a multiplayer game of parenting and civilization building
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I believe the problem is the discrepancy between the amount of work needed to accomplish a constructive task, and the amount of work needed to set back or permanently ruin said constructive task.
In general it takes a lot more time in game to do something constructive than to ruin that same thing. This enables a dedicated griefer to do a lot of damage and ruin potentially multiple people's entire lives worth of work in a single lifetime. It magnifies the problem and makes it seem like griefers are a majority at times. Taking steps to reduce the negative impact one person can have would help with this. For example, occasional respawning milkweed disincentivizes a griefer from picking all milkweed. Allowing a Newcomen tower to be easily deconstructed disincentivizes blocking entrances with a tower, etc.
+1
I do like this house. The window. The blue plank walls. The computer. The guitar!

Also there is way too much waste of food, you can eat a bowl of stew or a pie even to fill only one food pip, so even if you make a stock of food it gets eaten to fill 2-3 food pips and a lot is wasted.
What if a bowl of stew didn't have two uses, instead it had X pips? If you lack two pips, then after eating from the bowl it would contain X-2 pips. This might work with pies as well. If less than 1/4 of the pie's pips have been eaten, it could display as a full pie. Of course, this way it would be possible to eat more than one slice of pie in one bite if you were hungry enough...
I'd also like a farming upgrade. Basically, farming could get easier in high tech town. Horse drawn ploughs instead of hoes, a new kind of cistern where you use a bowl to get water instead of a bucket, irrigation, berry picking tools made of iron... And if winter ever becomes a thing, perhaps crops would need to be moved into greenhouses or planted in deserts and jungles during winter. Or perhaps polytunnels could give a higher yield even in summer. Perhaps animals could get more uses. Geese in the fields could help the crops grow faster, for example (since they're weeding).





However, one possibility for this would simply making Broken Heart Syndrome only activate when one of the twins is actively killed by another player- that is, stabbed with a knife/sword or shot with an arrow. They get the same death slowdown and inability to hold items as their injured twin, are saved if the twin is saved, and die if the twin dies.
That way, they're rendered no harder to take down than a singleplayer griefer. They no longer have the advantage of having the other person/people there to retaliate, ...
Also, they wouldn't have the advantage of being able to heal each other during the slowdown.
I have wanted a system like this in the past. The reason I didn't advocate it was that I felt it would place too big of a burden on new players who would give birth to all the known griefers, who would have no other available moms.
In a limited Rift world, it doesn't really matter who gives birth to you anyway. A griefer can always find their way back to any village and wreak havoc everywhere... I doubt griefers mind playing barren Eves either in a world where other people are close by. It would just further solidify the already wide gap in player styles.
If there is no Donkey Town, either Eves need to spawn so far away from other players that they're not likely to meet, requiring a huge Rift, or they need to not be born at all... Or perhaps there could be special rules for Eves like that they can't use war swords unless they have five living descendants, or some such thing.
With two seasons, there could be a winter season where no wild foods regrow... And if conditions are bad enough, families won't be able to survive winter. If enough families do surive, fine, the world is not reset yet.
But I agree that a poll after each life would be nice as well, as a safeguard. Perhaps the poll could run during winter, so that we are safe from a reset during summer.
They have the advantage of coordinating together through outside and more efficient means such as discord, while everyone else is working anonymously through an extremely limited text function. They have the immediate advantage in almost every situation.
I agree. I don't play with mods, and it is extremely hard to know what's going on outside my own little bubble - if I'm trying to get something useful done that is.
And if natural resources run out.... well... they can generally be griefed, right?
Not if nature itself is the cause for resources running out, instead of people.
The Rift is already meant to function as a cycle: "Spring"; everything is new and fresh, but hard work is required, "Summer"; civilization is thriving, "Autumn"; resources are starting to run out, "Winter"; literal hell on earth unless your family is prepared. But in the Rift the "seasons" came about by people exhausting resources, which made the system vulnerable to abuse.
