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#76 Re: Main Forum » Voluntary OHOL Antagonists; The Future of Griefing that OHOL needs » 2019-12-31 20:41:27

Spoonwood wrote:

[Jason quote regarding griefers]

He is dead wrong on that though. I've seen plenty of pro-social behavior and organization in places without griefing. And that includes in the large population context. So have others seen such since lives without griefers do happen in the large population context.

I don't disagree that sometimes, on rare occasion, BS2 can have town lives where you don't run into a griefer; perhaps they're asleep, or terrorizing another town over. The issue is that those 'peaceful moments' don't happen enough.

And to further refute, Jason isn't dead-wrong; recognizing griefers' "role" in the game IS validating them, even if he's validating the most radical elements of them. It's still validating them.

Can a person truly understand the concept of "good" in the absence of the concept of "bad"?

In another way; can you understand kindness if it was the only option? Versus a world where people can choose to be kind, or hateful? No.

Griefing is a choice. Anyone of us can do it. The fact that people choose not to, and support other players they meet, is inherently a choice to interact with other people (pro-social) and organize with them. Like every game development company touts, "your choices matter".



Spoonwood wrote:

[Stuff about Jason's ridiculous "war" swords.]

Language differences also aren't motivating pro-social behavior or organization now. They're an obstacle to people communicating when different lineages meet each other, and that's about it. The language barrier does have some flavor to it though.

[hyperbolic argument that Jason could be sued for misleading gameplay features]

As you've already seen me say, I think "war" is a silly silly thing that will never be implemented correctly without radical updates, so I will simply omegalul at the idea that "war" and war swords can be taken seriously in OHOL.

The Language system is a good addition to the game. People can't just roam as easily to other families; they have to spend time integrating, and thanks to the 10% compounding language change, it takes several generations before it's completely gone.

You cannot deny that most villages prioritize "organizing" paper, pencil, and rubber ball to allow "pro-social" interactions between families with language barriers. Or, as of Specialization, White families to do the translating.

And yeah, suing a game developer for "misleading" gameplay features/mechanics in 2019 (soon to be 2020). Lolwat.


Spoonwood wrote:
Wuatduhf wrote:

  Someone's hands HAVE to be on it [MODERATING griefing] ...

No, not really.  There's no necessary substitue for 'iphones'.  A deep well or even an axe could suffice.  The map is enormously large.  If getting griefed, your family can pack up and migrate, probably north or south.  Griefers can pretty much get ignored that way, at least the ones you saw in your old town.  Lineages die from griefers usually, in part because they won't pack up and/or move soon enough, if they would ever pack up and/or move.

You're misquoting the context in that statement so I've edited it for viewer clarity. Unrestricted griefing is NOT healthy for OHOL, full stop. I will not shift on that stance and there's no way you would agree to letting anyone grief if they want to.

It's also a very silly argument to say that people can "just pick up the town and move it somewhere else." Queue the Patrick meme.


Spoonwood wrote:
Wuatduhf wrote:

Again, the issue that has to be worked around is griefers counter-cursing, which was the whole point of bringing this argument up in the first place.

If cursing is an issue, you run.  Honestly, there existed one time, shortly after the temperature-overhaul where I went around fire-griefing and repeating "JASON WANTS MORE FIRE!".  Someone said to me once 'sorry, didn't catch the name."  I don't think he managed to curse me, because I just ran away from him.

All you've said here is "just don't get cursed while griefing" in response to my argument about griefers counter-cursing people who interrupt/stab/bow them. You're not addressing my argument.



Spoonwood wrote:

I don't agree.  There is no 'ideal' play state, and the game isn't balanced around any sort of family size, nor should be.

We're just going to keep disagreeing on this, so all I'll say is that the point of experiencing the multiplayer civilization-building and parenting game OHOL is to be 'blind' to the people and the town/society you're being into; that's the whole reason Jason added area-bans to spawning. 

That's the reason you don't get to 'pick and choose' what mom you're born to, and why Jason has been adamant about not adding that, to the point we barely got him to do a pregnancy preview mechanic but nothing further.

#77 Re: Main Forum » Voluntary OHOL Antagonists; The Future of Griefing that OHOL needs » 2019-12-31 19:40:44

Legs wrote:
Wuatduhf wrote:

I think what I proposed is pretty conservative.

