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a multiplayer game of parenting and civilization building

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#126 Re: Main Forum » Goodbye » 2019-07-27 10:34:38

I have not played for more than a week because the level of violence and griefing in the game was too high for me.

But from what I read about what is happening now ...

If it's not a sick experiment, it's just that the game is dead.

It's a pity, it was an amazing, great game.

#127 Re: Main Forum » Economics of OneLife » 2019-07-22 12:29:20

I repeat 100 times - what we had in the game was a tribal community and not communism.

Do you Americans do not know this concept?

Forgive me, this is a well thought out concept.

Unfortunately, he has one major mistake - you try to match the game with Jason's unreal ideas.

So one by one - we live an hour in this game and then we can not go back to our family (until it's a long time).

So - why do I need some property?

Am I to accumulate wealth and what will I do with it?

I will give back to children? And if I do not have children, or my children are griefers?

Am I to be happy that I hide 5 crowns?

And to have the satisfaction that I am the owner of this virtual wealth?

It's illogical ...

For this reason, trade is currently impossible.

It would be possible if we could produce some luxury goods.

But it is much easier for Jason to make resources to be scarce ..

According to your concept, this game is supposed to be some kind of tycoon.

Only we live in it for 1 hour, so it does not make sense.

And most importantly - I do not know why players are playing this game, but probably not to build their empire?

There are many games where you can do it.

I play because of the nice, charming stories that this game can give me.

That's because sometimes I can make cool contact with other players.

Because sometimes I'm moved, sometimes I'm laughing at playing this game.

Unfortunately, lately I'm mainly frustrated and nervous, so I'm not playing already.

In short, Jason wants OHOL to be RPG, FPS, tycoon and I do not know what else.

A bit of this too much and the effect can not be good.

I apologize for being negative - you put a lot of work into it.

Good luck in solving unsolved problems.

#128 Re: Main Forum » Tarr » 2019-07-19 16:26:17

No, no.

You misunderstood me.

I'm really happy that someone has precisely calculated it.

I knew right away that Jason's results are wrong, because he does not deduct SID children.

And some players are still rescued with pads.

So the number of murders is even higher.

Unfortunately, I have no faith in Jason's.

After all, exhausting oil pumps are just a way of encouraging war.

Jason has his vision - "the war is cool and interesting and if you do not want a war I will force you to it".

Funny.

#129 Re: Main Forum » Tarr » 2019-07-19 11:46:33

Morti wrote:

That's not the game Jason has given any indication, that he was out to make.
It's certainly not the game the world is missing out on.

Morti, this game has never been about fluffy pink unicorns. A game about parenthood in which you should abandon your children to starve to death?
I remember that after the first day of play I had nightmares at night.
My subconscious mind this game was not liked.

Tarr wrote:

I mean the murder rate after the arrow-note bug was made public was around 5% (though this number should be higher since some of the hunger deaths were baby runners not using awbz instant die mechanic.

Deaths as of 8/26/2018 (day after arrow-note bug is made public)

Total deaths: 6523
Disconnect deaths: (SIDS for babies/Eves/Whoever) 1196
Hunger: 4863
Old age: 194
Murder: 270 (Yikes this was double the previous day at 112 vs 270)

Removing the disconnect deaths we end up with 5327 total deaths.

This gives us a murder rate around 5.1% which should probably be higher tbh but without looking much more in-depth to see how many runner babies they had.

Now lets think about this, with a mechanic basically allowing you to instant gib people from a range we're seeing a lower murder rate than we are in the current game. HMMMMMM.

Tarr that the number of homicide is has risen to a level that exceeds certain limits for many people, it can be seen even without calculations.

Actually, I have the impression that they only play:

1. Griefers-murderers killing whole villages without reason,

2. Ordinary griefers - inventing idiotic dramas and stabbing people with knives for no reason,

3. Striemerers- trolls running around and insulting everyone,

4. New players who often do not even know how to eat,

5. Beginner players who learn to kill the most quickly,

6. Normal helpful players who meet less and less.

After today's two games full of violence and nonsense killing

I also have enough. Of the game I was liked, there was almost nothing left.

And Jason is a stubborn donkey and even if truth kicks his ass, he will not notice her.

#130 Re: Main Forum » Tarr » 2019-07-18 21:10:38

Yeah, 10% is nothing.

https://topforeignstocks.com/2016/04/19 … opulation/

In the Second World War, only three countries lost more than 10% of the population, but this is nothing ... The number is almost imperceptible.


Jason, especially for you - life wisdom.

If one person tells you that you are drunk, ignore it.

If two people tell you that you are drunk - do not pay attention to it - maybe they are in collusion.