Could we not have real seasons instead? It would put us on a tight schedule to build houses, make wool clothes and gather firewood before the next long winter. If griefers wanted to kill all geese they would do little damage, for in spring and summer geese could respawn in intervals, while in the autumn the geese would leave anyway, so it would be a waste of time to kill them.
I don't even think added graphics would be necessary. A forest filled with milkweed that keeps respawning would feel like spring. A forest empty of both milkweed and all natural foods would feel like winter, even with green trees and green grass all around.
And if one point of the Rift ending is to reset the server, well, some winters could be worse than others...
It seems that with the Rift, griefers don't need to be twins anymore. They find each other easily on the limited map.
The Baby update:
Baby slings
Babies in carts
Baby cribs and baby bedrolls made of bear fur keeping them warm
Also
Saddles on pigs to use them as riding animals for kids
KJV: The LORD is my shepherd; I shall not want. ...
Just a tad different from having all that you need. Edit: On second thought, not all that different depending on the definition one uses of want.
Another iconic 'want':
"It is a truth universally acknowledged, that a single man in possession of a good fortune, must be in want of a wife."
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This is one hardcore farmer:
https://www.youtube.com/watch?v=hu65__ZnFxY
I hope a fertile female passes by at some point so that all his work doesn't go to waste.
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Another problem is that people always pick up thread and knives. It's impossible to keep them in a designated healing area. Items used for healing should have no other use to prevent people from picking them up.
Knives have many uses in addition to being a weapon. It would be nice to make special kinds of knives for special purposes only. Like butter knives.
Knives in pockets is a thing it seems ![]()

Suggestion:
What if Eves can only use war swords if they have one (or more) living relative age three (or more)? In other words, no family means no ability to wage war.
Get fucked kiddo prepare better next time I was too quick on the draw
It had nothing to do with your abilities, only with the current imbalanced game mechanics.
If your abilities were good, you'd play a pvp game that required some skill instead.
No he could make it so only the base client and authorized ones (that only use cosmetics for example) can login.
He would have to authorize personnally the different modded clients or he could make it only playable with the default client but he's against that.
Well, if it's possible then it seems to me that Jason is not aware of how to do it, rather than that he's unwilling to do this. At least it seems so from this post:
https://onehouronelife.com/forums/viewt … 235#p65235
kubassa, I'm almost 100% certain that preventing such mods would be impossible, even if I expended great effort in trying to stop it. This is a fact of computer science, dating all the way back to Turing.
I lack the technical knowledge to know the answer myself, but at least that seems to be Jason's understanding.
If I understand correctly, the thing about mods is that they are installed on the client side, and they use information sent by the server and structure that information in a different way than the base game. The server doesn't know you're using a mod. So I'm not sure there's anything Jason could do about them, even if he wanted to. If he wanted to stop the zoom out mod, for example, he could in theory send less information to the client side, so that the mod didn't have the information needed to display a bigger map. However, this would cause more lag for users of the base game, since the information about where you're going would have to be sent in the moment you move, and not before, just to prevent mods. At least that's my understanding of the issue.
In other words, attempting to stop the mods would make the base game worse.
I believe the way to go is not to stop the mods, but rather to make improvements to the base game.
You didn’t seem to read my posts because I was actually complaining about the complaining.
Complaining about complaining is still complaining ![]()
Another idea. Have Few rifts going on at the same time on same server. Like grid of four. Maybe add some way to transfr stuff between rifts. Like lets say you could build a traintrack over rift. You could not walk over it, but you could transfer valuables. Also planes would be an option. This would encourage trade.
Perhaps there could be one rift only, but mines and wells could only be built inside the rift. Planes could be used to travel outside the rift and get emergency supplies, but towns outside the rift won't last long because the only way to get water there would be ponds.
