a multiplayer game of parenting and civilization building
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..., and then having your great, great, great, great, great, great, great, great, great, great, great, great, great, great grandchild ...
i have still the big problem with the legacy in OHOL
i met only once before the apocalypse update what was a family i founded as Eve
since then every people i met are some families with some names, many of the mothers i've met don't even have a last name, so there is just no legacy at all, there are even Eves without a last name & i play often as Eve without a name
so how to know that there are any descendents at all ?
i hope i do not have to imagine that some of those nameless mothers are maybe one of the descendents of me being once an Eve
cause while i can imagine a great deal i would like to play a game where i can actually track down a lineage
so, will there ever be something like a family tree in OHOL ?
& i have to say
i am pretty jealous that people have managed a lineage using discord & got rewarded because of that with their presence on the main page - doesn't sit well with me, feels like simple cheating, because it is not the gameplay, it's some side show
i can swallow it, but i do not need to appreciate that, sorry ![]()
Roolstar wrote:We focus on the bell builders, while the person who made it happen is the carrot farmer who spent his whole life making sure there's enough seeds and soil. Then the history books tell the tales of the guy who rung the first bell.
this whole post was a really interesting little read and has really changed my perspective about a few things, and also helped sway my opinions about the recent updates lol
thank you, that input is much appreciated
that's all fine & dandy, still
if i wanted to experience my small part in a great scheme of things i just need to be aware of it IRL, don't need any game for that
i see a game as an opportunity to track down a legacy, because it is easier trackable than IRL
& then again, if legacies are that little important in OHOL, so why post the milestone of 111 gens on the main page ?
that's very contradictory
i any case
i do not have any great great great grandchild in game, not that i know of & even if i ever would meet one i wouldn't know, because the best shot at it is to think that maybe some nameless is a descendant, but maybe there are none, so that's as probable as well
in the end i summirize it as - there are no legacies in OHOL, legacies are not part of the gameplay
as an effect i do not care for names in OHOL & i do not look out for names, because survival is still more present as gameplay than any thin chance meeting anybody with a name i might have given once as Eve
additionally, there might be also a chance some other player gave the same name & i am not seeing my lineage but that of that other player, just named the same, well, bummer ![]()
& another thing
because we are unable to give names later in game, so we all will eventually end up as nameless, isn't it ?
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Xuhybrid wrote:Requiring a finite resource like worms to make compost made it finite. Am i under the wrong impression that sheep manure is infinite? Do they only poop once? If manure is infinite, then isn't compost and by extension soil, infinite?
Awesome news!
Whoa there, cowboy...
Is dung the only ingredient needed for compost?
And when is dung emitted? After a sheep eats...
Yes, compost no longer requires the exhaustible earthworm, but are the other ingredients infinite?
Actually, there's irony here, because there is still one backdoor path to infinite soil, but it uses the earthworm after all... a long, slow, and fragile path...
I know what it is. Fragile indeed.
hm, so what is that fragile path ?
did i say already that i dislike puzzle games ? ![]()
@Joriom
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jasonrohrer wrote:Where is trade in the game? That is what I want. Real trade, not role-playing trade. But there is no reason to trade if food is infinite and everything you make lasts forever.
For trade you need to some kind of feeling of possesion, communication and most of the time - long time experiences/goals/relations.
- While possesion grows over time now - thanks to locks too, you still only get that feeling a bit for personal stuff. With just one hour its just an abstract concept in most cases. With exception of what you can have with you (which is VERY limited) there won't be private property if any way of protecting it (like house?) requires few lifetimes to complete.
- You can replace private with collective possesion. Still, in that case its almost impossible to track all the interactions, item locations, etc. It very fast becomes "its everyones so its noones".
- Communication... sux. To trade, you need to make people aware that you are willing to trade. You need to find someone who has what you want to trade for. And you need to find them and perform the trade itself. 99,99% of time you're better of getting it yourself. It will be easier and faster.
- If you want to speed up trade - you can have places designated for that. Markets. "Private" shops. Workshops. So you need to be aware of your souroundings. Currently we don't have easy way to signal to others what is what. Is that bakery, someones houre, or just random owen inside those walls? Or are you just griefing here placing owens everywhere? Having just one hour you have to get A LOT of information at once, remember it, use it. Our brains are not fit for that.
