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I like professions, but I think they should be tied into Hierarchies, and should be assigned by a Leader within the Hierarchy.
Wuatduhf wrote:Job Titles
Leaders can give players Job Titles. "I DUB [PLAYER NAME] JOB" gives the player one Job Title until death. A Baron can make Lord Bob Wilson become Lord Chef Bob Wilson."
Job Titles immediately Learn tools for the player that are associated with that title (ideally customizable in the server config).
CHEF would include Adobe Hot Oven, Hot Coals, and Knife
DOCTOR - Needle & Thread, Medical Pads, and Knife
FARMER - Skewer, Stone Hoe, and Steel Hoe
etc.The tool slots are, of course, free.
My issue with this being related to the hierarchy system is then it becomes the parents choice in what you do as this is basically how the system works right now. Having to basically follow someone and have them change your title because your mom decided to be a dick or new would be annoying. You're an explorer now son, go get rubber now! Is ginger so this clashes with skill set. I'd much rather the system be based off the players choice which means unless you're specifically picking a bad title that reflects poorly on you instead of being forced on you.
Fr tho I hope he expands on the tech tree and not this imo we need something desperately.
Still got a month of bug fixes+ and we already know he's eventually going to be readjusting tool slots hence why this thread was made now instead of later.
fug wrote:I don't want to inflate the amount titles/tools too much
Thats another thing to consider.
How does someone know what the possible jobs are? How do they know which tools they get? e.g. does this have the tools I'm interested in right now.
So as I'm thinking about this, I have a riff: jobs are player created. With paper (or maybe a couple paper made into a book), people can create their own titles and tool lists (the mechanics of picking tools will need some thought) Learning a job couldn't be a simple matter of picking up the paper, as with maps, but reading it would tell you the title and tools. There would need to a student's hat, or sacrificing another paper for study notes (or diploma?) There won't be an "Eve job" because people haven't reached the tech level for vocational training yet. But if somebody wanted to psuedo-eve, you could perhaps design a Pioneer job to get people started.
You're thinking way too far on the level of mechanics. Doing paper, hats, any of that sort of thing is going into the realm or idealism that is much much too deep. Keep it simple and have the jobs picked from a command such as "I am a Lumberjack, I am no longer an Artisan." This puts the choosing your profession something around your 20's if you don't want your inherited one and picking around the early 20's or potentially teens.
All three tools should fit in one of the little message blocks in the left corner. "You are a Lumberjack, you learned X, Y, Z." "You are now a Baker you know A, B, C." In the case of where do you learn the title stuff as in what they are just put it in the news post for people to find and you can even make an example on the pause menu.
You even get to have the fun weekly title of "Get a Job." along with everything else.
Wilderness survivalist, or something of the sort, could be a useful profession too.
I think it is fair to assume in a real eve camp many hunter/gathering skills would be second-nature to everyone.
Added it as an idea up on the original post. My biggest thing is I don't want to inflate the amount titles/tools too much because eventually everything is going to be a weird mumbo jumbo of trying to min-max which jobs covers the most useful items vs something you want to do. For example:
The Locksmith (not something I would want to add.)
- File
- Hammer
- Mallet
File is so niche that it really should be something you pick up, hammer would seem weird solo without tongs or kiln because then you can only use it for really weird cases like lock picking, making shears, and dismantling knives so that's better as a smith job, and of course mallet is pretty niche too if you aren't doing construction related jobs.
On the other hand something like the blacksmith job can effectively do the base job (smith and make steel tools) while then either basically becoming high tech with all newcomen attachments for the base five extra tool slots OR can decide to smith and maybe farm/bake. I do however think some items should be left out of tool groups for the sole purpose of it being too one dimensional to justify as being part of a profession. Blacksmiths can make the blade then use one of their slots to finish the knife which overall seems fair.
sigmen4020 wrote:You would probably need to have more tools for each profession, because 3 is quite a small number if that is the total amount of tools you’re gonna be able to use for an entire life.
The original post mentioned that profession-related tools were "free tool slots" - sounds like an addition to the use-as-you-wish current tool slots.
So if you're the baker you automatically 'know' Oven, Hot Coals, and Knife. But you still have your 5-10 native tool slots to use as you wish. (Though those would probably need lowered a little bit if a free-slots profession system like this was ever implemented.)
