One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#226 Re: Main Forum » Should we break pumps as soon as we can? » 2019-05-04 17:48:43

This update should be less focused on the idea that we need to "empty" wells as soon as possible, but that we are going to need to ramp up our production of cisterns in the centralized area of town's agriculture and kitchen.

#228 Re: Main Forum » Checking the content for this week » 2019-05-04 03:20:57

jasonrohrer wrote:

https://edge.onetech.info/versions

Both Newcomen pumps have a 1/20 chance of exhausting permanently after each use. After they exhaust, they can be taken down, and a diesel pump can be installed on the same spot.

...Can there at least be a minimum amount of uses before this is possible for the Newcomen Pump? Since it's a structure instead of a tool, maybe it changes from a regular "Dry Newcomen Pump" and 5% chance to become a "Drying Newcomen Pump" and then another 5% chance to become "Exhausted Newcomen Pump"?

Also, I submitted a request on the Github for an inconsistency w/ the Newcomen Pump destroying the Stanchion, while Diesel pump returns your Stanchion Kit used.

https://github.com/jasonrohrer/OneLifeData7/issues/286

#229 Re: Main Forum » Jason! Please run a contest! » 2019-05-02 21:37:20

As far as longest family lineage, I think you could balance it by turning it into a 'raffle'. If the family breaks the longest-lineage record, everyone that manages to hit Age 60 (or maybe 55-60) in that family gets 1 ticket towards being drawn for VOG. Being in the same family multiple times at age 55-60, or even just 60, means multiple raffles towards it (since there's lineage banning, it'll be hard to get multiple draws).

Maybe Eve gets 3-5 by default for somehow managing to get a good spot to sustain it for so long.

#230 Re: Main Forum » Idea for pond distribution » 2019-05-02 18:44:15

Imagine for a moment if the current Goose ponds we have were modified to look something like the below:

Canada Goose Pond

Number of uses: 5 (No change)
Chance to use: 20% -> 25% (Less probable uses)

Spawn rates

Swamp: 9% (down from 14.08%)
Jungle: 6% (dangerous place to get water from, unless the mosquitos are fought back)
Snow: 3% (generally uninhabitable, so not a big deal to have water available alongside saltwater)
Grassland: 2% (Source of berries/branches/soil. Branches & soil should be diffused to other biomes to reduce Grassland's powerful soil+pond combo)
Prairie: 2%
Badlands: 0.5% (having a water source near your source of late-game material [Iron] should be possible, but very rare)
Desert: 0%


If ponds were able to spawn in more biomes, and had a generally-lower frequency of appearing, the 'jackpot' chance of finding a good clump of ponds is still low, but the possibility of setting up a society in other biomes goes up. You could potentially replace the Goose pond with the 'Springheads' that was proposed just recently, sure, but for dynamic gameplay, maintaining the RNG is my personal bias and what comes to my mind for the topic of making water harder, but also not easily game'd.

#231 Re: Main Forum » Idea for pond distribution » 2019-05-02 17:42:34

I'd also like to add, if you end up coupling the 'Bigger Biomes' with the Water rebalancing, that distributing variable % chances of pond spawning in other parts of the world (or those Springheads, that sounds interesting if tier'd with Ponds just right) would help push the idea of villages spawning in places other than Grassland-Swamp borders. Sure, the pro for being in the swamp could be having extra water resources around, but the sacrifice is being a long walk away from iron/rubber/rabbit/tree branch sources.

#232 Re: Main Forum » Idea for pond distribution » 2019-05-02 17:28:18

That's totally fair. There are villages where the amount of ponds has definitely made it very simple to progress up the water tree at a slow and steady pace. I believe reducing the % spawn chance of the goose ponds (and buffing how much uses or the use % chance they have) would be preferable to an evenly-distributed method of correcting the over-abundance of water we've been benefiting from.

I slightly disagree about people not depending on Newcomens. In villages where there were only 3-4 ponds, the deep wells still would dry out after a couple of generations of living, and a Newcomen pump is setup w/ Cisterns to hold its water.

