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#26 Re: Main Forum » Etiquette » 2022-06-14 10:17:19

not much really, as a baby stay in the fire, don't waste their time and food bar, the colder you are the more you eat, so walking around it's not too efficient for them. also get used to lower food bars, the chimes are annoying but you won't die by only eating each minute once. better players know the timings but panicking and running after them might get you starved.

better players usually tell what is needed or what is their plan. usually it's ropes or boards or more pottery or storage always welcome. generally I give a small task to kids, or tell them what is the most important, but they might not know how to do it. also bad players give bad instructions so listening to them is also bad.

in exchange for raising you it's nice to do one small boring task, like adding soil and watering plants, making compost, killing wild animals and collecting rounds stones, rabbits. but the majority of vets don't expect you to do much, try to not fight over resources and respect others privacy/properties, and have fun.

#28 Re: Main Forum » Welcome to BETA test a fully new written OHOL Hardcore Server » 2022-06-14 10:11:23

I mean pigments in the skin adapting to heat or cold isn't a big of a stretch. but it's hard to make significant to be important enough but not more important than other things.

They made INL and it is fun but since some of the mechanics are just reductant, like having babies is actually annoying. the playerbase there is more hardcore since it needs a better rig and more knowledge and another payment. and the age is limiting you from doing things while you are born on the same place anyway. so all in all being a baby is bad, and starting as an adult is good.

so no reason fixing Jasons nightmare updates, just scrap it, the game can have a new identity with new mechanics that make sense, good reward and punishment systems that aren't too complex and just make sense.

@selalov734 the way Jasus did the characters, their head positions or hairs are completely different positions so they aren't interswappable, I tried it. I even made a working, decently looking character but it's a pin doing it. the eyes are also way too low resolution, 9 pixels are already huge, kind of the same as the biggest one, and so it can only be black and white.

yeah the engine limitations are crap, we could make nice looking mods that are easy to install but can't fix the crap ui and can't add stamina or hp then can't really make it any better.

#29 Re: Main Forum » Welcome to BETA test a fully new written OHOL Hardcore Server » 2022-06-09 19:47:21

Arcurus wrote:

Im thinking about implementing it that way:
- each floor / wall has a heat value that comes from the biome plus season temperature
- the more insulation the floor has the more it stays close to 0.5 temperature
- with each timestep the floor / wall tiles exchange temperature with the tiles next to it while considering the insulation of walls

For example if you open a door the room would not get hot / cold at once but over time the room would cool off.
The bigger the room the more temperature leaking you would have though not having 100% wall / tiles insulation, so no artificial limit.

If it is performant enough, i could use the same mechanism to calculate temperature on any given tile.
The idea is then to change the biome if the tile gets too hot / cold over time simulating climate change / ice ages.

I would say the difficulty / time to implement it is medium so should be ok.


General im thinking about how to handle the temperature.
The idea is to have more realistic temperature mechanics, so in theory very bad temperature could kill you over time.
The problem is players are not used to it.
Also it could be too annoying that you are forced to leave a cold biome in the winter (if you dont use enough clothing / heat and once implemented buildings).

Currently if it is too cold / hot you lose hit points and gain exhaustion. Both slows you down to at max 50% if you are close death.
This might be irritating for players, especially if they are used to ignore temperature at all.
So the question is which mechanics can be used to make temperature more meaningful / realistic while on the same time give the players a good experience.
For sure better messages could help if a player is slowly dying through temperature.
Maybe instead of having a slow killing through temperature it would better to use something like (heat)strokes that give you a clear understanding that something is really going wrong. These strokes would stay for lets say 15 secs and come once in a while if you have bad temperature. They could limit speed, hinder eating or doing stuff.

Any ideas?

Jason doesn't understand how to reward people and why. His values all all over  the place. As you remember, the base game was mostly 'don't do this'. Like 90% of mechanics are about not doing things, even accidentally you can do permanent errors. I guess his childhood was rough. He is still weird tho, I get that he had so many rules he enjoys breaking them in certain areas but in his online persona he has kind of weird OCD.
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I don't think it makes any sense to write complex stuff when the outcomes aren't really different. And if they are, it might require meticulous management which might be annoying for some. I guess people would enjoy more mechanics when it's well done but not too many pointless modifiers for the same thing. Ohol is just food and heat, no hp, no stamina no nothing, and heat is kind of food too.
Same with iron and water, everything converts to it and they kind of convert to each other. That just makes it  a bad system since it's bottom and top level resource so the bottom changes the lategame (wasting water hits back later) and the top changes the bottom (too much high tech makes life too easy). It's as fun as turning the lights on and off.
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Well, technically you could calc the average insulation where walls count more than floors, then the average temperature would be the material of the house, the original biome(not sure on this) and the season combined. The heating up and cooling down could be a set value in perfect conditions.
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But the issue there is the management. Right now in OHOL you could make  a 1x5 room and stay on perfect temp WITH a fire. that's 5 sideway wallsx2, 2x1 vertical and 4 corners. too much material for such a small place. The bigger the room the less walls needed as central tiles don't need walls. And the shape that has the most central tiles is the square. So if it isn't square it's wasting materials, also some heat bonus. But the other issue is that needs a fire, and needs to tend to the fire. 15 firewood per hour, regardless of size.
And a fire outside is just 0.40 or something then what? it's still a good bonus with no effort. Also you stand still so quite hard to work and enjoy a bonus.
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That being said the only legit bonus I could imagine in a room is perfect temp without clothes. Upsides? work in a good environment regardless of outside weather conditions. Downside? limited space.
Now really who does want to micromanage the size and shape of the room and all those details for 0.1 heat? like you do a compost cycle and make a bit more pies and same deal.
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I think it should be a different way of thinking, instead of you making a bunch of plans and arrangements to make it perfect temp, it could be a central heating, like a chimney and a fireplace built in wall. This should be more effective than a normal fire, or last longer. Instead of fixed heat, it would be perfect  heat, but last less for bigger rooms. It could work with charcoal since that is 3 units, so can be measured better. So for example 6x6 rooms was Jasons plan. That is 36 tiles, so a firewood would last 6 minutes for 36 tiles, so 1 minute for 6 tiles. That's 50% better than a fire outside. So if a room is smaller you could heat it faster and last longer or if it's bigger, more charcoal would be needed. A firewood should also give 4 kindling (in yah a log can be split in 4 bricks then each can be cut into kindling). So 4 kindling is 4 charcoal, 12 piece for heating 36 tiles to 6 min. that's 1 piece 3 tiles for 6 min. You could fill up the fireplace and it would go for a while, creating perfect temp indoors.
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If other bonuses come to play there could be some good mechanics, not to heat, but to  make rooms useful.

