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a multiplayer game of parenting and civilization building

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#301 Re: Main Forum » PLAYER STATS + tools » 2019-03-14 21:18:30

Whatever wrote:
MultiLife wrote:

"Invalid or unexpected token." hmm
I also cannot open README because it is some odd file type.

Oh no, the readme is visible on the github.
Could you post the full error log?

I dunno, I've never ran scripts. What do I need to do? I open the Node.js and drag a script and it just gets syntax error. Am I missing a symbol, is the file location wrong? How will it find OHOL files?

#302 Re: Main Forum » PLAYER STATS + tools » 2019-03-14 21:04:29

"Invalid or unexpected token." hmm
I also cannot open README because it is some odd file type.

#303 Re: Main Forum » I just killed a MEGACITY with 15 + people! » 2019-03-10 08:53:32

No matter how many doors are built and used, someone will lock them.
No matter what we use to build, someone will block people in and trap them.

This game is super easy to grief and it's super easy to pretend innocence. It's easy to frame others and hide items.
When Jason brought in the new temperature system, I knew sh** will go down.

Anyways, many people are new or kind hearted. You not getting cursed tells me people didn't want to throw around curses which is good. Sadly people rarely have time to babysit and stalk others to notice griefers. Few lives I took on that responsibility, and it sucked. I killed many griefers; every single one I wanted to, but I hated to play this game like that. I just want to build and have fun, and man hunt is not fun. There are better games for man hunts.

#304 Re: Main Forum » Is it wrong to keep your AFK daughter alive to farm kids? » 2019-03-10 08:42:44

If someone has a problem with it, they should just leave or suicide.

AFK daughters won't run off, get bit by animals (as long as you provide an item for their tile, maybe a fire). Maybe bake things or make stew by yourself which you use to feed the girl and you.

I'm glad some in-game ladies stayed to AFK instead of suicide, they sometimes save a lineage.
One time our only woman suicided as she had to leave; we died out because of it, if only she had stayed to AFK.

#305 Re: Main Forum » DoN'T ShEAr ThE LAst ShEeP oR i KilllLLLl! » 2019-03-03 17:01:45

But we can never fix people, there will always be these kinds of people. But I guess venting is what we do here.

#306 Re: Main Forum » DoN'T ShEAr ThE LAst ShEeP oR i KilllLLLl! » 2019-03-03 13:24:48

Tarr wrote:

Fetching iron isn't fun. It's one of the most boring jobs early to mid game especially if you don't have a horse or cart to speed up the collection of the stuff in the first place.
...
Doing a 2.5 half minute walk to find iron then another 2.5 minute walk home isn't exciting but it's something you have to do.

Combine one of the more boring tasks in the game (collecting iron) with needing a constant stream of shovels throughout your life makes shovel griefing one of the more annoying things on the list of things you can do. So sure you might have fun planting potatoes (after they got nerfed AGAIN) but your fun comes at the cost of the person who had to go do something boring for you.

...
On the other hand, people absolutely do not want you doing things to make the game harder on them. Breaking all the shovels because DUDE GRAVES LMAO is a stabbing, especially if you've been asked to stop digging graves in the first place. Potato farming? Sure maybe a patch of potatoes won't upset people but multiple patches is both overkill and unnecessary.

The reason people killed over the last sheep is because composting is the lifeblood of the town. You mess up the compost cycle multiple times you are both being inconsiderate to the whole town AND being a selfish asshat who cannot just breed a second replacement sheep. Kill the gravediggers, kill the (prepatch) last sheep shearers, and kill the lazy. Your fun is not more important than the fun of the people in the town.

I want to second this.
Not being efficient all the time is another thing than having fun at the expense of others. If one gets iron and crafts themselves a shovel, they can do whatever they want with it in my books - the item exists because of their work. However, if a villager just takes a random shovel and starts using it, they basically just profited from someone else's work of hauling it in the first place (and processing the ore, smithing, getting the handle...). If people keep taking and not providing, the balance will tip and the town suffers. You gotta get things, not just use them. If you use things, get things for the town as a payment for it. Made a graveyard with rose bushes? Maybe do an iron run or get some tool handles as thanks. Someone else will have to do it anyways, so you could, as someone else had done for you before.

