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#26 Re: Main Forum » Welcome to BETA test a fully new written OHOL Hardcore Server » 2022-06-07 09:21:46

was helping px with the graphical stuff, like making smaller tiles for seamless cover and giving tips on masking the edges of the map

yeah it's chaotic, and jasons ideas were flawed, fixing them is kind of impossible, better having new ones
it's too different, yet too similar

maybe the ai should be hired or spawned on will

#27 Re: Main Forum » A challenge for you guys » 2022-05-19 19:32:54

ApeLogic wrote:
pein wrote:

one time I tested, was griefing the town over and over, making Newcomen bases to block things, converting oven to kiln or destroying it, hiding tools, like bellows or axe, fire tools, burning food, filling stuff with seeds, wheels, repeating over and over with some variety. I usually didn't grief towns, especially good ones, maybe some shitty camps where someone pissed me off, but like just a few troll things, not completely destroying it. it just was a test that what would piss off others that much to get killed.

well turns out that most of the new and medium new people didn't care. they were annoyed but they just assumed that I'm new and I don't know any better. I was naked the whole time.

what eventually got me killed was the one time I named one baby some medium troll name, not even something rude. so they don't care until you mess up their dumb rp. a bunch of people are fine doing nothing for hours but don't dare to say anything negative to them.

I don't agree. Your test are not really sound. The things you tested, people might not catch. If players are busy doing work for the family, they might not catch when their stuff gets moved around. Or, who is building things to screw everyone else over. They might notice and get annoyed, but may not have necessarily identified the culprit. They know a troll or someone new may be around.

Naming the baby something troll is direct evidence of your intentions. At that point you were identified as a griefer. That was the result.

As for the some of the "why is everyone so mean to me? What did I do to them?" Well.. a lot. The game is not easy. A family can die off by the silliest things. So, some of those things claimed as "mistakes" can be quite detrimental. Specially to those who have participated multiple generations to the progress of a family. The mistake may be even more costly depending on what other scarcity the family is dealing with at the moment.

What I've noticed is, a lot of new players darting all over the place just trying to figure it all out on their own. Anyone telling them to stop, and trying to teach them is viewed as someone trying to ruin their fun. Then they lash out, without giving others time to explain. When they get cursed, or worst they think they're the victim. All without noticing the harm they've caused. That's when new players unwittingly become the griefer.

I would. that's why I killed people who were intentionally ruining things. But slowly the community turned into gen z idiots who got offended by anything and everything and in all the wrong categories. For all the things Jason was going against the majority he choose the killing to be removed for a magical bullshit system where noobs are your leaders who can't even understand some basics. The meme score is not a guarantee they would able to be an Eve and make a working city, and the requirements are way too random for it.

Like people do not care about the location and advancement just to have their clothes and can fuck around. If you would be wearing clothes, they would accuse you of random bullshit just because they are envious, even if you made all the clothes yourself.

The name doesn't affect anything, it's certainly not something that ruins a city. Might ruin an rp baby life, they might die early if they get a troll name, but it's certainly not something anyone should curse for. And a bunch of people curse for this dumb reasons, meanwhile their contribution toward the town is negative.

There are people who overdo things, and ruin a bunch of stuff without asking, it's like they not bad, they fast enough to survive and produce things, they just don't have a sense of what is needed and how much. In YAH I met one of those, and I was pissed. So I just said 'why didn't you do the tutorial dumbass', as at least they got a tutorial. The ohol tutorial is dead. Like 80% of people can't Eve, can't help an Eve and do all the wrong things in all levels of camps. Like double fire, filling plates with eggs and making graveyards. You can't even ask them to get branches for tool making. And before you could do the important things, they got grandiose plans they will never finish. And a bunch of people side with the griefer just because they are their ingame mom/grandma/sister or whatever.

#28 Re: Main Forum » Private Server - Shallow Well reverts to Well Site after death » 2022-05-18 08:07:23

would be interesting to wall off an area after moving out resources, just to force respawns on it. but I guess it has to be outside visibility range too and if I remember right, they are in chunks of like 13x13? or smaller? so the wall should be outside the biome and the chunk

#29 Re: Main Forum » A challenge for you guys » 2022-05-17 06:22:43

one time I tested, was griefing the town over and over, making Newcomen bases to block things, converting oven to kiln or destroying it, hiding tools, like bellows or axe, fire tools, burning food, filling stuff with seeds, wheels, repeating over and over with some variety. I usually didn't grief towns, especially good ones, maybe some shitty camps where someone pissed me off, but like just a few troll things, not completely destroying it. it just was a test that what would piss off others that much to get killed.

well turns out that most of the new and medium new people didn't care. they were annoyed but they just assumed that I'm new and I don't know any better. I was naked the whole time.

what eventually got me killed was the one time I named one baby some medium troll name, not even something rude. so they don't care until you mess up their dumb rp. a bunch of people are fine doing nothing for hours but don't dare to say anything negative to them.

#30 Re: Main Forum » Random Tips & Tricks » 2022-05-07 01:17:04

Spoonwood wrote:
pein wrote:

not sure if this works, someone should check it. it works in yah. make a fnece under a stump and the goose stays on stump and won't decay.

Stumps don't decay anymore.  Also, the headless goose that never dies on the stump got changed, I think, when the 'stand on an object and you can't get killed' thing changed.  That also made it so that you could stand on a grassland tile and get killed by a boar, for example, if the boar would cross that grassland tile while moving between swamps.

doesn't worth the shovel use. Yah has a bunch of things on old system, but some before the good changes. They changed rubber cart when I asked tho, it was still 4 items. They said a fence blocks the goose until opened and won't decay. I always forget to try.

I tried the bear cave deleting but it doesn't work, it just goes back to the cave. Also it's 3 wide wall for all animals but bears. it blocks you like Newcomen did but the bear can cross on top diagonals. I got another blocking method, if it still counts as an item, then
A000A
0CCC0
0A0SA
0AAA0
0-empty A-half adobe wall B-bear cave S-stakes/marker
so basically 7 stakes 7 adobe to trap it and move around (you can use explosives on caves in YAH so clearing better than blocking it)

one of my favorite YAH item is a torch that lasts an hour. you can light up things with it, costs 2 shears, so a hat worth. You use palm oil on it or stick it in a tarry spot then light it up. It also needs a chisel and make a stone block, drill it (similar to the apoc one but it's on top). Since it allows walking, it's ideal pen corner, people got to use an axe on it, put a medium fleece ball in it to move it, so by griefing it they make torches for you big_smile and if you see in time you replace the shaft. Leaving axes out is always a bad idea anyway. The torch replaces the 20 firewood and you only do fire for babies maybe. Also burns mosquitoes in 3 attacks.

Sad OHOL doesn't have items like that, complex but good quality of life change. Also I have to make stone blocks before recycling chisels.

#31 Re: Main Forum » Random Tips & Tricks » 2022-05-05 02:16:37

With a horse is way different gameplay. Distance would be an issue normally, so those  numbers aren't that good. If you plant the milkweed you already waste the uses, the other thing is the stones which add up over time. Either too many or too little. I usually dig the closest big stones so they don't make sharp stones all the time. Flint works on wheat or reed, don't take a sharp stone to the swamp just to lose it. The other thing is the jackpots, there is a small chance that all items become a jackpot so if you find one burdock, flint or sapling there gonna be more next to it, so that really helps with finding things.

You can take a stake and round stone in your pack, a shovel and 3 fences. Make fences around renewable resources or groups of resources. I already did this after like 100 hours but rarely saw anyone doing it. You can do fences in the city too. 2-3 tiles next to wells, compost (because they usually too lazy to take where it's needed), next to kiln, oven, or just empty locations. This way you can group things like dropping items needed for smithing, cooking, cutting boards, etc.

You wouldn't normally stop for a sharp stone or some logs, but with a horse you got space and save time picking them up. So it's a bit of time setting fences but saves a lot for others after you. Also might help them to find the city if they lost. You can hit a straight and a diamond stake pointing to the city from the fence too. If you don't have a fence, horses are biome locked, so a tiny biome holds them in place. You can also get down next to a tree and stand on the other side, it's first movement will be toward the tree and will be blocked. You can also cut off some tiles he can run to by placing 5? (might be 8) items in a row or a wall to a connected biome he could run to.

You can build a cistern near wild soil. if there is like 6-8 or more pits, it's worth it. you can also disassemble it and relocate, you only lose a limestone really. it's rare but some cities got like a decent cactus farm and the city is far from water but close to soil, it's viable, but needs a bit of different tech ordering. you rush buckets, cistern and you can get a bunch of water using 4 buckets in a cart. Reversly you can make compost near ponds and use it up for milkweed or wheat.


not sure if this works, someone should check it. it works in yah. make a fnece under a stump and the goose stays on stump and won't decay.

