a multiplayer game of parenting and civilization building
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OdinCockeril is also right ...
Productivity (about 50 minutes of play, not counting childhood) is useless in its genetic score
The genetic system will not give you more points for creating 1000 cakes
It won't even give you points for creating a single cake, because the genetic system only checks for the survival of its relatives
You can feed your children carrots and berries and if they manage to reach 60 years of age alive the system will give you points.... luck ?, probability ?, experience ?, individual intelligence ... maybe ... but group work NO!
Another curious situation: if your brother is a griefer and steals all his food to throw it behind the trees, but he lives to be 60 years old, the system will reward him with points ... interesting!(they will give you points too..., even if you manage to kill him when his brother is 50 years old ... he will also receive points!hahaha)
There is also the case of a player who wants to create dogs, or a racing car, or an airplane, or a radio.
they are useless items in the survival of the family ... what do we do with their genetic score?
what use is this? What motivation does this system generate?
I think we get a nice amount of teamwork on cooking and furnace tasks. And delegation and division of labor still counts as teamwork to me. Having someone go prep stacks of kindling is a huge help for everyone, even if they never personally use the kindling and it's an individual task.
In his words, if I steal wood from another city and take it to my city, is it also a team effort?
Or an EVE that stays in a dead city to reestablish it?
is it also a team effort with the dead family?
So, should you give me the genetic points of the other family?
This not the logical
A teamwork is NOT based on using the wood that another player has cut
A team effort is cutting a tree between 2 players
If there is no teamwork, there should be no rewards
JonySky wrote:The memescore must not be modified ... it must be removed
What's your objection(s)?
Typically in video games, rewards, scores and prizes are earned through the effort of the player or a team of players
For example, in APEX Legends, a team of players unite the skills of each character / player to be victorious (there is a common goal)
In OHOL there is no teamwork, the players perform individual tasks for 60 minutes (most of the time for fun)
Surely some of you think that the challenge of the group is to survive ... but to survive is an individual and personal challenge, it is not a family challenge
In early camp, when there is no food, the most skilled players survive ...
the fate of the family is pure luck! ... if the last girl is a new player ... that family dies ... that simple
There is no team, no family ... Each player is independent and performs independent tasks
So ... why has a score been created where the survival of the family is so important?
Simple: it is another forced mechanic to encourage teamwork, just like skill boxes and racist skills
But ... as in any game, you can always take advantage of the defects of the game mechanics
In OHOL, you can dedicate some games to raise your genetic score by forcing the feeding of your closest relatives so that they do not die of hunger and chasing and watching them with pads and needles, like a babysitter so that they do not end up dead
this is the only thing that encourages the genetic punctuation of meme ...
and ... no this is not family work either
The memescore must not be modified ... it must be removed
add this to the list
https://onehouronelife.com/forums/viewtopic.php?id=9001
The walls are too far apart, so the engine cannot "see" all four walls are present when calculating if the space is "inside" or "outside".
yeah that's another big game engine problem
The smartest solution would be to update the game engine to get basic things like:
- temperature system
- shared transportation
- climatology
- diseases
If we don't change the motor, the only thing we're going to get is sloppy patches or incoherent magic solutions.
JonySky wrote:Dodge wrote:You know the game is boring when the top post is this...
Are you having fun with the game? perfect! I'm so glad that you have fun and that you like the game!
I have no fun playing this game, currently it's very boring and like you mentionned passed a certain point loses it's interest, i have more fun thinking about ways to make it better, i do believe that this game has a great potential and could be fun to be played even beyond the initial x hours, but needs a lot of work and especially needs Jason to figure things out, which right now is far from it..
do not express me well dodge, this comment was directed to Caprys
But I share your comment on boredom
Dodge wrote:His argument here is basically since it takes less time for gingers to obtain kerosene for water and since water is crucial then the big bad Jason is making the game racist because gingers who are white spend less time getting water and time is the best ressource so this makes them "superior" to other races because they have more time.
I wouldn't say that it saves them time. They have to find the oil spots, make the resources to get it (witch include a lot of their own iron that has to be replaced), bring all the resources to the oil spot, prepare the oil spot, get the oil and to top it off they deliver it to the other fams doorstep without any repayment. Not to mention that most of the time empty tanks are not getting returned by the other fams. With means that the ginger that wants get oil after the first run have to go to other fam to retrieve the empty tanks or has to waste more iron of their own to make more tanks.
