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#251 Main Forum » Help your town last forever* with stacks of wood! » 2019-05-25 14:01:18

futurebird
Replies: 5

Are you looking for a simple relaxing job that will help a town no matter what AND a job that not enough people do? Become a woodsman/woman! Here is what you should do:

When you are young find or make an Ax. Take it to the swamp, desert, stone or ice biome near town. Look for clusters of dense pine, swamp or dead tree that are very close to town. At this stage also claim or make a cart for your work. Here is the key thing: chop down every single tree until the ax is used up. Never chop trees with branches or Juniper trees. But chop everything else. Use up the Ax and bring it back to recycle.

(The reason you do this is if you chop the correct trees no one else can use that ax to chop the wrong ones, also a used up ax means that YOUR town gets all of that wood. If you only chop a few trees an Eve might steal the ax and chop her own trees god-knows-where. You are securing that wood for your town! Of course it won't do any good if you don't put it where it can be used.)

Also while you are young pull the branches off of every tree you can. Leave the branches in the wild, but stack the curved branches. You can also make stanchion kits, but only if the trees are close together.

Now start stacking firewood. You want to make at least 10 stacks of 6 firewood. Ideally right next to the fire. Future generations may face all kinds of peril and you want it to be super easy for them to keep the fire going.

When you have supplied the main fire well move on to making kindling. If the branches are far take another ax or hatchet out to the location with the branches and use baskets to bring back the kindling. If the branches are close, bring them to a clear area near the smith to chop. The smith needs as much kindling as you can manage. Assume some will be poached for egg-making and pie baking. A smith should always have two stacks of kindling, but 6 is better. If you like you can start making charcoal too at the same time.

Once you have supplied the smith it's time to go back for all the butt logs. Stack these far from the firewood so people don't waste them. If your bakery has no floor that's a good location. It's also helpful to move all of the wood working tools near the logs. This will encourage people to make more carts and buckets.

I've rarely been born in a town where I thought "this town has enough wood" -- but when you think about it the main fire is what says if your town is alive or not. When the fire goes out the town dies. Some fires burn for generations, even as the families who live there change the fire that Eve made goes on... as the woodman you keep the light of civilization alive.





*not really forever

#252 Re: Main Forum » In your opinion, what is the weakest aspect of the game? » 2019-05-25 13:44:07

Challenge for this question to name just one thing and not roll out a laundry list of complaints. If I had to pick just ONE thing it would be storage.

The general issue with items not being able to be contained. The lack of advanced storage options. The lack of things like mass storage for flour, poo, and other resources.

I want more tools to organize, more containers and more consistency with existing containers.

Basically this issue plus adding more mass storage and carting options.

https://github.com/jasonrohrer/OneLife/issues/292

#253 Re: Main Forum » Other games solve a lot of these long-term problems with regular wipes » 2019-05-25 12:15:51

I like the idea of overgrow cities, Jason! That reminds me of the time I went to north brother island in NYC and found all of these ruins with trees growing through them. Very romantic!

I don't like the idea of regular wipes. Let us do the apocalypse.

If we have a finite world it should be large enough that you can't run around it on foot in a life. But with a car you could barely make it if you hardly stop at all. That would still feel really huge and mysterious.

My trip to north brother island is documented here:
https://www.youtube.com/watch?v=dQbCT3DA1PY
It's in NYC! You can see the empire state building from the island, as I show in the video... but it feels like a lost world. I gotta go back again this summer...

#254 Main Forum » CSI OHOL » 2019-05-25 12:05:38

futurebird
Replies: 1

One thing that feels less than real to me in the game at the moment is the way that when someone is murdered people just keep working often with a smile on their face. It's strange and creepy, and yet I'm often one of those people. Stopping to look isn't going to help matters if someone else has the village knife or sword. Either:

1. It was an accident (should not be a thing anymore thanks to SHIFT-kill! Thank god!)
2. The person killed was killed for a good reason (The killer stays still explains to people what happened, people verify that they are telling the truth and feed the killer if needed)
3. It was a murder and someone ELSE needs to be killed, the killer runs or isn't easy to be found.