would  be interesting if you could handle it as a group zone, not sure how performant would be with many.
could be just type A, B , C , D and the rulesets would be same for similar rooms. no reason to treat anything under 3x3 as a room. but no reason to make difference between 3x4 and 4x3 and 3x3+2 for example. But a 7x7 could give extra bonuses for  the extra material used. It was working in ONI, like a bed and a decoration object without any machine (lights maybe) makes it a bedroom, bedrooms gave sleep bonus, faster energy refill. OFC it's harder to give bonuses to rpg humans than controlled ai workers.
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Other reason to make rooms could be tech gates, like a machine only works indoors. Not sure if time based actions could be  good, I can see it work if it's not a do or die. Like spend 10 seconds near a table to earn a research point and at 10 you get a blueprint. It doesn't need to be everything a blueprint either just a branch of tech.
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once I had an idea, with stamina bar, you would have a permanent bar and a temporary. permanent would be your maximum, maybe it could be even trained, the more you use it the less it takes to spend. a boost option could help do jobs faster but exhaust you. boosting while exhausted would trim some of the top limit down then you would need healthcare/resting/comfort activities to fix. It could be 4 different colors. Green on top: usable stamina, yellow: exhaustion after doing activities too long, red: extensive exhaustion permanently damaging you stamina, and harder fixes. Then a grey part that's the difference of current and maximum. So for example you start on 30 stamina and each time you deplete it, you gain 1 stamina. it could go up to 100, but you could also block out your top limit by overworking yourself. So asking for help, resting would be not only RPG but reasonable strategic steps. Restoring yellow bar with some foods would give foods a different stat to improve. Red would be harder, maybe just heavy resting could remove the penaties occurred by overusing stamina.

Beds could refill stamina, but nobody likes to stand in place, so instead of you sleeping (too long, it could still be like 20-30 sec doing nothing), the bed would be 'charging up' and you visiting the bed would take the charge, like a battery transfer. One bed would belong to one person, you would need to claim for life just like a home marker. You could upgrade beds for better stats. It could also be a tent that you place somewhere then later upgrade, it could act as a personal stash too, holding private item that others can't touch.

#30 Re: Main Forum » Welcome to BETA test a fully new written OHOL Hardcore Server » 2022-06-08 06:34:27

Arcurus wrote:
pein wrote:

doors are just walls with a toggle. I guess you could check the pine doors code, that's the simplest.

i meant how the server calculates exactly when a player get indoor temperature boni.

Normal doors should work already. Spring doors i did not test yet.

checks the 8x8 for temperature, the player is top left of middle tiles. walls limit the 8x8 to smaller size. walls and floors add insulation values. overly complex for like 0.05 bonus when a fire is already almost perfect

actually 2 fires with 2 free space create 4 perfect zones in L shape both top and bottom, also 5x1 room with a fire on one edge makes perfect temperature on the other edge.

#31 Re: Main Forum » Welcome to BETA test a fully new written OHOL Hardcore Server » 2022-06-07 12:29:58

Arcurus wrote:
pein wrote:

was helping px with the graphical stuff, like making smaller tiles for seamless cover and giving tips on masking the edges of the map

yeah it's chaotic, and jasons ideas were flawed, fixing them is kind of impossible, better having new ones
it's too different, yet too similar

maybe the ai should be hired or spawned on will

Thx for helping PX with the client!

Yea, in the end it would need a custom client to a allow more different look.

"masking the edges of the map"
> There are no edged i know of in the current map, its kind of round.

> maybe the ai should be hired or spawned on will[
the plan is that you can give orders to your follower Ais and you can hire Ais for coins to become your follower.
Was also thinking about allowing to use coins to increase your chance drastically to give birth to an Ai.

map tiles, sorry. like blending of biome edges
I still got the old custom stuff and we could make some more. he had that idea of the custom client being able to import stuff.
I guess I could just make a portable ohol client with all included or installers for it.

doors are just walls with a toggle. I guess you could check the pine doors code, that's the simplest.

#32 Re: Main Forum » Troll Problem and Curses » 2022-06-07 09:31:12

turn it into a gen z snowflake game even more.

when idiots could be killed the game was way better. honestly if you suck at it you deserve to be harassed. if you can't even reflect on mistakes or get butthurt by legit claims then the problem is you. if you can't ignore bullshit the problem is with you.
being offended doesn't mean you are right
everything is your fault, either you allow it or attract it in your life.

#34 Re: Main Forum » How to cope with boredom » 2022-06-07 09:25:38

you could stop any time

I play YAH on emulator, I'm slower than usual and got to work side to side when combining. has the spiral and the old good mechanics, and some quality of life changes. most players are dog water tho, as you can imagine. there is a mechanic that you mark a town for your spawn so you get back if someone buries your bones and you play 10 minutes meanwhile. it's not 100% to get back but it's still fun to continue your town and sometimes play with others.

