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#401 Main Forum » Kids can take swords out of BPs if you give them one. » 2019-05-16 20:05:00

futurebird
Replies: 2

So, I'm going to try to get a photo of this, but I gave my child a BP with a sword as a baby and when they where old enough to pick things up they started waving it around. Has anyone else seen this? I know you can't pick it up from the ground as a child... but if it's on your pack can you hold it?

Can they stab people?

#402 Re: Main Forum » [Discussion] A look back on "the Property Update" and Trade... » 2019-05-16 19:54:25

I agree with most of this but I think the notion that you need nonuniform distribution of natural resources to create trade is totally wrong. Trade is about *value added* that is you turn raw materials like iron and tree branches in to a hoe or a diesel engine which has more value than the raw resources. Most trade globally isn't about moving raw materials around: it's about manufacturing and surplus.

But I think your points on resource contention are spot on and ALSO cover the reason why there isn't any trade. Towns don't persist long enough to develop culture and specialization. Further the mechanics to make a large investment of time and resources and then mass produce a surplus just aren't in the game. We don't even have the S T O R A G E technology to stockpile anything at the levels you'd need to have a store and we don't have the transportation needed to make exchanges of surplus possible.

I don't even like capitalism that much but more people need to read Adam Smith raw materials aren't the foundation of trade manufacturing and services are.

From another post on a related topic:

HIGHER TIER IRON
A high tech way to get more iron that could be used for...
MASS PRODUCTION
Each of these would be huge projects so you would need to pick one to focus on:
-pie factory
-rubber factory
-car parts factory
-cloth factory
-plate and bowl factory
These automate some of the more boring aspects of producing these items and over time towns could specialize. Perhaps the factory uses the spring location in some way so you are limited to just one or two types of factory per town.  The point is to produce a glut of one kind of item in each town (and each town has to choose what it wants to focus on) and THEN you'll have trade.

#403 Re: Main Forum » I was born as the baby of a stuck Eve » 2019-05-16 19:12:47

That could help Left, but Eve's could still get spawn-camped and killed which isn't so great.

#404 Re: Main Forum » Ideas for making combat (pvp and pve) a more enjoyable experience. » 2019-05-16 19:11:19

Tarr wrote:

-The sword should absolutely have cooldown: Since you can run at full speed during, and after stabbing someone the only real counter play to a sword in its current form is running away. The people QQ'ing about it making the sword completely unviable are silly as there have been tons and tons of cases of a town being killed off by someone with a knife which has a six times longer murder stagger than suggested.

-Don't let someone drop the sword when bloody: While ten seconds isn't usually even remotely enough time to starve (you lose a pip every 4.8 seconds in a neutral biome) it still means you can do silly things like nurse children while murdering a town (which I've done.) Pein proved this point long ago that you shouldn't be able to drop weapons to machine gun down people and swords shouldn't be any different.

Changes to making someone have to be visible with a sword are good, however you can still stealth a sword around by carrying a rod around + hammer. As Dodge suggested make a sword need to be forged by heating a steel rod in the forge instead of using cold steel to make a sword.

To note, I'm not against having weapons in this game that only exist to kill. I'm against weapons in the game being ridiculously overpowered like butter knives and swords.

I think all these changes are really well thought out.

#405 Re: Main Forum » I was born as the baby of a stuck Eve » 2019-05-16 19:07:29

Talk about capturing the boss mob. LOL.
You'll think of something, Jason.

#406 Re: Main Forum » Amazing life in a walled city » 2019-05-16 19:01:55

I think I was in the same town when the wall was being built. At first I objected, but two people were intent on it so I let it go. What I did do was hit two of the gates with the stone so I would own them.

(it was kinda funny since the people building the gate were suddenly very concerned about me not adding them, funny how it's not pleasant to be on the other side of that)

Although, I tried to say "you own this" as much as possible I think I only added 4 people to those gates in my life. Another got closed and we couldn't find the person who owned it to open it, making getting to the woods for kindling a real pain.

One positive aspect of having a fence that I overlooked it is helps with keeping the town tidy. I moved all of the bones out of the town, and people seemed to get it and bones were quickly removed except from the grave yard. Having a the wall made it more clear when bone piles were  too close.

I would have loved a way to just add everyone with my last name to the gates before I died. I worry about these places becoming death traps... or more likely simple tasks become annoying because you need to walk to a far away gate just to get out.

What if "MY FAMILY OWNS THIS" added the entire lineage?

Also, it'd be nice if a succcessful "YOU OWN THIS" made a sound like a curse. I never know if it worked and it's a pain to pester kids to "try this gate" over and over.

#407 Main Forum » imagine if we felt respect for the dead... » 2019-05-16 18:08:31

futurebird
Replies: 5

If /die babies didn't leave bone piles, then the heaps of bone in our towns would be much more disturbing. Each pile would represent someone who WANTED to live there and build the town with you, but couldn't make it or who died of old age. I just think if /die babies weren't on the family tree and didn't leave any bones it would make the bone piles and the names in the tree more significant. In reality baby bones are rarely preserved in archeological sites. So, giving them a different look and making them de-spawn much much faster than regular bones would add realism as well.

