a multiplayer game of parenting and civilization building
You are not logged in.
Gosh, I love this frigging game. Thanks, everyone, especially Morti, whose graphs are like something out of A Beautiful Mind.
Hate to see you go, Tarr. Respect.
I don't have anything to add to this conversation except to say that everyone needs to chill the fuck out and enjoy this amazing thing they bought on the internet. This mind-bogglingly complex game, made by single person, that continues to evolve and presents us with new, interesting, challenging--and yes, sometimes frustrating--reflections on ourselves as humans.
Also, Morti, you are an incredible writer. Thank you for these words. If you write anywhere other than gaming forums (and you should), I'd love to read more.
People are the neurons of the internet, get enough of them to work together and they have the power to keep a heart pumping, or to move the muscles needed to pick up a crying child, or to engage in vigorous procreation. For that matter they now have the power to wrestle, to thrust knives into others chests, or, with the whole process getting so much more efficient, as we learn shortcuts, to simply pull triggers.
...
I just want to survive, help other people do the same, build some things and imagine I'm a parent,
or a child again.Some of my earliest memories were faking being asleep on the couch, so I could crack my eyes just enough to see what was on television at night. The comedians swearing and shouting, the audiences laughing, the violence and the sex scenes. But, at the end of the night, when my mother would turn off the television, she made sure to get me into my bed, and it felt comforting to be picked up and carried like that. I might never know what it's like to give that comfort to a child of my own, but at least I remember feeling it. I can only ever imagine what it must be like to be a hungry child or a woman capable of breastfeeding, but I think you did a good job of breaking that down into a game mechanic. It might even turn out to be the best thing you ever give to the world.
Reproduction of your own genes aside.
Whoa, Tarr, pump the brakes. Yeah, it sucks, but like many people, I generally assume the best in folks and probably would've done the exact same thing. I always go for an exciting shared experience if given the chance, and searching for--and finding--an airplane would be a really exciting shared experience. Don't blame Lum for some asshole ruining your secret club's plot to circumvent the rift design. Give a little grace, no?
Also, "retarded" is an ugly word. Stop using it.
Nah. Chill.
Here's the thing, y'all: when you bought OHOL, you didn't buy a finished, polished product, but a ticket to participate in an innovative experiment in multiplayer gaming. Yes, things are mega fucked up at the moment. Hilariously so. But this too shall pass, and the game will be better for it.
I don't have nearly as much playtime as some of the pros here, nor would I even consider myself a pro, but I've been around since nearly the beginning. There have been other updates that caused similar uproar (you would've thought the Apocalypse Update was bringing the actual apocalypse). I can tell you that although not every update was popular, every single update has moved the game forward and made it a more interesting experience. This one will, too.
Big content updates were always fun to explore, but folks would quickly master the new content and demand more, more, more. More tech. More skin tones. More biomes. And I'm glad we got those things. But I'm more glad that Jason's emphasis has shifted from advancing the tech tree to making the experience more interesting and more meaningful. That's what truly separates this game from so many others. Jason could have probably pumped out content update after content update and had us building atomic powered robots by now, but honestly, what extra meaning would such advanced content bring to the game that isn't already there? I'd argue none.
We're not playing for points, or competing to be the best or the most efficient. We're basically running an exaggerated ancestor sim and making tweaks just to see what happens. Through these tweaks, we have the unique opportunity to better understand how our base instincts affect (for better or for worse) how we interact with each other in-game. I don't know about you, but I think that's really fucking interesting.
If you think the game has become so much more difficult or exploitable as to become unplayable, know that those things will be fixed through small tweaks by Jason or by the playerbase adjusting. But when those things get fixed and the playerbase stabilizes, I think we're going to have a far more interesting game to enjoy together.
Yours, curmudgeonly,
Denriguez
I love exploring. If the town I'm born into is in serious disarray, with little hope for survival, I'll head out as soon as I get a backpack and a decent yum chain. Typically I go about 1000 in one direction, then start looking for signs of life as I start a big loop around my birthplace. One of my favorite things in the game is finding a dead civ full of useful stuff. If it's close enough and in better shape than my birthplace, I'll go home and recruit a girl to come with me to start anew. Otherwise, I'll try to build a cart and bring any useful stuff back home. Frequently, though, the ruins I find (and I almost always find something) are too far for me to return home, so then I start looking for a closer active town. Those I almost never find.
FYI, one of the game's biggest all-time griefers currently has 0 lives.
Hell yeah! I hadn't thought of this. Dispatching a griefer has so much more significance now that *their* lives aren't cheap, either!
