a multiplayer game of parenting and civilization building
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It's really hard to avoid every town being the same with the new map generation on top of the rift. When springs were introduced I was hopeful for seeing more biomes become places to start, because that could have added some huge variance to the game. Prairie towns would rely on hunting rabbits and turkeys early on for food rather than doing the same berry farms over and over. Badlands towns would more likely rush to sheep (or hunt wolves and bears if they gave food). If tweaks were made, fishing towns and seal/penguin hunter clans in arctic could pop up. The catch would be though, that they would all end up the same at the end game because you need a little bit of everything.
They might look different though because they didn't all start off the same way, centered around a berry patch. If walls were balanced better, each biome/town would use much different building materials. Stone would be dominant wall/floor material in bad land towns, Wood in grassland and adobe in wetlands. If you made desert villages a thing, then I would shift adobe to there, as mud brick with adobe plastered walls in arid climates is what humans did (https://www.touropia.com/amazing-mud-brick-buildings/) To really nail this, I believe you would need to blow up the biomes and make them much larger. Some resources like soil pits, would need to be in multiple biomes, but the rarity or amount of said resource would be much less than their natural biome. If the town did not start to cultivate or setup a process such as roads/rails/horsecarts etc to link a needed resource soon, they would perish.
As to skills and such use genetics and instead of gating items, just tie them to how much resource you gain when doing an action. Anyone can cut down a tree, but if you are part of town from grasslands and have a genetic perk, you get two logs instead of one. Butchering a sheep without a badlands genetic only gives a few mutton, compared to 5 from a hunter. Trapping a rabbit with a savanna genetic refreshes the rabbit hole in 1/2 the time as anyone else. Grassland farmers use less soil when farming and/or can water more efficiently, you get my drift. This would give the feeling of having specializations and tie towns in certain locations to certain tasks, rather than every single town just always eating pies and stew until people start making tons of different yum foods because they are bored. Natural resources to one town would be worth less to them as they would be to another town, giving us a reason to actually trade. A cart full of rabbits to a savanna town, meh. A cart full of rabbits to a badlands town, definitely worth some iron.
This would also lead us to a possible positive end situation for an arc. These different spread out specialized communities with their genetic perks would have to merge and coexist together before they all collapse and the arc resets. This merged town with different families at peace together for many generations would aim to create something, some sort of monument that would be crazy hard to complete and resets the arc. To differentiate a fail condition and a win condition, the next following arc gets a little boon to it for the first few hours/day or something.
This is a really ambitious idea, and a radical change of direction, but honestly I really think that level of change is the only way you will reach your dream of unique, amazing game. As so many have said before, making each town always need all the same things, and start off all the same way, makes everything the same. That boredom compiled with tedious repetitive actions lead some to acting out and trying to burn the world down. Adding specializations seems like a great way to flavor game, but gating items even though you know how to make them is frustrating. You still will want people to be able to do whatever they want if they so choose.
If there was a slight incentive to be one of the rabbit hunters this life/hour because you are a savanna child, that could be neat and fun to do. Next life you are a badlands miner and stone cutter, then a desert horse tamer and cactus farmer. Few days later in the rift, the families you helped survive in those rougher areas have come together and built a grand city around the Tarr monument. Roads stretch out in all directions linking these far out settlements and biomes, bringing back valuable resources. There are wooden cranes powered by engines that erect a great obelisk that pierces the sky, that only could be done if everyone chipped in and did their part. When the final stone is laid, everyone in the world gets a message it has been done and the arc will reset in one hour. The far out settlements and outposts all come together to celebrate at the monument. Elders don't die from old age, language barriers are removed, food drain is heavily reduced. Everyone can just relax and talk to each other. Take pictures, play dice, get in snowball fights and goof off with no worries.
That sounds like something to work for! A sense of real accomplishment rather than stalling inevitable demise for as long as you can. A reason to actually come together, make peace and learn each other's languages and trade.
