a multiplayer game of parenting and civilization building
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Clothes, corpses, and junk. (other than seed bowls and other bowls holding other stuff)
When a town becomes old enough clothing pileup sometimes becomes a problem, people need to adopt minecart storage in order to combat this.
When people feed too many sheep mutton clutter becomes a problem, baskets in minecarts fix this.
When seed bowls are around every corner they could instead be put on tables or in mincarts.
When corpses become a problem try not to hesitate defacing them to haul them to the bone yard.
When infrastructure is taking over the village's space compact it with higher tech or more infrastructure (Things called.. stockpile zones.. or minecarts that works too.)
When farm supplies pile up you better hope you had made a farm stockpile beforehand.
But when all is said, nothing is done because cleaning requires knowledge of what things are and where they should go, that is the greatest hurdle that not all are willing to jump.
With bellows full of smoke.. wait thats not..? we need a what now?
https://onetech.info/4734-White-Sports- … varNumeral
Call me crazy, but shouldn't this game be playable by new players? Is that too much to ask?
Definitely need a new player grace mechanic we've had a sale before and this same thing happened where new players were just not having a good time.
During sales or sudden popularity, new players and their first 5-10 hours their hunger needs goes down at a fixed rate, not all all, or anything to allow them to enjoy the game and get into it rather than constantly being booted out (starving to death) half way or less due to the harshness of ohol reality.
Jason's already made it low pop servers have special mechanics, he just has to apply something new when servers are suddenly too high pop too, maybe?
He needs to prepare more carefully when he puts the game on sale like this, hopefully he learns this time and adds some grace for new players so he can retain them.
Thank you for the warning; I dove straight in after reading this and got my taste of hellishly unfair and unforgiving challenge of the tidal wave of barely-functioning players.
600-700 people got the game to try it out today so far, thats 600-700 people who -if they decide to keep playing the game- will have to climb the ever-steep learning cliff, ouch.
Good luck vets, teach your children indoors and keep them there so they don't burn through all the village's food.
Is this a joke???
I doubt this will ever be considered but it was fun to think about what we could do with genetic score.
If you're asking if its not real, yes.
If you're asking if me thinking about a fun ways to use genetic score for player gameplay enhancement was supposed to subvert expectations in some big brain play way in order to be comedic, no.
Right now even trucks are sparse, every extra engine a town has goes into them and they get taken seldom to be seen again.
The biggest time sink in the engine making process is surprisingly not the engine making itself, but the time it takes to refine all the raw iron into steel.
To refine the three stacks of iron it takes to make an engine from one person near maximum efficiency can take ten to fifteen minutes (depending if you need to wait for charcoal or not) or more purely due to the amount of movement it takes to move everything (raw iron to furnace, dropping tongs, hitting iron bloom, grabbing tongs, wrought iron to stack, wrought iron to bowl, charcoal from stack to ground to bowl, plate to bowl, bowl to furnace to ground, stacking plate, stacking steel, the moving steel nearer to newcomen).
If we are getting industrial technology (sprinklers, plows, diesel oil pumps) why are we still refining steel so primitively (clay bowl in a adobe furnace)?
Buy enhancements to spice up gameplay!
After you die you get your genetic score's worth of points you can use to shop at the genetic store.
(yes you can SID to do a quick cash in of your score)
Upgrades must be bough in sequence (buy 10% speed, then 20% speed, can't buy 20% first)
Enhancements only last the next life
some enhancements could be:
10% faster speed (can upgrade to 20% faster, costs more points)
1 tool slot (can upgrade to 2, 3, or even 4 extra at great cost)
5 extra minutes of life
Biome specializations (can buy any biome specialization, or all. even translator)
1 Food bonus (can upgrade to 2 or 3)
5% Temperature resistance (can upgrade to 10%)
Better luck while fishing/netting/dice rolling (can upgrade)
some questionable enhancements could be:
Shearing sheep gives double wool (reee you shore the sheep, thats my job you wasted resources aaaa)
Chopping tree gives 1 extra firewood (can upgrade to 2)
10, 15, 30 extra minutes of life
1 Posse strength (No extra speed, just naturally stronger posse. can upgrade to 2, or 3)
An extra berry only seen by you after all berries are picked from a bush (can upgrade to 2)
20% chance not to consume water on use (can upgrade to 33%, does not work on buckets or cisterns)
Ability to instantly attack, ignoring posse size and warmup, but only once.
Ability to shrug off an attack
I doubt this will ever be considered but it was fun to think about what we could do with genetic score.
At first I thought this was a suggestion, because of the need for it and how I had also wanted this too, but then I saw the edge page.
I'm pretty sure Jason was playing with us some while he was on vacation, there were lots of delivery people having to constantly scavenge dead towns and at least one person said something along the lines of delivery truck that holds 24 items in hetuw chat.
