a multiplayer game of parenting and civilization building
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Egg-shaped and stick legs, looks more like hairy jelly beans to me. I don't care about racist implications that much, but as a gameplay mechanic is surely weird. Imagine the game was released with it, it would have been confusing and boring right off the bat, I don't think I would have played it. New players just got to accept it and wrap their mind around it. Some things were balanced at the start, lvl 0 techs, level 1, you see some advancement, then nothing. You can call wells advanced tech, horses, maybe even cars, but the way some of them works is more of a fancy toy with no purpose. The biomes are also unbalanced, items belonged to a tech tree and now is split into multiple, kinda weird you can have cows but can't kill them so cowpiss is biome locked race locked item. Especially now with pavers was hella weird trying to explain that I need their cowpiss to advance humanity.
And even if you want to draw a comparison IRL vs these jelly beans, not like you can't step in a jungle or go to Alaska, it's just you are not used to it, might be slower or less effective but not impossible. And that's the problem with balancing, items in biomes are not the same category, not even number or value, Jason just made a few items randomly. There are no equivalent items in other biomes, there is no predefined value, minimum value, conversion rate, safe way to trade without locking up both camps, no way to go back to the same camp to keep value. Trade failed because no gameplay reason to do it. IF you need all races and all items, no reason not to share, maybe just a dumb roleplay from players who don't see the big picture.
We already have zones they are called biomes, you cant grow bananas in europe for example so you have to import them from another country that has a suitable climate and since it's far enough and has enough natural barriers you cant just walk there easily so people live there and cultivate bananas instead of cabbages like in europe, it's a natural form of diversity.
But with biome bands obviously this doesn't work...
Also contrary to what some people say biome restriction is not "racist", black people are naturally more resistant to sunburns and gingers are A LOT more at risk for it, does that make biology racist? pretty dumb argument.
It's just not interesting because it's too restrictive and offers no choice, yes browns should be comfortable with jungle temperatures and even immune to yellow fever since it's their native biome but making other ethnicities unable to interact with anything in that biome is just dumb,uninteresting and dull gameplay that restricts possibilities instead of extending them.
not true, it grows in Bulgaria now with the global warmup
races suck cause it's not a choice, restrictions are good when you can unlock them somehow
by a zone, I mean a chunk of land with a centre and some aoe effects could buff or nerf them
i still think predefined teams would work better than this race stuff, even a goal that makes you a bit more likely to be selfish toward your family
if the trade is the goal it failed hard. mainly because there is no defence to theft.
I don't like the map either, it's nice that is procedurally generated but nothing has a value then there is no gameplay reason to stick with a town. imagine zones with a central mine, could be iron, water, even clay. A town with infinite clay would do a different playstyle than a town with infinite water. Not infinite but a possibility to be way higher than others. OFC it would need item values and such, and semi-automated markets.
Maybe a way to do the same result with different paths. As for limiting tech, could be linked to the family tech tree and not skin colour. You would have 3 high tech options to choose from and it will always be that for your family. That would more likely make your town valuable and your choice more adaptive.
pein wrote:Planting berries? other foods use less water.
I'm not so sure on this exactly pein. I think it depends on the pip value of the foods compared. 1 pip berries use less water than 1 pip carrots, since carrots need seeding, and there's only 5 carrots per plot, while there exist 7 berries per domestic plot. Though, of course, carrots take less time. And carrot pies use up less water than berry pies (1 carrot vs. 6 berries). So, berries use less water than carrots for pies I think always. Corn also uses more water than berries. But, corn has more potential value than many foods, since skim and whole milk are 10 meals, possibly more. Popcorn also, and other cooked foods like pork tacos if it's worth the time to make those. Berries also use up less water than peppers. I don't know how chips with salsa compare to berry pie.
And again, how things compare here might change depending on the generation number/actual pip value of the foods.
