actions: Till a hardened soil row, poke clay for nozzle. A wild skewer has twelve uses on average: 6 usage points at 50% chance to spend. It becomes a broken skewer on last use, then despawns after 4 minutes.
Skewers are also consumed when crafting arrows and knitting needles.
There is now a new (and very expensive) way to get new skewers. If you use a flint (or knife) on a sapling, you will get a sapling "cutting". You can pick off the cutting and keep flinting to get as many cuttings as you like. Cuttings are seeds. If you plant a cutting in tilled soil and water it, you will get a "domestic sapling." You can get further cuttings from this domestic sapling, and if you cut it down with a sharp stone you will get a "weak skewer." The domestic sapling stump despawns just like the wild one and cannot be renewed, so one soil is consumed for one weak skewer, which is extremely expensive.
The weak skewer is exactly like the normal skewer from a wild sapling except that it can only be used once for tilling or nozzle-making. Tilling with a weak skewer results in a broken skewer, and poking clay with a weak skewer consumes the skewer.
Gone are the days when it was trivial for everyone to make a home marker.
Troll-planting cuttings is now the most destructive way to grief farm soil, much worse than milkweed/wheat/berries. Offsetting this risk is that undisturbed wild saplings will be harder to find since most nearby saplings will have already been cut.
For strategy, I'd recommend getting off of skewer tilling as quickly as possible by crafting a stone hoe (long shaft, rope, sharp stone). Skewers are needed for high tech crafting for forge bellows nozzle, arrows for goose hunting, cooking the goose for oil for a file, and knitting needles for wool clothes. Plenty are also needed to craft enough arrows to deal with any bears harassing your village.
Whoa there, cowboy...
Is dung the only ingredient needed for compost?
And when is dung emitted? After a sheep eats...
Yes, compost no longer requires the exhaustible earthworm, but are the other ingredients infinite?
Actually, there's irony here, because there is still one backdoor path to infinite soil, but it uses the earthworm after all... a long, slow, and fragile path...
Maybe I'm missing something big here, but I can't solve this puzzle. Compost looks infinite to me.
Dung comes from feeding a lamb. You have to knife the parent to conserve space, fine, knife use is infinite. A basket to move bones, reeds are infinite. Shoveling dung does not count against shovel uses, infinite.
What about the lamb feeding? A bowl of berries and carrots. Bowl is infinite, wild berry bushes infinite, even domestic bushes are potentially infinite with refilling pond water, no problem. The carrot? Carrot seeds, water, soil, tilling... water is infinite and tilling is infinite with skewers from saplings that regrow every hour. Waiting an hour for tilling with a worm? That seems utterly insane and unnecessary. Each carrot seed can be considered to use 1/7th of a soil, each carrot 1/35th.
You simply add the dung to a watered compost pile to get composted soil. The compost pile comes from another helping of a berry/carrot bowl (another 1/35th of a soil), pouring it on straw. Straw comes from wheat and wheat requires one soil.
That should be all that's needed. That's two soil (rounded way up) to produce four soil. It appears infinite, and the worm seems useless. You seem so confident in your teaser that I think I must have missed something.
Ah, so the way to leave a legacy is to permanently block tiles and to remove their ability to store objects, that is, make stone walls.
It's hard to imagine what survival benefit is granted by a wall. The most direct use is probably sheep pens. Otherwise, maybe some vague organizational use in "towns," and I believe they make nearby tiles slightly warmer, which is of virtually no use.
I would like to help my kids and descendants survive more easily. Or at least, help some random person in the future who happened upon my life's work survive more easily. That's a real legacy. But that's only fantasy. My clothes will rot, my food will be decimated by baby explosions, my tools will be squandered or lost, my farming setups will be misused and vandalized. All this as the local area is ravaged by mismanagement from the capricious public and made ever more inhospitable.
What goal ought an experienced and motivated player to pursue? You imply that the most effective way to leave a legacy is to build stone walls. So it will be as many stone walls as possible. In as many empty tiles as we can. Come, everyone! Gather the required big rocks for stone walls from far and wide and dedicate your life to the task! Imagine when future generations come across our walls! "Ah," they will think, "How wondrous that these walls were built so long ago!" A touching moment indeed, a moment most profound.
