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#151 Re: Main Forum » Food scarcity and wastage has vanished » 2019-11-25 17:46:20

seth wrote:

One of the updates made the extra food pips get added anyways (see the plus side after eating pies)

So it's not possible to waste food.. Though, I suppose food is still wasted if kids or the elderly eat pies.. Not sure how that's being tracked..

Yes, I know that Jason added the update that gave you additional Food storage when over-eating based on Age, and not just for Yum bonus. That's been around for over a month so it shouldn't be resulting in the latest daily data no longer displaying the amounts wasted.

#152 Re: Main Forum » Food scarcity and wastage has vanished » 2019-11-25 17:31:46

voy178 wrote:

The latter. I was force-fed pie as a milk-drinker.

.....

#153 Re: Main Forum » Food scarcity and wastage has vanished » 2019-11-25 17:30:30

If this keeps up, we may actually see the server on a wide-scale progress from Tier 1 of Maslow's Hierarchy to Tier 2.

#154 Main Forum » Food scarcity and wastage has vanished » 2019-11-25 17:28:16

Wuatduhf
Replies: 13

According to http://onehouronelife.com/foodStats.php , no food has been wasted this last hour, all of today (so far), and all of yesterday.

"Wastage" is when someone consumes a food item (i.e. berry, omelette, etc.) and does not gain the full amount of Pips from consuming said object.

Example: If I ate a gooseberry (which gives 3+4 Pips, 7 Pips) and filled 2 of my Hunger Pips and got "+3" next to Food Meter, I only gained 5 Pips rather than 7 Pips. I "wasted" 2 Food Pips.


What this means is that everyone playing the game, currently, has been feeding people appropriately, and not letting any food pips go to waste ever. Not babies, not the elderly munching on foods, no one. Period.

That is an incredibly surprising feat, or the numbers are off and not properly tracking Wastage anymore.

#155 Main Forum » Does OHOL code support timescale smaller than seconds? » 2019-11-24 00:10:55

Wuatduhf
Replies: 3

See title. Curious on whether transitions can take place in-between seconds in the game, since most object transitions operate on Sec/Min/Hours.

#156 Re: Main Forum » NOTICE: all fitness scores will reset to 30 tomorrow » 2019-11-23 21:13:54

Shrinking it down to a min of 25 would introduce way too much noise and fluctuation in Gene score. You can never tell what each life will give you, which is why the aggregate over time gives a better picture than a mere handful of lives.

If it were to keep a 'reecent' record only for Gene fitness, I'd prefer it taking the aggregate of at least 100, or just the way it is. It may look weird for people to see their Gene score drop as their 101st and older siblings drop off their Gene list.

#157 Re: Main Forum » NOTICE: all fitness scores will reset to 30 tomorrow » 2019-11-23 19:19:48

Coconut Fruit wrote:
Twisted wrote:

I do kind of question the viability of the gene score being infinite though. You gain more tool slots as your score goes up, and since there is no cap I assume that a good player will generally always go up, which means that good players will end up with infinite tool slots with time

For people who actually are able to go higher and higher over time, things like this will only encourage them to play the game more.
For many people some kind of grinding in any game makes them play the game more, which is actually a good thing, isn't it?

A tried, true, and tested formula.

#158 Re: Main Forum » NOTICE: all fitness scores will reset to 30 tomorrow » 2019-11-23 19:03:59

arkajalka wrote:

Havent abused the SID bug at all this whole time the new gene system has been up. Only SIDed few times for my mom naming me HOPE. My genetic score is now at 88.4

I live 95% of my lives up to 60, with the ocassional sniper wolfs/boars. Havent snek stepped at all or REEE'd at mosquitoes, but they are locked into a bad biome so traveling there is so much more uncommon...

Tho this has only been up a little time and the score has been raising on a constant phase.


It's worth keeping in mind that we had a massive influx of players, and are now in the period where they are lasting longer lives compared to a week ago.

We are also still on "EZ Mode" that gives everyone 2 extra food pips for every food item.

All those negative scores are going to start going back up, which means anyone helping them out of their pit is starting to feel the goodness on their Gene Fitness.

#159 Re: Main Forum » NOTICE: all fitness scores will reset to 30 tomorrow » 2019-11-23 18:29:10

Yeah, that formula looks a lot better for tool distribution compared to the exponential.

Considering the loophole in SIDs has been patched up, I have a small feeling the Gene scores will start to float around the 80-120 region for like the top 15% of people, and then maybe the top 2% will push into the 160 range. Will have to watch and see, though.

On the other end of the spectrum, since we haven't seen anyone do negative values, and since that should theorhetically be very very difficult to do, people should probably lose more than 1 tool for crossing the negative barrier. 2?

#160 Re: Main Forum » NOTICE: all fitness scores will reset to 30 tomorrow » 2019-11-23 18:12:08

In my opinion (taken with grain of salt, ofc) the existing system's exponential growth made me feel like the 1-5 bonus tool slots were almost impossible to get (I went from 0-36 and barely had 2 of them), rather than getting a 'feel' of growth over time with gaining them from the original 0 -> 60 climb.