I honestly think that the Newcomens were properly paced to upgrading a town's water supply, but as players started memorizing the steps to efficiently building the Engine, the 17-steel cost to make a Diesel Well became easier to 'rush' right after getting the Oil Pumpjack online. In my last few lives where I've been in Newcomen-tech villages, I've seen plenty of use of the Newcomen pumps, but very few of the Kerosene. I think if anything is to 'run out' it should just be the charcoal-based Newcomen Pump, but the Kerosene/Diesel pumps remain untouched; Oil I think can have an eventual loss of supply, and forcing the town to have to travel farther, or to find other oil wells, to sustain high-tier technology would separate towns from eventually going dry.

#233 Re: Main Forum » Idea for pond distribution » 2019-05-02 16:59:44

I think we're approaching a better solution here, but I do think that resource discrimination (having unique RNG %'s per biome for the primary water sources) should be the more desirable route of implementation.

Having spread-out wells is a problem, as non-zoom players can potentially miss the primary Diesel Engine well of a town and either upgrade other wells to Diesel, use the outdated Newcomen pump, or use a Kerosene newcomen pump rather than the 'best thing'. Maybe that's a problem for players to have to tackle in-game, but this is a constant issue that has been faced since Newcomens came into the game.

Separating wells from ponds sounds good at first, but then this means that Swamps still hold the early-game water source, and that Eve towns need to start there and 'migrate' out to the other biomes. Unless I misunderstood something about this?

#234 Re: Main Forum » Idea for pond distribution » 2019-05-02 16:46:51

I think this "even pond distribution" thing is us approaching the problem backwards. We're no longer trying to get a proper solution to making unique village setups occur, this feature is implementing an "equality of outcome" by guaranteeing every village has 1 pond, no more, no less. This is removing the significance of Ponds/water as a resource entirely by making it uniform, non-random, and a given for any village.

Resource scarcity/resource discrimination is the 'spice of life' in playing survival games. I experienced it very slightly in CivCraft, and it's a very common feature in Age of Empires II, an RTS where the resources dynamically generate on each map to prevent a perfect meta. Even if you were to implement this change, a player/Eve starting a new village will not worry about ponds as a resource; they're expecting to get one, and are searching for the next important 'Jackpot' that people value in an initial base setup, such as soil. Is the next step to make soil evenly distributed across the map like pond? After that will be iron, and so on and so forth.

#235 Main Forum » Game suggestion: Rebalancing Track Kits » 2019-05-01 21:50:53

Wuatduhf
Replies: 4

A follow-up to my Reddit post on this suggestion: https://www.reddit.com/r/onehouronelife … ance_pass/


Tl;dr - Track Kits should be changed so that making one allows you to produce 6 tracks (instead of 1) for making railways. The current iteration saw brief activity connecting sheep pens to bakeries, but that's died down in the latest towns. Their resource-per-tile cost is ridiculously high and impossible to justify the pricing with the importance of steel for other tools and machinery.

No one's made any comments over there, so let's see if anyone wants to make comments on it here? Is 6 the right number? Higher, lower?

#236 Re: Main Forum » Photo Paper Materials list » 2019-04-29 13:45:09

Here's my lists for making the Photographs and Black cloth.




Black Cloth Making
You need one to store every 5 unused photos

<Infrastructure>
* Loom
* Berry, Carrot, & Sugarcane Farms
* Sheeeeeeeeeep
* 2 Hot Coals

<Tools>
* Round Stone
* Steel Axe
* Shears
* Drop Spindle
* >=6 Bowls
* Wrought Iron

<Ingredients>
* 12 Fleece < 72 Gooseberries, 12 Carrots >
* 2 Bowls of Water
* 1 Alum
* 1 Iron Filing
* 1 Bowl of Salt Water
* 1 Sugarcane


Photography Making
Produces 5 Photos for storing

<Infrastructure>
* Newcomen Hammer
* 2 Hot Coals
* Firing Forge
* Loom
* Black Cloth

<Tools>
* Tongs
* 2 Flat Rocks
* Round Stone
* >=6 Bowls
* >2 Plates

<Ingredients>
* 6 Paper
* 3 Water
* 2 Niter
* 1 Sulfur
* 1 Malachite
* 1 Coal
* 1 Alum
* 1 Ashes
* 1 Electrum

#237 Re: Main Forum » Noobtown Ideas and Suggestions » 2019-04-26 18:37:07

A noob town *could* possibly be good, but might run the risk of unintentionally separating the current remaining playerbase to the point that Bigserver 2 struggles to have a solid count of players cycling per town. I would think that, since the side servers generally don't see a huge amount of players, we could repurpose one of them specifically for new people to learn the game.

