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a multiplayer game of parenting and civilization building

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#351 Re: Main Forum » New Players Bad for Villages? » 2019-01-17 17:08:08

"Noobs are just inefficient"
No sh** Sherlock. :'D
And in order to make them as efficient as possible, we have to teach them because this game has a lot of inconsistencies and illogical things. Also some magical hidden bonus stuff; yum.

I let babies live no matter where their skills are at. Newbies eliminate themselves by A: running too far or B: relying on berries or C: bumping into the first dangerous animal.

If you wanted a newbie free lineage, it would run out of players very quickly. A small population veteran town will die out during the quiet hours like any other place. I'd feel like my time would be wasted there if I knew I could be out there saving families and showing smithing and medical stuff. If I want a pro-only life, I would go solo.
And if I ended up at a pro town which kills newbies, I'd probably slack off there.

#352 Re: Main Forum » New Players Bad for Villages? » 2019-01-17 07:53:34

Yeah towns are soulless in the end. They all disappear. Even without newbies, boys will roll in and babygirls SID, die in an accident or leave to establish a new civ. Why bust your ass nose deep in work, developing stuff when two gens after you, only boys were born?
I'd rather sit down and teach newbies half my life. My work alone will feed a group of noobs anyways so I can invest in them and hope they do that to others too so we can keep sharing the updated news and tricks (such as carry pump kits to get kindling and shafts to villages) and keep being effecient.

#353 Re: Main Forum » New Players Bad for Villages? » 2019-01-17 05:35:41

Crumpaloo wrote:

1. They know how to do either nothing or the bare minimum to keep themselves alive

2. They constantly waste food

3. They will kill players who kill greifers

4. They are more likely to grief

You're talking about a very specific 'type of noob' which is a rarity thanks to hardworking teachers.

Crumpaloo wrote:

5. They need to be taught which takes time from the people that know how to do important things

Teaching is the most important thing in this game. You won't learn double soil or yellow fever survival from onetech will you? How about yum? How would they ever even think of googling the right things without some interaction from other players?

Crumpaloo wrote:

6. They can doom your lineage if they are the only girl

And that can happen very often so better teach everyone something to boost their skills.

Crumpaloo wrote:

7. They forget to feed their babies

What I've seen, they mostly overfeed them and hold onto them more than forget.

Crumpaloo wrote:

10. They could be taken care of for 3 minutes as step on a rattle snake right after wasting the mothers time and food

Not many lives ago I did that. Someone who has done everything survival related in the game. Snake in swamp.

Crumpaloo wrote:

In general new players are useless, and a strain on resources, not being mean those are just the facts, if you got any reasons as to keep a new player in your village other then greifer fodder im all ears.

They are useless until people start dropping tips and tricks and explaining inconsistencies. There are many types of learners and some are "hands-on" learners, so they memorize everything effeciently by mimicking.

Anyways, I've carried enough towns to realize that's less important than equipping others with the latest information. Lots of old info with berry and carrot picking are stuck in veteran heads. Best newbies are communicating and eager to learn.

#354 Re: Main Forum » Things in OHOL that doen't make sense » 2019-01-16 13:15:59

Characters see 360 but only in a radius of a human body or two.
Humans don't blink and always have an expression on their faces.

#355 Re: Main Forum » Are these things still a thing anymore? » 2019-01-16 13:13:02

Aurora Aurora wrote:

• Sacrifices of babies

Babies or old people are often sacrificed for the Apocalypse towers.

Aurora Aurora wrote:

• Brother lovin'

In one life, my brother asked me if I'd like to f***.
I answered, "always", while making a pained expression.
Then we went back to our projects and saved the town.
I died to Old Age at my brother's milkweed farm as I waited for him to come back from the jungle.

#356 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-14 19:43:26

WomanWizard wrote:

No, because this does not kill your character. If you % out of the game and come back in to try and spawn somewhere else, you will just pop back into the afk body you left behind, assuming someone has been feeding you.

Well finally someone says what quit button does.

