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Remember when Jason would be opposed to QoL changes because it wouldn't feel natural or be intuitive?
I mean there has definitely be some good changes here and there but damn... Really hard to digest the amount of information you need to know to function on a basic level.
Also its painful to see cool things like sprinklers and plows, only to find out they are so hard to make work efficiently.
That quote was from almost 2yrs ago so hopefully could rethink that. I think it's just really hard pressed to make steel feel special when it's what every single thing is made out of.
Also rather than doubling up the charcoal add coal from the mines and boom. Also that would reflect that early steel was made with charcoal but later steel was made using coal.
Psykout wrote:At some point, actions done out desire should be able to replace some of the actions of necessity.
Yeah, desire is the key word. But here's a thing, many people don't desire anything in this game. Jason want to give them something to do by forcing them to solve necessary things. But I noticed people solving them pretty quickly and many goes back to being bored, no matter how many new updates we have. And problems are ineffective, I mean with each new problem there's also like 30% more frustration among players and only 5% of better social interactions in game.
I would agree that those without any ambitions when playing a life aren't going to be the ones trying to solve the problems put forth by Jason anyways. By adding in restrictions, those that want to just chill and maybe paint a room during a life, have little room to take on non essential tasks. Veterans that normally have to solve problems every life can never take a break because its rare for a new player to attempt to take a bite out of the complex tasks. There is little breathing room, through out the evolution of a village/town, and the community is not growing because of that. It's an odd stagnation of retention vs burnout. You want to make steel tools feel special, and mining to actually be a thing that happens. That great, all behind that. But if the way you fix that hurts all stages of the game heavily instead of just targeting the boredom of lack of end game then its harder to be on board.
Well, iron, steel, stone, bronze hoes. It doesn't really add anything to the game, right ?
As Destiny pointed out its Iron or bust at the moment. This is because iron/steel was infinitely foraged, and it removed mining tech from the game. Engines were not created or added to mines because there was no reason to. Developing further tech into mining was also pointless because it was easily sidestepped. The approach to fix that was to radically change how iron was gathered, which hit both the top end and the bottom end. There is now more pressure to get oil and engines going because you need an engine to tap muddy sites to secure more beyond your homesite mines. There is now a timer essentially added into any village that starts, you need to have an engine and oil before you use up too much of your home iron or you are screwed.
On the flipside if there was say the ability to make the starting tools (Shovel, Axe, Pick and Hoe) out of copper, you could make steel tools special and luxury item. You could add in more advanced forging techs without breaking early game to pieces on top of that.
I agree with this necro. Even when you simply just look at two tools side by side, it seems like a crazy jump
Stone Hoe
Number of uses: 5
Chance to use: 20% (last use is 100%)
Estimated uses: 21
Steel Hoe
Number of uses: 5
Chance to use: 8% (last use is 100%)
Estimated uses: 51
Double the uses - 20% chance to 8% chance. That's a helluva jump right there. I'd say even just throwing one extra tier in there, drop stone hoe down to 12-15 uses and up Steel to 60-65 and you got something that feels nice
Bronze Hoe
Number of uses: 5
Chance to use: 15% (last use is 100%)
Estimated uses: 30
I wish Jason would go back to making stuff that feels like real-life.
....
I should dig up my old post requesting more stone tools, copper, bronze, iron, and new oven/forge types. If we had early game metals, this update could have been implemented in a completely different (and better) way, instead of being tied into the water system in a weird way.
For sure, we've asked about copper/bronze/iron tools for a long time. It's a concept used so much in games that it's incredibly intuitive and would add a lot of depth and really slow down village progression. I'd take a Metallurgy Update in a heartbeat no matter how hard it was to do the late game metals.
Psykout wrote:It's one sentence...
From a new player or even intermediate point of view it's really not intuitive.
"I have to put stones on a spring first to "unlock" the iron from the vein nearby then dig the well to uncover more iron from the same vein that didn't have anymore iron before i upgraded the well site but if i decide to change spot then i dont have access to anymore iron because i aleady put stones on a spring"
One, thats exactly what people are frustrated with, because as a feature it seems really odd and convoluted
Two, I don't believe its anything to do with when you upgrade the well, just simply that making the well creates the object "Family Shallow Well" and the iron sites are not checking for that transition, just the transition to "Shallow Well" ie: It's a bug/mistake that will be fixed hopefully very soon. I think when it works correctly if you make the well before picking the iron out it wouldn't affect anything. After the well is made, and you then pick the iron it "should" transition the deposit correctly. I say should because that would avoid the problem you are referring to. When the iron gets stripped it should check for the well and then transition, rather than when the well is made checking for stripped deposit. They should always check each other when either of them is made, so you can't lock yourself out of getting iron depending on when you transition either object.
