a multiplayer game of parenting and civilization building
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So no one saw the irony of his troll post?
How do I respond to you to tell you that I did?
Being unable to distinguish between a video game and real life is alarming. Seek help if you're experiencing this.
This is my problem with the game in general - that it seems to rely on people having emotional connections with random strangers that would be better spent on real-life relationships. It seems to encourage unhealthy behavior.
This sign will forever be very special to my soul, and the invaluable Letters are certainly the envy of the World.
This is what we refer to as "doing it right".
Uncle Gus wrote:kubassa wrote:It's NOT a real life sim dood. SMH.
I didn't say it was. I was tempering stickyflipper's comment with another point to consider.
Maybe Jason should turn the birth cost back on at a low setting, and turn the bad mother back on as well, so that if people really don't want children, they can just let them die. Also, I think it should not be possible to have a baby within 30 seconds of breastfeeding a baby.
Breastfeeding as contraception. Best idea I've read yet. And I think it would be fairly easy to implement.
I'm all for cursing and blessing, especially if it can be done while the target is alive.
Segregating players based on karma would also, to some extent, segregate players based on playstyle and would probably give you the opportunity to tweak each server accordingly.
Edit to add: making it a two-dimensional grid using blesses and curses, rather than a one-dimensional ladder, would be interesting. Actually it probably wouldn't end up an orthogonal grid once you analyzed the groupings, maybe more of a wedge? Or maybe just a straight line after all but it would be fun to see
If you still have one of Jason's "update" emails, your key is in the "unsubscribe" URL at the bottom:
http://onehouronelife.com/ticketServer/ … ticket_id=<your key>
jasonrohrer wrote:Chard wrote:So... I should go make baskets?
Yes, you should!
All the basket making tutorials I can find seem to be about paper baskets. Will that work okay?
Yesterday I made a letter tray out of a cardboard Amazon box because I didn't want to use the plastic. It was pretty satisfying feeling the tabs pop into the slots.
Constructing from paper is awesome.
Don't expect much success adding anything besides numbers there.
I added '(' and ')' (for smileys) and it seemed to work.
TL;DR: You offended them by destroying their stuff (instigation). They offended you in response. They were entitled that response due to your instigation. Quit being a child.
I don't think you can equate ruining somebody's game with telling somebody to kill themself.
I still think there is atleast one way to get the real cords, but it has nothing to do with decryption and is probably difficult to achieve
Since the random seed is (currently) static and known, you could generate a matching map client-side and do some on-the-fly comparisons to find your location, if your algorithm was efficient enough. (Since we know the Eve-generation location algorithm, we could also use that to narrow things down somewhat.) Is that what you were thinking?
If the random seed is different for each server and unknown, I suppose you could try to get enough people to use a custom client that updates a shared map (one for each server), and then eventually you could go back to your map-comparison algorithm method. But that's one for the Discord voice-chat crowd, not casuals like me
If he hides the coords you would still be able to use powershell but would have to code a walk arround of what was implemented. Extreme case I would just write a DLL hook that can inject anything I choose into the game. EZPZ.
On the client side sure, but if the mapping between local (0, 0) and global (x, y) is stored on the server and the client basically only handles offsets, how do you propose to get your global coordinates (which is what you would need to find other towns etc.) without hacking the server?
Aye, computers don't do well with true random number generation usually the clock or something
is the seed. I think you could induce true random with a transistor running hot enough to overheat
into errors and reading its state as your seeds?
I read a long time ago that some Commodore 64 (I think) programs would play three tones through the sound chip at frequencies higher than it was rated for, then somehow sample the output and use that to seed the PRNG (or maybe they used it for random values directly).
Anyway, if you're going to create a hardware RNG, I understand sampling background radiation is a pretty solid approach.
