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#26 Main Forum » Idea - Seasonal Crops and Clothing » 2020-12-01 02:50:56

JackTreehorn
Replies: 17

Idea - Seasonal Crops and Clothing

Concept - We introduce a warm season and a cool season which switch every 30 or 20 mins. An indicator in the bottom bar can tell the player which season it is
(perhaps it could look like a circular rotating cycle display similar to typical day night cycle displays in other games.)
The seasons will change the global temperature and will change what crops should be planted.

Reason - It will force the players to grow and stockpile crops they wish to access while off season and make the players consider changing clothes to suit the seasonal climate.
It will give crops more value and make stockpiling and crop storage rooms a necessity.

Crop Details -

Warm Season https://www.sunset.com/garden/garden-ba … ason-crops
-Beans
-Corn
-Cucumber
-Peppers
-Pumpkin
-Squash
-Tomato
-Chillies
-Herbs

Cool Season https://www.sunset.com/garden/garden-ba … on-crops-0
-Cabbage
-Carrots
-Onions
-Potatoes
-Berries

All year
-Garlic
-Wheat

Anti exploit - Perhaps crops should die if left unharvested when the seasonal change happens.

Too harsh? - Perhaps instead of not being able to grow certain crops off season they could just have reduced yield.

Weather Changes - Players may want to wear warm clothes in cool season and less clothes in warm season. Players may want to dress their babies and keep them indoors by the fire in cool season and let their babies follow behind them dressed in just a loincloth and backpack in the warm season.

Conclusion - As you can see there are less crops to grow in winter so you will need to stockpile crops to get you through the winter.

#27 Main Forum » Finalised Idea - Bell tower Family Merger. » 2020-10-24 05:47:39

JackTreehorn
Replies: 0

Problem:
    -Players want to trade with other towns yet also live in multicultural towns.
    -Bell tower has lost it's purpose for existing.

Concept:
    -We change the function of the bell tower so that once built it will allow one family to join a township so they can work together to make a great capital city.

Purpose:
    -Each family starts by living separately while trading with each other.
    -The families are working towards building a bell tower to have another family join them and make their town a capital city.
    -To add in interesting meta game concepts like founding and migration to a capital, dealing with migrants and the food cost, social and hierarchical issues of accepting them.
    -To add an earned achievement for lasting many generations and to add another stage of town development.

Details:
    -Bell tower construction time could be increased so that it takes around 100 gens or more to complete.
    -Once the bell tower is complete all other bell towers made by that family collapse. (To stop exploiting this mechanic with multiple towers.)
    -The bell tower may only be rung by the first family to touch it (Cannot be rung by the family which constructed it.)
    -Once the bell tower is rung an arrow is shown to all other family members of the family which rung the bell, leading them to the town.
    -Once the bell is rung the family who rung it joins the homeland of the constructing family and may have babies in the town and may use the well.
    -Once a family dies all their bell towers collapse.
    -There is a limit of two families per town. (Reasons for this stated below.)

Reasons for two family limit:
    -So that the server can have two capital cities with two families per capital or one capital and two minor towns until those minor towns create their own capital.
    -So that once a capital is founded the other towns do not lose hope in their town becoming a capital.
    -So that all the other towns do not get abandoned from mergers.
    -So we keep the meta concept of trading between towns and still have somewhere to visit outside of the capital.
    -To make the bond between the two families feel special.
    -To add variation to each life, would be bad if you spawned into the same capital every life.
    -If one of the families dies the other can take over the well without other families getting kicked off the land.

#28 Re: Main Forum » ONLY brown people can trigger apocalypse? » 2020-10-24 05:06:02

Yeah, It was added before race restrictions. Would be better if it was located in a non restricted biome like in the mountains or swamp.

#29 Re: Main Forum » Idea - Generational Family Merger. » 2020-10-22 08:00:05

DestinyCall wrote:

...

