a multiplayer game of parenting and civilization building
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*launches ohol*
"hi, you last female"
Me next 40 minutes:
Great game design!
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xD did you get any babies?
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10/10 gameplay experience i would have my daughters /die again
make bread, no war
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Standing by a fire for fertility reasons has never interested me personally. It does indicate a weakness though in game design that fertility relies on doing something boring like dancing around a fire. This comes as one reason why the temperature overhaul made for a mistake, since there existed more spots to dance with (or better yet, live in a jungle and trap the mosquitoes!) and more could get done while hoping a girl or two would get born.
Danish Clinch.
Longtime tutorial player.
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Standing by a fire for fertility reasons has never interested me personally. It does indicate a weakness though in game design that fertility relies on doing something boring like dancing around a fire. This comes as one reason why the temperature overhaul made for a mistake, since there existed more spots to dance with (or better yet, live in a jungle and trap the mosquitoes!) and more could get done while hoping a girl or two would get born.
How would you fix the fertility system?
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I suggest rather than blocking people from going back send people back on purpose but only three times.
I'm thinking:
When you are born in to one family and live to 30, rather than getting banned for living and coming to care about that family, you would be *set* to return to the family when one of the follow conditions was met:
1. at least 1 hour of real-time has passed
2. at least 30 min of in-game time for you in another family has passed.
At that point, if possible, you would be sent back for your 2nd life with the SMITHS. Here is the catch: you only get 3 lives with each family maximum! And of course you could still die if you didn't want to go back. I think this would make people more attached to families but also force us to spend time away and let the village take its own course. Lastly, on that 3rd life it'd be goodbye forever!
The times, space between them and number of returns could be adjusted, but I think this would make people plan for the future more. You KNOW you'll see that town again. I think it could curb some griefing and use of /die as well.
---
omnem cibum costis
tantum baca, non facies opus
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It's also interesting that the "last fertile female" situation makes the problem even worse.
In the game as it stands, all mothers are equal, and they get weighted by YUM and warmth. But they are all in the pool of consideration for an incoming baby, as individual mothers.
Thus, a village with 5 fertile mothers has a 5x chance of having a baby compared to the village with only one mother left.
There's a kind of feast-or-famine dynamic here. As a family has more and more babies, they tend to have even more. As they have less and less babies, they tend to have even less.
This is probably correct, to treat mothers as individuals. An alternative would be to treat family lines as units, and give each family a weight, and then pick a destination family for a baby first (and pick a mother from that family second).
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It's also interesting that the "last fertile female" situation makes the problem even worse.
In the game as it stands, all mothers are equal, and they get weighted by YUM and warmth. But they are all in the pool of consideration for an incoming baby, as individual mothers.
Thus, a village with 5 fertile mothers has a 5x chance of having a baby compared to the village with only one mother left.
There's a kind of feast-or-famine dynamic here. As a family has more and more babies, they tend to have even more. As they have less and less babies, they tend to have even less.
This is probably correct, to treat mothers as individuals. An alternative would be to treat family lines as units, and give each family a weight, and then pick a destination family for a baby first (and pick a mother from that family second).
Even if it's more accurate to treat mothers as individuals, I think there's a lot of dramatic value when you're the last fertile female.
It's actually a pretty exciting time in the game -- desperate to get kids.
In contrast it's boring to be a mother in a town with 10 fertile women a crazy nursery with kids everywhere.
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Treating them as individuals makes sense, also, b/c they are individuals, experiencing individual stories.
The story should be about how many babies you had in your life, not how many babies your generation of your family line had, because it's impossible to experience that story yourself. It's a collective story.
Each person who plays the game would like to have a few babies along the way.
If they happen to be born into a huge village, that expectation wouldn't change. So a family line "baby quota" would violate that individual expectation.
