a multiplayer game of parenting and civilization building
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@JonySky
You make it way more complicated than it really is.
Professions would be quite easy.
You smith = you gain skill points in smithing = you learn more advanced recipes in smithing and become more efficient
As for planting trees it would be farming and french fries would be cooking
Some crafting wouldn't require profession like making snowmen or other basic stuff like making ropes and bow drill etc.
Also keep in mind that with a smaller map there would be roads between cities and over generations people would learn the language of other families.
if the professions are easy ... this system will not work
in this community there are players who within a few hours of leaving the update of the planes were already flying ...
... to the 10 generations we will have complete cities
If everyone can do everything (even if it is of poor quality) we will continue
imagine the pain that would be to find the blacksmith to ask for something and have to pay for a tool that would use a whole town
only RPG players will use this (and hopefully)
people will continue to do the tool themselves when they need it even if it is of lower quality
they will waste resources and the lineage will be extinguished ... just like now ...
Nothing changes
and about the trade ...
Do you really think that players will barter to get a better quality tool by paying a price on cakes? when can they do it themselves?
The disorder of the cities is very big and I think that is one of the main reasons for the laziness of the people
and if the learning system is very difficult, then we will have situations like the ones I mentioned before
I still see many problems Dodge
Aghh, I just don't like the approach of "your character does a thing bad until you grind it enough to be good", and have that repeat every life. I personally like that good players can do things efficiently (fast, minimum use of resources) and bad players are the ones who waste things due to not being able to do it as well or not valuing the more efficient approach.
People would be annoyed to see someone start smithing and making low quality items (essentially wasting iron) when there is already some older smith doing the thing better. People would be stuck in the roles to ensure the town stays at maximum efficiency. It's a game after all, limiting a player "because it'd be realistic to not be good at everything" feels bad for the player. It's a nerf to your products, enforced by the game, even if you know you did it right.There are so many theories how trade could happen in the game, but I hope we don't end up with a solution of "nerf until you have to do it". I'd rather approach it with the idea of excess. You want to trade away things you don't need or value, but right now everything is valuable. All towns are the same (or else they die), and any rope or pie is needed. Populations boom, bakers die, items are lost, ropes are low, populations shrink... What a town needs is everything, at every time. Every excess is beneficial and time goes by so quick that soon it's not excess anymore.
If we could communicate better, travel better, have actual excess in resources and clearly different towns with different strenghts, I think we'd get our first natural trades. But with war swords and language barriers, and same needs per town, we rather make momentary excess and keep it to ourselves, and get our own iron and soil. It's just easier to get your stuff by yourself, as no one is ever bringing it to you on their own anyways.If I had excess items to get rid of, I'd love to switch them with someone who has something I'd rather have. But we never meet, and they're never there when I need them. Too much moving required, with language (communication) issues, griefing, killing, and towns always needing everything anyways. Same things as the next town, all the time.
So. My conclusion is... More ways of making things, more helpful resources, more useful things to make, more ways to move around excess items, more ways to communicate and excecute a fair trade (ensure the trader will most likely get what they want if they go to make a trade, so it's almost guaranteed and worth the try), more ways of specializing towns regarding its resource/s, and making it so that it's something it doesn't actually need to live, and can forward it to other places to get something they'd rather have.I'd love it if some traveler came over with super cool and special character customization stuff, like hair gel or makeup or jewellery, and people would offer them things they can take to their town to help it live. I could finally look like a character of my own and do a trade that they benefit from. To me it could be fun vanity, to them it could be a lifeline for their town. Or maybe they just have a truckload of rope to throw away and we have a diesel engine for it, as we have extra. Although; who wants to be doing labor for a milkweed farm or an engine if it's sold by some random behind your back, with you not getting stuff for yourself? This is the issue of property we still face, and fences have done little to it. If machines did the engine for us, or farmed the milkweed... Hmmm...
That idea if I would like it! +1
@JonySky
You can imagine a griefer in any situation and it will be bad.
But with about 80 players in the game on a regular basis, there wouldn't be only one blacksmith in the whole world.
I forgot to mention something the way i see it the world should be much smaller and not almost infinite like currently.
So suppose there is only one blacksmith in the village and for some reason he is a griefer and decides to lock his workshop, you could travel to the closest village and try to communicate with the neighbor village blacksmith to trade tools.
You could learn any profession you want but at the beginning you start as a rookie who makes mistakes, is inneficcient and waste ressources and also doesn't know the more advanced recipes.
