a multiplayer game of parenting and civilization building
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So I noticed eve spawn jumped roughly 10-15k east again.
This seems to have happened roughly when I stopped maintaining the highway.
My guess is that survival is too difficult for many players so they moved east looking for the road and old towns.
I stopped building the road partially because I was busy but also no one was helping anymore and the west drift required too much time/grind to keep up with.
Another problem is that all these dead wells this far east means no water and the tarries are dried up also.
Possible that these things could respawn?
I noticed that shallow wells do break down back into viable springs when the family dies (I think) so resource regeneration could be an option.
This would actually reduce the amount of server resources I'd imagine cause the map could be much smaller.
People mentioned before that some things should break down (trucks etc) if this was applied to all structures and objects these areas would be progressively
wiped clean which would also be useful (and realistic).
Whatever the case, Eves are again spawning east into dead zones.
I mentioned once before that east shifts in homeland were problematic and I think that east shift rate should at least be halved to prevent this from happening.
Perpetual Bone Motion:
https://i.ibb.co/hfxbrLs/screen00055.png
Sprinkler Super Powers:
https://onehouronelife.com/forums/viewt … 37#p107137
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In terms of resets or culls, it takes about a week and no one can render the area. Dont know the full details but it would be near impossible to pull off on the main server.
If i remember correctly culls used to happen every 24 hours, but dont quote me. If that was still the case then it would be easily exploitable.
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I think everything just needs to slowly revert back one step.
ie painted wall turns back into plaster, then adobe wall, then two things of adobe, then two things of clay/reeds, then nothing.
When the clay goes back to 'nothing' I think the pit it came from should re-grow. The water used to make the plaster immediately returns to the well.
This way all resources including mines, tarry spots, and wells just constantly regenerate at some rate (fast enough to come back to, slow enough that you must leave eventually)
Perpetual Bone Motion:
https://i.ibb.co/hfxbrLs/screen00055.png
Sprinkler Super Powers:
https://onehouronelife.com/forums/viewt … 37#p107137
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Not a bad idea. Its been suggested a handful of times before i believe. That said im more into hard resets that throw us all for a loop and have to start from square one somewhat regularly. Arcs that last months are not cool. The current arc has been going on for 92 days. A long arc in the rift was maybe 5 days. Short ones were less than a day. I enjoyed that cycling. It seems ridiculous to have this running push west when the majority of fams dont last more than 50 gens. Longest one in the rift was over 300 gens. Families had to survive there or it would reset. Once there was only one family it would start over and allow eves to spawn. Eves could spawn for 8 hours then we would be locked with those fams till there was one left. How long the arcs lasted depended on how we played and how hard people worked to keep families alive or destroy them.
Last edited by Gremlynn (2021-06-16 01:28:47)
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I think everything just needs to slowly revert back one step.
What about objects with multiple orygins? Things you can get as outcome as multiple different actions? This would require additional informations about every object - if it has "previous" decay step and what it is.
When the clay goes back to 'nothing' I think the pit it came from should re-grow. The water used to make the plaster immediately returns to the well.
There is no way to tell which resource node materials actually came from. Its not tracked and tracking such detailed information wouldn't be beneficial to the game. Both developement time wise and server resource wise.
This way all resources including mines, tarry spots, and wells just constantly regenerate at some rate (fast enough to come back to, slow enough that you must leave eventually)
Everything runs out. Basic premise of the game. Also - what about "lost" items or resouces used for production of things that got consumed?
Map is already wiped in areas not visited for a while so the server resources are already freed after some time.
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tracking such detailed information wouldn't be beneficial
You're actually right but there are other, more efficient ways to do this -- like an in/out value for each resource on the map or in an area.
Instead of trying to put it back (which is still pretty cool but unnecessary) new resources can just spawn.
Someone allocates two clay for a wall. When the object decay two more clay must regenerate (probably within a distance or according to spatial distribution)
Since the game is in C++ I'm sure there is some memory tracking that is pretty similar already implemented.
Map is already wiped in areas not visited for a while
Just making this happen faster is a much easier solution but then we lose the history dynamic.
I think at very least, some things should get wiped faster than others like stone walls.
If you consider the thousands of years counted in game, not many structures even last that long in real life or at least not much is left of them.
But stone walls could at least be partially persevered where clothes and wood things should go much faster.
Perpetual Bone Motion:
https://i.ibb.co/hfxbrLs/screen00055.png
Sprinkler Super Powers:
https://onehouronelife.com/forums/viewt … 37#p107137
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I do like this idea and i think it could bring some much needed stability which we are lacking. The issue will arise with tap out area of tarry spots and etc.
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I think everything just needs to slowly revert back one step.
Meat turning back into sheeps?
Cooked fries turning back into raw potatoes?
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forman wrote:I think everything just needs to slowly revert back one step.
Meat turning back into sheeps?
Cooked fries turning back into raw potatoes?
Bears turning back into bear caves.
Racecar turning back into a stack of sheet metal.
Popcorn turning back to corn kernels.
Open world turning back into Rift.
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lol why not
Over a period (of irl days) if you leave meat out, it pops and then spawns back onto wherever the bones are.
If it hits four, the bones pop into a pile of berries and a carrot.
When those pop, the well regens water and a soil pit regenerates soil (lets leave compost alone)
Way overcomplicated but still kinda cool.
Perpetual Bone Motion:
https://i.ibb.co/hfxbrLs/screen00055.png
Sprinkler Super Powers:
https://onehouronelife.com/forums/viewt … 37#p107137
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What about a wall of fire and death that slowly crushes us into oblivion only to start all over again in fear of that eventual oblivion. Over and over again until we go insane. Sound fun to me!
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Will there be marshmallows? If the world will be consumed by ever-burning fires, I demand marshmallows.
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You know it!
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Alright, I'm in. Eternally tormented hellscape, here we come.
If nothing else, it will solve end-game boredom. You can't be bored if you are on fire.
Trust me. I've checked.
Last edited by DestinyCall (2021-06-16 04:45:03)
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