#32 Re: Main Forum » I think the new map is too easy (too full of resources) » 2022-04-21 05:50:22

Spoonwood wrote:

You can teach cisterns, cart with buckets, and digging up another spring or getting water from ponds.  I would think that such isn't all that intended though in comparison to doing rubber, and signals a problem with the game's design.

no one did that in rift. ponds 20+ tile away were usually untouched. in comparison, all the iron was collected. one time, for fun I collected all broken tools and knives, from 7-8 cities, made an engine and got 200 iron when it was nothing left (some was locked away) but wouldn't do it multiple times. had to kill some entitled idiots in the process, was faster than convincing them that the whole map lacks resources and their fancy knife won't save the server if it sits in their pack. without the rift there is no hard cap but it's seriously boring to go far away. but also no map knowledge. I hated losing good maps and do bad runs over and over.

#33 Re: Main Forum » Is this game still alive? » 2022-04-13 03:04:02

Well, you are comparing games that aren't in same league.
Games can entertain people for long periods, like Mount and Blade, Football Manager, Stronghold Crusader, Crusader kings, I got tons of hours in them. Ofc is single player mostly, but with right mechanics they could be good multiplayer too. Stronghold was hard and multi is fun too. Maybe Factorio or ONI can be compared to it.  The others had a bunch of mods that made it better.

it's not a first person shooter or a sports game or esport or moba and those parts suck anyway. the one thing is good at is the strategical top down view, so first of all the screen size could be bigger, I don't mind if he intends to have it more personal but like allow players with more hours to change that setting.

When you look at the big picture, the tech tree should make sense, and it doesn't, because it's not a tree, it's more like saplings stacking out of the ground. Barely anything has a higher level, and things coexist on all levels, only tools and bucket and a few other things are required by other things and provide some quality of life changes. He focused on adding more things instead of adding a few things that can be combined many different ways, and the things don't even change based on the circumstances, no wonder that the players choose a few things that worth it and ignore the rest. If option A and B and C or D would exist, people would still do one or the other but would try out the rest too. But he instead split the content and players can do even less than before.

I just really don't get it, he makes it artificially harder for people to play, but most of those things aren't affecting new players, but if he would actually make it easier then more people would play and enjoy, veterans would get bored of it but they are already. If there are more people there could be different modes like easy and hard.

The rpg side isn't really shining, I mean you already got the premise to deny the persistent characters, so you can rp but will be over and you start over. Plenty of people enjoy talking and messing around, that's fine but since it's a game it should have a better (or in this case any at all) scoring system, better goals.

Not sure if people would pay for dlc, it's not like you can add dlc to online games where aren't even enough players.

But cosmetics could work, like new characters but for some money. You don't have to buy if you don't care. Or like observer mode, more stats and stuff like that.

#34 Re: Main Forum » old old player returning » 2022-04-12 04:32:01

too much changed, and nothing for the better. last update was undoing something that never should of been done.
I play You are Hope on emulator. People are mostly bad, but not so toxic, and it's the old school working mechanics. They split before the bugs were repaired and they didn't take over all things, some good things like tables and wall storage, but they got their own set of things which are quite fun like big plates, new foods, water moats and torches, watering can, bunch of cool stuff.

#35 Re: Main Forum » Well tap out range? » 2022-04-08 16:25:31

there are no towns, the game doesn't know whats a town, there are people and there are items grouped that you call a town

non renewing resources are still bad
resources don't scale with players and activity doesn't really converts into resources.
race restrictions are still bad
trade doesnt exist without currency
giving things for other things would be role playing
stealing things you can access is not only viable but kind of necessary, and Jason did everything he could to enforce it and allow it
people giving things is charity, not trade
people giving you dumb things you don't need it's also not trade
people who can't do things, won't do things, it's not the language gap, I had 2 translators and the ginger chick still didn't understood why she is needed to do it for us, it's bad mechanics, they don't understand in plain english, why would they understand in klingon

the average player doesn't even leave the 30x30 area of the kiln
travelling more than 20 minutes is dumb, how does it makes sense to go that far when you can die and get somewhere else?
also the map is all the same and cities are all the same
single iron and single oil killed the map variety. having more water or iron creates different lives. well, when they don't regenerate, they are fixed and they are always worth the same, then there isn't much to think about it, you could probably calculate for how long is enough. also you can't help but feel when others waste it, it just shortens your time.

players should be always valuable, the more the better. but with non renewing resources mistakes are unrevocable, losing time is like losing resources but lot of activities can't convert time into resources. only composting was somewhat infinite, not really now.

#36 Re: Main Forum » Thank You Jason » 2022-04-07 15:05:35

Simple_Jack wrote:

I will start this off by saying that I just discovered this game in April 2022. It is brilliant. I really love the game and I have never heard of or played anything quite like this. I have seen all these horrible posts and comments dragging Jason through the mud and it is just really sad to see. Jason, you have done something really brilliant in making this game. I can tell that you have had a rough go of it and I hope that you find the courage and motivation to continue developing this game. But if you don't then I just want to thank you for everything you have already done. I don't blame you for wanting to throw in the towel with this toxic of a community. But just know some of us appreciate it and I for one think you have done something really amazing with this game. I can't wait to see what you do with it. But even if you don't do anything from here on out, thank you, good luck, and keep on keeping on.

oh, give it some time
it's like writing a book that has 10 pages and the rest is random lorem ipsum
or more like klingon and you need a dictionary to translate but after a few more pages it doesn't make sense anymore but he hopes that you run out of patience by then and blame it on yourself

are you sure you like the game or you like what it could be, it's really two different things

because what i see is that people are excited about the premise and need like 50-100 hours until they get used to the wonky controls then 100 more to realize what is actually the order of progression and then it's just repeating itself and you either burn out or do the things for others with no point
Jason is dead set on some dumb things, like 'everything runs  out' so the core of the game is that everything goes to shit, gets ruined, and you should find some meaning it that. He was also dead set on not adding magic mechanics and keep it real, but then he changed that policy and added the worst updates ever.
He was also adding a bunch of things not to do, and players could accidentally ruin stuff for others. Even better he embraced the players who did those things intentionally, and made their job easier.
Do you actually think you are helping a civilization by doing things? actually everything has a cost and upkeep and all you do is getting closer to it, so in the grand scheme of things you probably make a bunch of mistakes and the ones who see the bigger picture won't complain until it keeps you busy, but there is an order of things to be done and if you not doing that, you just put a strain on the other players and you aren't actually useful. all these because the mechanics were changed so many times to artificially increase the difficulty that it makes no sense. Like the progression of the civilization isn't actually needed, you would be better of skipping most of the steps and just focus on a few things that are needed. A bunch of dead content that isn't fun isn't useful, isn't needed.  And a lot of restrictions because you need restrictions, which I don't disagree, but there should be ways to overcome them, but your reasons why you can't is the skin tone of the character you got or that others used up too much of the stuff already. So your existence in this universe isn't needed, and the actual gameplay is dead set if you actually want to progress, your intention, activity and work doesn't add things, it just might slow down the process of detriment.

he got a bunch of feedback and he doesn't decide based on logic, he decides based on his sentiments towards the person, this isn't a game, more like a social experiment and he needs a constant influx of new prisoners to torture, he doesn't care about the long term players.

#37 Re: Main Forum » How To Make the Diesel Mining Pick Get Used More » 2022-04-02 14:18:05

jasonrohrer wrote:

Maybe the idea here is that the Well engine and the Mine engine are always useful.... in that they never run out of Water or Ore, as long as you supply more fuel.

Which makes them different from the Car/plane/etc engine, which might not always be useful, so you want to be able to re-purpose them.

So the Well and the Mine engine should be permanent.

But this also came up in this issue:


There's a lingering question here, which is:  should we make OHOL into a game that people want to play a lot, if that means making it less like it's supposed to be, and more like a bunch of other games that already exist?

Trans-gen planning is hard and unfulfilling.... many players come to the conclusion that it's pointless and hopeless.  But obviously, that's what this game is about.  Solo and team-based survival games are much more fulfilling.

On the flip side, we could say, "Well, in OHOL we build up permanent stuff across generations... we make our little permanent contribution to a growing pyramid of contributions."  That's definitely at least in the spirit of what OHOL should be about...  but aren't there practicality issues?  It means nothing can every change once it's been set in place.  Obviously, you want to be able to move walls, etc.

We can say, "Well, just engine placement should never change."  But even that could have practicality issues, or even inverse-griefing.  What if you're just about to place an engine on the well, and someone runs off and *permanently* puts it on an iron vein?

