a multiplayer game of parenting and civilization building
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In every OHOL life you die. So, every life is the same in at least one respect.
Every forum user has a name. So, every forum user is the same.
I, Spoonwood, officialy declare that I will no longer post multiple spam topics, instead I will keep everything contained to this post. There, problem solved.
Really, yet ANOTHER thread about the same thing?
Nothing lasts, which means every life is completely unique. You play one small part of a unique story that will never be repeated. You can never get the full picture, and that makes the small snippets that much more interesting to me. It's what makes sharing stories with other players so interesting, it's the only way to get insight and context about the life you just lived.
If things last forever then it becomes a game of getting placed in the same town and in the same situation over and over again. We had that in the Rift, most players disliked it (you included if I recall correctly).
Maybe the Eve belt shouldn't move if the Eve fails? If an Eve doesn't succed (for example, if her entire lineage has no more fertile or to-be-fertile members within 90 minutes of her spawning), the Eve spot gets recycled. That way families would be closer together than they are right now, towns would last longer, and there would still be potential for new families with different tech levels.
32: The Ferinas: http://lineage.onehouronelife.com/serve … id=5799932
33: The Browns: http://lineage.onehouronelife.com/serve … id=5799940
Both of these are still alive.
There's several others that are still alive or were alive until very recently. It seems to me you're just posting every Eve in hopes of making it seem like lineages die out sooner than they actually do?
Unless I'm wrong about the Eve spawning, it would take 130 Eves to spawn 5.5k tiles apart (Eves spawn in columns of 5 in a zig zag pattern, 200 tiles apart each).
Why are there so many Eves spawning? Even if there were 10 Eves per day it would take almost two weeks to move 5.5k tiles.
Maybe that's the furthest out bell and there's several bell towns inbetween? If that's the case then I think it's OK.
Jason can create 1,000,000 new objects and the game will remain the same ... the problem is not the lack of content, the problem is the lack of challenges, the lack of new mechanics and new features in the OHOL engine ...
If Jason doesn't improve this, it's absurd to create more objects or recipes ...
This. The game sold ~80,000 copies, but there's only ~80 players online right now. Most of those 80,000 stopped playing within a few hours, before even seeing 90% of the items the game has to offer. Adding new tech is amazing for us experienced players that are already hooked, but it does nothing for the average player and that's not good for the overall health of the game. Adding new stuff high level tech would be the easiest thing, but the game would keep its high churn rate due to other factors and that is bad for everyone.
If you look at SteamCharts you can see that the average player count was consistently going down until November. The player count has been going up since then, despite there being basically nothing in means of advanced content. Yes, a lot of that is because of the Steam sale, but that was back in November. The player count has been going up since then despite there being no sale, and despite most other games being on sale in December.
Fixes and storage options = best updates.
+1.
Not being able to carry bottles in a backpack seems weird.
If they were small you could also put them in a slot box which would be great for organization.
Design by committee is a terrible idea. Brainstorming is fine, making suggestions is fine, making complaints is fine, but if you leave the final call up to players then you'll immediately get a broken nonsense game. Find me a successful game where major design decisions are delegated to the players which isn't some superficial fluff like 8bit mmo.
Believe it or not, there's a difference between gamers and game designers
This 100%
Letting players decide what to do add is a great way to make a horrible game.
testo wrote:"play the hand your dealt everytime".
Very often that means folding when you know it's hopeless. You never bet on a losing hand. This analogy only proves that infant suicide is very often the wise choice.
The only hopeless situation is when you are alone with your mother and she dies before you're able to feed yourself. In every other situation you can do something to make life better for your family or town.
Twisted has resorted to an attempt at snark, because my arguments and exposure of the lack of process just go too deep. It's nothing more than an attempt to distract attention away from valid objections and problems, and opinions of others on the discord (note those negative emotes), and distract attention away also from the system being inconsistent with what the game gets promoted as.
Eh, I don't find the concept of exiling/following that interesting either. But who knows? I thought the Rift was an interesting idea, I ended up hating it. I thought family specialization was bafflingly bad, but I ended up liking it.
