a multiplayer game of parenting and civilization building
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I like this idea. Please don't let anyone discourage you from doing this in every town until it's a common, recreated site.
I am somewhat addicted to wolf hats, sealskin coats and snakeskin boots. I'd never even considered farming wolves before for the skin, I'd just always accepted them as an ever dwindling resource. Good on you for, not just figuring this out, but sharing your thoughts and plans via a pictured post. I enjoy everything about this, bar the naysayers.
Haha thank you for the inspiring words, I'll take that for life.
I kind of understand his worries, but after almost 2 years of playing this game, I know there are ways much easier, deadlier, stealthier and "undoabler" then pitbulls and as I said to him, we shouldn't stop producing useful stuff (not thaaat useful) just because someone might do evil things with that, we will just punish the evil person and keep producing it. And thankfully we didn't have pitbull incidents yesterday and today (I think).
The thing I most like doing in game is building, if I see a village without enough buildings, I start the projects as soon as possible. But when it has everything, then I try to make something most of people don't do, like cow pens, farming trees, bottles and whatnot. Now my 2nd favorite thing is farming wolves and I'll try to do that in every town that already has buildings.
Today I mastered the art of breeding wolves, managed to take care of thee sheep, pig and wolf pen, and cook carnitas for everyone and the wolves. Some screenshots from today:
Taught Tregg, Max and Joey how to tend wolves, they used to argue and fight since they were bbs, but were great friends, sadly my son Joey died of yellow fever and those two got even grumpier.
There was someone tending them before me, but I assumed when I was a kid. Got a lot of visitors eating my specialty: yummy carnitas. Could raise my four kids and took care of a huge pig pen. We got enough wolf skin for the whole server.
Well, over the time I got some issues with login and here the things that helped me and might help you:
1 - auto-login from steam: If you bought the game on steam, you can open the game, click on "Clear Account", then close the game and open it again via steam, in theory they will bind your credentials and you won't have problems "logining".
2- manual login: if you didn't buy it on steam, you probably received your key on your email. If so, open OHOL's folder, then open "settings", open "accountKey" and put your key there (ex.: PU2DI-NAGDW-ALO54-GLAHG) and save it, then open "email" and put your email there.
3- manual login steam: if for some reason steam is not biding your account automatically, you can go to ohol's download page (I'll put the link, but you shouldn't click on links that point to a login pages, since you can get phished, try to find the download page manually, but if you really can't and you don't care about clicking on links that leads you to a login pages, here it is http://onehouronelife.com/steamGate/ser … load_link), they will ask you to login with your steam account, do it, then they will show you your account email (something like 864578098400132548@steamgames.com) and your key, with that information in hands, follow the "2- manual login" steps.
Like I said in game, the biggest risk is griefers using this to breed pitbulls, which is why most good players are going to immediately kill off the wolves. The one you built in Boomer town is empty already, for instance.
You could do this behind gates, but that's likely to turn even more heads if people see you doing it.
Unfortunately, pitbulls make dogs pretty much dead griefer tech. It's not worth the risk for slightly better hats.
Cool experiment though, and best wolf farm design I've seen.
Old wolves can't be killed, as far as I'm concerned they can only die of old age. Once you feed them, they breed and become old. It was empty because when I died all of the wolves were old, so no one could kill them nor breed them and they would die naturally, I did that because we had enough wolf hats + wolf skins for the next millennia and I didn't expect people to keep breeding wolves, since it's more a veteran thing for being too risky and we had enough skin for the whole town, the family will probably die out before we used all of it. But if someone wanted to commit to it, they could just bring a puppy from outside and restart the farm.
I know it is not meta, just to have some fun doing something different, because in my experience OHOL is becoming all of the same over and over. That town for instance had everything, huge shrines, rooms, big farms, a massive anti-bear stone wall, half dozen of engines, tens of sheeps, even a prison... I like to be challenged, I miss it when it was harder, but I also love the new stuff and mechanics we got over the years. I like using in game mechanics to do something that's new for me. I'm concerned about griefers, but at the same time they can get anything good and do bad things with them, but we have bows, pads and curses to deal with that.
