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a multiplayer game of parenting and civilization building

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#351 Re: Main Forum » Buff idea for language people. » 2020-04-03 16:13:52

fug

Funny enough it really is the best choice as you can support other families while being able to communicate what you're doing.

#352 Re: Main Forum » Buff idea for language people. » 2020-04-03 16:03:35

fug

Whites are second best miners. Best in regards for explaining and not locking up tech by being infertile miners but second best because they cant fetch bananas.

Remember not to raise kids when white. Do your part to help the server and be miners.

#353 Re: Main Forum » Scrap the Scrap Engine » 2020-04-03 16:01:43

fug
DestinyCall wrote:

Is this change live yet?    I've noticed engines have been going missing lately.

Yeah, I know of one town that had its engine scrapped then rebuilt. Good news is there's plenty of iron to make up for it smile

#354 Re: Main Forum » The 3 cities April 2-3 » 2020-04-03 07:25:23

fug
minth wrote:

I went to two cities and they all got the engine gone.
I don't know where the third one is so can't go there.
Basically ginger town and brown town engines are both gone.
At least two EVE spawn in ginger town, we have no iron there to make a new engine and nothing to do there too. The update makes EVEs spawn closer is the reason I guess.

Woah slowdown. Are you telling me the ability to rip out a towns engine is going to lead to griefing?

Glad to see we're on a two week bad idea streak from Jason. Next week he'll remove our ability to pick stuff up at all to change ohol into his own personal 2D chatroom

Woohoo.

#355 Re: Main Forum » The 3 cities April 2-3 » 2020-04-03 04:53:56

fug

Voltaire city has mines SW from the city (go west and east of locations marked.)

(-559, -364)
(-836, -684) 

Jones had mines located at
(-29, 408)



Server wasn't reset meaning a lot of eves are likely to screw themselves out of iron by settling in villages before setting up more mines.

#356 Re: Main Forum » Finding other towns/experts is STILL a pain, and how I'm fixing it » 2020-04-02 20:15:49

fug

You have contended resources if you're spawning 50 tiles apart from each other or are you too dumb to read?

Oh wait, most of us in the forums already knew that. Please continue to post ideas about islands/wastelands or whatever nonsense you're on about. Thanks.

#357 Re: Main Forum » Yummers and MinMaxers ,I did the math for you! » 2020-04-02 20:11:14

fug

The correct way to dispose of sheep:

Feed baby > Kill once it grows > Shear sheepskin if looking to make thread, if not pass to naked adult.

Basically you do not shear adults otherwise people will feed it again. By killing it once it grows you then have two options: either shears on the sheepskin which gives you the same amount of wool OR convert the sheepskin to saddle/shirt for naked people.

Basically murder then shear instead of shear then murder.

#358 Re: Main Forum » Finding other towns/experts is STILL a pain, and how I'm fixing it » 2020-04-02 20:05:51

fug
DestinyCall wrote:
Coconut Fruit wrote:
jasonrohrer wrote:

So, we could tear out the biome expert stuff.... OR we could fix the fundamental problem of wandering around half your life to find another village.

Aww, that was so close making this game so enjoyable, even more than even before. You choosed the another solution sadly tongue

We should definitely tear out the biome expert stuff.   I'd love to see the idea revisited with a better foundation - like actually livable biomes that encourage Eves to settle and grow in different starting biomes.   But the current implementation is fundamentally broken.  Trying to get the rest of the game to work properly with racial specialization is just breaking more of the game.

Keep racial specialization and continue to have zero reason to not have conflict or drama as Jason lives.

OR

Remove racial specialization and have a somewhat reason to remove/kill/raid your neighbors for contested land.


Best answer is always to rip out crappy restrictions.

#359 Main Forum » By far the dumbest meta I've seen yet. » 2020-04-02 18:19:42

fug
Replies: 6

Snipe an Eve spawn by watching when a lineage will die out. Should a lineage his 0 fertile females you should be ready to die as soon as a new line pops up.
Proceed to either get the Eve or be one of her first kids.
Move away and take the homelands so you can spawn iron away from main lineage.