You may think it's conservative but Jason tends towards radical. A system like this could easily flag players that don't deserve it as griefers. The same way that towns often misunderstand. You kill two griefers in your life and suddenly you're flagged as a griefer too. The sandbox nature of this game really makes it impossible to automate the process. Yesterday someone made every fencepost into a gate to let all the sheep out. I got killed by a naked idiot for chasing them off. You'd see this constantly with a karma system, but automated and unavoidable. Undoing a griefer's work would count as griefing.

There's a lot to unpack in your response, but in general I believe you agree with me. Griefers do a lot of griefing per life-time; the more successful they are, the more they get away with.

That's why I'm very careful when I say that the system would have to be able to track specific conditions when evaluating whether an action is "griefing" or not.

Is a player stabbing another player griefing? Well, that depends.

Are they stabbing someone holding a bloody weapon? (i.e. responding to a murder with more murder)
Is this the second - or more - time they've successfully attempted a murder?

The idea that this revolves around is the fact that griefers commit more 'negative' actions than the regular players do. Ergo, writing out the 'negative' interactions that, along with very few and limited 'positive' interactions.

Keep the positive and negative bars separate; have repetitive "negative" interactions give exponentially more points; on the other side, have "positive" interactions only give single points, seldom. Thus make it hard to 'farm' positive karma, but easy to gain negative if you are repeatedly doing negative interactions.

At the minimum, this means that griefers would have to reduce their griefing by a measurable amount, and in exchange would have to actively hunt for 'positive' interactions to avoid eventually getting flagged by the system.

#78 Re: Main Forum » Voluntary OHOL Antagonists; The Future of Griefing that OHOL needs » 2019-12-31 18:19:20

Spoonwood wrote:

No.  Griefing by definition goes against game design.  Validating griefing is not an appropriate response to it.  Moderating it though sounds fine.

It goes against game design except when the developer intentionally wants it involved in the game. Jason is essentially using griefing as the opposing force to those that want to build civilization; whether that be destructive actors or bad parents/family/neighbors.

Let's use the wikipedia definition before I proceed down this rabbit-hole.

"A griefer or bad faith player is a player in a multiplayer video game who deliberately irritates and harasses other players within the game, using aspects of the game in unintended ways."

Okay? Jason is aware of the methods that griefers - that he wants as an intentional aspect of the game - use to annoy towns, most often with older changes and only after newest additions have been play-tested. The only window where griefers have unintended methods of playing 'their' game is when bugs occur or with brand-new content that impede movement or have a fast wastage-feedback-loop.

Jason has already validated griefing, and is already moderating it in the sense that he's hands-off. Someone's hands HAVE to be on it, but human hands are not the solution and the players' hands (cursing) doesn't work either.

It's possible maybe a mix of the automated 'observation' system with cursing being tied into it would have to work in-tandem. Again, the issue that has to be worked around is griefers counter-cursing, which was the whole point of bringing this argument up in the first place.

Spoonwood wrote:

Anyways, I'm mentioning this since you mentioned several servers.  It looks like the bigserver system didn't do anything for the game in terms of numbers.

...what? You're missing my point, I never said that the BigServer gave more player numbers. My point was that the game is in its 'ideal play state' when on a server with 50+ people, because of the diversity of people you interact with. It was better 'back in the day' because you had multiple servers you could load into with those amounts of players. Like I said, you can only experience that on BS2 and occassionally Server1.


Spoonwood wrote:

I agree with Punkypal that such code might not work.

I wouldn't put it past anyone here that what I'm suggesting is in any ways easy, nor even medium/hard difficulty to implement. Doing it would be an extreme task, probably - no, guaranteed - even higher than the level of implementation it took Jason to get the language system in.

But hey, if we stopped trying to make something work after 2-3 attempts, we wouldn't have light-bulbs at the time we did.

#79 Re: Main Forum » Voluntary OHOL Antagonists; The Future of Griefing that OHOL needs » 2019-12-31 16:42:13

Punkypal wrote:

If you want to assign people orders to grief in addition to all the regular griefing in hopes that some code can tell the difference between helpful actions and non helpful  actions and properly assign or take away "karma" points, then you have lost your damn mind, and I'll invite you to GTFO and go play whatever game you find more fun than OHOL.

