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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Quick status update » 2020-08-31 00:02:53

Rookwood wrote:
Keyin wrote:

I can't be the only one who wants to see giant dragonflies, right?

Giant dragonflies need lots of oxygen and the oxygen levels are not going to increase from global warming.

Why would it not? Doesn't burning fuels made from oxygen increase oxygen levels?

#2 Re: Main Forum » Quick status update » 2020-08-30 23:29:59

I, for one, look forward to global warming.
Carboniferous climate>Quaternary climate.

I can't be the only one who wants to see giant dragonflies, right?

#3 Re: Main Forum » Scrap the Scrap Engine » 2020-04-03 21:43:24

Destroying an engine is easier than engineering one, no?

#4 Re: Main Forum » Spoonwood » 2020-03-16 02:02:32

Jojigirl wrote:

I'm honestly confused on why he hasn't been banned yet..

He openly states that he is only here to encourage people to not play or recommend this game. (Ie: Disrupting Jason's livelihood by trying to prevent money going into his pockets.)


Most people looking at the forum have probably already bought the game. Even so, I don't see why that would be ban-able? He isn't doing anything illegal. Also having as many viewpoints as we can seems important to preventing oversights. Spoonwood has one of the most unique view points and expresses them better than arguably all other people on this forum.

#5 Re: Main Forum » Spoonwood » 2020-03-15 00:06:09

x_Raiema_x wrote:

Why y'all still replying to him fr? he posts the same three complaints every few days, if y'all stop giving him attention he'll quit lmao



I ask myself this question all the time. Personally I think he raises some good points sometimes.

Instead of trying to refute his points many just lower themselves to ad hominem attacks.

The people doing so are much more annoying than Spoonwood in my opinion.

#6 Re: Main Forum » one life but pixelzied? » 2020-03-14 23:27:26

I really like it. I think OHOL is the most high resolution game I play? smile

#7 Re: Main Forum » My worries with the homesick update » 2020-03-14 23:17:03

Psykout wrote:

I agree on the fact that realistically languages are easier to learn than what it feels like in game. You can't necessarily go 1:1 on that either though, because it would feel odd to learn a language in a few minutes as well. Also it fits in with the game of doing work that is meant for your descendants.

A few minutes is a few years time. Imagine being a baby dropped off in another town by your mom, and she leaves never to come back. You then go the rest of your life without being able to understand what any other person is saying?

Using the three pronged 1:1 substitution cypher I proposed would still present some challenge to learn, and the average person probably wouldn't be able to memorize it completely(leaving an accent). A completely random example using my three groups:


NI! I OW QHAW DNE ADNEH DARL. TOL YAU ZED UX XAWE HUVVEW? RE RIJJ ZIFE YAU XUJQUH

context: Black person comes to your town and you are brown.



I'll admit the 1:1 has the weakness of making X,Q, and other uncommon sounds common. English doesn't have the sounds /x/, /c/(similar to H in HUE) or /q/ (All sound similar to H, throaty sounds).


J is used as Scandinavian J (correct original usage). Y is used as vowel like it was originally in classical greek where letter came from. When a letter is used as both high sonorance(vowel) and low sonorance(consonant) it is better to go with higher sononarce because you can easily pronounce a string of vowels, but not a string of consonants ex: replacing 'Y' in 'MY' with a consonant would be unpronounceable.



On the note of 'work for descendants' I believe that just because it fits the theme better doesn't mean it's better. There are a number of things in the game the think the game would be more fun without, but are there for the sake of theme(tiny character limit, only live for 60 years when record is over 120, etc).

It is also extremely unsatisfying for me personally. Even when I am born in the situation that the filter is ~80% complete, I STILL have to adjust how I talk for each individual depending on their level of language filter.

SO the result is you end up never actually learning the language; it isn't feasible. A 1:1 filter is feasible, and still requires a considerable amount of mental effort to memorize.

Psykout wrote:

Also it's not really 3 hrs of work, because its roughly 5 min per generation that they need to hang at the other village before they can come back home. 10 gens x 5min = 50 minutes of time spent, throw in an extra 20 for transportation time, 110 min over 3-4 hours of the lifespan of the lineage. Also thats for 90-100% learned, getting by with 70-80% is very doable, which shaves off 15-25 min or so.

What your saying is true, but you also have to consider it is easy for a branch of a family to die out. I have to make sure MY branch of the family lives on(At the expense of my cousin/daughters kids).

So in reality, there is a HUGE range of how much effort it would actually take to get to 100%. Knowing that hanging around another family will negatively impact fertility, odds are your branch of the family will be the side to die off.


It may be a fun cross generational quest(not to me) initially, but if this is something you have to do over-and-over again, it will get old pretty quickly.