In case 3 some of the time the wrong person ends up being identified as the killer. What if there were some detective tools that would help us to find the killer with a bit of work and preparation? Something beyond just listening to the testimony of the various people in town about the kill? For example if there were a way to detect if someone recently had bloody hands?

Beyond that I think reducing the number of murders will help with this issue. A murder should be a big deal and grind a town to a halt until the killer is found. Right now there are so many murders that if you did that no work would get done.

Right now I tend to assume if the killer runs or won't answer questions they must be unjustified in their actions and should be killed. If the killer stays and answers questions and the answers make sense it's ambiguous and they should be watched. If their answers are corroborated by another villager (no their twin) then they can be fully trusted again.

One edge case are what I call "Pein Kills" When the killer stays gives a reason, but their choice to kills seems kind of extreme. This also applies with someone who kills an Eve on sight, something I'll never agree with. These people need to be watched and asked not to do it again... and it kind of depends on how much the other villagers support their choice.

How do you investigate murders?

#255 Re: Main Forum » hey » 2019-05-25 03:11:46

Please keep your erotic fantasies to yourself whoever's alt account this is. (check the damn ip mods, this is someone else who knows it might be over the damn line)

#256 Re: Main Forum » This Game is dead! » 2019-05-25 00:05:37

kubassa wrote:

There is a vocal minority on this forum that Jason listens to and drives the game towards them and their feedback.
*snip*
Then to have no way to return to the work you put into the city, which you could before through baby suicide, makes the game really slow and dreadfull having to do the exact same thing every life...........

I've never heard anyone here say that they don't want more ways to return? Who are earth is saying they don't like lineage ban and area ban and not being able to get back to the same town or family? It's the most requested change ever after maybe a S T O R A G E U P D A T E...

#257 Re: Main Forum » futurebird the scavenger... all for nothing? » 2019-05-24 23:21:23

Yeah Pein that sounds about right. Towns just die like that all the time. It was so booming when I was born. It makes me wonder if I should have hung around to try to watch over the new players a bit more? Help them yum? But it would have seemed strange with the population so high when I got there.

Some of the time I think there should be some help from the game ... send girls to low population towns send boys to places with lots of people.... IDK.

#258 Main Forum » I was the daughter of an Eve and I killed... » 2019-05-24 22:55:52

futurebird
Replies: 0

I was the daughter of an Eve that a town took in even though someone in the town didn't trust us and told us to leave at first.

And I stabbed someone.

BUT.

The person I stabbed was one of their own twins who turned out to be griefers. The first girl killed the woman who told us to leave... her own child! Then the other twin got the knife and killed someone else.

So, I stabbed one of the twins. One of the people from the village got the other. The twins also got cursed, but I couldn't join in on that part of course...

And everyone was so happy and nice to me after. Anyway, they could have just killed us or kicked us out.  The thing that really annoys me is I warned them about the twin named Tabetha! I was baking pies and she stole and hid a basket. I told everyone but they didn't trust me or didn't care because I had an accent, perhaps. It was really frustrating when Tabetha started stabbing people. I guess she didn't realize that I would be a more easy target since I didn't have her last name. (Last name started with R, common name that some of you like to use, normally really nice families...)

I was so upset when I killed Tabetha's twin: I warned  them! But, the damage was done. At first I thought I'd get killed to for taking the knife... but by then they understood those twins were rotten.

#259 Re: Main Forum » Interesting suggestion for a change to YUM chains » 2019-05-24 22:45:30

Can we please not do this tired old yum fight again... please? This thread was really interesting until it got derailed with this fight you two have been have for... um dag... it's been 3 MONTHS come on.

#260 Re: Main Forum » futurebird the scavenger... all for nothing? » 2019-05-24 21:17:30

Psykout wrote:

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.

Yeah, I was thinking about that. Think of all the tools and tanks of kerosine and cars and planes that just get lost. Players make so many wonderful things, if we could pool more of those resources it'd be incredible.

Also, I was kind of taken aback that the people in the large town I found had not discovered the un-looted abandon settlement so nearby. It was a long 8 biome walk from my home but only one biome away from them, but clearly they'd never been there.

If people won't leave town for such glorious loot I don't know WHAT will do it...