A bell tower? Ah, so Eves were spawned in a location with plenty of infinite wild berry bushes enough times over a long enough time span to construct one. How marvelous. Come from the ends of the earth, follow your home marker across the map! If you happen to be able to reach this spot before dying of old age, and survive the journey without tripping over a snake behind a tree, you will see this marvelous bell tower that has been built piece-by-piece by the ancients. Stand in awe and wonder at how it could be possible that so many big rocks were found...
If a bell tower could only be made by a single family line, it would be an admirable achievement (and on a public server, practically impossible). As it stands with random Eves trickling into the site, it is merely an accident, and an inevitability. And certainly does not provide any meaningful survival benefit.
If (a + b = c + d) is a core abstraction for design reasons, then features ought to stay true to this vision, and features that do not fit it (such as item decay) should be rejected. Even containers and berry bushes seem to assault this fundamental vision.
Which shall be the authority? An idealistic fundamental founding principle of the game, or your own freedom of design creativity? This is a decision you must make, and it seems that you keep pushing toward the later while clinging to the former.
Object properties are so useful and versatile in general that I am surprised you are worried you may find little use for them. I can't tell you how exactly they could be used because I don't know what kinds of features you plan for the future, I only know that object properties tend to be very useful in games I have developed, and you have already run up against one spot where they would be useful: item uses remaining.
Certainly the inclusion of object properties does not promise to "simulate everything." It is only a useful tool. What it simulates or promises is up to design. Don't feel like just because it's available that you have to use it for everything.
Properties would be implemented as name-value pairs. The values could just be integers. This would provide plenty of design freedom. However I understand that the use and propagation of these pairs would add much more complexity to the transition engine. One could imagine something like a scripting system getting involved. I understand why this is daunting and unappealing, especially if you don't see a clear use for it in the future.
You mention over-specialization of code and prefer the "mess" (complexity) to be in data. I agree completely. I am suggesting a generic system that would be taken advantage of only in data. A generic property system is less specialized and more reusable than an "object use counter" which is way more specialized and could instead by nestled inside the generic property feature.
If your instincts reject this approach, you know best. I just wanted to share my thoughts.
As a fellow programmer, it's clear that your combination explosion problem is merely a symptom of a pretty dirty hack. A shovel with uses is clearly an object with a property, not a long series of different objects. The more logical/consistent/simple your object representations, the easier they will be to update and maintain in the future. For this reason, my recommendation is to bite the bullet and go deep to add object properties to the game engine.
I'm surprised you say this will only take a week. I could imagine it taking a month. Obviously this is a disaster in terms of keeping the game engaging for a young player base. And once you finish all of that work, there will be nothing new for users to play with, and there will likely even be some new bugs to frustrate them. Yuck.
On the other hand, committing to hacks leads to more and more hacks in the future. A tangled web of hacks slows development way down. If you intend to develop the game over years, improving the engine is the clear long term time saver.
Another approach could be to simply declare "Objects will never have properties." Then revert and refuse all features that require them, including the item decay counter. Your suggestion of randomized item breaking is simply your own tech backing you into a design corner. If you want the game to be feature-rich, updated every week, then design decisions need to be as frictionless as possible, and these sort of problems are big red flags.
But imagine the design space opened up if you can assign properties to objects? You will be able to create much more dynamic objects, leading to a richer and more compelling game.
It's your call, obviously, and frankly it's a decision I'm glad I'm not the one to have to make.
Mlikweed seeds on the ground despawn after one hour. It's unlikely someone will want exactly to plant milkweed around whatever plant you pulled. For this reason I don't bother picking seeds and laying them on the ground, it only creates clutter with no benefit in most cases. Even if someone does want to plant milkweed, it's not too difficult for them to simply find their own plant to pick, and then they get infinite seeds to make as many plots as they like. There is very little benefit from you leaving some seeds laying around for them, and a good chance the seeds will just disappear. If there is a milkweed plot in active development held up by soil, I'd say this is the only situation where picking a few seeds and leaving them nearby after picking the last milkweed is polite.
