a multiplayer game of parenting and civilization building
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Iiiiiiiiiinteresting.
Average hours per day played - is that "since the player started playing" or "since the start of the analysis period" ? Hopefully the former. Three-and-a-half hours per week seems like a reasonable cut-off for "likes to play the game and plays a lot" versus "has played the game some but probably isn't really into it", but only if it's fairly comparing people who bought the game last month with those who bought it last year.
Cool work as always, and thanks again for sharing.
I liked that! It's good to see that new players, who have no idea what to do and do everything wrong, can still enjoy the game.
And in particular, can learn and teach and have fun learning and teaching. The game's dynamic of passing on not just accumulated capital but knowledge from generation to generation is compelling and is embraced immediately even by neophytes.
Furthermore, the game's use of familial relationships creates an instant social atmosphere that encourages group cooperation and forming bonds - superficial as they may be - between players.
Jason has a real winner here.
the curly hair blonde guy is that dude who’s always screaming at you for being in front of the forge.
lol
aka "every smith ever"
On the flipside I'm now more picky when I actually find a village as an Eve. Since I'm purposely suiciding to find a village if a city isn't in a very good location I'll just end up killing myself instead of staying to fix it. I've made passes on villages with a few steel tools because they were overall too cold or required too much fixing to get back up and running. Previously I would stay at about any village because I knew there was a chance I or another Eve might stumble upon it. It just made more sense to go around fixing any village because if I returned the effort would have been worth it.
When I do an Eve run, whether I stop at an earlier failed camp or not depends on my mood. I almost always skip over small camps - in part because they're probably not very well placed (most aren't), but mostly because if I'm doing an Eve run I want the camp to be a product of my efforts. I don't want to piggyback on someone else who came before me, and I don't want to have to deal with the problems that they created.
When I spawn into or near a large dead town, though, I'll think about trying to revive it, because that's a fun challenge which is different from starting an Eve camp from scratch or from being born into an active and functioning city. Sometimes I'm not in the mood for that, though, and if not I'll usually just starve and reroll a new Eve spawn.
Generally I'll give it about five minutes before just trying a new eve spawn. I'll stay longer if I should find something that really stands out.
I've been giving it until age 30. I should probably drop that down, maybe waaay down. Every minute spent searching in the current life is one less minute you have to spawn children after you find a good spot.
It feels like you shouldn't give up on the current life, but that's really just the sunk cost fallacy. Ideally you'd look around enough to rule out your current location and then die; lather rinse repeat until you spawn within immediate-recognition distance of a good spot. That said, for aesthetics, I'll probably keep searching for a while (maybe ten minutes?), just to preserve the illusion that each of my lives matters and that being an Eve is a desperate struggle to create something from nothing in a cruel and harsh world.
It is sort of a feature, being abused. The client behaves like an invalid client, and so gets killed.
Thanks! I added a comment to that issue to raise awareness of the unintended consequences. Perhaps Jason will change things.
Yeah I really wish Eve-saves wouldn't be so worthless. Min-maxing is always a thing but a supposed reward is not a reward anymore, or has it really ever been: your Eve save is most likely lost in an update before you ever have a chance to get back without trickery. So an 'innocent' player like me will basically never get to enjoy the reward of a previous 60 year Eve death as it's more likely that the save is wiped before it's given to the player.
Eve saves were never intended to be used in multplayer, and were never intended to be the kind of thing that people think they are. It was a hack for single-player, back when there were few enough players that sometimes there would be only one player on a server. The intention was to let single players have continuous repeat lives in the same place, since with no other players there was no way to leave a legacy for your descendants.
I don't think giving an old age Eve one pass on the lineage ban is that game breaking overall
I had read somewhere (forum, wiki, discord, not sure) that Eve gets an exemption from the lineage ban, but my guess is this is a bit of mythology that got passed around like a game of Telephone, a garbling of what the actual Eve spawn / re-spawn mechanics were (which themselves were misunderstood by both Jason and the playerbase (in different ways!) due to the bugs in the implementation.