- Long term relationships are the same thing. Our brains can't hadle so many new people in such short ammount of time. Most of the time you remember few, but don't know much about them. If you take time to get to know people, you're basically counterproductive - eating more food than your work is worth. Most people play "everyone for himself" not because they don't care but because their time is so short they can't handle it all or it would just take to long for them to get to know others. Especially with such limited text chat.
- Long term goal. There are none currently. Other than vague idea of "progress". Most people try to find job for themselves, but if they commit to the job - they will neglects two previous points.
i am really curious how trade could work in a game where a session lasts only for one hour
trade is one of the things i enjoy very much in games, there are unfortunately so few games that do it right, in fact atm there are none
i still miss the Impressions Games trade, this was a true adventure, silos, warehouses, markets, options to set the amount, the things to buy & sell, to see all the things being transported, not teleported !!!, but transported piece by piece from the production place to the selling & distribution place - that was such a rewarding gameplay !
what i always hated on the other hand was how games like The Patrician handled it, with spreadsheets - darn ! that's also why i don't really appreciate games like Banished, too much spreadsheets, all the goods & the management of people takes place mainly in the miniscule spreadsheets & not in the main screen, so what's the point to have a main screen anyway if the most engaging gameplay, trade, transport, production is being managed via a spreadsheet ?
about communication & trade
we need symbolic communication - to signalize in short what we want right now, immediately, time flows as quick in OHOL, time is vital, so there has to be symbols for love, trade, war, hatred, appreciation, teaching, food, bears ... all things that matter in this game
typing just takes too long & for non english speakers it's just impossible to play this way
& yes, there needs to be signs & some kind of possession, the current locks, well, i didn't even manage to smith anything yet in the game, because i usually am too busy keeping the farm going or chasing berry bushes to just plainly survive, so really don't know how all that will pan out to end up in a rewarding gameplay, we'll see
about the people, yes
it really looks like we would indeed need in game something like karma
the idea of karma is the repeat, the rebirth, the reincarnation, the punishment, the reward but also just plainly to know that someone is reliable or not reliable, familiar or someone new
so we can continue where we left off or that we have to start anew
i think, the idea of karma would enrich the gameplay, but it could as well backfire, we'll never know until we test it, i do not know a single game that would work like that, so it had to be tested in OHOL
but i know the answer to the long term goal - it's to experience the life, nothing substantial, nothing lasting, nothing material, it's the experience itself,
this just Being There, at that particular moment in that particular scenery with those particular people around, just The Flow
You can speed up live and modify some of "rules" of life but you won't "speed up" human brain and the ammount of information it can collect and use every hours. New information every time. Thats why so many people try to get reborn into the same place - so it eases out on them a bit. And thats also big idea about things like "gen 111" run or pre-apocalypse server11. The same place, you know who, where, what. You focus on actuall game, not exploration in panick.
i think that here begins the true unique experience with OHOL
the inherent lack of continuity - it's in the title already so it must be one crucial element to it - only one hour life, not a sequence of many hours pieced together one after another, not being born in a predictable way in the same place, not with the same name
this reminds me of the movie Cloud Atlas
afaik there are no other games out there where you are forced to deal with a new situation with new people which you depend on & who depend on you, again & again
this is extremely challenging, yes, it is stressful, yes, but it is also unique & i think here lies a treasure in OHOL
i play lots of RTS, i prefer to play every time with a new map, not knowing what the random map generator throws at me, so i sometimes will be doing very badly because the map just sucks, still i find it the most boring gameplay if i have to repeat the same map, even if it was a good map, it still is just boring
with that i have to think what the german poet Johann Wolfgang von Goethe wrote - Oh, Moment stay ! you're so precious !
@jasonrohrer
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Sometimes I feel like pushing a little "time machine" update just to give people a taste of what the game was like at launch....
you should do that
there should be an in game option, if you could make it, would be great, would shake things up for everybody
at least as a temporary experience
the game needs more dynamic, less everyday chore, at least imo ![]()
Soil is still finite...