I would maybe even think that the client's default settings would be changed to 'Custom server' and then pointed at that noob server until the person chooses to go to the other servers available. That way, it's the default learning environment.

I believe another thing that a 'Noobtown' should feature is players always spawning within 50-100 blocks of each other. This will lead to a centralized location of play, so that you aren't then dealing with multiple towns of multiple newbies struggling to get off the ground as an Eve/2nd Gen. This particular server could reset weekly/semi-weekly, so that the town inevitably reaching Airplane status doesn't prevent them from learning the early-game.

#238 Re: Main Forum » I'm Angry » 2019-04-24 19:49:41

If you truly honor your ancestors, you'll get a horse-cart to dump their bones further away from town; it gets messy when you leave them too close to the village.

#239 Re: Main Forum » Can we just ban people from forum and discord who brag about griefing? » 2019-04-24 14:57:19

The moment that you allow for the banning of one type of griefing, you are allowing for the banning of any kinds of griefing.

From there, you are leaving it up to Jason/his moderators to determine "what qualifies as griefing?" What is the definition of "Griefing" that will be used for determining who to ban?

Is me taking a cart from the town to hunt rabbits griefing? Someone else wanted to use it for gathering clay, and I never asked anyone or said I was using it. Now they cannot use it until I return. Have I griefed that person?

Is a person accidentally stabbing someone griefing? Accidents happen, and while it may be their first, their second time, or another number, the player themselves can never truly tell how many times an individual has done that. Do we need to log/record every time someone makes a mistake with lethal tools for them to be banned once they do it enough times?

Is putting kindling on a small fire griefing? Expending resources in an inappropriate way is one way to speed up the decay/decline of a village, is that griefing the town? What if they put logs on a small fire that was going to go to a stew? Is that griefing?

#240 Re: Main Forum » Another off-the-wall idea » 2019-04-24 11:47:39

The_Anabaptist wrote:

Step back and think what this change would devolve into:  Towns huddled at biome boundaries.  An ideal spot would most likely be at the intersection of with two other boundaries.  Then the interior of those great big biomes would be mostly ignored.

I think that's okay, personally. There are a lot of 'uninhabitable' regions IRL, and initially, society was only able to form within 'fertile crescents' for life to sustain itself. There's an argument against this, that a game doesn't need to be perfectly realistic, sure. For the sake of OHOL, I think it would be an interesting option to avoid being away from the 'ideal' biomes, occupying a space that might be better in the long-run by gambling the lineage's early stability.



The_Anabaptist wrote:

Since this conversation revolves around trade, ask yourself: when did trade truly take off historically?  It wasn't in the cave man era.  Even in the early middle ages the vast majority of people stayed in their hometown and visitors were mistrusted unless they were a relative visiting family from the village next door.  Trade as we think of it today requires greater travel, not less of it.

Why did Europe go to such great lengths to trade for spices?  It wasn't because they were starving, it was because they hated eating the same bland food day after day.

