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a multiplayer game of parenting and civilization building

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#51 2018-11-18 06:13:19

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: The bigger biomes idea

well think this way: if all biomes would have water and some soil, some people would prefer savannah for rabbits and fur clothes
if badlands would have water and some soil, people who prefer tools, would start one there, once yahg was my momma and we made it work, we had tools when she passed, it really wasn't our fault the line died, people just run into animals all the time
newbees would still prefer the green biome for food
i don't think they should be huge just a bit bigger, like 4x, eventually there would be good and best setups but if all places are good, people would settle anywhere and make it work
the choices we would make based on possibilities would be more unique and feel different


https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide

Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#52 2018-11-18 07:21:38

BladeWoods
Member
Registered: 2018-08-11
Posts: 476

Re: The bigger biomes idea

jasonrohrer wrote:

What kind of needs?

Thirst seems like the most obvious additional need, but it's not too different from hunger, so I don't like it.

Maybe food could eventually go stale/spoil, creating a need for preservation and refrigeration. Or even just keeping the food covered like in a room so it's not exposed to the elements could help. Wouldn't be needed early game, but when towns get going if they want a surplus of food they'd need to do it.

Disease? Could happen from corpses which is easily solved by not sticking around them and burying them, and could start to be a real issue after you get animals like sheep and especially from their dung. There could be a whole immune system bar like there is a food bar that you see drop when you do unclean things, or just a low chance random event when you do unclean things, or just a couple phases of getting sick where your face turns greener. Once you have your sheep pooping that solves the need for soil, but then it makes the need for medicine/sanitation/clothing//hygiene to cure and prevent disease or people gonna die. Plagues were deadly in the past and they were cross-over from animals. Would be funny to see town executions of sick people to prevent spread.




btw, I think every biome being livable would be bad for exactly the reasons Jason gives. Major duplication of work and huge balancing issue. There's already a major source of variety in what role you choose to take with your life. Farm, hunt rabbits, cook, smith, doctor, etc. Hopefully more roles as things advance.

Last edited by BladeWoods (2018-11-18 07:25:33)

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#53 2018-11-18 09:42:57

Booklat1
Member
Registered: 2018-07-21
Posts: 1,062

Re: The bigger biomes idea

BladeWoods wrote:
jasonrohrer wrote:

What kind of needs?

Thirst seems like the most obvious additional need, but it's not too different from hunger, so I don't like it.

Maybe food could eventually go stale/spoil, creating a need for preservation and refrigeration. Or even just keeping the food covered like in a room so it's not exposed to the elements could help. Wouldn't be needed early game, but when towns get going if they want a surplus of food they'd need to do it.

Disease? Could happen from corpses which is easily solved by not sticking around them and burying them, and could start to be a real issue after you get animals like sheep and especially from their dung. There could be a whole immune system bar like there is a food bar that you see drop when you do unclean things, or just a low chance random event when you do unclean things, or just a couple phases of getting sick where your face turns greener. Once you have your sheep pooping that solves the need for soil, but then it makes the need for medicine/sanitation/clothing//hygiene to cure and prevent disease or people gonna die. Plagues were deadly in the past and they were cross-over from animals. Would be funny to see town executions of sick people to prevent spread.




btw, I think every biome being livable would be bad for exactly the reasons Jason gives. Major duplication of work and huge balancing issue. There's already a major source of variety in what role you choose to take with your life. Farm, hunt rabbits, cook, smith, doctor, etc. Hopefully more roles as things advance.


yeah, Jason has talked about diseases and spoiling before.
I don't think all biomes should be liveable either, but most biomes should be slightly more liveable (specially early game mid). That adds variation without making all biomes alike (which adds no variation at all really).

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#54 2018-11-18 09:43:18

Psykout
Member
Registered: 2018-11-14
Posts: 353

Re: The bigger biomes idea

BladeWoods wrote:

btw, I think every biome being livable would be bad for exactly the reasons Jason gives. Major duplication of work and huge balancing issue. There's already a major source of variety in what role you choose to take with your life. Farm, hunt rabbits, cook, smith, doctor, etc. Hopefully more roles as things advance.


We are not saying we want them to as viable as finding a place that has 5 ponds, close clay, group of cactus, some dirt nearby and a few berry bushes to start up off of, we want them to be somewhat viable and somewhat possible with a little more challenge. At the moment seeing good resources in certain biome isn't a "Hey maybe I should plop down here" its a "I wonder if there is somewhere close enough to here that I could live off of, and come back to this"

Already people have asked about giving Eve's a little bit of time before popping out babies, to give them time to scout out a base. Eve's are already respawning because they couldn't find three ponds near trees with some desert tile in there for warmth. Kill two birds with one stone. Give us more options for settlements and we won't desire more time to find that spot, we would leave less kids behind because we haven't found home yet.

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#55 2018-11-18 18:36:05

bENdI
Member
Registered: 2018-04-23
Posts: 94

Re: The bigger biomes idea

I agree with the idea that there should be somewhat equal amounts of resources in each biome, with its' own ups and downs. I also think specific crops can only grow in specific conditions, with some basic crops such as Wheat and gooseberries being universally plantable. Here is an example:

Deserts
-Water obtainable via certain cactus species or oasis
-You can plant universal plants and Melons, Root Plants, and Tomatoes
-Soil is initially obtained via sandy fertile soil deposits but compost can be created using wheat
Pros - no need for fire for warming
Cons - snakes

I don't really know what else to elaborate upon

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#56 2018-11-18 18:56:52

Booklat1
Member
Registered: 2018-07-21
Posts: 1,062

Re: The bigger biomes idea

so, who agrees that if this is added the best play is to make biomes only slightly bigger and more viable?

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#57 2018-11-18 19:25:45

Lily
Member
Registered: 2018-03-29
Posts: 416

Re: The bigger biomes idea

I don't think they really need to be bigger, so much as just having people able to survive in them. There are only three wild food sources that replenish them self, eggs, berries and cactus fruit. So unless you can survive entirely on them you need soil, and you need water to grow food. Soil and water are also found in the same locations as eggs and berries, so naturally the grassland/swamp combo is the go to place. The only other real option is the desert with like 30+ cactus, which tends to have snakes all over the place.

I don't think we need larger biomes, but if there was soil and water in all of them, that would make a huge different. It is either soil and water in all, or have food that regrows in all.

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#58 2018-11-19 07:21:58

Korilian
Member
Registered: 2018-10-19
Posts: 30

Re: The bigger biomes idea

I could always become a nomad if I didn't care for the area I was born into

I would love to be able to play as a legit nomad, just hunting, gathering and trading. The problem is that there is no way to carry your kids, so you either have to abandon your babies, or abandon your spoils. It’s the nature of the game that you’re pushed to settle.

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#59 2018-11-19 16:13:25

Booklat1
Member
Registered: 2018-07-21
Posts: 1,062

Re: The bigger biomes idea

Korilian wrote:

I could always become a nomad if I didn't care for the area I was born into

I would love to be able to play as a legit nomad, just hunting, gathering and trading. The problem is that there is no way to carry your kids, so you either have to abandon your babies, or abandon your spoils. It’s the nature of the game that you’re pushed to settle.

If it wasn't so damn easy to lose sight of people without zoom you could have families travelling together and sharing loads. I guess you still can but gotta depend on people walking slowly or having the mod.

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