a multiplayer game of parenting and civilization building
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Yeah it's boring. Because it's all about survival , which is at the bottom of the Maslow hierarchy of needs, and these games almost never allow you to progress beyond that. That's why it's boring, good for adrenaline junkies but for some of us, we don't really care for that.
OHOL has potential to give it all, self actualisation including, though it's tough since artificial challenges keeps being added to force you up the tech tree with no new ones added to make life easier, as tech SHOULD be doing.
We are now stuck in endless loops of fertilizing soil by hand carrying little clay bowls and watering them with said bowls. Where's irrigation? Where are the wind and water mills. Where's the plows? Watering cans at least? (Stick a pipe onto a bucket)
Post of the year.
<2 last posts>
1000% agreed.
I'd also like to add that it's pretty much nonsense to support griefing just for griefing, especially when Jason contradicted himself last month:
I'm looking for ways to motivate murder, though, so that murder becomes real. Currently, it's just for griefer lols.
This I can respect.
Real stakes. Killing for real reasons.
Supporting griefing for griefing makes no sense even as a game dev.
Everybody knows griefers only do it to upset people for real and break the immersion while doing so.
It's just frustrating and not fun.
This is also why many people dislike the war sword update.
Currently, there is no real incentive to genocide a whole lineage.
Yet people actually do it. And when they do it, you can be sure it's griefing for the sake of griefing.
Which people hate.
I feel like at this point, people are simply afraid of having their opinions ignored, even when he's asking for them from the community. I know I am. And while not everyone's opinion should or will be acknowledged, its still a scary thought to imagine something like microtransactions being added in with no regards to the feedback received.
Quoted for truth.
Tons of people felt this way about fences.
It's become a pattern now.
All of the sudden, you make a bunch of threads saying "here's some ideas off the wall" and regardless of the opposition we get that implemented anyways.
Meanwhile you have threads like "Dreams deferred" rotting away and receiving zero acknowledgment from you.
My general perception from you has been that you're using your forum as some sort of echo chamber, I don't ever see you acknowledge people who oppose your ideas and give valid criticism for them.
The people who praise them on the other hand...
I'm pretty convinced my post won't be read by you regardless..
To me, the dramatic tension in the game comes from whether there is enough food around to provide for a baby. That tension will still be there, even if we can carry our babies with us.
Yes, exactly.
Ideally that's how this should work.
Piggybacking on a dumb limitation (not being allowed to use some form of container for babies) is yet another example of a contrived mechanic in this game.
In fact, I'm pretty sure it being contrived is the reason why almost no one appreciates the "dramatic tension" the way Jason describes it.
It's frustrating by nature and fundamentally breaks immersion.
and for us to discuss, guess you don't agree, you are free to present your point, if you don't have a point don't bother replying.
Nice non-reply there.
I come in your thread making the point that the issues are more complicated than just "we don't like griefers
" and here you are, sitting there, telling me I have no point.
Do you have difficulties with english?
Do you know how proper debates work?
If you can't even properly have discussions with people, don't bother making a topic.
most of what you see as problems
Then, tell me, what DO I see as problems that you don't?
Oh, and before you say "See! You don't have a point
", my point was already made.
Don't tell me you made a topic basically strawmanning a whole side of the community while expecting for me to sit there and shut up instead of pointing it out.
It's almost as if your intent was to polarize the debate. Wait, are you a troll?
Running doesn't get you banned from the village, so you would have to run more and end up being more than 15 seconds...
Hence why I said personally.
Personally, I'd rather try and find a wild boar or wolf or bear to kill myself than having to put up with 15 seconds of enforced boredom.
And for what? Because I don't have a playstyle that you "appreciate"? Yeah, good job there, you really did it! You solved the /die problem!
Honestly, I can't think of any way to incentivize people to stick around rather than making sure gameplay is fun in any given situation, but "fun" depends heavily on the individual player.
Basically what I've been saying this whole time.
