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#301 Re: Main Forum » Surviving Triplet Griefers » 2019-02-12 05:00:05

yeah they look dead, the mosquitos there were out of control, and the snowbank. I didn't build a snowman, it was just there.

i think the lineage seriously suffered from the time of night, because my daughter had 4 daughters who survived to childbearing age, and none of them had very many children.

It's sad cause I was so psyched to finally be an important part in a great family line after so many failures, and it was not meant to be.

#302 Main Forum » Surviving Triplet Griefers » 2019-02-12 04:08:29

fragilityh14
Replies: 5

i for once saved a family line. I was taking care of some twin boys who seemed sweet, wondering if they would be a problem. There was some drama with a knife, so i moved south just a bit. The boys seemed innocent as can be.

A girl started chasing me with a knife. She dropped it briefly, on accident trying to stab me, but being the kind soul I am my hope was that the situation was over and she was giving a knife to a responsible person. After some running around, I abandoned my twin boys to head north, figuring if i died the griefer might kill the family line (I don't use the mod that shows fertile women)


I birth a girl on my way north, and tell her we're waiting out griefers. It's a smart player who i later found out uses the forums sometime (name was similar to Croatia I want to say, gave my name, maybe he or she will comment)

Suddenly, a person showed up and I knew it was bad right away

ran back to camp with my baby and took a west turn when we got there. I was carrying a backpack and a pie, baby made quick work of digging up some roots once she was a toddler.

she asked if the killer was of my line, she had the mod, said I was the only fertile woman. So we headed back, found her dead next to a grizzly bear, which killed a son. Couldn't grab her knife, but survived to make it back to the camp.

i didn't have any other kids who wanted to play and live (a lot quit when i said we survived a griefer). We were rebuilding the camp, i had a great granddaughter by the time I died. I gave a granddaughter my pack and said "I've had this pie all my life, i pass it on to you" because there was one bite left in the pie i carried the whole time.


It was one of my best lifes, i felt so good about myself. My daughter kept complimenting me for being smart, and i was so proud of her. But it was an intense running away.

But we survived, and i made sure my last words were "we survived griefers"


Edit: my daughter's last words were the same, and she had 4 daughters live to childbearing age, but she killed a descendant, as did one of her daughters, and someone elses words were "Everyone ded"


maybe it was all for nought?

http://lineage.onehouronelife.com/serve … id=3348583

#303 Re: Main Forum » Lower the Donkey Town Requirement » 2019-02-11 21:45:13

in the book "Things Fall Apart" it says the Nigerian tribes people would abandon twins in the woods cause they were considered to be evil. Just saying.


I haven't had twins turn out to be evil, but i've had a mom who was an evil twin, and killed the whole family and kept saying i needed to be a slave moving rocks or she would kill me. I ran away with a bowl and was excited to live in the wilds a while then come back to reclaim the camp with a family, but I died of yellow fever sad

I suppose I should have cursed my mom after running away, being as she told me they killed the whole village.

#304 Re: Main Forum » I hear the Bell but where is it? » 2019-02-11 21:41:57

yeah remember that 4k is like 40 minutes of walking or something (I don't remember the exact number)  so if you see a home far away it's always either a bell or your mom traveled a long way and it's her previous home.

#305 Re: Main Forum » Lower the Donkey Town Requirement » 2019-02-11 20:10:32

it's important to remember that murder isn't necessarily griefing, and that PVP violence is allowed in this game for a reason: because it would be a completely unrealistic portrayal of human society without it.

an established city really should need a doctor and a dedicated guard/militia to be safe.

i don't witness that many murders, but in established civs generally a fair amount of people have knifes in their backpacks.

There's no good reason a murderer should be able to kill several people in a decently functioning civ. If you get murdered sometimes that's just the game.




at the same time, non-violent productive players very rarely get cursed. So if I accidentally get a couple here and there killing murderers (which i never have) it isn't a big deal.

I've long thought it would be fun to play as a raider, but there is no real point as pretty much a basket of pies and standing next to some cactuses is enough to survive a whole game lol.

Though, that actually brings up another important point What people are upset with is the murders being seemingly for no reason. If there were possessions worth killing for it would all look different. But, it's so damn easy to walk off with things, and almost every possession you would only want either to kill people or to be a productive player.

#306 Re: News » Update: Client Lag Fix » 2019-02-11 03:28:42

I didn't have any disconnects on startup, i believe for the first time since the big server update!

I did have some minor lag, but it was probably normal network lag my internet hasn't been great recently, and it wasn't a major playability issue.

