a multiplayer game of parenting and civilization building
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We need shelves too
Then we build a great library with massive hallways with rows of shelves. Fun
Ty Tarr I haven't shot a baby in game yet but if I want to eve maybe I should start practicing. They are pretty fast and cute
I really didn't want to shoot babies. How do I completely detach from caring about murder to make this possible?
Let’s quote this on social media XD
how is it working?
ive been in three towns that died from lack of water
yeah, its working all right
Actually I also saw a town with an engine for the first time in a month play. I think necessity drove us to advance and learn engines. I'm encouraged to save an engine craft cheat sheet by this update too, hope to use it at one point. I'm just anxious someone seeing me fiddling with the engine parts clumsily as griefing
skeleton piles make you sick and turn food into rot
Ooooh I like this one. Support!
Nothing is more metal than dying by a disease caught from your grandma's corpse
Make the map limited with limited ressources, earth is round.
An upgrade to the iron mine maybe with a diesel engine that uses kerosene.
Oil nerf but balanced so that getting enough iron is possible
Something beyond oil but very hard to achieve like electricity maybe
A possibility to either win or fail, Sustainable ressources trough making the right choices vs Using all the ressources and running out
Watch everyone cooperate or fight over the limited ressources
A finite earth would be pretty interesting yeah, I would love the world to evolve to having a central city where city/town/village heads convene and argue about resources, it will amount to nothing though, like real life , but maybe it will turn into a conference room stab fest while everyone e is wearing suits. but that's fun shit RP.
Keyin wrote:Then there's also implementing human waste, a need to build an outhouse that must be regularly maintained, especially in high population areas.
But we already have enough poop in large towns from the sheep.... LOL I didn't think there was something worse than the poopocolypse but... yeah.
I do like the idea of a harvest. IDK how it would be implemented. Maybe if you harvest crops at the right time you get a bonus amount. At the wrong time you get less.. so pick milk weed in the fall and get a string... otherwise you get stalk.
That reminds me:
HEMP
-add a plant called hemp
-requires higher tech to be used, like maybe you need to build a machine to twist it.
-produces tons of rope.
Dude we have the same rope idea.
Honestly even if it requires attaching a diesel engine to it it's worthwhile if it can make loads. Load a hemp into it, pop out a rope in 6 seconds, repeat as needed. Each kerosene runs engine for 2 minutes
Spoonwood wrote:Reed skirt maker, why god why!!!???!! What a use of rope that... I'm just kidding with you Destiny. I'm sure you've heard people discuss reed skirts before and understand the cost well. I've also decided to make a reed skirt when traveling between towns before (I don't need to take a needle or adze from my family to make it, and that milkweed might not get used otherwise) and in low population play.
I enjoyed reading about your play experience Destiny. Thanks for sharing.
I regret nothing ... viva la reed skirt!
In my defense, at that point, we already had all the fire-making tools and a snare. And we were miles away from where we ended up settling so all the milkweed was just sitting there unused, begging to be turned into a reed skirt. A little bit of clothing can help soften the hunger drain when traveling long distances through hostile environments, so I definitely recommend seal skins and reed skirts for migratory Eves or small children abandoned in the forest. Once you settle, rabbit is the better way to go, obviously. But if you don't have a bone needle yet, your clothing options are quite limited.
It was my pleasure to share. That was a fun and interesting life.
I actually wonder I it's more viable over a longer term for everyone to just wear straw hats, sheep/seal skin, reed skirts and wooden shoes ( I believe none of these decay)
If a family were to last 100 generations like the recent Bada family did, they would probably have gone through 15 cycles of rabbit furs for everyone, assuming at any give time 10-15 family members are resent , counting BP and full fur set sans seal coat. It's nearly 150 furs need to be caught every 8-9 generations plus 15 seal skins. So I guess it doesnt sound so bad? Or is it really?
Or we could have a town that sanctions a non decaying uniform as above and no one worries about making new clothes , almost ever, barring missing clothes due to people dying far away.
I find the biggest drop in food pip use is in the first few percentage of insulation anyway. I.e, I think being named is double worse than wearing just a loin cloth and boots but it's in turn not quite double worse compared to fully clothed
So the non decay set really already insulates quite well and is more practical over many generations
Wow! RedComb I'd never even consider buying any of those other games from the description! Not my personal idea of fun (but I can understand how other people enjoy it, so no real judgement here)
I don't mind that OHOL has some violence and conflict but to me it was always supposed to be a consequence of the inevitable friction that you get between people even when they are mostly working together. And a way to deal with persistent bad actors. In fact, I really like that OHOL isn't all safe and flowers and roses. If I wanted to play farmville co-op... um I'd do that. It's relaxing. That isn't this game.