In contrast, milkweed stalks on the ground are permanent. For this reason I always pick fruiting milkweed if I happen by it and leave it on the ground. Then the next guy an hour later can get thread there right away instead of just a stalk.
Xuhybrid:
The home markers in the first image in the corners serve no purpose. They can be removed with no ill effect.
Lambs cannot stand on trash pits, and the transition from lamb to sheep will not sometimes put them on the trash pit. I believe Pein got confused somehow when he tried out the faulty 3x3 pen, then created some weird rule in his head about lambs that is not true.
The fact that lambs do not have different pathing is the current situation, not an ideal. Sorry for the confusing wording.
In your image, both home markers and two of those outside walls can be removed with no problem with lambs.
I admit that it's possible that I could be wrong about lambs somehow, but if so, I would be extremely surprised and would need a detailed explanation.
"Strategy" implies a certain approach a player could take to tackle a problem in the game. "Meta" is about the meta-game, the best strategies to use in the game, especially after a rule change or update, such as the one that introduced item decay, leading to this thread. I intended to suggest that given the recent rule changes, this is the strategy we should all be using: It should be "meta" to use this strategy, at least until the rules change again.
Bears can only kill players on open tiles. If you stand on any item, the bear will run back and forth across you but never kill you. It's pretty funny. You must be fearless! This is a very easy way to kill a bear. Just grab bow and arrow, stand on an item, wait for the bear to get right next to you on an open tile, then click.
As long as I'm exposing weird useful bugs that Jason should probably fix, here's another one: Your temperature only updates when you stop moving. If you are planning a long journey, go to a desert and search for a tile with perfect temperature. Then start your journey and never stop moving (either by spam-clicking or holding down left click). You will be at perfect temperature even passing over long snow biomes! It will be quite a long time before you need to eat.
Xuhybrid: Two trash pits won't work. Sheep can move multiple tiles at a time (in a straight line only). I think the maximum move distance is 4 tiles. They can easily pass over two filled trash pits. They simply can't STOP on a trash pit. You need a wall behind the trash pit, then they will never decide to go that way in the first place.
There shouldn't be any real difference between lambs and sheep for escaping these pens. If anything, I wouldn't be surprised if lambs have a smaller maximum move distance.
Pein: The diagram you've shown where you tried to build a 3x3 version of the 1x1 pen I showed in the Permanent Sheep thread will not work. You say only the lambs escaped, but it will not hold in sheep either. It must have been some other factor or luck that you never saw the sheep escape. My 1x1 cell works because there is no space for a sheep to get an angle to move straight out of the pen. In your version, there are two ways to get straight out by taking the diagonals. Remember that sheep can pass over two item-blocked tiles at a time no problem as long as they move in a straight line. You need a wall behind the item (or trash pit) at every possible angle a sheep could approach it. That's why the corner version is so much more efficient. There is only one possible angle a sheep could approach the pit.
You guys seem to be struggling to grasp these movement rules. If it's still not clear let me know.
Reeds have always decayed in 2m. They don't decay if you cut but do not pick them afaik.
So be careful with em friend <3!
That's right. Never pick reeds then leave them lying on the ground unless you plan to use them right away.
A good strategy is to take a sharp stone and cut down all of the reeds in the area. Then you or future people will have an easier time grabbing reeds when needed without having to fumble with a sharp stone every time. As long as you don't pick the reeds you cut, they are permanent.
Here is my post about permanent grief-resistant sheep pens for reference: https://onehouronelife.com/forums/viewtopic.php?id=1045
Note that adobe walls are no longer permanent, they decay after 5 hours then have only a 30 minute maintenance window. Meanwhile, fences are permanent. So the decision comes down to which is the bigger threat: Griefers/noobs or the decay timer? It's hard to say, but I'd still lean toward griefers/noobs, so I'm still going the adobe route. The suggestion to use fences for the vertical walls and adobe for horizontal is a good one since noobs can't de-log the vertical fences. This approach also has the added benefit of being expandable with a shovel to move the fences if you ever want a bigger pen. You could go a step further and only make vertical fences, even on the horizontal sections. It will work just as well, it will just look really stupid. Stone walls are another option but each tile requires an entire big rock and it will probably be quite a chore to find so many and haul them over.
