a multiplayer game of parenting and civilization building
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So, new content is two male models and exhausted oil pumpjack?
Color me unimpressed.
I learned it the hard way, save wool in your bp if you want it to be yours. You should always make a bp first if you are interested in gearing up btw.
General rule for Roleplay:
Common sense.
It´s not that hard.
- If you brought a few baskets of iron and made a few tools: dig all the graves you want.
- If you want to be a king/queen: don´t push on others to obey if they don´t want.
- If you want to build stuff and make your own place, don´t hoard resources.
I am convinced one player´s work is enough to feed himself and at least two other players. That means if you want to stay literally doing nothing all your life is ok, as long as you don´t shit around other people.
If you take resources like Pein said, just make them work. Did you pick up the only cart in town? Bring rope and iron first. Did you eat something from the farm? At least plant and water something back. As I said, it´s really not that hard.
It´s not condescending
You just don´t know the engine
Offence advantage is the real problem (was this game supposed to implement a combat system?).
It is amazing is how bad fences and property gates are (the only real defence system). They were not designed as a wall to defend your town, they were designed to implement property and ownership (and they failed miserably).
Reasons why fences fail as defensive system:
They
a) Need fixing over and over.
b) Have a long constructing time, they also need a lot of work on the terrain, need an axe to cut trees and also rope to set up the gates.
c) Even when you actually do make all the work to protect your town with a fence, it still fails becuase one single person fails to close a gate. I stopped making them because they are useless in the long run.
Compare them to the attacking system (sword), wich require one single steel and virtually no job behind. It can be literally be mass produced with a roller 5/6 at a time. At age 4. They don´t need fixing, are BP ultrafriendly (hey! I get to have a sword and not even use a BP slot), and can be dropped.
Meme aim is not bad on its own. It is really bad because there are swords and no cursing outside the family. Swords and no defence system are the problem.
But wait, meme aim was supposed to fix warsword. Not just that, we got it out of the 15 year experience thread, because figthing dance was the real problem that no one else could see. Go figure.
I actually agree that role players and the like wouldn’t enjoy having their own server. Because nothing would ever get built. Griefers and roleplayers are not the ones making these grand cities. They are usually the ones that tear them down.
And “efficiency” servers tend to die off very quickly and unceremoniously. Just take a look at the “Community Crucible Modded Server”. There were a lot of hype for it, but then it stagnated. Barely anyone played it and then it unceremoniously died off like every other attempt. The server has been offline and unavailable to be played for over a month now.
Also griefers join low pop servers all the time to tear people’s creations down, because nothing else that gives them value to their lives. So why wouldn’t they join a “high efficiency” server. They would have a field day.
It is quite the logical fallacy to pretend that everyone is either roleplaying or aiming at efficiency in the game. Different people enjoy different ways of playing, and roleplaying isn´t really the problem. Trying to justify murder becuase of roleplay is. Also I don´t know if you played in CMM, but it was not an efficiency server.
I have made the mom run several times. It´s not that hard, drop horse in small bio and come back later.
Good job on being a ass* to others. Next time do a thread and brag in public.
Just a few things to comment from my point of view:
- Killing because of a ruling figure is griefing. There is no ruling figure in OHOL. If you kill because someone told you to without a solid reason you are griefing.
- If you respect murderers because they give you something to remember you are mentally ill, same logic could apply to real life. I remember the idiot that broke into my home and threatened a friend with a knife. It is a rich narrative if I tell you the whole story. I don´t respect him at all and I would gladly not remember the incident.
- What you are indirectly proposing is normalized killing and griefing. Not normal. Killing and griefing should never be a normal way of play. It has been said many times: this is not a PvP game. What murderes do is make others people game miserable becuase of the lulz and personal sadism. They are not the "opposing force" in the game, they are a social anomaly that only comes from real people under total anonymity. They would not exist if they had to log in everytime with a username or if they had to bear the consequences next life.
- Killing is ok as long as you have a reason. Even anger or fear is OK. IE you kill because someone stole your stuff to work his own. Or killing that kid that runs around town with a loaded bow after you told him to drop it down. Killing because you are the town killer not ok.
It´s safe as long as you use a condom while playing.