#35 Re: Main Forum » Welcome to BETA test a fully new written OHOL Hardcore Server » 2022-06-07 09:21:46

was helping px with the graphical stuff, like making smaller tiles for seamless cover and giving tips on masking the edges of the map

yeah it's chaotic, and jasons ideas were flawed, fixing them is kind of impossible, better having new ones
it's too different, yet too similar

maybe the ai should be hired or spawned on will

#36 Re: Main Forum » A challenge for you guys » 2022-05-19 19:32:54

ApeLogic wrote:
pein wrote:

one time I tested, was griefing the town over and over, making Newcomen bases to block things, converting oven to kiln or destroying it, hiding tools, like bellows or axe, fire tools, burning food, filling stuff with seeds, wheels, repeating over and over with some variety. I usually didn't grief towns, especially good ones, maybe some shitty camps where someone pissed me off, but like just a few troll things, not completely destroying it. it just was a test that what would piss off others that much to get killed.

well turns out that most of the new and medium new people didn't care. they were annoyed but they just assumed that I'm new and I don't know any better. I was naked the whole time.

what eventually got me killed was the one time I named one baby some medium troll name, not even something rude. so they don't care until you mess up their dumb rp. a bunch of people are fine doing nothing for hours but don't dare to say anything negative to them.

I don't agree. Your test are not really sound. The things you tested, people might not catch. If players are busy doing work for the family, they might not catch when their stuff gets moved around. Or, who is building things to screw everyone else over. They might notice and get annoyed, but may not have necessarily identified the culprit. They know a troll or someone new may be around.

Naming the baby something troll is direct evidence of your intentions. At that point you were identified as a griefer. That was the result.

As for the some of the "why is everyone so mean to me? What did I do to them?" Well.. a lot. The game is not easy. A family can die off by the silliest things. So, some of those things claimed as "mistakes" can be quite detrimental. Specially to those who have participated multiple generations to the progress of a family. The mistake may be even more costly depending on what other scarcity the family is dealing with at the moment.

What I've noticed is, a lot of new players darting all over the place just trying to figure it all out on their own. Anyone telling them to stop, and trying to teach them is viewed as someone trying to ruin their fun. Then they lash out, without giving others time to explain. When they get cursed, or worst they think they're the victim. All without noticing the harm they've caused. That's when new players unwittingly become the griefer.

I would. that's why I killed people who were intentionally ruining things. But slowly the community turned into gen z idiots who got offended by anything and everything and in all the wrong categories. For all the things Jason was going against the majority he choose the killing to be removed for a magical bullshit system where noobs are your leaders who can't even understand some basics. The meme score is not a guarantee they would able to be an Eve and make a working city, and the requirements are way too random for it.

Like people do not care about the location and advancement just to have their clothes and can fuck around. If you would be wearing clothes, they would accuse you of random bullshit just because they are envious, even if you made all the clothes yourself.

The name doesn't affect anything, it's certainly not something that ruins a city. Might ruin an rp baby life, they might die early if they get a troll name, but it's certainly not something anyone should curse for. And a bunch of people curse for this dumb reasons, meanwhile their contribution toward the town is negative.

There are people who overdo things, and ruin a bunch of stuff without asking, it's like they not bad, they fast enough to survive and produce things, they just don't have a sense of what is needed and how much. In YAH I met one of those, and I was pissed. So I just said 'why didn't you do the tutorial dumbass', as at least they got a tutorial. The ohol tutorial is dead. Like 80% of people can't Eve, can't help an Eve and do all the wrong things in all levels of camps. Like double fire, filling plates with eggs and making graveyards. You can't even ask them to get branches for tool making. And before you could do the important things, they got grandiose plans they will never finish. And a bunch of people side with the griefer just because they are their ingame mom/grandma/sister or whatever.

#37 Re: Main Forum » Private Server - Shallow Well reverts to Well Site after death » 2022-05-18 08:07:23

would be interesting to wall off an area after moving out resources, just to force respawns on it. but I guess it has to be outside visibility range too and if I remember right, they are in chunks of like 13x13? or smaller? so the wall should be outside the biome and the chunk

#38 Re: Main Forum » A challenge for you guys » 2022-05-17 06:22:43

one time I tested, was griefing the town over and over, making Newcomen bases to block things, converting oven to kiln or destroying it, hiding tools, like bellows or axe, fire tools, burning food, filling stuff with seeds, wheels, repeating over and over with some variety. I usually didn't grief towns, especially good ones, maybe some shitty camps where someone pissed me off, but like just a few troll things, not completely destroying it. it just was a test that what would piss off others that much to get killed.

well turns out that most of the new and medium new people didn't care. they were annoyed but they just assumed that I'm new and I don't know any better. I was naked the whole time.

what eventually got me killed was the one time I named one baby some medium troll name, not even something rude. so they don't care until you mess up their dumb rp. a bunch of people are fine doing nothing for hours but don't dare to say anything negative to them.

#39 Re: Main Forum » Random Tips & Tricks » 2022-05-07 01:17:04

Spoonwood wrote:
pein wrote:

not sure if this works, someone should check it. it works in yah. make a fnece under a stump and the goose stays on stump and won't decay.

Stumps don't decay anymore.  Also, the headless goose that never dies on the stump got changed, I think, when the 'stand on an object and you can't get killed' thing changed.  That also made it so that you could stand on a grassland tile and get killed by a boar, for example, if the boar would cross that grassland tile while moving between swamps.

doesn't worth the shovel use. Yah has a bunch of things on old system, but some before the good changes. They changed rubber cart when I asked tho, it was still 4 items. They said a fence blocks the goose until opened and won't decay. I always forget to try.

