a multiplayer game of parenting and civilization building
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I won´t deny the beauty of the travel but at that time it made a lot more sense just to let that family die tbh.
This is by far the simplest idea, I had concieved something similar in another thread but a lot more clunky in terms of implementation. GJ. It is unfortunate that in my mind Jason has a thing for dismissing ideas when they aren´t his.
If it would be possible to have a graph of curses and people sent to DK it would be great.
Yeah I understand your point Spoon. I agree the game should have a better incentive to ingame learning and the already made towns are not really the best starting point. On the other side you also know not everyone can Eve to get a town going and the latests game mechanics like specialization and tool slots don´t mix well with continouous Eve spawning. I would like more new camps to arise but I don´t see how making new players Eve is better than veterans doing it. While I believe the real longterm success of a family doesn´t depend on the Eve but in the first 4 generations I also believe the inmediate failure of a family does depend on the Eve.
I wouldn´t really mind playing in new camps more often, I believe it is an enjoyable part of the game. But making it so new players Eve whenever they want and bring a full family after them? No, I don´t think I would enjoy having to explain all the basics to someone while half the players suicide around me or having to start a new camp somewhere else because my mom just happened to choose a place with no well clay or water closeby. I wouldn´t mind teaching in a low pop server (and I have done it several times) but somehow the game mechanics make both contexts completely different to me.
Griefers didn't 'get away with things' because of anonymity. They got away with things because the game's mechanics are unapologetically grief prone. I played the game seriously, attempting to help my families for the last 2 days (despite being called a griefer continually by certain clowns in this community). If a mechanic is causing the game to be unplayable, it's not the players fault, it's the game mechanic. Punishing PAYING CUSTOMERS for using an in game mechanic AS THE GAME HAS IT ENABLED TO BE USED FOR is not griefing. It's playing a game. It's almost as if you've never played a PvP game in your life. "OMG THIS GUY TOOK ME TO WILDERNESS AND KILLED ME! GRIEFER!" No... that's not Griefing. That's being smart.
Well if you want to roleplay as the psycho that kills anyone just because you are alone be my guest. But don´t expect people to be happy and salute you for being "smart" while they bleed out.
On the other hand I believe the killing mechanic was introduced exactly to prevent griefing, since before that you couldn´t stop people from destroying and stealing stuff. Even when they were killed they could just return as a new player, play dumb for a few minutes and start killing/locking doors/grief for a new life since they got anonymity behind them. This didn´t happen once or twice btw, there are hundreds and so instances of people killing and destroying full lineages, even people making threads of how much fun it was to destroy a town.
I have indeed played several PvP games, fps, rts, mmorpg, tbs I am sure I´m missing some genre. Maybe this will shock you but this is not intended as a PvP game which may be the source of all your misunderstanding (this is not my opinion, Jason has stated so). I would be happy to fight any griefer on equal footing in a proper combat system (I even used to call for a proper duel when the game allowed to dodge and we needed to solve some issue). The point behind all this is -anonymity is just that much of a powerful tool-. Paceful players had to deal with returning killers and griefers for months just because they have full anonymity. To me it is more like it is you the one that has never played a PvP game before: In PvP everyone has a win condition, a set goal before hand and everyone agrees to competition. Does that sound like a parenting and civilization building game?
I still advice you to read back these forums, because you assume many things that are simply not true in this regard.
Again, 'griefers' didn't plague the game. Gamers plagued the game. Gamers playing the game with in game mechanics that Jason failed to realize he had designed to be too 'realistic' to actually properly function within an online video game. The game has less than 100 people playing during it's peak hours now and i still see someone curse someone else almost every single life because they're 'griefing.' When in reality it's someone just being super petty.
Oh yeah griefers did plague the game. I was even a mod in a griefers discord subforum. I am still mod there but the channel is completely dead. Funny enough one of the most known oldtime griefer asked me to mod there even though I don´t grief. I actually even defend your right to be an asshole ingame and destroy and grief all you want. What I don´t defend is the no retaliation doctrine, mostly because griefers have anonymity. In a proper PvP game with a username and no anonymity you wouldn´t be raised so often if you are a dick to others. I normally curse people when I don´t want to play with them and I am happy everyone has the same right. I don´t log in to be chasing after some idiot that wants to kill others or likes to steal stuff to make the game "interesting". I don´t log in to read racial slurs or people being aggresive for no reason. It is just that simple.
Glad you like it, but want to throat punch you that you think that you're entitled to enjoy playing the game the way you want to, but pvp players aren't. Even though you approve of my idea, you're opinion perfectly embodies everything that's wrong with this community and the way Jason is taking it.
Well how could I dodge that punch if I had to play the game pvp players wanted and not the way I wanted for months? How could I possibly dodge a PvP punch that I don´t want to take because I don´t log in to this game to PvP? My opinion may be wrong to you sir, but I believe I´m not alone on it and the latests changes in the killing mechanic make me think PvP is not where the game is going right now.
