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#76 Re: Main Forum » We can feed babies forever... » 2019-11-14 20:37:40

Long hugs are good*

*Only works if the other hugger wants the hug too. They can refuse by jumping out when they're big and then you can't pick em up anymore

#77 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 20:21:38

StrongForce wrote:

Wild ones yes, but are tamed ones too?

Yes thats why you don't need a fence if you have a tiny piece of biome (without more of the same biome a horse jump's distance away)

Edit: added the quote

#78 Main Forum » Trading for food instead of (indirectly) for water » 2019-11-14 20:10:09

Kaveh
Replies: 0

I posted this in a diff topic but it got buried, would like some opinions:

Right now Jason is looking into making the journey to keep getting water harder by adding in specific constraints per family/race. Getting rubber and oil are needed for water, but I would say this isn't very realistic at all when compared to the real world. Yes, these things can help get more water from the same spot, but if people are in desperate need of water, they'd be much more likely to move away than trade for it.

How about trade not being necessary for water, but for different types of food and progression through that? Seeds would be a cool AND realistic thing, with lots of ancient civilizations trading seeds for precious/luxury goods to improve their situation.

------

What/How
- Only person w/ certain skin colour can pick the seed off of a certain wild food
- When that seed is planted by a person with a diff skin colour, it grows, but has a chance of not yielding any new seeds- meaning you can run out and have to trade again. The idea is that they're just not as good at farming this stuff.
- Each skin colour gets a seed that is vital for progression (i.e. wheat, carrot, berry), but can survive without it although it may be a bit more of a struggle

To combine points 2 & 3 domestic berry bushes should perhaps die (meaning you need to plant new ones like w/ carrots and wheat)

Be aware that people can still get the wild FOOD, just not the wild SEEDS. This allows them to scavenge some stuff at the start, but eventually resources die out and they gotta find people to trade with to really progress. This puts some constraint on progression, but not on survival as an Eve/early town. Surviving without these seeds is definitely possible, but after a while and especially when towns grow it'd get a lot harder, compost being the big big issue along with nutritious food and food diversity.

------

You get the bread bakers, carrot crunchers and berry bellies. If anyone wants (more) sheep, pies or compost, they better trade some seeds. However, surviving without sheep/pies/compost is possible through some hardship.

Perhaps each skin colour has some of the non-vital seeds as well. Biome-specific could work if carrots and wheat are separated. Perhaps each skin-colour can eventually also get a unique skill (making coloured clothes, making a special type of bag, w/e) to have unique non-food products they can trade for seeds.

------

Why?
- It's historically accurate.
- To enforce trade without being completely dependent on it. Trading is better for survival, but not necessary. Living in a multi-culti town is better for survival, but not necessary. This type of trade would make the game more interesting for a town full of advanced players, yet not impossible for a town full of newer players. People are more likely to WANT to trade instead of being FORCED to do so.
- The constraints could develop into different/unique playstyles for different skin colours, especially early on. With more different seeds for each skin colour, different types of food would be common in different towns.
- You don't need to hectically search for other towns (without a horse).
- There are different paths to success and fewer opportunities for griefing (than when people can't touch stuff in certain biomes).

#79 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 18:15:38

How about trade not being necessary for water (which is a bit unrealistic anyway, people are more likely to move in search of water than trade), but for different types of food? Seeds would be a cool AND realistic thing.

HARD VERSION
- Only person w/ certain skin colour can pick the seed off of a certain wild food
- When that seed is planted by a person with a diff skin colour, it grows, but has a chance of not yielding any new seeds- meaning you can run out and have to trade again
- Each skin coour gets a seed that is vital for progression (i.e. wheat, carrot, berry), but can survive without it although it may be a bit more of a struggle

To combine points 2 & 3 domestic berry bushes should perhaps die (meaning you need to plant new ones like w/ carrots and wheat)

You get the bread bakers, carrot crunchers and berry bellies. If anyone wants sheep, pies or compost, they better trade some seeds. However, surviving without sheep/pies/compost is possible through some hardship.

