a multiplayer game of parenting and civilization building
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Don't expect much success adding anything besides numbers there.
At present I use powershell. That is an external program.
I work for a major game studio if you must know and I have been coding physics engines for years son. Worked with Unreal, Source, Infinity, and some in house engines. As for begging in Haxzor forums I do not have to because I am one of the publishers of one of the injectors. Been cracking VAC for well over 10 years son.
First of all powershell isn't an "external program" it's a first party native shell for the Microsoft Windows operating system. Unless you're using it on Linux, calling it an "external program" just reinforces my previous statement that you can't even list a directory in the standard CLI of Windows. No game dev uses powershell (as a primary tool), it's a goddamn platform tool that's mainly used in infrastructure management by sys admins, ops and so forth (though obviously everybody can use it, as it's extremely easy to use).
Secondly Unreal, Source and Infinity are not "in house" engines. That's the stupidest thing I've ever heard from a script kiddie.
[P.S. I actually misread the initial statement so scratch that]
And third, you must work at a pretty bad studio, judging by how badly informed you are. AKA your mom's basement.
P.S. The problem with what you're saying is that this is an open-source, indie, coop game. Obviously it would be extremely easy to find a server-side exploit, provided that one exists, when you have full access to the source-code, but why even bother - sounds like a massive waste of time? Furthermore if you see the exploit in the source-code, it's just as easy to point out where it is. Either way you'd be working on improving the game's security. Calling bullshit on your alleged credentials, as you haven't even realized the game is open-source by now, among other things like the bragging about powershell or VAC as if it's something special.
When I said not much changed I meant that murder was a feature since before the update in question and had been prevalent before the update in question.
It was always like this, your perception has changed. There's possible "solutions", but there's no "one size fits all" and there's no permanent one within gameplay, and sometimes there's nothing you can really do about it.
I just played two games. Two villages. Both had murder. I tried to end the problem factor in the first one, and successfully ended the cycle at least for my life-cycle in the second of the villages and proceeded to play "normally".
Cause: People roleplaying guards and afk sitting in a cold spot near carrot farm to intimidate with an armed bow, eat carrots and killing people arbitrarily on occasion - essentially just griefers on a power trip.
Solution: Slaughtered the guards, got killed in first village as a result, had successful reboot in the second one (as the guard's mother watched her son "guard" die in front of her and almost spit on his dead body as he lay dying begging for revenge while calling him a dumb griefer)
P.S. I suggested to the "guards" in the first village to "just make knives" so they can roam around and actually contribute to society, instead of afk with a bow and do absolutely nothing beside sponge carrots.
We had all metal tools available, so it's a common sense type of thing. However, they proceeded doing what they're doing and it devolved into the economy collapsing and murder sprees as expected.
That sounds a bit like a pen me and some other weirdo did recently, if it was west past the water ponds and had really long hallways both on top and bottom side and multiple questionable design features, also a lot of trash pits.
I started that thing but got too old to get anywhere. Then I spawned there again in another life and there was a second one started next to it. Then me and some other dude worked to finish it, though we had some conflicting ideas and the design got very weird as a result.
Considering he mentioned VACnet I believe his plan is to go on h4x0r forums and beg for one, as I doubt he could even list a directory's contents on windows in command line.
I think if there were early game tools it would be better.
Right now you need to settle down to get the tech tree up, to be able to do anything.
IRL it's entirely possible to cut meat, chop trees and make spears and arrows with flint or various other types of stone.
IRL from animals come bones and antlers. Both can be used to make a variety of tools. Antlers can be collected during yearly seasonal shedding (no need to kill the animal).
IRL there's a greater variety of animals (Imho getting Lions and Deer would be cool).
IRL bone or antler tip arrows have the advantage over flint arrows, that they are multi-use (flint shatters).
IRL you'd often attach flint or other flaking stone to a handle, or ground stone not some slightly sharpened rock.
IRL the process of getting flint is fairly complicated (https://en.wikipedia.org/wiki/Lithic_re … mation.gif) and having a good hammer made out of antler, than just a round rock, can make a difference in the yield.
