a multiplayer game of parenting and civilization building
You are not logged in.
I still wish that my idea of getting notified when somebody you cursed didn't get spawned to you would be implemented. I think it would help the player (and eventually most of the player base) learn just how often or infrequently their curses are actually triggering on their behalf. (I'm not requesting to know when another mother who cursed baby got bumped, so only the cursed player would actually know how often they are ending up in Donkey Town for pissing everyone off)
The_Anabaptist
Bottles of human blood to promote trade.
In all honesty advanced medical tech would be pretty cool, maybe give people the chance to revive others from biological death, and then 3 minutes later is a clinical death?
Since we have glass bottles, now all we need a glass jars with copper lids! Then we can carry human organs around! Time to put the axe and knife to work!
The_Anabaptist
Maybe there just needs to be a rule that the account that triggers the apocalypse can't login for "x" days afterwards? Make it "hungry work" IRL.
The_Anabaptist
antking:]# wrote:Radioactive milkweed, only will grow if their is a radio, and will broadcast, messages from jason
But is it edible?
Only the pods with the foot long thorns. Better have a pad and some thread ready...
The_Anabaptist
Traffic signs for roads.
Children's crosswalk sign: The only place children are allowed to cross a road.
Slow sign: This slows the speed on a fast travel path to normal speed.
Stop sign: This forces you to stop and not move for three seconds at any road intersection.
Rail Road sign: This is required to build a tracks across the road. All road traffic will automatically be stopped while a cart passes over it.
Falling Rocks sign: Just because.
The_Anabaptist
Eventually somebody will lock you inside their property fence and claim ownership over you. Even if it isn't in the code, you know they will do it.
The_Anabaptist
I haven't done rails, so I'm trying to imagine here how a fix might work.
Sounds like the loop could use a 1 tile spur off a corner that would indicate a split in the track. One curve and one straight branch. If this one tile spur was the start / stop point of the cart, and the rule was that the cart always took the right branch, then it should be able to make the full loop and come back to a stop at the one tile spur.
Now this should work fine on a loop, but could fail on tracks that included additional turns in the opposite direction that had 1 tile spurs on them that forced a new cart to essentially go the opposite intended direction. But then I suppose we could include crashed cart rules for collisions...
The_Anabaptist
The plus side is: additional 1 tile spurs on the same loop could act as "stations" that the cart would run and stop at until given the next push to go to the next "station".
As we have saddles, how about adding blinders (or blinkers, if you prefer) to the game? Horses with blinders don't see you, thus they don't get spooked and as a result don't run away.
The_Anabaptist
I would much rather have a quest icon floating over my head that others could mouse over and read my personalized quest message. Last life it would have been "I can't find milkweed seeds, bring me some please!" Save me the hassle of repeat spamming my text messages.
While a job board may be more realistic, I think this is one case where I would rather have what is most practical instead.
The_Anabaptist
Hope another genetic score reset is coming with the fix. Cause being a female who didn't suffer the vision bug and who lived to raise a family was really rough. Sorry to all you kids who couldn't see the berry bushes. I had to make some tough choices.
The_Anabaptist
"any kind of game system to interact with"
OHOL has lots of interactive systems. The game also has a goal, a win and loose condition, it's surviving against the odds of other players, the cluttering of civilisation and the degredation of the environment.
A walking simulator is a game that lets you roam a location and, things within a game are scripted to act upon you. You have minimal to no interacting posibilities and the games are more geared towards guiding you through a story.
Does Jason not repeatedly talk about the self generating stories each play through creates in his forum posts as OHOL's strength? Also, does he not also say how he doesn't want this to be the next crafting game Ala Minecraft? I think his own words and thoughts support the ideals of walking simulator over a survival game.
The_Anabaptist
The_Anabaptist wrote:fug wrote:Yeah this issue is being attempted to be fixed by making families stronger again and reducing Eve spawns. With the upwards of 60 Eve spawns a day people are shifting way too far way too fast. You are actively punished for having a successful family as the other players you need will shift further and further away from you.
A genre is an issue? I'm not certain I'm following your comment.
There is nothing inherently bad / good in walking around and exploring things without an end goal or win condition. Which to me is what OHOL inherently feels like, rather than a challenge to survive the environment / other players.
The_Anabaptist
I mean the idea that the games genre is walking simulator seems to be a real miss for what the game is supposed to be. It's not that a walking simulator is bad per say, but the game definitely shouldn't be playing like one lel.
But is our collective existential angst about OHOL's play due to the fact that we were under the wrong impression of what it really is and that we are now trying to force it to be something else? Let's pretend that OHOL is the best walking simulator ever invented. But if we all put our money down expecting to play the greatest (fill in the genre name here) game, then isn't it safe to say that we will never be satisfied with its development?
If it is truly a walking simulator, then in that light what would be appropriate features for Jason to implement in order to better the game (and market it correctly)?
The_Anabaptist
Yeah this issue is being attempted to be fixed by making families stronger again and reducing Eve spawns. With the upwards of 60 Eve spawns a day people are shifting way too far way too fast. You are actively punished for having a successful family as the other players you need will shift further and further away from you.
A genre is an issue? I'm not certain I'm following your comment.
