a multiplayer game of parenting and civilization building
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Whatever wrote:If a tool breaks, you can make another.
If you cant make something, you can ask someone to do it.
What's the difference?
Btw what you call "forced restrictions" is really subjective it's like saying in real life i want to learn baking, smithing, tailoring, astrophysics.
Dr. Brian May is a rock star and an astrophysicist. But in your world, he must not exist because no-one could do two time-consuming, demanding jobs like that.
From around :40 to about 1:50 in the video, there's a sequence of objects which get enumerated. Object 55 is a half wooden frame, object 56 is a partial wooden frame, object 57 a wooden frame, and object 58 a netted wooden frame. I didn't find any of those terms on OneTech. Do those still exist? For anyone who doesn't know, they did once exist.
Those are the old transitions for making pine panels, before Jason made it simpler. One of the few instances I can recall of him backing down from 'muh realism!' in crafting objects.
Yep. The awkward silences will be unbearable.
Destiny, are you bruin trouble?
I personally don't think a choice box of this kind is good for the game. If you want to be reborn into the same family, you should be able to arrange something. Living to 60 and being buried with a headstone was mentioned as one way to be able to respawn in the same family, bypassing the (at the time) lineage ban. Or some other thing that needs to be done, like building a shrine of some kind. Some in-game action series that results in your being able to be reborn into the same family.
I believe this would be better for the game in the long run, since it would tie actual in-game activities to the meta-game of keeping a family alive.
The first option - a burial ritual of some kind, for example - puts the power into the hands of the village-at-large or the family. Was this person worth having back in the village? Then let's bury them and put up a nice headstone. Give them a glass of wine to pay the ferryman - he'll become drunk and they can escape. And then a candle needs to be placed on the headstone and lit, to allow the 'lost soul' to find their way home. This also gives burials an actual reason other than RP to exist in-game (since public health isn't a concern unless Jason makes it so).
I personally prefer something like this. It's a useful social bond, requires some complex recipes, and puts the power into the hands of those who will be affected by the result. I realize it wouldn't be easy for an Eve to come back this way, but it could possibly be done.
The second option would require a shrine to be constructed. I'm not going to throw a recipe out there. You build this and can come back to your current family in your next life. I think this option should cost your curse token. I like this option less, but it's still a viable option.
You could combine them - someone needs to build a shrine (or sarcophagus?), then your bones have to be interred there for you to bypass the normal bans. No need for a curse token.
None of this would override curses, or cool-downs, just area bans.
Wild cars, roaming the desert, Mad Max Style. If you hear honking .... RUN!
Read "The Last of the Wild Ones", by Roger Zelazny. ![]()
Spoonwood wrote:Jojigirl wrote:You not combining those threads is the reason a bullying thread was made
I suggest you take a look through history. His post is where he basically made a thread about me but after I tried getting angry because, I don't think. people disagree with me and I make a lot of posts
Of course though, if you don't like my style, you have every right to criticize it. But, I think making multiple threads is different from 'not being nice'.
Misquoting anyone, even Spoonwood, isn't something that a person who wants to debate in good faith does, JasonY. By rearranging what he said, you've completely changed the content of what he said.
Or as we used to say when I was closer to your mental age, "Liar, liar, pants on fire."
Bob.
Spoonwood wrote:Dodge wrote:Problem: Until everyone spawned as an existing character you will see people just standing around behing freezed
Wouldn't there exist cases where someone didn't start playing again after the update? For an hour? For a few hours? If they ever play again?
No because it wouldn't be necessarly the same person spawning as their old character, basically first players to login spawn as "old" characters until all of them are unfreezed and then new logins are babies like usual.
So you couldn't have characters that stay freezed forever, also it would be pretty fast until all old characters are unfreezed.
... was going to ask what happens when you respawn in a griefers body... but I already know the answer. All it would take is one person who was there before, and you suddenly have a bunch of curses. Explaining that you weren't the griefer wouldn't work, because of course the griefer would say that they weren't the same person. So I think this idea needs some rethinking.