It essentially makes sure that you always know all the essential skills for your trade. Instead of trying to become a baker, but you miscalculated and don't have enough tool slots remaining to cut your loaf of bread.
That's the exact idea. You don't want to be picking a profession and suddenly walking into the issue the current system has where you decide you would like to be a baker but end up not being able to slice bread or even able to use the oven because earlier in life someone needed something filed.
It's supposed to be a supplement to the tool slot system where you've got a base (lets just say 6 or whatever) and by picking a profession you potentially earn 0-3 free tools depending on what you end up choosing. In the case of a child the inherited system allows the kid get a feel for what their parent is doing which allows them to then decide if that's something they'd like or they can choose their own path in life and do whatever they'd like without being tied down.
Titles also work to allow you to quickly identify people who know tools without picking up a bunch of random objects sort of how the + system works right now. "Oh this guy is a Lumberjack, he can help restart the fire! Oh, this person is a smith I can ask them to make me a shovel."
Why axe for explorer? Are they to be covering lumberjack as well? (which itself doesn't need many skills) Perhaps pencil for mapping?
This may be okay if it's 3-for-1 or at least 3-for-2, since you lose some flexibility. Jobs sometimes blend into other areas (tailor into shepherd into farmer) and there is always the odd jobs.
Also: new player experience. Does a carpenter get stakes or bow saw? What does an explorer even mean? Can i use that tool or will it cost me a slot? (I'm fine - my mod shows tools... but I'm the only person using it) Also, for a really new player, "some" tools cost a slot, and "some" tools don't. Backwards holding will help, except for ovens and other fixed objects.
Changing jobs seems like it would be more of an advanced player thing - what would it do for you? People could probably guess that bakers get oven, but what if you became a carpenter to put a handle and wheels on a box, only to find you don't have bow saw or bow drill? Also, which would you lose by changing jobs?
The reason axe was under explorer is because the original post was a pretty quick draft (missed out on artisan or at the very least fish monger.)
I'd go so far as to say bone saw goes under something like the Lumberjack
- Axe
- Saw
- Bow-drill.
This way carpenter does boxes, fences, sledges, and general building for free but either has to find a lumberjack to cut his logs (both tree and butt) then drill it. Of course, because job titles aren't exclusive with all tool slots this allows someone to pick up tools to help balance out their free roster. For example, a smith might take up the file so they can make knifes, or fishmonger might take up hot coals to be able to cook their product.
In relation to changing jobs sure there would be initial issues with people not realizing certain jobs have crossover like artisan to smith only changes one tool overall but I think most general ideas have reasonable connections to what tools you would think you have. Plus with 6-7 tool slots which is what I assume most people have potentially getting 0-3 depending on what you already know makes tool slots still limit people but also allows for more overall freedom. If you for example know knife and switch to a profession with knife as a freebie you DO NOT get your slot back. You've devoted your life to already learning a knife and don't need to be taught how to use it again.
But on the flip, should you not know something and gain it through a job such as starting as a farmer and swapping to chef you DO NOT get to keep the original tool slots unless you've learned them yourself. This prevents people from trying to game the system to switch on the fly to something for a moment vs switching because you want/need to.
As the title suggests as a means to tighten up direct family units what about adding family professions? The idea is you inherit your mothers profession like the hierarchy system until you're old enough to decide to change professions or stick with it. An example of a name might look like "Your Lady Tina Tini the Baker." If that looks too cluttered maybe profession trumps title unless it's one of the higher titles in the game as that denotes you're a leader over all else anyways.
So what would a profession do besides give a random title? Unlock about 3 or so title related tools which makes working with your mother, brothers, or sisters less redundant as having 5 people who know the oven is generally a bad choice for the entire village. This would basically free up children in the early life to help out with tasks without hurting their potential future things they might want to do in a life which encourages mother-child bonding unless your kids have absolutely zero interest in what you do.
Some examples of titles + free tool slots would look like:
The Chef/Baker
- Oven
- Hot coals
- Knife
The Farmer
- Hoe
- Shovel
- Diesel water pump
The Carpenter
-Stakes
-Mallet
-Adze
The Smith
- Tongs
- Kiln
- Hammer
The Explorer
- Charcoal pencil
- Knife
- Hot coals.
The Medic
- Pads
- Sewing
- Knife/Sterilized knife (just make these the same tools like stone hoe + steel hole.)
