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#1 Re: News » Update: Strange Visitors » 2019-11-03 20:23:13

Pumpkin cultivation is all I could hope for


in fact, playing ohol design by myself I had envisioned a very similar system

while getting ideas through to Jason is hard sometimes I'm very glad to see he also looked into pumpkins wnough to realize they're all just a type of squash

#2 Re: Main Forum » lets talk in our OWN LANGUAGE! will be so much FUUUN! ich mach deutsch » 2019-10-23 04:45:08

SirCaio wrote:

Booklat1 fala Português, minha vida foi uma mentira...


uhauhauhahuuha Eu sabia que um Caio devia falar português, na real rsrrsrs

Só os pt/br online

#3 Re: News » Update: Cartography » 2019-10-20 03:14:26

The need for berries (and bowls too) once burdocks run out is rather lame. This could've been made without as much hassle if bait could also be made of just carrots (wild ones too)


Adding flat stone ti make more bait is overcomplicating too. There's absolutely no reason why sharpstone + snare shouldnt be enough for someone to trap rabbits early on, and given the fact wild carrots spawn in prairies that'd be exactly qhat we'd need

#4 Re: Main Forum » Shallow and deep wells should last longer. » 2019-10-19 01:39:14

but that's by no means the same thing is it? Im sure you know that too Destiny


Sure, we get to see what happens without oil but that is obvious and not the data we want to obtain from the rift experiment

ideally the rift would inform us how long until we get to oil, how long till it's depleted and then, tell us what happens when it runs out, all at the same iteration of the game.

As I see it, running out of oil should be like any other stage of the game, a designed adversity so that we can progress into the next technology/social step that allows us to keep thriving.


But honestly, why the fuck is the apoc working in the middle of an oil abundance experiment?

#5 Re: Main Forum » Shallow and deep wells should last longer. » 2019-10-19 01:12:41

if wells get buffed (maybe they should be) we'll definitely need springs to be rarer.


Otherwise oil will never run out

#6 Re: Main Forum » Rabbits will no longer respawn, ponds will no longer refill » 2019-10-17 23:43:43

wait, what exactly works as bait? it isnt just A burdock?

#7 Re: Main Forum » for advanced players- Help us littles, I'm not new but too new, too. » 2019-10-17 23:41:52

you've come to the right place, we do at times act jerkish in the forums but mostly we try to help people learn the game


Just stay away from unhealthy yum obsession and you'll be fine

#8 Re: Main Forum » Rabbits will no longer respawn, ponds will no longer refill » 2019-10-17 23:36:59

it is a better solution

will also most likely delay steel tech a bit which may or may not be good

As long as we still rush axe it should be fine though

#9 Re: Main Forum » Nothing lasts forever ... let it all decay. » 2019-10-17 23:33:49

Let's be honest, both baskets and bags not decaying anymore were poor decisions made when Jason tried to satisfy us by making storage better but didn't exactly listen to us and threw his first "do you know how many years of game dev I have?"



which is fine, I guess we ARE a pain in the ass but didn't really fix the issue and created others. He might've killed have the playerbase when he first made things decay but he also perfectly nailed the feel that he was trying to capture for the game. Nothing lasts, right?



I get that this change is with the same philosophy and is much more minor than adding decay but like tarr said somewhere, it just kills rabbit farming. Slow rabbits are good, decaying clothes are good, hardship is good. The game shutting its content out after a few generations not so much. Nerfing should guide us into unused content in the sake of our survival, just like the heat update did.

#10 Re: Main Forum » Rabbits will no longer respawn, ponds will no longer refill » 2019-10-17 23:25:08

Spoonwood wrote:
sigmen4020 wrote:

This is probably the biggest problem with this change.

I don't think I agree.  The biggest problem lies in that a set of bellows requires a rabbit fur to make.  Griefers just hide bellows over and over again (who wants to cut trees with hungry work also?), and soon enough a town can't use a kiln.  Removing bellows and killing off the rabbit supply, could kill off the possibility of a town making an oil rig or diesel engine well before they can get there.

Also, fug has a good point that this just removes a simple activity that many players have found enjoyable.  I remember one of my first lives way back in December hunting rabbits and people were satisfied having backpacks.


Fuck me, spoonwood is actually right

#11 Re: Main Forum » Rabbits will no longer respawn, ponds will no longer refill » 2019-10-17 23:03:40

In brazilian portuguese we have this expression which translates to neither 8 nor 80 and it applies to my reactions to Jason pretty well


It means not taking things by the extremes, not overdoing something when trying to fix it.


Both rabbits and ponds should really be nerfed, but this is just killing the chance of any wild territory ever feeling wild after the first time it's occupied which I think has nothing to do with the problem with resource contention in the first place



But Jason will eventually realize when he takes 10 seconds to analise food data and sees how ridiculously well we can live feeding off of wild berries.




Also, fuck you if you need needles

#12 Re: Main Forum » Oil and survival » 2019-10-16 18:41:37

I agree, we should be nerfing base food sources if we want food consumption rates to increase.

honestly I think it's way past the time jason should remove the base +2 bonus and add some more lower tech food recipes (stuff like berry + burdock pie) and ways to process good foods even further ( dairy update?)


making springs and even ponds slightly rarer helps as well.

We just can't afford having a stable berry munching economy and expect it to deplete our resources

#13 Re: Main Forum » Oil and survival » 2019-10-16 17:45:02

So, the update didn't exactly change much right?

don't get me wrong, making water more consistent is nice but I really wished oil would get more valuable. I guess springs are more than enough though.

#14 Re: Main Forum » "Previous arc lasted 62 years" » 2019-10-16 17:40:37

is this a bug or was it intended for apocs to not reopen eve window?