What a nice comment!

#80 Re: Main Forum » Voluntary OHOL Antagonists; The Future of Griefing that OHOL needs » 2019-12-31 03:04:49

Legs wrote:

This is a controversial idea that Jason may consider implementing.
The last few ideas like this caused great harm to the game.
For that reason I would recommend a strongly conservative approach.

Otherwise we may end up with the next tool slots/racism update.

I think what I proposed is pretty conservative. The Karmic system would just 'watch' everyone and keep track of the "bad" and "good" things they do. There are a few objective things that everyone can agree are good, and bad.

Killing the last adult domesticated sheep with no other adult sheep 'around' is pretty straight-forward.

Spawning 5-20 bears from their caves in a lifetime while killing none of them is also pretty straight-forward.

Crafting Adobe Kilns out of an oven is a bit more tricky to 'track'; if a person keeps doing it over and over, sure, that's a lot more visible. The same would go for someone pickaxe'ing an adobe Kiln/Oven, but what if they're doing that to excess Kilns/Ovens someone else made?

There's a lot of variables the system would have to track, thus why I would say it'd have to be "Robust" enough to monitor such unique interactions beyond a simple "Who touched this or made that".

#81 Re: Main Forum » Voluntary OHOL Antagonists; The Future of Griefing that OHOL needs » 2019-12-31 02:58:45

DestinyCall wrote:

Antagonist roles are not "griefers". 

...

As I have mentioned repeatedly in other threads, griefing and antagonist roles are NOT the same thing.

...

SS13 also relies heavily on admin moderation AND banning players who refuse to follow the rules. 

...

The admins are also responsible for maintaining the delicate power balance between the station and the antagonists.    When the antagonists are too weak to be a threat, the station isn't challenged enough, but if they are too strong, they can rip apart the station too quickly to be stopped.    In OHOL, this balance is even harder to achieve, since the average village is very fragile and relies on just a couple of key players.


Wuatduhf wrote:

SS13 moderates when and how griefing happens.

This is true, but I think you are abusing the term "griefing" to mean something it doesn't actually mean.   

I'd say the major difference between SS13 and OHOL is not that SS13 has an antagonist system, but rather that it has clearly stated server rules that are actually enforced by moderators.    Unless OHOL can provide that, I don't think an antagonist system would do any good.


Nothing you said in response is necessarily wrong. Yes, I am oversimplifying the idea of griefing by wrapping up Antag roles into it to get my point across. You are right that Antags can still grief by going outside of their "allowed boundaries" as per their objectives, but that's my point; there's tolerable levels of griefing that can be wrapped into an Antag system that Jason could separate from the less-tolerable methods of griefing, just like how Antagonist involves doing certain things that conflict with other players in order to obtain your objectives.

That's the long-term idea behind introducing such a Karmic system. 'Legalize' griefing similar to SS13 in a way where players who opt-in to trying to play the role of an "OHOL antag" are given an objective and the system doesn't punish SOME of the negative interactions while they're in that life.

In regards to your position of SS13 antags not being griefers, if the Antag system didn't exist, those Antag players would technically be griefing. Like I said in the above paragraph, Antag roles are a justified separation from standard griefing the add chaos to rounds.

I understand that it's the moderators that have to also push a balance of the Station vs. the Antagonists, but keep in mind the environment they're given to "balance" only lasts an hour; any overreaches in either direction are 'wiped' within 30-120 minutes of the action being taken.

OHOL doesn't have that same timeframe, its cities and lineages last between multiple hours to even the span of days. The power balance between players is also VERY in check compared to how much power a player in SS13 can accumulate in a round.

#82 Re: Main Forum » Voluntary OHOL Antagonists; The Future of Griefing that OHOL needs » 2019-12-30 23:48:39

Spoonwood wrote:

I couldn't disagree more.  Plenty of people build towns without opposition in sight and have for a very long time.

OHOL can and does work both as a parenting and civilization building game with two people on a server at a time.  The only issue with such that people experience is the loneliness and the smaller scale of such in terms of people around.

You are discussing a much more isolated part of the game that - while it exists - is arguably not the target that OHOL is looking to form.