As you know, munching the same food repeatedly takes up more water than yumming/eating different foods as much as possible... I just want to keep that in mind.
understand it right, pip per water counts, the whole yum was my idea and new corn values too so I'm aware of values
it's fine to have variety and all, but a fixed water amount means it takes away from other things, so essentially a harmful activity if there is an income or a way to retrieve, it's just low effectiveness, won't harm others but their efforts are misplaced, heck, even overproduction hurts, while making compost was kind of best way to help long term, making too much makes water usage more important as each stack of soil will need water to go along with it, so too much is esentially using up your fixed amount of water and ties down your options
the first case, the person doing it will not covert his time to value, so his life has no value, not even breaking even, his actions are harmful and others are rightfully pissed at him
while resources are less valuable, time and activity will become more of a value, meaning you can't be fully useless if you got 30 water per hour and 15 storage, then the focus is on workforce and not overall usage effectivity, you would lose water for not emptying the storage
this way it's more acceptable that some people don't know any better
if it's fixed, there is no reason not to do your most effective foods
as for realism, it makes no sense
it should be a curve where hitting the minimum amount of workers is important, then above that, you could have problems if you can't organize
right now you want the lowest possible highly educated workers so your effectiveness is higher and upkeep is lower
so a free tier of resources is needed and the possibility of creating value out of nothing but time
for example, a basic level of clothing that is made of leaves and plants should be possible, to differentiate lazy people and low tech
or making a tea out of rainwater and leaves would give a small boost of heat and calories, that would make initiation, action and the ability to scout your surroundings an okay skill to have, sure, it shouldn't be a way to improve or even survive, but a way to maintain and slow down the upkeep damage
Jason says is realistic that everything runs out, but it's not. cities formed along rivers, Europe has a long history and civilization can be tracked better, the Danube river has 7 capitals on it, some countries even tried connecting it to their own capital
there are suitable places to live or can be forced to be suitable, like Dubai, which has no water on its own
It should be a reason why something is a good place to live and others bad. If any place is just as good to make things, nothing worth anything
So tech should be tied to location. You could only create certain tech in certain places, and not others, you could not move all the things that make a city a city, you could only get limited rewards. Life find a way, just watched some videos in Pakistan and they barely got any water but they know the usage of plants and they can survive there.
What I say is cities should be something that produce more resources over time, not just a collection of items that some people agreed upon
Jason loves the concept of making up concepts, money, trade and all, but players got a limited time, they can't waste it for leadership, and dumb things that won't stand a chance to be respected and remembered trough generations, it must be defined by the game
SO things should be grouped and organized by the game and players have a set of settings to choose from, and the game would provide ways to keep that remembered and respected
The map can be auto-generated but the places should have more uniqueness, value, like zones with central objects that generate resources that won't run out, just maybe won't be optimal to stay there forever. A concept of relative value, not an absolute one.
Right now there is X resources, like 50 clay that is 50 plates, in the great scheme of things, it doesn't matter how long it takes or how many people do it, it will be 50 plates, not 10 per hour for 5 hours, not 5 per hour for infinity, it's 50, it can be done in 4 runs or in 10, it's still 50.
The players seem to be observers, not a variable that can change things. It should be an environment that needs constant input to provide output, not a fixed input and fixed output.
Everything else is fine, food types and values can change but your main issue should be not 'how I use it' but 'how I organize' or 'how I will have enough workers' or 'what I focus on'. Because all those questions have the same answer right now. Collect, use, do by yourself. Food is just your upkeep, it's important, but it's not hard to do. But eventually, with fixed resources, your upkeep will be the same as your output, and all die forever. While with a dynamic input, you would need huge mismanagement to die. Would be more fun to change focus based on needs.
So that means we need more 'needs', like a stamina bar, so working is limited but universal, not like tools were, unlimited but your focus is limited. This would make teamwork better. Team jobs that can only be done in pairs. Job timers of 10-30 seconds. So it's not about time but more of manning the equipment. Upgrading resources using other resources, sinking more and more of it but having some improvement over time. Value could only stagnate or go up, not a 0 sum game.
pein wrote:One way doors are also useful but not many people learned to use it. I wouldn't like diagonal access, it's weird for optical reasons, it's 140% further than neighbouring tiles, also hard to use the keyboard with 2 modifiers, with 8 is impossible to map it nicely.
You never use a ten-key?
it's just not good for directional stuff
maybe with hexagons would be fine
im not against manny keys, i play PES with 7 modifier crossings, just it wouldn't fit this game
storage, packs before anything, especially with yum, clothes are not as important
packs, aprons and pants, the only thing I don't like about wolf hat is that covers bp, but you can farm wolves too.
