a multiplayer game of parenting and civilization building
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I often eat wild food when i am out in the wild searching for iron or other resources.
I like eating them and i want to keep doing it
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Plz, people, lets focus on relevant nerfs
Why do we even have random chances to use wells? shouldnt it become fixed chance now?
first things first, thanks for looking back at this and listening to critique
second, I think the entire approach of making water universal late game is flawed. We'll leave swamps for grass, immediately. We might not even farm at all before wells, one good daughter close to fire and delaying farms is completely viable.
Third, Ponds ARE fine if slightly rarer, this already helps transition from deep wells to pumps. To me we should just drop all the crazy ideas, do this as a test and maybe nerfing deep wells directly, since they're where we stop upgrading usually. At least lets test the clusterless (kinda) to see if its enough. I really don't see why we wouldnt try the simple solution before overhauling everything.
Fourth, Im pro alternate water sources but universaly spreading them on a sheet is not adding to variation of gameplay loop, its a cheat solution. Follow the goose seems actually fun as a minigame at first but wont age so well i think. I believe the lack of water in non-swamp is the perfect opportunity to design more water biomes, make arctic useful, but most important, is just a consequence of the bigger problem ( biomes were designed to have their own things but no "expansion" biomes added intersected with base resources -jungle trees couldnt even be cut for wood at first, grass is still the only biome with rope, water is still only in swamps)
And what about making a arrows?
The only pond - the only goose - the perfect opportunity for griefer.
He will kill the goose, invite the bears to the camp.
Before anybody makes three arrows, everyone will die....
Dear veterans - if you think that the game is too easy try to play, at least once without mods and think that this is how the beginner game looks like.
I completely agree with what you said at the beginning but here's why ponds need nerfs:
The way Jason intends ohol to work is that challenges should be substituted as tech develops. Water becomes a main component of food production early in game but later we should worry less about water and more about coal/oil. This is why nerfing ponds to weaken deep wells is necessary, so we transition into pumps.
As Tarr mentioned in discord, I doubt water becomes much of an issue now, however like you noticed, this idea comes with other obvious issues related to it. And thats why I dislike these "off the bat" ideas. It tackles the problem poorly (water may run out much earlier) and creates many other issues (few geese) while aiming to fix a non-immediate problem (swamps being the only water biome).
i think the best would be the same jackpot system for ponds but reduced jackpot size?
if i understand correctly you got a 10x or nothing right now
so first you generate how many items are then what they areso for ponds and stuff like flintstone could be reduced to 5 or even 3, so if you find them, you still take it cause that's a good roll
best rolls of 6 to 9 ponds would be rare so people would appreciate themone pond is not enough
and you want to give a chance to players
just because veterans can make a camp wherever, doesn't mean average people can
now we did this for a long time
Honestly all we needed was a soft nerf to pond clusters
but we can't have easy, predictable changes for testing, can we? gotta have a gimmick. Again.
What if geese are eaten, ponds are fenced? why create so many risks when all we needed was less clustered ponds?
I hate that every update we're fighting against a needless change instead of hyping for content. What's the point in Jason asking us about no cluster if it got insta scrapped and grids added? Why make ponds spawn everywhere if town variation wasnt an objective?
Jason, can't we test that gridless, no clump iteration? i bet it'll be fine
btw, what if someone eats the goose before files?
This isn't a discussion about how to make other biome tech trees viable, or increase town diversity.
but you started talking about swamps in other biomes
i dont think this should be a concern at first, unless of course we're tackling town diversity. As far as water tech progression goes your idea of making ponds not clusterable should be enough.
No clay close enough no clay bowls. No clay bowls no farm.
rabbit pouches
Also, I'd rather see biomes with tech to skip water short-term than most biomes having it.
People in biomes without water should be able to survive with fire/clothes long enough to migrate, so I think the best might be water in arctic/new water biome.
how about finite water sources in prairies? we could also have single-use soil in jugles, so more combos are available early.
I would like to see this version you tried before judging better but i dont like the grid idea as it takes all variation away.
