a multiplayer game of parenting and civilization building
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Thematically, it is a bit strange to have long distance communication like this, but we could chalk it up to "bush telegraph" and word of mouth. The king has made a decree, and it doesn't take long for everyone to know about it, right?
I'm not entirely sure I understood that correctly. I don't like the idea of this message to just reach everyone, everywhere, instantly. Two persons from two different groups could basically emulate a bi-directional radio this way.
The order has to creep its way between group members that meet each other (along with a timestamp so players can know if the order is still relevant).
Also, newer orders should override older ones.
And players should not be able to keep track of every order that has been stated -> a player that has been gone for 30 years and comes back has missed out on a bunch of orders in between, and is only getting the current one. I would love this system because it would leave players with different orders from different times, a penalty for leaving the town of sorts.
"Kill them all!" - *30 years later, coming back victorious* - "Spare them all! 29 years ago" - *What have I done*
EDIT:
I was thinking you could have a town crier of some sort
Giving orders by holding a megaphone confirmed.
Why is this a thing? I've seen so many new players who don't understand why they can't feed their baby that has JUST spawned beneath them.
It's just frustrating, being the newborn and trying to tell your mother that she cannot feed you the usual way.
Because of this misunderstanding I even got accused of being a griefer by my mother for 'running away' once.
If the feeding threshold would be set to 45 years instead of 40, there would be no such misunderstanding anymore, or at least allow the actual mother to feed her child, regardless of age.
If it's supposed to be a part of some kind of 'difficulty', the feeding threshold should be set way down to, like 30 years, so new players are able to eventually grasp this concept, and not shrug it off as 'another baby griefer'.
So how do we keep the players on their toes once they reach the end?
You really need to stop calling the beginning the end.
I don't find playing in megacities repetitive at all. It's like people are so used to village life that they cant handle the complex endgame.
'It's meaningless', I hear them say all the time (I do not comprehend this).
Griefing with a knife has become pretty hard, there are tons of signs that indicate a stabbing.
Griefing using a bow and arrow is a different story. I could see a skilled griefer to annihilate a whole town using them properly.
It's not even very realistic, as an arrow should not have a guaranteed chance of hitting his opponent. Maybe introduce some chance, like 50%, for it to fail?
You could 'nerf' griefing indirectly this way.
same unrealistic is also to have one strike kills certain
Basically what you said (same essence).
IRL not every strike with a deadly weapon is actually deadly
Well you could argue that no strike is deadly in this game, since you can also treat the wound 100% of the time.
IRL, not killing someone with a knife is pretty unusual, actually (unless the knifes user does not know much about the human anatomy).
Swords and knives are deadlier than guns imo (considering close range comes for free).
My problem isn't how complicated it is to heal the wound, but how quickly someone dies because of it.
Dying fast from a knife or sword is totally reasonable, but dying from an arrow within the same timespan suggests a bullseye headshot.
If one would die more slowly from an arrow wound, surely we would be able to heal them, nerfing bow and arrows in the process.
There's just not enough time to acclimate to the value of a currency. I could easily imagine crafting copper and gold coins, with unlimited storage inside a coin pouch (it actually exists). There has to be a reason for people to collect coins.
Suggestion: How about being able to melt a certain amount of coins back into a gold bar? This would certainly give it some value. Even better if you could change your family name by engraving it into the crown, wearing it, and saying some kind of text or something like that. There needs to be a meta-feature that can be activated using coins.
I would've loved it if the rift was actually expanding or shrinking (earthquakes?), both types leaving a natural state in their wake. This way there would have been a controlled flow of new natural resources, while "living on the egde" can be taken literally.
Players would experience both: resource shortage and abundance, depending on their life.
It has a very real resemblence with nature, as you find most marine life around coasts.
This way, the middle of the map could become a hot spot, but the rift does not need to be a rectangle, it could also be a convex shaped ball encircling the villages.
Sorry for just pasting it here, I just do what I love to do.
would you enjoy humiliated and forced to lose any freedom and control over yourself?
Clap him in irons!
People probably have already thought of this, but why can't we shackle people and tools?
I could imagine a situation where it's necessary to put hancuffs on someone, or even bind them to a few blocks with a chain.
In case you think this would be overpowered, we already have it worse: prisons can exist, knives kill people. So one could see where chains would be an alternative to these methods.
You could even solve the problem of getting your tools taken away, simply by locking them up on a chain (the kitchen knife stays in the kitchen, the bucket stays at the well).