I tried the bear cave deleting but it doesn't work, it just goes back to the cave. Also it's 3 wide wall for all animals but bears. it blocks you like Newcomen did but the bear can cross on top diagonals. I got another blocking method, if it still counts as an item, then
A000A
0CCC0
0A0SA
0AAA0
0-empty A-half adobe wall B-bear cave S-stakes/marker
so basically 7 stakes 7 adobe to trap it and move around (you can use explosives on caves in YAH so clearing better than blocking it)

one of my favorite YAH item is a torch that lasts an hour. you can light up things with it, costs 2 shears, so a hat worth. You use palm oil on it or stick it in a tarry spot then light it up. It also needs a chisel and make a stone block, drill it (similar to the apoc one but it's on top). Since it allows walking, it's ideal pen corner, people got to use an axe on it, put a medium fleece ball in it to move it, so by griefing it they make torches for you big_smile and if you see in time you replace the shaft. Leaving axes out is always a bad idea anyway. The torch replaces the 20 firewood and you only do fire for babies maybe. Also burns mosquitoes in 3 attacks.

Sad OHOL doesn't have items like that, complex but good quality of life change. Also I have to make stone blocks before recycling chisels.

#40 Re: Main Forum » Random Tips & Tricks » 2022-05-05 02:16:37

With a horse is way different gameplay. Distance would be an issue normally, so those  numbers aren't that good. If you plant the milkweed you already waste the uses, the other thing is the stones which add up over time. Either too many or too little. I usually dig the closest big stones so they don't make sharp stones all the time. Flint works on wheat or reed, don't take a sharp stone to the swamp just to lose it. The other thing is the jackpots, there is a small chance that all items become a jackpot so if you find one burdock, flint or sapling there gonna be more next to it, so that really helps with finding things.

You can take a stake and round stone in your pack, a shovel and 3 fences. Make fences around renewable resources or groups of resources. I already did this after like 100 hours but rarely saw anyone doing it. You can do fences in the city too. 2-3 tiles next to wells, compost (because they usually too lazy to take where it's needed), next to kiln, oven, or just empty locations. This way you can group things like dropping items needed for smithing, cooking, cutting boards, etc.

You wouldn't normally stop for a sharp stone or some logs, but with a horse you got space and save time picking them up. So it's a bit of time setting fences but saves a lot for others after you. Also might help them to find the city if they lost. You can hit a straight and a diamond stake pointing to the city from the fence too. If you don't have a fence, horses are biome locked, so a tiny biome holds them in place. You can also get down next to a tree and stand on the other side, it's first movement will be toward the tree and will be blocked. You can also cut off some tiles he can run to by placing 5? (might be 8) items in a row or a wall to a connected biome he could run to.

You can build a cistern near wild soil. if there is like 6-8 or more pits, it's worth it. you can also disassemble it and relocate, you only lose a limestone really. it's rare but some cities got like a decent cactus farm and the city is far from water but close to soil, it's viable, but needs a bit of different tech ordering. you rush buckets, cistern and you can get a bunch of water using 4 buckets in a cart. Reversly you can make compost near ponds and use it up for milkweed or wheat.


not sure if this works, someone should check it. it works in yah. make a fnece under a stump and the goose stays on stump and won't decay.

#41 Re: Main Forum » I think the new map is too easy (too full of resources) » 2022-04-21 05:50:22

Spoonwood wrote:

You can teach cisterns, cart with buckets, and digging up another spring or getting water from ponds.  I would think that such isn't all that intended though in comparison to doing rubber, and signals a problem with the game's design.

no one did that in rift. ponds 20+ tile away were usually untouched. in comparison, all the iron was collected. one time, for fun I collected all broken tools and knives, from 7-8 cities, made an engine and got 200 iron when it was nothing left (some was locked away) but wouldn't do it multiple times. had to kill some entitled idiots in the process, was faster than convincing them that the whole map lacks resources and their fancy knife won't save the server if it sits in their pack. without the rift there is no hard cap but it's seriously boring to go far away. but also no map knowledge. I hated losing good maps and do bad runs over and over.

#42 Re: Main Forum » Is this game still alive? » 2022-04-13 03:04:02

Well, you are comparing games that aren't in same league.
Games can entertain people for long periods, like Mount and Blade, Football Manager, Stronghold Crusader, Crusader kings, I got tons of hours in them. Ofc is single player mostly, but with right mechanics they could be good multiplayer too. Stronghold was hard and multi is fun too. Maybe Factorio or ONI can be compared to it.  The others had a bunch of mods that made it better.

it's not a first person shooter or a sports game or esport or moba and those parts suck anyway. the one thing is good at is the strategical top down view, so first of all the screen size could be bigger, I don't mind if he intends to have it more personal but like allow players with more hours to change that setting.

When you look at the big picture, the tech tree should make sense, and it doesn't, because it's not a tree, it's more like saplings stacking out of the ground. Barely anything has a higher level, and things coexist on all levels, only tools and bucket and a few other things are required by other things and provide some quality of life changes. He focused on adding more things instead of adding a few things that can be combined many different ways, and the things don't even change based on the circumstances, no wonder that the players choose a few things that worth it and ignore the rest. If option A and B and C or D would exist, people would still do one or the other but would try out the rest too. But he instead split the content and players can do even less than before.

I just really don't get it, he makes it artificially harder for people to play, but most of those things aren't affecting new players, but if he would actually make it easier then more people would play and enjoy, veterans would get bored of it but they are already. If there are more people there could be different modes like easy and hard.

The rpg side isn't really shining, I mean you already got the premise to deny the persistent characters, so you can rp but will be over and you start over. Plenty of people enjoy talking and messing around, that's fine but since it's a game it should have a better (or in this case any at all) scoring system, better goals.

Not sure if people would pay for dlc, it's not like you can add dlc to online games where aren't even enough players.

But cosmetics could work, like new characters but for some money. You don't have to buy if you don't care. Or like observer mode, more stats and stuff like that.

#43 Re: Main Forum » old old player returning » 2022-04-12 04:32:01

too much changed, and nothing for the better. last update was undoing something that never should of been done.
I play You are Hope on emulator. People are mostly bad, but not so toxic, and it's the old school working mechanics. They split before the bugs were repaired and they didn't take over all things, some good things like tables and wall storage, but they got their own set of things which are quite fun like big plates, new foods, water moats and torches, watering can, bunch of cool stuff.

