a multiplayer game of parenting and civilization building
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I agree with the current situation of the milkweed and sapling.
That is why they are not included in the original post.
Is there a reason that some crops do and some crops don't leave Hardened Rows?
Inconsistencies in my eyes are:
Wheat - It leaves behind something what is a Hardened Row (Wheat Stumps) long before the Hardened Row was introduced.
Seeding Carrots - Why don't they leave behind a Hardened Row while the Seeding Cabbage does?
The infinite thing is working as intended.
Maybe it feels dumbed down, but in reality this requires a lot of teamwork and is quite difficult to pull of efficiently I can tell you.
Visible sick.
New players don't realize they do something "wrong" when emptying 3 berry bushes.
This is a core problem. That's why an ill like emotion has to be added, just like the craving / bad biome emote.
Bug happens with all foods that share a yum-bonus with an other food (berrybowl & berry, snipped cucumber & cucumber).
This will also happen with bottles/pouches of milk and broth.
Has been reported and will likely be fixed in next patch.
Mr.XIX wrote:@DestinyCall I don't know where you got that statement from. I say that the key to survival is for towns to be near each other.
You said that having close neighbors is the key to survival, but you also said this:
Mr.XIX wrote:When people stop traveling 2k+ to bring kerosene or rubber, the towns die out quicker and will rejoin the other families at the eve-spawns.
Which implies that if your town is too far from other towns, you should just let it die.
People are complaining about the absurd distances in the game right now because we need close neighbors, but as soon as one of the three tribes dies out for whatever reason, the new Eves are spawning thousands of tiles away. More successful, longer-lived families who ARE doing a good job of survival are being killed off by the demise of their less successful neighbors. This is creating a bizarre situation where the "best" option for older towns is to just give up and die.
I am not a fan of this game-play model. The rapid cycling makes everything feel very pointless and futile. The reward for surviving a long time is being all alone and dragging everyone else down because they can't trade with you.
I indeed said both, and it indeed implies that if your town is too far from other towns, you should let it die. This does not specifically imply old towns, as well as newly founded towns from eves that traveled even more west to settle there. In this case, both the new, and old town should die.
The new eves don't spawn "thousands of tiles away" They spawn west of the most western town.
When a neighbour dies out. You should fix the village and let a new member move in.
Don't raid it and make your local area unlivable. That is what truly kills your town.
This is why eves travel west and the new eve spawn gets pushed even further.
@DestinyCall I don't know where you got that statement from. I say that the key to survival is for towns to be near each other.
@JonySky You can do whatever you want to do. I agree that the game in the current state is pretty hard and requires people to constantly work on survival.
When you want to do something that does not contribute to your city, you will be looked upon when you eat food you didn't make.
Is it fair for the creator of the food when you take his produce and give nothing in return?
Yesterday gingers were living 2,5k from browns, it's too far away. I brought them kero and bring latex back, it was so dull life, I'll never do that again. I want this game to test my skills, not require from me riding through wilderness for 20 minutes which is no-skill gameplay. A game where you don't need skills is bad game, it would be better if families would live closer, but people would be more hostile towards each other.
When people stop traveling 2k+ to bring kerosene or rubber, the towns die out quicker and will rejoin the other families at the eve-spawns.
People need to realize they need each other and that having close neighbors is key to survival.
They won't learn when people (most of the time veterans with a zoom mod) keep on supporting their lifestyle by traveling huge distances.
Also, don't forget the eve-spawning changes, which enlarge the travel distance between different families very quick.
With the new food-category system Jason has in place, he is able to add new foods which can be domesticated (like wild carrots), and not increase the yum! pool. Which would add another layer to farming. Fully cultured seeds can become a new, hard to find resource, which are needed in a late-gen family.
Jason the first chart you made was this one:
https://i.imgur.com/YZ98xTu.png
Which shows a linear correlation, the more you play the more curses you will get, its a fact.
The more data points you have on the chart the more accurate it is, just look at the first 6000 min, in both charts you will see a linear correlation.
You changed the algorithm that draws the green line because you dident like it, to one that you like more.
It is important to be honest to yourself and to try to see the world how it is, even if the truth can be harsh. (general speaking)i like the new curse forgiveness mechanic, this gives people who play a lot a chance to redeem some curses and i think it will make things more balanced
@jasonRohrer Please explain, because this makes you look really bad.
You shouldn't base your conclusion on the most extreme data points.
I once went to do tutorial when I was cursed into dt.
Once I was escaped I went to go see what other players were doing.
You see them reading and trying to understand the texts, but halfway through, they just stop caring and start running towards the end.
They end up in the "escape" area and die there because they don't know what is expected from them.
We need a better tutorial.
(Also, why can I kill brand-new players when I'm cursed? Because we like hardcore tutorials?)
This is because you forgot to update the data-version last patch and people started changing that file on their own.
The hetuw mod had an issue with it and started complaining that you should update through steam (when used on steam version).
v1.1 update for OHOL-data v335
As for maturity theres plenty of old and experienced players who have played the game long enough to know what works in-game and what doesn't.