#261 Re: Main Forum » Preventing the collapse of civilization -- Jonathan Blow » 2019-05-24 21:11:03

Sukallinen wrote:

Btw I've played a lot of hours, and not one eve, what's up with that ? Is it b/c I never /die and get areaban ? Or kill very rarely. (following not important) : Today I killed one, I saw her (my daughter) pick every carrot (had seeds hidden so np) when I told not, cut and spread all wheat, when I told I have several soil I made left, please farm wheat here she went on to shear all sheep.
So I stabbed her. That's how patient I am. I offered teaching earlier too.

The first person I killed was also for picking all the carrots after being told not to. I almost lost it with my daughter today who was putting traps on non-family rabbit holes even though I showed here which rabbits to get as a child. But, I decided to let it go. It seemed like she just didn't know any better.

Anyway I agree with most of your points about the video.

#262 Main Forum » futurebird the scavenger... all for nothing? » 2019-05-24 20:47:28

futurebird
Replies: 6

I was born a guy, not my favorite, but the town was in an exciting stage... 5 girl relatives and 3 women having kids, the area nearby was still rather lush and it seemed the place was growing. Filled with optimism for my new home I laid out rocks in a road to the tarry spot which was very close to town. The place seemed to have a bright future. Since there were 3 carts in town I didn't feel bad about doing some exploring. I wanted to find iron, but I knew that would be hard. I walked north for a long time than east and saw signs of a town much larger than ours.

In the past I would have stopped to talk and told them about our town, but I was worried about being killed a lone man with a cart can be mistaken for a thief... and TBH I would have been happier if the town had been in ruins so I could loot it. So, I scooted by, saying "Hi" to a baby and a few other words... maybe our people will meet in the future... but they had oil and so many roads and what was more likely is they would have taken what little we had and maybe tolerated our children-- maybe. It was a multi-family town. Perhaps that's why no one was that concerned with me.

I went on to the north and east and soon found what had been a great city... once. I was able to get two tanks of kerosine and some tools and feeling good about by finds I headed back to our camp.

I was careful to avoid the town on my way back. I looked even more suspicious with a cart filled with tools! I thought about bringing the kerosine to the big town, and giving it to them as a friendship gift... but what life could I have in a place like that? I couldn't learn the language... Were I a woman I think I might have done that. Brought the kerosine as a gift to give my kids a better shot at surviving.

But, my own family needed all the help they could get... the number of girls had crashed while I was gone. Looking at the tree it was all just natural deaths. By the time I got back there was just one woman left, and one of my brothers. I told them about the town but they seem underwhelmed with the kerosine tanks. Two tanks! But, who could use them? Maybe it would have been better if I left them.

I don't think our town will make it. Towns are so fragile--

Anyway, if you find a town all set up for the next stage with two mysterious tanks of kerosine, now you know why. They are not stolen, merely looted from the long dead. Perhaps some Eve will use them as a gift as I dreamed of using them. Or perhaps they will never be found again.

#263 Re: Main Forum » Can we change how close Eves spawn to each other? » 2019-05-24 16:57:02

Saolin wrote:

I think competition for limited resources might be the problem with towns not lasting as long. Also if you want towns connecting, which is a neat idea, there needs to be some kind of actual benefit, as currently I can't see it leading to anything other than war. Unless that's the intention.

The benefit, one that people tend to overlook, is simply having *more people* You can get more done if you have more people. As critical as population is to a town surviving it isn't currently balanced by how nervous we feel not being able to curse other families.

And really if I have lived side by side with a family long enough that we speak the same language, nurse each other's kids and have built the town together WHY ON EARTH wouldn't curses work???? Perhaps adding marriage and making the ability to curse tied to knowing each others language would give us a reason to RELLLY "come together"

#264 Re: Main Forum » how dare you (Jason says: "this is the other Eve thread") » 2019-05-24 16:45:31

pein wrote:

each player should get a token a day, but maybe needs to survive to 30 to spend it
if the area is way too bad then another try might be good

Naaaaah. That's the whole point of this change. No more shopping for a perfect spawn. Deal with what you get as Eve. Make the most of it. Part of what makes Eve kinda boring is some of you only try it if the location is perfect.

