a multiplayer game of parenting and civilization building
You are not logged in.
People need to be taught to not run around with food in hand. I never accidentally fed anyone because I don't run around with food in hand
AdelaSkarupa wrote:testo wrote:You can´t compare in-game murders to real-life murders in a game that simulates civilization?
Well, it seems to be very important to compare
Pine panel production
Milkweed
Language
Climate and habitability...
Hell I could go on for a few minutes here.
That being said, the comparison is flawled for a different reason. I´m using this data https://en.wikipedia.org/wiki/Crime_in_ … ted_States
So if 4.5 is the actual number per 100.000 living people in a YEAR then in a lifespan of 80 years (a full life) you get 360 murders.Note the difference, because murder rate in real life comes as number of murders per 100.000 people a year not as number of murders per complete life.
You can't compare because the people committing countless murders in this game would never murder someone in real life.
Why would they never murder IRL but they would in a civilization game. Maybe there is something that real civilization has that the game lacks...
Well for one thing, you would likely end up in jail or you will have to be on the run if you murdered someone. Also, reincarnation is proven in game. In real life .. hmm now that I think about it , if we somehow found out and prove reincarnation is actually a thing.... It's a scary thought
SpiritBomb32 wrote:Testo, you would need a few friends or just god teir communication.I think that is a huge part of making the game from survival to society. I think that's why murder chains happen, the real story gets drowned by the other comments. I think that making a government will be very hard to do without UI, given that rules even if everyone understands in the first place, will be gone by the next generation. Rip sorry if I ramble
I think just normal organization for the engine is enough. Obvioulsy a previous plan and setup, maybe some practice. But not that much really. What you really need is people that understand each step, a.k.a. people that can make the engine alone. I´m pretty confident in my analysis, maybe it is not 5 minutes, maybe it´s 7 idk. But I can guarantee it can be done in less than 10 minutes (from steel though). The point is, newcomen specialization is suboptimal compared to task specialization (And also newcomen specialization requires some level of coordination too).
The only part where newcomen specialization (each newcomen with a different attachment) is faster is in the tool change. Maybe if you had infinite resources and a factory level of continuous production (and this is a BIG maybe). Like having 10 newcomen engines working non stop (remember each tool has a different ratio of use). But that would mean 10 people making engines (so you would need at least 20 people looking for iron to make it continuous. And at least 20 people making steel/ charcoal at the same time (wich is by far more time consuming). And 20 people feeding kindiling for charcoal. And 10 people feeding those 4 levels. That is 80 people working for an hour. And you would make like 2 engines every minute. Wich would make 120 engines in an hour. For a 600 max people server. So you would have an engine for each person in 6 hours and then some....
~rambling.
Slow down, we won't get a Model T equivalent in OHOL in a looooong time at this rate.
You know, I would venture to think if new item and tech content keeps getting pumped consistently murders will settle themselves without tinkering with curse, swords, wars and whatnot.
In Chinese we have a saying. Scratching your left ear with your right hand. It seems like this approach is his favourite
It doesn't take long to switch attachments. Why build four newcomens?
Surprising number of people doesn't know this, heck I didn't know till two weeks ago
AdelaSkarupa wrote:Ever since I started playing OHOL, I always just thought that griefers were dumb people, with no real purpose and not enough intelligence to create, so they destroy. I was under the impression that they didnt know how to make friends, so they hurt people to justify why nobody wanted to be around them. That's what I always thought.
So thank you for confirming my suspicions.
Could have told you that if you asked. Most griefers always take the easiest plan of action vs putting effort into things.
Murder people? Easy peasey so they do it.
Delete all the towns items? Too much effort to actually do for them.Hide stuff? Easy enough to do if you have at least two brain cells.
Flood the town with endless milkweed seeds to ruin all the tiles? Takes a minute or two of setup so can't be asked doing it.(these things are obviously patched at this point but there are plenty of things you can still do.)
but hey, they can shift click people so they've got that going for them.
Really? I think it's more than just that. He does seem to have some lateral thinking although all for the wrong reasons.
I don't think it's brain power but complete lack of empathy for other human beings. I don't consider myself brilliant at all but griefing is never an option to me
ollj wrote:Léonard wrote:That's fine and all until you realize that, oh gee I don't know, maybe you don't start a war in the first place and avoid any casualty at all?
this is not how the tragedy-of-the-commons and tits-for-tats work.
you either have an item for foreign-only warfare, or its substitution; sabotage gallore.
and the sabotage alternative comes with a fuckton of paranoya, and wastes much more time.No. I'm not arguing against defense. I am arguing against starting wars. Anytime you start a war, you can anticipate casualties. And one single casualty hurts your genetic score more than none, so starting wars has NO logic in the game. Simply put, if you're starting wars, you're trying to make things more difficult on other players, INCLUDING those of your families. So, if you're starting a war, then you're a griefer.
Morons will be morons. *Shrugs*
A rope making machine - yes even if it requires diesel - a way to mass produce ropes will definitely usher in a new era of many fold increase in construction and infrastructures
Ropes are needed for storage, gates, doors, carts( carts are important for hauling construction material, letting many people own one easily will come a long way), buckets ( to mass produce paint), so getting ropes easily will be another good step up.
hey ollj, if you are going to edit quotes please do it right. Those were Spoons words not mine
Edit: oh it's Leonard lol
Stone has merits, the only thing stopping it from being truly broken is an easier way to make Rope. That will make steel hoes obsolete
RodneyC86 wrote:HumboldtStoneHoe wrote:Well excuse ME but we are having a civilized and european discussion fit only for gentlemen here, W0WMA.
Wait what, I'm not European and your insinuation only Europeans can hold a civilized discussion offends me
I'm offended that you got so offended. And if that offends you, well sir, that offends me.