That would be like me saying SS13 is built to be played by 1-2 people, vs. the "ideal round sizes" that end up varying between 10-60 players.

Comparing the orange to the apple doesn't really help the discussion here, however it does let me clarify my point. My point is supporting griefing by validating and moderating its frequency in a larger multiplayer environment is wholly based on what the OHOL servers 'should be', which right now is only seen on Megaserver 2 (and occassionally Server1).

Turn the clock back a year ago, and we had it; several servers that were operating with upwards of 50-60 players on each of them. But, with time and attrition due to frustration over griefing/content, we only have a fraction of them still sticking around.

#83 Re: Main Forum » Voluntary OHOL Antagonists; The Future of Griefing that OHOL needs » 2019-12-30 22:43:57

Spoonwood wrote:

How would antagonists be relevant to civilization building or parenting in game?

Civilization-building is not without opposition, just as Space Station 13, at its core, is about working a job on a space station and not dying.

SS13 has tons of content, building capabilities, et cetera, that the game could be entirely focused on just expanding the station and having everyone do their jobs, but that's not what makes it inherently fun. What makes it fun is accomplishing those despite the antagonistic intentions of some of the crew.

If we borrow from IRL, not every person has the same interests as every other person. Not everyone is created equal. Unfortunately, some people end up wanting to see society devolve, or want to see society change for the worse. Some people act or operate in 'evil' manners for their own reasons.

No society has developed without setbacks in some fashion. If the game was devoid of conflict, then not only would it not an interesting game, it wouldn't actually be a civilization-building and parenting simulation.



Edit: Regarding your comments on PvP: As far as I'm concerned, Jason has added content that the game itself does not support Yet. OHOL has laughable "PVP" mechanics both directly and indirectly, that I refuse to accept War exists in OHOL. The fact of how rare Meme Swords get used on a day-to-day basis should be a testament to how much work his spawning system needs (and other systems) before War is even possible.

#84 Main Forum » Voluntary OHOL Antagonists; The Future of Griefing that OHOL needs » 2019-12-30 22:01:01

Wuatduhf
Replies: 53

A game I have to point to every 2-3 minutes when discussing OHOL griefing is Space Station 13. This game has popped up every now and then, on here, in the Discord, mostly because I like to bring it up every now and then, but also because its gameplay loop is extremely similar to OHOL.

You have as much freedom to do actions in SS13 as you do in OHOL, whether that's being helpful, being an ass, or even being a griefer. Both games involve cooperating with other players to make something you've never seen/experienced before; in OHOL, it's making a town, or a familial relationship; in SS13, it's exploring the depths of your job, or experiencing the interactions with the rest from the latest happenstance.

Here's what really separates SS13 from OHOL, and why SS13 is hands down more enjoyable, while OHOL remains a lesson in frustration:

SS13 moderates when and how griefing happens.

Yes, you heard me right. Griefing has a time and a place. Murder, griefing, conflict in OHOL has a purpose, but only if it is actually moderated.

In SS13, people have to opt-in to become the antagonists of the station. Thus, from the moment the game begins, there is a pre-defined percentage of who is causing 'griefing', who is not, and to what extent they've been allowed to grief.

In OHOL griefing is in general unrestricted, in every single village at every single hour of every life, and that's a problem.

Jason understands that the solution isn't banning them - this should be obvious to a lot more people here, but unfortunately it isn't - but there HAS TO BE A SOLUTION being acted upon!

The way SS13 servers handle antagonist moderation is through the "Antag system" that randomly assigns people antagonizing roles with random objectives, BUT also thru human moderators and admins.

But Jason doesn't have the resources to hire humans! This is a solo project that has a 'hands off' attitude to telling people how/why/where to do things. This isn't even considering the investment and 'trust' needed for those individuals to help, and like SS13 they would also be vulnerable to unequal distribution of moderation.

What Jason DOES have is coding, and that's all that's needed to get this to work - a Karma system that does not directly punish the player, but DOES affect them ingame.

1) Build a system that can track the activities (aka object/transition interactions) each player performs in each life.
2) Assign the system certain 'patterns' that it tracks, and can be wholly deemed as 'griefing' or 'negative' interactions towards building civilization.

3) Give each player's account a value of Positive Karma and Negative Karma - much like Life Tokens.