Having a water biome isnt so bad but transporting water should be easier/other options could exist, specially in arctic biome.
either this or make ponds rarely spawn in prairies, its the one other biome that'd feel right with ponds
But if the game had more people playing on bigserver2 with larger families, fewer ponds might not be so desireable.
We can't nerf it by a huge factor but i do think 3/4 ponds per spot should be enough even before pumps
And how often do you get cursed into DT? I've been pilling curses since they were added too, even got gang cursed few times and never got sent.
Sure, im not everyone but even among older players this isnt affecting most people. The amount of time Jason spends on tweaking curses is already huge, some changes are good just not every update.
i think what futurebird said + https://onehouronelife.com/forums/viewtopic.php?id=6236 fixes the issue
ponds are fine mechanically, they're just too common ( maybe 10x jackpot is too much for anything?)
I'm just saying few people will make a diesel engine if they can just make a deep well.
I mean, that's the problem we have with wells, but they are undoubtedly getting nerfed again so I am adressing what's above, because coal pumps are also too good
We do need less ponds so wells and pumps can be pressured, but water will never be an issue if coal is its main bottleneck long term
What keeps people from just building another pump when one breaks?
it's more expensive, specially long term. Moving once into oil or drying all pumps close to farms?
though ideally ponds should also be rarer
base oil pump is actually 10x better than coal already
When pumps were added we though of them as an extremely needed tech. Some people would become coalmakers and we all rushed oil in the following week. However, despite cars and planes, we rarely get oil nowadays, even if oil newcomen is 10X as cheap to use as coal (and even coal isnt urgent).
This has come to Jason's attention and is something he might be working on. What I suggest is a PUMP UPDATE, nerfing water/oil and buffing iron, all through pumps.
First, water: We now have random item tables which allow things to transition into various different things. This means firing water pumps could very rarely dry (as Jason wanted) and then demand additional upgrades, but still operate normally the majority of times. This exact system could be used for oil, which would need more drilling after drying. Additionaly we could add a "perma dry" system for oil wells, also using chance.
To pay for all these pumps, buff cars and make mines important long term I suggest iron newcomen pumps to upgrade mines. These exist irl and pump powder iron. Here they would be an upgrade to collapsed mines and work with coal. Each cycle would then also have a chance to fail/perma fail before it ran out of iron. The used pump could then be scavenged. There's also this thread I made in reddit. https://www.reddit.com/r/OneLifeSuggest … e_upgrade/
As a base I think perma fails should be 1% chance and normal fails 5%. This gives an upkeep cost to unupgraded water pumps while giving that dry chance for them all and allowing water upgrades to avoid it. Breaking pumps would also make loud noises, so people learn about them.
very few players are actually affected by this, we dont need changes to curses every focken update
jasonrohrer wrote:I was born into a mid-level town. They had a Newcomen pump, sheep, farms... but no buildings.
Well yeah, buildings haven't gotten anything to make them worth building yet.
Considering the changes after heat update i wouldnt mind buildings being worked on before biomes/wells, I think they're very much part of the same problem (existing content that adds little to survivability while intended to).
In the update this week, you will be able to see how many years she's been dead, which will be cooler still.
this is great tbh
also, we talked about this 1000x but storage tech is welcome
I'd also like heaters/refrigerators
The watering can. Basically a bucket with a spout that lets you water 10 plants without refilling.
This one would be so beautiful
futurebird wrote:How would you do it, Dodge?
Less water in ponds,well,deep well and newcommen water pump wears out after a certain number of uses and requires to be upgraded to kerosene then replaced by a diesel engine pump.
Basically if you dont make a diesel pump and oil, the village will run out of water, the newcomen kerosene pump requires oil and buys you some time to make the diesel engine before it wears out too.
i still like the idea of non-diesel pumps having 3 options when activated:
1 give water
2 dry (needs upgrade)
3 break (upgrade or fixing)
it should be possible with random item tables, like fishing. A similar system could be used in oil wells, they shouldnt be infinite either.
the game ends survival-wise after sheep and pump
it becomes a game of "how long before bad luck kills our girls?"