a multiplayer game of parenting and civilization building
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lol
too funny
Jason, do you know that temperature management is important exactly one time in each life - when you are a baby, and your mother (assuming she is a decent player) is trying to keep you fed without starving herself? Good mothers will tell you to keep your temperature mid-range, and good babies will do so. But here's the thing - that doesn't rely on clothing. Instead, the baby has to park themselves on a tile bordering a hot and a cold biome, and move back and forth between two tiles as needed.
Doesn't it seem a little weird that in a single camp, whether your baby lives or dies depends on whether they're standing on tile coordinate X,Y or X+1,Y ? That standing HERE means you'll lose a pip every four seconds, but standing five feet to your left, THERE, means you'll lose a pip every fifteen seconds?
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Here is a suggestion for making clothing and buildings important, but also desirable rather than despised:
First, drastically increase the size of the regions within which temperatures are roughly the same. If your town was established someplace warm, it should be warm everywhere in town. If your town was established someplace cold, it should be cold everywhere in town. It's just plain weird, to say nothing of inconvenient and annoying, that you need to be naked when going to the pie shop but fully clothed when going to the carpentry area.
Towns are larger than biomes, and are composed of multiple biomes. But towns shouldn't have big swings in temperature. Climates should be larger than biomes as well. Maybe do something like this: Every tile has a temperature, and that temperature is determined by the average biome temperature of all tiles within, say, a 50-tile radius. There will still be hot, warm, cool, and cold places all across the map, so Eves will still want to keep searching for a spot that isn't too hot or too cold. But when they find a spot they like, the entire camp (and eventually, the entire town) will be roughly that temperature, and people won't need to don and shed clothing just because they're heading into the nearby jungle to grab some bananas or into the snow to kill some seals.
Clothing would still matter, because most spots would be too cold - only the middle of a very large desert or jungle would be warm enough to be naked without significant penalty. But putting on and taking off clothing wouldn't be necessary just to walk around town and do the routine tasks of running a town. And that's good, because putting on and taking off clothing isn't interesting gameplay.
Next: have warm clothing and cool clothing. Warm clothing raises your temperature, and will keep you warm in cool or cold climates but heat you up in warm or hot climates. Furs and wool. Cool clothing moves your temperature towards neutral - in cool and cold climates, it insulates you; in warm and hot climates, it protects you from the sun. Reeds, straw, cloth. This provides a reason to not be naked in every climate, and provides some diversity: you have to construct the right kind of clothing depending on what climate you live in.
Next: make clothing easier to live with. Make a new container: "Pile of Clothing". Give it enough slots that someone can drop all their gear in one pile. I'm sure it will take some engine changes to implement (so that, for example, you can't store non-clothing stuff in a pile of clothing) but at least this way someone putting on or taking off their stuff won't take up SIX TILES with a bunch of crap. Free space is precious, please don't make it even harder to come by than it already is.
Next: Buildings. Make buildings move temperatures towards neutral, not universally make things hotter. Once again, in cold climates buildings provide insulation; in hot climates, buildings provide shade (and floors provide insulation from sun-warmed ground). This would provide a reason to make enclosed (or even semi-enclosed) spaces in any climate. Maybe walls and floors could radiate "temperature neutrality", and not have to deal with the question of enclosure.
Next: Fire. Fires and coals should bring your temperature close to neutral in a cold or cool climate, and have little effect in a warm or hot environment. In other words: when cold, fires are for heat and utility (cooking, forging); when warm, fires are for utility. Avoiding fires in a warm climate isn't an interesting challenge, it's just weird. People in warm climates don't stay away from fires because they're too hot, even though people in cold climates cluster around fires to stay warm.
Fires and coals should heat things up (when cold) within a short radius. Lighting fires and letting them burn down to coals needs to be a reasonable alternative in Eve camps to getting a lot of clothing in a big hurry.
