a multiplayer game of parenting and civilization building
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Well, I think that the very assumptions of the game do not allow real trade, private property, etc.
Why?
Because we live only an hour and then we lose everything.
So why accumulate wealth if I lose it in 10 minutes?
. . .
Why force something that no one is missing (I miss the police and politicians in the game so much, heh ...)
I agree that you have good questions, but this is where I feel that things are missing from your perspective vs. my own.
Understanding wealth in a game like this is hard to imagine unless you've been in a very similar kind of simulated survival-political-roleplay experience, and I bring CivCraft up a lot because of the things that I ended up REALLY enjoying from that. Given the short 60-minute time-frame you play from birth to death, there isn't a whole lot of "wiggle room" to do person-to-person trading. That's to be expected. You, yourself, have no permanence, so when you die off you have no way of maintaining/reclaiming the wealth you once had in a past life.
HOWEVER, that is microeconomics.
There is a difference between microeconomic and macroeconomic trade, and their feasibility in the game.
If you consider one individual on the micro scale being the player, then you can consider the Village/Town/City they are apart of to be the macro.
Village-to-Village trading IS* achievable as a gameplay feature. Asterisk because you have to have the right kind of conditions lined up for such trade to be possible.
Often times you'll see Jason refer to how trading existed in the ancient eras, and tribes that were distances apart traded unique resources in the area with each other. THIS is the type of trade that could exist, because when everyone sees the word "trade", they immediately picture it as being some person selling a product.
However, when Jason talks about these concepts, he immediately converts it from macroeconomics to micro, and completely whiffs with the implementation.
To really understand what I'm getting at here, I am saying that just like every player is an entity, so too is every Village, every Town, every City that develops ingame. Even if the player themself dies, all their belongings inevitably get handed down to the next-of-kin, their related cousins, a complete stranger, etc. But almost always, it's to someone belonging to that same Village/Town/City. This is what I mean by the timespan of a player making micro trades impossible, but that the timespan of a city lasts many hours.
While players cannot trade with each other to make themselves more valuable as individuals, players CAN trade with each other if they are from separate societies that seek to improve those towns.
These kinds of gameplay experiences can happen, they've existed in other games in the past, in almost identical fashion. However, I still believe we are stuck in a terrible loop of having to sustain Food and sustain Water, and therefore we are not able to "advance" to those tiers of gameplay as a whole.
So, for anyone seeing this thread that still doesn't quite understand:
- The new terrain generation is, for whatever reason, no longer properly spawning animals when first viewed.
- Because of this, no "empty" parts of a server will generate the traditional mobs - Snakes, Horses, Mouflon, Bison, Mosquitos, etc. etc.
What this means is that any new starting towns, in order to acquire the domesticated animals, must venture back to the "Old Towns" to acquire them, and then haul them all the way back to the new town.
I just had a life in the Limehouse family and managed to find a sheep off to the East at the very, very end of my life. I only managed to get it halfway back to town before I hit starving, so I had to stop. I managed to show a kid the sheep, and fed it, so that they could continue carrying its offspring all the way back.
I can only hope that he manages to finish the job. Worst case scenario the sheep's dead and the next attempt will be harder.
https://github.com/Civcraft/RealisticBiomes/wiki
Earlier in the year I suggested for Jason to take a further look into CivCraft, which was essentially OHOL in Minecraft. One of the aspects of it that I was trying to highlight - among all the other things it did right - was crop biome restrictions, which is basically this thread.
What I disagree with is preventing crops from growing outside of the terrain where they are normally located; that would just emulate the Specializations issue on another level. Jason could make a 'list' of which biomes the crop/tree is allowed to grow in, and potentially also set a 'value' for how quickly it grows, with the secondary biomes going slower.
7 months later and this all still, for the most part, rings true. Despite Jason's best efforts to ignore everything here and to try to force Trade through, in my opinion, backwards implementation:
- There is still no trade
- There is still no real politics
- There are still no stores
- There is still no resource contention
- There is still no law-enforcement mechanics
I've written too many of these at this point that I'm going to keep this suggestion to Jason short.
This post is also referencing the concept of "positive vs. negative framing" of a new content feature, which is easily anecdote'd by Blizzard's "Rested" system in World of Warcraft.