In regards to the entire idea of the update, mining should feel like mining. Building mines, using picks on them, upgrading the mine with tech, thats all really good and warranted. Loose iron in an infinite map will always render any work done to achieve that useless, as it will always be easier to just foraged more than to tech into getting more. I think what we are dealing with heavily right now is that the Three Age System was skipped over entirely and we go right from stone into steel. If there was a middle ground mineral that we made starter tools out of before needing to tech into mining to unlock steel, it might make more sense.
e.g: Bronze that can only be made into a shovel, pick and maybe hoe/axe. You could bootstrap with them, but they'd be unreliable, easy to break. Their main use would be to dig wells and start up mining before you gear up into steel for water and oil.
This concept has been used in damn near any game that has mineral gathering. Each tier of tool allows you to access further tiers and is more reliable/functional to use than the previous.
Story of Seasons/Harvest Moon and Stardew ~ Use iron tool to be able to get at silver tools which then allows you to get to golden tools which then unlocks the final tier of tools. Each tier uses less stamina and can do more tiles per use allowing you to scale up your productivity.
Minecraft ~ Enhanced durability and speed of breaking blocks allowing you scale up your gathering and productivity.
Why does every aspect of the game need to be frustratingly difficult?
Challenging games are fun, but even they have simple parts to them so it's more about the challenge than the grind. It seems every week some new annoying mechanic is added to limit and add frustration to players. I can't IMAGINE a new player understanding a single thing about the past few updates. Learning the game is hard enough, now you have to memorize insane magic gameplay mechanics to simply just survive. It's so anti-fun. Smithing is hard enough, crafting is hard enough. Why are the simple materials for that stuff being locked behind this horrible well system ???
I've enjoyed the past month of this game. It's been chill and relaxing to play because I am not forced to fix every town I go to because that's a vets duty. Why can't it just be fun?
The thing I think is funny about that... In the past Jason seemed adamant about not doing certain QoL changes because it would be confusing to newcomers. That taking away freedoms and actions would be confusing and frustrating...
My mother when I was younger taught me that is better to want/desire someone (in regards to relationships) than it is to need someone. I realized when I got older that principle related to almost all aspects of life. I wan't money, I don't need money. I want nice things, but I don't need those things. I want to make others in my life to be happy, I don't need to do it.
The thing is, people act differently when something is deemed an absolute necessity. They lie and they cheat. They manipulate others and systems, they ignore empathy and often lack trust in others. They freely give up parts of their humanity to fulfill their greed, and rationalize it behind false sense of necessity.
Jason hinges very hard on every single thing being a necessary part to survival. At it's root, the game does need a challenge to function, but where you draw the lines in the sand is the big discussion. At some point, actions done out desire should be able to replace some of the actions of necessity. Recently dyed clothes came up, that they at first were everywhere but now are barely made. I don't think that it's because its a meh thing to do, just that there is so much necessity forced into the gameplay, that no one desires to make them. Photos, paint, fruit trees, rose gardens... They are so hard to accomplish because of resource requirements or specializations locks in order to keep that necessity machine turning.
So confusing and complicated...
So first you have to make a well site to get the loose iron https://edge.onetech.info/942-Iron-Vein and this part works?
But then you have to strip all the iron to get https://edge.onetech.info/3953-Stripped-Muddy-Iron-Vein
And then turn the well site into a (family) shallow well to get https://edge.onetech.info/3953-Stripped-Muddy-Iron-Vein and this part doesn't work?
Also what if you upgrade the well site without stripping all the iron does that mean you get soft locked and the vein never upgrade? (assuming that it would work as intended ofc)
Since it's looking for stripped iron veins to upgrade at the moment you dig the well, or will it update the vein when you take the last piece and it sees that the shallow well is made?
It's one sentence...
The update is fubar because the game is trying to look for shallow wells but isn't upgrading iron veins because when you create a well you make a family owned shallow well
I don't know how to simplify that more...
