a multiplayer game of parenting and civilization building
You are not logged in.
Twisted, I bought the game because of your videos. GJ. ![]()
I wish clothes were better.
Especially pelts and furs.
I'd prefer to live in a town with no buildings, they cause too much lag for me.
OK, thanks, this has been enlightening. ![]()
So what I get from all of the above is:
Feed children milk.
It takes time to get a pen going, though.
It's a little sad that some of the foods produced by farmers are so wasteful compared to berries. Feels like with all the effort it should be more rewarding.
I also wish this dish could make its way into the game: Buns.
Made from dough like bread.
Cut with sharp stone or flint stone.
Cooked on flat rocks like omelettes.
How about lots of bread?
- Uses iron / hoe for wheat, but this is needed anyway for compost
- Also possible to find wheat in rabbit biome
- Quicker to make than pies, when you often end up waiting for the fillings
Maybe bread could save a town from starving and feed all the precious younglings.
I think kids are meant to eat berries. But some continue eating berries into adulthood.
In the last towns I were in though, the mothers/wet nurses had moved to the kitchen by the fire or similar rooms with pies and stew.
I've been thinking though that if we want adults to eat other things than berries, we should make children eat other things than berries too. Get the habit in early.
Perhaps put out bowls with green beans and popcorn for them.
The problem is that it uses so many bowls needed for farming, and the bowls occupy so much space (needed for compost, soil and buckets) compared to just eating the berries.
I think it would be an improvement if kids could be able to eat pie and stew but spend less than grown ups. Perhaps a pie could last twice as long if shared by kids only.
Great idea. Maybe it could be used to lure geese back to empty ponds, or to lure wolves closer during hunt.
I sort of wish people would have a greater say in the circumstances in which they were born, if only to reduce the amount of stillborns and baby suicides.
Someone pointed out that the apocalypses will wipe out everything anyway, so I can't imagine Eve chaining being a problem. If anything, I wish there was a button on the log in screen that allowed them to spawn in as Eve (and other options).
I can see how that too might defeat the purpose of the game... but even so, it seems to me that people will find a way to play the game as they want anyway.
What if the apocalypse didn't wipe the server, but it moved everyone so far away from civilization that it would take weeks to return?
It might be fun to play a generation of explorers who stumbled upon ancient abandoned cities.
Fun fact:
"Infant carrying likely emerged early in human evolution as the emergence of bipedalism would have necessitated some means of carrying babies who could no longer cling to their mothers and/or simply sit on top of their mother's back."
- Wikipedia
In OHOL we have radios and planes, but no baby carrying devices...
It seems babies will be able to ride carts in the future though. It's on the to do list on reddit.
- And yes, I too wish we could limit the number of babies.
What if Donkey Town was treated as a feature?
Some people obviously enjoy griefing. And some enjoy the added drama of having griefers around.
What if, in addition to the possibility to be exiled to Donkey Town, you could also choose to be born there from the log-in screen?
There would be more people there, and all would participate with the intention of pvp combat. It would be the place to go for people who enjoy the suspense of hunting others and being hunted.
It could even be tweaked to serve those players better. Bananas could regrow. Domestic berry bushes could function like the ones in the wild and regrow berries, at least for a few cycles. Finding food could be made so easy that the main focus would be on tracking other players and killing them. There would be less need for tedious farming and more time for excitement.
A separate family tree could display the characters with most kills, all time and this week.
While the 'real' OHOL world could similarly tweaked to discourage griefing. For example, knives and arrows could break if used to hurt someone. Or they might require more than one wound to kill someone.
When you're stuck standing around keeping an eye on everyone in the village instead of doing what you planned on doing it becomes more of a job. "Well I can't bake this life because a griefer might start stabbing everyone."
This.
"I can't do... I have to do... instead because of griefers."
It's what makes me fall out of love with this game.
I've played this game a lot since I bought it a few weeks ago. At first it was addictive. I loved how there was a lot to learn in order not just to stay alive, but to help the community I was born into survive. In the lives where I was born into well functioning cities, I loved having the time to explore and learn new things.
But now I think I'm falling out of love with this game.
What really intrigued me in the beginning was how dependent everyone were on other players. OHOL felt like a game of cooperation like none I've ever seen. If we don't work together, the city will die, either from lack of resources or from a lack of daughters. In other games, the core of the gameplay is killing. Here, the core seemed to be building and working together, and I adored it.
Naturally there's been a lot of drama. And to be fair, it does create opportunity for epic stories of heroic acts and tragedies. Some lives and characters I remember better than others precisely because the game gives players the opportunity to kill each other.
But even so, I find it's very seldom killing and griefing brings a story dimension to the game. Usually, to experience griefing by others becomes tedious and boring. So my uncle, who I've never spoken to, just killed me with a bow while I was collecting soil. Or some person, I have no idea who, killed me with snowballs. Not exactly Shakespearean drama. That kind of griefing just seems random and out of place, and if it's meant to add tension, it fails. Well, perhaps the griefer is more entertained now, but I'm getting bored.
What's more, griefing creates limits for what you can do with your time while a griefer is running around. Want to learn how to make stew? Sorry, you have to fix the sheep pen in this life. Maybe the next one. Want to build a road? Sorry, you just got shot. Want to see whether this village can grow into a big city, several lives from now? Then you'd better dedicate your next lives to stopping end towers from being built.
In one life, someone said to a griefer who was running around killing everyone, "This is not a pvp game." And the griefer's reply was, "Yes, it is."
That, perhaps, is the main problem with griefing today. To some, this is a pvp game. And to those of us who love this game for it's cooperative nature, we're forced into a pvp scenario where even if you don't plan to kill anyone, eventually you have to start taking possible griefers into consideration in all aspects of the game. Because as has been pointed out earlier in this thread, communities big or small seem to be extremely vulnerable.
Right now, it seems far too easy to kill off cities and lineages by destroying pens, murder by snowballs, luring in bears, and all the innovative ways griefers find to end civilizations. And, well... I'm getting bored with it.