a multiplayer game of parenting and civilization building
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Regression graph is awesome. It showes, when we beat the environment and build sustainability, other players (called here griefers) are becoming a threat. Just like it was in history This way, I don't think murders must be tweaked. It is just another challenge!
It happens to kids who want to be useful ASAP and die gathering. Solutions:
1. Spawn Adam with Eve. Adam collects, Eve cares about camp.
2. Kid in backpack. It does not waste time by the campfire, it explores and learns with mother.
3. Tweak breastfeeding, so after picking up you have to click kid once again for breastfeed action, animation and sound. This way, Eve would not worry to carry kid around, drop out for moment and carry again. Also, elder womans would not starve picked children trying to breastfeed them (happened to me).
It was Abby with a bloody knife in her hands. I stabbed her and she said something like "finally". I made a lock and locked the room. I placed three bows and two knifes in it.
Very clever. If I wanted to start killing, I would also hide all weapons
What I think (despite low weapon variety and lack of karma). People lacks communication. Writing is dangerous, slow and wastes time. When 1 kill occur, the whole settlent is distracted by it and it is hard to detect what happened, also because lack of view. People are killing each other because of suspicion. Solution to so many things would be to include by Jason better resolution in native. Also, voice chat.
No thanks. Multiplayer Murder Farmville doesn't need any more help going down that direction
OHOL definitely needs it, along with wound system. This way, with quick reaction, city can kill murderer and treat wounded
I don't know what happened. We quickly established farm with mother, there was always something to eat. Yet, all my family died in the wilderness
http://lineage.onehouronelife.com/serve … &id=258650
Big animals can eat grass, but not wood. Therefore grasslands have more bigger animals with fertilizing dungs and tilling hoofs. Despite flood plains, it is considered Chernozem from grassland Ukraine to be the best.
But, I was talking about rainforest. It has very fertile, but bery thin soil. The crops there are perfect, but only for first few years
People did move farms all the time in primitive times. Though you couldn't just till the soil and be good to go. You'd cut down a forest and burn it on spot to fertilize
This is true, but there is more. Farmers were starting in grasslands or in forest. Grassland is better, does not require fire to start farming. But nowadays, most of suitable grassland is claimed for modern farming, leaving for primitive tribes burden tropic forests. In such area, to start farming, you indeed need to deforest it. Even advanced farmers in Brazil do it, destroying slowly this rainforest and leaving burden land behind.
While I don't think it is wise in longer terms, I want players to be able to do it and eradicate area. Because endless fields of hardened rows make more drama, than just empty soil pits.
One of my ideas was to make tilling with hoe in badlands and deserts creating hardened row instead of tilled row. But there is much more nuances and I wanted to be clear here.
You are right, soil movement is done for gardening vegetables and flowers. Buy not for farming, as logistic associated with it is much bigger than transport from more suitable area. Gardening is just extreme intensive way of farming. But historically, we started with extensive farming and were slowly changing to intensive. My proposition it to repeat this history: compost would still be possible to do and reclaim land.
It also seems to me that people would just ignore hardened rows and keep tilling new areas.
Exatly. But notice consequences
1. Land will eventually recover, even without resetting tiles.
2. People will have to abandon perfect spots and manage increasing logistic transport between storage, forge, ponds. Rushing for compost is vital for longer generations and cities. They will be not only running out of tools: constant moving will make them run out of time. Yes , this means only "space reasons".
Because everything runs out, even space
This a good oportunity to remove soil moving, as it does not occur IRL (Germans tried it in WW2 and failed). Soil pits also not, as something immediately starts to grow on such a thing.
Soil management
1. No soil pit. Tilled row created by using hoe on the ground.
2. Every crop, possibly including gooseberry, hardens tilled row after gathering/removal
3. Tilled row ceases to nothing after like 10 minutes.
4. Hardened row ceases after like 60 minutes.
5. Hardened row can be removed (tile reclaimed for building and farming) with compost immediately.
6. Hardened row can be removed with worm after like 20 minutes.
7. Without soil pit, worms can be obainable randomly from digged carrots, burdocks and shovel holes.
Sustain would be even harder this way, as tool cannot fix hardened row, you need dung or worm. Before dung, players will need to apply nomad forest-gardens (farm untill burden, then move) or medieval two-field system. This is creating more management. Rushing for sheeps (cattle?) would be even more important.