Here is a less expensive design for a 3x3 pen:
Great idea. Makes no sense why a reed skirt would last longer than a rabbit pelt.... but good to know they dont decay!
Yes. Since reed baskets decay quickly, I imagine that permanent reed skirts was an oversight. But me might as well use it while we have it.
Reed skirts are the only "pants" clothing in the game that never vanish from decay. As such, we should be using rope to craft reed skirts for every person in the village, plus a few extra for children. This will permanently reduce the food requirements of the village, as opposed to the very temporary gains from other forms of clothes.
It used to be that milkweed was rare so the stalks were better used for thread to make rabbit fur clothes. But now that rabbit fur clothes decay essentially after passing them down once, they are not a great future investment and should only really be made if rabbits are nearby and plentiful. Milkweed is also much more common now with grassland biomes far less disturbed, so finding the milkweed for rope should be reasonable.
Mouflon Hide/Sheep Skin is the only other clothing item in the game that is permanent so these should also be collected, however they are much higher tech than the reed skirt. These require at least a bow and arrow for the mouflon hide, but it is not sustainable to simply kill mouflon, you need to rope the mouflon baby then feed it a berry and carrot bowl after killing the parent, then they will start producing domestic sheep, which if you continue the cycle require knife tech to kill, plus without an elaborate pen leads to random roaming domestic sheep eating your carrots... What a mess. Maybe just stick to the reed skirts.
It's a neat idea to happen upon a random locked door created long ago, and know that the key is "somewhere" out there, perhaps in the backpack of a long-dead corpse near a bear den.
However, there is a long-standing bug (feature?) where if you die on things that can't be picked up (farms, bones, bushes) then everything you are wearing or holding despawns. I must assume this includes a key in your backpack which is likely where most will store them. This will result in a locked door somewhere with no key anywhere to open it.
Is this an overlooked problem, or intended(/tolerated) result? Maybe permanently missing keys is an appealing idea to Jason.
Personally I'd like to see the death-on-object despawn bug fixed. That would solve this as well as some other problems.
It has happened to me four times in a couple hours. This last time I was not able to rejoin for about a minute. I presume the server was restarting.
It would be interesting to grant men some advantages. Men are protectors, so only men can wield weapons. They can move carts at full speed, females move them at a slower speed. Only males can move big rocks or construct walls. Things like that.
If you are killing all men that are not tireless carrot farmers, you are doing it wrong. The carrot patch is best suited for the women, because it keeps them near a constant food source when raising kids, plus shows the kids where basic food can always be found. It takes the independent focus of a male to pursue things like crafting tools or building infrastructure.
A murderer should drop their weapon while they are debuffed. Then witnesses have a window of opportunity for a choice to pick up the weapon and kill in retaliation, or they approve of the killing and let the player live. This implements safety in numbers. It is appropriate as the majority is typically the group with good intentions that wants to preserve the village.
So many times I have watched someone commit a clearly grief-motivated murder but I can't do anything about it even though they are bloody and moving slowly because I have no weapon. Often they have hidden all other weapons before beginning the murder rampage. All I can do is run and hide, or else watch the murderer patiently wait for the debuff to expire and then it's my turn next.
I think this "drop weapon" solution mostly solves the problem. It preserves the freedom of player choice in the game while bringing more possibility of consequences. People will still get picked off on the outskirts of town alone, but that's not so bad and actually adds an interesting dynamic to the game. If you happen upon a bloody corpse outside of town, you can quickly go back to town and warn your family that a killer is loose, then stick together or have a buddy system until the killer's identity is discovered and justice is served.
Sure, the statistic that 2% of all deaths are murders sounds low until you consider that the vast majority of deaths are from baby suicides and noob kids/Eves quickly starving. What percentage of deaths of those non-Eves older than 15 or so are murders? I'd guess it's much higher, maybe 20%. Suddenly murder is revealed to be a much bigger problem. And it's precisely those lives where you are older than 15 that murder stings so badly, because those are the lives where you have had time to become emotionally invested in your character and your village.