a multiplayer game of parenting and civilization building
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breezeknight, I also am facing the same problem: the direction of the game changes does not satisfy me, so I am only checking forum and updates. The main thing is, the game was supposed to be about rebuilding civilization and parenting, but now it is pure survival. There is no ingame teaching, there is no parenting, there is no trade, there is no war. All because Jason underestimates the parenthood and property laws.
Jason gave us knifes to allow people to defend their property. But knifes are limited, so a person with knife is like an armed psycho in the gun-free zone: only he is armed and everything depends on his will. While most players requested Jason to remove violence from game I asked the opposite: make shafts, hoes, axes also weapons, so fellow farmers or lumbers can defend their property! Not only some lucky guy who inherits it, or the smith. Also, in many heads dogs were thought as a property tool, because they would defend items/area from all except his owners (family?).
Without property every village is a little communistic paradise. You are not thinking about your children, about your spouse. You think only about a community. Players take a look at village, guess what is missing and go to accomplish it. Because of it, we are facing many people doing the same without unnecessarily and ruining each other work. Which results in multiple power drils, unnecesary wells and flat stones "stealing". With property, ingame communication would be more common, as people will not just take this shovel or soil. They will need to give something in exchange!
A good property system should be enough to create a family. But only made from single mother? How can she raise the kid? She should give it to nursery, so we are back at communistic paradise, where kids belongs to the village. The only save would be, if step-fathers will take a roleplay. But including males in reproduction would be even better, as it requires more ingame communication, gives males more meaning and creates more problems to solve: who should stay home? who is in charge? who should I choose? Should we try to have children, or still wait? Isn't it too late to have a kid?
The next thing is trade and war. Both will be enabled, if settlements will have some resource variety. But there is none, as biomes small and close to each other. Every settlement can easily aquire the same buch of resources. Why should we trade? Why should we start to conquer and gather their resources? Solution: make biome bigger and each able to sustain a small population. This way they could survive to the point, they will find and influence each other.
Also, a limited sources of resources would be great. Like ore veins, which could be mined for generations, clay pits, quarries, coal mines (gather and transport coal should be easier than charcoal crafting). This would make every settlement different and needing to exchange with others.
Complicated, while still not complete computation for heat
You Jason made so complex computation to protect from only one element, air. In reality, clothes are protecting us from multiple elements, especially water and sun rays. This is why clothes can cool down. Desert clothes have drawback, as they filter from air. Is is bad, because during sweating you want air to flow around you body. But those clothes are loose, so this filtering is rather weak and minor comparing to other protection: from sunrays!
What is also missing, is heat capacity. Walls and floors are only filtering heat exchange for the air, but in reality they also heat up and cool down. This heat capacity is especially useful in environment with big daily temperature amplitudes, because building is warming interior during night and cooling it down at day. In the game there are no seasons nor day/night cycle (yet), so it would be simply just move temp to middle inside building.
Also, the great heat source is physical activity. Characters working constantly in desert could increase their temp to crazy levels. It would make colder biomes much more viable and desert a really death trap even to naked players, as they would need to rest to cool themselves down. This way, colder biomes would be much viable places to live.
Now imagine, you would introduce another complete and close to reality computations for sunray isolation, wind isolation, physical activity, animals (peasants were living together with animals in winters) beverages with ice, electrocnic machines and diesel engines in the future. It would be a nightmare. Because of amount of resources needed to calculate them, the game would become character temperature keeping simulation, instead of parenting and rebuilding civilization While usually I'm lacking immersion and real life feature in OHOL, I strongly advice here to abandon the beautiful algorithm you implemented and make a basic area filter, with wages determining how heat/cold sources in the area should affect you.
I guess the only reason to make so complex computation is to introduce the walls as an input for heat calculation. But still, it lacks environent protection. I think it would be much better to indroduce interior influence.
