a multiplayer game of parenting and civilization building
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To get rid of the zoomed in box click: shift + ?
To get rid of blue arrows: / then hit enter
As for the tabs over the home markers that’s something awbz needs to fix within the mods coding. I just try to pick up different things until they move over so I can see the marker again
Sounds like you are using the hetuw mod. Try pressing "H" key in game and seeing the guide of what each hotkey does.
If you are using some other mod, I'm sure wherever you downloaded it from has some instructions or a read.me file.
Mixed race bbs determined by the number of other race people of the opposite sex around you. It happens irl so why not in game? You have a town with two races, then mixed babies should start popping up.
I would say the reason is that it's an intentional game mechanic to make different races, and thus create a certain type of gameplay. Building in something that counteracts this intentionally introduced game mechanic doesn't seem to make sense. If Jason was going to do this, why not just remove different races?
It's like saying, let's give all players 5 extra tool slots, but lets have a tool slot tax that takes extra tool slots away. Running more code to do nothing doesn't seem like a good idea. Seems like the kind of thing that creates server lag. IDK.
Lock sets don't work on pine doors.
This is clearly an oversight with the recent changes...
Also,
Flint chips don't block movement, and can be picked up by anyone at anytime. They should require a special tool and a notice signed by an elder and another player to move a flint chip after it's been put down. As it is now, people can walk almost anywhere!
This is clearly an oversight with the current changes
We need movement security, Jason pls fix.
I still think griefing should be legalized. There's a whole genre of games like Werewolf or Secret Hitler where some players are secretly working against the rest.
Right now griefers are a random event. Dealing with griefers takes preparation and is super boring and frustrating.
If every 20th player was told by the game to be a griefer and given some minor powers, the whole meta would have to adapt to that. Dealing with griefers would be explicitly a part of the game.
New item: a fire with a stake. Burning a witch prevents new witches from being born for 30 years, but burning a regular character just kills them.
Point of order: Griefing can't get any more legalized than the currently 100% legalized.
This would be a great idea if nobody was griefing, and the game was getting boring and too easy, and we needed a way to encourage players to do it.
If you like a game like Secret Hitler or Werewolf then by all means go play Secret Hitler or Werewolf. I promise I won't come and try to build a Lego set on top of your deck of Werewolf cards. There is also a genre of games that are sandbox community building games. Should the people who want to play that kind of game have it, or are they only allowed to do so if nobody wants to be secret hitler?
Punkypal wrote:I'm hoping that the fact that you couldn't understand who these things are used to grief means that you are not a griefer, and not that you actually are a lousy griefer that I helped get better
Please do not personally attack people just because you disagree
Explain how that is a personal attack? Was it because I suggested he could be a lousy griefer? I'm sorry. If Keyin is a griefer, I'm sure he's at least above average, and if not then likely getting better with every life played!
ollj wrote:stacking ANYTHING in a place with lots of free space.
There's no such thing as lots of free space in OHOL
Oh, I could add that to the list.
-- Filling up areas that should be kept with free floor space (like a kitchen) with random junk that has no purpose being there!
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 nowhereThese 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.
Well Keyin, I didn't wasn't to write a paragraph about each thing, but clearly stacking every plate in the kitchen is griefing if plates are all spread out, because someone is likely trying to make pies if that's the case. So now they need to stop and spread them out again. In the meantime some other asshat comes and drops random things that the baker has to move before they can put the plate back down anyway. Basically, it never needs to be done in the kitchen. The stones in front of a forge NEVER need to be stacked. Period.
The annoying thing about turning boxes into carts is they can be hauled off, and now you don't even have the storage. Griefers tend to do this when the town already has more than plenty of carts. Usually they do it to pair it with using up all the tires so the pump can't be repaired when the seal tears. Boxes are usually not placed where they block movement so making them passable isn't helpful or necessary. Your counter argument is moot.
Maybe you don't know how the overfill mechanic works. I've read that you don't get any overfill if you don't get any Yum!. If you've already eaten a berry then you get no Yum! and thus no bonus. Also young children have almost no overflow either, so young berrymunchers are even more wasteful. So you are wasting food. Wasting food is griefing. Doing something that destroys 75% of another players work effort is griefing. I guess it's even worse if a 4yo eats a pie than a berry, but the point is, you can let your hunger bar go down more so you aren't wasting food and don't eat only berries so you aren't wasting Yum! bonus.