Yeah people breeding pitbulls would suck, like breeding boars inside the town, they go to the nearest jungle and fill a backpack of 4 piglets in 3 min and then feed them with corn inside the town, way easier than breeding pitbulls. Even though it is easy to counter, we can just shoot the boar and curse the griefer. Griefers will always exist, they take our knives to kill all the sheep, they take our mining picks to destroy the oven, take our horses to lure bears, take our corn to feed the boars, they lock our doors, use our boxes to destroy engines and make deadly traps on our roads. But we can always counter them, we don't need to live in fear.
(2019, people on discord were making boar traps all over roads, we had over 4000 tiles of roads. But we didn't stop making them, we just killed the boars and put a way stone behind the tree so they couldn't reactivate the trap. I was travelling with my 4 sister from a poor town to the richest town, we could have babies anywhere in this version. I and all the kids and sisters, but Misty, died on the road. The griefers had to work for 20 minutes to make a trap while we could destroy it in 1 minute, eventually they gave up, like they always do.)
Edit: Moral of the history, people can use roads to grief, doesn't mean good players will destroy all the roads because griefers can use it, they will go after the griefers and not after the roads.
But preventing makes sense, so a good thing to do is that the wolf breeder have to guard the pen so no one can take pitbulls. Also, the breeder have to make sure all wolves are old and will die right after their owner dies, unless there is an heir. That would fix the problem, and it is easy to reactivate it, because we only need one wolf puppy to keep the farm running again if we need more hats.
I've thinking about making a wolf pen for quite a good time, tried miserably few weeks ago, but today I built a layout on my mind and tried to apply it in game.
Two layers of fence so people won't get bit accidentally, and the stakes are good to protect us when feeding/breeding and harvesting their skin, since wolves can't walk on stakes, they become a safe path.
The plan is feeding the wolf, then feed the wolf puppy, and repeat the process once the puppy reaches the adult stage. You let the wolves live their life and only take their skin when they naturally die of old age. Once you took their skin, you bury them (since we cannot eat their exotic meat), it will make the decay a lot faster.
I get the pork meat in the wild, kill boars in nearby swamps and use a knife to butcher them. Each pork makes one hat, so it's a fair trade. You can make a fire near the pen and cook the carnitas while your wolves grow, also you'll be adding an extra yum to the town.
It's nothing meta or extremely essential, just stands for farming wolf skin to make wolf hats (I think they are the most warm hat, not sure), so when one needs a hat they can grab a skin and make one.
It is better to stock skins than hats, because skins won't decay and can be piled up.
It is always good to have clean pads, needle and thread, just in case of some accident or if some spoiled kid decides they have to touch the wolves, even when you yell at them, telling them to go away. Otherwise a mob will form and come after you and your wolves for killing a kid.
(She got bit -.-')
I wish we could explore a little bit more wild animals, tend them in controlled environments, have more subproducts, more clothes/bags and more species, like moose in snowy mountains, jaguars in jungles, alligators in swamps, deers in greenlands and whatnot. I wouldn't kill them just to take their skin in real life, but I have a lot of fun tending and hunting them in game and would love to see more of it one day.
Edit: About killing the wolves.
None of those wolves can be killed, correct me if I'm wrong, they are all old. Once you feed them, they can only die of old age. In this picture you can see a buried Great Great Grandfather, Great Grandfather, Grandfather, Father, Son and Grandchildren, only the youngest can be killed by bow, in this case the puppy wolf but only if you feed it or let it starve. If the youngest dies, you can't breed them anymore.
Edit 2: Or Grandmother, makes more sense. '-'
Totally agree with Jason.
Also, he will block you from the mainserver, you will still own the game and you can play alone or in another server. He will not take the game away from you, you won't have access to the mainserver though.
If you could sue him for blocking you from the mainserver, then you would sue him when the server gets down forever.
If you buy a ticket to the cinema and start to yell at people at the middle of the movie, they can kick you without refund even if you paid and didn't sign ToS or whatever. The judge isn't a robot, they are humans and they will judge you without using straight instructions, if you bought a license to play on a server and is making it available to anyone for free, I doubt you would win the cause. The same way people can kick someone from a pool club if they start to purposefully poop in the pool. I'm not an expert, but some things don't to need to be written somewhere to be respected, they are kid of common sense.
It has been suggested for years and I simply love this idea. Perhaps it could be a new functionality to the car, we could be able to upgrade the cars to till soil, plant seeds, make roads. I don't think it is hard to code and we have almost all sprites done, it would be an upgrade in the tech what we don't have for a long time, I think it's the perfect moment to do an update towards that direction.
