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#326 Re: Main Forum » Full Screen In Game onetech info Crafting Guide » 2018-11-24 09:46:23

Gederian wrote:

I guess in the end I'm suggesting what many others have suggested (and led to a recent update) to improve the crafting tips. I'm just saying I don't think the tips UX is quite there yet. Something based on ontech design would be a better start where you say what you want and can work backwards up and down trees but I'm sure an in game one can be even better.

I believe the act of going through ontech is hard enough, it doesn't need to be harder than that to learn in game. Imagine when the number of objects are 1000x and you're a new player.

Really, the key parts of the suggestion is full screen and navigable, don't be shy about showing details when asked!

One, when objects are in the tens of thousands, new players would still end up learning them piece by piece as they tech up, at no point do you need to know every recipe when you get in the game.

Second, this addition would only exacerbate the issue of people being afk while going to onetech (I swear you mentioned that, edits or different post....) More people would end up standing there looking through this utility that covers up the screen. Transparent or not, people would not be focusing on the game as well if it were open.

Part of the game is passing of information and communication, this is a step backwards from that ideology.

#327 Re: Main Forum » New animal suggestion: Rats » 2018-11-24 09:36:01

Cecil wrote:

Yeah, I suppose they could be an intentional omission because there's a future biome they'd be well suited for. In that case, maybe we could just achieve the same thing with some sort of food spoilage.


Food spoilage is tricky, because when do you make the cut off as I said. If you want to curb advanced settlements you have to be delicate otherwise you are making getting there harder on top of being there much harder. This is why I believe communicable diseases is a future goal meant to only affect advanced settlements - which is easier to tie to animal husbandry rather than food production. If at some point the community does not put time into preparing medical supplies, they run the risk of a communicable disease wiping them out, and would not effect early settlements. The sheer size of advanced settlements would fall into this logic versus the handful needed to advance an Eve camp.

#328 Re: Main Forum » Food Consumption vs Temperature » 2018-11-24 09:28:08

Christoffer wrote:

I agree it’s a good for the game to have clothes and heat sources matter quite a bit, so no argument there. But unless a full set of fur clothes will put your temperature in a good spot, the clothes won’t be that important after all, correct?

The math in this thread shows how important clothes are. We are focusing on, full clothes don't make my meter perfect so therefor I don't see the point in them, instead of comparing the numbers. A good number comparison to see would be Food Consumption: Naked vs Fully Clothed in each biome. I made this mistake and realized I was wrong, this thread and the math shows how wrong I was. Sure your meter isn't perfect everywhere decked out in clothes, but you are still consuming a fraction of the food you would without, which is not as easy to notice in game.

#329 Re: Main Forum » Full Screen In Game onetech info Crafting Guide » 2018-11-24 08:57:14

I am not saying write down every recipe in the game and paste in on your wall with colored threads (kind of actually want to now see this) But if every time you go to start up a Kiln into Forge into a round of tools you are forgetting something crucial, having a list of what you need initally (such as X straight shafts, X ropes etc) can help. The thread is about information retention and I am offering tried and true methods for that. When writing something down to remember it later, the act of writing helps it stay in your head, having the physical reference is the other half. These days information is always at our fingertips and to suddenly run into a game that doesn't offer that, can be off putting. Instead of changing the game, approach from a different direction. I am not saying go teach yourself how to use a rolodex, just find a pen/pencil and a piece of scratch paper if its that hard.

#330 Re: Main Forum » New animal suggestion: Rats » 2018-11-24 08:35:20

Where are you getting these facts from? Rats became a problem when humans starting agriculture which is roughly 10,000-11,000 years ago. The first undisputed case of a domesticated dog that was buried with it's "owner" was 14,200 years ago, long before agriculture. First time we have noticed a cat buried with its "owner" was about 9,500 years ago - which fits the rise of agriculture way better. Cave depictions from the stone age show hunters leashed to canines, I am just gonna go ahead and say they were hunting partners LONG before vermin control, hence why we purposefully bred dogs for that reason rather than it being a natural feature.

If rats were added 100% it would because disease is added and they are carriers. There is no denying that was the main problem with rat infestations is that they carry zoonotic diseases, and did so rampantly during certain booms of human population and agriculture increases. The fact you don't feel strongly about this makes me wonder how much thought has been involved, and what angle you are coming from. Do you want rats added because its a cool introduction and can bring in communicable diseases, or simply to combat unorganized camps. You say shouldn't be there to force people to clean but its the only real point you referenced in your thread, multiple times. You say you want rats to be viable, but you yourself don't even know why you want them to be. Not trying to rip you apart, just asking questions and mentioning things I see so you can think about it.

