a multiplayer game of parenting and civilization building
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Perhaps putting a knife in your backpack and making a property fence aroun the nusery would've helped containing those runners so you can rightfully so...stab them.
hahaha, I never stain my hands with blood ...
/ die restores the fertility time ... but the current use of / die is so exaggerated that it does not help much ...
in a stable life, controlling the YUM and the temperature you can have an average of about 6 or 7 children
most times of those 7 children only 2 or 3 do not use / die
there is a post with good ideas to solve it, but players should know that they are doing the work of serial killers ... of entire families
Yesterday I was playing in a city not very advanced.
They had water and food, it was fine.
I decided to create a bit of chaos ... but there was no need
When I was about to put my plan into operation, I realized that there were no more fertile women ...
the suicide players did the work for me ...
I recommend watching some twitch streaming ... I have seen a streamer committing suicide 10 times in a row, before staying in a city (she did not even look around to check the state of the city or his lineage)
I find it very sad, because this practice is doing a lot of damage to the players, to the lineages, and to OHOL
I'm sick of fighting to get a good level of YUM and temperature and get a lot of suicidal babies
the description of this game is "a multiplayer game of parenting and the construction of civilization"
The current number of baby suicides is so exaggerated that this description loses its meaning
It does not matter if you use the / die command or run to a bear ... the result is the same
I'm not in favor of punishing every action of a player, but this should be more "controlled" maybe you can only use 1 / die every 2 hours of play and penalize the deaths of certain ages
Have you ever been Eve or one of her daughters and the /die babies almost killed you? You have a kid, pick it up, stop gathering food, loose a few pips, it dies, you put the bone down outside of camp, (more time lost) go for the food-- but have another kid, you pick it up, hunger drains more, the bonging noise starts you run with the kid for a berry bush or onion (can't hold a stone limited food options) make it, eat, THAT baby dies too.
Now you can't even remember what you were doing before being interrupted by two people who were just looking around at your camp and went "nope not for me"
Really the frequency with which babies use /die, is so high that it's a drain on your food bar just to pick them up and name them. The bone spam can get wild. I once had triplets who died, then two more kids. Five sets of bones all over the camp.
It has an impact on how people act as parents. Ever get a mother who seems ... distant and grouchy? She probably just had a sting of /die babies.
I know infant mortality was high, but this is absurd. It's bad enough that young kids die so often when they are TRYING to live. But that at least you can try to change by taking better care of them.
There are changes that could make this issue better, maybe none of them are practical. Maybe some are, the one I promote most often is this one:
https://www.reddit.com/r/OneLifeSuggest … die_issue/
But I'm curious if there are others?
Or maybe I should just not pick up kids if I don't want one for a bit? But that seems dubious, I'm worried I'll miss the good player who wants to stay.
I do not want to be annoying, but I've spent time explaining this myself!
Apparently many people in this forum defend this / die practice
but it has become a method to travel to other cities and the way I see this practice is killing the game
I love this photo!!
I was james jewel
http://lineage.onehouronelife.com/serve … id=4303853
Jason, this week I've played several lives and I've noticed that disconnections happen when someone is born or dies near me
these disconnections are usually unique (only once) but sometimes for no reason the server disconnects me 2 times in a row one right after the other
I know the operation of / die the problem is that it is used as a method to travel to another city more to the player's liking, and it is abused to such an extent that the cities and camps must survive with 1 or 2 women at the most! It does not matter if you have many children if they all end up committing suicide ... You only need to see the family tree ...
to a murderer, he can arrest him on a property fence, he can curse him and he can kill him ...
with a griefer you can do the same ...
if all the babies of his lineage use the / die ... he can not do anything
do not even curse them ...
he's right ... it's not comparable ... it's much worse because his lineage will be extinguished whatever he does ...
fustracion ?? ... can not do anything ...
just learn to play with this ...
JonySky wrote:Eliminate the murder! we want our families to live many generations !!!
but then they use the / die command continuously when they do not like a city or early settlement ....
the same ones who are scandalized by griefers and murderers, use the / die command and justify it !!I don't see what's wrong with this logic.
The underlying philosophy can be boiled down to "join me in helping build and sustain this civilization, or don't".
/die is part of that while griefing is not.They're obviously two very different things.
With /die you simply choose not to contribute to the town, but when you grief it however, you completely go against what everyone stands for and oppose the town.
That's very different if you ask me.
You should analyze why lineages are extinguished in OHOL ...