Yes, new Eve spawning isn't live yet. It will go live in about an hour.
It's not a "problem" for me to release an update that "breaks" things. That is what every update will do, every week, for the next two years. I will keep breaking the game over and over and over.
A multi-player game is like a leg that keeps healing crooked. You have to rebreak the leg to get it to heal straight. That process is painful but necessary. The "healing crooked" is players getting used to playing a broken game. Exploits calcify into reflexes. Players become skilled at playing the broken version, and they have to re-learn the fixed version.
A game where every tool lasts forever is ALREADY broken. Having things wear out is a (partial) fix. Letting your repair everything with one easy trick just lets you get back to your comfortable, previously broken state, where every tool effectively lasts forever, and no one needs to make tools in an established village anymore.
A game where the entire traversable area filled with endless civilizational clutter is already broken. Monoliths that clear the whole world (at least once), plus abandoned map culling, plus better Eve placement, is the fix.
The only constant in this game will be change.
And I'm not going to make cautious, timid changes. I'm going to make bold, sweeping changes.
Two years from now, you will barely recognize One Hour One Life. There probably won't even be carrots anymore by then....
thank you
good to know
though i hope there will be carrots at least in some form to be consumed, i like carrots very much ![]()
Also, I'm not at all saying that I haven't made loads of mistakes.
I've made TONS of mistakes with this game. Obviously, monoliths weren't supposed to be buildable from scratch in 1.5 hours. Obviously, putting Eves in a R=1000 circle isn't going to work long-term. Obvious now.
I will keep making mistakes.
this makes me trusting you
thank you ![]()
My intent was never to make a roleplaying game where you get to make up what you want to do in the game and pretend to be a king or whatever.
I'm trying to make a game where a village NEEDS a king for real, gameplay reasons, because leadership is the only way to succeed in the complex, multi-person task of keeping a village going.
You don't care for your baby in this game because you're roleplaying mother. You care for your baby because it's your only chance at a future after your own death.
If a village was going to war against another before, it was simply because it was an entertaining thing to do.
I want villages to go to war FOR REAL based on true gameplay reasons. Resource shortages, fertility issues, etc.
Where is trade in the game? That is what I want. Real trade, not role-playing trade. But there is no reason to trade if food is infinite and everything you make lasts forever.
I do have grand plans for this game, but it will take a lot of experimentation to get there. When we get there, if I can do it, it will be the most rich and complex and meaningful game you have ever played. But you won't be role playing. You won't need to.
oh gosh - this sounds EXCITING !!!
yes please, more reality, more true in game necessity & less, in fact as little as possible pretending & roleplaying
because i like simulations, i don't like roleplaying, for me this is oc the game i want to play - the necessity to do something in game because that's how things work out not because i am bored - YES !
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breezeknight wrote:games are made for gamers but not every game is made for every gamer
& games in development often change the gameplay significantlyWhat you're saying is,
Jason is making a game for some gamers,
some people who are not already playing his game.
yes, those are the newbies who should start playing this game to make it more popular
He's not making a game for the people currently playing and enjoying the game.
the game is in development, this must have been apparent for you from the very start
the game claims to be about development of civilization, pies & steel tools is not really the top of your current modern RL experience, right ?
so the game is clearly not finished & will change, probably significantly
nobody, nowhere can make sure that this game will when finished be what you expect it to be - why ? because you are not making this game but Jason is, you will have to accept that
how he wants the game is how this game will be, he has proven with all his previous projects that it is far more important to him to go his way & realise his dreams even if it means being unpopular
he did now set out to make OHOL his most popular game, this is one of his tasks, still i doubt it very much he is willing to throw away all his dreams just to be popular, please the current players & avoid pissing anybody off - is not gonna happen
at some point he might sell OHOL to a company which then will have a team instead of just one man developing it, but will this ensure that the game will go the way you want it to be ? well, rather the opposite in my experience, the more popular a game the more luck you need to get exactly the game you like to play
so, as unfortunate for you that the last changes didn't suit you, you still have a FAR better chance to get the game you yearn to play from Jason than from a faceless team of dozens of devs
He does not want the gamers who are playing his game, and is actively trying to get them to stop playing, so that he can magically find the other gamers that want to play his tedious chore. Sounds like a solid game plan. Can't see anything wrong with that lol.
