a multiplayer game of parenting and civilization building
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Considering the (undue) effectiveness of yum on player's behavior, maybe marking the extra pips that good genes give you would be worthwhile. As someone who plays on vanilla I don't know how old I am or what my pips "should" be at any given stage, ever.
Yeah, I like the possible fertile female count to 3, not sure what it means, but it's good to increase odds to females when it's very low
as for end condition, too fast and too random
i would rather like a win condition not a losing condition
anything from wonder rush to tech level to amassing enough wealth
like offering resources for shrines, and within a half hour you would get a reward for family, points/coins, whatever
step to next level and get more points, then when you reach the limit the world burns
maybe give the chance to a family to blow up the rift and go out while others are doomed inside if cannot get out in time
I'd like positive end states as well, but I think what's being worked on right now is tweaking the numbers so that we can get to a depleted rift. It's kind of a final stage to this "rift" experiment--what happens when resources become scarce. It's survival again, but now there is scavenging and town hopping. Maybe families fight over the remaining bits or pool what they have together just to survive. I think that's being explored right now.
We already know players have the motivation to end arcs--that's being expressed almost daily with how quickly arcs were ending--so I think, right now, it's about seeing what numbers and values have to be changed to get us to "end game" scenarios so that tech can be added to delay or speed up those different scenarios. Presently the arcs are not lasting in a consistent enough manner to even explore those options, so adding content that could take 5 IRL days of play to complete (like building wonders for all to marvel at... or nukes that lead to mutually assured destruction!!!!) is kind of pointless as we don't even make it 5 days. The game is still in a pretty rickety state but it's getting better!
BladeWoods wrote:I'd like to echo Dodge's idea, too many babies dying (not from /die) sounds like a better method of detecting unplayability than just too many babies.
[...] killing players = babies getting born.
I would like to see the data on player retention after deaths before that change--I don't think those numbers are as closely related as you guys suggest. Players being killed or griefed after 40 minutes of play, I would assume, aren't immediately jumping back into another 60 minute session, potentially meeting and playing with those griefers again. Child mortality is also really closely linked to new players--personally I've watched half a dozen new players die while I was showing them around camp because they ignored their starvation meters (also... am I a bad mom?!?)--and if (and when) OHOL hits bursts of new players joining, say after promotions or cons, the following arcs might not have enough experienced players living past childhood to prevent constant resets. As the game is harder during the Eve Age that end condition seems primed to cycle us through premature apocalypses over and over.
Babies per adults, I think, is more closely linked to players logging in than reincarnation. It's an "interesting" end condition in the first place but I think changing it from 33% to 50% will help significantly.
I would also like to point out that Griefers could just use their remaining lives to "pump up baby deaths" by simply starving themselves--they wouldn't even need to kill anyone. Got 10 lives to waste? Help end the arc.
I'm confused. What was the goal that was achieved by these arcs?
Families were dying out because of genetic drift; over time males tend to build up in families as they terminate female to female chains. So, too few females were being born into families, with low populations, in order to sustain them. Eventually all players would feed into two big families, not by choice, but because those were the families that had large enough populations to randomly generate the number of females required to self sustain. That pooling of players is now being mitigated very successfully and a new end condition is causing the arcs to prematurely end--babies per adults.
Very cool to see how quickly this change was executed. And what's even more wonderful is that it's giving hard working Eves a chance at having their families make it--we're also seeing more families survive into the mid game. Families are surviving thanks to skill not RNG and that's great to see!
Never been a big fan of the curse system as a solution to a problem.
But I do love the game Banished, and the idea that some of the rejects of one area, can be the founders of new ones.
It's probably been one of the major drivers for the evolution of hominids over the last ten million years.It's very difficult, finding the fulcrum between wanting everyone to be happy, living together, and not wanting those near you who do not want the same.
I still stand firm behind the idea that it's better to love everyone, regardless of who or what they may have been in a past life.
The seed of love must be planted in everyone, if it's to grow.