WomanWizard wrote:

Yes, it's a group you, but I did intend to you include you personally in it since you are defending the feature (whether you claim to be or not) and are pointing out all of the issues you seem to have personally with slash die. I agree, slash die is not perfect, which is why it should be up to Jason to fix it instead of having someone else undo one of his updates with a mod, to bring back an age old problem that was already fixed. This mod feature is a step backwards, not a solution.

Open source game. Oftentimes players take matters to their own hands and here we can see how players resolve their problems, as selfishly as they sometimes do. If control delete is "superior" enough for people to use it, it's time to find more solutions to baby rolling and forced quitting. If we stick with /die and won't improve the vanilla game's methods of keeping moms safe from baby suicide abuse, control delete won't go away, it'll only shapeshift into other things.

So how am I defending ctrl delete? I just read all my messages in this thread and I cannot see the connection. If I have issues with /die it doesn't mean I defend ctrl delete, does it? It shouldn't!

What I have an issue with:
Cecil opting for killing mod users just because of some minority which uses ctrl delete command in the mod.
You saying I defend the feature whether I claim to or not (how nice, no matter what I say, you know better, my claims have no weight on this for some reason, even when I said twice I'm not the feature's defender or the spokesman of its users).
/die not being quitters fastest/best option which makes them do other kinds of suicides as long as they can - and because all games must be killable, they'll find a way.
Moms getting cooldowns when they don't want cooldowns.
What I don't have an issue with:
/die being in game.
Ctrl delete never being in AWBZ mod.
What I'm neutral about:
People using ctrl delete - I don't personally care. Which, again, doesn't mean I defend it. >_> Won't babies just run if that option disappears? If they want you on cooldown, they can put you on one. That's the issue.

#357 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-14 17:19:20

WomanWizard wrote:

You're making a lot of assumptions about how and why people are using this feature. Half of my babies force quit in my arms almost immediately after they are born. These babies could have easily used slash die and given me the option of having another baby right away, but they choose to use the easier force quit option that their mod offers them, wrecking the cooldowns of multiple mothers in multiple lineages in rapid succession just to get wherever they are trying to go. I don't mind if they're trying to come back as a girl, but they almost never do, because they just put their mom on cooldown.

I have to assume, I don't use it myself. I said I'm not their spokesperson, so I can't explain it more than that, nor have any reason to defend them either.
And if the mod didn't have the option of ctrl delete, wouldn't they just % to quit?

WomanWizard wrote:

On top of that, there are lots of people who have lots of different reasons to suicide. If I'm naked in the desert gathering cactus fruit because I want to increase my fertility, and a baby is born to me, they might think I'm a naked scavenger who has nothing going for her. If they'd take the time to let me carry them back home, which usually only takes a few seconds, they might see what the town has to offer and want to stay, because that might have been the kind of town they were looking for. I'm naked because it's hot in the desert. I don't have a backpack because I'm farming and gave it to someone who actually needs one for their job. But in that split second I look like a bad player and lose a baby and potential other babies because someone force quit on me while I was grabbing a snack. This quick die option allows babies to decide on a whim that this isn't the mother for them, without knowing much about her situation or skill level. And they do it rapidly to multiple mothers, which is a problem.

Babies will always have the option to kill themselves, and I have no problem with that. But they shouldn't ruin the playthroughs of other people in the process, which is what this mod feature is doing.

And yes, this is an issue with the mod, because the mod undid an actual update that removed this feature and implemented slash die for a very valid reason. There has been a noticeable difference in the number of surviving children (at least in my game) since this feature was added, so I'm pretty confident in pointing fingers at it. If you have a problem with a game feature, bring it to Jason and let him decide that it's something that fits his vision of the game.

I'm not saying the mod has to go. I'm saying that this particular feature needs some adjusting because right now it's being abused in a bad way.

It's abused because Jason made /die too finicky. I dare to assume, again.
And I repeat, if the mod didn't have the option of ctrl delete, wouldn't they just % to quit?

WomanWizard wrote:

Don't ask a modder to undo his updates.

