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a multiplayer game of parenting and civilization building

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#76 Re: Main Forum » Rethinking travel through bad biomes » 2019-11-19 22:52:10

Custom recipes seems like a good way to go. Like Sharp stone + sapling is a recipe, so the very act of harvesting each resource could be its own recipe.

i.e Only a specialist has access to their biome harvesting recipes, but once it is harvested anyone can use it

#77 Re: News » Update: Family Specialty » 2019-11-19 22:47:41

miskas wrote:

Upon reaching the blacks I made them a fence for horse and a granny went to bring in my horse. I told them to fill it with sulfer, grany was old so I found a young girl for this.

I was the old granny! Nice! I was wondering how you had so much when the server had been so recently shut down ... tongue

#78 Re: Main Forum » This new update makes me miss the Rift.....please don't shoot me XD » 2019-11-19 07:15:39

I did my part...

doingmyduty.png


I was born the wrong color, so I sacrificed myself in order that someone of a nobler shade may bestow upon us the gift of rubber.

#79 Re: Main Forum » Coming Soon: Genetic score changes » 2019-11-19 06:58:50

Wow, update must be live.

wowscoregood.png


My score was at 52 and it still went up almost a point when I lived to 60 as Kiran Rose

Even when my score was 53.67 it went up 0.14 from living till 28.2 lol

#80 Re: Main Forum » This new update makes me miss the Rift.....please don't shoot me XD » 2019-11-19 02:24:49

Yeah there are like 3 brown families 1 white family 1 ginger family, no black family.

Born into a family that abandoned town once they got to newcomen pump.

with 6 families and no mechanism to make sure there's 1 of each skin tone, based on pure randomness there's 45.7% chance of missing one.

#81 Re: Main Forum » This new update makes me miss the Rift.....please don't shoot me XD » 2019-11-19 02:05:56

So, kill all the vanilla people or one of the brown families so we can get population low enough for black eve to spawn?

#82 Re: Main Forum » Question about family types » 2019-11-19 01:53:38

if there is no mechanism in place to make certain there is one of each skin tone, there is a significant probability one will be missing with only six families. Each skin tone type would have 0.75^6 =17.8% chance of not existing. 

If my math is right (1-0.178)^4, no mechanism making sure a skin tone exists with complete randomness means there is only about a 53% chance no skin tone will be missing with six families.

#83 Re: Main Forum » Coming Soon: Genetic score changes » 2019-11-18 23:09:48

Will the new system use the same relatives as before? So, self, mom + descendants if female or self, mom + sisters' descendants if male? If so I doubt the extreme cases of all the tool slots/ no tool slots would ever happen.

#84 Re: Main Forum » Parenting: Rules (Tradition) & Goals » 2019-11-18 22:48:52

I like the idea of being able to type something out before hand, save to a sort of hotkey, and being able to quickly regurgitate the information.

Cultural norms, rules and stories the child would reasonably learn within their first few years of life(that they don't right now because time is precious and BBs are unexpected). Feature would help make up for the fact time is moving 525,600x faster than in real life by letting us essentially hand them a list of "things you need to know" that they can read while they wait to become 3.

#85 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-17 03:06:18

Echwel wrote:

I was in a village of jungle people with no more oil and we had some ice people around. Unfortunately none of them understood how to get oil, or even that we wanted them to read our note asking them to get oil.
I do not blame them. I have never found the process of oil drilling very interesting gameplay.

The problem with this update is that people who A: know how to get oil B: want to get oil and C: want to bring it to your town consistantly are not very common. And then there's the domino effect if they die out.

I know there are a lot of players who who want this game to be more challenging (probably while using an OP mod), but I feel the game is getting pretty boring if I am limited to a few tasks. And that only gets worse if my town is dying out and I can't do anything about it.


Yeah I was a ginger in that town twice. As a ginger woman when the note was first written and as an old ginger man the second time.

I spent about a decade looking for oil- there wasn't any close by. Finally found a tarry spot after looking for about a decade. Didn't feel like running all the way back and forth building oil rig from scratch though.

Second time I had just found the village again as a fifty-something year old ginger. Even if I felt like doing it at that point I was too old to do it in time.

#86 Re: Main Forum » Weeks to build score, one day to loose it. » 2019-11-16 20:39:37

Your score is still the same. You just aren't ranked because you haven't played. You will be on high score board once you live another life.

#87 Re: Main Forum » Plan for this week's update (2-phase update) » 2019-11-16 20:36:38

So I just played a few lives in the new update and a couple of suggestions outside of bug fixes

1) Make Gingers have temp bonus in arctic, so arctic biome isn't as cold for them.
2) Make Brown immune to yellow fever... I thought they might be so I killed myself with mosquitoes accidentally... lol
3) Make Brown have lower temp in jungle than other skin types
4) Make Black have lower temp in desserts

Or maybe just flat temp bonus to gingers and temp minus to black and brown

Skin tone ranking:

S-Tier: Ginger, access to all of the best clothing items + controls oil supply
A-Tier: Black, access to horses, dyes + sulfur
B-Tier: Brown, access to rubber and other jungle plants
C-Tier: White, universal translator

#88 Re: Main Forum » Plan for this week's update (2-phase update) » 2019-11-16 16:03:29

jasonrohrer wrote:

I want you to trade seal coats and bananas, etc.