An Earth-like world would be amazing, with continents and ocean (ocean is just a blue ground where you can’t walk on it, I think the engine can handle that). We could have big continents for each family, living X years in a continent would make the next generations experts (whatever the color is), so a family could split and one part could become experts in deserts and the other experts in jungle. I don’t like the fast-travel idea, but it would make things easier and we already have that for planes. With the past of the time, the sea could get more complexity. Also, a natural resources regeneration could be added, so if an island/continent is depleted because people explored it a lot, it would regenerate its natural resources slowly, and after 100 or perhaps 1000 years, it would be regenerated.
For rivers, we could have floods, so it wouldn’t be good to make a farm near the river, otherwise it would get destroyed. So, if people want to use river water instead of well water, they would have to travel to the rivers and bring buckets full of water back (like they do when they build a secondary well to get extra water), also, river water couldn’t be used for cooking unless it is filtered (what requires tech). The river could have dangers, like crocodiles, snakes, so getting water from rivers would be very risky.
But then with tech enough, they could choose to upgrade a well or make a pump to get river water and some water purifying machine (a distiller, a filter). So getting water from rivers wouldn’t be meta, but as hard as getting well water, requiring tech, kerosene...
The game would be cooler and more realistic, I for real believe some content update like that might happen in the future. Let me dream...
A year ago it wasn’t like that, it was random, look that map: http://onehouronelife.com/forums/viewtopic.php?id=6940
A little bit before family specialization (I think) he decided to try a topographic map and the snow, jungle and desert would be special biomes in the mountains. I might say it became way easier to find those biomes after this update. Before, it was a mess, sometimes I used a third party map (wondible) to find them. I think the reason was that one, to make it easier to find. Perhaps when we get the new update with 10 new biomes, we get some rainforest at sea level.
Edit: As Twisted said, it is topographic and not topological, so I’m editing it.
I loved the islands and the locomotive ideas, I also remember asking for road-maker machine long ago, at least a way to turn big rocks into a lot of flat rocks. Even though, a 2.5k road or even worse a 5k road would be exhaustive, even to walk on it.
Letting your own family dies doesn’t seem plausible for me, they are my family, so my duty is to make sure they will last long, that my grandchildren will have a good life. If I need to travel 30 years for that, welp those are the hazards of the profession.
The ideal solution would be use cars and planes, but people steal them very quickly (to grief or to see how it works and then you run out of kerosene kilometers away). Although villages are naturally creating a bank culture, where they have a mini bank to keep the engine, kerosene and even a horse safe for using only when necessary, far from the griefer and curious hands. I think we need that, a bank where only the leader have access, only the leader (with a minimum of followers) can make the bank (like a leader gate), and then they could store the KEYS of the plane/car there and each plane/car would work with only its respective keys (and I why not apply it to engines, so people could only remove engines with the right key). That way people wouldn’t be able to steal the plane and we could use it to trade with far towns. The current property gate has a flaw, for example I have inherited the property gate of the Diesel engine as a baby, and I wasn’t even the leader. For that we would need a way to decrease griefers gene score and some make alerts when someone turn on the plane/car, so we would know if they are stealing it and curse them if we want to. That isn’t the coolest idea, but I think that is the easiest one to implement without making a lot of tests (like in the Rift time).
TLTR: Make cars and planes work with their unique keys; make a place where only the leader can open the gate to call it a bank and keep the keys there; Alert everyone nearby when someone starts the plane/car; Decrease the gene score of griefers when they are cursed.
It happened to me yesterday, a griefer made a fence and was locking everything inside it. The leader wasn’t there, everyone cursed the griefer but we couldn’t kill her. Then we decided to follow another person, the guy who was trying to kill her. He got like 8 followers and when the griefer opened the fence to run for food we could chase her.
We did kill the evildoer, but the new leader got bitten by a wolf when going back to town and alas there was no pads available.
I think the best solution is choosing a new leader.
I might say this update had a big impact on Eve Camps, the wild garlic and cucumbers helped a lot to maintain the yum chain and work instead of running away and eating a whole berry bush.
We have almost all ingredients to make Feijoada (Brazilian dish), it’s like a black bean stew.
You need:
- Dry black beans
- Pork shoulder cut into chunks
- Sliced onions
- Garlic peeled and chopped
- Some delicious Jerked Beef
- Linguiças
- Smoked ham cocks
- Some bay leaves
- Water
- Crushed tomatoes
- Salt
- Optional Olive Oil.
