One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#451 Re: Main Forum » Meta thoughts - Sheep and Carrots » 2018-12-30 18:04:57

Loose animals are clutter.

Clutter is death.

#452 Re: Main Forum » Just Why? » 2018-12-30 09:21:07

Solgryn wrote:

Adding an endtower to the game is ultimately encouraging griefing and murder. [..] Since the endtower was released server 1 has been almost unplayable with the amount of people murdering and secretly sabotaging towns by hiding tools, killing sheep pens and so forth. Obviously there is no escape from this but why add content that actually enables people to do all of that every 24 hours?

The apocalypse has nothing to do with "hiding tools, killing sheep" etc. Anyone who wants to cause the apocalypse needs to work as hard as possible to keep towns alive, not grief them. And the murders you're seeing have nothing to do with the apocalypse, either; you can't get an endstone by stabbing someone in the middle of town. You have to go together out towards a Nosaj, which means that you're either going to have a willing sacrifice or you're going to stab your next baby. Either way it'll be out of sight of everyone so they don't undo your work.

#453 Re: Main Forum » It's that time of the year, apocalypse is back! » 2018-12-30 02:29:49

In the upper left corner, click on "One Hour One Life Forums". Then click on the forum you want to post on (e. g. "Main Forum").  Then near the upper right corner click on "Post new topic".

#454 Re: Main Forum » Visualization of lineage duration over time » 2018-12-30 02:19:08

thundersen wrote:

Well over 90% of all lineages die in less than one hour.

This is not surprising, exactly, but the scale of it is pretty staggering. 90% ?? Wow.

Being Eve is hard, sure, but man people sure are bad at it.

#456 Re: Main Forum » It's that time of the year, apocalypse is back! » 2018-12-29 22:31:25

Psykout wrote:

Given that we just got machines an all I was picturing some sort of mechanical doomsday clock, not a voodoo-esque sacrifical totem. It's like 50 times harder to make a car than to bring about the end of the world, not having it compete with resources I can see, but making the difficulty artificial with the timers is really lame.

I like the sacrificial totem mumbo-jumbo stuff. It's cool. It's atmospheric. It's thematic.

What it is not is challenging. But here's the thing. Even making cars turned out to be only slightly challenging. It's extremely challenging to the average player, but the elite players got there rather quickly, and for something like the apocalypse all that matters is whether anyone can do it. Even if Jason required something like one of every item in the game to be assembled in one spot, someone would get it done before the day was out.

Making the difficulty artificial using timers is the only thing that could slow it down... or at least, that's the only trick Jason has come up with so far.

But here's the thing. The difficult-to-create item that Jason has actually made a requirement for the apocalypse is not the totem pole, or a car... it's a sustainable lineage. We can have the apocalypse just as soon as we figure out how to create a lineage that can survive for twenty-four hours. One of the big obstacles to that is global infertility, another one is male/female RNG, and we can't do anything about either of those besides come up with hacky work-arounds like having private servers or private lineages. But another obstacle is player incompetence, and while we can't exactly fix that, we can all do our part to better teach and train the newbies so that lineages are less likely to die because everyone forgot to water the f*ing bushes or don't know how to make a shovel when it goes missing.

#457 Re: Main Forum » It's that time of the year, apocalypse is back! » 2018-12-29 06:24:59

Tarr:

Idea A - Try building the Apocalypse in the tutorial area. You can always spawn there any time you like, and your previous spawn will be a very limited distance away and in a known direction. Hide the tower some distance away from your initial chamber so that it will be difficult for others to spawn into the tutorial and search for your tower. Use a non-blatant marker (a certain arrangement of stones, perhaps) that will be easy for you to spot but hard for others to notice so that you can quickly recognize which tutorial chamber was your initial one and thus navigate from there back to your tower.

You'll need to coordinate with another competent player so that you can both spawn into the tutorial at the same time, escape from your respective chambers, rendezvous, and stab one another to get the bloody knives. You only have to do that once if you get all the blocks made in the first go-around. Then every six hours you can redo the tutorial on your own. In fact, it doesn't even need to be a particularly competent player, since you can break them free once you escape.

Idea B - Get a few trusted people to curse you, just enough to get sent to Donkey Town. Build the Apocalypse there. Die quickly after assembling each new stage so that you can keep returning to Donkey Town at the six-hour marks without having to accumulate a lot of additional curses.

