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#101 Re: Main Forum » Gameplay against griefers - keepers » 2020-01-13 04:42:28

Actually why griefers go unstopped is summed up in this video.

https://www.youtube.com/watch?time_cont … e=emb_logo

The guy knocking out the old man is the griefer. Everyone else on the bus are your average player in OHOL. One person runs away, one person gets upset, but actually does nothing, and everyone else sits around and makes little "derp" noises. The actual only difference is if anything happens about it in OHOL is because there are three kinds of griefer on the bus at the same time (mouthy griefer, stab-happy vigilante, & griefer's sycophant RP follower), and after the old man gets knocked out, the three griefers all kill each other.

#102 Re: Main Forum » Most annoying/strange people in-game? » 2020-01-13 04:26:25

Legs wrote:

I like to loiter in the nursery in my last few years of old age shouting about how I'm a crazy old man/woman with a knife and spamming murder mouth at all the different babies.

Someday Legs will say something that surprises me, but today ain't it.

#103 Re: Main Forum » Most annoying/strange people in-game? » 2020-01-13 04:23:52

pein wrote:

if you want to prevent lambs from cluttering, put a box on the wall, they decay in there

I'm not sure you are aware, but a sheep with wool on will start cranking out dead continuously. One sheep with wool on will leave about 6 dead lambs in the pen at all times. I'm really not sure what sticking a few in a box does about it, the sheep keeps on making more lambs no matter where you stick them.

If you feed all the sheep and you aren't shearing them, then I really don't know how to help you, but I for one wish you would stop if you don't plan to harvest the wool.

I once sheared a pen with about 10 sheep in it, all full wool. Every inch of ground had a dead lamb or living lamb. It was hard to do because there was no place to put anything down. I literally had to run out of the pen each time with the fleece to spin the thread because I couldn't drop it to use spindle in the pen. I wasn't even using the yarn, just putting it in a box. Just as I get done some asshat comes at me with a knife for "stealing his wool" (again, it was all in a box, I didn't care who took it. I don't know where he thought I had it hidden). I don't know if he was serious or he just was some kind of RP'er that makes up silly shit in his head and acts it out. Those sheep were unattended for at least 10 minutes. Anyway, after chasing me around for about 60 seconds someone put an arrow into him as I recall. I guess he had been being a general pain for a while.

So anyway, based off that experience, to me, the dude who claims he fed the sheep and then buggers off to fuckall is the weirdo. Just because you fed a sheep once doesn't mean nobody else can ever use that wool forever. If you want it, get it. If you leave it, it ain't yours anymore. Don't plant carrots if you aren't going to harvest them. Don't light a oven fire if you aren't going to bake anything, and don't feed sheep if you aren't prepared to shear them.

#104 Re: Main Forum » Most annoying/strange people in-game? » 2020-01-12 18:56:37

pein wrote:

the idiot girl who shears al lthe sheep but never feeds any.

If all the sheep need to be sheared then the problem is whomever fed all the sheep and didn't shear them. This person you mentioned is just stopping the sheep pen from becoming a massive lamb grave, leaving no place to set anything down.

#105 Re: Main Forum » Problem: Eve Spiral's westward march ruins the game » 2020-01-10 20:23:36

Spoonwood wrote:
Punkypal wrote:

Considering Jason called the Eve spawn pattern a "spiral"  ...

When was that?  Jason says 'zigzag pattern' here: https://onehouronelife.com/forums/viewtopic.php?id=8344

jasonrohrer wrote:

Eves are placed in a zigzag pattern spreading out to the west, which looks like this

A few days before that he said:

jasonrohrer wrote:

A persistent Eve "moving grid" pattern, like this

I stand corrected. When he has said spiral is was in reference to previous spawning methods. I still think an actual spiral would be a better design than a westward highway

#106 Re: Main Forum » It appears Jason has ran out of ideas » 2020-01-10 20:20:37

I also am glad for the fixes. I actually came back and played a little yesterday after almost three weeks off. For me the game had become unplayable.