IRL Similarly getting ground stone may require some effort, and is not normally something to naturally grow out of the ground (https://en.wikipedia.org/wiki/Langdale_ … jars_i.jpg)
https://archaeology.uiowa.edu/bone-tools-0
Pretty much most of the tools we have as so called "steel" now, IRL were available in bone or stone form.
So why not make them available without a forge and reserve the forge for further technological advancement (and getting improved tools)?
Furthermore the forging process could be much more intricate, it doesn't really make much sense right now, but that's a separate topic.
@Balzabukas
Yeah the bambies are known to overreact to pvp interactions and get reclusive and toxic as all hell, this is why I keep saying it's a bad idea in general to have coop + pvp mixed like that, but it would obviously take more to convince jason.
If there's pvp interactions available, people will make use of them, that's a given.
In defense of the people on Discord, when I got to play with some of 'em, the majority seemed fairly mature and cheerful, and I assume would have just have had a laugh if this would have happened to them. I don't think all of 'em are just recluses that can't handle the "noobs" in the PUB, there's other reasons to try to work with others (tired from playing the Eve/eve baby 90% of the time and wanting to try to get to a later stage for example)
Jokes aside, was able to compile on win thanks to this thread, thanks guys!

Why not install an Ubuntu on your physical system, then make a KVM with with Windows, then run a Virbual Box of Centos and a second one with Windows XP on that, then install some ported Windows shell binaries to use on the Centos, and some ported shell binaries from Unix to use on the Windows XP vm? Then attach a second machine with the same setup and connect from the first machine's VMs to the second and work on the second one, remotely. That's how I personally prefer to do it, it's much more straightforward.
What you said is absolutely correct, I was referring to "expect" as a non-mathematical concept for when you have a single axe. Practical application.
Anyway this is already addressed by having the chances change between 4 batches of chops, so I'm kinda going off on a tangent here...
With a single axe, the conditional probability of getting your axe 100 uses is still going to be working against you and it's an unrealistic expectation to get exactly 100 uses.
But for example if you target 67-68 chops you'll be close to 50%-50% conditional probability, even if the median is 100 chops.
It's similar if you have a coin flip to work with. If you flip the coin once, you won't realistically expect an average outcome of 50% tail and 50% heads. The coin is going to have to land on one side and either outcome is going to be outside the median.
If you have two coin flips and the first already landed heads - again you won't realistically expect a median outcome of the coin landing tails. It still going to have the same 50% chance of landing on either side. So it's still entirely possible it lands heads.
The conditional probability of having median outcome from 1 coin flips is 0% - impossible.
The conditional probability of having median outcome from 2 coin flips I believe is 50%.
Basically all I'm getting at is that averages work best when they have room to work with. In a single chance roll you can truly expect outcomes in the full spectrum of possibilities and the median is not the most probable outcome. It's more probable you'll get a non-median outcome at that stage. Which is why a lot of people get really angry from RNG, as they unrealistically expect immediate average outcome, which is not how averages work.
This solution is brilliant in its simplicity and embraces the best of the current system and RNG. I don't think you need to panic about Jason paving over cracks and having to refactor everything at increased cost later. This change is miniscule in terms of code change, but adds a whole lot of depth to the game. It's almost cheating, really. But worst case, if he has to come up with a better system later, it won't be any harder to refactor anything.
Edit: TMPL (today my phone learned) refactor is a word.
From his initial explanation I was actually more worried if it's efficient or if it could throttle performance to have a a bunch of "dummy objects" generate, as explained. Rather than functionality/structure wise. Does the entire object have to be loaded into memory multiple times? But then again it's more important how it look post-compile, as the compiler DGAF most of the time anyway.
I wish I wasn't a complete amateur and I could just check it myself, I'll prolly give it a prod at some point anyway just for fun.
If an ax has a 0.01 chance of failing, you expect it to last 100 chops.
That's actually not the correct math for an axe with 0.01 chance of failing, I would say it's wrong to expect 100 chops out of it.
On average you can expect 100 chops - that's true, but averages aren't a great metric for single use-case.
