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#76 Re: Main Forum » What's going on? » 2018-10-13 19:47:05

Oh no! I missed it! sad

It brings back memories for me though. I remember times when my game broke and full berry bushes turned into seeding carrots once a berry was picked. Calves were walking bowls of butter and people were carrying around stone roads in their backpacks. I thought that maybe I was fed a shroom or something before the game loaded but my mom denied it and it continued to my next two lives. Good times. I had to reinstall my game to fix the problem. It's happened to me twice now. This was before I knew how to report things to Jason though, so I'll make sure to do that next time it happens.

#77 Re: Main Forum » [DISCUSS] Zoomed Out FOV mod - discontinuation? » 2018-10-13 08:15:17

xclame wrote:

About the rest of your post, you are completely right. This game we don't really compete against each other so, we aren't cheating against other players by doing, this isn't a competitive game after all. If you wanted to, you could say that we are cheating against the game and to that I say that we aren't really cheating, we are simply making the game balanced again, the game already cheats by making you able to be killed by stuff you can't control. Dying by stuff you can't control is a cheap way to add difficulty.

Thank you. This is what I mean. It is a way of balancing the game.

In my opinion, a good game should be difficult and challenging. The problem I have with the unmodded version of this game is that there are times when it is neither. Not because it is easy, but because some things can't be overcome with effort.

The definition of challenge is: "something needing great mental or physical effort in order to be done successfully, or the situation of facing this kind of effort" (Cambridge English Dictionary)

When you have an element in a game that is completely impossible to overcome, it becomes unbalanced or broken. While the zoom mod does give some other advantages, many use it simply because they saw it as a way to balance an otherwise good game.

If Jason really doesn't want his players to use a zoom mod, he needs to balance his game. I'm not saying it's a bad game. The fact people modded their game rather than dropping it tells you that it's good. I'm just saying that the use of this mod could be heavily prevented if the reasons people have to use it are fixed. When 10% of your player base uses a specific mod it is a sign that there is something that could be done better. (Not hating on Jason. I really appreciate the effort he puts into this game)

#78 Re: Main Forum » Default view distance » 2018-10-12 22:48:01

Obs wrote:

The game is designed to run in a 16:9 letterbox at a 1280x720 scaled resolution, so I don't think there's anything wrong with your particular setup or that it's all that much different than anyone else.  It will even attempt to draw "black bars" across the top and bottom to create this letterbox on a 4:3 aspect ratio, as you might also see in some screenshots.

There are ways to force the game to disobey this 16:9 ratio, but then some funky things start to happen.  Like your clicks might not register exactly where you expect them, plus the overall game looks a bit funky.

Thank you for the answer. I guess I have some testing to do now.

#79 Main Forum » Default view distance » 2018-10-12 22:31:43

VioletLily
Replies: 3

For those of you following Jorium's zoom mod discussion, you already know I have a seemingly uncommon problem with animals killing me from the top/bottom of my screen. This happens regardless of the precautions I take, so please no more suggestions in that regard. Believe me, I have and do use them all.

So, I am wondering how the default view distance varies from screen to screen. If anyone has the answer, I would greatly appreciate it. I would also appreciate if you could just give the height/width tile dimensions of the default view in your game. It saves me from having to track down different screens to test on.

I really hope this is the problem. If not, I have a lot of testing to do to pinpoint what exactly is the problem on my end.

#80 Re: Main Forum » [DISCUSS] Zoomed Out FOV mod - discontinuation? » 2018-10-12 22:07:23

Tramax wrote:

The strongest argument you can make is, "I don't want to be ambushed by a random wild animal and die."
But that just makes me question... Do people who use this logic likewise mod their other tough survival games?
For instance in Don't Starve do you play with a mod that shows movement of every dog or Krampus on the map when they're coming for you?
In Project Zomboid do you have some kind of mod that allows you to see through curtains and doors while blocking you from sight of the zombies?
When you play Teraria-esque games do you have a minimap of every biome?
The thing with how those games are designed is that there's a hurdle of learning what is risky to do and what is safe. There are always cues for you to know such as the environment changing and sound effects. There is an element of bad luck when you die to things, especially as an experienced player but that's nothing compared to roguelikes!

