a multiplayer game of parenting and civilization building
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Boggers could you tell me the name of this game?
It was just a little mod for a game called Savage, never released to the public because too many bugs, but the ranking system worked. In Savage, the team captains played a top down RTS, but the units were all other players playing an FPS.
Late to the party, have not played OHOL for some time so I'm also out of the loop, but the latest update email caught my attention.
I wanted to throw an idea out there from an old RTS project I worked on. We had a similar setup where each player would choose their leader, and the server would figure out military ranks for everyone. Ranks came with real in game advantages, higher ranks could requisition team resources, and there was a functional chain of command where you would receive strategic commands from the player you followed, and issue commands to your followers.
The biggest difference is that we used a points system that I later found out is very similar to the way google searches used to rank search results, and also how some real-world liquid democracies are set up.
Following a player assigns them 10 points, but it also assign 9 points to whoever they are following and 5 points to whoever that person is following. The points are tallied and the highest score becomes "General" with everyone sorted below that based on their score. Voting for yourself gave you a "mercenary" rank, and where everyone had the exact same score, it was assumed that this was done deliberately by the players, so everyone became "Comrad" with the same powers as a General.
This had a couple of side effects that were good for our setup.
- There could be more than one General in a single hierarchy, or multiple hierarchies in a team.
- It was difficult for an individual or two to game the ranking system, but easy for many people working together.
- Whoever a General followed would either become the new General if they already had another chain of command below them, or be promoted to a high ranking officer who "had the General's ear" in keeping with the hierarchical chain of command, the adviser could issue commands to the General even though they were of lower rank.
Anyway it worked pretty well, so I figured it might be worth sharing. We messed around a lot with the numbers, 10>9>5 was a bit of a sweet spot.
I recently looked down an internet rabbit hole about Stirling engines.
They lost out to the steam engine back in the day because their lower power to weight ratio made them inappropriate for locomotives, but they can be quite practical in many other situations.
They can be made slightly more efficient at harnessing solar energy than even the best modern solar panels, and they're very easy to build, might be worth looking into...
And the dry milk cow thing was an obvious bug.
These are both things that have been malfunctioning for many months and were never reported to me.
There goes OHOL's best kept secret.
Nobody reported it because nobody wanted the dry milk cow exploit fixed.
JK, I think you misunderstand... The 55, 65, 75.. those numbers are curses since you started playing that never wear off.
It is done that way so that for repeat offenders each trip to donkey town lasts longer than the trip before, regardless of how many curse points they got in that instance.
My take on it was that the system works great but the first pass was a little bit heavy handed.
Black text was good in its own way, but useless without the *threat* of something worse.
I would have made it so 8 to 11 points you get the black text which serves as a warning to the cursed player and also the players around them. Then 12 curse points Donkey Town.
To balance things better, curse points could wear off faster in Donkey Town, maybe 4 per hour... since you'd have to play out at least 12 points down to 8, minimum stay is still an hour, but it takes a lot more curse points to get a long stay. And Discord BS is less effective.
Something else to consider when there are more players - shorter stays in DT will also mean fewer people in DT - which will make DT worse for those in it. With longer stays you'd get higher population in DT, and perhaps the OHOL equivalent of PvE & PvP servers.
Selecting someone to be griefer is a bad idea IMO, and unneeded... Players already do this by naming their kids Awakumberumba McTavernackopolis, or whatever.
Framing people for griefing is the new griefing.
Overall I think this is pretty good, although I still think long survival times should be incentivised in some way.
One way to make the /die command a little less appealing: Don't make it instant. Instead, /die can be typed at any time, but it just puts you in a state where you do not feed when picked up, and cannot be force fed.
This would prevent another issue too, where a savvy mother may forgo naming a child so that she can double-tap feed them in such a way that they can't execute the /die command because they are never held long enough.
The thing that stands out to me in this idea, maybe unintentional in the post but... baby bones!
Could you make baby bones different to regular bones, in that they are visually smaller and decay in a couple of minutes instead of an hour?
Throwing another idea out there:
If changing the longevity is out of the question, how about giving players a choice of their spawn conditions - but only if their average lifespan over their last few lives exceeds a certain threshold, maybe 40 minutes?
The thing is you're going to be punishing new people a lot of the time by having this sort of system. You also punish people who get neglectful mothers by luck of the draw. As interesting as I think it is to have some sort of little reward to hitting max age living much longer with four bars probably makes you a hell of a resource drain. You'll be eating something every thirty seconds in a desert, fifteen seconds in a non desert biome, or every minute if on a perfect tile.
What do you even use a person this old for? Writing long winded papers? I mean at least on the plus side popcorn is worth exactly three pips so you can eat without wasting food at that amount of pips.
I'm just not sure removing time off life expectancy is a good idea. Hitting old age your first time is a great feeling and to have to die a bunch of times at preset numbers for being bad at the game early feels bad.
I should have explained a couple other things about what I had in mind.
Currently you start and end with 4 pips, you can interpret your minutes left alive by your number of remaining pips. This should not change under a variable life expectancy system - the "extra years" you get or lose are in the middle, so an elder with five pips is still 1-2 mins away from old age death. Similarly, the player sprites at old age would change relative to years left to live, rather than years spent alive.
On punishing new players - it really isn't a punishment. If you take the goal of each life to be surviving to old age - lowering life expectancy on repeated "failures" makes the goal of living to old age easier by gradually lowering the target. They might experience their first old age death at 53, and get +2 longevity for making it that far. Only once they've mastered living long lives and start doing it consecutively, do they start living longer each life.
As a new player transitions into a regular, at some point the goal shifts from just surviving to prospering and leaving a legacy. Having a few extra years in the prime of your life only becomes rewarding once a player has reached this phase.
