a multiplayer game of parenting and civilization building
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Yeah, I guess the decay will have to happen per unit of playtime.
As far as colorful speech bubbles, I don't think the white text on black background will be too garish.
The blue will definitely be garish. I guess I could drop that part of it. The blessings will just counter-act negative curse points, and that's all. A big positive score does nothing.
Who really wants to be born under a "halo" anyway? More likely to make them a target than anything else. Goody-two-shoes over there with the heavenly speech bubbles. When he's not looking, I'm going to piss in his apple juice....
Honestly, I'm not sure if that feature should be thrown out. It would be great for deciding who to hand your knife down to when you get old, or who to trust with sensitive things in general. I don't really think it'd make people a negative target, I think it'd set someone apart as someone you could trust. I think it'd also be nice if someone is on the fence about keeping a kid, but sees the blue speech bubble. I feel it would give additional positive incentive to do good by people, which is always welcome in my opinion. Okay, on second thought, it might make you a target for those who are spiteful or jealous; but I feel like that adds some interesting dynamics to the game.
If you're worried about it being garish, why not just make it a lighter shade? Like a light blue, and still keep the black letters. Honestly, I don't think blue would look any worse than black.
Anyway, just some thoughts.
But potatoes make 60 food for only 1 water. That's more food per unit water than any other crop. And they are portable, more portable food density than any other single-ingredient food.
Also, water is the thing that's really running out, long-term. You can make more soil...
Ahhh, so that was your reasoning. I suppose that makes sense. I see the portable food density, but I feel like by the time you can reasonably cultivate and use potatoes, you'd already have wheat and pies (and if not, it wouldn't be far off). If potatoes were slightly easier, maybe not requiring a shovel, I could see them working as an easier, but less efficient, replacement for pies. I guess we'll see. If water becomes more scarce, I could see potatoes rising in value; but I still think there's just too many downsides to argue saving one water.
So you use 2 soil for 60 food. That's basically 30 food per soil, which is worse than everything except green beans. So why bother making potatoes? I mean practically, not for novelty.
I've been running into a problem with home markers not being transferred to children. You wind up with 7 home markers because no one is inheriting their mom's marker anymore. I've had this problem many times with my children not being able to see mine, and I not being able to see my mom's. And this is taking into account that the markers are set before birth. I'm think there may have been times when markers have actually been inherited, but I cannot be entirely certain.
Was there a certain update I missed, or is this a bug? I was under the impression you always inherited your mother's marker as long as it was set before you were born.
The game wasn't designed to support 100 hours of boredom-free play. 100 hours is a lot. I'm not saying it's against my vision or anything, but I didn't set out to make a game with that much depth, and especially not right now, before all the content is in.
However, I've seen that many people have played 100+ hours. I've also heard from a number of those people that they are growing sick of the game. Yeah? Really?
Well here's the thing about that, it doesn't have 100 hours of gameplay in the content. I already know how to craft and do everything. Tell me to make something, and I can make it, or at least reasonably get it done without consulting a wiki (looking at letters). The depth of this game doesn't lie in the crafting, or the items you can make. It's the stories and personal interactions. This game isn't like most story driven games. They're like a book. You read, then maybe read again, but it's always the same story. This game is a library. You don't know what you're going to pull off the shelf, but you load up the game, and open the pages. Some stories leave me feeling terrible, and sometimes I don't even bother finishing the book (logging off, suicide). But that makes the good ones all that more special.
That is what keeps me playing the game. The survival and crafting just offer a goal, something to work towards so you're not just wandering an empty field talking to strangers about nothing. It's just the vehicle, it's not the journey. That's why I can't say I could ever find myself growing sick of this game. Now does the car need some work and fine tuning? Most definitely. But it's ultimately meant to serve the journey. I think most people are focusing too much on the car, and not enough on the journey.
I will say it's nice to see that it's not against your vision to make a game you can enjoy for hours, I was kind of concerned for a minute. But like I said, still very much interested to see what this game becomes.
@Joriom
Sorry I haven't taken the time to read most of what you've said, but I only have so many hours in a day XD. I will say that I think "good game design" is, more often than not, subjective. I don't think it's bad game design to throw you into a random location with random people as long as you have something to work towards and you can deal with the possible problem of repetition. I do however, think it's unconventional. And you do not "learn everything from the ground up over and over again" you take your knowledge and experiences into the next life. And just because you can't see what happens later on doesn't mean you don't care about it. Maybe some people think that way, but I see that as a fallacy.