This is actually why I'm replying to you, because you're 100% wrong here. If you read 'My Experience' You'd know I actually played on the private servers for several lives. And no, it's not universally bad. It teaches you how to play the damn game and with the basics given to you during the tutorial of the game, any new player should be sufficiently able to at least feed themselves and begin experimenting with crafting and learning the tech tier.
My friend who I also bought the game for didn't want to play after his second life because he said he had no idea where to even begin, because spawning into a town already under way leaves you swimming with no clue what to do. In fact if you look at how new players comment about the game in discord you'll hear my words reverberated by them.
Playing multiple lives as an Eve is how I learned to play, and I died of old age on each. ALSO! YOU DO NOT RESPAWN IN THE SAME PLACE! If I had, I wouldn't have ever even came back to the multiplayer server. I would have just built myself a giant town, took screen shots, and said duces. I literally only went back to main servers because I couldn't progress beyond what I could push out in a single 60 minute experience.
Did you play on low population servers from that list? Well I don´t know what to say sir, maybe you got a defective game. Allowing new players to Eve in BS2 is a bad idea because you need some basic level of planning to make a town, for starters a spring for your well. So many times I´ve seen new people making towns far from a well location or next to dry springs lol. Yeah and there are several other factors, allowing new players to Eve is a terrible idea, I wonder if anyone with more than a month of game experience would think otherwise.
The game is exactly the opposite for who? You? Because the way it plays, I am forced to bounce between 4 towns, all the same towns, just seperated by an hour, or a series of /die to get myself back to the town I want to play in. Incidentally, this is something several players do, as is obvious from those who insta die when they spawn. So no, neither is the game designed to be the exact opposite, but many players 'idiots' as you refer to them, actually enjoy the idea of watching a single town evolve throughout the generations.
My suggestions make a lot of sense to me, as someone who understands the entirety of this game having already played it for 60+ hours, exhausted every corner of it's Wikipedia and done everything in game but cause the apocolypse with the blood stone. Hell I even built Oddity for lulz since I could actually achieve that solo.
Well yeah we clearly have a different view on how the game is supposed to go (Not how I want it to go but its developer). For the last time I advice you to read some of Jason´s posts about the game. I am sorry but I am too lazy to make a selection for you.
I congratulate you on your achievement of Oddity, I´ve never made one.
PopcornFireworks wrote:What's the current bear respawn mechanic? Do people have to trigger the caves for more bears to show up, or will they just appear?
I think it's 24 hours now, not sure. I haven't tested it. That's Farr, or Tug's department. I just name kids planets and say I love my mom, a lot.
As far as I know bears don´t respawn ever. Maybe if reclamation is in place? Idk.
The thing is, there is a big portion of the playerbase that had to deal with people "choosing to be an evil character" for long enough. For me, the current curse system is a blessing and I hope it stays like it is. For the first time in ohol history griefers don´t have 100% anonymity on their side and I love it.
Your first suggestion makes some sense from a person that has zero knowledge of how the game has developed for months. Maybe if you took a few weeks to read back these same forums you would understand how griefers had plagued this game. You could also understand how helpless the more pacific players have felt and how that has pushed many people away. Just to give you an idea, a few weeks before the new curse system I was playing as a mother trying to keep her family alive, being last fertile female. I had three girls and then twin males. The twins were griefers trying to exterminate my family, they killed two of my girls, I managed to dispatch both of them. In his last words, the second twin literally told eveyone how much fun this was for him and that he was coming back in five minutes to clean the rest after I was dead (My girl and her children were newish players). So yeah, toxicity goes where it is due most of the times.
Your second idea I approve completely. Make a separate space for Donkeys ideally with NO IRON. That way they don´t get a free paradise to play.
Your third idea is almost universally bad, making new players Eve is recipe for disaster. If you want to play the early game from scratch the low population servers are more than you need, just go into settings and choose one from here http://onehouronelife.com/reflector/ser … ion=report, if you die of old age you even get to respawn in the same place.
Family locking is also a bad idea unless you want to make permanent teams. Several times I´ve run into idiots telling me "this is my town, I was Eve..." or "Hey I build this farm two generations ago don´t do this so or so..." I get it, people like to feel attachment to where they play, but the idea of the game is exactly the opposite.
I hope you understand your suggestions make a lot of sense to you as a new player, but not to everyone in these forums.
And yeah Legs is a known griefer so it makes sense he/she doesn´t like the new system.
AmberA wrote:as a griefer killer I have been sent to Donkeytown because I get cursed a lot
By your own admission donkey town as a place for griefers is broken. If you play the game enough and you aren't a complete doormat you WILL end up in donkey town. Virtually nobody understands how or why curses work and they just abuse the mechanic. It leads to bad players cursing good ones more often than not. The curse system as a whole is clearly broken.
I would love to see the numbers (number of players that actually have been sent to DT) because I have the complete opposite opinion.
