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a multiplayer game of parenting and civilization building

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#651 Re: Main Forum » Does the tool limit or the well limit cause fast arcs? » 2019-10-29 15:12:25

mensrea wrote:

The tool limit is a significant factor in the productiveness of skilled players' lives in many cases. The result is progress is slower in the tech tree.

On the other hand limited wells force families to live together which makes more people live in a town. That means higher chance for pro players carrying the town which may result in faster progress in the tech tree.

#652 Re: Main Forum » Tool Tier List » 2019-10-29 12:21:10

sigmen4020 wrote:

So you are saying that if you learn Needle and Thread or Needle and Ball of Thread you automatically learn the other without using two seperate tool slots for effectively the same tool?

Yes, that is how it works. It was mentioned by Jason at the very beginning https://onehouronelife.com/forums/viewtopic.php?id=8196.

#653 Re: Main Forum » Diminishing returns » 2019-10-29 00:57:25

jasonrohrer wrote:

This is something that I'm still struggling to understand.  I see that it usually lasts about 2 days, but why?

There was still plenty of oil on the map.

Getting oil isn't an enjoyable thing to do, especially if nobody is helping.
So even when kerosine ends, people often don't try to get more.

Working together makes things enjoyable, but working together isn't a common thing in this game, it's more about luck if you meet a person that actually wants to do the same thing as you do.

Chat box would fix this issue tongue

#654 Re: Main Forum » So the arc just ended » 2019-10-28 23:16:19

Dying before old age should be something more than "I died, no problem, it doesn't matter".

#655 Re: Main Forum » So the arc just ended » 2019-10-28 23:10:27

jasonrohrer wrote:

It seems like there's currently no reason to survive as long as possible in the game... which is itself a huge problem.

I never cared about genetic fitness since it had no use. Now since it's actually worth having high genetic fitness I don't want to just die. Creating more things like this may encourage people to focus on surviving their life instead of giving up.

#656 Re: Main Forum » Jason please give us mod stats » 2019-10-28 20:21:00

jasonrohrer wrote:

So mod users are living more lives than non-mod-users.  I guess that's to be expected, because they are more hardcore about the game.

The game is more enjoyable with zoom, so people with a mod will be more likely to play the game more.

#657 Re: Main Forum » List of things that will be tools » 2019-10-26 14:48:10

pein wrote:

axe ad hatchet should be the same

Majority seems to not know that axe can make kindling. I keep seeing many new hatchets almost in every town, even those with so much iron. That's a waste of ropes to make hatchets.
But axe can do things that hatchet can't, so it can't be the same tool. Noobs will waste their slot for hatchets even in advanced towns. That's not so big deal.

#658 Re: Main Forum » List of things that will be tools » 2019-10-26 06:13:52

Missing horse and snares.

hoe, axe, shovel, wooden tongs, kiln, hammer, oven, knife, shears.
Ez farming, cooking and smithing. These are three base things that are enough to make your family thrive, and you can do them all alone, is it intended? If yes I don't really see the point of making this whole skill thing.

Only one slot for cooking? Maybe oven should take 3 slots?
Genetis score shouldn't affect gameplay IMO, 8 slots feels too many anyway.

#659 Re: Main Forum » The trade-off of building stone walls » 2019-10-26 04:02:51

Buildings are for esthetic purposes and it's not less important to make them than any other things. I experienced many times how lazy and useless people were in messy and ugly towns. Little cleaning and everyone saw a sense to work again, a town starts working again.
Towns wouldn't survive without floors and buildings just because of psychology reasons. People will be less likely to care about messy, ugly town.

#660 Re: Main Forum » Let's Prep For Jason's Whacko Tools Update! » 2019-10-26 03:52:49

With high genetic score we will probably be able to do almost everything. We probably won't even need to talk. Leave farming for farmers, cooking for cooks and so on, why would you need a tool that is not in your proffesion? If it's not your proffesion perhaps you shouldn't care about doing this. All we will need to know is how many people is in each proffesion, perhaps only looking on map will be enough to know what proffesion should we choose. Yeah, no need to interact with people tongue

#661 Re: Main Forum » Coming soon: Character skills (tools) » 2019-10-25 22:50:59

I'll make sure to keep my genetic score as low as possible so I can enjoy it even more haha

#662 Re: Main Forum » Coming soon: Character skills (tools) » 2019-10-25 22:49:23

StrongForce wrote:

I'm super looking forward to this update!!

Me too, can't wait for being forced to do only one thing for the whole life. Sounds exciting big_smile

#663 Re: Main Forum » Coming soon: Character skills (tools) » 2019-10-25 19:46:06

Womens belong to kitchen. They shouldn't be able to choose any other proffesion. Just kidding tongue

#664 Re: Main Forum » Well well well.... » 2019-10-25 18:50:55

6 wells means only 6 families can live on it's own. You should make about 15 wells and lower the amount of water we get from 3rd level well (newcomen pump). This would give us more things to do.

#665 Re: Main Forum » Suggestion: Bait bag. » 2019-10-25 18:45:26

If rabbits were finite it would be worth to master the bate skill in early arcs. Later on it would be better to master knitting needles, shears and loom.
Further more you could do that only shorn sheep making poop after feeding. Sheep lambs at current state give too much just for a little bit of water - flence, dung and meat.
Or even better only non shorn sheep would poop after feeding, shorn sheep would make fleece, and sheep lamb would only grow without pooping.
In this case we wouldn't really save any more water than hunting ifinite rabbits, and crafting other clothes than rabbit ones would be another job for multiple people, those who need to build a loom and those who want to use it.

