a multiplayer game of parenting and civilization building
You are not logged in.
Updated main post!!!!!
For Newcomers to the topic:
You don't have to read the full thread, main post captures the highlights!
MOST RECENT EDIT!
Saw a video where someone had successfully built a large compound, it LOOKED AMAZING! The character in white that was running around (The streamer I was watching) the first immediate reaction was to try to break down the walls, but couldn't, Instead of trying to trade for food. AH good times.
Which means that trading for food is such a new concept that the player's minds are blown?
I wonder what the communication break down is.
Oh, and crates get turned into carts with a stick. Forgot about that.
so thanks to user pein:
put the lid on box and cant be moved
a grave with u letter also cheap!
SO that is VERY important, otherwise you let the terrorists win!
There is a OHOL biggest fantasy thread that suggested shops in the future for large towns, and I thought, how could we do it now?
I'll try and keep it tldr, but put better explanations and ideas below. I don't own the game yet, but I spend some of my free time on forums, and alot of time talking g to streamers who play while I do my own thing. Since I do not have any actual in-game time, and only the knowledge, I think the forum would be a great place to get the community involved and start a new way of playing.
So let's begin!
The idea is to encapsulate a bakery, with enough room for storage and 1 door leading into another building placed in the perfect temp zone for raising kids, and a single door locked leading out into the world.
The bakery supplies the nursing mother's with good food (pies for starters early civ), and the bakery is supplied by the people working on the town doing their thing.
End of tldr.
Why this? Well here's why it is on the forums: you are probably the best players, who have the most knowledge.
As a baker: you would be in charge of haggling food selling and supply of the bakery to make goods.
2. Training next gen.
3. Crafting food.
4. Making pottery(maybe at first).
5. Working with nursery for planning what you need(farms and food supplies)
6.the only key to the bakery inside the bakery held by grandmaster baker.
As a nursery worker:
1. Giving new babies a tour.
2. Feeding.
3. Teaching the new system.
4. Communicating with the baker and supplying the baker with kids.
5. Grandmaster cheif with the only key to the nursery, inside the nursery.
Why this system?
It's greifer proof(ish?)
1. Since no one on bakery/ nursery will have a knife, they can't kill babies.
2. If someone gets into the nursery, they would have to be let into the bakery to finish off the civ.
3. The people in bakery can stay there until murder dies of age, cuz of food in the bakery.
It gives players something to do.
1. Players can trade small bits of food for better food, or clothes, or w/e until other shops open up.
2. Gives players someone to talk to for quests for food.
It allows for stable civs to develop
1.steady food source.
2. Safe place to grow.
3. Once grown they aren't allowed back in(no adults with knife and can end an entire civ)
It can lay the ground work for other shops.
1.if this works, you can have black Smith check out knife for people who want to work on sheep pen, which then gets returned for goods back.
2. Dispense knifes to kill murderers.
3. Craft tools the city needs and keep track of it.
4. Train others in blacksmithing.
5.efficiently use iron.
How this can fail as I see it now:
1. No other food production should exists. Ovens should be destroyed, and production. Should be kept local.
End of my lunch break , of this is a good idea lemme know. O will update with good ideas as people add them.
Quick edits:
Updated greifer info.
Options:
1. Enclose important areas with doors and locks, and begin trade through window.
1. Smith has only key, mostly trade for iron etc..
2. The baker has only one key and trades for just about anything, could be self sufficient (Own farm, own well etc...)
2.A. Optionally could have nursery attached.
2.B. Optionally nursery should be located in good temp area.
3. Nursery will be fed by baker, mainly in charge of running the baby-jail/tutorial room.
3.A. Could be directly attached to the nursery, and the nursery COULD run a small berry farm.
2. Fully enclosed society built for maintaining baby pop.
1. The Forge could be attached to main complex.
1.A. With or without its won shop window.
2. The nursery could be attached to Main Complex.
2.A. With its own well, in a good temp zone.
2.B. Could have its own personal berry farm for kids to teach basics.
3. The bakery could have a trade window.
3.A. The bakery could have the more logistically frightening farm concepts(for new players) complex enterance attached to the bakery(with or without key).
4. The Main Complex could have the main Door with one key, to allow for solo management.
3. Or just do the above in any fashion, and try to run it as as one person crew.
Other notes to keep in mind:
The trading can be either done through 2 seperate locations using graves or boxes, or 1 single location. (Thx pien for grave suggestion).
I really like the idea of a personal server, or I will run the tests on 2hol when I get paid irl. Il will make a post about it after I play and get used to game-play, and get a discord group (Or teamspeak) together.
TTYL!
