a multiplayer game of parenting and civilization building
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Pitfall: Jason spends a year reworking the game engine. No content additions occur in the meantime. Nobody is happy with the effort expended in the end or lack of content during the process.
So basically the last 12 months of updates we got?
or keep harping on the same idea over and over, I tend to stop listening to you.
You have yet to refute my main idea on civilization in OHOL with anything more than "I have 15 years of game designing experience and you don't".
if you call me an idiot every other post
Forgive me but some things that you have said in the past are legitimate idiocy.
Also nobody in this forum topic at least has called you an idiot.
Until now, but as cantface points out, don't lump in all the people who are unhappy with your updates into the same category yet again.
We both remember how well it ended last time you did this, so quit while you're ahead.
You hide behind a wall, you ignore the people who oppose you by assuming things about them like they just dislike you or that they're entitled or whatever you come up with this time around.
But I'm still there, my arguments unaddressed. You're still wrong.
You say game desgining is hard.
I agree but, I say you're an idiot for systematically ignoring part of the problem.
I mean its a game being sold to us as a product, and if people think the products not worth it people will stop buying it with money, money being the main reason this game can continue development it would be fair to assume that player opinion of said game does matter and thus have a say on certain matters.
Oh, man...
If only you knew how bad things really are..
After all we are the ones who opened our pocketbooks expecting a good product, is it not right that we should expect such and intern ask for improvements?
About improvement..
If anyone gets interested enough to read Jason's .. "interesting" replies in the threads I linked, you might notice that's when he pushed around the idea of a "time machine" server to show how his game had gotten better..
Please, step in the time machine and see what it was like 18 months ago. Then tell me that you honestly think it is way worse today than it used to be, OR that it is a worse new player experience today than it was 18 months ago.
[...]
If you had a few more years of game design experience, Spoonhood, you would understand this. Bow before my glory. Look on my Works, ye Mighty, and despair!
Please, Spoonmeister, take a play on the Time Machine server and see just how great this game used to be, and how much worse it has become over time.
Well.. I'm still waiting for that early 2019 server, Jason..
Why are you not making this server to show us your "improvements", Jason?
Is it for the same reason you don't use your poll system?
Because I know what people think. And it doesn't matter.
[...]
The Poll feature is NOT really about asking players if they like this or that feature,
Some amazing quotes in that previous poll thread by the way, if anyone is interested enough in reading it.
Swords were added how many months ago?
I'm not adding anything to make the game harder.
I'm trying to add long-term variation, and a bunch of different kinds of possible stories.
New poll question:
What poll should I run in the future?
A. A poll about why you play
B. A poll about why you don't play
C. Another poll about polls.
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You bought a product and you got your product: access to his servers. The game and code are completely free.
Ok, Jason.
It's interesting how after such a long time of running his game into the ground, some people literally don't care enough anymore to pretend it was sold as "a multiplayer game of parenting and civilization building".
I know your argument wasn't meant as a response to whether the game is pure survival or what it was advertised as anymore, but I mean you have to realize you're literally arguing for the fact that the game isn't even improving at this point, regardless of the type of game its become...
I really like this thread title.
Complexity vs simplicity.
The two are linked together in a very interesting and intricate way.
Specifically, through emergence.
Simple rules giving rise to complex behavior.
We see it everywhere.
There was a time when Jason understood and acknowledged this:
Most of this game was motivated by this:
In examining other multiplayer survival games, why do we never see SOCIETY emerge? Laws, trade, property rights, banking, specialization, etc...
This was, I think, the first time Jason replied to me.
I was already fascinated myself by this very concept, but to see it being applied like this in this very game, it made me excited!
It made me want to... re-build civilization! From scratch!
People started with nothing, and came up with those structures and procedures over thousands of years. Under different circumstances (like in this game), different structures and procedures might emerge.
This was when we discussed slavery and prisoners in the old /die thread.
At least then, the only magic thing in the game, cursing, was made to deal with its only anomaly, griefing.
By now its even gotten to that part, with no solo killing, murder face, impossible to miss kills, posse rules, you name it...
Pre-fences Jason:
I'm not planning to add anything to make prisons happen. You currently have all the tools you need with walls, doors, and locks.
[...]
One thing that I might add, that would at least make prisons more likely, is some form of non-lethal force. Clubbing or something like that.
Post-fences Jason:
Did you try building property fences around the griefer while forming a posse of 5^9-6 non-suicide people?
That was Jason pre-property fences though.
That was before the turning point.
Before that cursed night when he decided to go with his magic fence idea.
At first they were still sold under this emergence idea, "the fences are just atoms that people can play and build molecules with".
But let's be honest here, humanity didn't come up with private property because suddenly building magic, unbreachable fences was made easy.
Nevermind the idea that it emerged when villages started growing larger and denser due to the ease of survival brought by evolving technology, just privatize everything in a village of at most 20 people!
And even then, you can't really call them "building blocks in a sandbox" when you try to force their usage at every opportunity you get.
I'm more inclined to call them "contrived fences".
