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#151 Re: Main Forum » Can we have something for religious purpouse only? » 2019-12-31 20:48:03

AmberA wrote:

I like this idea tho, maybe I'll try that tonight, making a church and preaching peace sounds like it would be fun role play.

Don't preach peace! Preach war! Dare another church to arise to oppose you! Decry all other warlike types as cowards who don't join a church of war! Griefers running solo are amateur noobs! One shall wear red, and the other shall wear blue! Top hat's vs bowlers maybe! You know there has to be a dress code.

#152 Re: Main Forum » Musical instrument » 2019-12-31 20:40:22

I think this is a great idea. Especially if you could use keys to actually play notes. Hold the instrument. A key plays A note, E key plays E note! Hold shift to play a sharp, hold ctrl to play a flat.

When someone starts playing you just see music notes appearing over their head. They you can say "I listen to you" or some such thing to hear the music, or maybe "I ignore you" to not hear it.

Yes, most people will just make noise to be annoying, but it would be a neat experience to encounter someone actually jamming out a real song occasionally.

#153 Re: Main Forum » Can we have something for religious purpouse only? » 2019-12-31 20:27:32

I have an idea.

Build a church with stone walls. On one wall make a 1x1 walled off space and trap a pit-bull in there. Eventually it will become a mean pit-bull. Everyone worship the mean pit-bull. They have no usefulness in game and are basically just delayed murder tools. Put a feast table in the church. Guilt people into making donations! Maintain a little graveyard for the faithful. Each life return to the church (if you can) and give a sermon to the people.

Someone else could do the same and make the church of the bear. Each church could have crusades or Jihads against each other. Instead of griefing regular players, the griefers could just pick a church and every life can be in that church (because it's completely voluntary). They could grief each other and all in the name of making their church stronger and thus "winning". Griefers I'd think would have more fun because they have more challenge against a target that is actively fighting back and their actions have more purpose. They could grief without having to suppress feeling of guilt. IDK, maybe most griefers like a target that doesn't know they are in a fight because they don't like to be challenged.

I think if we are going to have so many griefers, they might as well organize and fight each other more. It's good for everyone because the more they hit people that don't want to be picked on, the more likely Jason will restrict what they can do. If griefers fight griefers they keep all their griefing tools and freedom of actions, and regular builders can do their thing in peace more often. Seem like a win-win.

#154 Re: Main Forum » long road fails due to incompetence » 2019-12-31 20:09:25

Well if you are only going to a tarry spot, I'd say just make a solid road, because usually that's not a long distance. Also for that, moving faster is more useful if even only part way because one person at a time will likely will use it over and over, and when they do use it, speed is helpful.

I'm talking about long, cross-country, town connecting roads that easily can be 300 spaces minimum.

Dropping branches I think is a better idea because they are more easily seen than needles as a path marker, and are usually abundantly available along the route.

As to people gathering up stones. Well, on a low pop server I wouldn't expect anyone to gather stones. Who's there to do that? On the main server though it happens. One, I have seem people help me by just delivering stones using a cart, but before I could set them all someone came along and made a ~50 stone side path going literally nowhere I could figure out and that road never got longer. Someone might have done it to grief, IDK.

There have been times when I HAVE grabbed up stones others have laid down and never set. Usually it's because I see where it's going, and there is no reason to go there anymore. For instance, someone starts a path to a spot that is nothing but a few rows of carrots and one forge with a few scattered plates and bowls. This is clearly a dead camp just like 100's of others. Who knows, maybe it would have survived if the dude who wasted time gathering up all those stones actually helped with the settlement. But now it's dead, and nobody is ever going to resurrect it and they don't need those stones.

So basically, it happens. I hate doing the same thing twice for no reason. So I'd rather not take the risk of just dropping off stones and having them get stolen, even if it's only a 5% chance. Because when it finally happens I'll just be pissed off. If I can do a task multiple ways, all things being equal, but one way  there is very little chance I'll get pissed off, then that is the best option.

#155 Re: Main Forum » What is the Worst Item in OHOL? » 2019-12-31 19:48:04

BOOM! New Year's Eve necro (I couldn't resist). But seriously, plenty of things have been added in the last year. Any items that are worse than these already listed?

