a multiplayer game of parenting and civilization building
You are not logged in.
Question: how does the outsider baby get a sword?
Aren't you already being careful about which random baby gets a knife? I'd say, maybe, that you never trust an outsider baby with a sword, unless they learn the language enough to talk to you and convince you of their trustworthiness... and why they need a sword in the first place.
This is a really weird thing to say, honestly. Currently the only way to stop people from doing what they want is to kill them. The only way to be 'careful' about outsider babies getting swords is to slaughter them as soon as they spawn in. Swords are very easy to make and can be made from scratch within seconds if the town has a Newcomen set up, so I don't understand what you mean by 'trust an outsider baby with a sword'.
All that parrying and such you see in the movies is nonsense.
I'm not sure if we're referring to the same thing but parrying is definitely not nonsense. Heck, they're literally parrying in the video you posted. Besides, we don't have fencing sabres, we have war swords.
I do agree with you futurebird, and you make some great points. OHOL is NOT a combat game and combat should not be the focus. I don't want to have a complex combat system either, I just don't want it to be a system where the attacker wins almost every time, and the attacked person doesn't have a chance. One person can fairly easily wipe out an entire town single handedly if they put their mind to it, and that should not be the case.
Disclaimer - I haven't yet had a chance to use the sword on anyone, and I haven't seen anyone else use it in my town.
Recently we got swords added to the game and there has been a bit of an uproar due to them being very strong. I think the swords are not the problem, them being strong is just the symptom of the lack of a proper combat system. Currently every hit is a guaranteed kill (unless they get healed by a 3rd party), and if two players fight the person with lower ping will usually win. I have some thoughts and ideas on how this could be improved - some of them might work, some of them might be silly, but I think all are worth thinking about.
Make wounds only occasionaly deadly. Use the % chance system to give wounds a chance to kill you, and a chance to heal instead. You'd still be slowed down and unable to do anything for the duration of the wound, but who knows - you might make it even without first aid. I think surviving a bear bite would make for some amazing moments. Imagine a situation where a bear attacks your village, mauling two of your kids and your jerk brother. The kids die, but your brother survives. You feel angry at the injustice and might decide to take matters into your own hands.
Add a 'parry' system. If you are attacked with a sword while holding a sword yourself, you don't get wounded but instead there's a 30% chance for you to drop the sword, 60% for the attack to do nothing, and a 10% chance for the attacker to drop the sword instead. It would also be cool if this were affected by age - older people are stronger and more experienced, and they have a better chance in combat.
Add a low tech shield item that has the same parry system proposed in the previous bullet point. You can't use it to attack, but you might want to have a few of them around town just to give you a chance to defend yourself. If the attacker drops the sword you can pick it up and strike back. This would also make it so that one person can't kill a whole town on their own as easily.
Allow us to put bows on backpacks, same as swords.
Move the animals to a separate layer so that we can't avoid them by just standing on a berry. I know this would be a ton of work, but I truly believe that this should be done sooner or later. I'd be personally be happy to have two or three weeks without updates just to make this happen.
Give us a button modifier (similar to space) that locks the item in your hands so you can't drop it/swap it while held.
Knowing Jason swords are here to stay, but they won't be a pleasant game experience until we get some combat improvements. Does anyone else have any other ideas how to make combat better?
A and F skin tones are currently dominating, as they have a 2/3 chance of giving birth to a girl. I've only played in A and F villages since the update, and I've barely seen the other skin tones.
i realy hate this language-update!
comunication was allready frustrating, when you are not a native speaker!
for example:
too slow, to ask where the pad are, because i wonder "do write "pat", or "ped", or "pad"? -person dead.
or: needing a tool: smithing it by my self, because i dont know the word
or: seeing a newb trying and failing - say nothing, in stead of teaching, because it would be too complicated, and slow to explainthe language-update makes it all worse! worst update ever!
and they are not realistic! in real-life you need 1-10 years to learn a language. that would be 1-10 minutes in the game, not a whole life wasting...
i could explain more, but writing english is too exhausting....
THANK YOU FOR RUIN THE GAME JASON!
I think you are misunderstanding how language works. Everyone in your family will speak the same language, so during most lives you won't need to figure out what the different words are.
The only time you will encounter a different language is when you leave your town and find another village (or if someone from another town does the same thing).
The point of the language update was to prevent different families becoming a melting pot, I doubt Jason would be interested in letting us eliminate the language barrier over time.
I think we could use a /nod and /nay emote, but I'm not sure if emotes can move the characters' heads
Some other ideas:
You can only spawn in once per minute. If you die young, either by running away, being abandoned, or using the /die command, you'll have to wait a bit. A bit annoying if you get abandoned naturally, but you'd only have to wait about half a minute in that case.