Find any excuse to use them even if it doesn't make sense and use them at all costs!
Fast-forward to today and we have all of this convoluted bullshit where even veterans themselves are confused about the magic rules sometimes.
-------------------------------------------------------
Jason believes he is making the most difficult game that has never existed before. He believes other people have no idea how to fix those problems and cannot judge if his mechanics are good or not. This way he justifies all of this.
I think it's more than just this.
I think not only does he believe that, but he also believes he hasn't succeeded because his playerbase is unwilling or somehow against him.
I witnessed this personally everytime some issue popped up.
There was always a point where he would say he believed we were motivated in complaining because of x and y rather than z mechanic being actually unfun.
People opposing the temperature update? "you guys just want easy lives"
His initial area ban being too wide? "you guys just want to go back to the villages you were playing in which is what I'm trying to fix!"
People opposing fences? "you guys just want communism"
Don't believe me on this one? Sounds too exaggerated?
I worry that many of the objections to family specialization are politically motivated, more than mechanically motivated.
Just like many of the objections to property fences are politically motivated (for those who want to live out their collectivist fantasies in a game).
There was a time when Jason understood not to assume people's "true motivations" when they complained and instead knew he just had to dig to find out the culprit.
I've even been on the other end of that, when testing a game made by a friend's company. He and I are peers as designers, and he obviously respects my design instincts, but when I was playtesting his game, he basically wanted me to shut up and play (they were videotaping both the screen and my face while I was playing).
I think this time is long gone.
I think you can't really say you're looking for a solution to a problem when you literally go in person ingame and install fences yourself.
I think you can't really say you're looking for a solution to a problem when you literally think the problem is that the people who are playing your games are politically motivated and suggest they use fences at any opportunity (excuse) you get.
I think you can't even really say you're thinking rationally when you do things like that..
The current idea is just bad and another warsword attempt to push fences.
Yup. I immediatly pointed this out when he came up with this bullshit.
If the game was following inspiration from other mechanics the diesel engine would have a chance to break and then be scrapped and remade.
If only you knew how bad things really are...
It's way worse than that in this aspect.
Want to know what's also similar in terms of mechanics?
Just search "grief" in the #live-dev-changes channel.
Let's see, where has this issue popped up before..
Normal fences, berry bushes and adobe walls.
So, let's get this straight.
So, yeah..
Let's be honest here for a minute.
You know perfectly well that if you made the engine scraping consistent with these previously established mechanics and made it harder to be done, no one would bother to fence them off.
In other words, you know perfectly well it's only griefers who are gonna scrap it.
In other words, you want us to protect the engines from griefers...
I don't know what to say..
You seem to live in some imaginary world where griefers don't disgust or make normal players want to put off your game.
I don't know your designer friend who told you one day that "griefers are a part of the games" or that "griefers is a needed job".
But I can tell you he's wrong.
You need to get this idea out of your head, Jason.
He was wrong.
Griefers literally subvert anything you make.
They are here to piss real people off. Not people in the game. Real people.
They're here to piss them off. No matter what. No matter the mechanics you come up with.
I mean it's literally written white on black in this very thread at this point:
but protecting them from griefers? Some smart griefers would get them anyway I think.
I almost want to log into the game for the first time in a whole year just to prove you wrong.
I'll just act nice and normal to other people until they hand me over the fence ownership..
And then you better believe that engine is gonna get scraped!
Poof! Gone! Zoop!
Oh butb but but wait I put my... I protected my property!! I put it in fences!
But it didn"'t work???? NO way!!
Lots of things I agree on in this thread.
Though I think Spoonwood makes a point here.
I can personally attest that back when I played, the game was fun even if we weren't on the edge of starvation all the time.
I would always make sure to upgrade the city's tech. That's the way I had most fun. I'm not saying other parts weren't fun, farming and procuding certain foods were its own fun and I even came to love Eve camps myself, but the most fun I had was when I could advance the tech.
I clearly remember being born, promptly checking at what level a city was at, checking if there was no problem that would take priority over tech upgrades (such as food crisis, bears, iron needs, you name it) and if the city was ready for an upgrade, I would work on that right away, even though we weren't technically starving.
Looking back on it, you can clearly see Maslow's hierarchy of needs in this. I didn't even know what that theory was at the time.
And yet here it is. If every villages were starving, I wouldn't have focused on tech upgrades at all.
I had tons of fun. First time learning to build engines (which I did last because it did always look like a daunting task) which I most likely wouldn't have tried to if villages were always starving.
Upgrading simple wells with a Newcomen pump, improving the smithing area with Newcomen technology, etc etc...
Anyways, back to the thread, my point is that what you define as making challenges fun, i.e. having a reason to be productive, has some complexity behind it.
If back when I played I would have most fun while upgrading the city's tech, it's not because water would run out.
As Spoon points out, Newcomen pumps used to be able to go on forever and you could install them on any pond you wanted. Some people even believed it was inefficient to make engines due to the iron cost.
Yet I was more than happy to start working on a diesel pump.
The "reason" to be productive, so to speak, turned out to be just progress itself.
