a multiplayer game of parenting and civilization building
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Oof, what an indicator Arkajalka!
This one is mine, on the temperature update.
https://onehouronelife.com/forums/viewt … 752#p45752
Amon is still the same... The same overly positive person. But I think my wording has mellowed out since then.
What the title demands. What was your first post in ohol? Have you as a person changed your outlook on this forum, the game throughout your stay here? Let's be real, we probably all changed at least a smidge.
Do you think you changed for the better? For the worse? Maybe not at all? If for the worse, do you think you can become better?
The islands that form are great on 2 layers, however the banding of other biomes not so much. I it were possible to combine this with patchwork so certain important biomes in the banding zone have a chance to 'bloat up' ocasionally.
The mountain and desert biomes are clumped together, thus appearing bigger, the border biomes appear smaller due the small border but they are more widespread.
Wouldn't surprise me if grassland and prarie were the most common!
Though badlands/mountain just feels like being the least common, same with jungle since they 'wrap around' less terrain.
But it does feel uncanny to only have 'strips'.
Would it be possible to blotch up or break up strips so suddenly green ends and swamp connects to prarie/yelkow? etc.
Jason! The new map gen looks pretty. And yes, I think sprinkling in some pattern breaking, overlaying biomes would do good in adding some extra diversity to keep us guessing.
Very nice.
Very sad.
Whenever you think of something.
Think of all the ways it can be abused.
People are not allways all that altruistic. Look at your idea again and think of all the ways it will benefit a griefer.
Hmn, makes sense that plantmatter would respawn, according to it's lifecycle.
So simple plants like milkweed, indigo, cabbage, burdock should regrow, so would tule reeds, wheat....and trees, albeit way slower, if you need more.
You only need one seed to bootstrap production, infinite seeds, infinite saplings.
I don't see why any argument for difficulty should be in opposition of this, it's more about a sense of still having a backup out there and it still makes some sense realistically.
Take care, Tarr.
Mhm, though people would circumvent this by making their characters super small and combine various body parts and colours from the parents, mix and match while trying to stay unique
And then change size as they grow up.
But yes, I think along with Ohol... and Webeart online is also a game that that juxtaposed raising with other survival elements in the game. Players time and time proved that such a feature is desired, plus meaningful storytelling.
In webearth online...
Iirc correctly you could pick being born as an animal and that choice was limited by how many animals were currently pregnant/roosting. I remember being killed by my parents in some species a lot.? Wow I haven't played this in years, probably a decade.
I'm still very positive that the update is opening a nice gateway for the future.
But Jason just has to iron out the issues, the issues that were present in the infinite world but only now go potented to such a degree that it causes massive issues.
Also including the rampant griefing not being as rampant and giving us better tools to deal with them.
And such changes take time to do...just on how many there are.
On top of that.
Mother-father and child relationships were genuine in IT. The children would play with eachother and the mothers would spend their time dotting their babies as dad comes home with a fresh kill.
Again...features unsupported, but the players made them so.
there was a game made by a single person called Impressive Title, iirc it was originally a single player campaign made for the guy's friend?. in 2008 iirc? Servers of this game still exist today and are quite popular. Considering the amount of servers, them together probably have more players than OHOL i think.
Later a multiplayer version was made, it was popular.
While such features were not supported as in ohol, it had LINEAGES, MOTHERS, FATHERS, UNCLES, GREAT GREAT GREAT GREAT GRANDPARENTS. While no in game feature existed for it. Some offsite forums made their OWN lineage and species browsers by hand registering members of a bloodline, sometimes even scouring out the most obscure of lost relatives! All by the players! Because they wanted such a feature!
There were complex organisations and you could make groups.There were different multi generation lineages with some persisting till today as charaters (even though the games are long dead) aka, The donovans , faire, Abraxas.
People had wara between groups, healthy drama was routinely ecouraged in later server interations. (the game was originally shut down but private servers popped up)
There was war, there was drama, there was love and there were families. The organisations had complex social heriarchies including spies, warriors, hunters...
And what's the catch?
It was a 3D game with minimal pve content, whichsupported 0 (except forming a group) of these features were supported through gameplay.
'wars were pretend'
'fightswere pretend'
'bloodlines were pretend'
'people willingly 'died' and retired and deleted characters to account for age and casualities'
most conflict was usually preplanned but regardless of it...it was fun.
Any troublemakers were dealt with ... you can just ban people and poof. The players literally made their own game out if the game. Now isn't this brilliant?
So yeah. There were games with family and drama. No civilisation raising tough...Since everyone was a... LION!
If you had to make a convincing chronicle, written perhaps as a document record of history, by a historian of the modern day with atomic powered robots..
Looking back at the past from the very beginning of OHOL, the first server days all till today.
How would the constant rises and falls of civilisations look as to be? Witch each epoch bearing it's own unique flavour.
This is impressive, scary, and realistically impossible!
Here nature does not regrow.
In three years you already have a small wild tree, in a span of a generation you have an adult tree. that's 20-30 years.
In ohol there is no such thing...Trees are forever gone.
I briefly return from the depths of writing.
Once the state of the game is concluded simply by looking at numbers and use them to dismiss player's crucial anecdotical evidence, we're getting to wargaming's sense of idea what the players really want.
A 8% 10% 5% precent of murder rate is just a number without context. If the players say it's too high and unenjoyable and ruining the experience of building a civilisation/family, then n% is too high of a murder rate, no matter if it is 1%, 6%, 50%.
We have to keep in mind, numbers look vastly different if you're looking at them from an isolated sheet compared to what actually transpires in game.
Even if we look at those raw numbers just so, maybe they seem small on paper, but in game it's enough to wipe out a megacity after megacity after megacity, to the last individual ever born there.
Time to take a temporary leave from both the game and the forums, since Amon is writing a thesis and on top of that, Amon only plays games when Amon feels happy.
For those curious, the thesis is about Cities/Urbanscapes in art, a thorough analysis of depictions through hhistory from the earliest depictions to the latest. Later the thesis also focuses on the complex bond between cities - mankind - civilisation and they mean to humans on a global and personal level, why there is often a call for 'return to nature' and the concept of city-human. And this all are the elements that can effect the psyche of humans and how artists effectively use them as stand ins for complex psychological motifs to express themselves.
Wish me luck, Amon does not like to write long, but I must do it.
I hope when I return, OHOL will be an even grander game than it is now.
Take care, Love,
Amon
These stickers are adorable. The good cook boy is my favourite.
From the start of world war 2 to the end of it, houses had trees already growing in collapsed livingrooms. Decent looking trees, mind you.
I think the 8 hour reclaim is good, the old walls are now part of the landscape, and what i see is; "hey, this ruin should be reclaimed" and all the nearby resources...well, what about doing some stone flooring or extra buildings?
Well, that was an interesting thought experiment. Truly in ohol, we also don't have enough time to propperly analyse any given situation and most want to act fast to conserve their limited hourly-life.
Thank you for sharing this, it's quite an interesting interaction you've had.
Well, I don't see how such a thing is contrary to a vision. Buildings a good environment that fosters intriguing inter-player behaviour is an interesting goal to pursue afterall.
Food, recipes, things like that, one can replace it with anything else weather it's a corndog or a hard boiled egg.
Those could be solved simply by introducing further recipes ![]()
Can't wait for the character update later in.
These are good QoL tweaks.
It's very depressing how early one can experience depression, it's not an enjoyable existance, worse if it's persistant throughout your life.
But we cope and we live. I am glad my text helped ![]()