I strongly disagree we haven't had top tech tree content in a while and its getting boring. I've been circulating the same top tech tree content for the past three months, imagine how repetitive that is. New content would actually add something interesting so that veteran players actually stay and are not replaced by new players who will leave after they realize how toxic some of the playerbase is. We need content that's upping the tech tree because we have been in the longest content drought ever and frankly its getting boring for many experienced players. I don't see adding more content wont solve the problem I see the opposite. This game is desperate for more content.
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Oil and Iron Fanatic /ill Green Boi
Learn how to build a damn engine.
I think this is a narrow point of view. I do not think that veterans have left due to a lack of content. The same thing that drives a new player away, the toxicity, is just as likely if not more so to affect a veteran.
Not discounting boredom due to no new top end products to make, but I think it's a small reason. Not being able to achieve long term projects because of lack of help and quick rift resets hits a vet hard.
Towns have the potential to stay for a very long time if the rift does not reset. Mines are able to be upgraded with engines, navigation is easier. Extensive road systems that actually go somewhere are possible. You can return to what you have built life after life (if you aren't killed for being an outsider) These are things long term players have wanted for a very long time. They hold little value because everything gets reset so quickly because there are so many people attempting to make that happen. It's an apocalypse that doesn't need endstones, just repeated killings and stirring up drama everywhere.
We have proven time after time that any new content is done by vets within hours of release. Unless that tech is needed for village survival it's not highly used. If its greatly needed for survival it's just another bottleneck that only a small group of people want to, or can do. If the base gameplay is not appealing throwing new stuff on top just buys a few days. Maybe even less if the item is hard to make and is rarely seen.
When the problem of griefers having more power than power players to keep rifts going, then we will need a slow and steady stream of content again. The thing makes so many lose faith is the feeling that it's better to lose veteran productive members than it is to isolate and prevent griefers from playing.
The thing about new content is that is it usually upping the tech tree. More advanced objects like newcomen and engines, oil and such. These things take time, coordination and community efforts. That is now much harder to approach with the state of the game and playerbase.
People are throwing out top end player counts, but how many are playing positively and how many negatively. I'd take 50 people with a few I'll doers over 90 with 10 or so people killing and not working.
New advanced tech getting added every couple weeks is not going to fix any of the problems. The ones that get bored and start killing people for kicks, and eventually start working with the groups of griefers, are not going to suddenly change habits when a new complicated tech item is added.
Think about how many people even knew how to make an engine when well tech got added. Do you really think players that got tired of farming berries, that did not want to challenge themselves to learn, stopped stabbing people because cameras got added?
Jason wanted to make a game that everyone had a place. Didn't matter if being told "I love you mom" made your day or drama from murdering the last female got you going. This is the bed he made, that we have to sleep in. I found another bed, as so many have as well.
It just hits doubly hard because the whole game ceases to function without players working together. This is why multiplayer only games are fraught with danger of collapsing if player attrition is too high. No matter how good the game is, if no one is playing it, it holds little to no value.
https://onehouronelife.com/forums/viewtopic.php?id=7856
Reform to curses to give a more exiled feel. Blessings to counter misplaced curses and to gain eve tokens.
Blessing
1 Bless Token per/hrBless token grants +1 Curse Token and removes 1 curse that is on you. Cursing someone removes 1 Bless Token from the player.
Can only be blessed once per hour by any/all players. When attempting to bless someone that has already been blessed does not work, similar to when you try and curse someone when you don't have a token. Can not receive a bless token if you have been cursed in the past 1-2hrs
Accumilating 10-15 Bless Tokens, Count is reset and you are granted an Eve Token that on death can be chosen to be used or is only consumed if <X families reside inside the rift. Rift conditions remain the same for a reset.
Donkeytown/Exilement
8-10 Curses to exile
Infinite World
Scarce Resources (food/trees/rocks/water) 1/4 to 1/2 the normal spawning rate of the rift.