The Artisan
- Tong
- Kiln
- Blowpipe
The Tailor
- Loom
- Sewing
- Shears
The Fishmonger
- Shrimp net
- Fishing rod
- Knife or shears.
The Lumberjack
- Axe + stone hatchet (or make hatchet a freebie to all.)
- Bone saw
- Fire bow drill
The Survivalist
- Bow and Arrow
- Sewing
- Hot coals
You get the point I'm making. This adds a fun roleplaying addition (fluff titles), a mechanic that encourages working with your family (free tool slots), and would overall improve the issue with tool slots in the first place. To prevent abuse, only allow someone to quit a profession once in a life and ONLY if they were born with it. This way players can't essentially bypass tool slot restrictions by taking up new jobs while still allowing children to choose their own professions later in life.
Edit: Added a few more professions just as examples/ideas.
So let me get this straight, instead of apologizing and trying to smooth things out you decide to go steal and hide stuff? It sounds like you got what you were asking for by getting sent to DT.
Also, you're again not telling us the whole story - you couldn't have been born into the same village as people in there cursed you, which prevents you from spawning near them. As there are currently no big road systems connecting multiple villages, I don't think that you were born into a nearby village and then just followed the road to the original village. This feels like a made up part that's just here to justify your griefing.
The curse system is in an extremely good place right now, and it took a lot of tweaking to get it just right.
Would you like to know the other side of the story because funny enough I'm the guy he's talking about.
Get born to a village where I catch OP hiding pies and items behind trees. Him being the older player at the time I just curse him and warn other players about what the dude is doing, fast forward I'm born in the same town as him next life because he died sooner than me. Instantly OP is grabbing a basket full of pies saying he wants to "explore" (dude has a bp which is clearly fishy.) Again, as I get older and warn my mother/aunt I find more hidden pies + tool heads hidden around the town just like the last life. OP once again gets more curses for back to back life griefing and we don't meet until the next day.
Day passes, we meet up again in some random village and I proceed to warn everyone that OP is known for stealing stuff so people be mindful. "REE YOU DONT TELL ME HOW TO PLAAAAAY." "YOU DONT DICTATE HOW I PLAY REEEEE." OP is screeching when I have a good laugh about him being the same troll from the other day and how once again he is now on the bad side of the town for being an overall rude dude. If you've ever seen this guy in the discord you'd know how much of a temper he has rofl, I guess some people just get upset when they're caught with their pants down.
The curse changes were great as everyone else has said. I knew exactly who was hiding stuff the second life and OP was too goofy not to curse me at any point to essentially block me from spawning around them to catch them griefing. Silly silly silly.
Oh hey, it's that troll that was reeing in discord.
Now it's reeing in the forums instead neat.
32ish because Morti likes to put his lineages near bear caves kek.
I guess you have a different idea of what Donkey Town should be about, Kilian. I definitely think it should be about punishment.
The idea that if you are horrible to other people, you are left all alone and unable to hurt other people anymore is why the threat of Donkey Town acts as a strong deterrent for players who are tempted to do harm in the regular game. If Donkey Town is a fun place, with blackjack and hookers, I don't see why anyone would want to NOT be in Donkey Town. It stops being a deterrent and becomes an incentive to grief.
And this is where the issue is. If you can grief AND play what is essentially a low pop experience at the same time then donkey town is a reward instead of a punishment. You are essentially getting the best of both worlds by being able to annoy people with zero repercussions (the same issue feral eves who couldn't be cursed caused) while being able to basically spawn repeatedly to the same place (which Jason has nerfed many times for normal players.)
You've all done things to end up in donkey in the first place. Every single donkey has annoyed enough people on the server to warrant such a punishment and regardless how you feel about it you're the ones who got yourself into your predicament.
Enjoy your karmic justice and in the future dont be dumb enough to build a bell and furthermore dont be foolish enough to repeatedly ring it.
QQ more about getting what you deserve.
Bloo bloo, cant handle when someone deals back what you dish. The fact you guys are trying to make your punishment into a reward just makes it all the sweeter.
Donkey town is supposed to be your punishment for being a shitter not your own personal paradise. I can only hope for more events like this so you guys feel the exact frustration you cause.
sounds like someone got a taste of their own medicine. A little bitter isn't it having a bunch of people wreck your own stuff for their amusement isn't it? Oh well, made for a good story and hopefully if another donkey town bell pops up people return the favor to you guys again.