I think there is a point to only have two families merge. If all families merged building roads, cars, trucks, radios would lose some of their main purpose. I think there is a benefit to having another town as somewhere to visit or deliver supplies to, you would still have the meta goal of linking the two towns as best you could.

The bell tower could act differently. It could be unable to be rung by the family who built it and only by the first visiting family to lead the rest of their family and only their family to the promised land.
The idea I was trying to express with bell destruction is that when the building family dies the bell tower would collapse from not being maintained.
I don't think families should be able to create multiple bell towers without the waiting period because it is supposed to be an achievement for surviving that long and would negate the two family limit.

Having a two family limit for one bell tower limit also gives the other two families hope that their town will be used one day, that they could be the second capital trading with the first capital.
I wouldn't want all other towns to be abandoned once a bell tower was rung.

If there was no limit four families could merge into one town then the building family dies out and the three families would still be inhabiting that town without earning it and then the tricky situation of who will get the well once the main family is dead.
Also it would be unfair for the race which built and earned the tower and died due to the migrants to then be excluded until another tower was built.

#30 Re: Main Forum » Idea - Generational Family Merger. » 2020-10-22 06:53:33

DestinyCall wrote:

....

That could work, I don't think you would want every family to move in.
If it could be limited to two families per homeland that would be good because there would still be two or one merged family to travel and trade with.
Bell towers might need to be automatically destroyed once the family dies so another family can't just takeover.
Perhaps if a visitor rang the bell it could be the trigger for the merger.

I like the physical idea too. I think the characters might be hard locked so changing the facial features or hair would be difficult.
Giving birth to different races kind of muddies the waters too, like a (Jungler family who is actually part of the ginger family) I don't think it would work.
But your idea sounds plausible.

I also wonder how long it takes for one family to create a bell tower.
It feels like it could be the right length of time and would give bell towers new purpose.
There may need to be limits on how many bell towers could be built or once one is built it destroys all others made by that family.

#31 Main Forum » Idea - Generational Family Merger. » 2020-10-22 02:52:20

JackTreehorn
Replies: 7

The way I see it there are two ultimate goals the players want and they are opposing.
1. To have families at a distance that they can set up roads and trade.
2. To have families live and work together to build the ultimate town.

Could we get both goals working at the same time?
My idea is that we start with goal 1. We have the families start at a distance trading and setting up roads until they reach Generation 100, 150 or perhaps 200.
Then the situation changes, they have familiarised themselves enough with another family that they can actually merge and live together.
This will be tough and choices will have to be made.
It will place strain on the towns resources and with generational food debuff it could be hard to make work.
It could cause in town conflict which may wipe out one of the families.
Ultimately it may cause us to have reason to reach those high generations so we can merge with other families.
Perhaps we could limit it to two families per town so that we still have two families or one merged family to trade with outside the town.

Perhaps once the generational marker has been reached the family gets an indication that they could merge.
That could be that they begin to have the occasional baby of the other race or begin to have babies with the hair or facial features of that other race creating variation.
These variations show that they could live in the other families town of that race from which the variations came from.

I'm not sure how it would work but I'm interested in brainstorming how it could work.

#32 Re: Main Forum » Coming soon: Specialty Biome and Homland geographic banding » 2020-10-20 04:07:23

The only reason people were complaining about homelands was that they couldn't have babies in another families town. They wanted more interaction not less.
This change is not going to fix that, it's only going to make other families harder to visit.

There's two competing ultimate goals here.
1. to have families live close enough they can join forces and build the ultimate capital city which is great for rpers in late game, but some would consider boring for people wanting to do the initial stages of city building. You would need to add in more late game tech if this was your favoured goal Jason.

2. Have families live reasonably far apart and set up roads and trading (gifting). Which is great for people who like to do the initial stages but is boring for people who want more interaction and have become bored of "build the bakery" "set up the pen" every time they get born. Sometimes these towns only have like five people in them which is very stale.