#458 Re: Main Forum » It's that time of the year, apocalypse is back! » 2018-12-29 03:21:45

TomHarkness wrote:

Semi-New player here, bought the game to play over Christmas after seeing some of Twisted's videos and have been playing a fair bit since. After reading through this thread, I do not even feel like playing anymore. What even? Similarly this is combination with griefers at almost EVERY single medium - large sized village makes the appeal of the game turn . very quickly in to frustration, hours of frustration.

Tom, I wouldn't let words on the forum discourage you. First off, the apocalypse is never going to happen - at least not until Jason does something to restore some degree of city revisiting, or changes the apocalypse mechanism so that it can be worked on by multiple lineages, or removes the mandatory waiting periods (which I am certain he's not going to do).

Second, everyone here is making far too big a deal about the apocalypse. The problem with the first apocalypse was that people figured out how to make it happen every hour, which caught Jason off-guard. That wasn't what he intended, so he disabled it. The new apocalypse, assuming that it can happen at all (it can't), can happen at most once per day. I suspect that Jason's intention is that it happen much less frequently than that, and if it actually happens that often then he'll change things once again to slow it down. Having towns that last more than a few days hasn't happened in a long time - the glory days that Tarr wrote about above were from the early days of the game, back when Eves spawned close to each other and people could keep repopulating towns. So if you've only been playing recently, the apocalypse (which isn't going to happen) wouldn't change much even if it did happen (which it won't).

Personally, I think the idea of an apocalypse is an awesome addition to the game; Jason still has a lot of work to make it workable and worthwhile. The first one was a failure because it could be triggered at any time, quickly, over and over. This one will be a failure because it can't be triggered at all, due to a different issue that Jason still needs to grapple with (the inability of lineages to last more than roughly half a day, coupled with the inability to revisit dead cities). But this game is a work-in-progress - and will be up until the end - so Jason will figure out a way to make it good in due course of time.

#460 Re: Main Forum » One City Server » 2018-12-29 00:28:15

Pave the map with bearskin rugs.

#461 Re: Main Forum » Reviving Dead Towns » 2018-12-28 17:25:50

It's still a different experience, and for some people the game is about the experience, not strictly about getting a high score. It would be a shame to lose that opportunity.

#462 Re: Main Forum » It's that time of the year, apocalypse is back! » 2018-12-28 04:57:11

Build an east-west road while you're waiting. If the lineage dies the road might be found later. Searching for stuff north-south is best, so an east-west road will cut across the optimal search path.

Or put down single-tile road pieces, one every five or ten tiles or so. No need to connect them, and it will take less time and resources to cover a larger territory. Still just do them in an east-west line, again to cover the largest possible spawning space with the least amount of time and resources.

#464 Re: News » Update: Apocalypse 2.0 » 2018-12-28 03:59:15

With the village-revisit bug fixed, my prediction is that we will never see another bell tower, let alone an apocalypse, on a public server. They require 18 (bell tower) / 24 (apocalypse tower) hours of continuous existence by a single lineage. Has that happened even once in the last several months?

I suppose it could be done on a public server by a "private lineage", i.e. where everyone in the lineage is part of a coordinated team (working in shifts around the clock), using /die to return to the lineage and skirting the lineage ban by either having enough people to ride out the ban or suiciding at age 29, and meanwhile killing anyone who is born into the lineage that isn't part of the team. Not sure if that "counts" or not (not that that matters).

#465 Re: Main Forum » It's that time of the year, apocalypse is back! » 2018-12-28 03:11:50

Now that the town-revisit bug has been fixed, it will take either a single long-lived lineage committed to the apocalypse (which could just include the apocalypse-makers being reborn into it) or it will take a lot of searching and a lot of luck to find an existing tower and keep adding to it.

The Eve spawn spiral will ensure that subsequent Eves are rarely spawned anywhere near an existing tower.

And keeping a single lineage alive long enough to complete a tower will be very challenging.

Maybe if enough people are dedicated to constructing towers every single life, there will be enough lying around that one of them will eventually get completed.

#467 Re: Main Forum » Reviving Dead Towns » 2018-12-27 20:27:37

Kinrany wrote:

It would be nice to make it possible and profitable to visit and explore ghost towns.

I think this has always been within Jason's vision. He once said: "Eve is supposed to feel like a fresh start, with maybe a small chance of stumbling into the ruins of a past civilization, or eventually bumping up against a living, neighboring civilization."

The "small chance" has been higher than he thought it would be due to a bug in the Eve placement algorithm. But now it's going to be "no chance" because he's fixed the bug.

Interesting, but those seem very unlikely to be considered. I think the feature I'm asking for - basically, to keep things as they have been for the past year, at least a little bit - is a much more reasonable request.

