a multiplayer game of parenting and civilization building
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Looking at Onetech this will break some cool wall designs. When stone walls turn Ancient they auto-orient, and when adobe walls are turned plaster they being to auto-orient as well. Also, walls dynamically transforming feels very weird, even more than fences.
But where are my oriented walls?
I'm wondering... with the auto-orienting fence code working pretty well.... should it be applied to walls too?
I think the reason there are no oriented walls in this town is because some people (fug included) prefer the look of east-west walls, not because it's hard to orient walls. They're more chunky and you can't use the empty space anyways, so might as well fill it up with wall.
Orienting walls is super easy and I really doubt that it's a problem to anyone.
Personally whenever I build something I always use all three wall types, I'm not a fan of the east-west wall look. Even when building plaster buildings when it's the 'correct' decision to build east-west walls, I'll build Jason-intended walls instead.
Agreed, tattoos requiring assistance from another family doesn't feel right.
Maybe there should be another source of black dye? Or maybe salt/salt water should be obtainable from other biomes as well?
Twisted wrote:OHOLf Life 3 confirmed.
Sorry, I don't understand what you said there.
Valve is revealing the new Half Life game this week, and OHOL is getting some special feature on Valve's store. Hence, OHOLf Life 3.
It would be great if we could add a floor to an Ice Hole. The first thing that comes to mind when I see these new snow walls is a fishing/shrimping house, but they don't work since the ice hole can never have insulation.
OHOLf Life 3 confirmed.
Can confirm, I saw no natrually spawning animals today.
People only do something "for pleasure" in a game once. After they've done it, they're done with. Then they get back to playing the game, whatever that is. When was the last time you saw a dachshund or chihuahua dog in the game? They are very cute! Certainly they bring players "pleasure." But you never see them in the game, because there is no "point" to them. Which means, essentially, "they are not necessary or helpful for survival," survival being the core challenge of the game.
The problem with dogs is that they are actively detrimental to a town since they occupy tiles and move around on their own. People make dogs, and then they realize they make it super hard to do anything since they always get in the way, and then they never make them again.
There's no points to blue skirts or red walls or signs or yellow top hats yet you see them all the time. If top hats actively prevented you from doing stuff in the game I guarantee you that they'd be a rare sight.
At what point will horse become interactable by other specialties? tamed horse? saddled?
As soon as it's not inside the desert. The specialization won't block you from interacting with certain items, just from general interactions inside in a certain biome. If someone puts a Shovel inside the Desert you won't be able to pick it up unless you're Desert Fam.
Right...
Only black people can get horses, so how will other people find other "race" villages on an infinite map?
Wow, I hadn't even thought of that but you're completely right - horses are only found in deserts.
Desert Fam has exclusive access to horses, dyes, paint, sulphur.
Arctic Fam has exclusive access to oil (but no way to tap it), seals, and shrimp,
Jungle Fam has exclusive access to rubber trees and oil palms (but they can't make rubber), tomatoes, bananas, and Apocalypse.
My prediction of the Eve meta:
Desert Fam: Run N/S/E until you find an Arctic or, ideally, Jungle Fam. Get horses and find the third fam.
Jungle & Arctic Fams: Settle in place and hope that a Desert Fam finds you before you all die.
Other Fams: /die
Potential problems:
Only the Jungle Fam will be able to start and stop the apocalypse as the towers will probably be built in Jungles.
It will be really easy to grief other towns unless they have all three families. Find another town (very easy if you have a horse), take their stuff and drop it in the nearest inacessible biome.
If you're in a non-Desert fam and have a horse cart somehow, just load it up and run into the nearest snake. No more horse cart, no more stuff.
Funnily enough, because of the griefing potential, I have a feeling trading will be even worse than before (if that's even possible). If you trade for X special biome resource it will be very easy for a griefer to snatch it and run into an inaccessible biome. There's no easy way to recover from that, so every village will be required to have one of every 3 biome fams.
Also, Twisted, the Eve baby flood has been mostly fixed, right? Look at some recent Eves in the family tree:
11 BB, only 2 died in infancy:
http://lineage.onehouronelife.com/serve … id=5488753
That was me, it tanked my score by 200 places. If I had just killed myself immediately I would have lost less points. I would have lost even more had I not spawned in an extremely good location with tons of food and water within twenty tiles. Eleven babies is kind of insane when you have nothing.
?????????
Sounds horrible. Basically when you spawn as an Eve you'll have a choice of settling in place and probably giving your family a ~4 hour timer before they die out since they can't make a Newcomen, or you'll just run N/S/E and hope to find another town that has a different race. None of those choices sound like interesting gameplay.
I also find it very silly that you've been very resilient to changing stuff like Pine Walls because of 'realism', but now you're making it so that only black people have the power to pick bananas.
I'm willing to try it and play it and I hope I'm wrong (I've been wrong many times), but I don't see how any of this is going to encourage trade, and that appears to be one of your main goals with this.
Suicide as Eve in a "less useful skin tone" is unlikely, because Eve is currently so rare and special (8 Eves per day, currently) and because of impacts on genetic score.
If you care about genetic score and you get an Eve spawn the best thing to do is to kill yourself ASAP. Being an Eve means you'll get a ton of babies with no way to support them. I was an Eve earlier and it tanked me to 200th place even though I tried to take care of all my 11 kids. If I had just killed myself immediately I would have lost fewer points.
My problem is realism.... pine panels are a PITA to make (I've made them in real life). They do require 4 branches and quite a bit of cordage.
