a multiplayer game of parenting and civilization building
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That kind of defeats the purpose of a hunger box, though I do think a box or two of overfeed would be nice. Just a one hidden box fixes the griefing thing, and takes a little pressure off the really older or really young, while not really changing anything major.
What do you mean!? The invisible bar should be able to contain all food bars that are assimilated.
It would only prevent food getting wasted and reduce the possible ways to troll, hunger would still remain just as relevant as before.
I called "drama" because I couldn't figure out what point you were trying to make and you could've just done it without calling people out.
Does the code need fixing? Yes.
Are people hypocritical and shitty in general? Sure.
Do you need to get specific on who was being shitty and how? Unless it affects you directly... generally no.
I fully agree.
But I haven't directly called out anyone, been specific and neither did I intend to.
Obviously presenting evidence helps further my point and impact, but I don't need or want to implicate anybody else.
Did I need to present better initial clarification to my point? Yes
Where my methods not perfect? Quite likely
Problem:
People can eat a full bite slice out of anything when they are missing a single hunger bar.
A few seconds later they can do that again.
They can keep doing that until all the food in a settlement is consumed.
Solution:
Overfill - any additional hunger restored goes to an invisible additional hunger bar.
Prior to being able to deplete the main bar and be able to eat again, the invisible bar has to be depleted first.
Additionally:
Ideally temperature shouldn't directly affect hunger at all.
This seems like a placeholder which is ok, but it could use a little tuning down in the current state, until it comes to fruition, as it's a bit too much with little information on how to handle and very unintuitive.
There's a historical video on this general topic I recently stumbled across:
https://www.youtube.com/watch?v=KFNxJVTJleE
Go on ahead. Read your post again. People pissed cause people come in
and fuck up their whole shit down to almost nothing in mere minutes.They replicate and consume like locusts. Is this not true?
Little snippets here and there like you are quote mining them.. It is
weak ass level baiting, trying to get a mass of people to hate on the
people who set up their villages..You are just stirring the pot trying to make people saltier..
But NO.. that isn't it at all is it? You are "JUST" a sweet little angel
showing off the evil people who set up a village and are upset that
it got fucked up SOOOO FAST. Busybody ass, moral policing people.Again weak bait, seems ill intentioned even. No even hint of solution
or idea only mudslinging. Redacted my fucking ass you can go back
into the discord and search for the quotes."Just Illustrating".... sure.
Do read my post again.
The discussion is with people who say new players should be taught and the game provides all the tools to build a village with said new players in mind.
Same people go into full salt mode when their secluded heaven is "infested" by new player "noobs" and have no solution or way of handling them and suffer heavy losses.
I do have a solution, I've presented it many times before, just like others - this is not what this is about.
This is about showing the true face of the people saying that the the problem lies within the players. I could have been in their shoes, I've made plenty of mistakes - everybody does.
If I merely wanted to cause drama and "bait" - I could have said names here. That's not what this is about, this isn't personal, it's about finding the best way on moving forward.
If I have to repeat myself fine - the solution is fixing the game code, not the players.
I'm not saying this has to happen right now, or how exactly it has to happen (though I've supplied possible fixes I personally think would be adequate either as temp or permanent solutions) - it can even happen via a mod - the point is to make more people recognize or at least consider that that this is not a problem caused by "new players".
Why? Because it's derailing discussion on a completely meaningless tangent.
New players are not a problem, they are the life-force of games. They are the blood. Fighting against them is suicide.
Go! Bwah! wrote:It means, "I tire of life; please feed me to a bear."
Yes, this is the true meaning.
Not entirely. Wolf, snake, knife or bow are also perfectly acceptable.
This is useless baiting. Weak attempt.
Do not pass Go, do not collect $200
What am I baiting? I'm just illustrating that a bunch of people on here predominantly care about how they are perceived by others, and people should beware as this type of behavior is very negative.
If you don't want to discuss that it's fine. I've redacted any names, as this should allow open discussion without pointing fingers and putting blame.
Putting on unacceptably high expectations on new players and then calling them bad names, whenever it's convenient, is the wrong way of doing things and it makes the game and community uninviting.
If the game doesn't get new players it's going to die out eventually - is that what you're trying to accomplish?
Go! Bwah! wrote:NyanRose wrote:The think the idea of decay is nice, but it's far too fast. I think it would be best if it activates faster if the town has been without people for a certain period of time. Otherwise it should take a few generations to start decaying.
Give people a "maintenance field" so that every time they walk by an item, its decay is reversed by a small amount...
I like this ^^ It makes sense that what is being used would be maintained. But things abandoned and left alone would rot.
It should be the opposite. Constant use would result in wear and tear, whereas proper storage (especially inside a structure) should stall it.
You can't really "maintain wood" it rots eventually if left exposed or used.
Rule 11: Almost forgot. Only eat picked carrots. If none are picked, die.
big fan of this rule although stating it has gotten me stabbed
You skipped the most important rule:
RULE 0: There are no rules. Stab people saying otherwise.