It's funny you mentioned shops as a thing. I was think of a way to open a shop when I get the game, but I will post my idea here let the community try and make it a thing.
It would have to happen with everyone working in a functioning town(good food supplies, shop layout was started and ready for walls door and a lock).
When the building is done, pick a young female who is knowledge able in cooking trade through a crate in between 2 walls so no one can pass.
The female Baker will have the only baking oven, and it would be nice if players made sure there was only one place to bake.
The reason for this is because the skilled Baker could sell pies/stew for the items to make food, or for other items they are low on. They would be inventory managers, but can also control what the village grows and focuses food wise, because they cannot make food any other way other than berries.
The. Their children can take up the trade or the baker opens the door for them to leave.
It would be nice, because you. Ould trade for bowls, plates, wood, w/e.
It would encourat players to make plates, or bring them back and exchange them plus some(like a few rabbits, furs, beans, cabbage etc..) for more food.
This could take the place of the village cheif so to speak.
What's your opinions?
The clothes last 5 in game hours plus another half hour as rags.
Is 10 hours not enough for a basket?
We will be fine.. Sure some of the stuff was too fast when it first came out but
I am sure it'll get fixed if it is just numbers gone wrong.I don't think the items have materials in any in game sense. I think they are all
just items with names like wool etc. He is just gonna have to do all the numbers
by hand unless he makes a program to flag all the items in a separate data base
and auto-generate the raws and transitions.
I don't code in php, and I only know c#. Even at that I'm still learning. So I do not know how best to implement
A mixed material item wothout an oop-based code type(object oriented). If it was c#, then I would have a good idea.
My favourite durability mechanic EVER in any game has to be the tinker's mod for Minecraft(sorry to say it, but not sorry cuz I love it). Where you had different handles, tool-heads, bindings, etc... Which each contributes to the final product, allowing you to fine tune the equipment to their future designated task.
Out of my minimal understanding of php, I think if there is 1 tools, with 3 pieces, and all pieces have like 3
Variants, them the amount of tools the system needs to have isnt 1 with swappable parts, but every variation of that tool(1*3*3? So 9ish? Plus each tool with every part missing...).. right?
But yeah.
Guys, it is cool to suggest things, but putting decay to everything is... really anyoning when you repeat your task thousands times while younglings just look at you eating food. I hate resewing new clothes everytime, I'm done with it. I rather be naked than making clothes that last one real freaking human hour.
People telling me it is 60 years can shut up, it still is only 60 minutes call years. But in my life minutes fly like second. Everything I make is doom to evaporate faster than water on the ground. My work at the end didn't worth anything because my family still die liek tardish.
I do like hardcore games, I have been beta testing since years. But OLOH gameplay really try to make us bored of it. I like when it was still about interactions. Decay is just removing us free time and ask us to repeat and repeat.
I see toons of people ditching tasks as carpenter or sewer because you never stop.
I have a huge point to demonstrate you how annoying it is : we all make backpack when we start life. We lose our first minutes, even more if you are a regular player, sewing one.
What I am trying to say is that "decay is a natural part of life. It makes sense for organic materials(wood,Reed) to degrade faster than stone or metals, which is the reason those materials are highly sought after, amongst most reasons."
You wouldn't buy cloths if they rotted off you the first day, but you don't think about it when purchasing things, because you are generally assured they will last until you need to get a new one, or want to change.
The problem with the decay as of now, is it is more of a binary concept rather than a sliding scale closer-to-reality concept, where the materials used to craft items should detirmines their durability, and decay.
Thanks for reading!
Potjeh wrote:jasonrohrer wrote:My 15-y-o pointed out that NO GAME has more than about 20 foods---for a reason
Pages in category "Foods"
The following 200 pages are in this category, out of 354 total.Another game with more than 20 foods
But I mean, it's not like that game was that popular or anything... /s
Stardew. And food is useful in that game.
I have seen people running around in sheep skins and so on.
Does a seal coat really not insulate? Oh, the skin by itself, yes, I see that. Fixed. And I nerfed the sheep skin. It's open in the front, so it shouldn't keep you that warm.
The idea with decay is that it motivates multiple roles over the life of the village, and hopefully (eventually) specialization. We can't just make enough clothes in the beginning and forget about it. We can't just make a few carts and forget about it.
Given that a cart lasts 10 hours, which is longer than most villages (30 generations), it's still so strange that people avoid making one. I mean, I guess it's just a psychological issue at this point.
I do need to fix the leaks, mostly just for alternatives to the decaying items. If you want to carry a bunch of stuff, you should have to use a decaying option.
