a multiplayer game of parenting and civilization building
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Never showed OHOL there before.
Last game I showed was CORDIAL MINUET at PAX South. Booth picks here:
http://cordialminuet.com/incrementensem … php?id=140
A few years before that, I showed Diamond Trust of London at Pax Prime (now West), in the Kickstarter room.
Hilarious though for an OHOL booth:
Instead of "booth babes," hire "booth babies" to crawl around the booth crying.
Definitely going to have bowls of gooseberries in the booth as snacks, at least.
Don't forget a to have a griefer grief your booth a little bit
Cookie wrote:Since we are spawning close to each other, what purpose does a practically infinitive map serve?
I personally feel it is more of a novelty thing. If I recall correctly, Jason once said something along the lines of it being several times larger than Jupiter (Earth?). It's like a wow factor. If you take a minute to stop and think about it, while not practical, you could just keep going and going into the vast expanse. You could even reach the edge....in theory. That thought is probably appealing to Jason.
If only the map doesn't look just like a cross section of a Calico cheese
Actually , this sort of retention rate is actually amazing by many games standards. Then again OHOLs peak is very small and this kind of niche games then to attract a cult like fanbase compared to the throwaway FPS and mobile game genres. Most mobile games are lucky to have 5 perce t retention after a year
This ought to be shown somewhere in client
it is shown on the login screen, its just not very discrete
The chances of your kids causing problems down the line is high, but you don't preemptively feed them to wolves. The swords in't OP anymore you can stop someone who uses one.
Really if a good Eve comes to town that increases the chance of the town surviving because you have more kids.
Problem is though I notice having just one bad egg can trigger escalating paranoia between two large families in a same town. A third or fourth family will also get drawn in somehow. The effects carries beyond just one griefing family member
Unfortunately , I also choose to kill Eves if they refuse to leave I will show my angry face while holding a bow to chase then out. If they done get out in 2 minutes, you will be fired upon. I'm not sorry. Now I understand the perso. Behind the Eve is likely not a griefer, but the chance of a nutjob popping out within the next generations is so high I cannot in my conscience allow my direct family to come to harm by allowing an eve in .
I have thought of some ideas, some definitely already been suggested
Marriage, marrying turns the foreign family into inlaws and swords don't work Vs each other family anymore, as if family. This carries on until no more married couples between the two families are alive
Something to restrain. I know slavery is godawful in these day and age but I'm afraid it's the only way I can allow some foreigner to stay. All foreigners must be kept on shackles and ball weight to slow their movement and unable to carry weapons or steel tools of any kind due to the restraint in mobility. They can still do manual farming work and gathering resource
If an eve wants to stay, she must willingly submit herself to the chains, and her future generations as well. So long as threat of swords are present
Best idea is of course, get rid of swords
It's too early to play war and genocide with only 10-20 people per village on average
Nice, no more accidents and no one can claim to have done it by accident
Joseph Stalin wrote:like a new mosquito...
dont like them...
maybe if you could eat the rats like a rabbit, farm them maybe...
otherwise I wouldn't like more disease its kinda annoyingagreed! lets get bug spray or a bug repellent candle before we get rats lol
Citronella candles please
I like the Eve token idea.
It will also give option for players who don't like to Eve to not need be born an eve. I hate eving, it's boring - same routine tasks, very little items to play with.
Maybe even make tokens tradeable between players so people will actually actively help others survive
Re-chaining is not as good as maintaining an unbroken yum chain. High yum is incredibly powerful, compared with the relatively minor boost that you get for a low yum chain (<5 yum). This change will give you a reason to stop back in town for a bite to eat occasionally and maybe put a new kind of food in your pack on the way out of the village.