#44 Re: Main Forum » Well tap out range? » 2022-04-08 16:25:31

there are no towns, the game doesn't know whats a town, there are people and there are items grouped that you call a town

non renewing resources are still bad
resources don't scale with players and activity doesn't really converts into resources.
race restrictions are still bad
trade doesnt exist without currency
giving things for other things would be role playing
stealing things you can access is not only viable but kind of necessary, and Jason did everything he could to enforce it and allow it
people giving things is charity, not trade
people giving you dumb things you don't need it's also not trade
people who can't do things, won't do things, it's not the language gap, I had 2 translators and the ginger chick still didn't understood why she is needed to do it for us, it's bad mechanics, they don't understand in plain english, why would they understand in klingon

the average player doesn't even leave the 30x30 area of the kiln
travelling more than 20 minutes is dumb, how does it makes sense to go that far when you can die and get somewhere else?
also the map is all the same and cities are all the same
single iron and single oil killed the map variety. having more water or iron creates different lives. well, when they don't regenerate, they are fixed and they are always worth the same, then there isn't much to think about it, you could probably calculate for how long is enough. also you can't help but feel when others waste it, it just shortens your time.

players should be always valuable, the more the better. but with non renewing resources mistakes are unrevocable, losing time is like losing resources but lot of activities can't convert time into resources. only composting was somewhat infinite, not really now.

#45 Re: Main Forum » Thank You Jason » 2022-04-07 15:05:35

Simple_Jack wrote:

I will start this off by saying that I just discovered this game in April 2022. It is brilliant. I really love the game and I have never heard of or played anything quite like this. I have seen all these horrible posts and comments dragging Jason through the mud and it is just really sad to see. Jason, you have done something really brilliant in making this game. I can tell that you have had a rough go of it and I hope that you find the courage and motivation to continue developing this game. But if you don't then I just want to thank you for everything you have already done. I don't blame you for wanting to throw in the towel with this toxic of a community. But just know some of us appreciate it and I for one think you have done something really amazing with this game. I can't wait to see what you do with it. But even if you don't do anything from here on out, thank you, good luck, and keep on keeping on.

oh, give it some time
it's like writing a book that has 10 pages and the rest is random lorem ipsum
or more like klingon and you need a dictionary to translate but after a few more pages it doesn't make sense anymore but he hopes that you run out of patience by then and blame it on yourself

are you sure you like the game or you like what it could be, it's really two different things

because what i see is that people are excited about the premise and need like 50-100 hours until they get used to the wonky controls then 100 more to realize what is actually the order of progression and then it's just repeating itself and you either burn out or do the things for others with no point
Jason is dead set on some dumb things, like 'everything runs  out' so the core of the game is that everything goes to shit, gets ruined, and you should find some meaning it that. He was also dead set on not adding magic mechanics and keep it real, but then he changed that policy and added the worst updates ever.
He was also adding a bunch of things not to do, and players could accidentally ruin stuff for others. Even better he embraced the players who did those things intentionally, and made their job easier.
Do you actually think you are helping a civilization by doing things? actually everything has a cost and upkeep and all you do is getting closer to it, so in the grand scheme of things you probably make a bunch of mistakes and the ones who see the bigger picture won't complain until it keeps you busy, but there is an order of things to be done and if you not doing that, you just put a strain on the other players and you aren't actually useful. all these because the mechanics were changed so many times to artificially increase the difficulty that it makes no sense. Like the progression of the civilization isn't actually needed, you would be better of skipping most of the steps and just focus on a few things that are needed. A bunch of dead content that isn't fun isn't useful, isn't needed.  And a lot of restrictions because you need restrictions, which I don't disagree, but there should be ways to overcome them, but your reasons why you can't is the skin tone of the character you got or that others used up too much of the stuff already. So your existence in this universe isn't needed, and the actual gameplay is dead set if you actually want to progress, your intention, activity and work doesn't add things, it just might slow down the process of detriment.

he got a bunch of feedback and he doesn't decide based on logic, he decides based on his sentiments towards the person, this isn't a game, more like a social experiment and he needs a constant influx of new prisoners to torture, he doesn't care about the long term players.

#46 Re: Main Forum » How To Make the Diesel Mining Pick Get Used More » 2022-04-02 14:18:05

jasonrohrer wrote:

Maybe the idea here is that the Well engine and the Mine engine are always useful.... in that they never run out of Water or Ore, as long as you supply more fuel.

Which makes them different from the Car/plane/etc engine, which might not always be useful, so you want to be able to re-purpose them.

So the Well and the Mine engine should be permanent.

But this also came up in this issue:


There's a lingering question here, which is:  should we make OHOL into a game that people want to play a lot, if that means making it less like it's supposed to be, and more like a bunch of other games that already exist?

Trans-gen planning is hard and unfulfilling.... many players come to the conclusion that it's pointless and hopeless.  But obviously, that's what this game is about.  Solo and team-based survival games are much more fulfilling.

On the flip side, we could say, "Well, in OHOL we build up permanent stuff across generations... we make our little permanent contribution to a growing pyramid of contributions."  That's definitely at least in the spirit of what OHOL should be about...  but aren't there practicality issues?  It means nothing can every change once it's been set in place.  Obviously, you want to be able to move walls, etc.

We can say, "Well, just engine placement should never change."  But even that could have practicality issues, or even inverse-griefing.  What if you're just about to place an engine on the well, and someone runs off and *permanently* puts it on an iron vein?

The issue there was you listening to who says it and not what he says. That post made no logical sense, not then not now. There is an order of things and how you should proceed to reach them. The only situations would of been useful,  the main issue is how to filter out people who should be able to make such decisions for everyone.

