a multiplayer game of parenting and civilization building
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this stuff feels kinda forced into the game without any solid foundation before-hand to make it work, so far it seems like you are just changng game rules and make it seem like its a brand new concept that will make it better for everyone. it isnt realistic or fun (or at least my definition of fun if you want to get that technical..)
I honestly would rather have some changes to the biomes first to prepare it for these restrinctions to get implemented as i dont think they will work that well when it launches. Pretty sure that if you launch this stuff in this week the next months will be about tweaking this single feature without anything on addition for the players (besides the stress, i guess)
what a fun parenting simulator
Maybe a box or barrel of wheat is coming in the future.
Adding another biome or fixing wheat storage can wait.
Not gonna lie, i have never programmed in my life (i did have a class about it in school and that was about it) but adding a wheat barrel cant be that hard to fix the wheat storage problem besides drawing the different states and just coding the storage part.
Hell, you could add it in the next update along the skills update or whatever, i am very sure it would be very appreciated by us.
ONI did something like this when it was still in beta (just with hats) the problem with that it was that you couldnt customize your character and that was a huge blow for players who got too attached to their duplicants.
Even then producing cloth as of right now its pretty slow so if he were to implement this idea (which we both know is not happening) it would need to be tweaked to be less grindy, tho its a better option than skills i believe and would give people some kind of visual purpose
sigmen4020 wrote:pein wrote:Womb is in pain.
When you spit out babies like a kalashnyikov spits bullets xD
no one expects the baby gun
dealing with natural disasters might be a great way to be entertained on big cities but i guess it would be too much of a pain if you ar starting your village.
Maybe natural disasters could start to trigger once the arc is x years old?
Its a great change that you are telling us more in-depht the what and the why of these kind of updates. hopefully the same will happen on future updates.
Even then i dont think these changes will work with the current state of the game because the tech tree is too short to make it viable to try to specialize on a limited number of tools, hopefully it will atleast force players to expand their knowledge.
Wait, a guy who knows nothing about business single-handedly made a game that grossed $1.4 million in sales over a 20-month period?
It's the craziest story ever told!
And 20 months later, it is still grossing $22K per month.
Yes, you're looking at the world's greatest business failure right here. A guy who is doing everything wrong. A guy who made a game that is a total financial and design failure!
This complete business idiot somehow was successful by pure chance. Like a monkey banging on a typewriter until he randomly spit out Shakespeare.
You know that people have played OHOL for 1.3 million solid hours, right?
I guess that's only $1 per hour at the end of the day, which isn't very much money!
Coconut, I bet you couldn't tell me what you'd actually enjoy in the game. Name one thing that you're sure you'll enjoy.
With comments like these it makes me sad that you are not that much different from some other shady gaming companys, i mean, as long as it keeps selling that means its good, right?
even then i dont think they mean "bussiness failure" in that sort of way, the main premise is pretty good and the trailer is pretty convincing to make anyone play the game which is pretty good "marketing" (if you want to call it that way), i think that has been said enough in this forums, however if you are not able to keep it up and if you let the playerbase going down it will be just a matter of time for the game to just die when it had potential to be much more. i would call that a bussiness failure. (Take Minecraft for instance, made by a single person and it became to one of the most recognized faces of gaming)
The current trend is that players are going down and nothing that you have done has being able to fix the problem as far as we can see, so that might be the reason that people are calling you that.
Winning the lottery is pure luck. What separates these winners are the ones that are able to keep the money flowing upwards.
In my opinion the game feels like is being developed with no real path established or vision in the long-term as most updates in the past were new gimmicks or content that served no purpose at the time (which has led to certain items now being worthless because of the rift) that turned the game so bad that we are now needing months of hotfixes and tweaks to make it better.
Which is TRUE, these past few updates have been very good to the game (with some few exceptions) but i feel like these problems wouldnt have come up if he had planned ahead or at least gave more thought about it (He doesnt test content and because of these there is a lot of oversights everytime new content was added) since his method to test stuff is by trial and error
Even if i 100% trusted him i dont think OHOL is going to go that far and it will just going to be a "good game i guess" type of game, since his philosophy seems very flawed (at least for me) on a gameplay and balance perspective. (lets ignore the fact that the engine plays a big part in limiting the game)
Even then i respect him as a person and he can do whatever the hell he wants to, since he is the only developer after all, but if things were going down or badly for OHOL i wouldnt say i didnt saw it coming.
If it feels like this change was made without consideration for how it might impact gameplay and village supply chains
Tbh i feel the same with every first update that jason makes when changing any core mechanic. It feels that he doesnt think about it that much and just waits to take some data and then tries to resolve it the next week via trial and error.
This is just a quick fix to resolve the main issue while Jason considers a more permenant solution. I assume he will probably keep messing with rabbits until he is satisfied or until he gets distracted by the next "emergency"
Lets just hope that this next month worth of updates wont be just him twinkering with rabbits and the ocassional bug fix/change.
No, the game isn't going in the direction of greatest game ever.
The sole concept of creating "the greatest game ever" is impossible by nature and honestly is kinda worrying that jason is focusing on that statement everytime he can.
Even then, if there was the possibility of creating "the greatest game ever" it wouldnt be made with a poor and limited engine to start with, so by his logic there is already a bad start on that sense.
However, i feel that OHOL still has the potential to be a great game that could create its own genre, but only time will tell if that will stay a dream or if it will come true
Personally, I think the game is badly in need of a tech tree overhaul to consolidate and streamline existing content.
