a multiplayer game of parenting and civilization building
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It would be wonderful if there were more cool things for wanderers to do other than just survive.
If their goals could conflict with the settlers so much the better, conflict is engaging..
First of all it would be nice to be able to slaughter ALL animals for food and pelts of various kinds.
After I club dat seal and skin him, let me eat him too. Let us kill and eat horses and even bears
and penguins too. I am sure you and others have tons of good ideas. Please help us all brainstorm
so it can be easier for God to put it into the game.
Remember: Nomad shit can't be a shortcut for settled paths cause then it would ruin settled play.
E.g needle without fire is no good cause it is important step in camp construction same with firekit
that takes less than 2 rope or something as hard, people in small bands can easily have room for
basic tools in backpacks..
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
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I agree, you should be able to get meat from all the animals that are killable. Not sure why we can't eat bear, wolf or seal. It would make playing a hunter fun too. Also, since bears are so dangerous we should be able to use the fur for other stuff. For example, cutting up the bear pelt to get hide, so we can make clothing.
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For example, cutting up the bear pelt to get hide, so we can make clothing.
Yeah this would be cool. Making clothes and backpacks and shit from all the animals.
Nomad hunters would be rich in hides.
Perhaps the settled people would trade for pies or even steel?
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
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I've actually been thinking about this for a while and think the use of rare resources might work for people wanting to try a nomadic play style. The rare resources could be of use either as practical tools or just instruments for trade.
For example: Add the mineral "pyrite" to the game as a practical rare resource. This mineral would be a simpler more portable way of producing fire (eg: flint+pyrite+tinder, instead of fire bow+shaft+leaf+tinder) HOWEVER make this mineral extremely rare so people can't rely on finding it to shortcut settlement building. Sure it might affect the odd play through where some lucky Eve finds pyrite next to her starting area but generally speaking, since the fire bow is pretty easy to make it wouldn't be of huge extra benefit to established settlements. What it would encourage however, is people to consider using the pyrite to go on long distance trading/exploration missions to collect other rare resources (either for their home, or just general trading purposes).
The other rare resources might have a more aesthetic value rather than a practical, but could be great for encouraging trade. An example could be: A wondering nomad finds some pigment to make a super rare coloured dye (lets say hot pink lol). The nomad takes this pigment to a big town and swaps it for the towns spare cart. The town gets to show off how rich it is by having everyone run around in super rare hot pink clothes. The nomad gets a cart he could never build on his own, which will help greatly on his travels.
just here putting off doing my assignments
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In order to raise conflict between nomads and settlers, nomads, like history, ride THE HORSE.
As a temporary resource, set up a pole to park your horse for a short time.
Let the wild sheep and bearskin (example) combine to make a nomadic saddle.
Now the nomads were on horseback.
The nomads will go on horseback to pillage the settlement's base.
The nomads run away from the base of the settlers on their horses.
Settlers should design the Great Wall to stop the nomads.
The nomads will send scouts to break through the Great Wall.
This is not a good idea because I am a settler (although I have been a nomad in the desert). x (
If indeed it is updated to allow nomadic predation, then the defense of the settler must also be updated.
And for the nomadic peoples to pillage, a warehouse that requires complex procedures is needed.
It is a warehouse that has more storage capacity than a wooden box and is not complicated to make.
To make a positive relationship between nomads and settlers, let's trade.
Rare resources are available for animals that are easy to hunt in places where nomadic people are away from settlers.
Last edited by JS (2018-04-29 06:55:12)
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bear meat is not good, too salty or the enzymes, i dont remember. some parts like their bottom of their feet are edible i think.
in wild west they kept some raw flesh under the saddle and it was edible, was kinda "cooked" by the friction of riding
raw, salted, in oil or smoked was also good food, in this game carrots last more than baskets do
i think the backpack cost is too high with the update. before it was a convenience item, you could make a cart with baskets quick, now its not so easy to do that, especially wont be unused for nomads to grab
i prefer backpack over clothing as it gives a bit of personal property and reserve food, for players who like to explore and scout out its necessary, and with the new updates, food was so low, running out of camp until carrot grows was necessary. its pretty bad when a town has more babies than spare baskets, its kinda doomed to fail. so a bit more storage would be useful.