The current topic of trading is incredibly flawed; even though I believe in the practice, no society in OHOL is beyond the stage of their tribal state of economics to be able to hard-transition into privatization and bartered trading. Trading is a massive burden locally, as any sort of transaction involves spending between 15-60 seconds discussion, which is equivalent to 3 months to a year. It is also, in one sense, not justifiable, as trying to prod private ownership into a community economic system is going to lead to a breakdown of cooperation.
- Who owns the kiln/furnace? It provides us with clay pottery and a place to smelt resources, if you gathered them yourself.
- Who owns the fire? It keeps everyone alive, and is generally centralized to literally avoid burning through wood faster.
- Who owns the sheep? Someone gathered them first, and is now allowing everyone to use them. Were they 'paid' for doing that?
- Who owns the baskets/farmland/food? Someone had to spend time tilling the soil, planting, watering, picking the food, refining them at a bakery, cooking them in the oven. Who decides the value of them when the village will die if you try to put a price tag on them?
- Who owns the Iron? Someone had to go out and gather those, either from the surface or from an Iron mine. Did the person gather all the materials to make the Pickaxe used to mine that Vein? Did they gather the rope, the butt logs, the bow saw, the flint-tipped bow drill, the Adze/Froe, to make the Stanchion Kit?
- How many interactions have people trying to privatize their own space and resources had with the village they live in that result in them having to 'take' or borrow their tools? What gives them the ownership of resources that they gathered using the village's resources?

Our gameplay loop is not adequately timed for us to be able to do these things, even more so because the moment we die, none of the things we 'owned' or gathered will belong to us the next time we come around that village. The only trade I consider legitimate is initial bartering between villages of different family lineages, because they are exclusively in their own space.

#241 Re: Main Forum » Another off-the-wall idea » 2019-04-24 09:57:28

jasonrohrer wrote:

Imagine a world with much bigger biomes, and maybe at least viable wild food and some farming path in every biome.

--What if, like an animal, you can never leave the biome where you are born?

Of course, characters could still stand at the edge and "set" things across the boundary, to trade with people from the other biome.

--What if only men can cross biome boundaries?

--What if there's only one big family, and all incoming babies are forced into that family, and no new Eve is created until the last fertile female from that family ages out?


Mmm, now this is quite interesting!

Much Bigger Biomes

On principal, I'd have to say big yes for larger biomes. That was something I had enjoyed within CivCraft; it restricted crop growth based on the biome the crop was growing on. It did gives some flexibility by allowing certain crops to grow faster in one biome than a few others, but the platform Minecraft offered enough biomes to allow for that to be done, I think you could manage. My main concern is that OHOL presently is built around visiting each region to get the necessary resources to advance.

- As long as each biome offered some varieties of food that can be made, that should be okay.
- If surface iron/veins were in each biome as Very Rare and Badlands' spawn rate of them was upgraded to Rare (and slightly less-rare for surface iron)


Biome-locked

I think this would make things way too hard, unless technology was easier/more nuanced for advancement. Things like sheep, rabbits, clay, and ponds are absolute necessities to progressing civilization, and they don't share the same biomes.


Men-only biome-transitioning

It gives more external focus for the men, I can say that much, but I think males are already powerful enough in the current meta from my perspective. Females are burdened with the responsibility of continuing the lineage if they get babies, and are disadvantaging themselves if they leave the village too long.


One primary family/lineage

This is very interesting. While I'd like to go back and see the lineage progression of a main family on the map, I think it would eliminate the possibility you seek of trading and conflict, which would really need to take off first between villages of different lineages. I'm sure there's a middle-ground here of less family lines available per server, before a new Eve line gets started?

#242 Re: Main Forum » The Guillotine and the Baton; an attempt to answer the Curse problem » 2019-04-23 22:02:53

pein wrote:

most guards are griefers
or just useless

we might use some disarm mechanic other than snowball

people would use guilottine to spawn as eve or to kill babies for the lullz
if someone is on murder cooldown, a lasso could catch him and brought to guillotine , he shouldn't starve in meantime, maybe a time of 5 min is ok as punishment but people would just quit the game if they locked up more than that

I agree that people can be useless (I prefer the term 'braindead') and/or griefers and that's still up to us, as people, to control. Do you just make a single baton, two, three, to protect the village? Are you making sure, like Knives, that they get handed down to people that 'seem' responsible? At the very least, we're dealing with significantly-less lethal tools being handed out to ensure people keep a village 'safe'.

Being able to disarm griefers/murderers is a good goal to have; but at the same time, if the situation were flipped, what if you were trying to kill the griefer/murderer with a knife and they disramed you at range? Having both Baton and Knife be close-range tools to combat others feels like the most balanced approach to it.