I totally agree, the current tech tree is pretty broken and its pretty much based with objects or items that serve only one use or purpose, it also doesnt help that a big part of it is purposeless now with recent game changing updates like the rift
Like, why in the world would you want to make a car or a plane anyways? horse carts were buffed so that makes the cars more wastefull and worse and planes have no real use at all with the implementation of the rift (escaping lacks purpose too, hopefully that might change in the future)
Like, has anyone EVER seen a morse radio in the last month?
Another feature jason is working on is to make nearby springs disappear after you created well, so villages can't have multiple wells and its harder for them to get water.
But i am not sure if this will actually happen and how it will work, just a theory for now.
Hopefully it will get added, i thought that the whole point of the rift and the springs was to prevent villagers to have infinite/easy water and resources. And since the implementation water has still been plentiful but just more annoying to get to.
Seems like an extreme change for me, both problems could have been resolved by making more food recipes from rabbits and making backpacks to decay again (could give opportunity to create permanent backpacks via cloth) and to expand decorative buildings like fur flooring.
Just my opinion tho, lets see how this goes on the weekend
jasonrohrer wrote:You get plenty of warning. That endtower maze was an interesting part of the last arc. Gives you a quest.
The warnings do feel a little underwhelming especially the last one before the end is near.
If the world is about to end there should swarm of locusts, earth should be shaking, blood should be raining, you get the picture
And not a simple discreet strange door bell sound that most players wont notice or be able to connect to anything
Experienced players know that this sound means apocalypse but if a new player ears this he would probably not think twice about it and simply ignore it while the world is about to end.
Would be nice to have every player rush to the tower near the end to try to stop it (or not) and have a final battle.
I would be all in if there was more noticeable signs that the ending is coming on a more dramatic end
Oxygen Not Included has more content? Surely you're joking
Yes, a lot of those in OHOL are objects in various states. But it's clear that OHOL is on par or beyond ONI in terms of content size. And it was just made by one guy. And I've still got thousands of things to add.
OHOL might have a greater raw content size but Oxygen Not Included simpliy offers more to its players while OHOL you just have one option to move forward to and only one way to do it so.
I feel with this statement that you are trying to measure the content a game can offer via the amount of MBs it has to bring or justify with shock value when thats simply not true, no matter how much items can you add to OHOL that doesnt mean it will make it more lasting or more interesting if said content has no purpose or real use inside of the game (Hello, Pine panels!) when in games like ONI all items have some kind of use or purpose to appease various playstyles or to bring more opportunity to experimenting. When with OHOL that is simply not true.
Raw content doesnt measure the amount of playability it can give to its players
I would rather make it expl-based, the more you hunt the better you get at hunting and therefore the better the rewards and the tools that you can use. An example of this could be Oxygen Not Included, every duplicant can make basic chores for every branch of the tech-tree but if you want to get more efficient or having access to certain recipes or materials you need to start selecting what duplicant will be the one to perform certain activity
Say theres a level 5 chef in the kitchen that is getting old and he picks one kid to become his assistant and then after the main chef when he is dead. On becoming his assistant and gains bonus exp when cooking.
The answer is easy, you're not adding any content, and wasting time with wars and family updates. The game is not progressing, it's just an endless bug fixes and more ways to fight and kill each others.
The most recent updates are kinda ok, i think the game has progressed a lot on a technical level but actual content to develop the tech tree further or creating new branches for it is damaging the playerbase a little (or at leas tmaking it so players start to lose interest on a slow rate)
It would be nice to have something every now and then in these times of polishing to keep things interesting.
whats up with that?
The crafting system is one big factor that i believe makes the newest players to quit the game (that and the fact they dont know what to do once they are starting to prosper) is that the crafting system can become very complex and inconsistent.
I believe that Minecraft tackles this problem very good with the crafting book that starts unlocking crafting recipes once you gather some of the ingredients to make a tool or item, however for OHOL i would make it being unlocked once you craft it yourself for the first time to encourage players teaching other players. (It would also encourage people not having to have an open tab on the wiki!)
Sounds silly that you need a quantum generator for just putting a baby on a cart.
We cant do that because the engine isnt prepared for that and also that being a design choice by jason because you have to "decide" which is more important.
So yeah, babies do get abandoned most of the time.
Transportation methods (like cars and planes) have been pretty much broken since the implementation of the rift since the map is too small and the car or planes are incredibly wasteful. The last time i saw a plane was when you could use it to escape the rift and that pretty much was it.
I honestly wouldnt mind to have a month of content drought to have some core mechanics like walls and fences being tweaked on the code; I think it would bring more content opportunities for not only jason to work on but the players aswell, i think it would be pretty good to make the engine more flexible.
How about a solution that doesn't involve weapon, like a vote system ? Someone could launch a vote "should we kick XX from the family ? yes/no", with a majority of yes XX is killed instantly and can be born to another family. If no family available, because XX has either been kicked from all families either been cursed everywhere, he goes to DK.
Meanwhile i like the idea i personally dislike the constant use of game gimmicks like a direct vote system that breaks the immersion of the game.
What about something like /exile X? could also work as vote-based wich the exiled person would lose family status, fence permissons and being marked as "(Exiled)" this to make said player lose all access to the town and warn the family that x is exiled.
This year the game has seen some pretty big game-changing mechanics and i was curious what is the path that jason is currently aiming towards once that he is done dealing with the QOL fixes and making the arcs to last a little bit more.