you are being quite embittered - with a game - made by one man alone - really - GET REAL
you sound like a spoiled child crying because one of its many many many toys is not the right color anymore
& no Jason is not actively doing anything to adress players - he does not make the game "for" players, he makes the game he thinks will be interesting for players to play & it might happen that you are indeed not included or not anymore included - tough, but that's reality
i would still suggest that you step one step back, take a deep breath, stop obsessing & then evaluate if the game has not still values which you don't find elsewhere, in other games
the idea players have that a game designer, a creative mind, a genius, an artist is interested to please the audience is erronous
this is not how things work in reality, at least not always & not with everybody & everything
great things are made very often not to please, they are made because the maker finds an idea not leaving his mind but pester him to be born & made real
the energy & love a maker puts into a thing is what makes a thing attractive - that's the magic
& it drains lots of energy from the maker, it's at times extremely exhausting, but since it is also extremely satisfying & rewarding that's why makers do it
afaik a thing is attractive to an audience & becomes popular because either it hits the right nerv at the right time
or because the maker is being persistent in his vision
i personally find the second way more reliable & it is also repeatable,
because with the first way, there are many people who had one hit only & didn't even know what hit them, so they didn't know how to repeat it
with the second way, it's slower but the maker can learn & one day he knows what to do & what not to do, that's skill
as a side thought, unfortunately there are also examples that the thing becomes popular & appreciated only after the maker is long dead,
i hope Jason doesn't fall into this category, would be unfortunate for him ![]()
but it happens, at least we live in an overpopulated world, so the chance to be discovered as a genius is way higher than with people like Vincent Van Gogh eg, but that's for another discussion ![]()
breezeknight wrote:get real people
if you're not happy with a game developed by one person only, go somewhere else,
most games are developed by teams, so plenty of games to choose from, right ?& if you think a game should be developed by teams only, then do it yourself, get yourself a team & make a better game than OHOL
Couldn't agree more :-)
I follow exacly same logic and now I'm enjoying great and somehow similar game Oxygen Not Included.
If OHOL gets balanced and is fun to play again, I will be back.
Vote with your time - if you don't like OHOL now, do something you like more. Player's base decline surely will be a signal that something needs to be changed or there will be no point do develop the game further, as none is willing to play.
i am still playing OHOL, so the idea that "noone" is willing to play it is not a fact
"player's decline", well, every game, literally every game has players' decline, especially games in development have players' decline when the game takes a turn not aligning with the ideas of the players
i did it even myself with Northgard at some point, i started with it in a very early access, as the game was very simple to play & i liked it very much, then came couple of updates which enriched the gameplay for me & then players have started to ask for more complex combat & multiplayer, both things were then added, i tried both short after & then i stopped playing for a year - yep
i didn't like the complexity because in comparison it was too cumbersome for me without any substantial gain
but after a year i came back, i still think Northgard is a fine game, well done, i play it from time to time still, i even deal with the more complex combat & at some point i will probably again try MP as well
so players going away doesn't mean that a game is bad, it just means that a game doesn't suit some players, that's all
& that's all i was suggesting
if a game doesn't suit you, take a break, come back later & see if it does then & if you then still think there are more interesting games, then ok, this game seems not the right one for you, but it might be the right one for some other player after the changes were made which drove you away - that's how it is with games in development
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@Eve-rlastingGamer
I'm not against the decay, I'm against being unable to repair the decay.
i am for repair as well
vote here https://www.reddit.com/r/OneLifeSuggestions/
there are several threads suggesting repair, unfortunately formulated rather florid & not to the point
i hope Jason still gets the message - the ability to repair things is popular with OHOL players, i think there is nobody who opposes that idea
if the next update won't include repair i will make a new thread asking explicitly for that - REPAIR
(Also, to elaborate, I would love repairs. Not "put two broken baskets to make one" but "get a tool to remove the broken bits, then add a new reed with another tool. Also, I'd like it if he added options to make steel carts! Ooohh, and wooden/clay baskets! Maybe that will eventually happen. I can always hope. LoLoL)
why not both ?
i would like to have the alternative
1) make one new basket out of two old
2) use one bundle of reed/wheat to repair the old basket, maybe even a tool inbetween to remove the broken pieces, though i'd find that a little cumbersome
& for you
use the reddit Suggestions - make your own suggestions !
