a multiplayer game of parenting and civilization building
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This is great idea! I still believe Jason would introduce waterworld in future, with lakes, rivers and sees. However, such big sources of sweet water would make newcommen pump neglected. However, if such a newcomen would automatically irrigate a big amount of tilled rows without need to run with bowls and bucket, it would still be viable option
Couldnt agree more, as for new bodies of water, i think jason said something about wanting people to move around and not get stuck in one mega town, by introducing a sea of water or a constant flow of water, that would allow for infinite water making the need to seek out any other sources obselete, which if the creation of the newcomen pump says anything, its that we should be relying on these tools more then ever.
So alot of people are wondering why it is we have amazing tools, industrial transportation, and yet, no system to water our plants yet. Well i got a few ideas for this specifically. Basically the idea is to use a newcomen drill to bore holes inside of long shafts, and then use those bored long shafts as a makeshift irrigation system. So for recipes it look something like this:
Long Shaft + Newcomen bore = irrigation pipe
Irrigation pipe + North/South Stake = Irrigation pipe B
Irrigation Pipe A + Bow saw = Halved Irrigation pipe
Halved Irrigation pipe + Irrigation pipe A = Three Way Irrigation pipe
https://i.imgur.com/EPLZxKM.png
Three Way Irrigation Pipe + North/South Stake = Three Way Irrigation Pipe B
https://i.imgur.com/B71QRBj.png?1
Newcomen Pump + Irrigation Pipe = Newcomen pump With Irrigation pipe
Rules:
Inorder for your plants to be watered by the pipes they must first be connected to a newcomen pump. Every time the pump is done cycling water would slowly funnel through all the connected pipes, watering any plants that were right next to the pipes themselves (perhaps playing a watering animation). Then, after a certain period, the water would stop flowing and the pipes would become empty. Now obviously there are gonna be some restrictions to how far these pipes can water plants away from the pump before they become obsolete. making farms around water pumps the prefered method for any civilization high on the tech tree and ONLY those. Also, depending on how long the irrigation system works after the newcomen pump is finished, the entire well could dry up as to counteract the amount of plants being automatically watered. Also, treat irrigation pipes like structures, have them built by first putting stakes down and then the pipes themselves. Only allowing them to be removed with the use of a adez, This will make it harder for greifers to simply pick up one of the pipes and ruin the whole process making for a more enjoyable experience.
Really id love to hear what you all think, should this be implemented, or are there more important things you are looking forward to?
P.S.: Apologized for some of the really zoomed out drawings, was using GIMP and am not totally familer with the software, also these drawings use the long shaft from Jasons OHOL and build off that
I've got a deja vu. There are historical eras on forum:
1. Many threads with people complaining about nothing to do in camps. Jason introduced stew and sauerkraut.
2. Many threads about monodiet. Jason introduced potatoes and corn, tacos and burritos.
3. Many threads about griefers destroying villages trough multiple spawns. Jason introduced many strange thing experimenting between his concepts and needs of society. This resulted with donkey town.
4. Many threads complaining about lack of antigrief mechanics, Jason introduced decay and medicine.
5. Many threads about lack of technological advancement, Jason introduced industrial era.Now it seems, we are at era of complaining about lack of communication between noobs and veterans, as keeping village alive is too time-eating activity to leave time for teaching. This is currently not a game about parenthood! My most enjoyable experiences are when I was teaching others smithing and shepharding. I expect more threads to be posted about it and I've got a solution, which would also make buildings more usable.
Day/night cycle! Biomes at days would be warmer as they are currently, making it a time window for work. Nights, with much colder biomes, would enforce players to build shelters in which they may cook, eat and communicate. Simply, time for practising parenthood.
I will make a comprehensive suggestion about it. Please, consider it.