Could you make seal fur coats renewable then? Otherwise theres no reason to trade the best chest clothing item in the game away.

Could be something like making a lure with red hair to get them out of ice holes, or breeding them like wolves. smile

#89 Re: Main Forum » Are abbandon wealthy big cities a common thing? why do we lose cities? » 2019-11-15 22:25:49

Toxolotl wrote:

Throwing that all away because you think its boring is no excuse.

Isn't the point of a game to relieve yourself of boredom?  If I think it is more fun to wander the wilderness than stay in town, isn't that my right? If I want to be in an untouched area, shouldn't I be allowed to travel there? I do not force others to come with me. I do not force my children to stay.  You also claim most will not want to come and you are right; most kids /die. If the women in town are yumming and staying warm they have nothing to fear from a pseudo-Eve whom has an inferior inventory of yumming options.

#90 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-15 18:40:31

13jonathandavid wrote:

 @Jason
 
I think the idea is awesome! I love inter-town politics. But I think the method is off. The way it is implemented will just create a three-eve meta. Since the goal is town trade not forcing all players to adopt a mixed town approach I think you have to change the method to achieve the goal.

I would really like something similar to this.

The more knowledge affordances, the better. Communication in this game is intentionally stifled for the sake of being artistic. I don't mind that too much, but being extremely limited in characters is annoying and going on a short walk to get something you can miss out on a bunch of births/deaths. That's why we have relationship labels; telling your kids who everyone is and their role takes too long and by the time you finish you would have to explain it to another baby.

Point being: this difficulty of communication caused by limited movement speed and limited number of characters should be made up for with in-game mechanics that give more information about your family's culture, individuals' roles/status, government structure, etc.

Right now towns/cities aren't actual entities in the game- they exist only as abstractions in the minds of the players.  Adding mechanics to formalize trade and town membership would help get everyone on the metaphorical same page.

#91 Re: Main Forum » Are abbandon wealthy big cities a common thing? why do we lose cities? » 2019-11-15 18:20:45

It's actually pretty easy to out compete your relatives for babies as a pseudo Eve.

Simply leave town as 3 yr old girl, make wolf hat, seal fur coat, + backpack and fur shoes/loincloth. Now you're warmer than your female relatives.

Yum with wild foods and tada! Now you are favored over your female relatives for babies! smile

#92 Re: Main Forum » Pristine abandoned cities.... » 2019-11-15 04:21:57

I usually go off into the wilderness if the town is fairly developed. Usually my descendants don't take over the line, but once last week I managed to move the Smith family away from the Pie family into a new place 1200+ tiles away

#93 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 17:30:12

jasonrohrer wrote:

Ilka, I'm not so interested in people trading for pleasure.  Real play, not role play.

People only do something "for pleasure" in a game once.  After they've done it, they're done with.  Then they get back to playing the game, whatever that is.  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.


My question is, why did you chose survival to be determined solely by food? Food is the only need for survival. Everything comes back to food.


We need oil. why do we need oil? so we can get water. why do we need water? so we can grow food. why do we need food? we will starve without food

we need sulfur. why do we need sulfur? so we can get rubber. why do we need rubber? so we can get water. why do we need water? so we can grow food. why do we need food? we will starve without food




My point is I don't think acquiring food should be the only thing determining whether you live or die. How about hypothermia, heat stroke, thirst, insanity/depression?

In real life we will work for things for pleasure, but in game we wont because they don't help survival. Why not make some trade goods that improve happiness and thus improve health? Maybe if your character is very unhappy they are prone to deadly disease, while the person with many luxuries is blessed with perfect health?


Then it becomes "I trade for pleasure, so I can improve my odds of not dying randomly from sadness/disease"

#94 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 01:37:41

I still think what will happen in reality is mostly just veteran player will trade co-ordinating through discord OR one player will make many of one trade good to lay out for their next life. ex: make a  bunch of sulfur bowls, then lay them outside of desert. Next life play as black family and go to hiding spot to get sulfur for rubber. Make a bunch of rubber and lay it outside of jungle for next life, etc.

after a few days into arc simply stay in ginger families that have finished diesel engine.

#95 Re: Main Forum » What happened to danger in this game? » 2019-11-13 23:57:16

Toxolotl wrote:

Yea i think the distance measurements need adjustments. It makes no sense for it to take 10 years to run a kilometer or two. It would make more sense if it was multiplied by 1000. I would have traveled 1500 km instead of a little over one.

Sorry i quoted the wrong peep, I switched it around so its proper now.


