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a multiplayer game of parenting and civilization building

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#576 Re: Main Forum » Is the drama gone? » 2018-10-31 18:58:27

Personally, I hate drama with a burning passion. At least the sort I endured in this game. Donkey Town was an absolute blessing to me. I hated the role of a guard, I hated the investigation, I despised playing a god damn "baby sitter" in towns (basically felt like herding restless kids that throw insults around, being headaches). There is still drama as griefers are starting blame fights now to get innocent people killed.

I'd rather have tensions come from the environmental challenges that may escalate some communications to drama. I hate that we'd have to rely on racist curse word spewing kids to spice up the game. Eff that. There is enough of those kind of people in real life to get my fill from.

#577 Re: Main Forum » Steady state is boring but building is pointless since nothing lasts » 2018-10-31 13:48:30

I wonder what was the point of the game again. Is it to play together to survive or is it play together to socialize?
Like is this game about surviving as a species or is this game about making brief cooperation/relationships with others?
If this game is about parenthood, there should be less grind and more communication in a social aspect and more interactions between players.
If this game is about survival, there should be more challenges and risks and stages.
If this game is about building, there should be more impact in building things and it should last.

Now Jason did say that if you want to play a building game, play Minecraft. He seems to be drawn to drama and stories from what I gather, so parenthood and social aspect is probably a big one. Funnily enough the game restricts communication and punishes you for stopping to talk (hunger) and limits your speech A LOT. If this game was about socializing though, why don't we just chat here?
Parenthood in the game is basically now about filling in knowledge gaps to ensure your kids could survive. After that it's just a teamwork with little communication; work work work death. Lots of quiet grinding for a social game.

#578 Re: Main Forum » Idea: Random pulls » 2018-10-30 18:58:57

I like the idea of making old things better with either care or development. Like wild soil could make less than ideal berries, compost would make advanced berries and fertilizer (in future) would make superior berries. Or then instead of making superior berries, it could bump up the random chance of pulling superior berries: wild soil (low chance), compost (medium chance) and fertilizer (high chance). At some point, superior berry bushes would become a standard to evolve every field towards to.

Would be fun to have a kid run around a town showing off a huge squash or something, that small chance product could make two servings instead of one.
Would be amazing to get advanced and superior milkweeds too, that give you more resources from one tile space, given you give them the special care or fill some needs like using fertilizer or get lucky with a chance. Like; growing milkweed on wild soil (low chance of it growing into advanced/superior), growing milkweed on compost soil (medium chance of it growing into advanced/superior) and with fertilizer (highest chance of producing advanced and superior milkweeds). Maybe? Sadly this wouldn't really help Eve towns but they would always have the low chance at least.

I'd like that mines wouldn't maybe collapse at all, but rather keep giving stuff with random chance, but they have to generate the item like geese generate eggs as someone mentioned in another thread. You could visit some mines and maybe pull few times if the items that are generated could accumulate to a certain number (like max time regeneration gives you 10 pulls and most of those can be nothing, then you gotta let it regenerate, or use a pickaxe or something). Would be fun to have this minigame to do few times in your life if you know where to go.
I want flat rocks and big rocks for sure! Especially if we get statues or fountains or such and the demand gets even higher! Random chance stuff like round rocks, precious metal, treasures or stones used for pigments would be nice, and ofc the small chance of pulling out iron again.

Fishing would still be fun, and random chance adds to it. Maybe you could use different baits to bump your chances towards things you need. Maybe you could get an octopus and harvest ink and use a certain bait for that (a bit odd to get that from a pond but if we never get oceans...). Ahh, black aprons, black wool clothing... So cool. Black ink to write on papers even better (maybe a less limited amount of letters).