Ghost costumes are great. Put them on your own kids ya jerks! If someone is trying to dress their own child, they can't see if they still need any other clothing if the kid has a ghost costume on. It's annoying, and being a pest, and wastes others time. That's intentionally trying to make other's play time less enjoyable. That's griefing, even if it's very minor. Usually people who do this kind of thing do a whole series of, "I'm the only person who matters", kind of annoying things, like also try to name other's kids all the same thing. I consider this a gateway to more serious griefing.
Your counter about chopping trees only highlights why it's griefing. It's hunger work. How can you personally eat up all the towns food supply better than if you do unneeded hunger work? Also, destroying all the town axes so they can't make kindling, thus can't make more axes at a forge or make more food at an oven. This is one of the MOST effective ways to sabotage a town without anyone even noticing.
Backpacks are not upgraded baskets. Some of the things most important to use baskets on (soil mainly) can't be done with a backpack. Backpacks also can't be stacked. You have rarely seen a town that more than 2 or 3 backpacks were being used for storage. Usually it's shoes and a loincloth for the next kid to wear that backpack. So if the town has over 30, then they still have at least 10 sitting around empty. No reason to make more, so still wasting materials, and still eating up valuable ground space. That's still griefing. Honestly, if a town has that many backpacks, they really shouldn't have so many rabbit hunters and should have more sheep ranchers anyway.....
Yea, sometimes you get eaten by a wolf.... but why did you need 4 full pies? And did you really have to seek out a snow biome to die in? No, what is happening there is that someone is purposefully attempting to leave a future life a squirrel stash. The problem is they may not come back for this little stash for days, or likely never if they forget about it. All that time they deny the use of those items to others. It's selfish and wasteful, and that's a low level form of griefing too.
I'm hoping that the fact that you couldn't understand how these things are used to grief means that you are not a griefer, and not that you actually are a lousy griefer that I helped get better ![]()
if theres only 1 placed tile without one next to it, thats not a road, thats an insult to roads.
The best way to build a road efficiently is to drop one tile every 3 or 4 spaces for a LONG ways. At least until you get to where you'd connect another town to the road from. The reason is multifold.
1) People at least have a guideway to follow and can figure out where they are when they find the path
2) Once others discover a road in the works, they are less likely wasting time and taking needed stones starting a road running parallel to it
3) Others are more likely to do little things to help, like filling in those spaces, or delivering stones to the path, so you amplify your work by passively getting helpers
4) Having a long guide to lead to town is more helpful to more people than only a short distance of going faster
5) Two towns connected at least with a broken path are far more likely to both survive, because if one town dies, people from the other can find their way back to repopulate the dead one easily. Also, it's a bonus reason to revive a town if you can see it's in the process of being connected. There isn't much reason to slowly work on only one side of a road connection if the destination dies.
6) You'll know where biomes are (hopefully) so when you have the right race, you can easily find those spots and bridge them in advance. Being able to easily carry a baby or a cart directly across a biome is more helpful than just being able to run a little faster across grassland
And in reality, that's how roads are built. You never decide to take a drive to another town and can go 1/5th the way on a road, and the remaining 4/5th you're just 4-wheeling through a forest. No, the entire road is done in stages, and it gets finished and opened pretty much all at once. When you don't do it this way you're apt to get a winding and confusing zig-zag road that goes nowhere. That's an insult to roads If you ask me.
Without the threat of at least some chaos, there's nothing to strive for, and nothing to fight against, and nothing to organize around. A griefer represents a little shard of chaos.
Now, that said, I don't want griefers to rule this game. I don't want it to be a non-stop grief-fest. I want to give you the tools to collectively rise up and defend yourself against the griefers.
Well since Spoonwood necro'ed this thread.....what what, it was Johtolink? GTFO!
Anyway, I'll again say that my stance isn't that griefers simply existing is a problem. It's that their are too many ways that the creative ones can grief doing things SOLO that take short amounts of time, but take those trying to stop it MULTIPLE people significantly more time. This over amplifies the griefers power and their joy. More and more people start to grief than normally would because they can actually have fun. Their work is only interrupted by their own success (I guess I have to stop trying to destroy this town, because now there's nobody left thanks to me!), whereas a non-griefer frequently has to stop what they are doing on account of the griefer. It isn't fun and is very frustrating to constantly have to stop what you are doing. The level of frustration only eggs the griefer on.