Absolute mad lads ran the 20k+ to reach the donkey town bell today leading us to discover the donkey town location didn't change leading to all sorts of chaos.
The first normie enters donkey town ringing their forbidden bell. This is the only bell on the server which as been rung by all the bored donkeys trying to entertain themselves.

Tan lineage meets their first donkey. The donkey and tan people are playing nice and enjoying the radio to be able to communicate. It looks like the donkey might not be too happy but everything is peaceful.

Apparently things are not going very well as donkeys seem to be cursing people which I was pretty sure they weren't supposed to be able to do. I wonder why the donkeys are angry?

It would seem the normal players have decided to grief the front half of the bell for the sole purpose of annoying the donkeys. It can still be rung from behind hence why we keep hearing bells in the distance.

Uh oh, we got an upset donkey now. He's ripping up floorboards and dismantling his own pine house. I guess if he can't play with his ball then neither can you!

And here comes the curses! You got here this same exact way and now you've got people knowing you're bad by the Eve/black text! It seems people don't like you tearing your own stuff down mister donkey!

Bears, bears, bears! it seems the donkeys have reverted to bear luring as their ability to murder is scuffed and smashing their own stuff gets tiring after awhile.
Nice to finally get to see some shitters get their just desserts. Overall 11/10 experience, donkey town should just be a static spawn point people can run over to and bully the idiots lmao.
The life started out about how you could expect of any medium level tech city. Tons of resources, most of the things you can do solo finished up, and exactly two people living in a rather boring situation. Instead of fruitlessly searching around for missing races, or making the 50th spare pie we wouldn't need I ended up picking up an old net laying around the village and decided this was going to be a chill life. No need for farming, no need for baking, and certainly no need for any sort of stress.
While waiting to be graced with motherhood I decide to build a small fishing area as I'm probably going to need somewhere to keep little baby gingers and the snow, well the snow is not a place for babies. A little T building for mommy, and a little hallway with a fire keeps the children who decided to stay warm. Our home isn't big, and it certainly isn't pretty but it's a place where we can talk and keep each other company. The boys play in the snow while mother is busy catching our dinner and things are generally pretty good. We're a close knit family and the three boys are rounded out by their little sister.
Daniela is given a piece of clothing from all of us and our little princess takes after her mother. Two women putting the food on the table, one son cooking and prepping the shrimp, and the other two are off building to make the area a bit cozier. Tons of shrimp are ate, milk is shared, and nets either bless us or send us back to the mostly abandoned big town. Some nice tan folks move into the town near us towards the end of my life and we even share a bit of our shrimp with them as a sign of friendship between the two groups.
But as all good things I start slowing down in my age and eventually things have to come to an end. What was once just a barren snowland is now filled with the patter of little feet skittering across the floor and an unforgiving biome is transformed into a cozy little place we called home. Overall, this was the perfect type of life and the exact example of what Jason (would) want family life to be like. Everyone was close enough to constantly take care of each other, everyone did stuff to help each other, and most important everyone had fun.
http://lineage.onehouronelife.com/serve … id=5938655
Just removing racial restrictions would make something like tool slots more palatable because then it's your fault for not planning.
As I've said everywhere racial specialization should be about buffing certain things rather than nerfing. It feels ass to travel around 10+ minutes to find no one and decide whether to tank your meme score by walking around with children or just settling down which then makes it even harder to find people.
Travel in the game right now is terrible especially because Eves and families are spread from the apocalypse. If we're going to have to keep needing people apocalypse needs to restart the whole server instead of letting people live. This would at least put the Eves nearby instead of the mess we have right now.
I've played for a couple of days worth of lives now, and every life I attempt to dedicate that life to learning at least one new skill. What I want to learn in a certain life may not happen due to the stage of civilization the family is in and what is needed to be done to help progress the area. I've learned most of the basics and am ready to learn more intermediate things like pumps, and I've recently realized my limitations based on whatever race I'm born to and it really sucks. I've spawned in promising villages that were on the verge of extinction, all because they're missing rubber and the people who go looking for a bell town never come back. I get making it a struggle, but humanity has been to nearly every place on earth, their race never mattered, it doesn't make sense to completely restrict people from getting somewhere due to being the wrong race.
Making it harder for some races to enter X biome makes much more sense. Require they have special clothes, food, tech, whatever, but stopping players and from progressing dead in their tracks just ruins a lot of the fun. Wasting my life because I screw something up is one thing, wasting my life because it's impossible to progress further is infuriating. I really do love this game and its concept, it would be great to see more custom servers pop up (and stay up) that keep with an updated tech tree but removes these game stopping features.