#579 Re: Main Forum » [Strawpoll] Is the game becoming a tedious task simulator instead of a » 2018-10-30 17:03:09

Well, tasks are fun at first, then get boring. Then you automate things, then that gets boring. Sadly Jason said that automation wasn't what he wants, no robots doing farming for us so we can do other things.
To me, grinding in a game can be therapeutic and relaxing.
If and when the game starts to feel like a "tedious task simulator" I stop what I am doing, let's say smithing, and exclaim "we need a smith" and switch my project/profession. If all professions and projects feel tedious, I go play another game.

#580 Re: Main Forum » Welp, I just did some math » 2018-10-30 07:19:32

tana wrote:

isn't that a little too much at once ?
- reducing the amount of ore produced in a mine, i'm totally fine with it
- raising the rarity of mines... as pein said, most probably new players' camps will rely heavily on experienced players to get the iron for them, it can go either way, encouraging or discouraging players to get out of camp and venture further, but i would be still fine with it

but what i'm really less fine with is :
- reducing the ground ore occurence. It has already been nerfed in the past ans we went to iron littering badlands to being lucky to find the first three iron needed for eve camps. More often than not, I see huge badland with a single iron on the ground. I have had to venture quite away from camp quite often at eve camp to find the first irons.
In my eyes, as it is now it's already good, since most of the time we have to find mutliple badlands to collect all the iron needed to start exploiting a mine. Don't forget that we need all the tools made first before we can build a mine, and more often than not, we'll have been through at least two sets of hoes, axes and shovels before we're ready to mine.

And I believe reducing the amount of shovel usage is insane, I already feel we're using them up freakishly fast. On the other hand, if you really want to increase iron usage, reduce the other tools usage then, the only one that break easily is the pickaxe, but only if we need to break a wall with it. I remember only once a file breaking in all my playing and tbh i'm yet to see an adze or a froe break. Not saying that they don't break, I just personally never saw it happening.
Shovels and hoes are the ones that we go through the fastest as it is, axes and hammers have a good balance I feel.

I agree with everything here.

They are steel tools, they should last.. But yeah axes and hammers seem to have the best balance when it comes down to breaking.

#581 Re: Main Forum » Welp, I just did some math » 2018-10-30 07:10:04

pein wrote:

yeah but players under 100 hours never go 50 tiles away from camp and if they do they die

its not that is hard to find iron its just hard for some
this changes only affect the veteran players, the newbies still wont go out to get iron or care to make compost

iron per veins is a lot but some maps i can find veins at all in reasonable distance to build a road to it from the flat rocks i see

i remember the town with the bonsai garden, was huge, long lineage, a guy told me it's a vein north so i went and made an outpost
i came back hours later and the knowledge of the mine was lost, so i put food and flat rocks along the line
and people kept going to make the road, it was a nice goal
around 10-15 iron per vein would be okay, but more veins around, maybe give flat rock or stone after that?

finding a vein should be significant moment and a small outpost near it should be a good investment, so it should give something, even if not iron, but yeah, 2 carts of iron is enough

i don't really see the shovel use as an issue, 40 is quite low when each female has 12 kids and only 4 in average reaches older age, 40 bones in a single 30 minute timeframe are quite possible
and this is annoying when they take a brand new shovel to dig graves

I like this better. Let spawn rates and such be but have iron mines give less. Some Eve camps are really harsh with badlands and iron sources so making the trips longer is really tough especially without clothes and limited time in Eve camps.

#582 Re: Main Forum » [Survey] Has the game really become boring ? » 2018-10-30 05:19:10

Vanity and entertainment can be great, I like roses and I hope there will be more landscaping or decoration stuff that are not too costly (can be time consuming though) to make places prettier but also work as landmarks or such. Also dyes and paint do make things better as well as 'prettier' so those are great (paint is too costly though).

Dogs... ugh. In a survival game that is not on modern day level, companion dogs do nothing but block you from doing stuff. They are zig zagging restlessly constantly, can't hold things, don't follow you (like after you in a line, imagine if one could bring a basket with you!) or anything. In real life a zig zagging restless dog is at least fun to take to a park and watch but in a game like this, nope! Companion dogs have saved people from bears in real life (also from other threats like snakes), so they are not just moving creatures in our irl lives. But I do understand there are limitations to AI here. I just wasn't interested in dogs, and didn't really want them, would have liked them better as a snare (drop dog on bunny, dog catches bunny).