???
EDIT: I think I got it now. You said "If you have a problem with a game feature, bring it to Jason and let him decide that it's something that fits his vision of the game." which made it sound like you=me, but you meant people who asked AWBZ to bring back the feature of ctrl delete, right? I wasn't one of those people and I wish Jason's /die was the best solution there was so modders didn't need to make their own quick buttons. But Jason hates the whole "decide your life" thing so I was really surprised he even implemented /die in the first place (glad he did though).

Luniatji wrote:

I don't WANT players to be on a birth cooldown and I DO care about that, but on the other hand, I want to die without being in my moms arms and older than 0 too! And I'm one of the players using it THAT way. Screaming about us for using it is a way to say we are bad. But that the game lacks the function to die on this way, isn't our fault, is it? I mean, if we could die without much fuss, we wouldn't NEED this shortcut!

Screaming about you using it...? Now that's is just confusing.

Luniatji wrote:

I’m not the fighter for this shortcut, but I am using it. For the reasons I told earlier, for the reasons I told here. And I really don’t like to be told that I’m not caring for people, I care, but I do care more about my time and how I want to play it. If /die worked how it should (Not specific, not being 0, not being in your moms arms AND not being an immediate a lineage ban) I would use that instead. But I can’t. So I use this shortcut. If people get a birth cooldown for that I'm very sorry, but if the /die was wider that wouldn't also be needed!

Then I'd rephrase that and say you care more about your time than giving people cooldowns, right? It's not a bad thing. You are free to value your time more.

#358 Re: Main Forum » Pip Efficiency » 2019-01-14 16:24:04

1. 2 pips, I'm afraid of surprise lag if I leave it to 1.
2. Pies.
3. Not new.

I've memorized how many pips different foods give so usually I am left with 1 pip empty or just full after eating.

Due to compost cycles, mutton pies are a must or we drown in clutter. I've seen many cities resorting to grilling mutton and giving it to kids' backpacks. It's sometimes just trash that you can eat so you do - to lessen the strain on berry farmers and composters.

#359 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-14 15:54:48

WomanWizard wrote:

I get that you want to keep using the mod, and I have nothing against that, but keep in mind that this particular mod function is undoing a fix that was officially implemented in game to prevent the exact problem that we are having right now.

There is one hundred percent a change in how many babies are quitting on their mothers since this feature was added, because they are not lineage banning themselves and being born to the same mother multiple times, ruining her birth cooldown. In the past week I've noticed that an average of two of my children will make it to adulthood now, no matter what town I'm born into. And this is with me taking every advantage I can with the fertility mechanic. I'm birthing eight to twelve kids a life in reasonable towns with good food, moderate clothing, etc. and I get maybe three who choose to stay if I'm lucky, and I'm luckier still if they make it to adulthood. Imagine if I was a newer player and didn't know how to use yum properly. There's a good chance I'd end up with no living children, game after game. Is that the kind of experience you want people spawning into when they first get the game?

When players have the option to quite in a split second, they aren't taking the time that's actually needed to assess the situation they are born into, causing more deaths to good and bad mothers alike. And as long as the mod is undoing official game fixes that make the experience worse for unmodded players, it increases the likelyhood that some kind of crackdown on mods is going to have to take place, ruining the experience for people who are using the mods without taking advantage of that exploit.

Players can force a quit with or without a mod anyways, can they not? Just because there is a shortcut doesn't make a mod the bad guy. Sadly /die has crippling design issues which makes ctrl delete the better choice for many. It's faster, and it shouldn't be that way. /die should be faster but it's not.
Anyways, I'm not ctrl deleters' spokesperson, so I'm not gonna defend them. I am however AWBZ mod user so I won't sit and listen to Cecil's threats.

Oh and I hate that Jason added yum to baby distribution. Never wanted that.

Also no matter how long a baby assesses a situation, they won't stay. A ctrl deleter is on a mission to get back where they were, so split second or ten seconds won't matter in them thinking about it. They are browsing through, they don't care about moms on cooldowns. As Tarr said in another thread, them slapping cooldowns around is actually beneficial for them - which is honestly a game design issue.