Where are we going? :
Currently we are going in circle, start civilisation, it ends up dying, it gets erased, start over.
How i see it: Limited map, limited ressources, no map culling, in the beginning plenty of ressources but low skill and eventually high skill but low ressources. So in end game you have to organise a society, with trade and efficient work to not waste the limited ressources.
If you play smart civilisations survive and thrive
If you dont, you waste ressources and eventually everything dies and apocalypse is the only solution.
What kind of game are we playing? :
Simulation of human civilisations
But right now lacks depth or any need for more advanced system or goverment
This could be partly solved with limited world and ressources and also professions.
Since they would require to play smart instead of being a robot player that farms or bake pies.
What is the future of OHOL?:
Good, hopefully.
dodge
I have set the example of the griefer because honestly it is the first one that has occurred to me
But in his answer about traveling to another city, learning the language and then learning the trade ... I have seen that there is no solution
Why do I say this?
very simple ... have you tried to do this right now in the current game?
I explain the inconveniences and believe me when I tell you that what you have described is one of my usual tasks in OHOL lately
You must wait until you are 13 years old to be able to get on a horse and go to a city (remember that you do not know where this other city is, with another blacksmith willing to teach you)
when you find that city you must begin to learn the language that will surely take you to learn ... and that even if you learn it, you will have words that are badly generated by the learning system
all this must be accompanied by extreme care so that no one stabs or key a war sword
When you have learned the language you must learn the profession and then return home ... but it will only be a return trip because there are no maps ... you will never see your master blacksmith again
and if someone has cut their marker ... forget to go home ...
in the case that you get back home possibly your city has died because the tools you needed have taken too long and have run out of food
or possibly you are so old that you will not have time to teach anyone your profession
curiously I have mentioned this example to him as if he were a man, but if he is a woman, he should add the "annoyance" of doing all this and raising his children along the way
all this is just an example of problems in a single profession and in a possible case of griefers ... but there are many more problems
for example: what do we do with the EVES ... do they know everything? Do you know all the professions?
and with girls who want to travel far from their hometown and create a new city?
and what will happen to Donkey Town ?, when a griefer ends in Donkey Town ... can also do everything?
He also tells me that we go in circles, a civilization begins and he ends up dying ...
I believe that currently OHOL arrives very quickly to the "complete city" in 10 generations as much we have it all
but the professions do not think they change this dynamic ...
currently in OHOL we do not do more than 2 or 3 primary tasks (for example, we weave and make compost) this means that the learning system will only stress us a little more, but in 10 generations we will be like now, with completed cities
This raises a question ... what happens with the secondary tasks (french fries, burritos, snowmen, tree planting, etc ...) must also learn these jobs?
Do you seriously believe that someone would teach or learn to make chips or burritos?
these tasks will die in oblivion, currently it is rare to see burritos in the cities and that anyone can do them ... imagine if you need to first learn it
I do not want you to misinterpret my words but I still think that basic problems must first be solved and the future of OHOL must be known ...
@JonySky
That's the point, we can reach the end of the tech tree in under 10 gens that's crazy.
But if there was professions and a skill system then it would require multiple generations to reach that level of knowledge.
The blacksmith wouldn't just give you a shovel if he's not stupid he would trade it for food or something else he needs, so he would only give it to you when you bring him the goods.
Which would be locked in his workshop, so nobody can just yoink stuff.
As for doing one profession your whole life, your not forced too, it's the same in real life, you're not even forced to work but then you have to find a way to make it, like survive on wild foods, or trade basic ressources.
If you really wanted to do another profession you could but you would start without the skill from your parents, so you would waste a lot more ressources than if you did the proffession where you already have skill in.
I understand what you want to tell me, but in the current OHOL it is unfeasible
the situations where you would end up hating this system are many
imagine a griefer as a blacksmith
would be the closest thing to have in a locked room all the iron, tools and hardware of the smithy
no walls would be necessary to prohibit the use of the most essential things in a city
Nobody could create a tool or a bomb because only the blacksmith could do it, so he decided not to do anything!
you tell me that you can learn other professions, but here are things that I do not see well:
we have 60 minutes and a part of those minutes we are babies and children fighting for food ... you want to cut more that time of fun in learning a profession?
if we can learn several professions, we are exactly the same as now ... everyone can do everything
How do we solve the early camps?
and girls / mothers who travel alone to create new towns?
in OHOL there are few essential professions (pastor, farmer and blacksmith)
and if you diversify a lot these professions it will be a pain to do anything in the game and you will get 20 people talking in a bonfire without doing anything
I see many problems and we do not solve the main problem of OHOL
Where are we going?
