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a multiplayer game of parenting and civilization building

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#51 Re: Main Forum » Tectonism: A middlegorund between a finite and infinite map » 2021-07-18 14:43:34

sounds fun but overly complicated, i guess no one would build on edges and we dont really have mountains rn, so the plates part doesnt make sense and not that easy to program it
fZ4pvvJ.png
what about a beehive structure? each eve would get a box on its own, could be some randomness:
-you run around and pick a spot, the map is cropped around it
-or you see a strategic map and just choose a spot with water, wood and clay, etc.
honestly not a fan of running 20 min+ as eve with dumb kids that you got to forcefeed till 30 or more

its like the rift but its not that bad for each family, you cant do much for insider griefers anyway

now 2 options again:
the borders could be larger, for a neutral zone, it still fits the hex map, with squares would be weird tho
-with larger outside hexes the cities would be randomly positioned inside
-could be extra hex rows but the cities are 1:1 each map

could be a normal exploration like now but also a fast travel based on tech and spending, which allows you to buy tickets and go elsewhere
the requirements could be a horse, backpack, food and tools or weapons or random items so its not easy to travel like that but doable

each hex could be made of more hexes and unlockable by fighting or upgrading tech, like cutting out trees, making high level items, bridging over rivers, digging under mountains, for example the first expansion requires a bucket only, and that means you gotta have tools and rope, the next could be a plank bridge between two rifts

the problem wasnt that you are closed in a small space, more like no option to get out, people even enjoyed exploiting airplanes to get out of the rift, unlock systems and turf wars are fun

i mean it could be a limited expansion too, like 6 hexes around you then scout on horse but i feel so bored going more than 20 minutes anywhere, unlimited map is not a fun concept, its just a newbie bait that 'oh the map is so huge, so much things to find'

so instead just a strategic overlay that shows cities, when they die out and nobody wanna go back, the whole thig can be wiped and compacted so all cities are close to each other
so for example anyone who died there has a token to spend to delay the wipe, and once it runs out the map is wiped
each person gets a city token for at least 40 minutes lived there, they can use for that city or another, normal wipe timer would be 24 hours, but as long as its going it refreshes, maybe for each cumulative year people lived there, half of it extends the timers
at the end of life you would rate the map for thumbs up or down, up would mean you can go back and the hex is extended in time
negative votes wouldnt take away time so people wont grief towns by mass downvoting

also people could have a single home token, which would increase chances of going back to a single place
not sure how should it be, maybe 3 home owners would activate a guardian position, so those people could administrate some settings in the map, like removing objects or people who abuse rules, this would mean that some cities could survive if enough players like it but also people should form smaller groups to own a city
maybe bigger cities could be home for more people but also would need higher voting majority to make rules

and there could be special hexes like temporary special biome where you can gather, hunt or fight for a short time then it closes
also special hexes like a fort where you can battle others, these would spawn if two cities are reaching a higher tech and need a coinflip who gets a territory right
one browser game had similar, fights had turns, each player was able to move but shooting and dodging was random and some skills and weapons gave a few percent boost, but was kind of based on how many people were on each side and who you can see behind a cover

#52 Re: Main Forum » Barbarian Bear Style Unit (hoards) » 2021-07-17 19:45:07

i suggested similar long ago
the issue is that there is no city defined, there are rules on birth and nearby females, and family rules, if they are in the same spot, but everything just makes it worse not staying together
plus if its the main part of the game, it has to be balanced

jason somewhy just likes reducing resources and hyping up how big the map is, actually there is no reason for the map to be so big when everything looks the same

i would prefer an unlocking mechanic, that you have zones for your family and you can extend it if you work for it
so the map could be more dense but slower harvesting early and technologies to speed it up, that would feel more like civilization building

and the randomness of having more space or more of one resources would make the game more replayable.

the fights could happen in another format too, like the city would be a dot on map and nearby dots declare war on you, and you got a separate layer of map with different rulesets, if you win, you could get that map part where they attacked from and extend the base

#53 Re: Main Forum » Start using boxes again! » 2021-07-17 18:31:06

Spoonwood wrote:

Pein,

It's good to see you around as always.  Also, keep in mind that I'm not against necros as a sort of rule.  They definitely have their uses.  But, Breezeknight hasn't made a post since December of 2019.  That's a year and a half ago now.  Maybe Breezeknight still reads the forums from time to time, but I'm guessing that's unlikely.  Have I missed some reason to respond to a post with a comment apparently intended for someone who will never read your writing?  I mean if Breezeknight will never even read a single word of your comment and you intended it as a response to his comment, what effect were you going for with your long comment?  I have a hard time imagining you would have desired effect of your writing in this case.

lol you really not
others can read it too
long is kinda relative, ask your gf
actually this mechanic havent changed ever since unlike some other post they necroed and dont even make sense to answer them

#55 Re: Main Forum » Another fix for Eve spawns is incoming. » 2021-06-27 20:21:42

oh man, the spawn system gets worst and worst, and more generic, in combination with the races it was the main issue i had

some facts:
-bell runs can be fun, but there is a distance limit where is possible, if its not, its a big waste of time
-that distance is around 20 minutes, even so i question if its worth exploring instead of just getting reborn
-you need to have a decent chance of finding someone alive, or at least the town shouldnt be decaying
-the map is too boring, exploration is not fun at all
-most players dont go out of town, not more than 50 tiles, newbies die if they go 100 tiles away

the only time i had fun exploring when i mapped out the game and towns were 600-1000 away and the graves shown a location closeby. it wasnt easy and wasnt broken, still got fixed for no reason. some coordinates were some starved rabbit hunters so the town was 150-200 tiles away from them.

