a multiplayer game of parenting and civilization building
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long roads and bells in general.
- fail, as people are not using them where they exist, they barely care to reach AND connect hem.
- fail, as people fail to maintain cities for long enough, mostly due to low player counts.
- fail, as people rather muncfh domesticated berries to death, wasting ewater with each bite, than to munch plenty wild berries along roads.
- fail, as the current road, iff completed, would now be 15000 tiles long, and both if its ends are STILL full of unused items gallore, radios, steel, clothing.
- fail, due to general player incompetence, which is made harder by low globasl population density.
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Well the main road would be AT LEAST 1k longer and more connected if I hadn't quit. You are going so see far less road when the game's primary road builder (most likely) stops building road.
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
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Yea i used to love building roads but anything over 1k is exhausting without help. Roads usually take me longer because i dont like making broken and ugly roads. Its fun making 0.5k roads connecting towns but anything longer gets boring for me. Since all these updates ive evacuated to low pop so i havent helped bs2 in a very long time. Its quite a drag playing there especially when you cant build through many of the biomes.
I hope we see some refinement with the current systems soon.
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if theres only 1 placed tile without one next to it, thats not a road, thats an insult to roads.
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if theres only 1 placed tile without one next to it, thats not a road, thats an insult to roads.
The best way to build a road efficiently is to drop one tile every 3 or 4 spaces for a LONG ways. At least until you get to where you'd connect another town to the road from. The reason is multifold.
1) People at least have a guideway to follow and can figure out where they are when they find the path
2) Once others discover a road in the works, they are less likely wasting time and taking needed stones starting a road running parallel to it
3) Others are more likely to do little things to help, like filling in those spaces, or delivering stones to the path, so you amplify your work by passively getting helpers
4) Having a long guide to lead to town is more helpful to more people than only a short distance of going faster
5) Two towns connected at least with a broken path are far more likely to both survive, because if one town dies, people from the other can find their way back to repopulate the dead one easily. Also, it's a bonus reason to revive a town if you can see it's in the process of being connected. There isn't much reason to slowly work on only one side of a road connection if the destination dies.
6) You'll know where biomes are (hopefully) so when you have the right race, you can easily find those spots and bridge them in advance. Being able to easily carry a baby or a cart directly across a biome is more helpful than just being able to run a little faster across grassland
And in reality, that's how roads are built. You never decide to take a drive to another town and can go 1/5th the way on a road, and the remaining 4/5th you're just 4-wheeling through a forest. No, the entire road is done in stages, and it gets finished and opened pretty much all at once. When you don't do it this way you're apt to get a winding and confusing zig-zag road that goes nowhere. That's an insult to roads If you ask me.
Last edited by Punkypal (2019-12-29 22:38:02)
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
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QED Punkypal, your dumb paths are useless, unlike partial roads.
Last edited by ollj (2019-12-30 12:56:24)
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ollj wrote:if theres only 1 placed tile without one next to it, thats not a road, thats an insult to roads.
The best way to build a road efficiently is to drop one tile every 3 or 4 spaces for a LONG ways. At least until you get to where you'd connect another town to the road from. The reason is multifold.
1) People at least have a guideway to follow and can figure out where they are when they find the path
2) Once others discover a road in the works, they are less likely wasting time and taking needed stones starting a road running parallel to it
3) Others are more likely to do little things to help, like filling in those spaces, or delivering stones to the path, so you amplify your work by passively getting helpers
4) Having a long guide to lead to town is more helpful to more people than only a short distance of going faster
5) Two towns connected at least with a broken path are far more likely to both survive, because if one town dies, people from the other can find their way back to repopulate the dead one easily. Also, it's a bonus reason to revive a town if you can see it's in the process of being connected. There isn't much reason to slowly work on only one side of a road connection if the destination dies.
6) You'll know where biomes are (hopefully) so when you have the right race, you can easily find those spots and bridge them in advance. Being able to easily carry a baby or a cart directly across a biome is more helpful than just being able to run a little faster across grasslandAnd in reality, that's how roads are built. You never decide to take a drive to another town and can go 1/5th the way on a road, and the remaining 4/5th you're just 4-wheeling through a forest. No, the entire road is done in stages, and it gets finished and opened pretty much all at once. When you don't do it this way you're apt to get a winding and confusing zig-zag road that goes nowhere. That's an insult to roads If you ask me.