Some would say this item is almost useless: https://bit.ly/2QcIrOr

LOL

#156 Re: Main Forum » Idea: if you tap on someone's grave you can see their last words » 2019-12-31 19:14:09

Seems like you'd need a marked grave for it to make sense. Bone piles don't talk. Seems like a fun idea. I still don't think every schmuck needs to be buried, and I'd clear the grave of anyone who's last word was "F".

#157 Re: Main Forum » Voluntary OHOL Antagonists; The Future of Griefing that OHOL needs » 2019-12-31 08:22:55

Mekkie wrote:
Gomez wrote:

Seems you are looking for black and white in a very grey world....honestly the game is less fun without griefers / antagonists, it becomes mine craft without them imo.

Minecraft has over 100million players... using it as an insult is not very logical.  I feel like people who bash on minecraft have never actually played it.. it's fun as all hell.

The flaw there is, the more OHOL becomes like Minecraft, the less reason I can think of for anyone to ever play OHOL. I mean, I could make a unique little cardboard car, and maybe someone might want to buy it because it's different or original, or they just like it better for some reason. But if I make it look identical to a Prius, then why wouldn't someone just buy a real Prius? Especially if I was charging the same price?

Jason's only competitive advantage is being something different.

Now on the flip side. An online server running straight vanilla Minecraft is 100% griefable. In fact it would be absolutely out of control griefing. Everytime you encountered another player they likely would kill you and everytime you logged out you'd return to find whatever you had built covered with a sea of lava. Exploring would be deadly because every kind of trap imaginable would be everywhere, and all that would only last until someone just broke the server with a lag making redstone device. Minecraft is only "ungriefable" because every server is highly modded to not allow any griefing. One could argue that the more Jason allows griefers to operate, the more he's actually just running 2D vanilla Minecraft.

NOBODY likes vanilla minecraft. At least not in multiplayer version. Maybe Jason needs to consider that. Don't be Minecraft, but then at the same time, maybe the main server shouldn't be straight vanilla OHOL either. Vanilla OHOL seems to work fine on low pop servers with a nearly solo experience. With 75 or so people together maybe that isn't so good anymore?

#158 Re: Main Forum » Cabbage compost better then berries? » 2019-12-31 07:59:08

testo wrote:

- crock of grain (holds 6 bowls of wheat, large containable),
- crock of berry carrot compost (holds 6 bowls, large non containable),
- crock of clay (holds 6 clay pieces, large non containable),
- crock of roasted rabbit (holds 6 roasted rabbits instead of having them laying on the ground, large non containable)
- crock of mutton (holds six cooked mutton, large containable),
- crock of...

I think this is a great idea, but....

Would we be able to store excess sheep dung? That would be a crock of shit.

#159 Re: Main Forum » The Future Of Realistic Society » 2019-12-31 07:54:20

I mean, I've though this over some myself, but even if we had good ideas oh how to do it, I can't think of any that Jason would go for. I've read pretty much everything he's written, and I could be wrong, but I feel I have a firm grasp on how he thinks in regards to OHOL.

Maybe that's why I get frustrated with some suggestions (I just mean in general) because it seems obvious to me that it won't ever get the designer approval, so there's no point in even barking up that tree so to speak. Even if I think it's a fine idea, it's moot if Jason won't ever go for it.

And trust me, if he did introduce coins, they would be mainly for RP and you wouldn't really be able to use them to make any sort of economy with. More likely he would introduce coins because he realized a way to do so that would allow griefers to use them not as intended, but for griefing purposes. Most players will end up regretting that he made them. That's my prediction.

#160 Re: Main Forum » long road fails due to incompetence » 2019-12-31 07:40:44

I'll also point out something I totally overlooked. Before a town has a bell ringing, the person(s) building the roads need a way to find them each life to continue work. Even then, it can be a challenge if more than one town has a bell, but they aren't both being rang currently.

It can even be hard to find your way back to a road that is 1k spaces long if you aren't born in a town it connects to. Finding a short road can be virtually impossible to do in one life. I'd rather start with something 1k spaces long that I can fill it in over time and yet have a good expectation I can locate it from anywhere I'm born, than have to /DIE over and over trying to get born back to a place where I know how to get to the road because it's so short I could miss it if I'm born +/- 500 spaces north or south of it, and who knows how far west/east.

