a multiplayer game of parenting and civilization building
You are not logged in.
i played right now in a fairly beginner settlement, i was born fourth gen male
my ma had then one daughter, that one had again one daughter
so everything seemed so far going ok, the only problem was lots of things to do & not enough hands to do it
the berry farm needed improvement, there was no carrot farm, no sheep either
iron was scarce & had to be collected, we had not enough clothes as well, only one backpack, my sister got that backpack
the only thing that was really in sheer abundance was eggs, there was like thirty ponds around, literally, so overflown with eggs
we had not even an oven cause one could easily live from all the omeletts
while i was smithing the second shovel & hoe, my sister all of sudden dropped dead
then my ma gets really old & the niece grabs all clothes, backpack also & says, she's going to leave "this shithole", her words
then asks me, if i am going to be ok, what did she mean by that ? i am alone, ma dead by now & the girl is just leaving,
no idea to what end, since she could have been doing anything she wanted in "that shithole"
spoiled inexperienced brat
if i didn't have my curse token already wasted on another griefer before i would have cursed her, ce la vie ![]()
i worked then to improve the berry farm further till i dropped dead at 60
btw that brat died soon after she left, of course, was clearly to be expected
if a player is as inexperienced as to leave a good place like that then the death by mistake is just around the corner ![]()
http://lineage.onehouronelife.com/serve … id=4008246
- - -
I suicide when there's no girl. What's the point of building a village if there's no one there to enjoy it?
Eves spawn often in or near previous settlements
how about improving the camp for that potential Eve ?
also instead of gated sheep in a sheep pen one could make a gated carrot farm & let the sheep roam free
A nice side effect of this feature is that there's essentially no "sheep griefing" as now everyone who wants a sheep can easily get one by roping one from the startup pen. Shepherd simulator 2020.
but only if the sheep are not gated, which in itself could result in some sort of griefing
but in general
this change could make villages more realistic, where everybody could gate an own small property
maybe something more community related could develop,
no idea
i am really curious how that feature develops
though i am fairly pessimistic about human nature, so about players as well ![]()
- - -
some option for having babies if infertile = YES
sex related inclusions, even marriage = NO
as unrealistic this makes the game
sex related features are even more explosive than violence
even The Sims steared away from this as they launched back then The Sims Online
it melted down as a porn platform, because multiplayer
related features included would probably make the griefing & killing going on now blush
people wishing for this are naive, sorry
- - -
backpack
loin cloth
sharp stone
pie (mutton, rabbit, rabbit/carrot)
if backpack is not possible, then
basket
needle
snare
if there is sheep
thread
to make my own backpack
then depending on the work i want to do
bowl
round stone
stakes
rope
snare
knife
i personally don't care AT ALL for family ties in this game
there are none since we have NO CONTROL over who is being born to us
we have not even control over WHEN kids are being born, that yum magic is a nuissance not help
i have no time spending a hunt over some food, sorry
- - -
on a side note :
the most effective thieves & killers come from inside, not outside, as you yourself should know ;P
the idea, which i keep reading over & over again, that the own family, the own lineage has some bearing on the quality of people is amazing to me
this might be true IRL, but it is surely not true in OHOL
people are born randomly, you get nice people & you get destructive, toxic
griefers & killers right into your midst
the people in other families might be way nicer & more helpful than those in your own family & lineage
- - -
...
A fence (shaky or permanent) blocks everyone from passing through it, including animals and such. Okay, cheap sheep pens... have 'em, folks....
so ok, functionality playthrough
the person who gets the sheep first is the owner of the gate
they can add descendants to manage the sheep, same as one can give knife to a responsible person
they better convert that wobbly pen soon to a wooden fence
since it will collapse releasing all sheeps if there is nobody who cares to add owners of the gate
therefore they will need lots of maple tree branches
also
one can probably build some strange corner entrance so the fence doesn't need a gate & therefore doesn't need ownership
or one adds a propper wooden gate, but then an adze is needed
or is it planned that every gate & door has a list of ownership ?
bonus
potentially one could expell griefers from town with this method
- - -
...
