a multiplayer game of parenting and civilization building
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personally, i think making biomes bigger and further apart would achieve similar goals without being a massive annoyance.
i like the purse, physical currency idea
people killing other for money shpuld definitely happen occasionaly in a game like this
but most impotantly, this game needs to develop a deep player driven economy
i actually think shooting over fences is a neat feature, there's still range restrictions to the shot
Jason, I think you should just make bans last shorter so people interested in a multi-life project can come back. Does the ban still last based on played time instead of real time?
Weapon powercreep is interesting but I still don't like how you're tackling the core issue. We've even tried clothing and pictures to give players a sense of identity. Why don't we just finish the character ethnic groups? Its a feature that's been worked on but not finished twice. And apart from water we also have little reason for territorial struggle.
But most importantly,
in the origin of the species, chapter 3 "the struggle for existence", darwin points out that should animals (elephants) reproduce freely we'd casually see hordes of them everywhere, even after small amounts of time. But of course, animals die and some even die without offspring. The fact some live some and some die is pure, simple selection. The struggle comes from ensuring your own permanence. Fighting others is honestly a small part of the fight against the environment.
I think it's the environment that's lacking in ohol (and no pop grows as irl ). Let us pit swamp towns against desert towns, both in different stages, with different metas, but before that give them both a chance to struggle for life. I think players will want to come back to their weird but thriving towns should they become possible. Water update helped increase struggle but its still too uniform. I'd swordstab someone if I was defending an arctic oil outpost that was just growing into a town.
MultiLife wrote:I think they shouldn't stop us from holding/touching things (at least instantly) so we can avoid dying super fast and undress ourselves. The idea of disease spreading bugs is really cool though and I'd vote to just tweak them rather than remove them.
It is but i mean it takes so much time till u get better and most of the time you just die i say he should make a cure just like how he did a cure for everything else like snake bites and etc
you can be fed while sick
spoon is right, if im born in a shitty town over and over its just easier to
1 play another game
2 bow my mom
I absolutely hate these "my babies keep dying" posts, random births and /die already greatly reduce the annoyance of escaping babies and most times a cooldown reset helps.
And if you dont want kids just play as male
I mean I wouldn't be against a plow finally being added. You did say it was coming soon about 11 months ago Jason
plows to expand sheep era tech would be great
2 seems best but i think tarr made important points.
if barrels/tanks exist they have to be worse as storage than cisterns, so costing some iron should be needed.
baby bones decaying fast is an old relevant idea.
Tbh, without spam bones from babies we could even have slower decaying adult bones. SIDs bones even have a texture already.
Im glad I'm taking a break from this game right now.. Sounds like all kinds of jank is goin on.
You're only as strong as your weakest link, and you've just made everyone double time to try and be faster and stronger.. but we still have the weak link of people that dont know the tech.
If your seriously making the diesel pump the ONLY thing that can keep a village from dehydration, and therefore basically forcing me to learn that ONE piece of tech, then I think I quit.
thats absolutely no true, you can still migrate. Nothhing ever stops you to find a swamp and raise you family there for few gens.
Problem 2 sounds terrible to me.
Jason's ingame solution to problem one is even worse, the last thing we need is a well pole keeper behind a fence
I dont see other solution to this issue but dumb laboring copies of all transitions and pump stages for a "depleting" pump after the first whiff. Its a lot of repetitive work for a small fix but i think it's much much better than adding yet another gimmick to a tech that A LOT of people are learning right now.
Additionaly, slightly buffing deep well gives people time to set up cisterns/oil for future projects. I'm just concerned water rush becomes too strong a drive for civs because of both the 1/20 to whiff and ease to set up the first pump.
Edit: tank is much better than pole but still gimmicky. Remember, people are just learning about pumps, big changes might be discouraging.
Booklat1 wrote:3 find oil and iron for a pump upgrade
Your other suggestions provide an immediate (temporary perhaps) solution to a water crisis. I will remind you that the oil pumpjack though requires a bucket of water to run each time when drilling for oil or when making a tank of crude oil. Thus, given that the original posted spoke literally in that the town had no water, you're still going to have to find water. Oil and related technology improves the water situation once you have the kerosone and the engine or kerosone pump online, but your people need water to get there.
