a multiplayer game of parenting and civilization building
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I have one hour to unwind, and this is how it ends....
https://discordapp.com/channels/3282153 … 9420534785
GREAT GAME DESIGN! (This should set off your sarcasm alarms, in case that isn't obvious.)
10/10 would have my heart broken watching two families kill each other down to the last. Last remaining girl was from a third family that had been peacefully invited in by one side, and thus was ignored by the other side.
A larger town can support someone that is learning the game better, earlier camps need everyone to be working constantly. I learned by only playing eve camps, because I like to learn from the base up. Being able to live on my own to 60 gave me the confidence to be a part of a larger town without feeling like I was draining resources. Others do this the opposite, and want to learn when there is surplus around by being in later towns.
This really comes down to player preference though, I would say that its almost equal, those that like new camps vs advanced towns, and whether they are a new player or seasoned player, isn't a huge part of it.
If I wrote a response to this post, it would look just like this.^^
Grim_Arbiter wrote:Dodge wrote:Steps closer to a more meaningful experience, game was staling in that regards for some time now.
Eve's far from each other meant that there was no competition for ressources, now that everyone is closer ressources should be used a lot faster in a given area.
Ressources are still pretty much unlimited at the moment but it's a step closer to a game where your actions have real consequences : https://onehouronelife.com/forums/viewtopic.php?id=63
I wouldn't call it unlimited. The iron race is REAL right now.
The map is so big that if you run out of something you can just move out indefinitly, using ressources has no real consequences.
You cant fuck up to the point where you would have to trigger an apocalypse to start over.
I strongly disagree. The problem isn't the race against other families - its that we are retreading the same area. I did a lot of iron exploring with a horsecart and came up with absolutely zero iron ore, wrought iron, or steel ingots. Instead I found two large dead towns, with nothing but a few steel tools, and one functioning town that didn't have enough of an iron ore stash to start a race war over. (Not that such an amount actually exists, IMHO)
Our family was doomed to never build a newcommen engine - just because of iron shortage. So no way to update our pump to kerosene, much less drill for oil, or build a diesel engine. Iron exploring is about to get really interesting on this map....
And unlike with the spiral... I don't even know which way to move my family to get out to pristine territory.
If I really wanted THAT family to survive, I'd be going for an apocalypse right now.
I was just one of the last Badas, at least in the main town. I use Hetuw mod, so there may be more in the outlying territories.
There was a diesel well, and I used it to fill up both the cisterns.
(FYI, I also played as a Bada sometime yesterday, so I'm pretty sure I was living in the original.)
Our last Bada girl suicided and summoned a bear.
At least that's what her mom told me.
Kudos for being one of those rare people who likes constructive criticism.
Yeah, there are pros and cons to the apocalypse. If I'd been aware of the group working on the last one, I probably would have come out pro-apocalypse, even though I like finding old towns.
It turns out the swords are a great sign that I don't want to live in that town. I was gifted a backpack with one as a baby, and suicided in my twenties becuase the town was becoming an "adolfo" cult. That's the only town I've seen more than one sword in.
In other news, I find it ridiculous that Jason is calling his genocide update the "come together" update, and am a fan of your post on the difference between stress and excitement.
We're still discussing this on discord...Here's my idea for implementing it within the boundaries of the engine. Dont' make the scabbard or sheath a "container" make it a crafting item - like the landing strip changes the airplane into a "landed airplane". Scabbard plus sword equals sheathed sword.
I don't get the clothing restriction - we can craft items after wearing them all the time. Maybe only the "sheathed sword" can be worn as a back slot item, but the scabbard and the sword aren't clothing on their own. My preference would be the scabbard is a back slot clothing item and the sheathed sword is a backslot item. Then make the sword only fit into carts - size three containers. Taking the scabbard off to put the sword in or pull it out wouldn't be that big a deal, IMHO.
You mean dreams "deferred". As in, dreams that have been set aside.
I originally thought you actually meant different dreams... a lot of us have different dreams for this game than Jason does. This race war update really takes the cake for that, IMHO.
And that's ok, we have different dreams. We play the way we want to anyway.
I just had a conversation with my siblings where we talked about how the area ban plus four families in the same area, means that we really sorta ought to kill them off- if we want our families to grow and work together without language barriers. But we also all three agreed that we didn't want to play that way. At ALL. So we didn't.
So now, instead of pro and anti-apocalypse factions, we'll have pro and anti-race war factions. I've already seen that come to a head once.
Oh, yeah, tonight when I found a Seal in the Jungle, there wasn't any ice anywhere near it.
I've been thinking about this problem too. I like carting! And it sucks to not be able to put some bowls/buckets of stuff in your cart when other things go in without a problem.
