a multiplayer game of parenting and civilization building
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Home markers could just be a marking on a tree done with a sharp stone. The marking could be a small x or a heart or something else, maybe even a random symbol. The mechanics behind it could be the same as with the home marker right now. So, if the marked tree is chopped down or someone else marks your tree, your personal marker does not change.
In a developed city where no trees are available, markings could also be left on walls or the well.
This approach would not change too much, would still be intuitive/simple to do and maybe even a fun mechanic...
WumboJumbo wrote:Yeah, that would explain why the game is on sale too. I guess Jason desperately needs that money or something?
Nice jumping to conclusions. The game was put on sale because he wasn't actively updating it and didn't see the point in keeping it at full price.
Thats why the price is also reduced on the official page - oh wait....
Arcurus wrote:gamatron332 wrote:hi spoon ive heard much about you
Spoonwood is nearly as famous as Woodspoon, or was it the other way round?
Who is Woodspoon?
Woodspoon was your previous account. (:
hehe
@JonySky
I loved the game when families were not separated by skin color and a white woman could have brown children. I honestly haven't played the game much since the introduction of war swords and family separation. Maybe one life every month, but probably less. I remember when war swords were first introduced, it was perilous for you to get close to families with different skin colors. Even though you did not have any weapons on you, they chased you for miles with a war sword away from their town. Sure, these "crusader for Jason" videos did probably their part for prejudices against other families, but it felt like racism to me back then. I'm still waiting for Jason to drop this family concept based on skin color entirely.
@Coconut Fruit
In Germany, there is currently a discussion about removing the word "race" from the constitution because there is a lot of scientific evidence that the concept of race is not grounded by genetics and outdated. The problem is not that the German constitution is racist; the problem is that people might get the wrong idea that races exist even though that is not supported by the majority of recent scientific studies.
I like Roher's fit very much. Not only is it good scientific practice, but it also makes interpreting things flexible and convenient. It's a very sophisticated and useful tool in statistics for making data supporting your facts.
barrier for entry is low FILL BERRI BOWL PEASANTS! lol jk not everyone needs to know every in and out of the game hell we all learning anytime jason makes a big update tbh. what really hurts is when new players are unwilling to learn. the idea of the game is to learn a portion of the game and be a part of a group that ideally has enough knowledge among them to survive.
it is complex but that's what i like about OHOL
Complexity does not need a convoluted system. All rules in chess or go can be easily learned in half an hour, however, it takes years to master the complex strategies in those games. In contrast, it takes weeks in ohol to decipher the unintuitive and magical gameplay rules. And even then updates are constantly changing the game which adds to the confusion. after you know how the game works, the game itself is very simple/boring and there aren't really things to master in it. Making advanced technologies like cars or radios is not complex but complicated. Maybe interactions with other players make the game complex from time to time but that's it.
First, there exists no evidence or proof that the quote is from Isoroku Yamamoto. Also, why Idi Amin? Is Hitler too mainstream? You call yourself Bobo, but are deliberately wasting your own time on video games trying to get attention from strangers which don't care about you. How will you ever get successful with just that?
It's a tough one.
I am a little worried that yum becomes OP. Like if you can manage to eat 20 unique foods in your life, each new unique food you find is automatically +20.
Would definitely encourage exploring more of the foods in the tech tree.
However, I worry that if it's too OP, it will have the opposite effect. If players are so over-YUMED that they don't need to eat much toward the end of their life, they aren't "exploring" any foods at all.
Furthermore, I don't have a good lever to pull to adjust the power of YUM, right? How do I tweak it down if it's too strong.
I mean, I guess I could apply a hidden scaling factor, but that makes it confusing.
Could you, by any chance, deactivate yum for raw foods (like berries, carrots)? Such that only processed or exotic(bananas, cactus fruit) food is valuable and people have to put in effort for yumming?
There is no rational and intuitive explanation for why a naked redhead can handle things in the arctic but a pale-colored with full clothing does not. It just makes the game more complicated, it does not add anything to it.
Its documented in the server.cpp in github at around line 6800-7100.
As far as I understand it, it works as follows:
Priority 1: Pre-selection of all available females. This basically generates a list of all available mothers for the incoming bb.