Regarding the title of this topic; if you have a weapon, you can kill. You can kill as a tryhard, or you can kill a tryhard. Getting killed over things is not fun, but it's simply a fact that it happens and will keep happening: no matter how we tell people to chill, there will be a moment when someone ends up killing in frustration.

Maybe we should start making more pads and needles with thread to deflect some of the stabbings.

#307 Re: Main Forum » DoN'T ShEAr ThE LAst ShEeP oR i KilllLLLl! » 2019-03-03 10:22:03

Yeahh, it's good to be efficient and limit wasting things, but it's ridiculous to expect everyone to be at 100% all the time in a game. Everyone has the right to be as productive as they want to be, and sometimes it is really beneficial to take a moment to stop, talk and observe what is going on.

I had a tryhard in one of my lives. I was the last girl in a camp with 4 males. There was a pair of adult twin men, named Lion & Tiger. They were doing things all the time, farming and expanding the camp. The farm was huge already and another man was making pies. However, the camp had zero iron left, and I was capable of smithing anything we'd need.
At 10 years old, I told Lion we have no iron, wondering if he'd get some with his backpack. His answer "get some then". He was about to send a 10 year old last girl of the camp out to get iron. Wow. All the expanding he was doing for the camp would be going down the drain if I went out and died.

So I did go out to get iron. Wondering what he'd say if I came back with a wolf bite (no meds, early camp). However, I was too capable of a player and survived, coming back home before getting kids.
I made iron and steel and started to get tools in as I popped out kids. I made sure I show off the camp and where things are so the kids wouldn't have to run around scouting. When Lion saw this going on, he said "Roleplaying, again", whining about it. Baby tours are roleplaying? Dafuq.

I had made tools, we especially needed a shovel (Lion whined about the lack of shovels); the first one I made got really bad RNG and broke at minimum use. Lion came to the smithy and whined "Still no shovel". I explained that I had one and it broke. He didn't listen. I explained again. He just wanted more shovels. Well maybe I could smith one if you let me work and shut your mouth. Or got me iron in the first place.
I was super efficient that life, but nothing was enough for him. He would whine, criticize and demand things while expanding the wheat farm to eighth tile as dozen pies sat on the bakery floor. We did not need food as much as we needed other things, yet he kept going at it. We had no sheep, even. There was a tiny empty pen waiting for sheep or expanding.

I did wonder if I should just say "Hi Lion. You've been such a pain you've honestly ruined my motivation so I'm going out to die, bye!" and be done with it. He had zero gratitude for me and expected that I'm doing nothing when I was breaking my back helping the camp. His whining made it so hard to not just suicide. But I lived, for the nicer Tiger and the other men, and mom.

I had asked others to help with ore but out of the 4 males, one died on his travels, one kept making pies and disappeared, and the last two were the food twins.

In the end, I birthed a small bundle of kids with a good daughter to continue the line, I had made pretty much all tools, got more ore, got sheep, showed a grandson where iron vein is and made firewood. It really feels bad when you get just critique and no recognition. Even false accusations that I was "RoLePlAyInG" when I toured babies as charcoal was being made... I literally wasted no time - only when Lion was whining to me about whatever. Every single second was productive otherwise, whether it was me explaining things to babies or me coordinating with the men trying to get iron.

#308 Re: Main Forum » Finally experienced donkey town. » 2019-02-25 20:00:49

fragilityh14 wrote:

so i'm still unclear, is Donkey Town just random wilds, or does it send players to the same place every time?

It's just wilderness, like any other Eve start but with no chance to stumble across ruins or non-cursed players as the coordinates shift further and further every time.

#309 Re: Main Forum » This week's update is the worst » 2019-02-17 17:36:24

Taz wrote:
golmock wrote:

She has to make kilns, bowls and tools to make a fire. That's a fact everyone knows.

wut?

https://onetech.info/82-Fire/recipe  <--- no kiln or bowl needed.

Golmock was listing things Eve has to do, not what she needs for a fire. big_smile

I'll add to that; it seems that Eves just have to cut down things they can do. They can't do as much as they could before, they gotta trust the next gens to be able to take some of her responsibilities. Not great, as next gens are young and die easily, but I have no experience of the new system so can't say much to that.