@TrustyWay
Glassius wrote:But there is no need for serious thought. After building sustainable village there is no more to do. This is why Jason is making it harded. But it implies less and less role play with every update.
The ''nothing more to do'' is the uncreative people argument. We had many things to do, players were developping, we had roads, we started wars, peace, making stories, religions, rules. Now we have to stick to a precise strategy and do nothing else. We were waiting for content because the game had a almost perfect shape, not a remaking of it. why the game got so much hype ? Maybe because it was interesting. Why that many players play less and less ? Because. Hem hem hem. He didn't make the game harder, it's tedious. Now it still is very easy to start everything but it's just looooong, very looong.
"the game had an almost perfect shape" ? good grief !
those monstroCities OTHER players have imagined as the best way to play OHOL is NOT my imagined best way to play OHOL
i am fine with other players making up in game stories & roleplaying but please - accept that this is NOT my way to play OHOL - i do not play RPG, i don't even play survival games, i don't play city builders, so there - every aspect you think as the best way to play OHOL is not what i even want to play, let alone, like to play
those mostroCities were a pain my butt - that's what they were ![]()
accept it, deal with someone else's interest in a game with a wide scope of options to play, not just the ultimate & only one which suits you
& hm, i play RTS & life simulations, so the game as it is now suits me better, now you have a taste of how i felt with your monstroCities ![]()
btw, the game WAS tedious, to come into a settlement with tons of carts of carrots, mutton, pies pies pies & clothes - i felt literally like the most lishniy chelovek, the useless surplus person & i understood pretty much why players started to grief & murder, out of pure boredom with nothing to do than to destroy & disturb the fantasy idyll - the idyll of someone else is always stirring up agression, that's how it is, i didn't grief & murder only because i am still a much too nice person & can deal with my agression in a contained manner, otherwise i would have been very disruptive to those monstroCities too, because i am a very creative person as well ![]()
my only agression towards the results of the gameplay before the destructive updates is what i name those towns - monstroCities
@ConfandibulumFlakes
Well, despite being all brash-assertion-y, I'm open to rebuttal.
If you don't think cooperative focus is the *ne plus ultra*, I'd like to hear your reasoning.
in game cooperation is surely one of the important gameplay contents but it is not the game's ultimate goal, it is one option
every player spawned as baby needs a little cooperation from the mother or someone else feeding it (just like IRL), but that's it, more cooperation is not neccery needed to play this game & not even to be supportive to others or ... to grief & murder, lol
especially after the decay update there are settllements left behind & that means i can decide as Eve to live from the remnants & bring that settlements as one person, without any kids of my own, a little bit forward, i don't need to have kids, i don't need any form of other cooperation neither from other players nor do i have to teach anybody anything if i don't want to, i still am supportive if i leave a better place to live than i entered or at least in a comparable state to what i encountered, i can't know for sure what will remain, but the same way i don't know for sure what will remain of the big family i am leaving behind as female or Eve
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ConfandibulumFlakes wrote:It's stated right up front: the game's about cooperation and child-rearing.
Of course it is not
I mean, it is, by the first time somebody raises you to adultthood. It sometimes happens you are raised by caring mother. I was talking to my kids 'I love u', as kid. I typed 'Mum' as fast as I could. Then I died, because all this caring-communication leaved no time to eat. Most caring persons are newbies without clothes.
I was succesful in OHOL only when I neglected communication, when everybody knew what to do and did not talk, like in sweat shop. Jason even aims in making it more sweat shop to give players challenge. There is less and less place for caring about others.
