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#101 Re: Main Forum » Broke the game again Jason. » 2019-07-20 03:47:54

Morti wrote:
Tarr wrote:

You gotta remember that you are:

Still withing the fires radius thus getting it's passive heat bonus in that picture
Wearing some of the warmest clothes in game minus the hat.

So I doubt in the last patch for buffing buildings did anything to fix that but I can always double check when I get a second.

What I did not get a screenshot of or mention yet, is that I removed all my clothing and walked through the walls.
I was most certainly warmer on the inside of them than I was on the outside, but I am not certain if that is because I was only within the radius of the fire itself, if the floor and walls just gave me a bonus, or if, as I suspect, the walls did may the space inside act as a room and I gained that additional bonus.
I wanted the room to be larger, but I wanted it fully floored and the snow banks and ice holes, made me realize a little too late that I hadn't planned properly. But it was my first attempt last night, and from experience alone, I think it was a success.

Can confirm now that I've checked that it's just you in the radius of the fire which is what is giving you the extra temperature. I should of just assumed that when seeing the spacing between walls but the last time he updated buildings was during a time of hiatus for me.

If you want doorless buildings you have to make a little tetris Z shaped hallway to make sure temperature grid is blocked properly so there isn't a heat leak.

#102 Re: Main Forum » Snitches Get Stitches, Pacifism is Impossible » 2019-07-20 02:51:35

ollj wrote:

the mobile port curse sytem is better, if only by its ui, and removal of age-text-limits. its 2 klicks, no need to type anything to curse, age is irrelevant.  you can even curse nameless corpses?
if you klick a person, its name shows, and a curse-button may be an option. pretty sure you can even curse nameless people.

Yes, You are Hope has a functioning curse system because mobile is focused more on being a working game vs OHOL aiming to be more artsy fartsy. Curse system isn't something Jason cares much for in the first place and giving the players a better working system is less likely than him removing it all together.

#103 Re: Main Forum » Abortion and moral relativism in OHOL » 2019-07-20 02:26:39

Starving/Murdering/Abandoning children has existed since very early in the game. Nowadays you obviously don't see people starving babies for any other reason than getting rid of annoying babies or group players to some extent.

Classically you would hear stories of players getting abandoned in what we would call late game towns now due to the fact the skill level of the players was much lower and things to ease up the food difficulties weren't in full swing. It's funny to see how much better we've gotten over time and how much easier it is to support multiple people at this point.

#104 Re: Main Forum » Broke the game again Jason. » 2019-07-20 01:04:28

Morti wrote:
pein wrote:

well, actually they are same distance cause it's tile based
diagonals are just longer, even walking speed and horse speed is tile based, so basically  0-50, 50-0 and 50-50 are same distance from origo
sure, visually is 1.4... away but that's just optical
2d and isometric 2d is interesting this way, the focus is on strategy, that's why quite some strategy games are still 2d and popular

Then it takes half the time to travel diagonals
40 east + 40 north, vs, 40 northeast
Even more reason to spread out on diagonals, though, obviously changing our playstyles collectively can be difficult for communities.

I did some tests with diagonal walls and they seem to work ok, they seemed to keep the heat in, while requiring no door.

https://i.imgur.com/fiHt5Ux.jpg

https://i.imgur.com/zYNXgya.jpg

Been working on, and contemplating, the applications/implications of this in the meantime. Excuse the grid on the left, I'm just taking a break from working on the ideas of the city layout on the right while also considering a layout for diagonal roads leading out directly from the wells. Yeah, it would hinder travel every 40 steps, but it would be a lot easier for people to start making the diagonal roads out from the wells, rather than count steps in cardinal directions before beginning the diagonals.

https://i.imgur.com/YeVtzYz.png

I'd like more people to test diamond shaped buildings and share their opinions on using them.

It's really nice being able to just walk through the walls on angles from anywhere inside.

Also the diagonal roads would allow for twice the distance moved using half the flat rocks.

Please, if I'm wrong, let me know.

And thanks for response, showing Pythagorean's theorem was just a real world way to get people to think about moving on angles, and to consider the distances. Obviously it's faster to move 40 tiles on a 45 degree angle rather than 40 tiles in one cardinal direction and then another 40 perpendicular to it, or, am I still missing something?

pein wrote:

so basically  0-50, 50-0 and 50-50 are same distance from origo

I think I get what you are saying there.
The distance from, x,y;
0,0 to 0,50
0,0 to 50,0
and
0,0 to 50,50
they all take the same amount of time?
or
does 0,0 to 0,50 and then 0,50 to 50,50
take the same time as 0,0 to 50,50?

I suppose even if it doesn't take any less time, it's still half the number of flat rocks required, but then again, if we replace 50 with 40 and consider moving from well to well, you'd be going to 1 well for 40 flat rocks either way.

I'd still like for more people to experiment with the diagonal roads and diamond buildings, even if only for the sake of variety, though I am fairly convinced by my own experiments at this point that there are more reasons than just diversity, to build diamond towns.


You gotta remember that you are:

Still withing the fires radius thus getting it's passive heat bonus in that picture
Wearing some of the warmest clothes in game minus the hat.

So I doubt in the last patch for buffing buildings did anything to fix that but I can always double check when I get a second.

