a multiplayer game of parenting and civilization building
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I believe you can also stand on their bone pile and say "Curse you", can't you?
"Curse you." targets the closest living player.
Fug, are you saying that you can curse someone after death, because I thought you could not. I hope you're right!
You can. Up to 5 minutes after someone has died. For named players you have to be within 200 tiles of their corpse and say the full name "Curse John Doe." and for babies who have died you can curse the most recent with the "Curse my baby." phrase.
Babies that aren't named can be cursed with the "Curse my baby" phrase which curses your latest baby alive or dead. I do think it's a little annoying to only have five minutes to curse someone who has died but at the very least the curse range has been raised from 32 to 200 (this is about the distance someone stabbed can travel before dying to their wound.) This change makes it so you aren't trying to play corpse hide and seek since a corpse stays bloody (aka can't be moved) for just as long as the duration lasts for someone to be cursed after death.
Curved rails + an insulated wall the cart can go through will probably finally make rails viable for bakeries. Rails always suffered from the fact they had to be planned around due to the whole straight line thing but now? Now we can finally see the tech get a bit of use out here in the world.
Yum is a nice side quest but it's not usefull at all since the overflow stomach was added
Well yum is important if your goal is to raise your gene score (or potentially really harm it.) When the weakest family is getting children directed to them its weighted more towards the highest yum/warmest moms in the village more over rather than nonyumming cold moms. So if you want to raise your chances of getting more babies you want to be yumming and keeping warm though I'm not sure how much more useful this is in practice vs normal play.
I know Jason doesn't mean for these things to happen but my god is this a hilarious one.
Horses in savannah, cars in desert. Issue is fixed.
fug wrote:Dodge wrote:Are the pumpkins good btw?
Oh yeah pumpkin pie is good even with the egg cost. Problem is it's a racially locked food so if you don't have brown people you can't make pumpkin pie in the first place.
But can you put a pumpkin pie in a backpack?
No, but you can leave it out for those hardworkers to munch on. Taking a pumpkin pie to the sheep pen while you butcher sheep is really nice as you can get a bunch of work done quickly.
I hate to sound pessimistic but you might want to wait until the new eve system comes in place before doing roads. I myself have been specifically asking Jason for a wipe when the update comes out as a means to test the new system fully.
Are the pumpkins good btw?
Oh yeah pumpkin pie is good even with the egg cost. Problem is it's a racially locked food so if you don't have brown people you can't make pumpkin pie in the first place.
I'm sorry destiny but I failed maths HARD in school even after trying more than once with multiple teachers lol so most equations sound like gibberish to me, which might explain why I don't 'get' the true food value of everything and why I make 'bad' pie.
DestinyCall wrote:*FOOD MATH*
Take a moment to think about that.I appreciate the effort to try and explain it to me but numbers turn my brain to mush.
Easiest way to think of it: Someone who comes in the bakery and takes a whole pie isn't going to read what it is. If you make yummy pies and they get swiped to be eat plain its much less effective for the person eating just to eat. Mutton pie exceeds in this department because it's the go to pie for just eating the whole thing without thinking.
Berry (but not really) is good when multiple people are just taking bites of pie to chain yum but it's really bad when one person is taking multiple bites.
If you're baking for everyone you want to make mutton pies.
If you're baking for yourself or a small group you want specialty pies.
fug wrote:Yeah this issue is being attempted to be fixed by making families stronger again and reducing Eve spawns. With the upwards of 60 Eve spawns a day people are shifting way too far way too fast. You are actively punished for having a successful family as the other players you need will shift further and further away from you.
A genre is an issue? I'm not certain I'm following your comment.
There is nothing inherently bad / good in walking around and exploring things without an end goal or win condition. Which to me is what OHOL inherently feels like, rather than a challenge to survive the environment / other players.
The_Anabaptist
I mean the idea that the games genre is walking simulator seems to be a real miss for what the game is supposed to be. It's not that a walking simulator is bad per say, but the game definitely shouldn't be playing like one lel.
Yeah this issue is being attempted to be fixed by making families stronger again and reducing Eve spawns. With the upwards of 60 Eve spawns a day people are shifting way too far way too fast. You are actively punished for having a successful family as the other players you need will shift further and further away from you.
The issue is Jason is pretty off handed when it comes to moderation which leads to the sort of fiasco we have now. It's not that the mods don't want to do something it's more they shouldn't under their guidelines do stuff.
I looked a bit at random people in curse logs and noticed some with over 100 curses and a few with over 400 of them. Ofc there's no way that's linked to the number of players online on the server. One thing that i notice about pretty much everyone though is that their curse score always goes down 1 by 1 after a while.
Maybe the logs still follow the old system where they count all the comulative curses and drop the count down by 1 every life?
Yes, the logs are out of sync and use the old method. That means the person with 400+ curses is absolutely burning them at an abysmal rate vs how often they're cursed (in the old system.)
You know what would have helped fix the problem instead of making 20 spam threads with a bunch of reposts? Actually reporting the issue in a sensible way to the github to see what Jason could do to fix it. Currently he's working on making families stronger to prevent the whole issue of a bunch of senseless Eves spawning just to die.