U know the games theory? Optimal strategy is when everybody communicates and they care about community. But evolutionary stable (in OHOL) is only to care about own business. Kids? Valuable only if they know mechanics and will contribute to society. Type Q or feed the snakes
that's why we need a symbolic language in OHOL
it takes too long to type & a baby, a very fragile state, needs badly better ways to communicate & be understood even by newbies
it is also the most arrogant way to expect from everybody interested in the game to know the cryptic typed messages like Q & even F
not everybody speaks english, not everybody is on discord, not everybody knows cryptic keywords
if you as player want this game to succeed then you have to make the culture welcoming for newbies, it's as simple as that
& this starts already with the most blatant offense - stop asking people in game if they are new !!!
care for newbies, not for your own pitiful survival for an hour, lol
ConfandibulumFlakes wrote:And if those are indeed the priorities of the designer, neglecting the necessity of in-game communication will be entirely the least successful way to play.
Of course it is not his aim. He wants to put there emotions and drama. Mostly about bad situation, but:
1. We don't care
2. If we care, we die. You say you care? You raise all your children? You don't eugenic boys? How succesful are your villages?
3. Go back to point 1.There is clearly no game design. OHOL is a social experiment, not only because nobody know what strategies players take, but also because game designs depends very heavily on players suggestion. And we should be very careful what we want, because some of us lobbed for decay
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to care doesn't mean to care always for everybody in the same way
the last couple of days i started to decide as mother how many kids & in the end adults can support the current state of the settlement & this means pretty much to care, to care not only for my own survival (which is a right everybody should keep) but for the survival of the first kids i am able to support as an adult & this means that i have consciously as mother to decide to neglect those kids which are a surplus & yes, let's face it, this is infanticide ! it still is great care for those who will have to survive, it is also a big responsibility
those decisions are tough, if we really care but this is how things worked for millions of years in human societies, this is not some fantasy of a dark mind but pure reality
we live IRL by now in the luxury to decide how many kids we want to have as parents or a single parent, when we get them, we have in progressive societies options for adoption, options to even get pregnant as a single mother without sexual intercourse, but all this is luxury of an extremely complex & progressed society & not the normality of the beginning of human societies as we play it atm in OHOL
the only thing i am missing about those tough & yes, dramatic decisions is a family tree, a family tree added to the game will make every player spawned & surving as female aware of the own decendants & it will make every player as Eva enticed to care for the own lineages
a family tree will make OHOL to a game where players care for what is happening with the own decendants & who the own ancestors are at least for the moment of that one hour of life
& btw
OHOL is an experiment not because it is not a propper game but because it touches gaming genres which are not popular, yet ! namely life simulations
i don't like being asked if i'm new or if know how to play or if i know the rules or whatever
what's the point ?
it's a game, one can spawn again & again, as long i am not a griefer & murderer it's legit to just play it as one can
most of the players i play with in the game die, i am most of the times one if not the only surviver, sometimes, seldom someone is still there or maybe even more efficient than me,
that's all i have to say about "experienced players", that's how this game is & also every player was at some point a newbee, so just relax ![]()
breezeknight wrote:i think the most important is that Jason sticks to his own vision, no matter what, the vision is the most crucial part to keep this game, any game going well, not what people are complaining about
the vision is the most important, it has to lead the way, because it is the beacon in unknown, unexplored terrainLet's face it, if Jason relies solely on his own vision this is the kind of stuff we're in for:
i personally have nothing against the probability of an ax breakage with the first swing ![]()
i did get used already to me spawning as Eve in badlands surrounded by snow, followed by snake infested desert with no cactus, followed by another badlands this time with some wolves skulking & two caves of bears
so how bad can it be to make an ax break immediately after a long manufacturing process ? ![]()
anyway, i don't think Jason will implement it this hard, he explained the thoughts behind though in the thread he made
the ideas behind are not because he wants to make the in game life even harder but because of the complex computation OHOL will have to face if the game progresses, randomization of stuff happening is one of the possible options
so this is not about vision but about a solution to an upcoming problem
The game is about survival strategies, and how cooperation can maximize the chances of survival. Period.
...
well, you must know it, you develop it, right ? ![]()
breezeknight wrote:as Jason said
the game changes & the gameplay will change
as long Jason stays on board, everything will be ok, because he cares
i cannot say that much about many games i had hoped for that they will be improved
it hurts to see a good idea stay unfinished because the devs don't stay on board, so that's the most important part
& complaining is not the best way to motivate a dev to stay on board, positive feedback is probably betterI have a problem with that line of thinking, and it is this:
1. Games are made for gamers.
2. If you don't get feedback how will a dev know if their changes work as intended and if customers are enjoying the game?