#105 Re: Main Forum » Unpopular opinion » 2019-07-19 21:46:01

Jojigirl wrote:

What is the transparent trees mod? Haven't heard of that one.

It's a mod to see behind trees. There also exists a tiny tree mod but it isn't distributed because people with bad intentions would just use it to hide things even more than they do.

Basically it exists to fight back against people hiding shit and what not.

#106 Re: Main Forum » Broke the game again Jason. » 2019-07-19 17:00:17

D3mon1cblack wrote:

how is this even fair 50% wtaf? no wonder my jack broke on first use! i do like them being able to get exausted tho but 50% is way to high imho. Also if this is the case there should be more tarry spots i have seen civs without anny near them closest one was .5 k away. So basically if you exaused all the spots near you your kind of fucked -.-

It's not supposed to be that high he just accidentally forgot to either move the decimal back one place (.5 vs .05) or forgot he didn't change back the chance when testing (he had it at 95% chance when testing the update.)

But yeah, oil is supposed to have the same fail rate as a newcomen coal pump at the moment.

#107 Re: Main Forum » Tarr » 2019-07-19 14:46:06

Ilka wrote:

Tarr that the number of homicide is has risen to a level that exceeds certain limits for many people, it can be seen even without calculations.

Actually, I have the impression that they only play:

1. Griefers-murderers killing whole villages without reason,

2. Ordinary griefers - inventing idiotic dramas and stabbing people with knives for no reason,

3. Striemerers- trolls running around and insulting everyone,

4. New players who often do not even know how to eat,

5. Beginner players who learn to kill the most quickly,

6. Normal helpful players who meet less and less.

After today's two games full of violence and nonsense killing

I also have enough. Of the game I was liked, there was almost nothing left.

And Jason is a stubborn donkey and even if truth kicks his ass, he will not notice her.

Trust me, that math isn't supposed to dismiss anyone else's feelings about swords but point out that we have a higher murder rate than when it was even easier to kill in the first place. All we can do is point out the problems with the game, suggest how to fix them, and hope Jason eventually comes around to the idea that war swords are not a healthy thing for the game.

Other than that the only other option is to quit but even that likely wouldn't get the idea across. 8-10% murder rate is much much too high. Jason makes it sound like you're only going to see a murder every 10-11 lives but with 10-20 people living in a village you're likely to see one to two murders in a single lifetime.

12.5+ people are killed per hour in game, obviously some hours are more peaceful but raids clearly show that they can be just as violent as they are chill.

#108 Re: Main Forum » Broke the game again Jason. » 2019-07-19 06:31:32

testo wrote:

So, new content is two male models and exhausted oil pumpjack?

Color me unimpressed.

Four new male models, limited oil, and some bugfixes.

#109 Main Forum » Broke the game again Jason. » 2019-07-19 01:39:44

Tarr
Replies: 33

https://onetech.info/2309-Oil-Pumpjack-with-Full-Tank
https://onetech.info/3032-Exhausted-Newcomen-Pump

Look at the how to use section.

Newcomen pumps AND oil pumpjacks have a 50% chance to exhaust on removing the tank/last bucket.

Game is fubar for the night until the fix likely.

#110 Re: Main Forum » The game keeps on showing PLEASE UPDATE GAME FROM STEAM and I did. » 2019-07-19 00:20:35

Bug from last steam update popped up again. Currently being fixed by Jason. By the time of this post he said the work around should be live and what not.

#111 Re: Main Forum » Tarr » 2019-07-18 21:53:50

Ilka wrote:

Yeah, 10% is nothing.

https://topforeignstocks.com/2016/04/19 … opulation/

In the Second World War, only three countries lost more than 10% of the population, but this is nothing ... The number is almost imperceptible.


Jason, especially for you - life wisdom.

If one person tells you that you are drunk, ignore it.

If two people tell you that you are drunk - do not pay attention to it - maybe they are in collusion.

If 10 people tell you that you are drunk - come home and go to sleep.

I mean the murder rate after the arrow-note bug was made public was around 5% (though this number should be higher since some of the hunger deaths were baby runners not using awbz instant die mechanic.

Deaths as of 8/26/2018 (day after arrow-note bug is made public)

Total deaths: 6523
Disconnect deaths: (SIDS for babies/Eves/Whoever) 1196
Hunger: 4863
Old age: 194
Murder: 270 (Yikes this was double the previous day at 112 vs 270)

Removing the disconnect deaths we end up with 5327 total deaths.

This gives us a murder rate around 5.1% which should probably be higher tbh but without looking much more in-depth to see how many runner babies they had.

Now lets think about this, with a mechanic basically allowing you to instant gib people from a range we're seeing a lower murder rate than we are in the current game. HMMMMMM.

#112 Re: Main Forum » Tarr » 2019-07-18 15:00:43

Averest wrote:

Just a quick question, but how many of those hunger deaths could possibly be due to starving before the death timer finally makes you kick it since you can't eat when you're wounded?

I can't imagine it being a significant number but I would imagine at least 10 deaths a day would fall under the wounded but starved category though there's no real way to know because how things are shown in logs.