EASY VERSION
Same but the seeds aren't vital, just for yum things

Edit: Be aware that people can still get the wild food, just not the wild seeds. This allows them to scavenge some stuff together, but eventually resources die out and they gotta find people to trade with

#80 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 17:57:12

An interesting thing about trade is that afaik in ancient civs people didn't generally offer to trade anything that was vital to them. It was about either luxury items or something that they had a surplus of and the other not enough. Why trade stuff away if you don't have enough of it to begin with? You'll eventually need it yourself.

Trading away oil is the one that makes the least sense there. Yes, you need rubber, but your oil runs out fast enough without another family using it. There's way more rubber trees/palms/sulfur spots/iron mines than tarry spots, and that doesn't even factor in the amount of effort it takes to actually get that oil out of the ground. Oil is much much more precious than the other things, meaning they might be able to get the rubber they need, but they have no reason to give their oil away after that. And those people get the gold too!

#81 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 17:39:57

jasonrohrer wrote:

When was the last time you saw a dachshund or chihuahua dog in the game? They are very cute!  Certainly they bring players "pleasure."  But you never see them in the game, because there is no "point" to them.  Which means, essentially, "they are not necessary or helpful for survival," survival being the core challenge of the game.

Not that I disagree, but, yesterday (old chihuahua struttin around the kitchen).

Dogs do lose appeal because they're high effort and give pleasure for a very limited amount of time compared to anything else. That doesn't mean nobody does it anymore. There's always people who haven't done it yet and want to try it out, or people who will breed some dogs just because they haven't seen them in a while. They're still special.

Other stuff that's also 'not necessary/helpful for survival' is different clothes. Something like a wolf hat doesn't really have any use beyond looking AWESOME, and it's never stopped doing that. Newborns will often move towards a certain piece of clothing they'd rather wear, even if it isn't necessarily better. They like wearing different colours for shirt/shorts/hat, or an all rabbit fur outfit, or a special type of hat.

I mentioned before that I really like the idea of only one family being able to dye clothes, so Ilka saying families should have their own specific products makes sense to me. In ancient civilizations people traded things like feathers and beads, not because they're useful, but because they're pretty. Stuff like that can be valuable.

#82 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 12:19:57

I think the only towns that'll survive will be the ones where different families live together and therefore avoid trading / circumvent the new constriction altogether.
This system doesn't encourage trading, it encourages living together. I'm not saying that's BAD per se, it's just a different thing.

Something I also wonder about is how well those multiculti towns would work. Someone is working on a newcomen well and needs rubber, so asks at least one other person to get some stuff for them. The other person: nah I'm making carrots rn.
Especially at the start people won't even realise that they may be the only one capable of doing said task, but even if they do, they may not feel like it, not have any tool slots left for a knife or just not know how to do it in the first place (smallest problem cuz you can explain). Would it turn into a case of "if you do x for me, i'll do y for you"? How do you even balance the effort? It can't be like "yeah I'll give you my cute coloured hat if you stop doing what you're doing for 5+ minutes and travel out of town to slice up a tree for latex and get some palm kernels too". A lot of people won't realise rubber is actually necessary and just keep doing what they're doing. There's nothing you can give someone to make them basically quit their own project for an extended amount of time (in a game where time is very limited), unless they already realise it's important.
All I can see happening is running around town while spamming the message 'need jungle peep for rubber' and hope one of them steps up to do it.

Time is the most valuable resource in this game. That's why traveling to find other people, looking for them in town or even being forced to talk about things gets people annoyed. It wastes too much time that could be spent more efficiently on other things.

#83 Re: Main Forum » by the village for the village » 2019-11-14 11:48:45

If someone is 'cranking out pipes' bet your ass I'm not bothering them for a hoe.

Asking for a hoe doesn't take just 2 seconds, it means turning iron ore into wrought iron and then steel ingots for which more coal is needed too. Yeah, they may currently have a bunch of ingots and you just have to slam em with a hammer, but they probably NEED those ingots! Making a hoe for you means they have to go back a few steps after that and make another ingot for their own project which takes quite a few steps and is really bothersome if you only have to make one.