Sounds more like an issue with the game not giving enough help and tools to see the problems. But also that the 'problem' is always the same: water, iron, and you even made them more linked so the water problem is really an iron problem, and the iron problem is a water problem. Which makes it repetitive, boring, and unfun, to suffer from the same problem, to be forced to fix the same issue.

Also the problem that lives are too cheap. You said that yourself, then you made it even cheaper. With a fixed resource count and fixed values the resources can be converted into time and time can not be converted to resources if they don't recharge and recycle. People eat, use water and soil, use iron, iron has a water value, food has a water value, soil has a water value. Probably 90% of people were using water ineffectively and they don't provide enough resources for their upkeep, so all in all, others are forced to produce the rest of those resources, and it can usually make others even more useless as people aren't motivated to do the chores when others do it for them. So you think you made the game harder when you removed the recharging of resources, but it's for all the wrong reasons.
Because some players still would do the chores and convert their time into resources but they can't because the distance is too far or the actions to do so are too complicated so they can't without fully committing to it. So you blocked that, but you still didn't do anything about the people stealing things and the issues of ownership and the engine stealing was the pinnacle of that, when people could just take the most expensive item to ruin a town and make theirs jump tech in seconds.

I can imagine that the whole area gets reduced to bare lands and the engine moving is legit, but then still should be a harder way of doing so, those situations are rare and the person who removes it should have enough game and map knowledge to do so. But if people can make a new one then there is no reason of removing well or iron pit engines. But then the problem is still the same, that removes quite a lot of resources from nearby.

You don't know what the next generation will do. But the players should not worry about what they undo. Because quite some of the people are really good at repurposing things they haven't made and wasting the resources others left for them. So if someone spent his time making something valuable, others should be able to destroy it in a few seconds intentionally or unintentionally.

You introduced quite a few (bad) magical solutions to things, despite refusing the (good) early suggestions.
First of all there is no TOWN. There is no territory belonging to a town and a line where it doesn't belong anymore to that town. It's a bunch of items thrown on the ground so where the garbage ends people turn back and go to bushes and eat a few more berries to check the other directions the garbage ends. Land is not valuable, you can't own it, you can't really clean it up and upgrade it's worth much. All the mechanics were belonging to players, families. That woman in that family gets a kid first then the other woman in the other family gets another then the 2nd woman in this gets the next. There is nothing about towns, it's about people. Also why the issues happen with all the leadership rules because there are no official satellite towns or splitting. I guess the iron and water is linked to a family and a spot but not much about other things. Like I would like to know what tools this town has so I don't have to go around it. I might be able to do the check but some people don't and I'm pretty sure that's why they do some dumb choices which then affect everyone.

Also quite bad that everyone is short sighted so they don't even see the town from above to see the structures. So planning is hard to do when people can't even see more than 7x7. Like how they plan things if they need like 100 hours of experience and a modded client to even understand why things are there where they are and why others intended that way.

There is no communication because you don't provide an easy way that people of the town can talk. No town chat, you got to walk next to them and they might miss half of it. Also making letters is longer than making food for everyone so you can write either write 5 letters on a board or their names on their graves. This balancing feels quite off, some actions take more time then their rewards provide. Is it something that is necessary for survival? does it take longer than doing something for survival? when all is centered around food, and food costs resources it's kind of weird that those things that are for just the rp costs so much too. 3 others starve while you bury one person. Graveyard simulator. Most people don't even see that. Since the interface doesn't really help them track it.

The game doesn't have a good retention. So people don't like the interface or the learning curve. So the ones that are able to handle that would be powerful agents to helping new people. So yes, you should make a game that is fun to play for long time. I think it's possible to be original still. Or you can feel that it's unique but it's not. We are quite far from the start of gaming, there are a lot of less known games that did something but nobody really knows about it. It's just the question of 'is it the right solution?' because half ass solutions aren't good. When an issue needs to be tackled, needs a good well planned solution that most people agree with. I mean if 90% of the playerbase hates something and you still force it on them then it's not a good solution. You can always add a twist to the elements borrowed from other games. The combinations of mechanics are still quite unique even if the elements aren't on their own.

Trans gen would make sense if people can spectate or able to return later. If they don 't, then what's the point? if they keep it or ruin it, if you don't know you don't know. No point wondering about it. You can see what they left for you and wonder who might of been, and be happy or unhappy about it. It's somewhat interesting except there isn't much of a difference in how towns look. But yeah the engines at least indicate the tech they reached on their own, not stolen from somewhere else.

Your last line: actually that's the correct order, you can make a new engine using iron, and pretty sure people are able to collect water with a bit of effort, like even in the rift, they were too lazy to step like 30 tiles to get water from the ponds.
Actually the real issue is that the engine takes way too long to make, and part of  that is the setup is so bad in most towns, that building a new area to smith where people don't disturb you saves more time than to try to organize the existing setup. It's hard but not for the right reasons. Actually if people could own things and others can't interact with it unless they get permission it would solve some of those issues. But that would require ample resources so the time invested matters more not the resources and timing (that 30 sec timers are crazy annoying).

I still don't think that the 'everything runs out' model is fun or exiting or makes a good game. The resources should scale with players. And every new person should bring value, not remove more. There should be a way to solve the puzzles. The time of the players should be rewarded more. That also needs more pressure on their personal level so they need to put in the work for themselves and don't expect all from others. So punish them for not doing the chores, not for being born the wrong time (or for wrong skin color). If the iron comes back each hour than it can offset the usage. The usage can be increased over time, the production decrease and the resource becomes more scarce. But the mistakes of not using them effectively are not so severe. That would require more of the important resources not just water and iron. So like power production or the wood industry improved. So there would be different scarcity levels of resources, making them more or less important and feed each other. So the problems are also different. And the time to do the work is the important, not the resources itself. You produce 20 iron but the well needs 18 per hour you can't make enough tools. You could improve the iron production with more wood but then you can't afford wood items for example. Each production line should matter, scale up, show the progress, but the issues would shift between them. So players feel that they doing well, they got extra resources.