Most of the problems we have come from lack of accountability. There's no permanent punishment for people who destroy the enjoyment of others, unlike other MMOs, where going against the community standards can get you banned. This is part of the reason why I think we need a social system in-game, to take the place of the various interactions that happen which we simply don't have the ability to do in-game. It wouldn't even need to be able to ban people, just mark them so you know "This person has done bad things in my presence before" or "This person is someone I approve of based on past interactions". That would give you some idea of who you need to keep an eye on, or in whom you can place your trust.
Can player be in observer mode for 10 seconds, before he/she will be born? Like 'press enter to be born 10... 9..' etc.
It's been suggested as a 'pregnancy' feature. Give the kid 10-15 seconds of (limited) visibility before being born, so the mother gets some warning and the kid can decide if they want to /die before being born. Jason even drew up a pregnancy bump, but has yet to decide to make this a feature.
How could you forget that one day when everyone worshipped corn!
And you missed the rise of the noble, handsome, amazing, 12 pack, 8ft walruses! Tsk tsk that was the most historical moment so far!
Don't you mean 'tusk tusk'?
We've had a fair number of new members join... it's just that most people who register for forums only lurk.
Starknight_One wrote:wait. Some vegans argue that honey ... which is literally nothing more than plant pollen that's been partially digested by bees ... isn't vegan-friendly?
Yes, some do. Bees make honey for other bees, not for the sake of humans.
And plants make fruit to produce more plants, not for the sake of humans. What's their point?
DestinyCall wrote:
No portable meat pies would be a pretty serious blow for non-yumming paleo eaters. And dietary restrictions would limit your food options to less efficient food choices, so you would spend more time on basic food production and preparation. Still, paleo eaters wouldn't be as limited as vegetarians or vegans, so I guess they would be able to survive.
I don't know. I don't think vegans or vegetarians would have their camp devolve into knife fights, even if they could make knives. But paleos? Since it's not clear what is paleo and what is not, their camp might devolve into shouting matches about what is paleo and what is not. That does happen with vegans talking about honey, but that's more of an edge case.
... wait. Some vegans argue that honey ... which is literally nothing more than plant pollen that's been partially digested by bees ... isn't vegan-friendly? Do they also refuse to eat food with their fingers, since that means it's touched an animal?
Sorry. I digress. Sometimes the foibles of humanity provoke a response. ![]()
So paleos might have more internal social problems than vegans or vegetarians. I'm of course, assuming that vegans and vegetarians were just as good at defending their selves from griefers, though maybe not.
DestinyCall wrote:
Banana nice cream would certainly boost morale in the vegan camp ... but they can't make the steel spoon without killing and eating a rabbit. They need a new type of spoon added to the game. Perhaps a wood one. :-)*laughs*
My partner has wooden spoons her father whittled himself. You could do it with a flint chip... the results would be a bit rough-and-ready, but serviceable.
I liked the mini-game of picking milkweed at the optimal time (if I needed seeds) or not (if I just needed thread). But I understand why it was changed, since most players don't pay attention to the game for more than 10 seconds at a time. It's most likely they don't even realize that the milkweed goes through three different stages - they probably think they're just three different sprites, spawned at random, rather than a cycle of life.
I watched an old video from March of 2018. The player picked up a clay bowl and used it on a berry bush! The bowl was then full of berries. Domestic gooseberry bushes had 6 berries instead of 7 berries they do now. Would the tradeoff of being able to use a bowl on a domestic berry bush and having 6 berries on it, instead of 7 berries on it? Or does the code make it necessary to have 6 berries on a bush for a clay bowl to get used on it?
Given the way the engine works (at least from my understanding of what Jason has explained, not having dug into the code), the transition could work with either domestic or wild berry bushes, but the result would always be a 'full' bowl and an 'empty' bush - there's no support for automatically removing a certain number of berries from the bush and putting that number of berries in the bowl. Which would lead to confusion - 'Why can't I get a bowl of berries from this (domesticated with one berry missing) berry bush? There's six berries on it!'.
It could certainly be added... but would it be worth the number of spurious bug reports it would generate?