I must admit that being an Eve and vulnerable about everything is a part of OHOL. It's an unpleasant one, but towns come and die. The only annoying thing is that players actually abuse it in their "own" way.
griefing is part of the multiplayer aspect, since every player has the freedom to play the own way
that creates the benefits but also the detriments
if Jason wanted griefing to be impossible or at least very hard to do, then he would have made it
at least he buffed the curse system lately, so the punishment of the curse is now more powerful than ever
but in general, the freedom we have in the game is also the exploit to grief
i wish, an Eve would have more power, since she has the biggest burden
- - -
i hope you thought at least to curse her, that's the only way to really punish in this game, if you have no weapons to kill
what you could have done maybe was to make bow & arrow after you realise what trouble she set out to be
& then kill her after the third girl was there
& yeah,
the player behind Rya probably thought to have hit a jackpot with your Eve endevour
but rejoyce, you were at least not killed by her, cause that can also happen
i really wish an Eve would have an Eve's power, would be in a stronger position than just to be another fertile female
to found a place & a family is hard, thus extremely vulnerable to any griefer
i also find the males, who suicide because there is no girl as horrible as griefers
thus i suggested now numerous times the cabbage babies for males,
such an option would have given your family a chance since you even already had a helpful son
- - -
though i find the idea neat,
if introduced, it will probably cause even more problems than there are already at the bakery & the forge
when they are hijacked to be a nursery as well ![]()
also, it will become hard to smith & bake for a longer period of time
but in general, i support this idea
- - -
porcelain yes, but plz only sheep bones
YES ![]()
though at least we just should have some decor present
so that such differencies could become a thing ![]()
- - -
that's why we need some features or options so that the players participating become important, that it is not a single player game but a player is in some way dependend on the wellbeing of others
but not directly dependend on their survival, not that their work is needed but with a feature where the good life the others have reflects on my own life,
so, if others live a miserable life, my own life is not as good as it could be
atm, i could live alone a comfy long life,
but to what end, it's boring as heck, i've done it already, so why ?
for me personally it's way more rewarding to help others, but that's my personal reward & is not included in any way in the gameplay itself
& imo that should change
the most strong point of OHOL is its multiplayer aspect
& the combination of that multiplayer not only, not even mainly, for the purpose of killing each other & conflict
OHOL has the potential of actual cooperation as gameplay, so far this is not gameplay content, it is not encouraged within the game,
cooperation depends solely on the good will of the player & it is not rewarded as gameplay content if you do so, same as your gameplay content is not touched in a negative way if you grief the heck of the town you're in, the family you belong to, your parents, your siblings, your kids
that's why it is way more attractive to grief than to be cosntructive if you're bored with the gameplay, it has no direct negative outcomes, the addition of curses has improved the situation but griefing has no direct negative effects on the griefer themselves & that's already an incentive to grief
there also is included why i find being a female in OHOL as extremely unsatisfactory
a player is in no way rewared if enduring as a female character constant baby interruptions
the other players don't value really females in their midst as much they had to io to reward the female sacrifice of that player's time & work
IRL you get the reward of being unconditionally loved by your kids, that's already often reward enough
but one cannot simulate such a love in a game,
in a game there needs to be a clearly perceptible difference to every player, if the others are doing good or doing poorly in their lives
- - -
Guppy wrote:I really like the idea, but how would you fix problems such as: No badlands nearby because biomes are so big, so eve camps wont ever get iron, etc?
that's why every biome need to able to house people independently… having unique recipes that are individualize to the people that live their... such as a bone arrow for the plains and a harpoon for the tundra... and as I stated on top biomes will have to work together for them to advance.... in the teck tree
yes !
that would indeed make trade a thing, though the travel between is still a huge problem,
well, a plane which could hold cargo would bridge that oc
i would love to have way diverse options to crafting & tools, clothing & even food
that way, different biomes would make different cultures
i would also like to have per biome different sets of graphical designs, appliable to things
but will Jason implement such ideas ? ![]()
Jason already answered you why this wouldn't work. We're talking about dozens of new items- items that have taken him, as the sole and only developer of this game, months to include to the point we're at now.
It'd take a LOT of time to give every single biome a viable variation of necessary items. It's not a simple "two click, new item!" process my dude. He's the only one doing this. Having to make 6 variations of every necessary item ...
not necessarily
it would be enough to
* code the different ressources needed
* recolor what we have already to mark the difference
like
glass bowls instead of clay bowls
stone knives instead of steel knives
it wouldn't even be nessary to make all of the things different,
only half of would make already a difference
it is a huge task, for sure, but not impossible
& the reward would be a way way better gameplay, cause different for every biome
& most importantly, trade would make sense
without differencies is trade a fancy free time occupation, not a necessity
- - -
yeah that's the crux with constant updates changing basics
though maybe Jason could make the old files readable again
i would like to have a gallery of memorable lives
maybe something relative, like one memorable life token per 20 lived or so
not just a fixed number
maybe where i could add a screenshot as well
i think, a feature like this would make players in general care more for the lives lived ![]()
- - -
People do not react until they see the bloody bodies on the ground of their close relatives ...
what does "close relative" mean in OHOL ?
it's some other player, with some level of experience & you'll probably meet them again in game anyway, so ...
if murder within the family or death in general of one of its members has no direct impact on your own life, then why bother ?
bothering just shortens the option for you to do stuff you want to accomplish
it would be different if there were features in place, where your own wellbeing in game would be directly linked to your care for the members of your family, of your town, of your lineage
the better those other people were off, the better your own life would be
that's the only incentive people can grasp
it would be different if i could cast a blessing on those who do good, & if that blessing would remain at least throughout several lives & be recognizable to others
so far, players don't understand that if i, an experienced constructive player am a naked male baby while a noob gets fully clothed, then it will be to the disadvantage of the entire town, because i have to care first for my own survival, while i could have already be working for the greater good
...
