a multiplayer game of parenting and civilization building
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Its a well known fact this game has a griefer problem.
There is also not much point in the endgame and there are a number of problems that could be fixed with elevated powers.
Like many games, I suggest that OHOL should track game stats in terms of recipes completed.
The more complicated the recipe, the more points which can be spent on one use powers.
Some powers I suggest:
Choose family to birth at
Choose to Eve
Break fence/Gate
Pass through any biome
Replenish dry well
Open new iron
Instant kill player
Instant send to donkey town
Ban player account x days
Protect against power
Once the points are spent they are gone
The protect against power should cost the same amount of score that the power costs
Things like donkey town or ban player should cost outrageous amounts of points that only regular players who build complex/useful stuff could afford
Most formulas should not give that many points where complex things like radios and engines should yield more
Perpetual Bone Motion:
https://i.ibb.co/hfxbrLs/screen00055.png
Sprinkler Super Powers:
https://onehouronelife.com/forums/viewt … 37#p107137
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we need less magic instead of more
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The game is a parenting game before it's a crafting game. See what it says up top. I don't understand how recipes completed as emphasized score wise would lead to better parenting. Really, it would likely lead to less and worse parenting. If you're trying to finish some recipe, a child can take up time and food by having to feed it, or become a nuisance in other ways also. So, there would exist incentive to abandon babies as soon as born with a recipe score system.
Last edited by Spoonwood (2022-01-19 18:50:15)
Danish Clinch.
Longtime tutorial player.
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Making 200 bowls gives me the right to ban someone's account x days.
No way any griefer could take advantage of this. NONE!
Last edited by Laggy (2022-01-18 15:11:37)
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we need less magic instead of more
I agree whole heartedly with this
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Making 200 bowls gives me the right to ban someone's account x days.!
This is true but there are ways of fixing this.
A bowl, for example, would be probably a tenth of a point and 1 day ban would cost 200 points therefore 2000 bowls gets you a 1 day ban.
Experience players would have thousands of points so they would easily block these ban attempts.
Similarly, food wouldn't give much points either, or anything that could be mass produced.
Things that would give points:
Mining - 1 point per iron
Wrought Iron - 1 point
Steel - 2 points
Rods - 1 point
Similarly, any use of Newcomen should yield roughly one point.
Things that require multiple changes would be multiple points.
Finally, to prevent mass producing useless stuff, things like piston blanks only yield reward in certain quantities.
I think it's roughly 16 blanks to make an engine. So once you complete 16 you get all the points.
If you do less, you get none. Each counter would reset when you change families.
The actual putting together of the engine should yield no points (so you can't steal) only the components.
Other things like making rubber should yield high points.
I could see 1/10 of a point per paver tile.
Yes, you could make a 1000 tile road to nowhere for 100 points, but good luck with that.
There are many possible exploits but the right formula would prevent abuse.
The game is a parenting game before it's a crafting game.
Not really. If all you do is make food and raise kids your family will die unless there is a pro to save your ass.
First you need to find a good base point with 3+ iron ideally.
Then you need to make food and farm.
Then you need to get rubber.
Then you need to make an engine and get oil.
If these things are not accomplished, the family dies.
People who do these things deserve to have extra powers mainly to compensate for broken and incomplete parts of the game.
Like when a town didn't open enough iron, or when the brown/black family is over 10k away.
Or when griefers are running rampant.
The game is linked to a keygen and those keys shouldn't be forgeable unless they are coded incorrectly.
This means that there is no need for there to be any griefers.
Pro players with massive scores should be allowed to ban them, forcing them to buy another key.
If Jason makes enough money, maybe he'll come back.
Alternatively, you can just verify based on credit card and then griefers can't come back at all unless forge entire legal identities.
Last edited by forman (2022-01-19 05:53:50)
Perpetual Bone Motion:
https://i.ibb.co/hfxbrLs/screen00055.png
Sprinkler Super Powers:
https://onehouronelife.com/forums/viewt … 37#p107137
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I could make all the towns iron into knifes and get points for it?
But realistically Jason promises lifetime server account on his page.
So really you can't have the power to ban peoples accounts.
Making stuff in OHOL doesn't make you a GOOD player.
You know how many lifes have been spent making useless floors and walls?
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Making 200 bowls gives me the right to ban someone's account x days.
No way any griefer could take advantage of this. NONE!
The sarcasm makes your point less than clear, but I think I agree that people looking to annoy others could exploit such a system handily.
Danish Clinch.
Longtime tutorial player.
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Not really. If all you do is make food and raise kids your family will die unless there is a pro to save your ass.
No. Really it's a parenting game first. If you play during an arc restart, or if there were server restarts with updates fairly regularly as there once was, you'd recognize this quickly, unless you didn't feed your first children. Even if you didn't feed your first child, the suggestion was there in terms of how the game runs that you "parent" first, since children can't feed their oneself. Your family will die anyways also no matter what you do. If all you do is make food and raise kids as Eve, you're also likely enough to be able to make it to old age and the same holds for your children. A resource crunch more due to lack of water would be more of a concern for grandchildren, but also that crunch becomes even less and less an issue as player population is lower and lower.
First you need to find a good base point with 3+ iron ideally.
There have been 2 vein towns before. With the fertility restrictions in place, no, it's not best to abandon babies first as Eve. Your first child could be a strong player, and in such a case raising them while scouting is more beneficial than anything else. Also, looking isn't the best first step. Better first steps involve making a basket and then the three primary tools that require milkweed, a rabbit snare, a fire bow drill, and a stone hatchet, and then scouting for a place. If it's close, you save on time. If it's farther away, you've imported milkweed tools to that location and have more milkweed locally. Making quick clothing is another first step that is better than scouting.
