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#51 Re: Main Forum » Basic courtesy for the developer » 2022-03-13 06:59:40

jasonrohrer wrote:

"Goals" are different than "promises," of course.  Early on, my goal for this game was to have 10,000 craftable objects  There are currently over 3000.

I also had an unstated goal of 100 playable characters.  There are currently 22.

....

I agree on this, you can add together items, but it won't be sustainable. It has to be a combination of smaller parts. Even if you got 1000 items that are combined in a well balanced manner, can be more content than 10000 items total.
The characters are good example. If the hairs and eyes could be mixed it could be easily many more unique looking ones.

The dead content is a problem, if something has no logical reason to exist, or provides any fun element, then it's not needed. But also people need some content, something new, something fun. There was an NFT game that was super successful last year, until it wasn't. It ran on placebo, was in a bubble, as long as it was hyped, it was going up, and people hyped it even more. It was running on hopium. When things went south the game went south and they tried to make people be more patient, but no news, no results and the community became more and more toxic.  It can still be good, it might be, but everyone who experienced the downfall will be wary of investing time or money in it.

It's not just the dead content, it's the lack of balance, OHOL was always a weird game. I remember how stressful it was learning it, it lost more than half of the people there. Then there were changes. And some parts of the game became super easy while other parts are annoyingly complex. It lacks a proper balancing. Even basic philosophy. what is the base minimum players should do? who is a good player? what is the end goal? I mean the punishment and rewarding part is important. it's a survival game so people should survive on their own or with some help but they should want to survive at any cost. they shouldn't question their own existence or other players. more players should be considered good at any time (okay maybe in some really extreme cases not). One thing I really don't like is when people just rely on others completely. The game should somewhat force people to do something. It shouldn't be hard or impossible, left foot right foot, do something, get something. That's why I don't like the resource system. Some people want to do things but they can't. No water, no soil, no food, then you will die. How can you help? by doing the most complicated recipe. Can they? they can't. Then who will teach them? Nobody because others become stressed to keep them alive so they can't check what they are doing.

The game should be easy if players show the minimum willingness to try. Get water and soil, produce food. Easy enough. It should be possible to hang on forever, but not to thrive. Players would need to want to become better, to do other things, to risk for something. SO your dead content starts with the water system. When you made the most basic resource the most important at the same time. It affects each other. Why has to be so depressing? Why everything needs to run out? How will someone understand that the town has no water because the town has no oil, because the people can't find somebody in 1000 tile radius that has the ability to help? they will just think you are rude or you make up these stories. 'Wat do?' they ask, you should always be able to answer that. The game should have goals.
So what if people just farm and talk? nothing, it's fine. If they don't change, nothing changes.

The punishment is instant. So they won't learn. Initially you starved right away. You didn't know what happened, because you starved, if you remember to check your food bar you don't starve. I really liked that changed that it wasn't instant. It's dramatic, you understand you got time but you got to get your shit together, and do something. Or someone help you. If you don't know what killed you, is it really a punishment? if you don't know that the town has no water, is it really your fault? I had so many moments seeing barely any food and people having tons of babies, and I was thinking 'whatever you do we can't support that' but if you tell them you are rude. So this situation should not occur, there should be a way out. There was a football game that over time reacted to your style, the more you did something the higher was the chance to adapt and counter it, so you had to invent new ways of doing things, do a variety of things, and don't be easily readable. It should be the players that control the system, the system should give enough information that players understand what to do and if they are wiling to do it it's rewarding, if not they know it's their fault they didn't succeed. So in a way the world should adapt to players too. I don't know, for example each player has a separate view on the food they can get. It should be enough wild food for them to survive if they do the right pathing. Others can't interfere, or not with everything, some wild food could be shared, and all player made food if the people who make it, decide it so. People would already feel more motivated to do things instead of blaming others, the game or give up.

You need to make them want to survive, to advance, to do things. Destruction should never be the goal, 'everything runs out' is a plain bad concept. people play games to get away from reality, to experience a different world, have fun. it should be a positive message, 'everything can be fixed' or 'most things can be fixed if you try hard enough'. The new should be better than the old. Sure it could be ruined, hard to fix, so they could decide to move further and further. for example if they farm the same spot, it could become dry. Then there would be limited spots to use, and too much work to fix it. So the players would know it is not sustainable. communication is very basic, the tribe should be able to talk with a chat. unrealistic? well it's a game. there are plenty of things that were more unrealistic, posses, leadership, curses.

When you had the question 'why people don't make higher level wells?'. My answer was that the game doesn't force them to, it doesn't reward them enough for doing so. There should be enough difference to upgrade. There should be a limit where and how many they can do (I called water deposit, so you moved wells into ponds). It also should have a requirement to upgrade, but a reward that allows new things (bucket). The whole bucket and description of a well wasn't my idea, but the concept was. It worked, it made the game more fun. The bucket allowed the cows, the painting, the faster transport of water. It's a change that makes new things possible. Probably painting wasn't that popular, but cows were. Also the watering can still would be tongue And probably the sprinkling system could be easier.

It worked, people upgraded wells, instead of making more, and used the new item, it was clearly an upgrade, a higher tech, a more valuable item. It doesn't have to be complex to make it. It's not the point. They can't get to a content without it, so they have to make it. They don't feel like it's forced, it's natural that you want easier life and more things so the things you do for it don't feel forced.

That time wells were the most advanced thing and made longer towns possible. The iron system upgrade came after and it was also a good one. But the next upgrades were not that much.
Making engines is super complex, dealing with tiny items, too long to do it, it's rewarding, yes, but it's also not the most fun thing. Limiting resources is also not fun. It created paradoxes that were hard to fix. You need iron to make iron, you don't have iron so you can't get iron. Same goes for the dependency of water. You need water to make food, but without food nobody has time to make food. it is frustrating and unsolvable problem. Or it requires heavy dedication. People might do it a few times but it's not fun. Nobody will thank it because they don't understand how to do it or why is important. Simple change would be to be able to upgrade, slowly, you would know what you need where you need from just gotta do the grind. They invented tin cans before can openers. Really all it needs to build upon each other, making one or the other more common or less common, so it's not always the same problem, you would have excess of something and need something else.

Same goes for my idea of 'family soup'. My idea was a complex and work intensive food that requires a combination of items but in exchange it rewards with more calories than it would normally. My 'static' part of the idea was just so it can't be moved as a portable food, so it's troublesome, but since people spend a lot of time with it, they don't have a reason to take it far, so there is some downside. The idea of static foods was born and we then got a bunch of new foods as there was a place for them. Small static, big static, medium static, etc. I don't care whose idea, people had similar ideas. It's just extracting the essence. Stew was a good update and people liked it. Why you underestimate simple things? Do you think new players want to feel useless? Other than the clutter, I was happy if people made stew, they weren't griefing, they provided food for themselves (not for others because they placed all in same spot) and they were occupied. same deal, if a toddler could make a tea out of water that is free, and leafs, and it provides 1 pip of food, he is not entirely useless. There could be more optimal ways to spend his time, but we need things that don't depend on resources, depend on time and activity and have a reward that is worth it.

Instead of a system where something relies on the same category, should be interchanging systems. To upgrade water you need iron, to upgrade iron you need clay for example, to upgrade clay you need water. That wouldn't be enough, but already a step forward. even mobile games got 4-6 resources. They don't ask you to not eat to save food. Wood upgrades farms, food upgrades army, etc.
The very base resources could be free. Water and soil, you should always be able to get them, players should always be an asset. They should always be able to make a profit. Others should always be happy that more people joined so they can help. Make a fire, make some tea, some leaf panties? something very basic. New players still would see it as an accomplishment, old players would see as a basic necessity (and also could pretend they are happy if they get one).

