a multiplayer game of parenting and civilization building
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This is brilliant, I love it!
Out of 34,000 players that have ever been cursed, only 27 have enough lifetime curses that their threshold is 6 or lower.
Also, shearing the wrong sheep is not a reason to kill someone. By murdering them you're causing more damage to the town that they would do in ten lifetimes. You're definitely in the wrong on this one.
The only people I see complaining about the curse system are either serial griefers or people who are extremely hostile to others.
Leaving a sheep unshorn doesn't really matter any more, since feeding unshorn sheep now gives dung as well. This means you stabbed a person for no reason, so they had a good reason to be upset.
If you get sent to Donkey Town after getting four curses, you either got four curses in your previous life as well, or your total curse number is so massive that your Donkey Town Threshold is lower than 8.
Twisted didn't mention it either when he first showed the mobile version:
I did mention it, not at the very start of the video but I did mention it early on (7:50):
"It's important to point out this is by a different dev. As you might know One Hour One Life is an open source game, copyright-free open source game, which means anyone can do anything with it. Jason knows about this version, he is fine with it, because, again, open source game that's copyright free. This uses different servers, so if you're playing on the mobile version, you're gonna be playing only with the people who are playing on mobile. You cannot play this with people who are playing it on the desktop build."
Different clothing items have different insulation values. It's possible to have (almost) perfect temperature at all times if you're wearing good quality clothing.
Yum is not a toy, it's a super powerful mechanic that creates food out of thin air, plus it's unaffected by the size of your food bar.
That being said some foods, such as carrots and shucked corn, should only be eaten with a big yum bonus.
After the update, /DIE will work up to age 2, to help people who have slow hard drives.
Some of the largest sprites in the game are natural objects (trees, etc.), and those usually need to be loaded always.
I suppose I could make a "natural object sprite pak" and slurp them all in from one huge file.
There is some complexity to code that, though.... hmmm....
Also, sprites are not currently compressed on disk. Often, its counter-intuitive, but compressed data loads faster (because the HD access for larger data is so much slower than the decompression alg).
But the idea is that, with 10K objects (eventually), they won't all be able to be loaded into VRAM at the same time. So they are only loaded as-needed.
This makes me hesitant to put them all in one big compressed file and load the whole thing at startup.
I personally don't mind the long load times. If I'm playing OHOL I'm going to play for at least an hour, so a minute of loadining is not a big deal to me.
Yeah, Twisted, that sounds like normal behavior. Is that an external HDD, like USB?
It's an internal SATA 7200rpm HDD.
Just did some testing, keep in mind I already played OHOL a couple of hours ago and I didn't restart my PC in the meantime, I also used the Steam version, Windows 10.
I timed it from pressing the get reborn button.
First load: 50sec (town)
Second load: 5sec (tiny camp)
Third load: 6 sec (bigger town)
Fourth load: 4 sec (town)
Fifth load: 4 sec (wilderness)
Quit the game, relaunched
Sixth load: 6 sec (town)
Quit the game, waited ~5 minutes, relaunched
Seventh load: 5 sec (wilderness)
Eight load, switched to different server: 3 sec (Eve)
So yes, it does appear to be a cold cache issue, and although I could swear that quitting the game or changing the default server used to make the initial load time longer, I could be mistaken.
I also want to point out that I am launching the game from a separate HDD that mainly has video games and launchers on it. It is not my main drive, that could be part of the problem.
jasonrohrer wrote:Can you confirm that if you quit the game and reload, the map load is faster the second time (b/c of a warm disk cache). Can you confirm that, in order to make the map load slow again, you need to reboot your machine?
First load into a server always takes me between 15 seconds to upwards of 1 minute. All subsequent spawns to the same server happen relatively instantaneously (0-3 seconds).
If I exit the client program and restart it, I have to wait through the first long load again.
Same, the first load after launching is always very long. If I spawn in as a baby I will always have 5+ food pips if I survive that long. Subsequent loads are faster, but if I quit and relaunch the first load will be long again. I've actually gotten into the habbit of spawning into the tutorial before playing the game, just to get the slow load out of the way.
I did time it a few times, and one minute from pressing login to actually loading in is not an exaggeration. I have a decently beefy rig but I don't have an SSD. I'll do some testing tomorrow and I'll email you the results.
Greep, are you having this happen just on your first life in the game? That is usually because your disk cache is cold, and it takes a while for the sprites to load. But still, 60 seconds is pretty excessive....
I find that on subsequent lives, it loads almost instantly. Most likely, some objects are still loaded, and if not, they are in the disk cache (I find that subsequent map loads are faster even after I quit the client).