4) Set a threshold for Negative Karma. Once it reaches a certain amount, or is too different from their Positive Karma, the account's future lives are altered to make it obvious that they are a griefer - like permanently making their face an insidious grin.


With that kind of system working in the background and tracking every player's actions, no, it will not remove griefing. It's not supposed to remove griefing, that's the job of the society. What it does do is gives the server, over time, a Karmic system to to warn anti-griefers AND rational players the info of which townfolk have a history of griefing in previous lives. The anti-griefers are no longer inherently waiting for griefing to occur; they have potential to see who's a griefer and to deal with the problem with the awareness of others.

Can it still be gamed? Yes, it will definitely be gamed. ANYTHING will be gamed if it can be, thus why griefing exists. As such, the system has to be...robust...enough to withstand griefers gaming it to maintain their secrecy.

Can griefers still get around it by buying additional copies? Sure! But in that case, Jason isn't investing time banning them, they are willingly buying more copies of the game to stop whatever visuals the Karmic system puts on them.

Is building the system worth it if it can still be gamed or worked around? Yes without hesitation. Because, in the long run, if such a system gets robust enough to work properly, without tweaking, and without needing moderator intervention, Jason would then be able to use that same system to emulate SS13's Antagonist system; allowing players to 'opt' into the possibility that their next life, the server wants them to grief.

Give a griefer no moderation and no antagonistic system, and they'll make whatever griefing methods they want.

Give a griefer the knowledge their actions are watched, and a mechanic to potentially 'be the bad guy', and they will opt into it as much as they can, and shape their games to match when it happens.

--

If you managed to read through this all, please consider commenting and debating it here. This is probably one of the most critical updates OHOL needs for its long-term longevity to be treated seriously and not bogged down by non-stop griefing.

#85 Re: Main Forum » No need to be saviour » 2019-12-28 19:32:53

DiscardedSlinky wrote:

There's no point in anything in this game. Towns die out so quick because progress is too hard.


Yeah, if towns are setup properly they "only" last a few IRL days. That's not short in my opinion, but hey, it's an opinion.

The point to the game is to try and keep towns "alive" long enough that

1) The technology gets "passed forward" to the next town, and so on and so forth, and
2) The playerbase gets enough room to "learn" from their parents, or on their own volition, in a relaxing environment that only sustaining megacities can provide the room for.

When a town has tons of food and tons of water in the Cisterns (which will occur every few generations), there becomes space for parents to feel less pressured to gather, that they can focus on their kids and teaching them new things they may not know, or their kids teaching them something new, etc. etc.

There is a % of the population that is 'enlightened' to how critical aspects of towns work.
There is a % of the population that is 'griefing' however much they can.
There is a % of the population that is 'berrymuncher' and just do whatever they've learned on their own and play extremely care-free despite everyone dying.
The remaining % of the population are players that have yet to fall into one of these stereotypical categories are are just feeling their way through.

The meta of the game at this point is to try to increase the % ratio of 'Enlightened' versus 'Griefers'. This can only happen if the current players that are 'enlightened' are able to pass on knowledge to the rest of society, which will only happen during the windows where towns are well-supplied.

#86 Re: Main Forum » Problem: Oil making is too hard » 2019-12-28 16:53:27

DiscardedSlinky wrote:

Oil is always super far away now too. Since it can't spawn in deserts it's always a huge challenge to find a tarry spot. It's pure luck.

Imagine trying to find one in VANILLA.


That's on the list of things I look for when I venture west and try to establish the baseline of a new town. "How far is nearest oil?" should be a question answered before the belltower is completed, and if the answer is >200 tiles, the city will probably fail.

This was the principle that Hubtown was built on.

This was the principle that Twobear was started on.

This was even the principle that kept the latest two-belltower town up as long as it's been.


You also have to realize that the problem with Oil isn't the mechanics itself, those are fine. The problem is acknowledging the fact that a majority of the playerbase is inherently lazy/new/bad. Anyone that even knows how to interact with oil and extract it is within the top 10% of the playerbase, easily. That's why you can't just "walk up to someone that's Ginger" and tell them to get oil. 9/10 times you're going to hit a wall because the majority of the people you're interacting with wanna berry munch and unga bunga crown.