A basic income of resources would be better than a fixed resource system. If you get 10 water an hour, you would still be able to collect some. If you would get 1 iron per hour, still can make a tool. Upgrading them with other resources would create a system where the value of things is not absolute. When you got fixed water and oil, and iron, each of them can be calculated in water, in time, so more or less how long it gonna last. It's not a bad thing to optimize resources, people lie when they say they enjoy having a lot of things. They might enjoy getting it, but it kills the joy of play when it's easy to do so. SO that's why it would be better to have resource sinks. If you get tons of excess iron, you would upgrade the water system. iron gone, resources gone, you are not rich anymore, but you got better future. if ponds are level 0, and wells level 1, advanced wells lvl 2, Newcomen 3, then charcoal 4, oil 5 then there is a tech tree.
But that's the thing, if all runs out, it's not limited, it's impossible. it could be a basic income per player, so people would want their friends to join so the city gets some resources. Sure, it was too much with the ponds, although I would argue that anyone ever walked more than 30 tiles to collect water. Before the rift we had some income so cities could be fixed. After that, they were meant to die, with the engine stealing and the full removals.

That's what you don't get. By content, people mean higher level items. It doesn't have to be complex like a car or engine. It has to have more value and limit doing other things, and have a reward that it's worth it. If you could make a table and put together with another table to make a bigger table, then 2 more for an ever bigger one, holding more items, that would be worth it, rewarding. The small table can allow putting a small machine on it, the medium a medium one, a big a big one. Each of them has it's purpose, it's a limit, it's a reward, it's interconnected. If you want to do x then you need y. It's a puzzle. x and y changes, the puzzle is the same. upgrade a flat rock into a cooking pan. can cook 2 eggs same time. redundant? maybe, it's parallel content but it's an upgrade. if it can be placed on a stove which is the same as fire and flat rock but lasts longer, it makes 2 redundant things become both useful. new function, new accessories, new content. there was a game, similar to ohol, only single player, Crashlands. it was like 12 times the same things with a slight change, different skins for items, made out of different materials. It was still fun making them over and over as you needed them for further things and you killed other animals for them.

Sports cars? I mean, in one hand you want all cities to die, on other you want something that can't be made in 2-3 hours by average players? People get bored of doing things over and over. Cities had no variety, the same things over and over.

One game that I play currently did an update where the cultures got 'ethos' and 'pillars'. Basically the main focus of advancement then 2-3-4-5-6-7 different focuses that change the game with small bonuses. In the perfect combination they can be really interesting edge cases. It's still not many things, 7 then like 162, but probably millions of combinations to do with all those. The replay ability and unique combos are off the charts.

Basically the way you split the content with races was bad. Instead of each race/tribe/family having it's cut of things, there should be a base way to do things. The races could be better or worse at some things, then the families could choose bonuses. For example one could melt snow to get water, the other could get water from a bottle tree in the desert. But they could both get it from a pond just slower. The issue with cutting content is that it makes limitations that can't be overcome. You born with a white skin? how is it your fault? there shouldn't be punishments that can't be overcome. it's like a puzzle that can't be solved. It doesn't incentivize trade or teamwork, it is hard capped by it. It's a really frustrating mechanic. While having additional ways to do things would provide variety. Sure it's parallel content, but people wouldn't complain about not being able to melt the snow if they can get it from a pond, sure it sucks, but it's not the same as not being to step into a tile to grab a leaf that is the only way to make yellow paint which is part of the base upgrades toward the infrastructure.

There could be another way to increase content without actually doing crazy amounts of hand crafted items.
This could be a new game mode since it's different. Mainly for veterans.
random recipes: each x time there would be a server wipe. like 2 months or so. each new wipe the recipes would be randomized. there would be need for some graphics that can be randomized. a tree with random leafs, branches, size, and item on it. each tool randomized too. a veteran with 1000 hours still should learn again that he needs a hatcherator with a flare stone and a branch of bazinga tree to make a fire. you could use the language system to encode names. it would be funny. it could use the same setup, lvl 0 items that can be found in nature 2-4 put together to make a random tool. the randomizer could put them on each other in a way that makes some sense. then the lvl 1 items that are processed would look different too and different names, different paths to make them. and the animals could be random too, the cute hamster would bite you and the crazy looking hellefino would be peaceful. part of the charm was learning the game and explaining to others. if some of the wild plants would be poisonous and some would be edible, people would have to learn each of them again and again.
if that doesn't work, then people could submit random looking things and their function would be custom and the build order custom so we create puzzles for each other.

Ofc there are other factors. many ideas don't work because the game engine has limitations.

Game engine problems:
-no communication
-no stamina or health bad limits possibilities of food effects, combat or interactions
-no team jobs
-no way to convert big units to small units like directly watering fields from a can or feeding potted plants
-no transport methods
-no layers possible like caves, hills, or even piping or electricity lines

If you still think that new people will come, they won't. It's an MMO then you need returning customers. And even if you don't want to provide content that can last forever, some people will want to play forever. And those people can convince others better than you could. If the main players are happy, the newbies will get a positive message, the competition heats up then others will come. Veterans still stick around because they still see the potential. it just needs some flexibility on your part to question some design/balance choices. Who cares you were wrong or right? the game should change and be fun, change it until it's better, until it clicks.

btw I agree people don't know what they want. because they don't think in terms of balance. or they know what they want but they shouldn't get it the way they want it. but there were 2 examples above that a simple realization of a problem can be simply fixed, by talking about it, working on it until is perfect or close to perfect. baby slings? okay but you will move super slow. has an upside, has a downside, has a function, makes everyone happy, in that case it's really just to shut them up. other things would need an item required by it, a reward, so it fits into a puzzle and activates a branch of content. dead content is dead ends, nothing needs it, nothing needed for  it, no reason to have it other than making it.

To make the most positive change short term, some things should be changed, I think most effect would be the resource system. instead of finite resources, should be more of a renewable limited system, where the focus shifts on other categories from time to time. the upgrades could be real simple going from natural to processed resources then just moving them around and upgrading other systems to have a variety of problems and puzzles, even to infinity with small steps in the reward and big steps in requirements. base resources for free but limited rewards so people can talk and do basic stuff but never advance, but keep them busy. and some individual pressure per player so they can't 100% rely on others if they don't do anything, like a system for ownership of items. things could be still shared if wanted but whoever makes it gains the option to choose. each player could have a small spot at age 3 to choose a private spot around the inner shared area, and upgrade later. maybe some social credit currency, each time you share things you gain points. natural resources would have a time limit to be placed in private zones, crafted items could be private or shared. shared items couldn't go into private locations unless both parties agree on pay. this would still allow the current communistic setups but if those dirty veterans could be filthy rich and still not letting other to take their items that they gathered and crafted so others learn their value and change their attitude. these points could be spent for upgrading their own land size or other stuff,  make shops or whatever. it could be also time based to use it or lose it. on death it would become shared after a while. there could be another token that persists after lives but that would need other players to mark you as a positive player or enthusiastic mom or teacher or something (no cost to give, can't go negative, mark a player than finalize vote after you or him dies).
buildings should have functions, bonuses. I thinks that's the main direction that could work.

All in all I'm grateful that you made this game, and I got my money worth so I won't complain and nobody should. You could charge for DLCs or whatever, if the game is fun, so don't think of people like they are burnt out, they would pay again to be entertained.

