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#201 Re: Main Forum » Swords...... Aren't as bad. » 2019-05-14 21:06:50

Would be nice to disarm people with tools.
Won't fix the magical sword, I'd still rather remove that, but yeah. Irl we can grab anything to defend ourselves with. Sharp rock, stones, bats, nightsticks, boiling water...

#202 Re: Main Forum » 957 Eves » 2019-05-14 17:04:57

lychee wrote:
jasonrohrer wrote:

There were two players who did it more than 100 times.... in 24 hours.  That's a lot of dead babies for one dumpster.

/SHOCK

Do you think those two players were people who thought they can get back to a family they just were in, so they rerolled and rerolled and rerolled, never knowing they couldn't get back? The game never tells you about that.

Or can they get back, have I missed something?

#203 Re: Main Forum » Jason Made My Playstyle Meta - WARMONGER META » 2019-05-14 16:55:37

Meanwhile a nice bunch of Pu family members consider dropping the game, and playing something where their "building blocks are not kicked down" by other players.

Sheep being forced to play with wolves end with dead sheep, and then dead wolves.

I know I will quit if this becomes "meta". You guys can keep this meta, I have better games to go for. I will see how long it flies when sheep say "enough".

#204 Re: Main Forum » A proposed solution for repeated /DIE » 2019-05-14 16:47:45

Whatever it ends up being, I'm interested in seeing how it takes effect. I'm really hoping we could just connect people who want to be connected so we get to have sweet parenthood experiences.

#205 Re: Main Forum » 957 Eves » 2019-05-14 15:09:34

Tutorial Eves?

Are those from all servers in 24 hours?
947 failed Eve runs sounds really bad.

#206 Re: Main Forum » I dont apologise to everyone who I have griefed » 2019-05-14 14:48:14

I don't mind playing actual killing games with people where you are supposed to kill and fight and you signed up for it. A game where we both stand on the arena and go neck to neck with equal footing, with cool strategic choices of actions and in the end one coming out of it victorious.
I like Soul Calibur, I like Overwatch, I like Mortal Kombat, I like Battlefield, so on so forth.

But in OHOL, I don't want to be forced to fight you. I don't want others to taunt me to go after them. I don't want to have to chase you or else you doom the place I am enjoying.

I don't want my or anyones' gaming session (life) to be ended without their consent. But I want everyone to be able to have fun without it ruining others' enjoyment.

I don't want to play PvP in OHOL, and I don't want to be forced to it. I can do it, but I don't want to. It sucks. It's clicking and running back and forth and babysitting people.


Anyways I almost got an aneurysm trying to read the post so I assume it's some way of not-apologizing and apologizing because you still feel like a victim and that unjustified actions have been taken against you.
Or something.

#207 Re: Main Forum » I apologise to everyone who I have griefed » 2019-05-14 06:59:53

I have wondered why so many games and players always tend to default to "kill" and "destroy". It's so disappointing to me. We are more than that. Non-gamers already say how games are about killing and we confirm it if we just kill and destroy in games all the time.

I wish we had more PvE and AI to fight against in OHOL. Animals are dumb, there is no challenge there. Killing is just clicking tiles. No challenge there.
A lot of games do killing GREAT. Awesome ways. Like Party Hard and Rainbow Six Siege. Strategy, multiple actions... willful participants....

I honestly expect the next thing being non-killing games. Maybe it's naive to believe that, and yes there will always be PvP games and thirst for killing to quench, but still, that's my hunch.

Anyways your apology is very well and thoughtfully written. It sounds very mature, which is always good for my old soul heart. I understand that griefers have a way different mind than non-griefers, and that can fluctuate in between with moods, but I'm happy if griefers cross over to non-griefing side, even if it's for a moment.

#208 Re: Main Forum » Swords...... Aren't as bad. » 2019-05-14 06:33:14

Dodge wrote:

It's a human civilisation simulator get over it, if humans made swords the game gets swords, if humans made guns and black powder it will also probably get added to the game one day.

Saying "Get over it" is a mighty thing to say if the game has 30 people playing and is hemorrhaging new players, with old players having second thoughts inviting their friends to play.

Griefers have a lot of power here.
Also the game is not newbie friendly at all.
Lots of inconsistencies and a bad crafting guide (in-game), no wonder people have trouble staying.