What kind of game are we playing?
What is the future of OHOL?
When we have these clear answers, we will have the right solutions
there is no need to turn continuously without a fixed direction
Until we know where OHOL is going, it does not make sense to implement new mechanics
what is the use of creating a new mechanics of specific professions or learning by ages if we have cities with everything necessary in the third or fourth generation
what is the use of having an exclusive profession of baker, if in 10 minutes of play you can create tons of cakes to feed all the cities of OHOL for months
Besides, this will generate extreme boredom in the players, since they can not easily change their profession ...
also, remember the disorder that exists in the cities (it is easier to create a shovel from 0, than not to look for it in the absolute disorder of the cities)
imagine this situation: you need a shovel and you ask the blacksmith ... the smith has just created a shovel, and your brother has taken it away to look for rocks
the blacksmith will answer you ... I just created a shovel look for it!
What do you do in that situation? Are you waiting for your brother to come back with that shovel?
Now, if I do not find a shovel, in 5 minutes I build one and I can continue to bury my mother, in this way I will be able to continue living as a creator of backpacks
I'm thinking about a lot of odious situations:
The one who takes care of the sheep, should take care of the sheep all his life ... (even if no more sheep are needed, the pastor will be condemned to do that)
grow carrots and berries !! ... prepare for your 60 most boring minutes of your life! because in that life your learning has been that
People will ask others to create objects, but remember that communication in OHOL is not simple or practical and our projects can not be completed at 60 years
no thanks, I do not want to stay tied to a profession
possibly some of you will think that I am very radical, and that the one who learns to make cakes can also learn to make tools ... but if that is so ... this system does not make any sense ... because we will have the current situation again. .. that everyone can do everything, so I do not think it is necessary to implement this mechanics until the game is defined
There are things in OHOL more serious than the update of the war swords
lack of coherence
logical lack
lack a vision of the future
missing a clear "goal"
lack solid bases in the approach of the game
when we have reached the top of the technological tree in the cities we do the most ?, what challenges do we have?
When I play, I see that there is something that does not fit, the game is not coherent
and that disturbs me much more than when someone ends my life with a sword
It baffles me to be doing tons of food in a simple way in a survival game (pies)
It baffles me to know that I can survive years and years of berries
have airplanes and continue cooking in embers or an adobe oven is not logical
we can drive a car but I need to rub 2 sticks to create a bonfire
I am surprised that there is talk of promoting trade but instead we are motivating racism and the instantaneous death of foreigners
I keep trying to understand why the dogs, the cards, the fish, the morse code issuer, the rubber balls, trains, etc. were implemented ...
Why are new contradictory mechanics implemented? for example LANGUAGE + APPROACH OF CITIES and WAR SWORDS
this we have already spoken a thousand times
Honestly if someone asks me in what time the game is set, I will not answer it
I do not know if I'm even on Earth or on Saturn, in the past the future
I do not know if the game follows the steps of our civilization or is totally different or random
I do not know if it's a magical world or represents reality
I confess that when I saw the update of the vehicles and airplanes I became very demoralized
I always thought that this game would follow an evolutionary logic and would not turn into a clutter of random new objects without any reason
And to all this we have to add the disorder of the cities ... (I spend less time creating a new object than looking for it)
you have to solve this before creating more meaningless objects
because creating more objects in OHOL ... right now it only means more mess
If this lack of new content solves the problem with the main approach of the game, welcome it!
Amon wrote:Right after the limited lives update living was ... near perfect. You only gained a life back after an hour. No dead babies, everything was a lil bit more peaceful, living was great.
Not that lives replenish every 20 minutes...which is way too much in my opinion, you'll practically never run out.My thoughts exaclty. Replenish rate is way too high, for me 12 lives +1 each hour was the best in terms of selectivity, you actually had it hard to /die and be picky about your camp/town/city. Having *3 lives/hour means you get 3 free times to select your game each time you play.
I think the same...
someone who dies 12 times in less than an hour is someone who is choosing where to be born ... and that for me is contrary to the game
I see no evil in committing suicide in a city where you do not feel like living, but more than 12 times in a row I see it exaggerated
jason takes pride in a one person project, but music (or graphics) is something to easily outtsource, where great games are usually made by a team of two, one gamedesign coder and one audiovisual designer.