So there are way too many mechanics of spawn but it only make things worst, simplification is the key.
Each city could have its own map, own borders. 100x100 or so. in rift didnt work to be trapped, but a single family usually had only 50x050 size.
Each city could be a dot in a minimap and have different rules from normal map.
Version A: the city is just a 5x5 circle on the map, when you click on it, you enter it.
Version B: the city has normal size but cut off from the world, except one entrance/exit or more.
This would allow cities to be generated separately, have enough space but still be close to others. The outside map could have different proportions and faster travel so you dont need 80 minutes of your 60-14 to find a town.
Maps could be 'saved' each player could go back once if they want or reject a map. Only players that born there could go back. If enough people choose to let a map die out, that part of the map would reset and new eves could take over. Close but still far from others.

The issue is that there are no technological levels, no scope of advancing, things just get worse. You ruin a part of the map and go further, ruin that too and go further. There are debuffs for old families and they can abuse new map parts to gain advantages.
Each map could be a puzzle needing to be solved instead of a territory to exploit and dump.
Other players wouldnt be forced to enter a dump. Honestly the new grids made the game even more generic. Back before at least there were 2-3 mines, sometimes 8-9, multiple wells. The rest of resources are so useless not even worth mentioning.
A dense forest could be a thing, just as a clay mine.

And to keep the excitement of the eves, the map would be infinite until they choose to settle, when they choose a final spot, the map would be cropped around it so they could still re-center the map and keep the good parts. It shouldnt take 30 minutes to find a spot, so that part could be simplified too. Like a minimap with resource icons, maybe a click a zone to explore deeper, then based on partial information choose 1 of 9 squares and the starting map will be that. This would give unique choices without all the time consuming hassle. Most eve camps fail and those lost resources usually cant be replaced, and the map is ruined already.

And this would allow new mechanics later on. If a city is a city, a unit, not just a bunch of things in a group, then people could have excess and needs, , they could have limitations that they need to solve. A way out of the city, expanding borders by unlocking them. Official transport lines via train, paying for tickets or taking a horse to go out. And if starting spots would be average, new map spots could require a caravan and could give crazy resources and harder survivability. A goal to work towards always.

#56 Re: Main Forum » Start using boxes again! » 2021-06-27 18:32:34

breezeknight wrote:

@pein

since you are undoubtedly meanwhile the expert on sheep pens

could you be so kind & make a guide how to make as simple as possible sheep pen out of actual fences ?
additionally what are the best options for its doors, which solution is the least prone to griefing ?


to expand that thought,
i am also highly interested in town planning

where to put a center ?
what had to be the center of a town ?
should there be a center ?
how well do towns function which have no center ?
where to put a sheep pen ?
where wheat farm ?
carrot field ?
how many carrot rows for how many people ?
how should the main roads be layed out ?
what relation is to be drawn between roads & wells ?
where should be placed the nursery ? near a bakery ? near a berry farm ?
where to place the forge ? does it have to be separate from the pottery ?
what are successful designs of the berry field ? do towns with several berry fields do better than with one ?
...
questions upon questions yikes

- - -

might not be what you expect but: find a few trees that are in a straight line, make adobe base pen, 1x3 enough, also you get the mouflon locked for later, trap a sheep, make a saddle, get a horse, run around and collect the branches 2 by 2. actually faster than going on foot, you can also plant trees and use branches later

fast, secure, scalable (just like crypto lol). choose two as Buterin would say big_smile lifes are too short, so speed is the key
you need a pro player to do a proper pen and it takes a full life, or 2 medium skill and you still need water and iron so managing workers is hard without planning
security falls when speed is key, and most people try to save time on it, there is griefing, and accidental damage. not much you can do about griefers, since everything is removable, only a few materials can be used. the safest is ancient stone and waystone corners. but since you rely on the compost and farms, water and iron, you cant have a safe pen, since you cant have a safe town. one safety measure is separating the mouflon and locking it up/hiding it or both, so you can get a lamb any time.
most people just trust in others sympathy and thats it, griefers will go for the simplest, fastest exploit, so if you make walls strong, they just kill all the sheep. thats why using some non conventional materials can work.
the accidental damage is also a problem, when two things interact, people make mistakes. if its a bush in corner, they eat the berry, if its a box in wall, they drag it away, if its a corner that keeps sheep in, they remove it to make a road.
safe choices can be also time consuming, like you can lock away a lamb but then you got to get a key, lock in, lock out, hide key every time.
scalability is the other aspect not many people consider: early game you are fine with a tiny pen of 2x2 even, or using trees as walls, or adobe base walls. function over form, later you can extend and make it fancy if you choose location correctly.
the best location is in a corner, since you got waste products, you need to take the bones out but not too far, usually people used an ice biome or desert, but now is race locked, you gotta think about others too when locking out items in biomes. still it has to be a corner, 2 sides facing the town and two facing empty space. you want easy access for feeding and for compost making.
Front entrances are scalable, corners are complicated to expand normally.