One could probably achieve the same effect with bone needles (just make sure to use a flint chip on rabbit bones so that they don't decay). And it's probably quicker than gathering and pounding down flatties every 5 or so tiles.
So, I'll agree with ollj that partial roads are more helpful. Though, bone needle paths might be better before complete roads can get built.
Danish Clinch.
Longtime tutorial player.
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People just running thru the wilderness trying to find their way might not see bone needles. They are hard to spot. The advantage of actually dropping the stone is that:
1) Super visable
2) It isn't wasted work. When the road is complete, it will need that stone laid anyway
3) People come help fill in those spaces. You can ask people to help all day and nobody will, but leave a blank spot in the road and people will fill it without anyone asking.
But I like the idea, and next arc it could be useful for multiple people working on same road to mark a route for each other to follow. IDK
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
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Not that I like it that much, but a dotted path has some use. It helps to connect cities or pieces of road you know you won´t be able to fully connect because of time constrains (its best feature imo). All the other reasons are meh. For long distance projects just stick to normal connected roads since you won´t be able to finish even the dotted path in one go.
But best idea is to get help to make the road, nothing speeds up a road like someone setting the road and someone gathering or one installer two gatherers.
- I believe the term "Berrymuncher" is derogatory and therefore I shall use the term "Berrier" instead.
- Jack Ass
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Are dotted paths or needles easier to build than chains of waystones?
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Are dotted paths or needles easier to build than chains of waystones?
Chains of stone blocks or waystones would break/weaken shovel(s) or chisel(s). So, I'd expect that a long path of needles is easier to make than one of stone blocks or waystones, as well as being quicker.
Danish Clinch.
Longtime tutorial player.
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It still takes time to run around dropping a trail of needles. There also could be a lot of wasted time moving needles. It could take two whole lives worth of time to do that when everything is added up. I could drop well over 100 stones in two lives, and those stones are all things that actually contribute to the road work. I honestly don't think the pros of leaving a trail of trash to follow outweigh the cons.
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
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Yeah, well I much prefer a trail of flat rocks than having one ever 5 tiles or so.
Danish Clinch.
Longtime tutorial player.
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Yeah, well I much prefer a trail of flat rocks than having one ever 5 tiles or so.
If you are just following it, functionally how is that any different?
For the actually road builder doing the work it makes a big difference for a few reasons. One, I already mentioned, is that a partially complete road will get others to help complete it. Just laying a rock every 5 spaces won't get anyone to help do anything. But the other problem is someone who decides he want's to make a road a different direction just might come along and gather up all your stones to make a road going somewhere else. They aren't as likely to pickaxe up all your set stones though.
I personally don't want to spend a few lives lying out rocks so someone else can have a nice row to scoop up and take to work on another project (which is significantly more likely to never be completed than one of my roads).
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
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I'll also point out something I totally overlooked. Before a town has a bell ringing, the person(s) building the roads need a way to find them each life to continue work. Even then, it can be a challenge if more than one town has a bell, but they aren't both being rang currently.
It can even be hard to find your way back to a road that is 1k spaces long if you aren't born in a town it connects to. Finding a short road can be virtually impossible to do in one life. I'd rather start with something 1k spaces long that I can fill it in over time and yet have a good expectation I can locate it from anywhere I'm born, than have to /DIE over and over trying to get born back to a place where I know how to get to the road because it's so short I could miss it if I'm born +/- 500 spaces north or south of it, and who knows how far west/east.
Last edited by Punkypal (2019-12-31 07:41:23)
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
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Spoonwood wrote:Yeah, well I much prefer a trail of flat rocks than having one ever 5 tiles or so.
If you are just following it, functionally how is that any different?
For the actually road builder doing the work it makes a big difference for a few reasons. One, I already mentioned, is that a partially complete road will get others to help complete it. Just laying a rock every 5 spaces won't get anyone to help do anything. But the other problem is someone who decides he want's to make a road a different direction just might come along and gather up all your stones to make a road going somewhere else. They aren't as likely to pickaxe up all your set stones though.