This would still mean you could be interrupted and have your hunger drained by a /die baby... but at least it would not clutter the camp as much and if you wanted to make a grave yard it would be a bit easier to honor your family members who didn't make it.

Baby bones should be like banana peels or leaves something that you put on the ground and don't worry about cleaning up.

But, maybe being on bone removal duty for two lives has gotten to me a bit.

#408 Re: Main Forum » Way too close » 2019-05-16 18:00:19

I love how the hot fix has all the JO type Eve players who abuse /die to be Eve all the time cropping up in the forum.

I mean it's a bad change, but at last we get to meet the people behind all those /die babies.

(I don't really resent players who use /die to be Eve, I think we need a better system to get people in to the stage that they want to play, so don't take this too seriously)

#409 Main Forum » Pairing knife, butcher knife, sword and bow » 2019-05-16 17:47:02

futurebird
Replies: 4

Pairing knife:
can't kill
used for cooking
skins animals
used for making paper and other crafts
can be used by kids age 5

Butcher knife (the Japanese kind, they look like the one in the game)
-kills sheep and pigs
-skins animals
-can be used for cooking
-CAN'T be used for crafts

Sword
-kills sheep pigs and some wild animals (may take multiple wounds)
-kills people

Bow
-kills wild animals
-kills people, but nerf this. The bow is still more deadly than swords since the wound is harder to fix. Make the death time on the arrow much longer and don't require a hot knife to fix wounds.


Right now kids can pick up swords. I don't know what that's about.

#410 Re: Main Forum » Ideas for making combat (pvp and pve) a more enjoyable experience. » 2019-05-16 17:41:20

hmmm what if the sword functions like the knife does now for killing... but the knife could no longer kill?

I'm just spitballing here... I rather like the knife it's one of the most useful items in the game, but some of the time it feels annoying that when I just want to make paper I have to MAKE a knife because no one wants to give me their weapon.

The flip side is that nearly every griefer I've killed has been because I had a knife on me for some other practical purpose and saw what they were doing and was able to act quickly.


Also... not really related, but I feel like I should be able to use the sword on the bear....

#411 Re: Main Forum » Ideas for making combat (pvp and pve) a more enjoyable experience. » 2019-05-16 16:28:20

*sigh*

I rather like that I don't need to learn a combat system to play this game. It's more about:
-are you trusted enough to have a deadly weapon?
-who else has one?
-did you secure the weapons properly?
-after you kill, is the community supportive (feeding you, not taking the opportunity to kill you)

The way that knives work is great, it's very focused on the social aspect of murder and justice, and the "skill" you need to kill griefers successfully is a social one.

If there is a combat system the skill is, well, combat. So, you can put in the time to learn the system and it matters less if people support what you want to do or not.

I do like some of your suggested changes. Like the animals really should be a little less dumb when it comes to attacking. I also like the idea of wounds. In fact I like most of these suggestions, but not the broader idea that we need combat to be more complex ...

I think making Swords less powerful could be simple just make the death stagger (the slow effect after killing) get longer after each kill you make. So the first kill is a quick recovery, but the next one is 10s longer and so on. This would give towns folk time to react. And yeah, I think this could be a general life-time effect, so killing just gets harder and harder meaning to host an attack you need multiple raiders no more Mr. Punch.

#412 Re: Main Forum » Backpack food eating makes eating much more difficult » 2019-05-16 16:08:07

This is really awful. I was excited about the fix but now eating is really really really hard. If you click on your beard you won't eat. It must be the skin of the face. If you are the old red-head dude it's like 16 pixels that you can click on to eat. Nearly starved when I was getting old because of this.

I think reverting the fix until it can be done properly is the best idea.

#413 Re: Main Forum » Very goofy idea: Time Travel (don't take this too seriously) » 2019-05-16 14:00:43

This idea is goofy, but I would love to see more things that play with the "fast time" aspect of the game.

Maybe instead of a time machine it was some sort of ruin that you'd find. There would be a trap in the ruin that would trap you and seal you in amber for 30 years.

#414 Re: Main Forum » OHOL birth visualisation. » 2019-05-16 13:58:25

Thank you for making these, Chard!

#415 Re: Main Forum » Paper has a purpose at last! Time to revive an old suggestion.... » 2019-05-16 13:57:06

Diesel engines used to be rare, so most of the tools needed to build them were kinda rare too. Now more people are building engines.

I think the radios are more related to the language update-- but mostly it's been paper not radios.

#417 Re: Main Forum » Ways to make EVERY life precious » 2019-05-16 04:39:02

It's not a terrible idea to switch to clothes that don't decay. The fancy clothing is good that way and on low pop servers it *is* the uniform and you only make a BP if you are going to use it a lot in that life.

In theory putting soil in a BP is supposed to reset it... but I have tested this and I don't think it works...

