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#126 Re: Main Forum » The curse system needs attention ASAP » 2019-09-16 22:11:46

DestinyCall wrote:

If the penalty resets when the arc ends, there would be very little deterring griefers from going nuts at the end the arc, since the penalty would be very short.  As long as they do enough damage before they are banned, the arc ends and they can go right back to griefing.    It would also incentivize players to grief the arc to force the reset so their griefer friends were "freed" from Donkey Town.   And we would likely see an explosion of renewed griefing at the start of every new arc as the previously banned griefers were allowed to play again, all at the same time.

Yes, but if there are few griefers compared with regular players, and if ending up in DT was relatively simple, then the griefers would be weeded out and the arcs would last longer. Even a griefer on a quest to save their friends would quickly be sent to DT if all it took was two or three curses.

One problem with that approach though is that regular players might find themselves in DT more often. Anyone who was cursed by mistake, or by ill will, would be punished along with the griefers. But it's a sacrifice I'd be willing to make to help rid the game world of griefers. If I found myself outside the Rift from time to time, I might even see it as an adventure.

However, I also agree with those who say that the old system seemed to work better.

#127 Re: Main Forum » The curse system needs attention ASAP » 2019-09-16 20:00:49

Maybe the penalty should be to stay in Donkey Town until the arc ends.

And perhaps a few curses should be enough to send someone to DT.

#128 Re: Main Forum » Join our knew trolling discord server » 2019-09-15 07:49:35

ThatGuyWhoDoesThings wrote:

Griefing is fun, i get a sense of adrenaline when i grief, just working in a boring town is boring, griefing is exciting

I do realize that real pvp games require a lot of skill, and I'm sure a lot of people who try them feel like losers and so have more fun shift-clicking in OHOL. But consider this, if you play a pvp game with a higher difficulty level, the sense of achievement when you do win over others will be earned. It will add to the fun and make your enjoyment all the more fulfilling.

#129 Re: Main Forum » Should I Return? » 2019-09-08 13:52:33

I'm currently on a break myself. I started playing early 2019, and I've been on several breaks already.
A few weeks ago, when the Rift was temporarily on pause, my family was killed by griefers. It's not the first time it's happened, and not the worst time, but the randomness of it adds up, and eventually the desire to play other games just becomes greater.

#130 Re: Main Forum » Torunn Dupee... The Magic Lady...? » 2019-09-07 07:16:47

You can try this:

https://onehouronelife.com/forums/viewtopic.php?id=3337

Remember to make a copy of the file.

It could have been Jason perhaps?

#131 Re: Main Forum » The Rift and this end condition are unbelievably toxic » 2019-09-03 07:05:25

Dodge wrote:

If it would take 3-4 days to reach the top of the tech tree and remain challenging there wouldn't be these issues trying to reset the server.

And ideally even at the top it remains interesting so people dont murder each other by boredom.

Perhaps the end of the tech tree should be computers with Internet where we could play multiplayer pvp games and hold tournaments smile

#132 Re: Main Forum » Simple solutions to combat » 2019-08-30 21:25:17

sigmen4020 wrote:

I’m on two sides on risks on bear caves. On one hand it would clearly discourage bear griefing, and on the other hand it would make legitimate bear hunting for skins next to unviable.

Bring a healer. Hunting bears becomes a team effort. smile

Or just wait for the griefers to contribute with some bear waking.

#133 Re: Main Forum » Simple solutions to combat » 2019-08-30 19:58:56

Here's a wild idea, but if Jason really intends for skill not to be a factor, how about:

If you attack someone who has killed someone else the past ten minutes, then no change to current system.

However, if you attack someone who has not killed someone else the past ten minutes, then as you wound them, there is a 50% chance that you will get hurt as well.

That way, you would have to consider whether it is really worth it to attack. If you are truly saving your town from a griefer, perhaps you are willing to risk your own life for the cause. On the other hand, if you are the griefer, killing becomes a little pricier.

Also, I'd like a similar effect to apply to bears: If you wake a bear, there's a 50% chance it'll jump out of its cave onto your tile and attack you, even when you're on horseback.