I personally don't want to spend a few lives lying out rocks so someone else can have a nice row to scoop up and take to work on another project (which is significantly more likely to never be completed than one of my roads).
Alright, so I spent more than a dozen lives back in May/June on bs2 where I would focus on building roads to tarry spots. I don't recall once any person picking up the flatties I had layed out. I've also spent dozens of hours building roads on a low population server. Me and one other person once built a 2.1k section of a road using horsecarts back in like April I think. I've built and helped to build large sections of the current road project on that server. Laying paths of flatties works well, because I or someone else drops off the flatties at one time basically and then gets more, directing the developing road while also pointing in the same direction. Want to even more point in the direction of the target location? Leave a relevant map at the end of the flatties or partially completed road. Partially completed roads also picks up the travel time for future road building.
I'd rather start with something 1k spaces long that I can fill it in over time and yet have a good expectation I can locate it from anywhere I'm born, than have to /DIE over and over trying to get born back to a place where I know how to get to the road because it's so short I could miss it if I'm born +/- 500 spaces north or south of it, and who knows how far west/east.
Branches or other man placed objects every 5 or so spaces would have the same effect. In fact, I remember someone actually doing something on a low population server once... they didn't make a single road tile... and I could use those object to find my way to the snow town that the path lead to, and later built a road to that snow town. Branches also will probably end up faster than single tile roads to lay out in such a manner.
Last edited by Spoonwood (2019-12-31 12:45:03)
Danish Clinch.
Longtime tutorial player.
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Well if you are only going to a tarry spot, I'd say just make a solid road, because usually that's not a long distance. Also for that, moving faster is more useful if even only part way because one person at a time will likely will use it over and over, and when they do use it, speed is helpful.
I'm talking about long, cross-country, town connecting roads that easily can be 300 spaces minimum.
Dropping branches I think is a better idea because they are more easily seen than needles as a path marker, and are usually abundantly available along the route.
As to people gathering up stones. Well, on a low pop server I wouldn't expect anyone to gather stones. Who's there to do that? On the main server though it happens. One, I have seem people help me by just delivering stones using a cart, but before I could set them all someone came along and made a ~50 stone side path going literally nowhere I could figure out and that road never got longer. Someone might have done it to grief, IDK.
There have been times when I HAVE grabbed up stones others have laid down and never set. Usually it's because I see where it's going, and there is no reason to go there anymore. For instance, someone starts a path to a spot that is nothing but a few rows of carrots and one forge with a few scattered plates and bowls. This is clearly a dead camp just like 100's of others. Who knows, maybe it would have survived if the dude who wasted time gathering up all those stones actually helped with the settlement. But now it's dead, and nobody is ever going to resurrect it and they don't need those stones.
So basically, it happens. I hate doing the same thing twice for no reason. So I'd rather not take the risk of just dropping off stones and having them get stolen, even if it's only a 5% chance. Because when it finally happens I'll just be pissed off. If I can do a task multiple ways, all things being equal, but one way there is very little chance I'll get pissed off, then that is the best option.
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
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roads suck they are hell boring to make
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roads suck they are hell boring to make
Good for you lil trooper! I suppose pointless people will say pointless things.
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
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pedrito confesiones wrote:roads suck they are hell boring to make
Good for you lil trooper! I suppose pointless people will say pointless things.
I agree with you 100%. I love building long roads and that's how I do it
I am Eve Toadvine. I name my kids Alex, Jason, Jake, Holly and Disney characters. Forager and road builder extraordinaire!
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we need to be able to lock horses or fill an IQ test before allowing to use them, dumb people always steal horses and all these projects get fucked
we had 3 parallel roads on the middle when I played several lives in red cow city
when I made the map, people put waystones back to shitty ore city and stole the roads connecting the 2 new bell towns
you can actually make roads of pine now, probably just an upgraded horse and get 8 at a time rather than putting and taking out of boxes
they aren't fast but they gonna last enough time and they are cheap, if you lead it trough badlands, you can get quite long roads made
you can make a fast road near it
for me around 250 was the longest, took me a whole life and 2-3 other to just make that long and was like half of what we needed to connect 2 old cities, by that time the eve spawns went 3000 away
not worth it
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