would need something what is common in untouched territories, but scarce in cities. like stones, skewer or flint chip, makes no sense , only as gameplay mechanic. in a city flint chips are scattered, in wilderness you would collect them if you could use them. so for example you could find eggs in nests, building city near it would be dangerous cause the bird could destroy farms. the other thing could be something that destroys the tile for a while, makes it salty or colder/warmer, gives back seed , low calorie and low regrowth, but only could be planted if you not care about current land you stay on, could be based on distance too which doesnt make sense irl, but as gameplay mechanic would be good, if you go 100 tiels away would give you chance to plant it and harvest it, or an animal which would need walking to give edible stuff, horsemilk? xD im hungarian im fan of kumisz xD
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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I think if there were early game tools it would be better.
Right now you need to settle down to get the tech tree up, to be able to do anything.
IRL it's entirely possible to cut meat, chop trees and make spears and arrows with flint or various other types of stone.
IRL from animals come bones and antlers. Both can be used to make a variety of tools. Antlers can be collected during yearly seasonal shedding (no need to kill the animal).
IRL there's a greater variety of animals (Imho getting Lions and Deer would be cool).
IRL bone or antler tip arrows have the advantage over flint arrows, that they are multi-use (flint shatters).
IRL you'd often attach flint or other flaking stone to a handle, or ground stone not some slightly sharpened rock.
IRL the process of getting flint is fairly complicated (https://en.wikipedia.org/wiki/Lithic_re … mation.gif) and having a good hammer made out of antler, than just a round rock, can make a difference in the yield.
IRL Similarly getting ground stone may require some effort, and is not normally something to naturally grow out of the ground (https://en.wikipedia.org/wiki/Langdale_ … jars_i.jpg)
https://archaeology.uiowa.edu/bone-tools-0
Pretty much most of the tools we have as so called "steel" now, IRL were available in bone or stone form.
So why not make them available without a forge and reserve the forge for further technological advancement (and getting improved tools)?
Furthermore the forging process could be much more intricate, it doesn't really make much sense right now, but that's a separate topic.
Last edited by KucheKlizma (2018-04-29 09:24:20)
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In order to raise conflict between nomads and settlers, nomads, like history, ride THE HORSE.
As a temporary resource, set up a pole to park your horse for a short time.
Let the wild sheep and bearskin (example) combine to make a nomadic saddle.Now the nomads were on horseback.
The nomads will go on horseback to pillage the settlement's base.
The nomads run away from the base of the settlers on their horses.
Settlers should design the Great Wall to stop the nomads.
The nomads will send scouts to break through the Great Wall.This is not a good idea because I am a settler (although I have been a nomad in the desert). x (
If indeed it is updated to allow nomadic predation, then the defense of the settler must also be updated.And for the nomadic peoples to pillage, a warehouse that requires complex procedures is needed.
It is a warehouse that has more storage capacity than a wooden box and is not complicated to make.To make a positive relationship between nomads and settlers, let's trade.
Rare resources are available for animals that are easy to hunt in places where nomadic people are away from settlers.
Would be cool to be able to use items from horseback like the bow..
Perhaps if you made a saddle with stirrups from steel ingot for stirrup parts combo-ed
with saddle and lasso (stacked like boards and disk does for bucket) it would let you use
items on your horse. Maybe the horse with cart could be nerfed so that it wasn't as fast
as without cart so there is reason to use loose horse?
People need more productivity to be able to afford to have people in the "army" defending
the towns.
If horses and sheeps needed pasture to eat from then big open lands could have their advantages.
Imagine being part of a big horsemen tribe, ladies carrying the babies who too young to ride.
The medium kids wold ride in the carts. Roving the land robbing people and eating their food!
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
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I'm really late to this conversation... Oh well. Ideas:
- Covered wagons (a nomad would likely have to go out and trade a lot with a settlement for a covered wagon, as it can't exactly be made on the run; would be able to carry three things inside of it [people can also ride inside of it]).
- Oxen (would need two to pull a covered wagon; if not stopped to eat in a grassland biome for 15 minutes they will get hungry and slow, will starve to death if they go 30 minutes without food).
- Bone tools (self-explanatory).
- Spears (for fishing; can kill a player in three hits, each hit slows the player).