I still haven't heard Jason's vision put in his words. What will this game be in the end?
Also, that article (https://massivelyop.com/2018/06/14/magi … ma-online/) has great examples of issues OHOL is suffering from, like trying to keep griefers as 'part of the game' and pushing community to police the players.

I had awesome quotes but forums hiccuped and I lost the message. I may try again later.

#209 Re: Main Forum » Swords...... Aren't as bad. » 2019-05-14 05:31:05

RedComb wrote:

I will post this again because it bears repeating... it is taken from a blogpost about getting criticism by one of the most erudite game designers for multiplayer games ever, Raph Koster.

Bold and italics added by me for emphasis:

You often have to choose between your ideals and your message.

One of the commonest pieces of feedback I get is that I am choosing some philosophical ideal over the player’s experience. It might be getting wedded to an aesthetic or visual I love that is just confusing the issue. It might be sticking with PvP for too long in order to serve an ideal of virtual citizenship, not paying attention to how many players are being chased out of the game.

The irony here, of course, is that if I can’t make the player’s experience positive enough, my ideal is failing to reach them anyway. And what good is it then?

It doesn’t mean I have to give up on the philosophical ideal. But it does mean that there are many many ways to compromise, and not all of them leave you compromised. In fact, being uncompromising may be the least successful way to achieve your artistic goal.

"On Getting Criticism"

I really want to know what is the point of "muh vision" if it drives away a core segment of the player base, turns off noobs from playing your game, and leads to less people being around to experience, enjoy and react to your game?

How many people are really going to "Come Together" if the changes you make trying to force them to build fences and band together against enemies actually drives them away?

If your players aren't using a particular feature, if you're players aren't happy with things like war swords, maybe that is because something else in your game appeals to them and things like war swords, genetic homogeneity, and not being able to communicate with strangers is killing the very thing that makes your game special. There are a great number of the players who enjoy parenting and cooperation, in working together and chilling out without contrived drama and some cynical simulation that attempts to mirror the darkest and basest of human impulses.

Finally, Raph Koster has a recent book called "Post Mortems," over 700 pages where he discusses many of the lessons learned from his various experiences working on games like UO, SWG, Metaplace, and more. I highly urge Jason to read it, at least the parts where he discusses playerkilling in UO and laments his stubborn decision to permit freedom and FFA pvp in the name of emergence and the simulation at the expense of the game's playerbase.

The "You red, you dead" part of this MASSIVELY OP ARTICLE also discusses the book and this mistake, and I think it's something for Jason and the OHOL community members (who think war swords and property fences are great) to really consider if they don't want to be a pack of wolves hunting for sheep in an empty wasteland.

UO lost a huge number of players to unchecked player killing and griefing, and it wasn't until Trammel (a PvE only mirror of the game world) was created that subscriptions numbers doubled. Many people view Trammel as the beginning of the end of UO too, but Koster has repeatedly mentioned that they lost huge numbers of players to EQ pre-Trammel because they dogmatically put the simulation and freedom above the enjoyment of most of their players, and their attempts to allow the community to police griefing and playerkilling was a failure that drove players away in droves.

Relevant quote:

“The result of UO’s PK environment was an exodus driven not only by the more modern 3-D graphics of EverQuest but by the safety. Everything I had thought about the impossible admin load of having a PK switch with a large-scale game was disproven in short order, and players wasted no time in telling me bluntly that I had been drastically and painfully wrong. In the name of player freedoms, I had put them through the slow-drip torture of two years of experiments with slowly tightening behavior rules, trying to save the emergence while tamping down the bad behavior. The cost was the loss of many hundreds of thousands of players. Ultima Online had churned through more than twice as many players who quit than EverQuest even got as subscribers that year.”

I love it.
I have so many things to say but for now I will just admire it and read all the things linked in it.

#210 Re: Main Forum » Do you like being around a lot of people in-game? » 2019-05-13 21:21:07

Well, I have zoom out mod, so seeing more space balances out people to some extent. But yes, I get very claustrophobic and speech bubbles all around the place distract me as I automatically notice them and try to read them. Nursery/bakery combo is not nice if there are three adult women popping kids in there, lots of screaming, bones, pie munching, naming, talking, speech bubbles overlapping, poking at clothes, looting corpses...

In my last life there was the nursery/bakery combo, I just had to move out of there as women and kids covered the place. I made a fire near the almost abandoned smithy and took my newborn there. I smithed, he sat outside in the bonfire, chilling. A lady passed by him and dressed him up, fed him, hovered around him and made sure he was okay. Lucky boi, that Zed Bada.