#134 Re: Main Forum » Warring state should be triggerable by... well. warring. » 2019-08-30 08:28:27

BladeWoods wrote:

It's weird that you need to speak the other family's language to declare war. That makes sense for peace, but why can't you go to war with people you don't understand?

I guess the current restrictions are simply a way to make it harder for griefers to wreak havoc.

War is a tool for creating unique stories (at least that's how I believe Jason thinks about it, I don't necessarily agree.)

However, war swords are also easily abused by griefers. So there needs to be a balancing factor.

#135 Re: Main Forum » Elders? » 2019-08-29 12:33:51

sigmen4020 wrote:

If you plan on removing multiple fences I recommend making multiple papers, because once the removal notice has been placed it takes 10 mins to decay away. So yes one removal notice only takes down one fence.

Sigmen, in the video it looks as if signing the fence notice gives you a new piece of paper that can be placed on the next fence?

#136 Re: Main Forum » Elders? » 2019-08-29 12:03:04

Pastah wrote:

So if a removal of property fence is posted, does it make all attached fences removable? Can someone describe the process?


It seems to work like this:

- Place paper on fence
- Someone signs with pencil
- Elder signs with pencil

Repeat with each fence.

https://youtu.be/hL9KpzlIe5M?t=2555

#138 Re: Main Forum » Sorry, what is 2HOL? » 2019-08-28 14:22:43

Ok, thanks, looking forward to the upcoming post! smile

#139 Re: Main Forum » Sorry, what is 2HOL? » 2019-08-28 12:41:17

What are the main features of the 2HOL update? What systems have been overhauled and why?

#140 Re: Main Forum » Remember pigs? » 2019-08-27 07:26:13

Jk Howling wrote:

The problem is that the literal only use we have for pork [dogs are NOT a use] takes over 64 steps and 2-3 bowls of corn to prepare..

Agreed.

At the very least, roasting a pig should be an option. Even with a lack of apples to put in its mouth...

#141 Re: Main Forum » Why are we still acting like we're in the rift? » 2019-08-23 23:39:57

Come to think of it, the main problem with fences as a solution to griefers with war swords is that it makes for boring gameplay.

If we wall ourselves in to the degree that we don't even meet strangers, it does not make the game more interesting.

#142 Re: Main Forum » What happened to the tech tree? » 2019-08-23 06:38:38

Dantox wrote:

And i do have the same concerns that the op has, since the game feels almost the same on every town no matter how advanced or primitive it is [...]

My feeling is that all towns except very early Eve towns feel the same because the basic chores to keep the town running are the same no matter what stage of technology the town is at.

#143 Re: Main Forum » A little thought experiment » 2019-08-23 05:23:18

DestinyCall wrote:

Forget the game mechanics, can you imagine how many steps would be needed to build the GPS device, piece by piece?   It would take several lifetimes.

And then you would need to get all the satellites into orbit ...

Well, supposedly this is the future. Perhaps there's already a satellite in orbit that hasn't been destroyed by whatever apocalypse that annihilated the Eve's world. wink

And aren't people already complaining that reaching the end of the tech tree happens too quickly? I'm sure there are some who would be up for the challenge.

But if it's too difficult, perhaps a new kind of mine could be an 'archaeological dig site' where we could salvage components from a pre-historic civilization. Maybe.

I don't know. I just want the ability to locate the missing vehicles big_smile

#144 Re: Main Forum » A little thought experiment » 2019-08-22 20:23:37

Also - GPS.

Basically if someone loses a car or a plane with GPS installed, you can locate the vehicle. Not sure how the game mechanics should work though.

#145 Re: Main Forum » End conditions for the rift... » 2019-08-22 17:57:45

jasonrohrer wrote:

Seems like we effectively have a finite map then, right?  I mean, you simply can't build a town more than a lifetime's walk away from the center, if that's the only oil field.  Yes, there's wilderness further out, but it's useless.

(Maybe that feels better psychologically than a big black wall, but I want to just cut to the chase and show player's what's what, instead of letting them wander through useless wilderness by accident.)

