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a multiplayer game of parenting and civilization building

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#26 Re: Main Forum » feedback - state of gameplay » 2018-04-17 05:47:01

I’ve only been murdered or seen someone get murdered a couple of times, out of like 60 hours of gameplay, so in my experience, murder hasn’t really been an issue (although I see why it is for some people, and I agree it needs to be fixed).
For me, the biggest issue with the state of the game at the moment is lack of permanence. We were told specifically in the trailers and the website that everything you made in your various lives would remain a part of the game world forever. Turns out, it’s actually the opposite of that. Most of your lives are spent struggling to survive and making sure your kids survive, and anything you or your family build along the way will be lost the moment that A) your lineage dies out, B) when the game auto-wipes the area after 24hrs of inactivity, and C) when another Apocalypse happens down the line. I get that Jason wants this game to be hard. It is a survival sim after all. And I understand that some towns (prior to the Apocalypse) were basically over powered and kinda boring because there was nothing to do. But the fact of the matter is, we were told one thing and given something else. There has to be some kind of middle ground between “wipe everything that people have done periodically” and “keep all the OP towns around in a state of perfection forever”. Maybe Eves have a small chance of being spawned near existing equipment? Maybe disable the periodic map wipes so people actually have a small chance of finding abandoned stuff someday? Maybe the solution to prevent OP towns is diseases or crop rot or natural disasters or fucking zombies for all I care; point is, I’d like to at least have the knowledge that anything I do in this game has some kind of permanence. Otherwise, OHOL is just an MMO version of Don’t Starve - which is still awesome! - but not at all what Jason told us this game would be in the first place.

#27 Re: Main Forum » Is it a crime to kill males ? » 2018-04-17 04:30:44

I always try to have an even number of males and females in my family. Of course, if my lineage is about to die out, we have to focus on new females surviving. I was born into a town once where they were killing all the males. At first it was kinda fun but before long, we had a population explosion and then a famine, so joke was on us I guess.

#28 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-16 21:31:28

Strathos wrote:
Verinon1 wrote:

The problem with any sort of non lethal weapon used to knock out griefers (ie a club) is that griefers themselves would use it all the time. Thus we have a whole new problem.

What if these non-lethal weapons could only be used against killers right after a murder (while they are slow down) and required at least two players clubbing to effectively kill? It'd fit with the other anti-grief measures like destroying adobe walls.

As long as the clubs could ONLY be used against the KILLER while they are in slow down mode. Just wanted to specify those points, otherwise there could be problems.

#29 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-16 19:51:18

The problem with any sort of non lethal weapon used to knock out griefers (ie a club) is that griefers themselves would use it all the time. Thus we have a whole new problem.

#30 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-16 10:08:40

Here’s the ideas I like so far:

1. Stabbing/shooting someone should take two hits to successfully kill someone, with a couple of seconds pause in between hits.

2. The game should force killers to drop their weapon.

3. Killers should be clearly marked after first hit with blood on their clothes/body and weapon.

4. People who have killed a set number of people (3? More?) in one life should be forced to spawn by themselves in the next life a great distance away from where they were last life.

5. Healing medicine/bandages.

6. Dead player bones of someone that has been murdered should have the name of the killer attached to them.

This should solve everything, IMO. Except for griefing crops. That’s a lot tougher to prevent.

#31 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-15 23:38:02

Strathos wrote:

Other suggestions regarding player killing:

Fresh graves could be recognizable by name (not that important now that there's death-staggering). It'd be akin of recognizing a cadaver. Could help when the killer tries to BS their way out of it.

Murdering kills you inside. Murderers' faces turn expressionless with subsequent killings.
https://dl.dropbox.com/s/xi579xw2ieecp03/deadeyes.png

The more a player murders, the lower their slowdown time lasts (the slowdown being interpreted as the shock of killing another person). Only murdered people that are able to grab weapons count towards reducing the slowdown time. Maybe increase the initial slowdown time a bit.

I like that idea.

#32 Re: Main Forum » Story: Women Only » 2018-04-14 23:51:29

Males in OHOL just aren’t that useful, which is fine. But the fact that it triggers all the feminist-hating man children just makes me so happy.