#468 Main Forum » Reviving Dead Towns » 2018-12-27 19:45:19

CrazyEddie
Replies: 7

This is gameplay that Jason didn't even know existed until a few days ago, but it's fairly common and quite well-known among the players. And it's about to go away.

In short - from time to time, you might spawn as an Eve into a town which died quite some time ago, and then your task is to bring it back to life from whatever state it was in. This is a different challenge than any other faced in the game. It's very different from building a camp from nothing, which is the usual Eve task, and it's very different from keeping a developed town going, which is the usual born-as-a-child task.

I think it would be a shame to lose this honestly quite interesting scenario.

Jason: Now that you have fixed the bug which caused this to happen accidentally, could you please consider deliberately adding a mechanism which would allow this to happen from time to time?

#469 Re: Main Forum » Question about Eve spawn location "exploit" » 2018-12-27 16:28:05

Gabby wrote:

I've been Eve-chaining in Server 9 for the last day, learning some recipes and experimenting with stuff that would be considered a "waste of resources" by experienced players. It was nice. I'll be sad to see this possibility go.

Run a private local server and you can experiment to your heart's content. If you're using Windows, it's easy!

That's all there is to it!

In the settings folder under the server folder, there are a bunch of configuration files that you can edit to control things like whether or not you randomly spawn, whether you always spawn in the same place, where exactly you spawn, etc. By default I believe you will always spawn in the same location, but if not you can edit the value in forceEveLocation.ini . You can also give yourself an extended lifespan by editing lifespanMultiplier.ini and/or epochSeconds.ini which might suit your purposes even better than Eve-chaining.

Thanks to Awbz for building and packaging the server for Windows.

#470 Re: Main Forum » Basic Forge » 2018-12-27 16:10:29

pein wrote:

getting 4 adobe and making new kiln actually is faster than telling everyone to leave the forge area

This is funny, beautiful, and true.

#471 Re: Main Forum » Question about Eve spawn location "exploit" » 2018-12-26 17:39:23

lionon wrote:
CrazyEddie wrote:

"Only keeping females" only helps if you can persuade the males to /die. Otherwise you're just giving up one of your limited number of birth slots, where each birth produces a positively-contributing productive tribe member. If you coordinate a group of players on Discord you can all agree to /die and thereby have a keep-the-city-alive private party, but the bulk of players on the public servers aren't going to adopt the "if you are born male you should /die because it's the optimal strategy" mentality.

Since the rare resource is actually players, /die is a stupid idea, better suicide as a male and be reborn as a female, the birth cooldown for the mother is a minimal setback compared of losing a player willing to contribute to the line.

Oops, you're right. My bad. Overlooked the lineage ban of /die (was focused on the birth cooldown).

#472 Re: Main Forum » Question about Eve spawn location "exploit" » 2018-12-26 17:03:12

Tarr wrote:

Are you telling me that there isn't going to be some sort of negative consequence to the removal of Eve revival? At the very least I see people playing how they do on low population servers and only keep females in a village to prevent losing everything. 

It probably won't go as far as needing to imprison other players but I very much see Amazonian tribes returning.

"Only keeping females" only helps if you can persuade the males to /die. Otherwise you're just giving up one of your limited number of birth slots, where each birth produces a positively-contributing productive tribe member. If you coordinate a group of players on Discord you can all agree to /die and thereby have a keep-the-city-alive private party, but the bulk of players on the public servers aren't going to adopt the "if you are born male you should /die because it's the optimal strategy" mentality.

"Imprisoning players" (actually just imprisoning avatars, the players themselves will respawn/rebirth on a new server assuming they know how to) is a way to gain additional birth slots, which means a town with captured lobotomized brood drones will have an advantage in the competition for babies over other towns on that server when the server population starts falling. (Protip: imprison them on a jungle and feed them diverse food to maximize the heat and yum birth chance bonus.) I predict that fewer than five players will ever do this. Very few players are so ruthlessly dedicated to optimizing on one particular variable such that they will begin farming people.

"Prevent losing everything" is going to be impossible. It was always supposed to be, and the only reason it isn't is because of a bug in the server code that resulted in gameplay (Eves spawning in random abandoned towns and reviving them) that Jason didn't even know existed until yesterday.

#473 Re: Main Forum » Some stuff that was just not working as intended (woops!) » 2018-12-26 03:09:47

Yay for fixing bugs!

However...

jasonrohrer wrote:

So now, towns can actually COMPETE for babies.

