a multiplayer game of parenting and civilization building
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reading this felt like biting down on a lemon, and leaving it in my mouth for an hour
Finally.
I've seen griefers get away with a lot, hell, i've gotten away with a lot, walking out with only one or sometimes zero curses.
Players are not informed of actions that they are able to perform, curses are a complete joke, not because they are bad, but because nobody uses them.
This is not about telling jason to do something, as much is it to tell you to teach the few remaining new players to use the damn curses, and to download a zoom mod before their next time playing this game.
Jason has made it clear that he will not be including any sort of zoom in/out feature into the vanilla client, tell new people to download hetuw or +, tell them about curses, tell them about yum, hell making a sign that says "PLEASE YUM" works well, because a new player will more likely ask "What's yum?"
I've seen people teach them how to perform jobs, but why not the basic mechanics that aren't in the of the game.
When they really should.
That's all.
Combat in ohol used to be completely equal, if both parties had weapons.
The thing is, griefers cheat, a griefer and a normal player are not on an equal plane, a griefer doesn't need to think about things that
aren't involved in griefing hell, leaching off of others is a good griefing tactic.
The current changes try and make this an unequal plane, with players having an upper hand, but there is no difference in the eyes of the game what is a griefer and what is a player.
Griefers will coordinate with each other, making it harder makes it take more time, but it will happen.
Best the system can do in this situation is give the majority an upper hand, but the way this has been done has a side effect of making combat very hard to engage, for both sides.
A griefer doesn't need combat to grief, but a player does need it to stop the griefer, so what if we had a system outside of combat, that dealt with this issue outside of combat?
Curses.
I think the curse system works perfectly fine, hell even if we had solo killing we'd now probably be fine because of this system.
Griefers don't play the game regularly, a normal player plays it more, they can curse more.
A group of griefers can't abuse the system to all exile other players, they're a minority, a very coordinated one, but still one.
They're coordinated enough to seize all medical items and weapons from a town before beginning their murder fest, but curses don't need to be coordinated nearly as much, but they still do.
The lack of coordination is the problem, making audio queues at what is happening, is a step in the right direction.
Hierarchies, with the leader being able to rapidly announce what is happening and what or who the issue is is a step in the right direction.
Griefers use modified clients, even the most basic and extremely limited zoom in/zoom out feature in the official client would help greatly.
But these are all just non game designer thoughts i had, heavily based on my preferences of the old system, and my dislike for my inability to solo kill, riddled with misspellings
Before if the raiders got the upper hand, females could still escape and start a new village somewhere else. Now that is not possible anymore since there is only allowed one well and mine per family, also the fact that females can not have babies outside of home zone. IIRC there is no way to create new home zone if you are not an eve, please correct me if i'm wrong.
You can have a second well, and it will count as another homeland but it won't unlock any iron, escape is still possible.
Ofcourse!!
The griefer hasn't changed the game in any way, he just does whatever the dev had given him the ability to do.
Don't blame the player, blame the game.
Gee, thanks.
I've seen many people confused about certain game mechanics, i am one of them.
The confusion i'm talking about here is:
Do secondary wells reveal iron ore spots?
I'm asking this only because you can't really check it without doing it yourself.
Going out there and just building a well in the middle of nowhere isn't really fun, or something that you will do on regular occasion.
And OneTech doesn't really tell you this either.
I mean it makes sense, right, a secondary well will do stuff the normal one does, right?
On the opposite i haven't seen any families move after their first well being set up, so maybe this is why, and everyone knows this but i don't...
Just please tell me.
I disagree with the opener, restrictions aren´t always complex.
Toolslots, race restrictions, posse... those are very simple restrictions.
If you think toolslots and posse meant more complex interactions inside a village... I´ve seen people asking for help because they used all their toolslots. And I´ve seen 4+ people chasing an obvious griefer while he keeps breaking stuff.
If you think race restrictions meant more complex types of societies and diverse cultural cities... I´ve seen tarrs huts in the snow and a few tattoo shops.
I do have to agree with you on the tool slots, at least on some part of it, by itself they are very simple, most new people didn't have trouble understanding them.
The systems related to them are complex, gene score being directly tied to it, i've seen some new people with very few of them because they don't understand genetic fitness.
Just being unable to use a hoe to make more soil because they made themselves a pair of shoes with an adze
And the rest you've pointed out as exaples i'd like to think of as still being complex, or maybe backwards is the word.
Only regarding race restrictions that is .
You can't force people do behave in a manner that the game doesn't support, they're going to steal instead of trading.
Posse is not something that is simple.
Having three people say "i join you" is not simple for something like fighting.
