a multiplayer game of parenting and civilization building
You are not logged in.
Being eve is hard and that's good.
coordinating your kids skills is just an extra challangeIf you want solo runs play on low pop server.
If you want to play with pros only Form a group
I don't see how your post negates any of the points I was trying to make, but as always, there will be those that defend to the last even the obviously bad design choices that devs make.
Rift is a bug test bench and temporary
Where's that written? AFAIK it's supposed to be more or less permanent.
You can't be Eve at all on the main server right now, because the Eve window is closed.
Not sure how this is relevant.
All that /die stuff is creating an annoying experience for everyone else in the game. You're treating all those other players (your mothers) like garbage. For all you know, you were their only hope, and then /die.
This was never meant to be a game where you get to pick your birth situation. Nowhere is it described, marketed, or advertised that way. Any tricks used to pick your birth situation were exploits used contrary to the spirit and point of the game.
You make it sound like spamming /die to get to Eve is some obscure little-known exploit that only a few players knew about, when it's been a well-known core mechanic, in practice an outright necessity, to getting to play as Eve for a very long time now, since well before life tokens were added.
If actively punishing Eve players, increasingly more and more over each new major mechanic addition or overhaul the game has seen in the past few months, has indeed been a long string of "accidents", I do wonder, how is that possible? Do you even test your own game? It certainly does not seem so, or at least I can't imagine any other reason a developer more or less solely responsible for everything in the game would design a major part of the game (playing as Eve, in this case) that is so fundamentally flawed, that to even access it requires one to destroy one's own gameplay experience outside that part of the game (no life tokens, near-nill genetic score, restricted access to tools, etc. as a result of playing as Eve, or trying to, as 12 spawns isn't always enough) and to briefly but repeatedly annoy other players, and possibly ruin their families' chances of survival by being the last girl baby/blocking another player from spawning just a tad too long.
-Make spawning as Eve be something that's precipitated by 8-15 baby suicides (/die)
-Add a spawn token system that punishes Eve players by taking away most or all of their tokens for attempting to play as Eve
-Add a score system that hits rock-bottom after a few baby suicides
-Add a limit to the amount of tools that you can use that is based on the aforementioned score system
-Harshly limit the amount of potential camp sites by limiting the amount of wells to the point that they're all taken within 30min of the beginning of a new arc
These changes, along with a few other ones, as well as the ever-declining player base, have largely taken the fun out this game for me, and I find myself playing it less and less. I also know I'm not alone with this sentiment. Hopefully Jason will revert most of these changes or fix the flaws in them, but until then, personally I'll be diverting my attention to great games like The Outer Worlds. Halcyon calls me.
If an eve sais "my kids own this", or equivalent phrase,
Is the gate staying until the whole family died out?
The gate permission grants only apply to people living at the time, i.e. not to future kids. So an Eve saying "my family owns this" would not in itself give gate permissions to the family till its extinction. Instead, the permissions must be passed on again and again over generations. Otherwise the gate will go down when the last person with rights to it dies, and it'll have to be remade and the permissions cycle restarted.
Dodge, you cherrypicked the first bit of what I said, totally ignoring the game balance aspect, and now when I repeated it in response to your reply, you're quoting my original reply in its entirety...? Is it past your nap time?
Being physically stronger on average doesn't mean that you can learn better...
It's also an obvious no-brainer balance-wise as currently playing male in the game is next to pointless, and extremely boring for a lot of people, to the point that they almost always /die when born as male.
I don't think males should have a higher tool limit, that seems kind of sexist.
Lmao I was expecting a comment like yours, considering the disproportionately large amount of SJWs in this community, but then I thought surely people posting on the forums are at least a tad smarter, surely...???
Male characters should have more tool slots; men are stronger and have done the overwhelming majority of the labour-intensive work that goes in to building society and providing a living for their families. It's also an obvious no-brainer balance-wise as currently playing male in the game is next to pointless, and extremely boring for a lot of people, to the point that they almost always /die when born as male.
It's an exciting concept, but I can't help but wonder if it's too much of an ask from the player base. Considering most players seem to be noobs with less than 50h in the game, and that experienced players often spend their entire lives just fixing the mistakes of said noobs, and in general just saving the village from destruction (and this is something you cannot fix by typing to people in-game; VOIP might have a bigger impact, but that wouldn't entirely fix it either), I can see this change leading to the death of many, many villages, especially well-designed ones (which we are already seeing anyway as so many experienced players have quit the game).
Also I don't like how fitness score impacts your tool slots, or rather, I don't like how the score system actively punishes Eve players such as myself for having to /die sometimes up to 12 times to spawn as an Eve. Spawning as Eve should be a toggle when the window's open, plain and simple.
