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#76 Re: Main Forum » Ideas for Radio Communication (Spoilers) » 2019-01-13 20:28:17

The main issue I have with this update are the people that think they are oh so clever using a translation service.

If you don't actually learn morse code and read/write it yourself, let this nonsense be, please!

#77 Re: Main Forum » Idea: Parrots » 2019-01-13 12:00:20

MultiLife wrote:

I'd rather have it so that if a town plants a jungle tree and leaves a seed bowl on its roots, it'd have birds move in like cardinals do with pines, and we'd get nice birdsongs in the surrounding area as long as the seed bowl is replaced in xx amount of time.
That'd give us some more nice background sounds rather than a parrot who repeats swearwords every 15 seconds (just expecting the obvious).

I also rather have parrots in the wild than dying on a branch as a pet. Also in real-life.

I agree. i agree

#78 Re: Main Forum » Idea: Parrots » 2019-01-13 11:08:05

and/or constructive criticism. and/or constructive criticism.

#79 Re: Main Forum » Why do people think making the apocalypse is griefing? » 2019-01-13 07:52:33

BlueDiamondAvatar wrote:

CE!  That explains it, the "last seven days" is only calculated when the server is reset.  So even though there are about ten days that San-Cal is missing every two weeks, those days are always broken up by the server reset

This isn't the true conclusion, if it were like this, mapCellReseting won't work at all, and I can confirm you it does. Most likely San-Cal just gets viewed every now and then, by it's prominent position in the eve-spiral... which seems not to be moving much in reality.

The server uses the wallclock time to remember the last time a cell was seen, and on startup resets any cells that weren't seen for 7 days.

So this means effectively, the time is larger than 7 days. It's 7 days + next Friday/Saturday reset. But if it isn't seen by then, it is gone.

#80 Re: Main Forum » Triangulating » 2019-01-12 20:33:13

pein wrote:

you got no way of knowing what server are you on unless you been there

As far as I recall the client writes in it's stdout log to which server it connected. But it can be difficult to find. Or lost.

#81 Re: Main Forum » Why do people think making the apocalypse is griefing? » 2019-01-12 20:21:43

PS about apocalypse houses... you don't need to break in to stop the apocalypse. Just block the one door with three bell tower bases and it's off-limits, forever (assuming the walls are ancient).

At most maybe when only half of the house gets reset by the 1 week non-view decay. But unlikely.

#82 Re: Main Forum » Why do people think making the apocalypse is griefing? » 2019-01-12 20:18:52

BlueDiamondAvatar wrote:

And lionon, Are we sure the one week cell reset is working?  Or is actually set for one week?  San-Cal has lasted months.

When the cell is not seen by a player for one week, it's contents are reset (all buildings and stuff).. When a traveler passes by, the week times is reset.

There may be very busy places... that keep alive like for a long time (also due to eve town revival which has only shortly been disabled), but I'm pretty sure there is also lots and lots of ex-town that were wiped by this forever.

#83 Re: Main Forum » Inconsistencies » 2019-01-12 19:21:20

Actually it's more likely that it is because one was added to the game way before.

#84 Re: Main Forum » Philosophy on finite resources » 2019-01-12 19:09:05

Greep wrote:

Lack of gatherable iron basically doesn't happen.  Increasing time wasted by experienced players to gather iron as iron veins dry up does happen, though.  Those people spending their lives getting iron could have been doing something highly productive that wasn't iron gathering.  And that does cause towns to die since there's usually like 3 people at most who are carrying a town.

Plus what I hate about the idea.. so I spend an hour life time to gather valuable ressources... which is not thaaaaat fun to play. But for a towns survival if thats the game, and then somebody else wastes them on stupid vanity projects. If someone wastes their own gather work, for their vanity stuff, fine, but this splits is bad. Someone does the hard work and someone else wastes it like it's nothing.

#85 Re: Main Forum » Why do people think making the apocalypse is griefing? » 2019-01-12 19:06:47

PS the apocalypse is not "good"... it's mostly unnecessary. Nocturnal infertility is the biggest civ killer and the one week cell reset will then remove old towns anyway...

#86 Re: Main Forum » Message to Jason about new update » 2019-01-12 19:03:51

For me it depends if he wrote the message himself or used an online translator. The second thing would be kinda hypocrite, expecting players to learn it to use in play.

Well no way we ever gonna know tough... Maybe he did learn it once hard and is now excellent with it.

#87 Re: Main Forum » Why do people think making the apocalypse is griefing? » 2019-01-12 19:01:45

People have every right to stop you from making the apocalypse.

I don't see what the connection is to "griefing". You think anyone that stops you from doing something is it, because they think you are "griefing"?

#88 Re: Main Forum » Philosophy on finite resources » 2019-01-12 19:00:09

Greep wrote:

I also don't think Jason would agree that middle tech like this should not be worth making.  Nearly everything from the pump early on is worth building, most essential!  Every iron tool (except locks), every well upgrade, ceramics, etc.

Not quite, there is so much useless stuff... it just gets ignored by the players, since once it uses up it's novelty shine, it's just that useless and boring... and knowledge about these things is considered arcane and also uselss and some even an utter resource loss so players who are dedicate to a civ's survival might even stop you.

For example: potatos, tacos, bonsais, dogs, fishing, keys (many agree on doing in the end-effect only harm), domestic goose, pigs, crowns, cards, dice, dies, tracks, all apocalypse "magic", pine walls.

The list is huge, you just forget about this, since a few weeks after their introduction all these things are quite forgettable .. sadly.

#89 Re: Main Forum » Triangulating » 2019-01-12 18:42:37

You're mixing up things tough.