It's hard and ineffective to organize others, even more so as griefers have the same tools at hand. I've seen them often work in teams and one will try to counter organize people, spread lies, vouch for a griefer, or turn a town against someone acting as a guard. Which by the way, It doesn't seem like anyone enjoys being a guard. You waste a whole life trying to watch others. People will likely give you shit for "not working". It's honestly no fun to just stand around monitoring people. If you call someone out for griefing, most of the town usually won't do anything (because there isn't much they can do anyway, right?), and if you kill the griefer, someone will probably kill you for it. If you carry around a bow and arrow as a guard, a murderer just might try to kill you first. You give yourself away as someone who's watching at least. Sure this might make a griefer move elsewhere, but often they just are careful to do their trouble away from you or do more low key things. It doesn't stop them, just might change they way they grief, so guards aren't very effective anyway.
Besides, a town usually needs so much done to keep it going (even more as constant energy is spent countering griefer efforts), players have little time for "leisure activities" such as organizing a town guard duty, or a political structure to maintain order, or even stopping long enough to keep an eye out for bad behavior. Helpful activities can take sooooooo long, how the heck am I supposed to take time to help stop griefing when it takes an entire lifetime (usually longer) just to make one oil pump, or a single engine?
I've heard thast Jason said every town should have a griefer. OK, I'll accept that. But how often? One per day? I could live with that. two or three? Ehh, not thrilled about that many but I could tolerate it I suppose. As it is now? It appears to be multiple every hour. A large bell town will see about 50 griefer lives making multiple griefing attempts per life, every singe day, and I believe that even could be a low estimation. That doesn't even count all the noobs doing unhelpful things just because they don't know better.
The balance currently is out of wack. I don't know how bad it was a year ago, I didn't play then. In the time I have played, it seems to only have gotten worse. Maybe that's because the last Steam sale attracted a lot of players that quickly got bored and turned into griefers. IDK. Unfortunately it's a snowball effect. The more people grief, the less fun others have. The less fun others have, the more likely they are to start griefing, or just quit, thus changing the griefer to non-griefer ratio in favor or more griefers.
Jason needs to do some drastic things to either 1) Make the creating tasks more enjoyable and rewarding 2) Make doing helpful things faster and easier, so we have more time to talk, organize, and fight griefing 3) Make griefing far less enjoyable and the risks of being caught griefing far more severe. 4) Preferable a little of all the above.
I know from testing that if you do /DIE a few times in a row, you lose less genetic score each time, so the penalty for genetic score loss is actually LESS the more you do it.
I'm not sure how much mothers are penalized. I often look at my score each life and usually I have no point change for nameless babies that do /DIE. Sometimes there is a small score loss. IDK what the exact differences are. It's usually not much to make a difference.
What really bothers me is that when your Mom births you in the middle of nowhere when she's traveling and just runs away and leaves you to die, and then you take a huge hit to your genetic score. WTF do I get penalized for dying when I have no possible way to even survive? That's crazy.
As for babies running off, Let them run I say! I'm usually trying to do something else. If they want to go kill themselves I don't even try to stop them. When they don't want to die I have to take their little butts into a town area. It wastes more of my time keeping them alive for 3 minutes, and I'll have to run back to where I was before again, during which time someone will likely take the cart I was using. For me it's usually about 10 minutes wasted per kid. I'm happy every time the bastards want to run.
I don't even follow babies around if they hop out of my arms and start exploring. I've multiple times started to leave and then baby comes running back screaming "F", "F", "F"! I'll pick them up and say, "If you don't want to die you should stay where your food is. I don't need to follow you to survive. If you bolt again, you better be ready to feed yourself!" I got zero time for babies that do anything to make it hard for me to keep them alive. If you jump out of my arms more than three times in a row, I likely won't pick you up anymore. My genetic score is high, I don't give a shit if you die. I never just abandon babies, but I don't waste a second worrying about babies that abandon me.
Well the main road would be AT LEAST 1k longer and more connected if I hadn't quit. You are going so see far less road when the game's primary road builder (most likely) stops building road.
Can we get Spoonwood to look for that thread and necro it?
Let me see, list of town jobs. There is:
Droping waystones to block each door of a nursery building.
Putting locks on doors of buildings, locking them and then running off with the keys.
Bear delivery
Putting waystones around the belltower
Putting waystones to block oil wells
Feeding all the town's food to a baby
Picking up babies and taking them away to die
Killing every sheep in the pen
Building property fence "jails" to lock other players in to die
Dropping lots of the towns stuff in a snow/desert/jungle biome
Randomly stabbing others
Randomly shooting others with an arrow
Use all the town's ingots to make adzes
Putting all the rubber tires on every cart
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
Planting rows and rows of carrots and letting them all go to seed
Start a berry farm at the outskirts of town away from any water source
Turning every piece of flint you can find into an arrowhead
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
Filling up every town bucket with saltwater
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
Hiding as many things as you can behind trees
Putting more wood on a fire someone is trying to get to coals
Asking every other person in town to "follow you"
These are the only jobs I seem to see people doing. I think there are other things you can do, but these seem to be the most popular, hand's down!