Animals right now are considered objects. When a player is nearby they become active and the server does its work. When no one is nearby they shut off, and become a rock, while the server does other work. EVERY single rat that EVER spawns will have to be managed and path'd and "drawn" by the server because they would be spawned in bases as per your suggestion. It would be one of the biggest hits you could add to the server for an animal. Having an exact goal for adding them, and coming up with alternative means is important.

"Big" bases have this problem because the sheer lack of management and tidyness makes them big for no reason. No real advanced villages that contain most of the available tech have an item on every tile, because people manage them like that. The Forge is its own room with walls and chests, far from the kitchen. The kitchen is lined with chests, and people drop off their plates inside it when they pass by, which is then stacked by the kitchen worker. This constant attention keeps them clean, and newer players seeing this end up following eventually. Gonna live to 60 this play thru? When those last fives years when you need to be near food to not starve - teach the babies and clean up some stuff, monkey see monkey do.

If you are really looking for a purpose for a dog outside of something cute that follows me around - I would say they give you one free pass when it comes to an animal attack. They take the bullet (which they actually do in our society right now) and you get to live. Maybe give you the chance to use medical supplies on them to save them if that feels heartless, but considering how many babies are left to die, I would get a heck of a chuckle if that was needed to be added.

P.S - If diseases are added it should start with Sheep Dung and then maybe move to overabundance of food/decayed food long before creating a new animal just for it. I have advocated that moving through sheep dung has a small chance of making you sick, which then can be spread to some one else that shares a tile with you.

*Eating old food (least favorite because of how time passes in game - annoying to code I bet, convoluted and not clear cut, also when does it happen. Food not decaying at all is in the same boat of food that doesn't rot for 50 years. If you make food go bad every 15 minutes say goodbye to 80% of new camps.)

*Not having a varied diet (also not preferred because of similar reasons as food decay - plus we have Yum bonus to push that, and I like the positive reinforcement because its not common.)

*Unsanitary conditions (un buried graves and sheep dung;piled up in the pen or just all over the camp because no pen; both say HIIIIIII) ~ My most favorite because everything is already in the game

*Edits for too many 'All your Base' moments because I was thinking faster than I was typing, just got done with work and it's late wink

#331 Re: Main Forum » Full Screen In Game onetech info Crafting Guide » 2018-11-24 07:34:55

Once you learn it though you should have it. I have never learned something in the game one day and forgotten it the next. With how repetitive and hands on the tasks are, spending say one life learning baking and being the town baker, you should remember how to replicate that with maybe one absent minded hiccup. I understand a new player feeling frustrated about how much information is not handed to you in game (especially if Mom's aren't teaching) but remind yourself that once you know it, you as a person have leveled up.

My advice, notebook and paper. Anything you feel like you don't well go figure it out on the wiki/onetech, write yourself some off hand notes for quick reference. Purely the act of writing it down shorthand will probably make it stick. If this just doesn't work - fullscreen borderless with a second monitor does wonders. The learning curve isn't a con, its a feature of the game. You are meant to learn something every play through and through other people. Onetech is a great resource but still a crutch, you are meant to walk without it most of your time.

#332 Re: Main Forum » Jason's Radio Silence on Iron » 2018-11-20 21:36:06

As far as iron sinks go, I find it odd there are no iron tools only steel. Perhaps another tier of tools that are in between stone and steel in durability? Raise the amount of iron, add in iron tools and up resources for steel tool production could be another sink that could work.

jasonrohrer wrote:

Sorry... been slammed by Steam.

Is iron too rare?  The problem is, it's tied up in food production and other things, which is not too great.

I need a way to tamp down endless food production, without affecting other things that iron is made from.

Maybe there needs to be some other finite ingredient in long-term food production, separate from iron, so that can run out independently.

Remember the old earthworm-o-pocalypse?  :-)

I can see the issue with endless food production as it removes a lot of danger of dying. Combating this is delicate as if you nerf things too hard for the established villages, you make it that much harder to get at that point. I have thought as well as many about food spoilage, but that could just end up slowing down growth and do nothing to an active camp that is constantly making food. My favorite thought, which I started really investing into after seeing yellow fever, is a transferable epidemic. Large towns that don't create medicines run the risk of being wiped out no matter how much food they have sitting around. Tie it to food and animal husbandry and or maybe temperature. Having a "bad" diet of eating one thing your whole life, stepping on sheep poo all the time or being cold for long duration have a chance to make you ill, and that can be passed to others in proximity with a second but higher chance.