Nor do I think "forcing playstyle on a player is a bad thing" is necessarily a bad thing. Total freedom quite often obfuscates the experience. As one of my favorite game reviewers said, "a game where a player can do anything, focuses on nothing". There is something to be said for direction. Now I don't think anyone is being "forced", I just think people are being "limited". Which are two very different things. Which I knew you alluded to, but I still felt like you might be implying Jason was FORCING us to play HIS game.
Anyway, that's all I have time for. As I'm sure you know, these can take a while when you're carefully articulating and double checking everything for accuracy and clarity.
You can very much doubt it all you like, but this has basically been my experience after picking the game up again over the past few days.
I'm sorry for the confusion, I wasn't referring to your post. I very much believe you, you were probably just "unlucky". I was referring to Pein's statement that it was cause by the lineage cooldown. That was what I was calling into question.
I'm having the opposite experience. Keep getting born into the same city over and over again, and I'd very much like to be an Eve or Eve's child.
I'm having much the same experience, I personally like to have my spawns 80/20. 80 being spawned into an even or small settlement with maybe only a kiln for technology, and 20 being spawning into cities with most of the tech tree and at least a sheep pen. But I just go with whatever I draw lol.
@Redhawk
There's no prerequisite that says something can only be considered a weapon if there are many different variants to choose from, a weapon is anything that is designed to hurt or kill. And considering Jason programmed Knife + person = dead person, then the knife was indeed designed to kill. Making it, very much, a weapon.
And I'm sorry that this version of combat doesn't meet your specific criteria of an organized system of trained combatants, but your definition is only one specific version of combat involving specific scenarios. Your only interpretation of combat is trained & organized combat; and that's fine, if a bit narrow minded. But the argument of, "just look how popular media uses it" seems shallow at best. I wasn't aware twitter was the end all, be all, of definitions and terminology of the English language. So that's cool beans, I guess.
But I would like to address the fact that I did acknowledge, in an edit, that combat may not have been the best term considering that very fact (that a lot of people are indeed murdered with no chance at mounting their own attack). But there have been very many scenarios where I've been fighting someone knife to knife, or bow to bow, or knife to bow, and I'm sure others have as well. So I felt like the question was still valid and was still relevant to the conversation of "people being kill outside of the designed programming, meaning inconsistencies".
I realize I may be coming across as derogatory, but it is not my intention to attack or insult you. If you happen to feel that way, I'd like to apologize if I came off that way.
And I have no idea where that comment came from about you not being against in game violence. I never once implied that you were, so that seems a bit telling.
On another side note; I didn't really find Alleria's post about how he likes to stab people at the drop of a hat and go online to brag about (or make and example of) it very funny. Seemed kind of sad and mildly annoyed me, like most of what he says. But I suppose that's neither here nor there.
I honestly very much doubt this. I've spawned into plenty of big cities (mind you, not mega cities)
So you use less food when you're at the optimal temperature. No offense, but don't most people know this? I mean, I get raising awareness of how broken desert borders are and that they should be used whenever possible, but why all the math and numbers? Seems a bit excessive, but it is kind of nifty.
there is no combat in the game. Combat implies a structured system. There is the ability to use tools against human characters. Those tools that in a civilized society would be used to harvest, hunt, and or neutralize natures threats. There also may be glitches caused by lag or some other reason that when mastered makes it easier to killed human characters.
And there is the ability to criticize those who get tired of having their time and money wasted by children to be labeled as "crying" because they don't want to spend their time wasting peoples time and creating stupidity.
and now we have swastikas in the forum, because that must be cool too. Guess we can ignore them because it's perfectly okay.
Combat doesn't really imply anything other that two forces attacking each other, it's a very ambiguous term. There is "unstructured combat". In fact, I'd argue that most of it is. And it's foolish to think knifes are just tools, and it's equally foolish to think they're just weapons. They are just as much one, as the other.
Not going to comment on the rest, because that's not pertinent to this discussion.
I dunno, I have been killed like 3-4 times in two months, maybe it is your connection because I never stab somebody from tiles away. Bow has a reach of 3 tiles.
I know how much reach a bow has, and how much a knife has. I contemplated that it could possibly be just latency, but my ping is normally better than most. I have some of the best ping among others I play games with, and I don't really ever have rubber banding in this game, nor is there any delay after my input. I suppose it is possible that something happened and while my character was running off into the distance waving goodbye on my screen, on the server I might just been stupidly standing there. I find it unlikely, but possible.
How combat works:
Roll the dice, see what you get, have advantage as attacker, more people to click.
Flip the coin, drop your knife, pick it up, drop it again, your enemy mimicking your moves.