- Optional pepper.
You could add it when you decide to make a food update again, so we could eat feijoada, use other parts of the pork, eat beef, linguiça, black beans and jerked beef. Perhaps a butcher update.
Hi I'm Villas (Hetuw nick is Sanshuba), I don't play the game for 5 months, I was tired of griefers, but after I came back 3 days ago, it's rare to see a griefer, so I'm happy! The forums seems kinda slow now, so I decided to share a little story.
I was Summer Bianca (3rd Gen), I was born in a small camp, when I was a kid someone built a well and drought our spring. So we decided to borrow our neighbor's shovel and move. But when we arrived there, everyone was dead... we ate some pickles and looted them, right after we moved to a new place, but my mother got bitten by a wolf during the process.
We buried my mother in the snow, the place she most liked. My aunt Peace spent the rest of her life looting nearby dead camps since she couldn't have babies anymore. I and June worked really hard to make a lovely camp, with lots of yummies for the kids. When Peace died, we buried her right next to my mother, since they were very good friends. We were almost infertile and knew we were doomed.
Even without kids, we decided to keep working the rest of our lives, two old women, far from the rest of the world, working alone at a self-sustainable camp. We had a happy life, my cousin June raised animals since she couldn't have babies while I cooked and farmed the yummiest foods I could.
When we were very old and weak, we passed most of our time at the pen, we tried to raise a cow, but we couldn't dry an ear of corn quick enough, June managed to hit our bison with an arrow by mistake during the process.
I promised I would bury her in the place she most loved: the pen. It was so hot we decided to take off our clothes, we were close enough for that. We couldn't raise the cow, but I did bury her there.
I spent my last days alone... well at least I had the animals and the hope I would find my family once again.
Villas wrote:In this case, yes. It blew up my mind when studies it at university, when we start studying Differential and Integral Calculus we mess a lot with the “number” infinite and zeros, so we have to make crazy maths to approach a value when X tends to a number, interesting things happen when X tends to 0 or infinite. For example, 1/x when x tends to 0 is equals to infinite.
That's not the only way of founding calculus. Infinitesmials can get used as Robinson's work and non-standard analysis showed. But, I digress.
Villas wrote:Eternity is the same as infinite (I know there are some semantic differences, but I’m this case we are talking about a lineage that starts at 0 and goes until infinite). Infinite divided by any number (but 0) is still infinite. 2 seconds is 43,200 times lower than infinite, but infinite/43200 = infinite. So in this case, yes, 2 seconds = 86,400 seconds.
Since we'll have to come back to talking about game time which is discrete, I don't know why you've used differential and integral calculus. Game time is discrete after all. A countably infinite number divided by any number is still countably infinite, sure. To understand things better, we can consider a countably infinite set where a subset of it gets removed. I hope you recall that, where X and Y are sets, (X / Y) = (X ^ c(Y)), where '^' stands for intersection, and 'c' stands for set-theoretic complement. But, what if X is the universal set?
Consider the countably infinite set
A := {1, 2, 3, ..., n, (n+1), ...} (maybe we should use the rational numbers instead, but since this involves cardinality, we may as well use the natural numbers since they're simpler)
where {1} gets removed is {2, 3, 4, ... n, (n+1), ...} is still countably infinite.
Sure, letting B = {1, 2} and C = {1, 2, ..., n, (n +1), ..., 86,400}, |(A-B)| = |(A-C)|, where the bars get used for cardinality.
But, does {1, 2} have the same size as {1, 2, ..., n, (n +1), ..., 86,400}? Nope. So, 2 seconds doesn't equal 86,400 seconds.
How did you go wrong? I think you forgot a second is a measurement of time. Since it's a measurement, we needed to invoke the cardinality of a set directly. Once we do that, we simply can't have 2 seconds equaling 86,400 seconds. We would only have two similar countably infinite sets.
Nah, if you change the real values, they can be equal.
1 is different from 2, but if you say “let’s suppose 1 = 8/4”, then 1 = 2 on this scenarios.
Of course 2 seconds is different from 86,400 seconds, but if you suppose 1 day = infinite, then 2 seconds is also infinite, since 2 secs = 1 day/43,200, and 1 day is infinite, so 2 secs = infinite/43,200 = infinite, so 2 secs = infinite if 1 day were infinite, in the real world it’s not like that, but if you change the real values, they can be anything. Use some online calculator and divide infinite by any positive number (but 0 or infinite) and you’ll see it’s still infinite.