And if there is not ground to purchase the seed, than more seeds; more leaves, limbs and trees, need to give themselves to that ground, to create the conditions, in the soil, where a tree can begin it's life.It's hard to remind an exiled person that they are loved. How can I hold a person in my arms, if they are not born near me?
Maybe just holding some people isn't enough, but it helps.
Maybe telling them you love them, isn't enough, but it helps too.For some it helps to impress them with how hard you can work, while also keeping them alive.
That tells them you don't just love them, while you take from others, but that you love everyone so much, that you can give enough to us all, all the time.It will be entirely impossible to capture the reality of this sort of thing in game form, but what we can do, is take a little piece of our lives, and give it away to everyone, and if enough of that sort of behavior catches on, a forest may spring up, long after we've fallen.
If the curses are to be the way of things, than they should work correctly.
But I suspect they don't work correctly because everyone knows that's not the best, long term, solution, Jason included.WE need to change, before we can change others.
You can't just love yourself and expect sustainability.
You have to love someone else too.
You can love more than just one person, too, I mean, you have to.
Anything less than everyone, is a failure of your imagination to envision your ultimate potential.
It is in that direction we need to move, at least one step, every day.
Eye roll.
Dude called me a fag then stabbed me.
They don't have to have access to the game for a while if they're doing this a hundred plus times a week. If they get banished twice then they can play in any one of many spin off games but not this one. I didn't pay money to read hate speech and be the murder wish fulfillment for some piece of shit bigot.
Your sentiments on this forum of building a better place in the rift are wonderful--elsewhere--but it wouldn't hurt for you to also stand up for players who want to do those things with you instead of telling them they have fault in this. Like, c'mon.
Must have been this town?
HOW MANY BEARS IS THAT?!
As someone confronting this issue for the first time [...] it would be crazy to avoid eating any one of those [foods] when the alternative is to break your yum chain [...] It's just so easy to go over and grab a carrot when you can't find anything else close by. Also, the foods are appealing when you are young because your hunger bar is smaller and many of the higher value foods would be better used on adults.
This is what misinformation breeds: misinformed players going off their intuition, as derived from the counter-intiutive yum mechanic shown in game. When you make posts saying eating these bad foods are fine, you reaffirm their misinformation (which is why I think the posts are on par with littering) and stop the spread of useful information.
Destiny, this is why we have update the wiki, people are just not reading posts, no matter how many times you share the information, directly and specifically, there will always be new players who think that yumming works one way and are don't see any problem with it. Couple them with players who don't want to change the way they yum, because they find it fun and interesting to chain the way they presently are, and we get this... over... and over... and over...
I don't give a single fuck, im going to eat the corn and the beans
Food quality in OHOL varies tremendously. Many players are unaware of the math that underlies the food we eat in-game. It goes much deeper than the pips you can see on your hunger bar or the current value of your yum chain.
It is easy to get lost in the wide diversity of foods available for yumming. It is easy to let the HUD guide you and just eat anything you can find that does not say "meh". But that is not the best way to yum.
This is put perfectly. Can I quote this for the wiki?
I could do an entire post providing an in-depth comparison between the time and resource costs associated with producing different foods made from beans and corn to illustrate why cooked beans are the new poster child for bad food ... but all that would accomplish is teaching more people that cooked beans are now edible
Too flipping right. +1 for the lol
Look, no one is going to "die" because of anyone else's bad yumming habits (though poor camp nutrition leads to death... so...) And if working on a yum chain makes you happy and enjoy your time in OHOL, by all means, I don't think anyone should discourage that because we're all here to have fun. What I think is wrong, is to promote misinformation--especially after community members have put in so much work trying to dispel what's out there--because you "feel" what you're doing is right.
The wiki is sorely out of date--when it comes to food--and of the useful youtube videos you can watch on OHOL most promote, if even peripherally, the benefits of these mystical large yum chains. Fake news is real. Maintaining the chain "feels" like good gameplay especially at the solo level, which the game has serious problem of promoting despite it's goals of group play. But when we're talking about food efficiency, building viable villages that last longer than 600 years, and sharing actual information about OHOL, yooo, this yum shit has got to go!