The issue there was you listening to who says it and not what he says. That post made no logical sense, not then not now. There is an order of things and how you should proceed to reach them. The only situations would of been useful,  the main issue is how to filter out people who should be able to make such decisions for everyone.

Sounds more like an issue with the game not giving enough help and tools to see the problems. But also that the 'problem' is always the same: water, iron, and you even made them more linked so the water problem is really an iron problem, and the iron problem is a water problem. Which makes it repetitive, boring, and unfun, to suffer from the same problem, to be forced to fix the same issue.

Also the problem that lives are too cheap. You said that yourself, then you made it even cheaper. With a fixed resource count and fixed values the resources can be converted into time and time can not be converted to resources if they don't recharge and recycle. People eat, use water and soil, use iron, iron has a water value, food has a water value, soil has a water value. Probably 90% of people were using water ineffectively and they don't provide enough resources for their upkeep, so all in all, others are forced to produce the rest of those resources, and it can usually make others even more useless as people aren't motivated to do the chores when others do it for them. So you think you made the game harder when you removed the recharging of resources, but it's for all the wrong reasons.
Because some players still would do the chores and convert their time into resources but they can't because the distance is too far or the actions to do so are too complicated so they can't without fully committing to it. So you blocked that, but you still didn't do anything about the people stealing things and the issues of ownership and the engine stealing was the pinnacle of that, when people could just take the most expensive item to ruin a town and make theirs jump tech in seconds.

I can imagine that the whole area gets reduced to bare lands and the engine moving is legit, but then still should be a harder way of doing so, those situations are rare and the person who removes it should have enough game and map knowledge to do so. But if people can make a new one then there is no reason of removing well or iron pit engines. But then the problem is still the same, that removes quite a lot of resources from nearby.

You don't know what the next generation will do. But the players should not worry about what they undo. Because quite some of the people are really good at repurposing things they haven't made and wasting the resources others left for them. So if someone spent his time making something valuable, others should be able to destroy it in a few seconds intentionally or unintentionally.

You introduced quite a few (bad) magical solutions to things, despite refusing the (good) early suggestions.
First of all there is no TOWN. There is no territory belonging to a town and a line where it doesn't belong anymore to that town. It's a bunch of items thrown on the ground so where the garbage ends people turn back and go to bushes and eat a few more berries to check the other directions the garbage ends. Land is not valuable, you can't own it, you can't really clean it up and upgrade it's worth much. All the mechanics were belonging to players, families. That woman in that family gets a kid first then the other woman in the other family gets another then the 2nd woman in this gets the next. There is nothing about towns, it's about people. Also why the issues happen with all the leadership rules because there are no official satellite towns or splitting. I guess the iron and water is linked to a family and a spot but not much about other things. Like I would like to know what tools this town has so I don't have to go around it. I might be able to do the check but some people don't and I'm pretty sure that's why they do some dumb choices which then affect everyone.

Also quite bad that everyone is short sighted so they don't even see the town from above to see the structures. So planning is hard to do when people can't even see more than 7x7. Like how they plan things if they need like 100 hours of experience and a modded client to even understand why things are there where they are and why others intended that way.

There is no communication because you don't provide an easy way that people of the town can talk. No town chat, you got to walk next to them and they might miss half of it. Also making letters is longer than making food for everyone so you can write either write 5 letters on a board or their names on their graves. This balancing feels quite off, some actions take more time then their rewards provide. Is it something that is necessary for survival? does it take longer than doing something for survival? when all is centered around food, and food costs resources it's kind of weird that those things that are for just the rp costs so much too. 3 others starve while you bury one person. Graveyard simulator. Most people don't even see that. Since the interface doesn't really help them track it.

The game doesn't have a good retention. So people don't like the interface or the learning curve. So the ones that are able to handle that would be powerful agents to helping new people. So yes, you should make a game that is fun to play for long time. I think it's possible to be original still. Or you can feel that it's unique but it's not. We are quite far from the start of gaming, there are a lot of less known games that did something but nobody really knows about it. It's just the question of 'is it the right solution?' because half ass solutions aren't good. When an issue needs to be tackled, needs a good well planned solution that most people agree with. I mean if 90% of the playerbase hates something and you still force it on them then it's not a good solution. You can always add a twist to the elements borrowed from other games. The combinations of mechanics are still quite unique even if the elements aren't on their own.

Trans gen would make sense if people can spectate or able to return later. If they don 't, then what's the point? if they keep it or ruin it, if you don't know you don't know. No point wondering about it. You can see what they left for you and wonder who might of been, and be happy or unhappy about it. It's somewhat interesting except there isn't much of a difference in how towns look. But yeah the engines at least indicate the tech they reached on their own, not stolen from somewhere else.

Your last line: actually that's the correct order, you can make a new engine using iron, and pretty sure people are able to collect water with a bit of effort, like even in the rift, they were too lazy to step like 30 tiles to get water from the ponds.
Actually the real issue is that the engine takes way too long to make, and part of  that is the setup is so bad in most towns, that building a new area to smith where people don't disturb you saves more time than to try to organize the existing setup. It's hard but not for the right reasons. Actually if people could own things and others can't interact with it unless they get permission it would solve some of those issues. But that would require ample resources so the time invested matters more not the resources and timing (that 30 sec timers are crazy annoying).

I still don't think that the 'everything runs out' model is fun or exiting or makes a good game. The resources should scale with players. And every new person should bring value, not remove more. There should be a way to solve the puzzles. The time of the players should be rewarded more. That also needs more pressure on their personal level so they need to put in the work for themselves and don't expect all from others. So punish them for not doing the chores, not for being born the wrong time (or for wrong skin color). If the iron comes back each hour than it can offset the usage. The usage can be increased over time, the production decrease and the resource becomes more scarce. But the mistakes of not using them effectively are not so severe. That would require more of the important resources not just water and iron. So like power production or the wood industry improved. So there would be different scarcity levels of resources, making them more or less important and feed each other. So the problems are also different. And the time to do the work is the important, not the resources itself. You produce 20 iron but the well needs 18 per hour you can't make enough tools. You could improve the iron production with more wood but then you can't afford wood items for example. Each production line should matter, scale up, show the progress, but the issues would shift between them. So players feel that they doing well, they got extra resources.

Btw going further and further and ruining more and more land is not fun at all. Sends the wrong message too. Things can be fixed if people care. Not sure what would be a point of a game that has the dark message of everything will be ruined anyway. Things get ruined if you don't care. Like there could be other issues, not just water and soil, but farms get ruined by natural catastrophes, other tiles become inaccessible.
Also most players don't go far from a city, there is some progression, like an Eve camp, people don't go too far until the food is produced, after the axe is made they go like 30-50 tiles and late game towns around 80-100. But a lot of players live their whole life in the same place. Whats the point if their problems got no solution within that? travelling isn't fun either. When transporting is so hard there is no point, so without resources that come back and projects that need more resources, towns are not fun. You think of them the wrong way, they are not fulfilling because you don't have a way to convert your time into useful things that the town needs. Because there are no such things. You can't combine 2 complex items into a 3rd that does something, has a bonus, does something different or does the same thing as the other but a bit faster, better, looks better. So while people would have t o go way further and don't have enough resources to add to the town, the whole thing is boring, cleaning up others mess.

We might as well get smaller maps per family, not for the entire server but each fam. People could solve the puzzle and move to next map or die before they can do that. Running or riding horses for 20 minutes or more isn't fun either. And the race restrictions are the most horrible. People will do the things they can do, they won't do things they can't, not because of their race, or language, but because they don't know the recipes for it or why others can't do the recipes themselves if they know how to, it's a confusing system. It would be okay only if they can do everything but in different ways.

Positions could be fun if there is a framework for them. Don't expect that someone would have fun sitting in a fence with a well and give water to others. This whole communist utopia fails when people don't share things. Either provide a way that we can truly own things, people could still share things if they want. positions could work if the other parts of the game are better. Like you could take a position, which would come with tasks and responsibilities, and if you fail you would need to choose something else. Also you would get rewards and bonuses based on it. If it's just roleplay and requires you half hour to explain the jist of it, it's not really a tradition. Especially if a chain breaks and everyone forgets it anyway. If the town could focus on one thing and become better at it, like producing more wood, faster than other towns that would make it a specialty. Then if that would could be used to make buildings that would make it a better choice than clay or stone. If buildings have a reason why to make them then it would make sense to build them. Like a research bench or repair station could only be placed into a 6x6 building. Then there is a reason why you do a job, why you have an apprentice.
If the resources run out and you do something excessively, then making too many of it just makes it a bad and repetitive thing that is not optimal. too many bottom level items that can't be made into something better. Like if you could make wood furniture for decoration, but also use them for profit or quests that take it away as an order, or  combine them to more valuable items later./

#38 Re: Main Forum » How To Make the Diesel Mining Pick Get Used More » 2022-03-27 23:38:28

Before the engine removal the location and the infrastructure sustaining it were linked. You couldn't have a well engine without a good town, and you couldn't have a good town that can sustain life without an engine. But even Newcomen was a tech that was hard to reach without the proper skill and activity. Some players do care about locations and don't just randomly make things, they try to optimize every element of the town so the new tech can be made faster and more efficiently.