I agree with Tarr in the trust issue. There are several times I´ve thought to myself that maybe Jason doesn´t really care that much about the future of the game because he already cashed in. There is no incentive on making the game really good, simply because the effort/benefit ratio isn´t worth it. As long as the game keeps selling a few copies he will keep working on it, but there is no big deal if the player base diminish to extinction. I won´t complain about that, but it doesn´t meet the expectations I had when I first saw that amazing promotional video.
I´m also gonna be a real dick and just throw what is for me the elephant in the room here, because 99% of the things not working or poorly designed in the game can be traced to one single fact:
Jason works alone.
I am not talking about the technical side of programming or who knows how many years of experience are required to understand the engine. It is about the gameplay, game design and overall thought process of the game. You see, I´m not tech sawy by any means. I can barely read some pseudocode in latex or java. But I am an educator. I work with people, and I understand one capital missing point in OHOL, wich is: A social game will never be succesful with one single person holding the strings. It just can´t, because every interaction, every decition made will only have one vision imposed over the players. That may work for a platformer, shooter, rpg and virtually any kind of game but a multiplayer social game.
I want to be cristal clear about this. I really believe he reads a lot of the suggestions here in the forums and has good advice from other people. This is about parts in the design he won´t agree. This is about the creative process that comes as a result from a team: people working togheter with different and sometimes opposing views, with equal power and influence over the final result. As it stands he has no way of getting into some aspects in the development process, because he holds all the power in what is and what is not made out of it. I don´t blame him, we are all blind to our own device.
I believe the best idea he could have is to hire a team and work with other people. To hear and discuss on equal footing with people having a different "vision of the game". But that won´t happen. That is why I believe OHOL is doomed to a sad and playerbase-bleeding end. And that is why I barely play a few hours a month nowdays.
Good luck, writing a thesis is no easy task.
I hope we get tomatoes fixed by the time you come back ![]()
testo wrote:AdelaSkarupa wrote:You can't compare because the people committing countless murders in this game would never murder someone in real life.
Why would they never murder IRL but they would in a civilization game. Maybe there is something that real civilization has that the game lacks...
The fact that you are even struggling with this concept disturbs me. So let me break it down for you...
Game: Cartoon people with no pain, no value, and they keep coming back.
Real life: A real person with one life to live; Someone's mom, sister, father, brother, etc.In summary, THIS IS A GAME!
Hey chill out. It is a game that models civilization, ergo society.
Not everyone that doesn´t agree with you is wrong, why are you trying to impose your view anyways?
I can compare. And will I keep keep doing it. Lel. The fact that there are so many murders in the game says a lot about the gameplay.
It´s not that hard not to feed others. Don´t feed if not asked, is that simple. Also, did you say the magic words? If it was an honest mistake you apologized and didn´t start an argument did you?
testo wrote:AdelaSkarupa wrote:You can't compare in-game murders to real-life murder rates. You would have to compare them to rates in similar games. Are you as responsible with your money in games as you are in real life? How many people have you stabbed in real life compared to in games? Life in-game will never have the same value as a real life. So this is not a legitimate comparison.
You can´t compare in-game murders to real-life murders in a game that simulates civilization?
Well, it seems to be very important to compare
Pine panel production
Milkweed
Language
Climate and habitability...
Hell I could go on for a few minutes here.
That being said, the comparison is flawled for a different reason. I´m using this data https://en.wikipedia.org/wiki/Crime_in_ … ted_States
So if 4.5 is the actual number per 100.000 living people in a YEAR then in a lifespan of 80 years (a full life) you get 360 murders.Note the difference, because murder rate in real life comes as number of murders per 100.000 people a year not as number of murders per complete life.
You can't compare because the people committing countless murders in this game would never murder someone in real life.
Why would they never murder IRL but they would in a civilization game. Maybe there is something that real civilization has that the game lacks...
testo wrote:SpiritBomb32 wrote:Testo, you would need a few friends or just god teir communication.I think that is a huge part of making the game from survival to society. I think that's why murder chains happen, the real story gets drowned by the other comments. I think that making a government will be very hard to do without UI, given that rules even if everyone understands in the first place, will be gone by the next generation. Rip sorry if I ramble
I think just normal organization for the engine is enough. Obvioulsy a previous plan and setup, maybe some practice. But not that much really. What you really need is people that understand each step, a.k.a. people that can make the engine alone. I´m pretty confident in my analysis, maybe it is not 5 minutes, maybe it´s 7 idk. But I can guarantee it can be done in less than 10 minutes (from steel though). The point is, newcomen specialization is suboptimal compared to task specialization (And also newcomen specialization requires some level of coordination too).
