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#76 Re: Main Forum » New idea for killing » 2020-05-07 22:53:36

What about if the posse size needed to kill you is the number of allies you have. So if bobo has four allies it only takes the king or someone from his hierarchy to get four of his six followers to join to posse and put down the rebellion.

fighting between families could remain solo kill. So if a group from another town comes to your village you can solo kill them and they can solo kill you.

#77 Re: Main Forum » New idea for killing » 2020-05-07 20:48:54

pein wrote:

there are only bad leaders cause the requirements for becoming a leader means that you need to spend begging and threatening others to make you a leader, not like proving your skills or knowledge so you building on a meme system, duels will be even more meme than before

Not really as there would be inherent leadership and hierarchy. No begging or threatening unless you want to start a rebellion.

#78 Re: Main Forum » New idea for killing » 2020-05-07 20:26:08

Crumpaloo wrote:

Just bring back solo killing with a smarter foundation, i know this whole posse system was a big time sink but its been going nowhere for 2 whole months and people want REAL change that doesn't involve murdering eachother.

This sounds like that change we have been wanting. You should take a little time to think about the implications.
-It gives Hierarchies meaning
-it gives exiling people meaning
-It may give Home zones more meaning
-You will be able to solo kill a griefer just tell the king first.
-You may be able to solo kill other families, exiles and people not from your hierarchy when you catch them sneaking into town to cause trouble.

#79 Re: Main Forum » New idea for killing » 2020-05-07 20:10:48

That sounds good! (safety in numbers)
In the case of the group of four from your own family emerging within the home zone.
It makes sense that it would require a group of four to kill them since it is a big deal having a rebellion pop up. (requiring a town effort to stop the rebellion.)

Home zones could be an answer for when this system will be applied i.e people travelling to different towns.
(This system should only be operational within your own home zone between your family members.)
You are only safe within your home zone and are not safe from other families visiting your home zone.
Thus we should have walls/fences and if a trader does come they should be watched by a guard.
if someone from your family targets you while gathering outside of your home zones (no mans land) you should be vulnerable then too.

Also outside this system normal killing mechanics should be in place -slows ect.

#80 Re: Main Forum » Wow, posse system really worked » 2020-05-07 18:32:22

What if killing someone within the hierarchy takes a super majority of hierarchy members.
Killing someone who is an exile of the hierarchy takes three people
Killing someone who is not in the hierarchy takes only you attacking.
You can only leave or pledge loyalty to a hierarchy every twenty minutes.

#81 Re: Main Forum » Wow, posse system really worked » 2020-05-05 20:32:03

I don't understand your thought process.
If the posse system worked and murders reduced to a very low level, why would you increase posse size again so you have to get half the town involved in a personal dispute.
You added in a serious and super simple griefing method (engine dismantling), then nerfed the towns capability to defend itself against it. (posse system)
You saw the results (videos of people destroying engines, abusing the posse system & killing towns and overall murders reduced.)
Then you decided to increase the posse system to needing half the town involved.

Things were better when we could 1v1 and the murderer had a slow got a chance to explain and often got retribution killed.
- The griefer got dealt with.
- The murderer felt good dealing with the griefer and accepted their death (sacrifice) for the greater good.
- The town had the issue dealt with in minutes.
-People were vigilant of griefers because they could stop it instantly
I just ignore it now because it's too much hassle to stop everyone working and convince them someone is guilty and to join me in a posse to kill them.
The last time I tried to do that they turned on me for targeting a young boy. (I just ran away & died)

Now a griefer can destroy an engine in seconds.
Someone sees and has to tell half the town to join their posse before the griefer gets wise and griefs again and runs away.

#82 Re: Main Forum » Wow, posse system really worked » 2020-05-05 08:27:50

Yep, Take away the posse system please. The game was much more fun before.

#83 Re: Main Forum » The good bits of recent updates » 2020-04-20 08:06:59

I agree! It was a good timing to have the food nerf, now that yum bonuses don't break. I like the challenge it has added.
The towns are close enough now that its possible to travel to another town and do some good work before you die.
I like how iron has value now and tools are valuable.
I also like how every task I do in town has been of value, the food I made got eaten immediately the iron I collected has been protected and used for valuable tools.
When I make water I'm not stashing in cisterns for people ten generations ahead, the water will get used by my family or my children.
I also like how the homeland update added in making wells nearby. It's great for supplying a town with water.

Overall i think the recent updates have been positive and good step towards a challenging and rewarding game.

#84 Re: Main Forum » In this video... » 2020-04-17 08:43:06

We could handle griefers with the old system because killing happened often.
Retribution kills were possible and happened often.
Solo killing frequently occurred and people were vigilant, making pads, locking up weapons.

Now killing happens rarely and when it does it kills the whole town like what happened in the video (A team of griefers).
We cannot mount a defence because they can zoom out see us warning people and hunt us down.
Usually the best defence in that situation is to run away and wait for them to kill off the town, get bored and die before returning.
However the homeland update has made that harder as we cannot have kids outside the homeland, thus we get old with no kids before they die out.