Let's make a thorough list and put it on github as an issue report. Jason has been way more responsive to those than anything else.
It's also weird that you can carry a stack of bowls or plates, but not a stack of baskets. But I can't decide if that's actually a bug or not.
Imagine a world with much bigger biomes, and maybe at least viable wild food and some farming path in every biome.
Yes!
I've participated in a couple of forum threads where we've talked through ideas to do this. Would love to see you make it happen.
All the other stuff... eh... it could be made to work, but I'm much less excited about it.
Maybe there's only one family active for each type of biome??? The tundra and desert biomes would have eves a lot more often.
I don't like the idea that only men can cross biome edges... maybe only people using a car or wearing some high-tech clothing? I'm not a big fan of limiting biome travel, but if you do it, please don't make it based on intrinsic character traits like gender or age. That just feels a bit "magical".
Karrots, you have every right to be angry. That sucks.
JK, you had every right to kill your mum, and that village did not deserve you.
futurebird, I also will bury someone if they ask me to, but only one person, and only if they are special to me in some way. I tell people obsessively burying everyone to stop, and I will take flat rocks from any graveyard I find. Love that you had a great funeral for yourself.
This one time, a lady was determined to bury her mom next to the nursery fire, while a team of us were in the middle of putting boards down around it. She had the shovel, the flat rock, some flowers, and everything. It took a couple of us repeatedly grabbing the bones and putting them back in the basket and on the cart to get it through her skull that there was no way we were letting her take up this incredibly useful central tile for her random grave.
So you guys are constantly interacting with people outside your own family?
.
Constantly, No. Consistently??? Yes!!! I've seen characters outside my own family everyday this week. Even before Hetuw, I was regularly running as eve until I found another early gen town.
Want me to post links to family trees for some of the cross named kids from these interactions? The Puddy/Berry family stands out.
And the town that ends up being a bell town and center of the eve sprial is almost always the product of multiple families... Didn't you read JK's forum thread about the Wilson-Destro family?
And another consistent example... Are you going to change the resets so that eve's start further apart? Otherwise it'll be a bloodbath every week.
And that's just the cross-family change. I'm more upset about the 60 seconds after death. Kids can't CURSE! This means half the people in a village are helpless at using the curse system at any point in time. We need more time, so that our characters can grow up and be effective at saying curses. You're effectively cutting in half the maximum number of curses a griefer would get from the people that see them in the act, and making kids even easier targets.
The problem is, if you are murdered, you may want to remember the person and curse them in your next life. But this is probably NOT a very common issue, so I should probably change it.
Please don't make this change!!!!!
This is a very common problem, because half the time when I want to curse a griefer I am a kid!
I've killed someone for griefing, and still had to wait ten minutes to be able to curse them, because i couldn't say their whole name!!! This was YESTERDAY!
Seriously, if you are going to only give us 60 seconds to curse a griefer, then you MUST add a curse command so that kids can curse people with names longer than their regular character limit.
Rabbit fur clothing is more insulating than almost all of the sheep clothes, with the exception of the cape/cloak, which is only 2% better than a backpack if I recall correctly (I know it's a small amount). Want to solve the poopaclypse early on? Try to prevent anyone from making a loom, and encourage more rabbit hunting. Inform people that the women will have MORE yum (for anyone who doesn't know more types of food can get cooked from rabbits than mutton) AND have better temperature with rabbit fur clothes than with the new sheep clothes.
This is true -- convincing people to skip the loom and just keep making rabbit fur clothing would be the best way to avoid the poop-ocalypse all together.
BUT, I think asking people to not make looms and not make the new clothes is a bit like telling a group of teenagers not to use smartphones.
The clothes look great. They help the aesthetic of the town and the game. Making people as efficient as possible is one way to promote the length of the lineage... but making people WANT to be in your town is another way. One of the things folks loved about the bell town this cycle was the impressive selection of hats and clothing dyed all the possible colors.
I don't think anyone who goes out exploring is choosing the new clothes over a good seal fur coat and wolf hat. I've also seen plenty of rabbit hunting in towns with looms - for backpacks if nothing else. At the very least that solves the yum deficit. But for people staying near food sources and inside bakeries, the difference in insulation just isn't that important. People want to stay and be bakers because they get to wear that unique red dress and pass it on to a favorite daughter or son. And you can pass it down forever... because these clothes don't decay! (yet....)
So even using the value of lineage survival, town flavor and aesthetics will decide where people stay and play during the late night fertility crunch. The new clothes serve that purpose much better than the constant grind of rabbit hunting.
so having a pen for public, and having a pen for loom is good idea, you lose the dung and no meat, but you wont overproduce dung
This makes perfect sense to me. Have a pen full of sheep for the loom - with absolutely mutton and dung neutral wool production, and a second pen that is for mutton and dung production - and maybe some balls of thread for meds and things like that.
