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#101 Re: Main Forum » futurebird the scavenger... all for nothing? » 2019-05-24 21:02:38

Earlier today when my town collapsed due to girls and the first pump failing after its second run my brothers and I loaded up all we could and brought carts of iron and backpacks to the nearest town. My expectations were low but we were allowed to join with open arms. Was really nice. If more players did this, instead of leaving resources spread out through dead towns we might see lines go longer than 5hrs.

#102 Re: Main Forum » Thoughts on eves on town? » 2019-05-24 06:08:17

Baker wrote:

I would personally rather them settle elsewhere because even if they themselves are good, their descendants may not be.

Very much this sadly. Even if the eve is great and friendly the chance of their descendants causing problems down the road is very high.

#103 Re: Main Forum » Everyone was trapped until the fence decayed. » 2019-05-24 06:06:33

Either you are trapped, are extremely hindered by their presence, adding a ton of travel for even the most mundane thing such as grabbing a stone right on the other side of the fence. The more time that goes on, the more these fences are causing stress and frustration.

#104 Re: Main Forum » Interesting suggestion for a change to YUM chains » 2019-05-24 06:01:03

Still thinking capping Yum at a lower chain and making it reset after max is achieved is a better approach. It gets rid of the house-of-cards feeling yum has when having a chain broken unwillingly. You wouldn't harm people that do small yum chains when out an about as well as not making foods feel like they have less value because you at them at one time in your life when you were a toddler. If yum is capped then once you reach that cap your fertility levels out to the same as others that also are at that cap. Staying optimally warm at higher/max chain would allow you to rest at that level of fertility, also would allow you to break the chain to essentially turn off the fertility bonus if you are at a point where popping out ton of babies is not what you want, essentially passing the torch to someone that needs it. If part of the system is breaking and restacking your chains, foods that are meant for yum, potentially with more than +1 yum, could be explored. From a developer side you would have a little more control on how much players are able utilize the mechanic. I just see Yum having problems down the road as new foods are added, letting chains commonly and very easily getting to levels that allow people to barely eat anymore. Foods that might not be the most advantageous for pip value could find a place in a town, rather than to be seen as a waste to make.

#105 Re: Main Forum » More building related tech » 2019-05-22 21:57:11

I think the fireplace idea is great, allow it to be loaded with charcoal for an even longer lasting fire so warming all the buildings wouldn't be as expensive and prompt people to make more charcoal regularly.

#106 Re: Main Forum » Murder, Somewhat Quanitified » 2019-05-22 21:48:32

futurebird wrote:
miskas wrote:

I think its time to implement Interracial Marriages....


https://www.reddit.com/r/OneLifeSuggest … terracial/?

Right now people who aren't in your family have mostly negatives about them. But, if you can only marry people who aren't of the same last name there is a reason to *want* to be around other people and it'd balance the game.

Inb4 "marry me or I kill you"

#107 Re: Main Forum » Murder, Somewhat Quanitified » 2019-05-21 18:52:49

Spoonwood wrote:
JonySky wrote:

the problem is not Jason's or the swords ... the problem is of those who kill any eve they visualize, or of not trusting a foreigner ... or of improperly using property fences ... as in any game, if it is not done well ... the game is lost

People are doing this, because griefers are likely to be Eves since they can't cursed to Donkey Town any longer, and since Eves can almost surely find a town now without any trouble.

I'm not saying that from my experience, that's just my read of other people.  People not having a fear of strangers doesn't seem likely with griefers likely to be Eve and griefing not having consequences that they care about.

I would agree that its not directly anyone's fault, just that the tools we have been given, and how many are using those tools. It has been made very easy for those wishing to cause harm to due so, as we have noted. Yes it does come down to the players, but there is only so much the minority, those of us experiencing a lack of satisfaction, can do to change that behavior, hence speaking out and being vocal about it. Obviously and honestly my perspective is skewed and biased, but this feeling has gained a lot of momentum in a fairly short amount of time. This didn't start to feel like as big of problem when fences were put it, just when an object thats only and sole purpose was to harm outsiders was added along with clustering everyone together, and I do not believe that is coincidence. As population of active players has gone down since surges like Steam release, negative interactions has remained and even slightly climbed at the same rate, despite the playerbase settling back to a normal amount of active players. I don't like staring at the icon on my desktop pondering if its worth it not to double click it.