Finally: Fires in buildings. Buildings should make fires much more effective, including possibly heating up buildings in warm climates (despite what I just said above about fires not making warm climates hotter). Here's maybe one way to do it: from each fire, flow outwards X tiles in every direction (manhattan distance and direction), stopping if you hit a wall. Count the number of floors and walls you encounter. Increase the temperature on every tile you encounter, and increase it by an amount that depends on how many floors and walls you encounter.
This would have the effect of causing people who spend most of their lives inside buildings with fires (i.e. smiths and bakers) needing to wear cooler clothing than the other people in town. People stopping by briefly would get hot, but probably wouldn't bother changing clothes; smiths and bakers venturing out briefly would get cold, but again probably wouldn't bother changing clothes. But people expecting to spend a lot of time there would find it worth their while to take off some clothing (especially if they could keep it all in a Pile of Clothes container!) and then put it back on when leaving for a long-enough time.
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All of this provides some interesting and useful reasons to have and manage clothing, buildings, and temperature. In most climates it will always be possible to improve your temperature by using the right kind of clothing and the right kind of building (i.e. with or without fires). Different circumstances will call for different amounts and kinds of clothing. There won't be a need to doff and don clothing for routine matters, but a long-term change in plans may call for a change in clothing, and could provide strong incentives to do so.
Food for thought.
Addressing the substance of fragilityh14's OP:
If you're in a prosperous town that has many horsecarts and plenty of food and supplies (including baskets!) I don't know why anyone would gripe at you for taking one of them and loading it up and setting out to make a new outpost. If anyone did, I'd ignore them. It's something completely different, though, if you're taking one of the only few horsecarts in town. In that case, go make your own before taking it away and not bringing it back.
I'm a little surprised that none of your children stay with you at the outpost. It's not that different from being an Eve, and people stay with Eves all the time.
There's nothing wrong with people wanting to be an Eve. There's nothing wrong with people using /die or other means of suicide in order to reach the kind of life they want to play, whether that's an Eve start, a child in an Eve camp, a mid-level settlement (my personal favorite), or a developed town. People have their preferences and there's no point in trying to tell them they have to play the way you want them to play.
You should probably /die to become an Eve yourself more often. Sounds like you might need the practice. People may be leaving your outpost camps because they're poorly located or otherwise display a not-very-promising start. I get born into Eve camps that are obviously hopeless all the time; usually I stay because I want to help the Eve have a positive game experience, but not everyone wants to work on something that's doomed. I don't know if your outposts are giving people the "doomed" impression, but some experience starting Eve camps might help your situation.
Tarr's point reinforces my "rethink temperature management" exhortation. Do you know that the current meta is that Eve camps must be built on desert or jungle? The reason is simple - food consumption goes through the roof when naked on neutral biomes vs. naked on desert or jungle. Eve camps don't have the luxury of clothing for a long, long time and are critically short of food. Putting the berry farm (where children and mothers spend most of their time) on desert vs. grass very often makes the difference between surviving vs dying within three generations.
But that has made the Eve meta very stale.
All of this stuff makes heat values and insulation values hard to reason about without trial and error in the actual simulation. This is why the current R values for clothing are so weird.
All the more reason that simulation is probably the wrong approach (besides, it seems to consume an awful lot of server resources, even after scaling it back from once every server step to once every X seconds). Perhaps you might start with the desired gameplay and reason from there, rather than starting with a physics model.
From a gameplay perspective, I want clothing to matter too! And buildings! But right now they don't. The obstacles to use are high: clothing is expensive, transitions between hot and cold environments are frequent, dressing and undressing is tedious (meaning both time-consuming and uninteresting), and clothing storage is a nightmare. The benefits are small: a player in a prosperous town can get by just fine without clothing because food is abundant; good players can get by just fine without clothing in any town, prosperous or not.
Just cranking up the nakedness penalty to make the benefits bigger isn't going to help. For one thing, it'll destroy what little reason there is to have buildings. If I can be at roughly the right temperature when clothed outside, but then I have to take off all my clothing when I walk inside, then I'm going to make sure I never have to walk inside. And if the penalty for being underdressed in normal biomes and overdressed in warm biomes becomes severe enough, you'll end up with piles of clothing on the borders between biomes and a lot of grumpy players bitching about the several seconds they have to spend juggling whatever they were carrying with six additional tiles worth of clutter and busywork (hat, shirt, coat, pants, shoe, shoe).
