a multiplayer game of parenting and civilization building
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I think having to say number makes sense, honestly. After all, when you're talking you can't really quickly say 154, you have to say one hundred and fifty-four.
A veteran player, who has played hundreds of hours and perhaps thousands of lives, is no longer so thrilled to be born in a different situation each time. Maybe they've played many hours today already, and already visited most of the major families on the server. Or maybe they only have one hour to play today, and they will certainly play until old age, so they want to make that one hour as good as it can be. They really want to pick the best situation possible either way. and they'll use whatever means available to control where they are born.
I just want to say that this is the main draw of OHOL for me still. In 99% of cases I don't want to choose where I am born, I want to be dealt a random life and make the best of it.
I think the most obvious way to handle this is opening up a birth choice screen after a player triggers /DIE. That's an advanced move. It can open up advanced functionality.
Hidden features aren't great, but it's probably the best option here.
If you end up doing this, would an additional option that had to be toggled in the settings folder similar to the older server select be a good idea?
*SNIP*
This is way out of line. You need to cool your head. I looked through your post history and most of your posts seem normal, but for the past week or so you seem extremely hostile and trolly.
Prompted by Jason's recent feedback post, I decided to make a list of some things that are either slightly annoying, awkward or that just plain don't feel good to me, but without proposing any solutions.
If you're talking or interacting with someone in town, if either of you move or walk around it's very easy to lose track of them and mistake someone else for them.
If you head out of town with someone it's very easy to lose them.
Crafting a lot of clay/steel items at a kiln/forge can feel a bit awkward if you're mass producing stuff in a big town. Clay especially, steel less so.
Rope is needed for a lot of things, and crafting it en masse takes a lot of room.
Sometimes I want to move animals to a different pen, but the only way to do that is to make a baby and kill the original animal.
If you go bow hunting without a cart, you can't bring both the prey and the bow back - you need to leave the bow behind and then come back for it.
Crafting a large amount of boards for a project takes a very long time and a lot of room.
Roads are very important but they are not very fun to make.
Making anything with stakes is a bit awkward since the stakes hitbox moves every time they change shape.
Sometimes it's hard to see if the oven is hot or empty.
It always felt weird to me that we get so few logs/firewood from chopping down trees. One log per tree feels especially weird.
Firewood is important for a town but we can only transfer a small amount of it at a time.
Some walls are very simple to make if you have the raw materials which feels simplified, while others are very difficult which feels more realistic.
I don't think I've seen a single Kerosene Newcomen since the update.
I love the look of blue/red plaster walls but you're very unlikely to find enough paint in one life to paint more than a few.
Sometimes you want to move the smithy, but you can't because you can't move the newcomen.
If you build a floor around a oven/kiln you have to destroy it first so you can build the floor below it.
OHOL is supposed to be a game about parenting, but most of the time you don't have to interact with your kids at all. Just feed them for a bit and set them free at the age of three.
Does SID serve any purpose now that all deaths reset the cooldown? As I understood it the main reason for the /SID command was to reset the mother's birth cooldown.
I feel like SID should just be removed. Right now it's too easy to 'shop' for a life. If SID were to be removed you could still do it but it would be more annoying, which means people would do it less.
IT would be realyl nice if we had to chisel blocks individually from the rock pile and then add mortar, add block, add mortar add block, it could be a team effort.
but then buildings should be suuuuuper amazing and be tied to say. Organization like advanced storage units can only count indoors.
I love this.
Twisted wrote:I'm probably in the minority here (when it comes to players), but I'd prefer making buildings much more crucial while at the same time making adobe/stone walls harder to build.
no, it's not a minority
I also believe that buildings are currently purely aesthetic and are not necessary
I also believe that buildings must be vital for survival
I think temperatures should rise and fall randomly and being inside or outside a building should mean life or death by freezing
Sorry, I should have been more clear, I meant that most would probably disagree with me when I say that stone/adobe walls should be harder to build.
Plus I am apparently Lagging because I get stabbed and shot from MANY tiles away. Here's a clip of being stabbed from four tiles away https://streamable.com/ooa7q
Just FYI the lag is almost definitely due to the zoom mod.
Nah I'm not angry, it just seems to me that Pyroll is trying to manipulate people to his side and I'm not buying it.
And yeah, the graph Tarr linked is the graph I used to see how many people have 75+ curses.
Nah I'm not angry, it just seems to me that Pyroll is trying to manipulate people to his side and I'm not buying it.
And yeah, the graph Tarr linked is the graph I used to see how many people have 75+ curses.
The thing is, I've made those pine panels in real life, and it's a ton of work.
There's an aspect of this game that is a "real maker aesthetic," and I've kept that going for most things.
I feel you, and I think that's a really cool part of the game (it's the main thing that drew me to the game initially, actually), but what I bothers me a bit is the difference between various items in the same subset. When it comes to wall you have the pine walls which do have this real maker aesthetic, but then you also have adobe and stone which are extremely simplified, stone walls especially - you don't even need mortar for those.
I'm probably in the minority here (when it comes to players), but I'd prefer making buildings much more crucial while at the same time making adobe/stone walls harder to build.
I also think four rope per pine panel is potentially fine - the real problem, in my mind, is that rope is far too difficult to get in this game. I'd prefer making rope easier to get (something other than milkweed) and rebalancing stuff like carts and boxes (you mentioned nails a few days ago).