#108 Re: Main Forum » Murder, Somewhat Quanitified » 2019-05-21 16:52:07

You don't need knives/bows/swords to do damage anymore. This meta of fencing things off because of the constant fear of opposition has caused way more harm than good. I was just in a town that was surrounded by fences and couple gates. Took me a long time to find the owners to get added. There was one hole in the fence, but at the northern end. To go south of town you had to walk around the whole thing, easily 50-75 tiles. I needed to cut down two rocks to start a newcomen pump on the deep well that there was a fast road to, the next one over from the main town well. There was no gas, and the knowledge and resources to get a pumpjack up was very low, so the diesel well in town was worthless. All that was needed was to tap the deep well into newcomen to buy time, which I was happy to do, even though it was a pain in the ass with the fences.

That was until I realized that this.
t4p4toa.png
The newcomen was blocked by the fence. Granted the fence was decaying, but my will to struggle past it was shot down. I just closed down the client and walked away from my computer in disgust. Every single part of this game has become a struggle, full of opposition and frustration. The worst parts of human nature have been captured, and the best beaten out by the former. Paranoia, fear, hate, discrimination, violence... Its too much.

#109 Re: Main Forum » Murder, Somewhat Quanitified » 2019-05-21 14:16:53

breezeknight wrote:

OHOL as it is now, especially after the last couple of updates (fences, skin color, war sword) attracts only a certain quality of players
the retention of players takes place only among those who are mildly interested in building a little, don't mind lack of tools for organization, can put up with cumbersome crafting but are highly interested in killings (griefing, mod usage, genocide, for fun, revenge, roleplay) & oc don't mind being killed now & then

every other player is gone

- - -

I used to play at least a life a day, on my days off sometimes 3+ lives. Since these latest changes I play one life maybe every few days or less, and thats getting further spread out as warmonger topics and posts about killing all outsiders creep into the forums.

Really used to enjoy playing the game a lot. I used to praise the game for making players think about group efforts, the need to forget about self purpose and put the family first. At first I wanted more time in a family because I wanted to see what I was working on be completed. Then it became that I just wanted to do more for my family on that day, give them a better chance to survive. The next day, move on to another family that I felt the same about.

Now it seems like most people are in it for themselves. People are fueling negative interactions with eachother long before positive. The general censuses is that you are better off trapping Eves, and wiping out your neighbors because the chance they might do the same. Towns die of neglect because players male swords and forge out bloodthirsty, leaving just a couple or none at home to take care of things.

This is not the kind of game anymore that I feel good about putting my attention into. Rather heartbreaking.

#110 Re: Main Forum » Funny last words » 2019-05-21 02:09:36

I had a death that there was a bear running around and I kept working staying on items but slipped up.

My last words were My pet bear!

#111 Re: Main Forum » Why do so many/die when born into an eve village? » 2019-05-20 05:12:26

Jk Howling wrote:

Personally I miss eve runs. Tarr is right, they're not quite the same as they used to be, because eves now only spawn near people. You don't see wild eves in an untouched wilderness anymore, it's all just picked over wastelands and dead towns.. I miss being able to claw my way up from nothing. I miss being on my own, with only my kids to help me. I miss how exciting it was to find a dead city - now they're everywhere, and it's no longer much of a surprise.

This hits the nail on the head pretty well. It wasn't so terrible before to have people quit out of an eve camp becaude they don't appreciate those aspects like we did. Now when it happens its doubly saddening because of the rarity of a real eve camp. I kind of laugh at the same time, because those dead towns have to come from somewhere, keep up that attitude and you'll never have a town to be in.

#112 Re: Main Forum » Why do so many/die when born into an eve village? » 2019-05-19 20:58:44

Tarr wrote:

I think the classic problem with Eve play is its pretty much written in stone at this point with very little if any wiggle room. This means almost every Eve life is close to being the same with the only difference between Eve camps being the skill of the players around you while you work. I can generally stand to do an early game run every once in a while but I wouldn't ever want to constantly play feral Eve life. Basically, almost every Eve life is incredibly samey.

Right now is just worse than before because Eve really can't play as Eve anymore without running out to greener pasture. Her options are either to go find a town to assimilate into or to go find a dead town to revive.


Before the close spawning change but after springs it felt like eve play was shooken up a little. Had a town that settled on a badlands. With borders being savanna and grass with the nearest swamp a little bit of a hike. We lived off wild rabbit pies until we got the spring tapped and then started farming. Was refreshing.

