One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#151 Main Forum » Request a sprite change » 2020-05-29 10:34:24

pein
Replies: 4

A few days ago I made a poll about sprites, there were 35 people filling it, I provided some premade answers, and as usual, I got troll answers too

QdcAFQI.png

It's a small sample size, safe to say, way more people refuse to use sprites than the ones that do. And these are forum users, not random players who don't even know the existence of the discord or the forum.

personally I like them, after a lot of hours played, I got bored of the vanilla textures, we had some fun conversations on discord, and changing a few sprites was funny, kind of like photobombing the game. My favourite situations are when people randomly wear the clothing I got edited sprites for. Generally, I try to change items based on rarity, so when I got an edited sprite, it's not that common, like a tophat or a shawl, and the chances are very low that those combinations occur in such a small place.

HYhB5mX.png

One thing I enjoyed it was my eye edits, it's quite off, really weird, I still laughed every time I saw it.

Jpx5Gud.png

Anyway, I will fulfil some requests of sprites. Post your idea here, and I will choose something that I like. Pls don't rush me, I don't always have the time or motivation to make them. Check out the other things I had in my signature link.

hRNgVXb.png
What I won't do:
-Hentai stuff with overly excessive sized thingies.
-Complicated stuff that involves programming, or editing several sprites like legs and animations, multiple transitions.
-Copyrighted stuff, generic stuff, dumb trademarks

What I will do:
-Single edits of items, that won't change their look depending on their status.
-Things that give me some creative freedom.
-Things that improve the gameplay.
-Memes.
-Things that are similar loo kand function as their original version.
-Personalized overlays or gamebars.
-Seemless textures.

Both lists will expand.

cA9tdnY.png
Trolls will be fed to the blood goose gang.

I had some complex stuff in mind, I might need people with time on their hand to sort out some lists for me (comparing objects for differences and listing numbers).

If there is interest I can do some tutorials on how to make sprites, programs and sites to use, tips and tricks that speed up the process and make the sprites look good or look similar to the original art style.

#152 Re: Main Forum » For Jason. » 2020-05-29 09:41:36

I mean I did everything that's possible in this game, and got one of the highest average lifespan scores, basically I never even die of hunger, less than 5% of the games maybe. I still meet this know it all 100 hour players who don't even know what I'm doing and why but spit out bullshit about it.

But that's not surprising, hours don't matter that much, even morti needed explanation of latest mechanics I was abusing.

Then this little hope players who got every clothing and 4 pies in a pack while others are naked and starving but all they do is talk shit and roleplay or walk around judging others while they don't do shit for the hour. Then butthurt noobs who get offended by anything, like you trying to cook some rubber in the oven.

Overall is not much to do, some players want to contribute but you can't send a newbie to get oil to be able to farm afterwards. Dunno, it's a mess nowadays, you rarely get good players working together.

#153 Re: Main Forum » Anyone got any good replacement textures for Pine Floors? » 2020-05-29 09:02:05

yUWaYqu.pngGyVk6Lr.png
6eq4Jxd.pngj7xYJ8F.png

the one I use is darker, don't have a small preview of the sprite, somewhy is really lighter than the sprite, might be because my overlay

Tt8HFQ2.png
the eggbb is cabbage stack big_smile

U7wfVDo.png
click picture to download 2 versions

I like the pine floors, they limit the plants, so it's often used, I really hated the brown edge sprite so I changed right away

#154 Re: Main Forum » Car usage and oil scarcity » 2020-05-28 11:33:00

the car doesn't worth it, lets nerf horse damn so dumb

and cars are still one way trip to get lost since most people are filling it once and run it until it goes
if they don't work as a boomerang, it won't work. One o my ideas was that cars could only be used on connected roads, so even if you lose it, it's still usable by someone somewhere. Resource-based work modes won't work if you can't guarantee that the used up resources worth less than the advantages it provides. It's like running a lamborghini to get milk. Not even useful and not even a requirement to have cars so it's an expensive toy that 90% of people can't use properly.

#155 Re: Main Forum » For Jason. » 2020-05-28 10:40:52

The game is same as before but it should be better by now.