#307 Re: Main Forum » I hear the Bell but where is it? » 2019-02-11 01:55:03

it's like a home marker, i believe you only see it if you don't have a home marker.

#308 Re: Main Forum » Valentine's Day Update Idea: Chocolate » 2019-02-09 21:43:09

what we need is honey.


Anyway, of stuff we have, we could just have corn mash, so fresh kernals in bowl, sharp stone, time, then have corn mash that cooks into corn syrup.


Also gooseberry juice potentially could work. It's way less intuitive than corn though, since corn syrup is a common sweetener

#309 Re: Main Forum » If you want to experience lag... » 2019-02-09 21:38:00

wow, thanks!


Do you think this had anything to do with the disconnects upon birth?

#310 Re: Main Forum » How should clothes work heat-wise? » 2019-02-09 21:36:15

or i'm assuming we're getting leather soon, maybe pants and leather boots protect you from snakebite?

almost all of my random deaths are from animals, I'd really like to stop stepping on rattle snakes.


Also for the desert we should for sure get full robes that keep you cooler, it would also be more convenient having just one clothing item. and the garment could moderate you in general, because obviously that's still warmer than being naked in the arctic.

#311 Re: Main Forum » We need new ways to do old things » 2019-02-09 20:35:38

i also like the idea of having ice cultures etc. Especially with the risk clothes give you of yellow fever now. i think we would just generally need bigger biomes. Which, now that there are horses etc would be viable. I'm not a programmer, but my understanding of how the game works is that the biome size and variability is just an input, and (though it would either required a map reset or only apply to new areas) that it would just be a matter of making biomes bigger and reducing variability.


I had been quite interested in the idea of making it more viable to be long-term hunter gatherers. One option for that would be to allow the cutting of burdock root to allow it to be planted just with a sharp stone, but then it takes a long time to be viable, like possibly even an epoch. However, the milkweed never coming back really nerfed that possibility of not having agriculture.

But, people don't seem interested in doing this anyway, even though i think it would be cool if villages were periodically raided by "savage" tribes and whatnot.


Regarding stew, i don't have a great answer to that. I wonder if people think they will get yelled at for eating the nice foods other people make? Though compost is fully sustainable, it's ridiculous the amount of it you have to make when large groups of people are living off of berries. And then you spend all your time and water on the bushes.

When i'm in a camp with stew it's usually my primary food source, or at least one of them.



I think part of the problem with eating the same foods is just the nature of the compost cycle


It's really well balanced, but it forces you to have a large volume of mutton and wheat. So, of course you have to constantly make mutton pies. And you have to have berries for the cycle. This could be massively reduced if a fed sheep produced manure, as opposed to only when a lamb becomes an adult. i think part of the idea is to force you to have knives though, which is unnecessary because you need the iron shovel anyway. 

one solution could be to allow more than one way to make compost and feed lambs. For one thing the threshed wheat would be fine as lamb food. No one really mashes carrots and berries to make compost, it was just a convenient available thing. There's no reason a plate of chopped squash couldn't do the same thing, or any number of things which are available. There's also no reason goose poop couldn't be used.

If we get more than one way to make soil, i think we will really see villages doing different things.

I'd also like some way to turn graves into fertile soil. It could be as easy as just making where you bury them work as fertile soil. The number of graves is becoming a problem, especially with limited irons, and human bones are a resource.




Also I've only been in one place with a high volume of sauerkraut, and I was seemingly about the only person eating it.

Maybe food delivery should be a job. Though, you'd need to make it possible to transport more full bowls easily...but that's as straightforward as letting some of them stack.

#312 Main Forum » What direction do you usually explore? » 2019-02-09 20:10:28

fragilityh14
Replies: 4

I've realized that instinctively, I almost always travel east or north. For some reason exploring west or south doesn't seem correct.


I thought about it, and realized, in almost all 2d videogames, you travel either upwards or to the right.


My wife did say, she habitually travels west in the bit of OHOL she's played, because in games there are often secrets before the beginning of a map (in platformers)


Anyway, more than out of curiosity, I realize if we're all doing this, we're wasting time over-exploring one quadrant in relation to our homes.


I assume out of habit we all mostly explore one or two directions. So, is that true, and if so, is it north and west for almost everyone?

#313 Re: Main Forum » Total newbies should not play in Eve camps » 2019-02-08 18:54:42

WalrusesConquer wrote:

Stop complaining about last names. They do matter. We had a griefer from another village but no one knew he was an outsider because he also had no name.


You do realize when you hover over them to see the name, it also tells you if they're related, right? So literally, in the time it takes to find out if they have your last name, you find out if they're in your family, whether or not they have a name.