And the person that does all this is a veteran. That is one less veteran that can work in the ginger town to improve it.
This is another big OHOL problem
Racist restrictions do not encourage collaboration or trade ... they generate just the opposite
I explain:
Imagine that you want to be a great wine producer and you want to trade in your wine production ...
to trade in wine you need a certain amount of glass bottles
In one life, a player can create (more or less) about 3 or 4 bottles of wine ... (if we have everything we need)
If you want to trade wine, you must have a minimum requirement of about 3 bottles of wine for each family, (to trade with less quantity, it no longer makes sense to trade) in total you need 12 glass bottles (more or less)
You need 4 lives to create 12 glass bottles
Of course, you also need a lot of time to make several trips to take these bottles to the family that is in charge of making the wine and to gather the necessary components to create those glass bottles.
I omit that in the course of those 4 lives, the bottles will disappear, or they will be used for other things, or they will be stolen, I also omit that cups have to be created for all families (minimum 4) caps for the bottles and funnels
I also omit that all this has to be created with the language barrier, with the national barrier and with the possibility of your family dying due to lack of children in any of those 4 lives (remember that if you want to trade or distribute bottles of glass altruistically could not have children)
Basically to produce wine and trade, we need a person dedicated for 4 lives exclusively to create bottles of wine (4 lives = 4 real hours) and possibly he will never see a bottle full of wine, nor will he be able to see the final result
this is not boring ????
This situation shows that racist restrictions do not promote trade, rather they destroy it
Eh ive got like 60hrs in the game, bought around a month ago. I dont think new players are really driven away by "condemned to do the same over and over again" since every life im still learning something new. I do hunt rabbits or farm every other life for 5-10mins and besides explaining yum 100 times it hasn't gotten repetitive for me yet. Every game has people that play just once. I feel like this game has a higher amount since it doesn't hold your hand if the mother you are born too doesn't. The quality of the first few lives played probably makes a big difference. My first life I was left in the woods to die. My second life I had some pro be my super mom, taught me basic farming, making compost and how to smith tools all in like 40 mins.
Dodge's phrase describes it perfectly
You know the game is boring when the top post is this...
Are you having fun with the game? perfect! I'm so glad that you have fun and that you like the game!
Curiously, all of us who write in this forum also like the game and that is why we propose new ideas, write suggestions, indicate where the errors are and explain that mechanics are not working well.
The real problem is that of the 350 players who accessed the game 2 weeks ago, only 60 players remain (the numbers are not deceiving)
I don't think the first few games of a game will flog new players
Example: RUST, the level of frustration in the first games is much higher than in OHOL I guarantee it! but it has a player base growing every week.
but ... there are more reasons that generate the massive abandonment of this game (lack of logic, absurd magic mechanics, racist mechanics, lack of challenges, imbalance between races, a lot of disorder, etc ...) if you view the trailer of this game you don't see any of this
PS: Dayz mod, ... boring? I have 2000 hours in that game and I don't remember being bored even one night in that game, but I guess it depends on each type of player!
The game has also been balanced for a small population. So when we have a large influx everything goes haywire. The population often drops off quickly though. Either due to the palatability of the game or the game being unbalanced for population growth. Maybe a mixture of the two.
The game has gotten boring, just that.
I've played a lot of buggy and unbalanced games, but I kept playing them because they were fun and each game was incredible and different.
Dayz Mod was a good example ... a game full of bugs, and hackers, but it was one of the most popular games in history
At OHOL you are condemned to do the same over and over again ...
that's why new players are disappearing
I like the trade that results from biome restrictions.
I also feel like you guys don't even play the game. No one is racist in game in the ways you are suggesting. Gingers don't dominate everyone because they have oil. Whites don't walk around bossing people around because they can speak to anyone. It's all in your heads. And I'm the one with my head up my ass?
sorry, but... did you say trade?
what trade do you mean ???
The breed limitations in OHOL are poorly implemented and smack of racism (although I am convinced it was never Jason's intention)
But races must have different tech trees without using artificial and racist limitations.