#113 Re: Main Forum » Tarr » 2019-07-18 06:18:57

Morti wrote:

Personally I think it was enough when we were balancing between taking care of our children, and taking care of the town.
That was more than enough for me to play for 2,000 hours before grabbing my torch and pitchfork and really joining in with the mob. But I still stand behind the opinion that it's more our fault for making the swords, in our towns, than it is your fault that we are using them.

I'm willing to guess your account is not one of the top 20 people making swords, nor are you in the top 20 (by you I mean Jason) list for kills made with them. Tarr, you may be top 5 for both of those categories. But I think that'll change with all the people joining solely based on learning that there are tools solely meant to satiate their murder simulator desires.

Funny enough, when trying to prove the point to Jason about the swords originally I made it a point to either find my swords in the wilderness or disarm someone (as I was raiding as a feral Eve that could very clearly display who was doing all the killing.) I don't make swords, nor have I ever mass produced the dumb things because they have zero value besides making a backpack last forever.

Neither from a minmaxers perspective or a normal players perspective does it make sense to make the things as steel is better used on making additional adzes (and my god do I hate seeing a bunch of adzes in a camp/city.) As long as swords are incredibly easy to make and cannot be undone someone is always going to mass produce the dumb things and no one can stop them without resorting to violence.

I'm hoping enough dust gets kicked up that things can be solved without effectively making he game unplayable for others as the whole sword thing was burnt me out on this game for nearly a month and a half. Hell, if I didn't return to playing people wouldn't know half the stupid stuff about the current pvp system.

#114 Re: Main Forum » Tarr » 2019-07-18 03:49:07

Morti wrote:
Tarr wrote:

6014 deaths
2244 SIDS deaths
2561 Hunger related/animal deaths
802 old age deaths
307 murder deaths.

Excuse me, of those 2561+802... 3363, deaths.

2244/6014, that's sad.

Incoming wall of text: I ended up doing the whole week while removing out all the SIDS since I don't really count them as deaths in the long run. If there are any errors it's because I fetched all the data manually myself from the death logs.

Total deaths for Tuesday: 4977

Hunger - 2057
killer 306
Sids - 1851
Old age - 763

Minus SIDS: 3126
Murder rate: 10% of all lives.

Total deaths for Monday: 4987

Hunger - 2214
SIDS 1705
old age - 716
Killer 352

Minus SIDS - 3282
Murder rate: 10.7%

Total deaths for Sunday: 6014

Hunger - 2561
Sids - 2344
Old age - 802
Killer - 307

Minus Sids - 3670
Murder rate: 8.4%

Total deaths for Saturday: 5834

Hunger - 2538
Sids - 2181
Old age - 801
Killer - 314

Minus Sids - 3653
Murder rate: 8.6%

Total deaths for Friday: 5349

Hunger - 2338
Sids - 1970
Old age - 750
Killer - 291

Minus Sids - 3379
Murder rate: 8.6%

Total deaths for Thursday: 4951

Hunger - 2311
Sids - 1689
Old age - 682
Killer - 269

Minus Sids - 3262
Murder rate: 8.2%

Total deaths for Wednesday: 4912

Hunger - 2286
Sids - 1595
Old age - 724
Killer - 307

Minus Sids - 3317
Murder rate: 9.3%

#115 Re: Main Forum » Tarr » 2019-07-18 03:36:48

jasonrohrer wrote:

Also, if Tarr and a few other folks run around and intentionally inflate the murder rate to prove a point, what point are they proving, exactly?

I could do the same thing in real life.  Many people do.  But it doesn't exactly prove a point.


Well, I suppose it proves the OPPOSITE point.  It's so easy to run around and kill lots of people.  Thus, it's amazing how peaceful things are, then, isn't it?  I mean, it's amazing how much we can trust each other.

And that's REAL trust, and real trust is the only interesting trust.  Toothless trust is meaningless.  Two prisoners chained up next to each other don't need to trust each other.  Two starving men with guns on a desert island can build a real trust over time.

"You had so many chances to kill me, but you never did.  I love you."

The thing is the murder rate has been stable the last week, floating around the 8-10% murder rate per day once you pull the SIDS babies out of the death pile. Swords are not palatable to players because there's no reasonable defense against them.

Someone who is going to attack you is going to be someone playing with a modded client. This person is also going to be a maximum zoom whenever they get near enough to issue the kill command. While you might hear growls which informs you to zoom out you've at this point lost the fight should you draw a weapon on your attacker since they issued the kill command first. Unless you find a bow and arrow within the next 10 or so seconds you are likely to just be dead.

Fences are still not up to snuff as we see players basically refusing to use them due to how inaccessible they make the town you're in. Not only this but they still will suffer from either players blocking the gates OR people teleporting in baby soldiers. While adding a floor piece to prevent tile blocking in front of a gate was a step in the right idea as long as newcomen towers can't be dismantled we will pretty much always be stuck with gates not being usable from a viability prospective just on that alone. This of course is also ignoring when people plan bad fences which are too little, too big, or too few gates to allow entry. Your weakest link will kill everyone and that's if they weren't already purposely letting in the people with swords.

I don't think players have a problem with a weapon existing that only kills other lineage so much as they have a problem with a poor pvp system mixed with an overpowered weapon plus a lack of viable defense options.