VioletLily wrote:

...
That being said, the few content updates that have come out recently have been iffy, which I am guessing is what you were referring to, in which I would have to agree. Dogs were the worst. They became pests rather than lovable pets.

Yes, I was referring to content updates. big_smile

#583 Re: Main Forum » [Survey] Has the game really become boring ? » 2018-10-29 23:17:30

Damn, none of those. My answer:
No, it's not boring to me yet. But I am not too interested in most updates.

#584 Re: Main Forum » is there a update right now because i dont get kids as eve? » 2018-10-28 20:13:11

http://lineage.onehouronelife.com/serve … id=1290831
I was a child of an Eve and got 0 kids, even with my camp on the desert edge so I was at good temperature a lot. big_smile Too many Eves and moms playing I guess, so no babies managed to spawn through me.

(My last words are a reference to my name, I was named Potato which turned into Potter, and I died alone.)

#585 Re: Main Forum » A man wiped out of existence » 2018-10-28 19:19:29

Vexenie wrote:

The all mighty and powerful Jason has smited you in order to save a village as a girl, erasing the fact you were a puny male worker

At least he is immortalized on Honeybunnygames', Twisted's, latest video. ;u;
But nah it seems to have been a server crash. Everyone went down. I was born to a newbie Eve who suicided, stressing out how she got the game yesterday and has no idea what she is doing. big_smile I started an awesome camp and birthed 0 children. Dunno how that was possible as I was in my warm camp a lot.

#586 Main Forum » A man wiped out of existence » 2018-10-28 17:31:01

MultiLife
Replies: 2

I was playing in the Ide family just some hours back, as Jordan Ide. I was born to Emerald Ide: http://lineage.onehouronelife.com/serve … id=1290516

I lived my life trapping rabbits and building roads. Then out of nowhere, I got disconnected. It never happens to me, and so I thought, "phew, I can reconnect!" - but, it failed. Then I got born as a girl into another life. But poor Jordan was nowhere on the family tree, like he never existed. Shouldn't he be there on the family tree? Why did he disappear into oblivion? I always save a screenshot of the family tree with my character's picture there, but Jordan is the first poor soul that I can't add to my collection of family portraits from my lives.

So the question is, shouldn't he be seen in the family tree? Don't disconnected people show up as "Starved"?

xp9Ewbc.jpg

5tU1z5Z.jpg

#587 Re: Main Forum » The onetech gift and curse » 2018-10-28 13:58:48

I'd say it's not the spoiling of a recipe that ruins things. It's the dead end after the recipe is learnt. What to do with this recipe? Not much? Well damn. That's that then.

Some people like me don't want to sponge off of towns by figuring out stuff in-game, or stopping people's work to ask for explanations, ESPECIALLY with complex recipes like pork tacos and sauerkraut, but EVEN MORE ESPECIALLY with recipes that are vanity or not necessary for survival.
But funnily enough I don't use onetech. I don't do the newest things right away (unless people are eager to teach me do it like how it was with milk), I usually see how it is done from a YouTube video of an OHOL player and then repeat it in my gameplay when I have time to do it all by myself.

Back to the dead end thing. It'd be cool if we had more small recipes added in-game, but they'd be intertwining with multiple existing recipes and professions. So instead of one big complex recipe we'd get small useful recipes that can be used to make things diverse and more customizable. Like: new wild herbs, four of them. New pottery item, mortar. New animal, rat. New food, grilled rat. New challenge: infected animal bites. New character mode: dying/ill. New expression: pain.
Then instead of having a one specific thing for one specific area, we could get an interesting layer of gameplay with short recipes that can be repeated and used in small quantities depending on demand. Some herbs could be mixed with food, some would be made into medicine. It'd add a new item to pottery to add to villages and keep in all villages as a standard tool for baking and medicine. A sick rat would be delivering infected bites instead of delivering instantly fatal wounds. And normal rats would be small things to hunt for fun and food.
Dunno how much work that would be but it'd be a more "wide" update that has small recipes to learn and keep in your daily routines instead of these "maybe in one life I have a building to paint, and then it crumbles.. so it's not that important... damn."