x****x ********
*oxxo* **xxxxx**
*x**x* *xx***xx*
*x**x* xo*****ox
*oxxo* *xx***xx*
x****x **xxxxx**
the first is a corner entrance pen, since its not blocking any more, 2 entrances are fine, but it costs the same to have 4 and is more symmetric, only that you need more corner items then. front entrances can be extended easily sideways, while corner ones would block the exits if you build around it.
front entrances are a bit more expensive. the normal cost is lengthx2+heightx2+4corners, the most space for resources is when length=height, so square pens. the ratio of walls/usable tiles is better with bigger pens, as the sides need 1 wall, corners need 3, and center needs no wall. since you cant skip corners (only if you build next to a room) your only saving is making it bigger and have more center tiles.
the gates are easily griefeable and i would always add extra protection with corner tiles, also saves time to keep it open.
airlocks are the worst kind of entrances, it just never works, since the animals constantly scan for tiles can go to so they just run out.
open field flock never works cause they wander away too far when the village dies. not sure if you can still store naked sheep in small biomes, that was handy.

thats what Yah did better, two branches per cut out tree, so you can make a lot of shafts right away when cutting out any forest

a center would be a place where people spend most time, which is usually food, clothing and empty space, something fancy
but overall depends on the type of players what is a centre
noobs hang out in the berry field, a bit more evolved players hang out in the kitchen
the best center is flooring. if you can make flooring, people cant plant on it, and if it looks good, people wont ruin it. if you put stew there, and show how to eat it, it can be more effective than other foods.
so if you do a 6x6 flooring for example then surround by proper fences and  plant some trees. if people see flooring, they make rooms so you might as well do a room above then flooring.

i think is important to have an identity for each town, people enjoy a bit of unique flair, and remember when they go back
everyone wants to have fun so creativity is key, at least indirectly. in reality, a few players do everything and its upon them if it becomes a good town or not.

wheat farm can be near the bakery and the bakery can be near the pen, ideally rabbit side, but secondary pen and secondary ovens arent bad either. make them rabbit pies separately and mutton pies separately. its not that hard transporting wheat, its just getting the grain can be a problem as its easier to produce than consume it. so it has to be the edge of town also.

ideally people shouldnt eat carrot at all, can go anywhere, except in a sheep pen. only full rows are eaten by sheep tho.
since you got 7 seeds, 8 tiles is enough, but i prefer watering some later on so people dont have time to eat it.
you can prep the 8 tiles beforehand and just leave the seed unwatered.

you dont need a road inside a city, all i ever saw using roads are lazy rpers running around mindlessly. you could technically do pine roads just to connect things, or board signs too but just too much time for not much benefit. paper and waystones arent bad tho, to give instructions and directions.

a useful road is one that goes to an iron pit or to another city. with paver you can make a lot of roads, than it can go anywehere. but most people dont like roads inside the city, it just takes away so much space and people leave a mess around it. in any case, not right next to the walls, free space is the most advanced technology, a city can have big_smile you got to drop down things so empty space is good to have around roads. maybe paralell pine roads both sides of a road then it looks better and more functional.

nursery is kind of a useless thing, usually there arent that many babies and they prefer going around and watching what you do. but if you really want to make one, not inside the kitchen but next to it. a center can be for babies where they see more and like 6x6 pine floor to prevent planting. or 7x7 and use some stone and trees around. buildings with no function just take away space. fancy fences are also good if you dont want babies to run around. but i dont like forcing them to stay.
ideally you dont want berries next to it and you should really explain what they should eat, popcorn, even carrot pies are way more effective than berries.

forge should be away from the crowd as it needs expertise to make tools and time matters, so in any case, shouldnt be under the berry field or between bakery and something, when people run around and cover is annoying. and there is nothing people should do in a forge if they arent good at it, if they wanna test their skills build another one. Working is more effective if there isnt litter all around, just things that you need.

The original forge can be used for pottery, in the swamp ideally, lot of people consider the forge as a village center as its the first sign of civilized towns with any future to prevail. So making a second far away is a good idea. A lots of noobs build roads to it or randomly plant berries 3 tiles away from it. So might be a good idea to place pine floors around and extend it a lot. There are different styles of smithing, where to put forges, up down, spacing, etc. that i understand, but walls 1-2 tiles away are too annoying, open forges are usually better, if you want to put in a room, make it huge.

Sadly, there are too many bad players who can only munch berries. So you cannot avoid it completely, and cannot explain to eat something else. Sometimes you need that noobs to survive and have pro babies. And its convenient to eat berries, lots of people starve if they dont see any bush.