I think Jason shares too much and allows for a direct talk, but then this can be abused, and he can also just become grumpy and irritable, which is not the usual game dev- players dynamics. The reactions are often legit but over exaggerated if you consider that he is trying his best. There are pro gamers too, don't underestimate the 1% of the players that can easily judge how good a game it is, it might be just as hard as making one. Both sides should just chill out and be more flexible. Funny that Jason in game gives no proper rewards so IRL he receives no compliments big_smile

#52 Re: Main Forum » How did the combat become so shit » 2022-03-13 03:52:09

jasonrohrer wrote:

Problem with the old system was that there were certain individuals who were running around killing HUNDREDS of people.  That made the game really bad for those victims.

If combat is "skilled" then who is going to get really good a combat?  Griefers or bad guys?  Obviously griefers, who are killing hundreds, will get the most practice, and be motivated to kill undetected, pick people off on the outskirts of town and run away, etc.

Killing is in the game for a reason---there has to be SOME way to remove troublesome people from your village.  But there have to be strict systems around who can do the killing and when it can happen, or else those same troublesome people will use killing themselves to cause even more trouble.

Killing is actually a really big deal in this game.  It completely ruins someone else's game.  They're in the middle of building this house or whatever, and they have 30 minutes left to work on it, and then BAM, they get killed for no reason.  In-progress project lost.  It really is the worst experience imaginable.

So if you're going to ruin someone else's game like this, it really has to be justified and well-thought-out.

true but also not true
people need a chance to defend themselves, irl there are systems set up for this, proof, judges, they are all controlled to not become corrupt or bureaucratic. somebody objective. in a game the system should be perfect. players are not perfect. games are not made to be perfect. gamers are not mentally ill or anything, I don't think they are like that in real life, but in games they roleplay, they don't limit themselves and they aren't afraid of others.
they just want to have fun, they won't take seriously the warnings or philosophies. especially in a 60 minute game you can't force or be forced to deal with issues for more than 10 minutes, if someone can't get over it then it's his fault. the game should not allow actions that annoy others or negatively impact others if they are not want to get involved. at least a perfect game. no game can be perfect but there could be some limitations of what you can do and what you can't. some people grabbed a knife as soon as they were able too and tried to stab the first person. I'm sure it could be easily tracked if they did anything useful across all their lives.
I don't think the number of victims got anything to do with it. ofc when it's super high then yes. But it also just means that they were probably in a duel that many times and they came out alive and the victim wanted to kill him but couldn't.

I taught quite a few people how to deal with griefers, I didn't provoke anyone, I had lives where all was peaceful, I had lives where I had to kill multiple people as they disturbed the peace. I even gave a warning which makes no sense because you lose the surprise effect, but wanted to be fair with them. most people just laughed at it, or talked back, there were a few who didn't knew what they are doing or completely flawed logic, but then too many people started to play the newbie card.

your reasoning was that you wanted to kill someone and you couldn't do it, and 'if you want to kill someone you should be able to'. this made it one sided, it was entirely based on the surprise effect, and in lot of occasions predetermined, as a player was slowed down around the corners so he couldn't be out of range. also 0 risk for the attacker as long as he was quicker to take action. flawed system. if someone goes for a kill, he should be fully prepared to die too. if not then he should take other measures.

and with the leadership based on magic things, and random things (like really? you can't pester people for 60 minutes and you aren't the best player just because you keep all kids) the framing wars began. people making up reasons why to kill others. so if you ever argued or had a bad word they killed you because they could. even if I ignored them they kept wasting my time and provoke me.

There are times where nobody is right. It's not black and white. people want different things and some go as far as killing for it. Build a room left or right? owning a cart? stabby stab. there were some weird reasons why we were fighting. honestly in those cases the duel was best, as you wouldn't be able to work anyway so one of you had to go. so extrapolating that there are evil and nice people is just not right. in this community the most toxic players were that were fully convinced that they are nice people and nothing that they do or don't do could affect others negatively. it's completely subjective what people consider annoying. like some mothers spawning 30 kids without teaching or taking care of any of them. so others are the cruel who tell her not to. or all this 'no killing' people who let the griefer roam for years

that's why duels solved a lot of issues, the winner got to continue his game and the loser is forced to redraw. if anything , the game should force people to be honorable. for all the blame I got, half of it was based on no evidence and the same people with their self declared superior philosophy said that they wouldn't accept equal terms. so if you could force people to declare a reason and put something on the line, it could solve most of the issues. you say X is a griefer, invite him on a duel. it could require a 'building' made for this purpose. if they both accept then they teleport into the arena and fight. if one refuses, then the leadership could decide to banish him or check out the other player. there could be rights and privileges. like every item you make from scratch is yours until you share or for a period of time. people could have a private zone. people who are flagged and invited for duels, can refuse but then they couldn't take weapons or interact with other players items.
there could be pvp free zones, and there could be automatic arena fight if they ever return.
but the simplest thing would be a comparison between how many useful things they crafted that life. would be a bit more advantageous for people who prefer that playstyle and who are older, but then so what? if I would see a report of someone's life archievents, I could easily tell if he is the griefer or not. an entitled 4 year old running around to get revenge for the 'injustice' he suffered in all those 4 minutes? or the dumbass who spent 40 minutes cutting 10 trees and chatting with people. if somebody is really a griefer, won't just go and collect items to then be able to kill someone and get away with it. and if so, I wouldn't mind. we don't have a good metric that measures who is good at this game.  heck, I wouldn't even mind that people chatting with others in their vicinity would generate points toward a 'social' descriptor. you would know that he is a rolelayer or just hanging around talking, and not a griefer.

you might think that someone is a griefer, but some people hate you because you hate them, because they want attention, and if you don't give it to them they just buffer themselves until you do, they don't lose anything because they don't care. some people were framing me for 2 hours because they weren't treated like a princess. some were just too bored and exaggerated every aspect and roleplayed vengeance.

90% of the time when one player was more vehement about accusing someone, the players sided with him. like old players were disadvantaged because they couldn't flip out on some small bullshit the other player got offended upon. and 90% of the time where you offered that you will ignore him if he does something useful, gameplay related, they refused to go back to work if they ever even worked. because the game requires zero personal involvement toward personal usefulness, and some people can convince themselves that they deserve to just  take take take and never give anything for their sole existence. I'm not fully against role-players, but in a survival game people should really produce enough for them to eat on base minimum.

and actually one of the most important factor is skill. because you should never give power to players that are new and already bad intended.  I saw griefers that couldn't take a knife out a basket but tried to kill others. so yes, I don't say that there should be an order of who can kill who, but there is a huge divide where people don't even know the controls, the game rules or the whole concept of why doing what, and if they aren't even flexible to learn it then they deserve getting killed for it or at least not to put them in leading positions.

but all could be solved with just a personal blacklist/whitelist where people who don't like each other wouldn't be put near each other often. I had plenty of friends and quite a few butthurt kids I didn't care about but they had some personal vendetta against me while I didn't even know what the hell they are on about. And I had some hostile people becoming friends (tho most of people who I was fighting with never ever were hostile). but probably there isn't enough of a playerbase to split apart kids and low iq people and menstruating werewolves from people who genuinely wanted to play the game and create things inside it.

your justification was one sided and not that well thought out. just because someone is pissed, doesn't mean he is right.

#53 Re: Main Forum » The plan moving forward » 2022-03-10 08:18:59

I meant the game engine smile

I dunno, it's too complex to do engines in  a single life and the 'help' is not good. often you gotta rebuild the whole smithy to be able to make an engine. the parts are tiny and the process is frustrating. it could be just higher tier items that need the same thing put together over and over and meaningfully increase the resources it takes. like tie those systems together. like more iron would be needed to produce more water, more  clay to produce more iron, more water to produce more clay. and there could be electricity or some form of early power generation like windmills and shiz. then upgrading each system and managing the storage. the farms could also be upgraded and use a per hour input output and storage system instead of manually moving it so much. pipes and baths could be fun.

it just feels like some techs are super advanced and you still cook your stuff with kindling fire. you still struggle with your machines working for 30 sec while babies cover the screen.