I love the adlib sfx, but the ohol music is just way too reopetitive and depressing. Thanks for the mute music option.
I get the depressing theme and the [the restaurant at the end of the universe] semi-meaninglessness of any ackomplishments, its existentialism themes, but not its repetitiveness.If you know how to edit/substitute ingame audio, or just wand theme fitting music, heres an alternative playlist, partially just as depressing and slow paced, but more varied:
This list of track titles is from a selection of 50 gb , mostly my-little-pony-existentialism/family-associative (if only by artist) archive stuff, calm and noncoval, noncoval raythmic, intentionallyDissonant, silly, or selfish.
Each sorted a bit, to match a one hour life span and the moments between lifes.Search these on youtube, the version is within brackets, and often makes a huge difference (especially the e-minor variants of apocalypsepenguin)
ambiental (calm): - One Summers Day () Evening Star - Lunas Determination () MelodicPony - Someday () Belgerum - Midsummer () Callenby - Merry Christmas Mr. Lawrence (aka Heart of Asia/Forbidden colors) Ryuichi Sakamoto (just get the initial slow non techno version) - Cupcake Prelude (Calm Breeze Remix) SoaringFlight - Dying Dreams [Unfinished Masterpiece] - Goodnight Luna () Archie - Ill Be Waiting (Karaoke) MandoPony - Lunas Lonely Planet () AllicornUK - Moon Ballad () Aelipse - Daybreak () Kevin MacLeod - Peaceful Reflections - Alone She Waits () Callenby - A Dying World () Evening Star - Nostalgia () Flutterlover - Night Sky () David Larsen - Aeons () David Larsen - Chant of Immortality (Instrumental) Everfree brony - Above Cloudsdale (piano improv) - Celestia Raises The Sun (sounds of equestria) Donglekumquat rythmic nonvocal list (more dramatic): - A Summers Day () Jastrian - A touch of dedication () CommandSpry - A Touch of Variation () CommandSpry <- (tiny lyrical scream) - Happy Go Lively (Music for TV Dinners) Laurie Johnson - First Bird of Spring (Smile! Charity Song) DrDissonance - Night Shift at the Cupcake Factory () DrDissonance - At The Refinery (at the gala remix) DrDissonance <- making knifes and war swords only, of yourse - Art of the Industry (Art of the Dress) DrDissonance <- making backpacks to put war swords onto. - Cupcakes (PataPony fangame version) <- when born as baby in a war/grief zone, loading up with pies. - Princess Luna as imagined (Fimbulin Remix) <- when born as baby in a war/grief zone, heading out for war. - Budding Ponyville (Budding Friendship) <- from a canceled [my little pony themed] [harvest moon clone] - Spring (Budding Friendship) <- from a canceled [my little pony themed] [harvest moon clone] - Budding Summer (Budding Friendship) <- from a canceled [my little pony themed] [harvest moon clone] - Distant Valleys () Evening Star - A Forest (on player piano) Westworld OST - Failure Sucess (Epically Fail I Wasnt Prepared) (Without Vocals) DrDissonance - Pony Everypony (The Funeral Everypony Should Go) DrDissonance - Smile Smile Smile (Sims OST Cover) - Closed shop (OST) Recettear - Butterscotch Train (ost) Jimmy and the Pulsating Mass - Let's Color Today (ost) Jimmy and the Pulsating Mass - Happy Chiptune (Shoppe Keep HolFix) Pond5 - Mute Notes (ost) Jimmy and the Pulsating Mass - Descent () Doofcake - Alone She Wakes () Callenby - Dusk for the Night () 3ight8it - Of Darkness and Stargazer Lilies () Dark Symphony - Regret () BassBeastJD - Smile in Your Sleep () Magnitude Zero - Bad Apple (Calm Music Box) - Death Tone (OST) Hatoful Boyfriend - Hana Yume by TAM (Ending Credits) Hatoful Boyfriend Soundtrack - One Day I Will Fly () Evening Star - san junipero (ost) - Raining Tears () FurryFoxfire - Eternitys End (Friendship) David Larsen - In the end the Sea Will Claim Everything (game Theme) - There is nobody in town (ost) chobits - The Dying City (My Little Dashie Score - 01) Arvianth - Blank Pages (My Little Dashie Score - 07) Arvianth - Goodnight, Daddy (My Little Dashie Score - 04) Arvianth - My Little Dashie (My Little Dashie Score - 06) Arvianth - My Little Dashie Post Epilogue () CommandSpry - Above Cloudsdale (ertrii Remix) lyrical vocal (less depressing, more family focused, for relaxing roleplaying): - Home (Lyrical Adaptation) Undertale <- "the world always seemed to get so darkm untill you came my way, please stay here my love, youll be allright." - goat mom - Dango Daikazoku (english lyrics) Lizz <- great english cover, family focus. - Soaring with Stars (animated) Magpiepony <- "this is your place, i love this place, this kingdom I leave to you, i know you care for it like i care for you" - Dear jessie (wishing tree naming ceremony) <- must be a non-techno version. - Tubby Wubby Pony Waifu (Allioopster Cover) FimFlamFilosophy <- instant shipping, because time is precious. - Love (ft 4everfreebrony) John Kenza <- "all i need is love" - Gypsy Bard (Cover) Dreamchan ft Princewhateverer <- this one is the calmest version, others are faster and more rythmic, less fitting. - You're In My Head Like a Catchy Song (Jyc Row orchestral remix) Daniel Ingram feat. Felicia Day <- feliciaDay and WilliamShatner once voiced a cartoon pony in a feurdalism lovestory; mlp s07e13 - The Perfect Pear - Derpy's 200 Smiles (smile song parody) BaldDumboRat - [sunshine celery stalks] <- many versions. - The Party Hasnt Ended () Decibelle <- maybe try the nonvocal version - Respire (leclip/vimeo) Mickey 3D <- english covers exist: [ Breathe (respire leclip real movie with choir) ] - The Fresh Flutters of Bel Air (Fresh Prince of Bel Air Theme Song Parody) - Spare (luna animation) Joseph Lopez - Everything's Alright (Pinkie Rose) Laura Shigihara - Do You Feel It () Chaos Chaos - Ponyville () ferxes - Smile in Your Sleep () Magnitude Zero for greedy, thiefes, backstabbers, griefers, warmongers, endstone makers (stranger agendas): - Gravity Falls Theme (ORIGINAL LYRICS) Lizz <- lovely paranoid lyrics to the gravity falls intro - Entropy (Sim Gretina Remix) Awkward Marina - Giggle at the Mystery (Professor Pinkie) - Beyond Her Garden (Ernula x Cuilan) WoodenToaster - Sneaky Snitch () Kevin MacLeoud - Hidden Agenda () Kevin MacLeoud - Happy Families () Ren and Stimpy <- most famous within ren and stimpy, its an older for-tv-dinner track, associated with sociopathy. - Bad harmony (bad apple, my little pony parody cover) - Imprisoned in the Demon () Chain Algorithm - Awoken (Vocal Score Cover) H8-Seed Wooden Toaster - Awoken (glaze Instrumental) - Wacky Factory () BronyMike befriends WoodenToaster - Smile Smile Smile! (in E Minor) ApocalypsePenguin - Giggle at the Ghosties (in D Minor) ApocalypsePenguin - At the Gala (in C Minor) ApocalypsePenguin - Winter Wrap (in C Minor) ApocalypsePenguin - Friendship is magic theme (in C Minor) ApocalypsePenguin - Hush Now (in A Minor) ApocalypsePenguin - Shuu Good End (yes yes yes) Hatoful Boyfriend - Boo Hoo (Retrotype Remix) Assertive Fluttershy - Want You Gone (Laura Shigihara vocal) Portal 2 Ending - In Memory of Broken Heartstrings - Chase You Down (ft. ChiChi) Danielpony - Innocences Lament () Arkane Metal - Lunas Lonely Planet () AllicornUK - Okay, Everyone! (Sayori version) Doky Doki Literature Club <- happy suicidal-depression-song - Monogenes Pais (Extra History - Justinian & Theodora) Sean and Dean Kinerspecial song for jason:
- Art Of The Game (art of the dress parody lyrics)---
[surviving mars] is a very dumb city building game, mostly because it lacks replay value ONLY due to having a small static map with only a dozen easy locales
, and the rest is just suicidal to try, but its OST is just great, its very wild-west, but in a modern technology context (firefly-series-like).
here the audio artist clearly outshine the gamedesigners.Myst is the most gfamous example of a game, made by two people, with very shared professions.
[Faster than light] was a great and malmost finished game long before it went onto kiclstarter to beg for money for a final polish. Almost all of the FTL-kickstarter -money went into adding great music to the game.