Article: https://www.psychologyofgames.com/2010/ … st-system/
What Jason is attempting to do:
- Add a system that encourages/necessitates multi-family interaction
Why is this good:
- Every village eventually gets a "Diesel Daddy" and acquires Diesel Well
- There is still no trade (don't discuss this here)
Why Jason's implementation isn't "correct":
- The implementation is ONLY taking content away by restricting it to those skin tones
- This inherently puts one race on suicide watch by giving no bonus to offset lack of specialization (Pale tone)
- Families of the same skin tone do not benefit from this system
How Jason can course-correct this 'negative' system:
- Add additional specialized-only content (better iron, better hunting, better clothes, etc) that isn't already available
- Give additional tool slot(s) to the Pale skin tone until they have a specialization
Obviously, adding additional content takes time, and clearly Jason is adding this feature now. I can only strongly urge that the tool slots be added to the Pale race before this feature is live, and that we see a mechanically-interesting content update soon(tm) to make the specialization appreciated.
tl;dr Never frame a new feature as a "nerf" and always frame it as a "buff from the normal"
1) Jason, I appreciate the desire to implement game features that aim to encourage resource trading and biome diversity.
2) I do not believe that this "punishment" for villages being as insanely successful as they are now should come out without some new content/features that play off of this. There needs to be more resources to tap, things to do in such specialized biomes. Sure that could come later on down the pipeline, but...constantly putting in restrictive mechanics without something new to gain from it being added is rough.
3) Can the "Pale ones" have a bonus Tool count for not being biome-specialized, but resource-specialized? And then just take that back out once they have a biome of their own.
A quick thought I had after returning to this game once again post-Arc and post-Rift. It goes something like the property fence/naming verbal mechanics.
Would it add to the gameplay experience to be able to write on a piece of paper "MY FAMILY HAS [Insert Tool Here]", and each time that paper is read, it tells you how many living relatives have learned that tool?
i.e.
"MY FAMILY HAS BAKERS" (Hot Adobe Oven)
If 5 people in your lineage knew how to use the Hot adobe oven, it would auto-convert into
"MY FAMILY HAS FIVE BAKERS"
Essentially, this would make it possible for any adult to read to kids, or for the youngins to read themselves, to see if a specific tool type is lacking from the village. It would require paper investment, and the right age to write the phrase, so it wouldn't be giving the information away 100% free.
"MY FAMILY HAS TWO KILNSMEN"
"MY FAMILY HAS SIX SHOVELERS"
"MY FAMILY HAS NO MINERS"
Games like SS13 and OHOL will always suffer from the case of being exponentially difficult to learn without the support of a wiki document. There's only so much the search function in the bottom-right can do; it does its job enough with the hints it can provide you on what each item can do.
In short, the average players will learn the optimal way to do things via "tribal knowledge", which is literally fitting for this game.
It would be 'cute' and maybe an interesting game-play element if there were more 'dynamic' levers constantly adjusting what the players/family and baby/mother ratios were, depending on 'player traffic' throughout the hours, gene fitness, etc.
Jason and many others have commented that villages are mostly the same, and that cultures don't survive long enough to have a significant impact in the villages that can appear.
My comment spurs from a brief conversation in discord, about the varied experiences people have had seeing/being crownbearers, and that raised a thought. What if a family could have 1 King and 1 Queen that aged slower than everyone else?
The concept seems simple (but I couldn't tell you how the coding would look). What if each Village/Lineage could have at most 1 Male and 1 Female be able to wear a crown and experience slower aging? A year would take 4, or even 8, minutes instead of the standard 60 seconds. "The Monarchy" oversaw their societies, and ultimately were the ones to create policies and to maintain/enforce the culture. Could 2 players surviving longer than the average villager be the difference needed in seeing the generations continue in "the right direction"?
Side notes:
1) A comment on the 'aging' process; since the idea would be to just "slow" aging, the crown wouldn't effectively extend your lifetime for the full hour; you would take longer to reach Age 3/13, and your elder years would be painfully food-dependent too.
2) Whoever had the crown should probably have a 'glow' above them, indicating that they are the ones receiving the slow aging.
"One Hour 37 SIDs" is a bigger problem than "One Minute One Bad Parent" right now. This game has bad parents but you aren't changing that with or without the Life Tokens.
Let's bring this thread back on its rails; parents are the partial negative consequence of implementing Life Token, and while it may have some impact to tokens, it's not going to completely shut people out. The problem is that babies still pop out unexpectedly and with no warning, so the Pregnancy system should be implemented hand-in-hand with the Life Tokens so that a larger # of competent moms can adequately prepare for their children.