If 10 people tell you that you are drunk - come home and go to sleep.

#131 Re: Main Forum » Tree familiy eliminating the Shin family in war after they raided us » 2019-07-10 22:31:36

MultiLife wrote:

It's so weird when people start pointing out lineages, any place has good, bad and dumb players, sometimes more or less of one of the three. It's not the family, it's the players, and the players are everywhere, in every family. No lineage/family deserves to die. They all had their fair share of goods and bads. It's all us, in the end. It's like trying to insult a mirror.

After all, these wars always do one, two griefers.

Only once did I see that more people were involved in the attack on another family.

#132 Re: Main Forum » Ruins of the Cit (Tic) town (hey Ziv, check this out!) » 2019-07-10 22:27:03

I was sure that our family was the last in town.
I'm glad it was not like that.
At least, my work to clean up the city did not waste.

#134 Re: Main Forum » Ruins of the Cit (Tic) town (hey Ziv, check this out!) » 2019-07-09 20:48:52

I was the last man living in this city.
We had a fertility problem, at one point the only fertile woman was my sister.
A person quite difficult (already as a child killed the boy because he destroyed her chain yum).
So my sister was working diligently for yum but all children except one boy chose death.
The sister wanted to reach hunger faster, so she threw this kid up and raised it over and over again.
In the end I took her my nephew because I could not look at it.
My sister was getting more and more angry and I was sure that when he reached the age of 40 he would start killing.
And it was like that. First, she killed the old uncle - one of the last four people in the city.
I wanted to find some people with my nephew. However, my sister also killed her son.
After all, I killed her.
I took a horse and started to look for other cities but I did not find anything outside the dead village.
So I returned to the empty city.
I buried my nephew and cleaned everything.
Unfortunately, the city died with me.

This is our family tree:
http://lineage.onehouronelife.com/serve … id=4925990
Sonakshi and Daud and nameless nephew.

By the way, 8 hours is very little.
It is a pity that so many good things have been lost.

#135 Re: Main Forum » Losing faith » 2019-07-08 16:52:55

RedComb wrote:

But haven't you heard? The murder rate is only 5%... Jason will point to numbers like that over and over again to dismiss people's complaints about the amount of murders.

FYI, the murder rate this past Sunday (a peak day) was 5%.

Out of 6261 deaths in the game on Sunday, 330 of them were murders,

To put that in perspective, 1060 people died of old age (which is pretty hard to do), which is more than 3x the number of people who were murdered that day.

95% of people in the game died peacefully on Sunday.

https://steamcommunity.com/id/zb011/recommended/595690/

5%? Only 5%? Hmmmm ...

And how many SID children are there among the players?

From my observation it appears that about 50% of players are SID children.

So if half the players are eliminated at the start, it means that the number of players killed is 10% (5% of all players, so 10% of the half who wants to play in this place).

So every tenth player is killed. If you add to this players who are saved (maybe every tenth), it means that we have a big problem with violence in the game.


Morti

What you write is beautiful and wise but you have to fight for certain things or nothing will change.

I watched with satisfaction as players discarded nonsense fences.

And I looked hopefully as they tried to play normally and kindly refer to strangers.

But it just did not work out. Balance in the game has been disturbed too much.

#136 Re: Main Forum » Losing faith » 2019-07-07 20:19:07

AdelaSkarupa
We have asked Jason many times for baby carriers or prams. He always answered us something like- "motherhood should be difficult".
I do not know how long you play but before the introduction of swords, there was no such carnage as now. If griefer appeared, everyone wanted to remove, no matter what family he was from. So different families lived together in harmony. If the griefer killed several people, he received some curses and was quickly sent to the Donkey Town.
Now you can not live in a peace with strangers because sooner or later a griefer will be born and a slaughter will begin. So it is not even worth trying to live together and it is wise to kill every stranger.
We play as griefers imposed us.
Swords are not only magic (they only kill strangers) but people from another family can not curse the killer. This gives him an unjustified advantage.

RedComb
I would really like Jason to ask about it. For now, the players vote not playing the game.

Morti
Is not about the challenge. The challenge was to change the temperature. This is about changing the rules of the game. It was supposed to be a game about building civilization and parenting.
Now, the basic principle of the game is - beware, because everyone can kill you. If someone is strangers, watch out 10 times more. Sad.

#137 Re: Main Forum » two lifes reminded me why i don't play nowadays » 2019-07-07 12:12:18

Pein if you do not want to keep playing it means that it is really bad.

There are a lot of new players in the game, so your brother probably only knew how to fry eggs and nothing else.