The fact that my efforts were enabled by a fundation of other people who were able to sustain not just themselves but me on top of that gave me the time and the ability to work on upgrades.
And in my mind, this has always gone hand in hand with population growth.
If people like me existed, people who could just work on tech all their lives without having to worry about food production, that must mean that we can sustain other kind of people/workers.
Literally civilization building.
And to me this felt natural. If I produced tech that can produce food in a more efficient manner, that means more and more people like me will be born and be able to survive and do more interesting things.
That was the reason for being productive. Literally.
In my mind, it was just as Jason said in his trailer:
at first, your contribution might be.. pretty basic!
But future generations can build on the fundation that you helped to create.
Hopefully, you get a chance to leave your own small mark on the world before you die.
And maybe, create something that helps your children and grandchildren.But really.. All of this, is just the beginning!
MAN, WHAT A TRAILER! I always love re-watching it!
Always brings me back! Literally perfect.
So, yeah..
Back to the thread again.
Knowing this, the answer seems obvious to me.
The challenge has to be that we need to sustain bigger populations! That's where the idea comes from.
And back when I played (and still up to this day in fact) something odd would occur.
Big towns, instead of exponentially growing in population, would start to just die out on their own, for seemingly no reason.
Keep in mind that water couldn't even run out! Yet it would die.
There was no doubt anymore for me, once I played the high society update, about what the problem was.
When that update rolled out, something very interesting happened.
One of the first town developed enough to be able to produce the new clothing content.
It was insane. Everyone wanted to try it. This town was flooded with people. No one would /die out of it.
The town was literally flooded with sheep dung because of the amount of clothing that was being made there.
I even remember playing a few lives in other, less advanced, distant towns and noticing a trend of people stealing horses to migrate to that town.
At first I didn't make the link. But when it hit me, it was clear as day.
That's what was happening. People were starved for meaningful tech content that would allow technological progress!
That's why big towns would die out! Eureka!
For me, that's where the idea of pushing for content as a solution came from.
There was no doubt, for me, that if Jason pushed these kind of updates, the amount of players needed to make it challenging in the first place would come naturally.
If Jason made a farming automation update, the people interested by it would naturally come and it would be naturally challenging to support this kind of population.
Anyways, back to the thread, yet again.
Around the time the game started going downhill (what with the fences and all), some people in the forum started suggesting update ideas.
I remember a push from some people like futurebird for a storage update.
Some wanted it to solve the big trashy clutter that would always happen in big developed towns, others like me wanted to have specialized storage to be able to stockpile and sustain larger populations (rather than "emulate" it via food value degradation overtime).
It would have killed two birds with one stone.
But yeah, this isn't the first time this idea surfaced.
I was hopeful the first time I suggested it that all of this nerfing nonsense was happening because Jason had ran out of ideas.
But it's clear today this isn't the case.
And so, I suspect this will fall on deaf ears, just like it did a year ago..
I thought about exactly this a few days ago.
Particularly because I remembered this post.
I am taking responsibility. OHOL sucks compared to how great it could be. That's why I'm working week after week to make it better and better.
Please, step in the time machine and see what it was like 18 months ago. Then tell me that you honestly think it is way worse today than it used to be, OR that it is a worse new player experience today than it was 18 months ago. There was no tutorial 18 months ago.
https://onehouronelife.com/forums/viewtopic.php?id=6250
Making the greatest game of all time takes.... duh... time!
If you had a few more years of game design experience, Spoonhood, you would understand this. Bow before my glory. Look on my Works, ye Mighty, and despair!
I could only find one of these posts, but the way I remember it Jason pushed around this idea a few times to "show how he improved on the game".
I wish he would still do that though.
He was so eager to show us his 2017/2018 server..
Where's the early 2019 time machine server, Jason?
I promise I will play if you make it.
Survival games aren't dumb.
My reply is mostly a reference to Jason's old posts.
Ever since I joined this forum, Jason has always been ranting on about how he wants this game to be different from the rest of existing games.
He wants it to stand out from everything else and to be something unique.
why is this game not just a 2D Minecraft or a large-server Don't Starve?
From a very old reply of his lecturing me about why people shouldn't continue on their projects because towns that would merge together would allow people to avoid the old lineage ban.
He has always been very concerned about this.
And I also get that many people like a game with no challenge where you just do whatever you want. Minecraft creative mode is hugely popular, obviously. But I never played creative mode....
OHOL will never be a game where civilization and progress is easy, assuming that I can solve these design problems.
Your legacy will be hard-won.
If you want a crafting/building game where you can continue building the same thing forever, there are many options out there, including Minecraft. Why would I bother making yet another game that works this way?
They wanted 2d minecraft. But why, if I wanted to make 2D minecraft, would I stick this annoying hourly death mechanic, and baby-suicide-to-get-back-to-work mechanic in there? Surely, if you want a 2D minecraft, there's got to be way better versions out there.
You get the point.
You can look up his posts that mention minecraft or don't starve, it almost looks like an obsession, but a healthy one if you ask me.