#314 Re: Main Forum » Permanent Civilization » 2019-02-08 05:24:05

I just went on a very long iron gathering expedition.

There truly was no iron to find, I started find a few around 1.5 k away from the city. However, there were tons of signs of life. Then I found a dead civ, with stacks of wrought iron.

I was able to come home with some iron and wrought iron, after almost an entire life.

I was able to tell people at my camp as well, though I tried to find the city again, and aged out before I even got there.

So one horse cart and 4 baskets wasted. I made my first set of baskets at least though lol.

the sum total of my life accomplishments were like 7 pieces of iron lol.

So, places are certainly being picked dry, though I also found a collapsed civ with good iron stores.

#315 Re: Main Forum » Total newbies should not play in Eve camps » 2019-02-08 04:18:44

this also drives me crazy, when people don't know how to gather. If you're in a new camp and it isn't obvious what to do, grab a berry and go look for basket materials, and then gather. Even just running back with 3 berries to set on the ground can be crucial to allow people to stay at the camp long enough to accomplish something.

#316 Re: Main Forum » Permanent Civilization » 2019-02-08 04:15:28

happynova wrote:
CrazyEddie wrote:

People may be leaving your outpost camps because they're poorly located or otherwise display a not-very-promising start.

I think this cannot be stressed enough.  (As a general principle, not as a direct commentary on fragilityh14's camps, about which I know nothing.)  In theory, I really like the idea of splintering off from huge towns to pioneer a new start.  In practice, it seems like almost always when I'm born into such a life, the person looking to be Spinoff Eve has chosen a spot somewhere between poor and abysmal.  I'm a big believer in staying and trying to do something with whatever life I'm given, but I've disappointed more than one would-be pioneer mom by defecting and running back to the city.


You've probably been my kid, I always tell them where the civ they came from is and don't give them a hard time for going back to it.


I've realized only recently people take it really badly if you're set up in the grasslands, even though being by berries is the most practical for the beginning. I've been staying in civs recently, so instead of keeping my kids safe from rattlesnakes and mosquitos like my instincts tell me to do, I will set up in a desert or jungle in the future.



Also I rarely get born to pioneer parents, though it has happened.


Regarding running off with a horse cart, it's a good point that in a town that is in excess of everything, if I'm a young woman, I Could probably sell people on starting a new camp, or at least no one would stop me from taking off.




I have played as Eve a bunch of times btw, just not recently, I'm very capable of getting agriculture going in a game.

#317 Re: Main Forum » Permanent Civilization » 2019-02-07 16:37:07

CrazyEddie wrote:
fragilityh14 wrote:

Currently, iron is a permanent limiting factor, but that's pretty much the only thing that can just kill you off in a region.

I am very skeptical that any civilization has yet to die due to lack of iron.


I am as well, with horse carts its quite feasible to go long distances iron gathering. i wouldn't be surprised if killing people for wasting iron has doomed more lines than running out of iron itself.

#318 Re: Main Forum » Total newbies should not play in Eve camps » 2019-02-07 16:29:18

i've helped out Eve moms that were noobs. If the first daughter is competent, she can make it a productive line. The big problem is people are so obsessed with last names- which don't matter- so if the mom is nameless the family line is in trouble for no bigger reason than people refusing to play in a nameless dynasty.



Anyway, the bigger thing here, is you want to talk shit about noobs playing in Eve camps, but people also talk shit about how they don't learn the basic skills if they play in bigger camps. When are they gonna learn to make fire from nothing? The necessities of starting a camp, etc.



I've been meaning to start telling my babies its ok if they're a noob, because clearly people kill for the answer "yes" so everyone is scared to say that.

#319 Re: Main Forum » Are all these babies really needed? » 2019-02-07 16:23:27

It's not that challenging to keep two babies alive in the wild. It's also not that challenging to feed a camp if people are actually working. With people actually doing compost, berries, pies, and meat you can create a massive surplus.


The volume of people is not the problem, it's the people who don't contribute, and even so, this can tolerate a moderate amount of freeloaders, but most of them want to help if assigned a task.


Food just isn't that scarce of an item, not starving is pretty damn easy.

#320 Re: Main Forum » Permanent Civilization » 2019-02-07 16:15:08

Portager wrote:
Greep wrote:

The vast majority of players care more about cities than family lines.  And pioneering for various reasons helps kill it off in the long run.

I disagree on the second point. If a small group splits from an overpopulated camp, and does a good job at building a new base, then it might actually extend the line. If a family is split between 2 or 3 camps, it will take much longer for the griefers to destroy everything.