But fences probably don't matter so much. I mean, yeah, maybe someday I want "fence builder" as a specialization, but it's not crucial to have that yet.
Also, once I get the food pressure right, any village that wants to survive longer-term will need to be making the "good" clothes and not running around naked.
Decay is a great idea, when fully implemented and balance.
You just have a binary decay system where items decay or they do not.
Other options for decay would be a slider scale type of decay, where building materials decay faster or slower depending on their components/materials/use.
I can see why you would want to try and do a "hot fix" on 6 (out of over 600) items to try and balance the games mechanics, but in doing so, you either make things obsolete, or overpowered.
Looking at the problem as a mechanical instead of a human problem is what it is going to fix.
The players choose what is best, not the creator. The creator only creates toys, then gets to sit back and observe.
You are going to need a complicated system to balance a complicated situation. Quick easy fixes are not always the best choice.
I am just thinking out loud, with long term in mind. I know this game is new, and there is another to be done, but I would hate myself if I didn't say anything.
:D
Off work edit:
What I am trying to say is a perfect system is when minor tweaks are all you need.
My suggestion is to just make items, lots of items, and release those items in your weekly update, and then do a monthly mechanic update where it adds a whole new system to deal with.
Considering real world reasons why we use things in our lives as real human beings, and why we don't use them, and then code those do and donts as mehanics.
Weight, rarity, cost, time for production, durability, time of processing materials, technology to process those items, because the availability of cheaper, better, cost efficient materials will always be the ones that are mass produced and used by players because we are humans.
We don't use horses any more. Some kids don't even know what an abacus is used for, so naturally the cream rises to the top for easy pickings.
It is theorized that the wheat whose seeds didn't touch the ground to be eaten by animals, was the wheat that passed on its genetics as humans gathered it, and saved it to plant the next crop, generation after generation, eventually, until only the hardiest, biggest, most beneficial to humans is now the species that dominates all other edible grasses on almost every major continent, and can be traced back to the first times man discovered beer! That was almost 7500 years ago.
I don't know how far you want to take this (I have a tendency to take things to their conceptual limits) game, and how much you want to develop it, and to what degree, so only code for what you are willing to maintain
Thanks for reading it if you got this far XD
Wanted to say the last bit with the eve grave provoked some thoughts.
You want more decorations?
You can go as far as you want with what we have now.
First example would: you could make a 3x3 room and seal in the first Eve's bones with stone wall. Bigger room, more decorations!
I am more curious about the plethora of other options of preparing the dead for rest.
As of right now, bones are all we got.
But later we may have things like mummy burials, deep catacombs, open pit-like mass Graves, ocean burials(Viking burials any1?), pyres, other forms of cremation etc..
There are containers wilhich could be added. Like gold sarcophagus, urn, caskets, buildings...
There are materials things can be made of such as what we have now like stone, gold, wood and Reed. In the future depending on the tech tree: platinum, zinc, tin, other stone types like granite, marble, slate, basalt .. etc
That's the burial stuff.
What could also be added in is decomposition.
You have a body that decays, and depending on what you are planning with remains and how you degrade a body detirmines what you can do with it.
Such as a body left in the desert with salt will be gone the mummification. Process, so long as an advanced enough civ has crafted the tools and removed the organs. Then with tree saps and cotton (future cloth material??) And oils finish the mummy process.
But that's a lot to code for a programmer.
Not to mention:
Tools needed, chemicals need to be added for a much modern town: formaldehyde to preserve corpses is the first one I can think of, you would also need biomes to effect the process of decay.
Marshes are great if you wanted to go for a bog burial.
Children don't produce fossilizable bones until a few months, but that can be extended on OHOL to be a few years (like after they pick stuff up), so an unwanted child corpse cod just be fed to the wolves for you sick puppies out there(or more au natural types).
(Side note, feeding corpses to wild animals increases wild animal pop? So more dangerous animals means corpses should be managed)
That's all I got for my lunch break.
Share your ideas!
I wouldn't mind a ctatcombs type deal, where we can store bodies efficiently.
However, this falls into storage catagory... Which we all know there are issues with that ... No?
So ok, less then expected.
The the problem isn't "how many people died from murder" now, but actually "how many villages died from each murder". Which is a lot harder to collect data for that.
If only 2 % of lineages make it from village to city thenn even though it is only 1 (to kill the only female) or 5(ish give or take a mix of males/females) murders ton completely end something that had serious potential.
Questions:
1. What is the rate of murder per day(per hr, s, m)
As well as birth rate.
2. At what rate per hour is a healthy gen 3 or village created(i.e. has fire, surrounded by a surplus of food, starting metals tools or even farther depending on who you ask).