That being said, its still real bad for compost and water, so limiting it is effective if you want longer survival.
For example put excessive flooring around it, 3x3 then 3x3 floor then 3x3, or double wide pine roads.

i would say that a far away pen with a cistern and a small berry field is good if you can prevent people eating there, and have stew or pies ready. i guess a few bushes in each corner of the town would be better than a big central field, because people will explore and hard to go back and forth the middle. Thats why is good to have dedicated home markers with a sharp and a round stone to cut and remake.
Also some 3x3 stone flooring filled with food so people can eat there instead of ineffective walk or ineffective eating. But that needs better food distribution system and better signaling on foods. Ideally each work area has a closeby food reserve.

In general, huge berry fields do better, but die out quickly, while you would only need like 9 bushes to feed the sheep, often times you need 18-27 and people still be like 'no fod, i plent more bushes instead of fixing the ones we already got'. Ideally, you have to force people to eat something else. They still gonna find a way to be selfish aholes and act morally superior despite of it, but if you build a generic town, no pro player gonna stay and 30 noobs dont do as much as 2-3 good players.

If you can put all berries from bushes into bowls and the other person can put soil and water on each, you will see how hard is to run out of berries. OFc if people let it rot, and keep 1 on each, will be 8 minutes of no harvest. But more bushes wont mean more food, just more work and more water need. A constant income from a few bushes is better than a big harvest from many.

#57 Re: Main Forum » I made a OHOL quiz just for some fun » 2021-01-13 23:49:36

Mr.XIX wrote:

Did this really happen... (link to an answer of the questions. Nasoj add [spoiler] please)
https://i.gyazo.com/a3dff09757fe9316266 … 868969.png
Also, a full kerosene tank only has 1 use. After that it is no longer full.

(16 points, I'm disappointed)

yeah it was funny, I wrote seal jacket

also how much time for refilling ponds was like a WAT for me

I did get the cow piss and the dog thingy without looking at it, and 80% correct on rub and pickles which I never made and even if I would play probably I wouldn't care


when I was younger I had a quiz made with some trial program and was a lot of diffent types of stuff and embedding in websites was easy (free site)
also, I gave out rewards provided by game devs, well we had errors in the quiz, errors in answers on our side and was a big mess. butt it was hype, I had 10k visitors in a day.
Op if you want I can find that program.

#58 Re: Main Forum » I made a OHOL quiz just for some fun » 2021-01-13 19:19:15

I'm quite sure it was 7 at some point, and the reason was that Jason had a pocket knife at 7 and his daughter did archery at 11, way to balance weapons

I guess 7.5 can be considered 8

#59 Re: Main Forum » I made a OHOL quiz just for some fun » 2021-01-13 11:51:35

holding a knife is 7, not 8
you had 20 things listed and no seal jacket big_smile

#60 Re: Main Forum » Pig farm - Adopt a boar » 2021-01-13 11:37:25

NoTruePunk wrote:

Corn is cheap :shrug:

if it can be cheaper, why not?

remember the time when people planted huge berry fields and hated cisterns?
it took some convincing to do proper flooring and parcelled farms, it's the same principle

the real issue with pork is that people take it to oven 1000x and you never have enough bowls to cook it

#61 Re: Main Forum » Pig farm - Adopt a boar » 2021-01-12 15:01:11

MrsDuckGirl wrote:

So I checked and the boar can pass through doors and springy doors. Tho it can't go through fences.
Also yes, springy doors now automatically open like gates, so the one way door isn't a thing anymore.

they can but acts as an item anyway

you can still have one way out or in just not automatic anymore, like you got to go around and close it, and only use as an emergency exit when someone shuts a closed-door on you
completely un-griefable buildings are a pain in the ass, I mean they could release a pig and that's the worst-case scenario, so only a locked door is safe and hard to remove but lets you trough and controls movement

the main question is do you ever go back to that town? in YAH I can go back using Lilly petals so is worth doing permanent solutions

there are practical uses to one-way doors:
-go in and never come out (griefers could do it), acts as a prison
-go in and no one can follow until you come out (need a failsafe in case you die inside), good for a composter fence or kilns, no one goes in while you work, and they can go in afterwards
-go in one side then you can only go in other side (crowd control with long rooms)
-lure a griefer in and close it on him from other side
-go in but  you can only go out having items or knowledge or both, for example in a shaft that closes on you, would need another person and up to 6 keys which is only doable with perfect clothing for the job

in yah, there are no waystones but there are torch bases which is a stone block with a drilled hole, and you put a yew branch in it, unmoveable unttil finished but lets you go trough it, then u cut with an axe, add a medium wool ball and then you can move it. so I'm indirectly forcing griefers and noobs to make me torches big_smile and you can dip a torch into a tarry spot and use it for an hour to light fires, no more firewood issues and you can burn mosquitoes with it.

The other thing I haven't done yet, is an admin room. Basically storing seeds and tools to restart a town but no access to plebs who would ruin it.

#62 Re: Main Forum » Pig farm - Adopt a boar » 2021-01-11 11:56:37

cKydmvW.png

Just noticed that if you fill the pen and no open tiles, one would starve holding the bow with no backpack or storage or empty tile to put to, so using normal doors won't stop griefers but karma gets them after the fact that they kill the piggy

Do springy doors now open like gates? haven't played in a while

#63 Re: Main Forum » Pig farm - Adopt a boar » 2021-01-11 11:40:09

MrsDuckGirl wrote:

I don't understand why you use waystone inside your pen Pein, can boar pass through doors ?
Also to me, you need two entrances because you can't predict where the pigglet is gonna go.

