a multiplayer game of parenting and civilization building
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Is there a function for altering the tree sprite in Hetuw? I was once told there is, but I don't see it on the hotkey list.
Full disclosure: I consider my source for this information highly suspect... she was an in-game griefer who happened to be my mother or sister or something like that.
And if not... consider this my request for a feature update.
I like to play as a carpenter or lumberjack, collecting wood for town, etc.
I agree that the hungry work element has made wood working more interesting and challenging - I'm a lot less likely to find random piles of firewood willy nilly around the town, and I have to think a lot more before deciding how many trees to cut down.
There was at least one town I was in, that seemed to be dying just because it had become really hard to get firewood anyplace nearby.
But I don't think it's really promoting yum. For me it's the opposite. If I want to go lumberjack a copse of cypress, I pack three mutton pies so I can quickly refill after chopping each tree down. I'm not going to take yum foods (which tend to be rare) away from the moms by the fire, and chopping down trees tends to happen far from the bowl-based yum food sources of a town.
Also, how did I miss that Tarr is back??!? Yay! ![]()
I like this idea.
Also makes it more likely that Eves are experienced players who can handle the challenge. It's more fun to be a "son of an eve" if you have a good mom.
Just bumping this up, since we only have two long-lived families, and it's pretty clear the world hasn't wiped in several days, even though we are currently having another "eve window". It's nice having things I recognize building from a few days ago.... but there's also very little variety in playing either a Reed or a German.
Huh, that would explain why the "length of time for the server arc" listed on the home page is currently 1780+ years, while there are still new eves spawning. (I have this weird need to check on the age of the arc before I start playing.)
Judging by the change log on the discord server, Jason did a lot of tweaking of the arc end conditions before he left for PAX. Something is probably broken.
Dodge just put it in the data file issues.
Also, stop reading the forums!
SantaFray wrote:You can design a game but you can not design a player base.
Or can you?
Players come and go. Make enough design changes and you end up with different kinds of players and a different kind of community.
We are already seeing that happen with the current rise in organized griefing. If the trend continues long enough, players that refuse to steal and kill will be considered griefers, playing against the game meta and refusing to contribute to the group.
I recently started thinking that we have a "griefer base" and a "player base". Ideally the greifer base would be MUCH smaller than the player base, but we're now at a point where the griefer base seems about equal, and is starting to control server culture.
Which makes me sad.
I didn't hate the rift either. I think there are some interesting ways Jason can go forward from the Rift, and I don't think the Rift per se was a terrible mid-point.
I hated the way the players responded to the rift.
I hate that we can expect this in the future: 1) Jason does something experimental, that on initial drop makes everyone a bit angry and frustrated 2) greiferbase grows in response to the general anger and 3) greifers feel like its ok to go around killing and destroying everything they can think of because "Jason made a mistake".
Jason's gonna make mistakes guys. He's even going to fall in love with his mistakes and leave them in while tweaking them to something the rest of us can live with (warswords). That just means we need to "get good" at laying out our problems and discussing how to solve them (like on the "real problem" thread that led to the map structure update). It does no one any good if we make the game unenjoyable by being nasty to one another.
I mean, sure we finally got the weird staked berry bush transition to domestic fixed, but did that really need to be a top priority? Was the pain of going through an arc without even berry bushes worth it? I sure don't think so.
And at some level, the fact that the Rift update made some of the long-standing issues with the game even worse and more obvious is a FEATURE, not a bug.
So I like the list of goodies folks are putting together here, but I'm not sure about the basic mechanics of Jason giving us rewards for having an arc last a long time.
Jason is already putting in >>40 hours a week coding and handling issues with OHOL, how exactly would he find the time to put together extra content? Would he make content and then put it on hold until we make an arc last over 10,000 years? I'm not sure I want any additional delays baked in to getting the OHOL content into our greedy little hands.
And on a separate thread... we're wrestling with the idea of what the "fail" condition looks like, because the number of families metric clearly didn't work (at least on it's own). Jason will need to make lasting ten thousand years meaningful before we start asking for goodies for getting to that goal.
+ Make babies able to speak full sentences at 5-6. It's not normal for elementary school-aged kids to still take so much time to talk properly.
Hmm, I think you haven't met my kids... I'm always amazed at how patient random people are with their very slow process for spitting out sentences. ![]()
Thanks Drak!
This was very helpful.
I like the brainstorm, pein.
I like to re-imagine OHOL as simulating the life of a space colonist. The Eve would start with crappy standard issue clothing that falls apart rapidly. The company that paid to transport the dirt-poor colonists just needs people on the ground in order to convince the intergalactic government to give them title to the planet they are trying to colonize.
So when I read your idea pein, I'm imagining the AI trading system as the company representatives that are in orbit. They have teleportation access to the surface, and can provide luxury goods and instant property fences. Maybe they can set up instant property lines for a certain price. And the money all players can acquire is company credit.
Since the company is trying to convince a larger government that they own the planet... they would have a reason to provide some small amount of cash for every year alive. Maybe the government will make their decision based on the number of children born? Or the number of people who live to old age? Or the average age of the population times the size? Whatever the government is looking for, the company would then incentivize the colonists to maximize it.
I don't see Jason going this far from his original vision of a post-apocalyptic world, but IMHO you are right that it would make for better gameplay if there was some external bank giving value to an in-game currency, and backing that currency with landrights.
Also, the low tech property fence set up and maintenance is VERY GRINDING and boring. I feel the need to do it as a "responsible" player, but... bleh. Making it instantaneous sounds good to me.
I was playing while the rift went poof. It poofed. I experienced some serious lag as it went poof, but i play with Hetuw, so YMMV.
