a multiplayer game of parenting and civilization building
You are not logged in.
twisted, homelands was your idea no? what was the original concept?
Just to be clear it wasn't an idea out of the blue, it was a proposed solution to a problem Jason was trying to solve. I don't remember the exact conversation (it was like 2am my time), but Jason wanted to stop every town becoming a mishmash of all four different families eventually (so that you had to go talk to your neighbors to get rubber or whatever). I figured since every town has one and only one well, it made sense to define towns as the area around a well. I think my initial idea was a bb chance boost for people near their well so that if you visit another town's well you probably won't get enough babies to spread your family there.
Blocking mixed families is the entire point of it.
The iron change is really bad, I agree.
Homelands are already connected to giving birth. Giving birth in a homeland resets the homeland decay timer to 1 hour.
- Only vets know how to create a homeland and how homelands work
It's not that complicated most of the time. Creating a well site creates a new homeland, having babies in it keeps the homeland alive. The first homeland a family makes creates iron veins.
- You even dont know if someone created a homeland meanwhile
It's not that important or relevant to know if your family has multiple homelands, the biggest problem is not knowing whether the homeland you're in created iron or not.
- migration / escape from raid is more difficult since you need to create a new homeland first to get children
It's very easy to create a homeland, just toss ten rocks onto a well site and bam, new homeland. Also raiding is not a thing in the game and likely won't be a thing unless the playerbase becomes much, much bigger. Migration is unfortunately not possible because of the recent iron changes.
- A mother can never get a child in an homeland of some one else / she becomes homesick
That's how it currently works.
- The homesick should be constantly displayed in the client until she can get children again / moves to her own homeland or a free homeland
Having a homesick bubble above your head all the time while out of homeland would be very annoying. There would have to be a brand new UI homeland indicator somewhere, similar to the way curse tokens are displayed.
Great stuff, super exicted about the starving notification especially.
Since it's a 120Hz laptop the first thing that comes to mind is that it's some kind of framerate issue. Go into the game's folder, and in there you'll find a settings folder. There's a bunch of files in there, you can open them with Notepad and edit them that way, just remember to save the changes. Don't worry, you can't mess anything up - and even if you do, redownloading will fix it.
Try setting the targetFrameRate file to 120 (or change it to 60 if it was on 120 already)
Try setting skipFPSMeasure to 1 (or 0 if it was 1)
Try setting halfFrameRate to 1
Try setting countingOnVsync to 1 (or 0)
I am fairly confident that one of these (or a combination of one of these) will fix your issue. That being said I'm not a game developer or programmer, I'm just a layman that wants to help.
Can confirm the story is true
The story of Spoonwood not spamming dumb topics unfortunately also isn't possible. I wonder if those two are connected? If somehow Spoonwood stops spamming, maybe Shakespeare himself will spawn into the game and create a new work of art.
I played as an Eve a few days ago, my fam tree: http://lineage.onehouronelife.com/serve … id=6191216
A big problem I noticed is that I didn't spawn in an untouched wilderness, I spawned in an area devoid of any wild food. The number of babies was manageable, but I had to let some of them die as there was simply no food. I spawned in and I had to run in a random direction (SW) for two and a half minutes before I encountered my first bit of food while I had a zero pips, a wild berry bush with one berry remaining. A few seconds more and I would have died.
Soon after that I encountered a big town inhabited by the Tears family, they let me have some of their stuff and I created a new town directly south of them. My family survived 38 generations but the town I founded laster more than that, as the Poppy family moved in after the Boners died.
Right now the balance is shifted towards the griefers since (like in bobo's case)they can communicate directly with eachother by other media(better coordination), rather than just chatting in game.
This balance can be changed although, if the average playerbase could know more about the pose system, and how to mitigate griefers in the long term overall(curses). But this will still not solve the
underlying core problem off all of this.
The balance is not shifted towards the griefers, they are a tiny (albeit annoying) minority. They only affect a small percetage of total lives lived.
The game is the best it's ever been, griefing-wise. Sure, it's still possible (and I would love to see it be impossible), but the amount of griefing pales in comparison to what we had before.
Twisted wrote:The only thing he can do is change the rules of the game and empower good actors so that griefing is less likely.
Isn’t this the reason why we are here? With the posse system, the waiting time before landing a kill and the 20 minute minimum time lived to join a pose? He couldn’t manage to address the issue to his core because he cant, it’s an issue that goes beyond the games limits currently, unless Jason decides to changes his game vision, but that won’t happen.
The fact is that Jason can’t empower the good guys without also empowering the griefers in some other way
Yes, I am saying that that's exactly what he did. He made a ton of changes that DRASTICALLY reduced griefing by putting more power into the players' hands. I'm saying he already empowered the good guys and that reverting the posse changes would make griefing a lot easier.