Psykout wrote:

The question I have though is, if your family learns 50% of the neighbor brown language, and they know 50% of yours, does it get easier to communicate? As a language exchange baby would staying over there and teaching their babies before you came back speed anything up? If that is the case then you could cut that learning time for two villages down quite a bit.

Yes, but it makes it EXTREMELY difficult to learn a filter 100%. You will have to adjust the way you speak for each individual for 100% intelligibility because they each have a different filter.

In the past each persons filters were extremely similar due to people spam teaching the most common sounds. Now it is random which 10% they get so there is huge variation in each person's filter.



I really hope Jason changes the way language filters work(even if it's harder than 1:1). Each person's filter varies way too much, making it so even when you feel you've mastered the filter, you have to learn what parts are different(a significant amount) for each individual you talk to.

I just want my filter memorization to be useful for more than one individual, and comparable in effort to just using paper....

#8 Re: Main Forum » My worries with the homesick update » 2020-03-14 09:17:01

Gogo wrote:

I'm sorry, but the language barrier should be as difficult as it is now, otherwise whites will be useless.


I do not think that is a very good reason.. first once you have paper and rubber ball whites aren't needed.

Second, languages should be easier for sake of realism. If you live among a group your whole life you should be able to understand them

Third, with decades of effort you should be able to communicate consistently with people. Current way language works makes it so you need to learn many individuals filters, not to mention finding someone willing to practice instead of using paper.


I argue for a simple 1:1 substitution cypher that groups vowels, high sonorant consonants, and low sonorant consonants(AEIOUY, HJLMNRW, and BCDFGKPQSTVXZ) for the sake of making frequency analysis at least comparable to the effort of simply using paper.



Whites should instead have a biome of their own(like temperate rainforest, or mediteranian), some new resource for later tech.

Everyone knows whites are the useless/worst race. I /die when I am born as one most of the time. They are only mildly more convenient than paper because they don't cost a tool slot.

#9 Re: Main Forum » My worries with the homesick update » 2020-03-14 00:18:50

jasonrohrer wrote:

No, progress is NOT reset if you skip a generation.

You inherit your mother's progress, even if you never hear the language yourself.

So if you learn 10%, and your great great granddaughter is around the language, she will bump up to 20%.


Sorry Jason, I misinterpreted this:

jasonrohrer wrote:

BTW, if a generation goes by with NO language exposure, the learning of that lang is lost (that hasn't changed... you only inherit your mother's language learning if you hear the lang yourself as a BB).

Thanks for elaborating further.



I still dislike auto-language filter learning to a degree though.


One big frustration is when I learn how to say a phrase in another language, but then the children of the people I am talking to have a weaker filter.


Ex: I learn SCRI AIE SCRO = YOU ARE YU.

I then try to talk to the baby Yu. SCRI AIE SCRO but it comes out different, because her filter is weaker than her mothers...

She hears something like SCROU ARE SCRU and responds with "???"


In the past this wasn't a big deal because you either knew 0%, <10%, or 100%(due to spam typing)... but now it is incredibly frustrating having to guess what clusters they've learned and having to adjust my speech for each individual.

#10 Re: Main Forum » My worries with the homesick update » 2020-03-13 20:45:17

Jeff wrote:
jasonrohrer wrote:

Language learning currently works slowly across generations, as babies in subsequent generations learn more than their parents learned as babies.  Well, up to age 6, actually.

There are also, of course, white folks, alcohol, and writing to aide in communication.

But now that you will mostly have babies separately, how will language learning work?

It can still happen, but it will have to be a bit more intentional than before.  If you stand at the edge of your homeland (and homelands are close together), then you are 100 tiles away from their town center.  On a road, that's a 16-second walk.

So have your girl baby on the edge, and then walk them to the other town, and either stay there for a bit (if you don't mind not having BB for a while), or just donate your BB there.  If they hear any of the other lang before age 6, they pick up 10% of it (there was a no-busy-work change a while back).  Then they can head home to have the next generation of BB and repeat.

So it will require a trans-generational plan for you and your offspring, but it is possible.  It always required a trans-gen plan before (stay here forever, and don't leave, for 10 generations).  This is a more complex plan that is less likely to happen by accident.

That sounds... really frustrating. Also, there's no way I'm bringing my kid that far away from the home nursery just so that someone MAYBE after several generations can speak a new language (when they could just use paper).


In order to learn language 100% you'd need to co-ordinate across  10 generations or roughly ~3 1/2 hours.

Remember, one daughter doesn't get exposed to language before 6? Her progress is reset to 0. 3 hours of work gone in an instant.

So... 3 hours of tedious work or just use paper... hmm...