#360 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-14 14:48:03

wondible wrote:
JonySky wrote:

I believe that luck affects more in the lineage than having many children

From looking at my own families, pretty much every lineage has multiple choke points where they only survive through a single mother. Which means that every lineage is one boar, mosquito, or food over-extension from extinction at several points in it's history.

For sure, which is why I think it's high time for Cecil to swallow that fact instead of witch hunting and holding mod players responsible for all his grief...

I guess we humans are prone to "finding the scapegoat" or a pattern in things that are just luck based.

Also if your staying kids keep getting killed by wildlife, you're not hunting enough or your settlements weren't as good as they should've been. Or your kids were newbies. It's not so black and white that "if mod players stopped ctrl deleting themselves I'd succeed!!"

#361 Re: Main Forum » "Advantage" of fewer pips food. » 2019-01-14 11:23:33

Alias wrote:

Yes! 3 bites on a fish would be great. Or maybe two with different yum bonus potato style. All this effort would be worth it and would make fish excellent food for long trips when you have long yum already going. I vote "half cooked fish" as new food. if you depart on 10 yum bonus this would give around 60 pips and still keep the yum going.
BTW: is there a cool-down on ice hole after fishing Arctic Char? What are the odds on fishing? Cannot find anything on this. How many worms/hooks expected per fish?

+1 for half of cooked fish dish. Still lots of fish for just one person but it's fiiine!
No cooldowns as far as I've fished. Odds are really bad. Usually getting worms costs more than what the fish is worth with the low chances. You can get: nothing, lost hook, boot, fish. Not sure if they share the odds or not. They may be even.

#362 Re: Main Forum » "Advantage" of fewer pips food. » 2019-01-14 10:58:00

I wish fish had multiple bites to it. Devouring a whole fish just doesn't feel right. An average Arctic Char weighs 4.5 kg or something, wouldn't that feed a family??

But yes otherwise I do agree with all points here, make all kinds of foods and recognize food that you should eat when older so their value doesn't suffer.

#363 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-14 06:57:11

Léonard wrote:
Cecil wrote:

I have half a mind to murder any player who seems to be using the zoom out mod out of spite now.

That sounds very smart and reasonable...
Don't let the anger get to you.

For me the whole issue is moot anyways.
As some may have already said, you cannot force people to play when they don't want to.
But let's go even more broad so that people understand this side of the argument.
You cannot force people to run the game if they don't want to, period. That's why there's actually a quit button that does work while playing.
The only reason I would use the new awbz shortcut over that is because rather than just disconnecting, the current % bind completely exits the game.
A game should always have the option to quit (hell pretty much any process on a computer should) and this game has one.
It's just, not without quitting the game entirely hence why the shortcut was asked for.

The only issue I see here (which is very easily fixable) is that currently some people have the possibility to leave without clearing the baby cooldown for their mother.
I'm not sure what happens when you use the % bind, do you just disappear?
And does the % bind properly clear the baby cooldown? If not, it should, and if it does, the awbz shortcut should use the same method of signaling a disconnection.
It's as simple as that.

I think quit button turns you to bones, but I never used it. So basically AWBZ's mod's ctrl delete is quit button shortcut in that sense.
Anyways, this. No matter what, Jason and AWBZ can't prevent people from leaving the game as the game can always be ended in a way or another. And that's what people will use. If you take away a shortcut to that, they'll do it the slow way, and chances are they land on you more often because your cooldown probably has ended as they slowly reroll their lives. Taking away a shortcut will probably make it worse as people start relying on quit button.

Léonard wrote:

To be honest, I don't even understand why there is a baby cooldown in the first place.
Jasons says that he wants people to compete for babies. Doesn't the cooldown prevent a proper distribution?
To be more clear, shouldn't babies be distributed properly whether or not there is a cooldown?
If you're going to argue that it's to prevent a sudden influx of babies on a single mother, first off the baby distribution should prevent it from going overboard, second how is it different from getting triplets/quadruplets anyways.
On top of that if a mother gets more babies than she can handle (which likely only happened if she purposefully got a big yum bonus and some good temperature) then the extra babies would just die off anyways. Natural selection.
The best compromise I think would be to make the cooldown a very lax cap, like say, no more than 5 babies in under 5 minutes.
I think something like that might work really well.

