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a multiplayer game of parenting and civilization building

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#701 Re: Main Forum » so we're fighing over limited resources in this game.... » 2019-11-08 06:35:52

fug

Being this dumb. ISHYGDDT.

Ever since the arc was created it has NEVER been beneficial for you to fight with other families as you set the rift closer to resetting which then wipes out anything you were fighting over in the first place. Donkeys don't get private towns just for being assholes it isn't supposed to be some sort of reward where you grief and get your own personal village on the main server.

Hardcore pvp? Lmfao. This game hasn't had pvp since he changed the system from requiring to click instead of the auto-aim stuff we have now.

It's just very short sighted for players like you to "fight" over resources instead of working with others and frankly if you're dumb enough to think this is a viable strategy you should be sent to DT. Curses are meant at the moment as a way to say "I don't want to be around you" rather than the old system of either banishing someone or failing to garner enough tokens and it basically having no effect. The new system is much better and if you find yourself landing in DT you should reevaluate how you're playing instead of blaming the system.

#702 Re: Main Forum » Curses and banishment » 2019-11-08 01:17:03

fug
Tempted wrote:

It's just something I was thinking about.

Right now, if you are cursed enough, and you have no one in an area of the rift that can birth you, you go to donkey town outside the rift, right?

So what happens when there is no rift anymore?
What about banishment to the farlands? Maybe an area so far out on the map that you couldn't find your way back if you travelled directly back to civilization, even on a horse, but only a little further. That way, as time goes on, and the cities expand, it may actually be possible to make your way to civilization, or maybe a hardy explorer could find this area.
As a cursed person, you could have babies, but only other multiple cursed babies. Maybe a similar town to the old donkey town early in the rift would pop up, where only cursed souls go. Maybe it is found after years and years, and maybe this starts a war, or trade?

I know currently there are not enough people playing OHOL, but if there ever was, the stories that would come out of banishment would be epic.
That or public hangings, burning at the stake, or guillotines. It'd be great lol.

They spawn 20k out from the closest family which is impossible for them to get back to civilization without grabbing a plane ride. They basically get stuck in the constant Eve loop without being able to advance at all.

#703 Re: Main Forum » Completely bonkers food rework idea » 2019-11-07 18:51:06

fug

Too much potential on the line to not root for such a good idea as clearly this bonkers idea was way better than you could have ever imagined in the first place.

#704 Re: Main Forum » Completely bonkers food rework idea » 2019-11-07 18:40:39

fug
jasonrohrer wrote:

Goodbye oval, hello triangle!

Don't worry Jason we've got the assets ready for you. You can even call this the Livin Large update since its a return to the limitless world now featuring limitless sized people!

Jm3CbO7.jpg
JcyjAWO.jpg

(Credit to mofo for these.)

#705 Re: Main Forum » Completely bonkers food rework idea » 2019-11-07 18:30:01

fug
jasonrohrer wrote:

Obese sprites would be nice.  But there are a bunch of problems.  First, GPU stretch looks horrible, so they would need to be hand-drawn at different sizes.  And then we have the problem of clothes.  Those would need to be drawn bigger too.  So it's a content nightmare.  Without different clothing sprites, the big body would "hang out" of the small clothes.  This would look horrible.

I mean we've all (unfortunately) seen really obese people wear clothes that don't fit. The hanging out would be fitting considering they can't just fit their beer gut into that rabbit fur coat like they could as a child. I'm sure it would be the best kind of ugly you could add to the game.

of1XsMK.jpg

(credit goes to Jinbaili for this one.)

#706 Re: Main Forum » Ultra wacky food idea!!! » 2019-11-07 18:22:54

fug
DestinyCall wrote:

Come on .. I made a separate thread so I wouldn't derail discussion in that one.    Hardly fair to immediately derail discussion of my idea.

Don't you want to eat everything?   Literally everything.

You're right why wouldn't we want to eat everything? Rocks are just crunchy berries after all.