Upgraded Iron Needs = Shallow Well
When you make a well it = Family Owned Shallow Well NOT a Shallow Well so you don't get access to the iron
Reclaiming a well = Shallow Well so you get access to the iron
Really small transitional mistake. No idea how that could be missed as it has a huge affect on the game.
What was your point again? dont seem like there was.
Can you at least explain why you said to me "However, don´t try to stop the rain with your hands, you can only catch a few drops."
For one, I don't know how you can so horribly quote someone when what they wrote is right above you...
To summarize, trying to stay ahead of a living playerbase with the tech tree is like trying to stop rain using your hands. It's an impossible task, and you will look silly trying to do so.
The main point, is that towns are not limited by water/food/oil, but simply player attention. Once a town reaches a certain point, there is so little to do that FEELS meaningful that players abandon the town through SIDS.
To this I completely agree. I loved this game, I put a lot of time into this game, I can't play this game at moment.
Wrote this on the discord last night after trying to get a couple lives in and getting discouraged and playing a different game.
"Suggestions on tasks to tackle? Coming back to the game after a long break, I am always put into a settlement that has all or most of the groundwork done, its rather confusing to what needs attention. Often its dealing with water, but it's not "hey we need an engine" its we need diesel, and we can't even run those machines (race restrictions ftw). I am finding it hard to find a groove that I am down to do for an hour. Back in the day, finding good sources of iron, making decent bakeries, enlarging and managing pens were actual things needed. Now it feels like thats all done and I am lost. I mean I have had a couple lives that I tried to clean up a pen and cycle sheep for mutton and got told to stop because we didn't have water for berry/carrot bowls... wtf, what happened"
This to me is the end result of trying to "slow" down the progression. As Jason wrote, putting time gates on everything wouldn't really be enjoyable, but we really need some sort of time/resource sink. Something that takes a couple days of communal work to achieve, that allows us to start the next level of thing that takes even more days to complete. The hard part though is something of that level (pyramid is a good example) should require a ton of resources, but at no point are we allowed to upscale our gathering methods. Rope and stone are two great examples. There is no way to gather either of these resources differently as tech level moves up. Sure you might be making planes and cars, but if you need some rope, you gotta plant some milkweed like they did in the old days. You might be sticking engines on wells and mines, but if you want to build a few walls, break out the horse cart and a shovel and ride out like your great-great-great-great-Grandad did. Having some of those resources come super cheap later would essentially break the early game, much like being able to make wells on ponds broke water a year ago, but at some point you have to give in. Pretty sure I am sitting in my house on a computer with a fridge full of food (well sort of hehe) because humans have broken the survival game and have moved on to bigger problems.
There is a fine line between not making a 2D minecraft, and removing freedoms to create anything because everyone is struggling over water and attention spans.
Second, languages should be easier for sake of realism. If you live among a group your whole life you should be able to understand them
Third, with decades of effort you should be able to communicate consistently with people. Current way language works makes it so you need to learn many individuals filters, not to mention finding someone willing to practice instead of using paper.
I agree on the fact that realistically languages are easier to learn than what it feels like in game. You can't necessarily go 1:1 on that either though, because it would feel odd to learn a language in a few minutes as well. Also it fits in with the game of doing work that is meant for your descendants. Also it's not really 3 hrs of work, because its roughly 5 min per generation that they need to hang at the other village before they can come back home. 10 gens x 5min = 50 minutes of time spent, throw in an extra 20 for transportation time, 110 min over 3-4 hours of the lifespan of the lineage. Also thats for 90-100% learned, getting by with 70-80% is very doable, which shaves off 15-25 min or so.
I personally would do exchange baby esque, drop em off at the neighbors, come back 5 min later and grab em, or they can just walk back home. If you really want to push it, do it with multiple daughters, but thats up to you. Bare minimum you would have to just walk over one time and drop off the kid, which is just a few minutes of your time. Granted that falls apart really quick if the daughter in question dies before having her own kids, but thats what you get for only putting in a few minutes of time. Also just need to convince your kid do continue that trend and so on. Actually sounds a little neat that way, its your bloodlines job in the lineage to learn the neighbors language.
The question I have though is, if your family learns 50% of the neighbor brown language, and they know 50% of yours, does it get easier to communicate? As a language exchange baby would staying over there and teaching their babies before you came back speed anything up? If that is the case then you could cut that learning time for two villages down quite a bit.