Btw going further and further and ruining more and more land is not fun at all. Sends the wrong message too. Things can be fixed if people care. Not sure what would be a point of a game that has the dark message of everything will be ruined anyway. Things get ruined if you don't care. Like there could be other issues, not just water and soil, but farms get ruined by natural catastrophes, other tiles become inaccessible.
Also most players don't go far from a city, there is some progression, like an Eve camp, people don't go too far until the food is produced, after the axe is made they go like 30-50 tiles and late game towns around 80-100. But a lot of players live their whole life in the same place. Whats the point if their problems got no solution within that? travelling isn't fun either. When transporting is so hard there is no point, so without resources that come back and projects that need more resources, towns are not fun. You think of them the wrong way, they are not fulfilling because you don't have a way to convert your time into useful things that the town needs. Because there are no such things. You can't combine 2 complex items into a 3rd that does something, has a bonus, does something different or does the same thing as the other but a bit faster, better, looks better. So while people would have t o go way further and don't have enough resources to add to the town, the whole thing is boring, cleaning up others mess.

We might as well get smaller maps per family, not for the entire server but each fam. People could solve the puzzle and move to next map or die before they can do that. Running or riding horses for 20 minutes or more isn't fun either. And the race restrictions are the most horrible. People will do the things they can do, they won't do things they can't, not because of their race, or language, but because they don't know the recipes for it or why others can't do the recipes themselves if they know how to, it's a confusing system. It would be okay only if they can do everything but in different ways.

Positions could be fun if there is a framework for them. Don't expect that someone would have fun sitting in a fence with a well and give water to others. This whole communist utopia fails when people don't share things. Either provide a way that we can truly own things, people could still share things if they want. positions could work if the other parts of the game are better. Like you could take a position, which would come with tasks and responsibilities, and if you fail you would need to choose something else. Also you would get rewards and bonuses based on it. If it's just roleplay and requires you half hour to explain the jist of it, it's not really a tradition. Especially if a chain breaks and everyone forgets it anyway. If the town could focus on one thing and become better at it, like producing more wood, faster than other towns that would make it a specialty. Then if that would could be used to make buildings that would make it a better choice than clay or stone. If buildings have a reason why to make them then it would make sense to build them. Like a research bench or repair station could only be placed into a 6x6 building. Then there is a reason why you do a job, why you have an apprentice.
If the resources run out and you do something excessively, then making too many of it just makes it a bad and repetitive thing that is not optimal. too many bottom level items that can't be made into something better. Like if you could make wood furniture for decoration, but also use them for profit or quests that take it away as an order, or  combine them to more valuable items later./

#47 Re: Main Forum » How To Make the Diesel Mining Pick Get Used More » 2022-03-27 23:38:28

Before the engine removal the location and the infrastructure sustaining it were linked. You couldn't have a well engine without a good town, and you couldn't have a good town that can sustain life without an engine. But even Newcomen was a tech that was hard to reach without the proper skill and activity. Some players do care about locations and don't just randomly make things, they try to optimize every element of the town so the new tech can be made faster and more efficiently.

The engine removal allowed shitcamps to own technology they would normally couldn't make and with their setup would be almost impossible to reach even if they get some good players. So it made the nomad lifestyle and the scavengers even more powerful. Back before, you could restart a good town if you carried resources there, but since it was so easy to steal the most expensive item in  the whole town, after it was gone, it made everything else devaluate. So people stole everything else made of metal and even the doors.
All those good looking ghost towns and all the shitcamps with engines and stolen stuff made strategic play and planning useless.

There were many situations where Jason couldn't balance properly the effort and reward and the reward vs punishment. But this was the biggest blow to it. Players skipping steps to get the tech isn't a good gameplay and ruining good towns isn't good either. Combined with the 'everything runs out' bullshit is just super bad. When you already do things for others out of your generosity and all it takes one bad intended player to ruin it. If you look at the big picture, everything is pointless in OHOL. Nothing will last, nothing will stand, nothing you do matters. Jason thinks that everyone works the same and worth the same but it's just not true, some people carried several others and in return he made them harder to do so, this won't make others work harder, it just makes them give up faster. Because in the end there is no goal or personal pressure and if people don't know the time and effort going into making things they don't even appreciate it.

And that's where this communist utopia fails, when everyone gets 'paid' the same way, some people work less and leech on the others. He made theft the most optimal way of progress. I personally don't enjoy dealing with social issues when the game doesn't even have a framework for it. The drama of somebody stealing the towns engine? They don't even see it, there is no drama, half of the people don't even realize it's gone or if they had it in the first place. Most of people didn't even care that the town is ruined as long as they can chat and eat and name their babies they don't care. Why would you lock things up and guard it? it just creates more problems than solutions. If it's not a well  balanced automatic system then it's so pointless spending 'years' of your life deciding leaders and limiting access to things.

removing or moving things is fine but it really should be similar effort to undo things, or it makes zero sense. If you spend 90 minutes to make an engine, it should really require a tool that is not so easy to make and it's only one use to remove that engine. SO like make a fire, make a tool, get some resources first, so you don't just walk in a town and steal with a single click then run away with it.