#333 Re: Main Forum » Family Tree Suggestion » 2018-11-20 19:39:31

I would agree with Alan. Each top list just shows everyone from the one lineage. Cool so this week a line made it to gen 83, what about that other lineage that made it to 81 this week, too bad don't get to see that on the list because Tommy with sids is on top instead of Eve Nezat that started the whole thing and the other Eve that did nearly just as great.

#334 Re: Main Forum » The last berry, fact or fiction » 2018-11-20 19:30:05

You leave a berry on a wild bush in case someone needs it to save their life. If you feel you need it, ask yourself, if I don't eat that berry am I 100% going to die? Also I commonly see new Eve's eating all the food close by, leaving nothing left in the radius kids can work in with their small hunger bars. This in my book is a no-no and is similar to cleaning a bush that does not need to be cleaned out at the moment. If possible fill up far from camp before coming back in, so you aren't eating all the food on your way in or when you get home.

The confusing thing is this logic is for Wild bushes and not domestic. Bush looks the same but how you manage them is completely different, which new players get confused on. The myth that wild berry bushes don't regrow if cleaned out, or regrow faster if not cleaned, was started on purpose because it was the only way to stop new players from effectively drowning each other by eating the last berries when it wasn't necessary for survival.

#335 Re: Main Forum » Do jungles ruin the game? » 2018-11-20 19:15:09

Potjeh wrote:

IMO the problem with jungle is that all the trees are productive, so bananas and rubber are trivial. If jungle had more filler trees and the productive trees were thus rarer it'd be balanced.

Yeah I'd have to agree, the real yellow fever isn't coming from the mosquitos its coming from the trees, as Tarr showed, 20+ trees in a single shot of a biome is maddening. Imagine seeing almost thirty wild berry bushes in a shot like that - you can only imagine it because that just doesn't really happen. Add that to the fact that they give so many pips right now, and you can start preparing the padded room and take my measurements for a comfy straight jacket.

#336 Re: Main Forum » Do jungles ruin the game? » 2018-11-20 18:58:53

Floofy wrote:
Tarr wrote:

But the thing is yellow fever isn't dangerous if you know exactly what you're doing. It's the same principle as why people get mauled by bears in the middle of a city, if you don't know how to counter a bear you end up dying like a goof ball.

Once players learn how to deal with yellow fever the deaths will become rarer as you shouldn't be dying to it in the first place.

The point i'm trying to get accross is, your main point is a civilization could live off only on bananas. The point i'm trying to get across is such a civilization is extremely likely to die off since most players die to yellow fever.

Is it possible to avoid it? Absolutely. But can we expect most players to avoid it? Absolutely not. Currently, most people constantly die to boars and snakes, and imo, those are easier to avoid than yellow fever.

Can we expect most players a day after its been introduced to avoid it? No. Can we expect most players after a week or so especially after being told to do what Tarr is saying, just stand on something and wait for 25 seconds? Yes. People die to boars and snakes because you accidentally got hit and thats it, you are dead unless someone nearby has a bandage. If you accidently get hit by a mosquito you can easily wait it out safely without another players intervention.

I would like to see Fever danger go up and banana safety go down. I have never felt more at ease with survival since we started seeing these trees around. Not only is just straight living in the jungle easy, if you have a good spot similar to before, few ponds, some dirt, some warm AND some nearby banana trees you are WAY too set. My only gripe is that one jungle tile in a mix of another biome spawning a mosquito you aren't expecting to be there, but then again grassland snakes do add a certain, oh shit I do need to be paying attention at all times, which isn't always bad.

#337 Re: Main Forum » 3 Suggestions and my experience with the game so far » 2018-11-18 11:33:59

xclame wrote:

Your issue with mom's not taking care of their babies or mom's abandoning boys will resolve itself once the spiked steam population from release has learned to play. The issue right now and the reason so many babies are getting abandoned is that there are just way too many people that don't know what to do and for the most part just eat up and waste food by not trying to get a yum bonus and eating inappropriate food, thus causing there to be a lack of food, which in turns make it so we have less or no food to feed new babies. As the new player base learns things we will be able to keep almost all babies, since almost all of them will be productive members of the camp.