Yeah I think it's to give the mom a chance to raise a kid without constantly spawning more. I think the cooldown is from 0-5mins with RNG lottery "goodness"... with max cooldown rolls a woman would get 6 kids in her life. Maybe the 5min maximum is too much? To me it isn't, but some want more chances at a good child..

Cecil wrote:

I have half a mind to murder any player who seems to be using the zoom out mod out of spite now. If only it wasn't so counter-productive, I'd be all for it. It seems to be the only way to get it through the thick skulls of certain people. It's one thing when they cheat and it only affects them, but this is affecting everyone.

The more I think about it right now, the more I find myself wanting to take a zero tolerance on anyone I find with the mod. Sure, it'd ruin civs to kill the exploiters off, but it's a meta-game circle where their style messes with everyone else anyway, so one might as well return the favour to them and make the mod undesirable.

Your pitiful efforts in making a mod less attractive to use wouldn't make a dent. And if people start fighting against AWBZ's mod, I'm out. Lose yet another expert that way.
Would be funny to make shortcut expressions to you as your last babygirl as you drive in the knife.

I have AWBZ's mod, I play all lives I get, and I never use ctrl delete suicide, or quit mid-game.
Just yesterday I used the zoom to track a tool thief griefer and killed her - but sure, go ahead and focus on killing me will you?

#364 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-13 18:21:03

Cecil wrote:

I see no reason why the kill exploit should be allowed to exist. There's already plenty of ways to kill yourself if you spawn as an Eve, and it takes like two seconds to enter /die if you spawn as someone's baby.

The reason it exists is because the game can't recognize when it happens or stop it from happening. Don't ask me how it works, others know what it truly does (forced starvation or some other forced total disconnection). In a nutshell the game can't recognize this as a forced action from a player so it can't prevent it from happening.

Cecil wrote:

Just had another game with 3 exploiters. Two of them even had the nerve to use it in my hands instead of just /die. You can tell by the skeleton dropping to the ground instead of being held. It also doesn't say sudden infant death on the lineage tree. At this point I'm pretty sure they're just doing it to grief.

http://lineage.onehouronelife.com/serve … id=2846940

There really should be a way to report them or have them face some sort of consequence for messing with birth rates. This specific civ will be fine, but that was 3 minutes we could have had babies that weren't selfish pieces of shit.

Why is everyone named Unnamed? Not good.

And I don't think anyone thinks griefing like that is worth the time - they couldn't even see the reaction which they crave. I am willing to bet that they are people who are trying to get to places they want to go like Tarr does - putting moms on cooldowns to roll back to their earlier lineage.

If we want to ONLY have children who want to be with us, this would be a very different game. Jason has said he doesn't want people to choose their lives or choose to Eve, but as long as he fights against that, we will have babies killing themselves in order to get what they themselves want. And honestly, they have paid as much as you for this game, so what they want is something they have a right to have - sadly it just hinders some lineages and mothers, but, it's nothing compared to how it was before.
I've encountered a ctrl delete suicider baby only once, so make sure to approach this issue neutrally, or you make it feel bigger than it really is. I have hard time believing there are many using the old ctrl delete suicide, you may just roll the same person.

#365 Re: Main Forum » Idea: Parrots » 2019-01-13 16:22:46

Dodge wrote:

As for a song im not sure the parrot is really a singing bird

They aren't, thus I said...

MultiLife wrote:

it'd have birds move in like cardinals do with pines, and we'd get nice birdsongs in the surrounding area as long as the seed bowl is replaced in xx amount of time.

Birds, not parrots specifically. Maybe parrots could be one of the RNG bird options that moves in and then chatters there, mimicking the surrounding sounds, until it leaves due to no feeding.

#366 Re: Main Forum » Simple Things Update » 2019-01-13 16:19:44

Erudaru wrote:
MultiLife wrote:

- stackable dung

Oh please no! Save the shovels!