3. How many babies never get fed AND die?
3.A. maybe possible to see graphs that represent the #times fed before death.(to help determine how many successful lives there were)
4.How many home markers were placed?
5. Interesting to ask: how long after a knife gets made, does someone die?
6.what is the average murder rate per son? (When someone does kill in their life time how many die?)
7. Out of curiousity : what age to killers die at? 60? 45?
8. Can people in forums who have played many hours answer this question:?"when you start out in a village(not even), out of all your lives during a play session does an entire village (or all females) die from a killing spree directly, or indirectly resulting from murder , OR starvation caused by murder(I.E. player with a murder weapon hordes villages only food source)
If anyone would like to answer those, feel free. I am on an older mobile and it is difficult to research.
The reason I am asking this is to try and find that butterfly effect that causes villages to fail, babies to suicide, and people to grief.
I think these answers will help the community by seeing accurate data, of which, will help us find the solutions to our problems and help design a better game all together.
Sorry for long read, tried to keep it to the point.
We could compost our food scraps.
Have a compost trash heap, where we throw cornhusks, or plant debris from foraging wilds.
Trim trees for leaves, or throw old food into it.
IRL the plants use up the soils minerals and carbon organics to produce leaves, fruit etc. Return those nutrients back to the soil for your soil losses.
I had a nice battle arena all set up in an advanced town, I assembled the tribe and everyone was excited..
One lady was too excited and started stabbing before we could set up brackets..
Lol. The humor
Currently existing tools are very monotonous.
Knife ... bow ..
Except for this tool, I hope people will use a variety of tools to become a killer.
This will make the game more interesting.
Do you have any code of ethics as A greifers/murderers?
I mean, do you always intend on wiping out an entire village?
Or
More like kill one person and try and get away with it while keeping the village alive?
Out of curiosity.
Because I watched a full 8 hour stream, and out of the 5 villages that the streamer successfully lived to 60 building and maintaining a Berry farm, only 1 didn't end because of murderers and greifers.
I want to know how, as a greifer(senseless murderers are the same don't care how you slice it) what makes you operate?
And if it is to just wipe entire villages then I hope we never get new weapons.
ZneoC wrote:sc0rp wrote:Been proposed many times in this thread:
https://onehouronelife.com/forums/viewt … p=6#p15560Thank you the link! Just started forum and appreciate the help.
However, the curse on the grave mechanic only works if you are dead. And curses should be for the living.
Regardless , a karma system is the best approach.
My approach how ever :
1. Keeps the killer alive, and a chance to "atone" for their "sin(s)".
2. Help the community spread awareness of murderers and briefers.
3. Since only 1 person 1 neg point on someone, attacking, abusing, greifing a large town has greater consequence s.And since larger towns have more power to mess one person up, being in a large town for protection builds that town.
Dead man tell no tales.
Sry at work
That makes sense. I've written more detailed proposal here:
https://onehouronelife.com/forums/viewt … p=2#p16279
I second this motion.
Now that I am off work.
Purgatory sounds great. They can run hell how they want. With other blood thirsty killers.
ZneoC wrote:Curses.
I think that's a simple answer.Been proposed many times in this thread:
https://onehouronelife.com/forums/viewt … p=6#p15560
Thank you the link! Just started forum and appreciate the help.
However, the curse on the grave mechanic only works if you are dead. And curses should be for the living.
Regardless , a karma system is the best approach.
My approach how ever :
1. Keeps the killer alive, and a chance to "atone" for their "sin(s)".
2. Help the community spread awareness of murderers and briefers.
3. Since only 1 person 1 neg point on someone, attacking, abusing, greifing a large town has greater consequence s.
And since larger towns have more power to mess one person up, being in a large town for protection builds that town.
Dead man tell no tales.
Sry at work
Curses.
I think that's a simple answer.
If you are murdered, or there is a freight, in chat you can say:" I curse you >name<!", If you have been murdered or there is a greifer.
This way any survivors who can't defend or know know what the person is doing to ruin the game could THEN get karma ping'd.
Worse karma you have the harder it gets to play for a while.
The more people who curse you the more it sucks.
Perhaps only adults can say it? Considering how many words it takes.
But ultimately you could curse someone into a new age, and know that they will pay for it.
But we would have to be fair about it, and not misuse it.
Quick edit:
One or two people cannot ruin the life of someone, it would have to take a whole community, and chatting with each others for others to want to say it.
The longer someone wants to get cursed, the more cursed they become.
Also make it so they have to say it so the cursed knows it. A mob of people telling them they are cursing them for eternity.