a multiplayer game of parenting and civilization building
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Dodge wrote:OHOL is more about survival in a society/civilization setting rather than survival against wild fictionnal monsters
Every player dies. All families die out. No, this thing is not about survival.
So like exactly what happens in every other survival game?
Here's the first paragraph on the wiki page on "Survival games"
"Survival games are a subgenre of action video games set in a hostile, intense, open-world environment, where players generally begin with minimal equipment and are required to collect resources, craft tools, weapons, and shelter, and survive as long as possible."
https://en.wikipedia.org/wiki/Survival_game
Note the bold. Eternal survival is not expected in survival games.
Elsayal wrote:DestinyCall wrote:If you get to first place, you will be born wearing a Jason hat.
Really ?
No. You spawn in and realize you've cared too much about a meaningless mechanic instead of trying to enjoy the game to the fullest. Kek
Aww, you crushed his dreams
Whatever wrote:Please make logs to see how many % of all players have ever gathered oil or made an engine.
Technically possible now, though it would take some work. (and "made" and engine is especially tricky to measure)
I think maybe tracking how many people have made a diesel driver assembly (last step before engine is complete) and have added the bit to an oil rig might be a good indication. Or maybe if possible track who have achieved a gushing oil rig, but that might be more difficult
If you commit the grave sin of playing this video game you are destined for hell.
The only way to repent is to stop playing and pray to your nearest spoon.
Just made use of one of your wells last life I was in the Goda fam collecting water.
Thank you for your efforts.
sigmen4020 wrote:Settling near the desert as nudists wasn’t just a different strategy back in the day, it was straight up mandatory if you wanted your camp to have a chance at survival.
No, it was not. There existed jungle settlements.
Yea, we were nudists in the jungle too. Same thing, different environment.
And I won't say todays settle spots are any more diverse. You pretty much just settle in the grass biome and that's it. But at least clothes have an actual purpose. Going back to the mandatory nudist days won't solve anything.
Not sure if jungle already existed at that time.
Jungle definitely existed before the temperature update. Jungle has existed since around the Steam release.
Seems like a pretty neat strategy. Outside of just helping others find your town, they can also be used as emergency water supplies in case of a water shortage. Great job Morti.
Really though, I miss seeing different strategies like settling in a desert and living the nudist life with that ambient heat and using nearby ponds as free well sites. It would be nice if we could turn ice holes or hot springs into well sites. Some diversity in where we can settle would be appreciated. Maybe hostile biomes require a little more tech so that developed towns can go exploring and create satellites in difficult places.
Settling near the desert as nudists wasn’t just a different strategy back in the day, it was straight up mandatory if you wanted your camp to have a chance at survival. If you didn’t settle near the desert the vast majority of vets would SID on you, and you’d be left with noobs who don’t know how to start up a proper camp. People were even being bashed on the forums for going against this “different strategy”.
I’m all for different strategies when it comes settling as an Eve, but they need to be balanced. And the desert living strategy back in the day was so far from being balanced it’s not even funny. But by all means the option should be brought back if it isn’t gonna be just the straight up superior strategy.
solution add more animals
Solution: add a Spoonwood bot to the game.
JackTreehorn wrote:You seem to be posting the same thing over and over again, maybe it's time you take your own advice.
Pretty sure I was trying to dissuade people from playing.
Can you give me your success rate on that? I doubt it's very impressive.
Spoonwood wrote:Ilka wrote:So it's ALMOST empty servers, servers with low population, servers whith single player or only a few players.
Are you satisfied now?It's also empty servers. The code has an inequality, and '0' gets recognized as a number, as the reflector usually suggests: http://onehouronelife.com/reflector/ser … ion=report
If a tree falls on an empty server, and no one is around to hear it, does it make a sound?
Nope, just like how rabbits don't come into existence if noone's around.
FishRfriendsnotfood wrote:prob·lem
/ˈpräbləm/
Learn to pronounce
noun
noun: problem; plural noun: problems1.
a matter or situation regarded as unwelcome or harmful and needing to be dealt with and overcome.
"they have financial problems"
....Just pointing out that you in fact do not know what what a problem is, and you continue to be a vainglorious gasbag.
Under this definition anything can be a problem or not a problem, depending on your viewpoint. For example, is the concentration of wealth into the 1% a 'problem'? If you're the 1%, you'd probably say no. In the same way, because these changes are unwelcome to Spoonwood, it is an unwelcome thing needing to be dealt with and overcome via changing the code.
You can make everything a problem if you try hard enough.
I'm very happy with these changes. 0 food bonus is too much anyway, should be -2, starting with +2 at first generations. I'm serious.
Getting oil from very far away is a problem because towns last too long so we just deplete all tarry spots we find. We have 2-3 towns where we live over and over again. Boring.But there is one funny change
live-dev-changes wrote:To keep things fresh, we force-spawn a new Eve when everyone on the server is part of a family that is over generation 40 (every family at least roughly 10 hours old).
I'm worried it won't make things fresh. New family will eventually move to the same huge towns. It doesn't matter that we get a new name if we will live in the same towns.
Unless it spawns too far away... I wonder what will that new family do without other races nearby... probably die out in a few generations.
Problem with a negative food bonus is that you make some of the low pip foods like popcorn completely worthless. Popcorn would be worth -1 pips if a -2 bonus was added. If such a thing was considered the change should make sure that no food can be worth less than 1 pip.