There is nothing inherently bad / good in walking around and exploring things without an end goal or win condition. Which to me is what OHOL inherently feels like, rather than a challenge to survive the environment / other players.
The_Anabaptist
I can spend a whole life not walking or talking to anyone.
Checkmate!
But have you actually done that outside of a /die or a mom abandoning you in the wild before you can walk?
The_Anabaptist
Good Morning Everyone,
It hit me like a lightning bolt this morning that I (and I suspect many of you) have been under the wrong impression as to what genre OHOL falls into. It often gets described in broad strokes as a survival game. But in fact there is actually a much better category for it: a walking simulator.
https://www.urbandictionary.com/define. … 0simulator
Convince me otherwise!
The_Anabaptist
Just bumping this thread. I feel it got buried under the all the duplicate threads generated by Spoonwood in the last week or so.
I think this idea deserves better.
The_Anabaptist
The_Anabaptist wrote:If the masses want your solution Spoonwood, then at least make it an inverse to the genetics score.
That still makes the survival challenge predictable. So does decay. And we'd remain with similar lives at the level of individual survival.
Who knows what beginners want? Maybe not all beginners want the same challenge level with respect to not starving.
How are lives going to feel different with ever-so similar challenges across lives at this level?
I'm going to disagree with you on the predictability of my own idea. Yes, you may know the % chance over a long period of time for a break for a mishandled item. You will not know how many kinsfolk in your town are aware or responsible enough to put things in their proper place vs risking accidental breakage. Or the one griefer who decides to make it their life mission to pickup and put down every clay plate and bowl repeatedly until they all are smashed.
What are you proposing? That some of us are to be born sickly and weak while other are naturally fit by chance? That that alone is supposed to make life meaningful? How many rich kids in real life find meaning and purpose in their silver spoon upbringings? I personally don't think a deviation of 8 pips of food is going to accomplish a meta change much less what you are wanting.
The_Anabaptist
I would sooner see more types of hungry work. Or what I proposed the other day, spoilage of raw foodstuffs.
If the masses want your solution Spoonwood, then at least make it an inverse to the genetics score. The worse your score, the better your food bonus, so the challenge is forced solely onto the veteran players and not the beginners.
The_Anabaptist
I for one appreciate bug fixes. Maybe it has to do with the fact that I've been dealing with vendors at work for the last quarter who haven't been fixing the ones in their products. Nothing like a kernel fault a day that may or may not bring down the internet when the proxy server fails upon reboot.
The_Anabaptist
we could have energy meter and jobs to cost energy.
And some foods replenish more energy but fewer calories.Could even replace the tool system. You would be slowed down and you couldn't do all the work alone, without massive energy food production or help.
I could certainly get behind this idea. I'm going to guess it is a bigger coding project than what I was envisioning however.
The_Anabaptist
Nice to see everyone riffing on the original idea.
Again, I would just like a pop-up notification when I'm a mom that a baby that could have gone to me was sent elsewhere because I had them on my curse list. I don't care to know anything more about them, other than they aren't within my curse radius.
If the ban distance grows because multiple people around me cursed them previously too, it might be neat also be informed of how big the keep away radius was for that child, just to know how bad of a stinker I avoided. But I would consider that icing on the cake.
The_Anabaptist
Would it be possible to get an automated notification when you are a mother and a baby that would have been born to you was sent on to the next mother because it was on your curse list? I think it would give the player base a better idea of whether the curse system was working for them or not.
The_Anabaptist
I've been thinking about Hungry Work lately. I really have come to appreciate how it makes gameplay more deliberate. I think we need more of these types of elements to add value to our work and reasons to climb the tech ladder.
Now that we have multiple box types, carts, and tables to put stuff on and movable items like baskets and backpacks, I think it would be appropriate to introduce some type of penalty for not prioritizing their usage over just setting stuff on the ground. I think objects like clay bowls and plates should have a small percentage chance of breaking every time they are set down on the ground empty. An "oops" tax if you will. Some raw foods could also have this applied to them as a spoilage tax when placed on the ground.
It would fit the ethos of infinite anything = bad.
The_Anabaptist
With the number of incidents of racism and race based purging of towns I've seen this week, it is a miracle that any lineage is lasting more than a day or two.
And sadly, I think the genetics rating gets in the way of family members policing their own because they don't want the negative hit to their score. I think that if you curse a member of your own family, then you shouldn't get penalized for killing them. I had one game this week where I had worked my butt off keeping a town alive while race killings were happening right & left. My family lost, but I believe the other family spared me because they saw I wasn't involved and helped feed and dress their kids. At the end of my life, one kid from the other family tried to bully me out of town and called me every name in the book. The rest of her family verbally supported me, but did nothing to deal with the obvious drama queen / future murderer. Fortunately, my music was playing so I didn't have to wait for her to grow up and wield a weapon. Sadly, my curse was used up, so I'll probably have to deal with her again.
The_Anabaptist
I think my original query is being misunderstood. I'm not asking what can be implemented by Jason to change the meta in the future. What actions as players can we do right now with our existing play styles, teaching methods, and currently implemented items that will encourage less cultivation of domestic bushes?
The_Anabaptist