The engine removal allowed shitcamps to own technology they would normally couldn't make and with their setup would be almost impossible to reach even if they get some good players. So it made the nomad lifestyle and the scavengers even more powerful. Back before, you could restart a good town if you carried resources there, but since it was so easy to steal the most expensive item in  the whole town, after it was gone, it made everything else devaluate. So people stole everything else made of metal and even the doors.
All those good looking ghost towns and all the shitcamps with engines and stolen stuff made strategic play and planning useless.

There were many situations where Jason couldn't balance properly the effort and reward and the reward vs punishment. But this was the biggest blow to it. Players skipping steps to get the tech isn't a good gameplay and ruining good towns isn't good either. Combined with the 'everything runs out' bullshit is just super bad. When you already do things for others out of your generosity and all it takes one bad intended player to ruin it. If you look at the big picture, everything is pointless in OHOL. Nothing will last, nothing will stand, nothing you do matters. Jason thinks that everyone works the same and worth the same but it's just not true, some people carried several others and in return he made them harder to do so, this won't make others work harder, it just makes them give up faster. Because in the end there is no goal or personal pressure and if people don't know the time and effort going into making things they don't even appreciate it.

And that's where this communist utopia fails, when everyone gets 'paid' the same way, some people work less and leech on the others. He made theft the most optimal way of progress. I personally don't enjoy dealing with social issues when the game doesn't even have a framework for it. The drama of somebody stealing the towns engine? They don't even see it, there is no drama, half of the people don't even realize it's gone or if they had it in the first place. Most of people didn't even care that the town is ruined as long as they can chat and eat and name their babies they don't care. Why would you lock things up and guard it? it just creates more problems than solutions. If it's not a well  balanced automatic system then it's so pointless spending 'years' of your life deciding leaders and limiting access to things.

removing or moving things is fine but it really should be similar effort to undo things, or it makes zero sense. If you spend 90 minutes to make an engine, it should really require a tool that is not so easy to make and it's only one use to remove that engine. SO like make a fire, make a tool, get some resources first, so you don't just walk in a town and steal with a single click then run away with it.

#39 Re: Main Forum » Wolf pen » 2022-03-25 05:11:21

played like 400 hours without mods, couldn't do it again xD

artificially decreasing the size of screen to make it more personal or whatever is just bad. like buildings taking away space from other things and empty squares are a luxury already. also no building or structure is useful or functional under like 7x7, I mean it's possible, it's just the centers need no walls and the edges got better efficiency per resource. doesn't really matter for the performance, I mean anything runs this game. when my old laptop died, I made it work on 2gb ram, it was horrible but with a few tricks like limiting frames to 30 (playstation 3 did the same) and dropping every second frame and dropping vsynch or things like that.

the game is actually looking good so just by letting to play bigger screen, more people would enjoy it. and the default could be still the same old 7x7. it's just jasus forcing his opinion on people. gets boring fast when you supposed to play the game for an experiment or a made up goal. I'm not even starting how much wasted potential is with the other mechanics.

the only one thing that was better at small screen is the timing of stabbing, with each different resolution the lag and timing is a bit different so you can mess up bow shots or stabs, not really an issue without killing players.

more tiles just show more stuff, if you care about the big picture. some people, even jasus plays an hour to do stuff that others could do in 5 minutes. half of the game is super easy and half of it is pointless grind. but doing things optimally still saves a bunch of time.

there isn't much skill going into it, honestly there is 0 challenge on personal level, it's more annoying that most players can't take care of themselves and the mechanics aren't helping to help them. so I don't really understand people defending the small screen. same thing, you don't need self imposed gates to the speed and organization of things, there could be actually fun mechanics that provide challenges.

#40 Re: Main Forum » How did the combat become so shit » 2022-03-13 15:16:32

Spoonwood wrote:
pein wrote:

just because someone is pissed, doesn't mean he is right.

*laughs*  It's interesting that you're the one saying this pein.

Anyways, the current system is still better than the old one.  I don't mean it's better for combat.  It's better than the previous one at making it so that people who don't want to engage in combat don't have to.  Like I remember you pein saying that some idiot killed you once or twice for no reason.  There was something wrong with that and something bad in that.  And like if someone does something which is "small infraction" like taking one board to make a bucket when someone else expected that board would be there for useless flooring (at least for a very long time, and then barely useful later on), well, there's no longer or less often a stupid stabbing that happens afterwards. 

I also think it's better in that murderous players don't get the opportunity *as often* to kill someone than before.  The death by murder rate went down for a reason.

for a conflict you need two people. one of them will die. one of them will have his murder counter higher. you can't assume which one is which. if you play the game for fun, to create, you don't bother with others. if they still insist on their grudge it forces you to deal with them. if you can't than that is demotivating. if people don't care about the game and what they do that life, they got all time time in the world to frame you and collect allies.  I'm not pissed, I'm the most calm person ever, I kill you with a smile tongue smile and you are forgotten. some people want to kill you and spend a whole life doing it and days talking about it.

that's the thing, people die all the time. graveyard simulator. how can people care more for the dead than the living? some people ask for 10 minutes straight to be buried. Same efforts could be spent to feed the living ones. of course, if you cant kill others then there are less people killed. but putting noobs in charge and removing the ability to do justice isn't the same as reducing conflicts. something fun was removed and replaced with nothing. the game is less ever since.

I would be fine with no killing at all but reduce the ways people can interact with your items. less killing but way more grifiefers who annoy you.

#41 Re: Main Forum » Basic courtesy for the developer » 2022-03-13 14:58:57

JonySky wrote:

I should also add that possibly the motor engine is not capable of supporting values such as sleep, mood or basic needs ...


Now think about this: In a game based exclusively on hunger ... why do you need cars, trucks, planes, radios, cameras, dogs, trains ...?

that's quite improbable. if you can put one bar, you can put two or three, but if I'm wrong I would like to know why
in any case, it should, you can't really make ideas if there aren't stats to manipulate. with 2 things, you can complicate how you want, it's still a graph, can be simple or complex, it's still 2d.
temperature is like a box inside a box where the neighbors are exchanging heat and blablabbla. complex and realistic.
is it fun? no
I guess it was an exploit but before that, the map was cold and hot and you could abuse heat for better towns. it didn't really affect me, quite some time fell out while I had to eat but usually the town died out when it wasn't in a desert. after that 'fix' it had no meaning, it's a bit too hot here and there so you pay attention but also I always considered running trough savannah and ice better than caring for a few extra pips. so in that case there were combinations where the map was valuable and when is not. which made it more strategic.  sometimes it was also too hot and those who ignored it, died. the heat locking then running around was a clear exploit that had to be removed.
but actually the extremities are more fun. it could of been a completely parallel heat system with temporary bonuses to reward exploration and strategy like stand near a hot geyser for the duration of child care. that's the deal with buildings too, they block a lot and provide no visible benefit, so it's just worth it. combined with the short visibility range is actually really bad. not sure how it would be fun to check a thermometer in every tile anyway.

he said that he will not focus on other than hunger and temperature. stamina became part of the hunger which is kind of weird but okay. but having 1 hp where every injury kills you and even removing the skill based combat in favor of the 'who is more edgy and can be pissed off easier' contest and setting the best players as the highest meme score ones, which isn't really up to skill is just worse than bad. bit better than without healing but worse than right after that.

cars can't be eaten so they are bad smile but really, just the storage and general rewards for doing things, sometimes is so horrible that it's surprising that the first few updates actually had balancing. bunch of new things make no sense because there is no logical system behind it. I actually think in terms of value and complexity, if there wouldn't be so crazy resource based system, the complex items would be more valuable, but it still has to have a function, a goal, lock some part of the tech branching and allow an easier gameplay once unlocked. things don't have value, or no value compared to the effort you need for them. would need more expensive items, without being utterly complicated and time consuming. And probably not to let people steal or mess up others progress.
I remember when he first time ever considered fixing the 'don't do this' mechanics like burning fish and catching rabbits. It's still quite a lot of things you shouldn't do and it's not clear why for a new player. it's even hard to consider other players useful when their existence is setting others back so if they are lazy bastards then it will affect others negatively. So it's basically no rewards for a lot of activities but a punishment for everyone for not doing things the right way. I think any game should have a proper punish and reward system based on each individual, then it could be as a group but if people can agree to be a group. Players should be able to do useful things with basic resources and turning a profit just by being active. lots of time it's not the case in ohol. some activities are useless, and others are even harmful while you could consider them positive as a new player.