It works if you multiply as well, infinite * 7 = infinite, so if 1 day = infinite, then 1 week = infinite*7 = infinite.
Villas wrote:Also, if eternity was 1 day, few seconds would still be eternity.
A few seconds equals a day? 2 seconds = 86,400 seconds? I don't think so. Pretty sure you have a contradiction there.
In this case, yes. It blew up my mind when studies it at university, when we start studying Differential and Integral Calculus we mess a lot with the “number” infinite and zeros, so we have to make crazy maths to approach a value when X tends to a number, interesting things happen when X tends to 0 or infinite. For example, 1/x when x tends to 0 is equals to infinite.
Eternity is the same as infinite (I know there are some semantic differences, but I’m this case we are talking about a lineage that starts at 0 and goes until infinite). Infinite divided by any number (but 0) is still infinite. 2 seconds is 43,200 times lower than infinite, but infinite/43200 = infinite. So in this case, yes, 2 seconds = 86,400 seconds. Because you said 2 seconds = infinite/43200, so 2 seconds = infinite, 86,400 seconds = infinite if 1 day = infinite. As I said, you disguised the values and facts, so people will tend to agree with you, you used seconds because it’s a very short amount of time. You compre things like lineages with the age of universe, gosh!
I’ve travelled a lot to loot dead towns, even 4K west, after the furthest reachable bell town, I found some interesting stuff, even a complete engine. What I realized is that there are too much wet springs between towns, sometik s I travel more than 1K without finding any dry spring, what makes me think that something is pushing the Eve spawn, like when the tutorial Eves were counting as ordinary Eves, may be donkey Eves are pushing it west? At least when I play Eve, nowadays I settle very near my spawn point, if there is a tarry spot and some ponds nearby, that’s fine for me, usually green biomes have rabbits and ponds nearby, so I only have to find some snow, but I wonder why would there have more than 1K gap without dry springs, even with lots of snow biomes within it.
I got Spoonwood’s point. But he is too much extreme, he will always pick the most extreme example and disguise the facts so people can agree with him. We started playing about the same time and his posts were always like this. I remember he complaining about why we couldn’t use a modified version of the game to insta suicid at any age anymore.
Man, we all are doomed in real life as well, if we turn the age of the universe in one day, we will live a life of microseconds, so I should quit living because of that? Man even the earth will be consumed by the sun one day, everything is doomed, it’s the destiny of all things, the entropy will go higher and higher. Also, if eternity was 1 day, few seconds would still be eternity.
I agree that there should be something to prevent forced family extinction like why happens when the server is updated.
But lineages end, even in real life we had lineages being extincted, animals being extincted. Besides that, the game isn’t necessarily simulating earth’s civilizations. It’s an unknown world where women pop out of nowhere with the ability of self fertilization, like if someone was studying a kind of bacteria or an advanced civilization was simulating some scenarios to test how human beings would survive. We don’t even know if we are a simulation here in “real life”.
Don’t use extreme exemples and people might give you more credibility, you have some points, but you end up destroying them when you use fallacies.
I spent this life teaching people how to make paper, maps and cards at Villas and Mels Paper Factory, we made loads of them, people used for bottles, translation, maps, currency and whatnot. But it was only this, I spent my life as a teacher, people can't do it every life.
I do agree that to be realistic, we should learn everything in game, elder teaching the young. I really like teaching people, but it consumes a whole lot of time, it's hard to teach and work, and from my point of view there are more people that don't know how to do things than there are to do. A lot of people quit the game without being taught anything, they didn't have the opportunity.
Having tutorials wouldn't kill the in-game teaching, since the one tech also doesn't kill it, but would help that people that weren't taught or the most curious ones that want to make an oil well (forgot the name). Of course some players can easily do anything just by looking at the one tech, I remember when the airplane came to the game, people made it within hours, but some others don't have that facility, not because they aren't smart, just because they aren't used to do such a thing, so they need a little bit more of explanation.
Having a tutorial for each profession might be a little bit exaggerated, but we need at least a good farming, smithing and baking tutorial.
Do you think it's fun to water berries? or plant carrots?
Do you think it's fun to hunt rabbits?