Griefing was never fun fr both sides, killing was fun when it was skill-based. at least noob griefers were easy to kill.

The content was sliced and diced into races and some of them are weird to even make like tattoos need saltwater and cow piss needs a leaf. They are not essential so they never get made.

The part Jason doesn't understand, you won't teach others to make these upgrades, they either know it or not, there is no trading or interaction

Most skill-based activities went out the window,  no horses, no duels, no engine making cause slots.

Meanwhile, people became better at the game, while the new players are very bad still.

Probably just-food is better than before, we got a whole lot of nerfs and optimizations to the rift, every other action is nerfed to the ground.

engine scrapping and removal also bad, generally jason values time and interactions at zero.

#156 Re: Main Forum » Fixing the unlimited iron through family mines » 2020-05-27 07:35:46

I wouldn't say rarer, I would say it's grouped

since I don't play much, but when I do then a few hours, I saw towns I can't get back to in the next day
the ginger town I saw had 2-3 mines, an everything 80 NS direction had 2-3 mines possibly

the brown town I had y fence project, had shittons of iron, someone even made like a triple railroad from it

I just really preferred the randomness on it, and exploration was more rewarding, now is generic grid based poop ad you got to stick with noob eve camps for wells and iron

#157 Re: Main Forum » Playtime is not linearly correlated with curses received » 2020-05-27 07:31:29

I got cursed for complaining. I wanted to cook rubber, they were too stupid to know what that is and they kept taking it outside the bakery, so I cursed the guy running around 10 minutes with the cart filled with raw rubber

next life I guess it was him, maybe he has mistaken me with someone maybe not, the butthurt idiot went and made up some excuses to get me cursed multiple time. I really think the abusers of this system would deserve Perma bans.

#158 Re: Main Forum » Thoughts about the current homeland logic and how to improve » 2020-05-27 07:24:58

yes, I was posting a complaint and he seems really stubborn on the change

I told him that this iron system ruined even further the population/work ratio since there is no benefit of having more people just fewer resources per capita, he still thinks that work balances that out, I really doubt that, a few vets live forever and a lot of noobs die very quick, that is not balanced enough, 90% of the job is moving shit, processing takes a few seconds, the only way of splitting the work is letting others do the processing part but like there is not much reason for that.

#159 Re: Main Forum » Thoughts about the current homeland logic and how to improve » 2020-05-26 19:54:24

twisted, homelands was your idea no? what was the original concept?

other than blocking mixed families there is no point of it
which I kinda understand with the race concept, and I don't mind being infertile

butt blocking outposts with the iron change was bad, I don't like to stick with other peoples choices, mine won't matter that much then, I do wish sometimes I could start a new town anywhere

I understand that won't solve problems, but maybe a collective choice to move could be viable

I see the confusion created by homelands, very unintuitive to have it pop up and disappear, and bam you infertile, or I even had that as a male that I claimed an outpost then invited a girl, and she didn't see where she went infertile than fertile again since we used horses

I wish we would have zones on the map, each zone could be an amorf shape territory with a central well/mine
you could claim two as eve, then each new one would cost something, splitting would be possible but you would need some starting resources, like a colony stagecoach, shovel, axe, ten stones, bucket, fire tools, some food, etc. when you assemble it, you could use it to drive to a new location and start as a pseudo eve, maybe you would need 2 persons, one male one female and would drop you somewhere else on the map

it would create some strategic layer to have different mines and resources around, like a clay mine or flat rock mine.
families would have a choice and a chance to specialize.

race restrictions could be reworked as race advantages, not a monopoly over biomes, but a cheaper buyout price, so you could get 2 jungles or 1 normal biome as a lattino person, or 2 ice biomes as ginger, while others just 1.
I guess some map changes would be needed, like no fragmented biomes and restrict their sizes between a minimum and maximum size, even fixed or scaling. say you want to claim a desert to enter it, it has say 300 tiles, you pay 300 shmeckels or whatever currency to claim it. you would get a big sulfur hole in the middle which gives you constant sulfur or an oasis or whatever. you could buy any connected zone, the borders would extend, this would require that the biomes are separated into bite-size portions that got a cost. you can interact with what you own, you can't what you don't, but you can change that after a time.
this would make work and skill and decisions matter, build an empire. these 100x100 squares are bs, you don't use it all, just limits you inside kinda forever. eves got the only high authority choices, if yours is a noob, you need one that was lucky/good but died. expansion is free but not required or motivated by gameplay. while resources totally out of your hand, not just limited, totally killed. I don't like the race restrictions cause there is no workaround, it would work better if you could somehow get some rubber on your own but a bit harder than others, but you would have your own bonus that is harder for others. a soft resttricttion while the main content is available for everyone, then you coul plan long term.