Anyway, what I'm trying to say is, even if you decide to make the hoe yourself: don't just assume you can take some ingots and turn a few of them into tools if someone is working on advanced tech. Also don't take every iron bar since it might be for the newcomen stuff needed for the oil pump or distilling. They need those things even if they're not currently touching them. If they don't have time to make your stuff, ask if you can use the resources first. Using untouched iron ore is generally fine unless there is very little of it left.

#84 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-13 22:49:18

Oh what I also wanted to say: I do really like the idea of the desert people being the only people who can dye clothes. They'd be a colourful culture compared to the other people who can only wear white clothes and fur at the start.

I guess the reason I like this better is cuz it isn't anything completely necessary for survival, yet very neat.

#85 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-13 22:43:46

jasonrohrer wrote:
Kaveh wrote:
jasonrohrer wrote:

Maybe:

  • Iron veins may move to desert

What? People can't even build a well without a shovel

Not surface iron.  Iron veins for mining.

Aight that makes more sense. What if other ultra-necessary things like the ingredients for rubber can be found in other places in limited quantities as well? Or some other replacement for the rubber needed for a newcomen (whatev, slap a snake skin in there or somethin)? I'm personally okay with needing to trade/work together for oil or a lot of iron, but I think trading in specific should only affect the development of towns at a later stage, not early on.

If trading is necessary from the start, it'd make more sense to be a nomad Eve than actually start a town anywhere (depending on the colour of your skin). Moving in together and starting a bigger town would make a lot more sense than 'trading' too. In that case you could even force something like pale people being the only ones who can start a well, so the other families will HAVE to move there. But then why would you care more about members from your family (that is, cousins, aunts, the ones that don't affect your score) than from a different family? Someone with a different skin tone would be more useful than your aunt.

#86 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-13 22:23:56

This feels extremely limiting tbh. I understand certain people being BETTER at things, but not them being the ONLY ONES who can do these things.

Black/brown people could have better heat resistance, white people better cold resistance
Black people are better at mining iron (if in desert), white at getting oil (if in snow), brown at getting rubber/palm kernels. Bigger payouts, less effort or tools needed, that kinda stuff.
Maybe add a food to snow biome and make it so black people are the only ones that can eat cacti fruit (otherwise its a - instead of + on pips, so eating one is always a bad idea and can even kill you on low pips), brown people are the only ones that can eat mangoes, white people are the only ones that can eat.. some type of snow-berry

#87 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-13 22:16:00

jasonrohrer wrote:

Maybe:

  • Iron veins may move to desert

What? People can't even build a well without a shovel

#88 Re: Main Forum » Coming soon: Character skills (tools) » 2019-11-13 22:04:02

DestinyCall wrote:
Kaveh wrote:

How is lasso annoying?

Have you ever used the lasso?     It is very annoying.

I have, so that didn't answer my question lmao

#89 Re: Main Forum » Coming soon: Character skills (tools) » 2019-11-13 20:24:59

How is lasso annoying?

Tongs being a tool feels silly to me too. Oh you need to smith something? Use up two tool slots instead of one like every other task where at least you have the option of splitting the tools between you and another person if it requires more than one tool.

#90 Re: Main Forum » Delay when tearing things down » 2019-11-13 19:58:17

DestinyCall wrote:
jasonrohrer wrote:

Killing domestic sheep is now hungry work.

Shearing sheep should also be hungry work to discourage lazy people from just constantly feeding and shearing adult sheep to avoid being the one that has to kill them.

Disagree.

1. Perhaps that someone doesn't have a knife
2. Perhaps that someone doesn't have a tool slot left for knife. When making clothes they already need shears, loom, needle & thread, shovel to get the dung out, possibly hoe for more carrots. Not a lot left at that point, especially if they helped out somewhere else earlier.
3. You need to shear 12 sheep for 1 set of clothes. That'd be 48 mutton and a LOT of wasted food pips. Already learned all those tools, guess I'll make some more clothes. 2, 3, 4 more sets? That's a crazy amount of mutton. Sure, make sure there's SOME meat, but it's fine feeding adults sometimes tbh.
4. Having both shearing and killing be hungry work would be crazy, nobody would want to be a tailor

#91 Re: Main Forum » What happened to danger in this game? » 2019-11-13 18:29:09

OHOL players in the rift: WE WANT FREEDOM
OHOL players w/ freedom: WE WANT THE RIFT

Anyway, put effort into growing your towns. Travel east to find others.
Perhaps eve spawns can be slightly closer to each other to introduce more interaction with other families?