#48 Re: Main Forum » Wolf pen » 2022-03-25 05:11:21

played like 400 hours without mods, couldn't do it again xD

artificially decreasing the size of screen to make it more personal or whatever is just bad. like buildings taking away space from other things and empty squares are a luxury already. also no building or structure is useful or functional under like 7x7, I mean it's possible, it's just the centers need no walls and the edges got better efficiency per resource. doesn't really matter for the performance, I mean anything runs this game. when my old laptop died, I made it work on 2gb ram, it was horrible but with a few tricks like limiting frames to 30 (playstation 3 did the same) and dropping every second frame and dropping vsynch or things like that.

the game is actually looking good so just by letting to play bigger screen, more people would enjoy it. and the default could be still the same old 7x7. it's just jasus forcing his opinion on people. gets boring fast when you supposed to play the game for an experiment or a made up goal. I'm not even starting how much wasted potential is with the other mechanics.

the only one thing that was better at small screen is the timing of stabbing, with each different resolution the lag and timing is a bit different so you can mess up bow shots or stabs, not really an issue without killing players.

more tiles just show more stuff, if you care about the big picture. some people, even jasus plays an hour to do stuff that others could do in 5 minutes. half of the game is super easy and half of it is pointless grind. but doing things optimally still saves a bunch of time.

there isn't much skill going into it, honestly there is 0 challenge on personal level, it's more annoying that most players can't take care of themselves and the mechanics aren't helping to help them. so I don't really understand people defending the small screen. same thing, you don't need self imposed gates to the speed and organization of things, there could be actually fun mechanics that provide challenges.

#49 Re: Main Forum » How did the combat become so shit » 2022-03-13 15:16:32

Spoonwood wrote:
pein wrote:

just because someone is pissed, doesn't mean he is right.

*laughs*  It's interesting that you're the one saying this pein.

Anyways, the current system is still better than the old one.  I don't mean it's better for combat.  It's better than the previous one at making it so that people who don't want to engage in combat don't have to.  Like I remember you pein saying that some idiot killed you once or twice for no reason.  There was something wrong with that and something bad in that.  And like if someone does something which is "small infraction" like taking one board to make a bucket when someone else expected that board would be there for useless flooring (at least for a very long time, and then barely useful later on), well, there's no longer or less often a stupid stabbing that happens afterwards. 

I also think it's better in that murderous players don't get the opportunity *as often* to kill someone than before.  The death by murder rate went down for a reason.

for a conflict you need two people. one of them will die. one of them will have his murder counter higher. you can't assume which one is which. if you play the game for fun, to create, you don't bother with others. if they still insist on their grudge it forces you to deal with them. if you can't than that is demotivating. if people don't care about the game and what they do that life, they got all time time in the world to frame you and collect allies.  I'm not pissed, I'm the most calm person ever, I kill you with a smile tongue smile and you are forgotten. some people want to kill you and spend a whole life doing it and days talking about it.

that's the thing, people die all the time. graveyard simulator. how can people care more for the dead than the living? some people ask for 10 minutes straight to be buried. Same efforts could be spent to feed the living ones. of course, if you cant kill others then there are less people killed. but putting noobs in charge and removing the ability to do justice isn't the same as reducing conflicts. something fun was removed and replaced with nothing. the game is less ever since.

I would be fine with no killing at all but reduce the ways people can interact with your items. less killing but way more grifiefers who annoy you.

#50 Re: Main Forum » Basic courtesy for the developer » 2022-03-13 14:58:57

JonySky wrote:

I should also add that possibly the motor engine is not capable of supporting values such as sleep, mood or basic needs ...


Now think about this: In a game based exclusively on hunger ... why do you need cars, trucks, planes, radios, cameras, dogs, trains ...?

that's quite improbable. if you can put one bar, you can put two or three, but if I'm wrong I would like to know why
in any case, it should, you can't really make ideas if there aren't stats to manipulate. with 2 things, you can complicate how you want, it's still a graph, can be simple or complex, it's still 2d.
temperature is like a box inside a box where the neighbors are exchanging heat and blablabbla. complex and realistic.
is it fun? no
I guess it was an exploit but before that, the map was cold and hot and you could abuse heat for better towns. it didn't really affect me, quite some time fell out while I had to eat but usually the town died out when it wasn't in a desert. after that 'fix' it had no meaning, it's a bit too hot here and there so you pay attention but also I always considered running trough savannah and ice better than caring for a few extra pips. so in that case there were combinations where the map was valuable and when is not. which made it more strategic.  sometimes it was also too hot and those who ignored it, died. the heat locking then running around was a clear exploit that had to be removed.
but actually the extremities are more fun. it could of been a completely parallel heat system with temporary bonuses to reward exploration and strategy like stand near a hot geyser for the duration of child care. that's the deal with buildings too, they block a lot and provide no visible benefit, so it's just worth it. combined with the short visibility range is actually really bad. not sure how it would be fun to check a thermometer in every tile anyway.

he said that he will not focus on other than hunger and temperature. stamina became part of the hunger which is kind of weird but okay. but having 1 hp where every injury kills you and even removing the skill based combat in favor of the 'who is more edgy and can be pissed off easier' contest and setting the best players as the highest meme score ones, which isn't really up to skill is just worse than bad. bit better than without healing but worse than right after that.

cars can't be eaten so they are bad smile but really, just the storage and general rewards for doing things, sometimes is so horrible that it's surprising that the first few updates actually had balancing. bunch of new things make no sense because there is no logical system behind it. I actually think in terms of value and complexity, if there wouldn't be so crazy resource based system, the complex items would be more valuable, but it still has to have a function, a goal, lock some part of the tech branching and allow an easier gameplay once unlocked. things don't have value, or no value compared to the effort you need for them. would need more expensive items, without being utterly complicated and time consuming. And probably not to let people steal or mess up others progress.
I remember when he first time ever considered fixing the 'don't do this' mechanics like burning fish and catching rabbits. It's still quite a lot of things you shouldn't do and it's not clear why for a new player. it's even hard to consider other players useful when their existence is setting others back so if they are lazy bastards then it will affect others negatively. So it's basically no rewards for a lot of activities but a punishment for everyone for not doing things the right way. I think any game should have a proper punish and reward system based on each individual, then it could be as a group but if people can agree to be a group. Players should be able to do useful things with basic resources and turning a profit just by being active. lots of time it's not the case in ohol. some activities are useless, and others are even harmful while you could consider them positive as a new player.

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