Forbidding the collection of resources from an area is like a dirty plaster on top of a wound (a sloppy solution)
An example: Age of empires ... each race has different characteristics, but all can collect resources in any area of the map and all can create different military and commercial units
It surprises me that in the 21st century we continue to coexist with racism, xenophobia or sexism
I hope that someday these forced and meaningless mechanics are improved and new mechanics can be implemented without offending anyone
congratulations spoonwood
I'm with you!

JonySky wrote:got damn!!! On September 20, 400 people accessed the servers and the rubber banding was so horrible that I thought the servers were going to explode! Now imagine that same situation with war swords, horse battles and bloody corpses ... the game engine and netcode are not prepared to implement war, we also do not have anti cheat systems
If your argument against war behing a thing is rubber banding then the answer is pretty obvious, diminishing the load per server and spreading across the multiple empty ones.
So yes i can totally imagine two towns of 10 players fighting against each other without it being an issue for the server.
There is no major issue with the engine or netcode preventing it, just a matter of numbers.
And about the cheats i have no idea what specifically you are reffering to, what exact cheat, but that can be dealt as needed.
So no, not any technical reason preventing it.
Do you think that 20 players with war swords, horses, gutted people, corpses on the ground, all together with a dance of people trying to kill each other and all this in a small area of the map would not generate rubber banding? I dont believe it.
also...
Do you think that wars are viable only by reducing the load on the servers? ...
And what do we do with the current gang mechanics?
and with the mechanics of posse?
and with auto-pointing?
and with leadership?
curses?
Do you know the causes of the implementation of these mechanics?
Let's see for example the implementation of posse ...
Do you know why it was implemented?
Let me summarize it: before having the posse system, killing a griefer was exaggeratedly difficult due to the dance and the equal speed of movement
look at Jason's notes:
https://onehouronelife.com/forums/viewtopic.php?id=7972
If you implement war, you must eliminate these mechanics since they are not compatible with war, but if you eliminate these mechanics, you will get more problems ... for example the assassin dance ...
Do you know why this happens? Because the game engine is not prepared for a PVP game and these mechanics are only patches to counteract this deficiency in the engine
and on the subject of cheats it is logical even if you do not want to see it ... if the game has a competitive point, there will be people who cheat ... cruel reality even if you do not like it
If you first implement war and then an anti-cheat system you are starting the house from the roof
if you want to create a battle (pvp) first prepare the game so that it is not an absolute chaos and a disaster
He does want wars to happen or at least a game where wars might happen due to circumstances in the game he doesn't necessarly want the game to revolve around it since it's not a game about just killing like call of duty, fortnite etc but it's still a game about survival, civilisations etc and wars can happen due to disagreement between these civilisations or ressources or any other reason.
He pictures a game where any reasonnable scenario could happen like for example becoming a spy and infiltrate another village, gain their trust and finally steal some important key ressource or gather vital information.
Wars can happen and did happen in human history and he wants it part of the game or at least a possibility, now as for the reasons for it and wether it makes sense in the current game it is very far from it, currently the game is at best a crafting game with a parenting twist on it, we are very far from having these interesting stories that jason envisions and trying to force them to happen like with the biome restriction update is not the way to go.
got damn!!! On September 20, 400 people accessed the servers and the rubber banding was so horrible that I thought the servers were going to explode! Now imagine that same situation with war swords, horse battles and bloody corpses ... the game engine and netcode are not prepared to implement war, we also do not have anti cheat systems
HumanPerson wrote:Starknight_One wrote:Jason thinks that 'griefer' is an important role in the village. I expect there will *never* be a strong mechanic for preventing griefing.
Seriously, though, that's a *stupid* concept. It's like saying that poker needs cheaters at every table. Griefers *don't care* about the village, their family, or anything in game except getting a rise out of other players. Why should that be rewarded?
The solution to grief-cursing is to limit the range of curses to 'within earshot' (basically the map chunk you're on). If your target is outside that area, you get a ping message saying 'no target found' and your curse token remains available. Simple, easy, expedient... and you can't curse someone just because you know they're streaming (unless you happen to be in their area).
'Antagonist' is a role that is needed for drama, but relying on griefers to do that is like using dynamite to clean your sink.