Unfortunately, there are also many griefers and ordinary trolls.
For example someone who stands all his life by the fire and puts on and takes off his hat. Great fun. Lol.  sad
Or he runs after his mother (in the Eve camp) and whinnings: "Mom, tell me who my dad is." And he commits suicide because I do not want to play with her.

The worst thing is that mass killings are now something normal and not there is even the possibility of punishing an person that destroys the work of many people within a few minutes.

#138 Re: Main Forum » Losing faith » 2019-07-07 11:41:49

I wonder when it will get to Jadson that he has a problem?
From what I see, the number of players has decreased by about 1/4. Now griefers rule the game and are completely unpunished. In the continuous killings and chaos, n are added new players who can not do anything. Old players go away or play less and less.
Because the war is cool? Interesting for whom?
Not everything can be crammed into the game. Currently, war is a destructive and unpunished murdering of players by griefers.
Private property? Why do I need two hats if I can only one wear?
Players rejected private property. Unfortunately, they did not handle with swords.
Some things will not work. And some can kill the whole game. I wonder if Jason will have the courage to ask players if they want swords of war?

#139 Re: Main Forum » One Life » 2019-06-30 13:40:59

Morti and Kitaelia, what you wrote is really wise.

Why do people think that the time in which they do what they like is time wasted?
The only time wasted is the time in which we do something that we do not enjoy - time of boring duties, time of waiting, time in which we think: "When will it finally end?"
The time of fun is always something we gain, we do not lose.

#140 Re: Main Forum » What to do to attract new players? Advice for Jason that he never aske » 2019-05-27 21:48:49

Teaching new players is difficult. I only know that I've taught a few people to make dough and compost and it usually takes all my life.

The problem is that there are not many people who want to study recipes with Onetech and there is always too much to do in the game (and children are born, so it is best if the teacher and student are men).

OHOL was a good game although difficult but now it has become unbearable. Each subsequent life is a several - a dozen or so bodies of people killed by someone plus all those who die of hunger. I have not seen anything greater than the average village since the introduction of swords. Imbalance can be seen everywhere.

Many times I was disappointed with the changes introduced to the game by Jason but now a certain limit has been crossed.
It was supposed to be a game about building together cool things for future generations.

Now it looks like this - I'm born and I see bloody bodies (I do not know what's going on), then comes peace Eve- is murdered (I raise her child), comes murderous Eve kills someone and is killed. Several people kill each other later (I still do not know what's going on). And so on and on. I do not feel attached to my family and I am tired of constant murders.

When it comes to cities, I would like us to have a positive goal that we can aspire to - create a utopian city where you do not have to work. For now the most time-consuming project is ... apocalypse.

And I forgot about a very important thing - I think that the zoom mod should be in the basic game. Without it, the game is 10 times more difficult.

Breezeknight- It looks like a good idea now that the donkey town is not working.

#141 Main Forum » What to do to attract new players? Advice for Jason that he never aske » 2019-05-26 15:31:17

Ilka
Replies: 22

Well, the game has a small player base. Jason's recent action to introduce what he considers attractive (private property and swords) is likely no to attract more players. The result will be that even the most loyal players will leave. But in order not to complain without sense, I will write what in my opinion can positively affect the game and make it more attractive.

1. First of all, the game needs a good tutorial. This basic can stay, but the new player should be able to practice their skills voluntarily. Tutorial sections - agriculture, blacksmithing, breeding, food, hunting, advanced technologies. Each player can enter and in a friendly environment learn the basics (and not only).

2. Eve should return to rebirth at a certain distance - the present density only encourages thieves and murderers.

3. Throw away the sword - in my opinion completely unnecessary (great only for griefers).

4. Simplify the curse system - the "curse ..." command and just point the cursor.

5. What to do with boring cities?

Give us the opportunity to live a luxurious life in the city - let people not be forced to make compost and watering berries.
My ideas - sprinklers for watering.
Instead of a useless car - a tractor.
Need to make a wheat field? We take the tractor and sow.
The berry field has dried up? Driving the tractor will fertilize the soil. Then we turn on the sprinklers.

Perhaps when you do not have to do all this people will be more willing to create your own residency.

6. Specialization and family secrets - to ensure that players are not bored, you can enter bonuses.

For example, a person who makes cakes has a 10% (?) chance of making an improved cake that gives 2 servings eat more (this may depend on the amount produced pies or random).
The person who succeeds in this will become a qualified baker.
The farmer may have a chance to grow an improved berry bush (two more berries), a hunter to make improved clothes, e.g. a hooded sweatshirt, replacing a cap, or a fur coat from a seal with a pocket.

