a multiplayer game of parenting and civilization building
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+10
This is just what I mean!
The memescore is a system contrary to the essence of OHOL:
"a multiplayer game of parenting and civilization building"
It is a system that penalizes players who work for the future of their family and punishes professions where it is necessary to travel outside the city.
It is a poorly developed system and has never had a clear objective, nor has it managed to solve any problem
As DarkDrak says the best strategy at this time is to make cakes and be continuously feeding all your close relatives
Anyway, this is only one of the mechanics that contradict each other in the game! but there are many more!
For example:
The skill boxes have been disastrous in every way ... it's a slap to a player who has been working hard in a city ... it's like when you reach 40 and have spent all the skill boxes, the game decides to cut your arms! I think it is totally contrary to the essence of a game of families and civilizations
The individual progress of a player should be better depending on how many more things you do and not vice versa! In short ... the experience.
For example RUST, the evolution in RUST is that the more you play, the more recipes you learn and the more you can do ... in any game it is like that !!
It is simple to understand ...
Going backwards is going against the natural evolution of cities and the game
Yes you are free to play however you want
We finally agree on something!
but you dont get rewarded for taking care of kids who are not your direct family members, not sure what you're confused about.
Why can't I get rewards?
Caring for the only black girl in my city can provide me with years of valuable resources for the survival of my family ...
Why don't I get rewards and get penalized?
You should always prioritize your family members that's what the score is for, again no contradiction here.
What if my family decided to commit suicide?
Why should I get hurt?
JonySky wrote:if you decide to take care of children of other races, the system will not take it into account ... even if you take care of an entire foreign family throughout your life ... if your family dies young you lose points ...
a contradictory system since they implemented the blockages of biomes for races and families
You're supposed to exchange with other races not take care of their kids, so no it's not contradictory.
I thought this was a sandbox and we were free to interact with other families and play freely ...
There is nothing written here ... this is the beauty of these games, you can play in a thousand different ways ... if the game does not allow taking care of a baby that is not my family, something is not right ...
OHOL precisely forces me to interact with other races and families for mutual survival ... if I am punished because I have decided to take care of a child who is not of my lineage, the mechanics of genetics is contrary to the game's own style ...
in this case the mechanics of genetics is contradicted by the blocking of races and Jason's attempt at collaboration between families
But I repeat that you are missing the point of publication ...
This is just an example
JonySky wrote:Are you trying to tell me that a player can spend a lifetime in a bonfire feeding his children berries and get more punctuation than you who have spent 60 years traveling to get resources?
Do you look logical and consistent with a multiplayer breeding and civilization game?
Don't you think it's contradictory?Why would you get more or less points?
Your mom and sister takes care of the kids/village while you travel to get ressources and there is no more or less score.
if you decide to take care of children of other races, the system will not take it into account ... even if you take care of an entire foreign family throughout your life ... if your family dies young you lose points ...
a contradictory system since they implemented the blockages of biomes for races and families
Since burying doesn't affect genetic score i dont see any contradiction here.
People have jobs and you can ask them to do stuff that's about it.
Regarding the travelling part i also dont see the contradiction, obviously not everyone from the village is going to travel to get ressources so others can take care of family members, make food etc.
Are you trying to tell me that a player can spend a lifetime in a bonfire feeding his children berries and get more punctuation than you who have spent 60 years traveling to get resources?
Do you look logical and consistent with a multiplayer breeding and civilization game?
Don't you think it's contradictory?
JonySky wrote:Burying a mother correctly is beneficial to obtain a high genetic score
So you're saying burying a relative increases your genetic score?
Score depends on how long your close family memebers survvie and that's it, unless Jason added a bonus for burial and i could be wrong but i highly doubt it, do you have the proof burying increases score?
I honestly have doubts ... I can't confirm it ... I've always thought this is normal in a system like genetic scoring ...