#161 Re: Main Forum » long road fails due to incompetence » 2019-12-31 07:27:17

Spoonwood wrote:

Yeah, well I much prefer a trail of flat rocks than having one ever 5 tiles or so.

If you are just following it, functionally how is that any different?

For the actually road builder doing the work it makes a big difference for a few reasons. One, I already mentioned, is that a partially complete road will get others to help complete it. Just laying a rock every 5 spaces won't get anyone to help do anything. But the other problem is someone who decides he want's to make a road a different direction just might come along and gather up all your stones to make a road going somewhere else. They aren't as likely to pickaxe up all your set stones though.

I personally don't want to spend a few lives lying out rocks so someone else can have a nice row to scoop up and take to work on another project (which is significantly more likely to never be completed than one of my roads).

#162 Re: Main Forum » The Future Of Realistic Society » 2019-12-31 07:18:05

More people trying to make this game what it is not.

Dude. You live 60 minutes max. We don't have real ways to secure property. This is a community working together game. If it simulates anything it's a very dysfunctional hippie commune.

You said you've tried to be a capatalist in this game before many times and it's always gone nowhere. I'm not surprised. It probably went as well as in real life moving to an actual dysfunctional hippie commune and trying to be a capatalist.

I'm sorry but in the end, this isn't real life, it's a simulation game. Meaning it was built and set up a certain way to simulate a certain thing. Suggestions really need to fall within the parameters that already exist. To make a game that would have private property and money and economics and all that sounds like a lot of fun. It also doesn't sound anything like OHOL. To introduce all that stuff would basically require making OHOL just a completely different game.

And don't get me wrong, I LOVE games with great economic systems and trading and all that. It's just inherently the exact opposite of what OHOL is. I don't even like property fences in game because I almost never seen them used for someone to protect what they have made, but used to steal things others have made or jail and murder babies. Before coins/money can even be considered, a way to make a 100% secure, private house that can't be shamelessly abused to grief with would need to be introduced, and that ownership would need to be tied to your account and transcend multiple lives. I honestly can't think of any way Jason would be convinced to code such a thing. Again, from everything he's said about the game, that just seems like the opposite of his vision for OHOL.

You can make a lot of house rules for Monopoly that can alter the game, but you can't just turn Monopoly into Chess. Especially not if the game designer is really, really, committed to making Monopoly (or at least, NOT Chess).

#163 Re: Main Forum » Gimme tutorial ideas » 2019-12-31 06:16:50

Villas wrote:
DiscardedSlinky wrote:
Punkypal wrote:

I HATE videos where it's super amateur and sloppy.

You're pretty picky. Why not make your own? You seem to know everything.

I gave up on this boy Punkypal when he said having mixed race babies would really bad because it causes laag to the server and create super humans that can walk in two different restricted biomes (like we couldn’t walk in all biomes before that update). He just wants to disagree with people and show he’s better lol. He is pretty new player, but knows more than all the veterans and I am sure he knows everything about YouTube channels and tutorials, he might have a professional studio and 10 Mi subs. xD

It's OK, I gave up on you when you seriously suggested that Jason, INSTEAD OF JUST REMOVING RACE DIFFERENCES, should take time to write more code to make race differences obsolete, basically backtracking something he has been quite clear about wanting to introduce, rather than, IDK, about 1000 other things he could be doing, such as actually adding more content. Almost as big of a waste of time as Legs dying on the "Pine Doors Need Locks" hill.

I'll let you in on a little something. I might think I know everything, but unlike you, I'm not a hypocrite. So I have that at least.

But I'll answer the question. I don't make the videos myself because it simply isn't worth it. Hardly anyone plays this game and it could end tomorrow if Jason decides he's finally bored with it. I'm not even playing anymore at this point, and if Jason doesn't fix up some of the major problems this game has, and instead does fuckall such as, IDK, make it so people are randomly born as a human, or an INFERIOR AND WEAKER human, thus exacerbating the problem with people using /DIE or suicideing then I won't be playing in the future either. I also can't just make quality videos from my iphone when I have spare time out and about town, whereas explaining basic things on a forum I can do from virtually anywhere.