If anything, the fact that so many people get angry about this and seem to think that there's too much is proof that Jason's refusal to compromise on anything makes his playerbase unhappy as a whole.
Want less people giving up in your game? Make it more fun..
Detecting "real abandonment" in a way that's not subject to exploits/griefing is hard if not impossible.
I have already proposed a solution to this before.
In fact, it was in yet another one of those thread about people complaining of "too many /dies".
The link, in case you are interested (I don't believe for a second you will read it though).
I'll even quote the relevant part in a desperate attempt to reach you.
On a more positive note, I had an idea about the running babies issue.
I think there is a reason as to why using /die resets the cooldown but not running babies.
I think Jason intended for babies dying of natural causes to always count towards the cooldown because ideally it should be considered the mother's fault for her baby's death, not the baby's.
If as a mother your baby dies in real life, you are by definition a bad mother, and that would be why they still count towards the cooldown, it would favorize good mothers over bad mothers who let their children starve.
I'm not saying this is fact, but if it is, then making a baby's death not count towards the cooldown is pretty much out of the question.
If /die was made the superior disconnect method over the shortcut, then the only things left would be people who don't want a lineage ban or people who want to grief the cooldown.
What if we went all the way with the "mother is bad if her baby dies" philosophy and made babies walk much, much slower. Like say a third of normal speed.
This would mean that the only choice people who want to abandon have is the /die command (which, assuming it's made the better choice, wouldn't be a problem at all).
Which in turn means that people staying as babies are guaranteed to be willing to play their current life.
Now I know a third of the normal speed sounds pretty bad, but hear me out on this.
First, you would still be able to carry your baby like normal, but on top of that, babies could also be made to be a carryable object like how big objects like firewood can be carried.
So you could fill your backpack with one baby or put up to four babies in a handcart or still carry one single baby in your own hands.
You might think this is bad for eve runs, but this simply means that you are limited to one baby while looking for a spot.
As eve, once you have your camp setup you can simply do what I assume eves were already doing and put your children in one specific spot while you're busy fetching various stuff and come back regularly to feed all of them at once.
Ideally, this could incentivize the use of nursery in developed towns, since busy women who need to fetch stuff could drop their children there (unless they have a backpack or a handcart for multiple children).
In the case where you have a single baby, you can still simply carry it around if you are busy (at the risk of having another one on the way) which I was already doing anyways because let's be fair, babies are slow enough that asking them to follow you is a huge struggle already.
In short, you would sacrifice the possibility of having multiple children far from town and without proper gear (backpack or handcart) for the fixing of runner babies AND finally getting the possibility of carrying babies around with something other than your own hands.
Thoughts?
but some people wants this to be the sims + sim city.
I'm very tired of this type of strawmanning.
I'll only bother replying to you once you start seriously reading arguments from people who oppose Jason's recent updates.
I can do this to you as well, by the way.
Some people want this to be a griefing simulator. But no! It's about more than that!
Even if it's still just 15 seconds I would personally start running.
It's possible that humans needed walls to deal with the psychological stress of living in bigger groups; they gave people separate spaces where they could cool off from conflicts or share their feelings without social judgments.
That's very interesting.
I guess that sort of answers futurebird's thread:
Maybe it's ironic. I'm always on this forum talking about how we need more people in towns, bigger cities, higher population density... but honestly if there are more than 4 people on screen I get a little overwhelmed.
However, I worry that any other implementation would be much harder for players to reason about. Yes, it is gamey.... but you pick up a food and see YUM or MEH, so it's pretty clear, and you get that nice little number.
You probably underestimate your playerbase here..
I know you're proud of your hud design with regards to yumming but, not to be rude or anything, we're not dogs.
Don't worry, we can take in much more than just "bad
" or "good
"..
Besides, nobody is really suggesting anything more complex than the current pokemon-go game.
When you walk by a cactus on happenstance, you're like SWEET, a cactus fruit! It maps closely enough to the attraction you'd have in real life to a food you haven't eaten in a long time. So there's a nice "jackpot" feeling there, when you see some interesting new food...