Remove +2 bonus food (berry munching to old age not viable)
Increase Predators (x2-x3)
2hr stay
Deaths increase stay by .25-.5 life lived
Dying at <40 would add .5 yrs/lived to curse time
Dying at >40 would add .25 yrs/lived to curse time
Dying at >50/55 would add no extra time
Make those cursed have to struggle to get out. Make them frustrated, make them dread getting exiled. Make them contemplate very hard, do they want to continue down this path or shape up and be a functioning member.
Maybe tweak the numbers to not be THAT intense, but you get the picture. Punishments should at least fit the crime. Making normal players suffer when you do not risk having to do the same is not working.
Given that natural food is very scarce, and trying to outgame the system by being nomadic is fraught with danger, they would have to learn to work together. Potential to reform
Blessing
1 Bless Token per/hr
Bless token grants +1 Curse Token and removes 1 curse that is on you. Cursing someone removes 1 Bless Token from the player.
Can only be blessed once per hour by any/all players. When attempting to bless someone that has already been blessed does not work, similar to when you try and curse someone when you don't have a token. Can not receive a bless token if you have been cursed in the past 1-2hrs
Accumilating 10-15 Bless Tokens, Count is reset and you are granted an Eve Token that on death can be chosen to be used or is only consumed if <X families reside inside the rift. Rift conditions remain the same for a reset.
I will stlll always argue that having only a negative token (curses) and no positive token (Bless) feels wrong. There is no Yin to the Yang there, only negative reinforcement. Simultaneously you would increase curse tokens and give certain players a chance to save the rift. It would be in the players hands to who gets extra curses and who could save the rift. Getting cursed has a short term negative and a long term negative. Blessing someone would have a short term positive of removing a potentially misplaced curse and a long term positive of Eve Token. Griefers that have been cursed recently can not bless each other to try and manipulate the system and rack up curse tokens among each other nor could they remove them faster than the larger normal playerbase through positive blessings.
Just my 2 cents.
The idea here is that for bulk lumber, you will seek out pine (which is what people do in real life for lumber). You will also, perhaps, farm pine for this purpose.
The only inconsistency is that you will mostly burn pine, which is NOT what people do in real life, due to its fast-burning nature, low energy content, and high soot level.
I think this is why people have wondered about having a tree that gives 2 butt logs and no firewood. Sure you could still burn it, but it would be rarer to see since the logs can be used for something else, and firewood has one use.
Pine trees growing faster than other trees, and giving more construction materials than other trees would make them be used more like they are naturally in real life.
Hungry sheep killing might hurt all the people legitimately killing sheep which is a common activity more than help stop griefs.
Maybe the knife could become bloody like when you kill people, and just make you wait some time between sheep killing. Idk.
All of the changes hurt normal productive players. Not debating the effectiveness, because it has indeed helped, but the psychological effect of that anything abused by people on one side of the fence, will make it harder for those on the side. It's demoralizing to see more and more restrictions to mechanics, and it has pushed away those that were great players but don't like putting up with those with cruel intentions.
I got an idea! Try building, to maybe make yourself happier.
Exacerbates iron usage, buildings have very little pros for the cons (insulation benefits do not outweigh loss of space enough or resources used). Gathering boards is also a less approachable task because of limited trees and hungry work. Hungry work is great for current state of the game, but its saddening that it had to be added because of the amount of people ruining the experience for others.
Curse changes were welcoming, but I don't think it curbs behavior in the right way. In my opinion it should have been easier to isolate someone to donkey town, and just make the stay less intense. When a child does something they know they shouldn't but decide to anyways, you give them a timeout for a short amount of time. You don't lock them in a room for hours on end, or just send them to play with a different group of kids. Even just giving a griefer a 30min~1hr timeout will most likely see them logging off for a time, or better curb the behavior. Immediate repercussions are more effective at stopping behavior. Giving them subtle warnings, a slight slap on the wrist, and then a significant "prison" sentence does not enforce anything. They keep at it, thinking they can keep getting away with it, then are hit hard, and build resentment and develop a chip on their shoulder.