Twisted caught a griefer on tape:
https://youtu.be/JpOizeV4yFQ?t=2192
(Time: 36:30)
The interesting part is the family tree. This must be Eve Yellow in the video:
http://lineage.onehouronelife.com/serve … id=5147466
Her last words were "you own this". None of her children lived. Two of them were killed by the Schmock family. Following that link gives this tree:
http://lineage.onehouronelife.com/serve … id=5147466
Some babies here were killed by Eve Yellow, and very few babies got to live. Notice also Catalaya Schmock's final words: "You own this."
Clearly Eve Yellow was part of a griefer nest.
They are the ones who wish to ban guns because some people use them for crime.
Actually, I don't think anyone wants to "ban guns" in real life, if you're thinking about Americans who refer to other countries and their more restrictive gun laws. You can still be a gun owner in, let's say, Norway. I know people here who hunt. My uncle in law has won several shooting contests. So, uh no.
Now back to discussing the game ![]()
I've always thought of the game as a simulator of real life, where yes there are griefers (criminals,) wars, property, etc. Even if these things aren't inherently fun, I think they add to the whole of a game where civilization rises and falls at an extremely accelerated rate you can watch with your own eyes. I guess you could call me a roleplayer.
I disagree. In my opinion, griefers can only exist in games or worlds created by humans, not in real life itself. Griefing is to not play the game as intended with the purpose of destroying other people's fun.
Yes, people act that way in real life to, but they have real life reasons for misbehaving. While in the game, griefers do not have in-game reasons.
It can be hard for players to separate griefers from players with in-game reasons, it's true. Sometimes we label any unwanted behavior as griefing. But there already is unwanted behavior that is not griefing - people borrowing the thing you needed, or building or planting stuff in the wrong places, or killing because of a dispute, or even raiding other villages to get needed resources to one's own village. I sincerely cannot see why the game should encourage griefing as well, on top of everything else - as in, people actively destroying the game for others because they take enjoyment in seeing people getting frustrated, and not for in-game reasons.
And the griefer problem shouldn't fall on Jason's shoulders, that's ridiculous!
Nobody should blame Jason for the existence of griefers.
However, Jason is the only one with any real power do do anything about it, even when he says he's giving us the tools to deal with it.
There's at least two things he can do:
- Adopt a philosophy about griefing where griefing isn't a "village job", and be vocal about it. It seems to me that many griefers on the forums at least claim that they're only doing what Jason wants them to do. Now, I do think that the nature of griefers is that they're always going to be trolls no matter what Jason says, but a small shift in Jason's attitude like that would most likely improve relations between him and the player base.
- Implement more robust game mechanics. Like, why can't we repair a fence corner from the inside? Why can't we give our whole family access to a village gate, instead of person to person? Why does there need to be war swords that work only on strangers, it's not like real life mass murderers never kill their own family? Why are there bears at all when they have no function other than being a griefer tool? Couldn't they at least have a use? Or, couldn't they be woken up regularly by themselves, instead of having to be woken by griefers? Or, can't the bear just spawn on the same tile as the person waking it, so that waking a bear costs you your life? Things like that.
And of course, he could ban known griefers, but there are many things he could do before he takes that step.
Instead, there is a government and police force, and that's what players should create.
How?
How are we going to be able to implement a government and a police force?
Ollj killed most of the geese in the last Rift in order to prevent people from making arrows. Let's say someone realized what he was trying to do. They could have... killed him? He would have been born again and continued somewhere else. Built a quick fence around one goose, to protect it?
No; Jason is the one who needs to fix things like that, for example by making resources for arrows easier to come by.
As for the war sword, it is controversial. Killing was implemented partly to give players a way to deal with griefers, but the war sword certainly does not have that function. I'm not saying I think it should go necessarily, but sometimes it feels as if new functionality is implemented because of a vision of how players will use it, and not taking into account how it may be abused by griefers.
It would be nice with some new features in the base game to make life easier. Rather than shutting down the mod.