I guess you would have to live in walking or riding distance to the nearest town with an airstrip and a plane... With a distribution network for the oil, towns could slowly grow farther and farther away from the center.

#146 Re: Main Forum » End conditions for the rift... » 2019-08-22 17:41:23

jasonrohrer wrote:

How could I make oil rare enough so that on only one village has it, in an infinite map?

How about if oil is only found in the center? So families either have to travel to the center of the map and live there in a town that will not disappear, because people will always need to either settle there or build their town elsewhere but trade for oil?

Perhaps the center of the map could be devoid of some other useful item as well, in a Rift-sized area. Rabbit fur comes to mind... A family that wants to build a town near the center would have to be advanced enough to bring rabbit furs or bellows in order to settle, and later they would have to trade for it or travel far to get it. Or perhaps the center of the map could be devoid of iron.

Maybe.

#147 Re: Main Forum » Why are we still acting like we're in the rift? » 2019-08-22 12:28:03

coriander wrote:

I know people hate this answer, but the solution to raids is to build fences.

Building defensive fences is a hassle and almost certainly useless in this post-rift meta, but that's how it is.

That being said, I hate the war mechanic as well.

There are some problems with fences though:

If you don't have gate access, you need to spend time finding the person who can give you access.

You need to check that the fence has not deteriorated, or trust that someone in your village is checking it. If it has deteriorated, more time needs to be spent on fixing it.

If the gate is left open, even for just a moment when someone passes through, uninvited people can enter. I think this is especially true if there are many people around the gate, most of whom are your family, and the invaders have the same sprites / look the same. Mousing over each person to see if they're family can be a hassle.

And, you need to check that relatives don't leave the gate open for whatever reason. Maybe they were just going out on a short trip, but they died or got distracted. Maybe they thought someone else would close the gate. Maybe they didn't think the gate was all that important. Maybe they're griefers.

#148 Re: Main Forum » Why are we still acting like we're in the rift? » 2019-08-22 09:20:14

I find OP's post very valuable, since it is an expression of a real in-game experience for OP. And what is this game, if not a set of individual experiences?

I am aware that Jason is working on fixing things, and I am aware that I always have the option of not playing. It also seems to me that some have already made that decision and left the community. Such is the nature of any game I'm sure.

#149 Re: Main Forum » End conditions for the rift... » 2019-08-22 06:54:17

jasonrohrer wrote:

The question:  what keeps the non-Rift game from being same-y?

...

This is only possible BECAUSE all progress is lost, right?  And all progress is lost because families die out, not due to starvation, but due to birth distribution factors.

It must feel somewhat unsatisfying to KNOW that whatever you make will be lost in 24 hours.  I'll make an engine here, but it will be lost.  Players have expressed this frustration to me endlessly, of course.

I'm sure people enjoy very different things. Some are ready to embrace any situation and part of the fun is not knowing where you'll end up. Others who work on projects or fall in love with certain towns want to return there. I wouldn't be surprised if half of the player base wanted to keep the Rift while the other half wanted to see it gone.

However, it is possible in non-Rift games to return to old towns. It's just that the system actively tried to keep us from doing so. If you lived in one town in one life, it would bar you from being born in the same town in the next life. In the Rift, you could easily find your way back and continue on the old projects. So maybe the best of two worlds would be no Rift but where the player could choose to return to their previous town if they so wished.

#150 Re: Main Forum » Why are we still acting like we're in the rift? » 2019-08-22 06:35:43

Karrots wrote:

Just clearing this up, the original post (other than criticizing the community) is mainly me being salty and venting over not being able to play this game without being killed. I just expected more of the community and wish so many weren't so focused on ruining the experience for others so the decent half can enjoy the game.

Well, this game is fantastic for people who find joy in griefing:

- As Pein says, no skill required to kill
- The people you kill are so entrenched in other tasks, like keeping your kids or the whole town alive, learning new skills or pushing technology forward, that it is easy to find unsuspecting victims
- War swords makes it easy to destroy towns
- No cursing makes it so that they can do it over again

This means that unfortunately the community will naturally attract many people who are mainly here to grief.

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