It seems like ancient walls and locked doors is the best solution (as long as boar can't pass throught doors) to not be grieffed. Tho, it annoyes me that you don't have direct access to storage to quickly feed pig and remove its meat.

Bad new, I built a pen this morning, using double 5 railroads and the boar escaped while I was off screen. I don't understand why, it shouldn't have, and the pig never escaped.

it's unremovable but you can stand on it, animals can't step on it, and can't run across you if it's near a wall.
You can use a rope and take it near a table, kill there and sack some kindling nearby with bowls, or they take it to the oven again and again.
as you see Coconut used soil, you would need to till it and plant wheat or milkweed to remove it
Normal waystone needs an elder receipt to remove, ancient will stay, also has a message on it, like 'made by duckgirl' or 'don't kill the hog', corner pieces always functioned that way, you could stick a home marker or stakes on the tile but you want the griefer to spend more time removing it
Gates are fine but think about that it's easily removed so animals run out, locked doors need a key but can stay open, only that someone can close it on someone else, one-way exits are good in that case, they don't have to have a key but they can't go back until the key owner opens it again
Griefers are a thing but noobs grief towns too, and accidents can happen. Does anyone think that a locked door should stay open when opened and a key should be used to close it not bare hands? same for chests. I mean it's faster when people run after you but that stupidity never made sense anyway..

In theory, you don't have to lock it at all, gates use 3 shafts, an extra wall is used so it closes the diagonal, and an extra item, which is a door in this case, if you cut it and move it they can move out, but same for gates, and 2-3 directions then. Doors won't stop their movement while open, only if there is an item other side.

yeah it's flawed, I didn't account for the ordering, but almost same resource-wise, you don't need 2 entrances but 2x2 in size so they can move around or you move next to the other tile, you only got 1 pig so you need 3 slots at least and both X axis and Y so they move or you move. 1x3 would be fine but same issue if they feed 2 pigs, the order might be bad.

One time I made 5 rows of berry as walls, but it seems that when the lamb detached from the sheep, sometimes it pushes trough the 5 tiles, I'm not sure how, I think when they detach on the side, the lamb moves forward anyway, so then the check happens afterwards.

dZ0u3Kr.png

bBHnWI3.png

#64 Re: Main Forum » You Are Hope Sequel to be released on PC, iOS, and Android in 2021 » 2020-12-20 21:58:29

Actually, I tried to put 7 on my laptop and it didn't let me. It came with Chinese 10, but jokes on all of you, cause you to pay 50-70 bucks on windows and programs you don't use. It's fully legal to use my code in any other version and you can download original windows ISO-s right from Microsoft servers. Honestly, XP was way better and stable and shit, I remember a system problem where a virus ruined my files, and copying over the ssysem32 folder contents saved me from reinstalling. BTW my older desktop at home was running xp quite well but now is not supported by a lot of programs, I did not run v7 well but handles 10 pretty good.

Lately, my laptop had a few memory issues and I found out how much of a problem is overheating for performance. 8 gb was enough for 99% of the things I do, never had issues, there is an automatic cleanup of RAM at 880 from reaching maximum, but that process can fuck up things.
I was always doing some cleanup, on xp and 7 was easy to customize services. I tried a launcher from razer and actually got some bridge errors which is weird, but also it cleaned less ram that it used in the background. As for antivirus, I always hated memory-hogging ones like Norton, but Kaspersky was even worse, put my newly purchased pc on freeze, was kind of weird and scary on day 1.
So I use free ones that are using less resources and online database. I had a free subscription with AV scanner, it was good until it lasted, then th Clam AV part started freezing. SO back to Webroot giveaway version. Actually, if you know what you ar doing, a firewall and a bit of research is enough. So a minimal antivirus is so good for system resources.

Also, Microsoft crapware is annoying, I disabled Cortana just to notice months later that search has a service, possibly collecting data and won't stop even after I got no Cortana or indexing or search (void tools-everything is way better and faster). That was using 100 mb on default with no reason. Also some other program took 4 seconds extra to boot up. Nnott much but none of my other programs took that long, maybe discord. Had this Glary utilities feature to read comments about it. 'Russians turn it off' it's good enough for me why I should turn it off big_smile I know It sounds nitpicking but you do it once, there was like 10-12 useless services in w7 and quite a big impact on performance. On w10 you start again doubting if any of it is needed or useful.

#65 Re: Main Forum » Investing so much time and effort in something that everybody hates. » 2020-12-20 21:34:57

Morti wrote:

https://i.imgur.com/3P7XJvx.png
My Little Pony had it all wrong,
it's racism that's magic.

And magic is just someone being dumb, while someone else takes advantage of the unknown.

But oh, wasn't it great to be a child?
Can't we just be naive, forever?
NO!
Grow up.

Grow up, down and all around.
Just stop pretending you are still just a naive little seed.

Actually, 4chan users were trolling the makers, but a lot of them stayed watching for the memes. There was an instance where they re-coloured the black pony for whitewashing it, which was hilarious in my opinion. I mean the outrage horse racism causing, trolls just go for the amusement.