Dying as a baby to a griefer and then being born and unable to fight back is not simple and easy to understand too, five or more groups of people chasing the same darn griefer are the proof to that.
Complexity of mechanics, simple and easy to understand systems and solutions are just the the better thing to use in most situations.
Those are simple to understand, but not necessarily limit things.
You could add a second parent requirement or make it desirable, but why?
You could add a set of magical walls that protect things perfectly and only for you, but why?
Or you can just have a single parent, with males still being different and because of their inability to have kids, allowing for more exploring, and making them just a bit different while not limiting females from doing so fully.
Oh, he added homeland that limit females having babies outside of a zone near a camp so they don't have to do anything about them and just dump them to other people to be taken care of?
Right, might as well have the whole population be females? Oh, he tweaked the code that handles that and we now can't have villages bigger than 20 people with most of them being female?
Absolutely fantastic.
Or you can just have players be able to do that in game with stone walls and doors with locks.
Oh, he added confusing property fences and instead of giving people an actual key from a lock on a door you just tell them that they own this?
Right, not confusing at all.
Domestic hogs being deadly and yet still made by players is something jason has put in the game.
Posses crippling towns against an organized group of griefers is something jason has put in the game.
People being unable to join posses because they were killed by a griefer at a young age is something jason has put in the game.
He wouldn't be able to grief that much if the game wasn't designed with those things being abusable.
He just puts the spotlights on those issues.
Ban him, someone else shows up, instead of banning people, fixing the issues is the key.
Jason added a restriction where if a person lived a life less than 10 minutes, on their next one they would be unable to be counted towards a posse.
Yuck instead of yum
Instead of encouragin varied eating, maybe discouraging overconsumption of the same food is the solution.
Y'know, you eat one berry, it's alright, but you stuff your face with them their food value goes down with each one bit by bit untill you can't eat them at all.
Percentage based so it'd impact mutton pies the same as berries.
Actually scratch all that, it would mess with new players, bad idea, and i'm not a game designer.
Things were promised but never became anything more than promises, there are tonns of bugs in the game, people expect new content, griefing is rampant.
All of those are problems
Pick one to solve
If you're not getting it, there's only one person working on the game
As you know, one doesn't get water out of a sinking ship with a bucket while there are still leaks to be fixed.
At least that's in my opinion.
I appreciate these updates, he's fixed the major in his vision problems like the lack of interactions between families, by testing the waters with the rift and then adding a permanents solution, the system we have now.
He's currently patching up the remaining problems.
Your statement is simply unreasonable.
These updates take just as much if not more works than adding more content to the game.
According to him
Don't forget that he's a lone developer handling everything by himself.
Gimmicky technology with extremely magic like properties, i already dislike enough magic features like the indestructible property face and gate, which somehow only lets in the person who built it.
Another one is not what i crave, better general awareness and specialized authority figures are the answear, not more magic.
https://cdn.discordapp.com/attachments/ … nknown.png
https://cdn.discordapp.com/attachments/ … 3041_1.jpg
The images explain themseves, but if you haven't figured it out, everything is broken server didn't reset after the update, reset it manually or do something to fix this monstrocity.
Just a little idea, i have no idea how hard it would be to implement in game, so i'm sorry if i'm speaking nonsense here.
X family child gets adopted by Y family.
The child's name will be :NAME: Y of X blood.
Let's put this simple idea in with actual names, let's say X is Reed, and Y is german.
So that would become :NAME: "German of Reed blood".
War and peace state wise, the adopter's name takes priority, for one small detail.
Adopted children can't use warswords on their own blood, so no naughty griefing with warswords.
Heritage wise, the things will still be the same as with the mother, so ":NAME: German of Reed blood" would have a child named:
":NAME2: German of Reed blood"
However, the original bloodline's family name will always be remembered, so if your child gets adopted by another family, it would look like this ":NAME: Rice of Reed blood" so your original family's name won't get trampled after countless adoptions.
This turned out to be very drawn out, just for the sake of explanation.
This is probably stupid, but thank you for reading through this anyway.
I always want everything in the game to have a purpose or reason to exist.
Crowns are sickening to me, from that viewpoint.
They serve no puprose and getting them is a whole quest to get the gold flakes from the tundra biome, or creating them from a chemical reaction using electrum and acid.
Both are a hassle to do.
So why not give them a purpose, in real life crowns are seen on authority figures, great rulers, crowns are symbols of power, wealth, etc...
And as such, crowns making you an elder at an earlier age, let's say forty years old would be a great addition.
It would give them a purpose!
Secondarily, it would kind of solve the problem of constant war, by making peace way more accesible as you probably won't live for too long being fifty five years old.
I dunno