#92 Re: Main Forum » [Suggestion] "My family has..." » 2019-11-13 18:17:32

Gomez wrote:

Honestly do inventory of village and you will find something that needs done...start with food.  A lot of food means someone cooked recently.  Missing tools? smith some. No discs? Go saw some butt logs.  No drilled disc? go flint tipped bow drill etc.  Food and wood are the foundation of the civ so start there and work up the tech tree.

Doing a water food and tool inventory when I spawn is usually my road map to wtf needs to be done.

Same here, I decide what to do based on what is/isn't there.
Main questions for me (from most important to least important):

1. Are we on the brink of starvation?
2. Can I upgrade the current well / improve the current or future water situation?
3. Do we have enough compost / firewood / food to be comfortable for a while?
4. Are a lot of people naked?

If any of those questions requires attention, I'll see to it. If not, I just chill, build, RP, whatever.

#93 Re: Main Forum » My cute lil farm pen design + story » 2019-11-13 17:58:40

There's one pen design that really stuck with me when I saw it for the first time. This was before property fences were a thing, so the fences were all wooden. Made a quick schematic representation of it:

UwGbhUu.png

A few pieces of the northern wall of the bakery were torn down and replaced by boxes, in which a lot of mutton could be stored. The other side of the pen had boxes for removal of sheep bones/wool and the tools were stored there too. I forgot to draw one handle on the bottom left of the pen, but basically it was two gates on either side w/ a berry bush in between (the bakery side had a regular door and then a gate). The double gate thing was pretty common back then but I haven't seen it much lately. Someone leaving one gate open wasn't an issue like this.
Bottom left is a nursery with a fire, the other orange/hurting ur eyes thing is the oven. There were more boxes in the bakery but that doesn't really matter so I didn't draw 'em. Wheat was planted south of the bakery, with the rest of the farm & town being to the west. Very nice place. Pretty sure it had a path of cut stones around it too.

#94 Re: Main Forum » Wallshelfs the best thing we didn't know we needed » 2019-11-13 17:27:08

DestinyCall wrote:
Saolin wrote:

2. Wall boxes are accessible from both sides of a wall.

I think of it as a feature, rather than a bug.   You can build wall boxes to transfer food and supplies through the wall while maintaining internal room temp.

Agreed, if you want to lock something in a house just don't put it on a shelf :shrug:

lilo wrote:

I like this shelf addition, i hope that we are getting new things to build, i would enjoy having a house with table, chairs, bed, sofa, baby cribs(those ones could even be funtional), or even decorative items like curtains, rugs, vases, tapestry etc.

Baby playpens! Yes!

lilo wrote:

About the walls i think its very unrealistic that you cant build wooden walls easily, when in real life it would be the easier material. If you want to keep the pine walls as something hard to build for realistic reasons, you could add a diferent type of wood wall easier to make: for example done with the same boards that you can use to make the wooden floors. It makes no sense that you can make wood floors and doors for cheap but not walls.

Also you could add a new material construction like brick walls, that way the wood frame you now use for the pine walls would have another use(to make bricks ading clay to it) and then build the house with the bricks making it durable without having to use plaster.

We definitely need 3 types of houses for the I HUFF AND I PUFF AND I BLOW YOUR HOUSE IN thing.
Wait, can we have hurricanes?? Or other random natural occurences??

#95 Re: Main Forum » Delay when tearing things down » 2019-11-12 23:32:41

Bremidon wrote:
fug wrote:

Hungry work for smashing stone walls

I like this idea as well.

