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a multiplayer game of parenting and civilization building

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#176 Re: Main Forum » Fishing related bug + suggestions. » 2019-10-05 03:49:06

Hmm neat idea to build a fishing hut.  In real life i think fishing huts usually make use of a fire or space heater for warmth, which you could still do.

#177 Re: Main Forum » 111.1 hours » 2019-10-03 18:02:54

denriguez wrote:
Saolin wrote:

What are these new(?) Gold monuments?

Well, back in my day, we had what was known as the Apocalypse, and it was a craftable server reset. Basically you'd craft gold discs and place them in the monolith, then hitch up a horse wearing a crown, and *poof*.

The monoliths stuck around, but they don't trigger the apocalypse anymore.

Oh, I thought you had to use the nosaj stone for that. Thanks for clarifying.

#178 Main Forum » Display name and gene score don't appear on login » 2019-10-03 17:56:16

Saolin
Replies: 3

My "bug report" about this didn't get any attention, and so I got to wondering if this is maybe intentional?

When I log on my display name and leaderboard position do not display immediately. They used to up until a couple weeks ago. And when I search on the leaderboard my display name is not there also. After I play a life everything reappears as normal.  The reason this is annoying is life score usually is down immediately following a life as there are usually some early deaths in the family, and those that will bring it back up still haven't died yet. I don't feel like logging back on a few hours later just to see my ranking and usually just wait until the next time I play, but by then it's gone again. It seems to last at least a few hours before disappearing, but definitely not more than 24 hours.

Is this by design to keep people from sitting on a high rating? If so that makes sense, but I personally feel that <24 hours is too short.

#179 Re: Main Forum » 111.1 hours » 2019-10-03 17:30:51

What are these new(?) Gold monuments? I saw one while searching for oil a couple days ago and was going to ask about it, but forgot until Jason's post reminded me. It had one gold sphere in it with space for two more and the recipe from clicking on it was something like "gold + monument with gold = monument with gold".

#181 Re: Main Forum » Can Horses run away slower? The 7 second juggle is really annoying » 2019-10-03 17:10:48

Also maybe we could attach a wagon to a car to give it extra cargo space.

#182 Re: Main Forum » Some suggestions to improve gameplay » 2019-10-03 15:41:34

Amon wrote:

if worms were not limited, they wouldn't be always exhumed. Simply due being a non renewable, people are taking them out for 'later' or when some unfortunate soul will go through the hassle of fishing.

Personally I pull the worms out so a mushroom will grow.

#183 Re: Main Forum » 115 "Speech Box Phrases" you didn't know about! » 2019-10-01 16:55:42

Hmm thanks for posting this, I had no idea there were so many options for some of these commands!

So if I say "curse my baby", it will always be the youngest one, correct? Not the nearest or next youngest if dead already?

#184 Re: Main Forum » Curse system Flaw twins » 2019-10-01 16:38:24

arkajalka wrote:

predicted this in the earlier topic about this new curse system. One solution could be that you can only stack one curse a life. To prevent mass cursing, griefers are eventually getting area locked from rift if they continue their ways. This would bring some drama to the rift too as the curse punishment wouldnt be so harsh. Basically now you can get mass cursed out of the map for some ridiculous reasons. No room for error.

No room for error?? You've got to get cursed like half a dozen times to not have a place to spawn on the map.

#185 Re: Main Forum » Cross-family cursing while at war » 2019-10-01 16:28:25

Coconut Fruit wrote:

I can think of a situation where there are only three families left and two of them have 3-4 towns and one of them has only one town. It could be beneficial for the family with one town to conquer another, that would increase chance of surviving drastically - war could help in conquering a town.
The thing is we have no real purpose. Family that survived an arc won't be remembered since we have no such thing as "winners of arcs" tab in main site onehouronelife.com. There is no reward and therefore no motivation to be the last surviving family right now, so yes, making war is more like troll tool than actuall thing with purpose.
Maybe it would be cooler to do only temporary peaces when both families need help but in the end every family was aiming to be the last surviving family.

Wars could be fun when there was real purpose and reason to do them.

You'd be better off trying to assimilate the single town family into one or more of the other towns. Killing off one to take it over would just cause bad blood and a desire for revenge, escalating the situation.

For me the drive is to keep the arc going and families surviving, not to be the last surviving family, I don't really care about that. You'll be a part of a lot of the families anyway through an arc.