The Guillotine should not be controllable by a single person, and should probably have an age restriction on it so that you're not off'ing people way too early in life, but at the same time, that's up to the individual, isn't it? Would you want to live in a village where a group of people managed to coordinately kill you 'for the lulz'? I am certain that if Jason were to consider implementing such a tool, there would be safeguards to make sure it's checking for enough people being involved; you could require the Guillotine needs to be prepped while the griefer/murderer is held via rope, that way at least 2 people are required; you could require them having to be stuck in said Guillotine for a minimum of 3-5 minutes, so that someone is forced to keep them fed while they await their execution, and so that people can see that it's happening. After all, it did draw in crowds when it was first introduced.

#243 Re: Main Forum » This Alan Watts video is relevant to some recent discussion » 2019-04-23 18:13:41

Booklat1 wrote:

i think all this is true but if mid-game is too easy/too static we'll never be able to design interesting endgames


That's fair. I don't know exactly where we currently mark the mid-game; I would like to say it's right as you start building the first newcomen engine. Right around that time is when we are able to start diversifying in different directions, making more buildings, making newcomens, making Loom & proper clothing, vulcanized wheels for carts, tree farms, etc.

I think that tech period could use a little bit more of a 'horizontal expansion' for more techs you can do around that time that are unique and also can help the village out. Aside for that, the late-game still needs more technological diversity, because cars/airplanes is still very much the end-game.

#244 Re: Main Forum » This Alan Watts video is relevant to some recent discussion » 2019-04-23 17:34:14

I think I understand what Jason's pointing at, Money = Water/Iron in OHOL, since those are the life-blood of growing crops and tools. What is a village to do when it hits Diesel wells, when it has plenty of water from all the Kerosene being run through said wells, and when Airplanes are able to bring back dozens of new ingots?

The issue I have on this is that we're questioning the late-game, when the late-game technically isn't even fully fleshed out. We still have a lot more technology to progress through, yes? Newcomen systems came with update after update, but we're at a standstill for now on seeing new technologies from from them. The loom just gained clothing for making people more individualistic/unique from one another, which is significantly helpful in picking people out from one another when griefing/murders happen. Objectively, once a town becomes fully-established and is at Diesel well, their primary concerns are making sure to continue pumping for oil, keeping the people fed, and exploiting more and more iron/gold veins, right?

I think what we're missing is more choices in the late-game to do once your village has hit the Diesel/Airplane tiers. We need new technologies that replace the 'perfected' technologies of prior, and simplify them or make them less , as we continue moving up the chain of technology.

The early-game Eve cycle has been nearly perfected because there is really only one way to advance; kiln, rabbits, furnace, farm, steel, sheep, compost, clothing.....I don't think we want people to do the same thing over, and over, and over, throughout the entire gameplay loop from Eve -> Diesel well town. Since Jason brought up RTS, we can draw solid parallels that the early-game is pretty standardized, while the 'build order' moving into the mid- and late-game diversifies based on the environment. If we want to see a better endgame, the resources in the end-game need to be rarer or scrutinized not on the biome scale of rarity, but on a map-wide scale. Not just building an end-game where everyone is forced to go through the same "build path", making the same things in the same order.

#245 Re: Main Forum » Ideas for resource contention » 2019-04-23 12:54:08

jasonrohrer wrote:

Looking for thoughts here.

Jason, if there's anything you take away from the conversations here, I hope you will look into, or try to research, another game that attempted political/social experiment using Minecraft called CivCraft. I've tried to dig some of its history up at a glance, but it will take time to really pull up anything for you.

At the very least, this is a map of what its community of 200-300 players created. Each 'city-state' is its own political organization with near-0 population overlap.

This map had a 15k radius, was played on for about 4-5 years, and by the end of it, only ~4-10% of total map resources had been exploited.

CivCraft 2.0 Map

#246 Main Forum » The Guillotine and the Baton; an attempt to answer the Curse problem » 2019-04-23 12:35:33

Wuatduhf
Replies: 4

Greetings!