#87 Re: Main Forum » No update this week » 2019-12-27 01:58:41

Sounds good. Enjoy the week off!

When you return, we got a Waystone to talk about... ^^''

#88 Re: Main Forum » What do you guys think should be next focus for the game? » 2019-12-25 01:50:02

What I personally believe Jason's focuses need to be at next:

1) Player "Policing" tools; Baton, Guillotine, Stockade, Gallows, etc. etc.
2) Non-human 'monitoring' observer to replace player-reliant griefing system; completely redefine "griefing counter-play"
3) Horizontal + Vertical Tech Tree expansion
4) Diesel Car/Airplane changes
5) A better "sandbox Tutorial" that lets the new player have room to experiment with all of the barebones; some farm tiles, soil, water, a house, etc. (honestly the community could design a tutorial room for Jason to implement)

#89 Re: Main Forum » Now that everyone settles along the really long road » 2019-12-24 23:08:55

Hopefully people have started to catch on to the 'meta' of the game as it exists now.

Towns inevitably fall due to Westward eve travel. No town will last forever, but towns can certainly last for a while, as long as they have resources, multi-cultures, and prosperity. Building belltowers ahead of the 'decline' of the existing bell town is the new 'priority'. Establish the site of the next town before you lose sight of the one you have. With the right conditions, it'll be the next Oretown, or the next Twobear, or the next Two-bell.

#90 Re: Main Forum » Best town arrangement / design? » 2019-12-23 08:28:49

Kinrany wrote:
Wuatduhf wrote:

...

Looks like there are three main options:

1. Find lots of ponds. Cook omelettes, turkeys and stew.
Free food, but limited supply, can be permanently griefed, and omelettes take a ton of space.

2. Cows and milk.
Very efficient, but can be griefed.

3. Potatoes and wheat.
Less efficient, but farms are hard to grief as long as you have seeds.

I guess mutton pies are also always available simply because every town needs wool?

I mean, any town location can do Cows, so idk how that applies here tongue But yeah, my designs don't incorporate cows normally because I always treat animals as tertiary since they're usually space-intensive or item-intensive (Pigs for Carnitas take up bowls and space, while Cows take up Bucket supply).

Potatoes are pretty efficient; not ultra-efficient, but they're still better than a lot of things, especially if they can be cut into french-fries and dipped in ketchup. They can also help push a village into considering Yum chain'ing more, since the Full and Half-Baked potatoes count as 2 types. Thus, a village with a sustaining Brown family can produce 4 types of foods out of the potato.

#91 Re: Main Forum » Best town arrangement / design? » 2019-12-23 01:45:31

Gogo wrote:

...

Yeahhh, the town didn't quite go as swimmingly as I would've hoped it would, but I guess it's still surviving and lasting as long as it has despite that? (and a whoooole lot of griefing)

p1PiBp1.png

This was originally the plan for Ursa Town (or Twobear Town), to have a bunch of existing buildings and doors in place next to Rabbit-holes that would help prevent people from accident-stabbing them out of place, but ultimately time ran out, and a lot of other griefing nonsensical-ness occurred, so we launched the town as it was at the time.

Originally, Twobear Town had a family in it with a good 8-9 Tired Horsecarts.

By the time regular people started inhabiting it and staying there 24/7, that was down to 2 Horsecarts. Now, it only occasionally has horses.

The biggest flaw in my eyes was not getting the farm shape established quickly, in the same way that Hub Town's farm design was established. People decided to...go crazy with the shapes and ended up making something else completely different. Unfortunately, I also saw after the fact that tile space availability also remained way too low, mainly due to the lack of boxes that should have been everywhere from the start.

I think the road network connecting the north and east-west sides of town did pretty good. No obnoxious connection to one of the doors, just a pathway to the most important areas. That's how in-town roads should be, imo. I thought that the road would solve the distance of rest of town from the smithy, but no, that was a horrible idea. Way too far from Nursery fire, made it a PITA for the blacksmith to have to run out and constantly get a new fire going.