[Incidentally: note that if it were feasible to take off your hat when you went in a building, nobody would take off their hat - they would take off their shirt instead. And if it were still feasible to take off additional clothing, they'd next proceed to take off their hat AND their pants.]
I think it's not just clothing, but temperature management in general - clothing, biomes, buildings, and fires - that needs a re-think, taking into consideration the actual gameplay experiences the game provides now. I appreciate that your aesthetic is trying to capture things like "you don't have an inventory, what you have is just what you can carry", and I appreciate that "you have to put on and take off clothing when you walk from the desert to the mountains" is part of that aesthetic. I think it's gone awry here somehow, and perhaps an additional level of abstraction would be warranted.
I know you're about to mention what you see as the problems, but I'll go ahead and mention what I see as the problems.
I don't care about the mechanics and mathematics of heat transfer as you've outlined them above. The basic problem is that in the real world, one rarely travels outside of one's biome, and when one does (or, when one goes from inside a warm house to a cold snowy day outside and then back again) it takes the tinest fraction of one's life to retrieve one's clothing from a convenient storage location and put it on, and then reverse the process when one returns.
In OHOL it's absurd to consider putting clothing on and taking it off again when moving from one biome to another or from the inside of a building to the outside. The intuitions one has from from real life become unworkable when mapped into the game.
This makes both clothing and buildings close to useless.
CrazyEddie wrote:fragilityh14 wrote:Currently, iron is a permanent limiting factor, but that's pretty much the only thing that can just kill you off in a region.
I am very skeptical that any civilization has yet to die due to lack of iron.
plenty of civs have died due to the last shovel breaking and no longer having compost.
Perhaps I should phrase it as "... due to exhausting the iron supply." I don't doubt that there have been civilizations that failed to obtain new iron and make new shovels and keep compost running, but I am skeptical it wasn't for lack of trying.
I've been in plenty of civilizations whose end was close at hand, and in no case was it because they'd used up all the iron that was around them.
I've never heard of the Bob cult.
I've seen a lot of sheep pens, though. Kudos.
Currently, iron is a permanent limiting factor, but that's pretty much the only thing that can just kill you off in a region.
I am very skeptical that any civilization has yet to die due to lack of iron.
The first thing any noob learns is to lie when asked "are you new", because of assholes and idiots who kill them when they answer truthfully.
"snowball abortions"
Maybe respect opposing views rather then being a smartass?
I call 'em like I see 'em. You're not pursuing an optimally efficient town, you're simply imposing your will on others because you can.
That's not an "opposing view" worthy of respect.
Iron is overvalued, at least by many of the people on this forum. Labor is underappreciated as a factor.
That said, it's easy and dumb to waste iron on things like turning the boneyards into graveyards. Using the hoe twice on a single-soil pile instead of once on a double-soil pile is usually a mistake, but (despite what many people think) can sometimes be the right thing to do, depending on soil availability or urgency of the crop.
It's probably a mistake to make a trash pit to dispose of dead lambs. They despawn by themselves in five minutes; I usually just leave them alone. A 5x5 pen has enough room for a few sheep, some dung, some room to work, and the dead lamb bodies produced by the living sheep. Moving the dead lambs out of the pen is just extra work you don't need. If you're tight on space, shear/kill/butcher the sheep and haul out the bones and meat.
If the pen is full and you do not need more mutton, dung, or wool ... leave it that way for a while. No one can make more sheep until the pen is emptied or expanded.
The problem is that you need empty space to work in the pen. You need room to set down a basket, and you can't do that unless the pen is substantially less than full. If there's only a few empty spaces, you still can't use any of them because the animals occupy them instantly by moving around.
The ideal pen has some dung so no one has to wait when ready to make a compost pile, a mouflon so you never have to worry about shearing the last sheep, one or two unshorn sheep so you never have to wait for a lamb to be produced when you have a food bowl ready, and plenty of empty space so you can work. The shepherd's job is to restore this balance whenever it gets out of balance temporarily due to fluctuating demands.