And don't even get me started on bear traps @_@
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.
Reviews reflect people's disappointments, not the general quality of a game.
And to be fair, I also hated the Life Token Limit. I thought I would never be able to see the same town twice. Not sure if the rift update fixed it by coincidence, but it works for me.
Good game so far.
Witch each epoch bearing it's own unique flavour.
I'm not sure about the other epochs, but this one is a baby zombie survival lol.
I think the game just hit a tight bottleneck. What a life lol.
http://lineage.onehouronelife.com/serve … id=5043398
At first I thought the site crashed, but all you have to do is scroll to the right lol.
Well this life was... something. Don't know how I didn't get murdered. Then again, everyone has been too young lol.
Change it back till we learn our lesson.
I had a massive farm and nearly made a cart when it was 500x500
1000x1000 and I don't see anyone my whole life, but my mother and a brother, both of which were panicking for no reason.
Lived to 60, made every iron tool, and didn't see any strangers to share them with my entire life.Change it back.
Lol and here I am, no more Lifes to spend, always killed way too early by some monkey coming from the woods. Guess I must've been unlucky.
Griefing lets you live longer tbh.
It's really frustrating.
On one hand, you get to see many different villages walking through the world, on the other, you're killed on sight if you're friendly, or you wipe them all out.
Wow. It's sad how many people are actually defending it. I thought ohol had a more intelligent player base.... It is not just a word. It is morally repugnant, akin to the word "nigger." It's not ok.
Being sad about something does not equal to being intelligent, quite the contrary actually. To me, you sound very much less intelligent than the rest of this playerbase, simply by asking us for confirmation about having an opinion on a subjective matter.
My opinion is that you shouldn't judge somebody simply by the way he/she thinks about you. It's your fault for trying to listen to him/her and integrate him/her into your life. You wouldn't kill someone just for failing adding up two numbers, would you? Yet, you would kill someone for failing to see your true self.
While I do stop listening to people who are in the wrong, I try to tolerate them to a degree where their inferior intellect does not matter. Killing would only come in handy when finding yourself in a situation where you are CERTAIN that you can't get out of otherwise. It just doesn't happen.
The word in question is a multidimensional tool, by the way. Obviously you can use it as a slur. But maybe, depending on the context, it could be the final piece of a puzzle to finish up a perfect sentence so inspiring, as if it came out of gods mouth. When that happens, I wouldn't want to be the one to have a bias towards the wording, I'd rather be as open about it as I can be.
TLDR You're cutting out a big piece of art and complexity from your life if you constantly think this way. It therefore is the way of the less intelligent.
Sometimes I find myself to do only one single thing repeatedly, because I know that my town could never get enough of it (I'm talking about iron, wood, rocks, berries in a bowl, dem STREETS).
I was wondering if there was some kind of way to reward this behaviour (even WHILE I'm alive, because becoming more efficient at doing something over and over again is also a real kind of motivation in life).
Specializing in something means that some of us can actually assign themselves a 'job title' of some sort, maybe even leading to guilds one day.
Also, the language update has taught me that it is indeed possible to 'let something grow over the span of multiple generations'.
Specializations could also be taught to (and inherited by) younglings (in whatever way).
Now, I'm not saying that it has to be built on top of the current system, the scarcity of resources is always something to be tinkered with.
I just wanted to share this idea. What do you think?
Anyone else think farming needs to be overhauled?
Lately, I've been thinking about the 'chores' of this game, like:
- Farming
- Cooking
- Gathering
(...and getting angry about no water, hungry sheep, no shovel, no hoe, no axe, no kindling...)
Engineering has certainly been given much more interesting things. The diesel engine alone relies on complex machinery that needs to be built previously.
Still, I do find myself soiling and watering the berries in the first minutes of my life. Why is that?
Being a kid is uncomfortable, you do not posess enough stamina to start doing great things.
But great things are a matter of perspective: Building a berry farm from scratch is actually an achievement.
This gives us a solution on how we could deal with 'chores': There should be no other way to avoid it.
Therefore, I think chores can exist in this game, especially when theres nothing else for you to do. In a well built town, first you only get to do the 'boring' stuff.
How could we implement such a thing more clearly? -> Harsher age restrictions for 'great things', as an example.
Just spawned in your village, looks good
3 lives in a row I had my chain broken...
