a multiplayer game of parenting and civilization building
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It would be interesting if different races could craft different versions of the same food each of which would count towards the yum bonus (like a special kind of pie, each type recovers the same amount of pips but is treated as a different food).
Since I am bad at writing art reviews I will say this:
<3
During the war sword period having colonies was a necessity if you wanted your family to survive raids. I recall when our town was raided some of us ran away and found a small but nice town populated with our family. We survived several more generations.
I feel like the Rift needs to return.
Maybe a couple bigger public cities around the edges, Private outposts inwards. Should be a little bigger to give us a bit more breathing room, I remember all the randoms outside trying to kill me.
The rift has become some sort of taboo recently. It definitely was an interesting experiment but also a total chaos in its later phases.
In the rift I liked the fact that you knew where all the cities were (or if you didn't then simply walking by the rift would lead you to one eventually). Also it was so amazing to see people building amazing monuments all around the bordered map. I remember that during one of the longest arcs in the middle of the map there was a pretty place with four bell towers that always had free clothes in chests. It was a place where anyone could come and would be treated equally.
...
This treatment later being, unfortunately, kill or be killed. The main flaw of the rift was that it was during the war sword period. Eve hunters were everywhere, griefers were simply exploring the wild areas in search for travellers or people from other families. It was terrible.
So I too think that the rift should be revisited in the future. I'm afraid though that many, many players hated it not because of the new griefing options it introduced but just because of the concept itself. For now with the newest update some factions may be created, it may replace the rift... hopefully in a better way.
War would be interesting if it was more than towns raiding each other until one of them dies out.
I imagine some people going on a war and some staying at home, struggling to keep things running with less people in town. It would be hard, but the reward would be great... not sure what the reward would be though. Just loot you get from raiding a town doesn't sound attractive enough to fight for it with your life (or lifes). Now when I visit other towns for latex, for example, it often turns out that they don't even have any just because they didn't care.
As mentioned, the war system doesn't work with family specialties. Partially because biome experts can hide their precious loot in their biomes. The posse system allows to chase after your victim through unhospitable terrain to kill but you still can't pick up any items laying in snow.
No imagination, only creation.
Let us do the imagining.
Let the players make the game.
The developer should look at player's feedback, sure, but he is the creator, he should come up with the ideas for the game too. If he ever happens to run out of ideas, there is a ton of threads on this forum that are suggestions. Also there is an entire subreddit for those. In some degree players already make the game as OHOL gives some amount of freedom to players (now less after the family specialties update but still). The fact that you have a choice between griefing and helping your town is significant.
You are right, some players want buffs, they don't see it objectively. Some, not all.
Instead of pointless constraints that make the game slower and more boring, add requirements. Unlock systems are fun. Remember the well and the bucket? People made unlimited shallow wells because it was simple, it refilled. They did not upgrade them because they didn't have to, they did not give enough advantage, they needed advanced resources and tools.
I agree that unlocking new stages in tech tree is fun. I enjoy those necessary things that you have to do in order to improve your family town like making newcomen towers. The new food nerf lowers the food stats as your family progresses which I think is a good way to motivate players:
'Sure, you can eat berries BUT they will soon get less useful. Try climbing higher on the food tech tree and eat omelettes! Or pies! And later feast plates!'
I don't really enjoy, however, the way that interactions between towns are encouraged. It usually comes down to 'oh no, our well is dry! We don't have water, so we don't have food and we are gonna die in a generation.' There usually isn't enough time to react, find dark and tan people and make rubber. Maybe a way to tell how much water is in a well could help? I'm not sure on this one.
A few days ago I played as Eve. Got two daughters, one of which was a newbie and died. And although my other daughter stayed at home and kept her yum and stayed near fire almost all the time, she got only two SIDs. Our family was done before it even started well (fun fact: that was my 5th time playing an Eve and fifth failure. I'm not upset I just thought this was intereting).
My fam tree:
http://lineage.onehouronelife.com/serve … id=6196771
Wow. I haven't tested it out yet, but the new change to posse system sounds great! Finally leadership is something that is useful, I like the property gate changes. The allies and enemies mechanic may have a lot of potential, it would make sense to change peace/war status to groups rather than families (though this would probably generate civil wars, so maybe that's not a good idea).
Just one question: what about males? If they are an owner of a property gate, does the ownership pass to their nieces? Or cousins? Or does it simply fall apart?
Also there is now a good-looking compromise between the posse system and solo killing. I like it, at least on paper. Will that work? Time will tell. Anyways, great update, in my opinion.
It's a very difficult design choice:
On one hand, with killing mechanics existing, griefers WILL kill other people and murders WILL happen, sometimes without any clear warning nor a chance for victims to protect themselves.
On the other hand the game is supposed to be a simulation of human civilizations rising and falling. It is not possible to make such a simulation good without having a proper killing system. War swords are good on paper because they bring drama and build relations between towns (in practice those realtions were always 'don't trust anyone'). A war sword itself is not a problem - the problem is what the players can (and will) do with it.
