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a multiplayer game of parenting and civilization building

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#101 Re: Main Forum » Teaching methods » 2019-09-25 09:05:39

MrsDuckGirl wrote:

Lately, as the arc doesn't last long, it didn't bother me to teach a class instead of working on something more important/urgent. This almost-done-engine will disappear in a few hours anyway but this player is gonna play again, and next life he/she'll know a bit more what to do/how to be useful.

Good point. Lives are cheap. Players are not.

#102 Re: Main Forum » The end condition changes and gender tweaks worked! » 2019-09-24 16:54:21

BladeWoods wrote:

I'd like to echo Dodge's idea, too many babies dying (not from /die) sounds like a better method of detecting unplayability than just too many babies.

Just please note that the end condition will trigger griefers. If "number of babies dead" is in that equation in any way, shape or form, griefers will kill babies.

If number of families is in that equation, they will end families.

If number of carrots planted is in that equation, they will plant carrots. (Well perhaps not.)

#103 Re: Main Forum » Yumming Etiquette - By the Sisterhood of the Yum » 2019-09-24 12:23:27

pein wrote:

if you don't do it because your mental limitations, then you are bad for the society, paired up with stubbornness you are not better than griefers

Well... this one I disagree with. Griefers destroy things because they want to see other people suffer. People who cause the town to fail out of ignorance are just ignorant, pein.

And honestly, if too many people eating corn causes the town to die, this is something we should bring to the attention of the developer. It makes no sense in the vein of the game trying to be somewhat realistic. "You ate the corn I was going to feed the cow! Now we all perish!" You don't hear that in the real world.

pein wrote:

Ideally you need to produce more than you consume
and you need to produce a bit of buffer for others and help some new players too

I agree. Ideally.

pein wrote:

it annoys me that they don't work on tech and no amount of food producing will justify the fact that the town needs other things than food and everybody is responsible for collecting it. you need to get kindling, keep the  forges clean, keep the charcoal made, the steel made, the wells upgraded. if you overproduce food and not focus on other aspects, it creates problems over time. And others got to dedicate time for things they don't want to do, but they have to.

I agree to a degree, but again, I think that what you're pointing at is more of a problem with game mechanics than player behavior.

Of course, it depends on what kind of game each of us see OHOL evolving into. I've played some city builder games in my time, games where I had to be very clever about what to build when and where, or else everything would fall apart. It was fun. But I don't think OHOL should be that kind of game. There should be room for individual decisions, and even a new player who discovered something new they could contribute with should be awarded with the feeling that "I helped this place grow," instead of "everything fell apart."

And sure, this could be different stages so that Eve villages could continue to depend on a very specific build order and behavior, but after that stage I don't think there should be only one way to keep a place alive.

#104 Re: Main Forum » Yumming Etiquette - By the Sisterhood of the Yum » 2019-09-24 11:44:15

pein wrote:

And once players decide to yum, they got the same stupid idea about it. That it saves time. While they spend resources and time to getting them so basically they live to eat not eat to live.

Although I see your point, and although I am all for educating people about the best foods, if there is only one right way to eat then that means there's an underlying problem with the game itself. Because we play to have fun, and eating different foods, discovering what can be eaten, finding another yum item just in time, preparing for future eating by carrying the next food in your backpack, or learning how to prepare different meals; for some people that is all part of the fun.

#105 Re: Main Forum » A few ideas for PvP: Recently/fully injured, alarms and retaliations » 2019-09-23 13:21:29

Whatever wrote:

But if jason implements what thaulos suggested than you would get a notification as soon as he attacks you, so if he targets you from far away you have more time to prepare yourself and even after he stabs you you can still pull out your knife and stab back (in the 5 second window)

Hm. Maybe, when you stab someone, the knife or sword should be stuck in the person's body. Then the person can pull it out and retaliate.

#106 Re: Main Forum » The woes of auto-aim. » 2019-09-23 09:50:50

fug wrote:

So lets explain this slowly for you.

