a multiplayer game of parenting and civilization building
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yum is about quality of life vs the bottom line. Go ahead and spam 30 bowls of carnitas and watch town production grind to halt clay should be a consideration in your metrics...bowls are the "final mile" in logistics of water and soil. Access and portability of ceramics is 90% of what I do in town to make things flow.
you want a cookie? the hard part isn't ending an arc is keeping it going gratz on the win?
Uninspired trolling 1/10. The baby pen of of death I got tossed into one time was pretty hilarious though. You will never know the reign of tyranny that was the carrot sponge.
Babies get one "stay on warm tile" warning from me. Also children who try to spell things out one letter at a time while you are juggling some other task are on my abandon list. Def worth spending some time with kids and sharing your vision of the village helps. I typically focus on raising children once snare, bow, hatchet, kiln and bellows are made. Then in old age I smith as many tools as I can before death.
Pretty sure someone started a Dave Cult and they turned violent. LUL
I've seen games die because of devs splitting player base like this tbh.
It is strange to see people have a negative view of steam....I'm guessing those people never had to wait in a queue for a download, you think steam is bad should of seen how terrabad downloading games used to be before steam standardized it...smh.
Good news! Reason #4 is huge. Steam is a service and even even has it's own economy via micro-transactions. Plus now I can gift my brother thru steam and all my friends! So if you like OHOL buy it for your friends on steam.
Expressing love verbally may get closer to role playing.... but is a mother expressing love verbally to her baby in real life roleplaying? Why does she doe that? She doesn't have to. But it strengthens the attachment bonds. I think by doting over your baby in the game, you are strengthening the attachment bonds, which makes them more likely to care about you and listen to you, which makes your mutual success more likely. A cold, silent mother probably does not have this effect.
I've had better luck founding successful villages focusing on raising children and building relationships and getting able workers and giving them a general idea for plot placement vs doing it all myself and only giving children the bare essential care to make it to adolescence. If I cared and educated them sitting on a warm desert tile with cactus around I was more likely to retain children and obtain able helpers, and I took pressure off of the food resources consumed.
Nothing wrong with a break but do check back in from time time the game is evolving and in one of those awkward adolescent stages, imo. The game has something unique going for it and a Dev that does give a #$% so it's worth keeping even if things seem dark at the moment.
Yes it is currently frustrating subversive or anti-players can respawn with no penalty from within repeatedly they truly have an edge and something should be done to mitigate it imo.
P.S. Don't feed the trolls.
Also mods is this behavior fitting of the environment we are cultivating on these threads? Derailing topic and being hostile are things I would squash not permit.
Not sure what part of the trailer or marketing gave any of you the impression that you would build something in the game and it would last forever.
That doesn't even make sense.
There have been 1,000,000+ lives lived in the game so far, and if each one made a lasting, immortal contribution to the world, the world would be so full of stuff that it would all be meaningless. A million walls? A million baskets? A million axes?
Making anything new in that context would be pointless.
The fact that the game originally had things lasting forever was essentially a bug. You got used to it, and grew to like it. But it never was the long-term intent.
This post was on the front page for quite a long time, for example:
http://onehouronelife.com/newsPage.php?postID=63And right on the home page, the game has always been described as a "multiplayer SURVIVIAL game."
At this point I'd like to here something reassuring like "i'm working on toning down decay and giving players the tools they need to deal with clutter" Tbh I was on the verge of recruiting my brother and some friends to play, however given the current state of the game I can't recommend this trash simulator. Despite that I remain optimistic and hope the tools to deal with the trash wind up in players hands soon. Cheers.
Cactus farming the new meta. Using a warm tile on the edge to raise children an Eve can sustain off 4-5 cactus.
Translation was good, an excellent piece of writing you have a gift with words.
翻译是好的,这是一个很棒的写作,你有一个文字的礼物。
Well this was fun...clutter removal was already an issue it's a catastrophe now...Spawned in two tribal town both mostly occupied with broken items.
My take on a Karma System and murder Flagging.
Players Start with slightly better than neutral Karma, say like 50 and have a normal appearance. High Karma say +2000 grants cosmetic indicator upon reaching adult hood halo, golden glow something that obviously indicates constructive behavior. High Negative Karma say -2000 upon reaching adulthood grants an obvious evil cosmetic indicator, pale skin, red eyes, dark aura etc and could be killed without penalty once they are adults.
That way trouble makers would have window of opportunity to cause trouble unnoticed as a child. Children would have to be monitored but couldn't be vetted at birth. Plus a child can only do so much and the jig is up once they are an adult. That would be a fair system for both parties and keep it interesting.
Killing a player gives you bloody hands for say 2-5 minutes
Minor acts of destruction such as; harvesting wild carrot, trapping a bunny without a family, harvesting milkweed early etc. incur a minor penalty say -5 karma.
Major acts of destruction i.e. murder incur a larger penalty say -500 karma.
Minor acts of Good give small bonus to karm for example; trapping rabbits with families, planting crops building structures. However they should include a timer so as to not be farmable but would require some ammount of time to work off large sums of negative karma. Each action could have own internal timer say a few minutes one for rabbits, farming, building and executing a criminal, etc.
Major Acts of Good: Killing a murderer with bloody hands debuff they get a large bonus to karma say +250 or some large sum less than penalty for killing an innocent.
Maybe toss in a passive bonus to karma as well say +5 a day on negative karma.
edit* Could also toss in the possibility of evil Eve's that can see karma on babies so as to allow bandit camps to form spreading out destroying the land and searching for good colonies to plunder. Now that would way cooler than the tiddlywink griefers spawning in your base. I'd switch sides if that were offered.