To much simplified temperature/calories burning computation
In reality human bodies have very limited abilities to keep temperature. Shivering, the most energy consumption state except of workout, increases metabolic rate only 5 times, while ingame this change is 8.6 times. Not so far from reality. But, during overheat our bodies almost do not increase metabolic rate. Only the heart beat rate and lung circulation may increase, to loose energy faster. Increasing metabolic rate greatly would increase also body temperature, which is nonsense for overheated body!
What is greatly increased during overheat is sweating, so increased food consumption can be treated in fact as increased water consumption. Even if it is just a justifying the lacks of game desing, like semi-scientific explanations for warp drives, lightsabers and the weight of Mjölnir. Because if so, why couldn't we just drink water from well?
In reality, we do not starve because of too cold or too hot, like in OHOL. This oversimplification allows players to min/max clothes and food. The cost of clothes is too damn high to take it into consideration. Like, during 10 lifetimes, I tried to get myself a complete set of wool cloth with fresh crafitng. I succeeded only once, because all the time I had to keep city alive, craft basic tools, like froe and shears, or there is already a shephard preventing me from my efforts. The only time I succeeded, was when compost/shephard guy crafted it for me, in exchange for smithing I did for him.
In reality we freeze to death or die to heat illness. If you Jason really want temperature to matter, introduce heat illness and freezing feature: let body cover with visible sweat, make character's skin color more red and reduce movement speed. When we hit the max temp, let us die. The same the other way: introduce visible shivering, make skin color pale and kill us if temperature heat the min. Of course, this would require also rebalance to little delay death of temperature. Or maybe not? Yellow fewer should introduce also shivering, body heat temperature and calories consumption increase. But, allow us to take clothes off.
Dynamic temperatures
No matter what, without day/night cycle or seasons, desert/jungle border will always be the best place to live, making clothes and buildings neglectable. Players suggested a fix to that in many ways:
1. Make biomes bigger and able to basic sustain. This would encourage players to move away from desert border
2. Remove ponds from deserts proximity
3. Make biome matter the farming efficiency, with water/soil/growing time management
4. Introduce basic protection for clothes and buildings, making them matter even in optimal temperature spot
More players reblance suggestions
1. In reality one sheep provides wool for 3-5 sweaters. Cashmere sweater is made from 3 goats and it is very expensice. In OHOL you need wool from 6 sheeps and it is extremally high. It also explains, why everyone is running naked, despite you saying a long time ago about police in blue sweaters: I gave you colored clothes? Make wool clothes much less costy!
2. Introduce more clothing, like linen.
3. Introduce domestic animals skinning and tanneries. Also for backpacks.
Decay time may be useful.
I agree, slash die is not perfect, which is why it should be up to Jason to fix it instead of having someone else undo one of his updates with a mod, to bring back an age old problem that was already fixed. This mod feature is a step backwards, not a solution.
Totally disagree.
Jason does not think much about his updates, which brings in many failed ideas. And thanks God for that because if he would, game would be developed much slower.
This is our role, the community, to point out failed updates and to propose others. Jason introduced many suggestions from the community already.
But, there are different way to point out, there is something to do: this forum, Reddit suggestion board, GitHub requests, Discord, mail.
In urgent areas we have also Civil disobedience. Exploiting mod dying and destroying others birth cooldown is such a thing. I used to type /DIE, but now I am going to use only Ctrl Del, to hurt other players and highlight this issue. I invite everyone to do so.
I see a constant argument between powerplayers using exploits and roleplayers (including Jason) trying to fit the met situation.
You cannot satisfy all. Removing suicide will just make runners common, as it was in past.
I think, the proper solution for it would be a new system of tokens. Playing according to roleplayers will: use random spawn mechanics, survive to old age, get blessed, get properly buried would increase number of tokens, while death reroll and curses would decrease it. Earned tokens would be spent on some options, like
- choose lineage
- choose locaction (list of homemarkers? Last graves?)
