a multiplayer game of parenting and civilization building
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We already lost two engines that I know of and plenty of iron due to Newcomen blocking and its gone forever. Make the Diesel mining Pick permanent because we are tired of this grieving. Its not fun, its not exciting, merely just tons of time wasted because you cant fix a damn object. I'm tired of you speculating why this update isn't going so well when your the type of person to play the game for twenty minutes and come up with a farce conclusion. We can put hours into this game and tell you issues yet you still speculate and im tired of it. Fix the newcomen, and make Diesel mining picks permanent and the next arcs will run way better.
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You mean, you want the engine to be locked permanently onto the mineshaft, with no way to remove it?
No opportunity for griefing there...
You have the tools to protect an diesel mine shaft and "lock" it yourself, correct?
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You mean, you want the engine to be locked permanently onto the mineshaft, with no way to remove it?
No opportunity for griefing there...
You have the tools to protect an diesel mine shaft and "lock" it yourself, correct?
This is what happens to locked engines
It was actually a place made by griefers to store their loot and lock it forever, but it happens the same thing if regular players try to lock with a key an engine for future use.
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You have the tools to protect an diesel mine shaft and "lock" it yourself, correct?
These tools are unreliable, you never know where a key will end up once you give it to someone else and can be used to lock valuables items from anyone else like in at least the last arc. And with fences you run the constant risk of a griefer eventually gaining access to it to grief it anyway.
What is exactly your thought process to use these tools correctly?
make bread, no war
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Those are ancient walls, right?
So they waited for them to become ancient and then hijacked them for this purpose?
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Seems like it was a store room from a town and they just waited until everyone was dead to put stuff in and lock it out.
make bread, no war
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Those are ancient walls, right?
So they waited for them to become ancient and then hijacked them for this purpose?
Yeah they built their own little town and gave access to their griefer discord group, made a building, waited for it to be ancient, filled it with valuable stuff and locked the entrances with irremovable objects, like the newcommen tower and all it's variations.
But they could have aswell made the whole structure out of newcommen stuff and wouldn't have to wait at all.
Or sealed with layers of stone walls, and laughed while others wasted pickaxes to get in.
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Again, you can see how different goals fight each other.
We do want some permanent stuff and ancient ruins around. But permanent stuff can be abused.
(Well, I suppose that once the tower stuff is fixed, this won't be a problem.... in general, there should be no custom-placeable object that is not removable somehow. Ancient walls aren't custom placeable, because consensus is proved by the time they become ancient.)
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Again, you can see how different goals fight each other.
We do want some permanent stuff and ancient ruins around. But permanent stuff can be abused.
(Well, I suppose that once the tower stuff is fixed, this won't be a problem.... in general, there should be no custom-placeable object that is not removable somehow. Ancient walls aren't custom placeable, because consensus is proved by the time they become ancient.)
The issue with "proven by time" basically means if it's hidden well enough then it's approved, also the tool for disaproval is a pickaxe that breaks immediatly.
So if for example i put a wall in a bad place, someone disapproves and removes it, he just wasted a whole pickaxe, so what do i do?
i take the stakes use a round stone on it and put my wall back.
And if i put 10 walls, if someone disagrees he will have to bring 10 pickaxes with him
Also bell tower bases are 3 hours to be ancient, so i steal a bunch of stuff and find a good hidding place and put it behind bell tower base, 3 hours later the engines or wathever are locked forever.
Nothing should be irremovable, the consensus should be to remove these objects, the same way with the takedown notice, but with a larger approval from same family members.
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Ancient walls aren't custom placeable, because consensus is proved by the time they become ancient.
There is no spoon There is no consensus.
How about...
Tunnels! Dig tunnels under the ancient walls and retrieve the goods inside. The tunnel disappears after a while, but the wall remains, and the structure itself is safe for all of eternity.
To prevent tomb robbers, one would then have to enclose the ancient tomb with property fences.
People aren't supposed to care about their stuff from previous lives anyway, so it makes sense that the items are only locked away as long as the owners are alive to maintain the property fences.
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In general, there should be no custom-placeable object that is not removable somehow. Ancient walls aren't custom placeable, because consensus is proved by the time they become ancient.)
This is bullshit.
If a stone room is built on the map to be used as a bakery and no one in the early village feels like wasting multiple pick axes to stop them from designing a death box, that does not equal community consent when a griefer comes along generations later to kill the entire village, move everything inside the bakery and lock the door.
If a group of griefers get on discord and construct a locked stone-walled base in the corner of the map behind an invinvible property fence, the player community is not "consenting" to those ancient walls. We lack the tools to stop them.
If I do not see someone actively griefing, I'm not going to stop them from building a stone wall. But stone buildings (and other unremovable objects) can be used for nefarious purposes, immediately or generations later. It is one of the reasons that i never construct structures myself. They are broken and have been broken since I started playing OHOL.
It's just unfortunate that many normal players do not understand that until after they get trapped inside a bakery for the first time.
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Again, you can see how different goals fight each other.
We do want some permanent stuff and ancient ruins around. But permanent stuff can be abused.
(Well, I suppose that once the tower stuff is fixed, this won't be a problem.... in general, there should be no custom-placeable object that is not removable somehow. Ancient walls aren't custom placeable, because consensus is proved by the time they become ancient.)
Making Mining picks permanent is only in the right direction since the keys get either scrapped or lost. Right now what I'm noticing is only the players who are coordinated bring iron to the rift, while regular players don't know what's happening. Making them permanent is the best solution because it will allow common players to also use and remember where their iron mine is sort of like a well. If we have a permanent source that will not move after one life, the people of a village will be able to protect the engine from grieving to ensure the survival of their village since they most likely use that mine often.