#160 Re: Main Forum » Do you use custom sprites? [external poll] » 2020-05-26 07:50:52

so far 12 no, 6 yes and 3 people think it's too much hassle

#161 Re: Main Forum » The game is it really at its best state? » 2020-05-26 07:47:42

miskas wrote:

"Yum still motivates selfish behaviour"
Not really if you make a yum food with more than 1 bites you don't need the other bites of the food, it is more efficient to make another yum food and let the leftovers for others. In a perfect world, people would make yum foods eat a bite and trade the leftovers with others to both gain a new yum food.

take it like this: if you collect all the food in the town and do a sample you might get around 10-15 types
which feeds 15 people once and maybe 5 more for 10 chain

now you make yourself one plate, by coincidence, some others get a share of it, but it's effectively still not more than 3-4 people
variety should mean overall sustainable variety not personal unique for a select few
now I don feel good about the yum process, Im okay with having the bonus but it's a bit annoying to track it especially vanilla
you can't expect everyone to cook in oven or hot flat rock or coals but a bonus like this kinda forces you too

if it would be a lower chain, then you could have sustainable 10 foods and some more to make up another 5, when your maximum chain is lower, the focus would shift to any 10 foods and not "unlimited unique" foods since you could choose any 10 combos. the bonus is way too high and the base value way too low, when there are a few portable foods is kinda bad to go out with 3 pies since gives you barely any value.

#162 Re: Main Forum » Whats Separates a Good Village from a Great one? » 2020-05-25 16:14:33

for the map: i like huge biomes, a big swamp really helps on the long run, you can have more floors and space to build
your speciality biome closeby, 30-50 distance really helps to stay fertile while doing your speciality items
generally big biomes of any kind. they have more useful resources, fragmented ones got weird jackpots and take up a lot of space which you cannot use. too close and too fragmented can be good for you but not for others that come after you, sad to see biome locked items because of careless players. ice can be a bit further since there is no reason to plant there, rubber and glasswort farms need to be close. ice is also self-sustaining for the most part.
hard to get more resources than usual but I would say that clay, reed and stones are always useful, small groups of bushes very close to each other and small groups of rabbits close to camp (haven't saw much of this but you can block the savannah and push rabbits closer to home)

not generic 3x3 farms, enough space to put down items
a few buildings, honestly i don't care much about insulation, just make enough storage on them and optimize for work
i really liked pens connecting to the bakery, it can still have insulation
pork should be further because people still confused about them and has no use taking in an out the bakery all the time
building seem to limit bushes somewhat, so if you put a road and a wall after the bushes, it wont extend that way and possibly will no extend the other way either because symmetry

i would say the most important early is flooring. a lot of times i made fortresses and last time i even made a ring shape butchery and tree walls, people take over and really like them, its unique and more interesting

late-game tree planting before you reach 30 and finish before you got 60 so its sure it grows out
pine for needle firewood and boards
maple for shafts, some poplar for branches and sideway walls that don't cover much

THtO7rz.png
I really liked this, found a well by accident, returned 3 times to build it up, eventually was connected to the new  oil city

#163 Re: Main Forum » We don't have enough valuable things » 2020-05-25 06:27:09

I mean rift wasn't that bad, but the sizing was poor, 250 then 760 radii was too small, you can cut all trees and poke all bears in that, it's not really he size is the problem cause we still occupy an 1000x3000 stripe for the most part and invisible borders to the family are worse than visible limitations, especially if you could cross them somehow using the techs, like rivers and mountains but with passages and bridges

bells are okay if you use hetuw, you can track coordinates.
expert way stones are way too easy, it eliminates exploration
maybe a minimap could hold towns as a dot on a big map then they would be close but still separated, I'm not a fan of travelling with no reason, might as well have one map per family if we got all these limitations

it can be a different category than fulfils a goal even if its not useful, it's easier to balance a different system that unlocks some content than to incorporate a price for every item we got.

but just having more main resources that are needed for tech and tech that is needed to advance so you convert them all the time into higher and higher value items would be fine.