It was glorious to go from a very limited oldest-son-of-an-eve scraping by in a reclaimed village hard up against the edge of the rift to having the best of both worlds... a developed town with loose domesticated animals north of it and abundant wild foods and milkweed to the south. I got to wake up rabbits for the first time in a loooong while.
I just declared peace with a player from another family. We'd been raised side by side our entire lives by two Eves. I knew we were both over 55 but... nothing happened. No way to know if it worked or not. So we just told all the young'uns it worked and died. No warswords in our vilage, so...
Given the low quality of my play time yesterday, I'm thrilled to hear you are rolling the rift back for a bit, and promise I will not complain too much when you add it back in. ![]()
Now go enjoy your vacation!
+1 to the "this is a great idea" response of the forum people.
The neutral option is what we already have, "No Relation"
Personally I'd rather have us fighting over cameras than the endstones... at least it is an item that doesn't require a ritual killing.
But you have a good point, that a single fail condition will cause people to distort their actions...Maybe something like the max number of families decreases for every two hours that no pictures are taken? There are probably additional metrics that could be used and combined, too.
But mostly, I wanted to share that there were no pictures during the long decline. ![]()
My suggestion for a proxy for the server being stuck in barely livable stagnation... photos taken. Looks like we had an 8 day break in anyone taking pictures with the OHOL camera anywhere on the server.
Specifically, once photos have been taken during an arc, there should be someone taking a photo somewhere within every RL twenty four hours, or the server resets.
It takes longer to get to camera than diesel engine, and the complexity of making photo paper makes it only possible in stable cities.
Because stagnation means there's nothing worth photographing...
What if we had more than one eve spiral... and balance placing Eve's in pristine wilderness locations with placing them in occupied areas.
We started to go that way with the Eve's spawning in near concentrations of other players... but having them always pop at a particular tile ended up getting them caged. And Tarr caged the Eves as a protest of the entire property fence system, not the feral Eve effect. Heck, at one point in the game Tarr would only play as an Eve if he could find a town to co-occupy in the first ten minutes.
In other news... seems like I picked a good week for my own OHOL-free family vacation. ![]()
Still in same state.
http://onehouronelife.com/reflector/ser … ion=report
Odd servers have been offline for 20-30 minutes now. Usually they restart in less than five minutes, once everyone is offline.
+1 make bow harder to make. I like the idea of adding water
First time the rift was added, there was a griefer killing everyone (even their own kids). At one point i saw them set out to make a bow and arrow, and they seemed totally capable of doing it in less than a minute... but I did not stick around to watch them finish.
I have had a great set of lives lately. Worrying more about finite milkweed, green bean seeds, squash seeds, etc. is actually making the game more interesting. And when i play scavenger, it's much easier to find juicy troves of clothes... cause everyone died within a horsecart range of somewhere.
My one harsh life... was in a family that lived outside the main towns, and it was the realest experience of being the poor outsider I can imagine having. Saw the milkweed growing inside the town and gasped at the abundance!
This is working.
As for Psykout's request for something smaller.... Maybe if we could notes at the base of belltowers the way you can put notes at the base of graves?
My first response to a post was sharing what I'd learned about yellow fever and how to treat it, right after the Jungle update came out. https://onehouronelife.com/forums/viewt … 125#p38125
The jungle update! I loved that thing. A whole new biome, tons of new trees and plants. Learning how to deal with mosquitos. That's the kind of update everyone loves. New stuff to do new things with and find new ways to survive.
These gameplay updates have been harder to deal with... but they are important in their own way. But I had a lot more optimism about the game in the aftermath of the jungle update than i do now. I've also learned a lot about me and people, and how easy it is to slide into violence and anger once you get exposed to it. Why is it so much easier to get frustrated than it is to spread calm and appreciation or gift giving?
The first post I started was about San Cal, the long-lived city. https://onehouronelife.com/forums/viewtopic.php?id=4822
This post was from before the San Cal sign, and I called it "Two bell berry patch". I write about a friend I made from exchanging stories about our prior lives at the same location. At the time I thought it was normal to be attached to a place in game, and didn't realize that very few people pay attention to the places we live in.
Jason's quest to make us more attached to our families has led to this stage where we are resetting the world every couple of days (at best). No city like San Cal will be built in these conditions. Old ruins just mean a half-hearted eve start these days, not hundreds of tiles of roads, a university filled with notes, or a car locked in a small room.
A newer player remarked to me last night.. "This is the best town I've ever been in." I just about wanted to cry, it was so lame compared to some of the awesome creations I've seen from Tarr, Killian, pein, truz and psykout over the last year. But a property fence sheep pen and a wandering cow seem great if you haven't seen anything better. And that Eis town did have a diesel pump...just no oil anywhere.
I've also seen lots of friends come and go within the game. I used to triplet all the time with Mich and Nepumuk. I used to play with truz and Tarr. I used to look for the latest forum message from Crazy Eddie. I used to RP a lot more often and a lot more deeply. My interest in OHOL has outlasted a lot of other people's. And part of that is... I like change. Not necessarily the specific changes that Jason makes on any given day or week, but the fact that the game is a living changing experimental thing is one of the things I like about it. Even if I stop playing for a couple of weeks, I'll be back eventually to see how the gameplay has changed.
I like discovering the new meta for continuity - and you only get to do that if you play the game while Jason is still figuring things out. You have to try out the "Hell Cell" while it's new and there's a griefer staking all the wild berry bushes to make them stop being renewable food sources. Somedays I don't want to deal with the violent new thing or situation that people are using as an excuse to act badly, but it's nice that there are new things.
I'll miss you Tarr. I'll also miss rolling into a town and saying to myself, "Oh, Tarr was definitely here." You always leave a place better.