#310 Re: Main Forum » Eve Problems? » 2019-02-17 13:43:10

Rage wrote:

Hey not sure why it says i said anything about seals or clothes for that matter because that quote was not me. Just to be clear.

They messed up the quote, it should've been fragilityh14's quote.

#311 Re: Main Forum » how were you all playing before? » 2019-02-16 23:20:12

I've seen streams/videos of people munching all nearby wild foods as Eve or gen 2. Wild food is plentiful for the first generations to eat and forage, and then it starts crashing fast as the food is further and further away. You may not have a food problem if your predecessors have been saving wild foods (chaining themselves to eat further from the base so kids have more wild foods and the nearby bushes can regenerate) but if you eat and forage a lot of the foods around your base, you may cause troubles for your grandkids leaving the base (only to be surprised with barren lands).

Mighty assumptions going on; people stood around because of temperature? Hasn't that always been a thing with fire? Wouldn't even differ from before in that case. Basically good temp tiles were free fires all around the place to have conversations on without requiring everyone to stand in the same tile with overlapping speech bubbles (as it is with outdoor fires).

Living in colder biomes basically made it so that everything needs to be done with x2 speed, which was the "normal state" of the game before warm biomes arrived.
It was great when we could put our cities on warm biomes and chain yum to slow down the pip drainage and focus on vanity projects thanks to good locations scouted by great Eves. Warm biomes halved the pace and amount of work and grind. Easy to teach and raise kids when it's good. Who doesn't like that?
Only thing you needed was food. Useless people weren't that bad, you could farm a lot with "x0.5 speed" to cover them and their naked butts.

How I played before:
raise babies on warm spots; fire or a good tile. When I need to pass on knowledge, stand on fire or a good tile so my speech costs minimum amount of food as I have to pause and chat. Depending on my profession, get clothes/backpack or nothing. If resources are scarce, find safe routes to resources and use warm biomes for crossing to save wild foods. Make floors and roads, maybe some bear rugs, if the place is colder than average. Play in all camps no matter what, but move if the location is really bad or if there is a better spot nearby. Don't build things, they get griefed. When teaching, stick to good temperature areas so pupils don't starve. Keep all babies if possible, and teach a lot, it's the most important thing to do as it lasts forever.
Summary of how I played: in a way I enjoyed and thought was pretty darn swell. Good pace and ways to be effective and not having to grind like crazy. No issues with meta or naked people.

#312 Re: Main Forum » An Open Letter About The New Update » 2019-02-16 21:07:17

Well, I heard this update is not done yet, so maybe it takes a nice turn in the end. Let's see.

Anyways, it seems that the meta started it all. People got bored of the "warmth, swamp, green biome" combo and got nothing out of buildings or clothes. People wanted clothes to be more important/useful as they were fed up with staring at old people's genitals (or something) and being cooked up in desert towns. People wanted a buff for buildings. So of course the quick answer is...
...make everything so hostile you need to make clothes and build buildings.
I think instead of that it should've been...
...add things to the game which make clothes SUPER GOOD (like no snake bites if clothed! Less fatal injuries if clothed!) and houses SUPER GOOD (like a bonus when inside a house so we can converse more and have parties indoors! Items don't decay indoors!).

This kind of "make stuff really harsh to make other things useful" is, to me, a bad approach. But I'm not the designer of the game so I'll just sit back and hope for the best.

#313 Re: Main Forum » Eve Problems? » 2019-02-16 17:53:37

Some updates require a server wipe, maybe it happened. Not sure though.

#314 Re: Main Forum » [Corrected] - Temperature Update - Potentially not so bad. » 2019-02-16 14:09:39

Psykout wrote:

We asked for clothing to become important, now it is. To me, it was plenty liveable, just that anyone not contributing is a death sentence. I know you want one biome to viable, but now with clothing all biomes are damn near the same and thats pretty huge. Just now someone needs to be a tailor in addition to smith/farming/sheperd to get a camp off the ground.

Important=/=necessity. Now they are a necessity. I want clothing to be useful and important, something to go for, a new bottleneck to pass, but it is way too big of a requirement now and super early too when everything is important.
I'd rather have it like this;
location>food>tools>clothes. Clothes would be a bottleneck around sheep time. If nobody makes clothes before that, the place won't get sheep.
Now it's;
clothes>food>tools>location, isn't it?