#707 Re: Main Forum » Completely bonkers food rework idea » 2019-11-07 18:21:48

fug
miskas wrote:

I see a lot of fences there ...and no public food.

Every person would have to produce his food.

by the time one carrot batch grows to be eaten, we would have one hour one life zombie mode tongue

we are not ready for so many BPS, storage, and fences.

Just tip over one of the thicc players and use them as a battering ram to bust down the fences. I'd say elder note but clearly none of these people are going to make it passed 40 due to heart failure.

Or have fat people produce meat when killed thus letting us fatten up babies for food in times of famine! Think of all the good this update could have instead of all the baaad.

#708 Re: Main Forum » Ultra wacky food idea!!! » 2019-11-07 18:17:36

fug

To be fair the newest idea has some fun that can occur. Chubby babies and fat bakers waddling around in the bakery to make more pies to eat is maximum levels of roleplay.

Fat babies who tip back over due to their little leggies not being able to support the chubsters at the fire = a good time. Movement penalties for carrying around fat babies? Definitely sign me up.

Treadmill buildings to help our fat friends get back trim means I'll be making a killing in game with gyms. There's clearly no downsides besides people feeding others but that could be disabled.


Though I guess it would be fun to spam eat everything.

#709 Re: Main Forum » Completely bonkers food rework idea » 2019-11-07 18:10:02

fug
Kaveh wrote:

We want obese sprites!

Don't limit it either. We want our character models to expand as big as the screen.

We can use treadmill buildings to help fat players lose weight by moving. This is clearly the best idea we've had in a long time on the forums.

#710 Re: Main Forum » Completely bonkers food rework idea » 2019-11-07 18:05:37

fug

Probably shouldn't be unlimited otherwise one person will eat all the towns.

Maybe for every 10-20 pips extra over the original cap you get a negative speed modifier? If you're doing something that doesn't require much movement you reap the benefits of not having to quit working to eat and if you're just eating to troll you won't be able to run. Might also be useful to make players fat or something to visually show someone is eating way too much (though force feeding would be a really nasty troll move.)

My 800 pound ohol wife simulator is a go.

#711 Re: Main Forum » Building stuff is looking good but... » 2019-11-07 17:40:00

fug

Yeah it's a little silly that buildings will be all east-west if people min max which I like the look of anyways. Definitely should let painted walls be able to have shelves too since otherwise painting a wall is just a waste of resources.

If you ever get around to fixing T buildings can you add a way to insulate ice holes? Currently there's no reason to build fishing huts due to the fact you're just wasting space and resources by putting down flooring and walls since the ice hole will ruin the insides bonus.

The 13x13 room change ended up killing doorless buildings which is good in the case of making them less silly but it also made buildings more annoying to use as lets face it doors kind of suck. Reverting the change would make buildings better but at the cost of making buildings look weird again.

In relations to tables just having something cosmetic to go inside would be nice as it lets people decorate their rooms/bakeries/whatever. It doesn't have to function any different from a box but it would be nice to leave something like pies on a table instead of sideways in a box/basket.

#712 Re: Main Forum » Building stuff is looking good but... » 2019-11-07 16:30:41

fug
Dodge wrote:

Also the wall box thing doesn't have insulation

Surprised you missed that, "fug"

kek. Because I looked at the walls with the boxes hanging sideways which do have insulation instead of the actual normal shelf walls.

https://edge.onetech.info/3245-Plaster- … and-Thread
https://edge.onetech.info/3244-Plaster-Wall-with-Box

#713 Re: Main Forum » Building stuff is looking good but... » 2019-11-07 06:37:05

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Coconut Fruit wrote:

I wonder if there are limitations in size that will be considered indoor. Can we make whole berry farm indoor? Or whole town?

7x7 is the maximum size with floors AND walls. Otherwise the temperature grid checks a 13x13 but has cold spots (which is the issue.) You can't have an inside berry farm due to lack of flooring ruining the rooms temperature.