#33 Re: Main Forum » What dose everyone want out of the game? » 2018-04-14 20:54:18

Sakkiyn wrote:

I just wanted what was promised but is no longer so.

A persistent world environment, the apocalypse wipe was pure childish temper tantrum.

I like the eves spawning far away now, that is what I though was supposed to happen originally.

I think he fixed murder just fine, the problem is no one arms themselves to protect versus murder, because they have a mistaken view that having a knife is for one reason, to murder, but it also gives you the ability to stop the murderer. Stay unarmed, die to someone who is armed and cry some more. After you kill you are slowed, cannot eat or put down the weapon and are easy prey for anyone who is armed.

The big problem was how easy it was to destroy berry bushes, I heard that a solution has been implemented this patch.

The apocalypse wipes out every trace and vestige of everything that has been done, it eradicates the notion of persistent. This game is no longer a persistent one. You have one hour to live, and everything you do is to learn skills (the only thing that will survive the wipes). What is the point of monuments like bell tower? It willjust be wiped next apocalypse. If this were so in real life, Pyramids? What pyramids?

He made it take 3 people to take down one wall segment, but one jag-off can wipe all the servers in one life. This smacks of confusion and over compensation, an act of irrationality or sheer petulance. Why was it not the 4 horsemen of the apocalypse at the very least? Still not to my liking but at least follows a literal interpretation of a mistaken translation.

For me this game has no purpose beyond family roleplay. It is still fine for that, except it is not "family" since the definition of a nuclear family is:


nuclear family
noun
Definition of nuclear family for English Language Learners

    : the part of a family that includes only the father, mother, and children

But there is NO FATHER in Jason's game. Only OHOL's male hating and unrealistic asexual reproduction. I do not want a "refund" to those who will try and use that argument. I enjoyed the game for an entire week straight, up until the word apocalypse was added, and the word persistent was removed.

It is Jason's game and if he want's to change it from what he originally promised that is his prerogative. He can't listen to everyone's suggestions, so let us hope he can find a balance that will make the most of his community enjoy the direction he takes it in.

I can only wait and see what will happen, I am still hopeful that what was outlined in the video on his website is still the vision he intends to pursue. I was happy to be part of this game when it was at least possible to log in and change the world "server" and see the changes others made to mine dozens of generations later. I would look around and say "oh yeah, I have been here before, oh how things have changed ..."

He could make civ's die out without wiping everything like a mistake written on a blackboard. The jungles of Cambodia have swallowed ancient civilizations, the sands of the desert have covered long forgotten cites. Volcanoes have covered thriving metropolises in a moment of eruption. Part of the mystery of our world, is archeology, and what we did as a people long ago, this mystery has been "wiped" by the act of a few. The reason for my playing was making changes to what I had started before, maybe building on what someone else added to my changes. I also had a lot of fun role-playing family interactions. I tried not to get revenge for past lives, and live the new life. Although I would sometimes return to building what I had started many lives ago.

Dude. The Apocalypse was disabled the day after it came out. The wipes that happen now are when a lineage dies out.

#34 Re: Main Forum » Update 75: The Monument Update » 2018-04-14 19:02:17

Ka wrote:
Verinon1 wrote:

He’s referring to the fact that wild carrot seeds no longer respawn, as well as the fact that mutton pies don’t replenish as much food as they used to.

Wait, what?! They don't respawn? Are you sure?
And I don't think that mutton pies existed before, it's mutton itself that has been nerfed from 16 to 10.

I’m almost positive about that, yeah. Jason said as much in Discord in the days leading up to the update’s release. Although it wasn’t mentioned in the notes...
And as for the pie thing, that was my bad. What I meant was that cooked mutton is less effective than it was before.

EDIT: Also: Now, if you don’t water dry domesticated berry bushes within a couple of minutes, they will die. It used to take longer for that to happen. In addition to that, domesticated berry bushes now take a LOT longer to grow. As in, not even within one lifetime. So berry farms are much harder to maintain now, as are carrots. Jason is really pushing us to migrate when resources run out.

#35 Re: Main Forum » Update 75: The Monument Update » 2018-04-14 18:34:59

Tebe wrote:

From Jason's notes:

"Long term food sustainability has been made much harder.  Getting up to 30+ generations in one spot should be a pretty substantial challenge, and you won't be able to do it on carrots alone.  The top has been hardened."

