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a multiplayer game of parenting and civilization building

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#1 2020-01-10 14:28:54

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Problem: Food Bonus Is Constant

Food in OHOL is intensely connected to an individual player's survivability to old age.  Some variation exists here via clothing and heat through proper buildings and heat radiating from fire.  But, it's only so much.  There's only so many possible stories about survivability with the present system, and once one learns the system, one can predict how much food one will need in a life.  Thus, that the food bonus is a public constant number leads to less variety than possible with respect to inidividual player survivability.

Proposed solution: Each individual player gets a prng food bonus between 0 and 8, and that number varies for every single life that they get born into.

Village numbers vary and in general probably low enough that something like the above would vary things.  Because of those reasons, it might be not too unlikely that the amount of food that the family needs would vary even more than it does currently.  So, that some villages might quickly build up an abundance of food seems likely, but that some villages might have serious problems eating also might be within the realm of possibility.

The above might also lead to more types of stories.  Like sometimes you had things super easy with respect to eating, while a village griefer had things more difficult, and sometimes the reverse.  Sometimes the new player had a large bonus in town, while sometimes the vet did.  And sometimes they all had the same bonus.

Alternative solution: Players have a choice button for their food bonus.

Last edited by Spoonwood (2020-01-10 14:31:33)


Danish Clinch.
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#2 2020-01-10 19:57:35

The_Anabaptist
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Registered: 2018-11-14
Posts: 364

Re: Problem: Food Bonus Is Constant

I would sooner see more types of hungry work.  Or what I proposed the other day, spoilage of raw foodstuffs.

If the masses want your solution Spoonwood, then at least make it an inverse to the genetics score.  The worse your score, the better your food bonus, so the challenge is forced solely onto the veteran players and not the beginners.

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#3 2020-01-10 20:11:02

Punkypal
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From: New Orleans
Registered: 2019-11-24
Posts: 245

Re: Problem: Food Bonus Is Constant

Anabaptist's idea is better. The more hungry work part that is.


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#4 2020-01-10 20:29:18

Spoonwood
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Registered: 2019-02-06
Posts: 4,369

Re: Problem: Food Bonus Is Constant

The_Anabaptist wrote:

If the masses want your solution Spoonwood, then at least make it an inverse to the genetics score.

That still makes the survival challenge predictable.  So does decay.  And we'd remain with similar lives at the level of individual survival.

Who knows what beginners want?  Maybe not all beginners want the same challenge level with respect to not starving.

How are lives going to feel different with ever-so similar challenges across lives at this level?


Danish Clinch.
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#5 2020-01-10 22:43:46

The_Anabaptist
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Registered: 2018-11-14
Posts: 364

Re: Problem: Food Bonus Is Constant

Spoonwood wrote:
The_Anabaptist wrote:

If the masses want your solution Spoonwood, then at least make it an inverse to the genetics score.

That still makes the survival challenge predictable.  So does decay.  And we'd remain with similar lives at the level of individual survival.

Who knows what beginners want?  Maybe not all beginners want the same challenge level with respect to not starving.

How are lives going to feel different with ever-so similar challenges across lives at this level?

I'm going to disagree with you on the predictability of my own idea.  Yes, you may know the % chance over a long period of time for a break for a mishandled item.  You will not know how many kinsfolk in your town are aware or responsible enough to put things in their proper place vs risking accidental breakage.  Or the one griefer who decides to make it their life mission to pickup and put down every clay plate and bowl repeatedly until they all are smashed.

What are you proposing?  That some of us are to be born sickly and weak while other are naturally fit by chance?  That that alone is supposed to make life meaningful?  How many rich kids in real life find meaning and purpose in their silver spoon upbringings?  I personally don't think a deviation of 8 pips of food is going to accomplish a meta change much less what you are wanting.

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#6 2020-01-11 00:46:19

Spoonwood
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Registered: 2019-02-06
Posts: 4,369

Re: Problem: Food Bonus Is Constant

Do you have a variance that you think would be more suitable Anabaptist?

The_Anabaptist wrote:

That some of us are to be born sickly and weak while other are naturally fit by chance?

Everyone would still be above to move at the same speed given the same age.  But, in terms of digestion players wouldn't be so equal.  Inequality of condition plays a small part in interesting stories in the real world, I think.  And such inequality of condition plays some part in the variety of stories that exist in the real world.  I simply don't see why players should be so equal in game.  It leads to sameness over and over again.

The_Anabaptist wrote:

That that alone is supposed to make life meaningful?

No.

The_Anabaptist wrote:

How many rich kids in real life find meaning and purpose in their silver spoon upbringings?

I don't know.

The_Anabaptist wrote:

  I personally don't think a deviation of 8 pips of food is going to accomplish a meta change much less what you are wanting.

So today, after I wrote the above, I was laying out flatties where I usually play.  No one was else playing during the time I was doing that so far as I knew.  Getting the flatties varied to some degree as it does.  I usually carry various pie types and like a bean burrito and yum on foods while doing that.  This time I picked wild berries and eat those instead.  It was a little different eating berries, but it was still rather similar to many other lives I've played.  It wasn't like I had to rush more than usual to food, or had an overabundance of food compared to usual.  One could argue that I could have put on a different clothing set, but this is a game about civilization building, and going nude, and trying to survive doesn't seem to jive with that and never has in colder areas.  And caying clothing feels silly to make, because I usually play a few mere fraction of the time period that decaying clothes lasts.  And even if I varied clothing in principle I could still predict how often I would need to eat if I cared to do the calculations, and no in-game observations would be necessary.

That life was what I pretty much expected.

Sure, such a variance probably won't lead to much more meaning.  But, it would provide a little more variance in the conditions of a game with respect to the survivability aspect at an individual level which is ever so similar from life to life, and you don't get to choose anything about what influences how hard it is to survive a prioi.

To put things another way:

"EZ Mode - Boring"
"Hard Mode - Boring Even if Too Hard"
"Variance Mode - I can't say.  I don't even know what it will be like a priori if no wild animals existed.  It might be boring, interesting, annoying, or relaxing.  Who knows?  And life 1 might just be different from life 2."


Danish Clinch.
Longtime tutorial player.

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#7 2020-01-12 10:21:37

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: Problem: Food Bonus Is Constant

energy line

that would create a whole line of foods with high energy content
portable static small big medium and the combinations

energy could work like hungry work
you couldn't do jobs without it, also would limit your speed, therefore your ability to eat

current food could be like 50-50% energy and food value, some like 0% or 25% and introduce some higher value ones
possibly meat would be lower food value but high energy per unit

could also replace the tool limits which are just "play more" to get enough of it
the base 6 tools are annoying but I'm around 13 now and my only choice is to make engine or everything else

sometimes I ask people to do my things but it's more because of annoyance of using a slot for drill or fire drill or file when I won't do that in my life again

energy would be better, since you could do massive projects and a help would be needed all the time not just to make the items


https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
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Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#8 2020-01-12 10:43:27

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: Problem: Food Bonus Is Constant

pein wrote:

the base 6 tools are annoying but I'm around 13 now and my only choice is to make engine or everything else

I think it's 5 tool slots for the base genetic score of thirty.  When I had them on low pop I had 2 extra tool slots and 7 tool slots total.  What I've seen on Twitch streams also matches 5 tool slots as the base.


Danish Clinch.
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