Gooseberries:
1. Make cycle: vigorous (11minutes)-> fruting (1 minute). After gathering no fruit replacement, goes to languished. This way we simulate one month fruting period present IRL.
2. Fruiting-> languising -> dry. Watering still needed, even more than currently.
3. Gooseberries outside bowl/basket quickly dissapearing
4. On transition-> languishing give random chance to change to dead bush. Domestic bush should not live forever (wild also, but it is for another topic). Make average livespan to about 30 years (blueberry can live up to 50 years, could not find info for blueberry).
5. Digged out blueberry may leave hardened row. But it is not necessary.
This way, we remove storage capacity, while still mainaining soil management superiority. But now, gooseberry is long term, very problematic investment.
Applying this to wild gooseberries will create bigger need for onions and burdocks. Place them where soil was removed.
Also, i agree: putting fresh food into compost seems stupid. IRL, in 3-field system, the fallows was left for cattle to leave there dung. It was much more effective than industrial-scale compost crafting. It would be fun, instead from crafting compost, bring sheeps on hardened rows to fix them. We got this way field rotating, much more management, and need for shepherd dogs. But it seems as too big change for now. Soil removal and season fruting would be enough for this moment.
I understand the risk. And I faced escapee sheeps. With no tongs.
But fences are superior, as they can be replaced with boxes eventually. Which is so much convenient! I think, your suggestion with lassos able to catch sheep will help to deal with such a threat.
But I have in mind another suggestion: shepherd dogs, with no fences at all. But I have to rethink it
If you don't make suggestion about lassos able to catch player/mouflon/sheep, I will do it. But nobody never listens to me, so it is better for you to do it
Flint chip will make straight shafts into tongs. You can do the whole fence soooooo fast.
Did you saw it happen? It seems odd, as removing shaft down is fast enough to release sheeps. That's enough to make trouble.
Still, this game is not meant to be grief-proof. We (also Jason) have to establish tools to manage griefing into enjoyable gameplay. As griefing is just one more challenge
I will request for sheeps able to cross graves and lambs falling into nearby holes. Jason's dark side would very likely apply it
Also fences are so easy to grief with a flint chip.
Are you sure? Maybe in past? You can grief with barehands: remove shaft. But flint chip?
https://kazetsukai.github.io/onetech/550-Fence
It just don't feel right. Is not your soul suffering with making fence from graves or holes?
My is. And you know what does it mean: new suggestion. Sheeps must go trough so timid obstacles, because it's hard to imagine fence making be further simplified! For now, for powergaming, fences are useless.
Just to close the phantom topic: Jason established his own way of water management and confirmed, there will be no area effects ever.
https://onehouronelife.com/forums/viewt … 885#p15885
So, I decided to make a workaround for game lore This topic is important to me, because IRL I made with my father 7 meters deep well, with shovels, buckets, lines etc. And we made it on swamp (water table usually 1 meter below ground). Father hoped to reach underground waterflow levels, but we had to go trough waterproof clay. My father did not listen to me (I was skeptical), yet still I had to obey him. So we wasted 2 months to create rain storage
Good for garden, but not enough for house. As usual, I was right, but nobody listens
IRL, swamps are naturally created when water cannot leave certain area, like river delta or place with waterproof ground levels, so water cannot flow into ground. The main source of water in swamps is rain. Therefore, swamps are very bad at replenishing water: they just store it. Once dried, swamp will refill very slowly. This is why swamps and swamp ponds are very bad places for wells.