Are you considering a logarithmic curve? It would allow tool slot increases to be more evenly distributed early on than the exponential formula, at the lower end of fitness, and at the top the highest tool slot possible would be capped at a certain # of them to dis-incentivize only caring about one's Fitness score.

It would also kinda tackle Kaveh's post a little, but I'm not hot for "preventing" people playing the game more from having a better Fitness in general.


EDIT: Specifically the Log(x) curve.

#161 Re: Main Forum » Jason, regarding the large scores in the leaderboard. » 2019-11-23 03:01:30

jasonrohrer wrote:

And what are thoughts about rolling back this crazy leaderboard a bit?


The real problem is that everyone's average starts at 30.... so a lot of people are handing out points by living > 30 every life.

I may need to change that behavior, and instead have new player's average set to the length of their first life...

Though that might encourage players to die young once and then reap huge points from future lives living to 60.


Dammit... this new system is just not as clean as the old system.


Jason, I need to check that I understand how this system works.

1) There is a Gene Fitness for each individual

2) There is a "Life expectancy" value per person

3) When a person dies, their age of death vs. Life expectancy (not Gene fitness!) changes their Gene fitness score, and adjusts anyone else by that same amount

The inherent issue with that system is that the "abusers" of SID would have their negative value countered by their Ma's/Gma's Age 60's. If they can't farm their parents by dying before they do, then gaining Meme Fitness becomes significantly harder.

If I understood everything above correctly, I'm pretty sure you're close to the solution to patch it up.


--


Also, yes, please clean out that Top 100-200. It's silly to see everyone getting so high up after the change was applied.

On a uh....separate note, is it possible for a certain person's Leaderboard name to be changed to Michael Punch?

#162 Re: Main Forum » Coming soon: personal curse duration 30 days (was 7) » 2019-11-23 02:47:12

Keyin wrote:
Wuatduhf wrote:
Keyin wrote:

Doling out justice on the other hand should be handled via imprisonment. You could argue death is the greater punishment, but in OHOL time is much more valuable. Don't let the griefers get off easy by sending them elsewhere; instead lock them up and force them to live the rest of the hour via force-feeding. smile

I mean, it wouldn't be as simple as that, imprisonment is a very very fine line. One wrong move and a griefer may be able to get away with doing that to innocents every now and again. big_smile Careful what ya wish for and all.

Well, griefers already get away with lying people into donkey-town on occasion. As long as it takes multiple people to do it everything should be fine.

Yeah, that's the part of it that I always say should be incorporated, just like Property fences/Waystones/Lynch mobs having mechanics that involve multiple participants. Seeing 5 people standing around a Guillotine yelling "HANG THEM!" would be pretty interesting!

Also, Guillotines using the 30-day system would give it an 'enhanced parity' to Cursing continuing to use the 7-day system. Something that distinguishes just how bloody and probably complex a Guillotine would be to build.

#163 Re: Main Forum » Coming soon: personal curse duration 30 days (was 7) » 2019-11-23 02:36:32

Keyin wrote:

Doling out justice on the other hand should be handled via imprisonment. You could argue death is the greater punishment, but in OHOL time is much more valuable. Don't let the griefers get off easy by sending them elsewhere; instead lock them up and force them to live the rest of the hour via force-feeding. smile

I mean, it wouldn't be as simple as that, imprisonment is a very very fine line. One wrong move and a griefer may be able to get away with doing that to innocents every now and again. big_smile Careful what ya wish for and all.


Coconut Fruit wrote:

Baton/Guillotine would be a bad thing. Everyone around could be cursing hanging person just for role play purposes.

I'm fine with 30 days change.


Huh, where do they make Guillotines that hang people?

#164 Re: Main Forum » Coming soon: personal curse duration 30 days (was 7) » 2019-11-23 02:33:40

jasonrohrer wrote:

Well, you can still kill people, right?

I mean, I guess beheading people could have its place....


Cursing is actually a metaphysical act (it affects future births).


Hey, I mean, a village could choose between using only one of the two! big_smile (ah, heck, most villages will probably make both on the week that update happens)

Batons could be the non-violent approach, and I mean there was a group of people that liked the counter-play of snowballs "disabling" other players for even just a few brief seconds.

My main question if that does happen is whether the Baton would 1:1 mirror how Knives/War-swords/snowballs operate.

#165 Re: Main Forum » Coming soon: personal curse duration 30 days (was 7) » 2019-11-23 02:21:38

Well, you know me by now, Jason.

I like being able to deal with griefers, but I would much rather see you looking into adding Batons and Guillotines to the game as player-enforcement tools. "Curse X" as the only way to deal with 'bad' or 'misbehaving' players is a bit crude and 'boring' gameplay.

And for Baton/Guillotine naysay'ers, both those and Cursing can be taken advantage of equally; the former two would give more community/role-oriented gameplay features, primarily the Baton so that "non-murder-y" combat is possible.

#166 Re: Main Forum » Hey Jason your Meme Fitness is off » 2019-11-22 18:46:22

Kaveh wrote:

Jason changed it to compare to average age, not current fitness score. Since 60 is older than you get on average, you get + points.