I also almost never play as a boy, simply because it's so boring not being able to have kids, but there's more of an argument towards why players should be punished for SID'ing just because they're born male. Not so much for wanting to Eve. Either way your normal gameplay should not suffer because you want to Eve. If anything, Eve players should be rewarded when managing to create lasting dynasties, especially when taking into account how hard Eve runs are these days.
But it looks like the girl was stabbed before the apoc?
Rewind the video and watch carefully, and you'll see she wasn't stabbed, but ran into a wolf.
New players are not staying, because OHOL is a fraud. It promises to be about parenting and building civilization. It is none of them, because "everything runs out".
How to break parenting
1. Restrict toddler speaking. It is adorable and touchy maybe first 10 times, but getting more frustraing with each attempt.
2. Make game so hard, that experienced players which can teach have to spend all their time saving city from destruction (hi pein!)
3. Make offspring a budding bacteria, not something two players try to give born to. A random child during forging? Great idea!
4. Keep each life unique a way, your offspring success does not affect you. Now there is the useless score. Maybe some players are developing their characters and skills for achieviements, but most of us enjoy rewards much moreHow to break building civilization
1. Make Eveing the hardest part of game. Hunter-gatherer lifestyle is essential to allow building outposts and make long-distance travels, to enable wars and trade.
2. Eveing was the most fun part of game. It was already made nearly impossible excluding OHOL hardcore players. Rift makes it even worse.
3. Condemn everyone to inevitable doom. If you think that encourages people to build civilization, consider this videoAnd a bonus, how to piss of playerbase
1. Tell a solo-made indie game must have declining playerbase after 18 months. Consider Minecraft.
2. Tell how complex this game is mentioning all semi-states. Ignore that items in other games are state machines increasing complexity to levels not possible for OHOL
3. Tell you are the best solo designer (I've spent 173 hours in StarDrive 2, 17 hours in OHOL since Steam release. Also Steam Charts says, SD2 is better )
https://pics.me.me/there-are-2-kinds-of … 230287.png
4. Disregard zoom
5. Give them "dogs" and "potatoes"This is not bugs nor design which breaks OHOL. It is it's philosophy.
Beautiful discussion, no doubt! I enjoy reading valid points, like poor tutorial and tooltip. But this game would not need any of them, if it was successful in parenting part. I will keep looking to the forum sometimes, feeding my salty satisfaction how OHOL is dying, just as I expected it will.
http://giphygifs.s3.amazonaws.com/media … /giphy.gif
I agree with a lot of these points.
Keep in mind overeating to boost your yum chain negates a lot of your bonus pips.
Sure, but I consider the increase in fertility more important. Getting a lot of kids is IMO one of the most fun parts of the game, though with the latest changes to baby distribution a high yum is not as impactful as it used to be. Obviously I stop overeating once I hit 40, play as male or there's really almost no (more yum) food.
When playing as female I always overeat for yum to increase my fertility, but the OP's data is useful particularly when playing as male or in Eve camps, where variety in food is often sparse.
Too small and needs several exits to prevent griefing.
about the lore of this game
There is none.
All games die out over time, but often don't see such a sharp decline in so little a time.
I think fundamental flaws in the design of the game are to blame. Lack of discount sales to increase exposure to new players and the development of the game apparently being essentially a one-man-show probably does not help. There also doesn't seem to be a lot of advertising (monetary constraints?), but it might be that I've just not come across it.
Judging by the permanent stagnation of the playerbase, and what I know from other games, I'd say the train to get the game right to keep it alive for years has long since left the station.
Btw, how many hours does the average OHOL player clock in before abandoning the game? Last I heard it was around 44h, but this was a while back.
Maybe it's because we had so nice town outside that nobody wanted to spawn anywhere else
No, the algorithm just doesn't seem apply to people outside the rift. This is supported by the fact that there were barely any spawns inside. This is including SID kids.
EDIT: I mean I guess it could also be down to an amount of randomness and wow-factor from being born outside the rift (many mothers told their kids they were outside the rift as soon as they spawned), but I'd still check the spawn algorithm code.
This is a great idea, hopefully Jason can implement it.
I'm still trying to figure out exactly what happened.
Toward the end, there were still 4 fams left inside the rift, but the majority of BBs were being born outside of the rift, which starved the in-rift fams of BBs, causing the arc to end.
Perhaps people found some way to escape.... but even so, they're not supposed to be considered as mothers if they are outside. Maybe there's a bug in that code.