If this game is about anything, it's about dying to yourself and playing a role in something larger. I don't play every day, but I play every hand I'm dealt. I only /die when my mom runs off in the wilderness, or is clearly an asshole. Whenever I roll an Eve, I get really excited about the chance to start a brand new lineage, so I take it really seriously. I haven't Eve'd in months because I've been losing out to /die spammers.
All a choice screen would do is further cheapen life. When every life can be Eve, Eve has no significance. Every Eve would be just another player with a vanity project, someone refusing to die to themselves, insistent on their preferred play style. It'd be a game of 1000 Eves and no children. Sounds like a blast. ?
I'm looking forward to the prospect of playing an unexpected Eve life now, and for the reduced inconvenience and bone clutter. This is probably one of the more important updates in terms of how players will approach the game, tbh.
No. As the good Lord intended.
Why. Does. Every. Single. Constructive. Thread. End. With. Spoonwood.
For real. I don't post often, but I lurk quite a bit, and I get the sense that Spoon just plays and posts because he gets his jollies shouting at an indie game developer on the internet. Move on, man! It's open source--take it and go make the game you want to play if you're so dissatisfied with this one. If you need a refund, I'm sure we could find any number of folks who'll volunteer $20 if you delete your forum account and stay gone.
It's a game, man. IT. IS. A. GAME.
And in the end, art is still there to get consumed by people. It's NOT necessarily about money. The consumption could be seeing a painting and thinking about it. But, it's still there for other people than the artist. And if the artist doesn't resonate with people, well, then it's not even art, it's just material like any other matter. Or code as the case may be.
You know what normal, well-adjusted people do with art they don't appreciate? They ignore it. They don't accuse the artist of being an arrogant egomaniac because he won't change his art to suit the audience's taste.
I'm sure the "faster horses" quote will eventually be invoked here, so I wanted to share this really interesting article that talks about the veracity of Henry Ford's most famous quote (spoiler: there's no evidence he ever said it) and argues that:
"An innovator should have understanding of one’s customers and their problems via empirical, observational, anecdotal methods or even intuition. They should also feel free to ignore customers’ inputs. Because by now it should be clear that Ford’s adherence to his vision of the mass-market car and how to materialize that vision was instrumental in both his early success in growing Ford Motor Company as well as his later failure to respond in a timely and effective manner to rapid innovation in the marketplace.
That said, it's my general sense that Jason's primary concern is adherence to his vision, not in shipping units. If that's the case, then I suggest we all approach the game like the work of art that it is, appreciate it as a thing created by someone with a vision who lets us watch that vision unfold and actually take part in fulfilling that vision, and take him at his word when he says that the most helpful thing we can do is to describe problems, not complain about his refusal to implement solutions that don't jive with his vision.
I don't feel like I'm a customer of his game, but rather that I've paid admission to participate in the creation and enjoyment of something. I wouldn't complain about the game's trajectory or his decisions in the same way that I wouldn't complain about the menu or the chef's decisions if I ever paid for a chef's table experience.
Jason, this is a great game. Thanks for it.
Omelette du fromage
I understand this reference.
Questions:
Is "never eat carrots regardless of your age because they're better used for something else" still part of the meta?
I think no. Ever since seed bowls and carrot stacks were added, carrots have become much less of a hassle and are generally around in abundance. They're not great food, and are better used for other things, but they're good for a yum chain. As with anything, though, don't eat *only* carrots, and never eat the *last* carrot.
Questions:
Also are potatoes good or bad? XD (yes, I have to ask lol)
Jason fixed potatoes, so while they're still not amazing, they at least don't waste the shovel anymore. I'd say they're fine. They're another good variety food, and one potato is essentially two different foods--one for each half--so it's good to carry in a backpack.
This is a great compilation of a number of ideas I consider pretty crucial (and which I and others have suggested in various places in the past). Thanks for putting this together--it's really impressive. I especially like blueprints and nomadic shepherding
Just a quick addition, which itself has been suggested numerous times: compost should be viable via many different paths, allowing things like carrots to become regionally scarce (and thus highly prized for variety pies and other yet-to-be-invented recipes). This seems like a really simple thing, as every region could have its own version of a simple domesticated vegetable that is a gatekeeper to compost and sheep.
Hot diggity dog this is some fun linguistic thinking. I love the emphasis on gradual change over time and natural phonemic changes based on pretty standard rules. However, I think treating language like genetics isn't super great: if I'm a contemporary with anyone in the same area, and we're not meaningfully separated by geography or culture, we probably speak the same language in the same dialect. However, no one alive today would be able to understand their distant relatives who lived many hundreds of years ago, they're just not around to talk to us.