Proceed to donate iron to closest town if possible.
Then your goal should be to try to be last living family member of lineage X
Once everyone else is dead kill yourself.
spam /die and attempt to get the Eve spawn OR her kid

Repeat steps 3 - 8 as needed, else go to step 9

If you get the Eve spawn keep zero kids.
Proceed to find expert stone and move as close as possible to another lineage.
Find closest well site south/north of the town.
Collect iron, turn well site into stone, collect iron again.
Dump iron into useful lineage town you settled by.

Lastly make a map OR post coordinates in discord.
Kill yourself and spam /die in attempt to regrab Eve spawn.

Managed to do this as Eve 2x in a row, and before that as the child of an Eve. Very rich and interesting mechanics we're seeing here.

#360 Re: Main Forum » More Mining Equipment Needed » 2020-04-02 15:40:08

fug

We already have the ultimate miners in game. Tan lineages should basically be farmed for iron considering bananas counteract the hungry work aspect.

Pros:
- Follows real world examples of native peoples being exploited.
- Easiest race to have plentiful food when mining.
- Easy to manage when update comes out.

Cons:
- Tans are a required race meaning they both need to mine and retrieve other jungle resources.
- Racist to force certain skin tone into mining.
- Reduces the amount of viable towns.


Took it for a test run today with the Jijon lineage which worked pretty well. Homelands + iron reworks are goofy.

#361 Re: Main Forum » More Mining Equipment Needed » 2020-04-02 13:30:53

fug
cordy wrote:

Question: Does putting floors and walls down (aka a room) on jungle or desert tiles make the temp cooler? Ty. Or is it still scorching hot?

Needs to be a completely full room enclosed and all. Buildings lower the temperature whether naked inside or fully dressed as well. Make sure you also don't forget any tiles as that'll render the room as if it wasn't there at all.

#362 Re: Main Forum » More Mining Equipment Needed » 2020-04-02 09:19:36

fug

Tech hasn't moved up for like a year at this point. Small QoL upgrades could really spice up the feeling of large towns or at the very least we'd have some sort of strong division between mid and late game.

Looking at the different onetechs you get a feeling for all these different things the game could have considering what base the game is built on. It feels sort of like we're the dud of all the different versions because where other ohol spin-offs are looking to add as much fun content as possible we're out here doing random things to make the game "interesting."

There are so many actually interesting ways to change the game that aren't just continuous nerfs. Gingers have a special opportunity to actually live a different way than all the families and that's actually interesting. Expanding on that or even changing how other families can live would really give the game some depth because then we wouldn't just feel like the same characters with random restrictions palced on them.

#363 Re: Main Forum » We got "updates" then we go silent » 2020-04-02 08:55:21

fug
Whatever wrote:

dodge pls stop writing here on the forums,
you dont give any valuable feedback, you are just an echo of jasons delusional thoughts

Just ignore him as he's going to cherry pick or ignore anything well thought out.


In regards to the thread I specifically only really like to play early game because that's the time you can shape the village. Thankfully the time of those damn designer villages should be over which I feel bad for them but it's hard to grow attached to a place/family when you've done nothing for them.

Monday I was the pseudo eve for the Sun family because my mother was too dumb to make her own family site so I wandered off and made one myself. I stuck around for a few hours after the initial run and was able to get the lineage stable foodwise and even managed to get the nursery and bakery finished a few lives later. This feels good because when you put in work and watch things grow you get a sense of the awesomeness.

The key is just don't play when you think an update is bad. No reason  to sit around not enjoying yourself, there's plenty of other stuff to do.

#364 Re: Main Forum » Iron changes and what I'd like to see. » 2020-03-31 16:59:32

fug

You've also got to remember these are numbers for SOLO players. Gathering iron would only truly be slow if you only send one person to mine at a time and with how iron veins are found right now it would be easy to form a small group of miners vs previous renditions of mining where you'd be looking all over the map for a single vein. Remember when you posted the picture of the miners? It wasn't just one guy doing all the work now was it?