The spawn algorithm doesn't work when you're outside the rift, which leads to an early apocalypse as the families outside hog all the baby spawns and the families inside starve from lack of players. This was very easy to spot while it was happening, here's a screenshot I took from the last arc:
It also happened in the arc before that, with the German and Bear families. I spent several hours building a nice town outside the rift that time, before the all but inevitable apocalypse happened a few hours later.
Actually this last rift before the currently on-going one, I was the last person inside the rift; I was the last Fitzgerald girl. Knowing from the previous arc with the Germans and Bears, that getting across the rift involves a plane and having a landing strip right next to the rift, I went looking for it to confirm my suspicions of the Sigmans being outside the rift, and quickly found it.
I then rode back home, took my aunt, cousin and several canisters of kerosene with me, and rode to the plane. I thought it might involve glitching across while getting out of the plane or something, but we were unable to figure it out. My aunt, cousin and daughter that was born near the plane then starved themselves, and as the other last remaining families inside the rift had just died out, and living inside then being futile anyway (no babies, no people), I chose to follow suit, ending the arc.
The current fear is that quads all curse you, just to be mean, which expands your curse blocking radius to 400, which is larger than the rift radius. Then those four quads kill you, and then spread out to all four corners of the rift.
You are now in d-town until they die.
And if they keep respawning (even not as quad), and keep spreading to al four corners of the rift, you will be in d-town as long as they continue to play.
Their four 400-radius curses will cover the entire rift.
Anyway, this exploit allows a coordinated group to send one person to d-town. The problem is the coordination.
This could also, potentially, be pulled off by non-quads, so even that is something to think about. 5 griefers converge in one village and curse the same person, then spread out on the rift for the rest of the day.
Hmm, if the cursing system has flaws that can potentially be exploited that badly, then perhaps it should work in a different way. Of course the question is "how?".
There are valid reasons for twinning, and removing the tool intended to control griefing - because it might be used for griefing - strikes me as an over-reaction.
Particularly as it doesn't solve the potential issue: if griefers want to mass-curse someone, they'll just solo-spawn into the same town. All this new change really does is harm responsible players who like to play together.
Isn't there a better way to solve this? A big chunk of my 1k h are from quadding, and in a sizable chunk of those quad lives, maybe even half, there's been griefers we've had to contend with. Sometimes the same griefer will return to grief over and over. E.g. Eve Milks' grave in the quad Eve shrine we built for ourselves in Knoxville got griefed over and over, probably by the same person, until yesterday all the graves got griefed.
Either way, teamplay is one of the most effective ways to combat griefing, and that includes ensuring griefers won't spawn near you again, i.e. cursing. Taking this ability away from teamplayers is not the way to solve potential issues. The way I see it, teamplayers being able to curse has more pros than cons; the amount of times we've saved entire towns from griefers has been numerous, to put it mildly, and as far as I know, there's no epidemic of teamplayers cursing innocent people.
FulmenTheFinn wrote:The effects of speed changes in relation to player figures in the vicinity remain to be seen, but the following I don't agree with at all:
Twins/trips/quads don't get curse tokens to spend.
A fair chunk of my circa 1k hours of OHOL are from playing as quads. I love teamplay, and one of the most effective methods of eliminating griefers in this game I have found is coordinated teamplay, which includes mass-cursing. Yes, mass-cursing can also be a problem, but this is not the way to solve it.
Going to disagree. The ability to instantly give someone up to a 400 curse radius is way too strong for anyone to easily abuse in a quad group. It's much better to lean safely than to make it so you can potentially boost two peoples an hour curse score by 4.
Playing as quads is already punishing enough with the current life system (and score system, if you care about that). Why needlessly further punish people who enjoy playing with others? Last I checked, there was no epidemic of group griefers sending people to donkey town. Conversely, probably a third or fourth of the hundreds of lives I've played while quadding, there's been at least one griefer I and my twins had to deal with.
The effects of speed changes in relation to player figures in the vicinity remain to be seen, but the following I don't agree with at all:
Twins/trips/quads don't get curse tokens to spend.
A fair chunk of my circa 1k hours of OHOL are from playing as quads. I love teamplay, and one of the most effective methods of eliminating griefers in this game I have found is coordinated teamplay, which includes mass-cursing. Yes, mass-cursing can also be a problem, but this is not the way to solve it.
Times sent to D-town Total Curse Score 27 59
*cough* Ziv *cough*
A chronicle of the gooseberry munchers, you say?
There was a new Eve window opened on Saturday because of the Steam outage.
Yep, RIP my Whislers, they got to gen 19 before the outage (though it's possible they died right before it).
The big mystery here is what happened to the Drinkwater fam, who died out almost instantly during peak population.
Looks like they got killed by players from the Freedman family.
Btw this forum badly needs things like multi-quote functionality.