On top of that a race's special biom should be hospitable to them and they should be incouraged to settle in this bioms. Like brownies have perfect temperature in jungles (or have a better temperature than the other and can do stuff to get an even better temperature vale as the wheel of progres spins) Are immune/can kill musquittos and have cheap building matterial like gingers have for snow.
Heck this way families have a reason to NOT merge together! A dark chocolate person cannot live with the brownies in the jungle but a brownie and a dark choco could settle together in a green biom if they wish but as a drawback they won't enjoy the bonuses of their home envirorment.
Also a cool thing it would be if the different families could make different style clothing, structures, gadges etc. Like Brownies make more tropical styled stuff, black choco more tribal african, gingers more Siberian or Nordic and whites (if they get a special biom)
This all sounds like fun. Yes I understand that it would require a lot of work and content added but wouldn't it be worth it? Everybody is whining about family specialization and begging for new content. If you ask me this would be a better adittion than yet another shohorned change nobody asked for that takes fun away and trying to bandage it over would take away your concentration from adding content and so on
I have pondered this extensively over the past 6-8 months or more, ever since the spring update, when you could build wells in mountains and savanna. The idea of seeing mountain villages that built with stone and focused on sheep, swamp towns that built with adobe and raised pigs/geese, and grasslanders that built with pine and heavily farmed etc sounded amazing. The huge problem with that is where does the failure element come in, and now you have to balance that on a per biome basis.
Perhaps the problem lies with the failure condition? At the moment it feels like burning a candle at both ends. If you do not succeed in getting a pump running, everything comes to grinding halt and everyone's flame is snuffed out very quickly. Its a race between extinction and immortality. There is never a time when you can look at a town and say, if they do not advance they will stop growing, only being able to support a handful of people, or will die out. It's purely, advance or disappear, which leads to the problem Destiny pointed out so well. Everything that is unattended should eventually have to decay, but at which rate should it do so is the head scratcher. Maybe small villages, in whatever biome they are in, can get by a bit longer before burning out. Loosen up on the severe necessity of growing into a town that has it all going on. Give the smaller villages a little more value, because they often just feel like a sinking ship and your best tool to bail it out is a water glass.
It's so complex though, and even now I waver between what could work and what does. Maybe it comes down to the fact that the restrictions are put onto the players rather than the biomes themselves. A crop you pull from a savanna can just be planted and grown in the snow. An animal taken from a mountain can be domesticated in the desert. If that ease of access was limited, say sheep are slower to produce young and wool outside of home biome, crops take longer to grow or yield less, maybe it would feel better. Make the races just have perks to being in their home biome such as temperature or rate of food loss. Heck maybe it would lead to inter village sharing/trade. Savanna would have excess clothes to give away, mountaineers would have excess mutton and iron, farmers would have ample branches and rope.
Rather than seeing it as someone throwing shit in the pot and trying to stir it up and present it as something its not, look at it as some one trying to show how deep the pot goes, and what very well might be in the bottom of it. None of the necro'd threads pertain to specific things that are COMPLETELY invalidated through the past few months of changes. They are simply in depth threads with constructed opinions. When figuring out the direction you want to go you must also keep in mind the path that got you there so far, or you are doomed to repeat the path again. Spoon has always been... quite firm... in their position, but that same time has fought for the fact that how someone feels about a situation is just as important as the reality of the situation.
Most will tend towards information that fuel their own cause, thats just kind of a given. But at the same time it is intriguing to see opinions of a game in progress, brought up after a measure of progress. You can't just bury that shit forever, at some point you have to look back a little bit and see if you are on track.
Facing an obstacle for the first time or for a small few times = interesting and engaging.
Facing an obstacle every time you play the game = Frustration
A year ago it felt rewarding to rise above the challenge and simply just know what needed to be done communally to get past the obstacle. What it sounds like now is, you can see and understand the obstacle in the way, but are limited in your interactions to address the problem. That limitation can very well breed interactions that are the holy grail of online gaming, but if its only hitting a small percentage of the general lives lived, its no longer interesting and engaging, but just down right frustrating.
What I have always felt is that Jason wants a quilt of interesting unique stories to be stitched together inside of the engine he built. It's not a far out thing with the structure of the game, but its so hard from a user standpoint to even achieve because of how many limitations are there. With everyone so limited in what they can do, if you are at the level that you know all the steps to everything, you inevitably get put into a mono task job because others either don't know how to do, or can not do because of slots and racial barriers.