Recently, a certain topic has come to the forefront on what many considered an abuse of the system; cursing. Curse tokens were introduced as a way to combat players negatively impacting the gameplay experience for others. Due to the ambiguity and the purposes that people may use it for, it was built to require a threshold of Curse tokens on an individual in order for it to make the person 'stand out' in future lives; their text box would be altered, and they would be sent to the lands known as "Donkey Town" to spend some amount of time there until they were allowed to play with the general population again. While this system should work in principal, it has been determined by the community to be an incomplete resolution to handling people who play the game in ways they disagree with (griefing, murdering on whim, etc.). The following will be my attempt to propose to us all, namely Jason, on transferring self-policing to the villages and the future of respawning & area/lineage banning.


Let's start with the topic of Self-policing, and the game that had successfully implemented it that gave me the inspiration for the subject.

Prior to discovering One Hour One Life, I used to be involved in a community called 'CivCraft'. Much like OHOL, it was a Minecraft Server built on the idea of being a social experiment, a high scarcity of resources, geographical resource discrimination, and hands-off administration. Players were allowed to establish their own societies/cities, establish their own political/economic systems, and enforce them as they sought. Beyond hacking/duplication, there were no bans. If anyone that chose to 'act out' or perform activities that the community or a political group deemed a problem, they had to be handled by those same players.

Rather than requiring people to download mods, 'Plugins' were incorporated to modify the base game rules to give the above experience. Farming was upgraded from minutes to multiple hours; metals were made scarce in terrain generation so that specific biomes had a higher spawn rate of certain ones, while diamonds remained lucrative. "Factories" were craftable by arranging blocks in a specific fashion, they had an immense investment cost, but greatly increased the efficiency of resource refinement. "Exp", a currency earned from breaking blocks, was removed and could only be made through a Factory.

Finally, Ender Pearls were used as a tool for self-policing. Killing a player while holding onto one would 'imprison' them in The End, with no option of escape. For a daily upkeep cost, the player would continue to be trapped within The End until the pearl itself (with their name on it) was 'broken' and they were freed to rejoin society. It was both a success in dealing with 'criminals' while remaining a political tool for cities/civilizations to set limits on what was/wasn't allowed in their societies.

From this, I believe Curses follow the same principal of individual player responsibility, but it does not adequately match how that system worked. At any given moment, there is a possibility of misinformation, miscommunication, or even a misunderstanding when a knife/bow murder happens. Very rarely will a person have confidence in knowing the true circumstances for any knife, bow, or other-associated murder.


Now, let's talk about the Baton and the Guillotine.

Baton:
- Symbol of law enforcement
- Used for non-lethal subduing of targets

Guillotine:
- State tool most often depicted in the Reign of Terror over France during the French Revolution.
- Used for capital punishment on criminals, 'enemies of the state', those whose actions were
- Considered the more 'humane' method of elimination due to non-perfect execution alternatives prior

Both of these items were tools for self-policing, on the state-wide scale and the individuals who made sure society was 'safe'.


The Baton would be a valuable tool in OHOL to non-lethally subdue a player within a village that was murdering, acting 'violent', etc. The players of a village can ultimately determine how many there should be available, who needs to have it, and what it should be used on. Mofobert even drew representations of what the baton could look like, and what a player would look like when hit by one such.

Baton Held          Hit By Baton

While I'm not going to go any further into what the baton can do, since that is up to Jason to fully figure out how he wants to implement it, I will end w/ the suggestion that once a player is hit with it, they should be able to be 'rope'd' or grabbed by another player to be able to be imprisoned, knifed more publicly/privately, or even put on the Guillotine.

The Guillotine was a brutal tool used against society to keep people in line. This tool has been discussed on frequent in the OHOL Discord (and even in the News update most recently! I would be amused if it was Jason lurking on our conversation topics about it that inspired that paragrpah ;D), and it has a place in OHOL for replacing the Curse system, by making player removal much more in the hands of the people playing.


If we want to look to in-game interactivity for policing each other as opposed to a text-based, popularity-based system of policing, I would suggest the following exist for the Knife/Bow, and the Guillotine:

- If a player is murdered by a Bow/Knife, the victim should be subject to a lineage ban for the next 1-3 hours; they are area-banned for a 500 radius from the location they were stabbed for the same 1-3 hours.