Are you serious? Is this really the case?
Jasons statement to that was, that banning people based on looking on logged data is a very time consuming process which he does not want to spend time on. He wants players give the tools to take care themselves.
For sure he could reduce the most used ways of grieving, but normally he does not, his argument is, if he changes one he needs to change more, but instead he wants to provide better tools for stopping grieving instead.
Later up to now does not work well... but its quite hard to change Jasons opinion on something...
And yes for sure the game lacks late game challenges or general more challenges then outrunning water...
Formerly there was some kind of war but there was no reason to have war except for entertainment.
I'm sorry to tell you that something is wrong with your great argument defending Jason's work ...
Tell me, if Jason doesn't want wars or griefers ... why does this exist ?:
https://onetech.info/3047-War-Sword-oth … ge_55-tool
https://onetech.info/1789-Abused-Pit-Bull
https://onetech.info/1339-Domestic-Boar
https://onetech.info/4199-Box-of-Scrap- … st-smashed
his piece of art is full of contradictions
and there have never been wars because the game is not designed for wars to exist, not even the game engine allows wars !!
the swords of war were implemented because the OHOL design is improvised and there is no clear goal, it was just yet another failed experiment
(used by griefers to abuse the player base)
that's why the last update implements a racing car and tomorrow maybe it implements a tank or a bazooka! we are not going anywhere because there is no development planning
DestinyCall wrote:...
This is such devastating news, but it's all out there, there is no sugarcoating it. I cannot escape a feeling of no longer having any hope for this project and concluding that the fun part comes against the wishes of it's owner and creator.
What a shame.
welcome to the family
You may feel disappointed and believe me I understand, but you are not alone, I guarantee it!
Starknight_One wrote:Jason thinks that 'griefer' is an important role in the village. I expect there will *never* be a strong mechanic for preventing griefing.
Seriously, though, that's a *stupid* concept. It's like saying that poker needs cheaters at every table. Griefers *don't care* about the village, their family, or anything in game except getting a rise out of other players. Why should that be rewarded?
The solution to grief-cursing is to limit the range of curses to 'within earshot' (basically the map chunk you're on). If your target is outside that area, you get a ping message saying 'no target found' and your curse token remains available. Simple, easy, expedient... and you can't curse someone just because you know they're streaming (unless you happen to be in their area).
'Antagonist' is a role that is needed for drama, but relying on griefers to do that is like using dynamite to clean your sink.
Are you serious? Is this really the case?
yep
Because the game has no challenges ...
Jason agrees with the griefers because they add extra challenge to the game but I agree this not be the way to go
the game must have challenges of its own without the need for griefers and idiots
notice that the problem is out of control when there are many new players
with the average number of ohol players (30 or 40 players) (we are always the same) the problem is small and can be controlled
because those 30/40 players already know that ohol is this and nothing else ... we create food and draw water and little else ... when we enter the game we already know what we are going to play and we know that ohol has no extra challenges, we still like and play
but when the player base increases we have many people who need more challenges, more excitement, more variety of tasks and when they get bored the idiot parties start
I remember that before the gang system and leadership, the murder parties always appeared when the city was already developed (when the players did not have much to do anymore = boredom)
If the game had more challenges such as extreme weather, extreme temperatures, pests in crops, natural disasters, etc ... the problem would be much less
Dodge wrote:We had a pretty good cursing system before that worked so well that griefers where posting threads on this forum complaining about it and even sending mails to jason to cry about being in donkey town, it just needed a few adjustements to be more balanced and not have ridiculous waiting times in DT like 5 hours, but someone from the forum had the "brilliant" idea of a system depending on players and proximity so now griefing has pretty much no consequences and you can just die until you get reborn to a family, pretty much useless.
how did the old curse system exactly work? Could you just curse some one no matter how far away he was, or what was the difference?
How about counting play time (or children you got reached age 3) last month vs curses you got last month.
If you then reach a certain level (maybe worst 20%) you get some mail like:
the worse you are the higher the chance that people see you cursed, even if they did not curse yourself.
The worse you are you get a lower movement speed up to at max X0.8. This would make you more easy to kill.
And you yourself get no curse tokens and cannot join posses and cannot use weapons.
