a multiplayer game of parenting and civilization building
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if all players talk at the same time, it would be chaos
They'll starve to death.
PORN????!!
Yep, people do that.
(not really)
Artist: Erik Thor Sandberg
Thank you :D
They could have two parts: a microphone and a speaker. This way it's possible to limit the number of places that can be used to read porn over the radio. (There's at least one game where you're explicitly allowed to kill someone who does that.)
Radios talk with speech bubbles and repeat anything said on the same tile with an active radio in range?
I think the answer is that no one ever had a good plan. People kept trying different micro-refinements, as you say. Those refinements were awfully short-sighted, but there was enough people trying things that once in a while a tool worked unusually well. And then everyone would start copying and tweaking it, blindly exploring the new corner of the rules of the world we live in.
Humans are the stupidest possible species that had a chance at starting a civilization. (Othewise we'd start one earlier, when we were less smart but just smart enough.)
Humans are smart enough to solve tiny problems, but the other two ingredients are 1. trying tons of different options and 2. preserving knowledge when someone gets lucky.
Some consequences:
Words can be passwords. Teach children that "@p=shibboleth", and the sheriff will finally be able to defend against the thieves from the other town.
Words can mislead. What does "Heal banana" even mean? Why would anyone use "@b" for "birthday"?
Babies will hear gibberish and have to actually learn words from context.
Implementation details:
This is a client side change. I'm quite sure it'll happen eventually, one way or another.
Alternative syntax: "@f=milkweed is fruiting", "\w f milkweed is fruiting".
Watch out for recursion. It's great, but dangerous.
Communication is like the hardest part of the game. Let's make it easier by adding something that helped IRL. Language.
Cave people were able to communicate just fine with grunting, waving and pointing fingers. But it wasn't efficient. So they invented words.
Words are tricky though. If you know a word, you still need another person who also knows the word. So if you don't, you'll have to teach someone.
Here's how: humans will be able to remember words.
To learn a new word "BANANA", just type "#b = BANANA".
That's it. Whenever you hear or read "#b", you'll see "BANANA" instead.
Including your own speech. "#bs south!" will turn into "BANANAs south!"
It won't work unless other people know what "#b" means, of course. So make sure everyone hears "#h, Anita #g!" as "Help, Anita is a griefer!", not "Hey everyone, Anita is guarding the knives!".
Nations do not exist outside human brains. They should be invented by players, not by the universe.
Instead we need a way to automate talking.
For example, notes could be used to remember phrases. You'd read a note that says "g $1 -> $1 is a griefer!", and then you'd be able to say "Anita is a griefer!" by typing "g Anita".
For another example, you'd be able to type "n", and it would translate into "I am from the nation of The Southern Lake".
This could even be used to let children use longer, but fixed phrases. Children lack the experience to form complicated ideas, but they're just as smart and can learn existing ideas just fine.
As long there is only that one and only tech tree we have now, where you more or less need everything from every biome out there to be kinda sustainable. As recently suggested by someone else, it would be very nice to have different kinds of villages, not only, seen one, you seen all.
[...]
Also biomes wouldn't need to all or nothing. An ice biome still could feature rabbits (aka "snow rabbits") just way less than prairies. Just googled it, inuits made ropes from sealskin as well..
And it's possible to have different villages with different progressions without multiple parallel tech trees. Having only a few key biome-specific items is enough to have different outcomes, both economically and visually.
Thanks for the link, added.
Played the game for the first time yesterday. Is it just me, or is clothing not very useful?
Having all the biomes nearby is good because the village has kinds of resources. But constantly switching between warm and cold biomes means that clothing doesn't save you from freezing or overheating: if the temperature is optimal in one biome, it'll be too hot or too cold in another one.
I see two things that might help:
1. Make biomes bigger (say, larger than an average village by a factor of three) and less chaotic.
2. Make clothes preserve body temperature for longer periods.
Changing biomes is not an easy thing to do, of course. But it would be wonderful to see different villages use different types of clothing based on temperature conditions. That, or see people actually change clothes when they move between areas.
Related threads:
[1] The bigger biomes idea (June 2018)
[2] Quick clothing guide in bad biomes (September 2018)
[3] Food Consumption vs Temperature (May 2018)
What do you need knife for legitimally?
To kill griefers? Am I missing the point?
I realized that bootstrapping is hard
Yes! This!
Bootstrapping is basically everywhere. Evolution, human civilization, learning. Bootstrapping is a general process makes the system more complex and less chaotic, and it's like the most interesting thing ever!
I would find it odd to be born with a predestined role. The role you play in the community has always been something you decide as you grow.
It would be like being born with the message: "Your job this life is composting", or "You are a trapper"
I don't want to be told what to do with my one hour life. I want to take my family, the village, and surrounding area into account and decide for myself.
The only exception is if others in the community give me a role, but this is based on their experience in the village. It is not some undisputable message from a higher power.
Again, I don't really think it fits in this game.
This problem can be easily solved by having a "I don't want to be randomly assigned to be an antagonist" checkbox.
(And it wouldn't make sense for the community to give someone a role that directly harms the community.)
I don't think it will fit well in this game.
Actually I think it fits very well. The game is about people cooperating to solve problems. Dealing with griefers, criminals and spies is exactly that.
I disagree. It is relatively much easier to bring a functioning town down than it is to keep it going. Stealing pies is way easier than making them. That's a broken aspect of this game. It takes very little effort with very little risk (IRL: getting caught, fines, jail time) to ruin things but a great deal of effort to keep things going.
Right, the griefing problem won't solve itself. But it's a big and hairy problem that is hard to define. On the contrary, antagonists being too powerful is a mere balancing problem. Harder than in other games since it's less clear how to make antagonists less powerful, but exactly as hard and way simpler than griefing.
It would make a lot of sense to make iron mines really rare and then use railroads to haul iron.
Also, adding new recipes alone can not possibly help, having more options is strictly better than not having. A tool being worth the iron spent on it implies that you can get even more iron out of it, or something equally valuable.
I suggest something like the Mafia/Werewolf games where some people are randomly assigned to be antagonists.
Make it impossible to distinguish between the real griefers and the antagonists who want to bring the village down for in-game reasons.
Then design around that, and the griefer problem will just vanish.
It almost works in space station 13, except they don't have to solve it completely because they have both bombs that can blow up the whole server, and admins that can ban people before the red button is pressed.
How will veteran players learn about this command?
Are plaster walls relatively easy to build and tear down?
Might want to make the game easier for a while too, reviews are important.
it's not a ban, you still can play.
It forces you to play alone in a game that is fundamentally about collaboration.
So rails in OHOL are like Roman steam engines: they solve a problem that does not exist yet