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#176 Main Forum » Real time in OHOL time » 2019-01-02 23:59:09

Vexenie
Replies: 3

1 min is 1 year right? So I thought, what would the real time irl be in OHOL as 1 month or 1 day
So I did and boy, these numbers get so little

Year - 1 min
Month - 5 sec
Week - 1,25
Day - 0,0520833333 sec
Hour - 0,0008680555 sec
Minute - 0,0000144675 sec
Seceund - 2,41125E-7

Damn these are some small numbers

#177 Main Forum » Eras and weapon's restrictions » 2019-01-02 22:03:22

Vexenie
Replies: 2

Eras:
We currently advance really quickly, but usually after an update or an end stone ritual, the server or servers in the case of an update, reset, making people start over from square one
Maybe during that time, a player plays the most advanced it can get, takes a break for like 2-3 hours to find out, everything is wiped

To help players know, how advanced civilization is, I propse my idea: Eras

We know that OHOL is era neutral, meaning there's no specific time of advancements, like irl, iron age is about when people started using iron for tools and such, but in OHOL, with crude machine you can make a crude car, which is still a car

Back to the point: Eras should help players know, how far have other made it and did the server reset

Eras are shown in loading screens and are changed like this:
Neolithic era - Nothing has been done yet
Stone era - Players have made together 20-50 stone tools and fire bows
Iron era - Players have made 50-80 iron tools
Crude machine era - Players have made 20-30 newcomens and engines
Gun era - Players have made 30-50 guns
Machine era - Players have made 20-50 energy sources and electric machines
Atomic era - Players have made 20-30 atomic robots and atomic sources and machines
Modern era - Players have made 30-50 monorail tracks and power tools
Futuristic era - Players have made 10-30 rovers and AI robots
Galactic era - Players have made 5-10 galactic portals

As you can see, it's a long list and from gun era, those are impossible

Weapon restrictions:
As you saw in the list, there was the GUN era, and yes, it gives more ways to grief, so that's why I thought of weaknesses and such

Sword:
It acts as a knife, but it's bigger and only one use, kill (animals & players), but the difference is the cooldown where a knife takes 1 min to cooldown while a sword only has a 10-15 sec cooldown
since the cooldown is so short, it takes 2-3 stabs to fatally wound a players
smaller wounds can heal overtime and can also be treated, but the only bad side is the faster hunger loss

Guns:
The same principle applies here too, it takes multiple shots to fatally wound someone
For example, a revolver takes somewhere 2/3 to fatally wound someone

sorry for the sudden end, it's just so late on the clock
Cheers

#178 Re: Main Forum » Farming plants! the poor potato » 2019-01-01 12:19:26

Solution to the potato problem:
The digging a ditch with a shovel or hoe is a grear idea

BUT extraction process could be changed
I usually go to the country side and I take out potatoes like this

I dig away the dirt and take them out by ripping them off the roots with my BARE hands

So this is my idea:
Once the potato is fully grown, you dig away the dirt and take them out with your bare hands

#179 Main Forum » Is endstone a real belief? » 2018-12-30 02:23:12

Vexenie
Replies: 2

In the game, you can make a ritual, that take omg so much time and the to end it, stab thr pillar (...............really?)

Now my points is, that ohol is a game about real life, soooo is the endstone ritual a real thing that was performed or something?

#180 Main Forum » Nosaj knife activition and how to do it without someone dying » 2018-12-30 00:03:43

Vexenie
Replies: 3

The dark nosajs use up a knife to make an endstone, but don't you think you should be able to pull out or even make it like pulling a sword out of a stone, another player take it out

Players usually die when sacrificed, but a way to make noone die, three people, one stabs other, third medicates and voila, you got an endstone without anyone dying, and then someone dies because they forgot to eat

#182 Main Forum » Religion idea (tiny gore warning) » 2018-12-29 23:55:39

Vexenie
Replies: 0

In OHOL, people have made cults AKA religion, but their more for roleplay and they usually just go around, saying random things related to the religion
What if religion was actually as a feature?
It would also be for roleplay purposes, but it would be neat to see religions in towns

there are five tombs, hardest being the two last from left
tombs won't grant any powers, but more of a fun way to pass time sometimes (like in real life)