Ironically I'm pretty sure that feeling is completely forgotten by the people who go on literal yum quests.
The kind of people who do this probably memorized tons of recipes and know where to find any food and can get them effortlessly.
In fact, most players know they will likely get it if they go in nearby deserts and then they get it. Pretty underwhelming if you ask me.
In fact, I'm talking from experience. I do yum sometimes. Sometimes I don't even bother eating the cactus fruit. I forget about it.
What I wish is that things like trade and wars happened organically because the mechanics are diverse enough to allow us to build that up.
Amen to that.
This pressure to play the game in a way we are being told to, feels awful.
[...]
It screams, do things the way I want you to, and it feels like its straying away from the original feeling of the game we have been playing for over a year or so. It would feel more palatable if we as players invested into this direction rather than it being shoved down our throats.
Quoted for basic truth.
You basically described the definition of the word "contrived" there and I thank you for correctly realizing and pointing this out.
When do we get to go further than this "late village" stage, though?
Can we ban people from this forum?
Come on, any mod look at this thread and tell me it's not trash..
Yeah, the radius of the area ban has nothing to do with this problem specifically.
Lineage/area/whatever ban using playtime was a dumb idea in the first place if you ask me..
epic torl
I think this game is marketed as a "paid alpha", which implies that the game is, very much, subject to change.
It's not really.
The game on steam isn't marked as "early access" or anything like it.
The trailer states that the goal of the game was to survive while taking a small part in helping rebuild civilization.
All the trailer states in the regard of "the game changing" is that Jason would "stay one step ahead" of us by adding new content.
Clearly to me this implied that he would add technological content. Stuff that would let us evolve and basically rebuild civilization.
What we get instead is Jason fulfilling only one part of the promise, that he keeps adding new content, but the whole idea of building civilization seems to have been swept completely under the rug.
The content instead depends entirely on Jason's mood and his current thirst for blood and petty, contrived drama.
it seems people feel those who want this game to be a "sandbox building" type game are in a misguided minority, so when you said "vocal minority," it just pissed me off because I wasn't exactly sure who that was directed it.
The irony is I'm pretty certain that the people who often come and defend griefing in this game as some sort of fundamental part of it that makes it better are the vocal minority themselves.
I mean come on, did they ever watch its trailer?
The best part is I never see the same people who keep making this argument when I say the game isn't advertised as such. Jason included.
And don't get me wrong, it's not a completely black and white issue of course.
Conflict in the game should make sense of course.
But as Jason said himself, "griefers only kill for the fun of it, not for real stakes or anything".
Which I can get behind, but then he goes on and makes killing the most contrived thing in any game ever.
Why do we kill now? Because other lineages have the magical power to kill us en masse.
Yeah, talk about real stakes.
The fundamental problem with war was that lineages or towns didn't have any real cultures of their own.
Everyone everywhere was born the same and knew the same things. Hence no reason to prefer one over the other.
But instead of giving people the ability to create their own culture, Jason chose to restrict them with language barriers and magic killing rules.
Talk about building civilization, you mean destroy it.
Let's not even mention Jason's views on emergence. "We were born on this earth and all its resources, and form all of that naturally came properties, governments and laws".
In complete contrast with magical fences and killing rules.
I've given up.


Guys I think I'm on to something here!
10/10 post tho would read again.
It even made me want to actually try it and fix the obvious offset issue.
Behold.
I thought you just wanted to poison them or something.
Nice word play by the way.
In general, instead of tech having advantages, I need to make it necessary to overcome the immediate disadvantages of the lower-tech stuff. I.e., the "everything runs out" idea, where the next level of tech saves the day... temporarily. That's the general idea in place right now, but it's not working right.
Of course, if I ever got it right, everyone would complain and say that the game is ruined (because a village would become much harder than it currently is). But it's something that will need to happen soon..... so brace yourselves.
How about making the next challenge be population growth itself?
