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a multiplayer game of parenting and civilization building

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#476 Re: Main Forum » same murder shit as always » 2018-06-20 15:43:58

Anshin wrote:
sc0rp wrote:

How one guy killed everybody else?

I don't know, I was out clubbing seals.

I'm just curious.  Can you post lineage link?  Maybe somebody else will write what happend.

#477 Re: Main Forum » Murder penalty for killing young females » 2018-06-20 15:33:46

forestglade wrote:
sc0rp wrote:

How did it happen?  You had no weapons to kill him back after first one?

There was only a bow. She had the bow and killed two females. And that was all that was needed because it was young tiny village. I was a toddler when she killed, and another toddler tried to defend as well, but we were too young. I grew up and worked and then realized the population was done for because the only people left couldn't repopulate. Then I just gave up on that life.

Bad idea to have the only weapon lying in the open for anyone to grab.  And not to steal the arrow - you can grab it as a kid (not toddler).  OTOH it's hard to afford more than one bow in early camp. And guy making first one for "goose" or "wolf" may be griefer anyway.

#478 Re: Main Forum » Murder penalty for killing young females » 2018-06-20 14:40:20

YAHG wrote:

He JUST doubled the hold the knife and run slow penalty after the dual hissy fit threads...

It affects both sides in the same way.  I don't see any penalty here for a griefer.  Even if killed he just respawns somewhere else.

#479 Re: Main Forum » Murder penalty for killing young females » 2018-06-20 14:20:36

YAHG wrote:

It never fucking stops, nothing is ever enough punishment for killing.

They always want just this one more thing.

There is no punishment for killing in OHOL or I missed something?

#480 Re: Main Forum » same murder shit as always » 2018-06-20 14:18:15

Anshin wrote:

Huge thriving town, go off and get a cartload of seal skins.... get back and the whole town is murdered. Great.

How one guy killed everybody else?

#481 Re: Main Forum » Does anyone actually like being an Eve/born to an Eve? » 2018-06-20 14:17:13

zennyrpg wrote:
YAHG wrote:

I like being Eve kid most of the time.
If they have a bad spot as a girl I will just bug out I get like 10 min to get my 3 ropes together for fire+hoe.

Its so liberating to have that extra time.  I wish eves would just raise me to eating rather than letting me die.  I promise I'll ran away and never come back...

Q doesn't help?

#482 Re: Main Forum » Murder penalty for killing young females » 2018-06-20 14:13:59

forestglade wrote:

I was in a tiny village and a griefer killed off two fertile females and everything collapsed.

How did it happen?  You had no weapons to kill him back after first one?

#483 Re: Main Forum » Good Mom MULTIPASS » 2018-06-20 14:10:22

Valences42 wrote:

Marking a grave with a rose seems like a good way for villages to vote productive players back in.  That sounds fantastic.  It gives a sense of agency to the survivors, and promotes bonds between players.  That's a solid incentive to contribute to the village.

+1

I really like this idea.

#484 Re: Main Forum » The bigger biomes idea » 2018-06-20 00:56:23

jasonrohrer wrote:

I've avoided doing this mostly because of a duplication of work issue.  If I have 6 biomes, this essentially means 6 primitive tech trees that can be explored in relative isolation.

But now that I'm thinking about it more, I'm seeing another huge problem:

One biome WILL be the best one.  The optimal one.  The preferred one.

[...]

Why would anyone start in the arctic if they didn't have to?  Just for the challenge?

To simplify going into multiple biomes direction without redoing all the work six times, there may be preferred biome for the start.  But to access higher tier technologies, you will need resources from the middle of different biomes.  And extracting those resources shouldn't be simple - one guy with cart can't make it.  To extract them you will need to set up smaller satelite towns in different biomes using resources from there.  Or relying heavily on transports from main town with all the hazards that it involve.

#485 Re: Main Forum » Re: improved lineage ban; bring back bad mother code? » 2018-06-19 13:06:46

Mr.XIX wrote:

[small] I'm reading this right, right? [/small]

Nope.  Lineage ban after getting murdered.

#486 Re: Main Forum » Re: improved lineage ban; bring back bad mother code? » 2018-06-19 10:55:13

TrustyWay wrote:

Just worried about killers that will only spawn in town to keep killing, as we have seen, some players like xx90xnx just play for the kill.

Maybe the lineage ban start when you kill 2 guys or if you failed raising most of children to 8 y/o correctly.

I'm kinda +1 for lineage ban somehow influenced by not caring about children.  Maybe only if you are way below average of other players in the town at that time (to not penalize people during famine). Most of the griefers I've seen don't care about children at all (looking later at the lineage). They may start putting them in nursery instead, but that could be better for the town anyway.  But what about males?  If kids had fathers, that could be accounted for...

And new players should have some grace period.

#487 Re: Main Forum » Will we ever see again interconnected towns with roads and walls ? » 2018-06-19 02:38:23

There are two things that prevent connecting towns.

1. Spawns are very far apart (4000-40000 tiles).

2. Not visited tiles are wiped out (not sure how often, probably on server restarts, i.e. weekly).

At least one of this things, and most likely both, has to change before we can have roads between towns.

#488 Re: Main Forum » Disconnects » 2018-06-18 23:40:42

So the majority of disconnections may be like that.  Maybe close gui, but send some quit command to the server and linger process for few seconds to get acknowledge? Or write down some info locally and report it on next connection.

#489 Re: Main Forum » Disconnects » 2018-06-18 23:03:03

ESC+% or Alt-F4 does count as disconnect or not?