You got the wrong thread, buddy. This is just a gentle reminder of how two-faced people can be.
(Title is mean to be taken with irony)
TL:DR: This community is full of hypocrites - be warned.
People who say - it's "behavioral" or "psychological"
People who say - "you can teach new players".
People who say - "you have everything you need".
.
.
.
The same people who call other people - "infestation"
The same people who say - "how noob can people actually be"
The same people who say - "Yeah, all they had to do was water things"
Chat logs from Discord - redacted:
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KucheKlizma - Yesterday at 3:48 AM
i mean plenty of people told him griefing and murder is a problem
[-]
CCCP - Yesterday at 3:48 AM
That's a human psychological problem
One we could technically solve ourselves
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XXX - Today at 3:21 AM
i dont see villages are goals
because the game is in a poor state regarding supporting them
CCCP - Today at 3:21 AM
Maybe a lot of the players are in a poor state for supporting them...
But you have everything you need.
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CCCP - Today at 3:36 AM
YYY, we had like, 108 bushes and with one infestation, 49 were dead
YYY - Today at 3:36 AM
infestation????
NK - Today at 3:36 AM
They were only there for 30 minutes..
THIRTY MINUTES
We even had wells, and 6 dried out
Like god damn, how noob can people actually be
KucheKlizma - Today at 3:37 AM
It's behavioural CCCP can fix it
CCCP - Today at 3:37 AM
Yeah, all they had to do was water things
and walk outside a little for water, lol
ZZZ - Today at 3:37 AM
The average player is a griefer
KucheKlizma - Today at 3:37 AM
What were you thinking CCCP
NK - Today at 3:37 AM
Kuche we got offline for all of 10 minute
10 fucking minutes
KucheKlizma - Today at 3:37 AM
CCCP you have failed
NK - Today at 3:37 AM
And came back to 20 bushes dead
3 wells dried
Carrots turned to wheat
Wheat cut down and threshed in awkward places
CCCP - Today at 3:38 AM
Kuche just has their panties in a twist for some reason. They don't think humans can learn things or something.
NK - Today at 3:38 AM
CLOTHES EVERYWHERE
SO..
MANY..
BABIES..
CCCP - Today at 3:38 AM
Yeah there was like, 10+ bbs on one screen
KucheKlizma - Today at 3:38 AM
Why did you fail CCCP
CCCP - Today at 3:38 AM
I personally didn't at all.
NK - Today at 3:38 AM
Ok this person just seems like a douchebag
Blocked.
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EDIT: clarifications
KucheKlizma wrote:Turnipseed wrote:Dude i hate the update too but no need to screw it for the 8 people still playing this build
You mean I should be the one building the sandcastle, so the "others" can have fun stepping all over it? Nah I am the one who steps.
you could just walk away... or is that to selfless for you?
That's a good idea, I see a lot of people taking as much food and tools to different random locations to start "hermit settlements" and walk away. I still haven't given this griefing approach a chance, might be worth a try.
KucheKlizma wrote:Yeah this update is aids. I tried make it work, but everyone seems to be giving up, so I did like the others and just made sure I grief every milkweed, convert every berry to seeds, dig and eat every carrot that's seeding and make 100 bone needles.
Was already too easy to grief, too hard to cooperate, now it's absolutely unplayable.
Dude i hate the update too but no need to screw it for the 8 people still playing this build
You mean I should be the one building the sandcastle, so the "others" can have fun stepping all over it? Nah I am the one who steps.
arkajalka wrote:kubassa wrote:That is because no one is playing but those in your tribe. The new update sucks and not fun to have to make everything multiple times in 1 life.
Yep this game feels like a loop of Eveing now. Get 3 rope, make water carrying tool, set up farm, hope your decendants can make tools.
now it is: get 6 rope 2 water carry things, because it will all break, and the farm will be dead and full of broken garbage with noway to clean up.
*And watch your descendants grief the little you've accomplished.
Yeah this update is aids. I tried make it work, but everyone seems to be giving up, so I did like the others and just made sure I grief every milkweed, convert every berry to seeds, dig and eat every carrot that's seeding and make 100 bone needles.
Was already too easy to grief, too hard to cooperate, now it's absolutely unplayable.
Imo, you should be able to use a broken steel tool on a fire to get "scrap steel" back, which could then be recycled into a fresh steel bar. As a concrete construction worker, I know plenty of guys who burn out their ash wood handles to reuse the head of the tool once its broken; the steel outlasts the wood almost infinitely. And that's using a hammer on more steel.
I thought the same, but the game currently doesn't distinguish between different broken tools. Otherwise I also think it should be possible to simply reattach the head (maybe after a polish if it's a sharpened tool like the saw), but for that we'd need "broken pickaxe", "broken ax" etc to be a thing, instead of generic "Broken Steel Tool". It's the better solution, but would take more steps to develop. Alternatively, maybe when a steel tool breaks it should only leave the head, and skip the broken tool phase.