You need to have been cursed more than 75 times to lower your threshold to 3 curses. As of earlier this month there were only nineteen people with more than 75 lifetime curses.
You are one of the twenty most cursed people in the history of this game.
This does not happen by accident, which means you're obviously lying.
I have made a ton of blades and even killed a bunch of people (that I believed deserved it at the time) and I've never received more than one curse at a time from people around me.
If you're getting cursed by several people at the same time you're probably just being shitty, which is even more likely considering your past behaviour.
Three curses in an hour is still a lot. I don't think I've ever seen anyone get that many in that short amount of time unless they really deserved it. So as long as you play the game normally without greatly annoying other players you should be fine.
Also, I think requiring only 3 curses to be sent to Donkey Town means you're the person with the most lifetime curses in the game, now that's a feat.
Is this a server side change that's active right now or will it require an update to go out?
I think this is a good change, I know a lot of people really enjoy playing as Eves, but IMO it's just not feasible to support that many Eves at the same time, no matter the player count - even if OHOL had 100x as many players, you'd have 100x as many people that would want to be an Eve. Eves should be something special and rare.
This should also help with families dying out due to lack of babies.
Got mauled by a bear today because of the shift thing, new to using it, so I ended up getting too close for comfort.... way too close. Is there a way to make that just for player targeting and not for animals?
It is just for player targeting, animal targeting is the same as before.
There's a github issue for this - https://github.com/jasonrohrer/OneLifeData7/issues/248
It's definitely an oversight, this is going to get changed when Jason goes through the github issue list (which will hopefully be soon).
I agree that going from 300 average to 82 average is very impressive, that's an excellent retention rate over six months. Also keep in mind that's just Steam players - if we look at the chart right now it says that there's 87 people playing on Steam, but there's 125 players in total.
I love this suggestion, it makes yum easier to explain while also less gamey to use.
This sounds great, much better than the current clicky dancefest. Thanks Jason!
I don't care.
Then don't reply? Why do you have to be so shitty? Please, take a few days away from the forums and clear your head a bit.
Items don't transition while the chunk is unloaded. Usually when a person dies, the Fresh Grave decays into a Grave after two minutes, the Grave decays into an Old Grave after 60 minutes, and the Old Grave disappears after 120 minutes.
When the last person in the area dies they leave a Fresh Grave, but since no one is in the area their body will not decay into the other stages. When someone wanders into that area 750 years later, the Fresh Grave immediately changes into a Grave as its timer has run out, and a new 60 minute timer starts for it transitioning into a new grave.
It's the same reason you sometimes find fires or hot coals in villages that died out hundreds of years ago.
Amon wrote:I suppose some people never learn, that's why I just skip over his comments if I see one.
I'm not so sure Twisted was saying that I should learn. I mean he did say I had some points here and there. To me it seems that he wanted to emphasize how I'm not so nice. I don't think being nice and having productive comments always coincide, so not saying nice things comes as the price I pay, sometimes if not often, for trying to say some things that I believe can be productive in the end. Being nice doesn't always get things done. Being nice isn't always productive.
Anyways, have a nice day.
I skip your posts as well, they rarely add anything of value to the conversation.
BladeWoods wrote:Spoon, I believe you're the exact person this post was addressed towards. Calling Jason arrogant and manipulative is far from helpful criticism.
You think Jason can change his arrogance and manipulative manners without him knowing about them?
I find the fact that you are calling someone else arrogant and manipulative kinda funny.
To me it feels like you are only on these forums to spread negativity and vitriol. Almost every post you ever made is either a) you complaining for the sake of complaining, or b) insulting Jason and other members of the forums.
You do make a good point every now and then, but even so these forums would be a much nicer place without you.
As many people said the problem with buildings right now is that they're just not worth it. They look cool, sure, but they often make your town worse as you lose valuable tiles. We need buildings to have an another use besides temperature improvement, as that is such a small bonus it's not really worth it.
In real life we build buildings for many reasons. Privacy is one of those reasons, but what about barns and shacks and the like? We do not need privacy in those buildings, which means we build them for some other reason. We build them to protect the things inside it from outside influences.
What if buildings in OHOL did exactly that, or something similar at least since there is no weather. What if items decayed at 50% the normal rate while they are inside the building? Slow fires would last eight minutes instead of four, clothing decay would slow down while the wearer is indoors, the forge is on for longer giving us more time to smith, dyes simmer for longer giving us more time to dye clothes.
The cool thing about this idea (IMO) is that it would also affect some things negatively as some decay timers are actually good. If you have a hot steel crucible you want to take it outside as it will take longer for it to cool off indoors. You don't want to wall off your crops as they'll take longer to grow. Cows in barns will take longer to get to the milk stage, but you'll also have more time to milk them. You want sheep out in the open as you'll have to wait less for wool that way.
If buildings worked this way I think it would be reasonable to make food decay as well.
Jason, thank you so much for all the hard work this week (and other weeks, of course, but this one seemed especially hectic). We are all here because we love this game, and by extent you as a developer.
Also, thank you for iterating on your design and responding to feedback so quickly. We as players are lucky to have a developer that's both dedicated to his vision and also accepts feedback from his community.
Have a great weekend!