a multiplayer game of parenting and civilization building
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This is the experience of a new player:
wow, I have seen the trailer for this game and you can create robots, cars and laser guns! (enthusiasm)
game one: starve to death
second game: your mother abandons you in the middle of nowhere
Game Three: Someone is trying to teach you, but he is from a different race and you don't understand him
Game Four: Curse You For Growing More Berries
Game Five: The water runs out in your city and everyone commits suicide
Game Six: Your lineage has been wiped out by an update
Seventh game: BOBO devastates your family, and you can't do anything
Game 8: check the really ohol cars
Game 9: you check that neither robots nor laser pistols exist
game ten: you see that in the game everything revolves around food and not starving
eleventh game: you check that the game is boring
Why worry about teaching a new player, if this player will disappear in a matter of days?
For example, when i play as trader,
jajajajajaja really?
others may not like to play imaginary games
there is no commerce in OHOL
JonySky wrote:Crumpaloo wrote:Curses are killing this game, imagine being a new player who has no tutorials, no help, no idea how to play this game, you cant do anything, and that creates frustration and bordem, which then turns to griefing. Curses ban people for 30 days, if you told me a game i had no idea to play just banned me for 30 days id refund it and never play it again.
true!
I have not thought about the curses!
The frustration of new players is evident when in the Steam sales this game got an average of 75 players and 6 months later we have 47 ... nobody wants to play a boring and frustrating gameThe game is purposefully un-intuitive to encourage teaching that isn't always available. As such if new players cant learn how to do anything in-game whats the point of playing it in the first place?
For those about to say "just go on onetech" you dont see RainbowSixSeige requiring players to go to a external website to know how the fundamentals of their game work.
All that does is push away casual players who are the main percentage of the current player-base.
ehhh but don´t worry... Coming soon: more loose speech character limits
JonySky wrote:OHOL needs a minimum of several players to continue working ... curiously the absurd and forced mechanics that Jason has implemented do not support a reduction of players
I explain:
If we need 4 families obligatorily (due to race limitations) and each family needs at least 2 or 3 children (to follow the lineages) we already have at least 12 players
But those 3 children in each family must do essential tasks like getting iron, growing and getting water
If they perform other tasks the city will die.all this without counting SSIDs, cities without girls, killers, novice players or wild animals
We currently have an average of 47 players, but we have 26 player spikes (spread across multiple servers)
either this game changes radically or in a few months we can say goodbye to continue playing OHOL
Curses are killing this game, imagine being a new player who has no tutorials, no help, no idea how to play this game, you cant do anything, and that creates frustration and bordem, which then turns to griefing. Curses ban people for 30 days, if you told me a game i had no idea to play just banned me for 30 days id refund it and never play it again.
true!
I have not thought about the curses!
The frustration of new players is evident when in the Steam sales this game got an average of 75 players and 6 months later we have 47 ... nobody wants to play a boring and frustrating game
OHOL needs a minimum of several players to continue working ... curiously the absurd and forced mechanics that Jason has implemented do not support a reduction of players
I explain:
If we need 4 families obligatorily (due to race limitations) and each family needs at least 2 or 3 children (to follow the lineages) we already have at least 12 players
But those 3 children in each family must do essential tasks like getting iron, growing and getting water
If they perform other tasks the city will die.
all this without counting SSIDs, cities without girls, killers, novice players or wild animals
We currently have an average of 47 players, but we have 26 player spikes (spread across multiple servers)
either this game changes radically or in a few months we can say goodbye to continue playing OHOL
JonySky wrote:the fact that the code does not support shared vehicles for multiple players (in a family multiplayer game), shows that the game engine is sloppy
Just as it does not support the seas and oceans, navigation, well implemented pvp, baby backpacks ...
Well, some of the ideas above are only subjectively good. While I agree that baby backpacks would be great, seas and oceans would be an infinite amount of saltwater. If there were sweet lakes or something like that, then noone would be building wells again as the water economy would be completely broken. Oceans would also make travel a lot harder, while it already is unconvenient to find other towns.