- choose sex
- ability to speak as toddler
- yellow bubble text (opposite to black bubble of cursed people), to put there prophets and rulers
With such a reward exploits can be fixed without hurting powerplayers too much.
What if I say "I love you" during stabbing?
I would totally stab you if I were cared by you.
I just think, /die should be used only to avoid playing in place we don't want to. It should not be used to go back to previous life. There should be other mechanics for it.
Imagine this noob to ruin Eve camp
The biggest thing is the reward would have to be greater than an extra twenty six minutes worth of working in your own village. Things like age extenders pretty much go against the game title and things such as uncapped speaking breeds a good player filter. "Say I am a good player" and if they can't you know they've failed to reach old age in their last life.
I mentioned it in my post: lineage ban should be reworked, because this is exploit hurting other players: you are putting other players, maybe desperatly waiting for children, on birth cooldown. Maybe switch it to 10 minutes, not 30.
But, as I mentioned, it will harass power players, who would probably leave a game for lineage ban for elaspe and try to reborn to old settlement with their toddler deaths. This is stupid. Therefore, long life should be rewarded something extra, to compensate for hurting power players. My ideas are just a proposal, I am sure Jason may invent something creative and rewarding.
Report it as bug on OHOL GitHUB.
There is something called Nash equilibrium, which explains why people keep hurting community while rewarding themselves. Eve suiciding at 30 and abandoning bad locations is such an example.
While of course it is good for power-player to use that exploit, you are abandoning poor newbies with no teaching nor explanation. Imagine you are a new player and you believed Jason words (game of parenting), that everything ingame you may learn from others. However, you quickly reroll trough cities dying of starvation in the middle of food, because you don't recognize bowl of stew or don't even know you should click on yourself. You end running as naked Eve and all your children instadying. Not very rewarding. The extreme result of power-players enjoyment hurting newbies will be a successfull apocalypse on populated server. Newbies will be killed on spot while approaching the city and will get settlements erased for no reason, as it already happened with the new update.
In my almost last game I stayed in doomed, yet advanced, city and teached somebody how to craft backpack. The hardest part was to convince him, to click on rabbit skeleton with bare hands to create a single bone. When he finally got hit, he said "I am an idiot". In the last game I stayed in green biome Eve base only to be able to tell her, that people are suiciding because it is a cold place. Then I died. I am trying to make this game enjoyable for other players in hope it will increase the number of players. I want more content, more modders and more customers. What may happen if Jason would be left with 20 people still playing, all power-players? Will he continue developing this game? I think not and nobody will blame him for this decision.
The lineage ban must be reworked to stop this destructive behavior. Pernament ban will make eventually a frequent player doomed to Eve life (this is why a current lineage ban starts after 30 minutes), while temporary lineage ban will make people leave game and try to be reborn to their settlement/lineage later, thus reducing the number of players.
It is unfair suiciding can be so rewarding, even allowing you to continue a project longer than single long live. Therefore, long live should be more rewarding. But, what reward you may got... after death? A bonus in you next life! I was thinking about tokens system, which you may receive for being blessed, buried, additional bonuses for proper grave dedication and roses, dying of old age, having over 7 kids survive past 10 years. These token would be spend on:
1. No chat restrictions as toddler.
2. Spawn next to you last death place (or one of saved death places).
3. Spawned to your last lineage (or one of saved lineages).
4. Longer live, as IRL lifespan can be even beyond 100 years.
5. Removal of lineage ban
6. Increased hunger bar/decreased pip lose rate.
7. Ability to choose between Eve/toddler game start
Please continue discussion in this thread to make it live. Jason must notice that exploit! I only hope, the fix would include some reward system for elders. All this will harass Jason's idea of uniqness of each life, but let's be honest: after many runes some unique features are not immersion creating (helpless toddler, toddler chat restrictions, lineage ban). They are getting tedious. And this is hurting new players the most, as elder players are abandoning newbies in their trail/error efforts.