We take care of our family until they die ... because we are a family! ... if not, this system still makes less sense
In any case, it is not the only mechanic that contradicts itself (see the example of my first publication)
Travel to find other families and races ... all to help your family ... this does not benefit your genetic score
They are systems that contradict each other, because on the one hand we need the help of other races and we need to travel to get it, but on the other hand you need to take care of yours so that they don't starve ...
sometimes we take care of abandoned foreign children who will contribute in our city ... but that does not count ...
the systems contradict each other
JonySky wrote:Dodge wrote:Just ask the gravedigger, surely there will be at least someone in the village that knows how to use a shovel or is willing to learn since it's used for compost...
Also you say graves are rare but i've seen villages with full cemeteries for tiles on end.
I'm not just talking about clicking on some bones with a shovel ... I'm talking about marking the grave and placing some roses, all this in a beautiful or emotional place ... a funeral.
Then you ask the engraver to engrave the grave and you place the rose yourself.
Do you think in real life people engrave graves themselves?
No they ask a professionnal for this, even the rose you usually buy it from a store that you guessed it was grown by someone who's job it is to grow them.
You're losing the meaning of this post, this post doesn't talk about it
I will try to explain briefly:
Here I talk about how many mechanics currently implemented contradict the description and the essence of the game
Now I will use burials as an example:
Burying a mother correctly is beneficial to obtain a high genetic score ... but if you do not have skills boxes, this task has to be done by another player ... In short, those points are lost and you have not been able to bury duly to his mother ... they are systems that contradict each other ...
IT'S AN EXAMPLE!!! please do not focus on this
I see that you like the current skill system, and I tell you that it is a solution ... but it is a "bungling" solution and it does not solve the problem ...
Limiting or blocking only creates frustration and contradicts the game itself
JonySky wrote:but to bury a relative will occupy a skill that he may need to create pants
Just ask the gravedigger, surely there will be at least someone in the village that knows how to use a shovel or is willing to learn since it's used for compost...
Also you say graves are rare but i've seen villages with full cemeteries for tiles on end.
I'm not just talking about clicking on some bones with a shovel ... I'm talking about marking the grave and placing some roses, all this in a beautiful or emotional place ... a funeral.
Bury some bones can be done by anyone and is one of the many monotonous and boring tasks OHOL has
If you have seen cemeteries in cities it is for aesthetics, (only available in large cities)
those cemeteries are not because a mother is burying her murdered daughter or because a son buries her mother who has been good to him ... something logical in a game like OHOL
In addition, the figure of the gravedigger is non-existent in most cities where I live ...
I have been thinking about the game and I have had some thoughts that I would like to share with you
The game is being cataloged as "a multiplayer breeding and civilization game"
But if you look at the mechanics of the game you will see that it is not so
I explain:
1.- Parenting:
Children in OHOL are not raised ... they are only fed
No type of social interaction is necessary
It is only necessary to feed them 5 times and they are ready to survive
In many of my games I dedicate myself to creating a dictionary to teach the language to foreign children
I put myself in the nursery and at the stake and read my dictionary continuously so that they learn the language ... but it does not work, even when I have been talking and reading the dictionary continuously from newborns ... the language is only learned with the generations ... that is, the mechanics of language is only for generations and not for raising children.
This is a problem because if you are a player who dedicates you to distribute children to other populations, you are forcing a player to play for 60 minutes in an environment where you can not express ... and this does not encourage multiplayer play (many children that I have distributed in several foreign families end up committing suicide)
And as everyone knows how to explain something new to someone, it is a terrible toothache
We have many inconveniences that hinder the task of teaching (limitation in the text, skills boxes, disorder in the cities, limitations of races, etc ...)
it is impossible to teach properly
What we encourage with all this: simple, just what we have now ... child suicides, frustrated new players, community dissatisfied with forced limitations
2.- Civilization
Here I will explain a recent experience:
My town was only 1 race, and I usually like to explore and try to join several families to ours to prolong survival
I left my city very young to explore and find other cities and races ...
throughout my life I found 2 races (jenjigre and black) and managed to move several girls from the other cities to mine
When I finished .. the algorithm of my genetic score considered that I did nothing for the survival of my people
I had spent my whole life traveling and helping to unite several families to mine just for survival! but that didn't matter
A scoring system that is based solely on the survival of your closest family members is absurd in a game where lineages last 250 generations or more!