Murphy's laws dictate that if there is a knife in the game, the knife WILL be used. Whether it's for the good or bad, it all depends on the one using it. Posse system is supposed to solve the problem of evil people using the knives (and it did as now only organised groups of griefers can use them) but it also made it harder for the good guys to use them (and you rarely see organised groups of good-spreading players).
So yeah, while I really don't think this game has become clearly as bad as some threads on this forum might suggest, I think posse system is not good - it's unintuitive and unnecessarily complex. While I haven't experienced raids or other severe griefs myself (maybe because I usually get born into low-tech fams or because I play during european day hours), the video is a proof that the problem exists.
Okay, data from yesterday (Sunday):
1290 Males, average lifespan 21.07
1948 Females, average lifespan 23.09Women live longer already, which is cool.
Does that include Sudden Infant Deaths? The average is surprisingly low from my point of view.
The fact that males die earlier due to them taking on dangerous jobs is already in the game - it's usually the males that go hunting as women may have babies, which is a serious problem during hunting wolves. Also if max lifespan was lowered, it would ruin the premise of the game (one hour = one life). Also I think old men in-game are usually more good to talk with than women, often dropping clues about where is iron (before the iron changes), where are other families, et cetera.
TheRubyCart please stop posting useless posts. It's seriously annoying.
Also I'm from Poland. The above text is just 'All stars' but in a rough polish translation (it's not even accurate).
A way to turn regular backpacks into baby backpacks sounds like the easiest way to grief towns. Backpacks are super useful and are not that cheap to make. And then a griefer comes in and flint chips all the backpacks.
But yes, a way to 'store' babies would be fantastic. Maybe babies in a cart?
So does the new fence gate work on wolves and bears? Because that sounds like a safe zone that standing on an item used to give (you stand in an open gate and they can't get you). May be extra useful when breeding wolves.
Also love other stuff, especially the bow on backpack. Small but great fixes, that's characteristics of the recent updates.
I love the idea. Cool buffs instead of unintuitive nerfs. Everyone can do anything they want (as long as they are competent enough), just other races could do it slightly better. Towns can survive on their own but trade would improve the quality of lifes. That sounds amazing on paper.
The solo kill idea idea is a really nice one..... but there's a small problem. The game doesn't currently "know" about property, in terms of what's inside and what's outside. A fence is just an unbreakable wall. A gate is just a tile that limits who can use it. You can use those things to make property, but there is no "property" in the game.
Maybe opening a gate while not being an owner would
a) inform the owners about an unwanted guest
b) for a minute the owner could single-handedly kill the aforementioned player. That way there is still a way to steal from other people and getting away with it, which would encourage interactions between players. If the owner wouldn't manage to kill the thief, then they will most likely see the suspect (or an arrow would be pointing towards them, as it is now with visitors).
Not only that, but this system would fix the problem with hoarders. If many players decide to team up against the hoarding person, then he won't be able to kill most of them (with this system only the person who opens the gate). Yes, some groups of griefers could use it to steal but soon they would be killed one by one.
Good changes, if the posse system stays forever.
I think that many mechanics are getting too complex. Why a player can't single-handedly attempt to stab someone?
It's a) unintuitive
b) unrealistic
c) takes away players' choice. I can do only good things as an invisible force blocks me from doing evil. One of the biggest strengths of the game was a pretty accurate simulation of rising and falling civilizations. If a town falls because of some killers, then it's because it wasn't well prepared. Only the strongest and best prepared will survive the longest.
I could also protect my property if I had a working knife.
Again, nice to see existing mechanics being improved but I miss the shift+rightclick killing.
I'm afraid that I must agree with pein.
The only thing that matters now is survival. It has been an interesting experience at the beginning when it was sort of OHOL hardcore mode but if it is supposed to be how the game stays forever (the core mechanics, new stuff to craft won't cut it) then the future of OHOL doesn't look attractive.
The recent lifes I've experienced were all 'make mor food, oh, also our well is broken'. I get a feeling that there is no will to climb higher in the tech tree. You'd think that the need to trade would encourage making cars but now engines are necessary to make the best well, the best mine.
There is no end goal. Up until now I've considered the endgoal being planes allowing towns to become one (at least economically), there would be new jobs like getting kerosene for planes and cars, In other words, we would reach the peak of the tech tree. But updates like Family Specialties, Iron Changes and even Food Nerfs make it harder and even less doable (you can't get kerosene if you are not a ginger. You can't make car without rubber.) I think that's partially why people don't like those particular updates.
Fatherhood exists, it's just rare to see. I have seen many males who were feeding babies abandoned by their mother (not near fire or something but literally abandoned without feeding them once). This bond is stronger than the usual mother-baby bond as it isn't expected from the man to feed the baby - that's what mothers should do in this game. He does that out of pure goodness.