- If a player is executed by the Guillotine, the executed are banned from that family's lineage; they are banned from spawning within 5k x 5k of the Guillotine; the bans do not lift until the server is reset via Apocalypse.


My proposal here is that instead of needing to Curse people and depend on others being able to also Curse, the individuals communities are the ones that get to decide, "Is this person, this player, enough of a burden on our society that we never want to see them come back ever again?"

This system removes the worry of seeing a griefer come back for another round, whether by living in your village or traveling from another one. This system removes the dependency on anonymous people from multiple villages to have to Curse the same person enough times that they hit the necessary threshold, which is set higher because of the fear of false positives. Without the Curse system, players who do end up falsely reported (or even positively reported) are not immediately stigmatized in the next village they are in w/ black text; they have a chance to be a normal 'towny', and to change their actions before they get "Guillotine'd" from that village as well.

I believe this adequately touches on my opinions of the Curse system, and where I think the OHOL community could take policing into its own hands, in order to further develop the social experiment that Jason is trying to see. The subject did dip quite a bit into how respawning works, which I believe could also be changed, but to keep things focused, let's just discuss the Baton, the Bow/knife, and the Guillotine here.


Thank you. Comments are appreciated.

#247 Re: Main Forum » so when do we get craftable zoom ? » 2019-04-22 13:12:58

Just so it's clear, I personally have used the two well-known mods that have Zoom functionality, and am currently using one of them now. The biggest thing for me personally was zoom; I understand & respect Jason's developing skills, but I personally cannot get myself to enjoy the constrained view after being able to zoom out and still be able to interact w/ the game. Resources are easier to find, cities are less difficult to navigate. Mobs at higher view distance are easier to spot (with the exception to mosquitoes), so even that becomes less of a danger. Its utility impacts just me, and indirectly the village because of how easier the gameplay experience is.

#248 Re: Main Forum » so when do we get craftable zoom ? » 2019-04-22 12:42:08

'craftable Zoom' option: Glasses.

Use a rock on molten glass to make 1 Convex lens
Use a rock (instead of hammer) on Hot Wrought Iron to craft crude frames. Hit it again before it cools and you get a monocle frame.

Monocle frame + 1 Convex lens = Monocle
Crude frames + 2 Convex lens (1 at a time) = Spectacles

Wearing them over the eyes could add a basic level of 'zoom' to the player that they could adjust by wearing/removing the glasses. Maybe they can be adjusted, idk. The lens could "become blurry", aka decay, after a couple hours, so they require glass upkeep to keep using them across generations.

#249 Re: Main Forum » HOW I STOPPED TWISTED FROM STREAMING! » 2019-04-22 11:31:19

Whatever wrote:

I dont think that twisted deserved that.
But i agree that the curse system is not optimal.
How would you fix it if you could?


Depends on how immediate the problem is. The first thing that comes to mind for 'streamer privilege' would be Jason adding a whitelist functionality that locks streamers out of being applicable to Donkey Town, or ups their Curse threshold & boosts their Curse depletion rate.

The second more complex possibility to fix it would be adding a 'streamer mode' that outputs a second display of OHOL. The second display obfuscates your name when spoken (including at birth), makes all ground tiles the same type, changes the facial/racial features of everyone in the village, gives you the ability to toggle whether floorboards are visible or not, etc. All features that would make it painful for a 'stream sniper' to be able to quickly identify what village you're in, who you are, or even your name. The problem is that it still wouldn't be perfect; it would simply take time for the sniper to 'pick the streamer out' of the group by matching what happens on stream w/ who talks in the village. And at that point, if you're going to obfuscate chat, then the social interaction the stream might want to see is gone.

*shrug*

I should probably write on here at some point today/tomorrow a case on the forums on not just Donkey Town, but the respawn system as a whole; a "Law & Order" update changing how respawning works, player-controlled ways to police and "Town-Ban" other players/griefers from a civilization per server wipe, is definitely needed to step up the civilization progress (and I partly hope that's the reason Jason included 'Sheriffs' and 'Guillotines' in the news update ^^)

Board footer

Powered by FluxBB