But I think that everything needs to lead back to the goal that always excited me "Build Civilization!" So build tech, and farms and human institutions-- And when I saw the description I was super excited since it sounded like my kind of game. And mostly it has been!
I just don't think it'd be great if it morphed in to rust. I don't want to eat people or dominate anyone. That sounds awful and kinda... boring (if I'm honest)
Yeah it's boring. Because it's all about survival , which is at the bottom of the Maslow hierarchy of needs, and these games almost never allow you to progress beyond that. That's why it's boring, good for adrenaline junkies but for some of us, we don't really care for that.
OHOL has potential to give it all, self actualisation including, though it's tough since artificial challenges keeps being added to force you up the tech tree with no new ones added to make life easier, as tech SHOULD be doing.
We are now stuck in endless loops of fertilizing soil by hand carrying little clay bowls and watering them with said bowls. Where's irrigation? Where are the wind and water mills. Where's the plows? Watering cans at least? (Stick a pipe onto a bucket)
I think trade will not happen simply because every village fundamentally has the same resources and as the player base stands now everyone has same skill set since players are not coming in. Arguably the one things that few people know are perhaps engines - which I still have trouble learning and remembering, even then I could be wrong and underestimated everyone else
To make trade feasible, there must be excessive potential production and scarcity which unfortunately, every town eventually shares the same of since we are not likely to find another town that is too far away
You know what I think can really change up the game?
Make Biomes HUUGE. Seriously, what kind of savannah is only 20 meters by 20 meters, what sort of jungle is only 10 by 10 meters.
We need them to be huge so we have grassland towns, plains towns, badland towns, jungle settlements, tundra camps, desert outposts. Each that make their own set of resources. Grassland should be most prevalent of course so Eve camping won't be impossible, make them spawn around pond clusters which in turn is surrounded by one or two huge biomes. So a towns production depends mainly on which huge biome it is sitting next to.
This will actually give reason to to trade not kill
I think simply getting rid of the /die option would help some players stay in more games. It's far too easy to simply cycle through lives until you find the sort of place that you're looking for. And being able to choose your mother and your family is something that a lot of people want, and it would really help with preventing deaths. But you can't start putting in limitations on a game that people are paying to play. Micro-transactions would absolutely ruin the entire thing, and the people who would enjoy the token system are the people who likely already take the time to live a lot of lives in different places without cycling.
runners cannot be easily solved though, suicidal babies is the most annoying - immersion breaking shit. The worst part is realizing you're losing a foot race with a newborn child.
OHOL babies are fast as ****
DestinyCall wrote:I think this is a big part of the situation. If you play OHOL repeatedly for days, weeks, months, years .... you will experience thousands of unique individual lives. But every one of those lives will not be precious and extraordinary. Most of those lives will be similar, even repetitive, maybe boring. The first time you make compost, it is a fun and interesting challenge because you are learning a new skill and gaining mastery over an important job that is helpful to the village. The five hundredth time you spend your life making compost, it just feels like drudgery and you'd probably rather be doing something else, but the village needs dirt and no one else was willing to do the job. If your only major accomplishment in that life was "made a lot of dirt piles", you probably won't look back on your memories of that life and feel nostalgic.
Likewise, the first time you are the last person left alive in a village or the first time you are the victim of a random act of violence or the first time your baby dies in your arms will feel significant and terrible. But the third time it happens, it will start to feel familiar. The thirtieth time it happens it will have become routine. And the three hundredth time you deal with one of these personal tragedies it will have become almost inconsequential. As a new player, you will probably care about each life much more deeply than a veteran player, because each life will bring with it many new experiences. Many things will happen to you for the very first time. Everything is fresh and new. But if you have been playing life after life, you might get to a point where you don't want to play in early villages anymore, because they are all pretty much the same. Or you might reach a point where you don't want to deal with hectic big-city life, because they are messy and full of griefers. Each life is technically a different experience, but if you play enough, each life is pretty much the same ... it follows the same path from start to finish. The lives that really stick with you later are those rare lives where you experience something special or unique. And that just isn't possible every single time you play. Some lives are going to be too short. Other lives are going to be too mundane and uneventful. And still other lives will be too similar to your previous lives.
While I agree with you somewhat, I feel like YOU make every life mean what you want it to mean. Every life I play still feels new and exciting to me.
You gave the dirt pile example, and I have solid memories of doing massive resource making just to see if I could. I still remember a life where I wanted to see how many carrots baskets I could get (before the piles...oh man) and somehow cranked more than I had ever seen but still wasn't satisfied and wanted more carrots. Even other people can remember things like that.. I bet tarr still remembers making his wall of sauerkraut. I sure as hell do and remembering how awe struck I was to find it.