I get +7 or +8 usually
I leave after taking a berry on bowl and usually pack s pie with maybe one or two other single food , bread or domestic carrot usually . I prefer bread
Then wild onion, wild carrot, a bardock, banana, cactus fruit
To bring me to x7 , then top off with a pie
Unfortunately I get to ride this chain only once
Addendum: I suppose if this helps the game overall for town dwellers I don't mind. The dent in my game is probably negligible, just need to ravage some distant wild gooseberry bushes
I generally take pride in not needing to use much village resource but come back with two cart loads of iron in a lifetime. With this change it's doable but I'll have to take something extra on my second trip when icant chain anymore
RodneyC86 wrote:As a person who sets out to explore alone and forage wild foods 90 percent of the I'm born a guy, I am very concerned how this will impact my game. Gonna miss the repeated 6x chains with foraged foods
With this change implemented, your play will be improved, except this time you won't be forced to look for a specific food and you chain won'r break if eating burdock twice.
Yeah it doesn't break the chain but I can't rechain. When in looking for iron and milkwedj I almost never need to take anything from the village except the odd mutton pie
I'm the kind of player who's is raised to 3 years old then fire and forget to the village
As a person who sets out to explore alone and forage wild foods 90 percent of the I'm born a guy, I am very concerned how this will impact my game. Gonna miss the repeated 6x chains with foraged foods
temporary resources? like mushroom after rain?
just a rain effect then you can go out and gather shrooms to eat
or some iron spawns for a while so every time you go out you can find stuff but others wont affect you that much if they do it in other times
so you got a chance to find iron even if 100 years ago your grandma collected it all
Meteorite iron would be cool. Then we have a space sword to stab people with
If you caught extra rabbits and think "it's more important to bring the rabbit back than the plate" you are almost always wrong. Someone will find and use a rabbit you leave in the prairie later. That plate may never come back. (Unless I'm around cleaning up, and most lives there are more important things to do)
There are plates that just sit unused in the prairie for 100s of years. I know since I saw one in one of my Eve lives. I already had another plate in my basket so couldn't bring it back. I came back when the town had grown and it was still there... So if you don't bring it back it isn't coming back.
Also, don't leave rabbit traps on the hole and just take the rabbit out. It's so rude, the rabbit won't reset and you are reducing the rabbits people in the future will have.
If you see a full trap empty it and if there is a nearby bunny move it to the next bunny. I've piled up tons of rabbits just by moving traps as I passed them while getting wood or clay.
When I see some kid run off to the desert make a pack and leave a plate behind I start to wonder if they are a griefer TBH.
I'm gonna just admit I was frequently guilty of this during noobier days. Plates just felt like they were everywhere compared to furs in many villages but I didn't know about decay and non decay items.
So remember kids, plates are forever
map is too homogeneous, too few rare resources really matter, all biomes are close.
Making current resources and biomes more interesting in general should spark some measure of exploration.
Gold, copper and lime should get more uses so we actually have the need to gather them.
Wood is also a great candidate for a resource becoming more valuable, because we have ways to grow more if exploring is too hard. Rubber is good because of the need for sulphur.Of course making biomes larger will make exploring a bigger need but it may also scare some people, so incentives need to be given.
We can also spawn some rare motherlodes - rarely found but a massive boon to nearby villages
Great Warrens - Plains - Cluster of ~30 bunnies in a 10 x 10 area
Flood Plains - Swamp -A 10 x 5 strip of wet land, that after being drained of water, is made of fertile soil stacks
Motherlode - Badlands - a line of 10 iron veins (this is definitely OP and can make a village so full of iron, it can catapult them to the industrial era, but this will be rare and oh so very exciting to find)
Geysers - found in grasslands - radiates a small amount of heat for free - and unlimited supply of sulphurous water for rubber production - but you need to catch them while geyser is spouting!
Hemp fields - Overgrowths of can rarely be found near tundras ( not a hemp expert - i hear they grown in cold regions usually) - giving a boon of ropes made of hemp fibre - needs to be cut with a good blade though, since they are so tough - also - domesticating hemp gives chance of getting Cannabis (POTHEADS YAY!)
I think there could be way more ideas, I'm just not too good at them
RodneyC86 wrote:Koreans small d**k?
Oh well I'm terribly sorry. Let me find a black dude for you to take up the crapper
This forum is not menat to be kid safe right?