Even to this day he still rambles about it, here's a recent quote:
I imagine that most of the people who want 2D solo crafting are playing Don't Starve already.
Though from reading this one I'm not sure how much of Don't starve he played.
Don't starve is in no way focused on crafting/building stuff, it's just a part of the game.
The true focus of Don't starve is literally in its title: survival.
That's the most important thing and the highest goal in this game: to survive.
To make my argument clear, in short, my point is that while Jason was so scared to make "2d minecraft" where survival is so easy that the only thing people do is build random stuff, he didn't notice that he's been making the game so much focused on survival that it's becoming Don't starve "with parenting or whatever".
And just to be clear, I don't hate survival games. I loved Don't starve.
I just don't like this game becoming one.
And for a reason I will explain below:
I'm here for the survival.
I'm not.
The first time I heard of OHOL, I was intrigued and I checked out the steam page.
There I saw the trailer. It was amazing.
Both trailers in fact.
And to this day, it is still undeniable that one of the main selling points of the game was that you were gonna build stuff, build civilization.
Why else would you, as the creator, promise to stay one step ahead of your playerbase?
Why else would the second trailer be entierely focused on the number of craftable obbjects in your game?
And if you're still not convinced, just look up, it's written white on black:
One Hour One Life Forums
a multiplayer game of parenting and civilization building
Survival was never meant to be the main focus.
Survival was meant to be just a part of it.
I wish you would have joined in early 2019.
Just before it all went downhill. You would have seen it.
It was paradise. One of the top best games I had ever played in my entire life.
I was hooked. It was perfect.
It was JUST the right amount of parenting, caring about your family and making connections before sadly saying goodbye, mixed in with an awesome civilization building part.
I had a blast learning everything there was to do in this game.
The trailer still brings me back to this day, it makes me nostalgic. It reminds me of this era.
And then one day, it all went downhill.
Jason decided overnight to do a complete 180 over his previous design philosphy and here we are.
He even admitted he lost faith in content a couple months ago:
Oh, there's one other huge problem. I set out to make the most comprehensive crafting game of all time. A small slice of the gaming populace loves huge crafting trees, but most people don't. It gives them the, "I'm never going to learn all of this, and why would I bother?" feeling.
[...]
Most people are not interested in learning the 25 steps it takes to make a fire. Most people aren't interested in learning to make 3000 (or 10,000, eventually) objects.
[...]
there's no doubt, in my mind, that it turns people away from the game.
Putting aside the validity of these statements regarding what people find or don't find interesting, I mean building things is literally the god damn main selling point in the trailers and I would hope most people know what they're buying, what could even be the problem?
I say most casuals give up because they join and have no idea how to be of use and don't know where to start (do note Jason's reluctance to even include a tutorial).
They feel useless. And making survival harder and making their environment harsher isn't going to help this issue at all.
Veterants have less and less time to teach new players.
But I digress, to conclude I'd like to say that if Jason is just going to make this a survival game from now on, he might as well start a new game and leave OHOL as it was instead of completely destroying it like he's been doing for a whole year now and trying to turn it into something it was never meant to be.
There are still food surpluses everywhere.
Yeah don't bother trying to build any civilization..
This is just another dumb survival game.
Cooperative don't starve without seasons and bosses.
He probably saw the thread that said people were bored in big cities yet again and thought "this must mean the game is too easy again".
But wait! Where have I heard this before?
Oh, right...
I like how bob's other thread I linked also hints at this.
Bob: Why does everyone want to Eve or play Eve camps?
Everyone: Big cities are boring.
Jason: Eureka! That's because life is too easy!!And 6 months later we're still at the iron age. Nice.
About 10 months ago.
It's become a pattern by now.
You know I can't wait to see what happens next.
Either the veterans figure it out eventually again, get at the same old top of the tech tree and notice exactly the same thing again: that big cities are boring (this has technically already happened), or this time it's so harsh that people just don't manage to do it anymore and/or quit in frustration.
jasonrohrer wrote:Even then, people just kept saying, "REMOVE THE WAR SWORD, IT RUINS THE GAME." Really? Hmm... that can't be right. The war sword itself can't be the problem. It must be something else.
Yea, and later on the war sword got so nerfed that it may as well not exist.
Yeah, I know right.
If you like to remember these old posts, check this one out.
Some very interesting stuff in there.
It was the Life Token Limit. SO HATED! Some dude may actually be in the process of suing me over that update. But also probably the best update the game has ever seen.
Life token limit, definitely the best update ever.
Totally made me want to come back and play.
I hope you see a pattern here. The quality of the update in terms of long-term positive impact on the game is inversely proportional to the number of negative reviews.
Yeah, clearly that life token update really worked out.
There's yet another recent thread talking about the /die command.
People really care about their boring lives filled with the same content/endgame over and over again.
They're definitely not bored. Adding content would be totally unnecessary.
We should decrease the number of tokens again, it will make lives meaningful once again.. somehow..
Which is what I hope to achieve with the rift, eventually. It will eventually be amazing. But I'm still tweaking it.