It's an undeniable fact that 95% of your posts here are complaining. You really love complaining and you're going to complain no matter what, that's just what you do on these forums. If that commit was about adding oranges you'd probably make a post complaining that you don't like oranges and than no one asked for them and that oranges don't occur natrually in the wild.
Jason doesn't implement community suggestion, Spoonwood complains.
Jason implements community suggestion, Spoonwood complains.
In conclusion, Spoonwood complains.
I think the table should be a container that can hold three large items, similar to the box but a bit weaker since it doesn't require rope.
That table is super useful, thank you!
The problem IMO is not knowing when you're outside of the Eve belt. What if fault lines outside the Eve belt were a different color or maybe a different shape? That way you'd know if you are inside the belt or in the frontier.
How about a 3 row grid for Eve spawns - that means people are still fairly condensed (if you're an Eve there will be between 5 and 8 other Eves spawning near you), but the Eve spawn location wouldn't move as fast as with a single line.
I don't like the idea of having a Rift line - I like being able to explore the frontier.
You're born into a place with a dry deep well. There's only one family in town. It's immediately obvious that this family and civilization are doomed. The whole point of the game is defeated. That's the experience in every town right now.
I think this is exaggeration. I think I've only seen one dry well in the past week. Wells don't go dry that quickly any more. And even when they do, you still have options of ferrying in buckets of water from nearby ponds or making another backup well at the edge of the tapout zone. Or you can just grab a cart and make a colony nearby. Or you can go exploring and try to find other families. Saying that a family is doomed because they have a dry well is just plain false.
Tools still don't all work how they're supposed to and some tools seem silly (looking at you lasso especially when learning it by cutting it.)
Still can't recycle all the steel items and iron can't be recycled.I get it'll take a lot of work to fix things but you're constantly adding more and more partially broken things on top of each other.
I just wanted to second this. The issues list is getting bigger with every update, and there's a lot of 'broken' content in the game right now.
For example, it's been over a month since tools were added and there's still a bunch of bugs with them. I love the tool system (I think it's the best thing that was ever added to the game), but right now it's half-finished content. Also, the whole tool system is rendered kind of moot with the infinite gene score leaderboard. It's almost impossible for your score to go down unless you kill your own family, which means that your points will always go up over time. The more points you have the more tool slots you get, and having many tool slots is functionally identical to having infinite tool slots in 95% of lives which means you never have to make any tool decisions.
I think it's fine (mostly).
Pre-Rift towns would die out all the time, but they didn't die out due to people failing to band together - they died out because RNG didn't give you enough girls.
During the Rift era the baby spawning mechanics were tweaked as to make families dying our to RNG almost impossible. Indeed, this is where we had the longest family lines despite massive amounts of griefing.
One of the biggest complaints about the Rift was the lack of different tech levels among lives. But the only way to get different tech level towns is for some towns to die out, otherwise the first few towns would last for days and new families would rarely appear. We'd have the same problem that we had in the Rift - there would be five or six main towns at a similar tech levels, and you'd spend most lives in those towns.
Previously you might have been born into a town with need of a Diesel Engine. What do you do? You go out, find some iron, and make a Diesel Engine. If you've made ten of them in the past, the eleventh one is basically just easy busywork. Town without a Newcomen? You go out, find some iron and rubber, and make a Newcomen. Those things are hard to grasp and learn, but once you've done them a few times they're basically muscle memory. You don't even need anyone's assistance (although it does help). Sure, tool slots made it harder for one player to carry a village by themselves, but that only raised the bar to two veteran players (that don't even have to be alive at the same time).
What the family specializion update does is it gives us a challenge that can't be solved by a single veteran player. This makes it harder for towns to stabilize and last a long time. Sure, once the town stabilizes and gets a Diesel Pump it's going to last a long time (we've had a couple of those already and they've all been fairly memorable). But most towns aren't going to get there.