The only part where newcomen specialization (each newcomen with a different attachment) is faster is in the tool change. Maybe if you had infinite resources and a factory level of continuous production (and this is a BIG maybe). Like having 10 newcomen engines working non stop (remember each tool has a different ratio of use). But that would mean 10 people making engines (so you would need at least 20 people looking for iron to make it continuous. And at least 20 people making steel/ charcoal at the same time (wich is by far more time consuming). And 20 people feeding kindiling for charcoal. And 10 people feeding those 4 levels. That is 80 people working for an hour. And you would make like 2 engines every minute. Wich would make 120 engines in an hour. For a 600 max people server. So you would have an engine for each person in 6 hours and then some....
~rambling.
Slow down, we won't get a Model T equivalent in OHOL in a looooong time at this rate.
You know, I would venture to think if new item and tech content keeps getting pumped consistently murders will settle themselves without tinkering with curse, swords, wars and whatnot.
Yes, I believe boredom is by far the biggest murder and griefing cause. Wich in turn is hard to address with the present repetitive gameplay.
Testo, you would need a few friends or just god teir communication.I think that is a huge part of making the game from survival to society. I think that's why murder chains happen, the real story gets drowned by the other comments. I think that making a government will be very hard to do without UI, given that rules even if everyone understands in the first place, will be gone by the next generation. Rip sorry if I ramble
I think just normal organization for the engine is enough. Obvioulsy a previous plan and setup, maybe some practice. But not that much really. What you really need is people that understand each step, a.k.a. people that can make the engine alone. I´m pretty confident in my analysis, maybe it is not 5 minutes, maybe it´s 7 idk. But I can guarantee it can be done in less than 10 minutes (from steel though). The point is, newcomen specialization is suboptimal compared to task specialization (And also newcomen specialization requires some level of coordination too).
The only part where newcomen specialization (each newcomen with a different attachment) is faster is in the tool change. Maybe if you had infinite resources and a factory level of continuous production (and this is a BIG maybe). Like having 10 newcomen engines working non stop (remember each tool has a different ratio of use). But that would mean 10 people making engines (so you would need at least 20 people looking for iron to make it continuous. And at least 20 people making steel/ charcoal at the same time (wich is by far more time consuming). And 20 people feeding kindiling for charcoal. And 10 people feeding those 4 levels. That is 80 people working for an hour. And you would make like 2 engines every minute. Wich would make 120 engines in an hour. For a 600 max people server. So you would have an engine for each person in 6 hours and then some....
~rambling.
testo wrote:He could just make tomato/onion/pepper edible with 1 pipe food value. That would be less impactful than the gene update.
Everything gets +2 right now, if I recall, so, like, popcorn, is +1, but because of the global +2 to all food, it's +3.
Imagine if he dropped that global down to +1, or even took it away entirely.
Now that'd be a challenge.People sure would value omelettes a lot more.
But CMM had it with no +2 on its server and it worked pretty good. While challenging it was´t as big as a deal.
RedComb wrote:By region, the Americas leads with 16.3 murders per 100,000 people. In comparison, OHOL's murder rate would be 5,000 murders per 100,000 lives (300 times more than the 16.3 per 100,000 people number)
You can't compare in-game murders to real-life murder rates. You would have to compare them to rates in similar games. Are you as responsible with your money in games as you are in real life? How many people have you stabbed in real life compared to in games? Life in-game will never have the same value as a real life. So this is not a legitimate comparison.
You can´t compare in-game murders to real-life murders in a game that simulates civilization?
Well, it seems to be very important to compare
Pine panel production
Milkweed
Language
Climate and habitability
...
Hell I could go on for a few minutes here.
That being said, the comparison is flawled for a different reason. I´m using this data https://en.wikipedia.org/wiki/Crime_in_ … ted_States
So if 4.5 is the actual number per 100.000 living people in a YEAR then in a lifespan of 80 years (a full life) you get 360 murders.
Note the difference, because murder rate in real life comes as number of murders per 100.000 people a year not as number of murders per complete life.
He could just make tomato/onion/pepper edible with 1 pipe food value. That would be less impactful than the gene update.