Oh yeah, the rift was definitely amazing.
I suggest leaving it out in the open and unguarded at all times.
Oh come the fuck on.
We've been over this already.
This is literally the war sword 2.0.
And we all know how it ended..
People do NOT like "playing against" griefers.
It is NOT an interesting and rich dynamic.
It's the dumbest thing the game could possibly offer.
And I pray to god that you don't assume people complain about this because of some other hidden agenda.
I really do. I hope you don't read this and think "wow this guy really wants communism". I hope you would realize how idiotic that would be.
Just stop and consider for a single second that "including griefers" is the most idiotic game designing philosphy you could ever come up with.
Just consider it.
Disclaimer: this is a big post! If you don't feel like reading it, don't.
It's fine, I really don't care anymore at this point.
But please! Please don't bother trying to reply to it if you just "skimmed through it".
Just don't bother, it's fine.
Ah, yes! The old arrogant Jason is back.
I was hoping he was gone, but there he is yet again.
Some things just never change I guess.
It's interesting to me that people complain about some feature or constraint, as if it's the problem, but if you actually get them to unpack it a bit more, there's a different problem lurking underneath.
It's interesting to you only because you see what you want to see.
At the end of the day, even if you manage to finally end up with the most contrived, frustrating and boring form of forced trade, people will still tell you that family restrictions was a terrible update.
And for the very reason you so desperately try to ignore whenever people point it out on the account that we don't have 15 years of game designing experience.
It's not because people's criticism seemingly "hides" useful information that it invalidates it automatically.
As for the iron scarcity stuff, did you ever consider that if you pushed our reasoning a bit further, i.e. the fundamental idea that for people to be able to make decisions, they need more options/choices and error room to be able to take risks (which means less dumb gimmicky restrictions), you'd get to Maslow's hierarchy of needs?
And I'm not even the first one to point this out. Almost a full year ago. Dissapointing..
Here's one of your relatively old posts I dug up which, by the way, reminds me of Dodge in a horrifying way:
Like, imagine automated farming. That would free up time. But free up time for what other activity, exactly?
Hey, you know those things you wanted us to do and started trying really hard to force upon us about a year ago?
Trading, war, private properties, economies, governments.
Yeah, well, guess what we're NOT doing while we struggle our ass off just to be able to barely survive?
But I don't know, you tell me, people may say a lot of good things about Maslow and how smart he may be, but at the end of the day, he doesn't have 15 years of experience in game designing.
----------------------------
Following this I would like to address something.
Something which I believe may be at the core of the issue here.
If the reasoning behind all of these updates is that "life is just boring if survival is too easy" then I'm afraid you're plain wrong.
When I see nihilistic points of view like these I get scared for the game.
Modern life is more than just survival. As was said in that thread, modern challenges are simply different.
You mostly had everything right in this thread.
It's good to still have challenges to overcome, but these challenges need to eventually move up the Maslow's hierarchy of needs.
Otherwise you're just making another dumb survival game. And I'm not here for that.
The standard of living will eventually need to get better and survival overal easier.
Otherwise what even would be the point of building a civilization?
Of course, survival being easier in an advanced civilization means you could spend your life doing nothing and eat for the rest of your life.
But like you point out in the "everything runs out" post, these people would be making a mistake because idealy the modern challenges would need solving.
Imagine if everybody in the world would stop doing anything overnight. It would be a disaster! The economy would crash, civilization would collapse!
To make this point short, this abundance that you may or may not think makes us so miserable brought us exactly everything you think your game lacks.
Think about that. You may need to change your vision of things and not just for this game.
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Interacting with another family to get them to help you [...] isn't actually annoying.
Literally nobody ever said that.
That's a big strawman you're making there.
In fact, I'd say most people actually do want to have interesting interactions with families.
It's not because we oppose your way of forcing interactions into the game that we despise interactions.
Like for example adding war swords and calling them "rich dynamics" because people are literally so afraid of griefers that they finally ended up building fences around villages, all while saying it was a gigantic pain in the ass to do so. Are you going to back down on it now and say it was actually a good idea because maybe the problem was the fences specifically?
I mean, at the end of the day, we all want a good game to play.
I know it's very dumb to say, but I wouldn't be surprised to learn that you believe we want the opposite, especially when I remember stuff like this:
I'm trying to have a good time. This is my dream job after all. I love this game, and I love working on it.
Somehow you want me to hate working on it. Or make me feel so bad about it that I quit?
I get that you don't trust me to do this, or that you think I'm an idiot, or whatever. But I don't care. I'm going to do it anyway, or at least try to. That's my job. To make the most amazing game ever.
------------------------------
But wandering around randomly for half your life to find them is horrible.
And now it's the "let's see how Jason ignores people's criticism/ideas" moment!
I want to make it clear that I didn't remember any of the following posts off the top of my head, but I looked for them out of pure intuition and it barely took me 10 minutes.
Fun is not: Walking around for 30 minutes looking for another family because they're too spread due to an apocalypse or lack of knowledge of locations.
