a multiplayer game of parenting and civilization building
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Turnipseed wrote:bearfood wrote:Jason said in the discord that is turned of for now , back to work
its not off happened again.
Are you sure?
Yep. We’re up to Apocalypse 5 now. This time it was a mistake though. Jason forgot that the fix wouldn’t implement until a server restart took effect so now he’s working on that while also deliberating on how to change Eve spawns to make the game harder and prevent villages.
With the new spawning mechanic, trading with other villages will never happen, ever. Sorry to burst your bubble.
I like this idea but the problem with it is that the resources to repair or remake that stuff would evaporate over time, like we saw with trees before the Apocalypse. For example, if you need clay to repair a decaying cistern, and there’s no clay anywhere around your village, then no more cisterns, ever.
He was relating the people that supported the in game apocalypse to people supporting Hitler. NOT relating Jason to Hitler. Calm down, people.
I share your frustrations. I think Jason’s goal was for this game to be very difficult to advance in. But players being players kind of negated that, thus we had towns. That negated his vision for the game, so he gave us the trigger for a wipe, knowing it would get used, and therefore making the game hard again for everyone. His new idea about “mini apocalypses” (where Eves spawn many many tiles away from other people, forcing them to start from scratch) is a decent one, I think. It makes the game harder, while still allowing us to preserve everything we’ve done thus far server-wide. There are a couple problems with this idea though (that people have brought up elsewhere): players can still use coordinate mapping tech that allows them to find locations on the map and thus negate the purpose of Eves spawning far away. And also: the game currently resets areas that haven’t been visited by any players in some time, therefore, it would be next to impossible to establish trade routes, roads, etc, because you would never be able to find them.
And I disagree with Jason’s idea that the game had become stagnant. I still had plenty of stuff to do in towns. Plenty of people did. And those that felt bored with the game could always run out into the wilderness to start anew if they wanted.
What turned me on to this game was the permanence of your actions, if not your life. Sure, it should be hard to continue your lineage and advance society, but having to start over again and again because of unnatural game mechanics is just self-defeating.
jasonrohrer wrote:The game must be hard.
It should never be easy. You should never get to the point in the game where you can say, "Hey, we made it! Now what?"
A game doesn't have to be hard, it has to be FUN and it was a lot of fun before this nightmare. If I can never see what I built in the past and how it affected the future I see no point in playing as that was the appeal and the promise you made.
I'm probably high up in the charts of time played and I never got to the "Now What" place, there were still lots of things I haven't done. If you focus on adding craftable objects weekly as you said than nobody will ever reach the now what place.
jasonrohrer wrote:Every village dies out in less than a day, currently. That's great!
No, it's not. It's also not realistic that humanity has lasted a maximum of 31 generations.
You could add things like disease and crop rot that makes the game harder as you evolve and thus more likely to end a civilization. Instead of making existing things harder (like adding worms) just add new things that are more likely to cause extinction.
This ^. If you want the game to be harder, there are countless ways you can do that without a WIPE ALL SERVERS button triggered by a single player.
No, not back to work.
Even if it is turned off, the "for now" part really puts me of this game.
I loved it, played a lot.
I just can't see myself investing hours on building civilization, if it is to be wiped out in a jif, not because of some engine rewrites or something like that, but because the creator has a f*cked up vision about what this is game is supposed to be, pissing off everyone to solve a problem that wasn't really a problem, without even asking for input from the comunity.
Agreed. Getting wiped again and again isn’t fun. And as long as wipes are in the hands of players, that’s exactly what’s going to happen.
The point is Jason has a weird vision of what this game should be, and didn't ask for any input from the community on this topic.
He hasn't realized that once you release a game, you owe something to your players, even more if they paid.
This game apparently isn't about having fun, and building civilization in a hard world. It's about restarting from zero again, and again, and again. Lotsa fun.
That’s what worries me.
Ah, it seems that everyone suddenly woke up!
Apocalypse is off again, for now.
But it created a cleanse that was sorely needed.
I'll be working on some other stuff today that will create more of a "natural" apocalypse when a village dies out for real (the next Eve will spawn very far away, in the wilderness). That, actually, might have been the problem. Everything was happening in the middle, very close together, and when a village would die out, a later generation would just resume it.
You would walk in any direction and find a village. It was getting very crowded.
The longest generation is 31. That's only 7 hours!
BUT some of these cities have clearly been developed for WEEKS. That means that after people die out there, later players discover and resume.
I do want ruins to be discovered sometimes. BUT the main game should be figuring out how NOT to die out. Dying out should matter. It should be a big deal. The village should be lost if it happens. Not just "respawn as Eve and follow the road back to the village and continue."
But what’s the point in me or any other players creating anything if we know that at some point, we’ll just spawn a million miles away in another life and have to start all over again? I thought the whole point of this game was permanence via legacy. If there’s any sort of apocalypse, it negates all of that.
What exactly was the point of implementing the Apocalypse in the first place? I thought the whole point of this game was to advance civilization over time as a group over many many lives? Now nothing we do has any meaning because it’ll inevitably get wiped out again when the next Apoc happens. The thing I and many other people liked about this game was the permanence of your actions. Apoc does away with that entirely. It negates the purpose of the game. It would be different if this wasn’t a game about lasting actions and instead was always meant to be temporary.
I realize that Jason turned off Apoc for now, but he will likely turn it back on once he makes it harder for people to accomplish. But it’s irrelevant how hard the Apoc is to accomplish, people will still find a way to do it (and then speedrun it after that). If Jason wanted to implement a way to trigger a server wipe then he should have just scheduled one ahead of time and given us the heads up before he did it himself (but, again, what’s the point in playing OHOL when you know nothing you do matters in the long run?)
Alright, just read Jason's explanation for this and how it will work in the future. It makes more sense to me now.
Where is this explanation??
That’s it?? This early?? How do we activate it? We just started! WTF.
Isn’t it waaay early for that?
Ah, so he made it so that dialog can be seen from off screen kinda. Nice.
In between lives, I logged out and then when I logged back in there was an update. What was in it? Just a patch?
Hello i just bought the game and downloaded just fine, i run it and open normaly after i loged in it started to do download an update but get stuck at like 10%, what do i do?
Edit: i checked out other posts and got some information about read only files, i have windows 10 and when i try to uncheck the read only box if i go to proprieties again its still on, man i dont know what to do not good at pc stuff i just wanted to eat some carrots and die by a bear i googled what i can and nothing seems to work, feeling really dumb right now
Sounds like you might need to uninstall OHOL and then re install.
TrustyWay wrote:Iron handcuffs, when he connects back he still he prisonner, I suggested that on reddit, you can repost the idea and I will support you.
anything to slow them down. the griefing is just too op to combat. a ball and chain is a good idea too... but how would you get it on them? tranq darts and poison frogs mabey?
You’re an Ark player, I see ![]()
We already have an apocalypse of sorts with the lack of trees on servers 1 and 3
I don’t think he’s going to implement it any time soon.
Jason suggested I set OHOL’s target frame rate to 15 instead of the usual 60, and while it doesn’t look great, the game is at least playable in large towns now.
It could be that your computer’s graphical settings are turning off V Sync automatically, which confuses OHOL.
Thanks!
I personally haven't had any issues with Windows10. Apart from the sporadic client-end lag, the game runs beautifully.
Are you playing on a laptop?
At the login screen, go to settings, then click Re-Detect at the top. If that doesn’t work, then there’s another step involved.
I get extreme frame lag when in the presence of lots of full containers around me. Everyone and everything moves in slow motion. Game is unplayable when in towns. Is there a fix for this?