DestinyCall wrote:Dodge wrote:Yeah there's a lot of cool things that could be done with dogs.
Barking at intruders
Attacking murderers
Following suspicious people
Attacking someone that tries to murder you
Digging for trufflesFetching balls and sticks
Rolling over
Posing for cute pictures
Eating poop
Wearing funny hats
Barking when nothing is there
Chewing up wooden shoes+1 for eating poop.
Then barfing up poop.
Then rolling over in the barf/poop.
Then knocking over the baby in said barf/poop.The_Anabaptist
Bucket + rope = dog collar with a red cross (small container).
Collar can hold 3 sterile pads or 1 snake bite anti venom.
Range 50 tiles.
Any player hurt within range and "Balto" will run towards them alerting people along the way that someone is in grave danger.
Cannot apply medical aid, must have human intervention.
Even if no humans follow, Balto will be with you when you die.
"Good boy Balto, you found me, just like you promised... but I think... I think it's going to be good bye this time, old friend."
"Don't eat my bo--"
There are no bad foods for yummers
Here we go agaaaaaaaaaaaaaain.
Look, I understand the math you've posted in other discussions, and it is consistent and makes sense. [But...]
No dis, I think my first post sounds harsher to a stranger than the tone I meant it in. The issue with those terri-bad-no-good-double-minus tier food items is that they ALL have means of consuming them that are far better. Even raw corn, can very easily be turned into popped corn. Villages that don't have clay bowls or fire have other problems that yum chaining is not going to really fix either, I think it's fair to say that if you can't pop corn you should not be stressed about yum, yeah?
And that's kind of thing, when we're talking about the strategy of yumming, is when to worry about yum. Most of those other discussions talk quite a bit about when and HOW to break your chain, as in you should, because it wastes less food and feeds more people, and if the goal of yum is to be efficient--via eating different types of food instead of one easy to make thing (REDACTED TANGENT ON MERITS OF JUST MAKING PIES)--then that should be integral to the decision making. Instead, these threads further promote the idea of yumming uncritically--maintain the chain, yo--and it's bad. It also doesn't pass on knowledge, like the incredible uses of corn, the OPness of milk--100 hours and I've never drank milk! In part because people just don't understand how incredibly powerful it is--and some of the methods of running and maintaining long and stable villages. For instance making salsa is a fool's errand in terms of sustaining a village. You can almost say that it's in the game to throw off players, you know, give them failures to explore or challenges to overcome (puzzles if you will), but despite how many times people try and share that knowledge it gets thwarted, over and over again, by someone saying, "yeah... but what's the harm in a berry maintaining a good yum? Sometimes that's fine. It's just a berry." It's not. It's not just a berry. Look at the chart!
Fittingly, like a yum chain, all that work get's undone and were sent right back to square one.
Honestly, I think yum is so easy to "understand" at first that people build an intuitive sense around it, and the high level yum is just so... counter intuitive, that it doesn't dispel people's visceral... I'm resisting gut and stomach puns... but their visceral, trial-and-error understanding of a system that appears one way but is really another. You could think of it as a level in Portal, and boy do people really wanna use that portal gun they know and love--it's gotten them this far--but the answer is something else. The... the cake is a lie.
But to summarize with over simplification... strategically, the best way to yum, at all stages of game (camp, village, town) is to break your chain, repeatedly but purposefully. Don't maintain the chain. Reset and eat the best food you possibly can.
It's incredible seeing it laid out so many times, in great detail, with all the arguments, the tables the graphs the charts, EVERYTHING, and yet people still have a gut feeling about about how to yum, that feels intuitive, and it's unshakable. I think there are some players who are gunna yum the way they want to yum, despite what is already known, already said, and you just can't change that--it just makes sense to eat raw corn!!!!
obviously this is all fixed by perma banning whoever kills a dog, because to everything there should be a limit.