Honestly I think language filter learning should just be gone all together, and the cipher greatly simplified. A new biome like temperate rain-forest could replace language specialization.


; language is even more broken now just use paper/radio/emotes etc

#11 Re: Main Forum » Problem: Consistent Decreasing Diversity in Surrounding Environments » 2020-03-08 19:22:39

FishRfriendsnotfood wrote:

prob·lem
/ˈpräbləm/
Learn to pronounce
noun
noun: problem; plural noun: problems

    1.
    a matter or situation regarded as unwelcome or harmful and needing to be dealt with and overcome.
    "they have financial problems"
    ....

Just pointing out that you in fact do not know what what a problem is, and you continue to be a vainglorious gasbag.


Under this definition anything can be a problem or not a problem, depending on your viewpoint. For example, is the concentration of wealth into the 1% a 'problem'? If you're the 1%, you'd probably say no. In the same way, because these changes are unwelcome to Spoonwood, it is an unwelcome thing needing to be dealt with and overcome via changing the code.

#12 Re: Main Forum » Fatherhood Won't Happen » 2020-03-03 05:02:25

Fatherhood would make the game way better in my opinion.

Men would become suitors and begin to accumulate private wealth in order to convince females to choose them.

"Don't pick John, John doesn't have any spare clothes. I have enough clothes to clothe 4 kids. You should pick me!"



Without male reproduction males are essentially worker ants/bees providing for the queens of the colony/hive.

They are content to not hoard and make due with the bare minimum, because why hoard private property if there is no benefit?

If they were competing with other males they may hoard clothes, luxury goods or other items to try to get a wife/mate.



As much as I would absolutely love for male reproduction/male competition to be in the game, Jason will not make this change because it would break the family tree system in place right now.

To me that would be a small sacrifice compared to the relative gain in realism/immersion but Jason does not agree and I can respect that.



Due to OHOL being open source, once OHOL is finished being developed by Jason I am hopeful that in the future many different offshoots of OHOL like 2HOL and community-crucible will come along and make these sort of changes.

People will vote with their feet about what mechanics/changes are good/bad, and thus I am hopeful through artificial selection we will end up with an amazing game that (hopefully) has fatherhood.

#13 Re: Main Forum » The Game Designer Does Not Respect Families Nor Players » 2020-02-27 04:14:44

Frankly I'd be happy to go back to +2 instead of +4.

That's where we were before steampocalypse 2.0 if I am remembering correctly.

#14 Re: Main Forum » Raped by The Machine » 2020-02-25 03:01:48

I find myself agreeing with most of what Spoon is getting at. Would be nice to have a toggle on/off for babies. The situation of all fertile females having toggle off is highly improbable, considering the attitudes of the player base generally being pro 'I want to be a mom'

Instead of me leaving babies to die and get reborn to another willing person, we could skip that step entirely with a fertility toggle. They would get the child right away instead of it needing to die first. Saves everyone time.

#15 Re: Main Forum » Family professions. » 2020-02-23 23:05:43

Wilderness survivalist, or something of the sort, could be a useful profession too.


I think it is fair to assume in a real eve camp many hunter/gathering skills would be second-nature to everyone.

#16 Re: Main Forum » Marriage » 2020-02-23 22:51:26

Only if we can have every type of marriage, please?


FluxBB bbcode test

#17 Re: Main Forum » Jason's misunderstanding » 2020-02-23 22:37:06

Trade is useful in Rust and games like it because you need food, ammunition, and medicine. So you can trade food for ammo, ammo for medicine, etc. But in OHOL all you need is food. Arrows are re-usable, you can't use medicine on yourself, so that leaves food.

If you want food and I want food we are better off not trading, right? Especially considering it is trivial to live solely on wild gooseberries.

Trade could exist if we actually had needs other than food.

#18 Re: Main Forum » Hippies Vs Communists » 2019-12-30 09:50:10

Mostly commies, though with some berry munching hippies mixed in

#19 Re: Main Forum » Hog Traps » 2019-12-29 00:22:54

Villas wrote:

Or you can just put the remains in a horse cart and put far away, destroying hours of work in 10 minutes.

Waystones are harder to make than wall stones, but they are equally permanent. Although stone walls were never a problem, since they are easily removable while waystones require a huge effort and luck. To fix it, waystones should be removable using shovels while they aren’t ancient.

Way-stones are about only slightly harder to make as walls and are significantly more permanent due to requiring two to remove. Also, horse carting things off doesn't guarantee the items are destroyed, especially with just 5 min out and 5 min back of riding.