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Also don't think there is a consensus to keep ancient wall perm in this game. Walls are inconvenient to break anyways since they cost a pickaxe. You are also forgetting the fact that engines can be put in wells, towns that have been long abandoned, and there gone forever. The only solution is to make the Diesel Mining Pick permanent so they don't get removed and can be supervised and protected by the players rather than a coordinated group on disc.
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jasonrohrer wrote:Again, you can see how different goals fight each other.
We do want some permanent stuff and ancient ruins around. But permanent stuff can be abused.
(Well, I suppose that once the tower stuff is fixed, this won't be a problem.... in general, there should be no custom-placeable object that is not removable somehow. Ancient walls aren't custom placeable, because consensus is proved by the time they become ancient.)
Making Mining picks permanent is only in the right direction since the keys get either scrapped or lost. Right now what I'm noticing is only the players who are coordinated bring iron to the rift, while regular players don't know what's happening. Making them permanent is the best solution because it will allow common players to also use and remember where their iron mine is sort of like a well. If we have a permanent source that will not move after one life, the people of a village will be able to protect the engine from grieving to ensure the survival of their village since they most likely use that mine often.
Right now, we build our villages near water sources because they are important for early food production and build walls to protect the village from griefing. If it was possible to build a village around an iron mine, we could have mining outposts that act as a way to protect the iron supply. Right now, it is rather challenging to accomplish, because finding a water source close to an iron source and an oil source is pretty difficult.
Unfortunately, a village built on top of an iron mine won't protect it from internal griefing and such a village will be the target of so much focused griefing it probably won't survive in the current gamestate regardless, but it is an interesting thought for possible future meta.
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Lava wrote:jasonrohrer wrote:Again, you can see how different goals fight each other.
We do want some permanent stuff and ancient ruins around. But permanent stuff can be abused.
(Well, I suppose that once the tower stuff is fixed, this won't be a problem.... in general, there should be no custom-placeable object that is not removable somehow. Ancient walls aren't custom placeable, because consensus is proved by the time they become ancient.)
Making Mining picks permanent is only in the right direction since the keys get either scrapped or lost. Right now what I'm noticing is only the players who are coordinated bring iron to the rift, while regular players don't know what's happening. Making them permanent is the best solution because it will allow common players to also use and remember where their iron mine is sort of like a well. If we have a permanent source that will not move after one life, the people of a village will be able to protect the engine from grieving to ensure the survival of their village since they most likely use that mine often.
Right now, we build our villages near water sources because they are important for early food production and build walls to protect the village from griefing. If it was possible to build a village around an iron mine, we could have mining outposts that act as a way to protect the iron supply. Right now, it is rather challenging to accomplish, because finding a water source close to an iron source and an oil source is pretty difficult.
Unfortunately, a village built on top of an iron mine won't protect it from internal griefing and such a village will be the target of so much focused griefing it probably won't survive in the current gamestate regardless, but it is an interesting thought for possible future meta.
South east town when the rift was up, had a n iron mine within their city walls. Its very possible to wall off a mine so players can see where it is in town. This SE town was in one of twisted video's and they had it walled off to include it in there town. Unfortunately the engine got stolen then grieved, but it can very possibly work like the walled off city meta, Just extend the city to encompass a mine.
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Again, you can see how different goals fight each other.
We do want some permanent stuff and ancient ruins around. But permanent stuff can be abused.
(Well, I suppose that once the tower stuff is fixed, this won't be a problem.... in general, there should be no custom-placeable object that is not removable somehow. Ancient walls aren't custom placeable, because consensus is proved by the time they become ancient.)
There's super little ability to not consent to stone walls when it costs ONE PICK PER WALL to remove. And after removing someone can just rebuild a stone wall with the rubble.
Last edited by BladeWoods (2019-08-14 03:46:52)
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jasonrohrer wrote:Again, you can see how different goals fight each other.
We do want some permanent stuff and ancient ruins around. But permanent stuff can be abused.
(Well, I suppose that once the tower stuff is fixed, this won't be a problem.... in general, there should be no custom-placeable object that is not removable somehow. Ancient walls aren't custom placeable, because consensus is proved by the time they become ancient.)
There's super little ability to not consent to stone walls when it costs ONE PICK PER WALL to remove. And after removing someone can just rebuild a stone wall with the rubble.
If you happen to be in town when the building is being constructed (assuming it is happening in town and not out in a secluded corner of the map), then you can talk to the person and ASK them to either stop construction or add a lot of entry points. But once a stone wall has been built or if you arrive after construction has finished, you don't have much choice other than living with whatever shape or size or material the original builder decided to use. There's no point in deconstructing the entire building using thirty pickaxes. For one thing, you'd be killed as a griefer after the third or fourth pickaxe. For another thing, you would run out of pickaxes. And a third thing, someone would reconstruct the building as soon as you were dead, because the rubble looks ugly and you just destroyed the town's bakery for no apparent reason.
Again, your best case scenario would be poking a few extra holes in the walls to hopefully reduce the ability to grief the building later on. But that means the griefer will need to block four entrances instead of one entrance. It will take a little longer, but isn't a real solution. I've been in many villages with buildings that have all entrances blocked, either with locked doors or with unmovable blocks. It isn't impossible. It isn't even that hard.
Buildings are deathboxes. Stone buildings are even worse because ancient stone walls are completely invincible. The Elder Takedown Notice would be very useful in these situations.
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jason we need ancient free tiles!
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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jason we need ancient free tiles!
+1
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