I have attempted many times to get back into the game, but the ratio of kind, productive and selfless players versus mischievous, self centered, drama fueled players is way off compared to what it was many moons ago. Considering how much cooperation and teamwork is necessary to achieve anything in the game, the dark ages (property, Eve griefing etc) did a lot of damage to the game. The silent hard workers were replaced by a different set of players with different goals. It's incredibly hard to quantify this based of pure numbers, but you can feel it. It will be a hard thing to get back, if its even possible.
Can we get some details on Yum mechanic? As it was already said, bigger families have better clothing, better yum, better fires and more food. It all really favors the top end and barely trickles down to smaller families.
I agree it would feel weird to not get a bonus for having a successful family but it also doesn't feel good to have that bonus essentially be taken from other less successful families. It's like shaking down the poor and needy so you can keep living in luxury.
Maybe any fertility bonus increases chances of kids, but having little or no bonuses you are more likely to have a female child. Not a huge increase, to avoid the feeling that being successful hurts your chances, but enough of a nudge to keep the low income families above water. Baby welfare kind of haha
@pain
I feel you I do, but I really think that in order to get to that level their needs to be achievable things that only you can achieve with your surroundings. Until Jason relaxes on min/max logical approach and gives us some sort of specializations it's not really feasible. Honestly when you break down trade its turning a common resource into a luxury for those that don't have access to something accessible. Right now no matter what it is, we need it, and that just doesn't fit. Worldwide trade does not occur because a resource is so great that you can't get enough of it, that's when people cheat and steal to get it. It occurs because because there is enough around that excess can be used elsewhere. This is way when dynamic and interesting trade occurs, and until this is given to us we can only roleplay barter with a high risk of just being killed and stolen from. I don't blame them one bit, be use gamers have always been so good on taking the motorcycle efficient way to solve a problem
To be honest it's what makes us survive well in society and business. The sad thing is we need rules we can not break. We pride ourselves on being able to think outside someone else's box; but can never think outside of our own self inflicted boxes. The spur of imagination and creativity is confined but feels free. Appealing to those willing to take on the grand scope of that versus those that will find any loophole they can.... that's a helluva mission which I why I have patience. We need rules only so we can see how much we can break them, and that just generally appeals to human nature. Its really up to Jason to how much rope e get.
Simulating real human dynamics in a game is of course really exciting, but at some point you have to realize that this is your creation and you control the rules and we will abide. At a certain point it will collapse as those seeking escape will always confront those that use a system openness to their desire.
Jason I wish you the best in figuring out a balance between the two but it is most definitely not easy, especially as the dynamic of "gamers" has changed over the past two decades.
Might be slightly discouraging but I say keep it up. Perhaps try with different goods? Something useful to different stages of camps.
At some point you almost have to let go of getting something good in return, and just get reward in the adventure.
Trade the paper for some iron/steel and make them into starter tool heads. Trade the tool heads for rope and milkweed seeds from a newer camp that hasn't cleaned out the area. Trade the rope and seeds to a bigger town that ran out of seeds and will take both for some iron. Repeat the cycle. Or just travel the world and gather it yourself. I could totally see a trader strolling up with a cart full of backpacks full of a variety of things.
Just being able to understand "Peace" "Trade" "Okay?" "Thanks" plus actions like picking up and dropping objects and asking "okay?" Would facilitate pretty decent trade. Would love to see it happen.
I would like to also have a sound effect and color change to the chat bubble. Even if you change the tooltip some might notice and still stab with a knife or use a bow. The extra notification and easier to notice chat will let everyone know "this guys' cool"
Also exchanging peace should be easy. Whoever decides to exchange it types out peace, the other person sees a five letter word and repeats it and boom. It will still come down to a little bit of trust since knives and arrows are fair game.
The way I see some interactions going down, cart wheeling explorer comes up to gate and emotes /love. Perhaps he places his pack on the ground to show, mean no harm. He is given the passcode and he repeats and brings his goods into town and everyone knows the new guy has been given a clear.