The competition only plays a factor when a server's birth rate is less than the maximum birth rate, which is one birth per 2.5 minutes per fertile woman on average. This will typically only happen in two cases: on servers that are at their population max, and on servers where population is falling.

Case One, capped servers. The population is held stable on these servers by the reflector. One birth per 2.5 minutes per fertile woman implies an average lifespan of about ten minutes. If the average lifespan is shorter than this, then women will be having children at their max rate and Eves will start spawning; there will be no competition for babies. If the average lifespan is longer than ten minutes, then there will be more birth-ready women than births, and so towns will be competing for babies. How much the competition matters depends on how much longer than ten minutes the average lifespan is. If the average lifespan is twice as long (twenty minutes), then for every birth there will be two potential mothers, every woman will (on average) have half as many babies, and every woman will (on average) go twice as long between babies (one every five minutes instead of one every 2.5 minutes).

If the average lifespan is only a little bit longer than ten minutes, then competition for babies won't matter much. If the average lifespan is quite a bit longer than ten minutes, then the competition will completely destroy all but the most successful towns in a fairly rapid rich-get-richer race. Eve camps won't stand a chance and will be lucky to last three generations.

Case Two, falling-population servers. These come in three subcases: Server X that has just started spreading to Server X+1, Servers X and X+1 that are evenly split but facing a naturally falling population, and Server X+1 that has just been rendered sterile because Server X dropped below the threshold and stopped spreading. Subcase Three doesn't matter because the entire server will be soon be extinct; there is no competition for babies because there are no babies. Subcase Two doesn't matter because the population drop is relatively slight and will stay that way until Server X stops spreading, at which point Server X+1 is doomed and Server X will enter a population boom.

Subcase One matters, and has a similar dynamic to Case One (the rich get richer) but even more extreme because the baby starvation will be severe. The competition lasts for roughly an hour until the two servers are at roughly the same population, at which point only the very few best towns will be left alive on Server X.

#474 Re: Main Forum » Question about Eve spawn location "exploit" » 2018-12-25 22:05:49

Tarr wrote:

So with this ""Fix"" what is the meta going to look like?

If by "meta" you mean "the way that Tarr and a handful of other elite players approach the game"... well, I guess that's up to you. Maybe play solo / small teams on private servers?

If by "meta" you mean "the way that most people will play" then nothing will change at all. Most people haven't been using /die to respawn as a new Eve in the towns they just left.

What will be interesting to see is whether any towns at all ever develop advanced tech without Tarr and company there to make it happen using serial lifetimes.

You can still starve yourself at 29 so you don't get lineage banned and then /die to get back to your project if you're that desperate to be your own legacy.

#475 Re: Main Forum » Question about Eve spawn location "exploit" » 2018-12-25 21:56:47

Well, this explains some things:

https://github.com/jasonrohrer/OneLife/ … ngeLog.txt

Version 185  [to be released soon]

--Eve old-age death-location respawn blocked if there are 4 or more fertile
  females on server.  That is supposed to be a solo-play mechanic.

--Whoa!  Huge bug in Eve death location for Eve respawn.  Was not actually
  using her death location, but instead the weighted average of recent
  placements on the map.  This would make her respawn in some other
  more-developed village later, which is why there was so much player
  confusion around this mechanic.

So. If I understand it correctly: the "Eve camp save" feature was never intended to be used the way it's being used, doesn't work the way players have been assuming it does, and has never worked the way it was intended to.

What was intended: If you die as an Eve of old age, the next time you spawn as an Eve you'll spawn where near where you had been most recently active - as a convenience for solo play.

What players assumed was happening: If you die as an Eve of old age, your camp will be saved as an Eve spawn point, and subsequently you or anyone else who spawns as an Eve has a chance to spawn at your saved camp. Saving your camp requires you to set a home marker.

What was actually happening: If you die as an Eve of old age, the next time you spawn as an Eve you'll spawn near the average of all recent activity by anyone anywhere as of the time of your death. If there was only one town active, you'll spawn near there next Eve. If there were several active, you'll spawn somewhere in the wilderness between them (and closer to the ones that were more active).

What's going to happen now: Jason has "fixed" the bug by making these changes:

  • The next-time-you-spawn-as-Eve respawn point is no longer based on activity by everyone everywhere, so you will no longer have the possibility of respawning in some other town.

  • In fact, it's not based on activity at all. Now your respawn point is simply where you died.

  • And, it's now explicitly only for solo play. If the servers are even somewhat populated then when you spawn as Eve you'll simply spawn in a random wilderness area, whether your last Eve died of old age or not.

Board footer

Powered by FluxBB