The murders are not the culprits of exterminating entire lineages ...
have you been born lately as EVE? ... have you been born lately in an early camp?
Try it and you will notice that the / die are exaggeratedly high!
In the big cities, the same thing happens, but it is not as noticeable as there are more people and it always gives the feeling that this problem does not exist ... but there it is.
look at the family tree of any family ... do the favor ...
and consider the amount of / die ... count them and make the proportion of people who are born and people who decide to stay in that family
The logic of this forum is:
Eliminate the murder! we want our families to live many generations !!!
but then they use the / die command continuously when they do not like a city or early settlement ....
the same ones who are scandalized by griefers and murderers, use the / die command and justify it !!
I'm with Jason ... people do not know what he wants
Jason, these last days I have decided to leave the cities and towns with a horse to explore other cities and small settlements ...
Yesterday, I was exploring about 4k from my city and I found several early settlements, but none of them had inhabitants
I found 5 early settlements ... only 2 had iron tools and only 1 had stew, the rest had a small berry farm and nothing else
Rather than "force" trade, I think we should first solve the problem of:
1.- duration and survival of the early camps
2.- natality (extinctions of lineages per / die)
3.- distances between settlements and time lines
4.- natural borders between biomes
I think that trade and cooperation between cities should not be forced, what we should do is build the basis for it to happen naturally
just like human civilization, it is only necessary to see how it happened in the ancient world
look at Greece, the Roman Empire, the Mongol Empire, the travels of Marco Polo or Cristobal Colon ... there are so many examples!
JonySky wrote:go carefully DestinyCall, you have created a post telling a story where you were a police officer and you have killed a girl ...
in this forum there are people who can offend you that kind of behavior and you can be banned ...Huh? What are you talking about? Are you confusing me with Bladewoods? Our names are not even that similar. No wonder people complain about getting cursed by mistaken when they are named John Smith III.
And don't worry, this thread makes it clear that no one is in any danger of being banned for killing girls and posting about it.
true !, I apologize, now I edit it ...
the system of curses does not work very well ... but I do not think the main problem is that people do not know how to write a name ...
go carefully BladeWoods, you have created a post telling a story where you were a police officer and you have killed a girl ...
in this forum there are people who can offend you that kind of behavior and you can be banned ...
Pein and toxic, I totally agree with your comments ...
I do not like ruining anyone's experience ... but nobody should tell me how I should play OHOL
in the same way that nobody is obliged to live in a certain place, town or city, (and suicidal babies do not stop) I do not want to force me to play in a certain way.
I like to help the towns and cities to evolve and have a good lineage, but if I want to play differently, I will ...
there are enough methods to counteract the griefers in the game ... but I think lazy players prefer to complain and continue working as robots, rather than solve the problem themselves, then end up in these forums to complain
At the beginning I was very affected by dying at the hands of a griefer and I was very angry, but over time I learned to accept it, learn from my mistakes, learn who I can trust my knife or my property, I learned to detect a griefer before it is too late. Nowadays, I hardly die at the hands of anyone, and if I see strange behavior in my babies, I'll take them away from the city and kill them without thinking ... I do not care if it's the last girl, or that I'm the best player in the world OHOL ... if I see something strange in you, give yourself up for dead
the relationships in life are not easy ... behind each character of OHOL there is a real person ... so coexisting with other people in OHOL is not easy either
OHOL: a "family" survival game ...
"Families" that when you die, they will leave your bones where you died without caring about anyone ...
and if you have died in the middle of town, they will push your bones away as far as possible so that they do not bother anyone
"Families" that if they see you burying your dearest relatives, they will stab you and curse you ...
interesting
nice!
JonySky wrote:Even if the murderers' stories are not written ... there will still be murderers in the game ...
You can close the mouths of the griefers, but that does not mean they are going to another game ...
not even the SIMS get rid of the griefers!As I've said before, i dont care what they do ingame. I don't want them promoting griefing or discouraging possible players from buying the game. And If you play long enough, you can notice griefers easily, so I don't need them to share their stupid pitbull breeding and stuff-hiding tactics on here.
I do not want to be rude, but if you do not want to discourage new players, you should remove your second image from your signature ...
in that image you had 27 children of second generation and only 3 reached a respectable age
with this simple picture you are showing all the suicidal children that a EVE is going to find in this game
and you are also explaining with a single image that you will surely spend 60 minutes of your life working for nothing ...