Now, at the end of his life, the old man will choose his successor and tell him his secrets. Formula: "I pass on my knowledge ..."
The successor will have a 20% chance of making an improved product and becomes a master baker.
His successor will have a 30% chance, etc.

Maybe you would only be one qualified baker and master baker for the family.

Person who reaches a 100% chance to create an improved cake can do something nice eg to bake a wedding cake.
A hunter can make necklaces with wolf teeth, etc., such cool things, but not essential ones that can be traded.

These are my ideas to game and fun.

At the end - the game should be nice for ordinary players only so much and so much.

#142 Re: Main Forum » This Game is dead! » 2019-05-26 14:50:22

This game is not dead yet but dies.
Recent updates have made me wonder whether or not to give up the game.
The amount of frustrating, unpleasant situations prevails over what was important to me in this game.
The game currently rewards murders, thievery and xenophobia.

It all fits perfectly to the game that was supposed to rely on cooperation.

What is now in the game resembles a post-apocalyptic world - destroyed nature, deserted cities, bandits and thieves everywhere.
A paradise for griefers.
If this is Jason's vision ...
Despite this, most players are still trying to play normally and welcoming new arrivals friendships.
And this is the only optimistic thing about this.

#143 Re: Main Forum » The Murderous Starr Family » 2019-05-22 13:22:18

Kami_The_Man wrote:

We didn't start that way. We weren't born evil, our environment made us that way.


http://lineage.onehouronelife.com/serve … id=4549538

Bloody griefer.

#144 Re: Main Forum » Modernity » 2019-05-22 13:19:49

jasonrohrer wrote:

My local designer friend Casey wrote this essay on modernity:

... The sole redeeming factor to the whole operation is why you wake up and turn the wheel. If you have a good reason, then being alive is better than not being alive. If you don't, it doesn't really matter either way.

Your local designer has depression. He should drive to the countryside and work with his hands. And if he can not, let him buy too tight shoes. Wearing such shoes will certainly cure him of spiritual distress and realize what is important and what is not.
I'm sorry but this is a whole bunch of nonsense.
Whether your life is beautiful or significant depends only on you man.
Do you really think this world is perfect because you have a full bowl of chips? And what about those who are dying of hunger when you die from overeating?
Nothing can be done and nothing is worth doing?
Because it does not matter?
You have a sick soul, man.
The narrative of the modern world is ending? And very good because it was a lousy world.
Okay, I mean, there's a whole lot of challenges in the world and your friend of mine is sitting on his ass and complaining instead of doing something useful.
I'm really annoyed though I know it's not worth it.

#145 Re: Main Forum » Idea for pond distribution » 2019-05-02 13:51:16

And what about making a arrows?
The only pond - the only goose - the perfect opportunity for griefer.
He will kill the goose, invite the bears to the camp.
Before anybody makes three arrows, everyone will die.

I really think the idea of mixing in mechanics is not very thought out.

If people are to set up camps in other biomas, they must have everything they need to live at the beginning - water, soil and a lot of wild food.
Artificial restriction of the number of joints will not encourage players to settle where they can not survive.
Even the savannah does not have enough food for Eve's camp.
The jungle has enough food but there is no place there, but there are mosquitos.
Desert and cold biom fall away immediately.
There is nothing to eat in the mountains. There is no soil anywhere.
Do you think that someone will want to run more than 15 tiles with a basket to the soil?

At the end, please Jason, this game is already too difficult, further obstruction is a mistake.
If more people are to play, you can not match everything to veterans.

Dear veterans - if you think that the game is too easy try to play, at least once without mods and think that this is how the beginner game looks like.

#146 Bug Discussion » A strange bug » 2019-04-28 14:21:48

Ilka
Replies: 3

Since the update, I have strange problems with the game.
When logging in, I do not go beyond the screen of waiting for birth.
I hear noises, that I was born, but I do not see anything on the screen.
This problem occurs in the version with the AWBAZ mode and without the mod too.
Interestingly, I can play empty servers without problems.
However, when I built a small farm on one server, this strange bug appeared again - I can hear but I can not see.
A bit like I was in a donkey town - I can only start far away from people.
Please, suggest what to do about it.

#147 Re: Main Forum » Another biome specialization idea » 2019-04-26 16:58:08

Twisted wrote:

This would require a complete tech tree overhaul and it sounds like a worse version of Stylin's suggestion. It's also incredibly gamey and it would do nothing to encourage trade.

The problem with both suggestions is that there will always be a best biome and most people will just die until they spawn there.

Also the game just doesn't have enough players to make this work.

The Stylinegirl version is great but very labor-intensive for Jason.

I will try to explain what I mean.