I was a child in an Eve run that was incredible recently. We had a spring and only one pond. A few of my kids died on me because "no water" but we rushed the shovel and got the well going. We ate wild food and made it work. The ones who stayed had a great time and the line lasted for a long time.

We've got to stop this "shopping" nonsense and rise to the challenge of less than ideal spawns. It's more exciting.

#265 Re: Main Forum » how dare you (Jason says: "this is the other Eve thread") » 2019-05-24 16:40:28

I don't know what the best idea is, Jason, but I really hope there is some change. We need to try something new. The current system isn't working.

I support your skip list idea. Along with earning up to one Eve token per day by living to 60. So if you want to be eve you need to live to 60 in the past 24 hours and that gives you a token. You can then, later use that token to be eve.

I also support the idea that the number of families on the server is a function of current server population. So if there is a boom in players you would get some extra "free" Eve spawns. So the only way to become Eve isn't using the token. There can be more Eves if a lot of people log on. And fewer "natural" Eves of there are fewer people.

Lastly these free Eves would be distrubuted to births at random, not targeted at people who are banned out of being born everywhere. If you are banned out of being born you cycle back through the skip list. So no easy way to become eve other than the token.

#266 Re: Main Forum » This Game is dead! » 2019-05-24 16:32:21

As much as I'm critical of some of the choices for the game's direction I don't really think you are being fair here? I think we should be aiming for a slow increase in players at this point, the retention is OK. I do think there is a bit of a disconnect from what the game promised vs. what it is, but part of that is because *no other game is quite like this one* no game combines the same elements of progression, co-operation with violence and conflict. That's one of the strengths of the game not a weakness. The trouble is keeping the balance and dealing with the griefers who are a small portion of players who could, in theory, drive away thousands if not kept in check.

Honestly, the amount of racism, nastiness, and griefing is much less in this game than it was in the early minecraft days, the playbase is much more welcoming and friendly and mature. We should be aiming to build on that without making the game into a neutered farmville type experience because I don't think that's what most of us are here for when we play OHOL.

I don't agree with trying to treat griefers as some kind of "natural feature" of the game. I'm glad we have the curse system. The war sword wasn't a good solution to the issue. But I'm still confident we will find a way to make it work.

#267 Re: Main Forum » Can we change how close Eves spawn to each other? » 2019-05-24 15:24:31

jasonrohrer wrote:

I'm curious about why the longevity has fallen so precipitously since the come together update.  Obviously, inter-village violence is not helping, but I'm guessing that the natural resources have been stripped everywhere, so people are simply running out of stuff.  22 gens is only 5 hours.

It's those things you mentioned but also being an Eve in an abandon town where most major projects have been completed and your job is to repair and improve just isn't as appealing to many players. I really like it myself, but people complain of being "bored" since to them the main milestones in the game are

-get sheep
-first pump
-diesel engine

These are now much improved since the water update and more people are involved in the later stages.  But, there isn't anywhere OBVIOUS to go after making the diesel engine in the view of many players. I expect that some kind of next tier way to get more iron would be the obvious next step. Everyone understands that iron is short so people would work for it.

But back to the main point if you are an Eve and take over an abandon town, your kids will be "done" with the major game play much sooner and then families just kind of self destruct. The urgency is gone because your only major problem is running out of iron and there isn't anything obvious to do about that where you can work together (spending your whole life on a horse to get a distant vein isn't very "multi-player" )

#268 Re: Main Forum » Thoughts on eves on town? » 2019-05-24 14:25:40

Potjeh wrote:

No, I just /die because those towns are a disaster waiting to happen.

No more than other town in my limited experience. You have some kid who is pure Evil or some creepy dude comes to town on a horse. My only recent peaceful lives were it multi family towns. One of the worst lives was with some woman who wanted to kill every Eve on sight and most of the people in the town didn't agree. I gave one eve some food and just told her to run. Later that woman died to a pig and we got a new family. They helped a lot but didn't have many girls because by the time I died it was just my family again. But we had the first level of pump and two wells thanks to their work.

#269 Re: Main Forum » Thoughts on eves on town? » 2019-05-24 14:07:01

Potjeh wrote:

There is zero benefits from letting foreigners live, and plenty of drawbacks. All foreigners must die, not just Eves.