So without trying to give you my own solutions to the problem I'll list you the exact problems.

1) In the current game system defensive options to counter the sword are either deemed unviable for actual practice (fences), cannot be as easily handled as a sword (bows), or have been removed (snowballs)

2) In the current game system the first growl always wins. This makes it so attempting to fight back is meaningless. If you do not specifically know this fact you will 100% of the time lose against your attacker who is likely attacking you from maximum zoom.  This plays back into the fact that defending against a sword is much more difficult than in the previous pvp system.

3) Sword juggling and duel wielding exists which isn't present on any of the other weapons in game. Bows which are supposed to be the counter to swords have a 4x longer cooldown and risk shooting innocent players if you aren't careful. Without a range equivalent to the sword the war sword will have the advantage in almost every fight.

4) Swords cannot be dismantled or recycled like their other melee counterpart. This means any sword created must be dragged very far into the wilderness or teleported into a special made cell to prevent retrieval. Even if swords are hidden they are very easy to mass produce in the current game.

Peace between families should be the default, not a rarity. The problem comes not from the fact that it's hard to work with people but that exactly one person can and WILL ruin it at some point for the lulz. It won't be because he had a reason, and it won't be because they've done something to upset him but it will be for the sole reason to get his le epik shift clicking fix.

People are just tired at this point. Unlike previously where you could tell someone to git gud and protect their village you've removed that which just leads to a bunch of helpless sheep getting preyed on.

#116 Re: Main Forum » Tarr » 2019-07-18 00:05:10

jasonrohrer wrote:

307 murders on Sunday out of 6014 deaths.

95% of deaths on Sunday were peaceful.

805 people lived to 60 on Sunday.  That's 2.6x the number of people who were murdered.

If you are claiming constant murder in this game, you're either exaggerating for rhetorical purposes (my suspicion) or very unlucky.

You don't like the sword.  I get it.

But calling this game a "murder simulator" is ridiculous.

Should you really be including SIDS deaths in your stats though? People using /die make up nearly as big of as big of a chunk of deaths as people just starving to death. When I took a peak at the death log I got the following results

6014 deaths
2244 SIDS deaths
2561 Hunger related/animal deaths
802 old age deaths
307 murder deaths.

Clearly there's 100 or so difference in between our results so I'll just add it to hunger related since that's probably what I'm missing. Our final death count looks closer to this

3770 total deaths for the day
2661 hunger related/animal deaths
802 old age deaths
307 murder deaths.

So we're respectively sitting at around a 70.6% hunger/animal death rate, a 21.27% old age death rate, and a 8.14% murder death rate. If any of my math is wrong I wouldn't be totally surprised as I was never good at math in the first place but it seems deceiving to include what are essentially just players rerolling in the math.

#117 Re: Main Forum » Why did we trade one terrible pvp system for another? » 2019-07-17 17:36:25

Another fun fact about auto-aim.

IT KILLS THE LAST PERSON ON A TILE

Just got to experience this personally when trying to kill a little girl luring a bear to town. If you happen to misclick and activate growl mode but DO NOT SPECIFICALLY choose a target whoever is the latest person to move to a tile will be the target as they are "on top." This means it's possible to use babies as meat shields since they'll be the latest person to enter the tile when born OR it's possible to attack the wrong person if someone stands on their tile to protect someone. You will kill the last person to enter a tile if you fail to select a target aka you misclick or click the tile instead of the player however, you can select the right target if you specifically click them instead.

I sure do love auto-aim :^)

#118 Re: Main Forum » Getting stabbed from MANY tiles away » 2019-07-17 04:15:32

I'm glad to see more people at least bringing this to light and confirming I'm not the only one who thinks the PVP system has been shit since the rework with certain groups of people within the discord essentially just constantly griefing with it.

But hey, maybe we'll get Jason to take a look at it and decide to do something or maybe the game will just be ass. Who knows?

#119 Re: Main Forum » Cursed war swords also have a meme on the topic. » 2019-07-17 04:13:33

Roosty knife wrote:

Started a new live and guess what? Another WaF sWloAdS slaughter in a dying village, where we struggle to survive. First time when i really thinking about quiting...
https://pp.userapi.com/c856124/v8561246 … Oq9yGY.jpg
https://pp.userapi.com/c856124/v8561246 … nMB_ls.jpg

Hmm, triplets killing everyone. It's like raising multiples is bad or something. At the end of the day all you can do is continue to play the game in it's current form, bitch to Jason on the forums/email, or quit. If you're 100% on quitting I would even go so far as to ask for a refund out of spite but that's based on how petty you are lel.

#120 Re: Main Forum » Tarr » 2019-07-17 00:44:12

arkajalka wrote:

Yes create armor to sustain hits. Oneshotting sucks bigtime. 0 skill all about who draws first  and if you are peaceful by nature you'll be the one to eat the hit.

Imo somekinda karma system could be real nice. That way we would have peaceloving towns that prosper on technology and marvelous buildings. On the otherhand you would have these raggedy ass warmongering towns that are all about forging every iron ingot into swords and conquering the prospering town from the peaceful folk.