Banning someone from a game that they purchased is something that some big MMO/Online type games do for cheating but I don't think bans will be a thing here. Whoever said OHOL is a social experiment may be right to be honest.
The game is open source. You can find copies of it for free easily. It's also free to play the modded "Two Hours, One Life" game that some other people run. It has to be free because Jason has retained the rights to profit off the game. You can do anything you want with his code, just so long as you don't use it to make money.
So when you "buy" the game, what you really are buying is the right to use Jason's servers. He can't really kick people off, because he sold them the right to play on his server.
BUT
He could change his terms of service. He does not sell a monthly service, you get a lifetime of play on the servers (as long as they exist), but that lifetime of use could come with short term bans if the community at large curses you enough times. Say you get 30 curses (just a randomly selected number), you lose a day of play for each curse over 30. So, if you are at 30 already and kill someone and get 3 more curses, then you just earned yourself a 3 day time out.
Jason isn't banning you, your fellow gamers are. If you don't like those terms, then don't buy the game from Jason. That would be easy enough. And for people that already have the game, I bet somewhere it said terms and conditions may change. And if he didn't include that disclaimer somewhere, he could just offer people a refund if they send a written letter within 30 days to some PO box, etc etc. He might have to give one person their money back at the MOST.
ALSO
He could make the main server a GRIEFING DISCOURAGED server. If you get too many curses, you just get sent to any one of the other MANY servers. He's still letting you play on his server. No breach of contract, and again, it's would be disclosed in the server rules. Don't like it? Again, don't buy game from him.
I could go on. There are so many easy options he could do. It's very, very disappointing he doesn't do any of them.
And I'm really not entirely against anti social play styles. A little PvP essentially does add some spice to the game. Back in the day when I played MMORPGs I always chose a PvP server. The difference with that though was everyone was pretty much on a level playing field. There were also typically some areas that you could go and be safe if you just wanted to craft and be left alone for a little bit. Most importantly, the same dude would always have the same character. Once the people on your "team" got to know that a rogue named "knightkrawler" was running around killing people, then you knew. If you saw that dude coming around you would know to run, or get ready to fight, or call for backup, etc. In OHOL, the anti-social players have a new name and a new face every 60 minutes. They can completely hide behind that anonymity. In a typical MMORPG there is a cap on the worst things players can do. They can kill you, maybe steal a non-bound item, and sometimes do annoying stuff like kill-stealing or killing quest giving NPCs. That's about all. It was annoying at worst. OHOL has virtually zero restrictions or limitations on being a destructive player.
In OHOL, a griefer can kill your entire family tree. They can sever the lifeblood of an entire town. They can do things to wreck work others took an hour to do, and it only takes them a few minutes to do that. They can steal all of a towns stuff. They can slaughter all the sheep, cutting off ability to compost. If clever, than can easily kill 10+ people per hour without even getting caught (that can easily destroy a town). They can just walk bears into town. They can permanently destroy gooseponds or wild berry bushes. Now with waystones they can start blocking off every oil location they find. They can lie traps that kill over and over that they don't even have to be online to continue griefing. And they can do all this shit faster than the regular population can counter what they are doing.
If this was a game where the point was just to run around and try to kill the other guy before he kills you, then that would be fine. If I wanted to play that game though I'd be playing Fortnite. Why do the girefers in OHOL not just go play that kind of game then? Easy, they don't want to be on a level playing field. They don't want to play a game where they kill one person and then one guy kills them. They want to kill 10 people and never get killed. They want to fight against other players that don't even realize they are in a fight. They don't have the skills to be good at Fortnite or games like that. Jason has set up OHOL so that low skill PvP gamers can come here and feel like they dominate artificially. There aren't many other games where they can get that, because as we've noted, most games take actions to stop such behavior.
Again, I don't have a problem with some griefing per se. The problem is that the balance is currently tipped in the wrong direction in favor of the anti-social player. I honestly feel misled and tricked into buying this game. It was sold to me as a civilization rebuilding, survival, family raising simulator. What it really feels like it's become is a griefing and harassment run amok simulator. Why did I start building roads? Because I literally can not even have a single life in a town where at least one person doesn't show up and try to destroy it all. That happening only once per hour is rare as shit, it typically is happening every 10 minutes. Honestly, I feel a little embarrassed for how pathetic of gamers MOST of these guys are. If a majority of them had any skills they could burn everything down without breaking a sweat, so I guess we can be glad for that at least. If Jason thinks he's doing a social experiment then it's inherently flawed. What's his demographic? He doesn't have a representative cross section of society. What's he aiming to prove? That teenage males are mostly asshats? Breaking news, I think the scientific community has already come to a consensus on that information.
diagonal roads are needed to evade large jungles/snows. deserts can and will occasionally be paved through, if only because deserts are a big source of flat rocks anyways.