You're absolutely right. I'm more likely to try a migration though tbh. 1 girl with a bowl can easily set up camp anywhere so i wanna try that
but that is if water completely runs out
seeing your and thaulos' post I wonder if deep wells should give a bit more water
though I think this is also an issue of water techtree being one of the biggest linearly.
Personally i'd say more water for deep wells, less iron from mines, and mine upgrade may all help slow down the grinf for water while also not fully depriving us of iron
Imo this water change as it stands right now didn't add challenge in the later stages. It just eliminated the intermediary stages altogether. People are rushing to make engines before loom.
which isnt so bad since everlasting clothing should be high tier tech. having all rush metas is bad though which is why i think people should be migrating when water runs out, specially young girls
You can rush shovels tbh. You can only farm after kiln so just one rabbit and 3 iron later you can fire a forge too.
Ideally this is where an eve has one good kid to help get iron or rabbits.
Skipping farming was viable before (not always optimal) so maybe it still is
they shouldn't, hard to understand for people why ponds arent good enough anymore
maybe buff them a bit but no refill? and they decay or turn into something else?
clay deposits with a cost?
I don't dislike their refill but i wouldnt mind them being upgreadable into a fishing/shrimping pond
you have options when this happens
1 find another spring and make a well
2 find a nearby swamp
3 find oil and iron for a pump upgrade
I would probably find a swamp for a quick farm if I was a girl in a village without water at all
I mean, not only towns should be closer but we need better means of transportation. Horses are fine but carrying passengers/extra storage is needed for any big migration event to be possible.
I think town mechanics are a needed feature you should work on but maybe do biome changes first? Not only to avoid extra spawn reworks but to ensure there is diversity among towns close to another.
I like that you're finally making higher water tech required for progress, but I'd like to ask that you consider adjusting the iron spawn rates alongside this. A big reason as to why you nerfed them in the first place was because we had no true iron sink at the time. The only thing we really needed iron for was for tools. Railways were in the game but aren't and will never be true sinks for iron because they're (mostly) useless.
Now that we're actually required to upgrade our water tech, we're gonna need a lot of Iron to do it. With a proper iron sink now- and one we need to attain quite quickly for that matter- I think its time for the spawn rates to go back up. If not the mines, then at least the ground spawns, so we might reach mine levels quickly enough to sustain our water supply.
let us make newcomen pumps in mines so we get some extra iron + makes mines useful long term
Booklat1 wrote:if i ever need to convince jason to nerf sheep ill show him this thread
4 mutton is vastly appreciated if you also compost since you get 4 pies for one extra water
Either way, if food is so cheap that some people can ignore it for "Muh clean pen reee" we may have a balance issue
It's not that simple, since cooked mutton isn't all that common. Settlements could have more cooked mutton which would mean a little more yum. So, I don't think having too much mutton is an issue.
I dont either but this attitude does show how survival is easy from food acquiring perspective
if i ever need to convince jason to nerf sheep ill show him this thread
4 mutton is vastly appreciated if you also compost since you get 4 pies for one extra water
Either way, if food is so cheap that some people can ignore it for "Muh clean pen reee" we may have a balance issue
what do you mean "break pumps"
i meant exactly what i said in the post, despite the clickbait title
This update should be less focused on the idea that we need to "empty" wells as soon as possible, but that we are going to need to ramp up our production of cisterns in the centralized area of town's agriculture and kitchen.
I'm absokutely sure that is true but doesn't mean we can"t start optimizing already. You'll want to be prepared when that water runs out.
The idea is drawing as much water as we can and placing in cisterns. When the pump breaks we tell everyone that's all water left and we need oil + steel.
This way we have a large enough window before water runs out in which machinery can be made/oil can be found. Do you guys agree?
dodge was jk, this update changes ponds so they cant be upgraded. now you need a spring for wells and pumps
Jason, can you make a loud sound effect for pumps drying? helps people become aware of it
as said before, if you steal floors already placed you arent helping
get your own logs, plant trees