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#151 Re: Main Forum » Bow is too easy to make » 2019-08-03 04:55:52

Also keeping bow behind fire tech would severily impact how easy it is to eve feral.

#152 Re: Main Forum » Bow is too easy to make » 2019-08-03 04:51:48

I like the idea of drying it out and posdibly heat treating it before adding rope.

#153 Re: Main Forum » Bow is too easy to make » 2019-08-03 02:14:14

I would definitely love some bowyer action.

#154 Re: Main Forum » Fix Milkweed » 2019-08-02 17:49:41

This is most likely a consequence of the Eve Window being removed in favor of an eternal eve spiral.

To settle a sustainable town you need at the very least 8 milkweed (hatchet plus bow drill) and ideally 14 (add in bow and arrow for mouflon. Add in the fact that skewers and iron are most likely depleted to some extent and you will need even more for stone hoes and whatnot. It will be a lot harder, specially if milkweed have been foraged to exhaustion and not even seeds are available.

Also the loose iron issue slinky mentioned.

Add in the language barrier and the near impossibility of proper trading and you force eves to either repopulate towns that already died (often because they werent sustainable) or you force them to be feral eves. Can try assimilating into existing communities but more often than not you and your children will be killed.

I don't think eternal eve spiral is compatible with the Rift at all.

#155 Re: Main Forum » Tried to trade 3 uncooked pies for milkweed seeds today » 2019-08-02 09:09:22

Yeah I've noticed the lack of options in that department. Seems to be a common theme.

Maybe you can suggest some ways of solving it?
http://onehouronelife.com/forums/viewtopic.php?id=7495

#156 Re: Main Forum » A Peace Emote that makes it so you can't kill » 2019-08-01 00:38:22

I figure this feature will at most disable usage of war swords. I don't see how it could possibly "ruin" the game in any sense. So not that big of a deal at the end of the day.

I personally think peace should be something enforced by the players individually and not enforced by game mechanics.

The Eis family currently owns 6 towns or so. One dude on each family isn't a consensus.

Regarding the war swords being able to be used inter city instead of inter family, I actually like it a lot. I got to wonder if that is something that can even be coded to work consistently though.

Having some sort of diplomatic system between towns/settlements instead of families could be a great addition. And would fit well with the enforced peace feature. If an elder could go to the other town and declare peace somehow then it would make a lot of sense. Other towns could continue warring at will.

I would love to see towns emerge as official entities but I don't even know how one would go about coding this properly tho.

#158 Re: Main Forum » mixed mess » 2019-07-31 23:41:22

Lineage surnames might need to be kept somehow. Or, if upon naming, no lineage surname exists (maybe eve never named herself) maybe one could be assigned randomly from the last name list.

#159 Re: Main Forum » A Peace Emote that makes it so you can't kill » 2019-07-31 22:55:09

I'll be the odd voice in favor of war on this one. I believe this is a terrible idea.

You guys are equating lineages/families to villages. That might have been true before the Rift but no more. Families will more often than not be divided in multiple towns spread around the map. They might not even have that much contact with each other.

Today during the Eis-Slinkers war multiple towns were raiding other enemy family towns. But there was also a peaceful town where both families lived. Just because one town wants to be peaceful it shouldn't be able to impose magic peace on all the other towns.

It's just boring.

Edit: What if I write PEACE on paper and give it to someone on an enemy town? Can I just type back whatever they say and achieve peace forever?

#160 Re: Main Forum » Clans, War and diplomacy » 2019-07-31 22:44:00

Diplomatic robes

Following the theme of profession based clothing (such as the medic apron) what if we had something like a diplomatic robe (chest piece)?

If two people (or more) had a diplomatic robe on, they would understand eachother normally. Everyone else around them see them saying the usual gibberish.

Zero insulation and no pockets. Perhaps the same cost as an apron. Maybe even sourced from a woolen shirt too.

If every town had one or two of these they could potentially have diplomatic talks with neighbors, allowing trade, peace, ultimatums, etc.

#161 Main Forum » Clans, War and diplomacy » 2019-07-31 22:22:01

Thaulos
Replies: 9
Preambule

With the map rework the game inside the Rift feels a lot more solid. Multiple towns seem to prosper and while there might still be the occasional hunger cycle they no longer seem to be the norm. In my opinion game is much more enjoyable now and the Rift doesn't feel that oppressive anymore. I've seen quite a few people stating that they either don't mind the Rift anymore or that they actually enjoy it now.

A certain percentage of people will always dislike the Rift but my guess is that they now can live with it. Most complains seem to be regarding PvP and Griefing. Terms often used interchangeably (wrongly in my opinion).