However, we did not see any rain in the game. Maybe transpiration is not strong enough, especially without rivers and seas, to create rain? But ponds are replenishing water and are the only place possible to build wells. This means, ponds in OHOL are springs! The only places in the world, where water can flow from the underground, create pond and even spread around creating ponds. And wells, which are basically holes with less filter levels, can replenish water even faster.
But Glassius, why can't we build well immediately? The answer is: did you try to dig in water? You have firstly to remove all water, in order to dig deeper. Now the order make sense -> dry the pond -> build a shallow well -> dry the shallow -> build a deep well
This is the only solution and I would be glad if Jason confirms But what does it mean for us?
1. Very poor worldwide evaporation means, there are no rivers nor seas. Sad, but lore consistent.
2. There will be no area effects. Everything will be always handcrafted, even using machines. No aqueducts, production lines etc
3. The next tech level would be something to reach even deeper in the ground. So, maybe water pumping windmills, as the final construction? No engine pumps, which require fuel.
With every life you learn something new.
I was just spawn to a nice camp. In my prefertile period I wanted to be a shepherd. In order to it, I collected 16 straight shafts, but there was no adze in the village you need for fence (holes are for pussies). As there was no smith, I took this job.
Somebody made kiln in the middle between desert and swamp, so I decided I can learn kids. Placed them on border tiles to keep them warm, but realised... There is no iron. So I telled them to wait and travelled to find. Had to abandon my 2nd kid, as I was close to starve. But I found ore, together with 2 fresh iron veins. Yeah!
There was plenty of food, other villagers were making good job with watering. When back to village, I showed kids how to make charcoal and wrought iron, crucibles. They started making tools on their own. But I needed pickaxe, to ensure future with iron tools! So went once again north with pickaxe, created 2 iron pits. But unfortunately, died starved in the wilderness.
I abandoned only 1 kid from 3 or 4 and they made it quite well. I only hope, they made this saw, stanchioned kit and established mines. As this badland was already cleared from iron by me.
http://lineage.onehouronelife.com/serve … &id=242685
The struggle to keep your children alive is something you should embrace, not shy away from, and you certainly should not be trying to convince new people to turn their backs on their children and run away from this challenge. THATS THE GAME! You wasteful mother fuckers can't even see it!? When you turn that child away, YOU LOSE! YOU FAILED! You should be the ones that stop playing, not all those people struggling to whether or not to be reborn, or to even start up the game again, YOU are the one who should be turning to other games, because you suck at this one.
1. Chill
2. There are many ways to enjoy game. Crafting is an option. Exploring. Killing others
3. In game, kids are not result of love, but budding. Our chars replicate like bacterias and their lives is worth the same.
4. Because you care so much about ingame chars, but you aborted forum user Alleria, it would be a pleasure to kill you as your baby and avenge her. It would make so much drama
the life itself in OHOL is less worth than any work done, any possession built
& that's just not a good foundation
When you are multiplying as bacteria, your life matters the same as bacteria's?
But you are right. We do not have to put any effort into having kids. So, why should we value them?
What are some reasons why you would suicide as a baby?
I was suiciding myself multiple times. Usually, because I wanted to play a certain role, like shepherd or smith. Because we have no spawn options, I had to waste my time, my Eve mothers and all my kids, when I became female smith. And we are doomed to wasting time, because of involuntary budding.
I think that would result in 99% abortion rate. Too harsh. It's like server-wide ban.
1. I disagree. I am sure players like @Aurora will be keeping all their babies. I also abandon kids only, when I can't support them. I would say, abortion rate to be about 80%.
2. It gives more variety and freedom to players, compared to server ban.
3. With some more spawn mechanics (Im sure current solution is temporary) you can have a village of only griefers. And it will start wars
my infinite-world game engine doesn't support that, I'm not quite sure how to simulate flow correctly and efficiently given that the connected areas might be unbounded in size. and I estimate that coding this up would take about 2-3 weeks of full time coding/testing work (with no content or other updates during that time). It was also never part of the plan, and judged to be out-of-scope long ago (I decided NOT to do any kind of "redstone wire" type thing in this game about 2 years ago)
At least it is good to know, what will not be introduced in the game. The whole point with my phantoms was to use ingame, already present mechanics, but I guess there is problem, as it will be present in crafting references, but still not visible nor usable. Another problem is simulating distant tiles in case of pipes.
