a multiplayer game of parenting and civilization building
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It goes one way downward and if you mix the pipes up they get clogged
I was here too. Cool stuff
I was here
always fun catching dialogue in the screenshots
nice when other people enjoy a creation
you have to deface them first
and I just realized that if you do that enough times they become forgotten person
What I really want is for someone to outdo me with something bigger XD
I think the challenge now is to create increasingly more epic tombs like the Egyptians
I completely agree that making stuff doesn't make one a good player.
True, but being able to craft complex stuff does make you 'not a bad player', 'not a noob', and likely 'not a troll'
I agree that people looking to annoy others could exploit such a system handily
Wrong. Systems that can be exploited just indicate the people who built them don't know how to program properly.
It is true, like with any software, there will be holes -- so you plug them. Eventually there are no holes.
You all seem to be missing the point here, which is that players with massive scores necessarily cannot be griefers.
I mean, sure, go and mine 200 iron in order to ban someone for one day.
Bruh, you just mined 200 units of iron. This is good. We need iron. It's a hard task to do. Maybe you've earned the right to ban one noob for one day.
Note, this will never work on a pro player because pro player's scores would be in the thousands, eventually tens of thousands, so they could block griefer powers all day.
That is the point. You can only accumulate massive score by being massively productive and playing a lot of hours.
Griefers and noobs will not be able to do this.
I could make all the towns iron into knifes and get points for it?
No. I would probably make tool making give 0 or at most 1/10 of a point.
Labor/time intensive and complex tasks are the ones that would yield large amounts of points.
Making all of the iron into knives would likely only accomplish you getting ban piled for a year.
Making 200 bowls gives me the right to ban someone's account x days.!
This is true but there are ways of fixing this.
A bowl, for example, would be probably a tenth of a point and 1 day ban would cost 200 points therefore 2000 bowls gets you a 1 day ban.
Experience players would have thousands of points so they would easily block these ban attempts.
Similarly, food wouldn't give much points either, or anything that could be mass produced.
Things that would give points:
Mining - 1 point per iron
Wrought Iron - 1 point
Steel - 2 points
Rods - 1 point
Similarly, any use of Newcomen should yield roughly one point.
Things that require multiple changes would be multiple points.
Finally, to prevent mass producing useless stuff, things like piston blanks only yield reward in certain quantities.
I think it's roughly 16 blanks to make an engine. So once you complete 16 you get all the points.
If you do less, you get none. Each counter would reset when you change families.
The actual putting together of the engine should yield no points (so you can't steal) only the components.
Other things like making rubber should yield high points.
I could see 1/10 of a point per paver tile.
Yes, you could make a 1000 tile road to nowhere for 100 points, but good luck with that.
There are many possible exploits but the right formula would prevent abuse.
The game is a parenting game before it's a crafting game.
Not really. If all you do is make food and raise kids your family will die unless there is a pro to save your ass.
First you need to find a good base point with 3+ iron ideally.
Then you need to make food and farm.
Then you need to get rubber.
Then you need to make an engine and get oil.
If these things are not accomplished, the family dies.
People who do these things deserve to have extra powers mainly to compensate for broken and incomplete parts of the game.
Like when a town didn't open enough iron, or when the brown/black family is over 10k away.
Or when griefers are running rampant.
The game is linked to a keygen and those keys shouldn't be forgeable unless they are coded incorrectly.
This means that there is no need for there to be any griefers.
Pro players with massive scores should be allowed to ban them, forcing them to buy another key.
If Jason makes enough money, maybe he'll come back.
Alternatively, you can just verify based on credit card and then griefers can't come back at all unless forge entire legal identities.
Its a well known fact this game has a griefer problem.
There is also not much point in the endgame and there are a number of problems that could be fixed with elevated powers.
Like many games, I suggest that OHOL should track game stats in terms of recipes completed.
The more complicated the recipe, the more points which can be spent on one use powers.
Some powers I suggest:
Choose family to birth at
Choose to Eve
Break fence/Gate
Pass through any biome
Replenish dry well
Open new iron
Instant kill player
Instant send to donkey town
Ban player account x days
Protect against power
Once the points are spent they are gone
The protect against power should cost the same amount of score that the power costs
Things like donkey town or ban player should cost outrageous amounts of points that only regular players who build complex/useful stuff could afford
Most formulas should not give that many points where complex things like radios and engines should yield more
z
The simple solutions you propose are simply not simple.
Advanced tech like nuclear reactors, robots/any automated agents or whatever would be hard to design and hard to code.
There are some fixes that are needed (mainly getting rid of biome restrictions) and yes, making families or biome band size further away solves this beautifully.
The problem with OHOL is it's just incomplete.
Simple solution is just to add infinite scalability, score boards, and rewards like any arcade game.
Discussed this at length here: https://onehouronelife.com/forums/viewt … p?id=10651
I do think experience and skills would be interesting though, especially if they were attached to your account like 'soul points' similar to meme score
But this is just really an extension of rewards as I mentioned.
as I mentioned in another thread, if you need rubber, run into a wolf, /die until you are brown, then get your latex and palm and drop it off at whatever family you are playing at. Then run into another wolf, /die until you are black and get your sulfur. You won't be able to speak their language but you could suicide again to get born back. Unfortunately, death by wolf typically locks you out of a fam for next birth but you could be born white for communication if you want.
You can leverage birth and greater map knowledge to overcome resource restrictions.
forman wrote:jinbaili83 wrote:Is this plan still valid ?
I'm going to take a look at it starting next week.
Well, what have you accomplished since then? I'm interested in knowing more!
I was going to do it but I'm leaving the country in a few weeks and don't have time for this.