Having property fences to deal with inter-family griefers is not the right answer, as the griefers are planned to receive the gate access anyway.
Would an elder have said no if one of those griefers asked them to use a knife or asked for gate access?
And if an elder did say no which is unlikely what would be the chances of the town turning on that elder calling them a horder or griefer?

In my opinion it was better when a griefer could solo kill then get killed. They got their thrill then got killed, no need to organise a team to wipe out a town.
Before the worst griefers we had were the evil Duo of Ziv and Kill, now every murderer has at least two people backing them up.

#85 Re: Main Forum » Coming soon: mining changes » 2020-03-28 17:17:48

Sounds like a good update! I look forward to playing and seeing how this changes things. Maybe there will be more mining outposts or guarding of precious iron.

#86 Re: Main Forum » Oceans, continents and real interactions between civilizations » 2020-03-24 10:42:49

I like this idea. I've been missing what the Rift added to the game.
I had a couple of ideas which could improve this second Rift.

1. If someone dies at sea their boat travels to the closest shore and gets washed up.
2. Sinking islands. After a week the island sinks and gets reset. Solving the problem of needing an automatic rift reset and cities lasting too long.

I really like the idea of white people being beach experts although not all shorelines need to be beaches.
Perhaps oceans don't need to be 1-2k yet.

#87 Re: Main Forum » There’s nothing to write about anymore » 2020-03-22 00:10:58

Spoonwood wrote:
Morti wrote:

...

No.  You never fathered anyone in game.  Nothing you did whatsoever pushed the player to end up near you.

So men who adopt children are not fathers in your books? Society would disagree with you.

#88 Re: Main Forum » There’s nothing to write about anymore » 2020-03-21 19:52:35

Spoonwood wrote:
JackTreHorn wrote:

I enjoyed the element of not knowing who to trust and building trust with one or two individuals.
raiding and defending against raids were a big part of why I enjoyed playing.

I don't see how what you propose about killing outside of towns encourages raiding.  For raiding to exist there has to exist loot.

I think you're just talking playerkilling without an in-game reason.

I mean waiting outside the town on the road for people to leave or return to their town, kill and loot their body.
We have had this before and it causes some fun in town drama.
The victim may return and tell people there is danger outside and we should go and find the murderer waiting on the road.
Perhaps the victim may say don't go outside, it's not safe.
A passer by may see the murderer waiting and try to defend themselves.
The reason people kill on the road is often not for the loot but to have fun and rp being a murderer.

Raiding towns is a different thing which we have had before during the rift.
Some resources were scarce and families were fighting for control of towns.

#89 Re: Main Forum » There’s nothing to write about anymore » 2020-03-21 17:44:05

I agree the game has become very boring.
Since the rift there has been no raiding, no town walls and guards.
Since the murder update there has been hardly any murders inside town.
Murderers run slow outside town so killing outside is also nonviable.

I enjoyed the element of not knowing who to trust and building trust with one or two individuals.
raiding and defending against raids were a big part of why I enjoyed playing.

Once we have learnt how to make everything and have seen the towns grow big, it often feels pointless.

My unpopular opinion on how to fix these issues would be:
1. Throw us back into a new rift however make it twice the size of the last rift. Perhaps have water on both east and west walls. An endgame tech could be a boat to travel to the other side. Each rift could have a week timer before it gets reset. (to bring back resource scarcity and raiding)
2. Turn off the murderer slow for murderers outside of town. (to bring back raiding on the open road.)
3. Change the posse number for murderers inside town so that one person can still kill but still has the slow (to bring back disputes in town and murders to solve.)

These changes would bring back several things which have been missing from the game.
1. The sense of danger lurking outside the city walls.
2. Loot and resources having some value.
3. The community bond to see some towns survive and others die. (Remember hammer town and how we beat the rift.)

#90 Re: Main Forum » More Dehumanization » 2020-03-08 03:09:50

The game is not fun when there is no challenge. It's good that Jason is bringing back the challenge to the game.
You seem to be posting the same thing over and over again, maybe it's time you take your own advice.
You could always build a town in minecraft.

#91 Re: Main Forum » Road Helpers Wanted! » 2020-02-08 03:15:57

We should eat as much wild food as possible. The egg station is not a bed idea.
Just cook the eggs instead taking them away. (I hope you brought baskets back to town).

I didn't take the eggs from the egg station just the baskets of eggs in the bakery, nursery and outside near the rubber station.
There were still towers of baskets near the winery so we weren't lacking baskets.

#92 Re: Main Forum » Road Helpers Wanted! » 2020-02-08 02:52:14

I appreciate your work Punky, I really liked that town. I didnt care much for Zucc.
I made four radios in Punkytown and wrote a book "The Wes Chronicles" for the Library.
Another player I met wrote the other two books "History of man and Genesis"

A few things I didn't like about the town were:
How unsecured it was, I really think we need to do what Jason suggests by having walls (perhaps just pine) and two to four gates that can be guarded.
Also people made that egg station and flooded the town with eggs. I spent an entire life picking up baskets of eggs and dumping them in the desert.