Making these tombs may be kinda hard, but not the hardest

to make these, you'll need to make them in this order:
first put four rock blocks together in a pile, then place a golden block or endstone or pearl rock in it (for wild animal tomb, in pile: two blocks and three golden blocks)
then add the corresponding set

plant: stone block, candle, bowl of leaves (you'll get the bowl back)

turkey: stone block, candle, bowl of turkey feathers, turkey

wolf: stone block, candle, two wolf skin, chisel, wolf pup, arrow (you'll also get the chisel back)

Now the more harder tombs:
demonic: stone block, candle, two bloody graves (still slows you down)

Angelic: stone block, candle, pearl crown, two one pearl rings, three pearls, smithing hammer (you know it now)

where do you get pearls? from clams! where to find them? taking two from a clean pond!

I'm so sorry, if this picture is kinda too much

#183 Re: Main Forum » A Jolly Christmas » 2018-12-26 19:54:26

You from a another planet???
IT'S JASOMAS!!!
IT'S JMAS!!!

#184 Main Forum » Pollution effects » 2018-12-26 19:52:23

Vexenie
Replies: 0

We use fire for everything, from just warmth to powering machines
The thing that doesn't make sense, is how all that smoke and oil drilling doesn't affect the nature or even our OWN bodies

To make you especially think, now all that would have after effects that harm the nature and YOU!
As seen on the image, everyone in a clean area starts off like we are right now
after some time, making fires and using them, it'll take a toll on nature and you

The area of effect will start to become gray, to show the pollution in that area
The area most used for fires and such, will gradually become more polluted
There's the center, where it's most polluted and the outside, where it gets weaker
the radius gets bigger as polluted it gets

A stats sheet for how polluting a task is:
Each tile has a memory for pollution for 300 units

Fires - +1
Charcoal making - +5
Forging - +2
oil drilling - +15
Car usage (every second of gas usage) - +3
Machine usage - +2
Kerosene pump - +1
Oven - +1

All tiles will slowly remove 1 pollution point every 5 MIN!
This will cause players to occasionally move or stop using a item that causes pollution

How players become unhealthy:
To 100, players are at full health
from 100 to 200, players become pale and appear tired
from 200 to 300, players become unhealthy

unhealthiness causes players to lose hunger points more quickly

To decrease and produce less pollution, 1# is using items carefully
other ways are using a mask, that makes you healthy again after 10 min if unhealthy and 5 min if pale
however, this doesn't clean the air, it only protects you from the pollution

In the future of the game, electricity may be added to make stations more efficient, however, there should be a choice
Batteries allow to store energy, but they will run out some time and also, how they are recharged anyway?
With power plants and such!

Now the choice that a mentioned:
The choice would by of, would you go efficient and polluting or moderate and clean
Batteries would still be charged, but at a slower rate than power plants
Clean energy sources are wind turbines, solar panels, hydro stations and so on

This allows then to make also clean smitheries, ovens, forges and so on
there will be ALSO two types of stations
you got the easier to make polluting stations AND much harder to make clean stations

At first, the pollution might not seem that serious, but once it's very polluted, you'll change your mind

What do you think? Could it be a feature or just an idea?
Let me know

#185 Main Forum » Post your "work" schedules like Jason did! » 2018-12-25 18:18:01

Vexenie
Replies: 4

Wake up at 6:20
Go to school 8:00-14:00
Free time 15:00-20:00
Homework 20:00-22:00
Stay in bed 22:00-23:00
Go to sleep 23:30

#186 Re: Main Forum » Game suggestion: "I love you" » 2018-12-25 18:13:29

Gabby wrote:

This is such a wholesome suggestion.

F*** YOUR MOUFLON
(sorry mouflon, I still luv u)

#187 Main Forum » Dirty water and rotten food » 2018-12-25 17:55:11

Vexenie
Replies: 1

I mentioned the water thing in my non-wound ailments post

It's annoying, that people sometimes leave things on the ground
And also make something too much, like growing a lot of carrots or making infinity amount of PIES

There should be a bad outcome from too much of something
Food will rot
To avoid this, enough food should be made by growing enough to feed everyone and few enough so it wouldn't be too much
Food only rots once it's made or picked