#490 Re: Main Forum » Disconnects » 2018-06-18 21:10:11

I think that game should try to reconnect upon loosing tcp connection or timing out on keep alives.  That may help alleviate some intermittent problems.

#491 Re: Main Forum » What's missing from the CORE experience? » 2018-06-18 20:11:36

There are two major pain points early on and one major later.

Early on:

1. Game is very hardcore and it's impossible to learn without spending significant time on web pages etc.  You have to do that even Alt-TABbing during the game.  There is no in-built tutorial, no easy mode for beginners and no recipe browser (the one it's there is completely useless when what you need to craft is two or more steps ahead).

2. There are very few cities where you can learn things without stress (by looking or by people teaching you).  And combined with lineage ban, after 2-3 tries you end up as eternal Eve/Eve's child (at least it looks like this), where nobody have time to talk to you.  Wheter this causes new playes to drop the game can be more or less checked by looking at generation number they spawned few last games before they completely quit (I bet it's similar to 1, 2, 2, 1, 1).


Later - ~two weeks:

3. If you got pass above hurdles, you start to notice how unbalanced game vs griefers is.  Single person can easily destroy everything that several generations of 10-15 people built.  Some things just take long long time to reverse, some cannot be reversed at all and you have no tools to prevent it (e.g. cutting all useful trees in green biome).  The thing that is most dissapointing is that it's not people attacking your town from outside.  People destroying your town are your own familiy members.

#493 Bug Discussion » Heatstroke/freezing feedback given too late » 2018-06-16 13:07:00

sc0rp
Replies: 0

Currently the only audio feedback that you get about wrong temp is starving sounds playing very shortly after hungry ones.  But that's too late - you have like 2-3 seconds left to eat before you die.   The only visual feedback is temp meter.

It's mostly an issue in towns.  While you play in early camp or working in wilderness, you can estimate how fast you get hungry from tile types you are on.  But in the middle of the town all visual hints are gone. There are floors covering ground, so you may stand in the arctic and three tiles later in the middle of the desert.  No way to know before you go there and look at temp meter.

If you use pies, you also cannot eat frequently, because you'll waste most of the food.  So what frequently happens is that you wait till hungry chirps start playing.  That's a signal "I need to eat soon".  You usuall have over a minute till you need to eat , so you spend few seconds finishing what you doing, or typing some text, or whatever.  But then, after few seconds, you hear starving chirps playing.  Now you search in panic for empty tile (which is a problem in towns) and die within 2-3 seconds with a pie as first item in backpack.  You were just standing in full gear on desert tile...


There are few ways to alleviate the problem:

- Interval between hungry and starving chirps should depend on the rate of how fast you get hungry (e.g. every half pip for hungry, every quarter of pip for starving),

- Visual hints on floors (icing, burnt),

- There may be also very quiet aural hints about temperature in general.  Cracking of ice, quietly playing in the background when you are too cold or the sound of fire or a dry desert wind when you are too hot. Not music, not a sound effect, just some kind of audio reminder to emphasize the importance of that meter as well. [Thx Morti for idea.]

#494 Re: Main Forum » "Sry too many" » 2018-06-16 11:26:40

Morti wrote:

Maybe there should be an ominous cracking of ice, quietly playing in the background when you are too cold or the sound of fire or a dry desert wind when you are too hot. Not music, not a sound effect, just some kind of audio reminder to emphasize the importance of that meter as well.

+1

I wish I had that.  Plus interval between hungry/starving dings dependent on temp (how fast you get hungry).  Currently the only audio feedback that you get about wrong temp is starving sounds playing very shortly after hungry ones.  But that's too late - you have like 2-3 seconds left to eat before you die.  Sometimes you can't find empty tile fast enough to grab a pie from backpack.

#495 Re: Bug Discussion » Slowed down murderer cannot be killed while moving » 2018-06-16 09:11:46

Thanks.

jasonrohrer wrote:

Tested and working to kill a moving player.  It was fixed here long ago:

https://github.com/jasonrohrer/OneLife/ … 6391b2463f

It should work only for slowed down players or always?

#498 Re: Main Forum » Little things that need fixing. » 2018-06-15 15:53:31

- Unable to neither fill nor empty partially full buckets at deep well/cistern (I see people trying this often).
- Unable to water plants with buckets (ditto).
- Unable to get water from deep well with bowl/pouch (ditto; they already need bucket to build, so why additional bucket to use).
- Unable to take water from cistern with anything else besides buckets (ditto; almost nobody is making cisterns due to this).
- Buckets in general - they are slow and expensive to make (large amounts of soil and time for milkweed) and very easy to steal. Somebody just pretends to take bucket to fill it, and short while later - pufff, all buckets are gone.  You're drowning in water (10 deep wells) but can't water anything for several minutes.

#499 Re: Main Forum » Little things that need fixing. » 2018-06-15 15:30:48

- Unnamed people or people with duplicate name.  How are you supposed to tell others who murderer is?
- Not being able to see somebody's name while he is moving.
- Hard to see names in general. It would be better with name displayed near mouse over, not at the bottom.

#500 Re: Bug Discussion » Slowed down murderer cannot be killed while moving » 2018-06-15 15:18:39

jasonrohrer wrote:

Are you sure about this?  The killing action has been updated a while ago so that you can click on either the square ahead of them or the square behind them if they are moving, along with their current square.

I'll do some testing on my end and make sure it's working.

It felt like that, but it's hard to test it - they usually immediately hide behind tree.  Please test if it works correctly while they are moving single tile to hide.  Does it work only for slowed down players or in general?

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