#113 Re: Main Forum » Does being (randomly) murdered make you want to play the game more? » 2019-05-19 20:54:51

As to the Eve problem... Eve tokens? I think its been mentioned before, living to old age, 58+ allows you to spawn as an Eve. I doubt many griefers live that long, so their ability to spawn as a fully capable adult over and over would be hampered. Would also make it so more eves would be players that are potentially more experienced.

#114 Re: Main Forum » Tutorial Towns » 2019-05-19 07:09:37

You can still gather decent iron around settlements that have been around awhile, but its a crap shoot of if someone did it as well as you are in that moment. It takes a bit longer, but still plausible. The issue is, how fun is it to do that over and over. As a knowledgeable and dedicated player, 90% of the places I am born into, the greatest need is iron. Not many in town know how, or want to, travel hundreds upon hundreds of tiles just to bring back a cart from a distant vein, just to die around piles of it, hoping that someone there knows what to even do with it. Its a tricky situation because Iron does indeed impact the towns ability to survive. Many things are balanced around Iron usage and that line is razor thin. Making it too easily accessible breaks the balance that has been adjusted from previous updates, so it was needed to make it a touch rarer. The big problem is, with all the towns being so close, and eve's spawning near those towns, the area gets depleted at a rapid rate. As you travel from home you find so many ruins, and the first thing that pops in my head, how much Iron in the area did they deplete before failing? How much of the viability of the spot is ruined, due to it already being inhabited. More by the day do I get the feeling that we are settling in wastelands, rather than untouched wilds, and it doesn't feel quite right.

#115 Re: Main Forum » Fences are new meta » 2019-05-19 06:58:22

Tarr wrote:

While the spawn change is good for making the world much more lived in and alive it also suffers from the fact that it reduced Eve play from "find a spot, go down the checklist and try to succeed" to "Walk 40 units X direction, name yourself, and start working in the city." Though, I really can't blame people for doing this because by the time you spawn next to a developed city you basically have no choice other than to assimilate or walk 1k in a direction to try to start a home.


I have been feeling this too. The problem is by the time you can get to a new clean area away from everyone that might kill you for being not related, you have wasted sooo much time. Instead of helping set up a new camp and working to make them succeed, you are just hoping that you have a few kids that are down to start fresh as you go infertile moments afterwards. It has destroyed the feeling that eve's are.... well Eves. The first female and start of a new line and a new town, a new start. The issue of having to search for the perfect biome mix of ponds/dirt/hot tiles we had long ago was fixed. The shift to X number of ponds with Y number of resources nearby was broken open by springs, making many locations possible, even starting off with nearby iron but no ponds at all. That was all sent to the landfill by having eve's clustered around living and dead towns. I can not remember the last time I spawned to a naked eve that was out in the middle of the wilderness. They wear bowlers and backpacks now, are hunted down and cleansed because of lack of trust, and the ability to do anything to them other than kill them. If someone spawns to you in the first gens and you aren't restarting a town, they just leave you with a pile of bones (granted temporary bones, thanks for making that change to sids bones). The feeling of having a place in a new town is shot to shit, its an uphill battle, with the slopes slick with ice. Either you can never get up it, or when you do all it takes is one little thing and you are sliding back down to the bottom. There has to be a way for Eve's to still be pushed out to the wilds, but still be around other Eve's starting off, that doesn't involve making all nearby springs into wells, or hoping that by traveling out you make Eve's spawn to you. I like the fact that its easier to get people around the tutorial area now, but its knowledgeable players gaming the system, not an actual effort, that gets you out there.

#116 Re: Main Forum » Hotfix before the weekend » 2019-05-18 12:26:45

Nice hotfix changes, lets see how they pan out and maybe small tweak after the weekend. Thank you for taking in some of our concerns and making some changes. I hope you have a nice weekend off with the family.

#117 Re: Main Forum » How I want to spawn: a suggestion for Jason » 2019-05-17 21:18:12

Yeah very true, its a little wacky right now, and its more likely to be gen 1 doing compost rather than planting the first berries. Doesn't feel quite right.

#118 Re: Main Forum » Could i be given one more chance and be unbanned? » 2019-05-17 21:14:59

To be honest you just was stirring the pot on discord, not necessarily brewing it yourself. I am okay with seeing what you have to say in response to others for thr time being.