Whoever registers first can call the other a noob, but everyone knows what really transpired,
You got Lucky.
LMAO, too true. I would thumbs up if I could. +1
You could try using this: https://onehouronelife.com/forums/viewtopic.php?id=1467
It lets you see a lot more than you normally can, Great for spotting griefers when they think you can't see them. Also useful for exploring. Besides that my advice would be not to stand still around armed people.
I saw that but wasn't really interested. I try to stay as close to the base game as possible, because normally once I start modding, I start losing interest. I'll probably check it out though, doesn't seem like it's that big of a game breaker. And yes, lesson learned. Though I know how the combat works, there are some things you just can't account for. So now my rule is not standing still if anyone has a knife or bow and arrow out. Killing them if they walk around town with it out (I'll explain as they bleed out, cause I'm not giving them the chance to kill me first). And just overall being a paranoid fuck XD.
Edit: Combat my not have been the best word in hindsight, as quite often one side isn't fighting back. But I think it's still applicable to the post.
Amazing stories, I loved every moment of each one. Thank you all for sharing.
I'm glad you enjoyed it. Thank you for sharing your appreciation. If only mother had read my story BibleThump.
I was not sure whether I should report this bug or not.
Secretly I really like to build this many wells.
It allows quick water access and farms tend to survive better when water is near.
It was an important factor of why we managed to keep the village running on server 1 (the one with the bell right now).
This once more shows how important water and water management is.
I was honestly expecting someone else to report it (make a post), but I guess that was putting too much faith in the community. It should be no secret a lot of people loved this bug, it made the game a lot easier. You didn't have to worry about water if you had a dozen rocks and a shovel. But it came with a lot of downsides, (especially considering wells are permanent) and it kind of cheapened the experience.
This is NOT a game that is supposed to be interesting for 100s or 1000s of lives.
The original idea for OHOL was that everyone would get to play a single life, and that was it. You pay $5 for this insanely amazing hour that you will never forget, and then at the end of it, you say goodbye forever. Literally ONE LIFE, and only one life.... imagine that game for a minute...
Wait...so I wasn't meant to sink over 100 hours into this game so far? So it's not your intention to make a game you could enjoy over and over? That kind of has me concerned for where the future might go, but I'm definitely still interested.
And that would be a very interesting game, but I'd probably stay away from it because I feel like it'd just frustrate me and bum me out lol. It would be like the really awesome show you watched and wanted a second season of, but it never came. I definitely get things needing an ending, and you not wanting people to get bored, but isn't that what continual updates are for? To keep the game fresh and interesting? I guess it's an age old debate of either having too much and getting sick of it, or not getting enough and be left wanting more.
TLDR: I'm glad you decided to change game direction. Philosophical thoughts. I think every story being different keeps repeat hours from ever getting boring.
Sorry for the long post, but I'm sure you know by now what a rambler I am
That's quite alright Roolstar, and I've never actually taken you for a rambler. You seem more like a "say something when I have a reason to say it" kind of person. I think your points are valid and I'd like to make counter arguments, but it seems Jason has already covered most of what I was going to say. Although some of the things he's said has me a bit concerned now LMAO. However, I still don't think any of the decisions made so far force you to play a certain way. If you want to be an dick and just live to ruin other peoples lives and experiences, you still very well can. And that makes the people that actually decide on the alternative still feel a sense of agency. I just don't think anything productive can come from complete anarchy.
I do agree that it is very interesting to see how this game changes and grows. I guess we'll both be enjoying the show ![]()
Why is it a thing that someone can stab you from 3 tiles away by stabbing the spot you were standing in 4 days ago, or shoot you the moment they glimpse your silhouette in the distance? This is only a slight exaggeration. I don't know if this is a warning to everyone that you're never safe if someone on screen has a knife or someone with a bow enters your zip code, or if this is just me griping about how other people can shoot me from pretty much off screen while I have to walk up and give them a kiss. Maybe I'm missing something with the combat, but it seems really inconsistent (and mind you, I've put well over 100 hours in this game and have killed (and been killed) dozens of times). But in all this time, I've never been able to solve how this crap works. Every time I think I have it figured out, some yahoo shoots me with an arrow the moment he's enters my field of view. Excuse me if this is just complaining, but I wanted to share my thoughts and maybe get some additional outside perspective.
So it doesn't sound like this is an agreed-upon bug...
I don't think it was ever a bug in the first place. I think he was just talking about things he thought weren't balanced. My understanding is he's complaining about how many branches it takes to make a pen for your sheep (considering you also need them for tools and such), and that he has too much extra dung because he only feeds baby lambs. Honestly, I feel like this thread is in the wrong section.