We already have a pretty decent navigation system with maps and roads. It's not much but it's useful and - most importantly - intuitive to use.
But yes, the cars are pretty much useless and should be seriously buffed. I think the fuel waste is a huge chunk of the problem, as the author of this thread said.
This that you tell me is just one of the biggest problems of OHOL: the game has been improvised ... it is just an experiment, not a game.
I explain to you:
The developer never had clear objectives for this game
It started selling as "a multiplayer game of parenting and civilization building" with a trailer showing the beginning of a civilization, but currently we have a game where the main objective of the game is food and water (and everything revolves around this , there's no more)
the game could be called "master Chef, the game" and it would be more accurate
The game has not created new needs, nor new challenges ... OHOL has stagnated in the water.
Adding a lake or a desalination station would completely break the game ... this is a mistake, a bad design
So the game will never evolve more than this ...
Have you ever wondered why we don't have irrigation systems?
we have pipes, we have water wells and motors ... but we don't have automatic irrigation ... why?
therefore, because it would break the "main game", it would break OHOL's main tasks: food and water
When the core of a game is broken ... everything else doesn't matter
the saddest thing is that even if the developer saw this problem and tried to fix it ... he couldn't
Because as DestinyCall says, because we will never get rivers, lakes, or oceans.
the game engine does not allow it
About navigation, to tell you that placing automatic magic stones on the map to indicate where the families are is a botched solution
It was done for one reason only ... because the players complained that it was impossible to find the families to get rubber and the families died when they ran out of water (again we have water as the basis of the game)
Here the exploration is not encouraged, nor the interactive maps that are discovered when crossing the map, the figure of the explorer does not exist.
In civilization creation games there is always an explorer ... but OHOL is not a civilization creation game ...
With these magic stones that inform you of where the next family is, why do you need roads? the roads are just an extra
Cars don't have a place right now at OHOL, I never understood why they were implemented, maybe it's just the statement that OHOL is not a game with clear objectives and it's just an experiment
the fact that the code does not support shared vehicles for multiple players (in a family multiplayer game), shows that the game engine is sloppy
Just as it does not support the seas and oceans, navigation, well implemented pvp, baby backpacks ...
a small thing, but it's nice
the rails can be also good toys now that they won't break so often
You know rails are just items that players make out of boredom ... but they are useless
and increase speech capacity is also useless in a game where communication is so tedious and impractical
we develop collaborative tasks and mechanics ??? nahhh !!, it is better to put a few more spaces in the texts of the conversations and voila, until next week!
It is kind of depressing that even during a global pandemic with a good chunk of the world's population stuck at home playing video games for days on end, this game's steam chart is still consistently in the red.
...
I've only dabbled in sign-making once. It was very frustrating, since you have to make each letter individually, using multiple skewers. I would love a new system that is more user-friendly. Or at least an improvement to the number of skewers you get from domestically grown skewers to help offset the resource costs. For example, the domestic version could grow three saplings on a single plot of tilled soil and provide three skewers when harvested. That would dramatically cut down on the time and labor when producing a large number of letters as well as help people who need more skewers for tomatoes, shrimp, and other purposes.
The saddest thing is that the exaggerated imbalance of the game would not support 100 more players ... that is sad!
If this descent continues shortly everyone will be eves (the game for 4 people will have to be balanced again)
ehhh but don´t worry... Coming soon: more loose speech character limits
JonySky wrote:Players: we need content!
Players: we need new mechanics!
Players: Weather, Stations, Diseases, Multiplayer Vehicles, Disasters, Eliminate Skill Boxes, Eliminate Race Limitations, Eliminate Posse Mechanics!Jason: ok, more loose speech character limits
At least he didn't add a new restriction this time. :-)
jajajajajaj true!
Players: we need content!
Players: we need new mechanics!
Players: Weather, Stations, Diseases, Multiplayer Vehicles, Disasters, Eliminate Skill Boxes, Eliminate Race Limitations, Eliminate Posse Mechanics!