I don’t have a good solution for this at all but if this is going to continue to be a thing, Eves should have an inherently higher birth rate or something to compensate
The problem is obvious. Eveing is hard.
Experienced players, who want to shepherd, smith or build machines know that. It would be nice to help starting settlement, but people's time is limited and it is better for them to roll trough infant deaths to the developed city. Newbies are screwed, as it is impossible for them to learn in Eve's camp. The only chance Eve's camp have is the will of experienced players to help.
It happened to me last time. Newbie Eve built a camp in grassland despite proximity to desert. She said the kiln and small berry farm were already there, so she assumed it may be a good spot. I convinced her it is bad and it would be nice to quickly change place. This was the last thing I made, because of toddler limitations.
There may be many solutions:
1. Make Adam spawn first, then the Eve next to him. Two elders with long, full hunger bar, especially when one of them is not popping children, would have better chance to gather, settle and possible learn from each other.
2. Increase number of wild food. As wild food may slowly regenerate, it will help early settlement without atfecting elder cities.
3. Make every biome able to sustain people. It may seem similar to point 2: more food, but aim of it is to make settlements in different biomes possibly. Not only grass/swamp/desert edge.
4. Spread early tech level tree. Let people eat seals, bisons and boars at beginning of the game. Boars are currently unedible, because you need a high tech knife, the others are not possible to butcher. Let people skin bisons and boars in order to make clothes and backpacks. This one is effectively an implementation of both points 2 and 3.
5. Add flint (or flint knife) a possibility to butcher. Right now it is possibly only with knife, which means this food is not accessible for Eves.
I am personally all for Adams, skinning and butchering with flint. It will add the new stage to the game: paleolithic hunter gathering, where Eve carries a child, Adam a basket. They are making temporary settlements only to cook hunted prey. They are also trying to craft backpacks and clothes. When the whole family is equipped, they can use all their exploration knowledge to proceed to the next stage in the best spot: neolithic farming.
I think, I will make a suggestion for it. Stay vigilant to support it!
Did you thought about adding decay time?
This a very important point! It does mean, that game mechanics encourages players to suicide before 30 minutes of gameplay. We can treat it as a funny interpretation of the mid-life crisis. But for me it is exploit. Dying of old age should be rewarding, not suiciding!
Without knowledge of this exploit I proposed an ability to be respawn in certain family as a reward for dying of old age. I wanted players to affiliate to a village/family trough multiple lifecycles, and as a result create long lasting settlements which will interact which each other. Currently it is impossible, as every village exists only on its own and basic sustain is taking all resources necessary to explore, find and interact with other settlements.
But, a family/village (home marker?) reborn token would fix also this exploit. I think I will suggest it officialy. What do you think about it, Morti?
LOL, I did not know about that. But it makes both me and lowdt wrong. I didn't knew it is now so common to be born the same mother twice. He did not know, lineage ban is so easy to overpass. And obviously forgot about a lifespan of 1 hour.
You are wrong, because no mother live 2 hours in OHOL. This player sweared, he was born to me twice in one life.
Killing babies is sick. Parentiing together is a real drama!
Keep in mind that villages are still competing for babies, due to variable mother fertility factors (warmth and diet variety).
Not true. I was spawning kids while without any attempts, even when entire village knew new kids are a bad idea right now.
It happened to me many times: a village has many fertile women, but a chain of farming->sheep pending->composting was broken, most often by the lacking smith. I choose to take a role of smith and assemble shovel, knife, axe and hoe as fast as I can. But suddenly a kid appears. Other women, farming with almost broken tools, denied to take care of it. So, the village usually dies.
I still think, the spawning of kids should be affected by the act of will, the best from both parents. I suggested hugging and kissing to start a reproduce counter during which a kid may be born. Without the "intercourse" attempt, only Adams and Eves would be spawning.