What I would like to see in the next town is a tiny room in a central position. In that room we can lock a radio receiver so it doesn't get tampered with and so everyone can hear it while they work.

#93 Re: Main Forum » What is the most powerful race (Not meaning to be racist but this is) » 2020-02-05 01:02:03

Jungles are the best imo. Everyone always needs rubber and jungles have the easiest time getting it. You can loot abandoned towns for sulphur and there are lots of bonuses for the jungle. Sugar, Mangoes, Bananas, Tomatoes and Tattoos. Its super hard to find latex buckets in abandoned towns if your a desert person. So my ranking would be Jungles,Desert,Whites then Redheads.

#94 Re: Main Forum » Why so much murder in cities? » 2020-01-21 01:50:32

I was wondering if it would work better if assigned medics had a property fence area.
If someone got stabbed they go inside to get healed, medic then closes the door behind them.
Heals them then the medic runs into another gate room, Asks them to drop their weapons or questions them.
Gets some answers from people outside the fence then decides if they are allowed to leave or not.

It would be pretty tricky to pull off but would feel great if you were able to get it to work.

#95 Re: Main Forum » The Ideal Capital City » 2020-01-20 22:53:34

Seeing that we don't have a proper town notice board that we can stick notes to we would need to improvise.

1st idea - Two or three tables with baskets of paper maybe one with a pencil and eraser.
2nd idea - Slot box to hold the notes and a sign above it saying notice board or Jobs board.

On the notes we could write something like "Job - Milkweed farmer - See Arnold", "Help needed to finish town wall" or "Missing one set of batteries"

Job title notes could be another thing "Job - Main Baker" "Job - Shepherd"
You could collect the job title from the slot box then hold it in your pants pocket or backpack.
People could then return their job titles when they retire or die.
Now that we normally only have six tool slots each it could be useful to specialise and know what jobs are needed in town.

#96 Re: Main Forum » *Suggestion* Don't Allow Same Family Name » 2020-01-20 03:32:40

It's not a case of the eves naming themselves the same name.
What happened is what I described above.
The eve names herself after naming a child, leaving that child with no surname.
That child or the offspring of said child then gets named by another family and adopts the surname of that family.

I've had a think about it and I can't think of any simple fix. Sometimes eves don't name themselves, It's better to get given a surname than to never be able to get one and it's rather inconsequential anyway.

#97 Re: Main Forum » *Suggestion* Don't Allow Same Family Name » 2020-01-20 01:00:02

Fairly sure it is the case that you cannot keep naming your eves the same name.
However there is a work around someone can adopt a member of another family and give them their surname.
Someone would know better then I how this works. However here is an example of where this has happened. http://lineage.onehouronelife.com/serve … id=5825037

What i presume happens is Eve has a child, eve can then name or not name that child either way the child will have no surname.
Eve can then name herself whatever she likes.
That original child with no surname then has a family of her own with all with no surnames.
One of those children eventually finds their way to a town with occupied by another family.
The other family names one of the children and they are given that new families surname.

#98 Re: Main Forum » The Ideal Capital City » 2020-01-19 19:07:17

wondible wrote:
JackTreehorn wrote:

My thought was to build a bunch of pine houses in one corner of the city with a street running down the middle.

Oh, was this your work? I think I was in the town, but never went down this road.

https://onemap.wondible.com/#x=-8879&y= … 1579367207


Nope not me. Although that looks a lot like how I was picturing it, except perhaps I would have the houses sharing side walls to save on material and so u can spy on your neighbours through the paper thin walls. The closest I've come is building a couple of houses just outside the city walls of (downtown city).

#99 Re: Main Forum » The Ideal Capital City » 2020-01-19 18:48:57

Amon wrote:

I'm curious how a housing system would work as well as inheritance of property in a continuously changing environment of people.

My thought was to build a bunch of pine houses in one corner of the city with a street running down the middle. Its essentially free housing for those who want to store some clothes or yum food, or raise their children in a house. They would claim the house by putting a property gate as the front door and could pass it on to a child if they wish to.

#100 Main Forum » The Ideal Capital City » 2020-01-19 18:18:04

JackTreehorn
Replies: 18

Two fun questions for brainstorming and hopefully improving our capital cities (Bell towns).

What would your ideal capital city look like?
What would you like to see eventually implemented in these cities?




I would like to see a number of things in my ideal capital city:

1. A town notice board for job listings and to ask others for help on projects around town.
2. City walls with a town guard, perhaps even a prison and a way to arrest wrongdoers.
3. A couple of shops and a currency system.
4. A number of houses that kids could move into to store their personal effects and raise their children.
5. Different sectors; Housing, Market, Shops, Hospital & Temple, Farmland, Industry (Smith & Carpentry) and a Stables to keep our horses safe.

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