#66 Re: Main Forum » Seed ratio » 2020-12-20 21:25:18

oh that old topic big_smile iI member how much hate cisterns had, especially that the engine could not handle conversions
took a while to convince people it's worth it

I don't particularly like the 3x3 but it's better than nothing
also I didn't like how people started the plots with the well on middle, that 60-80 bowls are short term optimization, the well is a workspace after that and free space worth more

personally, I like 2x5 strips, it's not that good for floor per field ratio but it's better for picking berries in bowls. Wider is worse, working sideways is good. can be like 2x6x3 and then is better for soil ratio

I remember how the floor trick saved from endless expanded fields, and how I was digging out bushes, splitting the berry, like Moses the tomato soup. People started doing that like 9-10 months later.

Personally, I don't like a single farm setup, at least separate stew, you won't be there forever to pick up your stupid beans.
Also, there is some value in adapting to surroundings, had even more back when deserts and jungle had a better heat, but still, a bit of overheating is good when you run around in cold.

#67 Re: Main Forum » Investing so much time and effort in something that everybody hates. » 2020-12-18 22:02:08

Egg-shaped and stick legs, looks more like hairy jelly beans to me. I don't care about racist implications that much, but as a gameplay mechanic is surely weird. Imagine the game was released with it, it would have been confusing and boring right off the bat, I don't think I would have played it. New players just got to accept it and wrap their mind around it. Some things were balanced at the start, lvl 0 techs, level 1, you see some advancement, then nothing. You can call wells advanced tech, horses, maybe even cars, but the way some of them works is more of a fancy toy with no purpose. The biomes are also unbalanced, items belonged to a tech tree and now is split into multiple, kinda weird you can have cows but can't kill them so cowpiss is biome locked race locked item. Especially now with pavers was hella weird trying to explain that I need their cowpiss to advance humanity.
And even if you want to draw a comparison IRL vs these jelly beans, not like you can't step in a jungle or go to Alaska, it's just you are not used to it, might be slower or less effective but not impossible. And that's the problem with balancing, items in biomes are not the same category, not even number or value, Jason just made a few items randomly. There are no equivalent items in other biomes, there is no predefined value, minimum value, conversion rate, safe way to trade without locking up both camps, no way to go back to the same camp to keep value. Trade failed because no gameplay reason to do it. IF you need all races and all items, no reason not to share, maybe just a dumb roleplay from players who don't see the big picture.

#68 Re: Main Forum » Investing so much time and effort in something that everybody hates. » 2020-12-18 10:32:31

Dodge wrote:

We already have zones they are called biomes, you cant grow bananas in europe for example so you have to import them from another country that has a suitable climate and since it's far enough and has enough natural barriers you cant just walk there easily so people live there and cultivate bananas instead of cabbages like in europe, it's a natural form of diversity.

But with biome bands obviously this doesn't work...

Also contrary to what some people say biome restriction is not "racist", black people are naturally more resistant to sunburns and gingers are A LOT more at risk for it, does that make biology racist? pretty dumb argument.

It's just not interesting because it's too restrictive and offers no choice, yes browns should be comfortable with jungle temperatures and even immune to yellow fever since it's their native biome but making other ethnicities unable to interact with anything in that biome is just dumb,uninteresting and dull gameplay that restricts possibilities instead of extending them.

not true, it grows in Bulgaria now with the global warmup

races suck cause it's not a choice, restrictions are good when you can unlock them somehow

by a zone, I mean a chunk of land with a centre and some aoe effects could buff or nerf them

#69 Re: Main Forum » Investing so much time and effort in something that everybody hates. » 2020-12-18 00:46:51

i still think predefined teams would work better than this race stuff, even a goal that makes you a bit more likely to be selfish toward your family
if the trade is the goal it failed hard.  mainly because there is no defence to theft.

I don't like the map either, it's nice that is procedurally generated but nothing has a value then there is no gameplay reason to stick with a town. imagine zones with a central mine, could be iron, water, even clay. A town with infinite clay would do a different playstyle than a town with infinite water. Not infinite but a possibility to be way higher than others. OFC it would need item values and such, and semi-automated markets.
Maybe a way to do the same result with different paths. As for limiting tech, could be linked to the family tech tree and not skin colour. You would have 3 high tech options to choose from and it will always be that for your family. That would more likely make your town valuable and your choice more adaptive.

#70 Re: Main Forum » Why Everything Runs Out is Boring » 2020-12-11 09:52:49

Spoonwood wrote:
pein wrote:

Planting berries? other foods use less water.

I'm not so sure on this exactly pein.  I think it depends on the pip value of the foods compared.  1 pip berries use less water than 1 pip carrots, since carrots need seeding, and there's only 5 carrots per plot, while there exist 7 berries per domestic plot.  Though, of course, carrots take less time.  And carrot pies use up less water than berry pies (1 carrot vs. 6 berries).  So, berries use less water than carrots for pies I think always.  Corn also uses more water than berries.  But, corn has more potential value than many foods, since skim and whole milk are 10 meals, possibly more.  Popcorn also, and other cooked foods like pork tacos if it's worth the time to make those.  Berries also use up less water than peppers.  I don't know how chips with salsa compare to berry pie.