Jason: ok, more loose speech character limits
Do you still believe that this game evolved into something different, something better, something more intuitive ...? Hahaha
DestinyCall wrote:
Jason's solution is to avoid the end-game by encouraging early lineage death. It keeps the game "fresh" by ensuring that we are always climbing upward without reaching the top of the mountain. You can't get bored if you always die before reaching the end.This solution seems like Jason sitting on top of the mountain and pushing us to the cliff so we can climb up to not get bore
and the sheeps keep climbing the mountain, over and over ...
frustrated, bored, angry ... keep climbing the mountain ...
I am surprised that the human being has not yet become extinct
JonySky wrote:...
- You must create new objects to make life more comfortable (new objects that must eliminate repetitive and boring tasks)
..yea like a robot to clean out all but 9 berry bushes something like in the trailer, but its sole existence is to roast unwanted berry bushes...
I was just referring to an irrigation system ...
Robots, cars and planes are currently meaningless in ohol
you keep misfocusing the problem
The problem is not Bobo or his gang, not even murder
The problem is the heart of the game, the problem is Jason:
This game is not balanced, it must be balanced with:
- Individual killings, no stupid "innovative" gang mechanics
- "Non-fatal" solutions must be implemented, prisons, stuns, etc ...
- You must create an intuitive game for everyone (new game hub)
- You must create new objects to make life more comfortable (new objects that must eliminate repetitive and boring tasks)
- Diversity in cities (all cities are the same)
- New mechanics must be added to the engine to support the weather, natural disasters, diseases, etc ...
Griefers are in this game because they are bored, they don't want to do the same thing over and over again, they are tired of doing the same repetitive tasks without stopping
Jason prefers to fight Bobo as a child before solving the problem in his game.
OHOL is destined to die, and the person in charge is not Bobo, nor the murders
You can make an extremely fun game including murders and griefers (they generate stories)
May 2020: 47 Players
Yeah, let's copy the combat mechanics of HoMM, which is a single player, turn-based game. Let's make that work in a multiplayer, realtime game. Let's stop time every time combat occurs...?
A LV 11 GRIEFER APPEARS
Even the best-sounding ideas don't often work in practice, once implemented inside a persistent multiplayer game....
You quickly dismiss the ideas of the community with absurd and unreasonable explanations
Logically all the ideas that your players expose must be worked and adapted before they can be implemented in OHOL
But if you work well, you can implement many of the ideas that we explain here
I remind you that your latest updates have been based on putting us in a box, fighting with a posse system that nobody likes and limiting ourselves to create objects (in a Sandbox game)
You spent several months changing rift values to FORCE us to live in that box and in the end it did not work ...
And here you are explaining to us that it is very difficult to adapt HoMM combat ...
Sorry Jason, but although HoMM combat is not the best for OHOL, I am sure it will be much better than the pose system (an unintuitive, complicated and unfair system)
Here in suggestion reddit:
https://www.reddit.com/r/OneLifeSuggest … t_against/Just saw this animal griefing video here, where the griefer put away the door to let the animals enter the building and kill all:
https://youtu.be/6MUZ8bXZmEk?t=170With the new leadership system, wouldn't it be possible to only allow the top leader (and of course the owner) remove door(s)?
On top of that an exiled player (and any strangers from another village) could be locked out by the doors by default.
This would allow to use buildings to protect oneself and the family from strangers and wild animals.
I explain a story, long ago I decided to play a life as a killer with wild animals
I collected 6 young wild boar and I fed some young in a kitchen with a lot of people around me ...
NOBODY did anything to stop me, they didn't even pay attention to me, everyone was doing various tasks or talking to each other and in my intentions ...
I just want you to see that doors don't matter much if someone wants to hurt
PS .: One of the boars killed the last girl in the family and the family went extinct ...