Another thing is adding a new level into a profession like a potter. Start your pottery career from clay and evolve to glass items in one life. And then the products they can do on glass level drastically increases the effectiveness of other professions like bakers and medics, so it's not just pottery update.

Only issue I am constantly facing when brainstorming is the realism aspect. Herbs can't heal stuff magically in real life and there is a lot to do to process stuff to make them realistically functional. And all the steps and time requirements in complex recipes push them to "generations effort" and usually generational efforts are cut short by server updates or cities dying. So everytime a recipe turns tedious due to you not being able to do it yourself and having to rely on others (still not happy about white and red roses... sad ) the motivation to do them drops.

#588 Re: Main Forum » New thoughts on baby suicide » 2018-10-28 09:08:29

Very nice, I like it! And yes I also think instant death is good for infant death.

Yeah, the thing is that players will always choose their lives, whether they are punished or rewarded or not. It's good that we can make it so that others don't suffer from it.

I'm glad we don't have to make the game "baby stabbing game" or "bear apocalypse" game.

Now a story concerning the death grip:
I was once born to a cursed woman (no D town yet) and she "welcomed" me to life as a sex slave (boy baby). I knew what I can expect from a player like this.. Repulsed, I hopped off the moment she started to talk like that and ran off to die. I knew that player is not someone I will give any of my time to. I hope the 1 min timer of hold lock will never put me through stuff like that when I can't escape.. but that's a player thing.

Anyways I will still play every life I get and I will be glad that people who don't want me can leave me, if they pop back in after 5 minutes or so, they might have realized this may be the best they can get for now and then stay. Who knows.

#589 Re: Main Forum » Why different genders? » 2018-10-27 22:13:52

While the "not spawning more" can be a perk, it can also be a bad thing and often is. I do wish men had something special to them, but women being able to spawn players is pretty darn huge as a perk as it's not really a bad thing for the player (you can ignore all babies you birth with no consequences so you are not forced to stop when they pop in). Sad how men are not needed for reproduction, but also thank goodness they aren't. It's a weird one.

#590 Re: Main Forum » Another Suicide/Update Rant! » 2018-10-27 21:55:52

+1 for your ideas! I like them all. Birth cooldown shouldn't occur if your kid died under 1 year old, maybe? Like it would instantly go away or something. Then it could be 1+ min long or more.

Also thank you for the road building, I had a fun life in the "project city" as a wandering man, ringing bells, fighting bears and collecting shrooms. big_smile

-1 for griefer threat! D:

#591 Re: Main Forum » A Seasoned Suiciders Rant » 2018-10-27 17:32:08

Potjeh wrote:
ShadouFireborn wrote:

Say what you want. But baby suiciders are just selfish players that don't want to play unless they get the perfect life they want. To put it as was said in the suicide is op thread... They wake up and see daddy isn't wearing a Rolex, and go, "Nope, not playing this life. GG, I'm out."

I'd wager that most people suicide because there *is* a Rolex. There's simply no challenge whatsoever in an established town. You do it a couple of times and you figure out optimal ways to do things, and then it's just going through the motions, no thinking required. I can take one life like that, but multiple in a row is just plain tedious. But because towns are virtually impervious to failing on their own they persist for ages, so all the server population gets forced into them and every life is this boring life of no challenge. I reckon the suicide problem would decrease by orders of magnitude if civilization was more fragile, as you'd get a more balanced distribution of high tech and low tech lives. Damn, how I wish Jason actually meant it when he posted this thread. At best I can hope that the influx of Steam players will destabilize civilization for a short while at least.