This will definitely help all the pony express delivery men, now we don't have to spend multiple lives riding a horse or 4 tanks of kerosene flying sprinkler parts from a dead town thousands of km away. Funnily enough delivery truck isn't as expensive as a plane (24 sheep food and two hours of hard work) but its so much better.
it only costs 9 more steel (and a few buckets of paint) than a car, though in some way the engine should be recoverable or else I think we'll be seeing a lot of skeleton chasis' with an engine slapped on and nothing else because its too much work to finish.
Now crops. It’s true. The amount that would be grown per lane would be too much. But separating the crops requires a certain amount of coordination that we can’t muster (currently) so we have a problem of conflicting parameters and a bad option B. Currently the only option I see is option B and... yeah. Hope the community can help with that one. With the produced amount of food we will need better and larger storage solutions(like a warehouse) to combat this
Comment 1 that doesn't add much to discussion: if we had a better and cheaper (than bowls in boxes) way to store seeds. Right now you have your seeds next to the small 3x3 farm plot, what gets planted there? whatever seed is nearby or whatever is growing.
Farm lanes we may have seeds off to a side or corner or in a box nearby but keeping the amount of seeds to produce a whole lane of crops (of one particular plant) other than corn and wheat is helplessly difficult, if we could mass produce seeds and conveniently store them without using useful bowls and evermore useful boxes all without stuffing all of it (in bowls, that is) out of sight where vanilla players can't see them.
Extra opinion that doesn't add much to discussion: The sprinkler (and plow) system is technology we don't exactly -need- right now, as a small player base we consume the kero we get right now at well.. I guess you'd have to call it average.. pace.
if the player base was double of what we have on average (doubling population in each town, not doubling amount of towns) we'd see emergence of more efficient farming such to save kero, as getting more and more will cost more and more time and eventually people may give up on a town due to ineffectiveness of tapping far away oil.
But when it's pointing like 6 tiles away and I can clearly see there's no person there and no sign there was ever a family? Like I walked in a circle around an empty tile and the little radar arrow just kept turning to point me to that empty tile. Should I report this as a bug or is this expected strange behavior?
Ah yeah, thats because the expert waystone points you towards the nearest expert, but only where they were. It doesn't constantly track them it just, like, sets a home marker where they were standing when you touched the waystone.
Well my second life yesterday I was born into jungle fam and thought "great, I can go take the stuff to desert fam that I know they need." Instead the desert marker pointed to an empty tile within sight of the desert expert marker, no where near anything.
Expert waystones point you towards the nearest person of the expertise you are looking for.
If a desert person is 2 tiles away from you it will point to them instead of their home 500 tiles away
this especially makes it tricky when the families are further away like 2000 tiles because an
expert you're looking for could be traveling nearby just exploring but their family that would actually help you is much further.
Imagine some day OHOL gains traction over a series of quality updates or sudden popularity and the BS2 starts to average hundreds of players daily.
To consistently support 50 players in a city what would be needed that's different from what is currently done?
Some of my thoughts:
Two Bakeries
Large sprinkler farms (kind of necessary)
Well Building (Building to house the well, for consistent protected production of water)
If its anything like the plow and sprinkler well.. free oil I guess. maybe the gingers are going to take over the world and make all the other colors their subservients.
Right now plows and sprinklers are far too good, so unless Jason wants to see how/if we can we build a utopia expect to see some more limitations and balance changes.
i see wolf pelt piles
i see more wolf farm viability
i like
This is actually a nice update.
I've been having quite similar feelings about the update.
Before, I could help in every aspect and times where I dedicated my life to a work were also nice.
Now its: Learn axe, theres no kindling. learn hot oven, noone is baking pies and people are eating all the berries.
Learn shovel, there is a pen of poop but noone is fertilizing the compost piles.
Minor activities chip away at a very precious few tool slots and by the time you decide you want to do something
you don't have enough to actually do it. And people don't seem to have a burning passion for their dedicated role in life
as I can see there is no massive overproduction of some things.
People who can do a thing you'd hope they'd use for the greater benefit of the whole instead use it once for themself
and you have to take it up to do the very same thing because its in the way of your job.
Tools cons:
Nullifies good players because they now have to rely on others to do minor components related to the thing they want to do
in order to save slots and be able to do their job, wasting lots of their time if who they ask isn't competent - and wasting
time still if they're competent.
Tools pros:
New players are barely effected, they most do lives working one thing at a time.
Knife looks cool upside-down
Ok concept, needs refining.
(Like, instead of being tied directly to genetic score you could decide to allocate your genetic score to gain extra slots, faster movement, more speech characters, etc.)
I'm just holding out hope tools are balanced to the point wheres theres no distress and unrest in the hearts of good players.
This mechanic seems ok enough, so much so I'd be willing to try and learn what exactly works in most scenarios through it.
But there is one glaring problem that you have oversighted
No-one can get a perfect genetic score of 60.
Or more like you and all your children and your children's children, some times even grand children, need to live to old age. And you have to get that all three or four times in a row. That's not even counting if you happen to be born male and the burden of all your nephew's, nieces, and your nieces children and grand children have to live to old age as well.