The main goal is turning something that feels like it should be a group activity into a group activity. By discouraging solo miners and slowing it down for these people you encourage them to either bring new players to help or to form a small group thus increasing the social interactions. The numbers can always be tweaked to whatever feels appropriate but I do think something like this would overall be an improvement over the current system we have for mining.

#365 Re: Main Forum » Iron changes and what I'd like to see. » 2020-03-31 16:21:27

fug
Elsayal wrote:

10 seconds looks really long.
Just count to 10 s, while standing there doing nothing.
Then repeat for each mining action.

I don't really have a problem with the action being 5 seconds but then we need to double all the numbers (which isn't a huge deal.) Obviously the goal is to have mining feel more like mining while also encouraging cooperation while having some semblance of balance.

So lets at least do the reasonable numbers.

15% = 86 iron per 48 minutes or 72 iron net after recycling.
10% = 56 iron per 48 minutes or 42 net after recycling.
7.5% = 43 iron per 48 minutes or 29 iron net after recycling.


And just a reminder for this, with these numbers you're breaking 27~ pickaxes per 48 minutes mining so you're still doing a ton of smithing or at least someone is to keep up with the amount needed.


So the takeaway is if mining transition is 10 seconds then the iron chance per attempt should be around 10% and if the transition lasts 5 seconds the iron chance should be around 7.5% chance.

#366 Re: Main Forum » Iron changes and what I'd like to see. » 2020-03-31 15:52:52

fug

A). You're assuming that a player can mine from age zero. Glad to see you're thinking that one through Dodge.

B). At a 5% chance of iron per player mining you are producing a near 1:1 iron per pickax you craft. (Pickax has an average of 21 uses, 5% is = is 1/20.) which is dumb. The scaling has to at least be greater than the input to pickaxes else you don't get anywhere.

C).By age gating mining to 12 like fishing we can lower the amount of actions to 288 swings per hour in an absolute perfect world if transition time = 10s per one attempt. This means one player is breaking 13.74 pickaxes and producing 72 iron per hour or net about 65 when iron is at a 25% which can be adjusted down by lowering iron chance.

25% = 72 (65 after recycling 1.35 iron ) or No recycling would be a net of 59 iron per 48 minutes per person which is 1.2 iron per minute per person mining.
20% = 57 (50 after recycling 1.04 iron) or  No recycling would be a net of 44 iron per 48 minutes for a total of 0.9 iron per minute per person.
15% = 43 (36 after recycling .75 iron) or   No recycling would be a net of 30 iron per 48 minutes for a total of 0.625 iron per minute per person
10% = 28 (21 after recycling .43 iron) or   No recycling would be a net of 15 iron per 48 minutes for a total of 0.3125 iron per minute per person.

Also remember these people are spending 48 straight minutes doing this without adding in times to restock on pickaxes, move other resources that pop up, or even eating. I can't imagine you're going to get a bunch of people essentially clicking in one spot for 48 minutes straight each and every life.

By doing the 10% rate you would be on what iron veins were per par before the current changes but it would be timegated instead of an instant 21~ iron you were getting per vein before the original update.

#367 Re: Main Forum » Iron changes and what I'd like to see. » 2020-03-31 14:20:39

fug
DestinyCall wrote:

I'm just going to slip in a plug for copper/bronze pickaxe as a way to prevent bad iron RNG from screwing you over completely.

...

And also, this is an awesome idea and sounds like it would feel more like real mining.     

The Community Crucible added something like this - semi randomized results for iron mining.   In fact, they took it a step farther and added ore veins to every biome.    Each biome had a different drop-table, so if you wanted a decent chance to get gold, you mined in the tundra.  If you wanted more chance to get rare minerals, you mined in the desert, etc.   You would always get a decent amount of iron and some other stuff, but the ratio would vary depending where you found the vein.    I loved how it made the biomes feel more unique.   