Even the main topic on discord today seemed to be more focused on in-game drama (the great Eis-Slinker war), as opposed to the "Rift sucks, curse Jason" that had become normal lately.

Clans

We currently don't have an word for groups of families who lived long enough to understand each other. I'll be calling them "clans" for now.

The language updates and the recent change in the curse rules (you can now curse people from other families assuming you speak their language) means that clans might be maintained in a relatively stable manner. Griefers or inside-PvPers on any of the clan family can now be cursed and sent to donkey town. This effectively creates a soft enforcing of law and order inside the clan. Clan members will understand each other and will function normally as a big family.

The great Eis-Slinker war

Today have witnessed the emergence of a great war arc story. Legend says Eis striked first but it seems Slinkers built better fortified towns and are potentially winning at the moment of writing. Fighting is fierce but discord members talked about a single town where peace and prosperity reined between Eis and Slinkers.

Last I played my mom and other people from our town spent most of our iron on brand new war swords and went to raid. They never come back and I found out later while checking my family tree that they were all killed by Slinkers. No doubt in response to their failed raid, losing us manpower and crucial iron reserves while boosting our enemy's. (by recycling the swords)

I went to my neighbors asking to use their adze. Ours was missing, no doubt the result of a previous raid on our town. My neighbors had a small but very well fortified town. It was actually the first time I saw an airlock in OHOL. Pretty cool stuff.

Diplomacy

While the current war interactions and resulting stories are great, I felt a deep lack of options while dealing with my neighbors. They weren't aggressive and didn't kill me, even let me in to use the adze (I starved inside but I was very old already. Members of their family were also stuck inside which leads me to believe the gate owner was somewhere else taking a nap).

When dealing with strangers an individual can use /love and /happy. Or refrain from carrying any weapons. Or help out here and there. Chances are they will be tolerated, even adopted. This level of interaction might be enough in certain situations but they cannot replace actual diplomacy between towns.

I really feel the ability to do diplomacy is something vital for trading and meaningful war. What if a Eis town wanted a peace treaty with a Slinkers' neighbor? What if the war began because Slinkers had iron that Eis needed at the time? Could war been avoided by trade? What viable options do we have for diplomacy between strangers who can't understand each other?

Options

Currently the radio is one of two options for actual communication between strangers. However the radio feels more like an oddity than an actual tool. Creating takes way too much work and know-how. It's not portable and would requite both a transmitter and a receiver to work. I don't see it as a realistic option for diplomacy.

Written notes is also an alternative, but without a way to recycle paper it only leads to clutter and chances are there will be no empty paper laying around waiting for a foreign envoy to arrive.

I don't have a 100% good answer for this. I'll share a draft of an idea I had bellow as a normal post but this is probably a situation where many heads think better than one. There might a ton of possible options and I'm curious to see what ideas the community at large might have.

So, how would you solve the lack of diplomacy?

#162 Re: Main Forum » The real problem with the game right now is not what you might think » 2019-07-31 20:42:53

I haven't played a ton but from what I've experienced I have to say that the current map already surpassed my expectations on how good it is. I was expecting small tweaks and instead we got a pretty good alternative map. I even saw people on discord saying they like Rift now.

Can it be better? I would guess so, but I would also say mission accomplished on this one. Good job Jason!

#164 Re: Main Forum » The real problem with the game right now is not what you might think » 2019-07-31 01:39:21

It looks pretty good!

Would it make sense to put jungles as pockets inside swamps instead of around mountains though?

Although I can see the gameplay value in having iron/oil areas surrounded by dangerous jungle.

#165 Re: Main Forum » The real problem with the game right now is not what you might think » 2019-07-31 00:19:07

They aren't in all mountains but they aren't concentrated, just randomly spaced (even with the current hotspots). I was thinking more of some areas where you could see vein after vein after vein instead of having it spread out around the map.

This could potentially cause groups of people to monopolize (fence around?) a great quantity of the server's iron. Perhaps ruling over the other groups or by exchanging iron for other resources. If iron is plentiful enough maybe we could see the emergence of mining towns.

In a infinite world with arbitrary rift borders it might not be possible to guarantee a specific amount of iron though, so it might be a bit harder to achieve specific quantities of iron while planning rifts.

Anyway, just an idea! Important thing are settlements! Pretty excited about the map.

#166 Re: Main Forum » The problem isn't the map - early game metas » 2019-07-31 00:16:22

There could definitely be some relatively "easy" changes to make other biomes more viable for settlement.

Maybe you could have new trees that gave something like yew branches. Or some new milkweed variant that couldn't be farmed (no seeds).

randoms.png

You would still need curved branches and long shafts but not everything needs to be conveniently around. In some biomes you might just need a quick trip elsewhere to get some resources.