#186 Re: Main Forum » Posse implementation » 2019-10-01 15:29:59

Being able to ride the car with the engine in it to an iron mine, drill some iron, then drive the engine back is the closest thing to useful the car has ever been.

#187 Re: Main Forum » Is 63 hours long enough for you? » 2019-09-29 03:55:29

This is a good discussion.  I think extending the tech tree would help arcs last longer.  Since the current run of arcs, it has seemed fairly typical that once the eve window is closed and the late-game state has been reached, there are players going around in game rallying for a reset.  The tech tree could be extended at any stage, just make it take longer to get to the top.  Just implement a diesel engine for milkweed.  Seriously though, even just extending the lifespan of each stage of water well would help.  Give players more time to construct things like buildings rather than needing to be focused on processing the next level of water tech which will be needed by the time its ready.  Experienced players recognize that each stage of well dries up pretty much instantly up until diesel; if this wasn't the case they might get up to more creative endeavors.  Additionally make rushing to iron less of a priority by implementing prehistoric tools such as bone shovel, stone/bone axe, and flint adze.  Could make iron more of a late game resource instead of an early game priority, which again, reduces the pressure on players to push up the tech tree as quickly as possible, freeing them up to pursue more creative projects.  In turn, iron could become rarer or harder to work with, while steel potentially lasted longer.  I think extending the time it takes to progress through the tech tree would increase arc length because it's more time before players get bored.  Personally, I can enjoy and always find something to keep me busy in a late game town, but it seems like a lot of players prefer the build-up to that point, and i agree with that - the more i feel like i'm making a significant contribution to the town the more rewarding it feels.  Extending this process will keep players invested and extend the arc.

#188 Re: Main Forum » Dual Families » 2019-09-29 00:59:38

miskas wrote:
Saolin wrote:

It's shame xenophobia has become such a norm. Killers are just as likely to be from your own family as another, especially with the dynamics around war swords the way they are right now. If the families are at war adjust accordingly of course.

not true.
I can be sure that my newer family members are not in my curse list, I can't be sure about foreigners as well though.

Hmm I forgot about that detail, and while technically true, it's debatable how significant that actually is.  If the members of the other family are born in the same town as you and I'm understanding the current curse mechanics correctly, they should also be affected by your curse list and therefore no more threatening than your own family.  So the only risk is allowing someone from outside in.

I want to say that it's not even that big of a risk to let someone from out of town in, but I realized that I'm selective with who I invite back to town, and I'm not really even sure what criteria i use to evaluate it, but i also haven't had any problems with those i did invite back.  Once i've brought them into town I hang around them for a bit to see how interactions with others go, keep an eye, and vouch for them.  I keep an eye out for them so i can see how things are going.  Ironically, if there is a problem its usually my own family wanting to kill the outsider, even with me continuing to reassure them that the outsider is peaceful.  A few days ago i even had one of my daughters convince another of my new player daughters to leave town with her because i didn't want her to kill the outsider i had brought back.  Eventually the new player daughter returned, only to be stabbed... by one of my own grand kids.  In the meantime my guest was getting along just fine in town and we had a good time cooking some yum foods together over hot coals, though we both forgot to gather enough plates for all the eggs, lol.  Now I will also add that on the other hand, on the odd occasion a descendant of an invitee (who was born in town) will decide they want to take the town for their own family and start killing mine, but again this comes back more to the xenophobia towards other families than any actual threat.  For both situations these mostly aren't griefers I'm talking about, these are normal players who have been conditioned since war swords were introduced that other families are dangerous and can't be trusted - it's either us or them.  The mechanics that initially encouraged this perspective have been drastically toned down now, so hopefully we can gradually move past it since I think maintaining multi family towns is advantageous now.

So to summarize: bringing in an outsider is risky sure, but once a multi family town has been established it is just as safe as a single family town and better for longevity of families in the rift.

#189 Re: Main Forum » 15 families, wtf? » 2019-09-28 20:47:52

Joseph Stalin wrote:

make some sort of way to make new families

Marriage could work if properly balanced to prevent infinite combinations.

Or perhaps a constructable "Eve shrine" that would be expensive and/or time consuming to make ( like growing trees) that, after completion would spawn one eve before breaking.  The final step could be such that it would allow players to anticipate the new Eve's arrival. The spawned eve would just be a random player born there instead of to a Mom, so the results would be unpredictable. Players could wait by the shrine with food and supplies prepared to greet (and protect) the new eve.

#190 Re: Main Forum » Latest curse implementation (not live yet) » 2019-09-28 20:01:03

This seems like a good system, I like it.