After you die there's a 10 second timer before you can click respawn. If you lived a normal life you have some time to reflect on it and it's not that long to wait, but if you're just suiciding it would be annoying enough to make you think twice next time. Maybe you'd also have some interesting info about your life on the death screen, such as your name, number of kids, amount of food eaten, the item that you crafted the most, stuff like that.
The server only spawns people in 60 times per hour, i.e. once per minute. Basically the same thing as #1, but also annoying to everyone.
Typing /die or using a mod to do it pops up a confirmation prompt of some kind. You have to type in 3 words (same as the twin list) for the /die to work. Faster than just running away most of the time, but still annoying enough that people might be dissuaded from suiciding as hastily as they do now.
Slow down the baby to 10% speed to simulate crawling and make them unable to run away into a bear or something, and make the /die command unusable for the first 30 seconds. If the baby dies within the first 30 seconds and was picked up by the mother at any point it resets the mother's birth cooldown.
I have an off-the-wall idea. How about this:
Keep track of various statistics and show them on the main menu and on the end of life screen. Make a leaderboard, and every time you die/look at the main menu you see where you stand. Things that encourage playing the game without suicides, and things that give players something to brag about. Some won't care about that, but many will, and for a lot of people it will have a slight psychological effect making them suicide less.
Some stat ideas:
Average life length in the last 30 days (minimum 5 lives to qualify).
Longest old age death streak.
Average grandkids in the last 30 days.
IMO the Internet overall has become much more negative, hostile, and toxic in the past few years, and the gaming side of it doubly so. Even as recently as ten-fifteen years ago the Internet was much more of a niche thing. Niche communities are generally nicer as people are invested in them due to passion. These days, probably because of the rise of social media, the Internet is a big part of many people's lives. Many are probably unhappy or stressed out with their jobs, and when they get home and see someone being happier than they are online it just grinds their gears. They're anonymous and they want to lash out, so they do. Over time being angry and rude becomes the norm, and they see online behaviour standards as completely unrelated to real life behaviour standards.
I saw this interview excerpt on Twitter a few weeks ago and I feel like it hit the nail on the head - https://youtu.be/XW_KhFq4LQo?t=1988 (timecode 33:09). I think you'd find it interesting.
I was a skeptic about the language update but after playing with it for a bit I'm happy to say I love it.
The only bad thing is that everyone looks the same due to the lack of player models, especially A and F villages, considering those skin tones only have one male model each. We definitely should have gotten several new player models along the other changes.
I also still think we need better storage options sooner rather than later. Languages are cool and fun and great, but not having good storage detracts from my enjoyment of the game. Same with bug fixes.
Adding in game life purchases would 100% kill the game. Don't do that.
I stick with the life I'm given almost every single time, so changes to this, such as adding life tokens, probably wouldn't affect me in any meaningful way, which means I'm personally not against the system. It would definitely anger some people though.
If I absolutely had to come up with some kind of a system I'd do something like this:
Every new account starts with 100 life tokens.
Every time you spawn you use up a token. No tokens, no spawning.
Every 60 minutes of playtime you get an extra token.
Every time you die of old age you get an extra token.
Every 24 hours of real time you get an extra token.
Every server restart everyone gets an extra token.
That way the life limit wouldn't affect people who are playing the game 'properly' at all, and it would probably only affect people that die or waste their lives on purpose.
I agree with Tarr, actually taking your baby with you as you work and do stuff is a lot more personal than just plopping them by the nearest fire. Besides, even if you get a baby while out and about you probably won't have a sling on you, especially if it occupies an existing clothing slot - you'd rather have something useful instead until you get a baby.
What if you did the list thing but made it so you had to turn it on in the settings folder first? That way it's doubly hidden (knowledge about /die and knowledge about the settings file) and only available to folk who really want to control their spawns. In my experience people are really averse to changing any game files, even when it's something as simple as changing a 0 to a 1.
Are you counting all Eves or just BigServer Eves? Whenever there's an update that changes the map I do a few 5-minute Eve lives on a random server, just to see what's different. I might not be the only one.
Also, if I understand things correctly in the new update Eves always spawn close to a well site. Since most well sites are completely unviable for a village people are probably killing themselves to get a better respawn.
Can you count only Eves that had a child that lived up to X years old?
Eh, the langage processing code is cool but this sounds like it's going to be either a very dull update, or an update that makes the game worse.
I'm happy to be proven wrong though.
EDIT: After actually playing the update for two lives I'm happy to say I was wrong. I really enjoy the fact that different families speak different languages, it makes for interesting gameplay. Great update, 10/10.
Why can't /die have a counter. Every time you /die you increment the counter. At some point a counter starts to equal 5 years off your maximum life. Once you have lived to your new maximum life, a set number of counters gets removed. This could allow for a couple /dies, but makes it diminishing returns after the first x of them.