I feel for you not getting to experience the game at its peak.
No tool slots meant you could learn (and teach) at your own pace. Sure someone teaching real high tech stuff in game was low but it did occur at times.
Racial restrictions are terrible because as others have stated you end up getting stuck wandering the map for someone who might not even be close. Towns that had hours of work put in are abandoned for the same big cities and splitting just ends up being suicide.
Hoping Jason eventually realizes he is just taking fun away from the game instead of adding to the mix.
Yes, the curse mechanic should be a command and not left up to an age restriction. It's left as it is because Jason finds it interesting that curse Mo Mo only requires age 11 and curse PrinceAndrew Opperheim requires age 28. The whole situation is annoying and honestly babies should have the safeguard to curse their mothers. Due to the birth changes you can potentially spawn on the same woman who will knock your points multiple times.
Babies get sid penalty to prevent people from spamming /die repeatedly. Whether I agree or not I'm not sure but just lowering life tokens would allow someone to pick a (fun) life and not worry about needing to sid 30x.
Sure, I don't see reason to curse sid babies 99.9% of the time. I generally only see this occur when a mother is getting rapid fire /sid babies and just wants to punish someone randomly.
Lel, I can't wait for the bells grids he'd have to put out to make that change though.
cordy wrote:says someone from donkey town..................................
When you least expect it you will be there
Be incredibly toxic griefer then eventually get your just desserts. Honestly, people should be just as upset as you that it took this long for the system to actually work in the first place.
Congratulations, you took a picture of someone using /die 10 times in a row...which didn't penalize anyone else at all.
http://onehouronelife.com/fitnessServer … il&id=1797 - This is my genetic score you want to go directly to Iancarlo Xenakis then go down to the nameless baby right under that life. Click the link which leads you to the player I was complaining about in the OP.
http://onehouronelife.com/fitnessServer … l&id=18543
I have no idea why the ages don't line up correctly between the two leaderboard posts but you can directly see where they're draining points. So no, they're not just siding like you think.
Congratulations, you took a picture of someone using /die 10 times in a row...which didn't penalize anyone else at all.
That person isn't using die is the problem. I got -.8 from them specifically on my meme score which is why I'm complaining in the first place.
What is a "baby main"?
It's a jab at people who basically constantly kill themselves without using /die. People who are failing to reach any sort of real age what so ever and are constantly 1 or less.
Newest systems most annoying flaw is it doesn't take into account the players average age when applying a penalty properly.
Just got dinged 0.8 which is nearly three hours of me alone hitting 60.
"Baby mains" are punished much less than a normal player see the below post of the guy.
Punished -.4, deals .8+ worth a punishment for killing themselves on people by running or not being picked up.
IN NO WORLD SHOULD YOU BE REPEATEDLY FAILING TO 1 UNLESS ITS A FRESH SERVER WHERE PEOPLE AREN'T RAISING CHILDREN.
This is the opposite problem of issues where people could boost others scores via keeping their own scores low and giving out huge boosts when they started to actually live to a ripe age. This person is able to instead give out huge penalties while not effective themselves at all due to 0-29 giving out the same tool slots.
I'm about to be at the point of suiciding whenever I get male because of these huge drops.
My last four lives/last four hours of play can be described in four words.
Afk'd in a hut.
Every time male, every time a color I didn't want to play (black/white x2). Rather just sit in the cuck shed for the entire life and sip milk or berries and play league than be a color I don't like.
Wrong race = afking instead of playing the game as otherwise there's a punishment for dying. Very fun and engaging gameplay.
That's not how the game plays or will ever play though. While you're welcome to dream up all these crazy situations the game has been stagnant for almost two years. This is a berry farming simulator that sometimes lets you do fun activities based off the color of your skin now. Not once out of my three lives today did I get to play a race I wanted and in fact got black twice.
I'd recommend something like ss13 if you wanted something close to ohol with all the whacky shenanigans parts.
Imagine needing to "trade" to climb the tech tree but all you get is aids because you can't understand the other family.
Diseases to keep people from living together is him just cheesing people from ignoring race specialization in the same lazy way as doing dropsy mechanics plus illness was implemented instead of buffing stuff for races vs just taking things away.