This is more a preemptive concern over incoming changes to OHOL than a currently-existing problem for the game.
As everyone that's played even a dozen lives of OHOL knows, not every mother is willing to take on a new baby. Some are far from town and don't want to deal with the hassle of guiding their baby (and a horse sometimes!) back to Town fire. Others just don't want to let the baby in because they don't have the resources to give to the baby immediately. Even more just don't care or pay attention to the child's existence. You get the picture.
A while back, Jason approached the idea of pregnancy as a life-preview function to give mothers a precursor to an impending child, along with giving the soon-to-be child time to gauge their surroundings before they SID.
So that everyone's on the same page for what I'm talking about here, quote Jason:
Your mom is pregnant for 45 seconds, and you ride with her, watching her, but you can't DIE or anything. Maybe your view of the situation grows over time (a black shroud that shrinks back). Then you are born, and the game continues as normal, and you can run away, be abandoned, starve, etc.
This might be the perfect amount of investment per life, and not totally boring. You start paying attention to your mother's story. It would undercut the instant-screaming-baby hilarity...
I'd like to show a big stomach during pregnancy.... but it's really hard to make it look good with clothes. If I just did it the simplest way, it would stick out from behind clothing, which would look pretty weird... though maybe not? I dunno, I'd have to make some mock-ups and see.
See the full quote here: https://onehouronelife.com/forums/viewt … 340#p57340
Personally, I believe that the new Life Tokens are going to fix the SIDs issue very significantly, which is good. The downside is it's going to severely hurt players who die to unfortunate circumstances such as the ones listed above, which are not that uncommon. I believe it's to Jason's imperative to consider getting the Pregnancy feature working before the Life Tokens hit the server, so that moms have a better chance to prepare their child, and so that children have a better gauge of their town before they use their hourly Life Token.
Comments as always appreciated.
Ye, everything's gonna be okay boys.

jasonrohrer wrote:Are you seeing a bunch of reed stumps around? Or other evidence of stuff that didn't reset correctly?
i could not find any signs of civilization, no reed stumps. Only stone walls.
I dident see any items inside the swamp, would there not be bowls or something laying around if it dident reset?Could you make it so bell towers dont reset like stone walls?
They are hard to make and it would be nice to bring more people to an old town.Could you make the reset time longer, maybe one week instead of 8 hours?
I would also like it if stone roads would not reset.i know i just suggested some stuff, i am sorry but i like to do suggestions and i will get upset if you dont implement them
Alternate idea, can Belltowers "lock" its 100x100 square, and the 8 squares surrounding it (9 total) from being affected by the map reset? This should be enough space to secure the town's buildings from decaying and prevent the local wilderness from being 100% reset.
Is it time to implement the pregnancy thing and force babies to have 45 sec. spent watching the mother's environment before they get a chance to SID?
That, and/or the other thing I think you mentioned a while ago, where repeatedly SID'ing would add a wait timer before you had a chance to be born again might be the next step. It's probably annoying to have to tackle the same problem in different forms, but I think this was a long time coming and something that wouldn't be easily solved with just a single change. Props to you for continuing to handle it and adding more ultimately-necessary features!
I am a mixed bag on this one. I kind of like that it's the whim of players to trigger map resets w/ the Apocalypse towers. Seeing a town exist for a long period of time is one of the biggest cultural things I've taken out of OHOL. (Remember San-Cal! Always.)
We have also only had a few weeks to experience the game with up-close spawning of family lineages and how that impacts resources. We've actually started to get a taste of 'resource contention' because of the incredible strain on raw materials (Iron, Milkweed as the most visible) that close-up towns cause. As players, we've got to start experiencing this more and seeing how we are impacting the environment if we take too much and don't ensure that some natural resources are regrown (planting trees, planting milkweed in the wild, etc.).
Gun to my head, I would say that we keep Apocalypse as the main vehicle to wipe BigServer 2. Manual server wiping should only be done if we're getting a severely meta-changing update (like the change to Ponds/Springs, the map radius spawning, big stuff like that).
I'll probably be going to West again, it was fun the last time and there's so many neat indie games to check out.
How has OHOL done at previous PAXes? I feel like they'd shove you into the corner of that indie hallway, man it gets pretty cramped back there. Hopefully you're at least able to get a few stations for people to Twin/Trip/Quad at, but I question dropping them into the environments that we are in XD.
Well that was a quick response!