I don't like watering berries neither hunting rabbits, but it was quite a fun experience when I started playing. I still water berries every life when I'm a kid, but only do that after 13 if no one is doing. I like farming other crops though, even after 1 year playing, of course not every life, I usually play one life as a farmer, other as a builder, other as a baker, sometimes a loot dead towns... I like to vary in stable towns, in unstable towns I have to be multi-task and I don't enjoy that, being forced to stop doing what I am liking doing because no one is making compost, healing, taking the carrots, smithing... But when I was a beginner, every task was complex and exciting. I remember when I learned making fire when I was an Eve, i though "WTF this is impossible, I took life 15 minutes to make the tools to make fire" but I was very happy when I finally made it, nowadays I make it in one minute if there are enough resources around me and it isn't that rewarding, but I think it still is for beginners.
That’s cool, I think alternative tech trees should be a thing in this game. It would generate a lot of salt though, we would need more recipes such as Beef Jerky (Carne Seca in Portuguese), it’s a traditional dish here in Brazil, we basically use salt to dry meat.
Latest string of twisted videos can add another category of person to this list: shopkeepers. A new species of berry munchers who hoard village resources and roleplay their entire lives contributing nothing the whole time.
I get the need for roleplay here and there, but seriously.. can you do it without hoarding supplies? Just sell flowers or something. Thanks.
That’s sad. They should sell omeletes, rabbit meat, even glasshworth and sand, things that are easy to get, useful, but almost no one does. It would help a lot, at least when the shop owners die, the town would get some easy yum or useful raw material. But keeping carts, tools, clothes, pies and whatnot (unless you made them) is derogatory to the town.
Poor Eves...
I read people complaining that the game is a bit lonely, and it is, I often see towns dying due to lack of people. I also read that the game has sold about 80.000~ (and I’m very happy because of that, I thought it had sold like 10.000 copies or so), also as far as I’m concerned the all-time peak of player was 590 (when the game launched, nowadays it’s more like 120). I assume new players stop playing within one week, so the peak never go higher, while the 80-120 out of the curve keep playing.
My theory is that they give up because they can’t do anything useful, watering bushes doesn’t work (you need take compost with basket, then take soil with bowl and put on a languishing bush in order to water it), they can’t bake, they can’t smith, can’t hunt...
The most intuitive thing is killing, they don’t know how to do that, but they know they have to get a knife or bow, they try left/right click and drop the weapon on the floor until someone quickly and solemnly whispers “shift right click”.
I think the game is lonely because it’s hard and complex, it is not hard to survive nor complex, but it’s complex to craft/do things and hard to learn the steps. If you search on google “how to make a map ohol”, you won’t find anything (I think), I had to explore the one tech in order to learn how to do this, but the majority of 80.000~ players won’t do that, they want something more accessible. I love the fact this game is complex, it’s much more rewarding making a tool or bottle following several and realistic-ish steps than simply instantaneous crafting it with the raw materials.
Imho we need a very strong tutorial, tutorial scenarios for everything. Farming tutorial, engine tutorial, family specialization tutorial, smithing tutorial, paper, bottles and whatnot.
The community can create the tutorial areas, I’ve seen very creative people in this game making tutorial videos on YouTube, Jason can pick some of them to help him creating it. So if we can’t teach something to a new player, we can say “check the smithing tutorial” or “check the oil tutorial” and they will probably check and the next life they will be more productive and happy because they are doing something useful.
Very few players carry the heavy burden of doing everything complex, they end up being very rude to people because they know the time is short and no one will do what they are doing, but them. Frustrates the veteran and the person who received the rudeness, and then that person might get pissed and grief the town or try to kill the veterans, or steal all the four kerosene/bottles the 58 years old veteran spent his life making, what frustrates even more both of them. Having tutorial scenarios would convert a bunch of griefers into useful civilians, what would decrease the amount of players quitting due to griefing.
I’m not any game designer, so I don’t know if it would solve the problem. Just giving my opinions and experien that I had playing the game for one year.
I don’t know if new players use the forums, but if you are or if you gave up playing, why did you do that? And would you like tutorials teaching you every profession of this game?
Resume: The game is too hard to learn and new players give up within 1 week because of that, I think we should have tutorials for every profession, since farmers to engine makers, to builders and whatnot.
People who hide our most time intensive stuff somewhere in the wilderness i.e engines, radios, batteries, bottled liquids, horses and rubber seals.