I really enjoyed the lives that I had that I would look around and say, I can spend my whole 60 minutes and just build a cool bakery. I enjoyed the lives that I got all the parts for a newcomen well assembled ready to go right before the well went dry. I enjoyed the lives that I was a servant essentially. Fed the nursery fire and gathered firewood, made charcoal for the smith, did a couple cycles of compost and stood in as shepherd on the sheep. Made a couple big batches of pies before doing a cycle of rabbits for packs, right before gathering an extra horse for the town.
After all I have gone through and learned, I really loved being the swiss army knife to a village to get them to a town. Being shoehorned into specifics KILLED my growth as a player and therefore took away a lot of enjoyment from learning the game. When I look at it now, I ask out loud, why in the world would anyone attempt to learn all these steps if it came down to RNG if you could even do them or not.
It's even more maddening because months ago Jason skirted around specializations because he did not want to isolate players from not being able to do things if they "knew" how to do them. Well we are now in that boat and there is absolutely no choice or actions you can go through to get around it. If you have used your slots, the best you can do to help the smith is pile branches. If your town really needs a pump, the best you can do is leave town and use up most of your hour finding someone and convincing them to join you in the desperate hope of mutual survival.
There is much less you can offer as an experienced player these days that matters. From ash to ash, from dust to dust. Lets think about that a little bit. When starting the game you are faced with an learning curve that takes a little bit of work to become self sufficient. It then steepens on your first couple in depth tasks, requiring knowledge of accumulating end products from other curves. It then steepens even more when you know what interactions are needed to even begin your own progress, and if someone is even going through said steps. You are suddenly now faced with a difficult and rewarding choice - do I push past this and make an end product that will be needed 30-120+ minutes after I die, or do I try to stave off extinction in the moment. That choice was something that motivated people to desire to learn the game well enough to be in that group of players.
Obviously there was a huge difference between having a 6 person startup town of players that were near the top versus 6 players that were new. Some eve camps struggled with having a fire going all the time, and some eve camps were already cultivating sheep and making compost (My personal definition of Eve camp is a new camp, and either the founder is alive or died within 45-60 minutes of the current time) Thats a huge difference in levels of advancement. The attempt to manipulate that curve seemed to attempt to take power away from the know-it-all users and push them back down into the collective of players. It might have achieved its end goal slightly, but also created a new problem... Why are you motivated to succeed at the game as a player (gotta have that realplay) if you can not use that success regularly. Who in the fucking world thinks S.O.L (Shit outta luck) mechanics create interesting gameplay, that only works the first time and when you can see through hindsight that you put yourself there with the chance to course correct apparent.
That extra delay in every task just feels like a way to stall out the end of the tech tree. As far as design goes, its genious, end content is hard to reach and you have more time per arc before everything stalls out. As far as player enjoyment, it literally took a giant shit on the reward to getting past the learning curve. When you finally plow through enough time, and ontech pages, and learn all the tasks in the game, you still end up with jack shit, because everyone you play with needs to be on the same level as you and working harmonesly together to get anywhere. As a player, you do NOT get anything from attempting to master the game. Your hours spent learning how to smith well, know how to make a newcomen well, can bake a shit ton of pies, make an engine... All of that is barred off, and you will have to rely on the berry munchers learning how to stop typing and put in some elbow grease. The grand plan is for everyone to contribute to building sandcastles before the arc resets and it all begins again. The time you have spent to understand the ins and outs, means very little now. The architect behind the code has deemed, that you have very little power now. Have fun chasing wells.
This is extremely negative, and I apologize. Its hard to type this just as much is at its hard to see people willing to take the effort to learn all the steps in every task have that taken from them. We all are now trapped in "emergent storytelling" with most of our words crossed out, the blanks filled in. Our hands are forced, and either we follow the path laid for us, or we let go. Make pies till it dies.
The more I see the more I am reminded of DnD DMs on powertrips that every turn try to one-up players of their game constantly. Every tweak to keep this constant struggle, a stranglehold on the playerbase. Rather than backing off and seeing what happens in a time of prosperity, let it run its course and see how far it can go before finite resources run out, and what is done during that process, people are now desperately searching for wells to stave off starvation. This is starting to just sound sick man. I literally don't even know what the approach is anymore. I don't understand what intellectual data can be gathered from this, I just see people desperately trying to hang onto hope, pointing out random silver linings as the storm clouds roll in. Like wtf really.