IF day and night cycles existed it would need to be alot shorter then a day cycle, so for example 5 min night cycle, 10 min day cycle. Obviously its not realistic that they wouldn't be the same time but thats gonna be needed, as having a 10 min night and 10 min day would be too much for players whos jobs are outdoor activites, sure a smith and cook might enjoy the company but after that smith runs outta ingots, someones gonna have to go out and get more, and waiting 10 min for a night cycle to come back up is literally 1/6th of your play time, or if you add the total night cycle time, thats HALF your life, doing nothing but talking to people and waiting to get on with your life. So if day and night cycles are gonna be added in, nights gotta be shorter then daytime. Like the idea, thats just my 2 cents.
well if the towns were big enough, and the roads long enough that someone could follow them, i dont see why another eve couldnt stumble upon it and rebuild it
Yeah, I'm new-ish and have been puzzling over the clearly common problem of girls dying off. It seems important maybe to emphasize that each girl is potentially crucial to the village, so they know that keeping theirself and their children alive are more important than anything else, barring situational emergencies. Obviously some productivity is ideal, but if the choice is that or village death.
As it is I only mostly hear about it when a line is down to one girl. Some players might mention it if they specifically want *their* children to have a line, but this is less common as far as I've seen. It seems to me like an interesting scenario might involve having one or more mothers managing the berry farm while also serving as an information hub. If at least some of the other villagers reported in occasionally about the state of things (especially locations of resources and new village features - and any signs of griefing so they can survive), then the farm or nursery could become a doubly useful thing. Has anyone seen anything like this?
Of course I realize discrepancy in skills, smarts, and intent might make this difficult or nigh impossible to pull off and maintain. Ideally you would have a message each generation received, maybe elders would be tasked with "reading out" a basket or two of notes to the babies at the farm. After all, important info gets lost in "verbal" telephone games. Just fun ideas to think about, I don't know if game society is stable enough to support that sort of thing.
What i think it all is gonna come down to is mothers looking after their kids. I had twins, made both of them coats and got them backpacks, fed them well, and in general just made their lives alot easier and both of them lived to be 60. I think if you put a effort into taking care of your kids and getting them things, that will create a incentive for them not to do bs things since they know you invested time into them. So maybe just have 1-3 kids, and spend your time to really take care of them.
In that case id just ask them to help you with whatever you were doing before you had the kid, regardless of whether they SAY they are new or not, then if they actually DO turn out to be a vet, thank them for their help and go your separate ways, but if they ARE new and saying they arent, asking for their help anyways will allow you to keep track of their habits and what they are doing. I.e, are they eating food? are they doing tasks to help you that a new player would have trouble knowing from the get go. By doing this you can find out if they are telling the truth and still be able to feed them if they are being careless.
Well, reeds are basically farmable: straw is pretty much the same thing so just farm it excessively. Kind of annoying dealing with the wheat clutter before bread, though. I think the only difference is you can make hats with straw, and skirts with reed, and compost with straw. If you're reviving a dead town, massive wheat fields is the first thing you do for that reason.
As for the value system, it's kind of age related right? Like I'd give baskets, sharp stones, and rope a 9+ in eve towns. But you can just grow milkweed in advanced towns if you're short on rope.
Exactly, its circumstantial and should be taken into account with the value system, which is what i stated in the post itself. Of course baskets are gonna be important in eve towns, and less so in towns, something to keep in mind.
So i looked at my family tree the other day and found out that not 5 minutes after my babys got hair and ran off, they got either:
A: Killed by a Mosquito
B: Starved to Death
C: Killed by rattle Snake Bite
How can we fix this? Simple: take care of a noob and teach him how to help you with what you are doing, then, when he/she gets into their teens, tell them to do a task IN THE VILLAGE that you know shouldnt be too hard to do, and wont hurt other villagers. This doesn't require any planning like a discussion i heard about planned parents taking care of their youth, i mean sure it would be nice if people would cooperate at that level, but those ideas are far and few between from working off the fourms.
