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a multiplayer game of parenting and civilization building

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#1 2020-10-06 22:22:42

NoTruePunk
Member
Registered: 2019-01-25
Posts: 321

Game design contradictions

Jason: "I want rich and robust trade networks"
Also Jason: Locks communication behind an obtuse game mechanic, stifling negotiations between players

Jason: "Complex leadership structures will be the backbone of ohol societies"
Also Jason: Limits births to a local area, preventing social propagation

In the before times we could just split the town and send people off to go settle another area. If I wanted to trade sulfur for fish I could just type "Have sulfur, need fish". If there's some part of the puzzle we're not seeing here I think it would help to clarify that in update notes, but as it is these mechanics just don't work together.

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#2 2020-10-07 00:54:36

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: Game design contradictions

I think you have a point.


Danish Clinch.
Longtime tutorial player.

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#3 2020-10-07 07:32:27

Arcurus
Member
Registered: 2020-04-23
Posts: 1,005

Re: Game design contradictions

Spoonwood wrote:

I think you have a point.

I think you have two points!

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#4 2020-10-07 09:10:28

JonySky
Member
From: Catalunya
Registered: 2018-05-13
Posts: 686
Website

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#5 2020-10-07 10:35:36

Tea
Member
Registered: 2018-04-23
Posts: 341

Re: Game design contradictions

What Jason says : Fences should protect valuables and prevent outsiders to come and steal them. Followers of the person who owns a property gate have now easy access to it. 

What we have in game : Anyone, from any family, can follow the person who owns the property gate of a fenced in area, can destroy it and can take whatever they want, making fences useless.


The one and only Eve Kelderman

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#6 2020-10-07 11:17:01

Arcurus
Member
Registered: 2020-04-23
Posts: 1,005

Re: Game design contradictions

there is a bug with normal gate, that now also allies have access. its reported in github.

That you can just follow someone to become ally is long known. It was more above defense against one that you exiled, he should not be able to use the gate.

For sure it would be still nice to fix it.

That an ally can destroy the gate is not nice, so i reportet it as an issue in github. Thx for reporting it!

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#7 2020-10-07 12:31:18

Caprys
Member
Registered: 2020-03-19
Posts: 139

Re: Game design contradictions

I don't even know how you could trade. Say you have a horsecart full of tradegoods. You get of your horse to write your letter to negotiate the trade. Meanwhile the horse gets stolen and you are left with nothing.

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#8 2020-10-07 14:48:45

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: Game design contradictions

The horse cart doesn't even need to get stolen.    It will just run away while you are messing about with paper and charcoal.

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#9 2020-10-07 16:52:53

Gogo
Banned
Registered: 2019-10-11
Posts: 589

Re: Game design contradictions

Jason: War mechanics allows wars. Leader mechanics gives protection.

Reality: War swords are useless. Become leader by following foreign leader, exile and shank people from another fam.

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#10 2020-10-07 17:05:08

Arcurus
Member
Registered: 2020-04-23
Posts: 1,005

Re: Game design contradictions

Gogo wrote:

Jason: War mechanics allows wars. Leader mechanics gives protection.

Become leader by following foreign leader, exile and shank people from another fam.

how you can become leader by following foreign leader?

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#11 2020-10-07 17:16:54

Gogo
Banned
Registered: 2019-10-11
Posts: 589

Re: Game design contradictions

After leader's death.

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#12 2020-10-07 20:06:56

Arcurus
Member
Registered: 2020-04-23
Posts: 1,005

Re: Game design contradictions

Gogo wrote:

After leader's death.

Only if you have a high score or? but then you can become also leader in your village or?

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#13 2020-10-07 20:46:19

Gogo
Banned
Registered: 2019-10-11
Posts: 589

Re: Game design contradictions

Highest score gets leadership and you can follow only one hierarchy. If you're leader who wants to follow member of another tribe, your hierarchies will merge.

Last edited by Gogo (2020-10-07 20:47:19)

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#14 2020-10-07 22:13:37

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: Game design contradictions

I suppose as long as you only stab unrelated people, you could maintain a high enough gene score to be elected as a terrible leader to other families.

Next level griefing right there.

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#15 2020-10-08 00:21:00

NoTruePunk
Member
Registered: 2019-01-25
Posts: 321

Re: Game design contradictions

Gogo wrote:

Become leader by following foreign leader

Is this a bug? Shouldn't you become a subordinate by following someone?

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#16 2020-10-08 00:59:23

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: Game design contradictions

NoTruePunk wrote:
Gogo wrote:

Become leader by following foreign leader

Is this a bug? Shouldn't you become a subordinate by following someone?

If your score is high enough, you can inherit the leader position when the leader you followed dies.

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#17 2020-10-08 15:28:13

Dantox
Member
Registered: 2019-04-28
Posts: 213

Re: Game design contradictions

I always felt that the method that jason uses to develop OHOL is to focus on a single mechanic and to finish it (or at least make it playable) by any means neccesary, even if it means reworking (or retweaking) some aspects of the game to make it work, which ends up breaking other mechanics. See posse or war as an example.

It doesnt help that Jason pretty much develops the game on the go, so he doesnt appear to have a game-plan so inconsistency is pretty much assured almost every time.


make bread, no war

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