a multiplayer game of parenting and civilization building
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Every time I hear disability suggestions I question why you'd play that life. Just kill yourself and get a normal life where the game isn't screwy.
Exactly, at least suggest things that have a + and - like
Fast metabolism: your hunger consumed faster but you move faster
Slow metabolism: hunger consumed slower but you move slower
Big brain: extra tool slots but hunger consumed faster
let ancient waystones be removable
Yes please. Ancient walls too while you're at it.
Running around in posse was fun though. She ended up dying in the end anyway.
Having something instead of dry springs or a different texture might help.
For me OHOL is a replacement for Web Earth Online, a multiplayer survival game where we played as the children of other players and lived limited life-spans. It's pretty buggy and dead now, unlike One Hour One Life, otherwise I'd go back there.
I enjoy limited lifespan because:
-I don't feel like I'm so far behind I'll never catch up
-I enjoy starting fresh
-natural feeling of passive progress simply from aging
I enjoy being child of other players because:
-Reason to talk to other person/cooperate
-Feeling of connectedness
I had been searching for years for a replacement, but "multiplayer survival game where you play as other people's children and eventually die of old age" is an under served niche.
One of the key things I miss from Web Earth Online that One Hour One Life doesn't have is being a father, but it's close enough.
High score list isn't a bug. According to my math your last life was 28 hours ago, so you were taken off the high score list. You need to live another life before being added back on.
Yum makes for an incentive to have camps. Also, making camps leads to more heat.
Yum isn't as good as it was in the past. It won't help you compete for babies against other families, and the benefit of yum holding more food can be compensated for by using the 'overflow' mechanic with eggs.
Ideally I think a system should overtime increase in entropy without energy/matter coming into it from another source.
That said, rather than the 'Feast or Famine' binary we have now, I would much prefer a spectrum of gradual difficulty increase in resource extraction.
I made a thread about it a while back; instead of everything runs out have diminishing returns.
It's not that there is no more oil/iron/water, it just isn't feasible to extract from this old spot when there is a much richer/more convenient source to draw from.
That said, outside OHOL I would bet all I own the earth will never run out of iron/water/oil. There exists too much for us to consume it all, and much of it is buried too deep for us to feasibly extract.
1. wells need to be used for longer period of time before drying up
2. we need removable rabbit holes
3. properties decayed too fast
4. way stones shouldn't blocked us
5. milkweeds consume too much water and gives too little productI can't think of anything else, maybe later I figure it out. Please add more complains if you like.
1. Honestly I don't agree with the choice to make water a non-renewable resource, but agree though not #1 concern
2. Not really a super high priority... honestly just don't build in praries... I'd say mosquitoes/iceholes/bearcaves can all share a spot with rabbit holes in terms of being an annoying land feature you can't remove
3. Haven't really experienced this as a problem myself
4. I disagree with the philosophy of way-stones being permanent, as people use them for everything. They're the de-facto new signs .. everything should be easier to destroy than to make like in real life in my opinion.
5.Agree, takes a lot of soil and water and hoe uses to make just a few ropes
I recently decided to look into ancient Sumerian history because I didn't really know anything about it.
I found out that farming was something in Mesopotamia that was done as a 'last resort'. The evidence for this is farming took a relatively long time to become common practice- the fertile river valleys provided much with little to no effort.
Comparing modern day hunter-gatherers to modern subsistence farmers, hunter-gatherers spend a lot less time acquiring food than modern subsistence farmers.
i.e farmers do planting, growing, harvesting while hunter-gatherers just do the harvesting part.
Farming also lead to 'mono diets' where you only ate a few different things like wheat, peas, barley, and occasional wild food. Hunter gatherers ate dozens of different species of food. As a result hunter-gatherers were bigger and healthier while farmers got shorter. Hunter gatherers were able to cope with crop blights because one specie not being fruitful didn't have a significant impact.
The main reason they believe the switch to farming happened was there was so many people they needed to spread the good plants to places they didn't already grow so there would be enough food.
Now to relate this to OHOL:
I notice people destroying natural wild food sources like goose ponds/berry bushes and it makes me cringe at the sight.
Farming should be a last resort. If the population is too large maybe we should spread out? After all, unlike the fertile lands of Mesopotamia OHOL is infinite. Certainly don't destroy something that outputs food with the only input being time.
If everyone were playing logically this is what we'd expect to see over time:
With some families scattered in the middle, living on renewable food sources
I think a combination of the dogmatic way of thinking of farming>gathering combined with the infinite world, combined with the huge over simplification of farming, and undue limitations on hunting/gathering has put the nomad hunter gatherer lifestyle into a weird place where even despite all the nerfs and dogmatism hunter-gatherer is still the long term and short term best option(which we learned from the end of the Rift when oil ran out)
Another thing I noticed is the only way to sustainably have water production is actually have black/brown family, many cisterns, and prevent the transition of the well into a diesel well so you can use rubber to sustain farming. Once well is dependent on oil the town is doomed.
TL;DR / conclusion
Kill the destroyers of goose ponds/wild berry bushes and the builders of diesel engines, eat non-wild foods only in emergencies, organize in a way to enable inevitable migration, other strange but optimal behaviors you can think of
You can name one thing but can you name more good things then I can name bad things?
Thats a different question from the original
Most of the stuff added to the game aren't things that tickle my fancy, but I really enjoy languages. Some of the minor quality of life things like making things edible/stackable is nice too.
I for one enjoy Spoonwood's necromancy.