This is because there are no cities, just connected garbage on the floor. The game doesn't know what a city is and can't manage it as a whole. There could be fun features with cultural or religious systems and decision making. Humankind did it, Crusader Kings did it, there are strategic elements that would work well with a 2d game. This sharing everything mentality only works if everyone does something, but the more people play the more they don't want to share or do anything meaningful. And why would they if everything runs out? It's like Jason trying to prove that communist nomads are the future of humanity smile There could be a combination of choices that create different cultures and cities, with different buffs and debuffs. The goal should be staying there and fixing the issues, different issues, not basic level food and water forever and ever.

I don't disagree with removing the well engine, but it should be way harder than that. Not just putting it in your apron smile Quite a few high tech items can be griefed with a sharp stone. There should be like a single use master wrench that takes resources and 10-15 minutes to make to force people spending some time removing the most valuable thing in the city. But oh well, Jason thought that somebody would fence himself up to distribute water to other people smile When the engine is gone, then the doors and tools and even the floors are taken. People cry more about destroying graves than destroying cities. I remember that we played for weeks to make a few cities nice, and connect them manually, and later we moved when it was boring and barelands around.

All I say that it would be a better gameplay and a better message to be loyal, to fix things, to learn from mistakes and to trive to a goal, even if you can't yet reach it. There is a game where you produce cement, but there is a side product of rocks, which is the main part of the game, just dumping it to the side until the late game. But then you discover a new tech and suddenly you can get rid of that, and even gain building materials quickly and efficiently. Same deal with water, first you mine it and build extensive pipelines but late game when the research is advanced, you can gain it from the atmosphere cheaper.

It would be so much better to upgrade the city at once, replace old things with newer and more convenient ones, also replace problems with new ones, you would have a midgame where you don't have to worry about food, but pollution would be an issue. Shift the damn focus. It could still be challenges based on tech and resource limitations, but a steady income of resources would make life possible with optimal choices. more combinations instead of more items. Like advancing to new eras for a ton of resources and having tasks all the time. And each focus would have some downside which would need to be managed later on.

#54 Re: Main Forum » The plan moving forward » 2022-03-09 17:56:51

Goliath wrote:
JonySky wrote:
Goliath wrote:

What do you mean?

Dead game my friend!

Yeah games die, and ill play this till D Day.
Wouldn't be surprised there isn't a private server somewhere that Jason plays.

he doesn't even play his own game, it's more of a god experiment, SYBILL system xD
there was a time when he described one of his game life:
basically he planted milkweed, had a bunch of kids and was taking care of them
then he stole a hoe from his daughter and got envious of her big milkweed field, to a point that he was considering killing her
the end.

that was basically a 10 minute life in 60, similar of what you get in your first 10 hours when you learn the controls
he didn't had to learn controls or recipes, he knows it
yet he knows nothing about the other system, the time it takes, the difficulty, the patterns that repeat all the time, how to organize a 'city' and such

#55 Re: Main Forum » The plan moving forward » 2022-03-09 17:45:06

Jason could just ignore everyone. Instead he goes into detail, telling personal things that get him compromised. I remember a few things, like when he said that anyone who criticizes him, can be roasted by him. Fair enough, you don't get to talk with most of the game devs, or they are distant. I liked some of the personal stuff that got into the game, made it original.

I also remember him saying that people who give negative feedback, criticism will be ignored and their ideas discarded. It was certainly true. When Tarr made his new forum alias, he actually got a pretty decent reply for his opinion, the comment itself was quite the usual, but since jason didn't recognize him, he answered properly. A lot of the players were quite negative and didn't like the new directions the game changed. And a lot of us didn't even go too far with the personal comments, like there was solid feedback and reasoning. But jason had this meth comments and superiority complex mixed with a 6 year olds stress reactions.

The game wasn't bad, there was an initial vison, back when we started, there were no help tools and we had to learn it by ourselves, now most of the stuff is already done and documented, so maybe 2-300 hours tops before you burn out. It's normal that it deviates from the original path. But that maybe should be based on the players preferences.

He spent a lot of work, creative designs and programming, so we can be thankful for that. It's just feels like it had more potential. Like even the players couldn't really agree on whats the game about. Some people just lived as potting plants and talking, others got themselves goals and ignore most interactions. And since there is no clear goal and a way to play it, it's just turns into a clown fiesta. It's way too easy to ruin things, harder to make them and kind of pointless when you can't continue developing. The whole premise is a depressing one, 'everything runs out'. I think games should be fun and not depressing. A getaway from the real life. Things should be able to be improved and fixed and people should grind toward achieving bigger goals.

Some of the updates were decent, but it didn't add too much replay ability. People did it once then never again. Some of the bugs were fun, abusing weird mechanics. it's still funny when people run around and starve randomly, the tragic comedy of the situation where the last girl of the family promises the stars and starves before you die of old age. But there were always issues and no fixes for them, and some of the griefer problems were turning worse and instead of fixing them they got even more tools and options to annoy others.

But then the community tried to get involved and give ideas, some of them were implemented, and some of them rejected over and over (no baby slings pls, maybe catapults). I had a few implemented, mainly how the wells should work, like people were building several tier 1 wells and never upgrading. Told him to make it worth upgrading, also would need items that lock and unlock features and possibilities (bucket) and lead people in the new age. That part of the game was decently advanced. I still think the water system is way better than the other things. Well, it was at least, until we got fixed springs regardless of the map and biome locks to artificially increase difficulty and lock it behind weird mechanics. I remember games where I spent way too much time trying to explain them how to help me and even if I had translators, the only ginger girl dropped his burning shaft in the ice biome and left, not knowing that she was the only one that could do the oil task. I mean it's just unintuitive, weird and pointless. If you can do it, you do it, if you don't know you don't know.
Limitations and restrictions can be fun, but only if there are ways you can get rid of them, overcome them, solve the puzzles. it's not fun when you are forbidden from tools or actions since the start. tool system was also horrible. you needed a task once and you had to commit a slot doing it. especially that some tasks were really pointless after that. drilling two holes and then nothing to do with it.
But the worst was the biome locks and race mechanics. It could of been okay to give them different paths by culture, but splitting the content was so bad. if it would of been parallel ways of doing the same thing, maybe some alterations then it could of been fun. Like getting water from melting snow or from plants. But it's so bad to stand 1 tile from a biome an a magical power stops you from interacting with it. Created bizarre situations where cow piss became required by a tech so it was a high level difficulty item so getting a leaf was higher up on difficulty list than all the rest of the game.

Also there were misinterpreted or weirdly made mechanics. Fences could of been okay if it costs something to do them, like owning a piece of land and the things that you make. But it's so easy to steal others work and no defence against it. People following you, and harassing you and stealing anything you make and getting butthurt for not letting them do that. The whole sharing things was quite weird, this communistic ideology brought out the worst of some. Like not doing anything because you can enjoy the fruits of labor regardless. I mean a fully capitalistic community would be just as worse, but it's still a game, people need to know if they are doing okay, if they can score points or reach goals or get achievements. One of my other idea got so weirdly implemented, it perverted so far from the original intention, it hurts. The Yum system was supposed to get rid of monoculture. My original idea was to have bonuses for having multiple foods in cities. I guess it was only obvious to me that it should be limited and sustainable variety. The accent on the variety not the unique. People started to do the longest unique chains possible. Variety should mean that you can cover 5 groups of foods or 5 types at all times for all citizens, be that 5 berries and 5 carrots, and 5 of everything or combined 2 corn and 3 burdock. Instead people were spending half their lives to eat primitive food in advanced societies for themselves only, once, to build up a boost they never gonna use. So from eating to live, we got to a point where people were lived to eat. Quite a bit of jump from eating berries all your life to run around half the map to build up a pointless chain, that helps no one but you.

reminds me of the Purge episode of Rick and Morty. that no one has food, but they would only do jobs if they got food, but then no one does their other jobs, others would do their jobs but for food, so no one can agree if those jobs are good enough to get food for it.