Once you're dead those fifty pies you made or all the bushes you tended will barely support your 'family' twenty or thirty minutes after your death.
Or if one of your children or grandchildren are a murderer say goodbye to all your points because two people died at 20 in your line, destroying all the work of the 20 people who lived to old age in a row before them.
Instead of feasibly impossible standards, grace the decently high genetic fitness players instead (top 50? 30? 10? Or a genetic score of 45-50+?) With double tool slots, even though genetic fitness is all pretty luck based at least some people could get the mythical jack of all trades occasionally.
Also I think you're going to come up with funny problems like "are hot coals a tool? It creates so many things for so many different types of people.", "Are ovens a tool? The average person doesn't really know how to cook a pie" "Will horses have to be learned, or will that cause too much backlash?", and "Is carry heavy stones a profession?". Which may lead to strange half measures like if you're 55-60 you can teach one or a few of your skills to a few people who need one but forgot to get it, leading to a phantom skill they didn't learn themself the list and technicalities could go on a long time.
There are two options of this whole rabbit thing.
1. Leave fur clothing and backpacks as they are, but killing off rabbits entirely because they're overturned (good source of pie meat, decent early-game food) or
2. Rebalancing rabbits (clothes decay faster, insulation rebalance, backpack decays again, rabbit pie fills similarly to a carrot pie (to encourage mixing), cooked rabbit fills less, and rabbit fur decays (to put a squeeze on hunters and force them to go out more) and making them an integral part of the game, rather than another bootstrapping material.
We'll see how this first rabbit apocalypse goes, but I'd really rather see #2 happen instead.
We might have to have a whole food pyramid reconstruction in the near future.
Ever had annoying things happen to you that a normal player wouldn't understand?
Or something amazing that the masses could not comprehend?
Or, well, something veterans would empathise with.
Share here your 'Just vetran' moments you've been itching to tell, or have already told but was swept away unnoticed.
(Don't base all your quality off mine)
Mine would be seeing someone stuff their pack full of pies, or carrots.
It always seems to portend to negative behavior.
But actually we kinda already have it. You go build a shallow well at the neighboring well site, and moving water back and forth takes up more time, or you go find the closest ponds and same story.
The idea is more centered around Jason's vision on any given place only using one well and the ponds in a 20 file vicinity of the main farm.
We shouldn't have to take advantage of world generation to keep the water flowing.
Unless that's what's intended. (Which, it's not. From what I recall he intended more of the whole village moving to a new well rather than bringing water from a different well to keep the same village alive.)
Once we exhaust newcommen we have to go straight to a the engine.
Instead of that, what if we could make a consumable bridge between newcommen and engine?
Hand pump would have very high durability (like 1000), but could only pump 1 unit of water each second and would require a person pumping. (Still requires pump valve)
Can bowl, pouch, or bucket under the pump and use it.
Hand pump would be a seemingly limitless supply of water like engine, but would be human powered rather than oil.
If you're ok using OneTech just look at all the updates from version 252 to now, a lot of important new things happened.
I know this sounds impractical to many of you, but this is the kind of deep, planned social interaction that I'm hoping to engender in this game.
The "water guy" could build a fence around the well with an "outer" area, also gated, containing a cistern. He would own both gates. He'd periodically open the inner gate, run the well, and fill the cistern. Then he'd open the outer gate to let all the farmers have water.
Sorry, but if you expect a family or a single person to dedicate their life to being the "water person" that's not going to work, it'd work in a large town of like 30-50 people where government and such would actually be needed and work but not little villages of 5-10 people.
If the above picture and scenario actually happened I'd just make a new well or gather wild water as to not have to bother going through a person who might not be there or expects some role play treatment to get water, if I didn't just straight up ask for access or execute (killing with village consensus) them for blocking off the well.
Only (primal) communism works right now, we don't have enough players.
Lastly it'd just like to comment, it's strange you'd post a picture like that thinking how you described it would work, do you not play enough of your own game to know what's passable and impassable?
Looking at this picture makes me wish we could drill oil with engine.
Which leads me to wishing we had a better way of storing crude oil to encourage mining to stockpile it.
Which connects into another wish of wanting a way of storing made goods/hard to get stuff/ messy but useful stuff like sulphur, palm oil, salt, and poop in a condensed form.
Ahh so much room for quality of life improvements.
1. Being a master berry tender
2. No
3. Mobs of knife wielding berry munchers
4. No, but a working one would require a system revamp
5. Straw hat always looks nice
6. Yes
7. No, desperately needs a section where it shows you all the types of food you can eat.
8. Yes, but backpacks didn't need to be permanent. (Regular packs should decay, add new tech backpack that doesn't and holds 5 :D)
9. Constantly, if berry munching is griefing. Uncommonly for regular grief causers.
10. Once everyone gets bored. I dont get so attatched to any of them, but everyone shouldn't have to trudge through those final massacres and man hunts.
11. Whenever I don't have more important work to attend to.
12. Yes, but when it really comes to it no.
Edit: more stuff