Also, a simple solution to biome lock is to just leave the family you are born into or suicide and /die your way into whichever race you need.
This is very easy for rubber -- if you are black go to the brown town and vice versa.
Unfortunately, almost all of your game time may be spent making rubber/getting horses but at least the game is playable.
Is this plan still valid ?
I'm going to take a look at it starting next week.
I've wrote about this type of stuff a ton so I'll just make a few quick points
For adobe, I recommend just riding or taking a cart out to a far away swamp and bring a shovel
Shovels create adobe when used on tule reed stumps, the cost of 1/2 iron (bring back the scrap) is well worth it
The clay and reeds also obviously make adobe as well and you can easily leave a swamp with loads
For mash, you can use buckets to move large amounts -- one bucket fits 6 bowls of mash and when you add them you don't need to use a stone to mash
You could also use a cart to carry multiple buckets if you wanted to -- and this mash can be used directly on a flat stone or bait bag for getting rabbits
With all this said, the only real important thing about farm design I'd say is that the bushes need to be near the kitchen and near sheep -- they are also harder to move
The most tedious thing I can think of is the amount of mash needed to make shirts/shorts so this is important
But what matters even more, imo is the smith
What is more complicated and costly is mass manufacturing required for engines and vehicles
I had an earlier design with a whole village layout but it was clunky and I have a much better meta for that -- maybe ill post it one day
The gist is you want two dedicated forges, one for crucibles, and then one further east a few tiles for dedicated newcomen forging
Then you want a bunch of kilns, ideally 6 or more for mass coal production they need to be close to the fire but best also to be below the smith because thats close to where crucibles typically are made
And finally, Sprinklers can be expensive for water and metal (see many forum posts)
That said, they are also outrageously efficient when used correctly (100x or more iirc) mainly because there is no upper limit on the return per bowl of water
For that though, you want a layout in a single, unbroken line which can be folded to fit better but must be unbroken because plows lose oil when they stop (ie. broken tile)
Plow are necessary for sanity and because the size has to be quite large to justify the metal expenditure.
In short, sprinklers require a whole other design none of which ever seem to 'take' and so just end up next to the farm in the rare cases where they are built (see my profile links)
A mouflon pen can just be a 3x1.
I didn't know about the rope resetting the timer, that's cool
I've considered just doing 6x1 for the sheep too, it's not like you need that much dung and the lambs produce it enough
Don't tell me the only person who should be making more sheep is the gate owner
the misconception here is that you need loads of sheep
as I mentioned, 6 is the max amount of mash that goes in a bucket so all you really need is six sheep for making wool
If the chef needs for meat, he can take one of the six and then gate owner can replace
Truth is, mutton tends to pile up real quick so the need for sheep in the kitchen is very rare
Multiple people could also share the gate, multiple sheep can be bred and left in the locked mouflon pen as backup
Also in the extremely rare instance where you need to replace a sheep and there is no gate owner around, you can still feed sheep mash twice to get lamb -- I'm pretty sure?
If we just appreciate how few sheep we actually need, one could consider not even bothering with a mouflon which makes this even simpler
This is the dumbest... you made a pen that has 12 spaces, yet takes up half the town because of all the dumb individual pens.
Yes you can pen a mouflon, that doesn't mean you need to make sheep apartments...
pen 'space' is always a lot, laggy
all I've done is squeeze all of the sheep into the edges of that 'space'
you can either be roaming around with the sheep, trying to pick shit up in that shared space (terrible), or separate it
Top and bottom left sheep can escape if gate gets opened manually. You need to move box one tile up.
none ever escaped -- which cells are you talking about?
Say goodbye to sheep jumping onto tiles you are trying to use and the end of mouflon griefing
Six is the max number of bowls of mash that fit in a bucket and therefore the most sheep needed
Each cell has two tiles allowing space for sheep dung
Note the mouflon at the back with a gate to prevent killing
my custom server
The game is open source so I was most likely looking to fork the code directly in git.
As I mentioned, this will mostly likely be in mid-late December.
If you have your own server implemented, I'd be interested to see once its online.
I'm not really looking to make any major changes -- just basically re arrange existing components to fix the problems.
You need few hundreds people just to keep game alive 24/7
This post has been viewed 50 times (though admittedly a lot of those were probably me re-clicking)
The post
Race Restirctions Seem Like They are Against Multiplayer Survival by Spoonwood
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People will come to know the game exists and it's their choice if they want to switch over
Idk if this will take off there is already a branch of OHOL -
2hol is a very different game, from what I can tell.
My goal is to fix the problems while changing as little as possible.
For example, I will remove race restrictions but I'm preserving that spirit of the game by increasing the distance between bands.
To be blunt, the game now is at best incomplete and at worst broken.
Think of it more like an OHOL remastered than a 2HOL sequel.
The game is open source and always has been. So, no, that wouldn't be stealing.
To be more accurate: I would be stealing the player base, not the game
And, as I've mentioned, my goal is more of a hijacking job than a theft.
My only wish is to make the game more complete so that I can play a more complete version of the game.
I do not want to steal anything.
Yes, Steal Jason's game and improve it.
In a way, yes. If I make basic changes (and make the game free) and everyone hops over, then Jason will have to accept the changes into the main game.
At that point, I would just close my server.
Any ideas for how to ensure new players are funnelled into your new modded version instead of all hanging out on bs2?
Forums, Discord, Phex etc
I'll probably just fix the biome restrictions and increase band size and wait.
If nobody jumps over then, contrary to possibility 1, I will have officially proven the player base is just a bunch of whiney brats and are not deserving of Jason's attention.