Also, if you want village to really compete between each other, spawning chance to the same family or village should be increased. Maybe give a people died from an old age a token, which will allow them to go back to chosen, still alive family line? Or the last home marker.
AWBZ mod is great, especially information about alive female relatives and fertility. I was the last fertile woman and spent entire life in berry farm on the desert edge, full eaten, to increase spawn chances. Had many sons, but only one girl who suicided with infant girl.
When there were no more fertile people left, I felt relief. Finally I could go craft. Before I started spawning kids I collected full setup for backpack, only a needle was lacking. But I could not assemble it, as distance to village was to high to carry both a raw rabbit and kids back. Now, I took my newbie son to teach him. He was taught how to fertilize with soil, how to water bushes, how to make a bucket from rope, a wooden disk and board. I died right before teaching him how to make a backpack. I hope, he figured it himself.
This reliefing, when I know there is no future made me possible to focus on here and now. I had an awesome life with teaching some newbies, watching how a new things are showing around, crafted by other, more experienced family members. A life in this game, even with no legacy, can be very rewarding.
BTW, this newbie son was born to me twice. How often a mother can have a second chance to take care of sadly died infant?
[ General gripe ] I can count on one hand the number of people who understand and appreciate what Jason is trying to do with the Apocalypse.
So what is he trying to do? I suppose he want settlements to fight over the monument, but I am curious about your opinion
It is not an issue. Gathering wild crops can support only very little civilization, while causing problems, because people have problems with surviving such runs.
However, I agree wild plants should be more interesting, for immersive gameplay. Imagine, you leave eradicate a far green biome from everything but milkweed, you go there back 20 minutes later only to discover, milkweed reclaimed most of the land. It would be something
So recently ive come across the conundrum that is players that eat high hunger bar filling items when i know for a fact they must have like 2 or 3 bars empty.
The solution to it was suggested few times, even by me. Make every bite fulfilling much less and give more bites.
Cooked berry pie gives enormous 12 hunger pips. Every young and elder eating it is a griefer. But, if there would be 12 uses per 4 pips every, pie would be perfect for everyone, while griefing with eating too much would be decreased. It does not even need new models, as a full plate would mean 12-10 uses, 3/4 9-7 uses, 1/2 6-4 uses and 1/4 3-1 use.
No one would be scared to eat too much, accidental and purpose griefing would be decreased (you cannot eat while full, which gives a potential griefer many delays, during griefing). Also, me as a smite, managing hunger before smithing run was a pain. I knew I am wasting food, but could not afford to perform smithing run while hunger bar was not full. Less calories for more gulps would be releasing.
Eras:
Stone era - Players have made together 20-50 stone tools and fire bows
Do you want to put constraints on technology tree before we craft enough stone tools?
It's pretty odd we get one tiny ball of thread from one whole adult sheep. This here says you could get even 5 sweaters from one sheep:
http://bedtimemath.org/fun-math-sheep-and-sweaters/
I was thinking about the same, that in real life one sheep gives you enough fleese for few sweaters, but in this game you need 6 sheeps. According to measurements in this post, full wool set in green biome makes your hanger pip decrease around every 7.7 sec. Naked is 4.8 sec. It saves your 282,47 calories lifetime. Of course, considering you are not put on perfect temp spot at birth and you spend entire life in chilling biomes.
But to get one fleece, you have to feed 6 gooseberries and carrot to lamb, which is 37 calories. It is 518 calories for wool set from 14 sheeps. Crafting wool set makes you waste 235,53 calories lifetime! You are buying 282,47 calories for 518.
There are two things whish saves this formula. Mutton pies and dung production. 14 sheeps * 4 muttons to make 56 cooked muttons for 12 calories each: 672 calories. From the whole sheep farming idea you got a surplus of 436,47 calories, considering the wool set insulation reduction and raw food for sheep diference. And 14 dungs, nice. But still, I think the amount of sheeps to craft clothes is extremely high in OHOL