#119 Re: Main Forum » How I want to spawn: a suggestion for Jason » 2019-05-17 20:42:33

I agree with this sentiment. Easiest way to dial in on this without actiively parsing whats in the tiles around a town in generational preference. If you are mostly spawning in towns under 10-15 generations you could expect to come into a town still working on deep well levels, but also might come into a restart. Players that often spawn in generations past 20-25 might find themselves in a branch off.

Because its more of a rarity, they might take the shorter end of the stick and live there. I know I would be less likely to be opposed to settling if it was once awhile that I was outside my preference.

#120 Re: Main Forum » Life of War... Peace is rare. » 2019-05-17 20:04:57

I am getting tired of it too. Language was a perfect, peaceful and interesting way to give people a reason to explore and meet. There was a problem to solve, to be able to communicate. That problem was answered through talking and working together. A beautiful update to the game.

This was overshadowed by the agent of chaos and conflict, swords. It preys on the darker side of humanity and I am angry and sad. It tarnishes the positive feelingsI used to have enjoying the game. For a moment I used to reflect on my real life ambitions differently because of the atmosphere that used to be in the game. That is fading incredibly fast.

#121 Re: Main Forum » Jason! it worked » 2019-05-17 19:53:18

All I see is time wasted on maintaining walls and paranoia. In the time it took to wall of a town you could feed a generation or two. But hey we have cheap sheep pens so eff us right?

#122 Re: Main Forum » Should the sword kill everyone from other families or only foreigners? » 2019-05-17 19:48:27

Dodge wrote:

Oh, you will want swords and even firearms when the neighbor village steals all you iron/steel,oil,pies and threathens to kill women and children if you do anything.


This falls apart immediately. If there are no swords or guns to oppose people with, there is no threat to defend against. Someone comes in with a knife and takes out someone, remove them during the slowdown, if they dont starve first. There are systems around killing people to help us deal with it, until swords happened. The fact there was loopholes around the cooldown of swords, the fact that upon implementation you carry one in your trousers, is pretty damn good proof it was not thought through. You dont add something that can ONLY be a weapon without dotting your "I"s and crossing your "T"s first. Also the fact they are made by using a smithing hammer on a rod, something that takes newcomen tech, water and charcoal, just sitting on the ground is insane.

Anyone at age three can come up a ruin massive amounts of effort with a few clicks. Before you even say just property fence it off, no one likes being forced to take the low road. This is a trans generational community game, the idea of property losing its value to a specific person, was well one of the bigger values of the game.

Is this a social experiment or a game? I get enough of a shaded view of society walking out my door, why does it also have to be on my monitor in my home?

#123 Re: Main Forum » Griefer "Toxic" » 2019-05-16 18:21:17

Disgusting behavior, and a new sad low for  the perpetrator.

#124 Re: Main Forum » I feel sorry for Datruff » 2019-05-15 11:16:46

Dantox wrote:

datruff just doesnt want to accept the fact that the community was willing to give you a second chance for a formal apology rather than his childish apologys

Well said

#125 Re: Main Forum » Ways to make EVERY life precious » 2019-05-15 08:34:29

saxo wrote:

I'm in favor of the more radical approach: after an initial cooldown for new players, it's one hour, one life. It fits conceptually (it is what it says on the box). I don't think this is necessarily commercial suicide -- if players have more enjoyable experiences they are more likely to tell their friends, and there is marketing value in the one hour one life idea. For me (and I might be in the minority here), it would give the game more of a rogue-like feeling.


It would destroy the game. Griefing would get even worse, it would be more satisfying to end towns and players lives because you have also interfered with them outside of the game. It would punish less skilled players that have put in time, but still are learning, also slowing down their progress to boot by limiting their playtime. Villages would die in droves due to lack of players, not because they don't want to play, but because they can't. That's not rogue-like, its hardcore permadeath, rogue-likes just make you start anew every time you play/die, which umm already happens. How would you even go about recommending something like that anyways. "Hey I found this game, that you need to rely on other people to survive and grow. It can be crazy easy to all die if everyone isn't working together well, and sometimes the bad eggs run around killing people for fun. Oh yeah also when you die, you can't play for awhile, sometimes over 45 minutes!" Jesus. Oh man, really want to get a life in before work this afternoon... Oh never mind I spawned to a mother holding a knife next to a nosaj and now I am dead, guess I will just uninstall this game that I can't control whether I get to play it or not. The things you guys think of... Please think more

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