But the flip-side is that a large town should have a road to the rabbits and about 29389457 traps. No reason to just keep trapping them and stacking them. Just don't sew clothing from fur unless YOU are going to put it on yourself or on a kid right away!

#418 Re: Main Forum » How would you make the late game more challenging or interesting? » 2019-05-16 04:31:51

Keyin wrote:

Then there's also implementing human waste, a need to build an outhouse that must be regularly maintained, especially in high population areas.


But we already have enough poop in large towns from the sheep.... LOL I didn't think there was something worse than the poopocolypse but... yeah.

I do like the idea of a harvest. IDK how it would be implemented. Maybe if you harvest crops at the right time you get a bonus amount. At the wrong time you get less.. so pick milk weed in the fall and get a string... otherwise you get stalk.

That reminds me:

HEMP
-add a plant called hemp
-requires higher tech to be used, like maybe you need to build a machine to twist it.
-produces tons of rope.

#419 Re: Main Forum » How would you make the late game more challenging or interesting? » 2019-05-16 04:22:29

S T O R A G E U P D A T E

I'm serious. If it were possible to make towns better organized I'd really like to do that but the tools just don't exist right now.

HIGHER TIER IRON

A high tech way to get more iron that could be used for...

MASS PRODUCTION

Each of these would be huge projects so you would need to pick one to focus on:
-pie factory
-rubber factory
-car parts factory
-cloth factory
-plate and bowl factory

These automate some of the more boring aspects of producing these items and over time towns could specialize. Perhaps the factory uses the spring location in some way so you are limited to just one or two types of factory per town.  The point is to produce a glut of one kind of item in each town and THEN you'll have trade.

#420 Re: Main Forum » How would you make the late game more challenging or interesting? » 2019-05-16 04:15:01

Climate change/Over Farming Migration Crisis:

-areas that are intensively farmed (hoe used more than 6 times on one spot, berries that are watered more than 15 times) turn to desert and desert cannot support crops of any kind.
-this is a slow creeping process that takes two generations
-once the process starts it's spreads to adjacent tiles slowly taking over the area

This alone would just annoy me as would crop diseases, just another dang problem! so at the same time as you add the problem add the solution:

-add two horse carts that can carry two people (or four people if it's women with kids) and 6 large items
-they are a little complex to build it takes about a generation to make a pair of carts.

Because when the desert creeps in to your town the only thing to do is pack up and move the whole family. Some on foot some in carts a group migration to a spot ideally scouted by some of your better young explorers.

Or you could try to find an abandon town, or blend in to an existing town and learn their language and ways.

#421 Main Forum » Paper has a purpose at last! Time to revive an old suggestion.... » 2019-05-16 03:58:49

futurebird
Replies: 14

Second town today with a car! And the language thing has more people messing with the radios and paper... time for this IMO:

https://www.reddit.com/r/OneLifeSuggest … ore_books/

Anyway. I'm just happy to see more cars and more places to refuel cars. Made my first one today... I didn't do all of it, but I made an engine not knowing the town already had a pump... so what the heck! Had so much fun letting people try it out.

#422 Re: Main Forum » Are new Eves placed mostly south-east from previous Eves? » 2019-05-16 02:24:57

I like that there is a direction to run for ruins and towns and one to run in for the wild....

#423 Re: Main Forum » What if we force Eve to get real... » 2019-05-16 02:20:23

jasonrohrer wrote:

The problem that I saw was clearly viable spots that were never settled.

It'll be tricky to get the map to "fill in" without just having towns merge in to each other. Even with the language barrier and the threat of swords. Sadly I think swords now just make it too easy for a big family to simply clear out another and then you just have a huge sprawling town rather than distinct thriving towns. I think Tarr is right that they remain overpowered but I at least understand what you are trying to do with them a little better (I think...)

The language idea is good for keeping some distinctness along with closer proximity.

The missing element is persistence. Towns tend to last a max of about 8 hours or so right now... even towns without external problems or intentional sabotage. This goes back to births. 

What if having a deeper linage depth gave you preference for babies if the number of fertile women is low? So if I'm gen 55 and the last woman, I get more kids, possibly even skirting any area bans? You have said in the past that towns have the advantage of yum... but why do they still die? I feel like they die just at the point that identity start to emerge... just after the sign with the town name goes up and someone gets a kickn' rubber operation working. You look up from your  sign making and everyone is gone.

#424 Re: Main Forum » I feel sorry for Datruff » 2019-05-16 02:12:37

People are being really mean to 'tuff meaner than I think anyone should have to put up with even if they are annoying and eat all the carrots and won't stop when you ask nicely.

LOL.

I mean I do find this a little funny. But, don't make him feel like he'll always be hated if he stops being a pest. The steps are simple:

1. recognize what you did that hurt and annoyed others
2. own it. it's your mistake, not their's for being mad
3. stop doing it

Then you could have real fun with us. Come on give it a shot.

#425 Re: Main Forum » OHOL birth visualisation. » 2019-05-16 00:50:35

Would be amazing if lineages were color coded. I do think this shows the new map is keeping towns a bit closer together.

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