Just curious: are you a linguist, or just a wonderful, beautiful nerd?
Gah, I've said before that I've never really been into gaming, and certainly never to the extent that I've felt compelled to participate in a game's forums, but I just wanted to say that I love this game and the ideas it stirs up among its passionate playerbase. Y'all are terrific people and your minds are damn sexy.
LOVE these ideas:
-Different languages as a barrier to trade and an incentive for marriage/unions/alliances between families. In terms of how families eventually learn the outsider's language, maybe there's a craftable Rosetta stone item that requires two people to write their respective words for a number of items, and that speeds up the process of language learning for anyone who later picks up the Rosetta stone.
-Eliminating the lineage ban to incentivize *actually caring for* your own lineage. Everything said about this so far is spot-on. I don't really play often enough to experience multiple lives in a single day (or even a single week) so I might not get to experience the benefit all the time, but it's certainly a more compelling in-game reward than any kind of prize pool or leaderboard. I am, however, in favor of a longer cooldown for this; I'd probably go so far as to say you can only be reborn to your (great?) grandchildren.
-Marriage between clans as a mechanic for ensuring that males can be reborn to their lineage and for speeding up language learning. I'm not really in favor of exchanging items for marriage (crafted items of value are so easily lost in this game that it's almost not worth making them), but spoken vows that work like granting ownership of property gates would be cool. "I marry Hope Smith," "I marry Bob Bob IX."
Not really keen on the idea of an outsider-killing sword until there's sufficient incentive to organize warfare; otherwise, it's just another tool for griefers. And I don't see there being sufficient incentive until there's significant regional resource scarcity and separate tech trees for different regions. It should be necessary to go to war with a town because we need what only they have, not just because we fear them.
Also players actually have to know where others are Jason. You might not like that there's another coordinate leak but at least now people can interact with other families which is one of the actual steps to real trading and not the shammy trading you pushed on people with last weeks update.
Yes, add this to the time, coordination, and communication constraints. If we could craft "generational knowledge" tools without needing to type out every single word in-game and hope our kids do the same, then more complex societal interactions like trade and coordinated warfare might actually have a shot.
I'm thinking things like a dynamic HUD map that persists through the generations and grows with certain craftable items (watchtowers or survey markers, or something), an offline lineage strategy/family history wiki readable only during the first 3 minutes of a newborn's life, and writeable only by those who've died of old age with no curses in that lineage during the last X minutes... there are lots of things we could do that would make longer-term coordination possible.
But then you get into this being a clan game, not One Hour _ONE LIFE_.
Trade requires a local economy that creates demand for scarce resources from outside the local economy. Currently there is no local economy to speak of (there's barely private ownership!) and there is no regional scarcity--everything is available to everyone just about equally. So I see how the property fences and big biomes ideas are attempting to address this. However, I'd argue that the former doesn't create scarcity--it just pretends at it--and the latter is overkill. To me it seems that this would require almost entirely separate tech trees to make any kind of early civilization viable before a family can even make contact with other civs to attempt trade, much less do so efficiently. One thing we can be done right now is to make some resources for higher- or top-tier tech much more scarce, and only available in tiny "islands" at distances far too spread out for them to be accessed by more than one town. Things like oil and gold, or special new domesticable animals, or certain key ingredients for rubber, copper, glass, certain pigments, etc. Such items have no usefulness in the early game, so it's not harming anyone by making them much less common, but it would create a simulation of scarcity and eventually a regional economy. In this scenario, if your town has abundant palms and rubber trees, you can start cranking out tires and gaskets to trade with the folks from the town over who have access to oil. If there's even higher-tier tech that requires the combination of _all_ of these scarce resources, you get the opportunity for multi-city trade and massive coordination; however, given our time and comms constraints, I really don't see any of this as viable.
However, reading through my list of challenges and suggestions, I can see how one could logically arrive at the idea of giant biomes, uncrossable borders, and one big family. So maybe it's worth a shot on an experimental server or something.
The current topic of trading is incredibly flawed; even though I believe in the practice, no society in OHOL is beyond the stage of their tribal state of economics to be able to hard-transition into privatization and bartered trading. Trading is a massive burden locally, as any sort of transaction involves spending between 15-60 seconds discussion, which is equivalent to 3 months to a year. It is also, in one sense, not justifiable, as trying to prod private ownership into a community economic system is going to lead to a breakdown of cooperation.
...
Our gameplay loop is not adequately timed for us to be able to do these things, even more so because the moment we die, none of the things we 'owned' or gathered will belong to us the next time we come around that village. The only trade I consider legitimate is initial bartering between villages of different family lineages, because they are exclusively in their own space.