Oh wait you just shitpost there instead of presenting real problems in a sensible way.
Lum wrote:Did you forget about the curse overhaul? Curses don't work as a score now, it works as a person to person basis. If you curse someone, they will not be born to you and you won't be born to them. (I don't remember the specifics) That's all it is now.
I don't think that works either. I have been born to a person I have cursed. Like, literally less than five minutes after cursing them. As far as I'm aware no person I've cursed has come back as my kid yet.
That's because it's one way so you can curse someone and be directly born to them if you're unlucky enough like you were. This means the best way to avoid playing with someone you've just cursed is to kill yourself (lol) and spawn into a completely different lineage to prevent their birth to the place while you play which just feels silly imo.
Unless I'm wrong about the Eve spawning, it would take 130 Eves to spawn 5.5k tiles apart (Eves spawn in columns of 5 in a zig zag pattern, 200 tiles apart each).
Why are there so many Eves spawning? Even if there were 10 Eves per day it would take almost two weeks to move 5.5k tiles.
Maybe that's the furthest out bell and there's several bell towns inbetween? If that's the case then I think it's OK.
We had 53 Eves Tuesday with 23 being named (some of the 53 are donkey Eves but I'm not manually sorting this lel.)
Monday had 87 total eves and 30 named Eves.
Sunday had 94 Eves total and 43 named Eves.
Saturday had 56 Eves total and 25 named Eves.
Clearly some of these Eves are donkeys, and some of the nameless are Eves who just instantly suicide which pushes the spawn out further and further. We're moving at a rate of about 1-1.5k a day just based on the Eves who name themselves which I count as people actually trying to play and even further depending on how many instant suicide Eves exist.
If you manage to survive the night you're looking at about as 15 minute trip walking somewhere from the furthest spawns one way which is something 3/4 races have to do if they never find black people. The amount of Eves in my opinion really needs to be dropped down to something a bit less extreme if people are to interact.
Yes, there's too many Eves being spawned in daily which kicks the Eve spawns way out west to the point that its long way from A to B. You're about a twenty eight minute walk to the main bell city.
At the time of checking this there were 4 lineages alive with 45 players on the server with a potential 5 lineage (though the unknowns were likely the kids of the first four who hadn't been named.) A vital race should never EVER be that far away from a main hub town unless by choice (someone setting up an apocalypse, tutorial town, etc.) Hell, no villages should be a nearly 30+ minute walk away from each other with random people sprinkled in between when it's very much required to have 2-3 races to keep a place going.
Spoonwood wrote:If you're playing games like WoW or Runescape with other players, you are doing it wrong. Games with social ties and civilization are all about the solo experience.
When have you ever played a multiplayer game and wanted to play with others?
As someone who has played runescape nearly 16 years (on and off obviously) and WoW on and off since WoTLK I can tell he's talking directly out of his ass.
Runescape might be more geared towards solo play now years ago when I was younger it was chill to just waste hours playing minigames like castle wars and generally dicking around.
WoW is definitely played better in a social environment where you're doing stuff with others as pugging things (getting randoms to do stuff) leads to all sorts of nightmares vs doing things with a group which is tons of fun. Just thinking about how much fun it was had me looking back at parses and other things back in legion when I played wow seriously.
If he wasn't so dumb about these things it might be worth reading through his posts kek.
fug wrote:There are 56 players online and 16 servers which would lead to around 3.5 people per server which is what I would call unplayable.
Because of the number of people playing? Why must this game developed in such a way that the interest in it must arise from player interactions? Can the foundations really be that solid if it is necessary to have player interactions to maintain interest?
fug wrote:This game is not a good solo player game what so ever, and with low populations (talking low main server population) the game plays like ass.
First off, you quit on low population play fairly fast from what I recall you saying. Second, if it is not a good solo player game can it develop into a good, strong, and enduring multiplayer game?
fug wrote:Without a healthy mix of veteran and new players the game is pretty lame honestly. All vets = the whole tech tree is done in <3 hours and everyone has to move to personal projects to pass the time. All new players is unplayable because no one can get anything done and no one can support each other to learn.
This all sounds rather bad to me. Depending on player interactions to maintain interest suggests that the game is not all that sustainable long-term.
Perhaps spreading people out more would make it more easy to make it more apparent what problems lay within the game.
Still not reading this garbage.
fug wrote:Less people on the servers is bad. The game is not meant to be played with <20 people what so ever and isn't remotely balanced around it.
Huh? The game is intended to be completely playable by a person on a private server as this thread makes clear when Jason talks about solo play: https://onehouronelife.com/forums/viewtopic.php?id=4848
fug wrote:Ten people and three families was completely ass to play with and the issue can be seen and discussed in this specific thread
If you are correct, then the foundations of the game I do not believe were solid fug, and should have gotten improved on.
Also, I completely disagree. I played during that time and did not feel that the game was complete ass then.
fug wrote:Just a reminder that a year ago we had times with over 200+ players.