Looks like it's cutting the letter W into a letter N that destroys the tool. Letter Y seems to be okay.
Awesome thanks. I couldn't remember which one, but I knew it was at least one of them.
Okay awesome. I was about to say, that defeats the whole purpose of a lock lol. Well I ran a test on it today, I just got around to seeing lock removal, and figured I'd see how it worked. I grabbed a key that opened one of the chests, and I filed it. I then made a door and a brand new lock and key, then put the new lock on the door. I then took the old key I had filed, and used it on the lock, and it came right off. I figured some other variable might be in place that I was missing, so I just wanted to make sure. My understanding of locks were just as you described, so this seemed very strange. Maybe the key to the chest just happened to be the same variant as the one I had just made. I should've checked to see if my new key opened the old chest, there's hind sight for you. Anyway, I'm glad that's at least not how it's intended to work. I'll do some more tests to see if there are bugs.
So am I misunderstanding something? Basically any yahoo with a key and a file can remove your lock? Please tell me I'm wrong.
I personally don't think this makes sense. There shouldn't be lock removal, but if there is, it should work on all locks. "What's good for the geese is good for the gander."
Edit: At the time, I misunderstood the lock removal mechanic. I think it's fine and good to see that is intended to work on all locks.
when you got tons of berry planted, you can feed them fast, but people need clothes 3+2+1+1, takes 7 sheep sheared for a full clothing, that is 7 dungs nobody processes cause wasnt the goal to make it, but its a waste not to
Just took the time to read the wall and found this part. I personally feel it is wasteful to produce 7 dungs for 7 wool if you don't need them. It's called over production, one of the eight most commonly found forms of waste. I don't like making full sheep clothing, as there are better alternatives; but if you are (and already have more than enough compost) it is wasteful to make 7 more dung just because you can. Just feed shorn sheep, it's ironically the least wasteful method given this scenario.
You shouldn't stab anyone for fucking up once they will die and not learn. Try to teach then if they keep going stab them.
Make all the wool you want just leave one sheep unsheared. Just like leaving one row of carrots, or one peice of wheat for seed. That way if you need poo you dont have to get two bowls of berrys
I don't feel like that was the argument he was making. Wasn't he talking about one person raising 7 sheep, killing them all, then leaving the mess behind just to get a full wool set? While I don't think that constitutes murder, it is kind of a dick thing to do.
you could, in theory, but when its enough dung? you got free tiles, so better just feed lamb. the issue is not the free space, the issue is the work it takes to make free space.
technicallly 1 soil 1 wheat, 4 plate of crust, 4 mutton=1 dead sheep. this is 3 extra soil. so its 1-1. but clothing makes extra 7 dung/sheep.
now if you get clothing then feed lambs, kill 7 sheep, clean pen of dung and bones, this is your responsibility, and someone needs to move mutton meat, make compost, plant 7 wheat, make 28 crust, make 7 compost, make 28 crust, this is a full circle
the more you think about it, the more you realize that you need to stab anyone who makes wool clothes and then walks around like nothing happened
So you're concern is the effort it takes to move the dung? If I understand correctly, you're suggesting it be easier? If that's the case, then I'd have to disagree. And I also disagree that you'd need to stab someone who makes wool clothes because you don't know if they didn't just feed shorn sheep. At that point, the only thing they'd be wasting is berries and carrots (but come on).
I do, however, agree that anyone getting 7 wool is being extremely wasteful when sealskin coats and bunny shoes are not only better insulation, but also not very difficult to get. I only ever use two wool for a hat, just for a splash of color.
I also don't agree that you always get 3 extra soil, I believe you, quite often, get 1 extra soil because the other 2 would also be used for wheat. You should be looking to increase/replace your basket supply. And the two extra flour will take care of the 9 rabbits from making two backpacks (11 or 12 if you're making pants, which you should be). So I feel like the math kind of adds up.
Long story short, if you don't need the dung, then don't make it. And if it's difficult/time consuming to clear out the poop, just set up poop/compost station right outside your sheep pen to minimize travel time.
No no no no dont make dung decay pleassseee. Ill move it if its in the way
But you're using up a lot of shovel uses for that. Honestly I think feeding sheered sheep instead of killing every single one is a good alternate. Dung is only produced when babies grow up. Is it now a question of mutton being used up faster than dung? Because you can make pies out of other things; like all those bunnies you have left over because your backpacks decay every two hours.
I don't remember if it was the letter N or Y (maybe both). But at least one of them eats your knife (or flint chip) when you make it.