Why not build road through snow? Desert is more dangerous to cross than snow. I do try very hard to avoid jungle because mosquitoes are hard to deal with. Anytime I cross jungle I have to throw down a lot of flint to herd all the mosquitoes far away from the road area. That takes a lot of time to do.
I fail to see why not just use a ginger or black life to bridge those biomes. Again, as I planned way ahead, anytime I'm born one of those races, I'd move ahead and lay down road where I wanted to cross biome. No problem. And any life I was black, I'd usually use that life to grab a cart and horse and gather all the desert stones I could and drop them off along the road route. All these "problems" aren't problems at all if you just account for them and are proactive.
Anyway, most large biomes have a narrow area that is not long to cross if you aim the road for that spot. And like I said, since I scout ahead, I look for such places and note how far the road needs to adjust to reach that point. The way back I start dropping the road that direction every X number of tiles. The road still seems to be even and mostly flat, and I think is a lot better quality than dead straight for 200 tiles and then all of a sudden makes a sharp diagonal for 20 tiles. Call me a perfectionist, but that to me just looks like the road builder got caught off guard by the biome.
I've seen towns that are planned and everything is laid out well and the care and skill behind it shows. I like those towns better than ones that seem disorganized and haphazard. I want my roads to look like they were done smartly too.
I agree, but I'd run on a laptop just because it seems so much easier to hop back and forth. IDK tho....
I have birthed twins a couple times that clearly were cycling on one computer. It was hilarious that when I asked, they claimed they were not. I was like, Oh come on! Neither of you ever move or talk at the same time and there is always like a 4-5 second pause between one stopping and then the other starting. The last time this happened I ran around and grabbed all weapons in town, put them in a cart and in backpacks in the cart and then stood there holding the cart. As soon as they realized I had done this, one of the two ran over and got mauled by a wolf and the other just stood there until they starved (already had a low bar I guess because it didn't take much longer). Obviously their goal was murdering.
jcwilk wrote:It's so cute that you guys still think Jason couldn't have figured out how to get rid of griefers by now. Donkeytown is a fun vacation, barely a slap on the wrist. Ohol is basically a game about creation vs entropy, players take part in both processes
No, it's not. No destruction has to happen in the game.
Spoonwood, seriously you misread or misunderstand everything.
Technically nothing has to happen in the game, but nobody said destruction HAS to happen.
What jcwilk said is that it's a game about creation vs entropy. It doesn't HAVE to be a game about that, but that just so happens to be what it is. Jason has said as much multiple times. It's the designer's purposeful intention that this is so.
What we are pushing back against is that the desired "destruction" element of the game is getting to be too much, and the players who enjoy the creation part of the game (which happen to be the majority) aren't having much fun lately. Simply stumbling into the thread and blurting a true but random argument in response to someone who never even suggested the counterpoint of what you are trying to argue seems to be a major non-sequitur. But bless your heart for trying.
First I DON'T have a problem with spawning an Eve being a rare occurrence. I know Jason has said new Eve's should not spawn that often, so ya know, it's not like you've been misled on that one. I still feel like Eve's are moving westward too quickly, even though it's not as bad as before Jason fixed the Eve spawing bug.
But what does bother me is that when you are an Eve, you can expect your family to die out in about 7 generations. A lucky few (emphasis on FEW) will get to see their descendants last for a whole 24 hours! So who cares about being an Eve if your name certainly won't endure very long? And literally any life born as a female you can have virtually the exact same Eve experience anyway by just running out to nowhere and starting your own camp from nothing, so why does it matter if you are named "Eve" when you do that, vs. any other name? The tool slots aren't a problem if your genetic score doesn't suck. Something big changed from the days when the top clan lasted, what, 288 generations?! I've watched family lines pretty closely since I've been playing and I don't think I've seen a single family go past 100 generations. That isn't even remotely close to the record. I can't say I've seen any family exist longer than 48 hours. Every time I go to sleep or go to work, it's all new names when I next log in.