Secondly, the somewhat feasible argument is tracking communal tool location/threats
In many ways that holds water, however the social experiment side of things of this game and its concept is how it effects how you trust other random people who you have next to no ability to detect who they were in their previous lives. In the case of severely problematic players the curse system balances it, as for something like a bear - players can warn others pretty quick.

I have never modded any other survival game. In don't starve, for example, if you get killed it is your fault for lack of skill, whether by a player or animal/monster. Death can always be avoided in that game, so I'm not sure it is the best example.

I have also never modded another game that involves people competing against each other, like slither, mmorpgs, don't starve etc. With the exception of maybe graphics mods, it feels like cheating to use them. In this game, with the exception of griefers (who most likely use a zoom mod themselves), there is no disadvantage to other players when I use a zoom mod.

I actually haven't modded any other game that involves an element of chance. Most other games I have played implement this well. I don't really believe this example is. In my mind, it would be like playing flappy bird (chosen because most people are familiar with it) and having a random chance for a lightning strike to come out of nowhere to kill you. Now I'm wondering what is wrong on my end that prevents this "ambush" from being preventable, as it seems you guys aren't as affected.

I guess I will accept that my reasoning won't be well accepted, and I may not be helping zoom mod any by mentioning it. Again, I did EVERYTHING you guys have mentioned. Nothing prevents an animal from killing me from the top/bottom of the screen.

Maybe my problem is that my screen is very rectangular, so the distance between the top/bottom of the screen and my character may be shorter than most? I've never used a screen with different dimensions in this game, so I am unsure how it impacts the view.

On that note, don't people already have different view distances depending on the dementions of their screen? If not vertically, then definitely horizontally. If horizontal distance is the only one affected, then my horizontal view distance may be close to someone with a square screen using a small zoom mod. If vertical distances are affected as well, it could explain why I'm screwed when it comes to animals killing me from the top/bottom of the screen. Then again, I am unsure about the dimensions of your screens. Either way, now I suspect something is wrong on my end. I will experiment to pinpoint the problem.

#81 Re: Main Forum » [DISCUSS] Zoomed Out FOV mod - discontinuation? » 2018-10-11 22:23:22

Sovietico21 wrote:

There are biomes where there are no dangerous animals, the green, yellow and snow areas. Plus when on swamp, dessert or tundra, then walk slowly, i travelled lots of km without getting hit by anything, done a lot of eve runs without it also.
Its not that hard to not get hit by an animal.
Sometimes you will get hit, thats the point, thats the rol dangerous animals fulfill. But if you know what you are doing then those will be the less.

I did all that. There is always a slight lag in this game for some reason. I know it's not on my end either. Lag plus animal coming at you equals death every time. Animals can travel across biomes as well, so it is possible to run into them elsewhere. It has happened to me. It is great that you can handle being killed by complete chance, but I can't. In my mind, if death can't be prevented by skill in some way, there is a problem.

I have to admit, I rarely got hit myself, but when it happened by complete chance it just ruined the game experience for me. I would be okay if I got hit while actively trying to avoid the animal or when it jumps out from behind a tree. That's fine, the fault lies with me in that case. But when you take all precautions and still die because it suddenly appeared seemingly out of nowhere from the top/bottom of the screen, there is a problem.

#82 Re: Main Forum » [DISCUSS] Zoomed Out FOV mod - discontinuation? » 2018-10-11 21:55:35

Sovietico21 wrote:

This, exploits and cheats like this should be always banned, Jason has taken the path to complice with the people that want everthing fed to their mouth, donkey town is an example of this policy and bias. If game is meant to be fair and challenging and donkey town was just a step in that direction then this should be banned at all cost.

I am fine with games being challenging. I love a challenge. I am the kind of person who dives headfirst into the hardest mode offered when starting a game.

