a multiplayer game of parenting and civilization building
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you don't spawn in your lineage, you spawn as an eve near a previous eve spawn, sometimes your ow previous spawn. This way people revive towns and add more lines to already existing cities. This and bells are the best ways to keep cities going.
Now that we are getting all sorts of machines we should also get trains (and later cars).
pein wrote:if you boil water wait it and take it out put one back
noobs cannot run a pump so if you do it right after then you can fill it backYou have to fire the boiler, take out five buckets, and put one back. To do that all at once so that the noobs can't take the last bucket, you either need to bring five buckets to the well when you fire it, or have a cistern nearby.
You should absolutely have a cistern or more.
Making a bunch of knives sucks but at least it's fun griefing. Getting others cursed is just a dick move though.
Booklat1 wrote:I'd love to see where you took this from
cool, thanks
Are you trying to make up reasons to murder? So you can murder and not feel bad? What gain does anyone get from murder now in OHOL except grief and justice? It's not like there's a property ownership mechanic other than what you carry.
locks and keys
PS: For the realism talkers, this ain't even unrealistic. As to why is there in almost all species with sexual division the distribution about 50/50? Because being the rarer sex is a major evolutionary advantage that thus will soon even out.
I'd love to see where you took this from
Honestly, people, I think what we need is not to change the random factor of births but to add more ways for early civs to communicate. I have been eve chaining for days and reviving towns (mostly bell town in server one), and it isn't so hard for a civ with a bell to be revived because not only eves might spawn there, but people will walk when the bell rings. If more cities had ways of drawing attention from nearby eves/lost people and more players delved into eveing we'd see a lot of places escaping extinction.
Towns dying to lack of girls is a legit threat to civilizations and I don't think we should change this.
Small civs should die because of dumb shit, that's why they're small civs not an empire. In bigger cities this is much more of an issue, I believe, but bells help counter that a bit. Also having skilled players eve chaining can save cities on the brink of death.
The other day I chained into the bell town of server one and rang the bell. My family died to no girls quite soonish but some lady and her daughter got there thanks to the bell and their line lived some 20 more gens after that. Back when cassino town existed it could b revived by it's nearby settlements, so having satellite villages also helps.
a lot of things in this game should give us more information, like graves should be split into baby and adult graves and murder graves should maybe show the cause of death (stabbing or arrow).
I like this idea of yours, it falls into adding more information. In a game where commmunication is so hard this can help a bit.
mosquito bites, unlike other wounds do not kill you. The fever may cause you to starve but as long as you keep your temperature close to the middle (by cooling yourself) or gets fed you'll survive a bite
I don't disagree that we should exploit penguins too but i'm honestly more concerned with pigs and dogs doing nothing useful.
penguin guano would be neat
im okay with warfare, but as usual i'm not ok with design that doesn't belong in ohol.
yeah, but how often do people not use deserts and jungles for better purposes? I haven't been to a big enough jungle city to house farms + nursing area (which is this case could just be a small square between farms )
One person if you're talking about a noob killer. I can probably kill two or three people in a life before pissing a village off, maybe one more after that, imagine a big town. And the problem isn't serial killers, it's literally everyone having access to weapons because they're on the ground.
That means sheep griefing is easy, killing new eves is easy, killing the last females when the population is diminishing is easy. I don't lock weapons but I understand why people do it. Too many and knives become too acessible to everyone (and hard to store without locks).
Once I was in a dying old town to where a dude brought 8 knives from another town. That place become a murderfest for days.
oooor we can pester Jason into adding more medicine technology and a piece of nurse clothing. Nursing + doctoring could become a combo for two mothers since doctors and nurses both need fire.
Booklat1 wrote:[People will start making thousands of knives instead of storing iron the very moment a town reaches top technology tier.
Which is an important fact for town security to have quite a variety of knifes available. A town with way less than population is prone to murder sprees.
I'd rather blame anyone making locks to utterly waste resources. Locks are nothing but trouble, and use up iron of nothing really useful. Even for good minded people when it goes to the next generation. People dying with keys far away, a griefer locking the key inside a building / box with as most valuable as he got is finger on. etc.
Theres one thing you haven't considered though, unguarded knives don't make the town safer, rather make it easy for random murders to start. 3 to 5 Knives with workers is safe, more than that they'll most likely be abanoned on the floor somewhere to be picked up by some 14yo who wants to stab people for the kicks. We can't have fear of knives (only weapon to fear is loaded bow inside town) because knives are also important tools, but it's important to not have knives unprotected, specially en masse.