#33 Re: Main Forum » Coming soon: Specialty Biome and Homland geographic banding » 2020-10-20 03:02:02

I think this update would be bad. There's nothing exciting here, all it does is remove map variety and increase the amount of travel to meet other families.
Nothing good is being added, all it does is make it harder for the players. It only adds less map variety and less family interaction.
It's not going to change the meta in an interesting way.
I'm not going to suggest any improvements because no good will come from this.
If you thought homelands were bad just wait for this.
Homelands made sense, You need to be around other people and in a safe environment to have a child. Women in the wilderness by themselves shouldn't have children.
It will mess up homelands so women will have children when away from home on a horse if in their "band".
We won't be able to make those long east/west roads connecting our towns. It will have to be north south roads and a new one will have to be made when a family dies out.

#34 Re: Main Forum » Where roleplaying has gone in OHOL? :( » 2020-10-05 19:16:38

Spoonwood wrote:
JackTreeHorn wrote:

Is your mother not still the child of your grandmother?

Huh?  I *had* more than one grandmother.  My mother is not, and never was, the child of one of my grandmothers.

Also, wondible's comment was:

wondible wrote:

Any children can be fertile without a homeland

You want to claim that some people are children, being offspring of their mothers in OHOL, while adults also, and can be fertile then?

But that differs from *any* children being fertile without a homeland.  And it's simply not the case that *any* child, even *any female* child can be fertile in OHOL.  Why?  Because when a player is a child in the sense of definition 1a of Merriam-Webster's in OHOL, they cannot be fertile... with or without a homeland.

1. I'm talking about your mothers mother obviously not the other one. "Oh he must mean my fathers mother" - Spoonwood.
2. Any children CAN BE (Has the capability of being) fertile without a homeland. No one thinks five year olds can give birth, we all know how the game & the real world works Spoonwood.
3. The issue we have is when you refuse to acknowledge that Wondible and Destiny used the word children as the second definition.

#35 Re: Main Forum » Where roleplaying has gone in OHOL? :( » 2020-10-05 15:41:10

Spoonwood wrote:

Also, from Merriam-Webster's:

Merriam-Webster's Dictionary wrote:

1a a young person especially between infancy and puberty

1b a person not yet of the age of majority

https://www.merriam-webster.com/dictionary/child

He was using the word children as in the second definition Merriam-Webster gives

Merriam-Webster's Dictionary wrote:

2a: a son or daughter of human parents
Do you have any children?

How hard is that to understand?
Is your mother not still the child of your grandmother?

#36 Re: Main Forum » Where roleplaying has gone in OHOL? :( » 2020-10-05 04:30:59

Spoonwood wrote:
DestinyCall wrote:
Spoonwood wrote:

...


..

That isn't the children being fertile.  It's adults being fertile...

child-

noun
noun: child; plural noun: children
- a son or daughter of any age.
"when children leave home, parents can feel somewhat redundant"

#37 Re: Main Forum » Where roleplaying has gone in OHOL? :( » 2020-10-02 06:37:29

DiscardedSlinky wrote:

RP'ers go too far with everything. I've been killed by RPers many times, and I think it's gross. If you're killing someone for not following your RP maybe you should rethink your playstyle.

It goes both ways, I've had multiple people steal batteries from the radio and hide them and others destroy the walls of my house. If your ruining someone else's fun for your own enjoyment you need to rethink your actions.

#38 Re: Main Forum » Where roleplaying has gone in OHOL? :( » 2020-10-01 04:27:02

I was doing a lot of role playing but I stopped playing because I got bored and the updates were not exciting enough. My roleplays included Ohol news team, the shopkeeper who used playing cards as currency and the most attractive man in town and others.  I had a couple of lives yesterday as a news reporter. I reported there were ghosts haunting the graveyard when a villager went to investigate I got dressed up like a ghost and scared them. Then they ran to the news room to report the sighting. One girl caught on that it was me and chased me around, eventually I got to remove my mask say my final line "I would have gotten away with it too, if it wasn't for you meddling kids!"