The reason I use zoom mod is because animals coming out of nowhere can't be considered a challenge as there is nothing I can do to prevent it, as I said in my post. If that one thing could be fixed, I would have no reason to use a zoom mod. Maybe add animal tracks to tell you one is in the area so you can find another way around? Just something so I don't die in a random 'lightning strike from God' kind of way. I already avoided areas with a lot of trees and kept a close eye out, but it wasn't enough. There was never enough time for me to act. I see the animal and I'm dead. I should be able do something to help me live before I die. As it is, skill doesn't come into play when an animal goes after you from the top/bottom of the screen, and that is a game-breaker for me.

#83 Re: Main Forum » Lets just stop » 2018-10-11 13:20:14

What's wrong with XD? It has been the emoticon for laughter since long before emojis were a thing. Would you prefer lol, haha, or rofl instead?

And just in case you didn't know, calling someone a c*** makes you look far more like one than whoever you are accusing...

#84 Re: Main Forum » [DISCUSS] Zoomed Out FOV mod - discontinuation? » 2018-10-09 05:08:27

I was really hesitant to use the zoom mod at first. I put off trying it for a long time. While I love mods, I usually never use them in multiplayer games. It has always felt like cheating to me. And then there was the fact that Jason didn't actually endorse it.

I finally gave in and gave it a try after dying AGAIN to some animal who appeared out of nowhere from the top/bottom of my screen. You see, the distance between the top/bottom of my screen and my character is a very small distance in the unmodded game. Maybe only three tiles? Dying in this case had nothing to do with my skill or lack thereof. Add in a split-second lag and by the time I see the animal, I am already dead. This makes the game unenjoyable. In fact, it's absolutely infuriating. I had no control over whether I lived or died. It's even worse if I happened to be the only girl. My entire community would die because of something completely out of my control.

Is this Jason's vision? If so, I'm sorry to say, but I reject it fully. I just fail to see how this short range of view adds anything to the game. As I see it, Jason is choosing his vision over functionality. That is a very poor marketing strategy in my opinion.

I'm unsure if I could go back to playing without a zoom mod. If Jason is insistent that a zoom mod not be used then I will respect that, but I may do so by dropping the game.

#85 Re: Main Forum » Partial Solution for Suicide Babies » 2018-10-06 22:58:53

Preventing the % quit in the game won't solve anything for Windows users as they can always close the game through task manager.

#86 Re: Main Forum » Natural disasters » 2018-10-02 00:52:47

Potjeh wrote:

Crop blights, to punish over-reliance on a single food source.

What about locusts? They could move like any other animal and destroy the crop they land on, similar to sheep eating carrots. Their movement speed and distance should be low though, to help prevent plague-level destruction.

It would definitely make things more interesting.

#87 Re: Main Forum » MY Issues and Suggestions for the game from a new player » 2018-10-02 00:06:53

To show how odd the communication in the game is compared to real life, here are some comparisons based on my personal experience with over 40+ young children. (The age ranges I will give are averages. All children are different)

Single Vowels:

A Newborn to about 3-4 months of age will only be able to speak single Vowels. They may add in a soft consonant every once in a while.

A baby of this age in the game can only speak one letter, so pretty similar right here.


Syllables:

At about 4-5 months of age, a baby will start speaking in syllables, usually ending in a vowel. This is when they may start saying ma and da, even if they don't know what it means yet.

In the game, a baby of this age can only speak one letter.


First words:

At about 6-11 months of age, a baby will start speaking full words. They love to mimic language at this age. The more you say something, the more likely they will be to repeat it. It can be really cute. I remember one baby I watched that got really excited (big smile, laughing, jumping up and down) every time she saw my cat. We of course encouraged this because it was so cute. Her first word at 6 months was kitty, even before saying ma or da.

In the game, babies can still only say a single letter.


Mimicing continues:

From 12-18 months of age, the baby continues mimicing others. This is usually only one or two words at a time. They will usually have commonly used words down well (mama, dada, baba, food, out, down, up), and try to mimic words they don't know as well.