Maggie, can you use the exile mechanic to mark the griefer?
I'd be very surprised if someone who want to be a griefer doesn't say "I FOLLOW MYSELF" asap. Staying in a hierarchy that can mark you for misdeeds strikes me as particularly unsafe for anyone acting in an anti-social fashion.
jasonrohrer wrote:These are Hostess Fruit Pies, my good man. They are magic, because they have a Magician on every package:
https://live.staticflickr.com/3278/2423 … e9874f.jpg
They do not, I repeat, DO NOT come in pumpkin flavor.
If you carry them in your backpack, they will be more like a bag of cobbler when you go to open and eat them.
The are best carried to Soccer Camp and eaten on the bus.
Haha I knew you were going to talk about individually wrapped pies, time to add plastic to the recipesss
Hostess Fruit Pies are traditionally stored in waxed paper bags, not plastic wrappers.
Also, McDonalds fruit pies - which are basically just warmed-over Hostess Fruit Pies - have a pumpkin offering around, well, this time of year. There's no reason a pumpkin custard fruit pie couldn't work; pumpkin or cheesecake custards are baked until they are firmly set. They won't fall out of the crust if you turn the pie over (in the case of a regular pie), and the filling won't ooze out of a hand-pie. If you're eating runny pumpkin pies, STOP - the custard isn't cooked correctly and you might well be consuming raw egg.
In short, I see no reason why you couldn't take a pumpkin pie in a backpack.
I'm already sharpening my knife ... I can't wait to kill monarchs!
Creating any advanced object in OHOL has become a nightmare ... the skill boxes and the limitation of races is odious for an advanced player ... from now on I will devote myself to raising wild pigs and killing monarchs!
Eve Manson of the SLA (Swine Liberation Army), I presume?
I honestly didn't remember that testo. Maybe at one time I knew that and I forgot, but baskets used to decay, so using baskets to do engine work when I first did them didn't seem worth it to me. When I did engine work on bs2, it always felt rushed to make serious inroads or complete a project. Rolling out enough pipes for an oil rig? Well, I needed to get all the other materials to do that also. The stone blocks, the rope, the pump beam kit. So, it just didn't seem right to look around for or make extra baskets for that purpose. Get enough branches for kindling also. And half the time I didn't just do that in my life, there were other things like water berry bushes because they take so long to regrow, or picking carrots that might soon go to seed that did take up my time.
Also, does steel expand after one has added heat to it AND it has cooled? I honestly don't know. Rods and pipes look very similar.
A pipe will necessarily be larger in at least one dimension than the rod it came from, unless you get multiple pipes from the same rod (which is not the case in OHOL, I know). The material at the center of the rod has to go somewhere.
I swear, If Jason doesn't reply.
I swear, regardless of what Jason does. ![]()
Stakes + shovel to remove would be the best option (easiest to implement). Only allow abandoned rabbit holes to be dug, and make it hungry work (which it would be for a family warren).
Bell towers have always worked this way, as has the clients handling of map markers. The client *has* to know where the destination coordinates are, relative to where you were born, in order to display the arrow. It's the same mechanism used for home markers and maps, as well; changing one requires changing the others. (Okay, technically it hasn't *always* worked like this, but the server stopped sending real coordinates - i.e., relative to the map origin - to the clients a long time ago.)
I can't think of a good way to tell the client where to point the home arrow without giving it at least relative coordinates. Having it all be kept server-side will increase the amount of network traffic needed, as the server would need to either push updates to every client or respond to more data requests from the clients. I suspect that both would seriously increase the amount of weird lag artifacts that are experienced, if it didn't slow the whole server to a crawl. That's not counting CPU overhead, just network load.
AI Three wrote:Would the zombie apocalypse affect the weather? Would the undead make it snow? Would zombies be a threat to a hurricane?
Coming soon, from the makers of Sharknado:
Tropical storms have never been more deadly... and HUNGRY FOR BRAINS!