This didn't make clothes just important, it made them a necessity. I didn't want that. But, I am waiting for the update to be finished. It's impossible to debate about an update if it's not finished.

#315 Re: Main Forum » Jason says the game is not harder » 2019-02-16 12:06:38

Next up, griefers hiding clothes to doom villages and getting all rabbit holes abandoned.

#316 Re: Main Forum » [Corrected] - Temperature Update - Potentially not so bad. » 2019-02-16 12:04:53

Psykout wrote:
MultiLife wrote:

I'm not gonna play for a while.
It's weird how everything is in extremes, there are places in the real world where humans can live without clothes or with just a reed skirt on. Those places are our ideal environments where we branched out to conquer less ideal places with different resources and dangers.

Humans are not lizards, we have this OP thing called sweat and even animals use this thing called shade to cool off. Or swim a bit. Or hop in a hot spring.
I dislike how heat and hunger connect. We don't eat pies to avoid overheating. Yes, calories burn in cold and water hydrates us, but standing in cold eating food is not how to avoid hypothermia. These should be status ailments that kill you, imo.

Another thing is timing, again. New players from China, bam, part 1 of heat change in. It's like when Jason nerfed ground iron just before Steam release.


It's the easiest way to translate that adapting your environments temperature to suit yours increases your chance of survival. In my opinion shade just got put in. If I am fully clothed and run across a desert, I won't overheat. If I run across a desert naked I start overheating immediately. We have been asking for ages to make clothing affect hot climates, well rather making clothing just simply bring you to middle perfect temp, it changes how fast the biomes temp affects you, very clever way to make it more accessible without making too simple. Needs some tweaking but very viable way if what was intended. Also rather than just moving temp to median, fully clothed you consume relatively the same amount of food no matter where you are. The rate does indeed seem a little fast, but 24secs/pip under perfect temp before really is a long long time, but only when at perfect temp. I'd take 15sec a pip fully clothed in all biomes over the up and down we had before.

That's good news and I don't mind naked people grilling themselves in desert. What I think is odd is that there is no place to live without clothing; clothing isn't a necessity for us irl, we do have ideal temperature environments. When jungle was added, Jason said he wanted it to be the ideal biome, makes sense, lots of reed skirt tribes in jungles, but now it grills everyone like desert? I wouldn't mind having one ideal temperature biome to kick off with so we have time to invest in clothing.
And yes that's the thing, it needs tweaking, it's a partial update, there is a disconnection issue; I won't play. I want it fully done first.

#317 Re: Main Forum » [Corrected] - Temperature Update - Potentially not so bad. » 2019-02-16 10:21:44

I'm not gonna play for a while.
It's weird how everything is in extremes, there are places in the real world where humans can live without clothes or with just a reed skirt on. Those places are our ideal environments where we branched out to conquer less ideal places with different resources and dangers.

Humans are not lizards, we have this OP thing called sweat and even animals use this thing called shade to cool off. Or swim a bit. Or hop in a hot spring.
I dislike how heat and hunger connect. We don't eat pies to avoid overheating. Yes, calories burn in cold and water hydrates us, but standing in cold eating food is not how to avoid hypothermia. These should be status ailments that kill you, imo.

Another thing is timing, again. New players from China, bam, part 1 of heat change in. It's like when Jason nerfed ground iron just before Steam release.

#318 Re: Main Forum » Stigma of Playstyles, Griefing or Otherwise » 2019-02-14 20:46:12

We will never know 100% was someone a griefer or not (unless they say they are). They might have been purposefully damaging a place, or they were clueless about the harm they did.
If they purposefully damaged the place=griefer.
If they unintentionally damaged the place=not a griefer, no matter what people say.
Everyone has the freedom to decide who they see as griefers in-game, because we can never tell for sure. However, saying someone is a griefer means you have decided they are doing harm purposefully from your point of view. If you can't say they did it with purpose, you shouldn't call them a griefer. But people throw the term around and it loses its meaning.

Oblong wrote:
MultiLife wrote:

You don’t grief by accident.

Er, I guess the word I was looking for was unintentionally. Doing too many mistakes that people label you as a griefer.