#714 Re: Main Forum » Coming Soon: Boundless World 2.0 » 2019-11-07 03:35:55

fug
Potjeh wrote:

Asphalt should be a byproduct of oil refining. Instead of getting a tank of kerosene and an empty tank we could get a tank of kerosene and a tank of asphalt. And then one tank of asphalt makes ten tiles of road, or something like that.

Average tarry spots gives 10 tanks atm which gives you 100 road tiles. You could likely buff this if you really wanted to see roads connect old and new towns.

#715 Main Forum » Building stuff is looking good but... » 2019-11-07 02:47:25

fug
Replies: 22

The root problem isn't really getting solved.

In the current game you do not need to do any within a building which means it's just better to do a job near resources related to it. Baking? The best bakery is next to a sheep pen which already gives you a clear divide from your "bakery" and sheep area. Raising children doesn't really need a building to do so as most people can stand next to or on a fire (most mothers place dressed babies on a fire currently and this is a determent due to excess pip wastage.)

The T style buildings are the best buildings in game as they minimize resources to make, fulfill the wall requirement for buildings, and can be placed next to something you will be working with for an extended amount of time. Unfortunately, from a "pro" player standpoint most people will ignore these due to ignorance or not trying to min-max when it comes to pip usage.

Unless you make some sort of greenhouse like building you'll still fail to see buildings to be useful even with slots. Other options are to slow down certain actions think fishing speed for baking or hitting steel/iron. This would give you reason to put a bakery or forge inside as you're slowing something down and giving it a time requirement. To counteract some of the pain of doing this I would increase the time an oven/kiln is warm.


Now don't get me wrong wall boxes/slot boxes are a great addition but with the current changes to buildings we will likely not see a real useful buff to buildings.

In relation to bugs/issues:

Shelves only go on white plaster walls (please let them go on red/blue/yellow as well instead of making buildings all have to be white.)
Can very quickly waste adze/saw tools by spam putting them on walls, notching them, then ripping down.
Walls with completed shelves don't have insulation.

#716 Re: Main Forum » Devil and witch mask » 2019-11-06 20:17:39

fug
Post apocalyptic wrote:

Ghost cult call themselves the kkk im not gonna be a part of that mask cults are cool

Suddenly has a set of values. Shocking.

#717 Re: Main Forum » Another wacky food idea » 2019-11-06 20:11:20

fug
Tizzy wrote:

Why do you ask us our opinion on things like this, you’ll only agree with the comments that like it. You’ll do it away if you want to. You don’t care what your playerbase wants. So threads like this are frustrating.

Being this rude yikes. This is why he stopped asking the general forum stuff because people get so damn pissy. While I don't think either solution solves what the issues are calling him out isn't going to help.

Buffing the big foods obviously drives the game difficulty into the ground by essentially giving a bunch of extra free pips. This is classically bad because when food is easy the game suffers.

Making low pips worse is bad because it essentially does the opposite. You're making the game harder by limiting adults to having children stomachs. It wouldn't be harder for smart players but would definitely raise the difficulty for the players who absolutely don't need added difficulty.

Also if you're gonna be mad be mad about sensible stuff. Reeing about not doing what you want is unreasonable. Reeing about stuff like incomplete steel recycling or incomplete/broken tool set is much more reasonable.

#718 Re: Main Forum » I miss old OHOL » 2019-11-06 14:21:22

fug
DestinyCall wrote:
sigmen4020 wrote:
DestinyCall wrote:

The wolf/seal clothing is finite and eventually can't be found again.

Wolf hats aren't necessarily finite. Wolf breeding is a thing, it's just not something that's found to be useful most of the time. You can make wolf hats as sustainable as rabbit hats if you put in the effort. wink


And to be fair, I don't think I've ever been in a Rift that has been in real danger of running out of wild wolves.   

Perhaps wolves are the new oil.    We should probably stay in the rift until Jason fine-tunes wolf supplies so they will deplete properly.

I mean oil and wolves are both luxuries so that makes sense. Wait until he does the real balancing of gooseberries since the game is completely focused around them at this point.