This way swords and fences would actually work. As in peaceloving town you would know that you dont get siblings that are murderous in their intentions and use every piece of technology to kill. You could maybe even do the fences proper as people who are pro peace prolly know how to build stuff and how to take advantage of thing. The ownership would transfer and the swords that are made are solely for defence.

PVP is just plagued with a whole lot of issues at the moment.

REMOVING THE SKILL OF ENTRY

Previously before the new system there was an actual level of skill required to duel in this game. People had to make sure to click very specific tiles or the player in question AND you had to keep doing this as if they moved out of the tile this would cause a person to drop their weapon thus leaving them disarmed. This dancing as it was called meant that both players either had decision trees that had to go down whenever attempting to attack the other player as bad moves ultimately left you getting stabbed in the gut or shot. You can see this specifically play out in the video where I was showing off the issue of swords to Jason where I lead a woman around a tree to get her into a choke point to make sure my snowball isn't going to miss. She ultimately decides to stay 100% on the offensive and charges without thinking and is punished for walking into a tile I know I can hit with a snowball. This leads to her getting stabbed and the town massacre resuming.

So what happens when there isn't depth to combat? Basically what we have now. Anyone and everyone can kill a person without any sort of fear of losing as long as they shift click first. Melee weapons have 9 different tiles you can attack a person from and bows have about 16 or so IIRC. Where as in the before system you might have had two different correct choices to click on with so many options it completely removes sort of skill as Jason wanted. However, this means the bar to entry is much MUCH lower and thus anyone can grief now, and anyone can grief successfully. Before hand, if you tried that sort of thing on someone like myself you ended up dead 99% of the time due to being lured into a bad spot or just being hit in the dancing phase of combat. There's no such thing as of now and the game is unilaterally 100%/0% win rate for fights depending on who clicked first. Removing the skill from combat made it much easier to attack and removed all the defense from pvp.

EVEN STEVENS

What if in the situation of two players having the kill command queued instead of one always winning it would instead result in a draw? This means both players would end up with a knife wound if wielding the same weapon (knife v knife, sword v sword) or arrow wound if both holding a loaded bow. In the case of knife v sword just give the kill to the sword since it's the weapon actually made for killing in the first place. This would mean whenever trying to attack someone who is ready for you you'll essentially one for one yourself instead of knowing you would have won or lost with 100% certainty. In the case of multiple family conflict it should be crystal clear who you should be healing, and with inter-family conflict it becomes a game of convincing the medic who to save which adds DRAMA like Jason can't live without.

A RPS (rock paper scissors) approach would be much clearer on who is supposed to win a duel instead of the current system where you wouldn't even understand how fighting works without someone explaining it to you. Allowing someone to stab you while their injured seems a bit too far in my opinion but would likely be a better option than the meme that is our current combat system. Basically the idea would be if someone attacks you, you can attack them back as long as you are armed (injury wouldn't drop items anymore) which may or may not be a good idea as well.

THE ONLY DEFENSE IS OFFENCE

With the removal of snowballs as the great equalizer there is no counter in combat besides just running away from someone. When a disarm was available in game you were both able to disarm people and deal with them nonviolently or it allowed you to turn the tables on the player attempting to kill you in the first place. With the current pvp system the only way to win against someone is to be the first person to growl OR have a ranged weapon vs melee. You cannot ever win if they growl first when both players are using the same type of weapon no matter what you do to try to prevent it. This means PVP ends up boiling down to a game of running around in circles waiting for one of the players to need to eat as otherwise the kill command will not drop (or if they decided to drop the weapon for whatever reason).

This is clearly worse than the previous combat system where players were making decisions on how and what to do while on the fly. Fences are just not viable. You heard it before, and I'm here to tell you it again. Something so annoying to deal with while also being so easy to grief is never going to be something players use to defend themselves from attacks. The only time we seen fenced cities going up was during the highest spike of Eve related genocide where a random Eve could single handedly wipe out an entire village by herself, and could even respawn back to the same town she just attacked. Fences have to be made actually usable for players to want to build them as they're not idiots who will do things just because it's what they should. Theory vs reality are two very different things and players should be expected to do the opposite of what they're supposed to when given the tools.

WORKING CURSE SYSTEM

Do you know what happens when there's no responsibility for what you do? Take one look at how bad the griefing situation has gotten in the last two months after the curse system got completely wrecked. While it has obviously never been a perfect system it was a deterrent for players to act like little scumbags ruining the fun of others. I sort of wish we would have told Jason to remove the curse system when we had the chance just for the sole purpose of showing why it is important to hold players accountable when they just want to grief or act like an asshat in general. What is the point of having a system in place that you can't use? I almost always have my curse token when I play because I can never use it due to the limitations put on them and that's not even because I can't curse outside my lineage. The time limit is much too small like I told Jason before. One minute was absolutely fucking ludicrous (his original idea) and five minutes is almost as useless.

Why is a time limit bad? Because name variation is wildly different depending on who is naming a child and what name the Eve picked. Mo Oo requires 11 characters, while some names require nearly 40 characters to be able to type which is just absurd. What is the point of having such a wildly varying system? Oh right. Because rough edges are more interesting than working systems. I really don't see it being unreasonable to ask the curse system just be a command you use at age ten+ OR allow cursing to occur up to an hour after a players death. This would allow players the ability to actually use their tokens while people who really deserve their trip to donkey town get the plane ticket.