#42 Re: Main Forum » Basic courtesy for the developer » 2022-03-13 06:59:40

jasonrohrer wrote:

"Goals" are different than "promises," of course.  Early on, my goal for this game was to have 10,000 craftable objects  There are currently over 3000.

I also had an unstated goal of 100 playable characters.  There are currently 22.

....

I agree on this, you can add together items, but it won't be sustainable. It has to be a combination of smaller parts. Even if you got 1000 items that are combined in a well balanced manner, can be more content than 10000 items total.
The characters are good example. If the hairs and eyes could be mixed it could be easily many more unique looking ones.

The dead content is a problem, if something has no logical reason to exist, or provides any fun element, then it's not needed. But also people need some content, something new, something fun. There was an NFT game that was super successful last year, until it wasn't. It ran on placebo, was in a bubble, as long as it was hyped, it was going up, and people hyped it even more. It was running on hopium. When things went south the game went south and they tried to make people be more patient, but no news, no results and the community became more and more toxic.  It can still be good, it might be, but everyone who experienced the downfall will be wary of investing time or money in it.

It's not just the dead content, it's the lack of balance, OHOL was always a weird game. I remember how stressful it was learning it, it lost more than half of the people there. Then there were changes. And some parts of the game became super easy while other parts are annoyingly complex. It lacks a proper balancing. Even basic philosophy. what is the base minimum players should do? who is a good player? what is the end goal? I mean the punishment and rewarding part is important. it's a survival game so people should survive on their own or with some help but they should want to survive at any cost. they shouldn't question their own existence or other players. more players should be considered good at any time (okay maybe in some really extreme cases not). One thing I really don't like is when people just rely on others completely. The game should somewhat force people to do something. It shouldn't be hard or impossible, left foot right foot, do something, get something. That's why I don't like the resource system. Some people want to do things but they can't. No water, no soil, no food, then you will die. How can you help? by doing the most complicated recipe. Can they? they can't. Then who will teach them? Nobody because others become stressed to keep them alive so they can't check what they are doing.

The game should be easy if players show the minimum willingness to try. Get water and soil, produce food. Easy enough. It should be possible to hang on forever, but not to thrive. Players would need to want to become better, to do other things, to risk for something. SO your dead content starts with the water system. When you made the most basic resource the most important at the same time. It affects each other. Why has to be so depressing? Why everything needs to run out? How will someone understand that the town has no water because the town has no oil, because the people can't find somebody in 1000 tile radius that has the ability to help? they will just think you are rude or you make up these stories. 'Wat do?' they ask, you should always be able to answer that. The game should have goals.
So what if people just farm and talk? nothing, it's fine. If they don't change, nothing changes.

The punishment is instant. So they won't learn. Initially you starved right away. You didn't know what happened, because you starved, if you remember to check your food bar you don't starve. I really liked that changed that it wasn't instant. It's dramatic, you understand you got time but you got to get your shit together, and do something. Or someone help you. If you don't know what killed you, is it really a punishment? if you don't know that the town has no water, is it really your fault? I had so many moments seeing barely any food and people having tons of babies, and I was thinking 'whatever you do we can't support that' but if you tell them you are rude. So this situation should not occur, there should be a way out. There was a football game that over time reacted to your style, the more you did something the higher was the chance to adapt and counter it, so you had to invent new ways of doing things, do a variety of things, and don't be easily readable. It should be the players that control the system, the system should give enough information that players understand what to do and if they are wiling to do it it's rewarding, if not they know it's their fault they didn't succeed. So in a way the world should adapt to players too. I don't know, for example each player has a separate view on the food they can get. It should be enough wild food for them to survive if they do the right pathing. Others can't interfere, or not with everything, some wild food could be shared, and all player made food if the people who make it, decide it so. People would already feel more motivated to do things instead of blaming others, the game or give up.

You need to make them want to survive, to advance, to do things. Destruction should never be the goal, 'everything runs out' is a plain bad concept. people play games to get away from reality, to experience a different world, have fun. it should be a positive message, 'everything can be fixed' or 'most things can be fixed if you try hard enough'. The new should be better than the old. Sure it could be ruined, hard to fix, so they could decide to move further and further. for example if they farm the same spot, it could become dry. Then there would be limited spots to use, and too much work to fix it. So the players would know it is not sustainable. communication is very basic, the tribe should be able to talk with a chat. unrealistic? well it's a game. there are plenty of things that were more unrealistic, posses, leadership, curses.

When you had the question 'why people don't make higher level wells?'. My answer was that the game doesn't force them to, it doesn't reward them enough for doing so. There should be enough difference to upgrade. There should be a limit where and how many they can do (I called water deposit, so you moved wells into ponds). It also should have a requirement to upgrade, but a reward that allows new things (bucket). The whole bucket and description of a well wasn't my idea, but the concept was. It worked, it made the game more fun. The bucket allowed the cows, the painting, the faster transport of water. It's a change that makes new things possible. Probably painting wasn't that popular, but cows were. Also the watering can still would be tongue And probably the sprinkling system could be easier.

It worked, people upgraded wells, instead of making more, and used the new item, it was clearly an upgrade, a higher tech, a more valuable item. It doesn't have to be complex to make it. It's not the point. They can't get to a content without it, so they have to make it. They don't feel like it's forced, it's natural that you want easier life and more things so the things you do for it don't feel forced.

That time wells were the most advanced thing and made longer towns possible. The iron system upgrade came after and it was also a good one. But the next upgrades were not that much.
Making engines is super complex, dealing with tiny items, too long to do it, it's rewarding, yes, but it's also not the most fun thing. Limiting resources is also not fun. It created paradoxes that were hard to fix. You need iron to make iron, you don't have iron so you can't get iron. Same goes for the dependency of water. You need water to make food, but without food nobody has time to make food. it is frustrating and unsolvable problem. Or it requires heavy dedication. People might do it a few times but it's not fun. Nobody will thank it because they don't understand how to do it or why is important. Simple change would be to be able to upgrade, slowly, you would know what you need where you need from just gotta do the grind. They invented tin cans before can openers. Really all it needs to build upon each other, making one or the other more common or less common, so it's not always the same problem, you would have excess of something and need something else.

Same goes for my idea of 'family soup'. My idea was a complex and work intensive food that requires a combination of items but in exchange it rewards with more calories than it would normally. My 'static' part of the idea was just so it can't be moved as a portable food, so it's troublesome, but since people spend a lot of time with it, they don't have a reason to take it far, so there is some downside. The idea of static foods was born and we then got a bunch of new foods as there was a place for them. Small static, big static, medium static, etc. I don't care whose idea, people had similar ideas. It's just extracting the essence. Stew was a good update and people liked it. Why you underestimate simple things? Do you think new players want to feel useless? Other than the clutter, I was happy if people made stew, they weren't griefing, they provided food for themselves (not for others because they placed all in same spot) and they were occupied. same deal, if a toddler could make a tea out of water that is free, and leafs, and it provides 1 pip of food, he is not entirely useless. There could be more optimal ways to spend his time, but we need things that don't depend on resources, depend on time and activity and have a reward that is worth it.

Instead of a system where something relies on the same category, should be interchanging systems. To upgrade water you need iron, to upgrade iron you need clay for example, to upgrade clay you need water. That wouldn't be enough, but already a step forward. even mobile games got 4-6 resources. They don't ask you to not eat to save food. Wood upgrades farms, food upgrades army, etc.
The very base resources could be free. Water and soil, you should always be able to get them, players should always be an asset. They should always be able to make a profit. Others should always be happy that more people joined so they can help. Make a fire, make some tea, some leaf panties? something very basic. New players still would see it as an accomplishment, old players would see as a basic necessity (and also could pretend they are happy if they get one).

A basic income of resources would be better than a fixed resource system. If you get 10 water an hour, you would still be able to collect some. If you would get 1 iron per hour, still can make a tool. Upgrading them with other resources would create a system where the value of things is not absolute. When you got fixed water and oil, and iron, each of them can be calculated in water, in time, so more or less how long it gonna last. It's not a bad thing to optimize resources, people lie when they say they enjoy having a lot of things. They might enjoy getting it, but it kills the joy of play when it's easy to do so. SO that's why it would be better to have resource sinks. If you get tons of excess iron, you would upgrade the water system. iron gone, resources gone, you are not rich anymore, but you got better future. if ponds are level 0, and wells level 1, advanced wells lvl 2, Newcomen 3, then charcoal 4, oil 5 then there is a tech tree.
But that's the thing, if all runs out, it's not limited, it's impossible. it could be a basic income per player, so people would want their friends to join so the city gets some resources. Sure, it was too much with the ponds, although I would argue that anyone ever walked more than 30 tiles to collect water. Before the rift we had some income so cities could be fixed. After that, they were meant to die, with the engine stealing and the full removals.

