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a multiplayer game of parenting and civilization building

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#376 Re: News » Update: From Riches to Rags » 2018-04-21 10:21:44

Nice, decay was sorely needed.

#377 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-19 20:07:57

Karma is a visible stat that helps your Mom decide if she wants to raise you.

#379 Re: Main Forum » How to be an effective, good murderer and wipe out entire villages » 2018-04-19 14:25:07

pein wrote:

As for getting killed I really think it is made correctly. As an unarmed person, you really should not stand a chance against the armed one.

Why though? Realism?

#380 Re: Main Forum » Increase Eve spawn radius » 2018-04-18 22:41:30

That just postpones the problem. According to the patch notes:

--Instead of using last Eve location before shutdown as new Eve location on
  next server startup, server remembers death location of longest lineage
  person who died during the shutdown process and uses that as the new Eve
  location on next startup.  That location is still used for the next three
  Eves post-startup, to give people three chances to get the pre-shutdown
  civilization up and running.  As a fall-back, if no shutdown death location
  has been saved, server looks for tallest, most-recenly-built monument
  location and uses that for the new Eve location.
--Eves are now spread in a circle around the server-startup-Eve-origin point
  with a radius of 1000.  They won't keep random-walking further and further
  away.

So spawns will be fairly localized, and combined with the fact that compost is now finite too, we're going to have far worse resource problems than we did back with the original Eve spawns. Going out with carts just ensures map segments won't get reset, and will create a bigger circle of desolation so new Eves can't possibly make it to pristine lands.

#381 Re: Main Forum » Increase Eve spawn radius » 2018-04-18 22:02:07

Verinon1 wrote:

No. I haven’t seen a single piece of a civilization anywhere, at any time, ever, since that damn update. It made the game less fun and went against the very concept the game was founded on. If anything, it should be decreased.

You just wait until there's no soil left in the spawn area.

#382 Main Forum » Increase Eve spawn radius » 2018-04-18 20:25:42

Potjeh
Replies: 8

It's back to where you can't walk five minutes as Eve without running into a dead village. This makes family survival a lot less important and eliminates the early game, which IMO are bad changes.

#383 Re: Main Forum » Weird meta-idea: stuck in a life for an hour » 2018-04-18 17:54:32

When you spawn in banishment you should be named Cain. Also, a quest to escape banishment could be making an altar, putting mutton on it and setting it on fire tongue

But seriously, lifting curses shouldn't be just a matter of waiting it out, because that encourages just logging out. You should have to work it off in one way or another. And who knows, the labor might reform an occasional murderer and he could be an asset to a civilization because he learned how to work efficiently while getting out of banishment.

#384 Re: Main Forum » Weird meta-idea: stuck in a life for an hour » 2018-04-18 16:52:00

People performing ritual on your bones to curse you sounds like a perfectly reasonable mechanic, provided bones are identifiable. One person doing it probably shouldn't do anything, but two different curses from unique accounts could cause a short banishment, and it stacks with the number of curses up to some maximum banishment duration.

#385 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-18 16:43:08

Proper hierarchical organization is utterly impractical with the in-game communication limits and the time limit. The only way it can be done is via external voice chat. The only workable society model in the game is anarchy with a skilled and altruistic population. Please, for the love of God, don't balance the game around the 111 generation family.

#386 Re: Main Forum » Weird meta-idea: stuck in a life for an hour » 2018-04-18 15:11:13

Prison seems way too tedious. Banishment from civilization at least lets you do stuff to pass time. Especially if there's an incentive to do stuff, like needing to survive to 60 to get out of banishment or even having to complete a challenging objective within that one life (building some kind of a mini monument for example).

#387 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-18 14:56:52

Yeah, basically 95% of the time you're not really playing the game, you're just watching it. Very few actions to do, and even fewer decisions to make. Carrot farming on the other hand involves plenty of actions and strategic decision making (do you seed and if yes how many rows, when and how much you water, when you can squeeze in time for getting more baskets, etc.) so it's a lot more fun.

There's a reason why there's no successful games where you play a realistic guard (no, FNAF doesn't qualify). It just can't be made fun. Security is traditionally done by NPCs for this reason. So, if players are supposed to handle it it has to be done indirectly. For example, a security job could be breeding, training and feeding guard dogs, who then autonomously do the boring part of the job.

#388 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-18 14:51:51

There are no tools in the game to actually investigate, tho, you have to witness it. Which means you have to be standing in the risk areas all your life. And you need a lot of people doing it because we can't see or hear anything further than like 15 meters. And with the way combat works, you have to be standing with your weapon drawn, so you can't exactly be doing other stuff while you're guarding. Hence it's basically a mall cop simulation.

#389 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-18 14:15:00

So what other exciting and realistic jobs will we have to do besides guard? Accountant? Mid-level manager? Tech support?

#390 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-18 02:08:51

Guards are a terrible solution, though. Standing around all your life is not fun and nobody sane would want to do it.

#391 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-17 22:49:06

Any RL comparisons are moot because when you die IRL you stay dead so people are less inclined to try fighting an entire community. And yeah, there are legitimate reasons to kill someone in the game, but I've never seen a situation where there was legitimate reason to kill over half a dozen people.

#392 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-16 13:25:42

Killing a human should break the knife or arrow, whichever was used. It'd make serial killing a lot harder I think.

#393 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-15 22:15:59

Should have double or triple hunger drain rate as Cain then.

#394 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-15 20:58:25

Karma system, each kill you lose a point. *Zero* passive karma regeneration. To get a karma point another player has to use an item on you, something like a medal. It should be an item that requires moderate effort to make, but is accessible to low tech so Eve can reward her kids. The point is that it shouldn't be easily spammable, so not only is regaining it hard for griefers, but it also makes it possible to meaningfully thank someone who has been of great help. Maybe also a negative karma item, to punish bad kids without resorting to murder. Karma would be visible to anyone, so if you get low karma by being an ass you'll be doomed to play as Eve forever because nobody will raise you. Conversely, good karma will get you prioritized over other babies, because everyone wants a helpful player in town.

#395 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-15 18:13:04

I liked the idea of auto bans on respawning on official servers. If you kill one guy and you're reasonably young, you should be able to respawn by the time you die of old age. But the more people you kill in a short timeframe (regardless if it's same or new life for you), the longer the ban gets, and it grows exponentially, so by the time you've wiped out a village you're looking at like a month. Repeated long bans get you a permaban. They can only buy so many accounts before their wallet hurts too much.

#396 Re: Main Forum » I am new » 2018-04-15 16:44:14

Domesticated berries take 60 years to regrow, so you might as well have lost that soil as far as immediate needs are concerned. It's a waste of time to plant them early generations, get carrot farming under control before you plant your first bush.

#397 Re: Main Forum » On grief terrorism, and to new players recently murdered/griefed » 2018-04-15 13:09:30

Griefing is for people who are so dead inside that the only joy they can feel is schadenfreude. Don't hate them, pity them.

#398 Re: Main Forum » How is it for Asia players? » 2018-04-15 12:52:31

Whole server really needs to be in one language because of the way spawning works. Communication with your family is important, so language barrier ruins game experience for both you and the family. Problem is, I don't think there's an ASEAN lingua franca (correct me if I'm wrong), so even a regional server would probably be best off in English.

#399 Re: Main Forum » I am new » 2018-04-14 11:52:40

If you want to be useful to an Eve, bring baskets, food and rope to base.

#400 Re: Main Forum » What do you name your kids? » 2018-04-13 23:23:45

Just random names here and there. I was Marx the other day and named my son Karl XD. But the main thing is that names should be under six characters, because it makes it a lot easier to talk to specific people.

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