One way doors are also useful but not many people learned to use it. I wouldn't like diagonal access, it's weird for optical reasons, it's 140% further than neighbouring tiles, also hard to use the keyboard with 2 modifiers, with 8 is impossible to map it nicely.
Oxygen not Included did it right, first, you had only a normal base than dangerous territories, like slime and lava, sure it's a mineshaft so they could simulate oxygen. Butt after people complained about the stuff running out, they changed the model, now you can plant trees for ethanol, use salt and rust, you got different techs to do stuff differently, for the same result, and it's not easy, you got to focus on things you can do, it still runs out but can be recycled, and that's how real lif works too, ofc if too many people live in the same area, it runs out, but continuous lands should provide enough resources so cities emerge.
Right now OHOL doesn't have cities, it's a collection of things, and you don't even need to collect stuff, you move around and reinvent the wheel.
I remember when Jason wanted to change wells, and I told him water deposits should exist, and buckets should limit tech levels, and it worked, people doing better wells, bucket limited the tech for cows and painting so it was a good change.
That's what we need, tech gates, stuff that replaces previous outdated tech. Stations that save work when items are delivered. I think the way everything is connected to hunger only, is bad, so tool slots. It could be connected to energy. And then players would matter in the equation, the more work you do, the less you need to struggle. The map could be more compact, trees closer but cutting and using them would be more time.
Items, machines should be more expensive but provide more functions, like a sawmill would be needed to cut boards, so what you do? do it with a saw, rest and continue or ask help or build a sawmill.
The map is nice, it's auto-generated, but it lacks what good maps have, spots that can make into a city and function over time. One way to fix itt would be an upkeep based city model, where higher functions are interconnected, you could always get resources, but you need more and more to sink into upgrading machines and elements, so there is always work, things to do, workers are needed and resources are not the main factor. Right now having 20 dumb people doesn't matter if you got 2 good ones, they do the tech and that's it, in some case people use up all water or ropes and it's hard, but not impossible. But imagine this: you got water regenerating and it's enough for certain stuff but you can't do higher-level machine work until you fix it, and how you fix it? Getting wood/iron to upgrade water generation.
Surviving Mars had a nice system, and it re-evaluated resource values, first, you had evaporators to collect some water, then you had to dig for a basin, which ran out after a while, then dig deeper when you got the tech and finally upgrade your machines enough to get a better water/power ratio from the evaporators. Also digging for concrete left behind rocks, which are just garbage at first but with the right tech, you can turn it to concrete and actually faster than mining at the right tech level.
So for OHOL it could be more ways to get water, like bottle trees, collect rain, re-filter used water, etc. The main problem to solve would be having enough workers in one area, and ignoring others. So whatever jobs you do, you make a profit but some give more. Right now if you use resources in a bad way, it won't come back anymore, and you might ruin others efforts. Planting berries? other foods use less water. This would be solved with regenerating resources, you still got to wait for 15 min or upgrade water output.
Also an energy system would be good, and machines. Something making it worth sticking with a place and fixing it instead of moving far away. Some items could be essential but depend on machines. Like clothes or tools.
Also liked the system in SM and Planetbase, you don't replace things, you got universal repair kits that you use for anything. So a hoe could be repaired or an axe, no need to re-do it, but you got to build the infrastructure to support repair kits.
Right now the game is moving between tech levels -1 0 1 2. You got towns that have no resources (thanks for engine removal), barely starting ones, ones with basic stuff, and ones with a few advanced things like animals and clothing making. It should be 0-1-2-3-4.... You should never have towns that produce nothing, any activity should provide resources for like 4 people. And it should always be a higher-tech level for anything.
Jason just made grids to have equal resources, you got fixed water, iron, so it does not really matter to have a good location for cities, it does not matter how many workers you got, actually, more is worse than a few. Players just consume, and not always produce, and they can't, there is no activity where time and work equals resources, only resources equal resources, you can spend collecting 36 adobe in life and you build a house in 2 minutes or less. You remove food and water and iron all the time and eventually all gone. I would prefer a way to convert resources then convert back. ONI had the toilet systems which is kinda funny, but it kinda covers water needs.
OHOL could have a free tier of resources, that can make higher tier ones, like dirty water+coals(ashes from fire) would make some clean water, simple clothes made out of leaves and plants, wood from collecting some fallen branches. Iron from scraps that appear from time to time.