Historically, when civilizations "modernized" themselves, populations started growing and cities became denser (very important: denser, so much more concentrated, hinting at storage update hopefully someday finally? right now, cities in such a state are an unbearable mess and for a reason).
People cohabiting with many times more people than before meant that the "communist" set of mind couldn't apply anymore. You wouldn't know who everyone is and what everybody was doing. Meaning some form of organization needed to take place.
We've seen overpopulation happen in OHOL before, back when the mobile app just became popular in china. Some cities would have up to 20 fertile females at a time.
The berries/pie production couldn't keep up (proving the point that "communism" wasn't sustainable anymore).
If you instead gave us the tools to sustain much larger populations, a city could then have a chance at organizing itself possibly into a primitive form of government to be able to simply sustain itself and avoid collapse.
A couple of notes about population growth currently: we don't have the added bonus of new china players anymore it seems and I haven't seen overpopulation in OHOL ever since.
It might be worth considering some changes to allow population to grow more easily.
For example, nerfing the lineage ban so that it uses realtime rather than ingame time.
And yes, people do /die out of those towns and that's because you've been starving your game of new content lately.
After oil, there is nothing to do anymore. Why?
There is also an aspect that you pointed out a while ago: people don't care about their offspring.
That's right. And it is a crucial part of achieving population growth.
If people don't care about their families, then they might simply choose to abandon if the challenge of overpopulation presents itself.
I wish you had thought about this aspect more rather than focusing on the concept of property.
In theory, here's what I think should happen:
Cities in such a state will eventually create a food surplus which would allow people to focus on newer projects such as building structures.
I have seen this happen personally ingame, in one life inside one of those enormous cities (before the fence update) someone came up to me and asked me to help him build his "house".
Ideally, if people weren't bored to death and wouldn't keep suiciding out of those cities, a population growth would happen given that such cities should in theory have more fertile females and that towns are supposed to compete for babies.
If its people prepared and organized the town to accept a larger population, then they have overcome the overpopulation problem.
Next comes the distribution problem.
The reason "communism" is no longer sustainable in this state is that people no longer know everyone.
Given that you have a supply of food, whom do you distribute it to?
Do you give it to everyone, even if they might be a griefer? Even if big cities become "griefer central" as people have pointed out?
Or do you only give food to the people who are productive and are interested in the greater good of your city?
That's the key. If you'd give us the proper tools, the ideal solution should be to plan and secure a big production of food, and then to distribute that production as currency to the productive people, effectively creating a primitive government.
You could feed the house builders, the police, the bakers, the smiths, etc..
Giving us the right tools is crucial for such a thing to happen.
Right now, buildings are a major pain in the ass (which is why, even in big cities, they weren't all that common).
Locks and keys are also a major pain in the ass, which is problematic for securing any form of production.
Note that I'm not talking about fences and that is because in such a scenario, property could naturally emerge from a government.
Big cities themselves are a pain in the ass because of the constant, unending mess.
If you gave us more things to do, people would be more encouraged to stay in the big cities (as is already being pointed out in this thread).
If you had simply continued to deliver content and staying one step ahead of us, maybe this wouldn't be a problem in the first place.
Maybe we can end up building atomic powered robots after all just like in the trailer.
Man some people get really buthurt
Griefing is a part of the game
???
You reap what you sow.
I'll use my option of pretending I care about your town and pretend to get gored by a boar then.
If you were a smart person you'd realize it doesn't really change anything for you (actually it's worse for you) but oh well, people never learn.
I still don't think using the /die command is comparable to griefing.
Eliminate the murder! we want our families to live many generations !!!
but then they use the / die command continuously when they do not like a city or early settlement ....
the same ones who are scandalized by griefers and murderers, use the / die command and justify it !!
I don't see what's wrong with this logic.
The underlying philosophy can be boiled down to "join me in helping build and sustain this civilization, or don't".
/die is part of that while griefing is not.
They're obviously two very different things.
With /die you simply choose not to contribute to the town, but when you grief it however, you completely go against what everyone stands for and oppose the town.
That's very different if you ask me.