Uncraftable. Will stay that way. Got plans. You'll see....
Is there something smallern something we can also create? I think many of us wish to show what they meant for all of us.
I think it takes one can of kerosene per run and each run equals X amount of iron. You get six runs of the engine before it transitions to a "dry/exhausted" state. In doing it that way you have more direct control over iron gained in a controlled variable. You retain jackpot potential of a single good pull out of run while still having and easy tweakable number to adjust down the road.
If this is the case, then oil will take the top spot as our limiting resource, with iron a close second.
I think we just entered a new era...
Also new ways to transport water would help a lot too. Like lets say you could make a huge water skin backbag out of leather, which would hold one bucketfull of water. This would encourage people to haul more water to the town from outskirts and that way prevent the withering that tends to happen.
Or just make full rabbit skin water pouches containable. Four in the pack and three to four carried in the basket/extra backpack carried with you, similar to how you can carry two piles of dirt using backpack now. Water carrying was definitely a job in early/tribal communities.
Is there any way to incorporate lineage depth into this? I'd rather hear that a reset happened because no families got past Gen X, than there was not enough Y families at Z time. This might be a way to get us past the infamous "Nocturnal Infertility" that has been an element for eons.
My first post was dumb. It's funny now. I started playing the game when butter knife rampaging was a thing, got mad, and made the forum account and post.
I think you should spend some time and ask yourself questions about what made you so mad during that time, what made you take breaks and made you continue to be there. Butter knife was a helluva time, but inbetween that there was a lot more. I think thats what this thread is about and I would love to hear more. You posted 300+ times after that, and felt compelled to reply to this, whats your story.
Lot of good thoughts here. Nice to see another first impression and their views of the difficulties of the game. All of the points that were brought up do makes sense, as in they are indeed difficult and frustrating at first.
1) Birth Control
The choice to have a child or notThat exists in game right now. Your problem with it is someone gets to be a "small" pile of bones instead of never happening. Ask yourself, in our society if a baby was born, and you knew it couldn't be cared for and thrive, but you had a way to let it be a part of something maybe better, that it could be the SAME baby for someone else, would we do it? It's called adoption and we do it now. By letting a baby die in OHOL you are just giving it up for adoption. Of course at first I was like "WTF all I do is get left to die they don't want me or I don't know what I am doing yet so they leave me" Once I learned the game I realized that was just part of the deal, that if they feel like there is no way to care for me or a place for me, I don't want to be there. One minute later either I will be somewhere more sustainable or as my own eve ready to take on the same challenge that I just experienced from the other side. This is a game that is built around the premise of the fruits of your labors are for strangers that you will not interact with and the future generations. Why are you then so attached to one single life/spawn? Just let it go... Start anew, clean the slate as Eve or find your place in a group that feels like that there is something to contribute to, rather than focus on being left behind.
I focused on blacksmith right out of the gate because many early villages no one knows that stuff. When I pop up somewhere established and the forefront is new territory for me, I feel slightly useless. If the only thing I know how to do is taken care of, what is the point of me being here. If your Eve/Mother knows that right at that moment there isn't much to add to, and its not the right time, why fight against that and cling to wanting to live that life so much. Just let it go, start anew. Its why we are all here man.