#20 Re: Main Forum » Survival Difficulty Should Get Balanced Around New Players » 2019-12-28 23:19:06

I would guess the biggest reason to die when your new is not being used to controls. I had watched and followed OHOL for over a year before my first game. I knew pretty much all the recipes that had existed pre-wells and the social norms, etc. Most of my deaths were me trying to feed myself and failing. Even now without hetuw I struggle to not randomly pick stuff up.

That said, I think the difficulty of accumulating spare food is too easy. The challenge for new players right now comes from controls and limited view.  Therefore I believe food bonus should be lowered or even removed. Controls should have an option menu like hetuw, view shouldn't be so zoomed in.

#21 Re: Main Forum » Hog Traps » 2019-12-28 23:09:20

jcwilk wrote:

It's important to keep in mind that the game is more than just a sandbox, it's also a functional complex game which means that things like waystones actually have a purpose (an information/navigation hub which outlives everyone involved in its creation) and making them easy to destroy would compromise that purpose. Making them non-blocking (mostly) solves the griefing issue without compromising the utility. They probably also ought to be a lot more difficult to create since something that lasts a long time ought to be quite difficult to make.


Of course it would compromise their purpose. But if you want the way-stone to exist and I don't, and you died 10,000 years ago I think my wants should matter more. Yes, I am fine with something being very difficult to break as long as it is very very difficult to make it. The problem in OHOL is this often isn't the case.

Ex: I can make  a stone building in one life, destroying it I must eat a lot for hungry work, but as soon as I finish destroying it someone comes along and simply puts the remains on the building back in the same exact spot in less than 5 mins without building any tools or anything. 

Better example would be a list of all the indestructible items in game (as they are infinitely more difficult to destroy than make)

But yes I do agree way-stones needs to be WAY tougher to make, as I see people making them for trivial things that wont be relevant in 100 years/minutes.

#22 Re: Main Forum » No need to be saviour » 2019-12-28 21:48:08

DestinyCall wrote:

Yeah.   Bears don't need cities to be happy.   We should learn from bears and appreciate the simple things.

Agreed. In real life we have things like 'comfort' and 'disease' to worry about.  In game the only concern boils down to food and food security.

#23 Re: Main Forum » Town Jobs (2.0) » 2019-12-28 21:45:19

Punkypal wrote:

Stacking up the flat stones in front of the forge
Stacking up all the plates in the kitchen
Wasting shovels and flat stones to bury every single bone pile you can find
Turning town storage boxes into carts
Eating a berry every time your food bar goes down one pip
Sticking a ghost costume on every baby
Chopping every tree you can find until the ax breaks, but hauling none of the wood
Making more backpacks when the town already has over 30
Wearing all the best clothes, shoes, and a backpack filled with 4 pies, and then going to die in the middle of nowhere

These don't match the rest of the list imo. Stacking things not being used is fine because unstacking takes barely any time and it can save space. I fought the grave-digging thing for a while but people are going to do it no matter what you do, and you'll be the asshole if you try to put a stop to it. Turning storage boxes into carts can be beneficial because you can now walk through them. Eating a berry every time your hunger goes down is fine because of overfill mechanic. Ghost costumes are funny. Chopping trees is hungry work so they're saving future people from having to learn axe + use hunger regardless of whether they carry the wood back or not. Backpacks are upgraded baskets, ideally a long standing town would replace all their baskets with backpacks. Sometimes death comes as a surprise and it isn't necessarily their intent to make the town atrophy good clothing.

#24 Re: Main Forum » Migratory Habits » 2019-12-28 20:24:46

Yeah Jason really should take food bonus back to where it was in the past.

With +4 food to each food item and overfill survival to 60 is even more trivial.
The only reason we can have continuous up trend in gene score is due to the /DIE babies bringing their average low enough to provide score when they do decide to stick around. People who never die provide insignificant score or take away score when they do happen to die by accident.

Back on topic of migration, after a while it becomes tiring to watch every new town die because one female from the family went back to bell town. People leave town because there's no water, yet there's tons of goose-ponds within a few hundred tiles that can be carted in, and enough food stockpiled to last at least a generation. Heck, with +4 bonus it doesn't take many wild berry bushes to sustain one person.

#25 Re: Main Forum » Hog Traps » 2019-12-27 08:10:46

Punkypal wrote:

It seems Jason thinks it's balanced because there are maybe 10 builders for every one griefer, so it's OK for griefers to have 10x more power to destroy.

This is blatantly false. Destruction is much harder in relation to creation(many items are difficult or impossible to destroy, like ancient walls or waystones)

In reality, destruction is much easier than creation but Jason seems hell-bent on making it require much more work to undue what others have done.


From where I see things, it seems like you can either making things hard to destroy, in which case people will use creation to grief. If you make things easy to destroy, people will use destruction to grief. The natural state is destruction being much easier, so I favor making things like waystones easier to destroy.

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