I think the engine restrictions are quite bad too. The visibility and communication is artificially made harder when nobody likes those changes. it's certainly convenient that it's part of the 'vision' that you got no vision smile same for things like hp bar, stamina bar, and defining the city and giving it bonuses or defining a plot of land and giving a cost, restricting tool usage by the maker of the tool so others have to ask for it. These are the 'magical' things that the game needs, not that you argue half an hour who should be the queen, then to roleplay the rest and murder people left and right for a dumb crown. There is a reason why communism failed IRL, and I don't say it should be all capitalistic, it could be just options to set government types and rulesets within cities. The strategical part of the game could be extended, and made quicker to build an actual civilization, something with a future, with goals and the progress made visible, like eras and upgrades, instead of making the same thing over and over then going to a new place and looting all that stuff people made, instead of making your own. Small things like removing engines so easily made things so bad. It started off like a sandbox, where people are free, then it turned into a rat cage where the things are made to collapse and all you can do is watch the carnage.

#56 Re: Main Forum » So what's the meta? » 2022-03-09 07:23:08

member when for half a year, people were digging holes to trap the sheep faster? big_smile or teleporting carrots and babies across the map? or well walling the city? or grannies killing 18 people with butter knife? or throwing away wounds and using 5 knives to kill people? good times

#57 Re: Main Forum » One hour one life Mobile? Anyone else gave it a run? » 2022-03-09 07:18:41

I installed it on an emulator and had a few macros to do certain actions faster. the swiping there is really weird, never got used to it, never wanted to get used to it. would be hard to hold a phone for an hour and get shit done.

Sadly my laptop got broken and the settings lost, had to guess and test and manually set up coordinates that work for most items, like picking up a needle or a branch with a key, or doing work to the left or right, was quite a few keyboard shortcuts. Didn't had the mood to do it again.

It was actually nice with the old mechanics, and no racism and stupid maps, no biome lock, also you can go back to your base with a plant leaf found in jungles put on the home marker, you could even plant one of it each time but only water it when you use it, and hide it somewhat so people don't mess it up.

The community is less toxic, but there aren't too many players and it's way more laid back since it's hard to click a lot.

They are making their new game which is completely new graphics, new items, it's similar but you got some chance of fail when crafting so you have to repeat actions, but it gives better proficiency over time so you are more likely to succed next time, in things like hunting, matters a lot, on other things is just mildly helpful. it carries over lives. I tried the alpha but wasn't many players, but it looks quite good.

#58 Re: Main Forum » What's the best thing to do to make a town survive overnight? » 2022-03-09 07:08:22

make something stylish, people might like it and meme around it

#59 Re: Main Forum » New Pen Design: Separate Sheep Pens » 2021-12-09 21:29:51

JasonZ wrote:

Pein?

who dared to summon me? big_smile

I like it if it's unique, the gates are blocked from clicking so there is no way to open it manually. only it's not a final solution so it's not a good long term solution.
people like it easy and final.

anti griefing methods are just for you, and since you rarely get back is a lot of time for not much value
but maybe some smart people talking trough the modded chats can do something about it

but  normally you just hide the mouflon in a small biome and that does the job, or lock it up in a small non griefeable room

dunno what jason did but he changed something. it was an interesting concept that sheared sheep was stuck in biome and unsheared wasn't, I don't think it works anymore. I was building pens on biome borders because of it

I think the best pens aren't too big, but bigger than that. nothing wrong with multiple pens, it should be the norm. a smaller one further with all the berry, some berry for show, but mostly other foods on center of town. nobody plays for efficiency, so it's not happening. I like modular designs that allow extending over time, like 1-2 walls can be moved or removed and extended.

#60 Re: Main Forum » Tectonism: A middlegorund between a finite and infinite map » 2021-07-18 14:43:34

sounds fun but overly complicated, i guess no one would build on edges and we dont really have mountains rn, so the plates part doesnt make sense and not that easy to program it
fZ4pvvJ.png
what about a beehive structure? each eve would get a box on its own, could be some randomness:
-you run around and pick a spot, the map is cropped around it
-or you see a strategic map and just choose a spot with water, wood and clay, etc.
honestly not a fan of running 20 min+ as eve with dumb kids that you got to forcefeed till 30 or more

its like the rift but its not that bad for each family, you cant do much for insider griefers anyway

now 2 options again:
the borders could be larger, for a neutral zone, it still fits the hex map, with squares would be weird tho
-with larger outside hexes the cities would be randomly positioned inside
-could be extra hex rows but the cities are 1:1 each map

could be a normal exploration like now but also a fast travel based on tech and spending, which allows you to buy tickets and go elsewhere
the requirements could be a horse, backpack, food and tools or weapons or random items so its not easy to travel like that but doable

each hex could be made of more hexes and unlockable by fighting or upgrading tech, like cutting out trees, making high level items, bridging over rivers, digging under mountains, for example the first expansion requires a bucket only, and that means you gotta have tools and rope, the next could be a plank bridge between two rifts

the problem wasnt that you are closed in a small space, more like no option to get out, people even enjoyed exploiting airplanes to get out of the rift, unlock systems and turf wars are fun

i mean it could be a limited expansion too, like 6 hexes around you then scout on horse but i feel so bored going more than 20 minutes anywhere, unlimited map is not a fun concept, its just a newbie bait that 'oh the map is so huge, so much things to find'

so instead just a strategic overlay that shows cities, when they die out and nobody wanna go back, the whole thig can be wiped and compacted so all cities are close to each other
so for example anyone who died there has a token to spend to delay the wipe, and once it runs out the map is wiped
each person gets a city token for at least 40 minutes lived there, they can use for that city or another, normal wipe timer would be 24 hours, but as long as its going it refreshes, maybe for each cumulative year people lived there, half of it extends the timers
at the end of life you would rate the map for thumbs up or down, up would mean you can go back and the hex is extended in time
negative votes wouldnt take away time so people wont grief towns by mass downvoting

also people could have a single home token, which would increase chances of going back to a single place
not sure how should it be, maybe 3 home owners would activate a guardian position, so those people could administrate some settings in the map, like removing objects or people who abuse rules, this would mean that some cities could survive if enough players like it but also people should form smaller groups to own a city
maybe bigger cities could be home for more people but also would need higher voting majority to make rules

and there could be special hexes like temporary special biome where you can gather, hunt or fight for a short time then it closes
also special hexes like a fort where you can battle others, these would spawn if two cities are reaching a higher tech and need a coinflip who gets a territory right
one browser game had similar, fights had turns, each player was able to move but shooting and dodging was random and some skills and weapons gave a few percent boost, but was kind of based on how many people were on each side and who you can see behind a cover

#61 Re: Main Forum » Barbarian Bear Style Unit (hoards) » 2021-07-17 19:45:07

i suggested similar long ago
the issue is that there is no city defined, there are rules on birth and nearby females, and family rules, if they are in the same spot, but everything just makes it worse not staying together
plus if its the main part of the game, it has to be balanced

jason somewhy just likes reducing resources and hyping up how big the map is, actually there is no reason for the map to be so big when everything looks the same

i would prefer an unlocking mechanic, that you have zones for your family and you can extend it if you work for it
so the map could be more dense but slower harvesting early and technologies to speed it up, that would feel more like civilization building

and the randomness of having more space or more of one resources would make the game more replayable.

