One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#76 Re: Main Forum » Coming soon: mining changes » 2020-03-28 18:15:33

jasonrohrer wrote:

Whatever you make, it should be because you need it.  Always.  No pretending.  No make-believe.  All real.  If rail tracks aren't worth it, that's a problem with the utility of rail tracks, not because of a lack of iron.


Then why did you add rail tracks, painted walls, dogs, top hats, cars, planes, tables, feasts, dung boxes, roses, doors, bottles, slot boxes, bowler hats, dyed clothing, tattoos, snow walls, pumpkin pies, pumpkins, cows, bottles, wine, grapes, way stones, maps, paper, pencils, masks, ghost costumes, graves, tombstones, snowmen, property fences, cameras, radios, morse code, skirts, trousers, dresses, cloaks, french fries, tortilla chips, ketchup, onions, nets, shrimp, fishing, emotes, looms, pigs, cows, xmas trees, candles, santa hats, garlands, turkey broth, playing cards, dice, mango trees, bonsai, springy doors, tacos, aprons, toque blanches, and many other items?

We don't need any of those things to survive. Heck any created food item is not needed either, we don't even need wells because we can survive just by foraging wild foods. But just living isn't interesting. We need those things to keep us interested in playing the game, and you just removing a bunch of those things out of the blue suuuuuuucks.

#77 Re: Main Forum » Coming soon: mining changes » 2020-03-28 17:57:30

fug wrote:
jasonrohrer wrote:

Also, fug, in my test server, when I'm trying out the new mining tech, it FEELS so much more like mining.  There's no random wandering around.  You go there, to this spot, and you invest more and more tech into the mine to get more and more iron out, and you're a hungry miner, and there's a need for a supply chain to keep you fed, etc.  And you're actually using the mining pick for most of it, which also feels much better.

Look at these fellows on their way "down" to work

Haha, imagine if you actually put that much thought into the update overall and mining became an actual group activity like that. It would have promoted teamwork and another good group activity but instead we got this mess of an update you'll only experience once while the rest of us get stuck dealing with an ill-conceived update.


That would have been so cool.

#78 Re: Main Forum » Coming soon: mining changes » 2020-03-28 17:52:44

jasonrohrer wrote:

Also, fug, in my test server, when I'm trying out the new mining tech, it FEELS so much more like mining.  There's no random wandering around.  You go there, to this spot, and you invest more and more tech into the mine to get more and more iron out, and you're a hungry miner, and there's a need for a supply chain to keep you fed, etc.  And you're actually using the mining pick for most of it, which also feels much better.

These changes are fine and interesting (except 10 Hungry Work feels a bit extreme but whatever).

Making iron limited and 'removing' without considering the consequences and as a result removing a large amount of the tech tree is the problem.

#79 Re: Main Forum » Coming soon: mining changes » 2020-03-28 17:47:20

jasonrohrer wrote:

Twisted, how does making bottles consume iron?

You mean because you need to make one blowpipe?

I looked at the tech tree, but I might have missed something else (also need a knife to make filter paper).

You need shears to plant glasswort and a blowpipe to make bottles. Iron is finite and you can't spend it on fun stuff when you need it to survive.

jasonrohrer wrote:

I do want you making difficult decisions about everything.  There should be trade-offs everywhere.

It's not a difficult decision. You're not going to make bottles because you can't afford to waste iron on shears and blowpipes. It's the easiest decision in the world. I also notice that you didn't reply about any of the other items I mentioned


jasonrohrer wrote:

With the example of bottles (assuming that I'm not missing something), if you don't have a blowpipe, and are considering bottles, and there's only a little iron left, you should be weighing the value of the bottles to village survival vs. the value of an axe or whatever other thing you could make with the iron.

And if you decide against the bottles, then if someone comes along with bottles, you might be willing to trade with them (or rob them, or whatever.... but you will suddenly CARE that they have bottles, when before everyone had them, so who cares?).  THEY invested in the blowpipe, and you did not.  Or you could trade for the blowpipe, or steal it, or borrow it with their permission.

There's nothing to weigh. This is a game, we know exactly how much iron is left and we know that iron is limited. Using that iron for something useful is always going to be more important than making bottles. We won't be able to steal or trade for a blowpipe because there will be no blowpipes.


jasonrohrer wrote:

You ever seen a village just littered with duplicate iron tools?  Where are the shears?  Oh, we have 3 of them around here somewhere.  I can't find them, so let's just make another set.