#167 Re: Main Forum » The real problem with the game right now is not what you might think » 2019-07-30 23:56:05

Not wanting to derail settlement location related "map rework", I had an idea for incentivizing scarcity and trade in relation with map generation.

How about not spawning veins in all mountains? There could be the odd "ground iron" to allow start up of iron tools but over the time perhaps exploration of iron veins would become a necessity.

What if we only had like 4 or 5 hotspots of iron veins? Having something like 80% of the iron concentrated in these hotspots in the form of multiple veins, keeping "ground iron" to be relatively "common" for small scale/time iron bootstrapping.

Perhaps the same could be done with Oil.

#168 Re: Main Forum » The real problem with the game right now is not what you might think » 2019-07-30 20:51:22

Wow the map looks awesome!

I'm not great on map generation but if you are overlaying noise maps maybe you could somehow overlay 2 different maps?

Something like this:
- humidity: desert => savanna => green => swamp => jungle
- height: [inherited] => mountain => snow

If it is possible, you could potentially have a greater ability to define biome size ratios depending on where you set the thresholds for each biome.

#169 Main Forum » The real problem with the game right now is not what you might think » 2019-07-30 04:50:46

Thaulos
Replies: 70
The current situation

The Rift right now is an absolute shitshow: dead bodies all around; settlements unable to sustain the player base and going through cycles of starvation over and over again.

Most of us want the Rift gone for good, me included, but one has to admit the idea has some merit. Well implemented it could result in some interesting lives and I actually look forward to living in a resource deprived world where we struggle to survive. A meta that would require us to recycle and be as sustainable as we possibly can, become part of the ecosystem instead of just consuming it. We are very far from such a rich game experience.

Jason current (misguided) focus

In an attempt to determine how long civilization inside should last Jason has been counting iron and oil inside the rift area. His logic seems to be X amount of Iron/Oil = Y amount of days. If that magic ratio is figured out, and a sufficient amount provided to the players, then gameplay-wise everything should be stable during the target time-frame. The situation will become increasingly difficult by the end but that's part of the greater game loop and to be expected. Everything solved, right?

Analysis of the situation

While resource such as iron or oil being depleted is indeed a major issue, they are actually having very little impact on the lives of average players. Chances are if you played inside the rift in the past week or so you never actually died due to lack of Iron or Oil. Anyone who played consistently will quickly witness the emergence of a very strong and obvious pattern.

This pattern isn't necessarily new and has some quite useful scapegoats. Ever blamed your village death on berry munchers? Why are the berries always languishing? why no one ever takes care of them? Why are so many people just hanging around doing nothing? It's very easy to blame random players.

While it is true that there will always be a percentage of players who will contribute nothing or very little, be it for being new to the game or just lazy roleplayers, they are not something new in the game. The game was fine before the Rift. Why would berry munchers suddenly ruin every village and cause multiple starvation cycles to occur? They aren't the cause at all. You can think of them as an environment hazard. They will always be there, but game mechanics are generous enough that it's easy enough to carry them.

So, what actually changed when the Rift appeared? Three things changed!
- Limited resources;
- Higher concentration of player;
- Less viable settlement locations

The actual problem

Last I played today our little settlement was constantly getting babies. We had no food and had so many baby bones laying around it looked like a meme. We were constantly being inundated with babies. If babies were being distributed evenly through the rift you can imagine this happening in every village, over and over again, hours upon hours.

Villages have a bootstrap cost (clay, adobe, milkweed for hatchet, bow drill) and an initial ongoing maintenance cost (natural soil, water from ponds, water from early wells, rabbits, wild food, milkweed for bow, arrows, rope, etc).

There are only so many people an early town can sustain. Villages can eventually grow to sustain many more people but it will take time and infrastructure. A town that sustains its population long enough will get better forges, better wells, better farms and better food production and all these will cause it's population capacity to increase. It can also use up some of it's resources to bootstrap new villages around it. Ever increasing the overall population capacity.

Spamming Eves inside the rift means that in theory all possible settlement locations will eventually get claimed in short order. Two hours of Eve Window should be more than enough for this. Different families or different branches of said families will develop those settlements, and then as resources dwindle trade or war might occur. People will adapt to lack of resources. Life will be more difficult in some areas, maybe even becoming impossible. Civilizations will implode.

However what is happening right now it's entirely different. We have too many people and too few settlement locations. Every single village will get overwhelmed. Most lives will be spent trying to get that extra berry and living that extra ingame-year. We will be forced born in some poor village to a hungry mom along side 10 other babies all begging for food. This would happen even if there were no griefers.

I reckon most players are fine with resource depletion or for long overreaching arcs. What players are not fine with is being thrust into a half baked hunger games ripoff without proper tools to succeed.