This is the critical problem with race restrictions in a nutshell. It is not fun. It is frustrating.
If your village desperately needs rubber to upgrade the well, locating a black village or a random black person feels like winning the lottery. It is that rare.
you're spending every life running around looking for people.
How exactly does this break monotony? It's just a different (and more frustrating) form of the same.
My conversation with a new player AFTER the race specialization update:
Newbie - "I need to make rubber. How do I do it?"
Me - "Find a black person."
Newbie - "How do I find a black person."
Me - "You don't."
That post of yours about people not having 15 years of game designing experience and only stating problems instead of suggestions really worked out didn't it?
I think the real problem was always and still is that you just don't pay attention to what people are telling you.
------------------------------
That problem exists anyway, with or without the biome expert stuff.
But without the biome expert stuff in place, we'd never pinpoint this problem (because you could always get by without finding another village).
Is this your way of saying that it was yet another dumb experiment just like with the rift?
Because if it's not, that's still not a good justification for this unfun and frustrating update to remain.
Way too much text that dont say much interesting
Because you don't read it, as evidenced by the garbage content of your post.
When i'm saying player choice i dont mean the choice to go build an altar or make a birthday cake, sure those things should be in game but i'm talking about players making decisions together, organizing a society, having to make decisions with consequences.
That's literally in the fucking posts I linked.
Like seriously, go read the fucking posts, jesus.
It's a known fact that such type of civilizations historically evolved when the population grew bigger and denser which happened only because people could be even more efficient with production.
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you find yourself with a surplus of food and the problem of distribution arises.
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If you could optimise food production, people could overtake big projects, such as a greater and privatized (via buildings) food production.
They could then use pies as currency. Modern problems require modern solutions.
You would have a primitive form of government. A primitive society with a primitive form of property.
Not decisions based on "what do i feel like doing in my memelife" "maybe i could roleplay a gravedigger or a traveler" that's the choice you're talking about right?
No you retard.
Are you being dense on purpose?
This surplus that you feel makes the game so meaningless is exactly what enables you to create and organize a complex society.
Again, read the fucking posts.
Seriously I'm tired of this.
The discussion hasn't progressed in an entire year because of morons like you who do not bother to read what people say or suggest and would rather spend their day beating a strawman they made up because they are too intelectually lazy to properly debate people's arguments.
I'm not going to bother with the rest of your garbage until you actually read the posts and actually attempt to refute my ideas.
Either actually read what people suggest or shut the fuck up.
You use big words but they dont say much in practice.
More like you don't have the capacity to understand them.
That's why I bother repeating myself multiple times with different words.
So you have a chance to assimilate the concepts I try to explain to you.
Your posts are generally short and barely allow the conversations to progress.
You already had that choice before, but guess what since iron was infinite eating berries until the end of days was still the number 1 way to go.
These concepts included the idea that mechanically limiting people will make them be less inclined to take incentives and therefor result in less variation overall in the game.
Did you get it?
People didn't refrain from making this choice because iron is infinite, that's bullshit and you know it.
Even if iron is infinite eventually towns could still die due to a lack of it because people can't just travel infinitely.
People refrained from making this choice because the only people capable of making it needed to support a whole bunch of noobs behind.
Taking the risk of changing the noob-meta of simply staying in the berry field was too high because the game was made too hard for the non-veterans.
You know what if you actually have an interesting idea for content then share it.
Did you read the previous posts I linked?
If you have truly read and understood them, then that should give you a pretty clear idea of what should be done next.
Adding the option of mass-producing (to sustain higher populations) and storing surplus of resources like I have always been saying to resume.
This recent thread should help you out a bit and a clear roadmap could even be made using it.
Do you see now? how the content can be interesting or not depending on the situation.
Like I keep saying. I am obviously not advocating for dumb reskins. That should be obvious.
If you read my posts, that is.
Yes add 10'000 ways to grill a potato so players have the freedom to do what they want to do about it.
Add as much content as you want and see players do the exact same thing as before just with different shapes and colors.
Shapes and colors woohoo!!!
this fails to take in account the fact that we're talking about meaningful, tech-related content.
Jason really likes to completely disregard that part of the argument. Presumably out of laziness.
Everyone that says "NEED CONTENT" never says what content would be interesting and for which reasons it would actually be interesting.
It's just like he said, Dodge.
Take your fingers out of your ears.
doing the same thing with different shapes and colors.
I don't want to be rude, but honestly this is the worst part of your post.
It honestly looks like an insane reduction to me.
You're reducting "having more options in the game" to "different shapes and colors".
Let me try to explain it a bit more to you.
What's really implied here is "having more technological options in the game regarding means of production and structural organization of cities".
Do you see what I mean now?
When I see discussions in threads advocating for the replacement of huge berry fields by a more efficient, milk-driven food supply chain, I see choices.
I see real decision-making.
More ways of doing the same things.
Or as you like put it "different shapes and colors".
But, unfortunately, as I'm trying to explain to you, these kind of things cannot happen if you restrict what people can do in every way.