JasonY wrote:Game needs content
No Game needs fixes
Game fixes no needs.
I love race restrictions. It definitely doesn't break the game. >.>
I love you Destiny. Never change.
I hope you get well soon sir.
Someone is not a happy panda.
1- But the game is sort of popular, and also even if the servers were completely full of people that woudn´t change the gameplay that much. I don´t care tbh.
2- You mean all people that I think are griefers? Who decides what is griefing? Idiots like Punkypal think making an apoc tower is griefing. I don´t care either.
3- I mean doubling someones IQ doesn´t mean anything to me at least. He may even leave the game alone. I can´t care less.
4- Useless, I would be trolling people all day for a week then leave for ever.
I don´t like anything here.
https://onetech.info/663-Deep-Well
Deep well recharges one use every 150 mins if it's untouched. Dry well would recharge to one use after 150 minutes, but last use is 100% so you would get only 1 bucket of water from it.Not worth it.
No, deep well doesn´t recharge one use every 150 minutes. It has a 1/8 chance to regenerate a use every 150 minutes if its not dry and a 100% chance to regen the last use if it is dry. All in all you are getting the same bucket every 2 and half hours.
I've been playing for a couple weeks and have a question about water. On the wiki (link), it says that shallow and deep wells regenerate water, and that accessing the well resets the regeneration counter, so it's best to empty them into cisterns. Is this information current?
I've noticed that people tend to build a Newcomen pump as soon as the deep well runs dry, even if there is a decent amount of water stored in cisterns. If water does regenerate in deep wells, and your town is small enough to subsist on that regeneration, is it better to avoid upgrading the deep well and becoming dependent on rubber and later oil?
No, it is not, regeneration rate of all water sources was nerfed to prevent that. Current regeneration rate is a bucket for two and half hours which is not enough to keep a town alive.
There's no way trade can work within the one hour premise of the game. I tried once, I was in a blonde town that ran out of water and had newcomen pump but no tires. I waited till 15 so I can ride, then went searching for another town and filled up the cart with ropes along the way. I found a town with tires at like 35, and then I spent 15 years asking everyone in town if I can trade my ropes for some tires. I either got ignored or got "IDK, ask someone else" as response, because the tires they had were probably from a previous generation and nobody felt like they were theirs to trade. Running out of time, I decided that it's probably a fair trade on my own so I just dropped off my ropes and grabbed two tires without getting an OK from any of the town's inhabitants, then I got back to my own town just in time to do two rounds of water pumping before I died.
See, the problem is that no matter how much LARPy leadership stuff is implemented, one hour is simply not enough time to establish meaningful relationships with people and have a natural leadership hierarchy emerge, so there's never going to be anyone around who feels authorized to trade. And that one hour is being generous, for majority of people in your town you'll get a lot less time to interact with, given that they'll be either older or younger than you. Plus the one hour life limit really disincentivizes wasting your time on talking, so building relationships with townmates is even harder.
So yeah, I think this silly notion of trade should be dropped entirely.
I agree with almost everything you wrote. However, I still think trade can be possible if a proper game system is implemented instead of waiting for it to magically arise from the players interactions.
For how long they stay on you should be lowered because 30 days is actually too much don't you think 30 days in donkey town lol.
Make it 60.
I love you, testo. Never change. ♥(ˆ⌣ˆԅ)
♥
You don´t have to feed her if you don´t want to, and there is no real gameplay harm. I mean you can still lose points if the player suicides so that person is actually giving you a chance not to lose points. Are you complaining because you are given a choice?
Legs wrote:Here's a question. What's the yum etiquette when it comes to force-feeding?
Am I some kind of yum angel if I go around with a berry bowl boosting people's yum by feeding them?
As long as you are force-feeding people efficiently-produced foods, I'm in full support of this practice. Gotta keep your old folks alive and your hard workers well fed. With the changes to prevent chain break and over-eating pip loss, it is a safe practice. No downsides, far as I can see.
Yeah I´m gonna force feed everyone cooked beans, no downside.
Thread delivers 10/10
Do whatever you want with your food as long as you pay for it with work.
testo wrote:Nice, those dancers need to smile a little more maybe? They look kinda nervous XDXD
Thanks! I try to stay 'true' to ohol expressions' for the most part but you're right, I should definitely give them more emotion like /joy /happy etc otherwise it may look flat and awkward. I will take your advice for the next time!
Please don´t take it as "advice" I couldn´t even draw a tree myself tbh. I love your style and just thought in my mind dancers are always expressing something like happyness or they are flirty or maybe some kind of ecstasy. But maybe yours are just nervous because they are perfoming to us? lol. The ginger guy looks stiff with his lips tight while the girl in red just looks at him like: Hey relax you doing fine.... On the same note I love how the girl in purple is like: Bitch take me to dance!
Nice, those dancers need to smile a little more maybe? They look kinda nervous XDXD