Something that really annoys me is when instead of asking Jason to keep fixing bugs, they want him instead to code something in that will make the game harder, but in a less fun way. I'm not say that has happened here, but plenty of such threads abound.

Example: "Hey Jason, instead of doing major bug fixes, could you introduce allergies? And everyone might have a food allergy, except you don't know what it is, and if you eat that particular type of food you swell up like a balloon and then die."

#107 Re: Main Forum » It appears Jason has ran out of ideas » 2020-01-10 20:15:29

I also most annoyed when instead of asking Jason to keep fixing bugs, they want him instead to code something in that will make the game harder, but in a less fun way.

"Hey Jason, instead of doing major bug fixes, could you introduce allergies? And everyone might have a food allergy, except you don't know what it is, and if you eat that particular type of food you swell up like a balloon and then die. Mmmmmkay? Tks bye!"

#108 Re: Main Forum » Problem: Food Bonus Is Constant » 2020-01-10 20:11:02

Anabaptist's idea is better. The more hungry work part that is.

#109 Re: Main Forum » Problem: Eve Spiral's westward march ruins the game » 2020-01-10 14:51:30

Considering Jason called the Eve spawn pattern a "spiral" I honestly don't know why he doesn't do an actual spiral! He could still have his set pattern, but go clockwise (or counter) around and around, moving out a little further with each complete revolution. If the arc isn't reset they could start over at the center once they get more than 10k from the center. With a 10k radius, that would still allow for towns to be at the extreme over 20k apart, but that would be the max, and with roads and horses/cars/planes that distance could be traveled in one life, but that's still so much space. 20k x 20k square? More than enough room and areas will become ghost towns, not get visited, and be reset every week (leaving only roads or ancient walls I believe).

Why can't that be a thing? Seems straight forward enough.

#110 Re: Main Forum » Problem: Cheating to: Jason » 2020-01-06 08:47:53

To Legs:

https://onehouronelife.com/forums/viewtopic.php?id=5571

jasonrohrer wrote:

To further spell out (3), it means that mods that connect to my service are fine (like the zoom-out mod).

It means that mods that involve separate servers are also fine (like 2HOL), as long as those separate servers only allow players to connect who own access to my official servers.

What you do in private is your business, and outside the bounds of trademark.


https://onehouronelife.com/forums/viewtopic.php?id=8213

jasonrohrer wrote:

BTW, the fact that I made a game or service for which there are 5 different clients is kindof a dream come true, as a network systems architect.

So basically, nobody playing on one of Jason's servers is cheating. He has intentionally made his servers open to run any client version of his game that a player wants to bring. All you need is the key in there to show you paid him. I have seen him write elsewhere that he thinks HIS VERSION (The Official Client) is the "intended" way the game should be played, but he really has no problem if people don't want to play the way he would prefer.

Somewhere is one of these threads he says that he "has no interest in controlling people." and I absolutely believe him. It's exactly why he has done so little to eliminate griefing.

So basically, play with whatever client you'd like. But everyone else gets to do the same. If you think others are "cheating" because you have a perception that they have an advantage, well maybe they do, but only because you are choosing to limit yourself. I'm not cheating by using two hands to play the game just because you tie one hand behind your back.

#111 Re: Main Forum » Maybe Property Fences Shouldn't Exist » 2020-01-05 23:08:26

Cantface wrote:

Although people might then turn to hoarding valuable items for the funsies.

People already do that. No everyone uses property fences to kidnap and starve babies of course.

#112 Re: Main Forum » Idea: Harsher Life System. » 2020-01-05 20:44:07

QuirkySmirkyIan wrote:

Punky arguing about curses again...

Actually explaining to someone who didn't understand because they skim posts instead of reading them. Sound like anyone you know?

#113 Re: Main Forum » Maybe Property Fences Shouldn't Exist » 2020-01-05 20:39:10

DestinyCall wrote:
voy178 wrote:
DestinyCall wrote:

How do property fences work?    They are just flimsy sticks stuck in the ground but they are stronger than a stone wall.    It makes no sense.

It's stronger than a stone wall because people just can't be nice and play along.