the fights could happen in another format too, like the city would be a dot on map and nearby dots declare war on you, and you got a separate layer of map with different rulesets, if you win, you could get that map part where they attacked from and extend the base

#62 Re: Main Forum » Start using boxes again! » 2021-07-17 18:31:06

Spoonwood wrote:

Pein,

It's good to see you around as always.  Also, keep in mind that I'm not against necros as a sort of rule.  They definitely have their uses.  But, Breezeknight hasn't made a post since December of 2019.  That's a year and a half ago now.  Maybe Breezeknight still reads the forums from time to time, but I'm guessing that's unlikely.  Have I missed some reason to respond to a post with a comment apparently intended for someone who will never read your writing?  I mean if Breezeknight will never even read a single word of your comment and you intended it as a response to his comment, what effect were you going for with your long comment?  I have a hard time imagining you would have desired effect of your writing in this case.

lol you really not
others can read it too
long is kinda relative, ask your gf
actually this mechanic havent changed ever since unlike some other post they necroed and dont even make sense to answer them

#64 Re: Main Forum » Another fix for Eve spawns is incoming. » 2021-06-27 20:21:42

oh man, the spawn system gets worst and worst, and more generic, in combination with the races it was the main issue i had

some facts:
-bell runs can be fun, but there is a distance limit where is possible, if its not, its a big waste of time
-that distance is around 20 minutes, even so i question if its worth exploring instead of just getting reborn
-you need to have a decent chance of finding someone alive, or at least the town shouldnt be decaying
-the map is too boring, exploration is not fun at all
-most players dont go out of town, not more than 50 tiles, newbies die if they go 100 tiles away

the only time i had fun exploring when i mapped out the game and towns were 600-1000 away and the graves shown a location closeby. it wasnt easy and wasnt broken, still got fixed for no reason. some coordinates were some starved rabbit hunters so the town was 150-200 tiles away from them.

So there are way too many mechanics of spawn but it only make things worst, simplification is the key.
Each city could have its own map, own borders. 100x100 or so. in rift didnt work to be trapped, but a single family usually had only 50x050 size.
Each city could be a dot in a minimap and have different rules from normal map.
Version A: the city is just a 5x5 circle on the map, when you click on it, you enter it.
Version B: the city has normal size but cut off from the world, except one entrance/exit or more.
This would allow cities to be generated separately, have enough space but still be close to others. The outside map could have different proportions and faster travel so you dont need 80 minutes of your 60-14 to find a town.
Maps could be 'saved' each player could go back once if they want or reject a map. Only players that born there could go back. If enough people choose to let a map die out, that part of the map would reset and new eves could take over. Close but still far from others.

The issue is that there are no technological levels, no scope of advancing, things just get worse. You ruin a part of the map and go further, ruin that too and go further. There are debuffs for old families and they can abuse new map parts to gain advantages.
Each map could be a puzzle needing to be solved instead of a territory to exploit and dump.
Other players wouldnt be forced to enter a dump. Honestly the new grids made the game even more generic. Back before at least there were 2-3 mines, sometimes 8-9, multiple wells. The rest of resources are so useless not even worth mentioning.
A dense forest could be a thing, just as a clay mine.

And to keep the excitement of the eves, the map would be infinite until they choose to settle, when they choose a final spot, the map would be cropped around it so they could still re-center the map and keep the good parts. It shouldnt take 30 minutes to find a spot, so that part could be simplified too. Like a minimap with resource icons, maybe a click a zone to explore deeper, then based on partial information choose 1 of 9 squares and the starting map will be that. This would give unique choices without all the time consuming hassle. Most eve camps fail and those lost resources usually cant be replaced, and the map is ruined already.

And this would allow new mechanics later on. If a city is a city, a unit, not just a bunch of things in a group, then people could have excess and needs, , they could have limitations that they need to solve. A way out of the city, expanding borders by unlocking them. Official transport lines via train, paying for tickets or taking a horse to go out. And if starting spots would be average, new map spots could require a caravan and could give crazy resources and harder survivability. A goal to work towards always.

#65 Re: Main Forum » Start using boxes again! » 2021-06-27 18:32:34

breezeknight wrote:

@pein

since you are undoubtedly meanwhile the expert on sheep pens

could you be so kind & make a guide how to make as simple as possible sheep pen out of actual fences ?
additionally what are the best options for its doors, which solution is the least prone to griefing ?


to expand that thought,
i am also highly interested in town planning

where to put a center ?
what had to be the center of a town ?
should there be a center ?
how well do towns function which have no center ?
where to put a sheep pen ?
where wheat farm ?
carrot field ?
how many carrot rows for how many people ?
how should the main roads be layed out ?
what relation is to be drawn between roads & wells ?
where should be placed the nursery ? near a bakery ? near a berry farm ?
where to place the forge ? does it have to be separate from the pottery ?
what are successful designs of the berry field ? do towns with several berry fields do better than with one ?
...
questions upon questions yikes

- - -

might not be what you expect but: find a few trees that are in a straight line, make adobe base pen, 1x3 enough, also you get the mouflon locked for later, trap a sheep, make a saddle, get a horse, run around and collect the branches 2 by 2. actually faster than going on foot, you can also plant trees and use branches later

fast, secure, scalable (just like crypto lol). choose two as Buterin would say big_smile lifes are too short, so speed is the key
you need a pro player to do a proper pen and it takes a full life, or 2 medium skill and you still need water and iron so managing workers is hard without planning
security falls when speed is key, and most people try to save time on it, there is griefing, and accidental damage. not much you can do about griefers, since everything is removable, only a few materials can be used. the safest is ancient stone and waystone corners. but since you rely on the compost and farms, water and iron, you cant have a safe pen, since you cant have a safe town. one safety measure is separating the mouflon and locking it up/hiding it or both, so you can get a lamb any time.
most people just trust in others sympathy and thats it, griefers will go for the simplest, fastest exploit, so if you make walls strong, they just kill all the sheep. thats why using some non conventional materials can work.
the accidental damage is also a problem, when two things interact, people make mistakes. if its a bush in corner, they eat the berry, if its a box in wall, they drag it away, if its a corner that keeps sheep in, they remove it to make a road.
safe choices can be also time consuming, like you can lock away a lamb but then you got to get a key, lock in, lock out, hide key every time.
scalability is the other aspect not many people consider: early game you are fine with a tiny pen of 2x2 even, or using trees as walls, or adobe base walls. function over form, later you can extend and make it fancy if you choose location correctly.
the best location is in a corner, since you got waste products, you need to take the bones out but not too far, usually people used an ice biome or desert, but now is race locked, you gotta think about others too when locking out items in biomes. still it has to be a corner, 2 sides facing the town and two facing empty space. you want easy access for feeding and for compost making.
Front entrances are scalable, corners are complicated to expand normally.

x****x ********
*oxxo* **xxxxx**
*x**x* *xx***xx*
*x**x* xo*****ox
*oxxo* *xx***xx*
x****x **xxxxx**
the first is a corner entrance pen, since its not blocking any more, 2 entrances are fine, but it costs the same to have 4 and is more symmetric, only that you need more corner items then. front entrances can be extended easily sideways, while corner ones would block the exits if you build around it.
front entrances are a bit more expensive. the normal cost is lengthx2+heightx2+4corners, the most space for resources is when length=height, so square pens. the ratio of walls/usable tiles is better with bigger pens, as the sides need 1 wall, corners need 3, and center needs no wall. since you cant skip corners (only if you build next to a room) your only saving is making it bigger and have more center tiles.
the gates are easily griefeable and i would always add extra protection with corner tiles, also saves time to keep it open.
airlocks are the worst kind of entrances, it just never works, since the animals constantly scan for tiles can go to so they just run out.
open field flock never works cause they wander away too far when the village dies. not sure if you can still store naked sheep in small biomes, that was handy.