Edit to add: your way seems popular, too: https://en.wikipedia.org/wiki/Johnson%E … uist_noise
This just happened:
me: "I am pofgdgg; you are qifhgkwsg"
me: [sets baby down]
Qirat Poffenberger: [becomes fresh grave]
If you are fully grown, I honestly think you should <snip>
No no no. People like that can actually turn out fairly awesome, once life has taken them down a few pegs.
During Ye Olde Armageddon Tyme, people noticed that the monoliths were in the same location on each server (and also across wipes), and since people were speedrunning the Apocalypse, Jason tossed around the idea of seeding each server randomly so that people would have to look harder for the monoliths. But he deactivated the Apocalypse instead and I imagine there was no longer a compelling reason for him to randomize the terrain generation.
But don't accuse Jason of not listening to the community. That is completely inaccurate.
To frustrated people, "listening, then not doing what I (or even most of us) want" can be easily confused with "not listening at all".
Once I realized that the game wasn't going to be what I wanted any time soon, I stopped being frustrated and just went off to something else for now. I don't know if the game will ever be what I (or we) want, but it's in Jason's hands and he's the one paying his bills, so it works out well.
Cool!
Thank you!
Minecraft objects are more feature rich, though. You can do all sorts of thing with redstone and there's no equivalent in OHOL (though hopefully we'll have copper wiring one day).
I would love for this game to have a dash of Nethack thrown in. Time permitting, and all.
The perspective we hold in this game, whether it's causing us frustration or fulfillment, mirrors the one we hold in our real life.
Also interesting how this perspective morphs over one's life. For me, the desire to create something that can be seen from space has waned and (almost?) disappeared; desire to have little connections with people has increased.
Projecting that back on to the game: the only really fulfilling moment I can recall off-hand was being born to a new player, and after maturing, laying out thread, a branch, and a sharp stone, deliberately constructing a stone hatchet in front of her, and getting a "ooo!" in return. Likewise with a bow drill and maybe another thing or two. You know, simple stuff.
Then projecting that back into real life: why teach people how to create hatchets in a game when I could be teaching seniors basic computer skills in real life?
I guess Jason's point was that people aren't giving the update a chance. It's up to players to struggle to survive in the hell that he has designed for us.
Thing is, once you've formed a tentative opinion like, "this game is just going to be hard instead of fun and life is already hard (with greater rewards) thus this game is a waste of time", all you have to do is evaluate changes against that, and that process is very quick. "Oh look, decay; that makes the game harder. Bye!"
These "666 people" look like bots....>_> They behave like one.
They don't move when you lead a bear onto them, I can tell you that much.
I'll chip in. This game is difficult the same way memorizing a cooking recipe book is difficult.
I'd compare this game to dwarf fortress in terms of difficulty. DF isn't a difficult game it just has an obtuse GUI and terrible key bindings. Once you learn the game there is no further difficulty, the game doesn't suddenly do a 180° and change completely, once the basics are learned the game is easy. Same thing happens with ohol, once the mechanics and recipes are learned theres little room for skill and optimization. So at that point it becomes a matter of what are you doing with your time in the game. In DF I'm building a cool ass fortress with 100+ dwarfs all running around killing goblins and mining adamatite. In ohol I'm the basket runner, going to the swamp cutting 8 reeds, combining the reeds, and bringing them home, rinse and repeat ad infinitum.
The game that i liked and played for 80 hours is still here, the problem is that, IMHO, this recent update made the things that i didn't like more glaring and prominent and added little else to counteract that.
You could be a gourmet chef, but the power is out and everything is rotted, so now you're eating nothing but Spam and Saltines.
2nd, I read through that whole thing and you basically just said that difficulty is a hard
thing to make fit lots of different peoples skill levels and playstyles.
Thanks for taking one for the team.
Compost are easier now, and selfsustainable, but people don't know how to make compost and don't know how to focus in sheep early on.
Oh, is that how you do it nowadays?
Right now it feels like the crafting system is procedurally generated - which could actually make for a fun game if it's what people bought into, but this one seemed like it would be more stable.