Main resources would have a cap and lose when nobody collects it, so activity and exploring would be rewarded, progress would be halted but not completely stopped. Starving would be still possible.
it won't solve all issues but it's a start, people will do what game mechanics allow them, so blaming people for not playing the game in a way, it's pointless. There are no wars because there is no logical reason to have any. If it would be an official competition of some sort, people would do it. Also, distances are hard to measure ingame and setting up mass-scale warfare so some sort of arena/fortress style would work better, all people teleport to a location then back to the city. Like an arena/stadium entry and a way to fight others. Rewards could be new recipes and blueprints, resources.
rimworld is shit graphics
I'm doing ck3 lately, is quite fun, not multi, but can be, just a bit harder to set up and you need your own friends. The genetics, events and randomness are quit funny.
I think one issue is that the game provides no true goals and no competition/rewards, so being toxic is one way to play, the game doesn't see if something is bad or annoys others.
I think it's a good change
I had a bit different suggestion:
teams. so you won't go back to one family but one of many, and families are fixed in teams, this would make wars and alliances possible, and helping any family would help your team and indirectly you. would still provide variety. tams would be remade each week or so. nott sure if there is enough players to do so.
you missed to call it a nyehphew
yay, someone using plots
desmos is cool, loved plotting in the baby fire and bell running with no bells
also, I think the galaxy style family migrations were plotted this way
what are these bands? eves spawn in lines now? haven't played in a long time.
maybe put a delay to prevent cheating the system. Like after half an hour you would get to see what happened. But that would mean recording it so it's not so good. Would give a reason for graves, people could pretend they cared.
I member when spoon said something blatantly stupid and I called upon it (not once but this time was big), he was twisting and turning and saying weird shit he doesn't even understand but tries to sell it as a universal truth. He throws in a few big words and most people actually think he is smart because of it but his logical patterns are questionable. I don't know why he is doing things he does, like keeping the activity up or engage in conversations, which is a good thing, and you can just ignore him when you don't care. Arguing is pointless anyway, and he goes cringe a lot of times. Jason admitted already that he will be partial to people who say nice things like simp daddy twisted makes his anus rose shiny every day, and will ignore others if they oppose him, just like how uncharacteristically nice was to Fug until he realized he is Tarr.
He has a repetitive style and not too flexible on his opinions, so he can be annoying, but you can't do much about it.
Don't feed the trolls, doesn't worth your gooseberries.
Can relate, I was bringing all the shit needed for oil, I refreshed a city for 6 hours, I made a bell, third in the world.
Took me 10 minutes of telling them to bring shit and then the only ginger girl came with us, made a fire in the ice and went back saying 'hello'. And I even had some enthusiastic whites to translate. If you can't do it you don't do it, if you can do it, you already done it, no need to tell you. The leader system is crap, if you got time to become a leader, you already got the wrong priorities.
discord logs are okayish but the game changes so much you can't follow, also Jason went on a crazy run on solving inexistent problems, crating others. For example, you could make duels official, a good example is Frostpunk, where you can solve problems in a fighting arena, but a lot of sci-fi movies feature arenas as an important part of society. Like 'The 100'. Anyway, instead of forcing people to deal with leadership and all the nonsense, it could be a way to settle differences with a duel of skill. Invite someone to fight, and set a wager, the winner goes forward, the loser bends the knee. And it doesn't have to be deadly, it was just the only choice. PVP was a fun element, and I would argue that is was rigged for the defender's favour, then only to the attacker's favour, now is a stupid vote out, the lines between good and evil is not so clear, just like irl, no one will admit that they are the bad guy and often times both sides got valid points.
But the lack of skill needed also shows in the game, no points, no clear accomplishments, no respect to others. You fed the town for years but they curse you anyway, shit like that what kills the mood, then you argue about leadership. So you got dumb people 'leading' others but it's just a bureaucratic mess.
There is also no honour, loyalty, and you can't expect to be, it's the internet with trolls and kids. The game should provide propr systems to social features, like a proper election screen for leaders, protection against thieves and trolls, or at least a skill-based duel system. Did you take my shovel? there is no proof who made it, and I got no way to take it back. It's rigged to favour the trolls who cum when others struggle. When you care you lose, a troll will run around with a horse watching you die so you got to play his game and not yours. Overcomplicated fences with no real value and stuff like that.