And again, how things compare here might change depending on the generation number/actual pip value of the foods.

As you know, munching the same food repeatedly takes up more water than yumming/eating different foods as much as possible... I just want to keep that in mind.

understand it right, pip per water counts, the whole yum was my idea and new corn values too so I'm aware of values
it's fine to have variety and all, but a fixed water amount means it takes away from other things, so essentially a harmful activity if there is an income or a way to retrieve, it's just low effectiveness, won't harm others but their efforts are misplaced, heck, even overproduction hurts, while making compost was kind of best way to help long term, making too much makes water usage more important as each stack of soil will need water to go along with it, so too much is esentially using up your fixed amount of water and ties down your options
the first case, the person doing it will not covert his time to value, so his life has no value, not even breaking even, his actions are harmful and others are rightfully pissed at him
while resources are less valuable, time and activity will become more of a value, meaning you can't be fully useless if you got 30 water per hour and 15 storage, then the focus is on workforce and not overall usage effectivity, you would lose water for not emptying the storage
this way it's more acceptable that some people don't know any better
if it's fixed, there is no reason not to do your most effective foods

as for realism, it makes no sense
it should be a curve where hitting the minimum amount of workers is important, then above that, you could have problems if you can't organize
right now you want the lowest possible highly educated workers so your effectiveness is higher and upkeep is lower
so a free tier of resources is needed and the possibility of creating value out of nothing but time
for example, a basic level of clothing that is made of leaves and plants should be possible, to differentiate lazy people and low tech
or making a tea out of rainwater and leaves would give a small boost of heat and calories, that would make initiation, action and the ability to scout your surroundings an okay skill to have, sure, it shouldn't be a way to improve or even survive, but a way to maintain and slow down the upkeep damage

Jason says is realistic that everything runs out, but it's not. cities formed along rivers, Europe has a long history and civilization can be tracked better, the Danube river has 7 capitals on it, some countries even tried connecting it to their own capital
there are suitable places to live or can be forced to be suitable, like Dubai, which has no water on its own
It should be a reason why something is a good place to live and others bad. If any place is just as good to make things, nothing worth anything
So tech should be tied to location. You could only create certain tech in certain places, and not others, you could not move all the things that make a city a city, you could only get limited rewards. Life find a way, just watched some videos in Pakistan and they barely got any water but they know the usage of plants and they can survive there.

What I say is cities should be something that produce more resources over time, not just a collection of items that some people agreed upon
Jason loves the concept of making up concepts, money, trade and all, but players got a limited time, they can't waste it for leadership, and dumb things that won't stand a chance to be respected and remembered trough generations, it must be defined by the game
SO things should be grouped and organized by the game and players have a set of settings to choose from, and the game would provide ways to keep that remembered and respected

The map can be auto-generated but the places should have more uniqueness, value, like zones with central objects that generate resources that won't run out, just maybe won't be optimal to stay there forever. A concept of relative value, not an absolute one.
Right now there is X resources, like 50 clay that is 50 plates, in the great scheme of things, it doesn't matter how long it takes or how many people do it, it will be 50 plates, not 10 per hour for 5 hours, not 5 per hour for infinity, it's 50, it can be done in 4 runs or in 10, it's still 50.
The players seem to be observers, not a variable that can change things. It should be an environment that needs constant input to provide output, not a fixed input and fixed output.

Everything else is fine, food types and values can change but your main issue should be not 'how I use it' but 'how I organize' or 'how I will have enough workers' or 'what I focus on'. Because all those questions have the same answer right now. Collect, use, do by yourself. Food is just your upkeep, it's important, but it's not hard to do. But eventually, with fixed resources, your upkeep will be the same as your output, and all die forever. While with a dynamic input, you would need huge mismanagement to die. Would be more fun to change focus based on needs.

So that means we need more 'needs', like a stamina bar, so working is limited but universal, not like tools were, unlimited but your focus is limited. This would make teamwork better. Team jobs that can only be done in pairs. Job timers of 10-30 seconds. So it's not about time but more of manning the equipment. Upgrading resources using other resources, sinking more and more of it but having some improvement over time. Value could only stagnate or go up, not a 0 sum game.

#71 Re: Main Forum » Diagonal reach pls » 2020-12-07 05:02:14

NoTruePunk wrote:
pein wrote:

One way doors are also useful but not many people learned to use it. I wouldn't like diagonal access, it's weird for optical reasons, it's 140% further than neighbouring tiles, also hard to use the keyboard with 2 modifiers, with 8 is impossible to map it nicely.

You never use a ten-key?

it's just not good for directional stuff
maybe with hexagons would be fine
im not against manny keys, i play PES with 7 modifier crossings, just it wouldn't fit this game

#72 Re: Main Forum » Rabbit or Cloth Clothes? » 2020-12-06 20:19:34

storage, packs before anything, especially with yum, clothes are not as important
packs, aprons and pants, the only thing I don't like about wolf hat is that covers bp, but you can farm wolves too.