In the long run it will save on # of topics, and people are less likely to say things already said.
Also, it is really easy to spot a necro immediately. New topics typically take multiple days to accumulate the # of pages of the topics Spoonwood revives, so a new topic with 2+ pages should be enough to tip you off. And you can confirm by looking in top left corner of the original post.
Keyin wrote:[D]ue to the slow drain Jason added for steampocalypse
I'm pretty sure the slow drain ended after like 8-12 hours of the recent Steam sale going live...?
Really? drain still feels slow and I think bonus is still up to +4 from +2
So many arbitrary things are being put in place to balance OHOL.
-Cursing
-Ancient things to prevent grief
-Misc unbreakable objects
-Race restrictions
-Weapon restrictions
etc.
but I firmly believe that OHOL should reinforce the old maxim of "Life isn't fair". Balance isn't important as long as everything makes sense and feels non-arbitrary.
On a positive note I really deeply enjoy languages. I wish they were a bit easier to decipher, as I enjoy spending lives trying and failing to do so.
Just lived in an Eve camp and we had tons and tons of food.
I made 10 plates personally(still wasn't enough IMO), and we managed to get lots of bread, pies, omelettes, and turkey. No one was at risk of going hungry. Me and the other elders stood around trying to empty plates by feeding the young adults.
So right now there is never any danger of starving mostly due to the slow drain Jason added for steampocalypse, but even without the boost you're rarely in a situation where there isn't much food.
I think making everything organic decay would be a step in the right direction because it satisfies both:
-Not arbitrary - All organic matter decays in real life
-Adds a challenge, food production must become nearly constant to replace decaying food
Children are the only ones with time to play games, generally.
Make ancient stone walls/ ancient waystone/ belltower breakable with ancient steel pickaxe?
Thanks for making that video, freaking hilarious. I was wondering why cross family cursing became a thing (it undermines war), and the video answers it.
Well, when low pop happens all families are on equal footing regardless of how warm/yum the moms go.
So in theory going back to the old way would give established families a strong advantage during low pop, meaning one or two families will usually be a 2-5 days old like before the rift, with a ton more early fams that die out.
I advocate going back to the old way so that families can compete more during low pop with yum/clothes
If we don't know why families are dying out, shouldn't we investigate that more closely first?
If we are going to test rolling back a feature, I would point at family specializations as a likely culprit, since no water kills towns.
I listed a few reasons why I believe they're dying out.
I don't think family specialization kills families. The only time I've seen a dry well "kill" a family is when the kids all look at the dry well and go "Well, this town is doomed" *proceeds to walk just outside of town and starve self*
Yeah, would be nice to get some stats again about why families aren’t lasting before we think about a solution.
Let’s identify the problem before thinking of a solution.
I am not trying to solve families dying out... my main point is, if they are dying out regardless, it is better to use simpler birthing mechanics (if two paths lead to the same outcome, take the path of least resistance)
From what I can tell, the current system isn't working evidence being most families last less than a day.
If they were working, we'd expect some families to last for many days.
There are multiple factors:
1) Birth delay may be too long- Birth delay was increased for steampocalypse 2.0, meaning more moms are needed for same amount of BBs
2)Reduction of forced females- Previously, almost all BBs were born female to insure at least one survives
3)Over extension during peak hours- I played at a time where there was about 4 players/family (about 5pm pst?)
There are doubtlessly more I am missing, like people purposefully killing off their own family.
My opinion is the system should be removed and we should go back to families competing for babies like the old days. Now when we have just one female she is basically guaranteed to get a baby, no need to worry about yum. Families are going to die out anyway, so if two paths lead to the same outcome it is simpler to go back to old way.
I kind of wish that donkeytown still let other griefers spawn as your children (it doesn't right?) so that it made kind of a good place / bad place dynamic. Why not let the players who cause outrage have outrage together? xD
I would enjoy this a lot. I'd rather live with all the edgelords and no whiners than with all the whiners and no edgelords.
When I use the term "antisocial behavior" I'm not referring to introverts, I'm referring to sociopaths. I don't care if you are a lonely hermit. I do care if you are child-stealing serial killer.
I sincerely appreciate you pointing this out to me. This re-contextualized a lot for me. I had no idea antisocial was synonymous with sociopath, or that sociopathy is literally Antisocial Personality Disorder... I simply thought that it was 'not social'.
It would be nice if a family name could survive longer than on average twelve hours. It seems like a long time is one day. It seems they often meet their end due to murder greifers. They target a family and just kill any females, starting from the youngest.
I don't think this is a problem. Long lines should be special and rare. Remember 12 hours is 720 years. Not many families can trace their roots back that far. Families that want to keep going need to protect themselves. A lone killer is really easy to avoid anyway.
Also, I don't understand why people keep using the phrase "punish antisocial behavior". Aren't people allowed to be introverted? Is there no place for individualism in the game?
Generally, I enjoy long lineages(relative to other lineages) more than long lasting towns.
It is interesting to try to figure out the family's migration pattern, satisfying to see people I know are descended from me, etc.
Old towns I generally dislike though because of the phase towns go through:
Camp phase-> Clearing phase -> Farm phase -> Farm w/bakery -> Multiple buildings -> multiple buildings + annoying shrines/graveyards -> multiple buildings + annoying shrines/graveyards/roads/trash everywhere
It gets to the point where the town becomes dysfunctional, getting only worse as time moves on. Also, town keeps growing, even though population stays the same.