Well, shoveling options in addition to that.
Wooden shovel. I just want to pile them neatly for composters to grab.

#367 Re: Main Forum » Idea: Parrots » 2019-01-13 11:45:57

I'd rather have it so that if a town plants a jungle tree and leaves a seed bowl on its roots, it'd have birds move in like cardinals do with pines, and we'd get nice birdsongs in the surrounding area as long as the seed bowl is replaced in xx amount of time.
That'd give us some more nice background sounds rather than a parrot who repeats swearwords every 15 seconds (just expecting the obvious).

I also rather have parrots in the wild than dying on a branch as a pet. Also in real-life.

#368 Re: Main Forum » Simple Things Update » 2019-01-12 23:21:52

- anvil (goodbye flat rocks!)
- stone ovens (smithy too)
- bricks
- fireplaces
- stone silo or at least clay
- hunter huts (cheap to build)
- torches, also oil based ones
- watering systems
- different bonfires
- sausage (mash pork, put on stick, grill - let's skip the sausage skin part)
- boiled eggs (and bacon?)
- make geese/rabbit etc grillable in hot ovens
- graphics tweak so hot ovens have some orange embers
- stackable dung
- pig and adult sheep dung
- bone meal
- bone jewellery
- wool backpack/pouch
- rope options
- leather
- new cloth: gloves and mittens
- kindling in baskets
- diggable mines
- upgradeable mines
- log cabins
- group graves or whatever those are called - to dump in sheep and baby bones

#369 Re: Main Forum » Why do people think making the apocalypse is griefing? » 2019-01-12 20:28:16

Are you guys planning to do it once on busy servers just to have it happen or is this something you'll be doing even after a success?

#370 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-12 10:56:01

Here is an interesting story from yesterday's life:
I was born to a lone woman in some cold camp. She pleaded me to stay - I was going to, anyways. She had 5 kids (4 daughters) in her life. Three had starved (runners I'd guess as they had no last words) and I was the fourth, the last one, thankfully managing to be born as a girl after her cooldown from last girl had ended.
I went on to birth 4 boys who stayed, 2 girls who SIDed and again, the last girl (I was at like thirty six years), stayed. She promised she's good and I made sure she wouldn't starve early years.
However she was rarely in camp, she ran around to get rabbits and whatever while her brother offered to take her place in these dangerous tasks. But nah. She did what she wanted.
She had one boy who stayed and four daughters, and only one was a SID. THREE of her babygirls died with "F" as their last word. She may have been a good player but she was a rubbish mother. That line ended there and a snake bit her in the end. I had sat half an hour in my semi-breeding cow life only to have that happen in the end, my mom pleaded me to stay only to have that happen in the end. I could've never stayed and the end result would've just happened one gen earlier. My mom could've never stayed and that would've happened two gens earlier. The lineage dies anyways. The longer it makes the more the place is developed, that's it. It still dies and disappears.

Thankfully, I don't play only to make lineages survive so my time wasn't wasted here. I play to have fun whether my lineage dies or not. Many of the players can't seem to play this way. It's "LINEAGE SURVIVES" or nothing. >_> It's not a standard that they should or would. 30 gen lineages are a miracle, 3 gen lineage is a common sight.

Those SID girls probably went on to save another lineage somewhere else.

Funnily enough the Dick family was brought to the Lincoln camp by my son - one of them bumped into Sarah Dick III and she brought new blood to our camp. However, even after rearing so many kids herself, the place died in the next two gens. Both lineages of ours dropped dead at the same gen basically. Why try to force girls to stay and birth if this happens anyways? Let them go and have fun if they know they won't have fun playing the part of a doomed breeding cow. A breeding cow is always doomed if her life has no other meaning.

http://lineage.onehouronelife.com/serve … id=2810307

#371 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-12 09:47:40

Ember Leaf wrote:

I for one agree this trend is game breakingly awful. It means fewer towns survive, its way less fun to be female, fewer people want to play Eve because kids all bail etc.

