a multiplayer game of parenting and civilization building
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Okay fine, People are crying too hard. I'll stop.
A naturally occurring bell tower, Along with an abundance of resources in one area. Because the rift isn't a thing it'd be a rare spawn but guaranteed to be a paradise for settlers.
JasonY,
It is simply Paraphrasing for the sake of a summary. It's matter of opinion. it's also a habit I would slander.
Edit: Alright, it's now.
Religion is just RP, Even in real life.
Authority. The only ethics and molar enforcement there is
Given the nature of game mechanics the only true survival is to keep every town uninhabitable. At best we can enjoy brief periods of abundance and leisure to do creative ventures.
I'm gonna trash the camp....I've even had Eves roll up to die in a dead town. A lot of work for naught but smart players know
Take a break or a trip, or hell trip on some shrooms. Have fun on it from time to time. if you focus on the progress and survival. Shit fails. So who's to say what the trip means or limit it to one meaning? Only a damn fool...
-eve trip
A system of buying, selling and item ownership. You can only use what you make or buy. When you make something you by default own it, Hold and say "For sale" and anyone can pick up if they can afford it. You can state someone in your will to inherit your items and money when you die, By default, it will go to your closest relative.
Some items would need to public use, Generally, low tech stuff wouldn't be owned by anyone. That way you don't get into situations where everyone owns everything you need to make items making it impossible to make money. Maybe you get a small sum for labor such as processing iron or farming.
Maybe later on placing certain items will cost money as well. You could be able to set up a government that can setup taxes, Government funds are then used to build infrastructure such as roads.
Can't be much different to farming carrots though. It might be better if it was multi-use since you have a whole crock of it as opposed to one bowl.
Another idea I had was putting mashed carrots and berries inside a crock, Fill it up and leave it around sheeps. Later use bowls to feed sheep when you need to. Or simply add a lot of berries to a crock then a bunch of carrots+stomper. Batch crafting as opposed to making everything individually.
The radio is confusing to build but is actually useful I feel.
If I were doing a tutorial I'd do how to make a town from scratch.
I saw will be able to use shredded cabbage to make compost. Does that mean we should grow cabbage patches once you get established?
Seems easier to grow 6 cabbages and six wheats. Instead of doubling down on carrots and berries.
Well I certainly be getting quoted like that.
Punkypal wrote:Punkypal wrote:I'm a chode.
Who am I?
Words were never spoken.
say "Curse my baby" whenever you get a runner. Or try to grab them and get them in a room to troll them.
DestinyCall wrote:JasonY wrote:Glad you agree.
Jason ... are you feeling okay? Your posts have been getting increasingly hostile lately.
Uh... one of JasonY's early posts was this: http://onehouronelife.com/forums/viewtopic.php?id=8389 so sure about his/her posts as increasing ab initio.
You are right
Like killing players on the other team is the same as killing players on your own team.
Griefers add more variety and danger, it work the same as adding antagonist roles in SS13 ... or having a red team and a blue team in Team Fortress ... or even playing a hidden roles game like Werewolf.
A griefer would destroy the doctor who intentionally places medical equipment. A griefer in a game of Team Fortress is the guy who intentionally acts to sabatoge his own team or shoots his team mates in the back. A griefer in a game of Werewolf is the guy who doesn't close his eyes during the "night phase" so he can see the other players doing their night actions or the guy who immediately reveals his own role even if he is the werwolf "because he's bad at lying".
A player who decides to grief is making a conscious choice to subvert the rules and play outside of the common game-space. He isn't a part of the game everyone else is playing together. He's the guy playing his own game with his own rules and using other people for his own amusement. You can't design your game around griefers, because griefers aren't playing your game in the first place.
I could get behind the idea of adding antagonist roles into OHOL - Sentient bears, anyone? I think griefing has a place in a decent game. That is the kind of game that I would want to play. And if I did, I could just play more
Ye
first step is garbage
Naked hippies, more like a bunch of anarcho-communists. Private property should work in the game, now providing more benefits than anarcho-communism.
I see your point spoonwood
JasonY wrote:DestinyCall wrote:I'm an idealist fool who wants the game to be boring.
The primary use for griefing is almost good for the whole village.
Glad you agree.
Jason okay? Your posts have been getting increasingly
So what, The only difference is whether they are wearing clothes?
Do you ever actually work on the game. Because its been the same tech teir for a year
You are right.
Infinite vs decay. Decay always wins imo. Fight me. Waste of time waste of resources.
I agree
JasonY wrote:DestinyCall wrote:Or just allow people to BREAK locks off wooden doors. They shouldn't be forever locked.
The thing is, That would defeat the purpose of adding the lock.
I'm an idealist fool who wants the game to be boring.
The primary use for griefing is almost good for the whole village.
Glad you agree.
Or just allow people to BREAK locks off wooden doors. They shouldn't be forever locked.
The thing is, That would defeat the purpose of adding the lock.
Locked doors should act as property gates do. Add a lock to claim the door, add all your friends/family, The lock will fall off if everyone dies.
We should still have doors like pine that are public and cannot be locked. With that system, you could still have private apartments later down the line. If anybody griefs you can see the owners of the doors so they will get killed/cursed and the lock will fall off anyway.
JasonY wrote:Towns need an Anti-Hero, not a griefer. A lot of people in-game seem to have a very black and white sense of morality, You are either the murderer or the one killed the murderer.
The Anti-Hero kills preemptively and doesn't put up with people's bs. People hate them and curse them but every person they kill deserves it.HAHA so true.
I'm glad you agree