For kids it compares to THEIR average age as well, so if they do better than usual, you get +. If they do worse, you get -. It removes some of the luck-factor when it comes to getting a noob or veteran as a kid.

Last I checked I thought Jason updated this to be every individuals' personal Fitness score, not life-expectancy global. My personal "Average age" in that case was 61.54 (which is impossible), so my score shouldn't go up by a factory of 0.6.

#167 Re: Main Forum » Welcome to Snowdin! » 2019-11-22 15:49:59

denriguez wrote:

Am I the only one who's curious about the mysterious green orb? Am I missing something obvious?

https://i.ibb.co/GFsfZFy/Screen-Shot-20 … -19-AM.png

It's hard to tell, but it also looks like it's in your pack in the second screenshot. TELL THE PEOPLE ABOUT THE ORB

It's a sprite edit to make them easier to find.

#168 Re: Main Forum » Any objections to auto-orienting walls? » 2019-11-22 15:21:32

If auto-orienting walls are added, I would REALLY love to see auto-orienting to feature T-walls! Maybe every an intersection wall, like the corner fence?

#169 Main Forum » Hey Jason your Meme Fitness is off » 2019-11-22 14:44:25

Wuatduhf
Replies: 7

CMyzCjo.png

TIL 60 > 61.54 Kappa


If I were to take a stab at it, there must be an invisible cap at around Age 40? Once people get over that number no matter their actual Fitness, they still get a huge uptick in Genetic score.

#170 Re: Main Forum » Rethinking travel through bad biomes » 2019-11-20 00:14:49

Gomez wrote:

Honestly the fact that I have to make navigational decisions now based on whether or not I'm carrying something makes exploration more dynamic, before I used to just charge across the map on a horse only caring about the desert biome and snakes.

Now I actually run into blocks that I need to plan around and makes the world seem more immersive tbh.

Roads also seem very practical now since a specialist can literally pave the way for the next generation to travel thru the bad biome.


Just my two cents tho.


I mean, this was the kind of gameplay feature requesting that myself and others were pointing at implementing, such as "Ocean" and true "Mountain" biomes that would actually be impassable until late-game tech.

The specialist biomes are basically just toned-down Ocean/Mountain biomes.

#171 Re: Main Forum » Classic Jason. » 2019-11-19 14:40:00

Twisted wrote:

It would be great if we could add a floor to an Ice Hole. The first thing that comes to mind when I see these new snow walls is a fishing/shrimping house, but they don't work since the ice hole can never have insulation.


I mean, surely Jason could just flip the Ice Hole states to have insulation by default.

That'd fix that problem easy and make it a feature for the Gingers.


Also, with the existence of T-Houses, expert players are already insulating themselves as fishermen. So changing that would unlock fishing for the 'lower skilled' players.

#173 Re: Main Forum » Coming Tomorrow: Large influx of new Steam players » 2019-11-18 23:55:28

Honestly I would suggest you just turn the tutorial area into more of a "Sandbox".

Strip out all the tips and how to do stuff.

Just explain the two controls; Right-Click and Left-Click. Then explain how they can light the fire and die to start playing.

After that, tell them they have to survive for 5 minutes and the door will unlock to the torch room. That'll force them to understand how to feed themselves and gives them downtime to maybe learn something while they wait.


Give the player an entire space with all the very basic tools for them to try stuff on their own. Some farm plots untouched, a furnace space, a house, a cooking oven, etc. etc.

I would greatly prefer players get to experience that than having to hand-hold them the entire way and show them only a slice of what they need to understand when they first start.

#174 Re: Main Forum » Coming Tomorrow: Large influx of new Steam players » 2019-11-18 23:22:10

I really hope this means that the streamers of old that we last saw play the game can come back and play it once more!

#175 Re: Main Forum » [Discussion] A look back on "the Property Update" and Trade... » 2019-11-18 19:22:23

Greenwood wrote:

It seems that capitalism and One Hour One Life don't go together. Even with resource scarcity, organising yourself that effectively over multiple generations would be a logistical nightmare, a nightmare most would not bother with when they're simply gathering wealth for themselves. Therefore, perhaps focussing on more achievably goals like creating cultures and governments would be easier? If your average town simply lasted longer, there were more hats like crowns to designate status, you could more easily write stuff down (e.g. more words per page, pages are cheaper to make at high-tech, pages can be combined into books?) and there was more variety between towns then you could likely end up with old towns with deeply entrenched cultures.

A lot of what you're referring to bleeds into my other thread I made from a while ago:

http://onehouronelife.com/forums/viewtopic.php?id=6588

tl;dr yes, culture and government could exist if we were able to reach Tier 3/4 of Maslow's Hierarchy. However, the "core gameplay loop" focuses on us suffering to sustain water and food, so we are perpetually stuck at Tier 1 as a whole, while the occassional memer/streamer/roleplayer attempts to ignore Tiers 1 and 2 and go straight into acting out certain roles/activities that are a "net detriment".

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