More than ever this feels like a kid with a magnifying glass on an anthill.
jasonrohrer wrote:Though there's also something fundamentally unsatisfying (for most people) about the premise. You only live an hour and say goodbye to your projects at the end of your hour. That is much less likely to "hook" people than a game you can play all night, working on the same project. Many of the players that have become hooked on OHOL have done so by routing around this limitation, either by playing on empty servers, using (now blocked) coordinate exploits, or (now) simply knowing their way around the rift.
Is this different from games where everything resets between rounds?
Those types of games are usually competitive, which gives you incentive. I would say the style of OHOL fits into a cooperative roguelike game. Typically roguelikes with have a backround gain to go along with the gameplay loop. If either side of that doesn't hold up well enough, it can be frustrating or not fun. The loop is say too hard, or too repetitive. Or the skills, weapons or armor don't feel rewarding or change each run enough.
I believe that is what Jason is trying to dig into, making sure the loop doesn't feel stale and the towns last long enough. Hard thing to balance for sure because for some players, starting from scratch and getting to max tech level can be done in just few hours. Just like how some eves would die with just a berry patch and a few tools, and some would die with a sheep pen done and carts almost done or more.
Back to making lives feeling like they matter more, and goodbyes having some weight. I am probably wrong in that giving someone more than an hour, 2-3 per family with a harsh lockout, would help. All I know is that when I first started and still felt the "magic" it caught me as "oh damn they're dead and gone now". As time went on, understanding just how temporary a life is, and the anonymity factor, they all just became piles of bones. Whether or not that person was ever there at the time, didn't really matter. Someone else, another faceless person, would have filled their shoes, made that well or made that pen. Even the design of buildings started to lack character and all just felt the same. I think thats why the shrines and gardens always felt so cool to see, because they were like a signature left behind, fighting past the endless tides that seek to erase our lines in the sand.
Oddly the quote "One death is a tragedy; one million deaths is a statistic." Seems to apply. Once you grasp just how much death is around us, how often everything disappears, its harder to hold value in life and creation.
The sids was never to get back somewhere, it was just to not be in a big town and in a starter village. Bigger towns at the point I played a lot had little to be done and often were filled with drama. Tons of murders and lots of people standing around doing nothing having high school locker room conversations. Not my cup of tea.
The second account was used maybe 5 or 6 times, as it was about coming back to a certain family that I wanted not as much the town or what I was working on. I wanted to do more for them, to give them a fighting chance to live through the night and then said goodbye for good, almost never seeing them or the town again.
See the thing is, having lives so short and the way death is setup for me, makes lives so meaningless. It makes the goodbyes feel like nothing because there wasn't really time to make a connection. With the overlaps in age, you usually spend maybe 30ish minutes around someone. Maybe have said just a few sentences to them. You probably never worked on anything together or shared many or any moments with them. Then suddenly you are supposed to care if they die?
If living to old age triggered the respawn, we would take care of our elders. Seeing some greybeard forget to eat when teaching someone smithing would be jarring and sad. Seeing a teen get bit by a wolf when there's no thread around would be a tragedy. Someone logging off for the night would be an actual goodbye. 36hr to 72hr lineage/area ban, respawn to same family if death is from old age. Too many people screw up then within a short time the village is blocked off to the server and will perish.
Instead of a reset, there were some miracles performed.
Man you really are something for making the dev console with the name Voice of God. Thanks for stepping in and adjusting without needing to reset things. Hope this number is tweaked accordingly. Its not often that people will try and branch off and make a new town, don't want to seem them overly limited.
There was no sarcasm in that post.
"meager" wasn't an insult to you as a player, but a sign that my game was not good enough.
I saw 8.2 hours for your main account connected to your email. I cross-checked this with the server logs and found the same number of lives (42) there as are logged on the review server.
Your recent steam review shows 32.5 hours, so it looks like you have more than one account.
On the other hand, I don't mean to suggest that I want to make a game that people play for 50+ hours. There are some people who had ONE amazing live in OHOL and felt like they got their $20 worth.
However, sadly, from a business perspective, the longer people play, the more they tell their friends about the game. Games that people only play for a few hours don't tend to sell very well.