Personally I think advising new players to take a basket and go try and live on their own might help that. My theory - if you can't live on your own with no babies to 60, you can't be part of a town. At some point someone else is carrying your weight, I taught myself by running off as unwanted boys that survived to live on my own. When I knew how to personally bring myself to hand carts in a lifetime, I figured I could help others get there too.

#338 Re: Main Forum » Iron too rare » 2018-11-18 11:29:37

arkajalka wrote:
Psykout wrote:
arkajalka wrote:

Just spend half of my life roaming for iron on an eve camp. Found 7 iron in 30min... its just too rare.

Perhaps thats what he wants? In a way when you think about it, spending your life to bring iron to the town as your contribution is neat. Saying you are going out to find it, and might be gone awhile, to show up thirty years later with a cart/backpack+basket is awesome, albeit frustrating when its fruitless. But man, having everyone gather around and say holy crap I thought you died AND have iron to craft desperately needed tools more rewarding than to die an old person tending berry bushes.

The main problem is that its not fun. Its just mindles roaming and noone is willing to do it. Also i get that its supposed to be somewhat hard, but there should be nerf to the iron mines rather than ground ore. Even tending berrys is lot more interesting than walking 60mins in search of iron. Besides your point of cartfull of iron is invalid. There is no cart as there is no tools to make them.


I mentioned the cart because its an extension of inventory but not viable until you find, albeit never practical. I am curious to what the game used to be, love the game as it is, and am even more curious and excited to what it could become.

#339 Re: Main Forum » Dear New Forumers » 2018-11-18 11:27:35

Totally did because of that steam chip you got but thank you! I usually lurk but its been nice to be involved.

#340 Re: Main Forum » Discussion about end of lines » 2018-11-18 10:41:52

Lily wrote:

I would have to look but I am not sure that is actually true, since desert is usually really hot. I think naked in the desert is further from center, then fully clothed in grassland. Though I am not positive.

I do agree grassland should be warmer though.

you are correct about being in the middle of the desert for sure, but to skirt it and be at the most ideal state in the game feels off.... If I am head to toe covered in rabbit fur clothes in a green forest I would expect to be better off than naked on the edge of a desert.

#341 Re: Main Forum » Noticed anything different since OHOL hit Steam? » 2018-11-18 10:38:55

Side thought, do you think that if the tutorial was expanded to include things such as, how to plant a berry bush, how to plant/seed carrots would that help? Right now you learn absolute basics such as hunger/warmth/clothing/fire and have the option to mess with smithing, but no way to experience any kind of farming until in game. I mean unless you Tab through recipes or someone teaches you, you don't even know there is a way to get seeds from plants (wild carrots are obvious but splitting berries or picking milkweed at the right time is hidden behind the curve)

#342 Re: Main Forum » Iron too rare » 2018-11-18 10:34:04

MultiLife wrote:
Psykout wrote:
arkajalka wrote:

Just spend half of my life roaming for iron on an eve camp. Found 7 iron in 30min... its just too rare.

Perhaps thats what he wants? In a way when you think about it, spending your life to bring iron to the town as your contribution is neat. Saying you are going out to find it, and might be gone awhile, to show up thirty years later with a cart/backpack+basket is awesome, albeit frustrating when its fruitless. But man, having everyone gather around and say holy crap I thought you died AND have iron to craft desperately needed tools more rewarding than to die an old person tending berry bushes.

That happened before the nerf. And yeah if we could get to cart level then we could have cartfuls of ore to bring home but goddamn is it hard to get the saw done and get milkweed rows tilled first. Need a file (which needs chisel and hammer) for a saw too and axe plus froe for the cart ofc, then steel blank and in that time people scream 'where hoe make hoe need shovel make shovel'.
And most likely the town or the runner dies if they are out for 30 years.
You'd be better off dropping all you find asap incase you starve or get attacked by an animal.

Very understandable. I only know post nerf so I can't say too much on how this impacts the game. Neat things aren't always efficient, sometimes downright the absolute opposite.

#343 Re: Main Forum » Noticed anything different since OHOL hit Steam? » 2018-11-18 10:31:56

Aurora Aurora wrote:
Psykout wrote:

Devil's Advocate question here, If the game suddenly got an influx of newer players that was not attached to the Steam platform, would people feel the same way? Is it new players or the demographic of the platform? Every post about this names Steam directly rather than just talking about dealing with new players.