Yes, there is not such a mechanic in the code of the game but players may fill this gap in the social structure. When father's children grow up they may follow him and he will become the leader out of his pure kindness.
you know what if fences were able to opened by anyone? and that if the fence door is opened by a none owner all owners would get an alert, this will stop that trust issue that people keep on talking about and will stop the events where a griefer hordes all the resources, not only that but if anyone would be aloud to open fences we would suddenly get thief's and a whole new thing to create drama for RP, and it also makes more sense
That sounds great! Like in real life you have to work hard to keep all your stuff safe. Maybe anyone could open the gates but it would take them more time. That way the owner would have time to react. It reminds me of the early days of property fences when we would guard our gates from other people until the fences become stable. I remember guarding my private farm with my son... ah, good times.
The only problem I see is that... how are we gonna punish those who steal our stuff? In my opinion the killing system would have to be reverted back to the old one. I appreciate the changes, I see why they have been done, but I miss the times when having a knife actually mattered and was a great power and a great responsibility. Usually it was the elders and pro players that had knives. It really was something (also pads had a purpose. I haven't seen them being made in a long time). Now seeing multiple knives just lying around is not a rarity. Noone likes griefers but for now it's what gives the game some drama and encourages players to group up against the greater evil. There are even factions of some sort ('He's a griefer, let's curse him'; 'No I have seen him doing good things, he's innocent!')
tl;dr: The aforementioned idea sounds amazing but we need to bring the old killing system back (or introduce a new punishing system).
Having foods that are early game only would make them precious for later generations, a delicacy of some sort. It would be interesting to see how many generations may resist their yummy taste. Having one of those makes you a member of local aristocracy, people would build property fences to protect their now-unique food and Eves would have something that they could trade with other towns for necessary stuff.
Maybe dandelion salad could restore an absurd amount of pips so it would become profitable to hoard dandelions until food starts restoring less hunger? The possibilities make you think. I like everything that encourages interactions between players other than 'Hey, have you seen the axe?' 'Nope.' 'Okay thx bye.'
Have seen something like that once, the authors of the project called it the yum hut. After they died I helped with stocking the hut. It had chests with baskets full of various fruits. It was before the family specialties update so we could gather cactus fruits and bananas with no problems whatsoever.
You don’t understand your new to this game my friend the creator isn’t the most likeable person out there, neither am I so I won’t complain.
I am new to this forum, not the game. I have been playing since the update that added more emotions (before property fences).
The developer has not thought of other ideas (HERE EXPOSED IN MULTITUDE OF OCCASIONS) such as plague, weather changes, seasons, that would provide a cooler survival mechanic
I like the plague idea, it would be interesting to see people panic and protect their towns with property fences and fight for resources and... hmm. It would be the war sword massacre all over again. War swords have been an interesting addition because it introduced conflict between towns and politics, which hadn't ever really been a thing. Unfortunately not all cool ideas are good ideas (hey, even the rift was interesting on paper).
The recent updates have been mostly fixes and changes to already existing mechanics. When they get tweaked to the point of being mostly accepted by the community (or not, the creator doesn't always listen to the players, as seen during the rift period) we will start getting actual updates adding more stuff. For now I enjoy the fixes. We could build robots and stuff but we still couldn't stack sharp rocks on top of one another. Little things like this have been gathering for months or even more and I'm happy that they get fixed.
The forum appears to be overflowing with animosity or even hate directed towards the creator of the game. While I dislike some things that were changed in recent updates, there are some great additions that don't get nearly enough recognition. In this thread we could discuss things that we actually like and not whine about things the majority doesn't like (like family specialties in their current form as it seems to be the most hated topic).
I appreciate the stacks, especially stacks of things used for building (pines, cobblestone).
The fact that standing on an item no longer keeps you safe from animals is a fantastic change in my opinion. It makes hunting dangerous, as it should be, therefore gives pads a purpose (as getting stabbed or shot by another player is now a rarity). It is also more intuitive. I know that griefers sending bears to towns have become more dangerous but if your lineage dies because of that one bear it means that you have not been prepared and failed in survival. Only the strongest and best prepared will survive.
I like some aspects of the food nerfs. It makes survival in the earliest stages of civilization harder (again - as it should be, realistically speaking). (Also, was there somewhere along the way an update where brand new players lose life slower? It can't be found on the tech tree.) Speaking of food, the new yum chain is perfect in my opinion. The progressive decrease of food efficiency is something I will have to experience across many lifes but along with the new yum chain it encourages advanced civilizations to invent new kinds of food and not eat the same pies since the stone age.
I still love this game and appreciate the work that Jason puts into it, even if some changes may require tweaks and changes (sometimes serious changes). What else do you like about the recent updates?
Most berry munchers are new players who simply don't know many other types of food. When they get introduced to pies or all the types of meat, they eat those as they are more efficient. This of course leads to them wanting to learn how to cook .
Other berry munchers are mostly lazy people including griefers. At least that's how it used to be as berry bushes have been nerfed and eating all the berries and removing bushes is not efficient method of griefing anymore.