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I agree with you that the music in a game is very important
I also think that a bit of musical variety in OHOL would be great!
I remember the many hours that I spent in Transport tycoon deluxe
and the soundtrack was fun and enjoyable (it was MIDI music, but it was amazing !!)
https://www.youtube.com/watch?v=JTi6LG8aeK8
MultiLife wrote:...And I'm again in the loop of "in order to get this, I need this resource, which is gone again, and now I need to get that too". Tiresome.
I think what really needs to be done for the sake of the tech tree and for the sake of enabling more teamwork and culture, is creating the ability to have multiple characters pulling/pushing/lifting the same object at once. For a real-life example see the ancient Egyptian sled-pulling team:
https://upload.wikimedia.org/wikipedia/ … A9tep2.jpg
If getting enough people together and working on the same project at one time was the primary rate limiting factor in terms of construction and technological advancement, Jason wouldn't have to rely so heavily on tedium and resource scarcity to slow progress. It also means you're spending far more time side-by-side in a cooperative manner with other players and have a chance to actually socialize and accomplish something together.
Assuming most of these sort of 'teamwork' projects only needs one person to actually direct movements and everyone else is just providing dumb labor, it ends up being new player friendly. Most of the team is just letting their character be controlled by the lead character so they're free to ask questions and learn how things go together to make something useful. There would also be a lot more of experienced players actively seeking out others to help them do something, whereas now, I don't think I've ever had someone walk up to me and ask me to help them do something. This creates an informal currency of favor trading which is the bedrock of any good community.
Even with the simplest form of this sort of project of just dragging huge boulders or blocks around, you end up creating the opportunity for custom Stonehenge-style religious sites or massive stone temples that dozens if not hundreds of characters helped create and is inherently resistant to griefer destruction.
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I do realize what I'm describing would likely not be simple to code, or it would already exist, but I do still think it would be worth putting in a few months of work to make it happen. The cumulative impact of bringing people together to work on a common task (as opposed to separate, parallel tasks) shouldn't be underestimated.
YES, have long commented that it is necessary to create several cooperative tasks among several players
I always imagined a group of 5 people pulling ropes to move a large 1X6 wall to wall the city more efficiently
Collaborative works will prevent players from only carrying out their personal projects without having to interact with anyone
We are playing a game of family survival and multiplayer where most of our games do not relate to anyone ... contradictory ...
Sometimes my only conversation is the first "HI" with my mother and nothing else ... from here there is not much more interaction between players (unless an assassin enters the scene)
Anyway, when I talk about unique articles to generate multigenerational culture, I'm not talking about creating objects ...
If they can be created, they are no longer unique ...
I talk about finding them ... having to explore the map to find the only object that will benefit your whole family
Maybe that unique object requires doing something different every several generations to make it work ... (sacrifice a son or a sheep ... for example)
This object every several generations announces the following requirement ... in this way someone has to leave the notice of what the next generation will need to do
It's just an idea ... but it's like a kind of event that in order for the "prize" to work, it needs to be extended by the lineage
Unique hard to achieve objects would be really sweet. They dont need to have any buffs or usages, just plain and simple eye candy and a token of tedious task. Would bring some meaning to the "end game".
I mean useless decorations, gold jewelry and all kinda fabulous objects have been there as long as we have had civilizations. Representing the leaders power and wealth / display civilizations skillsets and objects of worship. As civilizations advance you have to spend less time on just surviving and tending the agrculture. Providing you with a cluster of free time which gave us all these world wonders, philosophy and inventions that push mankind forward.
If the object is useless ... we have a crown again ...
if it does not help, the only thing we will get is another artificial rolplay
but I also support the idea of having items such as necklaces, bracelets, body painting, etc ... to differentiate between us
What culture? Theres none. Theres more game culture outside the game (discord, forums) than "in" the game.
TRUE!
Simple to understand, there is no culture, in OHOL culture does not exist.
Currently the community performs role plays with various rituals, sacrifices, crowns, etc ... but there is no mechanics in the game that accompanies this practice, they are only ROL games that some players have in their heads ... just that.
when these players die, these rituals, kings, sacrifices, etc also die ...
Currently when someone sees a "KING" in OHOL ... he does not see a real king ... he is seeing another player with a crown ... another player who deserves to die ... just that.
because there is nothing that grants anything special to that player ... it's just one more with a crown on top of his head ...
because the sacrifices can not endure more than 2 generations as much?
because they do not contribute anything, it's just a role play in the minds of 2 or several people.