Out of 100 chops - the probability of none of the chops failing would be 0.99^100 - that's approx 36.6%
So the probability of at least one (one or more) chop failing would be approx 1- 36.6% - so that's 63.4%
With a chance of failure of 63.4% I wouldn't really be counting on my axe actually lasting 100 chops, the opposite is more probable.
If I wanted an axe that lasts at least 100 or more chops, with 0.01 failure chance per chop, I'd probably make multiple axes...
http://www.pstcc.edu/facstaff/jwlamb/Ma … sch4.5.pdf
P.S. Otherwise I think the idea is great, just wanted to clarify that averages may be misleading.
Whining to people on the internet and telling them to stop whining?
https://www.youtube.com/watch?v=rX7wtNOkuHo
That's why he stepped back and eventually handed it over to his team Mojang and then Microsoft. Those developers fixed all the glaring issues and added so much content above and beyond anything Notch could imagine.
Correction:
That's why he stepped back and eventually handed it over to his team Mojang. Those developers fixed all the glaring issues and added so much content above and beyond anything Notch could imagine. ...and then Microsoft....
You also fail to mention there was nothing quite like Minecraft at the time, it was a niche, nowadays the market is full of Minecraft clones.
P.S. Having a pioneering concept and being able to implement it in a functional condition isn't something to trivialize.
TL:DR:
If you are gonna have a GIANT wall of text break it up a bit or drop the lines down to make it easier to read..
2nd, I read through that whole thing and you basically just said that difficulty is a hard thing to make fit lots of different peoples skill levels and playstyles.
Also I agree, I read the OP post diagonally, it's a bit too much text for the content and it's not structured optimally for sure.
Potjeh, what variable properties to you envision being necessary?
It's quite apparently badly needed for the decay system, or at least I don't understand how spawning potentially infinite dummy objects for the sake of one variable changing over time is a good long-term idea.
Also what if you decide to make the system more complicated in the future for the sake of new crafting mechanics.
You could have decaying object holding a decaying object, interacting with decaying object holding a decaying object (or other variable state). Then what happens?
Let's say basket of soil could interact with basket with soil & that soil also becomes decaying - how will that auto-generate the transitions:
Here's one of many:
(Basket_37+Soil_56) + (Basket_27+Soil_52) =
OHOL doesn't really have much difficulty.
Difficulty is something that can be overcome. OHOL is impossibility.
It's impossible to ensure a PUB Village's success as an individual - it's a shared burden between multiple random players, therefore you get punished for other random player's mistakes or even deliberate choices.
It's impossible to ensure you always have enough food, within a village, as you don't have control over other your own food supply within a village, therefore you get punished for cooperating.
It's impossible to have fun while ensuring survival, as that means sitting AFK in a desert or close to some berry bushes, away from peopl, in one spot, for an hour, therefore you get punished for trying to survive.
It's impossible to ensure you don't die to a hidden snake or a wolf lagging out or a teleporting on you, therefore you get punished for randomness.
It's impossible to have any level of skill affect any of the previous statements, therefore you get punished for skill/learning the game.
As for what's difficult? It's difficult to learn all the recipes, as it takes about one week of practice or so to overcome this, after which you've exhausted the content and the experience becomes stale.
I think the full use count is the way - either way having this type of thing working can come in handy for other features in the future as well. But this looks like a problem.
Unfortunately I haven't really read the source code of the game...
Shouldn't there be much better ways to pass a variable between transitions without creating a million dummies for each possible state or am I missing something?
I think we should get a wellfed feature either way in some way, shape of form. It's just too good not to have, which is why most game do have it. At the least it can be QoL that creates more enjoyable and smoother gameplay.
Getting a fat mechanic at a later point would be fun as well. Though it can't really be all about how much you eat. It could essentially be a similar relation: (How much you eat divided by how much you travel/act) multiplied by random seed.
So people who eat a lot but also move a lot and/or do a lot of actions are going to be fine.
People who sit in one spot and eat all carrots are going to find it increasingly difficult to move away from their spot.