The last time I was an Eve I actually saw a birth boom to my family. By the third generation there were 26 players in my family with about 80 people on the server. Not bad! I took a break to get some food. I came back and have the luck to be born as the last surviving female of my family (Had two kids, both female. One ran directly into a wolf at age 11, the other starved around 26 or so without having any kids). I lived to 60, and got to watch some griefer murder my younger sister at about age 36, and her only daughter. He didn't even try to kill me because I had already hit age 40. I killed the griefer but it was too late. When I died all that was left where the two yokel males who stood around with their cocks in their hands when the griefer slaughtered the last two fertile females of my clan (He didn't try to kill them either). It was an intentional act done just to wipe the clan out. We lasted exactly 7 generations. In a span of 4 generations we went from 26 players to 8. As I died some new family that didn't even exist when I came in as an Eve has a whopping 36 members, and there were 10, yes TEN different families going.
How does one family get nearly 50% of the population when it should have more like 10%. The second place family for members had 22 as I recall. That's ~58 players out of just shy of 90 total in only two clans!?! ( I think total pop. was around 88 at that point). I wasn't even the worst off as my family went. there were a few families that total count said 3 or 4, so they were likely on the edge of extinction too.
Why the hell did 10 different families happen? When I went for food I think there were 6 total. As far as I'm aware the server population floated around the 80-90 mark. WTF happened over less than 90 minutes that required at least 4 more Eve's to spawn? Even when my family saw it's own population boom at no point did I feel like I was having more kids than I could handle, thus requiring more Eve's to alleviate the strain. At one point did literally half the server population all die at nearly the exact same time? Who knows?!
So yea, it seems like there is something screwy with Jason's code. In a different life I've been literally the only and last ginger in a town and I went MY ENTIRE LIFE and only had ONE kid, who came at like age 14.1, was a male anyway. and he did /DIE after about 5 seconds. 26 more years passed and nothing. I eventually died of old age leaving the town with no gingers, and thus screwed. Meanwhile other mothers in town (mostly Black) were having kids left and right. Saw around 30 or so babies born to other mothers in the nursery. It makes no sense.
Why not solve the actual issue with why people /die instead of punishing people for using it?
Well you could do that. As you put it, /DIE is a solution to a problem. But it is a solution that is also a problem, setting up a situation for a very tasty problem sandwich!
People overusing /DIE can thus be solved from either side, either addressing the reasons, or discouraging it's use. Now, addressing the reasons seems like a tricky task to accomplish as the reasons seem many-fold, almost too numerous to fathom. Yes, a "life choice" screen may solve many of these problems (and I'd support such an option), but it can't solve all the reasons people overuse /DIE.
Case in point: I notice I have babies /DIE way more often if I'm outside of a town than if I'm in a town. They don't even wait for me to say anything. I could literally be two steps outside the town limits picking a wild berry and they just assume I'm a homeless drifter in the deepest depths of the wilderness. IDFK. I always laugh and hope they did /DIE because they wanted to be born back into the town that was literally one screen away and they killed themselves and went to an Eve out on the edge of the known world instead. Losers!
On the flip side, reducing the number of times you can do /DIE, or as I would prefer, just a sliding scale of discouragement, would equally address all uses of /DIE.
Prevention or punishment? The age old question. Prevention is so very much harder to pull off, and fear of punishment just doesn't work on some people because they are stubborn mules or DGAF. Punishment is quick and easy solution and has the side benefit of feeling good, because humans enjoy it when people who do things they don't like suffer! BUT often when you use punishment as a deterrent that often leads to other unforeseen side problems. It's a wack a mole game.
But sometimes when you play "wack a mole" you get enough tickets to get that cool rainbow slinky at the prize booth. Who doesn't like a rainbow colored slinky?
The only good reason i can see for this would be as a deterrent to people excessively using /die. You have 24 lives, get down below 12 or whatever and there is a chance you'll get some disability. At only 1 life out of 24 there would be 100% chance born disabled.
If this is added only to make the game harder without any corrective or positive think connected, I think we can do without. I really have no need to add a Russian roulette "what game am I even playing this time" aspect to the game.
If you want to make the game harder for you, think of your own creative ways to do that on your own. Feel free to play the game at home with one arm tied behind your back, or tape a piece of wax paper over your screen. Maybe turn the sound off. Better yet, everytime someone murders you in game, just slam your face into a wall. Mmmmmm'kay?
I'll chime in here and also say waystone griefing needs to be addressed by Jason ASAP. It literally was the stone that broke this camel's back. This whole fiasco made me quit the game for now. Seriously, one of the biggest blunders I've ever seen in any game.
I prefer carrot's ideas. The fact that entire towns can die because 1 race isn't nearby is just dumb. Your changes don't fix that at all.