Yes, but how does it work?    According to Jason, property fences work like homesteading.  You stake your claim to a particular area, and if the community doesn't tear down your fence, then it gains legitimacy as private property over time.    But if you get trapped inside of a property fence, why can't you just step over the sticks and escape?     I can see how a law-abiding citizen might respect the sanctity of another man's property and refuse to enter it to grab that hoe he  wants ... but why would anyone choose to die inside a knee-high fence rather than LEAVE someone's claimed property? 

It seems to me that property fences should work more like specialty biomes.   The area defined by the fence and property gate should be a "no touch" zone that prevents non-owners from interacting with items on the ground and in boxes or on tables, because anything inside the fence "doesn't belong to you".    The way that property fences work doesn't actually make logical sense, either real world or based on the in-game concept it is trying to achieve.

That would make perfect sense. Or even make them so you can pass through to get out. but not get in. If someone lets you in and you grab something and run off with it, well I guess they shouldn't have let you in.

I suspect Jason did want to make a griefer baby killing tool. At this point in the game I find it hard to believe all these things he introduces he can't forsee all the obvious ways they will be used to grief with if he does them the way he does. It's almost like he thinks up new griefer tools, and then tries to come up with a clever excuse to explain why he's introducing them that's useful.

#114 Re: Main Forum » Can we get an auto-lock on old threads on the forums? » 2020-01-05 20:25:48

So Spoonwood, you just demonstrated you do have the ability to link to dead threads, rather than necroing those threads. How hard is it to just do that, as EVERYONE is asking you to do?

The other thread you necro'ed today was absolutely not relevant to what you've been harping on about. It was about the was Eve's respawn if they reach age 60, which has been changed long long ago. Don't even try to claim that old threads have a valid reason to be necro'ed when you are dragging up things that absolutely don't. You're full of shit.

People can check start new threads. I don't see how it's that difficult.

If I was a moderator, you'd be warned that the next time you resurrect a thread with no merit to be resurrected, you'd be getting a time out. I'm nice. I think most people here are ready to outright ban you.

#115 Re: Main Forum » Question about Eve spawn location "exploit" » 2020-01-05 20:14:49

I can see no reason for this thread to be necro'ed. What you are asking Jason isn't even really about the thread topic or even something said in THIS thread. You just picked a random dead topic and brought it back to the top to ask a random ass question you've asked like a dozen times.

Let me answer the question you keep asking. Yea, Jason said that once. He's said a lot of things. The game has evolved and changed and the way he is doing it right now doesn't allow a family to exist forever. HOPEFULLY he works some of the issues out and he can fix up some of the code so it becomes possible again. BUT FOR NOW that isn't a thing, so deal with it.

Seriously. I read that these forums are moderated by like 5 people? Did they all quit? Can Jason find a moderator to deal with Spoon? Maybe lock down dead threads at least?

#116 Re: Main Forum » Idea: Harsher Life System. » 2020-01-05 05:40:05

I did admit on my second posting on the subject that I was perhaps not very clear. I will concede that maybe you missed that post. There has been a fair amount of activity on the forums lately it seems and it can be hard to keep up with all the things everyone is tossing out.

I have also noticed that some folks seem to think the problem with the curse system isn't that it does little to discourage major griefers, but that they can't pass out enough curses for every other player that bothers them in the slightest. They are fine that a curse is a minor annoyance at most. They just want to pass out those minor annoyances to more players. My suggestion does noting to fix that "problem", not that I think it is a problem, but....to each his own.

Coming back to my suggestion though. I am proposing that the number of curses one has stacked against them would determine the radius, regardless if a player was online or not. If only one player from that list was online and the cursed player had MANY curses against them active, then yes, they would face a large ban radius from that player who had cursed them. None of the other players would have to be online to affect the curse radius. If two were online, then both would have that same large radius from wherever they were. The only way the curse radius goes down is when a curse expires.