I could make a quality video if I wanted to. I have worked to produce quality videos with professional YouTubers that have generated over a million views. A good quality video is going to, as I said, get likes and follows, and shares. Crap will get skipped in less than 15 seconds. If Fryinggpan wants to make a video that's 3 minutes long but people only watch 15 seconds of it, then by all means he can go right ahead. They could be so bad that LESS people want to buy the game after watching the video maybe. Would that make you happy? Hummmm? Would that be better for OHOL?

As to assuming they will be bad. I'm not assuming they will be bad. But have you ever looked up a video game tutorial for any game on YouTube? It sounds like maybe you have not. If you do look up such videos you'll find that 95% or more fail to do any of the things I suggested, and if you could see the analytics you'd see they are getting almost no engagement. Then look up a video that has 100's of thousands of likes and followers and you'll see they hit every single one of my points. If you think any of these things is "just being picky" then maybe you've just made mediocrity a lifestyle.

#164 Re: Main Forum » Problem: Can't Lock Pine Doors » 2019-12-31 05:50:16

Legs wrote:

I mean, what magical properties do pine doors have that makes it IMPOSSIBLE to install a lock? It's unrealistic.

You want realism? I'll support locks for pine doors if my ax in game can chop open any door. How about that dingle-brain?

#165 Re: Main Forum » Gimme tutorial ideas » 2019-12-31 05:11:57

PLEASE

Write yourself a script on paper, and follow your script as you make your video. Then, if you really want it to be good quality, REDO the audio afterwards when just watching the video playback. If at anypoint something gets messed up, you can pause, back up, and do a second take.

Better yet, don't even do audio on the video take. Prepare everything how you want it to be and have a checklist, and then just do the thing. Later you add the audio as you watch yourself play, but talk as if you are actually doing it life, not watching yourself. Nobody will know that's how you did it, and you'll look super sharp. Often if people try to teach and do at the same time they get distracted and things end up being confused.

I HATE videos where it's super amateur and sloppy. The person giving a lesson goes off on some tangent because they have no script and can't focus. They forget important things also because no script or checklist. They sound like crap because they always say, "Ummmmmm" or cough a lot, or whatever. Their mom or wife yells at them, or they get a phone call right in the middle and just don't edit that shit out. Any distracting background chaos needs to be avoided or edited out. Doing the video first and then doing the audio later can help avoid all that stuff.

Also, please get right to the point. So many people that make these kinds of videos feel a need to add 5 minutes of their life story and other blah blah blah before they even get on topic. Don't do that. Nobody cares about background fluff or why you made the video, or any of that.

Intro should be no more than: "Hello, this is Fryinggpan, and in this video I'll be showing you how to do [whatever] in one hour one life. So lets get to it!" AND THAT'S ALL! After that get right onto the lesson. Be clear and concise. At the end ask people to like and follow. Done. That's a professional format, and it what gets shared and likes and follows.

Basically, don't be an amateur hour production.

ALSO

Back in the day when I'd try to find a good Minecraft tutorial I'd have to dig through soooooo many made by a child that I swear just stopped breastfeeding from their mum the week before. If you sound like you are a 5 year old toddler please, just don't make a video. It will be rubbish in so many ways. Sorry.

#166 Re: Main Forum » long road fails due to incompetence » 2019-12-31 05:04:20

It still takes time to run around dropping a trail of needles. There also could be a lot of wasted time moving needles. It could take two whole lives worth of time to do that when everything is added up. I could drop well over 100 stones in two lives, and those stones are all things that actually contribute to the road work. I honestly don't think the pros of leaving a trail of trash to follow outweigh the cons.

#167 Re: Main Forum » Voluntary OHOL Antagonists; The Future of Griefing that OHOL needs » 2019-12-31 04:48:46

First of all, I really don't want to be assigned a "job" every life that I have to do. If your little system can be used to track curses so if you get enough I can see you are "marked" from life to life, them I'm all for it.