ONE HIT IS BAD

This is something that clearly caries over from when death was instant in this game and depending on the situation might just be something that should go. What if knife wounds weren't always deadly along with wolf bites/hog cuts? What if instead it would reduce your permanent pips by some number (lets just say 10 for example). If you happen to be suffering from a wound that would reduce your total pips <10 this would become a lethal would like we have in the current game. It would basically be the same mechanic as how mosquitoes remove pips and until you were healed up you wouldn't get the food bars back (which return empty). If for example though you would get a second wound in this state it would reduce your maximum pips to zero which if you didn't have bonus food you would outright starve to death.

Of course this brings up the idea that yumming would work as a shield which seems really weird in my opinion. Maybe zero pips kills outright or potentially all your bonus food is removed upon first stabbing to counter a true yum shield. In the case of something like arrow wounds, sword wounds, snakebites, or bear bites the wound system would stay as is. This of course is debatable of course but this is just a base idea on which others can add or subtract from at their digression.


Anyways, PVP is and has been fucked for a while and the growing state of people raiding and stuff is only showing this more and more. The game either needs to have PVP brought to the forefront as something Jason plans to go forward with or it needs to be slightly muted but balanced around as to not take away from the main ideas of the game.

#121 Re: Main Forum » Tarr » 2019-07-16 22:06:27

ollj wrote:

oooh tarr reveals his player id ingame just like me. this leads to fun pseudo-twinnings.
oooh tarr signs his last words just like me. thats just nice. this usually gets people angry.
thats all neat.

i have yet to whitness an identity theft ingame (besides copying a family name for whatever reason)

notes that just say "i am NAME on youtube subscribe" are commonly excluded from libraries and hidden in the deepest swamps.

on point-proving and excessive warswording, yeah its just a game.
except today i significantly increased the population of killian bell-town (even if only temporarily over and over), by constantly going there, buiulding roads there or bringing turkeys there.

I tell people whenever people ask or make a comment about what I'm doing. I do this because if anyone claims to be me in game can quickly be disproved by pinging me in discord to ask if X is me or by checking the death log and comparing my email hashes to anyone else's. Most people know my main surname since it's my name on discord/forums and I keep a few others undisclosed for whenever people start specifically targeting the lineage due to trying to make some goofy attack on me.

I've both had people such as Datruf pretend to be me and others either in an attempt to make me look bad, gain trust of others who know who I am, or just do it because they can. It's not that big of a deal since I can prove when or when someone isn't myself since discord + the life logs showing a different email hash when it isn't either of my accounts.

I don't normally sign off my lives with a message of me being who I am but I knew Morti would look back at the message at some point.

In regard to the whole swording thing that was a lot of players (and repeat players) that basically had zero chance and all their work destroyed in a matter of minutes. If you didn't understand how to pvp at the time you stood 0 chance against someone using hit and run with a sword, basically the same thing we see today where pvp is 100% one sided.

#122 Re: Main Forum » Tarr » 2019-07-16 20:23:31

Yes, that was indeed me Morti. I only walked over to yourself because I genuinely believed your claim as I don't think I have ever seen someone else make the claim to be you.

1. While we certainly impact every single player we meet in game we certainly can't always make it a good impression no matter how hard we try. I will fight for whatever I think is right in this game regardless of whatever means I have to do so to get the desired result. Clearly, sometimes one must step on the toes of their own moral code but is it not better to do a little evil in the name of good? If I didn't go on that week long crusade to get the sword nerfed this sword problem we have right now would not only be worse but the game would likely be close to near unplayability.

Of course this came with a very heavy cost. I had copycats start doing exactly what I was doing seeking to get a bit of attention as I was the first and only player to be specifically mentioned within an update. People used my in game surname to destroy anything and everything that got in their way and unlike myself just seeking to get a problem I saw fixed but to ruin the experience of other players over and over again without any sort of mercy. This crusade has also brought us to the issue we are seeing right now which I wouldn't have imagined happening. Any sort of killing or fighting in this game has been reduced to a complete garbage fire.

This is a direct result of me failing to think any further than just getting what I thought would be a quick fix to make the game a better place for everyone. Combat being as it is now is just a joke and not something I can get fixed without specifically asking or convincing Jason otherwise. My goal to use destruction to protect all the players who couldn't deal with the threat of swords really backfired on myself in this situation as now I can't even defend them, nor can I barely defend myself in these sort of situations now. So to reflect back on the previous thought, was doing evil in an attempt for good worth doing? It wasn't. I changed a function of the game that I was good enough in to protect the newer players into a system where anyone can do massive amounts of damage.

I got something changed where skill stopped mattering. While maybe only a small fraction of the community could have really inflicted the amount of damage I could with a sword now almost anyone and everyone can do these sorts of things. I forced Jason to make a change that absolutely fucked the sort of people I was working to protect from the update. These swords aren't war swords at all, they're just simple tools of genocide made for those with the worst intentions to prey on players who just want to create, on those who just want to connect with their families, and those who just want to live peacefully. I take full responsibility for forcing a change without thinking Jason would create such a terrible solution.