A baby of this age in game can only say one letter (I think. Maybe two)


Short sentences:

The age range really starts varying at this point. Somewhere between 18 to 30 months(1.5 - 2.5 years) of age, the toddler will start speaking full sentences. These sentence are usually short and use simple words. A 20 month old baby I know recently said "No touch [name]'s computer." They usually repeat things they hear often, mimicing short sentences.

A child of this age in the game will only be able to say one to three letters (again I'm unsure. I never paid too close of attention and avoid talking at this age if I can)


Full sentences:

Between 2.5 to 4 years of age, a child will start speaking full sentences. They may make simple mistakes, such as using incorrect tenses and butchering long words, but they are pretty fluent. There is really no limit to sentences length at this point. They can keep talking and talking until they run out of things to say.

Children of this age in the game can only speak up to 4 or 5 letters.


So basically, it takes 59 years to reach the language skills of a 4 year old in the game. In fact, I believe a four year old can speak better. An elder in this game may be more on par with a two year old. It's odd that communication is so limited in the game, especially considering how community based it is. It really hinders gameplay.

#88 Re: Main Forum » do people actually follow created religions? » 2018-10-01 21:51:54

I've seen a couple really nice altars that lasted for quite a long time. The religions/cults they were built for died long before the altars themselves though. I don't participate in cult roleplay, so I never knew much about them.

#89 Re: Main Forum » How to curse players with a roman numeral in their name ? » 2018-10-01 17:27:50

You curse them with the name exactly as it is written.

So to curse a player named Sally West lV, you would say "curse Sally West IV"

Always include the Roman Numerals if the name has them smile

#90 Re: Main Forum » MY Issues and Suggestions for the game from a new player » 2018-10-01 06:26:47

FeverDog wrote:

I'm procrastinating with the smithing because man that's a hell of a lot of steps.

I did the same thing as a new player. Just a tip, shadow someone smithing (be sure to stand out of the way) and then practice in the tutorial with the onetech tech tree to help. This way you can practice without worrying about the rush and accuracy needed in the actual game. I learned to smith this way smile

#91 Re: Main Forum » MY Issues and Suggestions for the game from a new player » 2018-09-30 05:18:58

2laughor2cry wrote:

Simply and bluntly put, at the age of ten, if you are working then there is little to say.  Full-immersion roleplaying is for those that have been in the village long enough to have something valid to say and have actually LIVED.  I doubt a ten year old (who has been in the civ for thirteen minutes) has that much to say that will ADD to the civilization.  So sorry, but I don't even listen to babies.

But people are reborn into towns pretty often. There have been times when I am born back into a village shortly after my last life there and have info about the village and surrounding area that the current generation would benefit from knowing. I then have to suffer typing this information one or two words at a time. It's rather annoying.

Children in real life start speaking full sentences at about 1.5 to 3 years of age. I find it odd that the people in this game are forced to live their entire lives with the linguistic skills of a toddler.

Also, limiting communication in a game that intends for the experienced players to teach the newer is an odd decision. This is something that should be fixed before the game is put on steam. Either allow better communication in the game or create better resources to teach new players how to play.

#92 Re: Main Forum » Windows 10 files must be read only? » 2018-09-28 22:54:24

Gordatron2000 wrote:

okay NOW after I log in after the map is loaded the screen just sits there, black with white text, until it tells me I died when I was 15 from starvation, then it prompts me to restart the game. thats all it does.

When you say the screen is "black with white text" do you simply mean the loading screen, or something different? Are you sure the game has fully loaded? When entering the game for the first time, the map can take a long time to load. For some, it might take long enough that you starve before it loads fully.

Are you sure your computer has good enough specs to run the game? Maybe you can try pausing or closing unnecessary things running in the background. Or maybe try changing your power plan to maximize performance (You can do this through the control panel). Are your drives fully updated?

Did you place the files in program files (x86), or a new games folder? The program files and program files (x86) folders can be iffy in my experience (at least in Windows 8 and windows 10).