That is not the game that I ever intended to make.  Of course, making the game that I intended to make is hard.


You're watching that process live.

You do realize that tools break, right? It's not a one and done investment, you need to keep making more and it's good to have more than one set of shears since the average town will go through ten pairs of shears in a day, if not more.

This update is a steaming pile of smelly garbage. Think it through before actually pushing it live, as it's clear as day that you didn't.

#80 Re: Main Forum » Coming soon: mining changes » 2020-03-28 17:16:08

Is there going to be a tech tree revamp with this? A large part of the tech tree is based on having infinite iron, making iron very limited completely breaks various tech branches such as bottles, springy doors, rails, keys, looms, and shears, effectively removing that tech from the game.

If there is no tech revamp along with this I can't see this working at all.

I usually try to be open-minded and positive but this sounds like a total trash fire that wasn't thought through at all.

#81 Re: Main Forum » Are you excited about the update ? » 2020-03-28 13:54:22

If the update goes out as it is now it will be a complete and total disaster.

#82 Re: Main Forum » More iron nerfing coming next update... » 2020-03-25 20:19:26

antking:]# wrote:

Silly Fug a vein now gives 4 iron before you need to pickaxe it
https://edge.onetech.info/942-Loose-Iro … 0-40-p3-p0

so you will be able to get the axe, shovel, hoe, and pickaxe form one vein


Sure, you can get the pickaxe, but you also need a well kit which means you need eight ore minimum (plus one more if you want to make a shovel for the well and not starve).

Hammer, Chisel, Axe, File, Adze, Froe, Saw, Pickaxe, and one extra for the Shovel. 8+1, a total of 9, so three veins minimum.

#83 Re: Main Forum » Big change incoming: animal attacks can happen on non-empty tiles » 2020-03-24 23:17:47

This was long overdue, but animal immunity will be missed. The end of an era.

I do feel like Bear Caves might be to common now that there's no easy way to become immune to bear attacks. Two or three bears are enough to decimate a village, and each town has dozens of Bear Caves around it.

#85 Re: Main Forum » The game is dead » 2020-03-03 20:50:15

And yeah, the slow pace of content over the last few months SUCKS. But there's a good reason for that - the game was not good enough and most new players played a life or two and then gave up. Adding new content wasn't doing anything to improve the retention rate, and a low retention rate is a guarantee that the game WILL die.

#86 Re: Main Forum » The game is dead » 2020-03-03 20:46:33

A game with ~600 daily players on a work day (today is a Tuesday and there were 572 unique players in the last 24 hours) is far from dead. Sure, it's not phenomenal, but it's pretty decent for a $20 indie game.

Three months ago there was a large influx of new players because of the Steam Sale and those player numbers that you mention are a bit of an abnormality. Today's player peak (on Steam) was 73. The player peak on September 30th, before the Steam sale, was 75. Not much of a difference there, really.

The player peak on February 25th 2019, which is about a year ago, was 155. Much better than now. But the player peak pre-Steam, in October 2018, was maybe 40 on a good day (there's no Steam data on this and I'm speaking from memory, if someone has the actual numbers please correct me). Much, much lower than these days. I remember the player count going as low as 16 during EU mornings. At the time of this post there are 57 players ingame on Steam.

The game's player count is stagnating/slowly declining, and that's not ideal. But saying that the game is dead is just flat out wrong.

#87 Re: Main Forum » Game Review & Change Request/Suggestion » 2020-02-22 09:40:44

Jayed wrote:

    After my first life, All I had learned how to do was kill sheep. Which is apparently a HUGE NO NO. To be clear, this is not exactly obvious to new players. I can get 50 sheep on Minecraft in my first 10 minutes of playing. But in One Hour One Life my attempt to help my town by being a butcher got me cursed by no less than half my village and was then chased out of town. Obviously, I had no idea how big of a deal being cursed was, instead I was just annoyed that my village went mob psycho on me. But hey, it was an entertaining way to start my journey in OHOL!

I dunno, maybe it's the difference between the playerbase who plays during Thailand-friendly hours and EU-friendly hours, but I don't think I've ever seen a person be cursed by half a village unless they were extremely toxic. You did mention in Discord that you enjoy trolling and griefing, so it feels like you're not telling the whole story here.