I never enjoyed stealing or get stolen from me, not in a way that takes no skill or challenge. jason seems to enjoy assholes running around choosing the easy way to piss off others.

more metals would be nice

and I guess some sort of turf/zone system that has a central resource that allows you to go in a tech pah different than others

water as the main resource is bad, it was better as a low-value resource, work had meaning, it can not function both on a low and high end since it affects low end where people want to be useful but they cannot be since their activity is not optimal enough so their value is less than nothing while all they want is to help

multiple resources would make converting viable and upgrades would make tech more varied

#164 Main Forum » We don't have enough valuable things » 2020-05-25 04:58:08

pein
Replies: 2

Imagine the situation: you go out to explore and you find something interesting on the map. You tell others and the family moves there, makes an outpost, you get the business going, you make a profit and you build a huge town. other families envy you and try to take it from you.

Why does this not happen?
There aren't valuable things, I remember before the temp update we had some interesting places, like a very fragmented thin desert with a lot of cacti on it, I even got a picture of a town we made on s11? where 2 deserts on the side made it very easy to survive and I choose the right one cause more space and fewer animals but both were nice enough.

When we could enter the jungle and force mosquitoes out, remember the many bells in Sancal? we did the bases I a life

Maybe a group of rabbits across the desert? I made my meme flat rock roads to protect people from snakes before it became a feature.

I made fortresses and the next day it had an engine on the well.

Remember the corner towns in the rift? some of them looked nice for a while.

Remember s3 had maps of cities?

I don't cry back the rift, but there is something about the loyalty, the dedication, people returning to old places to make it nice.
I like random things, but also like a continuity, a world-building.

We can't have loyalty without a bit of continuity between lives. Not family locked but more like team locked. North vs south? east vs west? red vs blue?
if we would have a week-long team setup with 3-4 of each race both sides, so 6-8 families (whites only in case of 48+players) we could have some competition between the teams.
If you can ever help your team and hurt the other, then you would do it probably. There is no time to set up alliances and borders when you don't know your world.

The map right now is boring, there is no goal, no way to find your back in lot of cases, but no reason to do so when everything gets stolen.

The way I imagine it:
a pre-registration of players for the teams. Invite friends and when both sides roughly equal the server map gets generated. Others can still join when the teams are roughly the same size, the underdog would get the new players to stabilize, maybe more rewards for underdogs like meme score bonus or choosing the gender and soft punishments to join the already winning side.
It could be limited, not rift size but like 3000x3000.
Players stay in the same team for a week, they can switch families tho, that's why 3 races are up all the time.
Some sort of forts can be built on predefined positions or anywhere. Some sort of industries set up that can mine out special materials like rubies or whatever. making a Castle would take a lot of resources. Some sort of team fights with skill-based combat and some random (move near the castle but shoot automatically for the closest opponent, dodge and shoot close to 50-50 maybe 10% bonus from clothes toward one skill. enter the castle and kill all enemies or steal a flag and hold it.
Maybe these fights could go turn-based outside the game and you could use any character you played the last x hours period. These fights would have a timer before so more people can join both sides. There would be some rewards to both teams, like controlling more land.

Some sort of end goal like taking all the territories, reach x amount of gold (some way to sell stuff), make a monument and hold for a time or reach x amount of kills, defend against AI attackers, sacrifice your own people for a chance to earn godly miracles etc.
It would also allow some biomes and techs that are unique in some way and can be traded with others, to make like giant machines to help win the wars. Teach would matter and the start of the week would be more Eve camps but later more civilization, or we could take turns at Eve runs.

What do you think? What would make the world more interesting and provide a goal for you?