Have you tried troubleshooting compatibility on the exe file? What about running it in compatibility mode?

Sorry I can't be more help. I sincerely hope that someone with more knowledge of Windows can help you.

#93 Re: Main Forum » Windows 10 files must be read only? » 2018-09-28 10:14:58

Have you tried creating a games folder in your c drive and putting it there? You could also place it in program files (x86). It might solve your problem

#94 Re: Main Forum » Windows 10 files must be read only? » 2018-09-28 10:08:20

I play this on Windows 10 myself and have never had any problems. Where did you put the game files?

#95 Re: Main Forum » USEFUL UPDATES! » 2018-09-27 23:34:59

Anything to free up clutter. This includes more stackable items (iron bars, seeds, crops), better storage options (food barrels, silos), moveable/decomposable animal corpses, etc.

Seriously, my favorite update by far was when plates, bowls, steel ingots, and baskets became stackable. I was amazed by how much more productive it seemed to make towns.

#96 Re: Main Forum » Don't make oven base pens, make adobe half walls. » 2018-09-27 00:11:47

Anshin wrote:

FREE RANGE SHEEP. Seriously. All this pen nonsense over nothing.

But then you have to pen the carrots...

#97 Re: Main Forum » Mallet + stakes = floor stakes, for road building » 2018-09-26 19:36:18

sanchez wrote:

Just let me hit the whole tile where them stakes are at

+1

Been one of my biggest pet peeves since day 1

#98 Re: Main Forum » Stop making lazy sheep pens. » 2018-09-26 07:38:22

pein wrote:

i thought the same thing but they can go from any middle tile to any straight and diagonal direction so if you only block corners they can go out near it diagonally, just check on my secodn picture when its on left bottom corner and goes to right bottom corner, it needs walls all over the sides

I knew I was missing something!

In that case, you only need the corner walls to be four tiles in length. Any longer and it would take the sheep more than four spaces to cross diagonally. This is something I'll keep in mind if I make a pen bigger than 4*4. Boxes would make an excellent wall in this case. It would provide a lot of storage for the sheep and farms.

I like the idea. I could see it being built over a couple generations or with group effort.

#99 Re: Main Forum » Immigration (new concept) » 2018-09-26 07:29:45

helloworld wrote:

Your missing the point. I say immigration, But really is a male finding a wife (which is part of creating a family). While also solving a problem of males being helpless to situation like no female girls being born (or all males).

But, i think what ur trying to say is "parenting" which is advertised by Jason (not family).

Population control is not very good argument against this idea. cause a single female can give birth to infinite amount of kids (as far as im aware of). So having a lot of female doesn't change overpopulation.

The few dynamic change this will bring is

1: less parenting due to more % of (adult spawn)
2: Male becoming more useful to survival of lineage (no more "sorry need girl comment", or "come back as girl")

Honesty is just a concept, But your opinions are not criticism -_- (cause your argument has nothing to do with the point, I'm bringing up).

It didn't occur to me that the immigrant was supposed to be a wife. I guess that makes more sense.

As for population, I still have to disagree. The issue isn't that woman can have an infinite number of children, it is that a child can only have one mother. By making males able to spawn in players, you are essentially adding more 'mothers' to the game. The more 'mothers' a town has, the more likely that a player will spawn there rather than somewhere else. This means that players will be even more likely to spawn into towns than to eves. Now, I am unsure of the exact consequences of this, as I haven't looked at the code myself, but I am pretty sure this will make the population of towns increase far more exponentially than they already do.

#100 Re: Main Forum » Stop making lazy sheep pens. » 2018-09-26 07:06:06

If I'm not mistaking, sheep can move diagonally, horizonally, and vertically, but not in L-shapes, correct? So would it be possible to make the center space plus the vertical and horizontal spaces, then put some barrier(adobe base, corner wall, ect) at the corners?As long as you block the corners so they can't move in their diagonal paths, the corner sections are unneeded, right? Or am I missing something?

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