However: If Jason wanted to get more complex each curse after the "first" could have a diminishing effect. Simple example: Second curse for first 24 hours has multiplier of 1.5x, next 24 hours it becomes 1.4x, then after another 24 hours 1.3x and so on until after 5 days it would be 1.0x and not factor to increase the radius. Each additional curse you have could have different multipliers, but the point is they all diminish slowly as they get closer to expiring. I admit I'm not sure currently how long a curse lasts. I've read 7 days and also 30 days. For my suggestion I've be going on an assumption of 7 days

I suppose I am calling for curses to be more of a "punishment", but I'm not the only one asking for this. I at least feel like the punishment should fit the crime. If you occasionally get a little rowdy or make a mistake, a simple slap on the wrist should be all you incur. If you imagine yourself a master of chaos and the ONLY thing you ever do is try to destroy then you should face a greater consequence for your efforts and actions (if you're caught). Jason can tweak all sorts of base factors to tailor this system to his liking. The multiplier can star out lower, or higher. The number of curses you get before additional ones start to become multipliers can be higher (i.e. it isn't until the 4th curse that a 1.5x multiplier or whatever factor is applied). He could make the radius start smaller than it currently is, or he could put a cap on the max radius (so radius would still grow, but not forever).

There are lot's of options Jason could use to tweak this. My problem with the current curse system isn't just that it's 99% useless, but also that it's too individual oriented. In a game about community and society, I think the weight of the community should factor in to in. Let me give an example. I think most players who read the forums know I'm a road builder. If someone wanted they could easily track me down (when and if I'm back in the game) and target me specifically. I could curse them over and over and it wouldn't have any extra harm against them. But if they chase me into a town and kill me in front of everyone and get 4 curses that should carry a stiffer penalty because now they have become notorious.

I fully believe that the griefer who can work in the shadows and be an agent of chaos in the background without getting exposed should face no penalty (just as in real life). Right now griefers can pose a challenge and hinder the community player's efforts, but the community can't do much in return. Where is the real challenge for the griefer? Where is their penalty for failure?

#117 Re: Main Forum » Instead of slash die.. » 2020-01-05 02:28:18

Lifeletters wants a 45 second pregnancy. During that time the mother has to see another player who is a "doctor" and get prenatal supplements from them, have a few ultrasounds, and go to Lamaze birthing classes. If they don't do all this in 45 seconds there is a chance the child will have complications during birth and could have to go to a intensive care baby ward for up to 30 seconds and be on an incubator. After birth if mother doesn't spend time with the new player for at least 14 years and leaves when baby is 3 years old, then baby will grow up with a series of abandonment issues and require a therapist until at least middle age, perhaps longer.

#118 Re: Main Forum » Paper clipped to walls » 2020-01-05 02:20:32

Gogo wrote:

Way stones aren't even needed anymore, they were before bells. I would even remove them and put paper + arrow on tree instead (make it permanent with hatchet).

I think they still serve a purpose. At low pop times it's easy enough for a bell town to go dead for a little while. Also during server updates. Who's going to ring a bell if nobody is there? Thus waystones are needed to lead people back to the bells.

#119 Re: Main Forum » Instead of slash die.. » 2020-01-05 00:29:08

DestinyCall wrote:

Why would pregnancy need to be 30 sec?   It could be 15 sec or 10 seconds.   It would still be better than what we have now.   Right now it is zero seconds.

Oh, I was thinking if it's going to be realistic. 9 months = about 45 seconds actually. Everybody is always complaining about wanting more "realism". You really can't do much in 10 seconds. 15 might be a good call.

#120 Re: Main Forum » Idea: Harsher Life System. » 2020-01-04 23:44:09

jcwilk wrote:
Punkypal wrote:

As I said in another current thread, anything regarding the cursing system that gives the individual more power to curse is apt for misuse and abuse. The solution to fix the system is to make the power of the community stronger, not the individual. 10 people all cursing 1 same player should have a multiplying effect. 1 curse should have the power of only 1, but each curse beyond that grows more powerful. By the time you have 10 curses, each one against you is over 50x stronger. The only way an individual's curse should get more powerful is if others also curse the same person you have cursed. That's how it should be.