That's what you don't get. By content, people mean higher level items. It doesn't have to be complex like a car or engine. It has to have more value and limit doing other things, and have a reward that it's worth it. If you could make a table and put together with another table to make a bigger table, then 2 more for an ever bigger one, holding more items, that would be worth it, rewarding. The small table can allow putting a small machine on it, the medium a medium one, a big a big one. Each of them has it's purpose, it's a limit, it's a reward, it's interconnected. If you want to do x then you need y. It's a puzzle. x and y changes, the puzzle is the same. upgrade a flat rock into a cooking pan. can cook 2 eggs same time. redundant? maybe, it's parallel content but it's an upgrade. if it can be placed on a stove which is the same as fire and flat rock but lasts longer, it makes 2 redundant things become both useful. new function, new accessories, new content. there was a game, similar to ohol, only single player, Crashlands. it was like 12 times the same things with a slight change, different skins for items, made out of different materials. It was still fun making them over and over as you needed them for further things and you killed other animals for them.

Sports cars? I mean, in one hand you want all cities to die, on other you want something that can't be made in 2-3 hours by average players? People get bored of doing things over and over. Cities had no variety, the same things over and over.

One game that I play currently did an update where the cultures got 'ethos' and 'pillars'. Basically the main focus of advancement then 2-3-4-5-6-7 different focuses that change the game with small bonuses. In the perfect combination they can be really interesting edge cases. It's still not many things, 7 then like 162, but probably millions of combinations to do with all those. The replay ability and unique combos are off the charts.

Basically the way you split the content with races was bad. Instead of each race/tribe/family having it's cut of things, there should be a base way to do things. The races could be better or worse at some things, then the families could choose bonuses. For example one could melt snow to get water, the other could get water from a bottle tree in the desert. But they could both get it from a pond just slower. The issue with cutting content is that it makes limitations that can't be overcome. You born with a white skin? how is it your fault? there shouldn't be punishments that can't be overcome. it's like a puzzle that can't be solved. It doesn't incentivize trade or teamwork, it is hard capped by it. It's a really frustrating mechanic. While having additional ways to do things would provide variety. Sure it's parallel content, but people wouldn't complain about not being able to melt the snow if they can get it from a pond, sure it sucks, but it's not the same as not being to step into a tile to grab a leaf that is the only way to make yellow paint which is part of the base upgrades toward the infrastructure.

There could be another way to increase content without actually doing crazy amounts of hand crafted items.
This could be a new game mode since it's different. Mainly for veterans.
random recipes: each x time there would be a server wipe. like 2 months or so. each new wipe the recipes would be randomized. there would be need for some graphics that can be randomized. a tree with random leafs, branches, size, and item on it. each tool randomized too. a veteran with 1000 hours still should learn again that he needs a hatcherator with a flare stone and a branch of bazinga tree to make a fire. you could use the language system to encode names. it would be funny. it could use the same setup, lvl 0 items that can be found in nature 2-4 put together to make a random tool. the randomizer could put them on each other in a way that makes some sense. then the lvl 1 items that are processed would look different too and different names, different paths to make them. and the animals could be random too, the cute hamster would bite you and the crazy looking hellefino would be peaceful. part of the charm was learning the game and explaining to others. if some of the wild plants would be poisonous and some would be edible, people would have to learn each of them again and again.
if that doesn't work, then people could submit random looking things and their function would be custom and the build order custom so we create puzzles for each other.

Ofc there are other factors. many ideas don't work because the game engine has limitations.

Game engine problems:
-no communication
-no stamina or health bad limits possibilities of food effects, combat or interactions
-no team jobs
-no way to convert big units to small units like directly watering fields from a can or feeding potted plants
-no transport methods
-no layers possible like caves, hills, or even piping or electricity lines

If you still think that new people will come, they won't. It's an MMO then you need returning customers. And even if you don't want to provide content that can last forever, some people will want to play forever. And those people can convince others better than you could. If the main players are happy, the newbies will get a positive message, the competition heats up then others will come. Veterans still stick around because they still see the potential. it just needs some flexibility on your part to question some design/balance choices. Who cares you were wrong or right? the game should change and be fun, change it until it's better, until it clicks.

btw I agree people don't know what they want. because they don't think in terms of balance. or they know what they want but they shouldn't get it the way they want it. but there were 2 examples above that a simple realization of a problem can be simply fixed, by talking about it, working on it until is perfect or close to perfect. baby slings? okay but you will move super slow. has an upside, has a downside, has a function, makes everyone happy, in that case it's really just to shut them up. other things would need an item required by it, a reward, so it fits into a puzzle and activates a branch of content. dead content is dead ends, nothing needs it, nothing needed for  it, no reason to have it other than making it.

To make the most positive change short term, some things should be changed, I think most effect would be the resource system. instead of finite resources, should be more of a renewable limited system, where the focus shifts on other categories from time to time. the upgrades could be real simple going from natural to processed resources then just moving them around and upgrading other systems to have a variety of problems and puzzles, even to infinity with small steps in the reward and big steps in requirements. base resources for free but limited rewards so people can talk and do basic stuff but never advance, but keep them busy. and some individual pressure per player so they can't 100% rely on others if they don't do anything, like a system for ownership of items. things could be still shared if wanted but whoever makes it gains the option to choose. each player could have a small spot at age 3 to choose a private spot around the inner shared area, and upgrade later. maybe some social credit currency, each time you share things you gain points. natural resources would have a time limit to be placed in private zones, crafted items could be private or shared. shared items couldn't go into private locations unless both parties agree on pay. this would still allow the current communistic setups but if those dirty veterans could be filthy rich and still not letting other to take their items that they gathered and crafted so others learn their value and change their attitude. these points could be spent for upgrading their own land size or other stuff,  make shops or whatever. it could be also time based to use it or lose it. on death it would become shared after a while. there could be another token that persists after lives but that would need other players to mark you as a positive player or enthusiastic mom or teacher or something (no cost to give, can't go negative, mark a player than finalize vote after you or him dies).
buildings should have functions, bonuses. I thinks that's the main direction that could work.

All in all I'm grateful that you made this game, and I got my money worth so I won't complain and nobody should. You could charge for DLCs or whatever, if the game is fun, so don't think of people like they are burnt out, they would pay again to be entertained.

I think Jason shares too much and allows for a direct talk, but then this can be abused, and he can also just become grumpy and irritable, which is not the usual game dev- players dynamics. The reactions are often legit but over exaggerated if you consider that he is trying his best. There are pro gamers too, don't underestimate the 1% of the players that can easily judge how good a game it is, it might be just as hard as making one. Both sides should just chill out and be more flexible. Funny that Jason in game gives no proper rewards so IRL he receives no compliments big_smile

#43 Re: Main Forum » How did the combat become so shit » 2022-03-13 03:52:09

jasonrohrer wrote:

Problem with the old system was that there were certain individuals who were running around killing HUNDREDS of people.  That made the game really bad for those victims.

If combat is "skilled" then who is going to get really good a combat?  Griefers or bad guys?  Obviously griefers, who are killing hundreds, will get the most practice, and be motivated to kill undetected, pick people off on the outskirts of town and run away, etc.

Killing is in the game for a reason---there has to be SOME way to remove troublesome people from your village.  But there have to be strict systems around who can do the killing and when it can happen, or else those same troublesome people will use killing themselves to cause even more trouble.

Killing is actually a really big deal in this game.  It completely ruins someone else's game.  They're in the middle of building this house or whatever, and they have 30 minutes left to work on it, and then BAM, they get killed for no reason.  In-progress project lost.  It really is the worst experience imaginable.

So if you're going to ruin someone else's game like this, it really has to be justified and well-thought-out.

true but also not true
people need a chance to defend themselves, irl there are systems set up for this, proof, judges, they are all controlled to not become corrupt or bureaucratic. somebody objective. in a game the system should be perfect. players are not perfect. games are not made to be perfect. gamers are not mentally ill or anything, I don't think they are like that in real life, but in games they roleplay, they don't limit themselves and they aren't afraid of others.
they just want to have fun, they won't take seriously the warnings or philosophies. especially in a 60 minute game you can't force or be forced to deal with issues for more than 10 minutes, if someone can't get over it then it's his fault. the game should not allow actions that annoy others or negatively impact others if they are not want to get involved. at least a perfect game. no game can be perfect but there could be some limitations of what you can do and what you can't. some people grabbed a knife as soon as they were able too and tried to stab the first person. I'm sure it could be easily tracked if they did anything useful across all their lives.
I don't think the number of victims got anything to do with it. ofc when it's super high then yes. But it also just means that they were probably in a duel that many times and they came out alive and the victim wanted to kill him but couldn't.