#211 Re: Main Forum » Why do you hate griefers? » 2019-05-13 15:00:27

Griefers are selfish in an immature way. They put themselves first and don't care how it affects others.

It's fine to put your fun first if it doesn't ruin others' fun. But griefers ruin others' fun. So there is nothing to like about them.

Nothing.

#212 Re: Main Forum » Brada family closing in on 80 generations and going strong » 2019-05-13 10:55:14

Jaona wrote:

If you're curious when the town split, my mom was the one who started the 2nd camp :
http://lineage.onehouronelife.com/serve … id=4426209

I see! Gen 30. I was gen 27 so few hours after my death.
Go go gingers and redheads!

Xenia Bada tried to grief the doors during my lifetime. She built fences to block them. I made a pickaxe just in case we would have to bust open a wall. Then I tried to make spring doors but screwed up by letting the springs hit the ground in the process... Had to run for iron as we had almost none during those times. Got lost in the wilderness as I didn't know I had no home marker (first in a long while!), glad I found skeletons of relatives and then a man whose name I can't remember who brought me home with my iron haul.
I even managed to see spring doors made by a gal before I died.

#213 Re: Main Forum » OHOL as a model of human society » 2019-05-13 06:28:20

That said, imo the best OHOL has done is shown that people are ready to share and support each other when fighting for a common cause and become closer because of it. We will stick together ultimately. First as people, then as neighbors, then as families. That may cause prioritizing and even exclusion (males in some cases in OHOL) but still, usually for the common good.

OHOL also shows how things would work with rebirth and costly talking (sharing information via speech costs a lot time and food-wise). A member of a small society takes actions very independently as they are taught by being reborn enough of times how to work in the most beneficial way in the situation they are born to.

It's also interesting to see mayfly humans, living briefly and what they choose to invest their short time upon.

I appreciate the peaceful and heart-warming things OHOL has with its players, not the goddamn PvP drama. I will quit if this becomes a playground of sexists, racists, griefers and trolls. Oh goodie, what fun drama that brings and all that...

#214 Re: Main Forum » OHOL as a model of human society » 2019-05-13 06:23:16

wio wrote:
BerrypickerAF wrote:

Nobody told you it was wrong to kill someone without reason.

Everyone plays OHOL bringing their understanding of morality into the game, so I have to disagree on this point. Also the game also imposes penalties to killing, since player loses interaction capabilities temporarily. There is also far less incentive to kill in OHOL.

My view on this is that a kill is forcing someone's gaming session to an end without their consent. That's what grinds my gears. An innocent player who had no bad intentions does not deserve to be removed from their gaming session by some random drama and attention-thirsty unemphatetic >insert a word here<.

wio wrote:
BerrypickerAF wrote:

Delving deeper I focused more on the traditions that seem to contradict IRL morals in some ways. It becomes apparent very quickly that females tend to run the show, girls are the most valuable resource and if there are none left the town is doomed. Occasionally you might even come across 'amazon' camps where males are exiled or executed.
Makes sense in the game, girls die - town dies. But isn't it the same with humankind as well?
So why does OHOL mainly produce matriarchal societies, whereas humanity skewed heavily towards patriarchy? I am sure it's mostly just due to numbers and lack of physical differences between genders (no pregnancy/related complications), but it makes me wonder if early human tribes actually were ruled by women, as the death of all females would lead to the death of the tribe.

Matriarchy does not encourage women to have children or to take better care of their children. The opposite is true. When women get power, they are more likely to see their children as a burden. This is because their matriarchal responsibilities are at odds with their parental responsibilities rather than being complementary. Countries with higher birth rates tend to be more patriarchal.

The mechanics of sex in OHOL make it unwise to compare its sexual phenomena to that of humans. Men are effectively barren women, and there is no sexual dimorphism beyond that. OHOL is closer to a polygynous ants than it is to humans regarding sexual mechanics.

Yep. Ants. Ants whose kids are born with the mentality of an adult.

#215 Re: Main Forum » Brada family closing in on 80 generations and going strong » 2019-05-13 06:02:26

You mean Bada family? I was in Bada family, before any double towns. My branch died out quickly though. Would be fun to see how the towns look like now.