I for one do appreciate the slow explanations. wink

fug wrote:

Far away player uses kill command on you ------- You will see a naked player walk towards you
Far away player autowalks towards you --------- You are seeing a naked player walk towards you
Player walks within range of the input ---------- You see the naked player reach their autowalk destination
Once in range to attack, attacks. ---------- Suddenly naked player updates to have a bloody bow + is now wearing clothes.

Ok, so here's the question:

If the game is able to show me a naked player in step one "Far away player uses kill command on you" - then something is loaded, right? Or I wouldn't even see a naked player.

So why can't the sound play as well...?

Would it be possible to prevent killing until the client confirms that everything is loaded? Or would that enable client side hacks?

#107 Re: Main Forum » [Arc Thread] Jones vs Posillico » 2019-09-23 07:24:40

fug wrote:

Honestly, the apocalypse should only trigger after a time period instead of "muh interesting family dynamics."

I would prefer that, however it would probably just encourage more slaughter towards the end when people knew time was up.

#108 Re: Main Forum » what is the current vision of the game? » 2019-09-23 07:13:27

I'm not sure what path Jason is on, but as for the current game mechanics, this is my impression of why various elements were introduced:

- The Rift is a solution to people being too far apart.
- The apocalypse is a way to reset the world when it becomes boring.
- Killing was originally to be a way for players to deal with griefers themselves, and to create more interesting stories.
- The curse system and Donkey town are ways for people to deal with griefers.
- The war swords are a solution to people not feeling like their family matters more than strangers.
- The property fences had several functions: As a defense against warriors, and as a means to encourage trade. I believe they were also meant to make people spend more time with their closest family.

And it seems to me that the current plan is to refine these elements until they function together in such a way that most people find most lives to be interesting in some way.

Personally, I wish he would have dropped the Rift and gone for an open world with simpler road building including a way to produce flat rocks as well as nerfed war swords/peace mechanic instead.

#110 Re: Main Forum » Yumming Etiquette - By the Sisterhood of the Yum » 2019-09-22 18:25:22

DestinyCall wrote:

If your goal is to feel morally superior to berry-munchers, you are going about it all wrong.

I don't get the feeling that people who eat less efficient foods in order to yum do it in order to feel superior.

I get the feeling they're doing it because they want to be more efficient with the foods that are readily available.

If you're working in the forge, for example, or on some big project, you want to spend little time eating and lots of time working. But time looking for good yum items is time not spent on the project. If there is milk available, for example, surely they are willing to drink the milk over the corn. But if they can't find the cow, while they do find the corn - and they most likely will because the stew farm is easy to spot - it is quicker to eat it and go back to work than it is to search for more efficient food that might not even be there.

In other words - beans and corn are good yum items not because they give more pips, but because they are easier to find. Availability needs to be added to the equation, because time spent hunting down a cow is time not spent on other important work in town.

#111 Re: Main Forum » How to Make a Yum Shrine » 2019-09-22 11:26:10

As for the yum shrine, how about a new container, a "table of yum"? It could occupy two tiles, but contain 10 visible edible items, and only edible items. It could be used to display wealth and abundance - and as a way to teach new players what can be eaten. Place a table of yum next to the berry fields and fill it with goodies.

Why not just use a slot box? Because the slot box will quickly be used for other things, plus it is not recognizable as something containing food the way a table is.

#112 Re: Main Forum » How to Make a Yum Shrine » 2019-09-22 11:02:39

Thaulos wrote:

In the tutorial you are taught on how to eat wild food and berries. It is not obvious for new players they should be eating something else other than berries.

Good point.

In the end, the food that saves the village from famine is the food that's being eaten... Milk is worthless if people don't recognize it as food.

I would like it if all containers with edibles could have the same color, or some other distinguishing mark. If you're used to seeing pale blue bowls of berries, for example, it might be easier to recognize that a pale blue bucket contains drinkable milk.

Also, I'd love the ability to attach a ladle to crocks of food and buckets of drinkable liquids. That way, people wouldn't have to run around searching for empty clay bowls before they are able to eat.