Hmm, I'm not sure how well-supported a turntable would be, since the idea for turning would be for getting around long stretches of trees or impassable terrain. If there was some way to automate the turntable, that could work, but presently the lack of turning is a slight issue for track viability. (and it's a shame, too, I really love trains.)
I feel like we need a dynamic Eve cap that is based off of a mix between the current active players in the server & current lineages.
If there's a high number of players, the Eve cap is raised up a bit than whatever it normally is.
If there's a high number of lineages, the Eve cap is lowered down a bit than its normal.
I do also like the idea of an "Eve Token" just so that players aren't able to repeatedly grief/start over with new Eves over and over in a very short amount of time.
The data is accurate strictly speaking to Steam's numbers, but the conclusion seems to be a lot more hostile and glossing over what the reason is for the number?
OHOL exploded in November because it went on Steam, and was picked up by several Youtubers/Streamers with significant followers at that time (most notably that I can recall, Strippin, Criken, Tomato, itmeJP).
OHOL is pretty parallel to some of the features visible in Space Station 13, and with how the two offer role-playing environments with no artificial limits on what you can build/learn, I consider them in the same genre of game. OHOL and SS13 also both have incredibly-small communities of players that fluctuate based on the times of the year, when the games get popular, and when controversial updates pop up.
On average days, SS13 hits 400-600 across all the different stations. The recent Ssethtide pushed their playerbase way up to 1500 consistently over the course of a month. I'm not sure if it's died down yet, but I'm sure the SS13 community sure hopes so.
Similar situation here, but with no videos blowing up to 1 million+ views; OHOL exploded up to 500 purchases, the people who played the game either got their fill of role-play or didn't like the very niche experience it offered, and stopped playing, which the hardcore slowly remained over time.
Is it a problem that the playerbase is this low? Kinda, yeah, it makes it hard for villages to continuously survive long enough for the previous generation to take over maintaining the lineage. However, I don't think it will be good for the game to go up in player count right now; there's still a lot of development this game needs to bring people in to really enjoy what OHOL offered in its initial video.
P. S. the steam numbers of active users doesn't technically match up with the current number of people playing, since some will have purchased the game independently from Steam. See: http://onehouronelife.com/reflector/ser … ion=report (As of the time of posting this, the game is at about medium population of active players)
If this coming week is going to look at changing how YUM works (which I think is good, just the caveat of Yum affecting birth preference), I think that the previous topic suggestion for reworking Rail Kits should be looked at.
Thread from here: https://www.reddit.com/r/onehouronelife … ance_pass/
Track Kits are incredibly expensive, at a 1:1 rate of steel per block transported. The Track Kit should adjust to be 1:8 or 1:6 Steel per blocks transported, so that there is a greater incentive to actually use them.
Additional improvements to rail kits so that they saw game relevance:
A way to either temporarily/permanently "lock" the tracks in place so they cannot easily be griefed.
Turning tracks to switch from NS to EW and vice-versa.
More cart transport space, and/or people transport via carts
Diesel engine rail carts?
We should bear in mind that permanently guaranteeing the Yum chain to never reset means that females in food-diverse towns will always be more likely to have kids (due to the higher chance of eating different types of food items). If that's another desired interaction by changing Yum, then this should be okay.
Is it possible that eating the same food, rather than resetting the Yum chain, or leaving it where it is, decreases the Yum chain by 1?
This is a good first step in terms of fixing the server-side issues that really make PvP problematic. It's a little sad to see the complexities of dodging attacks going away, but there wasn't many other good ways to get around it.
The next step that we're going to need is ways to 'counter' stab charges. This still gives huge advantages to the "first striker" in sword combat, who could run in and stab, and if they can avoid getting charged within 10 seconds, they can run off before charging in again.
I still would like to see the addition of Batons being brought in for non-lethal handling of griefers/murderers, and would help balance the game in terms of killing being the only solution to handle players you "don't like". On top of that, with killing strikes being managed by the server, this opens up gameplay to oppose those server-side attacks, such as items that would act like shields to ward off such attacks.
Much in the same way the initial Language update was good, this change alone is an incomplete solution that will be even better if expanded on.
One thing that was suggested a long time ago was a procedurally generated tech tree. It would be an insane undertaking....
But anyway, the general idea for a game about actually learning stuff in each life would be something like, "You're on an alien planet with totally different rules. On this planet, a bleep plus a blorp makes a blat."