#216 Re: Main Forum » The future of OHOL! (GRIEFERS HEAVEN) » 2019-05-11 10:47:24

Ugh, a magical war sword that only hurts people not related to you with no cooldown. This is like the damn elder stone thing with the level of magic going on.

#217 Re: Main Forum » Why I Wrote the Pitbull Post » 2019-05-11 09:14:20

Better method or worse, it doesn't matter. You still made a post which did nothing good.

You try to write in a way to make yourself a victim. Even your sig has that.
Poor me was all stomped on by griefers and now the community is being mean.

Poke a bee hive and some bees will get out to sting you. You weren't misunderstood, they decided you are a douche for your actions.

Maybe next you say you were clickbaiting people to teach them how to catch griefers - but honestly, how often dog griefers are around? How often do people need the knowledge to catch them in time? Why didn't you just make a post on how to detect dog griefers without being one? If the answer is clickbait then you really chose a poor choice. Perhaps with a vision clouded with the experiences you had.
Still won't excuse your actions of bragging attitude and your very real griefing journeys.

#218 Re: Main Forum » Why I Wrote the Pitbull Post » 2019-05-11 08:58:18

Afaik you really embraced the whole griefing thing starting from the pitbull post. You'd go to griefer topics to message and played with griefers (said you didn't grief but they did, which doesn't matter to me - playing with griefers doing griefing makes you one as you support them).
Tarr said you griefed an Eve camp (perhaps in this company, can't recall).

Now, I wouldn't go my way to hunt you or your kids down. Idc. Haven't been born to your lineages.
Overall it just sounds like a child who just comes up with all kinds of ways to word their doings, trying to explain their edgy phase to clear the consequences they had.

I'd imagine if you play long enough in a peaceful manner, people will slowly drop out of any manhunts or suicide attitudes and you eventually play like before the edgy phase.

Anyways, I find it hard to believe how you tried to make griefers grief in more complex manners. I believe they kept to their ways and nobody saw the complex pitbull griefing as a good choice. Thus, you just added a weapon to an arsenal which did nothing good.

#219 Re: Main Forum » How many oil kiddies did you train today? » 2019-05-10 03:49:36

Were you Mini? Two of her kids didn't stay though so maybe not...? Maybe you were that one old lady who talked about the fire and how we shouldn't have two.

Almost went crazy due to people sitting at the fire. Knife holders weren't killing sheep, pies were running out with nobody baking and backpacks were decaying. Berry bushes started to languish.
One man explained how the pump needs to be lit up, so I tried. "Kerosene tank with full boiler" it said, so it sounded like it's ready, but nope. Would've been a great life to learn everything about running kerosene pumps, but I became busy holding the cluttered town together by doing all the jobs the people at the fire didn't do.

I cleaned the place as a kid, then got rabbits (some made to pies, some I grilled, made lots of clothes/backpacks), started to get kids, smithed stuff like shears when asking thrice where they are and nobody helping, crafted a knife to shepherd and finally got mutton, made a smithing hammer when nobody answered to my question if we had one, made two tanks for kerosene when I was asked to, cleaned the tiny sheep pen, then hauled emergency soil for bushes. Fished a bit to get rid of the worm clutter.
There were old twin women who came to make pottery in the smithy when I was trying to smith, it was just a terrible timing with them in there. One had the only round stone closeby and she just held onto it as my forge fires and steel is cooling (smithing hammer in the making). It was very unfortunate. And ofc their heads were in front of the smith's flat stones.. ouch.

A man also tried to shoot me with a bow. I noticed him eyeing me and sneaking towards me. I walked around some dug up rocks and moved in odd patterns, stopping here and there. He clicked a tile where I just had been and his character swapped the bow with the rock and he started to move slowly with the rock in his hands. I grabbed his bow (still had my knife too but the town had pads) and shot him.
I think it might've been Nirvana who tried to feed my babygirl born in the snow on my 'murder slow-down' (hi Nirvana, if you're around; thank you for checking my hunger need and trying to keep the baby alive. I'm glad I got the guy. I was the same lady who sat with you in the nursery fire, recapping my life in my late fifties. Forgot the whole killing thing when recalling my past. big_smile )


Anyways yes, thought it'll be a crappy life with the snowy town (sheep partly in snow, farms extended towards snow), and my mom (Mini) leaving me behind as I was born. Glad the "rp moms" around the fire were there for that moment. big_smile Would've been awesome to practice oil and kerosene but yeah, someone gotta fix the place up.
- Emberlynne