The_Anabaptist
/die is not the problem, /die is a mechanic that makes the suicide problem less problematic. It's there to reset the mother's birth cooldown.
If there's ANY downside to using the /die command babies will just run away and starve instead, which would be disastrous for the mothers.
Opening paragraph from a very famous book:
insur stru sponge cetfrisk aes dawn viled nounce sort insur ize tia insur ize strongtau dawn dec izejust stru mear eb stru cerpt fine stru legavs. insur stru chem aes stru mear hinge mule bractgild eb sphincnouak, nonce eb cane insur stru gem, eb stru wacer clew smash eb fetchclave quotestead eb science insur stru givnanon. bosk stan quette stru tia eb limp stru poser eb stru puk sonde bers hourshur stru triv aes stru nuses. stru sions aes stru nuses hy mule puktey eb stru triv luk alstey dawn viled eb nounce jew stru bosk skelerg izeroug stru poser eb stru puk rudeboost eb triv, hail quette stru hi, cogerg eb stru viardreads skelerg eb icedoldsnail stru poser qua eb cane ebbnoon dried stru triv.
I take it this means you gave up on the weapon idea? ![]()
Twisted wrote:"Weelcome too Eeve toown!" is 8 letters + 3 letters + 4 letters + 5 letters, so it would become something like "Thorniss mod Veld Nagan!"
Interesting.
Then how does learning new languages work?
Perhaps you get a % chance to see the actual word instead of the replacement word as your knowledge of the language increases, from 0% to 100% depending on your knowledge of the language.
Twisted wrote:I don't see how spelling errors would circumvent this? It would still be indistinguishable to the other person.
Weelcome too Eeve toown!
(The parser wouldn't recognize the words, so they would be readable to the other player.)
I think you misunderstood me, the parser doesn't look at words, it just looks at word length.
"Weelcome too Eeve toown!" is 8 letters + 3 letters + 4 letters + 5 letters, so it would become something like "Thorniss mod Veld Nagan!"
Twisted wrote:On the subject of languages, I think the way World of Warcraft does it would work nicely if you decide to implement them. There is a list of made up words, and everything that players say is parsed through that list and words are replaced with made up words of equal length.
For example, 'Welcome to Eve Town' would become something like 'Kaelsig ru Lon Odes'. This gives you a general idea of what the player might be trying to say, and it would definitely be easier that translating it into a real language.
Except you could just make spelling errors to circumvent this. We already do this in the game with abbreviations when we're too young to make sentences.
I don't see how spelling errors would circumvent this? It would still be indistinguishable to the other person.
On the subject of languages, I think the way World of Warcraft does it would work nicely if you decide to implement them. There is a list of made up words, and everything that players say is parsed through that list and words are replaced with made up words of equal length.
For example, 'Welcome to Eve Town' would become something like 'Kaelsig ru Lon Odes'. This gives you a general idea of what the player might be trying to say, and it would definitely be easier that translating it into a real language.
What if there was a special weapon with no slow-down effect that you could only use on outsiders. Call it the sword (keep the knife between friends---it's more close-range).
Interesting idea, but you'd have to implement an actual combat system. Currently, since everyone dies in one hit, if two people fight the person with the lower ping will win. If you added the Sword without some major combat changes it would just be frustrating.
People would build town walls for real reasons, and then trade with outsiders cautiously.
Currently there's no real reason to trade, you can just make the stuff yourself or take it from your town. If the other town has the item you want you probably don't have anything that would be worth trading.
Also, since anyone can pick up anything, there is no way to actually trade stuff.
I just don't like being abruptly thrown into a multiplayer game surrounded by other players who weren't expecting me.
Is this just me? Do other players enjoy this aspect of the game?
I personally enjoy it, it's a brief moment of slight chaos for both the child and the mother. For me it's fun both when I'm the child and the mother.
I don't understand how 1 or 2 affect variance. All they seem to do is give insight as to how much water is remaining.
I wish I understood what the goal here was. I've read the variance thread but even then I found the goal to be a bit unclear. The variance thread looked like there was a desire to entertain probability solutions, but the goal wasn't clear there either.
The goal is to make pumps run out as to necessitate upgrading them to a more advanced level. Currently, the Newcomen pump has a 1/20 chance to exhaust on use. This gives it 20 uses on average, but every now and then it will break down on first use, which is a really feelsbadmoment and can completely kill off the village. Every tile can have charges (number of times it can be used before transitioning to the next stage), so ideally we'd use those (similar to steel tools or seed bowls), but that's currently not possible as the charge system is already used for taking out buckets of water - every time you fire up the engine it gets X charges of bucket uses.
The idea is to find a way to make the pump tile not use charges for bucket uses so we can use those charges to set the number of uses.