Then after civ dies out there, it's reborn on a different planet with different rules, where bleep + blorp does not make a blat.
The tech tree would only be known by the server, and it would be up to the players to discover it through experimentation and pass the knowledge on to future generations.
I believe that with a non-proc-gen tech tree, any artificial limits on the tech tree ("you don't know baking") would be frustrating. I mean, you KNOW how to bake, dammit, but the game just won't let you do it. Maybe I'm wrong about that.... I mean, there are RPGs and all kinds of other games where you learn skills over time (even if you've played the game before...). And Rust had blueprints, at least for a while. But I've always been pretty frustrated by those mechanics myself. Combining bluprint "points" at a "research table" never really felt like inventing stuff to me. Nor did leveling up skill points in an RPG.
What is the core of what we want here? Imagine only the objects had their appearance procedurally generated but transitions remained the same. Would that be very good? In such a case you would need to learn what each object is. Mothers would probably game this by having one of every item in the center and just go through saying what they are. There would always be some meta to game the system.
... [talking about bad interactions of 'alien' tech trees] ...
... [okay w/ artificial limits, but not sure how to implement w/o creating a meta] ...
Actually, before the "how to become able" question, we should ask what it means to be unable to perform a transition. This could be done multiple ways, but I'll provide two that come to mind. The first is for the game to act as if the transition doesn't exist when the player attempts it, which is implemented by giving keeping track of what transitions a player can perform. The second is for there the be a failure transition, where they get get a garbage result. This would take more effort to introduce failure transitions, and it would still need to keep track of the players proficiency.
The next question becomes how does one obtain a transition? A lot of transitions are just going to come free, so we really only need the key transitions or skills to be locked. There needs to be a process of discovery that is sufficiently hard so as to encourage people learn through teaching. This self discovery could be as simple as only a small percentage are born with the ability innately and they must teach it others. It could also be that one much do other transitions enough times to unlock the desired transition. If you implement a failure transition, then it could be done by having the player perform the failure transition, wasting resources in the process, until you unlock the success transition (or maybe there is always a success probability that goes up with each execution).
... [discussion on how this mechanic would be taught to others] ...
I'm really hoping I get some sort of reply to this mess I've typed out, because lately it seems like whenever I put effort into posts like this they get ignored.
To condense everything down from what Jason said, and what Wio said, this is what I think on the subject:
It is impossible to avoid the 'meta' picking up on how these specialized technologies would work.
OHOL's tech tree is fine as it is. Procedurally generating a new one is only going to add information overload similar to how languages are painful to attempt to decode when there are hundreds of variations that you're constantly having to re-learn every hour.
The only logical way to add specialized technology without it being easily meta'd is by not removing existing tech, but adding new, advanced versions of what we already have.
- Special tech has a 'random % chance' every time you successfully interact w/ a structure. It would mirror accidental discovery.
- Every time a player successfully interacts w/ a Kiln, Newcomen, Iron Vein, etc., they could have a 0.001% (1 out of 100,000) chance to learn the superior version of the technology they were interacting with. (A lightbulb w/ sound effect could appear above their head the moment that happens)
- When that happens, that specific player has unlocked the specialized technology, infrastructure, etc. They have until Old Age (or other means of death) to try and build the superior version of that tech. Ideally, they would be upgrading the tech structure the village currently has. (upgrading the forge, upgrading the Newcomen, etc.)
The special technology would be attached to the individual to build, but is not restricted on use. No one else "learns" how it was built, per se, but they are able to interact with the advanced technology and use it for as long as the technology survives.
The technology survives until all family lineages that were aware of it die off. The technology can be known to multiple family lineages, as long as they are in its presence when it is being used.
- Once all lineages have died, the upgraded tech decays until either the normal version or a "dillapidated" version of itself, no longer able to be used or removed.
This is my take-away from the video linked at the start.
In my opinion, this is the most fair and playerbase-friendly method of implementing specialized technology that can vary from village to village. Everyone keeps their current tech tree, BUT everyone also has the chance to 'discover' a much better version of certain parts of the tech tree. As a result, they are passing that infrastructure on to their civilization, and any other family lineages that are able to travel to their town/village to see its use.
Since we have Property Gate Fences, the system could borrow the coding from that. Everyone in the lineage and any other families that see the 'special tech' become pseudo-owners, and keep the thing alive for as long as their lineages don't die. Once all lineages associated with the technology die, that's when it can 'crumble' and its knowledge is once again lost to the server.