a multiplayer game of parenting and civilization building
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You don't need mutton to produce compost.
I didn't mean that you can't point out what is bothering you. Is there a game where you can say : "Well, everything is perfect to me, as if I designed it myself !" ? I mean that after playing hours and hours you become bored by any aspect of any game.
The Tutorial is great. I was happy first time I figure how to get out and manage to do it
You can still grief a town in early game by wasting an axe and cutting all usefull tree around.
Anyway, cutting dead tree is still a hungry works (at least onetech say so). It's not consistent, so maybe something have to change.
Imagine that there are some people, playing hundred and hundred of hours of this game, but yet who dont understand why they feel bored by the game at some point
Well, any game will have this effect. So if it's still enjoyable, that must be a hell of a game !
Just saying.
Hi,
I know how to access the photos made by players, but I think it would be more enjoyable to see them on a daily basis, when visiting forum or entering game.
I mean, who goes to the game menu to check the photos ?
Maybe we can also elect the photo of the week / month ?
Could be cool right ? Some more community interaction
Thanks for your attention !
There is no way I giving oil for free
You don't have to be smart
Language people are pretty usseles right now. But they "smart". Red dye+blank paper = recipe/schematic blank paper. Person who have skill (smith for example can use smithing hammer and forge) take this blank recipe and writes "Smith" or "How to smith" and gives that recipe to person2. Person2 read that recipe (get a blank recipe back) and get some buffs in smith profession for the rest of life: he moves faster near firing forge, have a chance not consume iron or coal, and forge will work longer. Diffrent buffs for diffrent profession. So language people can trade their knowledge for something or come to another color village and help.
Ability for children to chose main skill earlier: kid chose instrument, pick it and get a tag above head "smith", "cook", "hunter". Some kind a ritual or tradition.
Ability to wear instruments on backpack like a sword.
Sorry for my english
I like this idea
You don't have to trade anything with ginger to get oil. In fact you don't need to trade because any ginger player can end in other tribe and would need kerosene. So they give it for free.
Oh. Is mining iron hungry work to prevent something too ?
There are some limitations to what animations can happen in a context like this, just based on the way that "character" vs "held object" animations are divided in the game.
Characters have 5 animations (walking, standing, being held, doing, and eating), and they are "part" of the character itself.
The way fishing works is that it is stuck in your hand and sets your speed to 0, preventing movement. The pole itself has an animation, but the character is just standing there.
So for mining, the pick could have an animation (rocking, making a sound), but the character would just be standing there. Would look pretty bad, I think.
What if the Character is really going down into the mine and re-apears when he founds something ?
Or, what if the character really enter a new territory, a new space, inside the mine ?
I'm just throwing ideas there
Is it intended ?
Even in onetech it's stated as not hungry work.
By the way, why killing a sheep is hungry work but not killing pigs ?
Again, is it intended ?
Thanks !
10 seconds looks really long.
Just count to 10 s, while standing there doing nothing.
Then repeat for each mining action.
Or maybe aliens would classified humans and baboons in the same category, who knows ?
Anyway "race" in dogs is used as race was used for human being. In fact we are from the same species, meaning we can reproduce alltogether.
New word is "human being". But you could use ethnicity, even if it refer to language and culture.
Pein Didn't saw any Spreadsheet so here is mine , ( it is updated) it has also clothes stats.
https://docs.google.com/spreadsheets/d/ … 6&range=A1
If I'm correct, you didn't take into account the hungry work for mutton / pork. Meaning -10 pips for 4 pieces of pork / mutton. So -2.5 pips per carnitas, mutton pie and so on.
From race to culture to language ?
Just to point out : race is not culture, langage is not culture (you can speak french or spanish and have different culture).
Can't see the point of such a pe(i)n.
I would like a day without race restrictions just so we could play more sandbox-y for a bit. I wanted to make a lot of things I can't because of restrictions.
Go in settings and choose an empty server : this is sandbox.
check this : http://onehouronelife.com/reflector/ser … ion=report
and paste something like this : serverxx.onehouronelife.com : 8005
Yeah but iron is scarce.
1. Make biomes really really huge and some natural items really really rare, but show the nearest occurance of [stuff] when Player types \[stuff]. Maybe buff wild Food. Would Eves settle down in their spawn region cause the 'greener pastures' are to far away creating different starting conditions? Would it encourage trade and conflict since different villages have easy Access to different ressources?
That looks impossible. Eve can't settle down : milkweed is only on green, clay only in marsh, maple trees... You got the idea. If anything can grow in any biome, then it's not "biome" anymore right ? Any example of really really rare natural items ?
2. Make crafted objects decay over time (different timers for different objects), but let some natural ressources regrow over time (like animals, trees, wild Foods). Would it give more meaning, since what you do has a more direct Impact?
Animals could reproduce, indeed. Regarding object, most of them already decay. But I can't see the relation between this and more meaning. Not at all.
3. Implement Knowledge: When a Player spawns as a baby it has only very basic knowledge about crafting (can pick stuff up, eat stuff). When a character witnesses some other character doing something he also learns this skill. Sometimes, a random character can have a random epiphany, meaning he learns something out of the blue that is related to his current Knowledge. Would this be annoying or another way to implement different conditions for different families and therefore the need for trade of goods or knowledge? Or even raids for goods that one family can not provide? Would it give meaning in the sense, that the Players feel dedicated to teach the knowledge of their character to younger?
Can you be more specific ? How do you learn skill in the first time ? I mean the first eve can't do anything ? How will it work ?
In this game, player already learn from watching, I'm not sure this will help.
4. Auto Curse with killing or abandoning: Instead of Donkey town or current curse system, if a character dies through the hands of another character, a character curses another character, a mother lets her baby die or a Baby runs away add both respective players to each others blacklist. A Player that is on the blacklist of another Player cannot spawn a descendent of the other Player. Would this prevent toxic players from beeing near others? Scenario, we protect our family against outsiders since there is a Chance that a toxic player it among them. Or would it make lineages die out faster?
So when you kill a griefer you get auto-cursed ? When you have to abandon a child because you don't have any food left and too much babies, auto-curse ? I don't like this. At all.
I like race specialization
This is not content in my point of view. It's just another way to do same things.
Personnaly I would prefer new food, or more tech advanced stuff.
Sorry double-post.
Well, iron, steel, stone, bronze hoes. It doesn't really add anything to the game, right ?
As eve on empty server, everything was working fine. Note that I didn't have a name.
First life : put stone on it & get all irone then made a hammer.
Second life : use the shovel, get some free iron and use a pickaxe on iron vein. Everything worked fine.