Not running out of lives in itself isn't a problem to be solved. Griefers having less lives isn't really a fix for anything. I imagine a griefer doesn't have much need to use /DIE or suicide anyway. Very few go on murder sprees at young age, and even when they do and maybe are killed around age 20, they would still be regaining lives fast enough to not reach zero. I assume they aren't playing 24 hours a day that is.

Your final paragraph sounds like what you want is for the curse system to be turned into a griefers tool. No thanks.

And as I said in that other thread, I don't think you understand what cursing does. Number of curses is irrelevant and there's no "power" of curses to scale. Cursing is basically like a block feature, imagine someone saying "if five people block you in discord then it should be as if 10 people blocked you" it doesn't make any sense.

I do know what cursing does, and what it does is basically nothing. I know it's a brain buster but I'm suggesting CHANGING how curses work so it does something. Let me try again and I'll explain this time in great detail and teaching basic math also and I'll hope you have the ability to comprehend. I'm going to walk you thru it in a basic terms as I can.

Lets's say you get one curse. Your account would note you have ONE curse from ONE player. That curse would have the effect of one curse with the ban radius of one curse. (as it is currently).

Now lets say you get a SECOND curse from another player. Now your account would record that you have TWO curses. The game would do this math to see the effect on you: 1 (for the first curse) x 1.5 (the multiplier applied by the second curse) = 1.5 total. The 1.5 total would round down (always round do to nearest whole number), so now each player's curse against you still has a normal radius as is currently, but there are TWO players you can't be born near (still the same).

Now lets say you get a THIRD curse from a third player. Here is where curses against you would start to amplify. The math is 1 (for the first curse) x 1.5 (multiplier for the second curse) x 1.5 (multiplier for the third curse) = 2.25 total. 2.25 would round down to 2. What this would mean is that THREE players would exist that you can't be born near, but now the radius away from them is DOUBLE, for EACH PLAYER who had cursed you.

Let's go in to a FOURTH curse. The math is 1 x 1.5 x 1.5 x 1.5 = 3.375. 3.337 That rounds down to 3. So now there would be FOUR players you can't be born near, except the radius is THREE TIMES as large for EACH PLAYER as having only one curse would be from one player.

Do you get it now? I am aware this isn't how it currently works. Jason would have to CHANGE it so it works this way. If he did make it work this way it would be possible for a person who have MANY curses against them to actually be sent to Donkeytown, or at least be FAR away from who cursed them. Currently there is virtually no way to be sent to Donkeytown (I mean there is, you'd have to have curses from well over half the player base for it to happen. Considering some players never use curse, it pretty much can't happen). Also as it is now someone you cursed can be born so close that they can run over to where you are in about 60 seconds. With this system, someone with 6 or 7 curses still probably won't go to Donkeytown due to how spread out players tend to get, but they at least would be so far away that they are much less likely to be back near who cursed them. At 7 curses we are talking 2,200 tiles away. Yea, they can still get back, but it will take them a third of their life. That's 20 years that they can't be destructive. And if they run all the way back and get cursed again, next time they are 3,400 tiles away. It wouldn't take long for cereal griefers to be gone from your play area entirely. At least until your curse against them expires.

One player curseing the same person more than once would NOT increase their multiplier. It would only refresh the expiration time for that players curse against them. The multiplier is only for each active curse from each additional player. If you log on and there happens to be NOBODY online who had cursed you, it would be as if you had no curses (just as it is now) and you could be born anywhere. But of course, the more players that have cursed you, the less likely that this is to be the case.

And for the record curses are nothing like a block feature on Discord, Unless Discord has some way that someone you blocked can exert less than 60 seconds of effort to undo your block. OHOL all a player has to do to get "unblocked" is run back to wherever you are. That can be very quick and easy.

#121 Re: Main Forum » Instead of slash die.. » 2020-01-04 23:08:05

Since pregnancy would be over 30 seconds at least, that's a long time to keep a player waiting in the womb. IDK, maybe you can't /DIE until you're actually born.....Give mom a chance to get back to town and let baby see if they really want to /DIE or not....IDK

I think just letting the mother know somehow they they are up soon in the birthing order if that's how Jason is doing it. Like a warning to get ready, because you could have a baby soon!