There is a saying in ohol that if you force feed someone often enough, they will leave a piece of high quality foie gras when reaching age 60.
Jokes aside, it really did occur to me more often than before, but I just can't link it to any form of griefing.
Post-dieselwaterpump for towns that already have infinity water and is actively working to survive the most.
Next step *was* combining towns with via streets.
But this step is nearly impossible to achieve since we cant /DIE our way into the same village again.
I think it would require some form of cartography now.
I want to dance with you.
Yes, but we speak faster than we type. Well, at least I do. And in real life, you don't have to say things like "one hun"..."dred an"..."d fifty"..."four".
154? Even if you are referring to 154 gooseberries, that's alot of gooseberries!
My problem with expressing numbers is that the very numeric system is a cheat to higher level communication.
It makes encoding easy. The current system dampens the flow of information, by leaving little to no room for shortcuts. You could say communicating is hard, but not unnecessarily hard. It's hard in a good way, which makes you try to be creative when expressing yourself.
Of course, "F" has become an encoding for food too. But with the numeric system, there is much more power involved, as counting is not a simple reference to an entity, but an algorithm, a macro, a shortcut.
For example, if you don't really care, and everything is meaningless, why would you bother building a statue that will eventually be turned into dust? The statue turning into dust only works as aesthetic content if someone was motivated to build it in the first place.
The excessive /DIE behavior highlights a fundamental problem with the game, and I believe that problem is deeply related to the player's role in the metaphysics of the game.
If a player was specifically connected to this family, and then necessarily this life (because wasting a life in this family would hurt this family), then suicide would no longer be a problem.But connecting a player to one family (which I've toyed with before) undercuts the "real goodbye" aesthetic and also, likely the "every life is different" promise.
To be honest, I loved that "real goodbye" when first playing the game, only to find out later that you can still get yourself into that same family by constantly /DIE-ing. At first, it made me upset, it felt like I have been deceived, and my urge to punish those who spam /DIE grew inside me.
But I can tell from experience, that those "punishments", fueled by hate, are just shortcomings of me trying to find a solution. It's like giving up trying to create an intricate system.
My actual problem is the desire to want more of that "real goodbye". I just cannot let it go - it has to be in the game, I mean, it has become a trademark of sorts, hasn't it?
But what if you wouldn't fear your own death, but the death of your entire family? Wouldn't that be much more devastating? Wouldn't that be the "REAL goodbye"?
Imagine I would be able to reconnect to my last family as a new child. It would still be "One hour one life" - you trip, you die, you (have to) respawn:
- My urge to protect this family has grown - everyone knows me, as a part of my name will not vanish when dying - and I know them.
- Griefers have long been cast out of this family by democracy (too many curses), they are no longer able to connect to this family.
- Protecting the "family" means protecting the "family name", which in turn could be a placeable thing, a banner, or artifact of sorts, first held by the eve.
- This banner can be destroyed by other families. Protecting this banner adds another layer to the survival part of the family - true warfare. Upon destroying the banner, players lose their family names and cannot respawn to that family, as it does no longer exist. This would urge players to fortify their belongings.
- Coorperating families merge their names, just like their language. They end up having the same banner, meaning that one banner will vanish. The merge is in favor of the longest existing family name.
- /DIE will no longer need to exist
Honestly, I wouldn't try to tinker with genetics very much. That system would just seem too rigid, whereas human families are rooted in a much more complex environment. A family name is, like in real life, virtual. It only exists on paper, yet everyone identifies with it. It is the essence of motivation.
And boy do I want to see a family trying to sneak their banner away from their hometown during a heavy siege .
Having infinite time in this open world would seem bland at first, but that's just because there are too many resources around. "Why do I have to stay in this rotting village, when theres untouched wilderness just 100 blocks away"?
Well, why would you live in a city, when you can get a nice house in the land? Because the city provides more "TECH", and it cannot be moved around that easily.
I for one enjoy playing for multiple hours at a time in the same village. It doesn't become bland at all - actually, the only thing stopping me from having fun is the sudden realization that this will not last forever, or shall I say: whether it lasts forever, or not, ->is not for me to decide<-.
As other players get to know each other only by session (1 hour), and not by family names (possibly infinite - fueled by my very own upkeep), everyone gets the feeling that they are alone in this world, and not part of a ->bigger thing<-.
Sorry for just spewing out my ideas, it is one of my offensive traits, haha. But I would really like to see something as unstable as this implemented, who knows what could happen?