Random seed is for "genes" so some people are doomed or immune to it from the start - could be transferable via parents.
because the hungar bar is a limiting factor, you got 7 bars, you can eat seven, you got 25 you can eat 25, if you go above you need to be punished. if an invisible bar is present, that shouldnt store anything, just decay as normal hunger bar, when your invisible bar depletes, you could eat again. so its basically a timer, the more you overeat, the more punishment. you could eat again when hungry or no invisible bar
Your idea solves none of the problems I listed and serves no other purpose than needless complication. Like I said, if you want pointless punishment the best idea is to disable food items giving food altogether. Why do we need food at all, it's much more fun re-spawning endlessly, isn't it?
No, the bar should be able to act as storage for all or large portion of the extra food, deplete as if it's the normal hunger bar, only restriction is you can't eat while "well-fed".
We still have to produce or otherwise obtain food items, there's no reason to punish players for eating it, by wasting most of the food. All this change would do is ensure all food is perfectly used (with the exception when someone sits in 100% cold or 100% hot to accelerate depletion) and reduce trolling with food. After this it can be tuned appropriately if the game gets "too easy". It's easier to balance a working system than a broken system.
What we have ingame atm is closer to uranium to anything else (definitely no similarity to steel lmao). Uranium can reach melting point in a clay forge I think (maybe?). Radioactive decay also explains why it seems to evaporate.
the bar means that you are limited, by mistake or by intention, if you eat more you shouldn't be rewarded
and thats a reward. feeding your baby a mutton pie and leaving there? no way. you need to feed the baby to show you care enough to keep alive, and work togetheralso picking out last carrots and act like a hamster not to die? can be viable to store it but not in your face
part of the game that you need to be economic with everything, milkweed, cutting trees, food, even if you got a lot, it matters
the invisible bar should act as a timer only,not storage, you could not eat until it depletes but wouldnt act as food storage, thats decent solution
so you would lose the food wasted and you would lose same amount of time, as you wasted before eating
this could be deadly, so beiing hungry would reset your invisible bar, happens on mistake, wrong cling on pie , but if its intentional then this would help a lot
this way is okay
By your logic, there's no point of food restoring hunger at all. Just make food not restore hunger and everything is fixed forever.
Why shouldn't it act as storage?
i like the concept of weight and overfeeding death, overweight is nice for realism but it wouldnt stop a troll from eating all carrots or pies and becoming fat and slower, but at a certain amount causing death by heartatack or something is intersting, for instance i observed that now when a baby, the hunger bar only increaces when u get hungry, if you spend all your todler years os yours ma tits you stay temporary with low hunger bar, its a relative concept where what you exercise gets improved, in my opnion it should be implemented in other aspects, as speed, and food consumption. if your character runs a lot, it develops speed, if you wait until you have low hunger to eat, your food consumption diminish, if you eat to much, get fat and lower speed, things like that i belive would add to game.
Note, however, that the well-fed solution is a relatively simple graceful fix that's tried and true. It likely exists in almost every game with a Hunger bar. We should have it in OHOL even if it's for simple QoL.
I like the idea of having overweight as much as the next guy, but that's a major feature, that would likely take time to develop and take away from other content, while bringing less to the table (hehe).
That's noob talk. Real pros slaughter Q babies and duke it out with the C-A-R-R-O-T, B-E-R-R-I-E-S and R-E-D-R-U-M babies.
temperature affects hunger, hunger is basically a signal of a low energy level, low temperature means an external generally lowered energy level, which has to be compensated by a higher food consumption or by a more nutricient food, like more fat eg
That's not how it works though. Yes your body will need to produce additional heat when it's cold outside, which requires energy. However, if it's hot all you can do is sweat, which depletes your water and can cause dehydration (rather than require an increased food intake afaik). Furthermore walking in the snow naked for several years would kill you by hypothermia much faster than it would kill you by the increased hunger (Probably in about 15 minutes or so - so should be pretty much instantaneous in game terms). Actually you don't even need to be in the snow for that to happen. Same with walking naked in the desert sun - likely a sunstroke or hyperthermia ,or hypothermia during the evening, will end you before you have to worry about food intake
Either way it's unrealistic and unintuitive, which is why I think it's a placeholder - so I'm more focused on discussing how the numbers are tuned right now and if they're adequate in your opinion.