I taught quite a few people how to deal with griefers, I didn't provoke anyone, I had lives where all was peaceful, I had lives where I had to kill multiple people as they disturbed the peace. I even gave a warning which makes no sense because you lose the surprise effect, but wanted to be fair with them. most people just laughed at it, or talked back, there were a few who didn't knew what they are doing or completely flawed logic, but then too many people started to play the newbie card.

your reasoning was that you wanted to kill someone and you couldn't do it, and 'if you want to kill someone you should be able to'. this made it one sided, it was entirely based on the surprise effect, and in lot of occasions predetermined, as a player was slowed down around the corners so he couldn't be out of range. also 0 risk for the attacker as long as he was quicker to take action. flawed system. if someone goes for a kill, he should be fully prepared to die too. if not then he should take other measures.

and with the leadership based on magic things, and random things (like really? you can't pester people for 60 minutes and you aren't the best player just because you keep all kids) the framing wars began. people making up reasons why to kill others. so if you ever argued or had a bad word they killed you because they could. even if I ignored them they kept wasting my time and provoke me.

There are times where nobody is right. It's not black and white. people want different things and some go as far as killing for it. Build a room left or right? owning a cart? stabby stab. there were some weird reasons why we were fighting. honestly in those cases the duel was best, as you wouldn't be able to work anyway so one of you had to go. so extrapolating that there are evil and nice people is just not right. in this community the most toxic players were that were fully convinced that they are nice people and nothing that they do or don't do could affect others negatively. it's completely subjective what people consider annoying. like some mothers spawning 30 kids without teaching or taking care of any of them. so others are the cruel who tell her not to. or all this 'no killing' people who let the griefer roam for years

that's why duels solved a lot of issues, the winner got to continue his game and the loser is forced to redraw. if anything , the game should force people to be honorable. for all the blame I got, half of it was based on no evidence and the same people with their self declared superior philosophy said that they wouldn't accept equal terms. so if you could force people to declare a reason and put something on the line, it could solve most of the issues. you say X is a griefer, invite him on a duel. it could require a 'building' made for this purpose. if they both accept then they teleport into the arena and fight. if one refuses, then the leadership could decide to banish him or check out the other player. there could be rights and privileges. like every item you make from scratch is yours until you share or for a period of time. people could have a private zone. people who are flagged and invited for duels, can refuse but then they couldn't take weapons or interact with other players items.
there could be pvp free zones, and there could be automatic arena fight if they ever return.
but the simplest thing would be a comparison between how many useful things they crafted that life. would be a bit more advantageous for people who prefer that playstyle and who are older, but then so what? if I would see a report of someone's life archievents, I could easily tell if he is the griefer or not. an entitled 4 year old running around to get revenge for the 'injustice' he suffered in all those 4 minutes? or the dumbass who spent 40 minutes cutting 10 trees and chatting with people. if somebody is really a griefer, won't just go and collect items to then be able to kill someone and get away with it. and if so, I wouldn't mind. we don't have a good metric that measures who is good at this game.  heck, I wouldn't even mind that people chatting with others in their vicinity would generate points toward a 'social' descriptor. you would know that he is a rolelayer or just hanging around talking, and not a griefer.

you might think that someone is a griefer, but some people hate you because you hate them, because they want attention, and if you don't give it to them they just buffer themselves until you do, they don't lose anything because they don't care. some people were framing me for 2 hours because they weren't treated like a princess. some were just too bored and exaggerated every aspect and roleplayed vengeance.

90% of the time when one player was more vehement about accusing someone, the players sided with him. like old players were disadvantaged because they couldn't flip out on some small bullshit the other player got offended upon. and 90% of the time where you offered that you will ignore him if he does something useful, gameplay related, they refused to go back to work if they ever even worked. because the game requires zero personal involvement toward personal usefulness, and some people can convince themselves that they deserve to just  take take take and never give anything for their sole existence. I'm not fully against role-players, but in a survival game people should really produce enough for them to eat on base minimum.

and actually one of the most important factor is skill. because you should never give power to players that are new and already bad intended.  I saw griefers that couldn't take a knife out a basket but tried to kill others. so yes, I don't say that there should be an order of who can kill who, but there is a huge divide where people don't even know the controls, the game rules or the whole concept of why doing what, and if they aren't even flexible to learn it then they deserve getting killed for it or at least not to put them in leading positions.

but all could be solved with just a personal blacklist/whitelist where people who don't like each other wouldn't be put near each other often. I had plenty of friends and quite a few butthurt kids I didn't care about but they had some personal vendetta against me while I didn't even know what the hell they are on about. And I had some hostile people becoming friends (tho most of people who I was fighting with never ever were hostile). but probably there isn't enough of a playerbase to split apart kids and low iq people and menstruating werewolves from people who genuinely wanted to play the game and create things inside it.

your justification was one sided and not that well thought out. just because someone is pissed, doesn't mean he is right.

#44 Re: Main Forum » The plan moving forward » 2022-03-10 08:18:59

I meant the game engine smile

I dunno, it's too complex to do engines in  a single life and the 'help' is not good. often you gotta rebuild the whole smithy to be able to make an engine. the parts are tiny and the process is frustrating. it could be just higher tier items that need the same thing put together over and over and meaningfully increase the resources it takes. like tie those systems together. like more iron would be needed to produce more water, more  clay to produce more iron, more water to produce more clay. and there could be electricity or some form of early power generation like windmills and shiz. then upgrading each system and managing the storage. the farms could also be upgraded and use a per hour input output and storage system instead of manually moving it so much. pipes and baths could be fun.

it just feels like some techs are super advanced and you still cook your stuff with kindling fire. you still struggle with your machines working for 30 sec while babies cover the screen.

This is because there are no cities, just connected garbage on the floor. The game doesn't know what a city is and can't manage it as a whole. There could be fun features with cultural or religious systems and decision making. Humankind did it, Crusader Kings did it, there are strategic elements that would work well with a 2d game. This sharing everything mentality only works if everyone does something, but the more people play the more they don't want to share or do anything meaningful. And why would they if everything runs out? It's like Jason trying to prove that communist nomads are the future of humanity smile There could be a combination of choices that create different cultures and cities, with different buffs and debuffs. The goal should be staying there and fixing the issues, different issues, not basic level food and water forever and ever.

I don't disagree with removing the well engine, but it should be way harder than that. Not just putting it in your apron smile Quite a few high tech items can be griefed with a sharp stone. There should be like a single use master wrench that takes resources and 10-15 minutes to make to force people spending some time removing the most valuable thing in the city. But oh well, Jason thought that somebody would fence himself up to distribute water to other people smile When the engine is gone, then the doors and tools and even the floors are taken. People cry more about destroying graves than destroying cities. I remember that we played for weeks to make a few cities nice, and connect them manually, and later we moved when it was boring and barelands around.

All I say that it would be a better gameplay and a better message to be loyal, to fix things, to learn from mistakes and to trive to a goal, even if you can't yet reach it. There is a game where you produce cement, but there is a side product of rocks, which is the main part of the game, just dumping it to the side until the late game. But then you discover a new tech and suddenly you can get rid of that, and even gain building materials quickly and efficiently. Same deal with water, first you mine it and build extensive pipelines but late game when the research is advanced, you can gain it from the atmosphere cheaper.

It would be so much better to upgrade the city at once, replace old things with newer and more convenient ones, also replace problems with new ones, you would have a midgame where you don't have to worry about food, but pollution would be an issue. Shift the damn focus. It could still be challenges based on tech and resource limitations, but a steady income of resources would make life possible with optimal choices. more combinations instead of more items. Like advancing to new eras for a ton of resources and having tasks all the time. And each focus would have some downside which would need to be managed later on.

#45 Re: Main Forum » The plan moving forward » 2022-03-09 17:56:51

Goliath wrote:
JonySky wrote:
Goliath wrote:

What do you mean?

Dead game my friend!

Yeah games die, and ill play this till D Day.
Wouldn't be surprised there isn't a private server somewhere that Jason plays.

he doesn't even play his own game, it's more of a god experiment, SYBILL system xD
there was a time when he described one of his game life:
basically he planted milkweed, had a bunch of kids and was taking care of them
then he stole a hoe from his daughter and got envious of her big milkweed field, to a point that he was considering killing her
the end.

that was basically a 10 minute life in 60, similar of what you get in your first 10 hours when you learn the controls
he didn't had to learn controls or recipes, he knows it
yet he knows nothing about the other system, the time it takes, the difficulty, the patterns that repeat all the time, how to organize a 'city' and such

#46 Re: Main Forum » The plan moving forward » 2022-03-09 17:45:06

Jason could just ignore everyone. Instead he goes into detail, telling personal things that get him compromised. I remember a few things, like when he said that anyone who criticizes him, can be roasted by him. Fair enough, you don't get to talk with most of the game devs, or they are distant. I liked some of the personal stuff that got into the game, made it original.