There are many cheap tricks that you can use to keep people playing (skinner box stuff). My goal is to make a game that can produce interesting and deep situations long term without ever tricking your brain that way.
I am sorry for being so agressive. I honestly can tell you that have put way more time in than that. 8.2hrs was done in a single day. My steam review was because I was upset, mostly at what life has handed me, and for you candor. But I also trust that you are not harmed by the counter actions of said candor. I wish that you could see into my mind and see what I saw in your game. The thing that lead me to losing sleep, something I was obsessed about. I have shed tears seeing people live and care about what I have built. I have spent 10+hrs in day living past the code, the family blockouts of 1.5hrs to make something. My imgur account was made specifically to save images from your game. I want these interactions that you do to, I just feel as a player, a veteran player, to be harder to give because its a fight on so many levels. Most would call me an egotist, but give me mutton and a barrel full of wheat and I would feed generations, and I am down to make that sacrifice. I know you want us to live a life and step away, and think about it, but you can't always control that. There is a special magic in you thousands lines of codes that not many dare to enter into. I will always fight to give power to those that believe in that, so we can pass that onto our children.
Side note= Second account was only made to break past the lineage ban. What tools you have to track us is flawed. I have lived WAY more than 42 lives in your game. WAAAAY more. Shit in a vacation time at my height of playing the game I regretably spent at least 30hrs in 3-4 days. Not trying to counter you for effs sake, just that you are missing data.
You don't know any such thing about Psykout. And again, you're gaslighting someone Jason.
Thank you. I am sad for the reasons I feel sad. No one can truly quantify that measure, but only express empathy. I had many days that I stayed up till the sun came up, slept a small amount of hours, and woke up to instantly log back into the game. To discredit that makes me feel regret and remorse in a way that I can't articulate. I shouldn't need a comprehensive resume to post my feelings to a forum about a game, thats just rediculous. Sure I am hinging off your post because you are supporting me, the internet loves echo chambers, but I am trying to make a stand here. I feel something, and that feeling is important to me. I don't want to sit there and have someone tell me that I haven't put in enough hours to be valid about my thoughts. I invested my time, mind and money into this product. I don't want MY WAY, I want a way that I can be a part of people enjoying what I enjoy. These ideas are formulated from reading and understanding a lot of opinions on this board. Every break I get from work, I come here first and read everything I can before I have to go back to the grind. It's my top site visited. You type an "O" into any browser I use, mobile or not, and the first thing that pops up is this forum. To be attacked for my intellectual passion is sickening.
checking your meager hours (unless you have two accounts or something?), the game is clearly not good enough, and that's what I'm working on fixing. I don't think you would have played a lot more if only you could put grain in boxes....
I would love to see my total hours played on [email protected] created through steam on your end. I used a modded client not long after being a part of the community. I am slightly appalled that you tried to even call me out on that, when I recall multiple 8-12hr days when I was not working logged into your game. By my count I am at least a few hundred hours logged, which is a good amount, for a 20$ game. A 20$ game that I bought a second account for, simply to come back to a town that gave a shit and I liked, to give them a nudge and to support you because I thought you deserved more that 20$ per entry. I have probably used the second account for less than a dozen hours, because it was rare that I felt like I needed to bypass the system. For the most part I was happy, and just kept living random lives doing what was needed. I enjoyed your water update because it got me off my ass and made me learn how to make an engine. Completed only one live though, because people either turned my rods into swords or just straight stabbed me because I was productive and a ginger.
To counter your possible sarcasm, yes it would have. One small thing to make my life as a baker and bakery builder would have made me play more. I knew you made a game that sometimes you have to just be a cog, and I ALWAYS took up the mantle as the main food producer of the town. I tried doing that in other ways, such as the town lumberjack, gathering damn near a hundred logs in a life, but I doubt it went far because that town died out. Still happy doing it. I would be happy as a motherfucking clam taking the shit jobs for hours on end, if it went somewhere. The rift got us slightly closer as if you know what you are doing, you can get back to somewhere if you aren't killed first. Not a great barrier to entry, but at least it's finally there. What happens beyond that milestone (multi-day town) is in your hands, and I hope you play those cards well.