I was thinking something along the lines of breaking out various aspects of play - i.e., things that satisfy different 'itches' on the gamer psychology side - and making them individual gene scores. Like so:
1) Longevity gene - personal (+ ancestors) age of death, weighted by family distance over 3-5 generations
2) Family gene - current meme score but only based on descendants/cousins, weighted by family distance
3) Altruism gene - survival of nearby peaceful non-family, like 2 but for all others 'nearby'
4) Capability gene - crafting done, influenced by number of different activities tried and objects produced
5) Fitness gene - Yum and eating habits score, higher scores from more Yum/food variety. Berrimunchers tank here.
6) Socialization gene - social interaction system score (i.e., weighted good/bad votes you've received from other players). More on SIS later.
7) Violence gene - kills + deaths ... maybe inverted? more violence = lower score? Or could just be used as a negative factor, there are bad genes...
8) Exploration gene - tiles seen, maybe bonuses for meeting new families and learning language?
Different gene scores could influence different gameplay aspects - Fitness could extend life (like current genetic fitness), while Capability could influence tool slots (or other skill-limiting mechanic). Or multiple genes could be used as determiners, like the mean of Longevity/Family/Capability could be used to determine Eve status.
The reason I think a system like this would help is that different types of gamers want different things from the game (any game). This helps to give all of them things to do. Achievers can point to their ability to survive, raise a family, or whatever they want to achieve (though it might be hard to get high scores in all areas). Explorers can literally get rewarded for exploring the map, or the tech tree. Socializers get rewards for being social (although doing a few other things than chatting would help, too). Killers get to at least point to one thing they do well, I guess? I only adopt that play style in games where it's appropriate, and it's not often appropriate in OHOL.
We could call the mean (or the sum, doesn't really matter) of all 8 genetic scores your overall Genetic Fitness. Then you can drill down to find your individual scores, and the things affecting it. This will help people to fine-tune their play to improve the scores that are important to them, increasing player satisfaction and (hopefully) retention. Keep the current system of fake names for genetic scores; if someone wants to out themselves, they can do so and others can look at their scores too. This can let you find people whose play-style complements or matches yours, or avoid those who focus on things you don't think are important.
Social Interaction System: I've pointed this out before. Our avatars 'live' at a rate a half-million times faster than we do. With our limited communication in-game, it's like everyone is only able to speak a dozen words or so a year. So a system where we can (non-verbally) acknowledge good and bad actions - even if it's only visible to the individual player - makes sense, as a sort of short-cut for the missing elements of time to communicate, body language, and inflection that we completely miss out on through this medium.
The basic idea is similar to the existing 'curse' or 'exile' token, but instead of only having one, a player would be able to accumulate a total of 13. (I like the number, okay?) 8 of these would be granted on the basis of age lived to by your characters - each 15 minutes of age, you'd get a token. Eves thus would get one by living for a minute, but I don't see that as a flaw. The other 5 possible would be gifted to you by other players. These would be spent last - good opinions linger, while your simple presence gets taken for granted.
What can these points do?
CURSE - 7 SIPs allow you to curse a member of your family, or a family you are at peace with. 13 are required to curse someone with whom your family is at war. This causes them to lose a fair amount of Socialization, as well as area-banning them from being near you for 7 days.
HIGHFIVE - 5 SIPs are spent, and the target gains a SIP. The target gains a moderate amount of Socialization.
FACEPALM - 5 SIPs are spent. The target loses a moderate amount of Socialization.
NOD - 3 SIPs are spent. The target gains a small amount of Socialization.
SHUN - 3 SIPs are spent. The target loses a small amount of Socialization.
THUMBSUP - 1 SIP is spent. The target gains a tiny amount of Socialization.
THUMBSDOWN - 1 SIP is spent. The target loses a tiny amount of Socialization.
Other ways could exist for spending (and possibly earning) SIPs, but this is the basis of the idea. Socialization score adjustments may have to be made ELO fashion to prevent griefers from killing scores with their SIPs, but it's not an unlimited resource... the damage should be containable in the long run. And it would give Killer players an outlet...
The name of the game could be OH-AF (One Hour All Food)
One Hour One Thousand Bites ![]()