Last edited by A Meme Named Luna (2018-04-30 23:11:33)
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- Spears (for fishing; can kill a player in three hits, each hit slows the player).
+1 for spears......but they kill you just by looking at them.
I got huge ballz.
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from like 10 muflons, you could make a portable tent, could be transported in cart, but use 2 item slot
hitch horses to a tree
tent would be 2x2 perfect temperature, one entrance
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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hitch horses to a tree
Please this...
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
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How about a quest for something that will be a boon to all players. Nomads could search the wilderness for the key to the next item in the tech tree. Or perhaps it could be a fountain of youth to let you live to 80 or 90 for ten or so people. Or it could be a special plant that allows you to never go hungry. Whatever cool gift it happens to be, having a quest would draw people out into the wild and give nomads an extra purpose besides just surviving
I love all of my children. You are wanted and loved.
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Horn knifes from mufflon... could be used to chop the mutton.. mabey a chared mufflon on coals giving less food than cooked mutton.
Possibly using a skewer on a flatstone to make the ember to start a fire.. at the cost of the skewer, and i dont know about anyone else but i can get tinder with my hands... dont need an axe to start a fire i mean id use one if i had it, but you should be able to rip small enough branches off a dead tree mabey to get some useable tinder.
Basket backpacks that decay by the end of your life..
Something tells me this game wasn't made to support a good nomadic experience. If it wasn't for Europeans coming to america im sure the many nomadic indigenous tribes of the Americas could of supported their lifestyle indefinitely.
Be kind, generous, and work together my potatoes.
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Horn knifes from mufflon... could be used to chop the mutton.. mabey a chared mufflon on coals giving less food than cooked mutton.
Possibly using a skewer on a flatstone to make the ember to start a fire.. at the cost of the skewer, and i dont know about anyone else but i can get tinder with my hands... dont need an axe to start a fire i mean id use one if i had it, but you should be able to rip small enough branches off a dead tree mabey to get some useable tinder.
Basket backpacks that decay by the end of your life..
Something tells me this game wasn't made to support a good nomadic experience. If it wasn't for Europeans coming to america im sure the many nomadic indigenous tribes of the Americas could of supported their lifestyle indefinitely.
Eventually the Meso American cultures would have pushed north and the other farming tribes would have expanded. I believe buffalo are herd animals so it is theoretically possible to tame them like aurochs for plows.
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
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I've actually been thinking about this for a while and think the use of rare resources might work for people wanting to try a nomadic play style. The rare resources could be of use either as practical tools or just instruments for trade.
...
The other rare resources might have a more aesthetic value rather than a practical, but could be great for encouraging trade.
I think this is one important factor in encouraging nomads. I'll note that I don't think trade is a thing in the current state of the game; no-relation individuals can walk into any town and start taking things with a low chance of consequence. Otherwise what Feldspar says here makes a lot of sense for encouraging people to explore without settling.
The factor I want to examine is the social one: how do nomadic mothers raise children and how/why do bands of nomads keep together?
A nomadic mother can pretty easily raise a single child just by carrying them around to maturity. Juggling of children in order to keep moving with more than one is an option, but I don't think many players will decide it's correct over just standing by some bushes until you only have one child to carry around. Indeed, the heat retention "mechanic" punishes players every time they stop to perform an action outside of the desert, so it seems one child at a time is the clear choice for nomads. This feels fine to me, it just creates a contrast between the choices of a settled mother and a wandering one.
Once a child reaches maturity, following another player around is a technical challenge. Latency and desync come into play to create situations where, even if you make an effort to keep in sight of one another, you can become separated. I think this would need to be addressed with a new mechanic. The simplest I can think of is allowing you to set your home marker to another player somehow. Perhaps [flint chip + player = lock of player's hair] and if you are carrying that player's hair, your home marker points to them. Another interesting solution would be to implement "footsteps", sort of like the erased information in the UI, where at first players' steps are clear and then fade over time.
Beyond just the technical challenge of keeping together, raising a child into a nomadic life represents competition for resources. Even in a settlement, where the work of another player adds value in the form of tools, infrastructure, task specialization, it is possible to create too much competition for food. Living as a nomad, it's unclear to me what value a child adds beyond a potential to socialize. Why should I allocate work to a child when, because of the circumstance, completing it myself would be easier? I think the answer to this question is inherently tied to the sorts of items Feldspar is talking about, and what it requires to collect them.
tl;dr Give players some ability to find another specific player. Create more mechanics for players to increase each others value without settling down.