And we don't now.
fug wrote:Anyways, anything sub 20 is bad imo and having two servers with multiple families would be awful.
You repeated an emotion several times. All you did effectively was shout "AWFUL, AWFUL, AWFUL"! I'm not finding any reasoning in your response. You did a similar thing in the thread you referenced. That got what you wanted I suppose from Jason, since he's always liked your bug reports. But, did it really lead to more diversity in player experiences? Did it really lead to having the ability to see what the game needs to improve on for it to become superior?
I don't understand Dodge's complaint as how it would end up relevant. He wanted more high tech expereinces? Check a custom server more often, and you'd end up more likely to spawn where you were an Eve.
You said this:
Tarr wrote:The issue is even when picking your server you can be stuck in an Eve loop due to nowhere on the server being able to continue a lineage past one or two generations.
So what? There is no hope of longevity due to updates anyways at present. More heads would be aware of the problem of lineages dying out due to game mechanics and thus perhaps something other than masking the problems plaguing lineages with more people could get thought about or discovered.
Tarr wrote:As soon as you are lineage banned from a town on these lop pop servers you're going to be in a constant state of Gen 1 or Gen 2 and the only fix for this is to leave the server thus lowering the population further until the other servers start having die outs to refill your own.
Does a lineage ban still exist? I don't think it does.
I don't know how many times I've gotten reborn as a child in a place that I had played in before in the low pop context. After the bigserver1 change, I ended up in Duck Town, Sand City, and another unnamed town many times. When I started up a new camp after Boundless World 2.0 I got reborn there a few times. I've also birthed children were the people with Eve spawns several times. So, no, your assertion about constant "Eve Hell" with a maximally spread out population could get avoided for someone like you Tarr, since you could use the custom server box and possibly use the discord to play with people that you want to play with to avoid what you call "Eve Hell". You could also have random children under my proposal.
I'm not reading any of that btw.
I have played this game in almost every version with almost every issue possible.
Less people on the servers is bad. The game is not meant to be played with <20 people what so ever and isn't remotely balanced around it. Ten people and three families was completely ass to play with and the issue can be seen and discussed in this specific thread:
https://onehouronelife.com/forums/viewt … d=5019&p=2
Clearly the pictures are gone since I delete shit when I go on hiatus due to some change I really dislike but for an actual quote on how numbers were at one point:
Huh, 28/44/60/76 feels extremely low. I would've expected like double or triple those values. That would mean it's seriously expected that servers can survive 76/5 = 15 population. Which is kinda ridiculous.
It's also kinda weird that server1 is always the lowest by a wide margin. That wouldn't give a great experience for new players as people who choose a custom server are people who know most about the game, and server one is just going to be eve hell w/ extreme newbie concentration.
Just a reminder that a year ago we had times with over 200+ players.
Anyways, anything sub 20 is bad imo and having two servers with multiple families would be awful.
Here's the reflector: http://onehouronelife.com/reflector/ser … ion=report
If you're not checking on a custom server, you're probably playing on bigserver2 or server1.
Personally speaking I'm of the opposite opinion. If any changes to the system for people not using a custom server, players should get spread out equally between all servers. This way consequences of design decisions in the game like race restrictions and tool slots would become more apparent. I think it would also minimize the load. It would result in less pressure to veteran players trying to support newer players. There would probably exist more time to teach with smaller groups. There wouldn't exist a need to rush water technology, because of fewer mouths to feed. There might exist more freedom for more players to take on projects that imagine they would find of value. There might not exist so much staleness in town design, because there would exist more of a variety of towns. It would also make for more possible contexts in which stories could develop, and thus suggests a wider variety of stories available.
There are 56 players online and 16 servers which would lead to around 3.5 people per server which is what I would call unplayable. Before he created BS2 we would regularly have 10ish people on three different servers and maybe like one server with 20. These imo are unplayable numbers as the point where an Eve spawns you suddenly don't have enough people for two villages what so ever. This game is not a good solo player game what so ever, and with low populations (talking low main server population) the game plays like ass.
Without a healthy mix of veteran and new players the game is pretty lame honestly. All vets = the whole tech tree is done in <3 hours and everyone has to move to personal projects to pass the time. All new players is unplayable because no one can get anything done and no one can support each other to learn.
Spreading out the numbers would be bad, variety wouldn't suddenly exist just because people are on random servers, and the game certainly wouldn't be better.
Invert the gene score tool capacities. Let noobs have 15 slots, give vets the default 6. Let vets struggle with trying to revive/build towns with the same restrictions that chase all the noobs out of the game.
Bah who am i kidding, just get rid of the damn tool slots.
That would be abysmal. I'm not playing at all currently because I can't justify dumping the 40 hours or whatever it is to ignore tool slots again on a fresh account after playing for 2k hours. I can't even justifying trying to tell my friends "look at all this cool stuff added we should play!" because the time sink required to play is so high AND has the potential to need to be redone whenever Jason feels like wiping meme score.
No thanks at all. The game is fun but not afk for forty hours for babies fun.