Here's a link to the forum post that contains the drop table used by CCM:

https://onehouronelife.com/forums/viewtopic.php?id=6794

I probably would have made one of the biomes have an extra high chance at providing dug stones, so building stone houses would be easier.   And other one drop a lot of flat stones, so you could go crazy with the road building.

Yeah, I think having a lower tier pickax for either protection against bad rng or as the actual boot strapping mechanic would be a good choice. This would also make sense as in why the first tier needs to be more plentiful because until that point you don't have any iron anyways.

I obviously didn't play enough CCM to get a feel for mining there but how did it feel? I'm obviously not sure what the exact feel good percentages are for iron rng but was 55% good enough or did you feel like you were getting too many nonessential by products? With their current numbers one pickax = 11.55~ iron per pickax which doesn't seem too terrible. Then again, this also seems like a bit too much iron per pickax at the same time especially in a world where you have multiple miners working together.

25% chance lowers our iron per pickax to around 5.25 which nets 4.25 iron each pick which while low gives us a better sounding number imo.

#368 Main Forum » Iron changes and what I'd like to see. » 2020-03-31 13:46:18

fug
Replies: 25

If you weren't there last night for the Zoom call me and Jason ended up talking over fishing, game problems, and a bit of League of Legends. One note that was brought up in a thread + the chat last night was should iron veins have an rng factor to what you get out of them sort of like fishing?

For a little background experience I've played Runescape on and off for about sixteen years so fishing has a very nostalgic quality to it due to the sort of chill nature to the activity to it. Fishing in OHOL basically improves the more people who are doing it at one time and promotes teamwork in the same way you see multiple people rushing to bake pies whenever an oven is lit. I honestly think iron mining would really benefit from this communal effort of getting it especially now that iron veins are very easy to find.

In regards to original mining and its rework status (ignoring now the scarcity thing, that can be discussed elsewhere) I don't think it has ever felt quite right. Mining veins before the rework felt like it was just a bunch of nonsense clicking as there wasn't really any weight behind it. Click vein, add sanction kit, and then spam make piles of iron until the vein ran out. That didn't feel right at all to be honest, it always felt sort of weird that iron mining was just a game of stacking and stacking.

The reworked iron mining has a really bad flow feeling to it as you are constantly pausing to eat in between each and every swing. This can somewhat be combated by having a two man team with one clicking the vein and the other moving iron ore and feeding the first player but that seems weird too. So why not try the fishing approach with iron? This has a number of effects which I think would improve the overall experience.


1). Players are encouraged to interact with others rather than doing it solo. Lets take fishing with a fishing rod for example: Currently, the maximum number of casts per player is 576. (age 12 pick up, each cast is 5 seconds long) If for example mining had a high estimated amount of uses like this it means one vein would take a single player 48 minutes, a duo 24, a trio 16, so on and so forth (unless I'm derping up my math it's a tad bit early in the morning.) This encourages veteran players to either team up due to time costs or potentially bring along newer players thus teaching them who can then teach others.

2). Resources can be gathered without all the randomly seeking. Jason seems keen that searching around randomly for items is boring and to some extent I can agree with him there so why not have a table of possible results on an iron vein? Flat rocks, big rocks, iron ore, gold ore, alum, malachite, zinc. Add in a miss and a very low chance fail condition and boom now mining feels like mining vs the weird flows both the original and reworked mining has. My only potential issue with this is that with such a large drop table is the rng factor could bust pickaxes before getting replacement iron which would really suck. Maybe iron veins start out incredibly rich (higher chance of iron drops) and slowly as you use them up iron becomes more scarce.

3). An iron sink in the form of getting iron. In the current rework the goal was to reduce the amount of iron in the game by basically tweaking the numbers down instead of adding more iron sinks into the game. With the proposed change to mining and using our fishing casts per hour as a guideline each iron vein would have an average cost of 27.4 pickaxes (assuming each iron vein would last 576 uses) which is a much higher steel sink than even the oil grind is currently. Basically keep the idea where veins give free iron to bootstrap then making iron cost steel to get.