There has been an influx of new players before steam and we liked them much better as they werent as fucking toxic, racist and obnoxtious. Steam brings bad people.


So demographic then. Well on the bright side steam players are the most likely to abandon a game if it doesn't immediately pull them in and reward them? What percent of good players that stay vs bad players are you willing to accept? Can you survive this "eve" camp and move onto to bustling town? I mean I came from steam, I can't remember the last time I dove this deep into a game and community behind it. They aren't all bad, just getting beat down by the learning curve and the fact that its damn hard to teach someone from ground zero rather than teaching a specific skill such as baking or smithing.

#344 Re: Main Forum » Pain of the Iron Run » 2018-11-18 10:23:51

Starknight_One wrote:
MultiLife wrote:
Lily wrote:

You know what we need? Flags or markers you can plant to designate areas, kind of like the home marker but only shows people within 5-10 screens or something of the target when they walk by. That way someone could run around exploring the area around a town and mark all the potential future mines, ponds, or whatever. It would still take your entire life exploring to find stuff, but at least you know the next generation will have a lot easier of a time finding what you marked.

I've always liked the idea of trails. But I don't know how to implement those. Hunting trails and such, those are very real things. I'd like landmarks or flags or some easier to make arrow shaped signs. You could rotate the arrow in directions like NW, N, NE, E etc. Then a life of a mapper/explorer/pathfinder/trailmaker would be a nice task, a special profession.

I tend to lay out branches and seeds as arrows pointing to my camp. I don't need them with a home marker, but anyone else who stumbles into the area would be directed to a place that should have food. I guess I could do the same to point to things... or I can just backtrack the arrows. smile

.....   Like this.
   .


Give us the ability the make the stones that are in the tutorial so we can attach messages such as, This way to iron vein. Don't catch the rabbit unless it has a baby with it and done deal. Want to balance it - put it somewhere in a tech tree that you need to be this advanced to make them. Heck even make it so by putting it down I give my life up to leave this message for ages and I would still do it. In the grand scheme of things my life isn't as valuable as the life of the civ anyways.

#345 Re: Main Forum » You are dead » 2018-11-18 10:12:10

Catfive wrote:

I forgot what a royal pain having forge close to main fire was and tried to work through it, not a hope...

Anytime I see this I go build a new kiln away from camp and slowly move every smith item away from that area. Few times someone has run over and said "We have boxes?" After which I say yeah its my toolbox get your hands off, right before dying of old age because of how long it can take to relocate the whole operation.

#346 Re: Main Forum » Jason's Radio Silence on Iron » 2018-11-18 10:05:34

Starknight_One wrote:

No need for rust; our tools don't last long enough anyway, for the most part. Bad enough they break if you look at 'em funny, having to worry about them just falling apart would be ridiculous. "We had an axe, where is it? Why is the lump of rust here... dammit, not again!"


Meh that happens already with things like carts. It wouldn't be that the axe you made in your teens would rust when you were in your forties. It would be, "didn't grandpa make an axe somewhere... never mind I found it (looks at pile of rust) yeah should have expected that."

#347 Re: Main Forum » Iron too rare » 2018-11-18 09:59:48

arkajalka wrote:

Just spend half of my life roaming for iron on an eve camp. Found 7 iron in 30min... its just too rare.

Perhaps thats what he wants? In a way when you think about it, spending your life to bring iron to the town as your contribution is neat. Saying you are going out to find it, and might be gone awhile, to show up thirty years later with a cart/backpack+basket is awesome, albeit frustrating when its fruitless. But man, having everyone gather around and say holy crap I thought you died AND have iron to craft desperately needed tools more rewarding than to die an old person tending berry bushes.

#348 Re: Main Forum » Game Acquired Quitting syndrome. (GAQS) » 2018-11-18 09:49:14

Burnout or frustration with new players though? This game is the perfect analogy of you can't always have your cake and eat it too.

#349 Re: Main Forum » Noticed anything different since OHOL hit Steam? » 2018-11-18 09:47:11

Devil's Advocate question here, If the game suddenly got an influx of newer players that was not attached to the Steam platform, would people feel the same way? Is it new players or the demographic of the platform? Every post about this names Steam directly rather than just talking about dealing with new players.

#350 Re: Main Forum » The bigger biomes idea » 2018-11-18 09:43:18

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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