It's almost as if there needs to be some sort of surplus in resources for people to be able to take bold risks and have incentives resulting in choices that deviate from the norm.
It kind of reminds me of the success of supply-side economics in America.
Just look at this video, particularly this very passage is very telling.
Cutting taxes (lifting restrictions) enabled people to keep more of their own money and therefor encouraged them to take more incentives (which then enabled economic growth, etc, etc ...).
Humans are very good at this.
If the risk is too high, they will not take it and instead take the most well-established and well-tested route to avoid failure, resulting in the majority of people doing exactly the same thing.
There is no incentive to deviate from the mathematically most-efficient model/route when the game is designed to punish you as hard as possible.
This is all logical if you think about it. There is no way around it, people WANT to and WILL try to AVOID failure.
This is WHY we NEED to reverse this stupid trend of trying to make the game nintendo-hard, only to please just for a couple days the survivalists who never have enough of resource scarcity until they figure out the most efficient way of making things work only for then to repeat it ad infinitum and then go back to the beginning of the cycle where they complain that the game is bland and too much of the same.
it's only going to be another object you craft without thinking about it, there's no decisions to make, no interaction, nothing more than crafting.
Exactly because of these very restrictions you so dearly love. Just as I have explained above.
When your game has reached the state where it is so hard that it's pretty much confirmed that it's just a bunch of expert veterans doing all of the work and carrying the whole village of new players that don't know how to do anything, of COURSE they are going to establish a strict meta and take the most efficient route every time.
It's the only way to guarantee the survival of your village.
Because. of. the. harsh. conditions.
If the reason is "more stuff to do" then it's not interesting because it's just more of the same.
I know I'm gonna sound like spoonwood here for a moment, but do you not see the contradiction in your statement?
You want more decision-making, which requires, by definition, more choices.
Yet, at the same time, you state that "more stuff to do", in other words "more choices" is "more of the same".
This contradiction shows a very clear problem, Dodge.
The problem is your vision of things which is so nihilistic you compare different content with "different shapes and color".
If you think about it, having the possibility of choosing between different food supply-chains is just crafting different shapes and colors.
If you think about it, being wealthy and therefor having the option to dedicate your time to producing and exchanging rare luxury items isn't specialization or the beginning of trade and economics, it's just modern people being bored and worrying about things other than their own survival.
If you think about it, the universe is just a set of quantum elements interacting over-time in a deterministic system.
If you think about it, life is just a complex algorithm in that system, and is meaningless.
People are not getting offended, you're projecting.
That's great! Then there's no problem, right?
Your idea of caring is making sure there is enough ressources but not actually how everyone is using them.
Like people have already pointed out in some other recent thread, absolutely no one cares about the decision-making process when all you do is restrict everything.
There is NO actual choice involved. It's use this in the most efficient way possible in order to survive just a few minutes longer or you die.
There is NO freedom.
It seems like we bump into a fundamental problem here.
For there to be valid choices, there needs to be freedom.
Restricting freedom seems to in fact achieve the opposite and crunch the number of available choices until it reaches zero.
And guess what gives more options to people?
Let. me. blow. your. mind.
CONTENT.
WOW!
Even with a broken update there was more interactions in the life i played then when we had big villages with a lot of ressources "that you care so much about"
Players were actually asking what to do and communicating with each other to try to solve issues, way more interesting than spending a life tending berries in a big city or baking pies for 60 years.
What you're seeing is exactly what I've described in my 2nd sentence just repeating every update.
The playerbase figures out the right way to do things, then does this forever.
Wow how interesting.
Everyone will figure out the new game meta for a few days then the game becomes the same old grind, everyone goes back to being either frustrated or hopeful that maybe the next gimmick update that was made up in about 5 seconds will magically be different and work this time for some unknown reason.
This is insanely irrational. Just like when Jason took a hard 180 and suddenly decided the game needed new mechanics because private property didn't have the time to emerge naturally yet.
Why change your mind completely like that? Why change your game designing philosophy overnight?
This makes no sense. It's insane.
But no. Let's keep doing these gimmick updates over and over again.
Let's not add choices and options to the tech-tree and then wonder why, after each and every updates, there is still no meaningful decision-making in the game.
Let's keep the tech-tree as short as possible, with only one evolution possible from it, and then wonder why after your playerbase has established the new meta this tech-tree is absolutely burned through in just a handful of hours.
We've had people in space now for what, 60 years? People went to the Moon over 50 years ago and now we have networks of satellites and an international space station that has had a permanent human presence on it for over two decades.
Wow, what is this kick-ass game you're talking about that has space stations and stuff?!!
It sounds amazing! I want to be part of "Humanity" whatever it is!
It has a lot of extra content over OHOL.
Kind of makes me want to play it, you know, unlike some other game.
There have to be challenges facing you, when you're born into a village that has already invented everything, because that will be the experience of 99% of the lives lived in the game.
How about making the next challenge be population growth itself?
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We've seen overpopulation happen in OHOL before, back when the mobile app just became popular in china. Some cities would have up to 20 fertile females at a time.