Ooh that’s true. Rude boss people are annoying but at least they have a reason, but people who hide things or steal from alive towns are buttholes. Yesterday I was born in a early-ish camp with only white people, but there were a brown woman bringing a lot of stuff in a rubber cart, she brought tons of rubber, kerosene, bottles, full buckets of water, tons of steel, backpacks even those copper fence kits to farm grapes, she made like six or more trips with a full cart, I was like “wtf?”. My aunt shot that girl and said it was because she brought bears (what was a lie, but I didn’t care too much since she was stealing from somewhere and I’ve been pissed of dozens of time with people stealing my town in past lives, principally in the rift, she was not trustworthy), I knew the village was near because she was going back and forth very quickly, so I decided to head south. About 300 tiles straight south there was a big town with kerosene well and brown people (she was stealing from her own family, taking even the kerosene which was scarce since I didn’t see any ginger there, only brown people), when I came back home there were four bears in our town (I think it was my aunt, who was dead), I told my mother about the town south and me, my mother, cousin and great aunt (who died in the middle of the way) moved to the big town, we took all the stuff back to their town and lived there.
So yes, I agree, the most annoying people are those who hide hard-to-make things in the wild or steal from their own family (looting dead towns is ok, but stealing a bunch of essential stuff from any living town is frustrating, imagine spend your life making bottles, kerosene, rubber, engine and someone just steals it or hide behind a tree far from town).
Also, if you are moving, take one pie or two, take two steel bars if your town is very rich, if it’s not at least make your own pies and steel before leaving, the clothing you’re taking away from town is derogatory enough, but please don’t take that rubber cart/horse full of pies, bottles, steel, bp, kerosene... moving is fair, but if you won’t help your town, don’t take the stuff they are working hard to make and that they will need. Besides being annoying, it frustrates people.
I know my suggestions aren’t likely to be implemented, but there are a few things I would like to see:
- Berries not being the same food base for every civilization, the same for sheep. I would like to see different civilizations having different foods. I have banana trees for years in my backyard, the trees only give banana once, but then other trees grow near the old one without no one planting, then we cut the old tree in various pieces and put near the new ones so they have some extra nutrients and water. I would like to see a town where the base food is banana instead of berry, or something else. And what about eating cow's meat and making compost with cow's dung? And buffaloes? We shouldn't have a meta animal/crop, but each town would choose one (or more than one)
- Upgraded tools. nowadays tools seem to break very quickly. It would be cool if we could mix some metals and make reinforced steel and whatnot to create better tools (better forges would be needed).
- Animals to hunt and tend. I would like to be a hunter, kill deer, moose, jaguars, crocodiles, etc and bring their meat/pelt home. Being able to tend camels, chickens, bees...
- Sitting and sleeping. If we sit on chair near a table to eat some kinds of food like the feast plate, turkey, pies, omelets (foods on a plate), we would receive some kind of bonus (may be comfort bonus, making the hungry bar decreases slower, like the indoor bonus, for a certain amount of time or giving more pipes per food) . For beds, they have to be put inside a building and the amount of beds we can put inside it is related to the building's size or something like that. Only the owner of the bed can sleep there, if the bed doesn't have a owner, the first person to sleep there will be the new owner and when a owner of a bed sleeps in another bed, the old one becomes available again. Sleeping could give a bonus such as more pipes, comfort bonus or walking slightly faster for a certain amount of time or something like that, and there would be a cooldown to sleep again. It might would encourages more buildings and houses, we could mess with property fences saying the house has to be inside property fences and whatnot, I don't know. Someone suggested energy bars (what makes sense), even in real life we have an energy bar separated from our hungry bar, if I eat dozen of pies I can't chop several trees (tbh I can't chop a single tree irl), so if we had that energy bar, they could be added to that sitting and sleeping bonus.