I do not know if it is very easy to generate chaos in OHOL because there are no mechanisms to find out or simply people behave like robots that only care about their personal project
both but even moreso, because there are no benefits to be constructive
good work is not being rewarded, being supportive & caring is worth nothing, so why do it ?
i do it only because i am a nice person IRL, not because it's good for me in the game,
the game not only is not rewarding but quite the opposite,
if i am not being selfish & egotistic, then i will be punished by less options in game
rude, violent, egotistic players get always benefits because the game doesn't reward the opposite
they take, because they want to have, not because it will benefit all
the game can be at times extremely discouraging to constructive players ![]()
- - -
...
i had an experiment, i was naked since the start and griefed the hell out of the camp over and over and over..., but 90% of people would have suicide if they see what i did, like every type of griefing from the book, planting and watering carrots, replanting all seeds, rewatering, filling everything with needles and corn seeds, kidnapping, murdering, multiple fires, overheating babies, holding babies to starve, opening the pen in few places, hiding bellows and breaking tools. it was a mess, no one cared
griefing is easy
the cluttered mess of every town is everywhere already without outright griefers & is in itself already causing grief
cause Jason, not including stackability on a regular basis with every new object he introduces is the griefer par excellence ![]()
i see disturbing the flow of work as a natural adverse force, nothing more,
it could be a volcano, a flood, a drought or it could be a griefer, for me it's the same
that's why i don't care for griefers much, they don't really matter imo
as i already wrote repeadedly,
stackability of all stuff is the basis to get a huge part of griefing out of the game already
for practical & for psychological reasons
the only thing i care about regarding griefers are killers
murder is what concerns me because it gives another player the power over my gameplay
since i see the multiplayer feature as one of the most important parts of OHOL, so is running away & playing myself not any valuable option,
in hopeless cases i prefer just to suicide
- - -
nice survey, though it's griefing not greifing, from causing GRIEF ![]()
yeah i guess we getting somewhere, ...
if it's only a token next to name, then those people will be probably the first targetted by killers, next to fertile females & girls
but in general i agree
don't have a much better suggestion
& i would love finally to get rewarded with something for what i am doing in game
that combined with a blessing system & the gameplay for working players will improve significantly
also probably finally there would be the end to the question "are you new ?", can't stand it anymore ![]()
- - -
what OHOL needs are tools & features empowering, encouraging & rewarding those players who work constructively
i've been asking for this since months
i made a profession suggestion months ago,
a profession system based on experience & ACTUAL work done
claiming ownership because of something unrelated to constructivity just plays into the hands of griefers
- - -
2. You cannot duplicate keys, ...
3. Even if keys are reproducable and you share it with your family members, ...
family relation is in OHOL even less worth than IRL
your kid or your mother could be your killer or griefer
in OHOL being someone's kid or mother doesn't mean a thing
every other relation is a title, has no value of any kind !!!
there is no emotional attachement involved, especially agreviated by the one hour limitation
IRL you get years, decades to get attached
IRL a new baby is good by heart spending already nine months in mothers belly, thus feels gratefully attached,
in OHOL a baby might be just an experienced & skilled griefer & killer
i've been killed by my own son already, i reared griefers & insulting jerks ![]()
- - -
towns are in most cases just bad,
cause the probability of a big number of bored jerks & roleplayers rises
they don't work, they wait till there is enough problems so constructive players are overwhelmed with work & vulnerable to attacks
or they even help to agreviate the situation by griefing
so, yeah
maybe if only one constructive player, who if staying would be fixing stuff leaves, the number of jerks rises in proportion
You are the cat in the "While the cats away the mice will play" saying ^^
elegantly put, exactly what i'm saying
also why a BLESSING SYSTEM would improve the game, tilt it towards constructivity
- - -
i don't even care for the "long lines"
so what is the point of those "deep roots" again ?
can someone plz explain it to me ?
where is the feature of "memorable lives" ?
that's what would be interesting to me
cause those lives where i cherish them are not mentioned, are just lost, gone
instead i get NUMBERS ![]()
- - -