Food storage and preservation has been a problem ever since agriculture and even earlier with meat
people have found ways to preserve food, especially meat in many ways
meat can be either:
Salted, smoked, cooked, frozen and much more

when in the future in the game are added fridges or such, this will help food preservation
some food will never spoil, if stored correctly, like jerky doesn't perish, but does, if it has become wet or even moist
so food like that must be stored in chests or such to make them unperishable

Eating a rotten food will give you a problem, such as:
Dirrarhea, vomiting and other like these

Water:
I changed the thought of freshwater this time
either making it necessary, it now only helps with food regeneration
Example: A berry gives 5, but your dehydrated, it only gives you 3-4
If your very hydrated, it gives you 6

Dehydration doesn't kill you, but it does make you miserable
To combat this, you'll need to drink water
Drinking water from a pond has a 40-60% chance to get sick

a new water source, freshwater pond, spawning in mountains and forests, only has a 5-10% chance to get sick
To absolutely make water drinkable with 0% chance sickness, you'll need to BOIL it, in a crock pot or bowl (your choice)

Drinking water from the saltwater hole in the arctic, does also hydrate you, but it will make your water meter fall faster because of the salt
it sickness free, but the more and more water you continue drink, the more faster it down goes until you drink another water source

I think it would make the game more interesting and more true to real life

#188 Main Forum » Candles, candles, candles » 2018-12-24 09:38:34

Vexenie
Replies: 3

Right now, we have candles, for a tree
What if candles could be used on their own

You'll need a wheel or disk and a candle to make a free standing candle
More sizes should be added, like tall candles, very
T H I C C candles and so on

To make candles kinda useful, they also warm you, but at a very low warmth level
And closed rooms with door and walls and such, will automatically have a roof, which makes the room dark

The roof is invisible, so you can still see inside, but it becomes dark and how to light it up?
With fires and candles and such of course!

#189 Re: Main Forum » More advanced weapons (for hunting, that is) » 2018-12-24 09:28:56

A gun holster
Big or small
This gives you a slot for your gun and not taking space in apron or bag
Holster can be made by sewing leather, which is got from a cow, eventually

#190 Main Forum » More advanced weapons (for hunting, that is) » 2018-12-23 17:51:32

Vexenie
Replies: 5

Right now, the only way to hunt is to use a bow and an arrow, but in the case of a bear or bison, multiple arrows

To solve the, beefy animal problem, guns should do the trick
Guns, as we know, can kill people, so it's another problem for the civ in case of griefers
To give time, guns should be hard to reload
Some of the, hard to reloaders, are flintlocks and muskets

The process goes like this:
Gunpowder is inserted with a wick, then a piece of cloth and THEN a bullet, a small metal ball

Saving someone from a bullet is like removing a arrow head and then clean, sew

Back to the point:
Guns will one shot any beefy animal, bison or even bear
And because it one shots beefy animals, more wild animals should be added
Like deer, moose, buck and more

They also can be hunted with a bow, but it takes 2-3 arrows

Let me know, is the probability of griefers with guns higher than hunting moose and such?

#191 Re: Main Forum » Necessity od day/night cycle or seasons » 2018-12-18 10:03:27

I wrote this idea before you
Sooooo... I basically one upped you

#192 Re: Main Forum » One Hour One Evolution/Evolutionary Link » 2018-12-16 16:29:42

lionon wrote:

Okay, interesting idea, show me the implementation.

Sorry, but I'm not programmer
It's just an idea on how a sister game would be

You're free to make it, if you're looking for a challening project, because IT IS a complex thing

#193 Re: Main Forum » One Hour One Evolution/Evolutionary Link » 2018-12-16 09:26:06

Starknight_One wrote:

It strikes me that there's a basic difficulty with this. We can't keep lineages going in OHOL, but you think our players would be able to evolve to protohominid form? I suspect we'd get up to the level of grass - or maybe even carrots - but I doubt we could pull off even rattlesnake.

From a technical standpoint - how are you going to have both micro- and macro-fauna on the screen at the same time? Not every line is going to progress at the same rate. And what happens when, say, a Snake line hits the final form? Does that trigger reset? Is that fair to the players hoping to push for a hominid line?

Is there a way to back out of a progression you don't like? Some kind of 'deevolution recipe' that can be used to undo a change and push for something else?

