These aren't needed quite as much as the others--they're only needed for advanced tech---and it's more interesting if they are far-flung on the map.
Clothing I think has become more difficult to get. Getting seal skin I would guess less common than before.
]]>Nobody seems to be noticing that fences are removable by elders. Any town big enough to support living is big enough to create paper to take down the fence.
Also if you don't like the changes to the game, It's not your game, plus older versions are always on github available for server hosting if it's that much of a problem to you.
I never wanted a dislike button on this forum until I read this comment
]]>This brings a lot of possibilities for future updates and later tech to have more advanced civilisations, more interesting interactions between lineages and a long term challenge that goes beyond taking care of your family/village.
No, it doesn't bring anymore possibilities. It doesn't create new game code or change the old code so that technology works differently.
But i take that over villages that continuously reset after less than a day and almost no possibilities to connect villages and interact with other families .
That's only because they get seen more. Jason could have made it so that villages wouldn't get wiped by the server. Remember how he changed one week to 8 hours on a server having at least 15 people?
Also, with respect to the 'interesting' comment, that's just your taste. The decline in numbers implies that the game has become less interesting in any sense which resembles objectivity.
As I write this, it's 7:30 P. M. on a Saturday evening. 43 people are playing on bs2, and the numbers looked similar on Friday night. That's a lot less than even a week previously as I recall.
]]>This could be at least partially resolved by adding multiple pathways to advancement. There shouldn't be only ONE way to start a fire. There shouldn't be only one way to make a piece of string. There shouldn't be only one way to make a long straight shaft. There shouldn't be only one way to make compost. These are very basic things that should be possible to achieve in more than one way or by more advanced means once you get passed the stone age.
This game has an incredibly vast and intricate tech tree, but there are certain choke-points that exist purely because it is a game and for no other logical reason. On a limited resource map, it becomes impossible to ignore that it is the game design itself that is the problem when it is possible for someone to run around the map and kill every wild sheep, chop down every juniper tree, and pick every milkweed. This isn't an example of poor resource management or inefficient crafting. It isn't even a question of everything getting used up over time ... certain things are still very plentiful and renewable, like rabbits, cactus fruit and berries, while other things are completely gone, like wild squash, bananas, and carrots.
It is sort of interesting to see what specific things are most vulnerable to griefing. But if nothing gets done to FIX these vulnerabilities, I don't see the point of accumulating the knowledge or repeating the experiment over and over. It's not fun or interesting to play toward inevitable failure.
]]>Now actions have more consequences and dont feel meaningless like before with villages gone the next day.
This brings a lot of possibilities for future updates and later tech to have more advanced civilisations, more interesting interactions between lineages and a long term challenge that goes beyond taking care of your family/village.
Yes there are still issues notably with the reset condition which isn't good currently and also issues with building griefing and just griefing in general.
But i take that over villages that continuously reset after less than a day and almost no possibilities to connect villages and interact with other families .
Also these issues are probably going to be main priority for the upcomming updates.
]]>I was somewhat hopeful when this update was announced. I thought Jason was actually beginning to listen. I was an idiot for thinking that clearly. The current arc is just a murder fest wasteland. Reset it already Jason! There is no hope for this current arc, not even any juniper trees, which means no fires.
At the next arc if you don’t wanna reset it yourself at least make sure that enough nosajs spawn in the rift for the apocalypse to be possible.
The game is a big freaking mess now and I refuse to play on the main server until this shit is resolved.
I lost all hope when Jason proposed a 500x500 tile map saying how big it was and how you couldn´t reach every tile in a lifetime. Then he started making calculations about oil and iron. I became completely aware that he doesn´t understand his own game from a player´s perspective. He doesn´t play it and he doesn´t care about players.
]]>At the next arc if you don’t wanna reset it yourself at least make sure that enough nosajs spawn in the rift for the apocalypse to be possible.
The game is a big freaking mess now and I refuse to play on the main server until this shit is resolved.
]]>I feel all boarding us in did was create an opportunity for griefers to rule the world.
I have been fenced into a town by outsiders. I have been locked into a building by towers in front of the doors. Went back with a pickax and now can't even knock down the stone walls. I have been killed repeatedly life after life. There is no wilderness, no refuge for those of us that just like to play.
There are no more Juniper Trees, thus no more fire.
Not sure if this logic was added to your restart. If there is no fire we can't create an airplane to traverse the rift. Nor can we forge the material necessary to do so. Nor can we get fuel or water. I get it is your game. But really I paid for a game and now the game I purchased is no longer available. And no I am not tech enough to mod or go to other places to sort out a server as recommended above.
I miss the world I once knew as One Hour One Life.
]]>Also if you don't like the changes to the game, It's not your game, plus older versions are always on github available for server hosting if it's that much of a problem to you.
This amounts to saying that no one should have any criticism of the game. It's silly, shortsighted, and shallow. Especially since reviews exist, and people go play other things, because of complaints not only not getting addressed, but getting ridiculed by a game designer with delusions of grandeur.
]]>Also if you don't like the changes to the game, It's not your game, plus older versions are always on github available for server hosting if it's that much of a problem to you.
]]>this update repeats the experience of living again and again in the same cities, the only thing that changes is my family's last name or my skin color
when I am born in a city, I know exactly the location of other cities
It tires me to live on a limited map, depleted of resources and explored several times
With the old OHOL, I remember living lives as an explorer on horseback (I loved it), all we needed was a map to complete little by little!
Being born again doesn't feel fresh anymore ... as before
I think I understand where you want to go by locking us in a limited place, but I don't think it's a good idea to suffocate us in a cube, with this you will only get: repetition again and again
I think you should value another solution for this (dynamic maps that are resolved as you explore can be very effective for trade and wars)
you should look more at the history of today's civilization ... you will discover that exploration and navigation have been vital to the development of our history
A Goal without a plan is just a wish
]]>A bunch of important features in the game, like fences, were rendered unnecessary by the unbounded map.
No, fences around towns were NOT important. The people who purchased the game didn't really mind not having to use them. And now, people don't like them much since they've expereinced boxed in towns from what I hear also.
Additionally, having fences around town signals that griefing levels are high. The whole idea of fenced in towns is thus completely wrongheaded, because high levels of griefing doesn't dovetail with player enjoyment.
Also, the so-called unbounded map had the potential to handle a much larger playerbase (and they could survive). That can't happen now. This makes for a serious deficit in the vision of the game.
Now that people live near each other, fences are everywhere. This is good. Towns are more interesting with fences.
No, again it can lead to permanently boxed in towns. And it also signals that griefing levels are high signaling lower player enjoyment levels. Plenty of people are saying this. Some have quit. And you haven't listened, nor observed people's behavior.
It took a while to come together, but this really does feel like a wholly new and improved game.
Your feelings are not the reactions of those who have purchased the game. You confuse them at your own loss.
There's something going on at any moment in this world now. There's a story to tell.
Stories which people on the forums have told to basically say that the rift idea isn't working out. If you find it interesting that your game has gotten substantially worse according to people who have purchased them, then it's interesting, but only in that case.
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