a multiplayer game of parenting and civilization building
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I'm not fond of having too many people in the kitchen when I make pies. Making the kitchen into part nursery also means people will eventually clutter the kitchen floor with clothing.
And yes, sometimes no pies get made if there are no people around, but I think it often is more urgent that carrots get picked in time...
Another benefit of having the (no-wall) nursery in the berry/carrot field is that you can teach new players how to tend berries while they're waiting to grow up.
Haha, maybe Jason could spawn in NPC scribes who walk up to a person and start asking them questions ingame. "Good sir, I can see you have just been stabbed by a knife. Would you consider this to be an a) bad experience, b) fun experience, or c) none of the above?" ![]()
I took a good amount of time to write that post (on my phone, no less) and it sucks to have my post singled out like that when I was not the only person who responded to the example question as if it was real.
Feels bad, man.
It was a great post, RedComb. Thumbs up. ![]()
The nursery fire should be the center of the berry patches.
Each berry patch should be 3x3 tiles, separated by wooden roads and wood road surrounding it. Possibly with a stone road outside of that.
The closest 3x3 patch to the bakery could be for stew and boxes of pies. The patch closest to rabbit land could be for boxes of clothes, rabbits and furs. One patch should perhaps be dedicated to carrots, since they tend not to be picked if far away from where things are happening. That would leave 5 3x3 patches of berries. Should be enough?
For example:
B-C-B
F-N-W
B-B-B
B=Berries
C=Carrots
F=Food
N=Nursery (no walls, just open space with fire)
W=Wardrobe
Chaos4Horseman, I know others have complained that people don't pay attention and that if they try to kill griefers, they end up being cursed. I remember Pein and Futurebird talking about it once. I believe Futurebird's suggestion was something along the line of be mindful of how you present yourself when you kill someone.
Yes, as you have noticed it is possible to lead people into terrible acts, and of course they too have a responsibility not to let that happen.
Perhaps your next step is to learn how to use your skill of leadership and guiding people to create a safer environment for yourself when you battle griefers? If you have managed to become a person people trust even before you kill the griefer, your community will be much less likely to turn on you. I killed a griefer once... (yeah I know it's not something that's become part of my gameplay...) As I stood there with a bloody knife, I kept saying "She was griefing. She murdered a baby with a knife." Nobody killed or cursed me. I'm sure it helped that the griefer had behaved strangely, and that people had noticed me helping around. I had more trust than her.
I even killed a person once by mistake. (I was going though the items in a backpack on the ground, and this was before shift+click. The person moved onto the same square just as I picked up a knife and tried to switch it for something else.) I said I was sorry and told everyone it was a mistake. Nobody cursed or killed me in return.
Of course, if your business is killing griefers, then there will eventually be some who misunderstand and who respond in less constructive ways. But there probably are ways for you to shape the environment in your favor, especially for someone who has displayed skills of leadership.
Maybe the curse system and swords should be tied to languages?
This could be interesting. Separating the game mechanics from the family tree and having a "sphere of known individuals" instead, based on how often you have been exposed to their presence.
The information given in the game display could be for example:
"Nina Johnson, mother, friend"
"Pery Hill, unknown, friend"
"Sal Johnson, cousin, stranger"
The sphere of strangers could have the war sword/no curse mechanics, the friends the normal mechanics.
It would make it possible for a griefer to leave the family, stay away for let's say thirty years, and return with the intention to kill... But it would feel more natural perhaps.
If it's just the edge of the map, that's one thing (could be a mountain or a bramble just as easily as water), but if it's a feature spread throughout the map, I think players would get frustrated by the lack of interaction.
Well, even without boats and movement it would be terrain that can be used to our advantage or disadvantage, like being a wall for our city. In strategy games at least it's always a benefit to know which direction the enemy will not come from.
And would it be hard to add fishing?
Could soil be more abundant near the shore? Or certain types of plants that need more water?
With all the new players joining the game every week, the lack of growth meant that our attrition rate was too great. Essentially, the game is just not good enough yet. People get frustrated, or bored, or something else and leave.... many of them LONG before they ever exhaust the 2000+ objects in the game.