Jason can't just ban people. They're not doing anything wrong. Sure, they're annoying and harassing people and that sucks, but when they bought their account they didn't agree to any terms that said they CAN'T do that. The only thing he can do is change the rules of the game and empower good actors so that griefing is less likely.
I don't understand some of these comments. You're saying there's more griefing now than before? Really? That's just not true. Sure, griefing still happens, but it's a fraction of what it was before.
I think one of the reasons people feel like there's more griefing now is that there's a bored kid posting videos of it on YouTube.
Please don't remove the posse system, I don't want to go back to times of constant murder fests.
Very informative, thanks for sharing!
I'm on the complete opposite side. I think this game is at its worst when all you do is grind for an hour in the vain hope of keeping things going. The lives where I'm just a workhorse for an hour are the lives where I quit afterwards because I'm neither playing for fun or enjoyment which is what you should be doing when playing a game.
I am by no means a roleplayer but the lives where you connect and work with people are the best imo. Teaching people how to fish and watching a group come together to survive in a small hut area together? That's some good stuff. Killing and feeding sheep for an hour to produce sheep skin bodies, mutton, and straw hats for 40 people? I'll thankfully forget about it like the other dull lives. Lives grinding oil? Absolutely fuck that. The few lives where I taught someone how to do oil and make kerosene? Now those were good times.
I really feel the game would be better if Jason would let up the grip and stop forcing everyone into his specific vision for the game as some sort of starvation simulator.
This, a hundred times this!
Does it only work with a full bowl of dough? I remember there being a bug back when bread was added that you could use an almost empty bowl of dough to make a full bread, thankfully that was quickly fixed.
Morti, I think you're greatly overestimating the amount of suiciding I did. I played the card I was dealt most of the time (let's say 9/10 times), the only exceptions were when a) I was trying to play with someone before the twin system was added, or b) when a new tech item was added and I wanted to spawn in a city where that tech was reachable. You can look through my OHOL playlist and you'll see that the vast majority of my videos are in fact in small villages.
I apologize if I ever ran away from you as a baby, but blaming me for bbs suiciding becoming mainstream is just silly. People were suiciding long before I first did it.
Being almost out of food is way more interesting than having way too much food.
No it's not.
Cursing a player currently makes them unable to spawn in a 100 tile radius around you. This radius incrases by 100 for each additional living player that has you cursed. It is also increased by T^2, where T is the total number of curses against you, both online and offline.
Babies can only spawn inside homelands, which are defined as a 100 tile radius around the families's well site. Due to the iron changes there is usually only one homeland per family, so four homelands in total on average at any given time. Eves also spawn 50 tiles away from the previous Eve, so any families that do survive are bound to live very close to one another.
If you get cursed by 3 people and all of those people are online, you cannot spawn in a 309 tile radius around any of them. If they are all in different families that means it is actually reasonable likely that the fourth town will be covered as well, preventing you from spawning there.
If someone is a serious troublemaker people will remember their curse code, and they will know to keep an eye out on them if they see them in a future life.
My proposition: leave the T^2 as is, and make the initial curse block 30 tiles, increasing by an additional 30 for every online curse. If 3 people curse you and they are all online you cannot spawn within 99 tiles of them, which makes it unlikely you will spawn in their towns and bother them (and even if you do they will see your curse code and keep an eye out on you), but still gives you the chance to play with the other family and redeem yourself. If someone is a big troublemaker and manages to get to, let's say, 20 curses, they will be blocked from spawning from most locations on the map even if there's only one person online, so there's still safety from serial griefers.
On the one hand, you plead for freedom and the removal of restrictions. On the other hand, you beg for me to reimpose restrictions as soon as I remove them. The freedom to get the steel back out of an engine is simply too dangerous to allow.
Come on Jason, you're better than this.
+1 to making mining more like fishing with it taking time.
+1 to mining giving different resources. Maybe it could work just like CC as Destiny said, with there being mines in different biomes that have different resource weights. This would also encourage buidling actual buildings near or around the mine, so you can store all the different resources you get before shipping them off to their processing area.
Mining feels much better than the clickfest than it was before, and I actually do like investing resources into the mine via Hungry Work, but 10 Hungry Work per swing feels a bit extreme since it requires you to bring a load of food and you end up spending more time eating than mining which doesn't feel right.
I also really enjoy having more stages of the mine. Maybe the initial stages could give exclusively iron, but once you install the stanchion kit and you actually mine blind and you can't really see what you're doing so you end up getting a bit of everything.
I still think iron being a finite resource is a bad idea. It turns many items into an objective misplay, and it actually reduces the amount of decisions you can make. Should you craft a rail? In the previous system you had to weigh whether they would actually be useful in any way (in most cases they wouldn't), in the current system the answer is always no.