If you want to assign people orders to grief in addition to all the regular griefing in hopes that some code can tell the difference between helpful actions and non helpful  actions and properly assign or take away "karma" points, then you have lost your damn mind, and I'll invite you to GTFO and go play whatever game you find more fun than OHOL.

#168 Re: Main Forum » Problem: Can't Lock Pine Doors » 2019-12-30 18:55:52

Legs wrote:

Considering that locks are in the game, and that they work on doors, Jason clearly intended for doors to be locked.

Until recently wooden doors were the only kind that people used. Now we have pine doors. The inability to lock pine doors is an obvious oversight.

Doors are meant to be locked. Locks are in the game and they're pointless if they can't be used.

I'm sorry Legs, you are a dunce.

Sometimes (no, almost always actually) a town wants to build a public structure with doors that can't be locked. That is why there is a door type on purpose that can't be locked. If all door types could be locked, it would be impossible to make a room with doors that was free from being locked. You seem confused that you are playing some kind of MMO where everyone has their own little house, and can display all their little trophies, and you can go in the online shop and for $3 you can buy a poster of Bowser to hang on the wall in your little house, and nobody but you will ever see it or care because nobody can ever get in your house but you.

This is a community game. UNLOCKED is the normal. And... WTF are you just trolling? You can make a door that locks. Just make that door type, problem solved. What, you don't like how it looks? In a game where every player is a doodle with stick legs you are taking issue with your door graphics choices? Is it that it's harder to make? A chimpanzee can handle making a wooden do...... Oh, now I see. It's because it's too hard, right?

#169 Re: Main Forum » Hippies Vs Communists » 2019-12-30 18:35:15

JasonY wrote:

I'm a chode.

Who am I to argue?

#170 Re: Main Forum » long road fails due to incompetence » 2019-12-30 18:30:54

People just running thru the wilderness trying to find their way might not see bone needles. They are hard to spot. The advantage of actually dropping the stone is that:

1) Super visable
2) It isn't wasted work. When the road is complete, it will need that stone laid anyway
3) People come help fill in those spaces. You can ask people to help all day and nobody will, but leave a blank spot in the road and people will fill it without anyone asking.

But I like the idea, and next arc it could be useful for multiple people working on same road to mark a route for each other to follow. IDK

#171 Re: Main Forum » What do you guys think should be next focus for the game? » 2019-12-30 07:20:47

OK, I concede the issue on the lag then, I trust you that it's insignificant.

I started before the race update, and I honestly think it's a good addition to gameplay.

HOWEVER

I do see how a race not being present in a town causes towns to fail. At the same time I see large towns that manage to last for days. They manage to get the diverse races they need. What usually causes any town that is large and has a bell to attract people to end up failing? Usually coordinated murder griefing of a target race. So one thing races did do that is bad is make a more enjoyable goal for a murder griefer to go after. Just randomly killing someone isn't much fun, but eliminating all the needed gingers from a town is a much more valuable accomplishment. So different races is just one of the things I've been talking about that make the griefer's experience more fun.

So we could go in a round-about way of essentially eliminating races, which I still think is silly and will be confusing for newer players. Just think of the game guides: "Depending on where the game is along an arc, either there will be races with different attributes, or not!". Everyone will rage anytime the arc is reset, because we all will be single race again, which likely will mean someone will want to bring the apocalypse only more often.

Or Jason can address some of the issues and tweak the race differences. Now first of all, the more you say races make it hard to keep a city running, the more I think that's exactly what he wants to hear. He wants it to be hard to keep a big town going. One of the hardest things about it is not having enough people to run it. I personally like it when there is only one major bell town, maybe a couple smaller satellite towns, and the a scattering of small settlements. It seems without the race restriction limitation there could be 15 different hamlets all running for days easily because they all could have no problem getting what they needed and nobody would have reason to head to a bigger town. I don't like that. I think there should be reason for people to head into the big town, and the small little villages should run their course and have to migrate, or do the hard work to get all races to visit at least long enough to set up some of the things the town needs.