Jayed wrote:

Things got ugly my second life however, when I re-spawned in the same village. Now I'm sitting in the village, listening to half the village label me a troll, demanding the remaining villagers curse me. So I decide, 'you know what. If they want a witch hunt, I'll give them a hunt!" So I made it my goal to start hiding things around the map. I got caught pretty quickly, and this time the mob murdered me with a bow. Which was fair enough, as I decided I was going to intentionally be an evil character so I wasn't actually upset with the outcome.

So let me get this straight, instead of apologizing and trying to smooth things out you decide to go steal and hide stuff? It sounds like you got what you were asking for by getting sent to DT.

Also, you're again not telling us the whole story - you couldn't have been born into the same village as people in there cursed you, which prevents you from spawning near them. As there are currently no big road systems connecting multiple villages, I don't think that you were born into a nearby village and then just followed the road to the original village. This feels like a made up part that's just here to justify your griefing.

The curse system is in an extremely good place right now, and it took a lot of tweaking to get it just right.

#88 Re: Main Forum » Has anyone run into a marked griefer in a later life? » 2020-02-11 19:43:47

I haven't noticed any marked players. That being said I did not leave my home towns very much, and all players that I interacted with were very nice to be around. I haven't even thought about cursing anyone since the update.

#89 Re: News » Update: Who's Who » 2020-02-10 20:37:51

I double checked and I think I was just mistaken. They weren't always supreme emperors, and the name of the person that died was not the name of the person I followed, so I guess they somehow managed to get to supreme emperor legitimately (I don't think I've ever seen a supreme emperor in the game before so that's why I assumed it was a bug).

#90 Re: News » Update: Who's Who » 2020-02-10 20:07:19

jasonrohrer wrote:

So, if you are seeing a SUPREME EMPRESS title on Granny, that's because some kings and queens have voluntarily followed her.  Because she is trustworthy.

The higher the title, the more people trust the person.


I'm pretty sure the SUPREME EMPRESS thing is a bug. Whenever my top leader died I got a message that my SUPREME EMPRESS died, even if I was their only follower.

Though I might be wrong about that, maybe they did manage to become supreme emperors somehow.

#91 Re: Bug Discussion » Networking/Server_Connectivity Problems since last Update » 2020-02-05 16:20:32

Not sure if the hotfix actually went live or not, but I can confirm it's still happening.

#92 Re: Bug Discussion » Networking/Server_Connectivity Problems since last Update » 2020-02-04 16:23:25

jasonrohrer wrote:

Having a little trouble reproducing this, even on the live server in a busy town.

I got it to jump back once or twice while holding the mouse button down, but not consistently.  The second time, I froze in place after and had to click again to keep moving.  Is that what you're experiencing?

Can anyone capture this in a quick video?

I have it on video, gimme 10 minutes and I'll email you a link.

#94 Re: Main Forum » Genetic Score - how does it work? » 2020-02-01 15:04:57

For people saying that it's pure luck - the data is public. If you go to http://onehouronelife.com/fitnessServer … eaderboard you can click on any person. If you click on the top players you can see that most of their offsprings live to age 60. If the system wasn't working and if it was all up to luck the numbers would be all over the place.

#95 Re: Main Forum » Genetic Score - how does it work? » 2020-02-01 14:53:36

Rose wrote:

It also created new kind of griefers . I call them score trolls. Jest look  at lives of ten players at the bottom of the  leaderboard.

There's no way to 'score troll'. If you constantly die as a baby the game will expect you to die young, which means that when you do actually die young your family loses very little score. If you get a baby from the bottom of the leaderboard and they live to age 10 you get points from them since their score is so low. If they die before that you will lose barely any points because they always die young.

DestinyCall wrote:

I find this system very hard to understand and explain.   I don't know what someone's genetic score is, so I have no way to know if they are super important to my genetic score or not that important.

You're supposed to take care of your kids and family, no matter what - that's the entire point of the system. If you knew who was important for your score you could take care of them and ditch your other babies in the forest.

sigmen4020 wrote:

Wait, as far as I can see from reading this thread, it very much seems like we’re back to the old system where a player’s average life span didn’t matter. Seems to me that it works exactly like the old system that Jason got rid of because it was too random.