Not sure you understood my post.
No I understood you. Just posting my retort for these morons
Yeah I think the town's should be far enough from each other that it's highly improbable for eves to find one by themselves, but not improbable for a dedicated explorer, especially one on Horseback to find one
Koreans small d**k?
Oh well I'm terribly sorry. Let me find a black dude for you to take up the crapper
This forum is not menat to be kid safe right?
I kinda like that carts are restricted by iron, and you can make as many as you want if you just farm that milkweed hard enough.
I'm not asking for a replacement. You can still make a box with rope but new option with iron nails.
Or I would be just as happy if board plus nails makes shelves rather than boxes. These will be immobile. Shelves that can store 6 items would be tantalizing
RodneyC86 wrote:You know what Newton said. Genius is 1 percent inspiration and 99 percent perspiration.
That quote doesn't appear to have come from Newton, but rather appears to have come from Thomas Edison.
Oooof you are right
I once used Hansel and Gretel GPS with slices of bread because only having one marker at a time sucks when you need to go back and forth an iron mine . It didn't work too well
jasonrohrer wrote:One thing that was suggested a long time ago was a procedurally generated tech tree. It would be an insane undertaking....
But anyway, the general idea for a game about actually learning stuff in each life would be something like, "You're on an alien planet with totally different rules. On this planet, a bleep plus a blorp makes a blat."
Then after civ dies out there, it's reborn on a different planet with different rules, where bleep + blorp does not make a blat.
The tech tree would only be known by the server, and it would be up to the players to discover it through experimentation and pass the knowledge on to future generations.
I believe that with a non-proc-gen tech tree, any artificial limits on the tech tree ("you don't know baking") would be frustrating. I mean, you KNOW how to bake, dammit, but the game just won't let you do it. Maybe I'm wrong about that.... I mean, there are RPGs and all kinds of other games where you learn skills over time (even if you've played the game before...). And Rust had blueprints, at least for a while. But I've always been pretty frustrated by those mechanics myself. Combining bluprint "points" at a "research table" never really felt like inventing stuff to me. Nor did leveling up skill points in an RPG.
I would find such frustrating. I already find it frustrating enough when I can't do certain things, such as pick up stone block for a belltower (alright... that was before the recent can't curse outsiders and everyone is close now system... but still can't pick up a boiler until mature), because of age.
You know what Newton said. Genius is 1 percent inspiration and 99 percent perspiration. Climbing a proceduraly generated tech tree should be difficult
Yeah, I may add nails at some point, and then the wooden box would change.
Yay, glad to hear it Jason. Will look forward to it
RodneyC86 wrote:Ah i see
Still a little outlet for physical violence in a controlled setting might satiate some innate bloodlust in some players
That's what eve'ing is for now
Just /die till eve, find whatever village you spawned near [since eves now only spawn near living people], get hold of a weapon [preferably a sword], and start 'sating your bloodlust.' You can't be cursed so there's no real consequence to this in-game.
Not the most enjoyable playstyle tbh [and also rather frowned upon], but it's always there as an option. After all, Jason wants wars
[sarcasm btw]
Personally I like the peaceful lives where the family accepts ume and my children, and w integrate into their town. Only takes a generation or two for your family to pick up the language. But not every family is happy to see strangers.
Yeah I know that's an option, but maybe we need to promote doing it in controlled environments, rather than going on a rampage against poor innocent civilians who are more than likely unprepared
Pit fights were pretty popular back then as entertainment. Even to this day, we have MMA. Maybe we should embrace that rather than trying to argue against violence?
Food for thought
Why is rope required for wooden boxes
I googled up wooden box made with rope and didn't find an example where rope is a component more than for lifting the box, which we cant do to wooden boxes in game
Wouldn't it make more sense to use nails for wooden boxes?'
I request an alternate wooden box recipe
Hammer + Wooden Board with nails = Wooden Box
Three sets of nails can be smithed from one steel ingot
I think this can at least help mitigate storage issues. Rope is just a general pain to make in large numbers