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a multiplayer game of parenting and civilization building

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#1 2019-12-06 06:56:37

Toxolotl
Member
Registered: 2019-10-09
Posts: 156

Improved hint system concept?

With the current system when you type /hatchet it shows the last stage of the crafting process.

What i propose is a system that doesnt work in a descending order but rather an ascending one.

So when you type /hatchet it would show the first step with the blue arrow as a guide.

[Straight shaft + Sharp Stonex2 = Short Shaft]

[Milkweed + Milkweed = string]x2

[String + String = rope]

[Rope + Short Shaft = Tried Short Shaft]

[Tied Short Shaft + Sharp Stone = Hatchet]

As the system stands you end up having to type [/hatchet - /Tied Short Shaft - /Rope - /Short Shaft] to get to the beginning of the process and likely tab endlessly to find the recipe while holding the origin material.

I know this would be a huge pain to implement given there is so much structure already established, even onetech is oriented this way, but i do think it would be highly beneficial to the learning process. Especially for new players.

That being said i do enjoy the raw nature of learning this game provides and i think a system like this would take away from that process. It would not promote teaching or learning from other players. It would likely make crafting too easy and not as satisfying to eventually understand.

An alternative would be something like a blueprint. [Blue paper + Craftable item + Charcoal pencil = Blueprint(Engine)]

That would still pose the same issue of making things too easy and removing the human element.

I never really use the hint system unless im stuck and too lazy to look it up on onetech. Ive pondered this since i first started playing and i thought i would throw it out there. I dont think a system like this would promote an atmosphere of learning and inclusivity but none the less thought it would be worth bringing up.

If anyone else has ideas about ways to ease the learning process i would be interested in hearing them. I worry though that most systems would take away from one of the most interesting aspects of the game. I also worry that that aspect contributes to the difficulties in player retention.

I hope you enjoyed me talking myself out of this idea in the middle of writing it up. Let me know your thoughts.

Last edited by Toxolotl (2019-12-06 07:04:16)

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#2 2019-12-06 07:07:48

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: Improved hint system concept?

As a long time player I actually hate the giant list for complex things. You get hundreds of steps starting at the things you already know.

I like to learn ingame, so the "filter current next steps" version worked pretty well, except for timed things like firing newcomen tools that were hard to look at.

Right now my mod filters to matching items that match on the resulting item, which feels almost like cheating after the earlier versions. You still need to type out new filters going backwards, but could be fixed with some more UI work too...


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with  autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more

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