a multiplayer game of parenting and civilization building
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Honestly I do not know what else Jason was expecting on servers that are limited to 30-40 people and that are mostly active when US is up. Most family lines will statistically die out during the pacific daytime.
Originally there was supposed to be 200 players by server but they had a hard time keeping up the charge. Jason is working on it.
I also saw a smart design once where instead of a wall, one of the blockers was a box. That way you can put wool, your tools, the mutton's meal inside without having to do backs and forth.
So, for your information, the Eve spawning algorithm changed: you won't find other villages by walking randomly around. Your family is probably all you have in the world. If you are a boy, stick around your mom and sisters and help them. Jason made his intent clear: the idea is that civs can only survive if it is constantly occupied by a family (or more but this is unlikely as Eves will only very rarely bump into another civ)
Therefore: your home may suck but THIS IS YOUR HOME! It needs you more than you need it. There is no point in surviving alone if it means the civ dies.
If you spawn as an Eve, before you feed any kid, make a home marker so that they can find their way back home. Half of my kids started wandering around and I think some survived but they never found me back.
Yeah but they just announced that theyre saying goodbye to the apocalypse and that it was a bad idea.
Just so you know, there are no "they". It is the work of a single person: Jason Rohrer. He is alone to do everything: implement new tech tree, fix bugs, manage the community, etc... The apocalypse was, IMO a bad decision, but I am willing to cut him some (a lot of) slack seeing the huge amount of work there is behind such a thing.
You realize that the restart happened and it took weeks to build it the first time- it will take weeks to build it the second time.. The game will come back if you know how to basics-- and actually it's really quite fun impressing people.
The spawning algorithm changed, so new Eves now spawn very far from already started civilizations. The first time it took a lot of reboots to get to a decent city or even a sustainable farm. And that was before the composting update, I am not sure sustainable farming is even possible now. I am not a fan of this change and I suspect we won't see big cities before a *long* time.
Another thing I want to add- is I don't know if you played before the whole restart--- but it was *bad*. Like it was borderline hitting un-playable as an eve just due to the sheer mass of ruins, the local re-spawning of eves- and imagine being invaded every 3 minutes by an eve+baby just cause you are occupying a ruin near this mega spawn spot. The problems mentioned by Jason were *very* real in my experiences near the end- and it sucks he had to be bad guy but it was the sanest choice.
I played also during the playtest where we were a handful of players. This is a very close experience to what we have now: it is hard to survive and build anything, but going in a straight line with a basket will probably allow you to find food and survive.
Calm down everyone!!! (that always works, right?) Jason will be balancing this mechanic.
In the meantime, if you don't want to the world to blow up, then we need to protect the monoliths. I am personally outlawing gold and any products made from it. The threat of world destruction is more important than your shiny baubles! I will also instruct all of my children regarding the dangers of gold.
- Zem71: Luddite, Protector of the Monolith, hoarder of gold, Father of Dragons
Won't work. There are many monoliths on each server. One complete server blows them all. The last apocalypse was brought by an Eve in a matter of two generations. Even if you were to succeed at hoarding gold over a wide area, someone could just go far enough to find some more, more monolith and finish the apocalypse.
Afloatingstone and Pediluve are right: this is a cheap tactic for Jason to keep afloat. Thing is, Jason, you don't HAVE to. A week is short enough to keep the new content fresh. Of course avid player that will play 5 hours straight after an update will complete the new tech tree quickly. Me, who plays a one hour game every day or so, it lasts me the week. Actually when the last update was out I still did not have the sheeps figured out.
I want to add to that that there was actually a nice emerging force driving natural reset of cities: new biomes. New biomes are created in areas that were never explored. On server 3 that meant you had to go very far to get alum in order to dye clothes for instance or to get snake skin. It came to the point where I was actually planning to start a new settlement at the westernmost point of the road.
New biomes with new resources gives an incentive to make new cities closer to them. No need for a reset, this was already happening organically.
What I loved about OHOL was that this was a MEANINGFUL place to make a small change. It was a breath of fresh air in a time full of all these games where you could do the same shallow quest over and over again in a world where nothing would ever change. Here I would make a few clothes, fix the fence, extend the road. I would spend one hour making it better for everybody, hoping it would actually last enough to, gradually, make a change.
how many games out there provide what Jason are acomplishing right now with OHOL ?
Before the update, only one. After the update, zero.
Me neither, but as nothing is really important anymore in this game I may participate in such a speed run.
Or start an alternate server with monoliths deactivated.
This seems like a tricky one
I don't find it tricky at all: the whole apocalypse thing is not a good idea and should be reversed.
OK, that game is now unplayable.
I'll check back in two weeks, bye.
Damn, I usually defend the gameplay decisions in that game, but that one... I thought it was a late april's fool.
Well, I was not finished with the tech tree yet and I am a pretty frequent player. I had planned to provide dyed clothes for everyone in the colony, hoping to see red vs blue feuds. But man, alum is far from the civ centers in server3, so I had planned to start another city from scratch, closer to desert biomes.
