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#76 Re: Main Forum » Any chance something could be done about basket/backpack bombs? » 2019-05-20 20:00:45

futurebird wrote:

I think it makes sense that old backpacks hold fewer items, and they are dangerous to use. I do think maybe knife should have priority for staying in during a decay event. You'd put the knife in the most secure part of the bag... so it should fall out unless you have 4 knives.

It also makes sense that you'd be able to stab someone and immediately run over to the next person and stab them. It makes sense that you'd be able to drop a bloody knife. It's not a matter of looking at real life logic. This isn't real life, it's a game. You have to look at it from a perspective of "does this make sense from a game play perspective?".

It doesn't make sense that you'd magically be able to find your way home, no matter how far you travel, just because you stuck a stick in the ground. But it makes sense from a game play perspective.

At the very least, there should be some sort of warning that it is about to break. The way it is now, you have no way of knowing when it'll break. If you pick up a tattered backpack, you know it'll break soon; but that isn't what this is about.

#78 Re: Main Forum » In the future... when you are critical of the game... » 2019-05-20 18:25:00

Huh, really interesting to see how many people are also tired of Spoonwood's BS. I've skipped a fair few of his posts; but the ones I have read, just leave me confounded. Like, I've rarely ever seen someone stuck so far up their own ass. It's kind of incredible, and kind of sad. It's pretty much the most literal example of talking to a brick wall as you can get without actually talking to masonry.

#79 Re: Main Forum » Any chance something could be done about basket/backpack bombs? » 2019-05-19 15:27:34

DestinyCall wrote:

I like this idea.   It has always bothered me that you can't provide decent long term organization with baskets, because of the decay/item explosion problem.   And I've had that exact experience with knives flying everywhere when an old pack decayed unexpectedly.

I'm glad you like it. Really, it's just a really bad time with no real counter play (aside from making everything yourself). All this talk of ownership, it'd be like if some of your walls randomly exploded with no warning and your stuff flew out the big whole it made.

Honestly, what Jason could do, is to draw a new tattered backpack that holds 4 items. He could keep the old tattered backpack, but make a new smaller backpack (maybe made of 1 rabbit fur and 2 pieces of cut rabbit fur) that decays into the current tattered backpack. This "mini backpack" would be much easier to make and require far less rabbits, but it'd only have two item slots.

That way if you just wanted to hold a few crucial items, you wouldn't have to hunt down 5 rabbits. But you'd still want to have a large pack if you're doing a lot of gathering or transporting soil (maybe also be able to put babies in this one?).

#80 Re: Main Forum » Fences are new meta » 2019-05-19 05:40:45

Ay, I was just there. I was the kid you gave your pack to (the guy who threw the second snowball at the murderer). Was a pretty uneventful life, except one time I tried to use the sword on a family member I found in the wilderness. That was awkward lol. I was like "THAT IRON IS MINE!" and she was like "you're dumb" and I just had to hold that XD

Although, in retrospect, she fell for it too. She was all scared and was staying on her horse for a while. So at least we were both fooled?

#81 Main Forum » What is this fucking game? LMAO » 2019-05-19 03:51:39

FeignedSanity
Replies: 1

I go from one life getting stabbed, by some fucking cunt, for trying to make a little 2x4 property fence outside the city. Immediately to being born into a city with a massive fence around it...I literally just couldn't help but laugh and wanted to share.

#82 Main Forum » Duplicate » 2019-05-19 03:51:34

FeignedSanity
Replies: 0

Not sure why this keeps happening.

#83 Re: Main Forum » A taste of my own medicine » 2019-05-18 18:25:08

Wuatduhf wrote:

This just encourages the idea of letting players on incredibly-rare occassion spawn as VOG instead of a baby and then attempt to act like a god of their village, or other villages.

No powers? Watching everything happen is still very powerful. "Hey, there's X over in this direction"

Nope, it does nothing to encourage this terrible idea tongue

#85 Main Forum » Any chance something could be done about basket/backpack bombs? » 2019-05-18 18:22:49

FeignedSanity
Replies: 11

For me, these have easily been one of (if not the) most annoying thing in the game. I'm honestly kind of surprised I haven't seen anyone mention them. Maybe people have just gotten used to it; but it really bothered me a year ago, and it still really bothers me lol.