I like the realism in the game, but I also think walls (pine & stone) are an inconsistent example of that. On one hand you have pine walls, which are hard to make just like in real life. On the other hand, you have stone walls, which are super simple to make - they don't even require mortar, you just toss a big rock on some stakes. Very unrealistic.
IMO Adobe Walls are fine, Stone Walls are super simplified, and Pine Walls are a bit too realistic.
In relations to tables just having something cosmetic to go inside would be nice as it lets people decorate their rooms/bakeries/whatever. It doesn't have to function any different from a box but it would be nice to leave something like pies on a table instead of sideways in a box/basket.
Agreed 100%. They don't need to have a different function, their only difference could be that they display the items upright instead of sideways and that would already be a massive improvement.
Currently I grind genes and I only go Up. yes, it is slow but I only go up. So as long as I try I get rewarded.
I've been taking decent care of my family and I went up as well, despite having to kill one of my sisters and getting abandoned as a baby once. Those instances lost me points, yes, but they are overshadowed by the gain. I think the new gene score formula is much better that the old one. It is slow, but that's fine as it's a snapshot of your general family life span instead of a reflection of your last three lives.
For babies it could work the same way it currently does, no bonus food for them. You can't stuff a pie into a baby in real life, you gotta take care of them, so I think it would still make sense.
I'd also be for ~doubling all food values while also doubling our max food bar, as that would allow for more fine grained food balancing. I remember making a quick mockup (
) on the OHOL discord back in February just to imagine what it might look like.
Yes, please. Do it. I've been saying it should work like this for a while.
Sure, there are other problems with the food system, but this is overall a change that makes sense and also a change that will make the game MUCH easier to learn for new players.
One other suggestion that I'd love to see implemented alongside this change is to make yum chains unbreakable, thus making food variety even more beneficial. Eating a MEH food simply keeps your chain as it is without giving you bonus food.
Also, +1 for food decay. Make foods decay while outdoors, and not decay while indoors. Boom, buildings now have a use.
Needle and Thread & Needle and Ball of Thread count as the same tool, if you learn one you automatically know the other. Knives are their own tools, but Sterilized Knives are the same tool as Sterilized Pads. The same is true for the Bow Drills and Hoes - each of those sets has two tool items within them.
I don't think males should have a higher tool limit, that seems kind of sexist.
There already is a skill point benefit for being male - your gene score is more likely to go up since you won't have to worry about your babies, which means you'll have a higher number of tools that you can use next life.
I think the values are mentioned in a github commit somewhere. Off the top of my head it's ~22 seconds for middle temp, and the further out you go the more the drain increases (I don't think there's a hard cap).
I love this overview post, you should do more of these!
One of the most common complaints I hear about OHOL is that at a high skill level it's a single player game that you play on a server with other players. This kind of solves that, as you won't be able to do everything yourself.
Another common complaint is that we fly through the tech tree too quickly - I feel like this is a result of the pro 1% basically carrying everyone else. If any given player can only do a finite amount of things, this naturally slows down progression. There may be a need for some progression tweaking as a result (i.e. slowing down early well drain), but I think it's going to work out well.
And of course, the most common complaint, that lives are increasingly similar. If the skill system means that means you can only do so many things each life, it makes each life more different to the previous. You might have made a bunch of compost last life, and if that's something you enjoy you can do it every life. But once you to decide to do something different you're not going to fall back into your old compost habits just because your town needs it, because you won't be able to shovel dung. You're rarely going to be the jack-of-all-trades (but you can work on getting your gene score up if you want to be).
Basically the only real issues I see are the traps (knitting needles), the terrible (saws, pickaxes, files), and the must haves (sharp rock, oven or smithing hammer, and hoe.)
I do agree that knitting needles get the short end of the stick, but I think the terrible tools are kind of great in a weird way. You spawn into a town with no buckets, and you realize that you need to learn a Saw this life. Kind of a bummer, since you might need to miss out on a Hoe or something, but it also makes that life different from the others. Once you learn the Saw you probably want to make a bunch of disks for future generations, and bam, that's a brand new type of life that you probably never lived. Since you know how to use the Saw you can make slot boxes as well, and you'll make two slot boxes full of disks for future generations, and five more slot boxes for general storage purposes.
An odd, dare I say, magical limitation is blocking you from learning more tools even if your uncle is using the tool right under your nose.
I don't think it's magical, I think it's quite realistic. There's only so many things you can learn in real life. I've watched my dad reroute electricity a bunch of times but I don't think I'd be able to do it myself. On the other hand, I can translate a text to English but he can't get his grasp on that at all, even though he's seen me do it. Sure, we could take classes or read a book to get better, but there's a finite amount of things we can learn in life.
This game is already VERY hard to learn for new players. This is going to make it so much worse
I don't think this is going to make it worse. If anything, it might make it easier as new players will have a dedicated task each life without possibility to swerve from it. It's a fairly easy concept to explain as well - "You can't learn all tools every life"
I think the whole system sounds great on paper, and I think it's going to work out great in practice as well. I could be wrong with my hunch - I have been wrong before - but I have to say I like what I see.
Great suggestion, makes perfect sense and it really goes well with the idea of a rabbit trapper.
Just for clarification my understanding of the backpack change comes from this commit which references this issue.
-the tool tips aren't very helpful, honestly. They aren't intuitive enough, and scrolling through makes other players impatient... they just do it and leave me behind.
I don't know when was the last time you used the tooltips, but the hint system was overhauled last week. When filtering an item with /, it shows you a step by step guide on how to make that item, while also pointing out nearby materials with arrows. Iit still can't compare to learning from an actual player, but it's much better than before.