Just tested a cold load on my 2010 laptop here with magnetic disk. 21 seconds from LOGIN until world visible.
Warm load after quitting client (actually, back into the same life, after I quit the client): 3.5 seconds.
Hot load (after dying and getting reborn right away), also about 3.5 seconds.
So yes, this is all disk bound. It takes a while to load the sprites from the disk.
If it's really taking 3x longer for you on a cold disk cache... is there something wrong with your disk? If its taking that long on a warm disk cache.... not sure what the problem is.
I can confirm that the game usually takes over a minute to load on the first life. It could be a disk problem but I don't think it is, as my disk works fine in other situations. I feel like the load times get slightly loader with each update, which makes sense as each update adds new sprites. Other lives after the first take under ten seconds to load.
The person that linked to your website contains your personal information is Rage, which is, unless I'm mistaken, your other account? So you want your own posts deleted? I don't really understand. Why did you post that if you didn't want to share it?
Wow, the trolls are out in full force today, huh?
Corn is simple! Pick it off the vine. Then cut it with a sharp stone or flint chip and eat it. Green beans aren't really more difficult than carrots. Just use a clay bowl in time instead of your hand. Also, someone elsewhere is now saying that they have problems with corn drying out. Additionally, corn takes 4 minutes to grow. Moving corn is not difficult. Berries take 12 minutes to grow. Moving berry bushes is difficult.
Never eat raw corn or green beans unless you have a high yum bonus. Berries are considered a bad food because they only give you 30 food per soil+water. Raw corn and green beans on the other hand give you 20 and 24 respectively, plus they require an additonal tilling, making them even worse than the already bad berries! The growth time is completely irrelevant considering the town had a few hundred bananas several tiles away, and the town was basically covered in food.
Eating them raw without yum chaining is a big big mistake, and is probably one of the reasons you're struggling so much now that the game is slightly more difficult. I'm not going to comment on your other remarks because they're all equally as silly.
There's nothing wrong with not being good at this game - it is a very difficult game with a massive learning curve - but picking on other players that are very likely more skilled than yourself is just making you look like a jerk.
Lol at the silly people that think Jason would actually pay me, a person that gets maybe a few thousand views per video, to say anything. Jason refuses to get the game localized into different languages which would pay for itself within days, what makes you think he'd throw money away by paying me, a person who already loves this game and plays it almost every day, to say positive things about the update? I have no clue what you people are smoking, but I want some.
We've had what I think were mostly bad updates for the past few months, and I've been pretty vocal about it in my videos, the discord, and even these here forums. But now that we finally got an update that improves the game mechanics and fixes one of the things I've been complaining about for months now, I'm 'being suspicious'? Besides, you could have just checked the description of the video to see that I'm not being paid, as any paid content must be clearly disclosed as such.
True, Eve starts are more difficult than before, but that's a completely unrelated issue that can be balanced on its own. The fact of the matter is that the new temp mechanics are just plain better and make more sense that living butt naked in the desert.
As for that Eve video:
You don't want to focus on beans and corn as an Eve. Most people playing this game are fairly inexperienced and if you give them beans and corn they will just starve because they don't know how to turn them into food. Leave advanced foods for later, start with simple stuff
You say that the village didn't have enough water, when in fact it had tons. That place was a patchy desert/swamp and it had water ponds everywhere - if I used Awbz's mod the amount of ponds would have blown your mind. There was over a dozen ponds within ten or so tiles, in fact if I remember correctly one of my grandkids built a road north to a pond cluster.
There was a ton of natural soil just southwest.
You say that iron is not that important, which tells me you probably don't have that much Eve experience. Iron usually makes or breaks the Eve town. No iron means no wells, no firewood, no sheep, no compost. You can't survive without iron.
I didn't put the carrot farm there, someone else did. Same with the berry farm.
If it seems like I did less than the average Eve does, that's probably true because I almost never abandon my babies. I took care of all of my kids and most of my grandkids as well, which limits what you can do in a single life. If the babies want to /die and go elsewhere that's fine, but if they want to stay I'll feed them and keep them alive even if it kills me. Behind every character in this game is a living person, and most of the time they want to play, learn, and help, not be abandoned - even though abandoning is very often the right call.
That family lived for 43 generations, so it was definitely a success.
I am extremely invested in this game because it is the game I've been looking for my entire life. It is THE game for me, and I've been following it since 2017 and playing since it released last February. I play it on YouTube, I play it on Twitch, I play it in my free time, I read these forums, I am active in the Discord, I watch other people's OHOL videos, I am active on other people's Twitch streams always ready to teach and give advice. Fortunately for me, last summer my OHOL videos started picking up a bit of steam and they're reasonably popular these days, so yay for that.