2) Inventory
The limitations at the moment lead to some essentially highly(debatable...) functioning trash piles, but thats on the players not the game. If you know that can be a problem and its how the game works, stop making a kiln one tile from the farm. Stop making eggs with the flat stones from the forge. Put your tools back exactly from where you got them. FOR THE LOVE OF GOD, spread out. You are starting a civilization not a man cave that needs to have the TV, Chair, Food/Drink all at arms reach. Everytime I build a forge in a budding new player town, I move it away from everything else so its off screen to most (yeah you know what I am talking about, another "issue"). If you ever pop up into a civ that is riding horses around attached to carts and all the babies are wearing Gucci - pay attention to the lay out. Everything has its place and its own space - thats why they are riding horses.Onto your story. I get it, I have died like that. I didn't stab people on my downward spiral to the grave, but then again I would have put the knife in my backpack and tried to set down that one gooseberry you didn't realize you even had in there. Secondly you said it yourself, "I was standing there texting and forgot to eat." Why then is this suddenly a problem with the game, you live a year every minute, thats six days a second. If you suddenly forget to eat for essentially 6 months yeah you gunna be dead. If you die because you couldn't get your hands free to pick up a berry, you waited WAY too long to take care of that. Its the equivalent of knowing you have slow growing cancer but saying, "hey it won't take me out for 15 years, I will deal with it around then. Lastly - you have a backpack... keep one piece of food in there, you never have to set something down if you just rotate food to your hands (again if you die holding a "two handed" item to starvation - some other decision is at play - not Jasons.)
I'd argue that 60min life and spawn on other people is not the one great unique idea, its the one liner that gets you in the door. The great idea is that when you realize how much is needed to reach higher levels, that you are happy to be the cog. You don't need to be the conductor, you are happy being one of hundreds of wheels that gets you there. You don't have a personal inventory because NOTHING is personal, its never meant to be there for you its for "us". To be honest the more I think about it, the fact that its no easy to clutter up and rob everyone of productivity, adds to the collective. Don't like messy towns, don't be messy. If you have ever cleaned up a place a little and thought "I can't believe how much of my life I wasted taking care of this" rather than "This was something that needed be done and I am okay with me giving up my time to do it for everyone else" then you might want to re approach how you view the game and what you want to achieve from playing it.
3) I just recently played with a view people together on voice chat while playing. It was amazing to have so much communication available especially over distances, but I realized that my output was sooo low. Too many distractions, too much talk and not enough elbow grease. When more people know the game, there will be less teaching needed. You don't need to know anything accept for where stuff is and what is needed. It doesn't matter what you want to do, its what needs to be done. Your responses should be acknowledgment or simple questions and then get it done. Simply saying NEE FRG or NEE FRM or NEE IRN followed with a question mark is enough to get going until you feel you need to articulate more. If you really crave more on top of them, send them here. Send them to the discord. Get them engaged into the community because come on, even with tons of exposure its not a game for everyone it will always be core enough to support that.
Also as to the other impression of hard to survive, heck yeah it is, but I believe that what Jason hopes is that we can advance enough that 95% of babies live to 60 in advanced civilizations that have roads that connect them together. It's possible just hard to do unless everyone is a collective, cogs turning the main machine.
Damn Amon.... Yeah you are right. I was way more optimistic, and was preaching the collective. I am not sure when that changed - perhaps when I knew the whole package. A big switching point was when I got off my ass and taught myself how to make an engine and well tech. Going back to the tutorial, breaking out and grabbing the extra iron (side note got to teach some people some things because the iron I was scavenging, they were in there, extremely confused to what or who the fuck I was) just to know the steps before I did it live. At one point I undoubtedly wondered - why am I in the minority for putting this work in while others sit back and eat food and don't contribute. This was most likely part of my downfall as the community grew and changed. Coming back from that is interesting, with many speed bumps. I know how hard it really is. That any moment of ease, with baskets of pies everywhere, that the false sense of security held onto just makes it harder for further generations - and it drove me mad.
I am not sure if there is a way to get around that. There really isn't a way to make it easy to "carry" without making it too easy overall. There is no bypass to that "rough edge" (sorry Jason couldn't resist) we just have to keep putting our best foot f orward. At least decreasing the permanence and infinite resources is nudging us that way, and only time will tell if the execution is proper. I put my pitchfork away long before I came back to these forums and this game - I hope others do the same.