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To sum this up, for one, I actually want to know the hours I put into your game under my email/identity. I want to know what you consider as meager. Because I remember countless days of my roommates saying "playing One hour again eh?" and I remember telling everyone I knew liked games about it. I want that back good sir, I really do. These days getting 30-40hrs out of a game for 60$ is decent, anything over 100 is nutso, if I really am that delusional, please let me know. If spending hours logged, hours in discord, hours on the forums is considered meager by todays standards, then I am hanging up my controller/keyboard and giving up a passion I have had since I was 3yrs old running DOS games with my mother over my shoulder teaching me command prompts to run them.
I am opinionated but not delusional. I know that you are taking stabs and making remarks out of jest, otherwise you wouldn't have even joined the conversation. Part of that sadness is transferred for sure, part of it is real. I used to play your game a lot, now I don't at all. I still check these forums and occasionally post, because I don't want to let go of the experiences I had in the past. I don't like that they are past tense. I don't know how to fix it, just as you don't know exactly either. You need to keep to your vision, and keep innovating off what you have to work with. I don't discredit that. But we are along for the ride, and that bus feels like its getting shorter as the months go by. I think a lot of us just want to have fun in the process and enjoy the little things, which is hard to do right now. It's scary because the game ceases to function without players, but more importantly, it becomes increasingly hard to survive without people. I separate the two, because numbers are numbers, but a person is a person. You can mask us with surnames and the same sprites, but in the scale we are sitting in, individualism matters. There is only so much the communal shoulders can take, before they need a break. If we lose the core group, it becomes harder to grow. As I said earlier, catering to any whim that has a voice - asinine. What I think some of the longer term players are feeling, is that we want to live, not just survive in your game.
So many changes to up the ante, keep the struggle there. I get it, 50 backpacks floating around a town is nonsense. But I bet you, and I don't have much to bet with these days, that if they weren't the best storage container at our disposal, they would not have been made. Shoot for the stars, because thats a dream no one should ever try and take from someone. But somewhere along the way, share some love and give us a break. Something as simple as a box that holds 10 wheat goes a long way. I have not given up on this, but at the same time a pastime should be enjoyable not full of frustration. Struggling hour to hour is something I do way to often, its not fun to do it inside your game every time I login.
This entire thread is incredibly heartbreaking and sad. There is so much cherrypicking on both sides that it leaves a sour taste that is hard to wash away. Jason - you should have never taken the bait, and I don't think there are many, including myself, that care what satire you were attempting to grasp. You have been rude and very selective to what you have responded to. This approach, will win the hearts of few, piss off a couple, but largely will just make the majority not care. You have outcasted your biggest community voices, waiting on the sidelines until they were frustrated, and then tried to make examples of them afterwards to why you don't budge. Rather than being eloquent with your words and feelings, you have made yourself seem incredibly immature with attacks on certain users, while also ignoring honest complaints from others.
Mentioning your profits was incredibly stupid, and amazingly juvenile. What did you honestly think can happen from doing that? How in the flying fuck are we supposed to feel and respond to that? Congratulations, you make more money than me, and more than I may ever make in a month. You have successfully proved that money is a measure of success, great role model.
I am not saying add whatever some random joe mentions into the game, but to spit in the face of people that have fought for QoL changes or minor additions to make a life slightly more enjoyable? You want these emergent stories to come out, but seem to not have a grasp on that we want that too, but to be forced to do so kills the enjoyment of it. You are trying so hard to squeeze that out of a rather small playerbase, instead of giving us air and fuel to grow into a wonderful fire. Just because we like to spend a good deal of our free time playing games, and to escape to a world of another's design, does not mean we want to be puppets in some experiment.
All around us, we have seen the industry change, with big companies and producers with big budgets prey on a creative industry. Creating game loops that are only good at sucking people in, only to spit them out afterwards, tempting them to stay with promises of "We'll make it better, we care about our players" Bullshit. You want to say you like to do things in a realmaking way, but last I checked we are still throwing our piles of grain all over the ground next to our piles of shit. Advanced enough to make a diesel engine to pull water out of the ground, can't figure out how to make a barrel to store grain... Makes sense.
This is a really unique and interesting way to give us a little more time in a life to communicate. Personally I thought the "One Hour per life" was crazy interesting at first, but it definitely has some drawbacks when it comes to long term planning and communication. I like the monument idea, I actually proposed having a massive monument being built being a positive end situation to an arc, building smaller ones earlier on for this reason would fit super nicely.