The game has hardly any reward in helping your family ... but the few rewards that exist, do not work properly (genetic punctuation)
3.- Family
The family in OHOL is non-existent from the beginning to the end of your days
As I have explained before, the "raising" of a child in OHOL is based on feeding him 5 times
but during the useful life of a player several mechanics are generated contrary to the development of a game about "parenting and civilization"
Perhaps the most obvious is: the limitation of skills ...
imagine a car builder who manages to create 10 cars but has run out of skills and is 40 years old
This player who has been working hard for the people and has worked hard, and the game has rewarded him with the disability of not being able to do anything different, without help. GRATIFYING!
Logically when many players run out of skills they commit suicide (because life is cheap in OHOL)
As you can see this mechanic goes against fun and the game of "parenting and civilization"
But there are more family related problems
the game punishes us until once dead
Nobody misses knowing what happened to that foreign girl that your mother abandoned and you saved her from certain death?
Never wanted to know if your nephew has buried him?
You have never wanted to know if your city is still multicultural or another race is dominating all its work?
Or what happened to the king of the town?
Well, it's funny because all this causes just what Jason doesn't want, that the players commit suicide until they get back to their old city and resume their history ...
It could be said that not giving more information about his life, causes suicides and force birth in his old city
Another of the things that OHOL has never done well is the burials, nobody cares about fallen family members
no matter whether they are heroes or villains, the bones are still being abandoned and only some privileged get buried
we want to foster family and union, but to bury a relative will occupy a skill that he may need to create pants ... I'm sorry but it is absurd and forced
Currently in OHOL there are many mechanics that contradict each other
it's like when the morse code radio was developed and the next update we already had a radio to listen to ...
A game has been created to generate civilizations but skills are being blocked so that cities do not grow so fast
I think all this causes the early game to be fun, but when the city grows (2 hours at most) the game loses its meaning because it continually contradicts itself
The engine does change - we didn't used to have a way to prevent people from interacting with certain biomes. We also didn't always have languages.
There's no harm in proposing interesting ideas. You never know what might catch Jason's interest.
Biome locks and languages do not require changes in the game engine ... but as I recall, natural disasters do require it
All ideas are welcome of course! Hopefully some of the ideas of the community will apply at some point!
Suggestion: Natural Catastrophes and One more smaller Thing
This was already proposed long ago:
https://onehouronelife.com/forums/viewtopic.php?id=4078
simple answer ... the game engine doesn't allow it ...
I don't think the engine changes, I'm sorry ...
JonySky wrote:I think you don't consider the main reasons for the premature death of the new players: boredom and frustration
maybe new players commit suicide on purpose to see if in other cities they get more fun
Sometimes I log in, realize after 10 years that there's nothing new, log out.
That's why I said it ... because I do it too
I think you don't consider the main reasons for the premature death of the new players: boredom and frustration
maybe new players commit suicide on purpose to see if in other cities they get more fun
it must be something that is useless and must be extremely difficult to create
I think it will be a car horn for the car, the OHOL community has been asking for years
To create the car horn it will not be necessary to make any modification to the game engine (the game engine is sacred and should never be modified, under any circumstances!)
ahh, and the help of all the races of the game will be needed
Once created, to make it work, you must write /I have created a car horn and now it is sounding
If you do not write it correctly the car will explode and kill all those who are nearby
This of course can be used for griefers, so they can kill cities faster
New players should not have access to this privileged technology, they shouldn't have fun with Car Horn.
They are doomed to plant carrots and berries for months
there may also be error correction: for example the drawing of the dead boar has its legs up
sarcasm off
People are stupid and don't know how to do anything but basic stuff so they kill because they're "bored".