This!
I feel like some people are reading OP all wrong. OP is saying they don't want to be the 6th girl of a big city, they want to be the saving grace of struggling small families. Why are we trying to cause a 'civil war' here as a small playerbase of a game? People are being hostile and it seems that there are weird pictures being painted about OP out of anger and misunderstanding. Maybe? I hope??
Anyways I hope we don't start some revenge crusade like people wanted to when the Donkey update arrived.

#592 Re: Main Forum » A Seasoned Suiciders Rant » 2018-10-27 10:06:19

Funnily enough my Eve lineage from yesterday died at Gen 2 because my adult daughter got 0 kids. They were all stuck in some bigger mango/paint towns I guess. I don't mind my lineage cut short though, but if it was someone else, they'd have hoped that a person like 673751 suicides their way to them to rescue their family.

#593 Re: Main Forum » A Seasoned Suiciders Rant » 2018-10-27 09:55:06

Roblor wrote:

Play less.

Then even more lineages will die out. hmm

#594 Re: Main Forum » A Seasoned Suiciders Rant » 2018-10-27 09:41:27

gabal wrote:

I guess I'll just start asking my babies do they want to stay as well as are they new. Or we'll develop shorthand like we did with f for babies.

X for krave me to die or something like that.

I'm gonna feed once and drop them, then see if they run or say F or try to follow me. I really don't like the interrogation part when raising children.. sad I wish babies could say a word and not just a letter. So exhausting to try and make sense of them.

#595 Re: Main Forum » A Seasoned Suiciders Rant » 2018-10-27 07:49:22

Yeah, I personally see this change just as odd. I didn't know I can death-grip my babies now, good to know, I don't want to do that. I think it is just weird to try and force playstyles onto players. As I said in another thread ("Suicide is OP" -one), I'd rather support different playstyles and I still think the preference system would be great. Just to connect people who want to be connected: Jason feels like this is basically just "choose your life" tool but players already do that however they want to; by hopping onto snakes, begging to be killed or standing in snow. A preference system is a preference system, it doesn't mean you WILL get to play a preferred life but at least the chances are slightly better for those who want to use a preference system. If some feel like playing as a child of Eve then I'd gladly bump their chance so everyone can be happy. I think the players have a right to use their hour or two on lives they feel like playing, so why not remove that "browsing through lives you won't stick to anyways" feat? Is this death-grip thing really there just for a small chance some suicider changes their mind...? Not worth it I'd say.
If Jason wants a certain playstyle (accept all lives, all lives are precious) to be default, then I'd brainstorm more with the rewarding system than trying to box in players.

As you have explained, you want to save lineages. People who complained about suiciders wanted people to save their lineages. Now you can't do that like before, and they won't get their saviors any more often. It's a lose-lose I think...

And yeah I personally wouldn't even use any preference systems as I appreciate the randomness and making my own fun no matter where I am, but if some percentage of players do, then good for them and us too, so the probability of birthing a child that wants to be there is much higher.

#596 Re: Main Forum » Any life playing » 2018-10-24 22:42:48

Catfive wrote:

After trying out all the 'ok - good' setups and just re-rolling awful ones I had a change of pace the other day and started playing every life I'm rolled. Have to sy the most fun ones have been those with poor setups or as an eve/1st gen when there is so much to do, plan and/or fix to give best chances of long lineages. The fact that with so many newer players few last more than a couple of generations is a bit of  shame but the actual gameplay in my 1 hour is very fun. Steam is going to be chaos but maybe that's where the best fun will be?

Nice. smile Three months of playing and I still play all lives I get. Lately I've been enjoying odd lives in almost empty cities; I've been making rose gardens, dyes, snake boots, mushroom tripping, poetry... I really want to record mushroom tripping visions on papers like some effed up PokéDex but damn that annoying character limit when writing! And damn how rare the mushrooms are! Old people can die during tripping but I need to write as much as I can so it gets hectic. Pls Jason add more writing space for papers and faster shroom farming? And easier rose colours that can be achieved during one life.