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Feldspar wrote:I've actually been thinking about this for a while and think the use of rare resources might work for people wanting to try a nomadic play style. The rare resources could be of use either as practical tools or just instruments for trade.
...
The other rare resources might have a more aesthetic value rather than a practical, but could be great for encouraging trade.I think this is one important factor in encouraging nomads. I'll note that I don't think trade is a thing in the current state of the game; no-relation individuals can walk into any town and start taking things with a low chance of consequence. Otherwise what Feldspar says here makes a lot of sense for encouraging people to explore without settling.
The factor I want to examine is the social one: how do nomadic mothers raise children and how/why do bands of nomads keep together?
A nomadic mother can pretty easily raise a single child just by carrying them around to maturity. Juggling of children in order to keep moving with more than one is an option, but I don't think many players will decide it's correct over just standing by some bushes until you only have one child to carry around. Indeed, the heat retention "mechanic" punishes players every time they stop to perform an action outside of the desert, so it seems one child at a time is the clear choice for nomads. This feels fine to me, it just creates a contrast between the choices of a settled mother and a wandering one.
Once a child reaches maturity, following another player around is a technical challenge. Latency and desync come into play to create situations where, even if you make an effort to keep in sight of one another, you can become separated. I think this would need to be addressed with a new mechanic. The simplest I can think of is allowing you to set your home marker to another player somehow. Perhaps [flint chip + player = lock of player's hair] and if you are carrying that player's hair, your home marker points to them. Another interesting solution would be to implement "footsteps", sort of like the erased information in the UI, where at first players' steps are clear and then fade over time.
Beyond just the technical challenge of keeping together, raising a child into a nomadic life represents competition for resources. Even in a settlement, where the work of another player adds value in the form of tools, infrastructure, task specialization, it is possible to create too much competition for food. Living as a nomad, it's unclear to me what value a child adds beyond a potential to socialize. Why should I allocate work to a child when, because of the circumstance, completing it myself would be easier? I think the answer to this question is inherently tied to the sorts of items Feldspar is talking about, and what it requires to collect them.
tl;dr Give players some ability to find another specific player. Create more mechanics for players to increase each others value without settling down.
Them some good points, yeah might be hard to make it makes sense to be a horde of locusts devouring your way across the land..
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
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Weather.
It'd only occur near players.
A lightning strike. Could hit dead trees, starting a fire. Useful for nomads, potentially harmful for cities, might damage tall structures like the bell atop the monument.
Rainfall. While not very useful to nomads, could accompany lightning in moister biomes. Puts out fires but waters crops. Would go great with a wet meter, that could drench players making cold temperature worse. Drying clothes becomes a thing.
Snow. Piles of snow that collect in tundra, can be collected and warmed for water.
Not weather but: Some kind of large leaf, think rhubarb, that could be used as a one time water collector. This would make it easier for Eve's and nomads to start a single patch of farm, but not maintain it. It can't be placed down and hold it's contents unless maybe placed in a bowl to hold it's shape, for, some reason.
Lavaflow. Touch a stick to it, starts on fire, cools over time, becomes useless as fire, but can be mined for obsidian.
Wind. Could modify movement by a small amount +/- 5% could be useful for a nomad, just travel with the wind's direction to cover more ground. Could also be a useful mechanic later for spreading pollen, wind mills, wind turbines, or flying kites. When was the last time you flew a kite? Little bonus. Something fun. Heck, the kite could even be used as a way to signal nearby players; the more string you add to your kite, the farther you can get from other players and they still know what direction you are in.
An ocean biome where things wash up on the beach. A man can dream.
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I dream of Animals requiring pasturage so there is a reason for a horse tribe to roam <3. Also they can use their bows on horseback ..
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
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I dream of Animals requiring pasturage so there is a reason for a horse tribe to roam <3. Also they can use their bows on horseback ..
Also they can use their bows on horseback ..
bows on horseback ..
..
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YAHG wrote:I dream of Animals requiring pasturage so there is a reason for a horse tribe to roam <3. Also they can use their bows on horseback ..
oh my god
That was World History summed up in five words
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