Well okay, so people who someone may call a griefer (falsely). I just want to be clear that a player who is labeled as a griefer because they cause harm is wrong, because it has to be a player who intentionally causes harm.
But yes, my opinion on people who unintentionally cause harm with griefer-level damage;
they're fine, but if they keep doing it, they should be stopped. If they can't be stopped (no response, or they outright refuse to stop), people are free to kill/curse them with no regret. If you are harmful, you are harmful, that's all.

Once I had a life where a girl like this got stabbed; she was just a total noob, clueless, although she was responsive. She just kept doing massive mistakes in high population low gen camp (cut down multiple important trees nearby, stood in front of smith, took tools, got salt water, put berries in baskets etc.). Some suspected she was playing dumb, some thought she was just terribly new. Nobody took time to teach her, but she kept trying things and it usually ended in damage. Someone stabbed her while I was away (gathering iron to chill by myself since she screwed my smithing with her head in the way all the time) and I was honestly glad she wasn't there anymore. Could smith again. Although someone was instantly after the woman who stabbed the clueless girl.

#319 Re: Main Forum » Stigma of Playstyles, Griefing or Otherwise » 2019-02-14 20:12:56

Oblong wrote:

What is your opinion of RP in this game?

It's fine. There are different levels of RP. Worst I've seen has been sex RP.

Oblong wrote:

What about people who constantly demand or try to control others?

They are silly. Fighting a losing battle, "trying to herd cats".

Oblong wrote:

Hardcore or new players who ignore everyone else to do their own business?

Feel free to do what you want, but don't be surprised when you get killed or cursed. Nobody is obligated to help the town, but everyone should do something nice as a thanks to the people enabling them to do their projects.

Oblong wrote:

People who grief, whether for fun, doing it by accident, or to ruin a lineage?

You don't grief by accident. That's not the definition of griefing.
Griefers who grief for fun are selfish and immature. Griefers who grief to ruin a lineage are ridiculous.
Griefer:
Purposefully shooting or otherwise sabotaging your teammates in an online game. Heavy emphasis on purposefully. You don't grief accidentally, that's just you making mistakes.

Oblong wrote:

Do you think there are any rules in this game, community-imposed or not? Why?

No real rules, but some in-game instructions to follow to make surviving easier, developing faster and places more prosperous. I wouldn't really call them rules, but then again people do enforce them and demand others to follow them. Not sure how I'd explain rules. I see OHOL as quite a wild west, kept together by good people, occasionally scrambled by bad people.

#320 Re: Main Forum » Population control » 2019-02-13 14:13:39

I wonder if it will ever happen. I remember Jason saying he finds it way too fun to have the "ohshi-" moment when a mom pops out even more kids as she still has her hands full with other babies.
I do hope that is not preventing us from getting birth control.

#321 Re: Main Forum » Disappointment and Heartache in a Griefer's Paradise » 2019-02-12 21:52:55

Candyann wrote:

Games like Overwatch have ban systems, I know exactly what it is like, I have played Overwatch and many other games.

Great, but don't get stuck on that sentence. And this game does have Donkey Town - which wasn't there for a long time. Jason as one guy doesn't want to use his 'power' to shut off people from his game, so we can only ask that he makes the systems as good as possible. If the pace is too slow for you, then *shrug*. I'd advise to chill until a tweak/fix goes through.

#322 Re: Main Forum » Disappointment and Heartache in a Griefer's Paradise » 2019-02-12 21:42:41

Candyann wrote:

This morning I was born into a tribe that killed me with a bow and arrow upon being born. The first time i was born into the tribe, I saw dying adults, the the 2nd and 3rd time it was just me. It appeared to be twins running this operation, the auntie would pick me up and throw me in front of my mother who would shoot me. I could not /die from this tribe for a lineage ban, thus having to repeat the scenario 3x over before moving on as a twin.

Hopefully the twin lineage ban is implemented soon.

Candyann wrote:

10 minutes after I left my friend notified me that a snowball griefer took out our camp completely.