3. I think the op who started this thread is pointing out the obvious, the population of players has dwindled since the most recent update. Many of them didn't share their feedback and simply left. They may come back, they may not.
games are made for gamers but not every game is made for every gamer
& games in development often change the gameplay significantly
& in my experience it's dangerous for devs to hear what gamers have to say about the game in development, because those are different people with different needs & often not really compatible, it becomes especially dangerous if the game is not a known & well explored genre & OHOL belongs to those rare games where probably nobody, Jason included knows for sure what a genre it is or should be
OHOL has many very different aspects, & the game leaned heavily towards city builder/houses building in The Sims with the monstroCities before the apocalypse update, this means players who played the game before thought that this game will go straight this way & progress linear further as it has before
but those were expectations which are probably not what Jason has envisioned & with visions is the problem, you often know what will come out of it first after it comes out, maybe even wrong, then you know that it is not going the way of the vision & you try to correct it
if you look at the games Jason made before OHOL, then you can fathom what is interesting for him, if you then add to that Minecraft, then maybe you know it a little better
i think players of OHOL should keep an open mind & after an update pause a little & let the results of the update sink first before comparing the results to their illusionary expectations along what was imagined before the update
on reddit people have suggested decay, Jason made it possible, now others complain
yeah, you can't satisfy every player, that's the reality of games
& the population of the game has dwindled already since i started to look at it, it is now since two weeks something between 70 & 150, on weekends more, on workdays less, we'll see how it develops
i think the most important is that Jason sticks to his own vision, no matter what, the vision is the most crucial part to keep this game, any game going well, not what people are complaining about
the vision is the most important, it has to lead the way, because it is the beacon in unknown, unexplored terrain
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breezeknight wrote:what i also don't understand is that some of you complain that you're unable to do legacies
but what is the point of legacies if there are no family trees in the game ?
i don't think that the current state of the game is about legacies at all, it's more just about survival & learning to be more efficient, more is not there
building more of those monstroCities, that was not my fun, i get it that it was fun for many players but that called then for griefers & murderers & in effect for complaints as wellThe premise of the game (look at the video at the bottom of onehouronelife.com: https://youtu.be/nu8d3iW2yxM) is that our lives our meaningless except what we leave behind for others, to build upon in the future. And, that we will never realize the full impact of all that we have wrought for those that come after us.
The game was sort of like that pre-decay update. Now it is just a sprint straight into the dust at our feet. An example of true meaninglessness, with nothing truly left behind or carried on into the future. No advancement, no progeny, leaving nothing of worth behind for them to carry onward, and no legacy.
There are some of us who aren't okay with that.
yes
& that's what i am experiencing now in the game, after the decay update
there are remnants of things other people made before i've got there
played exactly that way today two times as Eve arriving in a dead settlement, way better than the nothingness of the deadlands i usually spawn into
& i played also as baby several times in settlements, so again remains of the people before me & since i am trying to be cosntructive so i leave something for the people after me
pre decay it was plastered with monstroCities, so damn boring because every thing needed was there, nothing to do than spawn babies
& what it called for was murderers & griefers
i was once in such a town with another player who came running & telling me that someone griefed all the berry bushes, i realised quickly that it was he himself ![]()
he was very proud of himself at last doing something with this town, this was quite a boring thing
as Jason said
the game changes & the gameplay will change
as long Jason stays on board, everything will be ok, because he cares
i cannot say that much about many games i had hoped for that they will be improved
it hurts to see a good idea stay unfinished because the devs don't stay on board, so that's the most important part
& complaining is not the best way to motivate a dev to stay on board, positive feedback is probably better
i think many players had some other expectations about OHOL, which were never intended to be nurtured, but that's how it is with games in development
most games nowadays are this way, i played so many games meantime this way, Early Access, mobile, live service ... i learned to have fun as long it lasts & if i am not satisfied with the current situation then to take a break for at least half a year & then come back & see how the game is doing, this helps
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what i also don't understand is that some of you complain that you're unable to do legacies
but what is the point of legacies if there are no family trees in the game ?
