a multiplayer game of parenting and civilization building
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Dodge made a comment which says the following back this past March:
I havent seen a single mega city since eve chain nerf, it would make sense if it was after steam release but now players are getting a lot better and probability should make it so that it would happen but towns always end up dying, why?
https://onehouronelife.com/forums/viewtopic.php?id=5678
The Eve chain nerf gets discussed here and was widely opposed when Jason proposed it:
https://onehouronelife.com/forums/viewtopic.php?id=4848
Most tellingly perhaps CrazyEddie, someone mind you that apparently hasn't played the game in over half a year, or appeared on the forums at least, says things like the following:
You have answered your own question - it is against the idea of the game. It is directly counter to the idea of the game. Jason has on multiple occasions taken steps to prevent exactly what you are asking for. Jason does not want you to continue working on projects that take longer than one life; he wants you to leave a legacy and die, hoping that your descendants will continue where you left off but unable to know whether they will or not.
That is the entire game in a nutshell.
Except that not only can't get maintained, because of the game is intended to be completely playable as a solo project, but also because The Rift existed, wasn't short lived, and was small enough to enable people going back to the same spot, and people did such... even openly as Pein's Eve meta for The Rift informs even the most casual of observers:
Most times i was a male making most progress on a fortress, second life going back with a horse
https://onehouronelife.com/forums/viewtopic.php?id=7985
Have any mega-cities existed on the large map in the large population context? Would San-Cal have qualified?
This is supposed to be a game about civilization building. It does get promoted that way. But how true is such a claim if mega-cities simply can't exist for one reason or another?
Also, how in the world are families going to survive updates if no member of a family can get reborn after an update in the same lineage?
Yes, the last part is a relevant question. Note that Jason said the following:
Eternal survival of one family will be possible through distant resource outposts and migration.
https://onehouronelife.com/forums/viewtopic.php?id=8320
Lastly, the expectation that families will migrate I'm not sure is realistic. Apparently, many players would rather get murdered than have a system which suggests migration as a better response to griefers: https://onehouronelife.com/forums/viewtopic.php?id=8667 And there exist other threads doubting migration as something that players will do.
There exist other reasons why super long lineages haven't existed, such as bad luck on spawning new female children, the game making it difficult for new players to figure out how to eat, murderous griefing existing in the game, and probably more. Really, why would there exist super long lineages in the large population context when players get pushed away from having multi-life projects either by character death or lineage death?
Danish Clinch.
Longtime tutorial player.
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we had a few, and when I made a map people made longer roads leading back to Ore town
but that was weird to me since there was no oil so no reason taking back resources, we need to migrate to the west eventually
I feel like there is no value of towns since there is no value in traditions or buildings
even a game that used simple mechanics, the upgraded items and abilities made late-game better than early game
Jason likes to have this slow burn, that you run out of stuff and it takes more and more time, distance and effort to fix stuff
the gameplay is repetitive because of it and there is no end goal, so there is no real progress, reason to continue the towns
I think that the game needs some higher-tech elements which can only be bought for a new currency which is made trough work
the gameplay should shift from gathering resources to processing them, and a way to profit by making excess, make 10 pies, sell them, buy something unique for the price
the map could be smaller, not rift size but like 15x15k. that would be too much on foot or horse but slowly migrating would make sense
maybe some sort of unlocking new areas
also families could have certain zones and each zone have a different bonus and spawn rules, maybe simplify travel to make accessible to people to get elsewhere, more of a cost based travel, less of a time and distance based
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 that the game needs some higher-tech elements which can only be bought for a new currency which is made trough work
Uh, you mean 'though' work, not that we'll have to drink water from a trough, right?
Danish Clinch.
Longtime tutorial player.
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trough
too much focus on gathering stuff
getting 24 adobe vs making a building out of it is like a huge difference
things like compost and stew are okay cause more processing less gathering, everything is there
it's more fun and satisfying
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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getting 24 adobe vs making a building out of it is like a huge difference
things like compost and stew are okay cause more processing less gathering, everything is thereit's more fun and satisfying
Yea, I agree. Buildings and floors seem especially bad in comparison to other things. I've spent more time gathering snowballs, adode, limestone, pine needles, and long shafts than actually constructing with them. Smithing is kind of a more interesting balance in comparing gathering resources to actually smithing.
Danish Clinch.
Longtime tutorial player.
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