I have heard people say they will exploit and grief with things until they grab Jason's attention. Childish action, yes, but they say that. When there is a murder exploit in the game, people will catch on, and then it spreads like wildfire. The only good thing about this wildfire is that Jason will hear about it. It's just sometimes painfully slow with the fixing. Last time we had note arrows and butter knives, and I noped the heck away from the game until they got fixed.
Right now I'm being super passive with OHOL because snowballs are still in (and apocalypse) - I don't want to put myself in there, I'm better off doing other things.

Candyann wrote:

I am also suspect I was banned because that mod was a female and I am a female, which is another level of bullcrap I don't even want to get into or waste my breathe on further.

I can only wonder what kind of magic a vajayjay possesses here.

Candyann wrote:

The curse system needs improvement. /curse should be an option so you may curse at any age. Donkey town requirements need to be lowered.

Sure, systems need balancing and fixing. And again, Jason is sometimes terribly slow when it comes down to taking action. He likes to think it through I guess.

Candyann wrote:

What does Jason want with this game?

What I've learned about him is that he enjoys drama. He thinks it's spicy when people have conflicts, get frustrated with each other and cause issues to each other. With this I am referencing to his defense over cursed babies and moms fighting to raise them - was not fun or cool in-game. It was terrible. He also wants us to deal with a lot of things, such as guarding and such, which sucks, as I hate being a babysitter-- I mean a guard to others.

Candyann wrote:

Another issue I have is when I bought the game on steam I was sold a much different picture than what I got. If the game is in BETA, it should be labeled as BETA! I was expecting a fully playable game, but what I got is lag, bugs, flaws and interrupted game playing so I can help the developer test his own game. No where did I see a PVP in the tags.

It's online, it has blood, it has knives, it has people. Sure, it doesn't tell you much about the community as the advertisements are about the GAME itself, not its people. This can happen with any online game. Say, you buy Overwatch, looks cool and fun - but wait, all the fun is drained because the game is filled with trolls who use exploits and imbalances to steamroll everyone. Sure, that should be fixed, but it's not like the game can explain that to you when you visit its store page. No PvP tag as this game is not PvP and killing was implemented so players can get rid of griefers who ruin resources and projects - would suck to watch a griefer break all your tools and kilns and you just have to watch it happen. Killing has to be there, and some people will try to use it all the time for their own entertainment; continuous PvP.
And sure this game is constantly updated and worked on, but there was some explanation which made OHOL a fully released game. It just gets content added and sadly Jason has no testers... So it's the whole community enjoying the quirks of updates. Which is bad, yes. Sometimes there are things you can't even cover with extensive background research, but hey, at least Jason is active.

#323 Re: Main Forum » Are all these babies really needed? » 2019-02-08 19:07:57

Spoonwood wrote:

Thanks Multilife!  That was very interesting to read!

No problem! Glad to hear it was read. It was just such a great example of what happens when ladies keep babies; if Gen 2 can survive with 22 females, so can any other place. big_smile Just be smart - and many are, we don't see or hear it often but many girls take opportunities to get a satellite town going if things get crowded.

#324 Re: Main Forum » Are all these babies really needed? » 2019-02-07 21:07:37

More about Atticus' life: I raised all my kids and probably every other lady did too. Yes the camp was screwed, but when the situation peaked with 22 females alive in the lineage, I camped further north with my babies and raised them there, eating cacti and wild foods while making useful stuff (like tools and pump kits=kindling packs) and dropped them to the camp for those who stuck in the camp during the peak. I told all my kids that the camp is south but it's crowded and that they'll die to starvation if they go there. Most kids listened and stayed with me until I decided we can go see how it's coming along - I made sure they had baskets full of food before we went, and I showed cacti spots along the way so they can run back to them if the camp is a death trap.

At the start of Atticus' life we had quite a healthy number of females:
53La6a4.png

Then it peaked with 22 females in total during my fertile years.

And yet this is how it was in the end:
pHo4W7F.png

So it balanced itself out perfectly. Yes some resources got exhausted due to the jump in population, but the most clever girls knew when to take off and avoid famine, and came back when it was more stable. Newbies and farm-relying people starved away which made room for farm to recover.
You don't have to abandon or kill kids. You can, it's fine, but as long as you have smart girls, they'll make it. High population doesn't mean death sentence for sure.

http://lineage.onehouronelife.com/serve … id=2696947 (last girl died to rattle snake)

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