You are right about being abandoned, for experienced players the neglectful mothers will be the thing that makes it difficult to get to 80. That is OK though, it should not be easy.
Anyway, the idea is tabled for now, so I will stop going on about it.
Here is an idea to discourage baby suicides... What if players had a longevity score that accumulates across games which could add or remove minutes from their life expectancy?
The score is limited to a range, lets say -10 to +20 for example and you get a score each life based on the age you died.
Eg:
Under 1 = -2
1 to 20 = -1
21 to 40 = 0
41 and over = +1
Dying of old age = +2
So, if you die 5 times in a row as a baby, your longevity score drops all the way to -10, and in the life you finally choose not to suicide, you die of old age at 50 instead of 60.
Or, if you consistently live to old age, each life would potentially be a couple minutes longer than the last, until you could live up to 80 before old age gets you.
It would put a bit more meaning into death, discourage suicide, and add an element of challenge too... Who can live to the oldest? Who will be the first to make it to 80?
Problem is, it conflicts with the name One Hour One Life, but even so I think it would make for an awesome addition to the game.
edit: To make things a bit more interesting, what if longevity was also genetic, in that in any life your life expectancy is the average of 60 + your longevity and your mother's life expectancy.
Does anyone know the reason lineage ban does not kick in until after 30 minutes? Was it intended to reduce baby suicides? (because if so, it isn't working!)
Potato cannons
Lottery tickets
Toilet paper
Ukuleles
Gallows
Jet Skis
High fructose corn syrup
Sweaters for dogs
Still, why only make MOSSY walls indestructable???
"Bad" stone walls usually won't survive 10 hours without being taken down, so a 10 hour old wall is usually worth making permanent. The moss is just there to show a difference between new and permanent walls.
Well, lets say we are playing counter-strike against bots, all humans are on the same team but you have cheats, so you end up killing all the bots by yourself and the other players cant participate in the action. So yes, you are making the game worst for the rest of the players by having an advantage.
The analogy does not compare well to using zoom mod in OHOL.
In OHOL you can die or your efforts be undone by the incompetence of other players.
You need competent people around you to survive.
Zoom mod makes players more competent.
You make the game worse for everyone around you by not using it.
edit: A better analogy would be if CS had set the default FOV of 30 degrees as a means to reduce network traffic. Most people are used to 90 degrees from playing other games, so someone mods CS back to 90 in a way that does not effect network traffic at all. Anyone who uses 90 simply can't go back to 30. We don't want to cheat, we want *everyone* on 90, we want the default changed, because it is unequivocally better.
check your email, you're going to need the code anyway.
Seems every weekend it is some new bug or exploit in the update followed by a hotfix or two.
Maybe an opt-in beta and a stable release for the masses would be good... once there are more players.
Mentioned this in another thread already but...
If you die accidentally and lose your Eve chain spawn location, play an Eve to old age on any other server then go back to the server you were chaining on, you'll get your spot back.
Was she carrying something? Maybe she figured you would follow?
Default view distance is 7 tiles vertically, so if you're in the middle of the screen, that's 3 tiles north, 3 tiles south, plus the tile you're on.
The way the game scrolls, it does try to put more screen in front of you than behind, so quite often you are not standing on the center tile.
This has a side effect though.
If you walk south a bit then head east, you will be 2 tiles from the north edge and 4 tiles from the south. Animals step 3 tiles, so in that situation you can easily be targeted and sniped by animals off screen to the north.
It is a good idea to never move directly east-west. To go east, head north-east then south-east.
Or get zoom mod.
This game we don't really compete against each other so, we aren't cheating against other players by doing, this isn't a competitive game after all.
I would go further to say that people who aren't using zoom mod are a liability, especially in Eve camps. They wander around aimlessly, wasting time and resources and do stupid things like eating every last piece of food in a slowly expanding circle around the base, where people with zoom mod will leave the last few berries on a bush for emergencies and eat from the full bushes a few tiles further away.
One to scour the countryside for maple branches and haul them back on a horse cart, and one to actually erect the fence.
Take an adze out with you. You can fit four fence kits in a cart instead of four branches. Halves the trips.
I dunno, I find and stanchion a lot of mines, maybe cause I run zoom mod and prioritise milkweed. Sounds like you need to get out of the base more!
Iron veins aren't all that rare, it roughly averages about one per biome, so sometimes there isn't one, usually there's one, but occasionally you'll get two or rarely even three grouped together in one biome. I think the balance between veins and loose iron is about right, I just wish you could get a few iron out of veins before you need the stanchion. The bigger problem for me is when there is not enough loose iron in the nearby iron biomes to build the pick, axe, adze, froe, chisel, file and saw that are all required to build the first mine.
Would be nice if using pick on big rocks dropped iron occasionally too.
Iron, in the current meta, is pretty much always harvested from the ground, with the only significant iron gathering upgrade being the cart/horse, as iron veins are VERY rare, which ironically (Sorry) makes the pickaxe useless in a iron based game. However, the pickaxe should not be useless, and should be necessary for late game mining.
I think raw iron should be less common, and iron veins more common, so the iron collecting meta would go something like this:
1: Collect nearby iron until you run out
2: Make pickaxe to mine nearby iron veins, for more iron
3: Build iron mines on said veins, in order to increase production
4: Travel farther and farther for more iron veins, until you inevitably run out, or need to use a horse
Kinda agree, pick seems pretty under utilised, but that opinion is likely due to our conditioning from other games like minecraft.
Iron veins could give up around 3 to 5 iron when hit with a pick before "drying up" and turning into the iron pit which requires the stanchion, similar to how wells dry up and require deep wells.
Mining iron veins with a pick would become stage 2 of a 3 stage process.
Some food for thought: if your vision in the real world was as myopic as the default view in OHOL, you would be legally blind.