The berries/pie production couldn't keep up (proving the point that "communism" wasn't sustainable anymore).
If you instead gave us the tools to sustain much larger populations, a city could then have a chance at organizing itself possibly into a primitive form of government to be able to simply sustain itself and avoid collapse.
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Cities in such a state will eventually create a food surplus which would allow people to focus on newer projects such as building structures.
I have seen this happen personally ingame, in one life inside one of those enormous cities (before the fence update) someone came up to me and asked me to help him build his "house".
Ideally, if people weren't bored to death and wouldn't keep suiciding out of those cities, a population growth would happen given that such cities should in theory have more fertile females and that towns are supposed to compete for babies.
If its people prepared and organized the town to accept a larger population, then they have overcome the overpopulation problem.
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If you gave us more things to do, people would be more encouraged to stay in the big cities (as is already being pointed out in this thread).
If you had simply continued to deliver content and staying one step ahead of us, maybe this wouldn't be a problem in the first place.
Maybe we can end up building atomic powered robots after all just like in the trailer.
Do you follow the patern? Every step is about 3 to 4 times the step before. That is obviously related to the needs of a growing town.
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I say the problem is in the second part of my last sentence: there is nothing else to do, meaning exaclty what everyone has been telling from six months ago: WE NEED CONTENT.
Wait another month and you can make it a whole year.
At least as far as I can tell from my own posting history.
This started after the property fences update.
Which was the very first sign that Jason wanted to abandon the idea of making tech-related content and try and make contrived mechanics to impose trade and what not.
Which was a big surprise to me then. I mean, even the people playing could and still do feel to this day that this isn't how natural progression should go.
We shouldn't jump from small, 20 people villages to private property and trade just like that. And that fit the theory I lay out in my post.
Of course you only argue about a number because a small group of people think the game is "not challenging" if there is no scarcity. In this sense this game has progressibely abandon its premise from civilization building to surviving.
I also have a bit of a theory on this which I cannot directly prove, so take what I'm going to say with a grain of salt.
But recently I began to think that these people are also the kind of people who really don't care that much at all about the crafting part of the game.
I mean, they fundamentally don't see the appeal in building things (like civilization) and as such reject the idea that adding more craftable content could be the solution.
They'd be the kind of people who would say, for example, "I never tried to make an oil rig or an engine, looks too complicated to me".
Of course this is a gross generalization of people, so feel free to prove me wrong if you think you're an exception to this.
Jason also seems to fall into this category according to me.
One of his usual arguments is that before all of this he had been steadily adding more and more content to the game, only to notice that people "didn't trade, go into war or have private properties".
I mean, at first glance you can sort of see how he could be right, but this fails to take in account the fact that we're talking about meaningful, tech-related content.
Jason really likes to completely disregard that part of the argument. Presumably out of laziness.
Isn't most of the oil stuff way, way older than just a year at this point? Yeah. Pretty old.
It also fails to disprove this theory I have which is that we needed a bunch more tech-related updates before these things could start to emerge naturally in some primitive form at the very least.
In other words, maybe we stopped the content updates too early.
Another one of his patented arguments is the player numbers.
I admit this is kind of unrelated as it was originally made in order to disprove the idea that these non-content updates have been driving players away.
But don't you see how cynical it is?
The idea is that the "player numbers have been dwindling down, are dwindling and will always be dwindling down".
Great! We've proven nothing! We're running in circles now!
This exactly proves nothing regarding the quality of the updates or the validity of the basic idea behind them.
The only thing that's changed is the general satisfaction regarding the updates.
And the only theory that hasn't been tested within this unproductive and hellish year of OHOL updates is the one that, you guessed it, asks for more content.
That was a good post.
I worry that many of the objections to family specialization are politically motivated, more than mechanically motivated.
Just like many of the objections to property fences are politically motivated (for those who want to live out their collectivist fantasies in a game).
No, I'm all for capitalism and specialization/culture in OHOL.
You're just not gonna get any closer to it with these simplistic and gimmicky mechanics.
And even then such clunky mechanics are never going to give rise to something that feels authentic/natural and/or satisfying.
It is not civilization building because the amount of content doesn´t allow to develop customs or anything related to civilization. A few optional buildings and a farm is not a village, they are all the same. Is it a crafting game? Well, we are just being told it is not and it won´t ever be.
This. That's what I've always said.
There's also always people pushing around the agenda of making the game even harder than it already is and it doesn't help.
In my opinion it's a naive way of thinking. Nothing to do in big towns, that must mean the game is too easy yet again!
Life getting easier is necessary. For culture to arise people need the free time that comes from a developed village.
It's a necessary step in the evolution of a civilization.
Anyone remember san-cal? Or this village with the casinos?
The cause for boredom in big towns isn't lack of challenge, it's lack of content.
Lack of MEANINGFUL content.
What do you do after oil? Nothing.
Oh look, it's a wall of toxic filth that epitemizes that all griefing does is empower entitled paper dolls to enforce their style of game play on literally everyone who pays for this game.
Yes make the game harder again. It'll definitely bring the fun back!