2. I would never EVER be convinced by Jason to try to force such a change on this game like getting players to use fences. I am classically one of Jason's hardest critics with being one of the only players in the highest play time reviews to have a negative review most of the time. I am just trying to get Jason to change the game the only way I personally know how at this point and that's by breaking things as much as I can where he is forced to take action against whatever I can come up with. I don't want to see fences just as much as you Morti, and I certainly don't want this game to be a bunch of fenced in hell holes where people are just trapped waiting for death to free them of their cells.

My high kill count comes from my overzealous nature in the game which has a certain ebb and flow to how I deal with things. I won't lie here as I've clearly killed people for terrible reasons just like anyone else with someone being wasteful with food being a clear memory of one of my many mistakes. I hate to admit it but I absolutely looked up to pein and his no nonsense attitude when dealing with people but I have never wanted to go as far as he goes. Pein is why I even learned how to deal with my problems in game instead of just asking for Jason to fix all of my little problems and without his influence I wouldn't have learned to properly pvp in the first place.

But of course to be pein lite is not something others should want to be as no matter how hard of a worker he is as being such a loose cannon is just as dangerous as having a griefer running around threatening to shoot people. I vowed to myself I would protect those who could not protect themselves, to remove people who were assholes just for the sake of being assholes, and folks who would only ever make this game worse for all those who just wanted to have a little fun playing the game I have mostly enjoyed from the first day I seen this.

While war in game is something that occurred on the rare occasion before the war sword it's not something I want in a FAMILY AND CIVILIZATION BUILDING game. While I can understand that not everything can peachy 24/7 within the game whenever something comes up there should be both a peaceful and violent solution to whatever thing does arise. Unfortunately, in the current game there is no peaceful way to resolve some sort of problem, and even worse violence is the only option given to a player. You seen this first hand when we put our swords down and tried to reforge them in that little town, there were no swords to plowshares. We disarmed ourselves in protest of the swords but in that we only armed more of the players who would want to destroy.

Fences and swords do not belong in the game and with the current systems in place never will. All these updates did was sunder and change the community dynamic where people think this game has always been some terrible pvp game with an undertone of parenting and building. I put those fences up to try to protect those people in that town, and I tried to put them up to trap them. Neither of these things will fix this game, and it's clear it will always be better to just pray that raiders don't find the little piece of heaven carved out of the ground the Eve settles on.

3. I really don't want to be in another situation where I actively have to cause as much problems to other players to get points across to Jason on whether or not something is completely broken. I directly warned Jason two weeks before the latest snowball incident that these things had a bug in them that actively made them lethal again and he didn't even respond to me. Hell, I even made a little video to prove that the snowballs were killing a baby though I could have thought it out a little better but I was just rushing to prove a point that these things were able to kill another player. Once someone else showed the direct way to deal with the problem I expected Jason to fix it.

But he didn't. I had to go back to the discord (at a time where I was actively on break from the game) and leak to the players within the community how to abuse the bug to get it fixed. This is where the underlying issue comes from Morti. I can tell Jason X is broken but sometimes he doesn't see the need to fix it. He should not and cannot leave bugs of that caliber on the table for anyone and everyone to abuse as slowly more and more people would find the bug and only a select few would kill everyone. I believe in ripping the bandage off when it comes to these sorts of things instead of trying to just let a small flow of bug abusers keep all the power to themselves.

Some of my fondest memories of this game are those where I taught another player to do something that was just every day fair to myself. The student who learned the art of setting up an oil rig, the boy who no one would teach learning to make all sorts of different level foods, or even just the many children I've taught to to keep the town stable through composting and animal tending. These are the things this game should be about, teaching, caring, loving but that's not where we are right now. We've made a complete 180 and look how awful this game is right now.

Players can't even play without fear of some idiot with a sword wiping out all their children and the work of their great grandparents. You can't fight back in this game, and you can't ensure your children can enjoy the sort of peace we have throughout the many MANY months we've played this game. There isn't ever going to be another OHOL created, I'm sure of that at this point so I want to make this the best possible experience for future players. I want them to get to love the game we did Morti, I want them to feel how we did when we gout our first spark of connection with our children, our parents, and even our grandparents.

We won't ever fully see eye to eye on every little detail but we can definitely agree on most. This is both a game we dearly love and I always enjoy getting to meet you whenever I stumble upon you in this game. There's only ever going to be one of you and there will only be one of me but lets continue to change this game in the best ways we can Morti. Lets let others enjoy the game we fell for, and let us continue to stumble forward with Jason and pick ourselves back up whenever we fall. Maybe with a little elbow grease we can change the world just a little bit at a time.

#123 Re: Main Forum » Late curse? » 2019-07-15 22:42:21

Not anymore. This was a "fix" to stream sniping and since then cursing has been a joke. You used to be able to curse anyone from any family for up to two hours and now it's only up to five minutes after the persons death AND you have to be in the same lineage.

Basically cursing got gimped and he promised some tools to help make up for it but we've yet to see them dished out yet and instead was offered removing the system instead due to lives (lmao)

#124 Re: Main Forum » Why did we trade one terrible pvp system for another? » 2019-07-15 19:09:32

FeignedSanity wrote:

That last part is the big sticking point, to me. If he is trying to make a pvp game then, of course, he should be working on providing refined pvp mechanics. I don't believe this is what Jason is going for, and I thought he wanted to keep this game from revolving around fighting. So is your problem that you feel like the game has become too pvp focused? If that wasn't the case, then by your first point, a shitty combat system wouldn't be a problem.

