a multiplayer game of parenting and civilization building
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120 new players on a server wouldn't be able to figure out how the race system works. They wouldn't make it past a deep well, or they would be looting dead towns.
There *never* has been a vision of how large groups of new players in this game would succeed.
There *never* has been a vision in general of how new players in this game would succeed to begin with.
Danish Clinch.
Longtime tutorial player.
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Do you mean 120 players+a bunch of old players or only 120 new players on one server?
Either way the race system although not the best is pretty straight forward if you're the wrong race for the biome you cant pickup stuff or interact with objects + you have a visible emote like freezing or wathever and if that's not enough you will eventually find a stone that magically tells you where the biome family is, useless imo since now the map is a band and special biomes dont extend infinitly in an unpredictable direction, but anyway even someone not very bright would figure it out eventually.
As for the "vision" of how a group of new players would survive, they would survive as long as possible and learn each life a little more, teaching others what they have learned and learning from them, slowly progressing until eventually they are not new anymore.
So basically, survive, learn and teach would be the "vision".
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Do you mean 120 players+a bunch of old players or only 120 new players on one server?
120 new players on one server... maybe also Wondible. Maybe some vets. But other vets *will* just check bs2 as a custom server. Even if this game had more consistent numbers which were higher, 120 new players isn't too far off, if say 10 of the 16 public servers got used during a sale.
As for the system being straightforward, it certainly doesn't seemed picked up by new players I've seen on stream.
Slowly progressing you say? But this is a one hour game.
Danish Clinch.
Longtime tutorial player.
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But this is a one hour game.
My hours played beg to differ.
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But you dont live only one life, if you are interested in the game you keep playing it.
You cant translate 60 minutes to actual 60 years in terms of discovering the game, otherwise you would paly only one life and then quit.
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You cant translate 60 minutes to actual 60 years in terms of discovering the game, otherwise you would paly only one life and then quit.
Many people play a short amount of time and apparently never will play again. Many will do something like that. They will be even more inclined to do so if they lives or life they have don't result in successes.
A computer game is not like an arcade game where if you don't pop a quarter in a moment to continue, you have to start over. And there are no continues on a server with a large group of new players anyways. Also, those games relied on people playing to win the game. There is no winning in this game on a group level.
Last edited by Spoonwood (2020-11-19 11:24:14)
Danish Clinch.
Longtime tutorial player.
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I think there needs to be a place where we can read everything. Everyone is confused on stuff like curse death timers, different ranges for cursing and killing and forgiving, when new Eve's spawn ect ect. There's no good place for us to find the numbers for these questions. We have to just spend like 20 mins scrolling through the GitHub changes in the discord to find what we're looking for.
Jason needs to make this stuff Crystal clear somehow.
I'm Slinky and I hate it here.
I also /blush.
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discord logs are okayish but the game changes so much you can't follow, also Jason went on a crazy run on solving inexistent problems, crating others. For example, you could make duels official, a good example is Frostpunk, where you can solve problems in a fighting arena, but a lot of sci-fi movies feature arenas as an important part of society. Like 'The 100'. Anyway, instead of forcing people to deal with leadership and all the nonsense, it could be a way to settle differences with a duel of skill. Invite someone to fight, and set a wager, the winner goes forward, the loser bends the knee. And it doesn't have to be deadly, it was just the only choice. PVP was a fun element, and I would argue that is was rigged for the defender's favour, then only to the attacker's favour, now is a stupid vote out, the lines between good and evil is not so clear, just like irl, no one will admit that they are the bad guy and often times both sides got valid points.
But the lack of skill needed also shows in the game, no points, no clear accomplishments, no respect to others. You fed the town for years but they curse you anyway, shit like that what kills the mood, then you argue about leadership. So you got dumb people 'leading' others but it's just a bureaucratic mess.
There is also no honour, loyalty, and you can't expect to be, it's the internet with trolls and kids. The game should provide propr systems to social features, like a proper election screen for leaders, protection against thieves and trolls, or at least a skill-based duel system. Did you take my shovel? there is no proof who made it, and I got no way to take it back. It's rigged to favour the trolls who cum when others struggle. When you care you lose, a troll will run around with a horse watching you die so you got to play his game and not yours. Overcomplicated fences with no real value and stuff like that.
Also, it would be fun to have some loyalty and continuity. Mobas are an example, players play 10000 hours on the same map, but the game is about to fight and reach a goal. Or even rust has a way to reset things. Sure, it's an rpg with death and raising kids, but it could be some minigame between lives. Like LOL does with rune pages and cosmetic stuff, we could also have achievements and skins and unlockable character models.
But the main thing I would like is the teams. In a game called Football superstars was this feature. You had 4 clubs, you could join them and compete, you were on a contract but lower placed teams gave you more money, and money upgraded your gear and training abilities.
Sam could be done for OHOL, you don't spawn in the same family but the same group of people. So for example team Red has one of each skin tone, then gets a new one when one dies out. Same for team Blue. You would need to join red or blue, and would give more life tokens or other rewards choosing the underdog, or simply would just place you automatically (maybe one single swap or a friend system determining where you go). Now every life in red would help red families and hurt blue ones, you got clear allies and clear enemies. You would have no choice on mind games and betrayal and griefing, you are stuck with what you got. And if you work to improve, it helps you indirectly.
Also, the world could be different, like Albion online for example, clear borders, renewable resources. Of course, you don't care when all dies in a day. "Everything runs out' is a shitt concept, even ONI realized it, they changed so you can get water and oxygen in different ways, only itts nott so optimally for go to rust before you got saltwater or you need setup for tree planting before you do etanol, etc. There should be parallel techs to do the same thing so the optimal strategy is always dynamic. Also, the main focus should be time and work, not resources. Right now your time doesn't worth shit, you consume so your life is even a negative value. You don't live, you survive, cause you don't matter much in the process of creation. If you don't do it, someone else will, resources are fixed, distance grows, all die out and you move, but you only stay afloat, you don't really create. If you would have expensive things to turn resources into, and always a need for more work and workers, population and work would be a positive thing, sure, it could be turn-based like, or limited by a stamina bar, resting and interacting could be also valuable, like a short winter, every 45 minutes lasting 15 min where you got low chances of creating profit so you got to be indoors and do other jobs, like food preparation and static jobs. So more environmental hazards, more static work more time to do a job. Each item should convert into something else and back. A good example is Surviving mars, where rocks got a side product which is garbage for a long time but later can be used to crat concrete and becomes valuable after a tech gate. So everything runs out but scales and converts, your water comes from the atmosphere and with the right upgrades it's more than what drilling gives, and jobs are first essential but later is just a distraction, and creating energy is using workers, so you just store it and you basically can afford activities that would be too expensive before.
A simple mobile game can do this better than ohol: match 3 items to make a bigger one, it's just more space-efficient, but gives you a higher tier item and it goes on and on, you always have a goal, a need, a purpose, never enough resources, only your time and focus matters, cover basic needs and then create excess. Things should be hard but differently. Like housing should be important, the clay would be always available butt should run through a lot of work before you make adobe and bricks and build a house from it, not that you gather in a half-life, and others use it up in 10 seconds. Sure, it could be fast to build a house but you would have a stamina bar, you would need to rest or get help to process resources and it would be more fun than going 10 minutes to gather basic stuff which is one step away from a house. OHOL would need way more static jobs and less time consuming transport and collecting.
https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide
Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.
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