When I first bought the game several months back, I loved the concept. The promise of a continually-advancing civilisation with constant updates was the main draw-in for me. I don’t remember being taught much in-game, but it was a while ago so maybe my memory is just foggy. I do remember sitting in the final tutorial area determined to master the basics of smithing and chop/uproot the yew tree. A lot of the little free time that I had alongside my college course was put into the game simply because I enjoyed the difficulty of it, and the daunting new things that awaited me in the tech tree.
This isn’t a gripe about the lack of content, as I understand that games in development have their rough patches, and it’s down to a supportive community to help get through it. This is a gripe about what the game’s community itself has become and the causes of that, and why I no longer find enjoyment in playing.
I got back into it at around the temperature update, maybe a few weeks before, I’m not too sure. From then on it was actually enjoyable seeing how the game progressed and the transition from desert-border cities to swamp and grassland cities. Then warswords and the infamous Eve-spawning updates happened and everything took a drastic turn.
After the spawning algorithms were patched, the Eve griefing was fixed, but swords remained deadly and near un-counterable. I’ve observed that when a long-lasting family line ends, it’s usually because a single or a pair of twins/triplets/quadruplets decide that it would be fun to just bring down generations of hard work, because they can. And in all honesty, I don’t blame them because it’s so easy to do.
But when everyone is focused on killing and stabbing and reeee join the mob mentality, everyone else is shanking so why not me, it just pushes me further and further away from enjoying the game. During my lives in the most recent big cities I’ve enjoyed experimental community projects, like making jobs boards and schools (second was with a twin, didn’t complete it but it was still hella fun, thanks @Oreo in the discord!), and I wanted to eventually get round to making a yum station with signs for storing all different foods.
However, because the game is taking a direction towards condoning player conflict and simple, mindless violence, instead of encouraging actual cooperation, I think I’m gonna leave this game for a bit. Maybe I’ll check back in a couple of months or so, who knows.
I’ll miss my noses I guess.
EDIT: I do realise that there are some gems of people in the community and you make the game a much better place. However unfortunately, the couple of intense-smelling shits drowns out the decent flowers.
I agree with you and I support your message. I barely played a few hours this week.
The thing is: The developer finds nice to have griefers and killers around. He finds cool to have items like the sword and mechanics that promote war like language and family curse system. I personally dislike how griefers have been addressed as a common role in the game instead of a pathology.
As Tarr put it it is useless to have more than one Newcomen at the moment (and realisticly that is not going to change ever). Basically you are wasting 3 iron for each newcomen core plus 2 iron for each attachment, all gone into a garbage can. (Not even thinking about the rubber tires or extra klins you would need).
Now lets look at what you want (specialization for mass engine production). You will see that real specialization could come from people coordination jobs instead of several different machines with different people working.
Each full engine can be done in 2 hammer, 1 roller, 1 bore, 2 lathe uses. That is 20 seconds each firing round. Times six thats two minutes of real newcomen fire. Just take my word (or Tarrs for that matter) that it can not be done in less uses. Also take for true that one person working alone would take at the very least 25 minutes to complete it from 17 steel and 1 iron. (I´m assuming all the attachments are ready to use).
So, the part that takes most of the time is actually preparing to fire (you need a lot of free tiles nearby to drop the hot items from the hammer and roller). With good 4 people coordination, the full engine could be done in less than 5 minutes from steel. That would require: 1/2 operators (someone that only fires the newcomen and makes the parts). 1 1 feeder/gatherer (someone restocking the steel in the same tile for the operators and gathers the parts in containers after they cool) and 1 refiller (someone that inmedialy refills the charcoal and water for the newcomen/klin and also set up attachments).
In closing:
We are looking at a F1 pit stop type of specialization, because of the simplicity and reduced time for each task and the coordination needed instead of a chinese production line specialization.
adze + long shaft = long shaft with hole
long shaft with hole + stone = stoen hoe
jsaon please implement
I like it but it basically kills steel hoe and regular stone hoe with 1 adze. Broken.
yellow fewer is mostly harmless if:
- you move slowly
- you avoid trees or cut down trees that occluse jungle (really, its the trree occlusion that is evil, not the things that kill you from behind the trees)
- you do not go off alone and are not too far from anyone else (nearly impossible while building roads)
- you try to not die like a newbie (i keep diing to yellow fewer while building roads a lot, like a newbie)
- you are under the muschroom effect (this usually makes mosquitos much more visible)
How is it that you haven´t been moderated for trolling already? lmao.