I seem to be getting a feeling of deja-vu from this thread.
I have no idea why.
I agree. I remember the time where strangers from other fams arriving at your town was a special event. Now it’s just business per usual to have multi fam towns, since other races are required for progress.
I'm afraid the list grows at a faster pace than Jason can fix or dismiss them. If he started with the oldest reports he'd find many of them redundant that either can't be classified as bugs or have been fixed since then without input.
I like this update. It's nice to see visible improvements to the game. Storage is still an issue but we're getting there. Super happy about the dismantlable starter tools and maybe we'll see more signs now that the cost has been reduced a bit.
He did a pretty big clean up of old redundant issues a few weeks back.
https://github.com/jasonrohrer/OneLifeD … 9537d26611
So I think most of the issues currently open on github are legit.
jasonrohrer wrote:For example, which do you want:
1. Long-lived lineages that don't die out due to forces beyond their control, and permanent, every-growing, player-created buildings and transportation networks?
2. Lots of Eve camps and a large variety of other towns at different levels of tech?
I prefer 2 because all I'm looking for in this game is survival. People like survival games so maybe I'm in the majority... or maybe not. An in-game pool could tell more.
Infinite wild berries? meh
Infinite rabbits? meh
I don't even like that backpacks don't decay.
Why planting milkweed if there is tons of milkweed in the wild? I would like milkweed spawn rate be decreased by even 10 times.
Mono diet of water efficient foods is too good and very comparable to making one big yum chain. I wish yum was the only truly efficient way of saving food.I mean, I can be fine with living in big towns, if it becomes more interesting.
Wild milkweed only spawns after a week or so if the tile it was on hasn’t been seen in that week. Milkweed barely regenerate as is, so decreasing it’s spawn rate would be an exercise in pointlessness. If you want more people to farm milkweed, then make milkweed farming a more efficient and fun task. As of right to farm enough milkweed for one rope (4) would cost you either 8 hoe charges and 4 soil, or 4 hoe charges and 12 soil. This is way too expensive compared to the value you get from other crops. Like it would be a joke to compare the efficiency of wheat farming to milkweed farming. Imo the removal of 2-tile soil tilling affected by far milkweed farming the most, which already had little value to begin with.
This is a lot of nice QoL changes. You managed to clear quite a few github issues this week, if you keep up this tempo you might be through the list sooner rather than later.
Anyway this sounds like a great update.
No wonder why new players quitting so fast. They have to play in big, high advanced towns, which is not what new players are looking for, they don't feel useful - nobody needs another hand for work. They don't have zoom mod, and this game sux without it. Communication sux, so in many cases they can't learn the game.
New players aren't really suited to be in early camps considering how difficult they are. The best place for newbies just starting out is big developed towns, because that's where they will have the best luck of finding someone who has the time to teach them. Having newbies spawn in early camps over and over will probably make them quit even faster, since they are just gonna run out lives after having starved multiple times. Vets might even leave them because technically speaking they aren't gonna help matters in an already stressfull early camp.
For newbies to have a better time I think the tutorial needs to teach them better. Having the tutorial feature a basic farming tutorial would be a huge help imo. And tbh them not knowing about zoom mods might also be a reason why they are quiting, because they end up being frustrated with the claustrophobic nature of the default client.
New players wouldn't be better off being spawned in early camps, in fact I'm pretty sure they'd be worse off.
I wouldn’t say the game is dead, but the population is definitely declining. The game has had numbers like these in the past and has been able to bounce back from those times. As long as there’s activity in the game and on the forums I wouldn’t say the game is truly dead.
sigmen4020 wrote:Yup, that’s definitely a big concern, because I’m not sure how many people would pay for a game with art like that. We’ll see how it pans out in the future, but I’m definitely concerned about this as well. Still hoping that it turns well.
Hmm, if he can't hire a professional they could always ask for help from the playerbase, there are some people who are cool enough to provide free art and if enough people collaborate then something could definitely be done. I'm not sure how willing people would be but it's an alternative to think about in case hiring an artist goes south.s
Yeah, I remember suggesting that to him when I first learned of his game. He’s pretty stubborn about not joining the official forum (where most passionate ppl are) though, and exclusively posts on the Steam forums and is not a member of the Discord either. Not entirely sure why.
So they said they were going to hire an artist AFTER release? What if it doesn't sell well and he CAN'T hire one? A professional artist may cost too much to commission but I wish them the best of luck regardless.
Yup, that’s definitely a big concern, because I’m not sure how many people would pay for a game with art like that. We’ll see how it pans out in the future, but I’m definitely concerned about this as well. Still hoping that it turns well.
He changed it so you just need one bucket of either blue or yellow paint, where you then add either yellow or blue pigment to the yellow or blue paint. It’s still buggy in Onetech tho, since currently you would be able to get green by adding yellow pigment to any paint bucket.
Your first line sounded as if the dev was posing a poll, oof. Nevermind
In the Steam thread the dev was the first one to suggest a poll, so I still wouldn’t call the first sentence inaccurate. Also if you read the last few posts in that thread it’s clear that the dev has no issue with the poll (and was considering making one himself), and even says he’ll keep an eye on it.
...
Oh Spoon you would love the dev of Survive Together lol. Sure you have a lot of things in common, go chat him up on the Steam forums. He’s basically the only one one regularly posting there.
His game has bots and giving birth is a choice. Maybe that tempts you.