And I know I’m in the minority here but I think playing the spawn you’re given is in the spirit of the game. I would be in favor of /die being a little more forgiving (maybe do it whenever you want and get your lineage ban) but limited to 2-3 times per day.

Issue is that at some points in 24h, we have less people come in so there will always be lineages dying out and towns wiped. Sometimes it's yours, sometimes it's not. People are so hellbent on having theirs survive they get loud when it doesn't. At this point we need a freaking artificial womb system if people can't accept an end.

Playing the spawn you get:
Humans are selfish. Their time is valuable. This game has multiple scenarios where you are born to, and at some point you recognize where you really don't want to be.
If the game forces players to play lives they don't want, they will start to grief and express frustration.

I find it somewhat control freakish to demand that you ("you" as in people upset about lineages dying) get a girl that stays and survives and pushes out a new generation (as she most likely just sits in perfect temperature and eats foods).
The fact that females act like spawn beacons in Battlefield 2142 makes them almost like objects here. "I WANT TO HAVE YOU FOR SELFISH REASONS TO SIT HERE AND WORK YOUR MAGIC", whether she wants to or not. They should just please you while they are not enjoying themselves and want to be elsewhere.
If the game forced me to be a breeding cow I'd walk away from my computer and leave my mom a husk to feed. Or I'd kill the game.
People who demand a breeding cow daughter are as selfish as people who demand a life they want to play.
The fact that you can't let a place/lineage die doesn't overwrite other players' freedom to choose if they care or not.

Also if you limit /die to 2-3 uses per day, prepare yourself for baby runners who put you on cooldown. That's all it was before /die. Babies taking off instantly and you getting no chance at a good replacement as a cooldown starts.

Btw this is all coming from a player who plays all lives they get.

#372 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-11 16:52:32

The most rare breed in this game is a girl that can survive an Eve camp. If you land town/city lives, teach newbies things - they may be your only staying daughter in a future Eve run. Eve Toot seems to have birthed noobs, honestly.

Anyways, the more lineages are around, the more competition you have with babies. /die people are great as they reset your cooldown, it's like they never happened. Staying babygirl newbies are the most dangerous ones in Eve camps - they stay only to soon die, seeming like they just ran off or something.

Never punish players for not staying or they will stay and grief.

#373 Re: Main Forum » Health Issue : YELLOW FEVER OUTBREAK » 2019-01-11 06:25:03

pein wrote:

snap a snowball in their face and feed them

Imagining a real life doctor treating a patient like this... :'D

#374 Re: Main Forum » Favorite OHOL Character? » 2019-01-10 21:51:00

meestadogbreath wrote:

https://imgur.com/yGDMOXO
this guy ^
everyone is talking about how creepy he looks, and how they dont like him, even though he has a weird expression i still think hes cute! he looks friendly n sweet up until 40. then THATS when he looks really unnerving.
maybe hate wasnt the best word. "disinterest" if you will, lmao

Yea hate is not the right term, and saying 'everyone is' is a major overdramatization. big_smile I think I was the only one to mention he is my least favorite as I can't read his facial expression; in no way or form would I hate him. smile

#375 Re: Main Forum » Favorite OHOL Character? » 2019-01-10 05:50:59

meestadogbreath wrote:

and i dont get all this hate for the creepy dude with the long beard and spiky hair ..?? hes a cute kid even if hes got an eerie expression. his beard gives me grunge vibes i love him

What hate...?

startafight wrote:

i fucking hate the ginger man. i played as him n nobody trusted me even tho i was doing so much for sheep n baking my whole life bc i just looked shady. i was tryna clothe some kids n the lady watching em thought i was gonna run n murder em n it made me sad. also when he reaches elder status he looks like a hairy walnut or a tumor... or a tumor on a hairy walnut

Awh. In my recent lives he has made a fenced sheep pen, hauled wild soil/firewood and been a compost master. Usually quiet. I don't understand why his hair thins out like it does at 15. I think that's way too early. He has kinda sad looking expression. But yeah, he isn't the best elder sprite for sure...

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