#220 Re: Main Forum » We need your help for the PIES 2.0 Mod » 2019-05-09 04:56:38

How about making a pie which has the same base look like this https://cdn1.vectorstock.com/i/1000x100 … 367030.jpg
But depending on the filling the crust changes color?
Mutton; reddish brown pie crust color
Rabbit; lighter reddish brown
Carrot; orange crust
CarrotRabbit; coral colored crust or 50/50 split orange and light reddish brown
Berry; slightly violet crust
BerryRabbit; purplish crust or 50/50 split of slightly violet and light reddish brown

OR:
There is the ring (oven dish/pie dish) in between pie and plate and that shows the color brightly to indicate pie filling. However, it'd look funny if it gets eaten and it removes the pie dish with the pie...

Also RIP red green colorblind but maybe the darkness/lightness of the colors could shift enough.

#221 Re: Main Forum » Dear my suicidal daughter (Ro family) » 2019-05-09 04:40:08

FeignedSanity wrote:

Honestly had no idea that /die reset the birth cooldown, (probably one of the many changes that happened while I was on hiatus). Are we sure that's a thing?

/die has reset the mom's cooldown since it was added. But when it was made usable without mothers holding you, it was overlooked and now you won't reset the mom's cooldown if you /die on the ground.

Still resets if you /die in her arms like it always did.

#222 Re: Main Forum » Newt Murders » 2019-05-08 10:53:52

That's a fun surname to come up with cool names.

Mega Murders
My Murders
Blue Murders
Red Murders
Wolf Murders
Bear Murders
Winter Murders
Summer Murders
Man Murders
Babygirl Murders

#223 Re: Main Forum » Having a child should be a moment of joy... not like getting spam » 2019-05-07 21:01:35

Dodge wrote:

The main reason /die was added is to not spawn in the same town, but if you get lineage ban by simply dying problem is solved.

Well yeah but /die was added so moms wouldn't get a cooldown from getting suicidal babies through their fertile years. And so they don't keep rolling the same suicidal baby.

#224 Re: Main Forum » Having a child should be a moment of joy... not like getting spam » 2019-05-07 19:46:59

futurebird wrote:

By the way: I totally use /die from time to time. I get it. I've had a sister in a eve camp say to me "please try to come back to us" and maaaan I'm on it. I'm coming back!

But you can't get back if you /die? You get area ban nowadays right? Before /die gave a lineage ban. So if you need to reroll to be a girl, you gotta starve to have a chance to get to that mom.

I think a lot of players think they can get back with /die, not knowing what it does "behind the curtains". It blocks you out from those women, ensuring you won't be bothering them anymore.

Or do I have old info/have understood it wrong?

#225 Re: Main Forum » Having a child should be a moment of joy... not like getting spam » 2019-05-07 19:30:48

jasonrohrer wrote:

Multi, I hear you about a growing "in-life" penalty for repeated /die or other young death.  That's pretty sensible, and it wouldn't affect new players too badly.  It could be simply a reduced lifespan, like 3 years for every young death, stopping at 40 or something.  Don't be too picky.  Maybe the only way to live to old age is to take what you're given.

No no no no no penalty! I'm talking about a diluting reward! People who take the first life they get are granted a perk, and people who reroll and reroll will eventually lose the perk or get a really diluted version of the perk!

Decreasing reward>>>>increasing punishment! Way better than punishing. In my opinion.

Makes a guy go "but damn, I WOULD get the maximum reward this life... is it worth to reroll and get half the perk?"

It's a very raw idea but still, the important part is, let's reward players who make the best out of every life and make rerollers decide if they are missing out or nah.

EDIT: One perk I'd love is that in your elder years you have more hunger pips. You still die at 60 but if you never reroll as a baby you could have +3 fancy looking pip squares through your elderly years. It'd be awesome already, I could ramble more as a granny or supervise/teach/work, with those extra pips; less food waste too.
So yeah people who took the first life they got: +3 extra elder pips. People who rerolled once can get +1. People who rerolled twice or more get no perk. Every day you can get the perk again if you keep taking first lives. If you keep rerolling you will have the normal tiny baby stomach as an elder.
EDIT2: Also, if my mom pleads me to /die, I won't mind losing the extra elder pips or getting the diluted reward. It's really rare to get a mom who pleads you to /die anyways, and losing my 'first life reward' is not that bad. I can deal with "regular elderly years" as I already do. smile

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