Criteria are:
1) Female can have bb? (is female on birth cooldown)
2) Is the BB permitted from the family line?
3) Is around the mother's position a personal curse for the bb active?
4) Is one of the bbs twins banned?
5) Is the mother a donkey?
Priority 2: If the list is empty then all fertile females are considered but with regard to lineage and area ban. Thus, a donkey will be born a donkey but birth cooldown of the mother will be ignored.
Priority 3: Remove all mothers who have been previously skipped by the bb from the list. If all mothers have been skipped, then the full list will be used.
Priority 4: Generate a distribution from all the mothers who are still on the list.
Here Jason implemented a round-robin system for prioritizing a different family for each consecutive bb.
Jason skewed the distribution in a way that it's almost sure that one female from the prioritized family gets the bb. In this family, the female with the best temperature and the best yum is most likely to get it.
However, if there are no females from the prioritized family on the list (e.g. due to location block), then a female from a different family will get the bb (w. r. t. yum and temperature).
Edit: Oh shit, I was looking at an older commit version. The previous round-robin system looks now for the lineage with the lowest number of girls and prioritizes that family. Also, if a family is low on girls the BB will be forced to born as a girl. Still, if the BB has an area or lineage ban it will go to another family. I'm btw. not sure if the lineage ban is still a thing if you get cursed.
So, if u get a bb in the middle of nowhere you just shove a burrito or pie into its mouth, wish it good luck and you go your way?
What happens if you make the constant K a function dependent on certain individual factors (e.g. number of total lives, number of bbs, current bb death rate)?
For all we know, the real reason they quit OHOL is because it's not very addictive, and there are other more addictive games that they are drawn to. Like, games with random loot boxes or whatever. But I can't imagine any player actually saying, "What this game needs is random loot boxes!"
(I'm not saying that's what's going on, but it's an example of how these things are subtle.)
Your game is\was already addictive... how would you explain, otherwise, that some people invested more than 1000 hours of their life in it? It's just not addictive to everybody but that's not a goal someone should aim for, is it? Thus, game design rises also the question; which type of players are you addressing?
Better idea for an achievement: Plant and harvest 100 peppers/onions/tomatoes in one life. This is the pinnacle of 15 years game design after all.
@RedComb
How do you take the variance from a nominal scale or is there another way for checking the sample bias for the type of surveys Jason is using? The provided link only shows an example for a Likert-scale which is kinda obvious.
I still dislike bones in town, especially in the kitchen and wherever babies are kept. It just feels unhygienic. (Less so near crops... I mean in Minecraft we can grind bones into magic fertilizer, so...) I usually spend some time moving bones out of town, and I would love it if I could bury them without feeling guilty about the iron waste.
No worries! If the town is established and has at least one stack of raw or wrought iron and a few steel bars standing idle by, there is nothing wrong in making three shovel heads and keeping two for grave digging. Yesterday, I wasted around twelve steel bars just for steel pipes to drill for oil. The other day, I brought back over 80 pieces of iron in under thirty minutes just from one badland. Iron is not that scarce if you have a horse. Also, burried graves vanish faster than just bones. So, it's actually pretty useful to dig bones besides aesthetics.
Dear futurebird
If you see people killing you all the time learn how to use anti-griefing tools.
yeah, that's sums it up pretty well. You are punished if you are playing the game in vanilla and are not using awbz or something similar - that's stupid! You are really seeking a challenge in griefing? Just turn of your mod - but this wouldn't be fun then, would it?
The charcoal pump can get upgraded to a kerosone pump that runs on a single kerosone charge instead of charcoal (so it's less kindling once you have oil up), and produces 5 buckets of water instead of 3. Each of those pumps needs a bucket of water to run. A diesel water pump runs purely on a kerosone charge, produces 7 buckets of water per charge, and does not require a bucket of water to run. So basically, though the details differ from your suggestion, upgrades already exist.
I know that. Oil is not always accessible and
a multigeneration project if the tarry spot is too far away. Someone should always start to build a road or mark the way with fences(?) to the closest tarry spot. If not the oil rig might be lost and never be used after you have built it. Also, I have seen cities where someone upgraded all charcoal pumps to kerosene ones without access to oil. The city did not have any water left and you had to run several miles to get a bucket of water from a pond.