From an aesthetic standpoint, I think giving Eve an exemption doesn't really make sense. The whole Jason's-vision thing is that you live one life and try to make a legacy but die knowing you'll never see it yourself. Minmaxers like Tarr reject this aesthetic - which is entirely their right - but that doesn't mean the game should cater to their goals rather than Jason's. The lineage ban was an attempt to stop back-to-back lives, which are effectively a single longer-than-one-hour life. The fix to Eve chaining was the same.
I have definitely formed personality associations between different avatars and the "type of player" I feel they are.
Those associations are definitely spurious, a false creation in my mind due to unconscious bias.
People play they way they play, people are assigned the avatars they are assigned, and the one has absolutely nothing to do with the other (in both directions).
If anything, it's a tribute to Jason's artistic skill in making little cartoon people that manage to evoke imaginary notions of their supposed personality types.
Morally, this puts me in a quandary though. The game is literally unplayable without some zoom for me (30 in monitor, the pixels in default look like poppy seeds... that can't be his artistic vision either!). Also, the other quality of life input modifications from Awbz don't appear to be part of the discussion. I don't feel like I'm cheating?
Your morality can rest easy. You are definitely not cheating. This is not a competitive game; there's no ethos of sportsmanship to adhere to.
Jason has an aesthetic that he is trying to convey through the game to people who play the game. By using a zoom mod you are missing out on some aspect of that aesthetic. However, you have no obligation to enjoy the game the way that Jason thinks you should enjoy it.
I feel like I'm the one playing the game the way everyone should be able to enjoy it.
I happen to agree with you. I believe I understand why Jason chose the zoom level he did, but also I believe the game would be improved without compromising his aesthetic if it were slightly more zoomed out.
How does quick die work? This must be a server-side bug, if the server is allowing a death initiated by the client that doesn't conform to the game rules.
Is it discouraged? In this thread it's stated that Jason doesn't care. Is there an official position stated anywhere?
Jason deliberately chose the zoom level he did, and he doesn't want to change that. He recognizes that he can't stop you from using a client with zoom, but he would prefer that people didn't.
Sources:
https://onehouronelife.com/forums/viewt … 1063#p1063
First, the tech:
Well, I picked the zoom many years ago, and it's deeply integrated into the game on many levels, including the protocol. I.e., it's not a simple change for me to show you "more tiles." (Also, the bigger the visible area, the larger the map chunks and database pulls, the more load on the servers, the fewer players each server can support, etc.)Second, the look/feel:
All the art is hand-drawn and scanned at screen resolution, making it all "perfect." Scaling adds blurring or aliasing, depending on which way it is scaled. I spend a lot of time on the artwork, with all those fine pen lines. I want that stuff looking as crisp and as detailed as possible.The game has a close zoom, with relatively large tiles and characters (128x128 tiles) to give a kind of intimate feeling as opposed to a distant "god's view" of the world.
https://onehouronelife.com/forums/viewt … 318#p34318
Well, I wish people wouldn't use it, but it's open source and I can't stop you.
But it's not the experience that I intended.
I have a particular way I want the game to look and feel
The next step is for an organized gang to do this on a populated server.
It will still require the kind of dedicated 24/7 group effort that this one had, but like this one should be unstoppable if they take the appropriate precautions.
This shows, I believe, that the Apocalypse still isn't matching Jason's intentions. It is impossible to do without a dedicated group coordinating out-of-game. And if there is such a group, it is impossible to prevent. Jason's vision of different groups of people organizing in-game and struggling against each other to cause or stop it just isn't going to happen with the mechanics as they are now.
Congratulations to all involved!
I was going to say that that's not much of an issue, because very few people will do that.
However, if one person does it, then it will effectively render the yum fertility bonus non-existent for everyone else, because the bonus scales relative to the highest yum that anyone currently has. The one person using yellow fever to boost their yum bonus to very high levels will get at least twice as many children (subject to the birthing cooldown) as everyone else, and nobody else's yum levels will have any meaningful effect on their fertility.
Anyone know the server?
Anyone know how the town remained populated (or re-populated) for 24 hours without anyone who came there ever deciding to remove the tower?
My mom, aunt and the girl in my arms promptly told me I was a cheater [..] my mom stabbed me for the reason "Cheaters have to die!"
They are retarded. Ignore them.
Most people know about Awbz' client and don't care who uses it.