#122 Re: Main Forum » What is the Worst Item in OHOL? » 2020-01-04 23:02:13

pein wrote:

packs are always useful, even as a basket is decent
I can understand the shirts too, they are warmer than Newcomen clothes, they decay but it's a buff over other clothes, if anyone wears them
3 fur could make 3 loin cloths or a hat and a loin cloth, using wool, even 6 shoes

shawls are the fake medium choice, waste of others time and resources

OK, fair enough. But, like the last time I played I was in a town and someone was going crazy rabbit hunting. Everyone had pants/loincloths and hats (mostly straw), and there were sooooo many extra backpacks. It wasn't a large town and they had so much fur but not everyone had a shirt, including me. More loincloths would just have eaten up thread. I don't recall if everyone had shoes or not. Anyway, I made like three shawls but that's because there was exactly 9 cloth if memory is correct. So depending on the circumstances, if everything else is covered I say, might as well make a few. If this ever happens again, I'll remember to check shoe inventory too. I usually don't even think about footwear.

#123 Re: Main Forum » Milkweed farming needs an overhaul » 2020-01-04 22:43:43

testo wrote:

The thing is, milkweed is the one raw resource without changes since forever. Water/Iron and wood they all have been changed a lot in the last months either by making it different or by making it more abundant like iron or making trees hunger work and so on. Pretty sure the morse transmitter would be made a lot more if it was a rope buffer like say getting a rope out of a soil basket and a bowl of water. (Just to put an absurd example). Obviously I don`t expect ten ways to make rope. But I`d expect at least two.

And I agree that it's high time Jason circles back on a few low tech items and gives updates there. Rope being one of the most critical IMHO. Second a few more ways for high tech towns to boost their water supply. Semi low tech things like an aqueduct, water reclamation ponds, etc.

#124 Re: Main Forum » Milkweed farming needs an overhaul » 2020-01-04 08:01:00

testo wrote:

We have a combustion engine yet we don`t have a tech to make a decent and efficient fiber rope?

At a certain point we need to remember this is a game being made by one person and get realistic. Rope is very vital and it would be nice if we had a more efficient way to make it, but would you have no combustion engine in favor of Jason exploring every possible way a rope can be made?

I think Jason took the right path. He introduced rope. Then he didn't give us more rope, but he introduced other things. Now that we have lots of other things it might be time to circle back and revisit rope, milkweed, and hopefully hemp. It Jason took all the time to just perfect one thing perfectly way back when before he did other things this game might be called, "One Hour, One Hundred Very Realistic Ways To Make Rope".

I don't think it's a fair argument to suggest that Jason should perfect all low tech items before he gave us any higher tech items because if that was the case we'd really just have the world's best caveman life simulator.  I'm not sure if that would be a better game.

#125 Re: Main Forum » Dear Jason, please make curses like tool slots. » 2020-01-04 07:44:02

Legs wrote:

Yes, highly skilled players like myself should have more authority than low tier noobs like you. The hero always earns hate from villains. You're just too stupid to understand the situation. Instead of blaming that on others, blame yourself for being such an idiot PUNK.

I'm willing to bet my genetic score is higher than yours has ever been. But that DOESN'T MATTER because:

1) Just loitering around a town and birthing other players who will in turn have longer lives on average doesn't take "skills" I'm afraid to tell you.

2) It seems that if you can't kill a griefer in a town without getting a load of curses against you, then in fact you a NOT a skilled player. I find I've had no problem doing this at all. Whenever I've killed someone griefing in a town I get no curses from the other town members.

3) Calling someone a noob without evidence is the actions of a childish person (usually a child) and one of low wits. I mean, it's not very clever. You can keep calling me an idiot, but you're just making it clear whom between us thinks crayons are tasty.

4) I'm sure people are understanding the situation just fine and you are absolutely earning the curses you seem to feel like you don't deserve. The only problem is you aren't experiencing any consequences for it. Under my suggestion you would be, as you should. If everywhere you go you think everyone is stupid because they don't understand you, then the common factor there is YOU.

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