The now famous Hammer family was able to survive relatively well inside the Rift. They actually got to experience the game as it was envisioned by Jason (as far as I understand his vision). This however was only possible because most players were actually playing outside the Rift. In the 5 lives or so I played during the last Arc I was never born inside the Rift. The low amount of Hammers was probably ideal for their Rift settlements to sustain. The outside families essentially worked as a pressure safety release valve.

The solution

Depending on how long the Arc is to last (I'll assume more than a couple days), as we are right now, we should already have more than enough Oil but a shortage of Iron. This shortage could be easily solved by making it a bit more common and not that big of a deal.

However, the major issue is actually the lack of locations suitable for towns. While just making the map bigger might be easy and tempting, I don't actually think it would be a good thing. I believe that right now we already have a good balance of space inside the Rift to prosper, meet other families, trade or to wage war. Making the Rift much larger might turn the Rift more into an oddity than a driving force. I would even venture to say that if all major issues were solved one could even shrink the Rift a bit more.

So, how do we get more suitable settlement locations while keeping the same size? We can go at it in three ways:

1) We need a better and improved map generation algorithm. More concentration of green biome/swamp borders. (with guaranteed minimal availability of trees, soil, milkweed, wild food + ponds, clay, tule);
2) Remake green biomes and swamps. Possibly move clay and ponds to green biomes. This could turn every green biome into a potential settlement area (pending local available resources);
3) Change technology necessary to bootstrap town. We saw an attempt to incentivize this with the introduction of springs. Allowing water sources in multiple biomes could potentially allow more types of settlements. But as was stand right now no settlements can be created without soil, branches, milkweed, ponds and clay. Adding a spring on a mountain or savanna biome while keeping the resource requirements is not enough. Alternative ways of sustaining towns based on different resources could allow for a higher concentration of towns and therefore higher concentration of players.

While I'm not holding my breath on 3), I consider 1) or 2) to be of the utmost urgent necessity. I would go as far as ask Jason to put the Rift on hold while he work on any of these points.

The Rift can work and has potential but I don't believe the game is in a state that would allow us to properly experience it.

Final thoughts for Jason

Dear Jason,

While you might ridicule the idea of the game dying after it has been strong for so long, it is a real fear in the back of my mind. The game depends on casual players to sustain server population. "Veterans" will not play on an empty server. If the game isn't fun at all for casuals they will stop coming. Please don't confuse people stopping by to watch the aftermath of an accident with the accident itself being popular. People will eventually move on after they had their fill of misery.

Please remember that people play video games to relax and as a form of escapism, it is something we do on our free time. People don't play games because of "loyalty to the game". The game needs to be fun, at least at times, to keep people playing.

I completely understand your need to make the game even better. The "want" to reach that level of greatness of player experience that would be able retain tens of thousands of players. And I would definitely like to see it. Who wouldn't? The game as it is right now might need to change, possibly even drastically, and that's OK. But if the steps towards greatness aren't fun to play, players will begrudge and quit.

Could you possibly have Rift weeks and non Rift weeks? Or try out Rift from time to time and collect data on the experiment. And while you analyze and act on that data could you leave players to enjoy the already tried and tested rift-less gameplay we all enjoy? Rinse and repeat. The Rift could even become something players would look forward to. With time to plan, discuss ideas and provide feedback, but all while still being able to enjoy the game as a whole.

#170 Re: Main Forum » Cursing people in other families (a pretty big change) » 2019-07-29 21:16:49

Killing, raiding and stealing should be something reserved for outsiders. If you do it inside you get cursed.

This will also allow players to not have to exterminate all other families to have curses work, which is our only real protection against griefers.

#173 Main Forum » Poop bowls » 2019-07-29 20:48:11

Thaulos
Replies: 1

Please Jason.

#174 Main Forum » (thread and rope) Recycle Update » 2019-07-26 19:38:47

Thaulos
Replies: 1

Since we are on a finite world we will need to ramp up recycling. And I don't just mean iron.

Here are some things that should be recyclable:
- Bow (rope and yew)
- Arrow (flint arrowhead/thread/feather/thread)
- Fire bow drill (back to short shaft/rope/small curved shaft)
- Small ball of yarn (back to two balls of thread)
- Big ball of yarn (back to two small ball of yarn)
- Huge ball of yarn (back to one small ball of yarn and one big ball of yarn)
- Net (back to big ball of yarn and rope)

Edit: Bonus recycling points for getting 2 adobe rubbles from destroyed oven and 3 adobe rubbles from destroyed kiln.

#175 Main Forum » Game unplayable » 2019-07-26 02:42:35

Thaulos
Replies: 8

Hopefully this didn't kill the game for good.

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