#113 Re: Main Forum » Yumming Etiquette - By the Sisterhood of the Yum » 2019-09-22 10:42:38

sigmen4020 wrote:

Hell, using corn to get an egg is more valuable than eating raw corn.
Edit: Oof, I just checked cooked beans on one tech and oh my what an awful food item. Green beans give 4 pips with 6 uses, so that’s 24 pips total. Cooked beans aren’t even half that with the pathetic 7 pips for one use. Considering the amount of effort to make it too you should never eat cooked beans.

Yes, cooked beans should be better. Perhaps one bowl should have 4 uses.

#116 Re: Main Forum » Someone lose an engine? » 2019-09-21 18:25:58

DestinyCall wrote:
QuirkySmirkyIan wrote:

what is the thread?

MILKWEED STALK + MILKWEED STALK = THREAD

THREAD + MICROCHIP = MULTI-THREADING MOTHERBOARD

MULTI-THREADING MOTHERBOARD + NEWCOMEN ATMOSPHERIC CORE = MULTI-CORE PROCESSOR

Multi-core Processor + Turkey = Millennium Falcon

#117 Re: Main Forum » Arc population graph » 2019-09-20 23:16:36

Anhigen wrote:

First, winter is coming, and second, yeah, global events that apply to all people tend to make those people come together--we see that in the real world all the time. I think this is one of the reasonings behind going to war against different families too, but again--due to our solo play issue--this doesn't apply to all members of the family unilaterally; you can avoid/ignore war if you wanted to but could you avoid/ignore winter?

Move to the jungle? Perhaps it would make sense to build outposts where you could emigrate to during the harsh years?

I disagree that we can avoid war if we want to live in a city in the current build. Sure, we might be able to live a whole life without experiencing war. But as long as there are griefers teaming up, war will come to town, so it's just as present as a winter that might not come during your lifetime.

And since it seems that this is by design, all I'm saying is that if wars are there to make the game interesting, natural cycles or disasters would do the job just as well or even better.

To give the players more of a say in how bad the winter should be, perhaps add some technology to lessen the impact, like greenhouses with geothermal heating. Or let them move out of harm's way to the jungles and deserts.

Temperature changes, all that jazz, sounds like fun stuff, but events that are "tough" don't end our problems either. I mean, they would just give us another thing that's tough, and if you thought laziness was an issue now... jus think of the frustration you would feel knowing this camp won't survive because too many people are simply enjoying that "the most interesting things to do in the game, learning how to do stuff, [are] best done alone." Winter? I don't care, I'm just doing an all black clothing run, that's my enjoyment.

Well, the summers would be and should be a good time for people to do whatever they wanted without fear of dying any moment, if seasons were implemented.

And I don't think people's frustration with laziness would be any greater than it is right now anyway. If anything, it would give the complainers a reason to say "I told you so" more often. wink

#118 Re: Main Forum » Arc population graph » 2019-09-20 21:06:25

jasonrohrer wrote:

I mean, there IS a "constructive" activity of building the End Tower.  (Not sure it's currently possible, due to dark nosaj rarity, but...)

It seems to be extremely hard right now, yes. But back when it was easier, the disadvantage with the Dark Nosaj was that you didn't need high tech to complete one. Even if the ingredients were readily available, it would reset the Arc too soon. Also, End Towers were usually built in secrecy. It was not a project the player base worked on together.

jasonrohrer wrote:

If constructing something or "doing something positive" ends the arc, then griefers will try to do that thing, and non-griefers will try to stop them.
And if that thing is made impossible because of this conflict, then the arc never ends.

Ideally the ending of the arc should not be dependent on griefers at all...

jasonrohrer wrote:

Here's the thing that's interesting to me:

The power to keep the arc going is currently in the hands of the expert players.
...
It is HARD to keep 2+ fams alive long-term.  That's the point.  Hard is interesting.  How the hell can you possibly do it?  How can you organize that many disconnected people?  I don't know!  That's the puzzle that you're supposed to solve.

But you can give us a puzzle that does not rely on griefers to make it hard.

For example:

"30 years to winter. That's when all crops dies and if you don't have a fire going and plenty of wood to burn by then, you die as well."

or

"The volcano is stable now, but 50 years from now it becomes unstable. You will be living on a ticking bomb. If you do not manage to build four end towers around the volcano base, the apocalypse will happen."