Just and inquiry because so much has changed since I put in time, has language changed in any way? I ran into many people earlier when exploring the entire rift to see the new map generation, quite a few were listed as distant relatives with a different surname. Were they just outsiders my mother as a child was around so therefore I understood them as a child? Was the language filter changed in any way? Why were they distant relatives? Whats happening in the code before I experience it as a player? Are we coming together now more than when we lived under an update named in that sake given rifts? I really liked the language update because it was very interesting. Not going to deny I feel like it was overshadowed by swords which were released at the same time - and that the filter was quite intense. Yeah I wished it was something that came across as a heavy accent rather than Swahili, but I digress it was progressive. Was taken aback to seeing someone with a different last name and I got every word despite the fact I left home at 3 to see the world.
Yeah, if that were the case, some kind of chime and family number where the home marker is would be good.
Even changing the numbers a bit might solve it more fluidly though. Like no more than 8 families after 4 hours.
The eve window is currently 2hours if I am correct. If there are too many families created during this time then the obvious choice is to make a smaller window. The other side of the coin is that players that are not great at starter camps are spawning during this time without knowing that is what is going on, which is why I ponder some some sort of notification. This was the case many updates ago, most lived their time in bigger towns, and few knew how to bootstrap a new settlement. Previously, those that did not like or knew they weren't good at starter camps /died out, which is why I never really cared about /die babies. Anytime one of my kids danced around a fire until three, and then burst into action as soon as they could hold a basket ~ I knew they were down for what needed to be done. The ones that hunkered down near the blooming berry bushes and paced back and forth, they just had no idea what needs to be done.
When you were knowledgeable about the game, you knew that all camps start the same, and the steps were rather graved into stone. A blessing and a curse really. It had the element of being stale, but also made you appreciate those that knew the steps. Plant the farm while someone makes the first rounds of bowls and started making the axe and shovel. Bootstrap the extra rabbit meat into pies or skewer them, while you wait for the berries to bloom, maybe mix in some omelettes in to buy some time. As soon as or right before the berries can bloom start getting sheep done, leaving an extra goose for the file to make the first cart. It wasn't really subjective - it was written into stone. The biggest flex was if you should make a chisel early to scrap into a mining pick to make a bell base pen rather than adobe. To some that was a stale saltine - to others we still appreciated the salt involved. Considering how often we have to start anew, both have their place yet again, but its happenstance if you get that roll or not, which I am slightly on the edge about. Sure I miss building weird bakeries that beauty was in the eye of the beholder, and it seems like there is better things to do since few carry the masses, but it's still there. Actually given the smaller area and the potency of family mixing that were are seeing now (not until these recent updates have I ever run into a "distant relative" that I understood completely) if we were to meta communicate and band together, there is a lot of potential.
Psykout wrote:My 2 cents - since we are more contained and you can leave as a kid and see the whole "world" and come back home, executing the apocalypse is a little easier. It feels more pointless now since its inevitable anyways, but when it was conceived it was a challenge because of the time constraints and how we spread out. Competing against an ever growing spiral made it near impossible after the first round of changes. Now that's its within grasp damn near solo, I am not surprised some continue to try to make it happen. I'd rather people try and scheme ways to be successful at it then randomly kill inner family. At least it's a goal you have to work at it? That's pretty heavy handed devil's advocate though
Still takes a full 24 hours, and I'm pretty sure he fixed the apocalypse marker glitch so everyone would have a marker to it.
Were not supposed to have that many families, thats why it reset.
When I explored earlier just to see map changes I was a little surprised at how many dead towns I found. Maybe lessen the even window but give a warning that the rift is closing in X hours. I personally like playing right after a reset but there isn't a great way to know it's coming. Although if we got flash that "The end is neigh" and there was only 2hours left in the rift everyone would just start culling each other which is debatably bad or good. If I knew when it was about to reset I might, just might, try to be apart of the new founding.
Also, maybe only old people from the fams can be the ones to make peace?
Like, 55+?
So not just any pair of young idiots can "grief PEACE" to end a perfectly good war. The town elders have to come together and agree about it?