Ded
I feel like this is where JR comes in with something like:
What happens when multiple players are around the dog, say in a screen's width around a common camp fire or are farming, now the dog is just growling and you have no idea at who. (Though I counter with the dog always faces in the direction of the griefer with the highest score... anyway...)
Wouldn't griefers, and particularly ones with really high score who are prone to griefing, just want to kill your dog? Even just to put an arrow in it?
Griefers use zoom out mods anyway and could just path around dogs or arrow them from a distance.
What happens after someone is done griefing--the new curse system is effectively working and getting people to change their tune--and now their score hampers their ability to be around towns in general, leading to more disconnect from other players and potentially, even more griefing? A fresh life is a fresh start.
Regarding language barriers, we do now have a fairly decent way to communicate with other families, if you are motivated and willing.
It's awesome you found a way of enjoying that challenge, I don't think the solution(s) we have incentivizes players surpassing those boundaries or risking/wasting their lives. For instance, you could simply pass down all known languages to your offspring and thus give them advantage. That slides up to, I think nicely, with the growing genetic fitness we as players can or should work on, but even then, with these extra languages, what do you do with them? Negotiate peace?
We don't really need to interact with other families, is what that highlights to me, unless we want to do something for own amusement. Which, is nice, but feels like the game could include more of, particularly when end states are built on how many families there are. Like, here we have tech that's going under used--I'm guessing--because there isn't a need for it. Novel, yeah, integral, mmmm... It ends war, but even then, you don't need to "end war".
Coconut Fruit wrote:Make dogs that auto kill grieffers
Dog barks warning and attacks anyone with lifetime curse score over x amount ...
"Hey ... Rosco doesn't like you, mister. Maybe you should leave."
Like fuck to the yeah. I love that a dog's sense of you could relay information about that player without introducing hud elements or anything. They growl at players with bad curse scores--fucking perfect! Maybe that player is just a kid or maybe they don't have a knife RIGHT NOW, but they're some to keep an eye on, dog acted real funny when they blew by. Getting data on griefers or cursed people IN GAME is a huge incentive to do the tedious work of getting a dog and would make domestication important if not essential in a late stage village that has had hours put into it from multiple people. The dog wouldn't need to attack or anything, just a warning system would be fantasic enough!
I also have, what you could describe as a non-zero, interest in "making" JR record a ridiculous curse growl, and it's different levels of threat/curse, for my own amusements, so... there's that.
I'll say that I like the sounds of an in game tech that players can employ if they just want to be left in peace/alone. Disarming everyone around the dog means that you're not just using it to keep yourself proteced but also giving up your ability to go on the offence. You wanna just move bits of data around that look like a berry bush in PEACE AND QUIET, domesticate a wolf. Done.
That's better than whelp, I guess I just have to complain because there's nothing I can do to invest in the play style I'd like to enjoy for this particular run/set of runs.
"30 years to winter. That's when all crops dies and if you don't have a fire going and plenty of wood to burn by then, you die as well."
First, winter is coming, and second, yeah, global events that apply to all people tend to make those people come together--we see that in the real world all the time. I think this is one of the reasonings behind going to war against different families too, but again--due to our solo play issue--this doesn't apply to all members of the family unilaterally; you can avoid/ignore war if you wanted to but could you avoid/ignore winter?
Events where resources double, a spring/summer if you will, are interesting because they suddenly cause abundance and we know surplus causes behavior change in people--rather starkly--as well. Temperature changes, all that jazz, sounds like fun stuff, but events that are "tough" don't end our problems either. I mean, they would just give us another thing that's tough, and if you thought laziness was an issue now... jus think of the frustration you would feel knowing this camp won't survive because too many people are simply enjoying that "the most interesting things to do in the game, learning how to do stuff, [are] best done alone." Winter? I don't care, I'm just doing an all black clothing run, that's my enjoyment.
Building conditions that require cooperation to succeed but don't create fail states when people don't come together (because of various player interests, rng, etc) are tricky, it seems.
But if it is a global announcement "One girl left in Jones Family!" I kind of feel like that might just act as a call for all the griefers to come hunt down the last girl ...