Yes there's not that much tech, but there's always something to do, something to improve. If you're bored in an end game town you're probably not a good player. It is your opportunity to try stuff that isn't vital to survival. Never made a radio before? Try it. Do stuff you've never done and couldn't do before. Dogs, Fishing, Yum making. The sheep pen is still made of property fences? Fix that. Kitchen is small or in a bad spot? Fix it. There's pine floors instead of wood floors? The list is endless.
But instead people go to the lowest entertainment. It's pretty pathetic. If you're not having fun just starve yourself and play something else or just get gud.
That attitude is just the one I don't understand ... that of forcing another player to play in a certain way in a sandbox game
DiscardedSlinky I have done almost everything in this game, I have played on servers of low popularity and I have had my own cities, I have been eve of long lineages, I like to play as a language teacher and I usually create dictionaries to teach the language to other families and create a more united community, I have explored distant lands to more than 3k squares of my city, I have saved cities and I have created chaos in others, I have played in the rift and out of it, I have played with skill boxes and without skills .. .
Am I stupid for playing killer in a sandbox where murder has been enabled?
And if I told him that I only kill the griefers? It wouldn't seem so stupid anymore? true?
I think the killer role can take a place in OHOL if it is done with respect and with a head ...
I totally agree with Dodge ... currently the killers are simply spontaneous players who kill without reason and without meaning ...
But maybe if we stop penalizing murderers, if we normalize the role of murderer and learn to counteract them with new strategies and tools I think the game can be more fun for everyone.
I think that multiple posts to ban and ban murderers harm us all (murderers and pacifists)
I'm going to be the ugly duckling in this conversation, but ... there I go
I think the killer is currently very discriminated against and it is increasingly difficult to generate chaos in cities
Yes !, surely this will not please many people, but you must think that many of the good stories that have emerged are thanks to the griefers or murderers
and I'm not talking about the boring murderer who grabs a knife or a bow and kills the first person he sees ... I'm talking about the griefer who generates chaos but we never know his identity, or the intelligent serial killer who kills without being detected (all an art, by the way!)
To think that if right now we completely eliminate the annoying griefers and murderers of the game ... OHOL would lose a very important part of the stories and the great heroes that save cities
Jason has made it clear that the murders, xenophobia and decay of the cities must be in OHOL (like it or not)
Then let's do it well !!!! let's implement the killer's job correctly
no, it's not a joke, I'm serious!
Sometimes I want to play 2 or 3 games of OHOL and in one of those lives I want to be a murderous psychopath ... hell this is a sandbox and many people adopt roles of husband, or watchman, or commercial, even weddings are held ! ... but the murderer is marginalized ... it is impossible to adopt the figure of the murderer without being cursed and despised ... perhaps it is time to change this!
I would implement more ways to kill, or generate chaos, but at the same time I would also create more possibilities to detect and counteract these murderers (for example, implementing jails, shackles, detectives, bloody clothes, etc ...)
voy178 wrote:Tipy wrote:We need property materials that aren't just twigs. If you want a house you would either have to go to the work of making it from snow but then it would be public since anyone can tear down the walls. You can use property fences but then you don't have a house but a garden...
Maybe tuching the property fences with cut stones makes ''stone property wall'' which acts the same as property fences (doesn't have isolation and doesn't consume the cut stones) but looks like a proper wall
You could always put a property fence around your walls though if you want to protect it.
Too much space and time wasted and it doesnt look good
True,
When 1 arrowhead, a needle, or any object (large or small) occupies a complete tile, it does not make sense to create enclosed spaces
This is one of the main problems of private property in OHOL ... (and I would say that this generates many problems in the game)
nobody wants to live in a small space where you can barely move
In addition, the advantages of having private property are practically non-existent.
Nor do I believe that buildings provide advantages, nor are they necessary to survive and I even believe that when the city grows and the level of garbage increases ... having a building is more annoying than beneficial
* My ideal city is a city that is not a photocopy of the other cities ... I would like more diversity of cities in OHOL ... currently all "cities" are the same (they are not really cities, they are just some rooms with things inside)
Yeah, this game does feel like building sand castles at the beach. Eventually, the tide will come and wipe out all our hard work ... or some asshole will kick it over.