#165 Main Forum » Do you use custom sprites? [external poll] » 2020-05-25 04:24:30

pein
Replies: 3

z6zjwmm.png

Ot8T6vK.png
click image to take you to the poll

cookies and ip restrictions, 1 vote per person 1 week long

moderated comments and insults

#166 Re: Main Forum » We need to tell the inept players about the new Berry meta » 2020-05-25 02:01:21

stop fucking 3x3 fields
seriously
stop it

some people are actually not making farms around the well so that's nice when you enter the newcommen era
the logic is that: you get the water using bowls from the well so its closer. but we got like a year ago that you need to use a bucket for advanced well so that era is like 10% of the towns life, so its a dumb thing to optimize for.

I don't think it's so hard to carry a bucket of water for 10 tiles, use a cistern to get the water, so I don't see how that stupid system is better in any way. All I see is that crops that leave a hardened row, eventually get planted with berry seeds and you get more and more of them. People still die when not having berries to munch on, and they eat carrots and even raw corn.
Sheep and pork sits in the pen and nobody does anything about it, for straight 40 minutes or more and you get mass starvations while having plenty of food ingredients sitting around.

I think the crops need to be placed around nearby production lines, spread that town out with more floors.

#167 Re: Main Forum » The game is it really at its best state? » 2020-05-25 01:38:00

well, if you know what he is referring to then you understand better

miskas is happy about his idea getting implemented, and that can be a sign of hope, att least for him

few things that happened before. i went on a little rampage on github, questioning some food values, mainly corn and grapes
we got the corn buff right before the change on foods and luckily it stayed over the rework. my main reasoning was that corn has more trouble, work and its an ideal food for uncles to feed the little abandoned kids, so it deserves to be above berries.

the conversation on grapes went differently, Jason refused that, I still think the level of tech needed for grapes, would indicate a way better value than now, but he refused since it does not need soil and shears got 2x the uses. Soil worth 25% of water and the main ingredient of compost is still water, nerfing compost with dung then with the output nerf from 10 to 8 to 7 was also big, and indirect nerfs through water nerfs really made it less and less valuable. So "not needing soil" is a 25% bonus to a crop type but that value is low when the main food value is low. Shears last 2x longer, but they also need 2 blades and give back half of the steel only, it is kinda confusing, since on uses they still make up for it, on the value they are worse when they break, but after around 30-32 shears vs hoes or axes yo usee the difference, that the steel usage is worse.

Jason mentioned on one of these topics that he had a spreadsheet with tool costs and soil/water. Miskas made a topic about the values and he worked on a spreadsheet ever since the game was adjusted, and I showed Jason that. Then Miskas posted more ideas and Jason finally reworked the food values.

Now the new values seem more balanced with the efforts, and the needs, placing foods in better order. But the nerfs coming with it made yum not just more needed, but basically the only way to stay alive. It's a different concept than before, it certainly feels a bit better. I would still argue that we would need a better raw value and less benefit from yum, so it would do what it was intended to do in the first place: increase overall variety in-game. It still motivates selfish behaviour and cheats out bonus for a few people while others won't get any benefit from it.

So food is on a good spot, better than ever before, you get a bonus for each food you make, it's more balanced with work and tool usage, it has a system around it, but it still could be better. I think mainly it could be more dynamic so people are challenged to make one or other food in different scenarios, so they can enjoy a temporary bonus, and get rewarded for their adaptability. It's more punishing on new players and the ones who play generic and don't care much about it. And Jason understood that punishing players for bad choices won't work so he refuses the concept of YUCK or Yam or whatever, that breaking chains or overdoing one type should be punishing, because it already is. But let's be real, we are eating way more food and we don't have time for other activities, and that's just slowing players down, and delaying to address the other issues with the game. If you advance at a slower pace, don't have tool slots and cant enter biomes, you eat more than you won't have extra time to notice how bad the late game is actually. And instead of having more things to do and more resource sinks and requirements to fulfil, things to upgrade, value to stack, you must play the same game but you never got a chance to reach the end game. Which is basically Jason optimizing the game for new starters, and pissing off veterans.