#719 Re: Main Forum » I miss old OHOL » 2019-11-06 13:23:27

fug
Coconut Fruit wrote:

Are you saying saving 900 pips isn't worth it? That's lots of water. Yeah, there is tons of logs but they don't produce water.

I may actually do more tests on local server to see how much insulation is needed to reduce pip drain by one second, and to see if it's linear. I'll do it tomorrow.

You are covering the lightest weighted clothing slot with something that has a high cost to produce (and is inferior) to the BiS shoe. One booty is the same as hunting three rabbits (one gooseberry bowl + carrot) and producing one thread (other bowl of gooseberries + carrot). One booty has the same resource cost as SIX shoes which are warmer and last the same amount of time.

Booties also require you to know knitting needles which is 99% of the time a dead skill slot to know as you only really want aprons instead of normal basic wool clothing.

If you're not wanting the slight downgrade of forever shoes then you should be spending the time to make rabbit fur shoes instead. Booties and basic wool clothing in general is bad and should feel bad.

#720 Re: Main Forum » I miss old OHOL » 2019-11-06 13:02:15

fug
Coconut Fruit wrote:
DestinyCall wrote:

No, wool booties are a waste of thread.   Wood clogs last forever.

Wool booties have better insulation. During these 5 hours they can save some water tongue If the difference was one pip saved per about 20 seconds that would be 900 pips of food saved.
I'm not sure actually if 2% insulation difference (2 booties) can decrease pip drain by one second, would have to test it out with a timer. I may do it tomorrow to satisfy my curiosity.

It is definitely not worth making booties ever. There's enough pine trees on the map to mass produce clogs without worry of running out and if you're being efficient about mallet use (turning nearly broken mallets into clogs instead of busting them) you really don't have a reason to make booties.

Basic wool clothing is "free" but its better used as either thread, pads, or loom styled clothes. Making one wool booty is the same as hunting six rabbits which would give you 12 shoes...  The only basic wool item worth making is a cap because it can be upgraded to a santa hat which is the BiS nondecaying hat we have in game.

#721 Re: Main Forum » Another wacky food idea » 2019-11-06 12:58:12

fug

I think the bigger issue here is related to the fact the whole game right now is centered around gooseberries which is why you need such large fields of the stuff.

Hunting rabbits requires gooseberries.
Baking requires all sorts of gooseberries as you need to feed sheep.
Tailoring requires gooseberries either through making advanced clothing (loom), making the thread for clothing (wool), making the clothing in the first place (basic wool clothing)
Composting requires gooseberries (poop and just in general)

Kind of funny how oil is a luxury but some random berry is basically the life force of the game due to no replacements.

#722 Re: Main Forum » I miss old OHOL » 2019-11-06 03:39:54

fug
DestinyCall wrote:

Genetic fitness is just a weird number that means almost nothing.    I get abandoned by my mom and I lose a tool slot.    I raise three kids to adulthood and I lose a tool slot.   I spend my whole life wandering around looking for a town and I gain a tool slot.

It means nothing.

Talked about this for a second in discord today.

Why not make tool slots related to age instead of a meme score?

Pros:
Can still have 5-10 slots depending on age.
Players aren't hurt by bad mothers or playing during the end of an arc
Eve players aren't completely useless after enough time passes

Cons:
This text is colored
Gene score basically goes back to being useless.
Jason has to change something.

#723 Re: Main Forum » Idea to reduce food waste and make "big foods" more beneficial » 2019-11-06 02:36:53

fug

It would definitely take way too much effort to buff high pip foods in this way and it turn out good (aka balanced.)

One egg = double your pips as an adult which is incredibly goofy considering their cost. Even when lowering the total pips from 20 to 15 this means nude you would go from starving in seventy seven seconds up to 144 seconds or two minutes and 24 seconds. Going to the extreme it would be something crazy like eating once every 10 minutes if you were fishing/baking/whatever on a perfect tile which is absolutely nuts to say the least.

Thematically it doesn't make sense that you want to eat when you're already nearly stuffed to the max. Wasting food by not eating it when you're full is just plain silly and goes against anything you've ever learned in survival games.