+1
JonySky wrote:Do you think it's fun to water berries? or plant carrots?
Do you think it's fun to hunt rabbits?I don't like watering berries neither hunting rabbits, but it was quite a fun experience when I started playing. I still water berries every life when I'm a kid, but only do that after 13 if no one is doing. I like farming other crops though, even after 1 year playing, of course not every life, I usually play one life as a farmer, other as a builder, other as a baker, sometimes a loot dead towns... I like to vary in stable towns, in unstable towns I have to be multi-task and I don't enjoy that, being forced to stop doing what I am liking doing because no one is making compost, healing, taking the carrots, smithing... But when I was a beginner, every task was complex and exciting. I remember when I learned making fire when I was an Eve, i though "WTF this is impossible, I took life 15 minutes to make the tools to make fire" but I was very happy when I finally made it, nowadays I make it in one minute if there are enough resources around me and it isn't that rewarding, but I think it still is for beginners.
obviously I don't talk about the players that are in the game several times a week, nor about the players that we write in this forum because we try to help OHOL to improve
(I sincerely believe that we are a bit masochistic)
I'm trying to explain where are those 10,000 players who have bought the game and disappeared
why haven't they continued playing?
my point of view is simple, the game is repetitive and without incentives ... doing the same thing over and over again is boring and nobody plays any game to get bored
and I repeat that it does not matter if the game is very difficult, this does not scare away new players
all games have their difficulty ...
I have played League of Legends for years and I remember my first months !!! heck it was hell !! I didn't know anything about the game! I had to learn to use letters from my keyboard that I had never used in my usual games ... but I never stopped playing
Even this also explains why there are so many griefers in OHOL ... because they are players who are bored of playing again and again the same life doing the same ...
JonySky wrote:as dodge says well ... if sales work, everything will stay the same
I never said that
On contrary if sales work he will keep improving the game until it becomes as close as possible to his vision.
And maybe even changing some aspects of the engine if necessary.
True Dodge, I misunderstood your comment, I apologize ... I hope the game continues to improve regardless of sales
Dantox I totally agree with you
I think that many of OHOL's problems can be solved by improving the game engine
Many "patch" solutions are currently being made due to engine deficiencies
For example:
The seasons of the year can relantizar the technological tree without having to "invent" a limitation of absurd abilities
Natural disasters can generate new challenges for families
The seas and rivers are essential in any real civilization and I believe that in a game that is sold as "a multiplayer game of parenting and civilization building" this should be implemented from minute 0
Another of the many problems that an improvement of the engine would solve is that of shared vehicles
We are currently obliged to travel to other cities and live with families, but we cannot transport our family in any vehicle and we are obliged to walk in the monotome world of Ohol, instead we have completely useless airplanes and cars.
There are many problems that can be solved by improving the engine (1 date tip occupies a tile, characters with differentiated features, genetics, etc ...) but I think that all this will never come ...
as dodge says well ... if sales work, everything will stay the same
JonySky wrote:Do you think it's fun to water berries? or plant carrots?
Do you think it's fun to hunt rabbits?those are the first tasks that a newcomer normally does ... they are not fun tasks .... they are boring and repetitive ... perhaps that is the most likely cause of the disappearance of so many players (in general)
Complex games don't scare away new players ... only boring games do
To be fair, I did think it was quite fun and satisfying to learn how to tend berries and hunt rabbits when I was new to the game.
when you only do 1 or 2 it can be ... but when you're 60 minutes watering berries ... it doesn't seem so fun
God the amount of stupid fucking posts in the forums lately reeeee
excessive free time I think
Do you think it's fun to water berries? or plant carrots?
Do you think it's fun to hunt rabbits?
those are the first tasks that a newcomer normally does ... they are not fun tasks .... they are boring and repetitive ... perhaps that is the most likely cause of the disappearance of so many players (in general)
Complex games don't scare away new players ... only boring games do
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 ...