So if you are born in a multi family town you go about trying to kill off the other family? You do realize this makes YOU the griefer everyone has been saying would be born some day?

#270 Re: Main Forum » Can we change how close Eves spawn to each other? » 2019-05-24 08:43:06

jasonrohrer wrote:

There are two issues here.  The one about eve griefing is addressed in the other thread.

Which thread?

#271 Re: Main Forum » Thoughts on eves on town? » 2019-05-24 08:41:54

The chances of your kids causing problems down the line is high, but you don't preemptively feed them to wolves. The swords in't OP anymore you can stop someone who uses one.

Really if a good Eve comes to town that increases the chance of the town surviving because you have more kids.

#272 Main Forum » Every. Single. Boy. Stayed. » 2019-05-24 02:45:40

futurebird
Replies: 2

DEqQC0j.jpg

I wanted to stay, but I knew there would be no food so I ran and ran...


Soon, I was starting over in an abandon town. I ran as far as I can from the main town where everyone was being born after the reset.
Found a nice abandon town.

Every. Single. Boy. Stayed.

But only two girls did. What is that about? Can anyone explain why girls seem to use /die more often in some cases? If your are like me and like to play as a girl what are you looking for? Are abandon towns a huge turn-off?

#273 Re: Main Forum » how dare you (Jason says: "this is the other Eve thread") » 2019-05-24 02:40:43

DestinyCall wrote:

  It would be better if the path to becoming an Eve was completely separate from area or lineage ban and some other outlet was found for players who have managed to get banned from all available villages.   Being an Eve should be a special reward for players who have played the game for a while and deserve a chance to start something new, not a way to grief existing villages without consequences.    It should be precious and rare enough that Eves won't risk losing their chance by causing trouble in a strange town.


Yes yes yes. You should feel lucky to be Eve and KNOW you won't get the chance again soon! This is your chance and maybe your only chance for days to name a new lineage and start a whole new people with their own languages and traditions. It should be a big deal! Not something that you get by using /die ... an arguably anti- social action that just annoys other people.

I've noticed that when I'm in a nice town the number of /die babies is lower than if I'm in an eve camp some players just want more established places and that's totally fine. But some of it is people who would rather use /die than be gen-2 just so they can name the lineage. And there is nothing to stop that... and now you have the full time eve suicide bombers too. Ugh!

#274 Re: Main Forum » Ways to get more players to leave town. » 2019-05-23 23:39:06

RodneyC86 wrote:
pein wrote:

temporary resources? like mushroom after rain?
just a rain effect then you can go out and gather shrooms to eat
or some iron spawns for a while so every time you go out you can find stuff but others wont affect you that much if they do it in other times
so you got a chance to find iron even if 100 years ago your grandma collected it all

Meteorite iron would be cool. Then we have a space sword to stab people with


There is an ominous crash and flash of light from the stone biome nearby. If you hurry you can get 4-6 iron from the ground and a new vein to mine! But, wait too long and it's gone! I do think people would run out to check it out.

Or what about some kind of fish bounty where all the ice holes give a fish 100 percent of the time for like 4 min. Before the rush the fish start jumping in the holes and you have about 8 min to make more rods and make the most of it.

#275 Re: Main Forum » OMG stop doing this. » 2019-05-23 23:17:12

If you caught extra rabbits and think "it's more important to bring the rabbit back than the plate" you are almost always wrong. Someone will find and use a rabbit you leave in the prairie later. That plate may never come back. (Unless I'm around cleaning up, and most lives there are more important things to do)

There are plates that just sit unused in the prairie for 100s of years. I know since I saw one in one of my Eve lives. I already had another plate in my basket so couldn't bring it back. I came back when the town had grown and it was still there... So if you don't bring it back it isn't coming back.

Also, don't leave rabbit traps on the hole and just take the rabbit out. It's so rude, the rabbit won't reset and you are reducing the rabbits people in the future will have.

If you see a full trap empty it and if there is a nearby bunny move it to the next bunny. I've piled up tons of rabbits just by moving traps as I passed them while getting wood or clay.

When I see some kid run off to the desert make a pack and leave a plate behind I start to wonder if they are a griefer TBH.

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