Your mom hands you a backpack with a knife in it. That's cool beans, really neat-o. Your in your 30's, just doing work as usual, and your backpack randomly explodes and half of your supplies (also quite possibly your knife) go flying out. Now you have to scramble to figure out what fell, what's left, and what you want to keep while you make a new pack. You have to do all this before some yahoo comes by and takes whatever fell out. There's no warning this was going to happen, there was no counter play. It was just, "oh, you inherited a backpack? Well fuck you, you should've made your own. Then this wouldn't have happened". Maybe a lot of the reason this is so tolerated, is because it takes five hours for this to be a problem. But why does it need to be a problem at all? It's just annoying and leads to a hesitant mindset of inheriting things.

Now I'm not saying to have no decay state, buy why does the decayed state have to have less inventory slots? To make it less valuable than a non decayed one? Then make it only last 2-5 minutes instead of 30. This gives you plenty of time to replace it without letting you just carry on with broken equipment. This also applies to handcarts (except for the tire one, I think this is fine because the tires are a bonus and losing them isn't a punishment. It's just the timed bonus running out). The decayed state should just serve as a notice that "hey, this thing is going to break soon and all of your stuff is about to be on the ground if you don't make a new one"

Now baskets are a lot the same in this regard, except for one crucial aspect. They are also an invaluable storage tool (like chests). I really feel like these should be more of a "storage tool that can be used to move stuff if you need to". With baskets, you can now hold twelve small items in a box/chest. This is fan-freaking-tastic. Really top notch stuff....but why do they have to randomly explode when they're just sitting in a chest (which, mind you, has no decay state), or on the floor. These really should act more like a tool, if they're being used as a tool; and more like storage, if they are being used as storage.

I feel like these should go by the same logic as any other tool, it breaks as you use it. If you're putting stuff in or taking stuff out, you have a chance to "use" one of it's use states. That way if you put some paper in a couple baskets, and put them in a chest (something Jason suggested when books where suggested), you wont have to worry about them randomly exploding and sending all the papers flying. With this change, they would act like storage when they're being used as storage, and act like tools when they're being used as tools. Let's say we give it an average of 100 or 200 uses. I feel like that number is fair.

Now the floppy basket (mind you, it should still maintain three slots following in line with the above) can be on a time limit. That way if you needed it to move something, you wouldn't be SOL. You would have like 2 minutes to finish up with what you were doing and make a replacement before it disappeared. Now you have a chance to be like, "okay, let me put these rocks on the place I'm building a cistern, then I'll make a new basket". Again, I feel like this would be fair.

I know some people are going to say something like "baskets are fine without uses, they last 10 hours". But that's only because Jason has cranked the number so ridiculously high that it became a non factor. But that doesn't solve the problem, it's just moving the goal post. It will happen, and it will be annoying when it does. You had no choice, no decision, nothing you did contributed to the library now being full of disorganized paper. You just ran out of time. Have fun playing 52 card pick up.



TLDR:
-Having your stuff scattered everywhere is a terrible experience and it has no place in the game, especially when there's no counter play. Ideas for changes and reasons behind them.

-Tattered backpack, floppy basket, and old cart should hold as much as their non decayed counter parts. If nothing else, there should at least be some kind of warning. Baskets should break on use (every time something is removed) and the floppy basket should remain timed (like around a minute or two).

#86 Re: Main Forum » A taste of my own medicine » 2019-05-18 17:33:42

jasonrohrer wrote:

Just did a VOG survey.  Some nice towns shaping up.

But to use VOG, I spawn as a baby in a family, and then go "out of body" to other places.

Unfortunately, these other places are all speaking different languages than my host family.  I forgot about that in the code!

But during the first six years of my VOG life, I was able to gradually learn one of their languages, enough so that I could talk to one of them.