I've tried a million times to run off with a bowl as a girl and start a new camp, it's near impossible to get anyone to play with you in a new camp if you aren't an Eve.



I would point out, also, those of us who never use /die never get to play as Eves anyway. It's the same assholes hitting /die in every camp that isn't perfect to their specifications who play all of the eve games now. Since i came back i haven't spawned Eve a single time.



What i don't understand is why isn't this what anyone wants to do? The civilizations reach the peak of their tech tree and people can mess around with planes etc but you fundamentally run out of important things to do. Like humanity, it becomes time to expand to new land. This is why humans took over the whole world, instead of dying out when ancient civilizations collapsed.


Showing up with a few key items makes it massively easier to build a good camp, and makes the immediate food shortages less of a big deal.


The main problems are really this:

1) Not wanting to be the asshole who steals a horse/cart
2) that no one will stay with a mother who isn't in a civ.





So, what's going on here, is that family lines die because of how the community is viewing the game, not because of any shortcomings in the games design.

#321 Main Forum » Permanent Civilization » 2019-02-07 03:51:43

fragilityh14
Replies: 24

i know i've harped about this forever,

but having come back after a long break, and now with the big server, I'm convinced that there's no reason family lines need to die. Besides apocalypse, but I believe they live through the apocalypse now just with everything erased, so it's the same family

If, as a group, we collectively take this attitude, now that we're all on the same server, Eves could basically be a thing of the past, and we could make our civilization so enduring Jason needs to make changes based on the fact that there are always fertile women in existing lines.


Currently, iron is a permanent limiting factor, but that's pretty much the only thing that can just kill you off in a region.

However, in the bigger cities there are a ton of horses, and often many horse drawn carts. It's pretty safe to travel on a horse, with the carts. the big issue, is if you try to leave people get mad about stealing or think you're griefing.

But, as advanced societies, this should be our goal. We set up horse carts with iron tools and firemaking materials, pack them up with pies, and we send our daughters and sons off on horse to explore new land.


Does no one else have the pioneer spirit?

In my opinion the reason people are getting bored of this game is because the mood of the community is not to make humanity survive in the long run.



This should be what you do when Civ reaches the level where it has excess food and doesn't know what to do with more people: set up horses for pioneers and send them out with tools and pies to colonize new land.


nothing is stopping us but ourselves!

#322 Re: Main Forum » Together we made a plane, I flew out and never returned. » 2019-02-07 03:41:51

so i can only speak for myself, but the concept of someone in an experimental plane crashlanding in a stoneage civilization and being stuck there the rest of his or her life, is one of my favorite things so far in this game.


I don't know that much about the planes, but I really want the game to feature a crashed plane that can be disassembled for parts.


Seriously, think about it, on top of spawning eves, we can have brave young women we send out to explore the wild yonder and start new civilizations.

I may be the only one who feels this way, but I hope plane crashes in the wilderness and landing in stone age villages etc are a permanent feature of planes, because it's amazing for the fun of the game.

#323 Re: Main Forum » Are all these babies really needed? » 2019-02-06 23:21:36

Solbusaur wrote:

Considering a portion of players are unable to reach fertility from starvation, I think it's ok to have a lot of kids so there is a bigger chance of your lineage continuing.

I agree that it is acceptable to abandon babies during a food production drop, or famine, since those things need your attention more


yeah I take good care of my babies and 2/5ths at most live to adulthood. Even in a food crisis I just run out and live in the bush and keep having babies.


It's frustrating because it's really easy to stay alive in the wilds, and often in this situation all of my kids die and i'm the only one who lives. How GD hard is it to carry a berry around.

#324 Re: Main Forum » Are all these babies really needed? » 2019-02-06 21:19:22

this is why populations die out, because no one expands and creates new villages.

People being freeloaders has nothing to do with overpopulation, it's people choosing not to find jobs. They'd be a lot more of a burden for a smaller population.

#325 Re: Main Forum » Update v195: Temperature of Desert Buffed, (Jungles still op) » 2019-02-06 20:03:26

if you actually try to focus on the order of food yum can really make you go through quite a small amount of food. I started paying a bit more attention to it recently since it effects fertility. At the very least, it's of enough value to vary up the pie types and have different foods around camp.

Also, having a more diverse food system is generally more stable and more fun.

I also remain convinced there are at least a moderate amount of starvation deaths caused by people waiting til the last minute to eat to save food.

At least that's what i assume by the sheer number of people who inexplicably drop dead surrounded by food.

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