#39 Re: Main Forum » good content tbh (does trade already exist?) » 2020-07-29 10:16:49

I do not like the addition of advanced farm machinery. Food surplus is and will be a problem.
The game revolves around survival, protecting your family getting enough food to survive to the next generation.
Once we advanced past survival needs then we have to try to find a reason to keep playing, according to Maslows hierarchy of needs we should work on psychological and self fulfilment.
Ohol life is boring when the town is advanced and has enough of everything.
We have seen that the only thing that keeps those towns alive is role play. (Casinos, Trading Shops, Radio Djs & Griefers poping up trying to break the town they have grown bored of.)
Rather than advanced up Maslows hierarchy of needs the game should improve the survival elements to pose more of a challenge or perhaps add more things to make (Furniture, Better Houses.)

The two updates I disliked the most were the Plow & sprinkler and the oil update.
Towns now are overflowing with oil and have become very boring.
I do believe there is a place for advanced technologies, just not the type that are severely detrimental to the survival elements which are at the core of this game.
If people wanted to have food surplus, prebuilt advanced towns and a plethora of content they would play 2hol, it seems most people enjoy the survival challenge of Ohol.
These updates have reduced my enjoyment quite a bit, I now only play 1 life a week if that.

#40 Re: Main Forum » My OHOL lives mission would be - airports inside properties » 2020-07-04 01:08:31

Maybe we can organise on discord to get the landing strip ready for you as your about to take off.

#41 Re: Main Forum » My OHOL lives mission would be - airports inside properties » 2020-07-03 12:21:35

I'm signing up to help. Now that we have the kerosene flowing let's make it happen.
I built a landing strip at jungler town (Relph family)

#42 Re: Main Forum » I'm a little bit disappointed there is no father marked gravestone. » 2020-07-03 12:18:48

In the real world I would have been her father. It would be an easy change to make. There are plenty of occasions where the father marked grave would be used.

#43 Main Forum » I'm a little bit disappointed there is no father marked gravestone. » 2020-07-03 10:46:34

JackTreehorn
Replies: 8

I don't want this to be a topic asking for fathers ect.
However I just had a life where I was a oil miner and while I was working at the forge a baby girl ran into the forge asking for food.
I stopped my work to tend to her, she said she was abandoned and left to die. I told her I would adopt her and I cared for her.
We had a happy life together she would bring me snacks while I was working and helped me in the forge a little bit.
As I was about to die she asked how to make a father marked grave, I had to tell her she couldn't.

Adoptive fathers are fathers and I believe we should get a marked grave too.

#44 Re: Main Forum » Is it a glitch that the radio and paper can translate the words? » 2020-07-01 03:03:09

I think your thinking a bit too deep with this one.
The radio wouldn't be much use if other families couldn't understand you.
The system works well as it is.
It might not make total sense but it's better than nerfing radios which don't get used much anyway, and have to resort to juggling items to try and communicate.

#45 Re: Main Forum » Why so distant? - about game difficulty » 2020-06-25 06:48:03

Why would you migrate?
Pros
- You get an engine and whatever else you bring
- You might get more generations then you would have normally.

Cons
- You get less food from everything you eat, with starting villages not having as many options for Yum this becomes a big problem.
- You have to find and burn kerosene to get iron
- You have to start building again from scratch
- You have to risk your village in order to succeed in making a new one.

If you just wait for your town to die and a new eve spawn you get
-Caught up to the other families without the 20 minute + walk
-Plenty of iron
-Food is filling again.

The only reason I would travel to meet up with those far off families would be to deliver engines, radios and maybe bottles to fill up the horse cart or car.