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maybe top cap families and let the tech get more value?
maybe in caribeans and india they don't control pop, but even long ago people planned their family based on their lifes
or just the stress they experienced prevented them for having big family
maybe your item survey could be automated and certain items would have fertility boost
lot of food clothing which isn't used
people work hard, fix the town, they work as team and happy for every newbee, teach them but eventually still end up without any cause of area ban or luck while gen 3 camps got too many babies they cant even feed all of them
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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Not gonna lie, that made me laugh out loud...you should put that into a proper meme format. It'd be the best OHOL meme I've seen in awhile. xD
I guess you could yum chain...? But not if the town is dying and there's no food, I guess...
My name's Ash. And yes, I want to be the very best, like no one ever was.
And no, I've never played Pokemon. It just...kinda happened that way.
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Spoonwood wrote:Standing by a fire for fertility reasons has never interested me personally. It does indicate a weakness though in game design that fertility relies on doing something boring like dancing around a fire. This comes as one reason why the temperature overhaul made for a mistake, since there existed more spots to dance with (or better yet, live in a jungle and trap the mosquitoes!) and more could get done while hoping a girl or two would get born.
How would you fix the fertility system?
Put jungles back to how they were before the temperature overhaul. I might leave deserts alone, but families that trapped mosquitoes, I think, would deserve the fertility increase, and mosquitoes would still dissuade people from living there and might doom enough lineages who didn't learn how to handle them.
Edit: Even if some mom has a fertility crisis and doesn't have her base in a jungle with jungles back to the old system, she might go to one and collect bananas, or get started on rubber production... there do exist some useful things that can get done in a jungle.
Last edited by Spoonwood (2019-05-14 19:22:40)
Danish Clinch.
Longtime tutorial player.
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I still think there should be fertility rituals lol.
Do a strange dance to pray for more babies!
Eat some weird foods!
Active things would be fun, I think.
EDIT: I guess contraception medicine would be interesting if you decided your town had too many babies and you really didn't want to deal with babies today.
Last edited by lychee (2019-05-14 19:25:54)
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Rituals would be the best! Also, what about crafting something to wear? Like a fertility necklace or something?
My name's Ash. And yes, I want to be the very best, like no one ever was.
And no, I've never played Pokemon. It just...kinda happened that way.
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I have one hour to unwind, and this is how it ends....
https://discordapp.com/channels/3282153 … 9420534785
GREAT GAME DESIGN! (This should set off your sarcasm alarms, in case that isn't obvious.)
10/10 would have my heart broken watching two families kill each other down to the last. Last remaining girl was from a third family that had been peacefully invited in by one side, and thus was ignored by the other side.
--Blue Diamond
I aim to leave behind a world that is easier for people to live in that it was before I got there.
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I still think there should be fertility rituals lol.
Do a strange dance to pray for more babies!
Eat some weird foods!
Active things would be fun, I think.
EDIT: I guess contraception medicine would be interesting if you decided your town had too many babies and you really didn't want to deal with babies today.
Perhaps a totem that could be built that gives a small bonus to fertility aside from yum and warmth. Would give you something to do if there is just a bunch of males sitting around the last female at 37yrs old just waiting. You kind of work on stuff, but kind of don't, because the end is nigh unless a girl pops out and stays.
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It's also interesting that the "last fertile female" situation makes the problem even worse.
In the game as it stands, all mothers are equal, and they get weighted by YUM and warmth. But they are all in the pool of consideration for an incoming baby, as individual mothers.
Thus, a village with 5 fertile mothers has a 5x chance of having a baby compared to the village with only one mother left.
There's a kind of feast-or-famine dynamic here. As a family has more and more babies, they tend to have even more. As they have less and less babies, they tend to have even less.
This is probably correct, to treat mothers as individuals. An alternative would be to treat family lines as units, and give each family a weight, and then pick a destination family for a baby first (and pick a mother from that family second).
Eh you could make it slightly more likely to get a girl if you are one of the only fertile females left. Part of the need to sit around a fire and yum a bunch is to get enough kids to get past sids deaths and boy births. If you hit 35 and your sister dies without having kids, at least you could still work on stuff, hoping that 20% extra chance of getting a girl will carry you through.
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