The better thing would be if travel was proportional as a fraction of time spent. Obviously, with time moving 525,600X faster than reality our perception/computing power would not be able to keep up so affordances must be made.

FluxBB bbcode test


Cutting out sleep, we have a total of 16.4 hours
As you can see, work and travel is 8.8/16.4. Since shifts are typically 8 hours, that leaves 0.8=48mins/day for travel.  Ideally only 0.8/16.4 (round up to 5%) would be needed to be spent traveling in order to have a functioning economy.

However, with how slow moving all forms of transport are (it is about the same as real life, not buffed like eating or ignored like sleep/excretion)  much more than 5% of our time is required in traveling to meet the demands of an economy and to occupy any significant amount of territory. I'd say moving about a town to get to needed tools/communicate/eat in itself is more than 5% of our time. Therefore, movement should be buffed to the point where changing what tile you're on is close to 5% of a life, and only about 50% if you choose to make your living as a merchant/trader.

#96 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-13 23:15:44

No one is going to live in dessert/arctic/jungle in the current state because:

1) biomes are too small
2)biomes have no water
3)annoying unkillable entities (mosquitoes, penguins)

Therefore:
they will all live in grassland  near their special biome. They may use as storage but it is unlikely due to inconvenience of running back and forth.


Overall I am against this change. I would rather certain families have HUGE advantages over others when it comes to something, not "I can't get this item because I am not black"

Maybe lock certain recipes to families, and you can learn recipes from watching other families (similar to language), or different quality goods,

When explorers go to a new part of the world, most of the time it isn't "wow, they can do something we cant" it's "why didn't we think of that before?" or "wow, resources capable of this are something that actually exist"

~~~

While I am against this somewhat, in order for it to work the problems I mentioned above would probably need to be addressed, in addition  each family will need a resource with the following properties:
     -consumable(so that they need to come back for more)
     -slowly depleted or renewable(so that the family stays relevant late game without needing to move)
     -'necessary' to long-term survival

Currently, I think gingers would be the only ones with a resource(oil) that fits all 3 conditions. But even oil will run out fairly quickly if one family has a monopoly.

I trade a tank of oil for a horse, another for some sulfur, another for some rubber, and then after that I cut off the oil supply to the other families.

Sorry 'Murica, no more foreign oil for you. This stuff is too precious.

#97 Re: Main Forum » What happened to danger in this game? » 2019-11-13 19:59:11

Toxolotl wrote:

I think you're a bit confused here. Empires have never begun with pioneers. In fact there have been many cultures and empires destroyed by pioneers. History does not remember them well and there are resentments persisting to this day because of their actions. Visionaries on the other hand, sure. Through military strategy and persuasion they united territories. Alexander the great or Qin Shi Huang for example.

First you quoted the wrong user.

Anyways,

Pioneer's usage has narrowed in usage to fewer contexts these days, and extended to new ones. There is a military aspect to the term pioneer. early 16th century (as a military term denoting a member of the infantry): from French pionnier ‘foot soldier, pioneer'.
History does not remember most of the cultures well because most did not write things down. Besides, if the cultures were truly completely destroyed there would be no resentments(no one left to complain, history written by the victors). Also, persuasion via coercion (i.e, nothing personal, join us or we'll crush you into submission')


Toxolotl wrote:

I traveled 1.5k yesterday to find another civilization. It took over half my life. I think we can all agree this is too far of a spread if unique interactions are going to take place.

1.5k is less than one mile though if each tile is one meter. I think buffing speed and field of view would be better

#98 Re: Main Forum » Why always woman? » 2019-11-13 19:30:09

families will still die out even if they're all female it seems. late at night everyone is female, but still families die off due to correction from peak hours making many families and spreading families too thin during quiet hours.

#99 Re: Main Forum » Delay when tearing things down » 2019-11-13 19:14:08

Bremidon wrote:

I'm pretty sure that, while the game tries to hew close to reality, sometimes realism has to take backseat to balance.  Mutton is appropriately balanced right now.  Effectively reducing how much food we get from sheep by 1/4 will throw that out of balance.

If it were truly already in balance, players wouldn't shear the last sheep and would always feed lambs, not adults.

DestinyCall wrote:

It also takes more than two pieces of thread to form a reasonably sized rope.   I suppose we should increase the milkweed recipe ten-fold for balance reasons.


This, and make milkweed grow like a weed smile

#100 Re: Main Forum » Delay when tearing things down » 2019-11-13 06:54:12

Bremidon wrote:
Legs wrote:

Slaughtering sheep should be hungry work.

I could see this being a thing.  However, we would need to get another mutton out of sheep to keep things somewhat balanced.  Basically make slaughtering sheep cost X pips but also give us another mutton for X pips.  For the town, that makes the whole thing a wash (if a bit more annoying).  For the griefer, it makes slaughtering sheep pretty much pointless.


Mutton is already OP. In real life you get 1/10 of the calories back that you feed to livestock. In OHOL i don't know the math but you probably more than double your calories.

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