Don't get me wrong - it's a neat idea - but there's a few problems with implementation. smile

In OHOL, it's a chance to get a baby, but in OHOE, you can actually mate, so making the older species die out while newer ones replace them
Like I said, every mate goes on the to 10-50 list of parents a player is born to

Tiny and huge animals may live at same time
On land, if your a bag for example, your screen would appear zoomed in, but as an animal, your screen is normal like in OHOL

Deevolution may be neat also, so you would deevolve, but you can't evolve on the spot

#194 Re: Main Forum » Non-wound ailments » 2018-12-15 22:00:51

MultiLife wrote:

Yes, this is the world I want. You go to your village doctor and they go like "how did you get kidney stones?" and you just reply "I crashed a car".
Random pull ailments FTW!

Also momentary blindness could work like so you can see speech bubbles only.
Momentary tunnel vision could also be a non-fatal ailment. Normally you'd get it with a random chance by tipping a horse cart (hitting your head) but in my perfect random pull ailment world you could get it from a knife stab. Magical.

In my opinion, the car crash one is the funniest
You'd be driving til it crash and then you're like
" AAAH! Shit! Back hurts" thinking your back is broken and voila, shock wave from the car crash created stones

#195 Main Forum » One Hour One Evolution/Evolutionary Link » 2018-12-15 20:50:33

Vexenie
Replies: 5

A sister game to OHOL

The point of the game is to evolve into a modern animal from a single cell over many generations
The game will basically end, once every animal has reach modern animals what include wolves, bears, rabbits and even humans
To make the game playable for a long time, at the end of every week, the server or servers reset, giving left out players a chance to evolve themselves into something THEY want

Evolution:
All life as in the first players start off as simple, single celled organisms
On the top left, you'll see a list of traits you can evolve
Once you evolve a trait, new ones comes and some will disappear because it either clashes with the chosen trait or it's useless because the other one makes the worth
There are two types of trait options, locked and unlocked
Unlocked traits appear once you chose it or after a short amount of time
Locked traits only appear on your children
If only one of the parents has that trait, it's 50/50 chance for the child to get it

Communication:
Language in this game is either limited or non-existant
To communicate, players have to use emotes that are other than faces, like dancing, growling, sobbing, hopping and more

Players on the ape path can grab stuff to be used as simple tools, like a rock for cracking nuts and a skewer to search for bugs in hole of a tree
Players, who are humans, basically are then playing early game of OHOL
Can make first tool and a fire but that's it, nothing else

The reason why this is so short for this idea is because MY COMPUTER FUCKED ME OVER!!!!

I'M LITERALLY CRYING BECAUSE THIS WAS SUPPOSED TO BE A WRITING SPACE 3 TIMES LONGER
FUCK MY LIFE!!!!!

Give me your comments and I'll take them into account...
I literally don't care anymore

#196 Re: Main Forum » Thoughts on fire » 2018-12-15 19:39:54

CrazyEddie wrote:
pein wrote:

i would also like to burn your village

I was against it at first but now I'm for it. It would be a shame to lose this vital piece of technology that played such a pivotal role in history.

https://cdn-images-1.medium.com/max/200 … 9Bamw.jpeg

*fire consumes the whole town*

This obviously high as fuck dude:
OH BOY! Let me play a song to this fire!

*proceeds to play a song of which after the fire burns him alive*

THE END!

#197 Re: Main Forum » suggestion discussion - Radios » 2018-12-15 12:30:37

if all players talk at the same time, it would be chaos
There should be like 5 channel and to switch, just right click the radio and left click to mute and unmute microphone

In the VERY late game, there should be a INTER-GALACTIC/DIMENTIONAL radio, which allows you to talk to other players OUTSIDE THE SERVER

#198 Re: Main Forum » Thoughts on fire » 2018-12-15 12:25:12

I like idea, but dousing only puts fires, all fires, to hot coals, which can be also doused to ashes
but then this means a lot of ash piles, so we should be able to use ashes to make chalk or something

#200 Re: Main Forum » Non-wound ailments » 2018-12-15 11:56:33

MultiLife wrote:

Then ofc it would be hilarious if there was some overlapping craziness with ailments and wounds. Like you drive your car, crash it and the game grants you kidney stones from the ailment pool. :'D Or a bear attacks and you just get a headache from it. Or a snake bite just makes you momentarily blind. Or a mosquito swarm gives you stomach flu.

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