Adding more content isn't going to change that. Making the game better will change that.
I think this Youtuber has some great points about games in general. If OHOL feels boring, it might be in part because it does not manage to "beat the grind".
Right now, the best use of tech is upgrading wells. It absolutely does feel like a relief when someone manages to build a diesel pump and provides lots of fuel for it. But once that is done, nothing happens except that we have water now. It does not change how we work in the town. Beyond having a pump, there is no real sense of progress.
In the video one of the arguments is: "A large part of the frustrations we associate with grinding are to do with doing the same thing over and over again, which ultimately stems from a lack of observable progress. Minit is a game that sees your progress more or less reset every sixty seconds, forcing you to repeat yourself. But with the fact that with every iteration you can make measurable progress towards success through your understanding of the game and a growing collection of items, repeating yourself never really feels that bad."
At 5:50 he talks about Stardew Valley which in some ways is an extremely grindy game. There are several ways the game instills a sense of progress - like seeing the farm grow, and improving my character's skills. But one thing that helped the grind feel meaningful and valuable to me was saving money for upgraded tools which would make my job easier once I reached a goal.
Now I don't want OHOL to be Stardew Valley. But I think OHOL has many of the same elements that Stardew Valley does: Farming, baking, gathering ores and minerals, fighting monsters (or bears or strangers), relationships...
But what OHOL does not have is a feeling of how life is different in various stages of a town's life.
There's Eve camps, which have certain central jobs that differ from later towns: Gather soil, gather milkweed, gather wild food for the children and the smiths until carrots are up, all while making tools and building the main infrastructure of the town.
Then there's towns with pen and water (let's call it stage II, with stage I being Eve camps). Later towns have more foods available than stage II, and different clothes, and they look different in many ways. Top hats, radios... they could be stage III or even stage IV.
But there has been no progress to the central jobs. It doesn't matter if the town has a diesel pump or not, the main jobs have not changed from stage II: Make compost, water berry bushes one by one, plant carrots... Chop wood. Feed the fire. Plant milkweed. The central jobs, what keeps the town running, are all still stage II.
but beyond that maybe it should just be us trusting each other, not some magic
That could work but I'm fairly sure the war sword and cursing would need to not single out strangers first.
What if I could type the following in game:
/friend Anna Jones
And Anna did the same for me.
And what if instead of the description "no relation" when inspecting Anna, I could see "friend" and my children could see: "Mother's friend."
Further out in the tree: "Mother's friend's second cousin."
Maybe Anna could now be treated as family by the game engine, so that she could curse me and I could curse her, but we couldn't use war swords on each other. Perhaps this setting could even be inherited by close family?
And since the family tree links to photos, could we also get a list of our friends?
And perhaps the same mechanism could be used to /marry someone?
I understand why people do it but I don't think it's an optimal strategy? I mean nasty players can be *your* kids too. Cursing is the main cause of this pre-emptive murder. I don't bother with it. I really don't like the "it must be a one family town" mentality. Towns need people. Killing people kills the town. By degrees. The damage done trying to "prevent" an evil curse-able child being born. (and the fact the people kill because they are worried they will be eliminated for the same reason) stacks up more murders than actual griefers.
I agree, but I also understand why they do it. The game engine has options for war right now, so war naturally becomes the meta in regard to strangers.
I mean, if you play Sinistar, then you destroy spaceships, because that's what's implemented in the game. (https://onehouronelife.com/forums/viewtopic.php?id=6960)
There is no way that I can see to create peaceful towns with more than one lineage. If my family starts killing strangers, what do I do? Kill my own family? Curse my own family? When the strangers can't even explain themselves? How do I see the difference between family members who have legit reasons to kill strangers, and family who are just doing it for the lols? How do I see the difference between griefing and legit war? It's not possible.
I see that many people say that the reason why they kill all foreigners is because they can end their lineage and because they can not curse
but nobody realizes that if your mother does not name you, can you do exactly the same?
You can name any nameless person even if they're too old to pick up. Just stand close to them and say "You are ..." Then you can curse them.
The fact that such invasions are totally preventable is also really important and ignored by everyone who complains about this.