In the end, I did get a lot of valuable data out of the town, namely:

1. If you're going to make an indoor smithy, you have to build external storage nearby or else the room will get way too occupied
2. Indoor smithies just aren't practical. People don't like the cramped work environment and it limits the places where it can be, even if it defines the areas that the smithy is
3. Outlining the farm tiles is critical to ensuring future work-space. No early outline = 3x3 or massive berry fields with little space in-between.
4. Sheep pen, Bakery, and Berry-carrot farms all being in tight proximity = fast turn-around times on wool/compost/mutton.
5. A Town can be built litearlly anywhere, even in the Badlands, as long as compost is started quickly enough and there are quality resources/buildings in the area to take advantage of the location.

#92 Re: Main Forum » Best town arrangement / design? » 2019-12-23 01:15:53

Kinrany wrote:

It's probably best to start with the most crucial workshops.
What are the most efficient foods right now?


In terms of water-efficiency (since soil are iron are both far easier to acquire than water), the highest ranking foods that I've seen so far are:

1. Omelette
2. Turkey slices + wings
3. Whole Milk/Skim Milk
4. Carnitas
5. French fries + Ketchup
6. Slice of Bread
7. French Fries (Drops to 9th after EZ mode turns off)
8. Mutton Pie
9. Turkey Broth
10. Baked Potato
11. Pumpkin Pie
12. Cooked Mutton

All of the above items range from 2 to 4x more efficient pip-wise compared to plain Gooseberries, with the exception being the Milks (30x) and Turkey, which doesn't require any water at all and just an oven + knife.

#93 Re: News » Update: More Fixes » 2019-12-21 03:27:18

Indeed, happy holidays to you as well.

Good luck and godspeed on fixing the rest of the content bugs. I know that while I may want more content/mechanics to keep the game moving, and have my own laundry lists of things I'd want to talk over, these really need to get cleaned up before we keep moving forward.

#95 Re: Main Forum » Tiered progression » 2019-12-21 00:34:45

Pack it up boys, this thread's already been answered in the past.

m1k0TML.png

#96 Re: Main Forum » War update? » 2019-12-16 18:27:46

honikker wrote:
Wuatduhf wrote:

Look at a game like TF2 that has PvP content. Now imagine that after you were killed by the opposite team, you then respawned as part of the opposite team and are now being told to fight your allies.

This used to be a thing that happened quite often in TF2 for the longest time.

Then yes, you understand how ridiculous the concept of scrambling players from one side of the line to the other can be.

But instead of TF2's team scrambling every now and then, OHOL is doing that to you in every single Family/Town-based PvP fight. You die to the Gingers and swear vengeance, and then your next life you're now one of them and told to help them murder your old family.

#97 Re: Main Forum » War update? » 2019-12-15 17:56:17

War does not exist in OHOL.

It just flat-out doesn't.

Look at a game like TF2 that has PvP content. Now imagine that after you were killed by the opposite team, you then respawned as part of the opposite team and are now being told to fight your allies.

That is essentially OHOL combat in a nutshell. That's not engaging or realistic to PvP content for this game. Ergo, War in its natural term does not and will never exist in OHOL without MASSIVE changes in the way Jason handles spawning.

#98 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-15 03:01:01

DestinyCall wrote:

I'd much rather automatically follow someone I have actually met and interacted with for three minutes of my life, instead of being required to follow someone I have never seen.

Boy, I'm sure the 3rd estate would've loved that!

#99 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-15 02:27:59

DestinyCall wrote:
jcwilk wrote:

I wonder if having kids automatically follow their mom rather than follow their mom's leader would make sense... Every benefit of having them follow their mom's leader would still function but the mom would also be able to use orders on her children, like real life, and it would prevent hierarchies from being really flat and boring

I think this is an excellent suggestion!

Jason already addressed this when he initially conceptualized Hierarchies and doesn't 'want moms instantly becoming countesses' or something along those lines.

#100 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-15 00:02:40

antking:]# wrote:

What if leaders got a ding, if a direct follower is threatened, or killed? doesn't tell the leader where it's happing but notifies that their followers are in danger.

This with the order system could create a strong anti grieving system as leaders could tell followers to be on guard because of murders in the area, this would also make leaders have more of a protective role over their citizens


Too much info being given to the top, that should be gathered by them as a default. Good leaders have to be made, not born into a system that gives them everything. We're still 10 days away from being able to start properly evaluating Hierarchy, so don't take anything currently happening ingame as the be-all end-all experience of leaders.

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