That's interesting stuff. But how do you talk to someone when you're "out of body"? What happens when you go "out of body"? I figure it was your camera roaming around the map while your body was sitting by some fire. Am I the only one with these questions?

#87 Re: Main Forum » If fences are not viable, what does that mean? » 2019-05-18 16:38:28

DestinyCall wrote:

TL;DR for pein's post ....

9.)   We need protection against door blocking or door locking.  For example - a door mat that is attached to the door to prevent building directly in front of it.

So he thought my idea was good? Guessing me and pein had the same idea.

Thanks for that, not all heroes wear capes.

#88 Re: Main Forum » If fences are not viable, what does that mean? » 2019-05-18 15:33:20

Holy fucking hell almighty! I think pein might've outdone himself with that post. That dude makes some text walls, but this one is something else. I really don't want to read all that, but I skimmed it a bit and saw my idea posted in there. Could anyone, who took the time to read it, summarize it and tell me if he was saying it was a good idea or bad idea?

#89 Re: Main Forum » If fences are not viable, what does that mean? » 2019-05-18 05:45:17

Huh, so why was this a concern in the first place?

I honestly think the floor change just adds a few more clicks, but i guess we'll see.

#90 Re: Main Forum » If fences are not viable, what does that mean? » 2019-05-18 05:14:35

BladeWoods wrote:

Maybe open doors could just be considered walls as far as heat and heat calculation is concerned. So open doors don't leak heat. Would help buildings a tid bit.

But then there'd be no point in ever closing the door. Just always leave it open. Were you raised in a barn? tongue

#91 Re: Main Forum » If fences are not viable, what does that mean? » 2019-05-18 05:12:33

@Tarr

Oh, I get it. Two more clicks. Well that will make all the difference. Cool, thanks for clarifying.


So a one wall in front of a door will block it, but fence needs three? Or does a door need three too?

#92 Re: Main Forum » If fences are not viable, what does that mean? » 2019-05-18 05:07:13

Tarr wrote:

Because it acts as a deterrent for raiders or outsiders to just blocking you in. Sure something like a family property floor would be better but I'm just trying to suggest quick ideas.

Eves can't adze up the floors to build gates or fences in front of entrances and even if a raider brings and adze it should be pretty loud hearing all the floors getting ripped up near one of the town entrances/exits. Basically if possible you should design stationary buildings that have constant use (nursery/smith/bakery) each at one of your entrances/exits to make sure people are paying attention to this sort of thing. Whether or not people would pay attention is up in the air though.

Why would they have to rip up all the floors? Just rip up the one in front of the door.

#93 Re: Main Forum » Hotfix before the weekend » 2019-05-18 05:00:55

Hmmm, so all I need to do is come with a pick ax or an adze before I block your door? Seems easy enough.

As always, I appreciate all the hard work that you do. You enjoy your weekend smile

#94 Re: Main Forum » If fences are not viable, what does that mean? » 2019-05-18 04:34:25

jasonrohrer wrote:

Feigned, I guess I could block placement of stuff near the door....  but I'd have to code something in engine to do that, and it doesn't fully solve the problem, because someone can build a nice little "fence rainbow" around the unbuildable area.

Well yeah, sure. But if it was literally fences, they can easily be knocked down or even just picked right up. Anything else would take a long enough time for someone to notice. Let's say it only was two spaces in front of a door that you couldn't build on, that's 7 walls you would need to put up without someone noticing. Isn't the problem the quick stake, rock, wall combo (meaning it takes all of a few seconds and a single building material to block off the door)? And that's if you have only one door. What is everyone doing inside the building that they're not going to notice someone putting up 14-21 (for 2-3 doors) walls?

I don't know how much harder it could make it, but you could even include the two tiles next to it (example below). That would make 9 walls to block one door. I don't know, I just find it hard to see someone getting away with all that. Unless the building is deserted...in which case, who's hurt by it?


  *
***

#95 Re: Main Forum » If fences are not viable, what does that mean? » 2019-05-18 02:50:00

jasonrohrer wrote:

Will read this thread on Monday.