I'm hesitant about that issue too--it does sound juicy, even to me, to have the power to kill off someone's bloodline. But really, I think the global announcements about families are so... hunger gamey? I mean, they don't really fit in general and it's not the kind of in game heads up thing I want more of. I think that introduces solutions at a macro level instead of a more localized one. Why not just have a hud that lists all family names in the top right corner and a bunch of other information that people have moded/cheated into the game? That's a bit tangential, but what I'm getting at is something like... I don't really know what or who is "out there" when I'm playing and I don't need to know either. These radios seem like a nifty kit but there isn't much interaction with other families, outside of war, before that, right? If it was never announced that there are two families left, which is just a way of warning that the arc may end soon--don't get too attached--would I ever know that other families existed? Sure I could play multiple lives, and see the other villages, but elders aren't telling me that the Halcoms are to the north, bring a cart of wheat and they'll trade it for some clay or idk something. I just have no reason to know or care about other families in the rift, despite all my efforts in maintaining and growing my village being entirely dependent on those foreign families surviving as well.
Expert plan: make a central village on the map, a mixing pot, where you bring one mother from each family, to keep each family line alive and protected in optimal conditions.
I've played in one multi-family village and I flippin loved it--it was so cool. It was a great way of seeing the multiple language feature, and learning two languages was so fun too. It was wicked, and that certainly sounds like an idea I'm keen on introducing in some capacity, but we also have challenges, like limited speech and foreign languages, that are fundamental to the game and it's difficulty. If the solution to language barriers is to simply communicate outside the game I don't get the sense that I'm "winning" or "over coming" the challenge that this unique game has created. Like short term solution, for sure, but if it worked that this process was organic and also possible in game I'd be happier. Might just be something to stew over a little longer tho as that sounds like big(ger) picture nut to crack. In the meantime, I guess we gotta get organized
Thanks for the laugh, but man... that's gotta be rough, lol.
Received a couple of these messages during my play today; really cool to see brand new players are still joining. I showed someone how to use a bucket, a flipping bucket, and I can say that was a very rewarding experience. Next baby already on my hip, there I am, patiently waiting and helping as someone figured out the basic controls--this game has great moments. That feeling of pride when I watched them get it, like cmon, that is so much fun. Parenting without the poop, it's flippin great.
Ideally, I would like these things to have a reasonable MINIMUM number of uses, not just an AVERAGE.
What you described sounds like a bug tho.
There is a minimum threshold to item uses, for instance a steel hoe has a NOU 5, so there is no way for use it less than 5 times. Those NOU thresholds can feel too low but I think most of that feeling comes from not understanding the background mechanics and stats, maybe, as they're hidden from players in game. Idk. It's why I put tables on the gampedia to show how just one integer change varies the ENU widely. Once you start expecting the hoe to break it doesn't seem to screw you over as much. But ultimately, I'm not sure how effective NOU is for our purposes. Like, intuitively it makes sense, and it has a real life counter-part in that things do break or feel like they have a limited amount of uses before wearing out, but maybe it's not the best approach, in terms of players understanding what's going on and thus frustration. It seems like the NOU is important in industry, you need a black smith to be producing these items regularly, but you could achieve this with timed items. A hoe could only last five minutes--five years--before breaking. (or any time interval, 10, 15, 20) The last two minutes could show that it's about to break. That would feel less frustrating for those who are really bothered by RNG. Tho we would now have people pissed that their piece of steel only lasts a ten minutes when they have a real thing that's important in their real life and this game doesn't reflect that their real thing has lasted longer than it did in this imaginary game. Huff. So, I get what the RNG is trying to reproduce, and appreciate the variance, so I'm not too bothered by it, but any option, NOU/timed/etc, ultimately has it's downside and this is just the downside we have with this option.
But again, the well should have a LU proc that means it's at least usable once to prevent that very situation from happening. That sounds like a bug that JR doesn't want to have happen.
I would prefer he fixes the ten-uses-and-I-break hoe (I also noticed it for some other tools) than he fixes useless issues.