#73 Re: Main Forum » Diagonal reach pls » 2020-12-06 18:34:21

One way doors are also useful but not many people learned to use it. I wouldn't like diagonal access, it's weird for optical reasons, it's 140% further than neighbouring tiles, also hard to use the keyboard with 2 modifiers, with 8 is impossible to map it nicely.

#74 Re: Main Forum » Why Everything Runs Out is Boring » 2020-12-06 17:44:13

Oxygen not Included did it right, first, you had only a normal base than dangerous territories, like slime and lava, sure it's a mineshaft so they could simulate oxygen. Butt after people complained about the stuff running out, they changed the model, now you can plant trees for ethanol, use salt and rust, you got different techs to do stuff differently, for the same result, and it's not easy, you got to focus on things you can do, it still runs out but can be recycled, and that's how real lif works too, ofc if too many people live in the same area, it runs out, but continuous lands should provide enough resources so cities emerge.

Right now OHOL doesn't have cities, it's a collection of things, and you don't even need to collect stuff, you move around and reinvent the wheel.
I remember when Jason wanted to change wells, and I told him water deposits should exist, and buckets should limit tech levels, and it worked, people doing better wells, bucket limited the tech for cows and painting so it was a good change.
That's what we need, tech gates, stuff that replaces previous outdated tech. Stations that save work when items are delivered. I think the way everything is connected to hunger only, is bad, so tool slots. It could be connected to energy. And then players would matter in the equation, the more work you do, the less you need to struggle. The map could be more compact, trees closer but cutting and using them would be more time.
Items, machines should be more expensive but provide more functions, like a sawmill would be needed to cut boards, so what you do? do it with a saw, rest and continue or ask help or build a sawmill.

The map is nice, it's auto-generated, but it lacks what good maps have, spots that can make into a city and function over time. One way to fix itt would be an upkeep based city model, where higher functions are interconnected, you could always get resources, but you need more and more to sink into upgrading machines and elements, so there is always work, things to do, workers are needed and resources are not the main factor. Right now having 20 dumb people doesn't matter if you got 2 good ones, they do the tech and that's it, in some case people use up all water or ropes and it's hard, but not impossible. But imagine this: you got water regenerating and it's enough for certain stuff but you can't do higher-level machine work until you fix it, and how you fix it? Getting wood/iron to upgrade water generation.

Surviving Mars had a nice system, and it re-evaluated resource values, first, you had evaporators to collect some water, then you had to dig for a basin, which ran out after a while, then dig deeper when you got the tech and finally upgrade your machines enough to get a better water/power ratio from the evaporators. Also digging for concrete left behind rocks, which are just garbage at first but with the right tech, you can turn it to concrete and actually faster than mining at the right tech level.

So for OHOL it could be more ways to get water, like bottle trees, collect rain, re-filter used water, etc. The main problem to solve would be having enough workers in one area, and ignoring others. So whatever jobs you do, you make a profit but some give more. Right now if you use resources in a bad way, it won't come back anymore, and you might ruin others efforts. Planting berries? other foods use less water. This would be solved with regenerating resources, you still got to wait for 15 min or upgrade water output.

Also an energy system would be good, and machines. Something making it worth sticking with a place and fixing it instead of moving far away. Some items could be essential but depend on machines. Like clothes or tools.
Also liked the system in SM and Planetbase, you don't replace things, you got universal repair kits that you use for anything. So a hoe could be repaired or an axe, no need to re-do it, but you got to build the infrastructure to support repair kits.

Right now the game is moving between tech levels -1 0 1 2. You got towns that have no resources (thanks for engine removal), barely starting ones, ones with basic stuff, and ones with a few advanced things like animals and clothing making. It should be 0-1-2-3-4.... You should never have towns that produce nothing, any activity should provide resources for like 4 people. And it should always be a higher-tech level for anything.

Jason just made grids to have equal resources, you got fixed water, iron, so it does not really matter to have a good location for cities, it does not matter how many workers you got, actually, more is worse than a few.  Players just consume, and not always produce, and they can't, there is no activity where time and work equals resources, only resources equal resources,  you can spend collecting 36 adobe in life and you build a house in 2 minutes or less. You remove food and water and iron all the time and eventually all gone. I would prefer a way to convert resources then convert back. ONI had the toilet systems which is kinda funny, but it kinda covers water needs.

OHOL could have a free tier of resources, that can make higher tier ones, like dirty water+coals(ashes from fire) would make some clean water, simple clothes made out of leaves and plants, wood from collecting some fallen branches. Iron from scraps that appear from time to time.
Main resources would have a cap and lose when nobody collects it, so activity and exploring would be rewarded, progress would be halted but not completely stopped. Starving would be still possible.

#75 Re: Main Forum » Coming soon: get reborn to your descendants after living to old age » 2020-12-01 21:05:01

it won't solve all issues but it's a start, people will do what game mechanics allow them, so blaming people for not playing the game in a way, it's pointless. There are no wars because there is no logical reason to have any. If it would be an official competition of some sort, people would do it. Also, distances are hard to measure ingame and setting up mass-scale warfare so some sort of arena/fortress style would work better, all people teleport to a location then back to the city. Like an arena/stadium entry and a way to fight others. Rewards could be new recipes and blueprints, resources.

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