thats what Yah did better, two branches per cut out tree, so you can make a lot of shafts right away when cutting out any forest

a center would be a place where people spend most time, which is usually food, clothing and empty space, something fancy
but overall depends on the type of players what is a centre
noobs hang out in the berry field, a bit more evolved players hang out in the kitchen
the best center is flooring. if you can make flooring, people cant plant on it, and if it looks good, people wont ruin it. if you put stew there, and show how to eat it, it can be more effective than other foods.
so if you do a 6x6 flooring for example then surround by proper fences and  plant some trees. if people see flooring, they make rooms so you might as well do a room above then flooring.

i think is important to have an identity for each town, people enjoy a bit of unique flair, and remember when they go back
everyone wants to have fun so creativity is key, at least indirectly. in reality, a few players do everything and its upon them if it becomes a good town or not.

wheat farm can be near the bakery and the bakery can be near the pen, ideally rabbit side, but secondary pen and secondary ovens arent bad either. make them rabbit pies separately and mutton pies separately. its not that hard transporting wheat, its just getting the grain can be a problem as its easier to produce than consume it. so it has to be the edge of town also.

ideally people shouldnt eat carrot at all, can go anywhere, except in a sheep pen. only full rows are eaten by sheep tho.
since you got 7 seeds, 8 tiles is enough, but i prefer watering some later on so people dont have time to eat it.
you can prep the 8 tiles beforehand and just leave the seed unwatered.

you dont need a road inside a city, all i ever saw using roads are lazy rpers running around mindlessly. you could technically do pine roads just to connect things, or board signs too but just too much time for not much benefit. paper and waystones arent bad tho, to give instructions and directions.

a useful road is one that goes to an iron pit or to another city. with paver you can make a lot of roads, than it can go anywehere. but most people dont like roads inside the city, it just takes away so much space and people leave a mess around it. in any case, not right next to the walls, free space is the most advanced technology, a city can have big_smile you got to drop down things so empty space is good to have around roads. maybe paralell pine roads both sides of a road then it looks better and more functional.

nursery is kind of a useless thing, usually there arent that many babies and they prefer going around and watching what you do. but if you really want to make one, not inside the kitchen but next to it. a center can be for babies where they see more and like 6x6 pine floor to prevent planting. or 7x7 and use some stone and trees around. buildings with no function just take away space. fancy fences are also good if you dont want babies to run around. but i dont like forcing them to stay.
ideally you dont want berries next to it and you should really explain what they should eat, popcorn, even carrot pies are way more effective than berries.

forge should be away from the crowd as it needs expertise to make tools and time matters, so in any case, shouldnt be under the berry field or between bakery and something, when people run around and cover is annoying. and there is nothing people should do in a forge if they arent good at it, if they wanna test their skills build another one. Working is more effective if there isnt litter all around, just things that you need.

The original forge can be used for pottery, in the swamp ideally, lot of people consider the forge as a village center as its the first sign of civilized towns with any future to prevail. So making a second far away is a good idea. A lots of noobs build roads to it or randomly plant berries 3 tiles away from it. So might be a good idea to place pine floors around and extend it a lot. There are different styles of smithing, where to put forges, up down, spacing, etc. that i understand, but walls 1-2 tiles away are too annoying, open forges are usually better, if you want to put in a room, make it huge.

Sadly, there are too many bad players who can only munch berries. So you cannot avoid it completely, and cannot explain to eat something else. Sometimes you need that noobs to survive and have pro babies. And its convenient to eat berries, lots of people starve if they dont see any bush.

That being said, its still real bad for compost and water, so limiting it is effective if you want longer survival.
For example put excessive flooring around it, 3x3 then 3x3 floor then 3x3, or double wide pine roads.

i would say that a far away pen with a cistern and a small berry field is good if you can prevent people eating there, and have stew or pies ready. i guess a few bushes in each corner of the town would be better than a big central field, because people will explore and hard to go back and forth the middle. Thats why is good to have dedicated home markers with a sharp and a round stone to cut and remake.
Also some 3x3 stone flooring filled with food so people can eat there instead of ineffective walk or ineffective eating. But that needs better food distribution system and better signaling on foods. Ideally each work area has a closeby food reserve.

In general, huge berry fields do better, but die out quickly, while you would only need like 9 bushes to feed the sheep, often times you need 18-27 and people still be like 'no fod, i plent more bushes instead of fixing the ones we already got'. Ideally, you have to force people to eat something else. They still gonna find a way to be selfish aholes and act morally superior despite of it, but if you build a generic town, no pro player gonna stay and 30 noobs dont do as much as 2-3 good players.

If you can put all berries from bushes into bowls and the other person can put soil and water on each, you will see how hard is to run out of berries. OFc if people let it rot, and keep 1 on each, will be 8 minutes of no harvest. But more bushes wont mean more food, just more work and more water need. A constant income from a few bushes is better than a big harvest from many.

#66 Re: Main Forum » I made a OHOL quiz just for some fun » 2021-01-13 23:49:36

Mr.XIX wrote:

Did this really happen... (link to an answer of the questions. Nasoj add [spoiler] please)
https://i.gyazo.com/a3dff09757fe9316266 … 868969.png
Also, a full kerosene tank only has 1 use. After that it is no longer full.

(16 points, I'm disappointed)

yeah it was funny, I wrote seal jacket

also how much time for refilling ponds was like a WAT for me

I did get the cow piss and the dog thingy without looking at it, and 80% correct on rub and pickles which I never made and even if I would play probably I wouldn't care


when I was younger I had a quiz made with some trial program and was a lot of diffent types of stuff and embedding in websites was easy (free site)
also, I gave out rewards provided by game devs, well we had errors in the quiz, errors in answers on our side and was a big mess. butt it was hype, I had 10k visitors in a day.
Op if you want I can find that program.

#67 Re: Main Forum » I made a OHOL quiz just for some fun » 2021-01-13 19:19:15

I'm quite sure it was 7 at some point, and the reason was that Jason had a pocket knife at 7 and his daughter did archery at 11, way to balance weapons

I guess 7.5 can be considered 8

#68 Re: Main Forum » I made a OHOL quiz just for some fun » 2021-01-13 11:51:35

holding a knife is 7, not 8
you had 20 things listed and no seal jacket big_smile

#69 Re: Main Forum » Pig farm - Adopt a boar » 2021-01-13 11:37:25

NoTruePunk wrote:

Corn is cheap :shrug:

if it can be cheaper, why not?

remember the time when people planted huge berry fields and hated cisterns?
it took some convincing to do proper flooring and parcelled farms, it's the same principle

the real issue with pork is that people take it to oven 1000x and you never have enough bowls to cook it

#70 Re: Main Forum » Pig farm - Adopt a boar » 2021-01-12 15:01:11

MrsDuckGirl wrote:

So I checked and the boar can pass through doors and springy doors. Tho it can't go through fences.
Also yes, springy doors now automatically open like gates, so the one way door isn't a thing anymore.

they can but acts as an item anyway

you can still have one way out or in just not automatic anymore, like you got to go around and close it, and only use as an emergency exit when someone shuts a closed-door on you
completely un-griefable buildings are a pain in the ass, I mean they could release a pig and that's the worst-case scenario, so only a locked door is safe and hard to remove but lets you trough and controls movement

the main question is do you ever go back to that town? in YAH I can go back using Lilly petals so is worth doing permanent solutions

there are practical uses to one-way doors:
-go in and never come out (griefers could do it), acts as a prison
-go in and no one can follow until you come out (need a failsafe in case you die inside), good for a composter fence or kilns, no one goes in while you work, and they can go in afterwards
-go in one side then you can only go in other side (crowd control with long rooms)
-lure a griefer in and close it on him from other side
-go in but  you can only go out having items or knowledge or both, for example in a shaft that closes on you, would need another person and up to 6 keys which is only doable with perfect clothing for the job

in yah, there are no waystones but there are torch bases which is a stone block with a drilled hole, and you put a yew branch in it, unmoveable unttil finished but lets you go trough it, then u cut with an axe, add a medium wool ball and then you can move it. so I'm indirectly forcing griefers and noobs to make me torches big_smile and you can dip a torch into a tarry spot and use it for an hour to light fires, no more firewood issues and you can burn mosquitoes with it.