Yes. We just don't have the kind of time or communication capacity required for coordinating trade. Hell, we can barely coordinate basic tasks--things (usually) only get done because individuals see that they haven't been done yet, not because the council of elders passed a resolution that the town should establish a bakery, then appointed a town baker, then raised taxes to pay the baker a salary, etc. Bureaucracy would take years and years of OHOL time. Unless time is somehow stretched or communication and coordination are made much easier, I don't think trade will take off in any kind of meaningful way.
Trade requires a local economy that creates demand for scarce resources from outside the local economy. Currently there is no local economy to speak of (there's barely private ownership!) and there is no regional scarcity--everything is available to everyone just about equally. So I see how the property fences and big biomes ideas are attempting to address this. However, I'd argue that the former doesn't create scarcity--it just pretends at it--and the latter is overkill. To me it seems that this would require almost entirely separate tech trees to make any kind of early civilization viable before a family can even make contact with other civs to attempt trade, much less do so efficiently. One thing we can be done right now is to make some resources for higher- or top-tier tech much more scarce, and only available in tiny "islands" at distances far too spread out for them to be accessed by more than one town. Things like oil and gold, or special new domesticable animals, or certain key ingredients for rubber, copper, glass, certain pigments, etc. Such items have no usefulness in the early game, so it's not harming anyone by making them much less common, but it would create a simulation of scarcity and eventually a regional economy. In this scenario, if your town has abundant palms and rubber trees, you can start cranking out tires and gaskets to trade with the folks from the town over who have access to oil. If there's even higher-tier tech that requires the combination of _all_ of these scarce resources, you get the opportunity for multi-city trade and massive coordination; however, given our time and comms constraints, I really don't see any of this as viable.
Gimme a machine that takes in a sheep at one end and spits out cloth and mutton at the other.
been yesterday to another, fairly new settlement where two griefers have built that absurdity right in the middle
there is clearly a huge imbalance between the ressources needed to build a stone wall & the ressources needed to remove it again
shovel, chisel & malet are used up once
while a pickaxe breaks on one single wall
that's a perfect recipe to screw up every town that waylooks like bored griefers found here a new rewarding griefing method,
a griefing gold mineJason has to plug this exploit soon
it spreads like a plague
Agreed. It's ridiculous that we need to burn a pickaxe to remove one section of stone wall. Make us pay in time, not iron.
It takes two people (usually) to remove a berry bush; why not do the same for a stone wall and preserve the pickaxes? For example, in order to be removed, say a stone wall must be struck two times by pickaxes in quick succession (within 2 seconds). The only problem is that once you strike a wall, you go into a brief slowdown (5 seconds) during which time you cannot drop the pickaxe or strike anything else. This makes it impossible for one person to remove a wall alone, and far easier for the town to catch coordinated griefers.
Great, now I want shepherds, sheep dogs, and flocks of sheep that graze in green biomes. Sheep have never been pen animals, feeding at a trough. They graze freely. And shepherds have been such an important part of human civilization. They follow the herd and live off the land, driving the entire flock back to town a couple of times a year for culling, shearing, and selling.
Imagine a huge flock of sheep out in a green biome, tended by one or a couple guys with shepherd's crooks. Wolves are attracted to the herd and take one from time to time, and threaten the shepherd, as well, unless the shepherd is accompanied by a dog. Flocks work differently than penned sheep, in that they they reproduce freely (albeit far, far more slowly) and their lambs have a 50% chance of becoming fully grown, without being fed, if on green biome. They also produce no dung. I have no idea how to make this work, other than imbuing a craftable shepherd's crook with some kind of magic ability to attract sheep, or requiring sheep to be "herded" by actively clicking on them, lest they wander away, but it would be so frigging cool. Giant flocks of stored wool and mutton that have to be managed far more proactively than penned sheep do currently. If the shepherd dies without a replacement, the sheep scatter and are eventually lost. If towns start developing closer together, we'd get more opportunities for trade, or even sheep rustling. Griefing would be a constant threat.
Maybe sheep never produce dung regardless of how they're managed, and pigs are buffed to fill that need in the compost cycle. Make pork useful (edible carnitas, less expensive tortillas, more uses in other recipes). Give wool and the loom more uses--wool rugs, wool baby slings, wool backpacks--to incentivize active shepherding. A mutton and potato buff--shepherd's pie.
Call it the Big Flocking Update. I mean it basically sells itself.
Edit: the new Yoohoo whistle could call a dog or attract sheep!