Drilling for oil is pure luck, I once needed seven tries to get it. I had to use the roller and bore three times for that. So in this case, just drilling for oil required nine buckets of water and twelve baskets of charcoal. I couldn't care less about the kindling since it is not hard to get it in two trips with a pack and a basket. Making this amount of charcoal on the other hand annoys me because it is just unecessary cumbersome. So, my point is that making and running Newcomen stuff could be make more fun by making charcoal more handleable in larger quantities. This helps with everything and I don't see any balancing issue in making multiple baskets from charcoal from firewood. It's not like kindling is finite or scarce if you are willing to walk some tiles. I'm even ok with a tech which turns several bunches of kindling at a time to charcoal and stores it for future usage.
Btw. drilling for oil is not always that unlucky, on several occasions I got it in the first try and the above example was just the worst case out of the worst. In addition, mass-producing steel would be great in the same sense.
Getting all the way to 16 gens with the deep well seems a little problematic to me, and some of these deep wells weren't even close to empty. I don't think I ever saw a town with more than two deep wells. Some of these places had other Newcomen machinery around, just not pumps.
That is because pumps are annoying and I usually rather upgrade a well to a deep well for just one rope cost than a deep well to a persistent pump.
I'd only make a pump if all wells have dried out in order to secure an infinite water source. So yeah, you could nerf deep wells to shift the trade-off between a new deep well and a pump such that a pump would appear more frequently. But please consider this: While filling a cistern with a pump can be done by a single person in under ten minutes, making charcoal is just repetitive, boring and cumbersome even if you have multiple kilns. A higher tech for mass-producing charcoal with firewood would be great and, more importantly, let charcoal be stackable on a pile. This would make many of my lives so much easier and that not only for pumps but also for making steel, engines...
Really? Half of the dying bb's want to be eves? Is there any statistic supporting this?
If this is really true than adding a checkbox at start asking if someone wants to eve don't seem to have any disadvantage. After all, ppl which want to be eve usually will get to it after slash-dying from all living families. Therefore, such a checkbox makes the life easier for everyone. However, the '\die' command should stay as it is now because without it bb's would just ran off if they don't like your city and even grief it if you force them to stay.
This is hilarious. Ty for sharing!
Worst case scenario for me would be if the meta shifts to using discord. If only discord users become first class citizen in the sense that only they get property right to the cool stuff like a Newcomen Engine (since if you have a discord name, you can be trusted) than I'm out of this game.
Besides that, I don't have much problem with this property idea at all. As long as people only claim property on stuff they actually made- who cares? However, I probably will stab a lot more people which steal stuff from the community and stash it away on their private property. A shovel does not belong to you even if you have smith it. But if you got the iron, made some steel and then smith the shovel, I'm ok with your claim on the shovel. Furthermore, people which take away my work (like rabbits I got or pie I made) from the camp to their property get stabbed as well.
I would love to have some pictograms added like arrows and a rabbit symbol. So that you can show the way to prairies easily without spending three lives spelling "rabbits west".
This isn't new, I have seen griefers doing it several times by now. Also, it's not much different then leading a bear to the town and watch the bear rampaging in it. Usually only people, which are either not cautious enough or don't know that you have to stand on an item, get bitten by a pit-bull/bear.
Last week, I was in a town which was griefed several times as you described it above with the exception that the town had a dog breeding building. Just a five by four building with a lot of dogs running around; it looked kinda nice. Someone used it for breeding pit-bulls and there was some carnitas close-by. When I was young I opened that door without knowing that there was a mean pit-bull inside and it escaped. Luckily, I could save the two people which got bitten by it. Then, I tried to git rid of the carnitas by feeding some non-pit-bull puppies and starved all pit-bull puppies. Also, I fed the one still living pit-bull mutton to turn it old and to starve its puppies (I wasn't old enough to handle the bow and couldn't find arrows either).
My stupid mother saw me feeding the dogs and immediately assumed that I must be griefing. She called me a "dog griefer" and stabbed me without giving me a chance to explain myself. I didn't care much tbh because I already did everything I wanted in this town. The dog mechanic is kinda cool and I like playing with them.
How about adding resources like nails, staves and glue for crates, buckets and doors so that rope is only needed for snares, hatchets and bows? Then milkweed would be fine as it is now.