#191 Re: Main Forum » Dual Families » 2019-09-28 19:54:15

Multi family towns are good for arc stability if those families are also spread out over more than one town. This way if a town dies you don't lose a family, and also reduces demand for iron if there are less towns with more families.

It's a shame xenophobia has become such a norm. Killers are just as likely to be from your own family as another, especially with the dynamics around war swords the way they are right now. If the families are at war adjust accordingly of course.

#193 Re: Main Forum » Mosquitoes... » 2019-09-28 19:38:01

They're not that hard to avoid if you're careful. I get killed more by Wolves or boars which can run from off screen onto the same tile as you. Mosquitos only move one tile, so there's no surprise from them other than that they blend in to their biome, that's why you need to be careful.  They're only really a problem if you're not paying attention or if you get surrounded by 4 or 5 of them, but again if you're moving cautiously you can just go around a cluster of mosquitos.

#194 Re: Main Forum » Posse implementation » 2019-09-28 19:24:26

I think there will be positives and negatives with this change. The positive is obvious - 1v1 killing (random stabbing) should be way down. I look forward to that aspect of this change.

My concern is with the following potential negatives:
-currently the main type of posse you'll see is an organized (outside of client) group of griefers. This change empowers them. Yes villages can gang up on them, but initiative will be a huge factor, it'll be hard to respond when a group is already systematically eliminating threats before/while they're trying to organize a response.
- this enables and strengthens groups of players banding together with the goal of ending the arc. Same problem with initiative as in the last point.  I think this point in particular will have the most significant impact on gameplay of these possible negatives.
- lone griefers can just shift their focus. Instead of randomly stabbing others, just kill all the sheep or other such nonsense. Better yet, wait in the sheep pen for someone to come so you can stab all the sheep in front of them before running off; they won't be able to catch you now.

It sounds like this change is already live.  I'll be interested to experience the change in dynamics, and I'm glad to see Jason is working on issues such as this. I do worry with this particular change that more problems are going to pop up than it resolves though. We'll see I suppose.

#195 Re: Main Forum » Yumming Etiquette - By the Sisterhood of the Yum » 2019-09-23 20:28:07

CatX wrote:
DestinyCall wrote:

If your goal is to feel morally superior to berry-munchers, you are going about it all wrong.

I don't get the feeling that people who eat less efficient foods in order to yum do it in order to feel superior.

I get the feeling they're doing it because they want to be more efficient with the foods that are readily available.

If you're working in the forge, for example, or on some big project, you want to spend little time eating and lots of time working. But time looking for good yum items is time not spent on the project. If there is milk available, for example, surely they are willing to drink the milk over the corn. But if they can't find the cow, while they do find the corn - and they most likely will because the stew farm is easy to spot - it is quicker to eat it and go back to work than it is to search for more efficient food that might not even be there.

In other words - beans and corn are good yum items not because they give more pips, but because they are easier to find. Availability needs to be added to the equation, because time spent hunting down a cow is time not spent on other important work in town.

This is a good description.

One thing I like about raw corn is that it can be used as a reliable safety net.  Usually I will see it early on but not eat it yet. Then if I am rushing back to town starving I know exactly where to go to eat a yummy food. I find gambling on the kitchen there isn't always time to touch all the pies, if there even is a yummy option there, and too often ends in a reset.

#196 Re: Main Forum » A few ideas for PvP: Recently/fully injured, alarms and retaliations » 2019-09-23 16:42:18

I like the idea of being able to counter a growl with your own, resulting in a tie where both get injured. It makes sense and helps balance the situation.

#197 Re: Main Forum » Small ideas on how to solve Eve/murder griefing » 2019-09-22 01:17:11

fug wrote:
Saolin wrote:

Another solution similar to hungry work could be increasing the kill cooldown.  I think it's 40s right now, if it was 60s it would provide some of the effect of being hungry work, and have the added benefit of increased time for a trial.

Murder cooldown is 60 seconds and has been for a long time. Injury stagger was actually just improved to be the same as the murder weapon cooldown.

Ok, thanks for pointing that out.

#198 Re: Main Forum » Fix the horses » 2019-09-22 01:16:11

Coconuts aren't in the game though, so we don't even have that work-around.

#200 Re: Main Forum » Yumming Etiquette - By the Sisterhood of the Yum » 2019-09-22 01:03:38

Oh neat, thanks for pointing that out!  That's a terrible food item lol.

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