Then you need to make food and farm.
??? You have to make fire for a rabbit pouch to farm or fire clay first to make bowls and plates to farm, rewater grey berry bushes, cook eggs. There has to exist some wild food in close enough reach, which seems like a pain for someone to find without a zoom mod, or it has to get imported.
Then you need to get rubber.
Well that was a big skip for sure, not going through the process of getting everything for a shallow well, a deep well, buckets, and carts.
People who do these things deserve to have extra powers mainly to compensate for broken and incomplete parts of the game.
It's not known how much longer the family will last. If you're on a deep well, and someone starts on or makes an engine and the family dies out in about 2 hours, then the engine or the attachments made, whatever gets done, are useless for your family. You may as well have done something else. I have often focused on smithing myself, sure. However, don't fall for the trap that smithing is the most important thing to do. It's the most complex, so advanced players have a reason to gravitate towards smithing, since they will be the ones who know how to do it. However, unlike farming or cooking, it's absolutely useless until the tools get used. Farming and cooking make it more easy for unmodded players to find food and thus almost always end up useful to someone.
I could play on the bigserver and spend my time making a radio telegraph. I've done it a few times on a low pop server, and have some memory of it. It's more complex than making an engine or doing an oil rig. Would I deserve compensation for making such? Absolutely not, because it would have value only to Tarr as a joke. Alright, Tarr might not even value such as a joke. But it's value would be rather small, and not useful for survival purposes, unless I guess someone wouldn't quit on a life since they saw someone making a radio telegraph, but that sounds unlikely to me.
Or when griefers are running rampant.
The value of griefer control seems consistent. Smithing on the other hand isn't as consistently valuable.
Pro players with massive scores should be allowed to ban them, forcing them to buy another key.
Maybe. But, the pro players are the ones who make the best decisions at the appropriate times. The best decision might be to focus on teaching someone instead of crafting some complex tool. It's probably even better to try to teach a griefer than to work on crafting a radio telegraph.
Danish Clinch.
Longtime tutorial player.
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I could make all the towns iron into knifes and get points for it?
But realistically Jason promises lifetime server account on his page.
So really you can't have the power to ban peoples accounts.
Making stuff in OHOL doesn't make you a GOOD player.
You know how many lifes have been spent making useless floors and walls?
Donkeytown is on the same server. So, permanent removal to donkeytown seems consistent with the advertisement about a lifetime server account. Thus, players could get permanently removed from the main play area while still following what got promised.
That said, I completely agree that making stuff doesn't make one a good player. And, yes, indeed! Even granting much useful construction of walls and floors, since they have no effect until fully built, there have been many lives spent making useless floors and walls.
Last edited by Spoonwood (2022-01-19 19:26:59)
Danish Clinch.
Longtime tutorial player.
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I completely agree that making stuff doesn't make one a good player.
True, but being able to craft complex stuff does make you 'not a bad player', 'not a noob', and likely 'not a troll'
I agree that people looking to annoy others could exploit such a system handily
Wrong. Systems that can be exploited just indicate the people who built them don't know how to program properly.
It is true, like with any software, there will be holes -- so you plug them. Eventually there are no holes.
You all seem to be missing the point here, which is that players with massive scores necessarily cannot be griefers.
I mean, sure, go and mine 200 iron in order to ban someone for one day.
Bruh, you just mined 200 units of iron. This is good. We need iron. It's a hard task to do. Maybe you've earned the right to ban one noob for one day.
Note, this will never work on a pro player because pro player's scores would be in the thousands, eventually tens of thousands, so they could block griefer powers all day.
That is the point. You can only accumulate massive score by being massively productive and playing a lot of hours.
Griefers and noobs will not be able to do this.
I could make all the towns iron into knifes and get points for it?
No. I would probably make tool making give 0 or at most 1/10 of a point.
Labor/time intensive and complex tasks are the ones that would yield large amounts of points.
Making all of the iron into knives would likely only accomplish you getting ban piled for a year.
Perpetual Bone Motion:
https://i.ibb.co/hfxbrLs/screen00055.png
Sprinkler Super Powers:
https://onehouronelife.com/forums/viewt … 37#p107137
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Honestly, what should happen should just be a combination of multiple iterations of donkeytown mechanics.
1. Anyone you curse is blocked from being born around you. This takes care of trolls spawning if they’re cursed enough.
2. Having some sort of curse threshold marks you to everyone around you. This comes from the time when donkeys spawned like everyone else just with cursed bubbles. This denotes to players who may not have this player cursed currently that they’ve been deemed by X amount of people as a trouble maker. This can be hidden by not talking but is a very noticeable attribute if they do.
3. Donkeys with no viable spawn area go to DT. Really bad players will end up spawned away from everyone else, annoying players will end up with essentially server mutes unless speaking tests get reintroduced, and normal players will have an idea of who is a bad egg in the community.
This issue is though is that people will curse donkeys as soon as they see the black chat bubble regardless of whether the person is behaving or not. Needless to say that exactly isn’t fair to them, but neither is allowing wolves in sheep’s clothing to freely destroy things for the lols.
If griefing is to have an actual role in the game it needs to be directed onto other families and not be some random act of trolling or self sabotage. I of course don’t think we should allow griefing at all, but if Jason wants it to be a thing it needs to have a reason to exist.
fug it’s Tarr.
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