While some lives obviously do blend together, I still have more positive memories than I can even think about. Sitting here now trying to think about them all makes me nostalgic as hell. I'll take the blending bland lives for a chance to get amazing ones anytime.
If you ever feel burnt out take a month break and you'll come back to a different game everytime.
Ah, that reminded me that one time I set off on a life mission to gather enough milkweed to make a dozen hand carts - the milkweed part took half my life journey and surviving in isolation
And I finally came home with enough rope to host a bondage party - all I needed was an axe, froe and bowsaw , and the bowdrill - luckily all available
I remember everyone swarming around me in my old age, probably croaking in 5 minutes, but a bunch of younglings helped me with the wheels real quick. Then it was a tearful goodbye and I was called a legend.
I guess performing feats is fun
Edit: And then I realized the server wipe came just within a couple of hours after this feat - then my soul is crushed - damnit world why can't i catch a break and feel more accomplished
I'd like fathers but killing your male babies is not misandry lmao. It's a video game, not real life. Also it is likely your mom and other people from amazonian tribes are males irl, so yeah... don't complain about misandry just because males are not as good as females in ohol.
Okay virtual misandry then. It still sucks we have to put up with it, virtual or not.
Alright , so I'm getting highly put off by the misandry going on recently.
Born into Amazonian families twice where I was a boy once and promptly stabbed to death on birth, and another time as a girl and was asked to pledge to destroy any boy I give birth to or any boy another woman give birth too.
It sickens me, and for the first time I fist-pumped use /die
Maybe it's because I'm a guy IRL but I can't help but think these people are just gaming the system. In a system where guys have to scrape the bottom of a barrel to justify our presence
I've seen some ideas
Like making marriage possible
Guys having advantage at physically demanding actions
Is it possible to have guys radiate increased fertility rates in a given radius? At least we don't get faulted for ending the line because as it stand we are all basically eunuchs
Disclaimer: I'm in no way implying everyone basically shags everyone of the opposite sex when we apply this sort of mechanic but I guess this does look that way
I think dying multiple times, no matter how seemingly valuable a life is to an outside observer, will desensitize a player regarding death. Veterans on this board probably have died a few thousand times, a good portion of then probably quite exciting. But even then....it becomes meh
Yeah, swords are dumb.
They really don't belong in this game.It was one thing for us to realize that we could accidentally kill people with a bow and arrow, it was another to make the knife able to kill people, but reintroducing the butter knife in the form of the sword is just stupid.
What's next, armor? Guns? Cannons?
Atomic powered robots who's sole purpose is to defend our town?
Is that where all this is going? You want us to make terminators and drones to fight wars?
When there are 30 people playing, how do you think that's going to turn out?
You sold the game as a parenting simulator; people want to care for each other, and you're going to let the ones that kill people turn them away. Then you'll be left with another dead game, like all the other garbage you've made.
--
I'm sorry but the property fences and the weapons are the wrong direction for this project.
You should have stuck to making food, clothing and the technology for people to keep each other alive. That way new people would have felt welcome and needed and the game could have grown with the growth of the player base. Now you're just going to turn people who want to care and work with each other, a goal we all already wanted, away from one another.
You can't run a simulation meant for thousands, or even millions of people, with ten. What happened to humanity over the last ten thousand years just cannot be reproduced this way. Even if 1 in 10 people decides they are going to murder people, the ratio of murderers to mothers is already orders of magnitude too high, compared to that which gave rise to mankind.
Forget your lesson, make a good game for people who want to do good things.
That is what has kept me playing for over 2000 hours now, and that is what the vast majority of players wants to do.
That is what the vast majority of people throughout time, have wanted to do.
I've been meaning to say something along these lines, but Jason was late approving my forum account.
We simply lack the volume of players to simulate any society beyond tribalism. Which to be frank, after just 50 hours of play for me play is starting to feel repetitive. Everyone is so crucial to the function of a village or town that we are working 75 percent of our lives without a chance to do things a normal human being does , actually talk to people
If you ask me, Jason should be making more ways to improve efficiency of mass producing items and more water that is easily obtained
The problem is now, escalating challenge of to get more water and stagnant agricultural practice has made society nothing more than worker bees and everyone needs to be competent or town will die
TLDR : I think making things challenging with ever increasing complex ways to get water, food is not the way forward for this game. It's okay for these to get easy, we are at a point in time where 99 percent of us in a non backwards country don't have to worry about food and a good majority of us pursue things that if done in game would be considered "rp-ing". You don't have to give us the challenge Jason, humans by nature will find our own problems (first world problems)
Edit: sorry I got bad grammar, english is my third language