Why are you trying to be a "city Eve" instead of simply being born into a city?
The timestamp just above the post on the left-hand side is a link pointing to the specific post. Link to that URL and you will link to the post.
Like this: https://onehouronelife.com/forums/viewt … 031#p42031
The moral of the story is don't go to study at University without a backpack full of snacks! JUST LIKE IN REAL LIFE
This is great! Thanks for all your work on onetech!
grouchy frazzled chick 4ever
Always jealous of a properly boardwalked berry farm.
LodiaVDH, another great slideshow!
Some people really are just some big goofballs.
"Some"?
It's shocking just how poorly most people understand this game. But I guess that just makes it all the more rewarding when you come across one of the few people who show an active interest in learning and improving.
Morti, thanks for taking the time a few weeks ago to talk to me in San-Cal and demonstrate your amazing pork taco production line!
I never say anyone is playing the game "wrong" because I sincerely believe it's everyone's prerogative to decide for themselves how they want to approach the game. I do think your method of continuing to work on a project in life after life runs counter to the aesthetic that Jason was aiming for (which is, I think, why you call it an 'exploit').
I agree with your sentiments about not giving up on towns, on always trying to see what more you can do in any situation you're born into. I do the same, always acting as if there is a chance that even a doomed town might be rediscovered by someone else someday and trying to leave a legacy of some kind.
I enjoy getting reborn into a town I've contributed to (or even founded! that's the best!). There's a tension between "don't keep being reborn to work on the same projects" and "never ever see the same place again"; I feel like an occasional revisitation is very good, but that it could become very bad if it happened too often and lost the feeling of being special.
I don't mind being an Eve but the second to tenth generations are probably the most enjoyable.
I feel the same way.
It's not as much about the land or the towns anyway, it's about us; our experiences with each other, learning to recognize problems before they crop up and doing what needs to be done so that our family and town manages without us.
I feel the same way. Well said.
I noticed him saying to his student to follow him. They stopped in front of Berta's pen and he said this :
"This is Berta. Say hi to her from time to time"
That was awesome. Thanks for sharing!
I spawned as an Eve yesterday, heard a close bell, and followed it. I ended up in that village and saw your pen! Very nice. I found the road and kept going, and was surprised to find myself once again in San-Cal.
From Jason's post introducing the Eve spirals:
What happens when a server shuts down though, as it does every week during updates?
First, the death location of the longest-lineage person during shutdown is remembered. This is used as the "center" of the spiral at the next startup, and after startup, the first three Eves are placed near there. After that, a new spiral grows around that new center point
Now, there's always a chance that Jason has changed things since then (but I haven't seen a post saying so) and there's a chance that the implementation doesn't match his intention. But that's at least what is supposed to be happening, at least as of back then.
I'm not positive what "the longest-lineage person during shutdown" means. I assume it means the longest-lineage person from the current uptime instance, although perhaps it means the longest-lineage person alive at the time of the shutdown (which then kills them, I presume?).
Since San-Cal is a big developed city, it would make sense that the longest-lineage person lived and died there, and that the new spiral after the server restart would be centered there, which would explain what we've seen recently (I've seen it too!) namely that Eves have been spawning close to San-Cal.
Nimue wrote:In a general way what im saying i think the game has only one formula to win, if you dont settle up build kiln try to make iron tools, plant everycrap, tame sheep make compost, you end up not being able to build anything, and as u see im not asking for much, simple stuff.
Well I agree on that, which is something that IMO should be developed on. But not so much for the wanderer, but for more ways to run a village. You're right pretty much there is currently only one way and everything else is just decoration on that.
The game being about "civilization building and parenting", don't expect to get much love for the maverik tough. Being a wandering hermit is actually already extremely easy as you can munch up on wild food on the go basically for ever as long you keep moving. Occasionally having to make a fire for example to make a needle, I don't see an issue with. However, wandering for a whole life going in one direction... it's a pretty boring game this way, for me at least.
I'd like to see more possibilities for nomadic tribes (which would also bolster the lone nomads). "More ways to run a village" could include "a village that isn't tied down to one spot". It would be great to have a decent technology stack with some interesting and useful and fun items that can be crafted without requiring more than, say, a third of a lifetime camped in a single location.