With fug's system the mines could be potentially infinite, but the more you exploit the mine is the less iron it actually has, and eventually it takes a long time to get new ore because you're just getting rocks most of the time. You can still get iron, but it will take several people working together (and they can't just mash the mouse button since the transition takes a couple of seconds), and the amount you can get per hour is limited.
We had surplus for months and months and it was boring as fuck, was there complex society?
No
Did players organize and made important decisions that could lead to meaningful consequences?
No
...what? Are we even talking about the same game here?
I hope you come back when the game is in a better spot. Right now it's not very good, but I'm fully convinced it will get better sooner rather than later.
This is a huge change, because iron is something like the spine of the tech tree. Some adjustments will been needed over the next few days and weeks.
This is putting it lightly. The whole tech tree is based around the fact that iron is effectively infinite. A massive revamp is needed to prevent dozens of items from being nothing more than noob traps. Just throwing this change in without doing any balancing whatsoever is baffling and it breaks several aspects of the game.
The animal change has been a long time coming, but animal immunity will be missed. I predict many, many animal deaths over the next few days. It truly is the end of an era.
My prediction for the baby change is that it will reduce the average amount of interactions a mother and child will have since you don't want to touch your baby unless it is starving, which seems extremely bizarre. I could easily be wrong about it.
The death of family outposts and fake eves is also something I will miss greatly, as it will reduce the variety of different lives you can have.
Overall I don't have high hopes for this but we'll see, I've been wrong before.
Elsayal, I wasn't ignoring you. Your response was a good one, though: "Let's try it and see how it goes."
Twisted actually came up with this idea (that each family would have only a few mines to work with). He doesn't like the idea anymore, or the way that I ended up implementing it. But he and I have been discussing it for a while, which is why I was responding to him in detail.
Oh, no no no, don't you dare put this on me.
I remember very clearly what my suggestion was in response to the commit that added hungry work to extracting iron from mines: If your goal is to make iron more valuable, instead of making iron annoying to extract from the ground, why not give each family the ability to upgrade a mine and make it so only they can extract iron from it. To get iron out of it they'd have to invest some resource (similar to Newcomen wells) and/or you could only get a capped amount of iron per hour. I never even considered the fact that you would make iron finite and break the tech tree.
Fug is particularly upset, I think, because he hasn't figured out a work-around that will let him get infinite free iron (yet).
Fug is trying to show you how and why this change breaks the game but instead of actually taking his posts into account you're trying to make it look like he's just a memey exploiter. That's not OK.
Twisted wrote:From reading this it is very clear that you haven't actually played your game in months. Half of things on that list are more common than carts or axes.
You have a very special and unique game with a passionate playerbase. A phenomenal game unlike any other. I thought you knew that, I really really did, but after this I am not so sure. It makes me sad.
cart and axe are more common than anything in your list, wtf are you saying ?
Painted walls, top hats, tables, doors, slot boxes, bowler hats, dyed clothing, pumpkins, way stones, maps are ten items that are more commonly seen than axes or carts in an average village.
Twisted wrote:Then why did you add rail tracks, painted walls, dogs, top hats, cars, planes, tables, feasts, dung boxes, roses, doors, bottles, slot boxes, bowler hats, dyed clothing, tattoos, snow walls, pumpkin pies, pumpkins, cows, bottles, wine, grapes, way stones, maps, paper, pencils, masks, ghost costumes, graves, tombstones, snowmen, property fences, cameras, radios, morse code, skirts, trousers, dresses, cloaks, french fries, tortilla chips, ketchup, onions, nets, shrimp, fishing, emotes, looms, pigs, cows, xmas trees, candles, santa hats, garlands, turkey broth, playing cards, dice, mango trees, bonsai, springy doors, tacos, aprons, toque blanches, and many other items?
Yeah, and you can see how rarely some of those things get made and used, right?
I mean, even though players beg for a laundry list of aesthetic content constantly? I should add cats next.
The reality is that after the novelty wears off, it's over, and the content mostly gets forgotten.
When was the last time you saw an axe in the game? Or a cart? Or an oil well? Those things are used constantly, because they are needed.
YUM should be necessary, eventually, for survival. It isn't, currently. It will be.
Property fences, rail carts, bottles, etc. They should be necessary. Bottles should be necessary because transport should be necessary because things are so rare and valuable that they are worth transporting to other places for the sake of arbitrage.
There is a lot of "fluff" content in the game, like dyed clothing. I saw tons of it the first week after it was introduced. A very colorful week.
But there's other non-fluff content in the game that doesn't get used because it's simply not needed. You don't use radios because you don't need long-range comms. Why not? You should NEED to coordinate at that level. You don't currently, because the game isn't that good yet.
From reading this it is very clear that you haven't actually played your game in months. Half of things on that list are more common than carts or axes.
You have a very special and unique game with a passionate playerbase. A phenomenal game unlike any other. I thought you knew that, I really really did, but after this I am not so sure. It makes me sad.