I rethinked idea before another well change. I think, it is worth consideration by Jason
Mechanics in crafting reference style. Note, phantoms are acting on nearby objects, just like player with bow and arrow.
Example, how does it work (tell me, if pictures disappears).
Jason, you are rethinking the problems for which a proposition was given a long time ago. And it would not solve current problems, only create new.
Swamp are naturally created in places where waterproof levels of ground don't allow water to go deeper into ground. Therefore, swamps are naturally a terrible place for wells, because you are building it in ground, which does not allow deep water to flow. The whole idea of well is to reach water-flowing levels. The current design, where deep well is refilling faster than shallow and never goes completely dry makes a great sense..
Also, allowing wells to be built only on ponds, restricts them from building in bioms they seems to be naturally suitable, like deserts and savannas. Totally unimmersive and not realistic.
The current problem is well spam. It is possible, because objects do not interact with each other in the area. Why build cistern, when a well is even cheaper to make and has greater use? The future irrigation system, with canals, pipes or aqueducts will require objects to interact with each other.
Which is leading us back to the point: we need an area effects. I gave a proposition how to do it within current game engine with phantoms, but it seemed too complicated. I rethinked the idea, simplified it and I am making animation to show how it works. But it suppose, I will not make it in time before your well nerf will come to life. I will just put some pictures there instead, in hopes people will understand.
https://onehouronelife.com/forums/viewtopic.php?id=1808
No matter the refill rate, the simplest solution to water for players is to build another well nearby. You are just making it more tedious. Simulating area effects gives possibilities:
1. Restricts from well spam. You need to build next well far away and carry water back.
2. Gives cisterns use, as u actually need to carry water from far away.
3. Allows for canals, aqueducts and water pipes in future.
What I would like to see is some mechanism that makes it so, that good players are more likely born into a game with other good players and griefers are more likely born into games with other griefers. Who knows, maybe griefers will have lots of fun this way. There are PvP servers in MMOs and some people like it.
This is a terrible idea for drama reason. The whole point of griefing is to make constant war between griefers and constructive players. This is challenge that both sides would enjoy if there are equal chances. But for now, they are not. Simply killing griefer does not punish him enough. It doesn't matter how determined is the whole village, because determined griefer will always eradicate it eventually.
The only way to counter it is to punish griefer after death and there are two steps necessary here: detection and punishment.
1. Earlier this thread most people agreed system detection is bad. It will be affecting good players and griefers will be developing new ways to pass it. So, it would be players who detect griefer and decide IF to punish him after death. It would be curse system.
2. How punishment works: most mechanics proposed here are system punishment: server ban, Eve banishment. It is separating griefers from constructive players. No drama, less challenge.
My proposition is to add mark (like Cain's mark, maybe evil eyebrow? Dr Evil scar?) to cursed players and leave spawn mechanism untouched. This way punishment will be also dealt by players. And it adds drama! Possible situations:
1. The last fertile woman in town, just before menopause. And she births marked girl. Would village raise it despite previous sins? Or will they decide to kill her, along with the hope for survival?
2. Flourishing village, marked boy is born. Mother decides to keep it. Will village allow her? Will they banish mother and boy? Or just kill both.
Pros:
1. Control in player's hands
2. More drama: revenges, forgives, atonements, baby killing.
3. Rather simpler than server ladder
4. Allows spawn mechanics to be untouched, so can be updated any other way in future
5. Server choosing untouched.
Cons:
1. The concept of hell and limbo is replaced by the concept of karma. Some prefer afterlife solution.
2. Less control in Jason's hand.
crafting a knife only takes almost 10 minutes
Yeah, craft a knife, when you have plenty of axes, hoes, shafts and rocks nearby Welcome to rage quitting