Sure, there are some problems with the system, I agree, but I think generally the concept behind it is fine. Eves can currently be too far apart due to a bug, but that will get fixed. Jason's idea behind the update was to encourage trade, but that obviously didn't happen as trading is an extremely inferior to just making mixed towns. And yeah, Desert and Jungle families are so much more important than Arctic and Language families due to the current tech progression. There's flaws (big ones), but the idea of having to go out and find other people to cooperate with to survive is great and it's what this game should be about.
Some things I'd like to see are more Well levels. Currently we have Shallow and Deep Wells, which are extremely basic Eve-level tech, and then we jump to requiring cooperation with other families to get a Newcomen. Having more Well levels would mean that there's different things to work towards before turning your focus towards exploration, and it would give you more time to find other civilizations organically. I'd love to see two more Well levels between Deep and Newcomen:
1.) an advanced-ish single-family Well that requires cooperation between members of the same family to achieve. It feels weird to go from basic Eve-level tech to requiring cooperation from another family, and a specific family at that.
2.) a Well that requires ANY other family to make, not specifically the Jungle and Desert family. Let's say that each family has a resource that only they can harvest, let's call them A, B, C, and D. You can combine any two of those to make X, and X is required to make (and maybe maintain) this new Well. This would mean you're happy to find any family to trade with, instead having to find a specific one. What would those items be? I have no idea and I have no idea if there's even anything that would make sense.
As for the reason auto-orient was put in place, it's because many players couldn't be bothered to orient their walls properly. In terms of gameplay, non-oriented walls are just as functional as oriented walls, and poorly oriented walls were all over the place in the game.
They were orienting their walls properly - many players prefer using East-West walls for all sides as they seem fuller and more robust. I doubt there's anyone who's building walls, which are/have been mostly a thing you make just for the looks, who will spend time building a wall but not invest one extra click to make them North-South. Personally I prefer using NS walls where appropriate, but I don't think that people who use EW everywhere are 'wrong'.
You can have multiple home markers at the same time. Placing and removing a home marker in a random location only removes that home marker. To remove a home marker you have to actually go to where the arrow points to and remove it there.
You put whipped cream on the pumpkin pie. And I think the bread/butter combo is supposed to represent stuffing.
I also feels it's a bit wrong, but for different reasons. I might be missing something, but it seems that a feast is worth less pips than its ingredients combined, even when you take out the flat food bonus out of equation. I know that the main benefit of the feast is supposed to be overflow, but it still feels a bit weird.
IMO killing is used for stopping griefing more often that it's used to actually grief. Since murder is more noticeable than most forms of griefing it's the thing that players most associate with griefing.
Limiting kills to one per life wouldn't make a difference to griefers, but it might make a difference to people trying to stop them. It would also make twin griefers more powerful as it becomes more difficult to stop them. Also, it would be very non-intuitive.
I think the game is in a great spot griefing-wise. The curse system works great - griefing still happens, of course, but it's rare enough that it doesn't get too annoying.
TAB moves the list forward, Z-TAB moves it backward.
As far as evaluating only recent lives... hmm.... that's definitely possible.
That would prevent scores from ever getting too high. It's an interesting idea.
The fitness server currently keeps your last 25 lives and offspring in the database, and flushes the rest.
What if, to compute your current score, it starts from 30 and then adds in the effect of JUST these most recent lives and offspring? In the client, these are the ones that are shown to you..... so you could look there, and see the ENTIRE history (25 offspring and lives) that made up your current score.
I don't like this at all. This makes it so that only your last ~2 lives matter, and that just doesn't feel right.
As someone who really cares about my personal gene score I think this is the best course of action.
I do kind of question the viability of the gene score being infinite though. You gain more tool slots as your score goes up, and since there is no cap I assume that a good player will generally always go up, which means that good players will end up with infinite tool slots with time, which then kind of defeats one of the purposes of having tool slots in the first place (requiring cooperation and preventing villages from being carried by one player).
I think I liked it better when it was finite, specifically the slow incarnation that was active right before the infinite change.