The other thing I haven't done yet, is an admin room. Basically storing seeds and tools to restart a town but no access to plebs who would ruin it.

#71 Re: Main Forum » Pig farm - Adopt a boar » 2021-01-11 11:56:37

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Just noticed that if you fill the pen and no open tiles, one would starve holding the bow with no backpack or storage or empty tile to put to, so using normal doors won't stop griefers but karma gets them after the fact that they kill the piggy

Do springy doors now open like gates? haven't played in a while

#72 Re: Main Forum » Pig farm - Adopt a boar » 2021-01-11 11:40:09

MrsDuckGirl wrote:

I don't understand why you use waystone inside your pen Pein, can boar pass through doors ?
Also to me, you need two entrances because you can't predict where the pigglet is gonna go.

It seems like ancient walls and locked doors is the best solution (as long as boar can't pass throught doors) to not be grieffed. Tho, it annoyes me that you don't have direct access to storage to quickly feed pig and remove its meat.

Bad new, I built a pen this morning, using double 5 railroads and the boar escaped while I was off screen. I don't understand why, it shouldn't have, and the pig never escaped.

it's unremovable but you can stand on it, animals can't step on it, and can't run across you if it's near a wall.
You can use a rope and take it near a table, kill there and sack some kindling nearby with bowls, or they take it to the oven again and again.
as you see Coconut used soil, you would need to till it and plant wheat or milkweed to remove it
Normal waystone needs an elder receipt to remove, ancient will stay, also has a message on it, like 'made by duckgirl' or 'don't kill the hog', corner pieces always functioned that way, you could stick a home marker or stakes on the tile but you want the griefer to spend more time removing it
Gates are fine but think about that it's easily removed so animals run out, locked doors need a key but can stay open, only that someone can close it on someone else, one-way exits are good in that case, they don't have to have a key but they can't go back until the key owner opens it again
Griefers are a thing but noobs grief towns too, and accidents can happen. Does anyone think that a locked door should stay open when opened and a key should be used to close it not bare hands? same for chests. I mean it's faster when people run after you but that stupidity never made sense anyway..

In theory, you don't have to lock it at all, gates use 3 shafts, an extra wall is used so it closes the diagonal, and an extra item, which is a door in this case, if you cut it and move it they can move out, but same for gates, and 2-3 directions then. Doors won't stop their movement while open, only if there is an item other side.

yeah it's flawed, I didn't account for the ordering, but almost same resource-wise, you don't need 2 entrances but 2x2 in size so they can move around or you move next to the other tile, you only got 1 pig so you need 3 slots at least and both X axis and Y so they move or you move. 1x3 would be fine but same issue if they feed 2 pigs, the order might be bad.

One time I made 5 rows of berry as walls, but it seems that when the lamb detached from the sheep, sometimes it pushes trough the 5 tiles, I'm not sure how, I think when they detach on the side, the lamb moves forward anyway, so then the check happens afterwards.

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#73 Re: Main Forum » You Are Hope Sequel to be released on PC, iOS, and Android in 2021 » 2020-12-20 21:58:29

Actually, I tried to put 7 on my laptop and it didn't let me. It came with Chinese 10, but jokes on all of you, cause you to pay 50-70 bucks on windows and programs you don't use. It's fully legal to use my code in any other version and you can download original windows ISO-s right from Microsoft servers. Honestly, XP was way better and stable and shit, I remember a system problem where a virus ruined my files, and copying over the ssysem32 folder contents saved me from reinstalling. BTW my older desktop at home was running xp quite well but now is not supported by a lot of programs, I did not run v7 well but handles 10 pretty good.

Lately, my laptop had a few memory issues and I found out how much of a problem is overheating for performance. 8 gb was enough for 99% of the things I do, never had issues, there is an automatic cleanup of RAM at 880 from reaching maximum, but that process can fuck up things.
I was always doing some cleanup, on xp and 7 was easy to customize services. I tried a launcher from razer and actually got some bridge errors which is weird, but also it cleaned less ram that it used in the background. As for antivirus, I always hated memory-hogging ones like Norton, but Kaspersky was even worse, put my newly purchased pc on freeze, was kind of weird and scary on day 1.
So I use free ones that are using less resources and online database. I had a free subscription with AV scanner, it was good until it lasted, then th Clam AV part started freezing. SO back to Webroot giveaway version. Actually, if you know what you ar doing, a firewall and a bit of research is enough. So a minimal antivirus is so good for system resources.

Also, Microsoft crapware is annoying, I disabled Cortana just to notice months later that search has a service, possibly collecting data and won't stop even after I got no Cortana or indexing or search (void tools-everything is way better and faster). That was using 100 mb on default with no reason. Also some other program took 4 seconds extra to boot up. Nnott much but none of my other programs took that long, maybe discord. Had this Glary utilities feature to read comments about it. 'Russians turn it off' it's good enough for me why I should turn it off big_smile I know It sounds nitpicking but you do it once, there was like 10-12 useless services in w7 and quite a big impact on performance. On w10 you start again doubting if any of it is needed or useful.

#74 Re: Main Forum » Investing so much time and effort in something that everybody hates. » 2020-12-20 21:34:57

Morti wrote:

https://i.imgur.com/3P7XJvx.png
My Little Pony had it all wrong,
it's racism that's magic.

And magic is just someone being dumb, while someone else takes advantage of the unknown.

But oh, wasn't it great to be a child?
Can't we just be naive, forever?
NO!
Grow up.

Grow up, down and all around.
Just stop pretending you are still just a naive little seed.

Actually, 4chan users were trolling the makers, but a lot of them stayed watching for the memes. There was an instance where they re-coloured the black pony for whitewashing it, which was hilarious in my opinion. I mean the outrage horse racism causing, trolls just go for the amusement.

#75 Re: Main Forum » Seed ratio » 2020-12-20 21:25:18

oh that old topic big_smile iI member how much hate cisterns had, especially that the engine could not handle conversions
took a while to convince people it's worth it

I don't particularly like the 3x3 but it's better than nothing
also I didn't like how people started the plots with the well on middle, that 60-80 bowls are short term optimization, the well is a workspace after that and free space worth more

personally, I like 2x5 strips, it's not that good for floor per field ratio but it's better for picking berries in bowls. Wider is worse, working sideways is good. can be like 2x6x3 and then is better for soil ratio

I remember how the floor trick saved from endless expanded fields, and how I was digging out bushes, splitting the berry, like Moses the tomato soup. People started doing that like 9-10 months later.

Personally, I don't like a single farm setup, at least separate stew, you won't be there forever to pick up your stupid beans.
Also, there is some value in adapting to surroundings, had even more back when deserts and jungle had a better heat, but still, a bit of overheating is good when you run around in cold.

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