Does anyone know yet what exactly this change is?

He’s referring to the fact that wild carrot seeds no longer respawn, as well as the fact that cooked mutton don’t replenish as much food as they used to.

#36 Re: News » Update: The Monument » 2018-04-14 08:18:52

Easy77146 wrote:

I'm curious to know what the per-server player cap has been raised to ?

Server cap has been raised to 80 for some of them.

#37 Re: News » Update: The Monument » 2018-04-14 06:59:33

Monument logging? Display of monument logs?

#38 Re: Main Forum » Suicide Babies » 2018-04-12 06:48:53

People could going to the bathroom or having a smoke or some other IRL reason.

#40 Re: Main Forum » Game slows down periodically when in Fullscreen mode on PC » 2018-04-10 23:41:30

There’s a file in settings called something like “lookforvsync”. Set that to 0 so that it’s off. If none of that works, I can’t help you. Might have something to do with your PC’s graphics settings?

#41 Re: Main Forum » Game slows down periodically when in Fullscreen mode on PC » 2018-04-10 23:07:49

I have vsync turned off, framerate set to 30 FPS, play in full screen, don’t have any apps running in the background, and everything works fine. I’m on a Windows 10 laptop, BTW.

#42 Re: Main Forum » Game slows down periodically when in Fullscreen mode on PC » 2018-04-10 20:52:18

I had a similar problem. FPS lag when lots of stuff is on the screen. I turned my “targetfps” down to like 30 and it’s much better now. Not a great solution, but it’s there.

#43 Re: Main Forum » Disatisfied with the direction the game is goi. » 2018-04-10 02:40:32

Auner wrote:

You realize that the restart happened and it took weeks to build it the first time- it will take weeks to build it the second time..  The game will come back if you know how to basics-- and actually it's really quite fun impressing people.

The weekend did good things for the first server.

One thing I want to convey to the OP--- Jason gets that there is no end game necessary. The realities of what made him make this bad decision is because we want to consume more than he can produce. So of course it gets boring! By supporting Jason's game your supporting that this idea of a new kind of flavor of game play can be fun. But imagine having 30k people who are demanding you work *really* hard for $20 once tongue Have a little patience! (mind you, programmers can be $$$ and that's a salary)

Another thing I want to add- is I don't know if you played before the whole restart--- but it was *bad*. Like it was borderline hitting un-playable as an eve just due to the sheer mass of ruins, the local re-spawning of eves- and imagine being invaded every 3 minutes by an eve+baby just cause you are occupying a ruin near this mega spawn spot. The problems mentioned by Jason were *very* real in my experiences near the end- and it sucks he had to be bad guy but it was the sanest choice.

I’m starting to see towns develop again. You’re right, it’s going to take time. Until then, make some crappy camps, get the basics down, teach newcomers, and maybe if you’re lucky, you’ll spawn in one of the new towns.

#46 Re: Main Forum » Post Apocolyptic Experiences -- The Sixty Year Rule » 2018-04-08 19:39:52

I just had a great playthrough where my name was Eve Eva and my daughter was named Kate. Together we built a basic camp and then she had a couple kids. I died at age 52 because I refused to eat any more of the food. Guess I should have made sure to die of old age? Oops.

#47 Main Forum » What now? » 2018-04-08 05:53:04

Verinon1
Replies: 7

Now that all the servers have been wiped and composting has been changed to be finite and new Eves spawn very far away from any other people, where do we go from here? How do we establish towns and cities? How do we sustain them? Will it ever be possible to advance up the tech tree any more, given how difficult it is to sustain a population of people? Do we just farm berries forever? Will one troll be able to wipe out an entire city solely with a shovel? Currently, when a lineage dies out, that’s it. Game over. You’ll never see the stuff you made ever again and probably no one else ever will either. Are we doomed to scrape the bottom of the tech tree forever now? Not complaining, just looking for ideas and useful input here.

#50 Re: Main Forum » Server Too Laggy To Play » 2018-04-07 22:51:29

From what I hear on Discord, Jason is working on a fix for the lag right now. He should be releasing an update to fix it shortly.

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