The problem also is the murder griefing. At low pop times, even the biggest city is vulnerable, and once you loose all races, it's even harder to start it back up again. So I still think Jason needs to address the fact that Curses do nothing. I know the people that are the sneaky griefers still will do their thing and not get noticed or cursed, but stabbing someone in the middle of town does get noticed, as often does baby kidnapping. The worst of the murder griefers will get tagged and should see some kind of level of being booted off that server at least.

Then I think Jason should make adjustments to what races can do that would accomplish two things. 1) Allow races to do things that a town requires, but in such a way that they can help a town survive even if their race isn't present for a while. I had suggested in another thread things like the ability to build out resource sites so others could gather for a period of time once the site is developed by the appropriate race. I was also thinking that maybe snake boots should allow anyone to walk in desert like the blacks can. Perhaps snowboots can be made for snow biome, and a jungle boot for jungle naturally. 2) the other thing is make races do things that are fun. Right now, he only made it so races CAN'T do things. He only took away what people could already do. I can see how that's annoying. But It would be worth it more if the penalties could be reduced like I suggest in part 1 but also each race gets some kind of improvement on things everyone can do. Maybe gingers are better farmers, blacks better at mining, etc. In this way, it shouldn't be nearly as hard for a single race town to survive, but a diverse town will survive much easier.

Another problem honestly is I think we are still spreading out too fast. Doing more to discourage murder griefers (again) from killing off an entire family line by taking out the last couple females would slow down Eve spawns a little. Maybe balance how babies are being born so we don't see one family with half the server population while another dies out because they get almost zero offspring. Finally I think maybe the zig-zag of the Eve spawn should go a bit more North and then South each time before it jumps over more West. The further out people keep spawning, the harder it is to get the races you need. Especially if 100% of that race is on the wild west because some guy killed all the ones in the East. This is part of the problem too. If this gets addressed, not having needed races in town won't be a problem nearly as often.

Anyway, we have shown that we can build up towns and keep them going for quite a while, even with the race restrictions as we have now. The only two things that keep them from lasting at least twice as long is overspreading out of the population and unchecked murder griefing, which if that could be curtailed, and if elimination of one race from a town wasn't practically an instant death sentence for that town, then we would be doing just fine with the races.

So in a nutshell, I'd rather see Jason do something to FIX why races are such a problem and aren't working out to make the game better, instead of just scrapping them or nerfing them in such as way that he may as well remove them.

If he was to add any more race stuff, I'd prefer to see lakes/seas added, and introduce an "Asian" race that had advantages with boats and any sea related stuff (and still reduce the hard and continuous dependence a town has for certain races).

#172 Re: Main Forum » Problem: Can't Lock Pine Doors » 2019-12-30 05:04:05

There can only be 10 types of locks, so all you need to do is craft as many as 10 different locks, and then make those into 10 different lock removal kits, then you can remove any lock. You can also just play the lottery and make them one at a time until one works. I've found lock I and lock J are the most popular for when I was trying to ungrief locked doors, but I've only done about 4, so that's not a big sample pool

#173 Re: Main Forum » What do you guys think should be next focus for the game? » 2019-12-30 01:25:14

Villas wrote:
Punkypal wrote:

I would say the reason is that it's an intentional game mechanic to make different races, and thus create a certain type of gameplay. Building in something that counteracts this intentionally introduced game mechanic doesn't seem to make sense. If Jason was going to do this, why not just remove different races?

It's like saying, let's give all players 5 extra tool slots, but lets have a tool slot tax that takes extra tool slots away. Running more code to do nothing doesn't seem like a good idea. Seems like the kind of thing that creates server lag. IDK.

WTF are you talking about dude?
He’s talking about creating more races, the mixed ones, where a half of the family is what and the other half is black for example. So the mixed race would have a different skin tone and the hability to go in deserts and snows (if the mix is ginger and black).

It’s not coding for nothing, it would make the game more realistic and vary. Also it won’t create server lag since 99,99% of the stuff to make that would be client sided and not server sided.

Also not everything is intentional, Jason is testing stuff, like he did with the Rift and Swords months ago and then removed them. Having mixed babies would solve a big problem and also makes the game more realistic.