I even recall him complaining in some earlier videos about the apocalypse but now he seems to have different view points.
The Apocalypse is a completely garbage mechanic and I've had the same opinion since day one. I don't have a different view point now, I have no idea where you got that from.
pein wrote:griefing: he doesnt do what i say
griefer: higher skilled player who doesnt agree with me
the problem: people dont let to do me what i want and they dont let me kill them
they even have problem with spending my life to convince others to curse them
solution: 1 curse to send to donkey town forever, cause it hurt my feelings
i became expert in 10 hours of play and i know everything, i am pro and never made anyone angry and i never will, and others are evil and do everything by bad intentionSeriously, are you trying to troll me? I have almost 200 hours on my main account and more on a secondary.
I didn't ask for 1 curse for donkey town.DID YOU EVEN READ MY POST?
Either way, forget it, we likely will not agree on much.
Just ignore everything pein says, arguing or discussing things with him is a complete waste of time.
This would be a perfect time to give pigs a slight buff, perhaps making them give dung and giving us more pig food items, considering it's the Year of the Pig!
I'm pretty sure the most food-efficient way to currently raise a baby is either:
1. Mother eats until full with huge YUM bonus, then stands in perfect temp while holding baby until baby grows up (spends 1 food on baby, the first time the baby is picked up).
2. Someone else feeds mother while she holds baby the entire time (again, 1 food spent).
Both of those are technically food-efficient in theory, but they both put the mother completely out of commission until the baby is old enough, which means it's a super inefficient way to raise a baby in practice. The work the mother can do in those few minutes is worth more than two or three pips of food spent feeding the child.
A lot of great discussion here.
And yes, I HATE that there is currently a "good spot" for the baby to stand (unless it is next to a fire---I do like that).
This probably wouldn't solve the biome jumping probem for adults, but what if babies & children were unaffected by biome temperatures - their base temperature is always cold, and they are warmer when held by their mother (in addition to fires, clothing, etc.) As they babies grow they get less and less temp benefit from being held by the mother, and more and more affected by the biome temperature. This would also be very flavorful, as taking care of babies and holding them would become more important. Right now the mom meta is to put the baby down in a good temp spot, and pick it up every minute to refresh it's food meter.
I was just thinking much the same thing. Have hot and cold regions generated on the map, then do a gradient map of the average temperature of a spot and assign biomes based off that. Although I have no idea how much work that would be to implement.
Yes, this is exactly what I was trying to say! Thank you for making it more clear and succint.
I think this is an interesting idea, but I feel like the map would lose a bit of it's charm and make it a bit samey.
I do agree that tundras should never be adjacent to jungles/deserts, but maybe that could be implemented in a different way? An idea that I think would be great (but would most likely take a ton of work to implement) is a linear humidity/temeprature 'heatmap' of sorts, where chunks have a certain heat and humidity and then get assigned the biome according to that. It would also probably require more biomes to actually work in a reasonable manner.
Yes to lowering the threshold, and yes to curses applying to both twins.
There has been a large influx of griefers recently, and it's so bad that the game is becoming unplayable in my mind.
Well organized twins can spawn into a town and kill half the population within minutes using snowballs before people have a chance to react.
I usually go North or South - you reveal more tiles with each step when going North/South compared to going West/East, giving you a higher chance of finding whatever you're looking for
Cooking elaborate foods is a process that is enjoyable, also you end up with something that benefits multiple people. Making food is, as it stands now, the main gameplay mechanic of One Hour One Life - it is literally the game. Clicking on your head to take off your hat is not very interesting, and the benefits would have to be humongous to make people to it.
Besides, if you take off your hat you have to put it somewhere, and it will take up storage space. Storage space is by far the most valuable resource in the game as it stands now, which is also one of the reasons houses aren't that common - they take up valuable space that could better be used for something else.
Don't get me wrong, I would looooooooove for there to be a reason to build houses. As it currently stands they take up a lot of work, and they generally make the village worse by removing available space. One way I see buildings working out is if we got new storage objects that must be inside a building to function.
I think wearing clothing should, on average, be better than not wearing clothing. Currently, since towns are usually built on jungle or desert tiles, clothing is only really useful when venturing out into the wilderness. Also, taking clothes on and off is a bit tedious (plus people can nab your clothing when you put it down), so very few people min max their insulation.
I think every item of clothing should have some kind of modifier that moves your temperature towards 0.5 in addition to the heat it adds. That way you the more clothing you have, the smaller your potential temp range gets. It would make wearing clothes as compared to being naked much better on average while walking around different biomes.