#46 Re: Main Forum » Should the rift return? » 2020-06-23 22:17:10

JackTreehorn wrote:

What if the white family was the seafaring family and an ocean ran along the north border of the eve grid (not islands or rivers). The ocean could consist of deepwater (Rift tiles) then shallows then sandy beach. shallows the white family could walk through, deep water is impassable, and sandy beach could have their waystones. White family could craft and be the only family who can use boats which can only travel in the shallows but could be as fast or faster than a horse. Boats could get damaged over time and need their sails repaired.

White people could set up harbors north of where the families are settled and distribute latex, kerosene, sulfur ect. You know how Jason wants those snails for purple dye, have a guess where they live...

Expanding on an idea I raised in another thread but seemed suitable for this thread.
This partial rift would allow for the ocean to act as a prebuilt highway to ferry supplies to individual races.
The language speciality would work well with their role as trader.
There would also be a choice for eves whether to settle near the coast where they could trade with the white people but have more barren wilderness nearby or to go further inland where wilderness is more abundant.
Harbour settlements could be built and notes left for white people asking them for the goods needed.
Eve spawns would stay the same with older towns getting further away, however it may give more time to those towns as white people may still be able to reach them if the boats travel faster than a horse but not as fast as a car.

#47 Re: Main Forum » Your favorite life? » 2020-06-23 04:23:30

My favourite life was as a OHOL news reporter, I had set up a radio in a small office room in a developed city and was reporting to another town the events which occurred in our town.
I interviewed people and eventually a man named ford started following me around with a camera being my camera man.
We found a little girl named Gio who wanted to be a news presenter too, she held a maple stick as a microphone.
We got our interviews then reported them over the airwaves and listened in on the responses.
The other town loved it!. Eventually a little boy followed the three of us around with a birch branch being a boom mike operator.
We had the whole OHOL news team assembled.

That's when we heard over the radio of a war which hit the other town.
The OHOL news team wanted to cover it but I was reaching retirement, I stayed back and sent the team out to cover it.
I grew worried and as I was about to die my new team returned. They said they got attacked once they reached the town but got the footage we needed.
I was just glad they made it back alive. They said they would continue OHOL news and I died.

Next life i was born into the town which had the war and over the radio I hear Gio reporting the news! I told her who I was and people in both towns started saying I was famous. It was a very entertaining life. 

Shout outs to the OHOL news team Ford, Gio and my boom mike operator.

#48 Re: Main Forum » Why so distant? - about game difficulty » 2020-06-22 14:30:05

Dorothy town got quite advanced but only lasted 3 days. eve camps were 2.5k by the end of day two. I would like to see advanced towns last at least a week. Perhaps it's our fault letting too many eve camps die out but for the most part it's out of our control. Good players can't be there for every eve camp and some doom themselves by poor starting location.

#49 Re: Main Forum » Sometimes leader is not in the town. » 2020-06-22 04:32:12

It shouldn't be too hard to get people to follow you and then follow yourself. I get it's annoying when it happens though and it might make sense to get rid of outside families inheriting leadership if orders can't be sent that far. (which might be the case I just don't know.)

#50 Re: Main Forum » Why so distant? - about game difficulty » 2020-06-22 04:26:15

SirCaio wrote:

This could also be blamed at the lack of depht in the transportation branch of the tech tree. People have discussed about a road building vehicle in the past, more road technology, rebalancing between the horse cart and crude car and so on. My personal favorite would be the addition of railways but sadly the engine doesn't seen to suport that, although I can't help but think there must be a workaround to that... we don't need a whole train, maybe just the locomotive with space to carry a fair amount of cargo, it could be built on a track segment and be "picked up" by a player wich then would click on another track segment to travel instantly to the track end or a train stop.

PS: I have no ideia if this would be a viable workaround, these are just thoughts.


Maybe it could work. The train would be the equivalent to a car but runs on charcoal. The problem is the railway itself, The number of rail-tracks per set made would have to be increased and we would need a new method of placing them because we can't place 2000+ by hand.

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