It matters a lot. Having a kid who usually leads short lives live to 60 gives you a lot more points than having a veteran with the average lifespan of 60 live to old age. If your baby dies you'll lose fewer points if they always die young

Legs wrote:

The system seems so backwards and luck based. Realistically there's not much you can do to keep your kids alive longer. They either live or they die and you can't do anything about it.

Not true, you're only saying that because you don't care much about your kids. If you don't care about kids you shouldn't have a high score, that's the entire point of the system.

Legs wrote:

You can live to 60 every life, making very small personal gains but making huge losses from your children.

I mean, yeah? The entire point of the gene score system is to make you care about your kids, of course you'll lose points if your kids die young. Getting points from your own lives is just a small tiny bonus and an incentive to live longer yourself.


That being said the tool slot scaling is definitely off. It's supposed to go from 5 to 12, right now 7 is the de facto soft cap which is definitely not intended. It needs tweaking, I agree.

#96 Re: Main Forum » Genetic Score - how does it work? » 2020-02-01 00:03:40

Rose wrote:

I haven"t lost from my death ( I lived to 60 and gain  +0.31 ). I lost from  HER  death  more then she. (and she gain from my life more then I)
How do you explain this?

I mean, I just did. You have a higher gene score than your daughter so your point gains are smaller and point losses are greater. Your daughter has a lower gene score than you so she gains more points from good lives and loses less from bad lives. The closer you are to either extreme (0 or 60), the slower your progress to that extreme.

Your point gain depends on YOUR gene score. When a player dies all players that are genetically relevant to them have their own gene score formula for gains/losses. Everyone will lose points or everyone will get points, but the exact number depends on their current gene score.

#97 Re: Main Forum » Genetic Score - how does it work? » 2020-01-31 22:13:34

miskas wrote:

Does your little sister count the same as your kid?
Is there any weighted multiplier or all gene relatives are equally important?

Everyone is equally important

Rose wrote:

My daughter decided to starve at 11.

I was punished by her death loosing  -0.67. and she lost only      -0.50
I as her mother lived to 60 and got   +0.31 and she got from me +0.47
                                                     ______                             _______
After this game  -                      I :   -0.36                    She  :    -0.03

How is it possible? 
How the algorithm works?

You have a higher gene score than your daughter so you lose more points from early deaths, and gain less points from long lives. Your gene score is higher so the game's expectations of you are higher as well.

#98 Re: Main Forum » Genetic Score - how does it work? » 2020-01-31 17:20:03

Super simplified version:

Gene score goes from 0 to 60. Everyone starts at 30

You die. You get points depending on your age at the moment of death. If you lived slightly longer than your current gene score you get points, if you lived a lot longer than your current gene score you get more points. Same logic is applied to losing points.

Your family member dies. If they lived longer than their average you get points, if they lived less than their average you lose points. The amount points you get or lose from them scales with your gene score. If they lived 10% longer than their average you will get very little points, but if they lived twice their average you'll get more points.

#99 Re: Main Forum » Current Curse System » 2020-01-30 11:57:27

sigmen4020 wrote:
Twisted wrote:

When someone curses you they prevent you from spawning near them for 30 days. The only way to go to Donkey Town is to be blocked from spawning literally everywhere else on the server.

There's currently 60 people online and you're blocked from spawning near any of them. Pissing off so many people that you have nowhere to spawn takes a lot of hard work and it absolutely cannot happen by accident.

Remember that the curse range increases for every person online that has you cursed (100-200-300-400 etc.). Still think there's more to this story than "I got to DT by accidental random curses" tho.


I'm aware of that, but people are fairly spread out and you'd need at least 10 (if not more) currently online people to have cursed you to go to Donkey Town. Getting almost 20% of the playerbase to curse you takes a lot of effort.

#100 Re: Main Forum » Current Curse System » 2020-01-30 11:37:05

When someone curses you they prevent you from spawning near them for 30 days. The only way to go to Donkey Town is to be blocked from spawning literally everywhere else on the server.

There's currently 60 people online and you're blocked from spawning near any of them. Pissing off so many people that you have nowhere to spawn takes a lot of hard work and it absolutely cannot happen by accident.

Board footer

Powered by FluxBB