Murder sprees always will begin in big towns, and we need to have other armed people to prevent that, but having more knives than can be stored (in aprons or bags) is also a recipe for disaster.
lionon wrote:Most iron is used by idiocy tough. For example once saw a dude with a shovel on the bones field digging under all bones he found. He just wasted I guess generations of lifetime that town could have lived. On the other hand, I hardly seen town fall to iron scarcity. Mostly they fall of unlucky dice getting a generation of noobs (especially if it hits the female, who don't make it to adulthood, forgetting to eat, getting killed by boars. etc)
This is extremely true. With 1 life time in an advanced town i can almost single handily create food for like 10 lifetime, its just insane. Advanced towns almost always have insane supply of food, its never the issue. The reason towns die off is usually a mix of griefers, noobs, bad roll of dice. The proof of what i'm saying is when i spawn as eve in dead towns, there almost always is tons of food.
This is precisely the reason why we had so many nerfs lately. People will start making thousands of knives instead of storing iron the very moment a town reaches top technology tier. This is one of the reasons why having a good smith capable of making lots of tool heads helps so much.
Thankfully Jason is adding more iron demanding technology which may prevent that.
babies should just move slower IMO
two pumps is fine as long as you have many cisterns. Probably don't even need to rush to upgrade most shallow wells into deep as you can
at least get water directly from them, the extra buckets could go into making milk.
Clothing need rebalancing IMO. Low tech clothing like skirts, skins and straw hat don't decay while the heavier stuff do.
Many of us hav tried moving with our families only to realize how terribly difficult it is unless either you both have zoom/you're both pros/ you walk extremely slowly.
Should we get some means of transportation that allows passengers? It should be extremely expensive to make one of these things, but the complete lack of such a thing in the game disables the prospects of moving to save your line if you're moving to anywhere even slightly far away. It's also pretty hard to get help in activities outside town.
Since we already got much needed rebalances and a new biome to add complexity to the map I think we need more tools to explore the world efficiently. Maybe we could even paint wagons (and carts too, why not?).
Have you people any suggestions for transports or world exploration?
the idea of adding basic variation to the tech tree has been floating around forever, I think. I think that now that we have jungles we could achieve that by making biomes just a bit bigger and some tech skippable/achieved in a different way/achievable in other biomes.
Honestly, if we could get rope and branches from biomes other than grass we'd already have much more diverse game starts. Alternative fire making and some other way to produce kindling could also work. Also, wouldn't hurt to have other objects that work as a water pouch or bowl.
If this ever happens we should see some buff to biomes like arctic and wastelands too.
But honestly? The last updates all helped in game balance and variation, I think. Jungles are hard to achieve perfect temp in but are already close to the middle spot, so light clothing at all times is an option. They also mean you don't have to rely on grass for easy food as a young eve nor on deserts for heat. Water and iron nerfs were long overdue but at the very least we have rubber and more iron tech to work on.
I just had a life in a village where there was a tons of shorn sheep in the pen and unsliced bread in the bakery. So I took out, found some iron and smithed a knife, I made bread, I cleaned the pen and since shearing all sheep is a favorite of griefers I stood a little outside again watching the sheep pen. I didn't have a backpack. Then some stupid "guard" chick came by with a knife and said she is watching me... sigh... then when I dropped the knife to eat, she grabbed it additional to the one she had "for safekeeping"... and lo and behold a few minutes later we had some griefer murder that started with her of course. Thanks for the "safekeeping" all knifes idiot. Just because someone runs around with a knife doesn't make them bad or suspicious...
PS: Is it getting worse the last days? I wasn't in a larger non-startup town that hadn't a killing spree going on during my hour..
The right thing in these situations is to always go for gthe kill. Someone does so much as threaten you, that person needs killing. Someone walks with bow loaded and only one arrow inside town, that person needs killing (more arrows might mean there is a bear).
I've died so many times for not killing the player acting awkwardly towads weapons/other peoeple.
But keep in mind, having a high stab trigger like these will also put you on danger. Learn to fight, to avoid being cursed, to lose on your tracks the people going for revenge.
I'd like to add Doctor as a legitimate job that needs a knife, and with the rise in population, it might be time for doctors to make a comeback.
Of course, it's probably more efficient to just ask the shepherd or baker if they know how to cure an arrow wound before passing on the knife, but having someone RP a doctor for a bit might spread the word of clinics and healing to the newbies who panic the moment they are stabbed.
are doctors even legitimate? I'm not sure if healing griefers counts as a job.