This statement isn't true, the game isn't better, but the food is better in some ways.

Not sure where I felt the game is actually better, maybe the introduction of jungles was the last time when I was happy about a change and felt its interesting content. You got the minigame of clearing the jungle, blocking the mosquitoes and moving inside for a real bonus, the only warmth bonus that worth it, the perfect middle. Eventually, that was changes so that can be a melatonin based restricted content, just so Jason doesn't have to make parallel techs and more varied gameplay to please the older players. Everyone was asking for a similar idea but his implementation was lazy and simplified and quite annoying.

We got a lot of fixes and stacks, and he is going through the issues fast, but he still refuses to add anything above our current tech, additional interactions, requirements, rewards, minigames, activities. And this is the time he should introduce something major.

#168 Re: Main Forum » Idea — Road making vehicle » 2020-05-23 08:24:56

cars are in a bad spot right now, engine removal sucks all around, destroying them sucks even more
horses are fine, even overpowered, it would be okay a nerf on horses like they would need to eat grain from time to time to move, that can be done even in the wild, so they got a cost

cars would need a different cost, running them while not using makes them really inefficient, they are still mainly a vehicle that has to carry stuff, not just memeing around with it, generally, you don't have a point B you want to get with it, since you only have cars in good cities. Point A to B is also bad, since that 10 minutes won't change the fact that you cant use the kerosene efficiently and way better to use for water.

IF there would be a different fuel, like diesel or benzene then that would be solved.

The storage space must include a tank of kero right now, that's an issue on its own, but the 4 wheels for 3 slots are really bad compared to 8 with 2 wheels.

The other issue is that people lose them. That's why I had the idea of cars only running on connected roads. You could always find them and with decent road system you could revisit locations and move items in between, that would be decent usage for it (except that people would fuck up the engines anyway).

#169 Re: Main Forum » Game is at its best state right now but.. » 2020-05-23 08:15:13

im ok with the premise, but jason killed most skill-based activities, the duels, the exploration, the horse techs

i remember when he added the well and the bucket, that was my idea, something that linked together higher-tech, gave some options after the well.
but then the rift age  introduced more nerfs to renewable resources, more generic map and gameplay then even when we got out of rift they stayed
the next well upgrade was similar, something that requires more skill and work, but adds more tech, then Jason went silent and no other upgrades or techs, dead content and useless toys

meanwhile, player skill went up, you are not the only pen maker or smith, engine maker, even your options are limited with slots, living to 60 isn't an accomplishment anymore

the latest iron tech is also removing a 4x element and that's kinda sad, exploration and gathering isn't paying off, most activities and playtime isn't rewarded and the resources are fixed, so the more people the less time you got

also, the map feels weird right now, we are close but we are forced out because of the resources, and we die over and over so high-level strategy and organization is  dead

i think some sort of skill-based team fights would be nice, castle sieges, territory control, some sort of periodical teams over lives, a little bit of continuity and world-building, a competition to rule them all, even if the world gets wiped more often, a win condition, not just delaying the demise

more building, wood, stone clay techs and generally different eras and higher scale problems
he tries to force scarcity the wrong way, without ever entering a higher-tech era and having different problems or choices.

#170 Re: Main Forum » Chainsaw suggestion » 2020-05-23 05:54:12

the real reason for hungry work was griefer protection, idiots cut down trees to make a single shoe out of it, sometimes they go for the closest green ones, which is really sad
also makes tree walls less viable, when they look good and function as a wall, and give hourly branches

the wood minigame could and should be more complex, like more stages of growth, more work with them for more resources, wood could be an important resource almost as iron and water

#171 Re: Main Forum » Idea — Road making vehicle » 2020-05-22 17:43:37

yeah, i had this idea long long long ago
oil to produce more stuff like plastic and asphalt (real life it has like 30 different uses)
might need to be more oil for same cost but more usages

then the machine could lay straight roads
the downside could be that you need to clear the way in front of it or it wouldn't go forward, that is possible other than laylines (cross one tile only)

flat rocks won't work since you got a conflict with graves and smithies and cooking, also collecting them is 90% of the job, putting them down is 10%
could be a car with 2 large pulleys and 2 small on the back or 2 more large. and an asphalt tank

alternatively cement/sand mixture with water

#172 Re: Main Forum » New Laptop Slow Mo » 2020-05-22 17:36:10

Check your nvidia panel and set vsync to 0
also change wait for vsynch to 0 in settings
set possible fps values to your monitor fps so 120, 60, 30
target frame rate to 30 or 60