Eve spawns in some kind of biomass, it becomes immediately mountainous or swampy Eve.
And all her descendants are mountain or swamps people(even if they are born in a different biomass).

Each tribe will have the unique opportunity to create an object.

It can not be anything very complicated but useful, for example, a backpack that can accommodate 5 items. Nobody but the savanna tribes will be able to make such backpacks.

But everyone will be able to make ordinary backpacks.

And any tribe can live wherever they want.

Birthplace of Eve decides only about the additional skills of her descendants.

Then tribes can trade unique items with each other.

Quite simple to implement.

#148 Re: Main Forum » A town with 12 people. » 2019-04-26 13:31:09

futurebird wrote:

I've lived for a summer in a "town" with just 12 people. There was a gas station and it served outsiders but that was it. The people in this town were in about 3 different families and 5 houses and farms. We didn't have any trade. I didn't pay for things when I went to the shop. People from the highway did but the guy running the station would just say "Hi Jane" (not my real name) and I'd make a sandwich or whatever. It helped that I was bringing him his mail and running errands for him but I didn't get paid for that.

Is this some communist utopia? Not really, we just all knew each other and so it was like a large extended family. And there were limits. There was one guy who drank a lot and he would not have been welcome to just walk in and grab a beer. Everyone wanted him to stop drinking so I think he snuck out of town to get his booze.

I find that nicer towns in OHOL very similar to this. Is this ...communism? I really don't think so the people in this town would have balked at that suggestion and said something about "taking care of your own" or whatever.

Now those are memories from when I was a child. I've been back since and the town has changed. It's much bigger. Population of maybe 1000 or so, I don't know exactly. Now the doors are locked and no one walks out of the store without paying.

The key feature here POPULATION.

If we want more complexity we need larger towns. If we want larger towns we need to either change how spawning works or get a whole lot more people playing the game. I think with a large enough population all kinds of neat new dynamics could evolve. Trade, wars, governments, hospitals, there would be so much more room to specialize.

Right now if you decide to be a medic you make pads and needle and thread, if you are good you make your own knife and anti-venom... then you wait ... for the one or two times you are needed. We should have towns large enough that medic is a full time job, so people could get good at it and those sweet economies of scale could come in to play.

When Mao was trying to industrialize China one of his worst ideas was small scale distributed production of steel. He had farmers build kilns and had this vision of all these little mini- industries running all over the country. But the steel they made varied in quality too much, and many people could not learn the long complex process. That is kind of what some of our towns have if they have multiple bakeries and smitheries. Less efficiency, lower skill distributed production.

Now THAT is the real "communism*"

*it isn't really, but that seemed like a snappy ending.

This is not communism, it is a tribal community. The most perfect system that humanity invented. Then it was worse and worse. In the game we had just such a system - we fight all the way with nature and we either win or lose. It causes a feeling of community. And yes, the nicest memories of the game are those when I did something important for my family. Only so much and so much.

And interesting story.

I think that in small villages around the world, people still live like that.

#149 Re: Main Forum » Another biome specialization idea » 2019-04-26 13:25:28

Vexenie wrote:
Ilka wrote:

vases to which a lot of cereal bowls can be poured.

Cereal? The wheat grain bowl?

EYY JASON! MAKE US ABLE TO POUR MILK IN WHEAT GRAIN BOWLS!

Yes.
My point is that some tribes will be able to make improved items - for example, larger baskets, or just vases for storing wheat.
Such specialized products can be traded between tribes.
But it can not be just a bowl or a rabbit because it will ruin the game completely.
The basic things must be able to do all players, and only something that is not necessary but very useful can be the subject of trade.

#150 Re: Main Forum » Another biome specialization idea » 2019-04-26 07:17:50

Jason, mercy sad  After all, these ideas will kill the game.

Only people of swamps can make clay products?
So the inhabitants of other biomes will never build a furnace and start blacksmithing. But the marsh people also will not start blacksmithing because they can not catch a rabbit and make blacksmith bellows.
Jungle people will be useless because you made the jungle an area that is actually not useful, but it is very dangerous.
Similarly, people of snow biom - fur from seal is very good but you can do without it.

Trading in the game may be about something really valuable, for example, the people of the jungle may be the only ones to produce a medicine that gives resistance to yellow fever.
Desert people can cure the snake bite, etc.
These products can not be too complicated to produce and must be easy to carry (bottles). Other proposals - ointment treating wounds, clothes that give resistance to animal bites and weapons, improved backpacks, vases to which a lot of cereal bowls can be poured.

I still do not know how you want to force people to trade with such a small player base and long distances between camps, but I think that the things I mentioned every player would like to have.

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