This won't be the case when working with the current polling system, unless you factor in play-time.
Don't all players need to decide what is best for the game?
Isn't new player experience best described by... new players?
The decicion how to handle that issue should be in the hands of the developers.
This will obviously be the case, we have only 1 cook who makes this game.
The developer still asks the questions, and still has the final say.
My question is, in what way would you ask the poll-questions for this to be useful? (examples?)
It has been a while since the polling option was introduced into OHOL.
Since then there have been a few polls, all related to how, when and how much you play.
I was wondering whether it would be possible to use this feature again and whether it would be a good idea or not.
Should the player base be able to vote for which feature they want to be implemented first?
Should the player base be able to vote for which feature they want to be removed?
Is the player base mature enough to know what is good for them?
I'm interested in your thoughts.
The guy was afk in the fire. Dropped his knife, I aimed at him so he notices me. He thought I want to kill him, so he dropped my upgraded horse cart to the jungle ( I was ginger). I ran after him with the other, he took that too and dropped it on the other jungle.
Funny to hear the other side of the story.
First, I recognize the problem about lacking experts of some kind. This is a problem and needs to be addressed.
Second, I understand why you are annoyed, but you make me look bad here.
From my point of view, my family just almost died out.
I'm just waiting in the fire to keep my meme-score on an acceptable level.
A random ginger comes riding on a horse, starts collecting our food, iron and backpacks.
I do what I have to do to protect my village, and stash the "stolen" goods in an unreachable biome for the "invader".
Now the invader starts grabbing a knife and targets me.
To make sure he can't steal the other goods, I take his horse as well, and hide it.
After that, you murder me, which I accept.
From my point of view there is no reason to help you in this situation.
Just five minutes before you came, a black family member came, gave us sulfur and we happily traded palm kernels back.
Make sure to have something to offer, because you can't demand that people have to help your village.
TL;DR Pein didn't have good trading skills
So I'm probably ranting right now, but I like to hear what other people think about this ongoing issue.
I feel like I can't influence my own score when I get born in a large town.
Many babies who get born just die.
They are not invested yet and don't care about the family.
In one life my score manages drops from 46.60 to 39.60.
It leaves a real sour taste because I feel powerless.
There was food and there was water.
What more can I do when I am a thousand blocks away trading rubber tires?
I don't think this is normal score behaviour and it should not work this way.
This way nobody will never be able to get more tool-slots.
I see Ohol-Art, I upvote!
You really nailed Truz. I got that one before reading the displayed name .
I'd love to see them all collected like the Ohol-mod one for a big Ohol-family picture!
Thanks for your in-depth response.
I have so many questions, and you probably don't have the time, but I'm gonna ask anyway.
Looks like the easy, robust core needs to handle it all. We are a moving train now.
If done correctly everything can be reduced to an A+B=C+D.
Patterns of multiple use objects are a great example on that one.
The amount of transitions created can get pretty wicked I imagine.
What is the order of the limit of the number of transitions?
Is the easy and robust core fast enough to handle mass-created transitions?
(lookup-times are the bottleneck?)
I personally do not know how you implemented storage in the game, but I can't imagine you create every storage possibility as object.
This means that an object like a chest has a memory of its containing objects?
Isn't there a possibility to exploit that feature?
Is there a reason not to implement complexer objects with attributes?
This isn't coding.
This is editing in an editor.
Let me rephrase: "Not very clean editing but hey, since when is that top priority right?" (Looking at you cabbage seed and maple sapling!)
Specifying 20 transitions like that is extremely error prone.
I think you are overestimating the change (6 objects, a category, a few general uses), but I get why this is error prone and not desired.
There was some talk of a water barrel or something that would fill with 7 buckets in one go, and then get removed, allowing the uses to track the age of the pump. Or a separate "pump primer" object that would track the age of the pump.
Anyway, I never did that, because there weren't huge complaints about the pump breaking after the first pumping. It can happen 1/20 of the time....
Have you ever thought of reworking some of the engine here?
To make it possible for multiple use trackers can be added under different names, and having the possibility for them to be checked in transitions? (the min use fraction only checks for 0 or 1 right now which is highly undesirable)
Also, the possibility to play a sound on a given transition instead on an object would remove some error prone material.
Right now we 'need' objects like 'Bow#JustShot', 'Partial Bucket of Water' and 'Full Bucket of Water' just to get sounds to work correctly.
I realize this is not top priority, but it would clean up some of the old work and open up some great content possibilities for the future!
With lower-tech water pumps, I'm stuck having them break permanently 1/20 of the time (20 uses on average) because the "uses" are occupied with counting how many buckets are left after each pumping.
You can work around this by making an object of every water-state of the pump or make an object of every breaking-state of the pump.
Not very clean coding but hey, since when is that top priority right?
I hope just other people also give it a chance and try to see the true potential of the game.
Maybe if we make a camera and take a photo! I'm popping right in!
I also met a guy who was really into his job.
He was a lumberjack, and he made sure that we would never run out of firewood again!
He did a hell of a job all across the server.
When I needed firewood, I never had to look far!