I also planned to make snake boots and seal coats to optimize clothing a bit more so that people could "afford" a dyed hat.
People were discussing trade relationships with horse carts. I thought the alum mine + snake boots would be perfect work items against pies.
All of that blew up and I really am not going to resume efforts if this can be obliterated because a random bozo stole a horse and a crown.
What happened to "it is about what you give to the next generation" ?
I think this is the solution:
https://www.reddit.com/r/OneLifeSuggest … _weaponry/
It should be possible to club people.
Sheeps also won't go to squares that are occupied by a full basket (and other items I think). If you can't build a permanent fence, circling your farm with baskets or jailing sheeps in a basket zone is a workaround.
I don't know if shorns sheeps behave better but at least they don't make babies. Talking about dead lambs, sheeps won't step on them either (but I think they decay)
I don't particularly enjoy murderers or griefers, but at least there's some fun in figuring out how to defend against them or defeat them.
I won't lie, having the ability to shoot down an offensive person is something I do enjoy in this game.
It takes several minutes to be old enough to say things like "nigger". It takes a few seconds to kill them. The handicap is on the slur user there.
I think a fully dressed couple with a cart filled of baskets could forage enough to survive. One carries the cart, the other, the baby. One baby per adult minus one. Stop at berries bushes to refill, maybe a sharp stone for a few carrots. Now there are cactus fruits too.
I often spend the last half of my life as a nomad. Get a few things running in the camp, usually clothing. Then if I can get a backpack, four carrots or a pie and I go down explore, especially if I can find a road. Half of the time I find an desert camp with tons of precious stuff and bring back a cart of valuables to my original camp before wandering again.
Actually, it has worked so well now that a lot of relatively developed camps have been set up that I often grab a basket of carrots as soon as I can and I go explore around. It is not uncommon that I come back fully clothed.
I usually start by exploring a bit, water a few carrot plots if needed and check the food reserves. If the camp has the necessary tools, and I can get my hand on a backpack, I take 4 carrots or a pie and go build a road.
Now people know it but at one point I was making a fire and explaining to keep babies close to it to keep warm. If people are too naked, I make clothes. It may involve helping set up the milkweed production.
Ugh... It is pretty but unusable. Can't search, can't visualize the relations of a single item, can't visualize a path...
This kind of guide needs to easily answer two kind of questions : "How can I get item X?" showing the whole path to get there, and "What is item Y useful for?". This guide makes it hard to answer the second question and almost impossible to answer the first one.
Got born to a woman in the middle of a small town. She says "Too many kids" and wander off to do stuff. Crap, I guess I'll got abandoned. Then my 6 years old sister arrives and feeds me a carrot. "Hey! I may survive after all!" The mom sees that, grabs a knife. Black screen.
Meh...
Just enclose something as a binary code inside adobe wall next to the town entrance.
+---+
|.++|
+---+
Here is city 011 (3)
I guess by enclosing different objects we could even bet a pictorial language. Well-wall or Sheep-basket for instance.
The map is presumably procedurally generated. It is flat and for all purposes, infinite. Jason calculated you would have to run during 14 ACTUAL years to reach the end of it. Another person calculated that it is therefore bigger than Jupiter and much bigger than Earth.
Eves spawn a bit at random, but it looks like they will spawn next to the average center of manufactured objects, so if you start a second civilization center, Eves would spawn in between the two. On server 3 the center had moved once and we had lost the original cities. Now it is back to where they are.
I had played during the playtest so when people started arriving I had much more experience, having had numerous spawns as Eve to try and explore the tech tree. At first I was pissed at the noobs eating all berries and carrots, not knowing how to do anything. I was running around, trying to get a farm plot sustain 3 people. Then I stopped. I just wrote what to do, staying in the middle of the village. "You! get rabbits!" "Stop taking milkweeds without fruits!" "You make a fire, don't put rabbit meat in it, fool!" "You, water the crops!". Productivity and population skyrocketed.
This game really makes you pause and think about your typical expectations for a game. There is no victory condition, nothing you can "get" to win the game. It is not a game about what you get, it is a game about what you leave. Right now, I am trying to contribute on the road network as much as I can, that's the lasting contribution for now.
To see the community evolve and learn is extremely interesting. Now people know milkweed is precious. They know how to do soil, plant carrots. They get dressed. Buildings are made, babies are raised by the fire. All little pieces of knowledge. That's great.
Right now clothings but also buildings with fire inside is how you can make agriculture more efficient: on a wooden floor next to fire, even naked, you are at the ideal temperature, so at least one childcare building with a reserve of wood is what every village should have.
I have also so far not seen a single village having a running cattle farm. Seeing the quantity of very nutritious meet a single mutton makes, I think this is a way forward.
I would love to see more recipes too. Something that could be consumed in as little pieces as berries but would have something like 8 of them would be nice.
From now on, when I spawn in a camp, I first try to help get milkweed and clothes and then go to road building if tools are laying around.
Found a nice camp today with milkweed here and there and people knowing when to take them. More got planted, many clothes were made. I started a road leading to an abandoned camp. Maybe we can restart a road network now...