If someone is doing the work to make food bowls and feed shorn sheep to harvest wool, then increasing the size of the flock by one or two additional sheep makes sense. But if all you're doing is making compost and pies, a small flock and an uncluttered pen is better.
Every baby that is run by a good player will be a net asset to the town. Every baby run by a bad player will be a drain on the town's resources.
The number of babies is irrelevant to your stated ends. There's zero reason to kill babies "because we have too many".
You just like exercising dominance.
Most animals will not cross biome boundaries. There are exceptions, like bears.
I believe the determining factor is the "Move Behavior" parameter. "Random" and "Flee" will stay in a single biome, "Chase" will cross biomes.
Yum is a pointless toy, like most foods.
doesn't sound like a big deal, honestly, a village can almost always use more mutton and more dung, and more wool, maybe make some sterile pads with the wool.
Pen space is a limited resource. Creating dung consumes it, and it requires significant labor to get it back. Creating more dung than is needed at any given moment strains both the space capacity of the pen and the labor capacity of the shepherds.
Even worse, sometimes some genius will realize that the pen is too full of dung and will start moving it out of the pen and onto the ground nearby, which uses up the shovel.
Efficiency in this game is all about recognizing which resources are currently scarce and which resources are currently abundant. If there's plenty of dung already, don't feed lambs.
Well, yeah, if someone else landed there and blocked it, you're toast!
the plot thickens
And I should ask you, given that you have what you want with notepapers, and you can type whatever messages you want with very low friction:
How often do you actually READ notepapers in the game?
I'll tell you that I see them around all the time, and maybe I'll pick one up sometimes, but I generally just ignore them.... I suspect that most people ignore them.
Yup.
After a bit of interest in seeing what others thought was so important to say that they committed it to paper and left it there for others to find... I quickly determined that none of them had anything to say that was of any interest to me.
The mobile versions of this game are made by other developers; the sale of those versions is completely unrelated to the sale of the PC version by the original developer (Jason Rorher).
Jason has placed his game into the public domain, which means anyone is free to modify the code and sell it as their own, which is what the people selling the mobile version have done. Jason does not make any money from the sale of the mobile versions.
So, yes, if you want the Android version you will need to purchase it separately, because it is made by a completely separate group of people. The mobile version and the PC version also use completely separate servers, run by different people.
If you enjoy organizing, other people will benefit. But don't expect everyone to understand or follow your plan. Do what you can to make the town better, but try not to freak out if it gets messy again.
quoted for truth
We've had discussions about waypoint markers before (here, here, here, my own suggestion). The problem with any waypoint marker is that it's going to be very hard to find using the default zoom level. I think it would prove impractical to mark the way towards a very distant mine, for example, and expect anyone to be able to reliably follow the marks and find the mine.
With the current zoom level, directing others to follow a trail is a sad joke. And leading others there yourself (i.e. traveling as a group) is a slapstick farce.
warning: theorycrafting
The main impediment to the Apocalypse a month ago was the difficulty of reliably respawning to the same location after six hours had passed, four times in a row. Lineages don't last a whole day, and with the fixing of the Eve spawning bug, Eve-chaining doesn't return you to your previous towns any more. This made the Apocalypse a challenge through out-of-play logistics, not as a matter of gameplay.
But it seems like it might be possible for a town to survive for a while now. Maybe this is because of disabling sticky sessions, maybe the performance improvements and the bigserver consolidation. Either way, it's a welcome development.
But.
It means that the Apocalypse has shifted from being impossible to being inevitable. If you can now reliably return to a town over the course of a day or two, then you can make an apocalypse tower and probably can't be stopped.
How do I know you can't be stopped? Because the Apocalypse happened and nobody noticed it.
For the Apocalypse to be a meaningful challenge, it has to be possible but stoppable. To stop it you have to be able to know that it's happening. Apocalypse towers need to broadcast their existence and location on a regular basis, much more frequently than only once each time a block is added.