Also, don't forget that what is interesting to someone studying the events of the Arc and the development of the families from outside is not the same as what is interesting to people living lives ingame. The game, with or without a Rift, should still offer all the different possibilities of interesting experiences that it can. Sometimes, running around alone and exploring is interesting, especially if you haven't done so before. You're learning to avoid bugs and boars and surviving in the wild. Sometimes, what someone finds interesting is peaceful roleplay - marrying or making friends. Building structures. Learning something new. When I want to learn, I do it on one of the other servers. Back when I learned forging, I did it in the tutorial area. There's usually not time nor opportunity to learn more advanced stuff on the main server.

Consider that - one of the most interesting things to do in the game, learning how to do stuff, is best done alone, off the main server.

Shouldn't that be a bigger part of the game? "Hey, uncle Mac, how do you build a diesel engine?" "Oh, I'm so glad someone is interested in learning! Come, let me show you the first few steps. I'm not sure we'll be able to complete it this life, but at least you'll have a basic understanding." Now that would be an interesting life. Not an interesting story perhaps. Nothing to entertain people viewing it from the outside. But deeply satisfying.

There will always be griefers, but the game should strive to make the griefers unimportant to the overall tale of what the game is. That's when the game will be truly interesting - to me at least.

#119 Re: Main Forum » The Arc Reset is too quick » 2019-09-20 07:55:59

Dodge wrote:

I dont understand this graph, did the kelderman had 50 population then just died out suddenly?

The graph shows the total population (y-axis) at any given time (x-axis). So out of 50 players at 19:00, a small fraction were Keldermans. 3-5 perhaps?

#120 Re: Main Forum » Arc population graph » 2019-09-20 07:21:09

pein wrote:

cant be some interesting fail condition instead of mindless killing?

I agree with this.

Whatever the fail condition is, it will color everyone's experiences in the game. Not only because griefers are going to do whatever it takes to reset the Arc, but because normal players will join in on the activity once the Arc feels unlivable. So to end the Arc, one should be forced to do something constructive, and not just kill other families.

I'd also like it if the work people did wasn't lost automatically. What if the Apocalypse just moves everyone into a new Rift instead? The whole map could be a pattern of Rifts, an the hardest technology could be bridge building. So eventually, it could be possible to return to the old towns.

#121 Re: Main Forum » Reports of the Arc » 2019-09-19 12:22:44

Tea wrote:

The Hamelin Clan has now become the winner of two Arc Centuries and is known as the strongest family! Can someone challenge them and push them off their new throne ? Will this Arc Century last longer or will we see the end sooner than expected? We wish everyone good luck !


Happy Hunger Games!

And may the odds be ever in your favor!

b1a4c002ee4a635386d52e3005b1fe1d.jpg


wink wink wink

#122 Re: Main Forum » Needs immediate attention » 2019-09-19 09:37:47

Mr meeseeks wrote:

When slinky tells me I was wrong, I'll believe it... Until then, I'm ready to leave the game completely... As most have done...

Tbh, I don't play much anymore either. To me, random killers don't make the game more exciting.

#123 Re: Main Forum » Needs immediate attention » 2019-09-19 08:25:41

Mr Meeseeks, I think Azrael has a point.

If you want to fight toxic griefers, that's a good thing. But even when you're fighting for good (not just you, but anyone really), there's right and wrong ways to go about it. It seems that in this case, your actions resulted in making your battle itself the issue, and not the alleged griefing. And I don't see how the moderator could have acted differently. Being right isn't enough, the how is just as important as the why... welcome to the world of politics wink

#124 Re: Main Forum » Is the new player notification working? » 2019-09-19 07:11:44

Morti wrote:

...

Please, for fuck's sake, don't churn out more chatty buffoons like Twisted.

One WBSteve is more than enough.

Now go fuck yourself.
I love you.
Bye.


Morti.

If you love doing what you do, that's great.

But just maybe there are more ways than your way to enjoy this game.

Relax and trust that the new players will grow into the kind of players they're meant to be. wink

-Love-

#125 Re: Main Forum » [Story] The war against the last remaining family » 2019-09-19 06:53:04

When the game isn't fun, stop playing it. Don't grief.

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