Spoonwood wrote:Lightning wrote:Why do you keep pushing the subject of Hp system and combat into the table, he just wont do it, he has already talked about the matter a couple times already, and its probably for the best anyways, this game aint about generic combat systems, for that you got PLENTY of games to choose from, games that could be better suited to your likings... than just a modified version of OHOL for combat purposes.
Pein's idea of a hitpoint system is leagues beyond what Jason has done before. There's no reason for him to stop talking in light of that.
Sure, there exist other games with them. They are leagues better in terms of combat.
I like that hitpoints idea yep!
Years ago I was an addict of the game "heroes might and magic", the combat mode was great and I think it could fit OHOL very well ...
Logically you need to work and want to implement it, it is not something that can be done by modifying values in a table

I suppose that if this were possible, time should stop within a combat
But it would be great to have different skills with the races, and it depends on the work you have done, having other skills and advantages
Oh... also hungry work is another broken feature of the game. It never made sense for anything else than juniper trees, maple trees, poplar trees, and yew trees. Mostly as a way to prevent newer players chopping trees of certain types. It especially didn't make sense for cypress and willow trees, nor for iron mining.
The trailer talks about technological development. Tying hungry work to iron mining shows that 'staying one step ahead of the player' is the lie that it is.
'staying one step ahead of the player' hahahaha the meaning of this phrase in OHOL means: I will modify some values in some tables of the programming code for a whole week to solve a specific problem that I have imagined
If next week I think this imaginary problem has not been solved ... I will be here for another week, modifying more values in the tables
See: rift, pose system ...
The botched solution is always the most comfortable and fastest
Mental note: Bobo got 11 engines fighting and killing ...
I don't understand why this community is so obsessed with ending the killings of other families
Bobo has shown that he can achieve EVERYTHING (engines, leadership food, horses, clothing, etc ...) with only 4 players in his gang, this is also a game strategy, right?
Why ban or ban a player who has achieved a way to achieve everything, without creating it with his hands ...
Nowhere in this game does it say how you should play ... this is a Sandbox
Achieving everything is not the purpose of this game? ... what is the purpose? How do we have to play this game ...? because there are rules for killing other players, but there are no rules for stealing objects ...?
Also battles, fights, drama and death is an important part of this game and some players like this drama ...
To remove the drama in this game is to definitely kill the game
I only see a developer changing numbers in a table because he does not want to create new defense mechanics, nor does he want to solve a defective PVP system where the 2 players have the same conditions, nor does he want to add other possibilities to stop a griefer (stun, prisons, etc, ...) and all this to "try to solve" a problem that CANNOT BE SOLVED BECAUSE THIS IS A MULTIPLAYER SANDBOX game
Match the conditions on an individual level and provide more possibilities in the game of the PVP Mr. Jason, stop changing numbers in the game tables ... those modifications are only temporary and shows that you are patching your game sloppily
When players talk about creating new content, we are not only asking you to create many more objects ... but we are also asking you to create new mechanics to balance and enrich these aspects of the game (PVP, temperature, diseases, etc ... .)
you have passed the game without doing anything!
Well anyways the game is with no doubt better to what we had before, in many aspects, including ways to punish griefing/griefers, and hopefully it continues to get better with time and with the corresponding effort of the game developper: Jason. Because if we didnt have him, we would have never gotten an experience as such as this game is.
Before we could create other secondary cities and escape our family - now you can't
Before you could have children everywhere - Now you can't
Before we could create all the objects in the game - now you can't
Before we could cross all biomes without restrictions - now you can't
Before the races had no restrictions - now they have restrictions
Before you could kill a griefer by yourself, without help - now you can't
I still don't see where the better game you're talking about is ...
Dapper wrote:Before if the raiders got the upper hand, females could still escape and start a new village somewhere else. Now that is not possible anymore since there is only allowed one well and mine per family, also the fact that females can not have babies outside of home zone. IIRC there is no way to create new home zone if you are not an eve, please correct me if i'm wrong.
You can have a second well, and it will count as another homeland but it won't unlock any iron, escape is still possible.
if you don't have iron how do you want to make a second well? it is a bit absurd don't you think ??