The point is that if you are using a noob as a tool to help what YOU are doing, not only is that making the noob FEEL more useful, but hes alot safer, is learning what you are doing, AND is actually as it turns out MORE useful then if you just said "gl bby" after they turn 3. Also, you dont gotta walk the noob on a leash until they are in they're forties, just wait until they are like around ten and say something like "ok thanks for your help now can you go do xyz" this xyz could be as simple as farming, making kindling, or any task that requires little learning on the noobs part, but the idea is that it is:
1. Inside the village so they dont accidentally die by animal/starvation
2. Can be done WITHOUT you so that way you dont gotta take care of them anymore (if they dont know how, teach them then leave them to get it done)
3. Safe, that means no bear hunting, bread slicing, or iron collecting, these people barley have 5 hours on the game and people are leaving them to do these things
Now for the second thing id like to talk about, which is nursuries. Having a well built place to keep bbys well fed and warm is crucial. It allows the mothers that are busy doing things to simply drop their child off at the nursury and continue helping the village without being anchored with the role of feeding their kid every 15 seconds.Couple things to keep in mind when making a nursery:
1. Keep the nursery on the edge of a desert to have a better temperature
2. Make sure someones gonna be there when it comes down to taking care of the children, fertile women are ideal but men can substitute this role by directly feeding them if you have the food
3. Keep one or two wooden boxes filled with pies and firewood, pies for the moms taking care of the kids, and firewood to keep them warm, maybe even some clothes if you have spare for the newborns
4. If you really wanna make it a building make sure there are two exit points to make greifers have a hard time of putting locks on both the doors
Once the kids are of age ask them if they are new or not, if they arent new, just let them on their merry way, but if they ARE new, refer to what i said in the first bit of this post.
I feel like the introduction of cars isnt totally irrepressible to the core mechanics of the game. In fact i could see it as a frame work for new updates to come. Now that Jason has produced something so hightech like a car, maybe he will try to fill in the gaps of technology that came before hand. I.e irrigation systems, wagons, etc. Then, make higher requirements for making the crude car, making wagons more preferably to lower tech villages, thus fixing the current situation of upset players. No one really has to lose in this update, or any afterwards thus, just think we should all have a lil patience with Jason to take the game in the right direction.
Ive always been invested in doing what i thought was most useful for my village at the time, and as a result i have came up with a 5 question value system to determine how useful what you are making/doing is for your village at the time:
How long does the Product last: 0 1 2 (0: short 1: medium 2: long) Ex: (0: A gooseberry 1: Steel Tools 2: Clothes)
How many uses does the product have: (0: one 1: a few 2: many) Ex: (0: clothes 1: backpack 2: Steel Ingots)
How Important are these uses to the overall village: (0: Optional 1: Preferred 2: Priority) Ex: (0: Floors/Walls 1:New Comen Wells 2: Pies)
Are there any alternatives that complete the same desired outcome: (0: Many 1: a few 2: none) Ex: (0: Gooseberries 1:Backpacks/Carts 2: Smithing Hammer)
How much work is required to make the desired product: (0: couple minutes 1: 15 minutes 2: close to a life)
Ex: (0:Baskets 1:New Comen Wares 2: Building/Pathing)
(1-3 Below Average) (4-6 Average) (7-10 Above Average)
(Backpacks 6): This is because the new inventory space allows for carrying food and tools that otherwise would need to be single-handedly picked up off the ground that can now be stored on person, making for a much more efficient worker to help their village.
(Clothes 6): Clothes stack up the same with backpacks, as while they only have one use, and that being to keep the players warm, warmth is a really big mechanic in One Hour One Life as that determines how long it will take before you need another slice of that pie in your backpack. Sure backpacks give extra space but if your having to fill all that space with pies because your butt naked you dont really get much of a ROI for it in the first place.
(Gooseberries 5): While gooseberries do provide a reliable source of food, in later villages they mainly serve as a place holders for other item combinations, i.e pies and sheep fodder making them by their-selves fairly useless. But its the fact of how many uses that the food has that gives it a 5.
(Iron ingots 7.5): Iron is probably one of the most important items in One Hour One Life, any civilization worth their salt will eventually be going through bath tubs of the stuff. It has several uses, and most of its products can last from fairly long to several generations. Theres also the fact that the only way to get it is to go into the badlands, a place filled with loads of animals that would like to call you dinner, making it even more lucrative.
(Long Wooden shafts 8): Fairly easy to make, yet invaluable to any civilization at any level of the tech tree. If you’ve played the game long enough, you can expect any of these within a 5 km radius to either be stolen for use making a tool, fence, clubbing baby seals. Sometimes you might even see people taking ones being used for fires just because all of them got used up. Its basically the letter stock for the entire game, or the wood logs in Minecraft: in that if you wanna get something done, your most likely gonna be using a version of this at one point or another.
Of course depending on what your village needs at the time the values of a object can be worth more or less, so its important to asses what you think your village needs the most THEN compare this value system with that information. Enjoy!
Also, id like to hear what you guys think on this, are there any items, or crafts specifically that you think are fairly vital to the rate at which a village thrives?