i don't think that the current state of the game is about legacies at all, it's more just about survival & learning to be more efficient, more is not there
building more of those monstroCities, that was not my fun, i get it that it was fun for many players but that called then for griefers & murderers & in effect for complaints as well
breezeknight wrote:@TrustyWay
Jason is also not a slave of complaining players, right ?I told he shouldn't care when few players are complaining but when there are many players complaining, he maybe should check why so many people took disinterest in the game.
i complained or better said, gave negative feedback about the murderers before the decay update
after that update there's less murders, so it was a good thing
the decay is maybe too strong but that can be fixed if necessary
the game is in development, there are enough other games to play, no need to hang around here all the time & complain that the game is boring & limited
if you are unsatisfied, get refund & come back to see how the game is doing in a year
i dumped way more money into other games that were released as completed but then weren't
yeah, i say it again
GET REAL
i think Jason should take a break from Discord, it's too stressful, i am not on Discord for that very reason
i am old enough to know ![]()
@TrustyWay
Jason is also not a slave of complaining players, right ?
get real people
if you're not happy with a game developed by one person only, go somewhere else,
most games are developed by teams, so plenty of games to choose from, right ?
& if you think a game should be developed by teams only, then do it yourself, get yourself a team & make a better game than OHOL ![]()
spawn as baby typing 6
spawn as Eve typing 666
here links to the in game available names
https://raw.githubusercontent.com/jason … tNames.txt
https://raw.githubusercontent.com/jason … tNames.txt
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BlueRock wrote:kubassa wrote:The game is not difficult at all, it is tedious. Big difference.
The decay has ruined the game IMO.
I'd like to hear what you have to say about what makes the game 'tedious' rather than 'difficult'.
I also wouldn't mind a bit of elaboration on how decay has ruined the game, in your opinion.One word storage.
I love difficult games. Darksouls is one of my favorite games, but i dont have to cooperate with people learning the game, and if i choose to i can use voicechat, and can spend as much time as i feel teaching.
Ive said it before i love teaching in this game, its cool it fits the theme. But i never have time anymore, and untrained players can kill a town in minutes.
By the time i get one thing up and running i have to go make baskets, or make another hoe, or replant all the milkweed.
sounds like RL
& about teaching, if you like that, then stop stressing over other things which you deem important but not as much fun as teaching
it's not like the town is actually dying, not even murdered people are actually murdered, they will respawn, that's how this game is at its basis, one life is just a small part, nothing depends on one life, it all comes together because many participate, that's why teaching is even more important than making new baskets
you can have time in this game - take it & do what you like to do
don't waste it on things you don't like as much
& i think we will get soon repair of things, so ...
Mutton pie farming is strongest strat for your water and skewers atm I think.
Poo only comes from sheps that are growing up and sheps have multiple babies
so you can keep feeding babi sheps and use their poo to plant 1 or more beri bush
and some carror for the bowl. You even have some extra soils to expand your farm
and or milks. The end result is spare grain (need straw for every compost cycle)
and a grown shep and 2 soils.This means you can make FOUR mutton pies EVERY COMPOST... Yes true <3 Poop
farming is stronk meta compost is also cheap on skewers as neither beries nor whet
need skewers/hoes..
makes sense
i should care in the next times i spawn to learn how to make compost with sheep dung
the only problem with mutton is, it needs the knowledge to cook it, most players just don't know,
even more complicated gets if you make mutton pies
but
every noob knows how to pull a carrot out of the ground, even if it was meant for seeds ![]()
also if the populace is low there is usually not enough people to care for all the steps necessary
carrot farms collapse despite the fact that it's easy to maintain
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btw about breakage of manufactured things & RL
we live in complex progressive societies, it took quite a long time to protect the consumer from a random quality of production of things
people have for thousands of years to put up with random quality of manufactured things, which could then indeed break already with the first use
first at the end of the 18th century, actually mostly first in the 20th century, have people started to develop what is today known as the NORM & the standard, we have now things of comparable minimum quality not because that's how reality is but because people have introduced institutions of minimal norms protected by law
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