*Confuzzled*
Well excuse ME but we are having a civilized and european discussion fit only for gentlemen here, W0WMA.
Wait what, I'm not European and your insinuation only Europeans can hold a civilized discussion offends me
RodneyC86 wrote:AdelaSkarupa wrote:What is YaH?
You are Hope - Chinese mobile bootleg of OHOL - supposingly has much more content and stuff to craft since it's not a one man project. Was made using same source code since this game is open source
Oh yeah, did not register the acronym. I have that game but it just doesn't have the social dynamic of the real game. I don't care what you can craft if nobody is actually doing good for the town (And EVERYONE plays on the beginner server; slower hunger, no killing).
Also I can't keep u with the finnicky touch controls. I refunded after half an hour of frustration
HumboldtStoneHoe wrote:Tarr wrote:OP is a troll.
Hum is also a troll.
Trolls trolling trolls in a thread by a troll.
Go praise YaH and fist yourself instead of talking to me or about me, thank you.
What is YaH?
You are Hope - Chinese mobile bootleg of OHOL - supposingly has much more content and stuff to craft since it's not a one man project. Was made using same source code since this game is open source
RodneyC86 wrote:HumboldtStoneHoe wrote:4 tied long shafts + a rope for it to be made, i agree to this
Don't you dare even jynx this beautiful thing
Plus an adze for extra good luck? Imagine a town where every wall is a window
You already can't have two adjacent windows by my idea but not sure if that is implementable. I do agree windows must have some drawbacks but the glass making part of it is already a bit difficult.
AdelaSkarupa wrote:Behold the glory of it all!
4 tied long shafts + a rope for it to be made, i agree to this
Don't you dare even jynx this beautiful thing
RodneyC86 wrote:FulmenTheFinn wrote:Bigger workforce and more food = counterproductive? Gee, what planet do you live on?
Believe it or not, I think actually as female in a new family (gen 2) it can be detrimental to have a population explosion early on when the first plot of gooseberries and carrots just started to mature.
The farm should mostly be done within gen 1, if not entirely. With a few kids helping, you should be wholly capable of getting sheep as well, before dying as Eve.
Anyway, we're talking about yum chaining here, i.e. not Eve camps, where most of the time you can't yum very high.
In a town with at least a completed farm and an oven, there's really no excuse not to yum chain. And if everybody in the town did it, you'd probably almost halve your collective food consumption, leaving much more time to pursue other things than e.g. constantly maintaining the berry farm.
When I said gen 2 , I meant being born as gen 2 when your mom probably just started making her first fir. means your life will probably involve starting up said berry farm. Which is of course within the Eve's life span. Expect the first half of your gen 2 life to be making the first farm.
I'm not opposed to yumming, even in an eve camp chains of 6 or 7 should be easy. But I think chasing beyond that instead of getting a farm and at least a loincloth for everyone is not going to help especially if the eve decides to get 8 babies. Wild foods will deplete very very quickly
I think Tarr once said gen 2 is the best time to be born as male for the village survivability as a whole
Behold the glory of it all!
*Eyes twinkiling"*.
It's beautiful.
Maybe a bit of a ledge would make it look like the basket is not teetering and about to fall though
jasonrohrer wrote:Yes, this is a plan at some point. They will mostly just look nice. Walls are too short for them to functional. I mean, they will be transparent, but....
Walls are a lot taller than baskets of pretty much anything. Couldn't it be used to set out a basket of pies or something? In fact, it seems like a basket falls about in the middle of a tile. If the window is placed correctly, couldn't it just fall where it normally would if it were a ground tile?
Yeah I'm quite sure walls are very much bigger than 99 percent of things in OHOL
Was thinking the same, just basically creating a wall that can have stuff placed on it like an empty tile but it acts like a wall with respect to insulation and not allowing anyone to pass, if I could draw to save my life I might come up with art of some windows. But I also work weekends , what a pain.
I understand it would be very odd for bigger items like piles of rocks and big stones or a unplaced door.
Bob 101 wrote:As female it's counterproductive because you need to make new food and raise extra babies.
Bigger workforce and more food = counterproductive? Gee, what planet do you live on?
Believe it or not, I think actually as female in a new family (gen 2) it can be detrimental to have a population explosion early on when the first plot of gooseberries and carrots just started to mature.
@JonySky
The concept would be easy but levelling up could take multiple generations depending on what it is.
Then you pass down the skill to future generations.
At some point kids from future generations will be born with the skill their parents had and will naturally tend to go in one direction if they want to.
Yes you could do everything but being rookie you will waste more ressources which will be a problem late game with limited ressources.
You can imagine a lot of problems that could be solved but right now there is no trade, so what do you suggest to make trade a reality if everyone can do everything?
So basically later generation peeps tend to start off with higher baseline skill or can gain skill faster compared to earlier gens. I kind of like it. Look at how seven year olds today learn to use an iPad compared to my granddad who can only manage to use a smartphone to make phone calls Only
Because there are people counting on me. I'm a simple man
AdelaSkarupa wrote:Grim_Arbiter wrote:We used to make windows on greeps server by using the first two blocks of a bell tower base. It kinda worked, but would be impractical in game because people would just add blocks to them.
How does that affect building insulation? I've also seen the carts that run in and out of a wall cutout.
No idea, we built them before the temp overhaul x)
I would guess that it doesn't insulate.
Windows working with property fence together can help facilitate trade and secure important resources though. Like a warehouse surrounded by property fence, with a little stone hut in a corner that has a window to the outside world, and warehouse man is in charge there.
Running around screaming bullshit and not working. Not surprised, can't even lay stakes properly without griefing all the straight shafts
In surprised you didn't get killed for being a greedy megalomaniac fucker for making a blade
Good job Adela , been running short on positive stories of late