Also, it would be fun to have some loyalty and continuity. Mobas are an example, players play 10000 hours on the same map, but the game is about to fight and reach a goal. Or even rust has a way to reset things. Sure, it's an rpg with death and raising kids, but it could be some minigame between lives. Like LOL does with rune pages and cosmetic stuff, we could also have achievements and skins and unlockable character models.
But the main thing I would like is the teams. In a game called Football superstars was this feature. You had 4 clubs, you could join them and compete, you were on a contract but lower placed teams gave you more money, and money upgraded your gear and training abilities.
Sam could be done for OHOL, you don't spawn in the same family but the same group of people. So for example team Red has one of each skin tone, then gets a new one when one dies out. Same for team Blue. You would need to join red or blue, and would give more life tokens or other rewards choosing the underdog, or simply would just place you automatically (maybe one single swap or a friend system determining where you go). Now every life in red would help red families and hurt blue ones, you got clear allies and clear enemies. You would have no choice on mind games and betrayal and griefing, you are stuck with what you got. And if you work to improve, it helps you indirectly.
Also, the world could be different, like Albion online for example, clear borders, renewable resources. Of course, you don't care when all dies in a day. "Everything runs out' is a shitt concept, even ONI realized it, they changed so you can get water and oxygen in different ways, only itts nott so optimally for go to rust before you got saltwater or you need setup for tree planting before you do etanol, etc. There should be parallel techs to do the same thing so the optimal strategy is always dynamic. Also, the main focus should be time and work, not resources. Right now your time doesn't worth shit, you consume so your life is even a negative value. You don't live, you survive, cause you don't matter much in the process of creation. If you don't do it, someone else will, resources are fixed, distance grows, all die out and you move, but you only stay afloat, you don't really create. If you would have expensive things to turn resources into, and always a need for more work and workers, population and work would be a positive thing, sure, it could be turn-based like, or limited by a stamina bar, resting and interacting could be also valuable, like a short winter, every 45 minutes lasting 15 min where you got low chances of creating profit so you got to be indoors and do other jobs, like food preparation and static jobs. So more environmental hazards, more static work more time to do a job. Each item should convert into something else and back. A good example is Surviving mars, where rocks got a side product which is garbage for a long time but later can be used to crat concrete and becomes valuable after a tech gate. So everything runs out but scales and converts, your water comes from the atmosphere and with the right upgrades it's more than what drilling gives, and jobs are first essential but later is just a distraction, and creating energy is using workers, so you just store it and you basically can afford activities that would be too expensive before.
A simple mobile game can do this better than ohol: match 3 items to make a bigger one, it's just more space-efficient, but gives you a higher tier item and it goes on and on, you always have a goal, a need, a purpose, never enough resources, only your time and focus matters, cover basic needs and then create excess. Things should be hard but differently. Like housing should be important, the clay would be always available butt should run through a lot of work before you make adobe and bricks and build a house from it, not that you gather in a half-life, and others use it up in 10 seconds. Sure, it could be fast to build a house but you would have a stamina bar, you would need to rest or get help to process resources and it would be more fun than going 10 minutes to gather basic stuff which is one step away from a house. OHOL would need way more static jobs and less time consuming transport and collecting.
communistic shit never worked. a town of 95 people you couldn't track down killers and punish them, but also you couldn't work from trolls and wannabees.
A lot of towns di out cause hey got wrong priorities, i saw a single grandma feeding a bunch of lazy noobs and it was doomed to fail. In the end its just simple math. You got to focus on the tech upgrades asap. Its better to let some die than to fight the inevitable. And a backpack on a smart person worth more than sheepskin on everyone.
i really hate them, people cut your only green leaf tree to make a single shoe
i was only able to remove 7-8 pieces of the fence from 55 to 60, its just too complex, Jason doesn't care, it should be easier to remove parts of it like maybe it should be just points that would auto-connect and remove one tile would remove all side.
there are no static activities really, why you would need to do something somewhere? machines, bonuses? people make kitchens, rarely smithies, not much reason to build something everlasting when you die
resources aren't expensive enough, there is this new trend in mobile games, put three things together to make a bigger one, its a simple concept but its fun, because it has tiers, requirements, goals, uses. easy to scale them. doesn't have to be factorio level scaling, just a hyper-expensive item, made out of cheaper ones, and a reason to build it. For example, the world would end in a timer, you would have a win condition, build an item and move to the other side of a mountain, leave the planet, whatever. a constant need of making things.