I consider that it is not the best presentation letter for a new player ... do not you think?
My point still stands, If your idea of fun is to destroy towns and harm others then you shouldn't brag about it. People like that don't deserve to have their stories heard, and banning them atleast from the forums and discord would make the community less toxic.
Even if the murderers' stories are not written ... there will still be murderers in the game ...
You can close the mouths of the griefers, but that does not mean they are going to another game ...
not even the SIMS get rid of the griefers!
I honestly do not see any problem writing a story about a serial killer (of a game) ... I think if someone bothers you so much that you can not stand it, it's as simple as not opening the post, not reading it, there's always this option . it can be avoided...
anyway, it does not affect me too much ... generating hatred in a forum of a game is not on my to-do list ...
Until the pornhub is not censored ... everything is fine!
do not worry ... with the number of suicide babies that are currently in OHOL .. the cities do not take long to extinguish ... and to get a long lineage from an early camp, you must pray something first ....
all this sounds like "let's play my way or you're out, we eliminate you, we take you out of the game".
we must let the players play as they wish ... we have enough methods to avoid the griefers ... and if someone thinks that we do not have enough methods to counteract the griefers, we propose it so that it can be counteracted ...
and we should let others comment on what they want in the forums, as long as it is not offensive, discriminatory or illegal
every time I see a post of this style (pure censorship), I am more in agreement with the chaos and the griefers ....
that's a game ... and the greifers are part of this game, like it or not
ahhh and generate stories, some very good!
and if ... it just does not open those posts
if he does not open them and read them, they will not offend him or have to endure it ...
opening those posts and reading the content, indicates that you are interested in that type of information ... do not you think?
Freedom is important! for all
Jason, have you thought about creating random climatology in different biomes?
perfect areas during a certain period of time ... but in a few years it begins an extreme cold or a suffocating heat
Currently, this is static ... that is why an EVE creates a camp in a certain place, with water and a "normal" climate and there is no need to move from there ...
If the weather is dynamic ... this practice will change
also encourage to take better care of babies, because with extreme cold, you can not leave babies in a bonfire so easily ... that generates a family care necessary ...
Resources can be made to be infinite long term but finite on the short term. You can have mines regenerate iron over time just like wells regenerate water.
The main issue imo is that the civilizations right now are always the same. You find a place with soil/ponds and enough trees for kindling and you start your town. Every town will start with the same starting conditions and it will grow essentially the same. This means towns do not have variety like they always had in real life.
In real life towns weren't always made for the same reasons. One town might be a "mining town" created because the area was iron rich or copper rich. Another town might be a farming town having rich soil and abundant water. Another town might be a fishing town because of the availability of sea resources. Another town was created artificially for government or a trading town because it happens to be in the middle of a trading route.
We have no such diversity in OHOL. Every town is the same. Every town has the same resources. You get essentially the same life in every town depending on the "town progress". If every town is the same there is no reason for trade, war, conquest, colonization, expansion.
If you want to rework resources somehow, then you can make it so that towns need to either specialize or make it accessible to have satellite towns. If a farming town grew enough but needed iron for example. They could go the distance and settle a second town where iron is available. Maybe not a permanently settlement at first, but maybe some food storage, some infrastructure (like horse parking). Then over time it could make sense to have a more sizable and permanent town pumping out iron not only for that farming town but also for other farming towns around them. Maybe the mining town would be 100% dependent on food coming from these farm towns.
Maybe iron on mines could regenerate based on how many people live nearby or add some sort of labor intensive process to retrieve iron that needs to be processed on the same place.
I had this idea of "regions" which would be a sort of virtual region on top of the biomes we have right now. These regions would be specialized in resources. Maybe in one you could have iron ore. On another you could grow tomatoes/onions, on another you had shrimps and fish. This could also allow for more trade with other towns.
Right now it's too hard to make a temporary settlement where food isn't available. Food takes too much space and you can only take yourself. If you had like wagons that could carry more people and more food then maybe you could have a sort of trading caravan which could carry more stuff around.
+1
Jason, Create rivers and seas,
Create large boats and smaller boats for the exploration and transport of people or animals
also creates bridges for rivers
Separate resources so they are not so abundant
Rivers and seas are natural separators of zones
That each EVE appear in these natural areas
Copper should have a similar use to iron in this way it will be more valuable
The best example to get what you say in your post, is to follow the steps of current humanity
the history of our Civilization is an open book to get new stories