TL;DR:

-Mining becomes RNG that starts with heavily favoring iron drops and slowly degrades into other resources as iron becomes more scarce.
-Change mining to be a timed animation to both encourage more players mining and give the job a better flow.
-An iron sink is created that actually removes iron from the game at a more reasonable rate.

#369 Re: Main Forum » Hotfix: iron pits no longer infinite » 2020-03-30 23:29:22

fug
voy178 wrote:

Can you update onetech?

Ryanb does onetech not Jason.

#371 Re: Main Forum » Big change incoming: animal attacks can happen on non-empty tiles » 2020-03-30 05:48:59

fug

Shooting through fences was a bug from like the start of the game and was patched near fence releases.

Animals cant attack you if they cant move though.

#372 Re: Main Forum » Update broken cant get more iron » 2020-03-29 20:50:20

fug

You complained for how long about smaller family units and private property and as soon as something like that exists you bitch that the game is just stardew valley. I'd say I have a hunch you just like to complain but it's been four days of this back and forth.

The variety of things to do is a good thing. The PARENTING part of the game should exist too and not just be gl bb and ignore them your entire life. I think the issue is ohol isn't the game for you at the end of the day.

#373 Re: Main Forum » Update broken cant get more iron » 2020-03-29 19:57:48

fug
Dodge wrote:
DestinyCall wrote:

...

I would really be interested in seeing your recorded lives i feel like half of what you say to me is plain bullshit.

Feels like you're romanticizing stuff or maybe you truly enjoy exploring the same generated wilderness.

Half of it is solo stuff doing you own grind like stardew valley what's the point in playing a multiplayer game at this point, the other half is an imaginary game that actually never happens in reality.

Either way if you dont understand that there has to be a balance between stardew valley like activities and actually civilization, survival, decision making etc i cant do anything for you.

You keep repeating that this game is roblox or something...at one point i will stop listening.

I was specifically playing only to have family fishing adventures before the last water nerf.

https://www.youtube.com/watch?v=R26u2qAQ57s&t=1s

Was pretty good stuff but you're too tied up with reducing the options for the sake of reducing stuff. Racial specialization absolutely ruined stuff like dyeing clothes which has traditionally been pretty popular I mean you can even look at different threads asking about it.

Are you sure you're not the one talking bullshit? Everyone has different experiences (thankfully) because the ohol you're talking about is shit Dodge. The worst updates to the game are these needless restrictions and nerfs which remove player agency and force the game to become more bland as a result.

#374 Re: Main Forum » Iron veins are not upgrading (and here's why) » 2020-03-29 16:26:18

fug

Every tier of the mine works except the one that requires the shallow well to make usable due to the homelands changing how wells work. (tier 2)

If you don't pick the iron off the tier two (aka you add stones, instantly dig up the well, then use it in normal circumstances) you skip the tier two and go straight to tier three. By instantly digging up a well and using it you would lose out on 4 iron per vein on your leyline.

Getting water out of the well basically says "Hey, any iron vein on my leyline within 160 either west or right should be tier 3 now" and just transforms them all to the appropriate stage so at the very least you can't get stuck.

#375 Main Forum » Iron veins are not upgrading (and here's why) » 2020-03-29 15:11:42

fug
Replies: 17

The update is fubar because the game is trying to look for shallow wells but isn't upgrading iron veins because when you create a well you make a family owned shallow well.

HOWEVER

If you reclaim an abandoned shallow well the game will actually upgrade all the iron veins like it's supposed to.

This issue is leading to every single lineage being stuck on the stripped muddy iron vein unable to progress to get more iron.


Currently works for Eves and I'm about to check if other lineages with a different primary homeland can do it too. As annoyed as I am with Jason at the moment it's more important to try to make the game playable and get this fixed asap.

edit: Anyone who uses one of the abandoned wells regardless of homelands will upgrade the iron veins. Best way to find iron is to look for an old dead city, touch their well, then collect the iron from the veins.

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