While there's a ton of upfront cost to building the second pen, it'll make shepherding easier to manage for generations to come.
As a bonus - makes it harder for a greifer to destroy all you sheep pens without someone noticing.
Love the sugarcane pen design, too.
Umm, so I tend to scan forum posts on the discord, and then click on ones I find interesting. As of right now (but not earlier today), it no longer works correctly.
When I click on a new forum post, it takes me to the first post on the thread, rather than the new post I was interested in. When a forum thread gets really long (like the anti-fence thread), not jumping to the post I was interested in can be quite annoying.
I assume this broke because of something that changed with the forum search improvements???
Here's the key observation to managing the shit clutter produced by the High Society update: If a sheep or lamb is in a full pen when it grows wool, it does not generate any new dung.
Poop clutter threatens the usability of many advanced towns these days. How do we stop making our towns into such shitholes?
Answer: Stop cleaning out the sheep pen.
This was a difficult revelation for me, as I like the aesthetic of a clean sheep pen. But I like the aesthetic of a clean town even more. But these days, spacious sheep pens shouldbe full of dung - so you don't keep making more poop than your town can possibly use.
To some extent we already had issues with excess wool production cluttering towns with mutton. But mutton biomes are easily cleaned up by baking pies and directly roasting mutton. The clean up of a each sheep dung moved out of a pen requires one straw, six berries, one carrot, the unique use of a steel tool, a bowl of water, a lot of transportation, and additional sharp stone actions. That's a lot of labor and resources compared to one kindling being used to cook up as many raw muttons as you can grab. And the result from cooking muttons is easily stored and moved to new locations, unlike the compost pile.
To keep towns free of poop clutter and (oddly) compost clutter - we have to get serious about keeping the poop inside the pen until we need to use it. In fact - we might even be happy to add other items to make sure the tiles of the pen are full. (That's a shocking change to how I used to police pens for random clutter.)
For the compost maker this means a meta change, also. Please take the dung that is already outside the fence. Even though this means extra shovel uses, it's the only way to reduce your town's poop surplus.
The loom that is driving this rising tide of shit needs two huge balls of yarn to make a bolt of cloth. Six sheep is enough to produce a huge ball of yarn in one round of feeding the sheep. So every dress, cloak, or set of shirt and pants, could create TWELVE pieces of sheep dung. Both shepherds and bakers should note... that the meta for an advanced town with a loom will generally be to keep six sheep alive for optimal wool production.
But how many pieces of sheep dung should we be sure to have available for composting? Three? Six? We definitely don't need twenty or thirty. We must maximize the dung-free production of wool, and that's now easier to do the smaller the pen is. You know those super tight cow pens that everyone makes? We need smaller sheep pens, now too. I think six sheep with six pieces of dung, for a total of twelve tiles, is close to ideal.
The decision to feed a shorn sheep or a lamb is always a fraught one, and sometimes decided by fiat by the baker when they show up unannounced with a knife. Since mutton spam is of no concern in comparison to the impact we are seeing from poop spam - it's in the shepherd's best interest to keep some mutton available near the pen, so that the anxious baker doesn't kill off all the wool production capacity at once.
Besides when appeasing the baker, it's generally less labor for the shepherd to feed the shorn sheep. But if there's already empty tiles inside the pen - feeding the lamb will fill up the pen to glorious dung-neutral wool production twice as quickly.
Well, thanks for reading my rambling note all about poop.
A rallying hymn for the OHOL free rangers ....
Oh, give me land, lots of land under starry skies above
Don't fence me in
Let me ride through the wide open country that I love
Don't fence me in
Let me be by myself in the evenin' breeze
And listen to the murmur of the cottonwood maple trees
Send me off forever but I ask you please
Don't fence me in
I want to ride to the ridge where the west commences
And gaze at the moon search for the vein till I lose my senses
And I can't look at hobbles and I can't stand fences
Don't fence me in
Oh, give me land, lots of land under starry skies above
Don't fence me in
Let me ride through the wide open country that I love
Don't fence me in
If you can convince your kids to be nomads and keep on the move you won't die. Wild food is abundant. Maybe stop and cook some bunnies and make some clothing but no more than that. Thing is most kids balk at this suggestion and /die and really having done it a few times it's amusing and easy and fun for roleplay, but limited. So, really the early game is fine in both ways. Getting a town started is hard, roaming is easy, but boring and unfamiliar to most players. Even the early town stages are nice, up to the point that you make a coal pump the progression is quite good.