Towns can die because one guy can easily murder one or two young females when server population is low. I've seen that happen quite a few times. A guy will literally lurk around town chatting and appearing innocuous until he sees a female age up, and then he will stab the fertile female, and before people can figure out what happened he will get the other. If their goal is to kill a town, they usually are crafty and bide their time.
So lets be realistic. Jason isn't going to remove murder from the game ever. It's highly unlikely from what I've seen that he will scrap racial differences entirely. He wants us to be forced to overcome this difficulty he has imposed. If we can't do that then he wants the towns to die.
Do you disagree with that statement?
So, that being what it is, the sensible position to take is that the challenge he has put forth is a bit too much and is having a detrimental effect on the overall fun and play-ability of the game. That maybe less hard of a line between what each race can or can't do would add some fun challenge to the game but without ruining certain aspects entirely.
My suggestions still mean a town needs to be diverse to survive or actively run trade route to other towns to get what they need. The difference is, if they lose all their Gingers, or Browns or whatever, then there should be a buffer time they have to get new ones. It buys a town a little more time to attract replacements. The death of a town won't happen so instantly as it currently does.
So what do you think might happen? Given that Jason has said he doesn't expect or even think towns should last forever, that he will agree with Carrot and you essentially asking him to go back to making it simple for a town to survive "forever" or me asking him to make it just a little less hard?
Punkypal wrote:3) Diagonal roads are harder to get started auto traveling on.
Stand on one road and then click on the adjacent diagonal road, and then you'll auto travel on the diagonal road. I like diagonal roads these days. They are efficient.
I didn't say it was impossible. It's just harder. I can get going on a straight horizontal or vertical road without even stopping.
You can't just say they are efficient. They could be, but so can a straight road. Neither one is inherently efficient. In fact it's less so on the macro scale because you need more road to connect all towns. Diagonal sections of road are ONLY more efficient if you consider connecting only two towns. If you're trying to connect multiple towns, a flat road with branches is more reasonable and attainable. Also, the only given we know is that Eve spawn moves Westward. Not North-West, or South-West, but West. If your goal is keeping connected to the Eve spawn zone, then diagonal isn't any more efficient.
I personally hope Jason just removes the waystones. They are currently the #1 tool in the griefer bag of tricks, and honestly they provide little real value to make up for the trouble they are being used for. So many ways they could be fixed. They could not block movement. They could not be allowed to be placed adjacent to each other. Either one of these no-brainer things would drastically reduce the ability to misuse them.
Honestly though I believe jcwilk hit the nail on the head. Jason likes the griefing and doesn't want to solve it. He isn't trying to make a fun game. This is some kind of social experiment for him. And to be honest, an element of that I'm OK with. But with these waystones I quit, and I don't plan on coming back until the next apocalypse. How long I stay then will depend of if he corrects the balance between the builders vs griefers.
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. I disagree. Since I started playing I've only seen griefers get more help and little to counter them with. I haven't heard of anyone getting sent to this fabled "donkey town" since the rifts. With players spread out over 7k tiles, is it even possible to not have a place to spawn? You'd have to have been cursed by a majority of players, and even if everyone cursed you, just a couple dudes working together on Discord can overcome that by being a mother to each other. Shit, one could just buy a second account for their laptop and be their own mother. $20 or less to completely beat the system and laugh your ass off everytime someone curses you? PRICELESS
IMHO the game crossed over to the "broken" stage now. Too many things can be used not as intended. I hope much of this gets cleaned up. Until then, there's plenty of Frostpunk to play. After that, Borderlands is looking pretty good. Games that are actually just fun, what a concept!
Someone not long ago described OHOL as "Nintendo Hard" which Jason disagreed with. I think they were completely right about that though. Not because OHOL is actually "hard", but it has built in this kind of Japanese way of thinking, that something that gives you joy is enhanced if contrasted against something that gives you pain. The "highs" seem higher if you got there by way of a series of "lows". If you have to fall off a ledge 20 times before you finally manage to make it across, suddenly the simple act of walking across a ledge seems like fun. I understand this is true for most humans. I honestly think it has a smaller effect on me than most people. To me I think "all that work and all I did was walk across a ledge. That shouldn't be that hard. That still wasn't fun." I don't play Nintendo type games.
So the same is true in OHOL. I spend half of a life just trying to move a few little blocks just so other people can use a simple pump that shouldn't have been allowed to be blocked in the first place. It doesn't feel fun just because it was hard to do. In the end I just think, "This game makes it take half a damn hour to do nothing but move two stupid blocks. Having to move the damn block in the first place is stupid. That isn't fun." I don't care how hard Jason makes it to do something mundane. To me, it will always feel mundane, and never feels like an accomplishment. It feels like a colossal waste of time.