I could stop walls from being built on floors pretty easily by blocking stakes from being pounded, and it makes sense.  Problem is tracks not being able to cross floors/roads.  Also doors not being buildable on floors....

Not sure what to do there.

Anyway, there are still oven bases, which obviously should be buildable on floors.  Probably some other blocking things... freestanding newc tower, etc.

So I'm guessing my idea is out? Dang, thought it was a good one hmm

#96 Re: Main Forum » How to make swords balanced » 2019-05-18 02:05:07

jasonrohrer wrote:

"I just can't do it, grampa."  "Tap into your anger, sonny."

+1 lol

#97 Re: Main Forum » How to make swords balanced » 2019-05-18 01:45:59

jasonrohrer wrote:

Right now, when you send a KILL message, you send a tile position of the target, along with the ID of the target.  The server verifies that the target is really there, or moving near there, before allowing it.  Really, it should just check if the target is still in range, wherever they may be moving, even if they're not standing where you clicked anymore.

This would be a really nice quality of life change for the bow.

#98 Re: Main Forum » If fences are not viable, what does that mean? » 2019-05-18 00:29:24

Yeah, I think that the field of vision might be the biggest problem in play (followed, of course very closely, by being able to block off doors). A lot of people playing the way you want people to experience the game (with very close camera that cannot be changed) a lot of time will not see something happening. Maybe this is where audio queues could useful (like it is for murders). Maybe change how far away some sounds can be heard (like walls breaking/building) and make them directional? There is a possible downside that it might get annoying, but at least you could tell where it was coming from and ask them to try to keep the noise down (dang noisy neighbors lol).

As far as the second problem, couldn't you set it up to where objects that block movement couldn't be placed a certain number of units in front of a door. I think the new eve spawning (correct me if I'm wrong, because I'm not terribly familiar with it) demonstrated something similar to this. You couldn't have something within a certain number of units in front of the spring. Now to get around this, you'd just build fences to the max distance you'd have to build; but you had plenty of advance time to set that up. Anyway, I'm getting off point. Couldn't you make doors (and gates) it's own subclass of item that couldn't have items that block movement placed a certain number of units in front of them?

Also, maybe not have stone walls eat up an entire pick ax to remove? I feel like that's a bit overtuned. It's not like stone walls are that hard to put up, it doesn't need to be that costly to take down. Maybe make it similar to clay walls where you'd need two people (or just someone like myself) to remove them. Maybe you have to hit it with a rock (or maybe somehow incorporate the chisel) and make it "shakey" before you can ax it?

#99 Re: Main Forum » Jason's Vision » 2019-05-17 18:25:05

Yep, definitely in dire need of some clarification and updates in that area, IMO. I feel that would definitely help with the feelings of being mislead and (for lack of a better word) betrayal.

#100 Re: Main Forum » Should the sword kill everyone from other families or only foreigners? » 2019-05-17 18:19:36

Tarr wrote:

http://i.imgur.com/HqMtHvv.png

Was done when Jason was fooling with the family tree stuff so it doesn't link to me. Currently waiting to see if my playback video will work so I can record it and what not to show the sword is a broken weapon like I keep saying.

Light family lives where the Angel family lived yesterday, big fenced town that had three gates around it. Forced my way in after baiting someone outside by threatening to block their gates with fences. Person accidentally left the gate open for a second too long and got inside the place and the only survivor was someone who ran off into the wilderness.

I don't know how much proof I need to show how easy it is to clear out a whole town with zero effort or how I can explain to Jason this is a terrible idea. I've shown what five different families I've cleared out by myself? Sword needs actual balance and not just slightly tweaked.


You know, this has kind of got me curious to try this. I used to be quite proficient at "combat" way back when I used to play this game. I think I was like 20-30 and 2, or something silly like that (not counting randomly getting walked up on and shot out of nowhere, etc.). Used to have to fight off whole villages because stabbing one yahoo would send everyone into a murder frenzy. Hopefully I have time this weekend. I mean, it'd just be playing the game "as intended" tongue

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