#15 Re: News » Update: Oil and Water » 2019-10-16 01:45:04

Im tired of discussing design or anything really with you spoonwood


Not only because you're 99.8% of the time wrong and made a meme at this point but because of how unrelated to the issues presented your responses are


Jason has said time and time again he doesn't care if he kills the game trying to make it closer to his vision which includes the possibility of everyone dying to famines/civs fucking up majourly and getting to live in a dying world


This is the hardness that this game needs, its why heat update was important and why the game kept going after it despite you insisting at the time it was absolutely broken. Yiu were wrong back then and you're wrong now.



I'll hate Jason's fuck ups as much as anyone but you just take it to the next level, why are you still even here?

#16 Main Forum » Oil and survival » 2019-10-15 15:18:59

Booklat1
Replies: 11

Hi, what are your opinions on oil after the last update? Is it too hard to find? Did you see any depleted spot in the past days or towns that died because of it?

How about water? Were you ever in a life in which there were no more springs or other source of water?
Iron? stones? Tell me everything folks.

thanks

#17 Re: Main Forum » Myths and facts about why player numbers are dropping over time » 2019-10-15 14:28:23

I'll leave this comment here to quote myself in the future

Ohol has good and bad updates, and usually it's as following

Good updates: bugfixes, base mechanic tweaks, survival related content/rebalances, aesthetic content

Bad updates: novelty content, new-quickly designed mechanics, old mechanic overhaul.


The rift started out as a pain in the ass but will slowly get more interesting, we're constantly around 70 active players this past week, it's a good season.


Just wait till the next big unorthodox mechanical addition and the player pop drop. Then you can also quote me.

#18 Re: News » Update: Oil and Water » 2019-10-15 14:20:26

DestinyCall wrote:
Booklat1 wrote:

Horses should definitely have at least one big disadvantage in relation to cars. They could also die after some years of course.

Or go the other direction. 

If horses live forever and don't need to be fed or cared for in any particular way ... why not let the car run forever on one tank of gas?



Because every time we make the game easier we get further from resource scarcity/realistic economy/barter which Jason clearly wants. I know you want a fun game about people taking care of each other communaly and it's cute but ohol hasn't really been aiming for that since forever. And frankly, I'd much rather have constant deaths by famine than Jason deciding the game is too boring and adding swords/mass genocide.


Idk exactly how hard the game needs to be, it doesn't even need to be hard all the time, but the feeling of "oh shit we might all die" should be an integral part of some playthroughs.

#19 Re: Main Forum » Names shouldn't be gendered! » 2019-10-15 14:13:18

Yeah, i didnt mind boys named mary

#20 Re: News » Update: Oil and Water » 2019-10-13 00:03:15

jasonrohrer wrote:

One idea:  if motor isn't portable in a cart, but it can be removed from a car, then a car is useful as a mobile motor transport (to move the engine from place to place).


Honestly, cars should be able to carry extra engines, not just theit own. That and a buff to their carrying capacity and we might use them.


Horses should definitely have at least one big disadvantage in relation to cars. They could also die after some years of course.

#21 Re: Main Forum » Only 5 tarry spots on map in next update » 2019-10-12 21:25:53

jasonrohrer wrote:

Yes, this is true.  Tracking live expiration times for 500,000 map cells (or more) isn't practical, though.

This is somewhat mitigated by the elder fence removal, though there's still a small time delay there.

Also, people are running around fetching 32x32 map chunks, so these "gaps" between layers of fences would have to be pretty big to work.



Can't we check for some items every hour or so? Is that more viable than live checking, I mean



I like this update, I really want to see how springs/stones/steel are going to be valued now.

#22 Re: News » Update: Oil and Water » 2019-10-12 21:19:14

I'll throw in some predictions here

Round stones and springs will become much more valuable now, maybe civs will really start migrating on a more regular base.


Iron wil definitely start running out again which I think is a win/win

#23 Re: Main Forum » Communication » 2019-10-09 23:41:15

I wouldn`t mind some sort of /whisp that only appears to those standing in adjacent tiles or something

#24 Re: Main Forum » Is 63 hours long enough for you? » 2019-09-27 21:30:07

Thaulos wrote:

If we has towns it could be cool if we had some sort of "unlocking tech" mechanism over time. With town being able to unlock different types of tech.

That said, our current tech is too much "all or nothing", I don't see any way of locking part of the tech tree besides oil, engines or oddities like radios or cars. Maybe pies? But what's the point? lol


Access to tech isn't really the problem, pacing is. Jason has tools to design how long till we need to upgrade a well, how desperate we are when we get to oil, how fast oil is consumed after it's obtained. It's no easy work but it's doable. He has a single pathway to tweek parameters of, biochemists and industrial engineers do this with multiple pathways all the time, I have no doubt Jason is competent enough to figure out a way to slow techrush down.


Wells are a very good example, the more water they have the harder they are to empty/upgrade and also the less need to upgrade them fast. And since regen can also be greatly reduced we have a somewhat defined amount of time for these stages. Pressure to get oil can come later, and other challenges can be arranged for each techtree stage, like how producing lots of coal was at first a proper town job when pumps were introduced.

#25 Re: Main Forum » Is 63 hours long enough for you? » 2019-09-27 20:59:02

Grim_Arbiter wrote:

Even back then you didn't know if your town would make it (like eve starts now) and you just built because thats what you do anyways.

well that's the thing, not knowing is better than knowing it'll at best last a week


I don't even care for longterm town permanence all that much, I'm honestly ok if its a rare occurrence but having that possibility is certainly a great sort of fun for the game. I would like to see what kind of towns would exist if they kept being depopulated and reoccupied in the rift.

Finding ruins is extremely rewarding tbh.

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