+1

#96 Re: Main Forum » What happened to danger in this game? » 2019-11-12 23:31:38

Interesting. Yesterday I actually mentioned to a friend that I'm glad OHOL feels so much less bland now. The rift was fun to me for a while. Wars and trading were cool but eventually it all became the same old, short arcs that all started the same and ended the same.
Being outside feels much more open ended. Problems with resources will be there eventually when towns start growing more. I'm really excited for traveling east to find old civilizations and trying to build them up again. It's neat.
Danger is still there, but less in the form of other people going around killing (which to me felt like more of a nuisance than real danger, tbh) and more in the form of running out of water or maybe bears running around. Raids could also still happen if a group of people gets on horses and travels to find other towns. Shouldn't be that hard since we know the Eve pattern.

#97 Re: Main Forum » Listen to your baker folks » 2019-11-12 23:20:48

Tipy wrote:

I think you were (...)

Whoa whoa. Lemme quote OP

Bremidon wrote:

Just to be clear: everyone in town doing something productive is important.  I'm not saying the baker is "better" or somehow "superior".  It's just the nature of that particular task that makes the baker a central information hub.

Nothing about bossing around or killing people who don't listen. Just that bakers have a good overview of what's going on.
A baker doesn't necessarily know how to play the game, but if a baker is an experienced player they may def know the state of the town and what's needed to (indeed) maintain it. Can't progress a town if nobody survives.

Anyway I also wanted to reply to this (whether or not it was OP or not)

Tipy wrote:

You stabbed my ma because she was standing in the bakery and not listening to you. I healed her and then you hid pads stabbed her again and called it ''control'' so I killed you until you stabbed someone else for being on the kitchen and ruining your order.

Reminds me of when I put my gathered 2x latex, 2x sulfur and 2x palm kernels in the bakery to make 2 rubber tires for newcomens (one needed immediately for the well, the other for later), and then the baker lady carried all of it outside with the statement "I'm baking here". The kitchen was small but there was more than enough space for my stuff. Me saying that I needed the oven for this stuff didn't help. Me saying that I'd help her bake her pies first so it'd be faster didn't help. She was insistent on having the entire kitchen to herself.
After a while she left for a bit to go eat (no food in the building at that point), so I put my stuff back and went to get fire. We needed the well! Water is life! When I came back she had loaded all my stuff in a cart and taken it outside, hiding all of it behind several trees quite far away from the village. I found her after a while with one bowl of sulfur left in the cart, and got the village to help me search for the rest of the stuff, notably the two buckets. I told her she shouldn't hide things and then she called me a griefer. Eventually someone else killed her, but I wasn't able to finish the tire.
Sad life when your baker is a narcissist.

#98 Re: Main Forum » [Suggestion] "My family has..." » 2019-11-12 22:57:49

How would it help though? It'd only save you from asking stuff if there's no one with the skill at the moment.
If there ARE people with the skill, you'd still have to ask around to figure out who that actually is.
Plus, if 5 people can use an oven, that doesn't mean baking is being taken care of rn

#99 Re: Main Forum » Wallshelfs the best thing we didn't know we needed » 2019-11-11 18:37:30

It would have to be cheaper than adobe wall at 2 clay + 2 reed/wheat, which is tough.
Good thing is that clay, reed and wheat can be used for other things, which increases their value. Can't just use it all on a house if other things are needed first.

Pine needles aren't used for anything else, so that's a good start.
What if you'd build on top of property fences? So the property fence is there, then add another branch (curved or yew or somethin, or even just an extra click w/ the property fence twigs to build it higher) and then pine needles to close it for insulation? It could all fall apart the same way property fences do. Edit: Or when it falls apart it turns back into a property fence that needs to be fixed, as if the needles decayed but the base is still there.

#100 Re: Main Forum » Plant pine trees » 2019-11-11 17:40:15

jasonrohrer wrote:

Yes, just like real life, with softwood tree farms.

Though pine isn't used for firewood in real life.  I'm not thrilled about that inconsistency.

What if pine gives multiple logs / no firewood so it's the best tree for planks?
Can still throw a log onto the fire in a pinch

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