I think something similar to some OHOL objects happens ... that nobody creates them because they do not contribute anything (an airplane, for example)
Jason has made it very clear that he does not like the ROL game.
But I think that distributing on the map some SUPER-OBJECTS such as: relics, amulets, magic objects ... etc .. (with purposes and with visible benefits !!!) will allow enriching the culture between generations, the battles to get unique objects, traditions, etc ...
You mean when your mother throws you in a bonfire and disappears forever?
or when you die of old after being a great member of the family and throw your bones in the first garbage dump they find, so you do not "bother"?
or when they abandon you in the middle of nowhere?
or when they throw you a bear / wolf?
or when you look at your brother / grandmother / uncle with indifference, as if he were a stranger but passing by there?
OHOL does not have any family links, there are no mechanics for this
The role is only in our way of playing ... in our heads ...
we are only independent players with individual projects that rarely allow us to interact and collaborate with other players / relatives
The suicides of babies before the update were exaggerated ... and the use was totally contrary to a game of survival in family
before the update, although I was the last girl in the family, they kept throwing me to a bonfire without saying a word ...
Nonsense, you just have to ask for it in the right way.
For example: "Can we please have a method of using kerosene in the kitchen that will guarantee that lots of people will be killed in the most horrible fashion imaginable? Maybe like lighting us up in a ball of fire, and then everyone we touch also lights up in a ball of fire, and then we all die?"
The_Anabaptist
jajajajajajaja +1
Yesterday I was also a Whisler
http://lineage.onehouronelife.com/serve … id=4830574
I think I was from the same generation as you, but I lived in a pretty disorganized town
someone was raising dogs throughout his life and we had the city infested with dogs of all kinds
There was also some spontaneous murder but nothing special to remember
curiously, the city where we lived was very similar to my previous life (it was practically the same ... it surprised me a lot) I thought I was born in the same city as my previous life
I would like there to be more options for nomadic families (maps, more comfortable transport of babies, portable tents, caravans, canned food, peripheral vision so as not to lose my relatives, compasses, gps, etc ...)
When I live in a city with a very high level of technology, at age 13 I escape to travel to other places
But lately this option has become a pain for two reasons:
1.- If I find another town you can hardly interact because they kill you instantly
2.- travel alone for 60 minutes without finding anything and nobody is very boring
Life is still very cheap in OHOL
that's why we have so many murders and / die
it has been reduced and improved with the last update, but it is still excessive
It has to be reduced enough so that ..., at least 75% of our children do not want to kill themselves
Start playing OHOL on 28 April 2018
now I play less because I have less time,
I have had seasons where I played more and others less ... but I have not stopped playing
I like it, it's a fun and original game
but I think it is necessary to solve many problems and improve the engine to have new mechanics
If OHOL solves these barriers, I think it can be very big !!
I've seen several times players who get a kind of jump to get you killed (it's as if your character speeds up and reaches you) I do not know if it's a bug, lag or a hack ... but nowadays anything is possible ... an element of war is implemented and wars are expected to begin ... these wars can not be unbalanced by this type of problems because that desperate and makes the players angry and they definitely leave ...
I do not know if I am leaving the subject, but I have always believed that the buildings are useless and the advantages are minimal
I do not find any significant advantage of making a fire outside or inside a building
the same thing happens with clothes ... nowadays you can survive without it ... you only need to control hunger correctly
There must be more extreme survival mechanisms that force players to take refuge in a building with a bonfire
Good Job Jason!, but ask specific and short questions (no more than 2 lines)
I have been working in the world of teaching for several years and I tell you from experience that people do not read long questions, hopefully they only read the last sentence (it's sad, I know, but it's reality)
Also remember that there are some players that English is not their usual language
When the Update of the twins was implemented the same thing happened, at the beginning 90% of twin players were griefers who helped each other ... Currently most twins are good players who cooperate with the city ...
But there are still players who think that the twins should die, the paranoia and the fear of the murderous twins we had in the past is still present right now
With foreigners and visitors from other families something similar is happening ... After the Update of the war swords most foreigners were murderers ...
I think that we must create a mechanism to integrate families and see foreigners as an advantage ...
I see that many people say that the reason why they kill all foreigners is because they can end their lineage and because they can not curse
but nobody realizes that if your mother does not name you, can you do exactly the same?