55+ is pretty old. I'd say anyone past 40 is a step. It's past baby age and for your typical person not giving out good vibes they are gone by then. 45 plus maybe?
My 2 cents - since we are more contained and you can leave as a kid and see the whole "world" and come back home, executing the apocalypse is a little easier. It feels more pointless now since its inevitable anyways, but when it was conceived it was a challenge because of the time constraints and how we spread out. Competing against an ever growing spiral made it near impossible after the first round of changes. Now that's its within grasp damn near solo, I am not surprised some continue to try to make it happen. I'd rather people try and scheme ways to be successful at it then randomly kill inner family. At least it's a goal you have to work at it? That's pretty heavy handed devil's advocate though
I'll be tweaking iron before the end of the week, assuming that I get the other stuff ironed out first (see what I did there?)
Resorting to puns now Jason, dear God you must be desperate haha. The new changes have been very good and I very much appreciate the group dynamic at play in this thread.
I haven't played as much of over the past months, but I always kept up with the forums and the changes. Some of my frustrations were coming from outside the game and it wasn't right using the forums as a heat vent, so I kept my mouth shut and my mind open. After the past few weeks, I feel like that faith was not misplaced.
Keep it up Jason.
Hmm I see the point you are trying to make, it is one that has been brought up when considering actual full on warfare, if born to the family you are sieging, would you not then become an agent against your family. For me personally, I would never carry a "grudge" as in that any act would make me go beyond my natural self and do harm to others. To fully answer your question, anyone can carry baggage if they desire, and it does not matter if it was from a direct previous encounter. It does matter if the family you were just born to holds some regard, it does not matter if you were born to a family with chains of murders. Any reason, no matter how small, will be used by those that want to behave outside of themselves for self satisfaction.
The thing is, we are all relatively decent people. We play with each other constantly, just never truly know unless spoken about. These "feuds" are asinine in context of the scope of the game, but unfortunately they have become the biggest driving force I have seen to date from playing. If for some reason you were trying to hang onto this shred of dignity of "playing the role" after a very short time you would realize there never is really a side, and either you walk away or continue to fester and kill whenever you can. Conflict at this point feels like patchwork to "deal" with griefers so Jason wouldn't have to, that has progressed to a standard of the game. Without ways to permanently deal with those wishing to burn the world, many civilizations would fall very quickly, no deterrent no consequence.
As we start to entertain conversations about "well do I wage war on those I just played with or kill my family based of previous situations" (I say just these two because that was the two options you gave - part of my point) the entirety of the game suffers. How can anyone truly "build" anything if every login is a roulette of peace/war. It has always boggled my mind why anyone would want to do harm to another settlement, because you are very likely have to rely on them for survival during you next life. But then again we have all seen how there are those that are eager to destroy from the inside, so why not be fearful from the outside.
This all starts to creep on how people act with certain levels of anonymity. Typically its just a mask of a username, one that either gets disregarded after time or earns its place in notoriety through negative interactions. As time goes on, as knowledge transfers, those known to be malicious are given speedbumps to their mission, and their progress is slowed. In OHOL its paradise, every life is a new face and a new name, a new group of "unsuspecting" victims. The perfect disguise for their acts, and sadly the only thing stopping them is cursing, which can be avoided if they prey on those outside of their family. What it really boils down to, is what you as a player want to continue from life to life. If its to attach yourself to situational drama, nothing stopping you, but someday you will inevitably end up playing with those of your persuasion, because the rest will move on.
Yes, this was a tangent. To answer briefly, No I never attach frustrations from a previous life because that is not fair. I want things to be fair and productive because that provides stability. Stability in a game that at every turn pushes struggle is more valuable than anything. This constant pursuit of conflict, property, barriers, weapons has shepherded the game into what it is now. I only ask for people to think beyond simple things such as the origin of this topic, that this issue can become nonsense. If your perogative in the game is swayed by the influences of negativos, then you need to step back and think about what you truly are trying to put out into the world, and stop hiding behind a faceless name in a game about building civilizations.