I also remember him saying that people who give negative feedback, criticism will be ignored and their ideas discarded. It was certainly true. When Tarr made his new forum alias, he actually got a pretty decent reply for his opinion, the comment itself was quite the usual, but since jason didn't recognize him, he answered properly. A lot of the players were quite negative and didn't like the new directions the game changed. And a lot of us didn't even go too far with the personal comments, like there was solid feedback and reasoning. But jason had this meth comments and superiority complex mixed with a 6 year olds stress reactions.

The game wasn't bad, there was an initial vison, back when we started, there were no help tools and we had to learn it by ourselves, now most of the stuff is already done and documented, so maybe 2-300 hours tops before you burn out. It's normal that it deviates from the original path. But that maybe should be based on the players preferences.

He spent a lot of work, creative designs and programming, so we can be thankful for that. It's just feels like it had more potential. Like even the players couldn't really agree on whats the game about. Some people just lived as potting plants and talking, others got themselves goals and ignore most interactions. And since there is no clear goal and a way to play it, it's just turns into a clown fiesta. It's way too easy to ruin things, harder to make them and kind of pointless when you can't continue developing. The whole premise is a depressing one, 'everything runs out'. I think games should be fun and not depressing. A getaway from the real life. Things should be able to be improved and fixed and people should grind toward achieving bigger goals.

Some of the updates were decent, but it didn't add too much replay ability. People did it once then never again. Some of the bugs were fun, abusing weird mechanics. it's still funny when people run around and starve randomly, the tragic comedy of the situation where the last girl of the family promises the stars and starves before you die of old age. But there were always issues and no fixes for them, and some of the griefer problems were turning worse and instead of fixing them they got even more tools and options to annoy others.

But then the community tried to get involved and give ideas, some of them were implemented, and some of them rejected over and over (no baby slings pls, maybe catapults). I had a few implemented, mainly how the wells should work, like people were building several tier 1 wells and never upgrading. Told him to make it worth upgrading, also would need items that lock and unlock features and possibilities (bucket) and lead people in the new age. That part of the game was decently advanced. I still think the water system is way better than the other things. Well, it was at least, until we got fixed springs regardless of the map and biome locks to artificially increase difficulty and lock it behind weird mechanics. I remember games where I spent way too much time trying to explain them how to help me and even if I had translators, the only ginger girl dropped his burning shaft in the ice biome and left, not knowing that she was the only one that could do the oil task. I mean it's just unintuitive, weird and pointless. If you can do it, you do it, if you don't know you don't know.
Limitations and restrictions can be fun, but only if there are ways you can get rid of them, overcome them, solve the puzzles. it's not fun when you are forbidden from tools or actions since the start. tool system was also horrible. you needed a task once and you had to commit a slot doing it. especially that some tasks were really pointless after that. drilling two holes and then nothing to do with it.
But the worst was the biome locks and race mechanics. It could of been okay to give them different paths by culture, but splitting the content was so bad. if it would of been parallel ways of doing the same thing, maybe some alterations then it could of been fun. Like getting water from melting snow or from plants. But it's so bad to stand 1 tile from a biome an a magical power stops you from interacting with it. Created bizarre situations where cow piss became required by a tech so it was a high level difficulty item so getting a leaf was higher up on difficulty list than all the rest of the game.

Also there were misinterpreted or weirdly made mechanics. Fences could of been okay if it costs something to do them, like owning a piece of land and the things that you make. But it's so easy to steal others work and no defence against it. People following you, and harassing you and stealing anything you make and getting butthurt for not letting them do that. The whole sharing things was quite weird, this communistic ideology brought out the worst of some. Like not doing anything because you can enjoy the fruits of labor regardless. I mean a fully capitalistic community would be just as worse, but it's still a game, people need to know if they are doing okay, if they can score points or reach goals or get achievements. One of my other idea got so weirdly implemented, it perverted so far from the original intention, it hurts. The Yum system was supposed to get rid of monoculture. My original idea was to have bonuses for having multiple foods in cities. I guess it was only obvious to me that it should be limited and sustainable variety. The accent on the variety not the unique. People started to do the longest unique chains possible. Variety should mean that you can cover 5 groups of foods or 5 types at all times for all citizens, be that 5 berries and 5 carrots, and 5 of everything or combined 2 corn and 3 burdock. Instead people were spending half their lives to eat primitive food in advanced societies for themselves only, once, to build up a boost they never gonna use. So from eating to live, we got to a point where people were lived to eat. Quite a bit of jump from eating berries all your life to run around half the map to build up a pointless chain, that helps no one but you.

reminds me of the Purge episode of Rick and Morty. that no one has food, but they would only do jobs if they got food, but then no one does their other jobs, others would do their jobs but for food, so no one can agree if those jobs are good enough to get food for it.

I think the engine restrictions are quite bad too. The visibility and communication is artificially made harder when nobody likes those changes. it's certainly convenient that it's part of the 'vision' that you got no vision smile same for things like hp bar, stamina bar, and defining the city and giving it bonuses or defining a plot of land and giving a cost, restricting tool usage by the maker of the tool so others have to ask for it. These are the 'magical' things that the game needs, not that you argue half an hour who should be the queen, then to roleplay the rest and murder people left and right for a dumb crown. There is a reason why communism failed IRL, and I don't say it should be all capitalistic, it could be just options to set government types and rulesets within cities. The strategical part of the game could be extended, and made quicker to build an actual civilization, something with a future, with goals and the progress made visible, like eras and upgrades, instead of making the same thing over and over then going to a new place and looting all that stuff people made, instead of making your own. Small things like removing engines so easily made things so bad. It started off like a sandbox, where people are free, then it turned into a rat cage where the things are made to collapse and all you can do is watch the carnage.

#47 Re: Main Forum » So what's the meta? » 2022-03-09 07:23:08

member when for half a year, people were digging holes to trap the sheep faster? big_smile or teleporting carrots and babies across the map? or well walling the city? or grannies killing 18 people with butter knife? or throwing away wounds and using 5 knives to kill people? good times

#48 Re: Main Forum » One hour one life Mobile? Anyone else gave it a run? » 2022-03-09 07:18:41

I installed it on an emulator and had a few macros to do certain actions faster. the swiping there is really weird, never got used to it, never wanted to get used to it. would be hard to hold a phone for an hour and get shit done.

Sadly my laptop got broken and the settings lost, had to guess and test and manually set up coordinates that work for most items, like picking up a needle or a branch with a key, or doing work to the left or right, was quite a few keyboard shortcuts. Didn't had the mood to do it again.

It was actually nice with the old mechanics, and no racism and stupid maps, no biome lock, also you can go back to your base with a plant leaf found in jungles put on the home marker, you could even plant one of it each time but only water it when you use it, and hide it somewhat so people don't mess it up.

The community is less toxic, but there aren't too many players and it's way more laid back since it's hard to click a lot.

They are making their new game which is completely new graphics, new items, it's similar but you got some chance of fail when crafting so you have to repeat actions, but it gives better proficiency over time so you are more likely to succed next time, in things like hunting, matters a lot, on other things is just mildly helpful. it carries over lives. I tried the alpha but wasn't many players, but it looks quite good.

#49 Re: Main Forum » What's the best thing to do to make a town survive overnight? » 2022-03-09 07:08:22

make something stylish, people might like it and meme around it

#50 Re: Main Forum » New Pen Design: Separate Sheep Pens » 2021-12-09 21:29:51

JasonZ wrote:

Pein?

who dared to summon me? big_smile

I like it if it's unique, the gates are blocked from clicking so there is no way to open it manually. only it's not a final solution so it's not a good long term solution.
people like it easy and final.

anti griefing methods are just for you, and since you rarely get back is a lot of time for not much value
but maybe some smart people talking trough the modded chats can do something about it

but  normally you just hide the mouflon in a small biome and that does the job, or lock it up in a small non griefeable room

dunno what jason did but he changed something. it was an interesting concept that sheared sheep was stuck in biome and unsheared wasn't, I don't think it works anymore. I was building pens on biome borders because of it

I think the best pens aren't too big, but bigger than that. nothing wrong with multiple pens, it should be the norm. a smaller one further with all the berry, some berry for show, but mostly other foods on center of town. nobody plays for efficiency, so it's not happening. I like modular designs that allow extending over time, like 1-2 walls can be moved or removed and extended.

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