Best way to prevent invasions is to kill all strangers in close proximity before they happen...
I've tried to adopt children, and someone in my family killed them "just to be safe".
I've seen my own family murder strangers who came visiting.
I don't see many families living peacefully together.
So the complaint is not that there's war all the time, not at all. Rather we (some of us at least) just feel there is no point in having strangers as a concept in the game at all if the only scenario they create is "kill or be killed or watch my family members kill my new friends." It's not a rich experience right now.
Not sure why everyone kills you on sight like that.
I've had that happen too.
I guess it's just because they can?
I don't think it's because they can.
I think it is because you pose a danger. Even if you mean peace, you may bring (or give birth to) other family members who don't share your intentions. It's too big a risk to let you live.
Right now there is no need to have strangers around. Anything the stranger can do, you, your family or your descendants can do just as well. The only thing that separates strangers from family, apart from appearance and language, is the ability to kill and wage war without being cursed. To many it's just not worth the risk when they know that strangers will mean war down the line, no matter what anyone does to prevent it.
This right here, this asshole, I thought of him as my Husband and after years of living among us... He slaughtered our children and our grandchild, later I was reborn to a cousin. She was already dying when I was born, I tried to run to find someone to feed me but the only survivors were to far away In our second town I starved running from boss.
Awww... this is why so many kill any and all strangers on sight. There really is no reason to allow them to stay.
Jason. Do something, please! There is no point in having different families close by. They just get killed off. And it does nothing to solve the former griefer problem, in-family griefers still exist as well.
Strangers need a boost. A benefit to having them around. Or a way to assimilate them peacefully into a family so that they can be cursed just like any other family member. If not, they're just there to be killed, and then they might as well not be there at all.
Lutefisk (fish in lye)
Leave a fish to dry.
Drill a hole in a bucket.
Place bucket with hole on top of another bucket.
Add round stone (or sand?), ashes and water to bucket with hole.
Yields lye in bottom bucket.
Put dry fish in crock.
Add lye.
Leave for some time until fish has swelled.
Add bowl of water to crock.
Cook on hot coals.
Enjoy the lutefisk.
Bonus: The smell will drive away invaders.
Hey all I've decided to use my griefing by stopping griefers.
That's great news! Good luck on defending the towns. Guards are always welcome. I'm usually too busy with compost or food production to pay much attention myself, so I'm glad there's people like you out there.
If you ever find people who want to fight bears, perhaps you can ask them to do what Pein captured on this screenshot: Build walls! I don't think it is necessary to build the wall all around the cave, it should be enough to place one wall directly in front of it. Stone walls become old walls which survive decay, so it's really a gift to future generations!

Screenshot: Pein
I agree.
I would like it if you had to declare war before war swords worked, and that everyone in both families were alerted.
And instead of no cursing outsiders at all, the rule could be that you can't curse members of a family you're at war with.
Perhaps to end the war, two people from the opposing families need to drop a war sword and declare "peace!", and the war is over. Swords no longer work.
My guess is that the error applies to all the accounts who used to have "mernber" under their login name (as opposed to "member").
Amon, how did you manage to become a "SELECT group FROM users WHERE user_id = MISSINGNO."?
Looks even more exclusive than the mernber group!
Edit: MultiLife and Valareos too! And Grim_Arbiter and Tarr! Not so exclusive after all...?
Or maybe we could have shetland ponies that can carry stuff for us, and that only children can ride.

Are there any rnoderators around?
Interesting essay. ![]()
I also find it fascinating how the game changes from week to week, and how some of the changes happen because we're not playing the game as intended. I enjoy seeing the game evolve.
We can't claim the name of the original Eve of our line. The oldest daughter of this Eve didn't get her mother's last name, neither did the hundred generations descending from her...
Cake
Mix eggs, flour, sugar and milk in a bowl
Stir with a skewer or spoon
Put dough on a plate
Put cake in hot oven
Remove cake
Use knife to apply sugared cream
Sprinkle gooseberries on top
Cut with knife
Birthday Cake
Add candles to cake
Light candles with a firebrand ![]()