I also second your other idea about patching clothes, I was mostly focused on simplicity when formulating suggestions - path of least resistance to fix the problem. So my suggestions aren't focused on being the best, but rather on the fastest to accomplish in the interim before a next major feature release.
In ancient times people were foragers and gatherers migrating from place to place, until they learned to cultivate crops and animals basically to be able to stay in the same place.
This game makes no sense from a realistic standpoint, as clay/ceramics had a much greater role, after which came bone tools, after which came bronze tools, after which came iron tools, after which came steel tools.
(P.S. I skipped flint as it's somewhat included)
Furthermore cultivating crops and animals isn't a simple task. Wild varieties of crops are usually highly inefficient, you have to go trough a lot of generations to get it genetically modified to work as a cultivated crop. Same goes with animals.
There's much more crops than carrots and wheat. There were dogs. Hunting was much more common (hunting is a waste of time for the most part in OHOL).
I don't think people made "backpacks" in ancient time (though it's hard to tell things about materials that decay), likely saddlebags were much more common. Furthermore they were able to carry things on horses via saddlebags, not simply carts.
In the real world there's also rivers, oceans, lakes, fishing and stuff. A well tapped into an underwater river shouldn't really dry up, unless an earthquake causes the flow to shift. There's also rain and rainwater and rain wells. All we have in OHOL are ponds and useless wells that don't really do much.
There's also commerce - which is impossible/meaningless in OHOL because there's no real steady civilization and insufficient things to produce.
Doesn't make sense to compare, as there's not much common ground to draw between OHOL and real life.
I can prolly keep going. TL:DR this game is as far from RL as possible. DST is probably more realistic.
Here's some straightforward suggestions:
1) Shouldn't cause server kicking out everyone - that should go without saying, and it's obviously #1 priority
2) Metal shouldn't decay, itself. It doesn't make any sense either realism-wise or game-wise -it's way too punishing considering it's a non-renewable resource. If a metal tool breaks it should be possible to repair it by separating the head with a sharp stone, then recycling it into a new steel bar as a quick fix.
3) Milkweed needs to be adjusted. Each milkweed harvested should provide a full string (2x resource gain). It was a nightmare getting clothes and milkweed in general before this change.
4) Combining two broken baskets should yield one basket. This would basically reduce decay by half, while also handling the garbage problem.
5) Combining two ragged/decaying clothes into a stack and using a flint should yield a full stack of rabbit scraps back. Mostly for garbage handling, but also a little bit of recycling.
* (new addition) 6) Stones... Need to grow on trees or something...
I haven't actually played on it much to be honest, I kept getting dropped by the server with "connection lost", but by reading trough the changes and people's complaints I think I got some grasp on what's wrong.
If I made a mistake or if anyone has other ideas feel free to add.
If you use the launcher 3rd party thing you can clearly see the server being 0/200 after losing connection. It's server-side and it drops EVERYONE on a server.
one tip: triangulation. means you do not follow the marker directly, you try to run 45 degree to it first, for example you got souetheast, you run east or south, if its close, the marker changes direction to south or east, which means its not that far, if you run more than 6 screen distances and doesnt change, means its pretty far, if its straight to you then try run diagonal, should also change at a point
Good tip, was thinking the same.
This was fixed after v76 which is the latest content update. I assume a new release needs to be made for the servers to pick this up - most likely today sometime.
I thought we were already at v76, at least I remember doing a client update. Didn't know server updates are pushed later, that sounds kinda weird. Thanks for the info!
I just ate two mutton pies and not only did it only have only one bite, but I also ate the plate.
What's the point of even having mutton at all?
That's not simple at all.
How does the game detect if you're being spawned in a "large village"? It doesn't. This would require significant development time and additional features.
Simple examples: You kill, but you also kill yourself; Killing feature is permanently removed, as it's a meaningless feature that doesn't add value and causes problems; Leave it as it is (or temporarily disable it), then improve contextually in future content releases.
In order to solve the problem, you need to know what the problem is first. So the main questions to ask are : why is killing/griefing currently a problem? When is it not and why?
Asian giant hornet
The other thing that a successful long-term village needs is leadership to make high-level decisions. Monitoring food supplies vs. fertility rate vs. seed supply. Should we make compost or carrots right now, etc. As a leader, you're not actually "doing" anything. You're kinda like an accountant or bureaucrat. But you're also kinda like a king. You're wearing the crown. Everyone is listening to you. What a boring job, though!
That's not how it works at all. Crowns are just a visual item. A successful long-term villages needs a couple of experienced players spawning there on purpose often. Ideal scenario if you want to tryhard is to get a bunch of reliable people from different timezones on discord with voice chat and control spawns, so nobody else gets in your village besides these people. Unknown people are just a problem. You need a minimum of two people who know what they're doing and never sleep and you have a perfect village. It's not a cooperative game, it's just a game full of gimmicks that deter in-game (rather than metagame) cooperation for no meaningful reason.