Well to assign an operator with a direction, yes you need the bell. This has nothing to do with triangulation tough. Again, the only thing you get is the distance between the other two towns... this helps you how?

And as usual you are very stubborn on the strange ideas you once set in your head.

#90 Re: Main Forum » Triangulating » 2019-01-12 16:41:00

Except there is no reason to travel form village to village. Surely you can make up one like "well restart on another place... because of griefer".. or so.

But honestly there just isn't. Also there is no reason to trade.

Also the point is, for your triangulation idea, you don't need no f*** radio. You suppose people have  a bell but need to told over radiotelegraph to ring it???

#91 Re: Main Forum » Triangulating » 2019-01-12 15:36:03

This way I don't get what the info how far the other two towns are from each other would help you.

If at all the other way around would be more sensible, if you know all 3 sides of the triangle (by them telling you the third over the radio) you could calculate the exact angle. Still wouldn't know how the triangle is positioned tough.

PS: Building a road to another time is with or without radio useless. If it's close they are 2k away. I've never seen a town live that long to get a 1k road...

#92 Re: News » Update: Radio Telegraphy » 2019-01-12 11:33:30

BladeWoods wrote:

The best part is that it only takes 20 years of your life to send and recieve one message in morse!

Hahaha, this.

Just wondering IRL, has radiotelegraphy ever been a thing? I know the SOS code was used in marine. But other than that, I got the idea that telegraphy was a thing for wire. And then they figured out the phone, one wire, and when they figured out radio waves, amplitude modulation was very quickly added to this for voice over radio. At least my idea without researching on this topic...

#93 Re: Main Forum » Ideas for Radio Communication (Spoilers) » 2019-01-12 09:21:07

This way they can deliver supplies, weapons, or females to repopulate.

Why should they, and how should they know where it comes from?

Do you have any ideas of how to use this new tech?

No.

#94 Re: Main Forum » This week's update will come out tomorrow » 2019-01-11 18:59:06

CrazyEddie wrote:

I don't have a problem at all with the dramatic and ahistorical leaps in technology and the patchwork combinations of technology from many different eras.

The art style is cartoony. Everything is highly abstracted. The technology tree exists for the purposes of gameplay, not simulation. Jason is using concepts drawn from the real world (e.g. a dramatically simplified but essentially accurate representation of making steel in a primitive environment) but is not trying to model the real world.

I think the aesthetic works fine for what the game is trying to do.

Adding to this the things might have gone differently... it's not like that "history is on rails" like some of the games suggest out there. It might have been, people discovered paper (made from wood) way earlier than they did... or gun powder much later etc.

#95 Re: Main Forum » This week's update will come out tomorrow » 2019-01-11 18:02:09

Yes, I never suggested "waiting" as research development... I just noted that there mostly isn't a feeling of development, mostly everything is available on fingertips. As you said, one can jumpstart with Eve right into iron age skipping the stone.  Yes some players don't know how, but really there isn't any real hurdle.

I agree the oil rig is actually a quite nice hurdle to overcome.

The only other one is the sheep pen (with sheep) and a shovel which jumps from nomadic style to a mostly stable settlement.

#96 Re: Main Forum » This week's update will come out tomorrow » 2019-01-11 07:47:12

I just feel that with every tech update of the game every "civ" in the game immediately jumps forward as well.. There is no sense of development of civs in the game, everything is available from start, albeit you'd need to gather some stuff etc.

There are two things that come to my mind, to one hand it's true. Actually for example the Romans could have built electric motors, they had all the materials, they just had no idea to make coils of the copper and use permanent magnetic rotating stuff to induce electricity to transport it... it's just the knowledge and understanding that was missed. Similar today, I guess probably we could do some of the +1000 years from now tech with stuff available in a contemporary hardware store if just by knowing how to put it together.  Since the characters in the game actually get the knowledge of the players they know of advanced tech even when born into a stone age village.

The other tought, since civs in the game are actually quite short lived to due nocturnal infertility.. if having some kind of "research" mechanic in the game to get a civ to another level would push much out of reach.

So I dunno, just saying I consider it awkward there is no actual "scientific" development in the game and everything becomes available from the player finger tips as soon it gets in the tech tree from every stage of civ.

#97 Re: Main Forum » Yum chain broke by feeders » 2019-01-09 18:49:09

MultiLife wrote:

I wish I could see who is starving and who is not - I broke someone's yum chain as I thought they were afking, they were holding a baby and didn't move in a long while.

Wasn't there a suggestion of a starving emotion? Sounded very sensible to me.

#98 Re: Main Forum » Yum chain broke by feeders » 2019-01-09 07:01:40

Matbat wrote:

The feeling is terrible. The intense need to stab the feeder even though they didn't know..
oh well.
I've put this up on the suggestion reddit a little ago,
experiencing accidental feeding myself as well.
https://www.reddit.com/r/OneLifeSuggest … orce_feed/

Instead of another option complicating the GUI... how about force feeding just working when you are starved? If you are yum chaining you shouldn't go into starvation...

#99 Re: Main Forum » How Many People Play OHOL and How Much? » 2019-01-08 18:03:43

betame wrote:

Not your question, but another obvious fact is the overall attrition rate can also be calculated from thundersen's graphs easily:
Whenever the total active population is mostly constant, we are losing the same # of players as players that are coming in.

Well the graph shows "new players" doesn't it? So you can't see the attrition there.

#100 Re: Main Forum » On twins (again) » 2019-01-08 08:14:43

Tarr wrote:

If Jason would just add in both twins getting cursed if one does I'm sure people would be more inclined to raise twins in the first place. As is, if your twins turn out to be bad eggs it's much more difficult to deal with two people with knives than just one.

Yes, I just posted that suggestion on reddit.

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