I think that an extreme fear has been created after the update of the approach of the cities and the massacres of EVES that there were
I remember that even I killed the eves that came to my city because almost all were murderous griefers
It was a bad time that has already passed, but we continue to act with the same fear
Today I played a few lives in OHOL
I have realized that visiting a distant family to establish a relationship of any kind (commercial, friendship, cultural ...) is a big mistake
I can not even try to talk to them on top of my horse, the war sword also annihilates you on a horse
one of the great mechanics that this game has and makes it unique and special is the language and language learning
when this was incorporated in OHOL, they began to create great stories (I remember that I traveled a lot and left my children to learn the language and cross family ties)
but those stories have evaporated
Now when someone visits a distant family, they kill you instantly
you can not learn the language to communicate because the murder is immediate, not even on a horse
it is not worth traveling to another lineage to do anything (only war)
my question is? How are we going to create commerce in this way?
Why is the language implemented if no one wants to visit another foreign family because of the risk of being killed?
I believe that the balance is too inclined to war ... not to the collaboration between lineages and crosses of families
I do not see badly the wars, but also we must have more mechanics of collaboration between families and lineages
there are no mechanics to have children in common (between 2 families) nor crosses of surnames
That is an essential part of the current civilization, the crosses of races
Why do not we promote more crossings of families and less war?
Here is my little contribution
duplicating a key to open a lock is extremely complex but the process to create a first lock is very easy
The community is creating many cults and religions, but we have no object or mechanics for this
cities are the same everywhere, there is nothing that differentiates them
we have airplanes but we continue to forge in an adobe oven
Onions and tomatoes can be eaten directly from the plant
we have diesel pumps but we do not have a system of channels for water or an automatic irrigation system ... or a hose!
we just buried our loved ones, we just throw the bones where they do not bother
personalization of the characters with unique items (necklaces, flower crowns, bracelets, facial or body paintings ...)
the sheets of paper use a lot of space and are only used to write a sentence, we need books!
Water should not be unique to a biome
The houses do not have much use, they should be more essential
It is strange that salt is not used for more types of food (french fries, for example)
I can not tie the horse to a tree
I can not put my baby in a car to take him home
newborns need clothes to survive, but in OHOL you can go nude all your life without any consequence
It is strange to think that the simplest task, like talking or looking for an article in the chaos of the city, in the game, means several years of the character's life
Tough problems to solve, indeed.
You're right about the risk-free re-rolling.
UGGG, I just can't win with this issue. It's like pushing the bump in the carpet down in one place and having it pop up in another.
BUT HEY, there were only 97 Eves instead of 1000 today.
Yes Jason !, I am very happy with this update (although my English does not allow me to express it very well ... hehehehe)
I think this update of the / die has managed to calm down the murderous EVES !!
I agree that it is a complicated problem to solve because ultimately any system can be exploited by players in different ways and to get a nice system for all is difficult
let's see what happens with this new update!
thanks for working on this problem! and with good work!
I hope people learn fast that they are cycling through the same families, otherwise moms will get burdened with suicidal kids again and again.
Hidden SID kids in family trees sounds good.JonySky wrote:Jjajajaj someone told me some time ago that SID was not a problem ...
that was a good thing for the game !!No, it was not a problem, they were many problems!
Please explain.
I think that SID generates 3 problems at the same time
the first problem is that it is used to travel from city to city, this does not make any sense in a survival game where we have to adapt to the situations we find ourselves.
the second problem is that it reduces the chances of an EVE or mother to continue with the lineage (because although the cooldown time is restored, the 60 minutes of life remain the same)
the third and most serious problem: all family connection and sensitivity with the children is lost (I have had lives that I do not care about my lineage, I do not care if they survive or not because I can not do anything to prevent my children from committing suicide. .. it does not matter if I try to have the best city or camp early if my children finally decide to commit suicide and I will finish alone)
This is serious because the game goes to the family, to survive in family, to worry about your children and your family ...
what's the point of fighting against invaders with a sword if your family does not care about anything
Do you know what will happen now with the new system of the / die and the reappearance of the eves ...?
As the system does not penalize the suicide, the players will continue committing suicide until they return to the city where they have just lived and finish the projects in progress or they will continue committing suicide so that the killer of your family reappears as your son and can end the slaughter. .
but I do not think the problem is with Jason, nor with the current system of the / die ...
The problem is with the players, the selfish attitude of each one of us