As far as defensive options, I'm fairly certain he has stated he wont be adding any because they could be used as a tool be griefers, which makes sense. As far as I know, everything was supposed to boil down to numbers being the most important factor. Which makes me wonder why you're allowed to unilaterally murder in the first place. In that regard, I feel like my idea about how killing should work in this game makes more sense.

But with all that being said, you do raise good points about swords and fences. Does he really want the only answer to, what you claim to be the late game state of OHOL, be that you either equip everyone in town with a sword, or have a massive pain in the ass fence around your village? It does seem like some conflicting mechanics and possible game design oversights.

While I don't think he wants this game to just be a pvp-centric game that's what late game has devolved into at this point and has only been getting worse since the original release of the war sword. Most bad updates will be a wash and be left to rot in the field of mediocre update weeks but the sword continues to haunt this game. Whether or not he intends the game to this or that the game is currently just a bad pvp game when it comes around to the late game part of OHOL because of sword culture. If the game is going to stay in such a (terrible) shape then he should at least do something to make it more palatable rather than the mess it is right now.

In the case of defenses no matter what he adds the bad guys always have the upper hand because anything he adds doesn't have any sort of counterbalance. Is someone griefing the village? Well we could curse him but his name is too long... or he's been dead for too long for me to reach an age to do anything... I mean fuck dude you can literally snipe people off of a gate you open and close and no one can stop you in your range (unless they growl first) which is absurd. You can in the current game become an unattackable player by closing a door/gate/whatever. Does that make sense? The only defense to attacks is to stand on a closed door? Found out you can potentially attack people on an object through a diagonal which might mean the kill command can shoot through walls again because why would logic work in this game. BACK TO TESTING I GO.  At least when the curse system was functional there was an option of trying to banish the bad guy even when his only advantage over players was the ability to stealth grief and even then they would have to be caught for the system to work. This is sort of why I suggested removing the ding/purple text from showing up for everyone as a means to try to cut down on mob mentality which in turn means if you're cursing someone you have to convince others instead of just getting them to jump in the ding train.

Anyways back to the point. Bad guys will always have an upperhand as long as Jason doesn't have counterbalances to whatever exists. Sure, the bad guys can use whatever against the good guys but giving the good guys more options isn't better than leaving things shitty just because bad people will do bad.

Fences really are a nightmare on all levels and swords are actively useless with the current pvp system if you know what you're doing. Large fences will make it impossible for a town to defend due to people using the normal client not being able to see the edges thus making griefing the entrances incredibly easy. Small fences make a town easier to watch entrances but really restricts what you can do and in the clutter nightmare of ohol you really need to be able to use all the tiles around you. Swords are useless because of the whole first growl win mechanic. What good is arming your village to the teeth if they always lose to the raiders who growl first? In no situation can they win a melee fight if someone inputs a kill command (especially if they start the command from off screen where you can't even see.)

#125 Re: Main Forum » Why did we trade one terrible pvp system for another? » 2019-07-15 15:28:56

FeignedSanity wrote:

Makes sense to me, and I still feel it is preferable to the system we had. The old one blew massive gonads and mostly relied on ping and the holy grace of Jason. It's much simpler now. You want to kill someone, then you do it. No more fiddly dances, no more arrows getting lost to the void or accidentally getting the wrong person. Sure, it's still possible, but it's a lot less likely, considering you don't have to click in the heat of battle anymore. Speaking as someone who was quite skilled in the old style of combat back in the day, I feel it's a much better alternative. You want someone dead, then stab them. If others want him healed, they'll heal them. If they want to kill you for your murderous intentions, then they can, regardless of whether or not they are one of the elite few to have mastered the combat system. I'd have preferred an actual clean combat system, but that's asking too much on top of everything else; especially considering it's such a small part of the game.

Here's the thing though. The old system was allowed to be shitty because the game wasn't remotely revolved around fighting or killing at all. At this point in time late game is just a bunch of the same idiots roaming around towns trying to sword anyone they get the chance to. Sure something like arrows could miss or disappear but that's a function most games have anyways (even if it logically didn't make sense to shoot a ghost and lose arrows.) Two players on equal footing would both have a chance at killing each other in the older version of the combat system. While in the current version one player will always have a 100% kill rate and the other a 0% chance if they just tried to stab each other out right which you absolutely wouldn't know without having someone tell you that little fact.

Defensive options need to exist in the sort of state swords do (aka not suck balls.) Players are absolutely not willing to put up fences to stop raiders in the current game and that's because how terrible the whole property fence mechanic is. Hell, these bastards weren't even meant to be used as some magic fence system but for declaring private property. There should definitely be a return of some sort of snowball like item that disarms other players as that was a great solution especially now considering  the only defense against an attacker now is running away. Dancing in the old system was certainly dumb, but so is the idea that someone will always win without risk of losing.

Basically when Jason flips the game from multiplayer parenting and civ building game to terrible pvp game he has to actually care about making the pvp part usable.

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