That's not a bug--Gamepedia Link--and while this article isn't complete, yet, it should help clear up what's going on. I had the same misunderstanding too, and because those stats are not explicitly laid out anywhere for you to see in the game--and mechanics like CTU aren't mentioned, even conversationally, in the tutorial--you'd have no idea that they are going on. I just thought I was using the hoe wrong.
How long has it been since last you've seen mango trees? Or rails? How about cars?
Those items, particularly cars and planes, appear to be novelties, as in they're not here to affect the game but still gives us something to play with. I personally think they're show pieces. A quick look through YouTube and you'll see people posting videos about making these items, and it gives a really false sense of how far the tech tree can grow. This bit is a little thorny for me because between the trailer on the website, and some user clips about late stage tech--I really felt there was a whole WORLD for me to explore and bought in not knowing that I could make an engine but not a tunic.
While those items are fun to build, and maybe were supposed to inspire more group play, I think their design is in attracting new players not solving an in game problem or offering a help in producing something. Some "strategic show pieces" are going to be necessary from a developers point of view, after all we do need more players, but considering we already don't have meaningful interactions between players--you just solo play after childhood, truly--having meaningless objects isn't helpful. Lol.
I don't know where to put this in my post but I've only seen a desert biome once, and it was by mistake, and I have almost 100 hrs in OHOL. Is there an Eve who spawns there or something? How are people even interacting with that biome when almost all play, at least on the big server, avoids those areas? Are people building towns there? What's the advantage of cacti?
I still look at griefing--the random killings, raids, and wars--as a symptom to the lack of meaningful interactions we can have with other players. We just can't interact with one another in the rift in a way that means anything to us or the game. Interestingly we start out each run in relationship with a random player and it's full of cool moments and interactions. From being named to cared for and clothed. Then all of that drops away and you don't have another interaction--meaningful--with any other player for next 57 minutes.
I get that where in some growing stage with all this knife business. The recent update has to help, but I'm kind of glad we had this stage, it really highlighted how meaningless the killings are as well. Impactful, but ultimately meaningless. I'm not against them, but the murders aren't over property, or back packs, or anything interesting. Even the apocalypse isn't over a feud that got so embittered that one family decided to end the rift--you know something with some feeling--instead it's so meaningless. I mean, that's kind part and parcel with whiping the slate clean, is that remove all information and memory of the previous. It's this wholly impactful event, that changes the entire server, but it's intrinsically meaningless. As for the killings, people don't even loot your corpse for your cool shit (because there is no cool shit), the entire "greif" is just in ending your play. They don't gain anything for it in game and neither do you, and think that's an unfortunate. PVP should create a value change.
Property could have made us fight over resources or items but nothing is valuable yet and we just didn't take to maintaining these fences. Or war swords could have made us form tighter communities, raid saplings, and start an industry, but it didn't. It's a wild, and dark magic, creating the exact set of tools and circumstances that will produce interesting behaviors from players, and as a developer you learn about your game--and it's users--with each one of these new tools/toys/mechanics you toss into the game. But fences didn't make us fight instead they showed that nothing is truly valuable yet--outside of fertile women. And what's of note about that is we can't actually fight over that resource. So all the reasons for war or fighting, that drive human behavior, are not in the rift. It'll be tough but it'll be fun when we can settle inner familial disputes with who was the biggest knife--I'll fucking kill you if you don't give me that milkweed--but since we're not disputing, and possession isn't really a thing, all we have is greifing.
Like you can imagine this griefing as a failure of policing or you can see it as the tool that highlighted the lack of value items have in game--we're not stealing or defending important non-replaceable precious things; we're not being killed for anything--or the dearth of meaningful interactions we have with other players outside of birth. Property and war didn't fail but they're not important, and thus don't organize us, because we discovered we don't have anything to fight for control over.
This is a great setup for a new THING to land on the rift, that we'll all go crazy over to get our hands on, and after this long wait sure as shit I'mma put a knife in your guts to get it.