Stuffing babies and the elderly also means you can avoid having to care for babies even less than you do in the current game. Imagine shooting from being born straight to maximum pups (and more). That's not good for the parenting side of the game and is overall just a head scratcher. "Here baby eat this fish so you don't need to eat for the next two+ minutes. Oh full grown now? Go eat something else."

While this solves one problem (big pip foods are basically bad) it just causes a bunch of other problems (thematic fail, babies first food is giant pip foods, people eating when full instead of when starving, foods are not balanced effort wise at all to support something like this.)

Better to take the idea back to the drawing board instead of trying to put a flawed system in place that will without a doubt require a lot of tweaking.

#724 Re: Main Forum » Idea to reduce food waste and make "big foods" more beneficial » 2019-11-06 01:05:02

fug

Here's the some of the biggest issues:

By allowing extra pips to be saved by overeating basically yumming without all the extra management you really burst open how easy the game is. You'd be seeing smart players doing stuff like inflicting themselves with yellow fever to remove pips while avoiding losing any of their bonus pips. Currently in game our only need is to eat which means whenever you make food better in some way you potentially drastically cut down on difficulty while also reducing the amount of work needed overall. Easy food is generally bad (see the examples of carrot stacking, regrowing bananas, regrowing mangoes, etc) as it causes the players to basically devolve into sitting around doing nothing.

Food should never be free, and it should almost always come at some sort of cost whether it be space; (shrimp, milk, buttered bread, mango slices, popcorn,  carnitas) time; (mango slices, mushrooms, tacos, burritos, ice cream, chips, french fries); or resources (berry food variants, carrots, onions, fresh corn).

Don't get me wrong, food has been something that has been needed reworked for a long time as more processed/advanced foods are much worse than low tier food. People don't fish because who wants to waste time learning a skill + collecting worms for a 20 pip food? I can just go get an egg from the swamp that respawns every 20 minutes and has plenty of other ponds nearby for the same pip value, easier collection, and much less set up.  Hot coals ends up being a much better use of a skill slot considering you have to cook eggs and fish on hot coals but fishing has a second skill requirement.

Some previous ideas people have come up with to try to combat the issue at hand:

Extra yummy foods- Instead of everything being on a simple scale of 0-20 you have foods that are high pip and low yum, low pip high yum, high pip and even yuck like when burnt fish was edible. It's food but it's really unenjoyable to eat so you might get 20 pips out of it but you effectively remove some of your yum multiplier. On the other hand something like ice cream is really yummy but not very filling so you get a jump start on your yum chain but don't get very filled. I guess you could also do low pips/yuck combination (raw egg, sheep dung, raw meat) though that would likely be used to grief. "Stop George, he's eating all our shit!"

Yum works as permanent extra pips: Instead of just doing temporary pips which can be abused through stuff like yellow fever abuse what if yum just gave you more pip squares overall per thing you ate? This means as you slowly eat different things you're able to gain extra pips throughout your life. Maybe tier two starts as split pip boxes (twisted had these and blue ones drafted up before) or your squares turn blue to denote you have another tier.  This would effectively raise the pip cap from 20 to something like 65-70+ depending on how much one person is willing to grab different foods.

Make different foods decay: Raw meats, vegetables, fruits, unprocessed foods, etc should without a doubt go bad. Want to keep your mutton for longer? Salt and smoke it to make mouflon jerky instead of eating 2000 year old meat. Uh oh, you left that onion alone too long and now it's covered in roots! Maybe add these spoiled foods to a recipe for compost or make them disappear. Whatever you do, foods lasting forever is generally just bad as good players will very much outproduce their own need within their life if devoting it to cooking.

#725 Re: Main Forum » whoever made the fort in the northeast part of map on snow... » 2019-11-05 12:23:31

fug
pein wrote:

says the griefer, oh man you so subjective idiot

Actively ruining peoples stuff/work = good.

Edgy children and pixels = bad.

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