It's also nice to do nice things to others like write about them and the good things they have done. You just gotta play a stalker role for a while. Maybe bring a rose so you seem like a nice person while stalking.

But yeah Steam will be chaos. I'll probably be carrying places with a broken back but it's fine.

#597 Re: Main Forum » The problem of boys » 2018-10-21 12:39:23

As a male in early camps, I can see if we are low on food; I appreciate it if the mom can send me off to a direction in wilderness where I can grow up so I don't use the camp's foods. I usually run far to eat from distant berry bushes, going further bush to bush so the closest berry bushes to the camp are left mostly untouched, grow big enough to be able to run the distances and then start bringing in wild foods and cook omelettes. I make sure I starve before a female does, but usually nobody has to when I can secure the food sources.

Anyways mothers are free to abandon who they want. I haven't been abandoned as a boy yet though so it's not terribly common I think.

#598 Re: Main Forum » Suicide is OP - Should it be nerfed? » 2018-10-21 07:43:21

happynova wrote:
jasonrohrer wrote:

Talked to a designer friend of mine just now.

Here are some minor tweaks to how things work that will help.


1.  Mothers have better control over babies.  Babies move even slower, and are easier to grab.  Babies cannot jump out of arms (this is kindof a pain anyway) until age 2 or 3.  If your mother wants you, she can keep you.

Maybe it's just me, but I don't think I see how this actually helps?  I strongly suspect all it'll mean much of the time is that you'll waste two or three minutes worth of effort and food on them -- and babies are going to sometimes be even more effort than before, if they're even slower and you give birth to them away from home and need them to follow you --  and then when they're able to, they'll just go and throw themselves on a snake, anyway, leaving both players feeling annoyed at having wasted their time.

2.  On disconnect, server keeps your record alive, as long as you haven't starved to death yet.  On reconnect, you re-enter that same living body, and resume play.  This is going to be needed anyway to deal with disconnects (a robustness measure).  This will also make disconnecting to suicide ineffective.  As long as the mother keeps caring for the zombie baby, the baby will stay alive, waiting for the reconnect.

I'm very dubious about the idea of keeping a zombie baby.  Either it disconnected by accident and might very well never come back, or it disconnected to try to die, and is just going to kill itself if and when it does come back.  And here I've been really, really enjoying the way that Donkey Town eliminated the tedious task of interrogating babies to make sure they're not cursed.  God, I hated doing that.  The thought of having to go back to doing that to make sure they're not disconnected is making me sigh rather heavily.

+1
Heavily agree on the interrogation thing.
Also I don't want to lockdown babies who are going to run. Just go, if you don't want me, I don't want you. Let's not waste each others' time hoping the other changes their mind over staying.



About affection that was mentioned... I find it hard to love the babies of the game. They are random adults all around the globe with limited speech. I don't coo sweet nothings to them, time is money. No amount of sweet nothings will change an adult person's will so why do that unless you are really into roleplaying and have free time from saving the town.

#599 Re: Main Forum » Suicide is OP - Should it be nerfed? » 2018-10-20 21:43:33

I feel like it's gonna lean to punishing too much. Is it really that bad that people prefer different lives? Can't we support that instead of add rules that limit the players' freedom to play the game like they'd like to? Is it really that important that everyone takes the first life they get?

I am simply after a situation where the babies born to me want to be with me most of the time. If they don't want to be there, I don't want them to be there either.
I guess I have to bury the preference system dream...

#600 Re: Main Forum » Femi Groot, you used me. + glitchiness » 2018-10-20 20:51:23

You are talking about Femi Groot II, and not my mom, Femi Groot, right? big_smile

Anyways, I think it was you who helped me out when I was making the note for me, Hatim and Anne; you helped me get the flat rocks and stuff right? I thanked you in-game too but I am not sure if you caught that. I was heading towards the end in such a fast pace, I just remember that I said "Thank you Precious".
Tom Groot II was the name, the rose master.

I hope you get the game back on track soon, whatever is causing issues!

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