living 1 hour and having no loyalty is on big thing. If you would have to be loyal to a group for a week, things that you make would make sense, it would be a deathmatch over generations to make your group the best. Some sort of auto-grouping and re-balancing. Like life tokens, you would get more tokens joining a weak group, maybe some inter-life rewards. small things that would give an advantage or cosmetics. Or temporary cosmetics, like 1 week in a group and reaching max rewards would give full body tattoos or some special item recipe.
Some sort of point system or economic system. Owning land around a city would cost you money per month, but you could make money and use it to get special items, then fences would make sense, but then again it would just be better with pre-defined sizes of space.
You either need a machine to do a certain job, which otherwise is slower/impossible, so buildings mak more sense or other penalties that occur outside of fences.
what if its not an ai, its jason on meth on his basement?
There was several of them
First I remember was West town, the first city ever to create likee 100 berry bushes
it just got neeerfed and it was very rare before having so much so it lasted a long time, the pop was around 40-60 all the time
Then it was clayton family, we still were on the eve spiral, it was a weird looking town, was there quite early but people were blocking each other a lot
we couldn't manage to make proper setups
the pop was 95 at onee time
we tried to dig out bushes and starve some girls but the noobs didn't let us
the forge was near a snow pile and snowball kills were still a thing, so we killed around 10 idiots to be able to make tools
nobody cared cause it was just too much
I remember I was somehow able to make a cart and upgrade with rubber wheels, that was the highest tech in town, and I got killed for mentioning that I made that, it was a mess. there was a stupid berry line 4x3x3, they even planted it together, we managed to dig out some, then make roads between but then they planted more, eventtually was like 8x3x3 and wasn't enough, and was so hard tto maintain when there was no compost and no waatter. and people were still dumb for sheep so itt was hardcore crazy
In the rift, the best town was mine, it was before the oil was on grid, so it had 2 near each other
it was the 8 day rift, first I settled NE and fixed up a town before people could move in and survive, took me like 3 full lives. then some people stole stuff and moved 200 to left, when It decayed I was an eve and just moved 40 to the right and made new well, fortress, around 25x20 fence. the raiders got my fam, I was coming back as my own grandkid and I was the sole survivor of that massacre. I saved a black eve who instantly had 5 kids. it was a small setup but everything inside, pen, well, oven, some space for the forge. still got 2 photos of it. the next ay was still going strong, fenced up, engine made, oil made. eventually I had to scavenge 7 cities for all thee broken tools to make new engine, to get oil, to get iron from mines. I dropped 200 iron on the 6th day when jason was on the vacation. it was crazy stupid at the end, people cut everything, killed everyone several times. eventually everything was full of corpses, bears, locked buildings and no fire.
I said 'give back my paver' he said to them to give back my paper. you can't fix idiots
other time, a ginger needed 5 minutes to be convinced to come with us, then she made a fire in the ice and left us
if peeople can't do it they won't do it, if they can do it, they need no translation
yeah total utter trash, at least before it gave some score for playing
now is a lottery you don't have control about at all
and does who complain about score farming are big idiots, it should be totally possible to exclude others and gain points, it's not always easy or fun to do so, I don't understand whats the problem with gaining score differently than the main boring style, a few people like to play like that, make foods raise kids, everyone else is punished for not liking this forced and boring style
I dont mind necroed threads as long as it's somewhat relevant.
the main problems here:
-as long s you need others, peace is always better, there will be some trolls or meme wars but it will not be anything of interest to most people
-too hard to see why you are at war or if you are at a war
-no goals to archieve, no resources to steal, no way a war would be profitable
-you can steal stuff anyway
-families dont't have an identity and everything looks the same
-you would rather have war with similar colour people than others
-whites are useless
instead of meme mechanics that are overly complicated and don't reflect reality, we need proper game mechanic based rules and features.
meme score hardly reflects the skill at the game, most leaders are fairly dumb, and that's because you don't need much brain for meme score farming, just patience and luck. I don't even want to take part in this followers mess cause I can't see it trough.
there is no real reason to be a leader.