WTF are you talking about? So If I'm born mixed race, then I have the abilities of every race that's in my village, right? So if all 4 races are in a village then I guess every baby is 25% of each and has all abilities. I'm assuming then that all babies going forward will be the same every race baby. Thus basically that town has eliminated the race differences. Before long these "every race" babies will travel around and have babies. Geez, how many generations until every person is a 4 way mixed race? So we have the code for each race, and then more code to make every player every race, i.e. the same as their just being no races.

Or are y'all suggesting that randomly sometimes these "all race" people would produce a single race or even only dual race baby that loses most/many of the benefits their parent has? So every time I'm born there is a chance I'll be a "super human" or a limited one with as much as 75% less advantages. Even if you limit the max to 2 races in the mix, you are still basically asking for two kinds of humans. Either you get born as a regular human, or a dual-race super-human.

Yes that sounds very brilliant. I was just saying how nobody ever uses the /DIE command. That should give a very noticeable bump to the baby suicide rate. Then again, all the parents who leave their single race babies to die because they aren't super babies might just balance that out. I look forward to all the times I'll be left to starve until I'm finally born an acceptable multi-racial baby. Or is everyone ALWAYS born a multi race? What about Eve's? If realism is such a concern, tell me what would a black-ginger look like vs a black-blondie?

How can you say, "Not everything is intentional" and apply it to this? Are you suggesting the different races are some kind of bug and Jason added them by accident? When he drew the art for each skin tone he was trying to draw something else, like an ironing board, or a turnip? When he wrote a forum post describing how he is intentionally added this to the game, that was just 1000 monkeys randomly typing on keyboards, but instead of writing Shakespeare, they wrote a coherent post about a OHOL update? Amazing!

How would it not involve more coding? Would Jason just ask the program nicely to do this on it's own accord? Even if it has negligible effect on lag, it's still more code to run. More places a bug could hide. Lag at server end or player end is still lag, and I've played many times where the game became literally unplayable because as much as a 15-20 delay. So, I don't know where that's falling or what triggers it, but until Jason does get that sorted out, I don't think adding more code, of any length, that has the sole purpose of making other code mean nothing is the best thing.

You want more realistic? Explain to me why it takes about 5 years to make one piece of paper.

Or better yet, we have a game where no sex is required, and no males even need to be present for a female to pop out a baby at any time between the ages of 14 to 40, and the part of that you're hung up on is that all these "virgin births" only produce the same race as the mother? That's the least absurd part of it.

#174 Re: Main Forum » Now that everyone settles along the really long road » 2019-12-30 00:46:39

ollj wrote:

I fail to see why not just use a ginger or black life to bridge those biomes.
- getting one of those and getting it there often takes too long, a matter fo fate.

A matter of fate, true. But I've found that if you plan ahead, and remember you need to do this, it happens in time. I mean, we are only talking 4 races. Any given life you have a 25% chance or better to be a race you need. Considering many biomes can be avoided with minimal effort (shifting the road as little as 10 spaces), long and sharp detours should be seldom required.

#175 Re: Main Forum » Now that everyone settles along the really long road » 2019-12-30 00:36:12

Spoonwood wrote:
Punkypal wrote:

Neither one is inherently efficient. In fact it's less so on the macro scale because you need more road to connect all towns.

Huh?  I'm not finding your reasoning here.

Because the amount of stones and length of road needed to directly connect all towns to each other requires more and more beyond three towns, if the towns are not all in a nice line that is. Say you have 4 towns in roughly a square layout; It would take up to 6 roads, (2 diagonal, 2 vertical, and 2 horizontal) to directly connect them all. Yes this would be the fastest and most direct option. But the main server has never yet seen than amount of people interested in building roads to pull off this design.

However with one long road up the middle, and then 4 shorter branches off that "main" road, that's the equivalent of 3 roads, not 6. Half as many stones required. Yes, sometimes it would take longer to get from some of those towns to others, but again, amount of resources and labor is whats the limiting factor.

I also think that with shorter roads leading to a main road, its faster and easier for a player to figure out where they are. If they are on a side road they are going to quickly run into the main long road or a town. With long ass roads directly connecting each town, a player may have to run up to twice the distance before they figure out where they are exactly, which can actually happen if nobody is keeping up with ringing a town bell on a regular basis.

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