- Family specialization being family specialization, not race specialization. I really liked the idea of family specialization, but in my humble opinion there is something iffy there. I would like to have a system where no one has specializations at the beginning, but if for example a mother go through a desert, her kids (kids that born near her might be included) learns a little bit about deserts (like the language system), after several generations going to the desert (going there might teach a little bit, then they need to do some kind of activity there to go deeper in the specialization like eating cactus fruit or craft stuff with desert's materials, killing desert's animals...) that family would be more and more specialized. They may even learn how to make special recipes (inside or outside deserts) like desert clothes that allows people live in deserts, easily hunt/tame wild animals from that biome (camels, yay!), maybe being able to build sand buildings or stuff like that. The same applies to all restricted biomes. So a very specialized family would have no problem at getting oil at frozen lands, making repellents for jungles or farming bananas, while a foreign that just moved there couldn't. Although after some generations, the foreign's kids, grandchildren... would learn more and more just for living and being born near that specialized people (the more specialized people around, the more the teaching bonus), independent of their colors. We could use that same system for crops, the more one family farms a crop, the more specialized they become, so that crop grows faster and gives more fruits, more nutritive. So we may could change berry for corn, banana, rice and whatnot, we wouldn't have a meta crop, since each of them, once mastered would give different benefits, like better milk when feeding a good corn to a cow (besides being nutritive, giving more pipes when eaten, making better pies). Also having monoculture (at least much more of a single crop in comparison to the others), we could go further in the specialization and make much better crops. The same stands for animals.
- Rivers. Ohhh my rivers, I know I will never see them. But imagine if some towns could rely on rivers instead of wells. Of course we would need increase the technology to make pipes to take the water to town, even pumps to get more water. The area near the river could be "unlivable", with a sort of dense forest, mire or dangerous respawnable animals such as crocodiles and snakes, so early camps would make the village not too close, so they have to walk a little bit to get water (while having a well is better since it's near from crops), but with the passage of time they create large containers (buckets, gallons, cisterns...), so they can't carry more water at once and late towns would have pumps and pipes, even sprinkles. Also, it would add fishing, bridges, boats (more family specialization).
- Different tech trees, not a single one. With that family specialization I suggested, we would have different or even mixed tech trees. Some towns would have rivers, others well or even well and river. Different ores, alloys, so according to the specialization towns would have different tools (better at some things, worse at others and vice-versa). Different buildings (built with different materials). Different meats, towns specialized at tending cows would have extremely nutritive meats, pies, milk (cheese?) and more efficient dung, high quality leather while towns specialized at tending sheep would have high quality wool (more thread, better clothes), more meat, good dung. No meta animal, just different benefits. Of course we can still tend all animals, but if the amount of animals of each type are similar, we can't go deeper in that animal specialization, although we still have middle benefits of all of them.
It ought make every life different. Different challenges, different drawbacks and benefits.
There are much more content that I would like to see, and those suggestions are for comunist-ishs civilizations, since if we were capitalists that specialization would be much more concentrated on people's offspring rather than the whole town, so individuals could trade goods with people of his own town, since everyone would be good at doing something different. But I know that it might not be implemented ever, they would make the game more complex and less intuitive for new players and there would need to be a way to balance that, they could make the game much easier or harder, and we also would need to balance that which requires a lot of thinking and working. I'm not asking Jason to do that (at least not now with the current state of the game, it might be more viable in the future), just saying the content I would like to see. I know Jason works alone and has a lot of work to do, things to fix, to think and the content I mentioned requires a lot of codding (and more bugs), unwanted side effects (more fixings) and might even be impossible, like rivers (I heard the game's engine doesn't support such a thing, I'm not sure though). Also, I don't think he will keep updating the game forever, so it might stop being updated before we can see similar stuff (unless some big company or community work very hard with lots of people or some kind of hype happens and Jason has to hire a big staff due to the millions of downloads the game is getting, I really wish that).
Lemme dream...
Babies who jump on clothes and keep humping are annoying, but I know it’s needed. I do that even knowing it’s annoying (I admit when it’s not my kid begging, I take the bp and give to another kid on the fire, sorry I can’t resist).
Who annoyed me today was a lady who was massively feeding sheeps, she empties all bushes several times and I had to run like crazy making compost, getting soil in the wild to water the bushes and as soon as the berries appeared, the woman took all of them. She kept doing that until she died of old age, but that was fine, at least I made like 12 piles of compost. What annoyed me was that we didn’t have that many food, and the pen was full, sheeps couldn’t even move, without berries the kids started eating pies, but everything ended ok.
What most annoys me are the rude boss players, if your baby new player wears a turkey as hat they threaten kill the person instead of just asking the hat. Or if someone tries helping/learn smithing/baking people get mad and say rude things, even threaten kill them. I think that’s ridiculous, being rude because people got in the way or are trying to help (unless the person is disturbing on purpose).