Arcurus, before if they accumulated many curses they ended up in DonkeyTown the next life ..., DT was a place exaggeratedly far from the spawn point of Eves or other cities
They stayed there for a certain time (depending on the number of curses they had)
You could curse someone even 2 hours after their death (if I remember correctly) and you could curse them from another city
Then this changed because many players cursed streamers and caused problems
I also have to say that the murders were simpler and you didn't need a gang to murder someone, it was easier to get rid of someone annoying (We didn't need the leaders either)
Even a long time ago, there was no auto-aiming or posse mechanics and killing someone was a game of skill with the possibility of missing an arrow (to kill you needed a certain skill and it was much more fair)
Armed griefers are less of a problem, most griefers do not need weapons to annihilate an entire city (bears, aggressive pit bulls, wild boars, theft of food or vital utensils, makeshift jails, engine destruction, vehicle theft, offensive behavior , racists, pedophiles, ...)
There have been a thousand ways to do harm in this game
The problem is that a clear answer has never been obtained from Jason for griefers, assassins or toxic players and we do not know if these players are welcome or not welcome in OHOL
Common sense and logic should be that griefers and toxic players should not be welcome and tools should be created to avoid these types of players who ruin the experience of many people ... but on the other hand we have several mechanics implemented such as swords of war, aggressive pit bulls, boar breeding, racist skills, etc ... so I think that Jason although he does not admit it, wants to have this type of behavior in his game
OHOL: a piece of art stained by toxic gamers
Ahh and don't get me wrong! I also agree that murderers coexist in cities (igual que EVE TROLL)... now the game is boring and there are no stories of heroes or villains!
Formerly it was very tense to have a serial killer inside your city and it broke the "stability" of the cities ... you had to stop everything you were doing to deal with that killer and your ability could save the city
We had a post full of diverse stories and in 50% of those stories there were murderers ... heck it was fun and when you ended up with a murderer it was great! the people of your city helped you and thanked you for eliminating the murderer!
https://onehouronelife.com/forums/viewtopic.php?id=710
18 pages... enjoy
I even remember that there was another problem with the stabbing mechanics that also created stories, confusion and riots: accidental stabbings (you never knew if it had been intentional or not), and here came the "quick trials" of the players
all that disappeared and has become bland ... just working and creating food ...
and I already said on one occasion that if the mechanics are fair for both sides (murderer and vigilante), it can be a lot of fun for everyone
the problem is that it has never been fair
Anyway, I think there are other behaviors outside the game (racism, insults, etc.) that should be eradicated with a temporary and a permanent ban (like all games)
Has he re-activated the tool slots?
A piece of art.
I have bought a game ... not a piece of art ...
Let's see what Steam thinks ?:

i definitely bought a game
Don't worry. He will turn tool slots back on when the "problem" is gone.
hahahahahah
you're right!
The funny thing about all this is that the new players should be good news for OHOL, instead it has become a "problem" ... definitely something is not right
No, give new players too much death and frustration and they will ask for a refund so they can play a fun game.
Exact!
Although we may have already been late ...
I have been saying for some time that OHOL is very easily unbalanced ...
OHOL "works" for about 50 players ... but when the game increases or reduces the number of players the game is destabilized by many factors (water, food, mechanics that do not work, griefers, cheats, ...)
This is just what is happening now ...
There is another thing that I also warned a long time ago: mods
mixing a vanilla server with a server that allows the use of mods is a mistake and any game that exists in the market knows the problem
A mod attached to a griefer is a powerful weapon
I've also been warning for a long time that a multiplayer game needs an anti-cheat system and a reporting system for toxic players ... and of course some basic rules of coexistence!
any streamer, youtuber, game programmer or developer knows this.
it seems that in OHOL these players are welcome
I repeat: IF THERE IS NO OBJECTIVE AND A PLANNING, THESE PROBLEMS WILL CONTINUE TO BE THERE ALWAYS
Jason must wonder where OHOL wants to take and what kind of game does he want to create:
A game of wars?
A civilization construction game?
a game about trading?
a game of crafting?
a survival game?
If we don't have a goal, we get the current problem ... one week some rails are implemented that nobody uses and the following week a racing car or a delivery truck