I asked people to follow me once. I was coordinating efforts to undo griefing of an oil well by surrounding it with waystones. I was going to be an elder in about 5 minutes and wanted to be able to call all people to the well when I was old enough to sign the removal slip. I wanted to be sure someone came that had a tool slot available to use a pencil (still stupid that pencils require a tool slot). I got 3 or 4 followers and that was enough. I ruled for all of 7-8 minutes.
Punkypal wrote:We should team up and coordinate efforts. Are you on Discord?
rarely discord, and theres not much to coordinate, hard to coordinate a large scale thing anyways.
best thing is attempting a rough map+plan, but so far i had no need to make a map of this road, where it goes diagonally up and where it goes down is barely relevant.
the 2 mos west-side towns with bells have one segment where the road is too far north and ends in a big snow biome.
i started a path diagonally down, but it ends in the very same snow biome 300 tiles further southeasteast. this long snow biome is currently the largest decision-challenge.all other road tiles east of the westmost bell is barely going up or down OR where ever it does so, its hard to miss the direction.
2500 east of dual bell town is a segment that has 2 roads too parallel, with 250ish NS distance. this is "being fixed" with a road fork diagonally south, that should hit the "town with no bells but a nice graveyard garden", instead of passign by it 250 tiles north of it for no good reason. as THAT town is the west end of a very long road to the east.
total EW-distance of this path (with gaps) is roughly [8000 tiles east to west] and its NS-height is below 300 tiles, and gaps are closing.
I know where the roads go. I build most of the long road that ends in the snow. That's about when I spent every life wasting half of it running back from 4k away and got tired.
There is plenty to coordinate. Mainly, that we focus on a main road that goes east to west and stick to it. It's too hard for one person to keep up with how fast eve's move westward. Two might be able to do it though. It's frivolous to make the road cut south or north sharply for a few reasons. 1) It's moving the road further out of the eve spawn zone, so it's only less likely to lead to future towns 2) If you cut south sharply for one town, you are neglecting another town to the north. It's better to have side roads go directly to the town, and keep the main road straight as possible. You only would need to lay about 20 stones of a side road. If the village is going to survive, they will finish it. 3) Diagonal roads are harder to get started auto traveling on.
And for coordination, one of the reasons that road I made goes for so long and so flat is because I didn't just start throwing down stones. First I build north/south roads between the three main towns that popped up after the apocalypse. I build west going out of the center town because I figured that was close to X=0. Then I scouted way ahead. If the road edges north or south around things like rabbit holes or caves, I'd go one way or the other to direct the road to a passage to avoid snow, desert, or jungle whenever possible. I mean I looked ahead like a full kilometer and made a rough map on graph paper. I also move the road a little one way or the the other if a large town was within 30 tiles or so of where I was headed, and it wouldn't cause road to run into a biome. I also ran ahead of the road a good 200 tiles to chop trees and dig stones and clear a path. I'd move the wood so the stumps would decay. The end result is a nice road that people want to use and travel on. Nobody likes snakelike roads that wind and zig all over or jump around every tree or indigo plant. If given a choice, I always kept the road near a wild berry bush so travelers would always have food along the way. I'd never dig up a berry bush!
All this would be impossible if anyone had been really working on advancing the same road without coordination. I know others filled in unconnected spaces behind me, but nobody was moving the road forward but me until I quit. MEANWHILE somebody made some other roads that ran parallel to my main road that weren't really useful. One connected to a town that pretty much died as soon as the road finally connected. Then progress stopped. I saw signs of short partial roads that tried to get started north of my road. They never got connected or were useful. Wouldn't it be nice if those efforts had been directed to one road so it actually reached all the way out west before doing lesser needed side projects? Your efforts making a diagonal continuation going deeper into snow biome seem like exactly what I'm talking about because it doesn't sound like you looked way ahead like I had been doing and consider the options. A little talking would go a long way to make a project like a road go better with less wasted efforts. If I scout ahead, I can share that info with you, so you don't have to scout, or vice versa. If you know where a town is ahead that's doing well, we can discuss what we want to do about that. Maybe one person can jump ahead and start a road coming back the other way and we will have a decided spot where the roads will connect. Things like that need to be discussed at least briefly. A voice chat would be the quickest and easiest way. We could message back and forth too, but I'd rather Discord if we can. Anyway, I check every day to see if an apocalypse happened. Until then, it's just looking towards the future. Next round I'd like to do a better job and I think together we can do that.