Vsynch is a vertical synchronization
its a preference but you probably would like it turned off, i had issues with pro evolution soccer, since its emulated so its kinda weird in some ways

vsynch on means: you got the animations played but when your pc cant handle it, it will delay them, in reality they already happened, so for a game like pro evo, you will still see how you failed but your reaction time wont matter
vsynch off will mean that when you fall behind, you will skip some animations but your reaction time will be on point from there on, so for pro evo means that they tackled you, you won't see how but you can take back the ball right away

for ohol in some cases, it can be a looong wait just to see you are shot, and you sit still while others run in screen, shot you and you gott nothing to do about it
without vsych, someone might appear near your with a bow out of nowhere but you can react to it after (pvp is removed so it doesnt matter as much now)

I'm fairly certain that skipping some info is better than waiting for something that already happened

half frame rate helps when you got low RAM, made the game work on 2gb, its not the case for you so you shouldn't do it, basically paints every second frame and things can change location often without you seeing how

outputallframes=0 i guess that is 0 by default, you better off with some variables than a delay

overall im pretty sure is better to go for reaction time so turn off vsynch everywhere

#173 Re: Main Forum » Resource Scarcity Realism (ln scale) » 2020-05-22 17:16:07

Spoonwood wrote:

It may well hold that free will does not exist, and that our fates are sealed.

Whether you running away or toward something, you are affected by it. Whether you know or don't, everything has a logical explanation, even the instincts, pattern recognition can be instinctive or logical. The latter is way better because you don't feed yourself bullshit like fate.

#174 Re: Main Forum » Resource Scarcity Realism (ln scale) » 2020-05-22 17:04:07

We got one main resource: water.
Everything can be measured by it since it directly or indirectly converts to it.

Iron to water? you can calculate based on kerosene, thats 40 water or 5 iron, so 1iron=8water. Soil to water? Based on compost around 4 soil=1water.

Since you need it for food making, survival, its a monopoly that can't be changed, so everything else decreases in value when water becomes scarce.

the whole premise of 'everything runs out" is kind of bad, especially with the new introduction of fixed position iron.

Distance eventually becomes a problem, so the wild resources cant be reached in time.  Water and iron is limited, outpost making is limited, so you are just heading to your doom with decreasing food values.
The whole premise is backwards, you don't want to reach a goal, you just run from a punishment, delay your demise. And is a sure demise, not like increasingly hard gameplay, with some chance to avoid or turn back, its a final and sure end to you, your family.

This makes choices that you make less impactful. Your work is not measured at all. Generally, games have a pointing system, a currency, a way to win. Ohol only has a way to lose, its an unfair game with no good outcome long term. Jason called exploration "free" and lots of parts of the game are 99% gathering, 1% processing. While farming takes a bit of time, where work and time convert into value, even there the resource needs are way higher than the work itself. You cant survive to farm for food. Its even a bad conversion rate, since resources are so important, optimization is important, full of noob traps you can't measure if an activity is under other activity, but takes away the same resources, its a conflict, but that's hard to see in-game. Like you scrap together a bucket of water, which is a very low-efficiency job if you do It from the nearby ponds, if hey use it for bushes, instead of pies, it becomes even worse efficiency.

I think what defines a good game is rewards and punishments. If you do a positive action, you need to be rewarded, if you do a negative action, you will be punished. But you need a way to el them apart. Like using a healing potion when you are half health, you know its wasteful if it gives more than you need. But in OHOL case both wasting and preserving leads to the same outcome so its quite bad design, whatever you do your choices don't matter. There would need to be a shift in focus from resources to time and work. One way to do it would be some cycles that can repair the mistakes, where you invest time but you can make up for the mistakes. If this cant is accomplished, it means that time and work are worth little to nothing, while characters got upkeep so you are always in a general loss.