But, around the pump stage you get what I've been calling fragile towns. They don't seem fragile but they are. I don't know if /die is the bigger issue or if it's just that people view the game as a food-getting challenge (and clothing to a degree) and once they have food they just sort of stop?
I think the temp update helped by making building matter a little more, but it's not quite there yet? (Tarr has pointed out some of the reasons why buildings are not as powerful as they should be yet.)
I do meet players in towns who want to learn things beyond food, but teaching has always gotten interrupted by some other town crisis. So, I'm showing my son how to make a stanchion kit and get iron from a vein, but I can't go with him because there is no water and no one else knows how to run the pump. Or I've almost taught my daughter how to smelt, but I have to take over and not let her do it at her own pace (bad bad bad teaching) because there are no hoes and it's a damn emergency.
Again, love your description of the fragile town, futurebird.
Jason has mentioned before that the average player time on this game is about sixteen hours. Maybe the pump stage is the crafting skill level most people get up to in that sixteen hours? After that, there just aren't enough people around to teach the advanced skills while also meeting the town's needs. So you get this crises-interrupting-teaching cycle.
Enough players are baffled by what to do next, and bored by the same old tasks, that they become either disruptive (greifing) or go into a complete sponge mode (RPing) or they just quit the game, and go "learn" something else entirely.
One of the benefits of a good content update is that it gets some of the people who just like learning new crafts to come back for a few days. Even if they don't teach others, having someone with advanced skills to make that emergency hoe while you continue teaching your daughter, will hopefully build up the overall player skill base. Of course, this opportunity only helps if there are already plenty of forges and materials available.
It's also kind of a problem that the key tasks don't need to be done continuously. If someone has had a good run of baking, we can afford a break for twenty minutes, but not for forty minutes. In the meantime, the people who knew how the system was working have died off, the wheat farm has changed locations, the shepherd has focused on making wool and isn't prepared to kill off more sheep, etc.
It seems like obvious massive surpluses are bad for "institutional knowledge" of how to produce that key material.
Bulletin boards for notes, and generally improving the ease of communication.
I'm all for a domesticated milkweed that gives us a thread, and regenerating wild milkweed.
futurebird, I like the idea of increasing the chance to get thread over multiple generations, but that would take a lot of additional coding. I think Jason's more likely to go for the steady percentage chance.
Ok, it's better now... but...
Powers: Can press coal into diamonds using only his her hands
Traits: Hates mangoes, wears blue
(And I'd still prefer to be a hero...)
I know I'm not the only person working but it just feels like things have been off in this way since the last update. Or maybe I've had bad luck with towns.
Or maybe you had good luck with towns before the last update???
Honestly, I think this has been a problem for as long as I've been playing. You did a great job explaining the issue. We feel too safe, and then we take things for granted and stuff falls apart.
In my last life, I took over the bakery as a four year old, and got us to the point that we had three baskets of pies in a box by the time I was ten. But then... there was a little girl that obviously wanted to take over the bakery. Since I was playing a boy, and baking is one of those things that can be done while raising babies in town, I let her take over.
I went and farmed milkweed and made buckets and carts, did some exploring, etc. I'd run by the bakery to pick up pie time to time, and my cousin managed to add to the surplus as she raised her kids. By the time I'm late forties I've got the rope to go tame that horse i spotted, BUT! No one is making compost. AND the guy who is now in the bakery seems pretty lost. <sigh>
After many years of composting, I run back by the bakery to deliver some mutton, and realize the pie surplus is completely gone. The bakery looks like people have been delivering supplies to it, but no one is making it into food.
How do we keep track of who is the baker? Who is the composter?
We really need some quick visual messages. A sign outside the bakery that says, "Maria is baking" that can be updated on the fly would be so useful.
Between the lack of visibility across all the critical workstations in your town, and the lack of easy communication between players, I think towns are just destined to keep falling apart.
jwIQ2aB.pngBlueDiamondAvatar - Villain
Powers: Can press coal into diamonds using only his hands
Traits: Hates mangoes
Wait, what?? NOOOO... I"m not a villain. I'm a super good mama. A lot of my kids tell me that, and Whatever's stats do to. Why am I a good mama? Because I'm a real mama. That's right boys, I'm an adult woman that likes to play a computer game. <eye roll>
Actual powers - tricking Jason into believing I'm an Aviator. Wearing blue.
Hmm, guess I never updated my portriat on the forums. I've got a good one on the discord. (And a better one on the way.)
Tip number 1) Don't use AWBZ. Or if you do, keep it very tightly zoomed in. I get a lot more lag when I'm using the mod.
There are some commands Jason added to help you figure out what is causing your particular problems
/ping will tell you the status of your connection to the server
/fps will tell you your framerate - AFAIK this is diagnostic of how well your computer is handling the graphics