Does it make sense? You don't care anyway, but I know it would be a better mechanic than current one. At least making other clothes wouldn't be useless, it would become a need.

#666 Re: Main Forum » Clothing Stats/value , aslo please help. » 2019-10-25 08:22:17

A pip drains from 2 seconds (min or max temp) to 60 seconds (middle temp). That's all I know.

#667 Re: Main Forum » Suggestion: Bait bag. » 2019-10-25 06:15:38

I mean we still have infinite rabbits, hunting them is just a little bit more inconvenient than without bait. There is no need to make any other clothes than these from rabbits, no need to make looms. It would be better if rabbits were finite IMO.

#668 Re: Main Forum » Suggestion: Bait bag. » 2019-10-25 04:38:01

jasonrohrer wrote:

Done:
https://github.com/jasonrohrer/OneLifeD … f8cfc3e38e

The quickest implementation is 3 bait per bag, transferred directly from the flat rock.

I liked the idea of limiting rabbits. With this change we are back to the beginning. It would be much better if you did stick with your first plan of making rabbits finite.
You could make it possible to craft backpacks in loom and it would give people a purpose to actually focus on making a loom and craft clothes if rabbits were limited. Now loom is just an optional thing but not really needed at all.

#669 Re: Main Forum » Coming soon: Character skills (tools) » 2019-10-25 04:30:54

Shovel + sharp for compost, axe for kindling and firewood, hammer + kiln for smithing, adobe for cooking.
6 tools is enough to do almost everything that is needed to survive.

I'm not sure if limiting things people can do is a good idea. It would be so boring if I had to cook all life.
And btw, this change won't make our lives more interesting in more advanced towns. People will still be bored and walk around with no purpose.

#670 Main Forum » Multi rift » 2019-10-24 02:16:33

Coconut Fruit
Replies: 0

Just wanted to share an idea that came to my mind. I'm not asking to implement this :P
So the point was to limit the resources and it was done by making the rift. I was thinking how to do it in different way. CatX suggested that it could be done with seasons, but it's hard to predict if it could work - many unintended problems could come with this.
What came to my mind was multi rift. There would be a separate rift for every new family, with size let's say 100x100, maybe two natural springs and one tarry spot. No apocalypses would be needed, everytime a family dies, eve window would open and another rift would generate for new eve. There would be no way to interact with other families, so we would have no property fences, no swords... We could see families that survived the longest in scoreboard (or maybe not, since families with the less people could actually survive longer)

This is a bad idea, but I wanted to share my thoughts :P

#671 Re: Main Forum » I trust in Jason's decisions » 2019-10-24 00:25:11

Game sells well because it looks great at first sight. If it was so good people wouldn't leave it so fast, you could earn much more with game like this.

I would enjoy cooperation.
I don't yum because it's time consuming, but I would enjoy if I had to yum in order to make family thrive for longer. I would enjoy if newbies could learn how to play and cooperate without spending tons of hours, this would open a way to make game harder which is enjoyable to me. I would enjoy chat box in a game where we need to work and cooperate to thrive. Yesterday I was reading your post http://onehouronelife.com/forums/viewtopic.php?id=63 and I liked it but I was thinking this won't work without actual communication with family members, that's why I posted an idea about making a chat box.

Your success may turn out to be a short term success if all that game gives is a good first look. You will earn nothing if game dies out, and it is going to this direction because you don't listen to people.

#672 Re: Main Forum » What is the best zoom mod? » 2019-10-23 22:49:28

If you care only about zoom then Milkweed's mod, it's very clear and minimalistic mod. Hetuw mod is the best tho, its search mode sees items in containers and coords thing is also very useful.

#673 Re: Main Forum » I trust in Jason's decisions » 2019-10-23 22:44:18

jasonrohrer wrote:

But it's a bit like a comedian testing new material.  They perform in front of an audience and note which bits make the audience laugh and which other ones fall flat.  They DO NOT ask the audience afterward for ideas.  They do not ask the audience what they WANT to hear as jokes.  They don't look to the audience for suggestions about how to improve their jokes.


Observational playtesting is like that.  How they behave is what matters.  What they say or suggest is usually irrelevant.

It's not a good comparsion, people can't tell you what jokes will be funny to them. You may know about game development but you seem to know nothing about business and that's why you have so little playerbase now. I couldn't tell what jokes would be funny to me but I could tell you what I would enjoy in the game. People tell tou what they want, that's the beauty of this business. You can predict what will be good and what will be not. If our needs are irrelevant to you, you will most likely fail. 40-50 players playing on average? That's a joke number, but that's what you deserve.

#674 Re: Main Forum » OHOL Questionnaire; Do you still play? Why or why not? » 2019-10-23 22:03:58

I'm having a break from OHOL. I wrote more about it here but should do it here since it fits more here, didn't see this topic :P

#675 Re: Main Forum » Jason, what will be your next game? » 2019-10-23 21:46:30

I like working together with people, which is kinda rare because of lack of communication. I like when everyone is working instead of walking around and being useless which is common. I like playing with pros, sadly majority is noobs because of bad tutorials and small sight range. I like survival part which is also missing in more advanced towns. I wish yumming was actually important thing to survive, again with bad communication it's senseless to actually make things harder, there are too many noobs and they have very little way to improve without outternal sources again because of bad tutorials and bad communication system.

I found out about factorio thanks to this forum, and I really enjoy that game, I have a break from OHOL.
I think OHOL will die sooner or later to be honest, there are fewer and fewer people playing it. It has potential to be a really good game tho.

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