Instead of a limited resource-based economy, we would need a renewable resource-based economy with a lot of sinks that use up resources and convert them in a different way. That would require at least 3 resources to make it meaningful, since converting everything into one or converting between each other isn't too interesting. Makes the low-level resources less important and its a straight value scale where you don't have a need or an excess of them, and doesn't create different situations, as you see the "we have no water" effect in 90% of the games.

We got water sinks that aren't a survival necessity, for the most part, trees, paper, milkweed, skewers for letters. These are basic resources and mostly or convenience. But similarly, we got plaster, chemicals that use a lot of water, and increasing water costs make them a dead content.

It worked better before, even low-level activities had a decent payoff, water was abundant so making bushes or any farm had some value to it, but was nerfed over and over, breaking balance, compost has so low value is actually horrible, and water worked as a low-level resource, but at the same time it became a high-level resource so that's also bad for low-level activities, they affect the high levels.

Best system I saw was Surviving mars, where the basic resources ran out, but you could increase the removal of other resources with water, fuel required water and co2 to make methane and oxygen as fuel. Polymers required fuel and water, power. So basically 2 water to make plastic.
But plastics were used as upkeep for higher level buildings.

I guess mass-scale made it more interesting, you could survive on basic income with low pop or increase production, income, upkeep and tech level.
What ohol lacks for this, is a mass scale production but mass scale expense, sink coming with it, tech level is always the same in whole, no way to be more advanced and generally no reason.

Also, all the other activities are way too simple. Stone and wood is just chopped and dug and processed in seconds, the only problem is the transportation of them. But we also lack the massive, valuable structures that would serve as gate and reward.

We got some gates like an upgraded well can sustain a bit more milkweed farm and buckets allow a new way of transporting water. That allows cow pens and placing farms further away, painting and such. But the rest of the tech tree is neither required or linked any way with this.

I'm okay with diminishing returns as long as it doesn't use the same resource it produces, aka no iron to mine iron. You would need water to wash out the mine, and iron to produce stone and stone to increase water and wood to build out the mine. This way you would have times where one resource is more valuable than others and you got a choice to make. Later it could be all reverse cycle or random or mixed cycles.

#175 Re: Main Forum » Regarding car change » 2020-05-21 08:02:32

you want to move fast to gather or explore
both activities would be an uncertain distance
you could technically gather with a car, but you spend most of the time loading it so you would waste the time anyway
10 minutes vs 2 minutes doesn't matter, when people live at x minutes, both times the excess time is lost after they arrive
stopping the engine would be better, either a time based or a distance-based usage

the other problem is the removable engines can be destroyed easily, same as wells, both are horrible and useless changes.

i can understand why you would use an already made engine on a well, but still, if I want a car, it should be a car for eternity, make your own engine for the well, that one has no reason to be removed, like why the heck would you want iron without water? and if you want both then make 2nd engine and don't destroy an hour of work for your stupid laziness

my other idea was to link cars to connected roads. they could move on roads forever but couldn't go off, that would give a reason for roads and cars wouldn't be lost

to be fair, cars need a kerosene tank too, so when you stop you can go back so that is also a bad design not having a built-in tank for more juice
just based on number of wheels, cars would need 16 items slots.

and probably a key to turn them on/off and prevent others to steal them, like horses, which is apparently not a problem that idiots follow you and steal them
Jason thinks that visiting other towns you will spend 5 minutes to build a fence to keep your horse there and make that on a distance so others won't see it all the time and walk back and forth on foot.
The whole point o horses is saving time, not that you spend slots to make one then the first idiot 13 years old runs away with it. Horses are also loyal to their owner, this idiotic action of people who run after you swap or steal your horse and leave you in middle of nowhere is the dumbest action imaginable and annoys me to no end. Oh you can eat on horse cause unrealistic, oh you cant hold the rope because unrealistic.

Oh you can be an expert of eating a banana cause you are born with more melatonin. Oh you cant step inside a different colour tile so you can trade. Maaan the dumb shit we get for no logical reasons.

Board footer

Powered by FluxBB