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a multiplayer game of parenting and civilization building

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#176 Re: Main Forum » Do vanila users get bored more than the zoom users? (Story Bonus!) » 2019-10-16 16:27:44

The question you posit now has me as a strict vanilla user curious.  Am I unconsciously bored with the game because of the view?  If I were to install the zoom mod, then would I become a gushing fanboy/fangirl of Jason's creation?  These are heady thoughts indeed.  I'll have to ponder them a while.

The_Anabaptist

#177 Re: Main Forum » What every town is missing! » 2019-10-15 13:41:57

Good Job!  I really like what you've done here.  I just wish the slotted boxes could be done earlier in the tech process.  By the time you get this setup in place, most people have ignored eggs as a valuable source of food or depleted the nearby ponds of water, thus making the gathering less practical.

The_Anabaptist

#178 Re: Main Forum » Huge flavor fails. » 2019-10-13 07:37:09

fug wrote:

You are able to join a posse chasing after yourself which just seems silly.

If you are holding a weapon while joining a posse chasing after yourself you'll attack yourself.

I am confirmed for oldest SIDS death in game.
http://i.imgur.com/giq5T5y.png

Can use this bug to duplicate arrows whenever killing yourself. Also can duplicate paper in the same way (shoot someone with an arrow note) but cannot duplicate knives.

To duplicate bows/knives you need to drop the unbloody weapon before the games kill trigger kills you.

Attack self by joining a posse
Right before you die to your injury the weapon will turn unbloody
Drop the now unbloody knife
Die horribly
???????
Profit.

Reading this at 3am made me laugh.  Props to you for your middle aged SIDS death.

The_Anabaptist

#179 Re: Main Forum » Myths and facts about why player numbers are dropping over time » 2019-10-12 13:08:27

Did I miss this week's update notice?  Did we not get an update because you were too busy picking at this old scab?  Honestly, I don't remember a single thread in the last two weeks with players seriously bemoaning this topic.  It is as if you are inviting drama and satisfying your itch to be right all at once.

Back to content creation if you have nothing better to do...

The_Anabaptist

#180 Re: Main Forum » Sunga city » 2019-10-11 13:12:11

I was the builder of the southern well.  The only property fences back then was the sheep pen.  I started to put permanent fencing around that pen, but I see most of it was repurposed for the new structure to the left of it.  I had to shlep so far for the materials, well beyond the view here, that I couldn't complete it in my lifetime.  The road structure in town is bad.  That little connector between the two permanent buildings being the worst as it will infinite loop.

The_Anabaptist.

#181 Re: Main Forum » Hi I'm upset about the unnecessary naming change » 2019-10-08 22:56:34

Hi, I'm upset that I can't name people in the third person.  I just want to name babies "The_Loaf, The_Weirdo, The_Runner, The_First_To_Die, etc..."  First person names are so discriminatory to us Third Person named types.
/s

The_Anabaptist

#182 Re: Main Forum » Suggestion - Wild Roads » 2019-10-08 22:50:54

I'll offer another alternative.  Wouldn't it be awesome if the game kept track of where people walked?  After enough foot falls, the terrain would turn into 'hard pack' which prevented farming unless tilled in some fashion?  After more footfalls, it could turn into 'trail' to designate where people actually walked and served as a suggestion of where to install flat stones, or cobblestone, or planks or whatever?

I would not like roads just being there before an eve showed up.  That's just immersion breaking to me and it spoils one of my favorite activities, actual road building.  Pretty soon, I would be labeled a maladjusted player for taking a pick axe to that highway and using the mats to make another one that mattered to me more.

The_Anabaptist

#183 Re: Main Forum » OHOL has become so boring & it makes me sad » 2019-10-08 17:49:54

jasonrohrer wrote:

I'm still working on this (the end of the arc IS boring, I know), but a few thoughts:

1.  If you don't like the town you're born into, and you're a woman, just leave and start a new town.  There's plenty of empty space around, right?  That is essentially the "Eve game."

2.  Beyond (1), what your'e asking for (lots of Eve camps or young towns 24-7) is not long-term sustainable, unless all towns die out in short order.  That is in fact what used to happen, for the most part, which is why the game was more exciting before.  In order to "make room" for a viable Eve camp in the player population, an established town has to die out.  There are only so many babies to go around, and if babies are going to an Eve camp, that means they're not going to an established town.

(2) means that everything you build is lost in about a day.  I'm guessing that most people don't like that too much.  People are currently complaining that everything is lost in 5 days at the end of the arc.  "EVERYTHING WE BUILD IS POINTLESS!"  But, you know, before the arc, everything you built was usually lost in less than 24 hours.

Unless I'm missing something, I'm pretty sure it's impossible to have it both ways.  Permanence and Novelty fight each other.  If it's permanent, you're going to encounter the same thing over and over.  If it's novel, well, then it's new, and it must not be permanent.


(Note that if you exercise (1) and are successful at starting a new town, you will suck babies away from an existing town and cause it to die out...)

(I also realize that (1) is not a pure Eve game because even the wild areas of the rift are somewhat settled and explored.)


Wandering out of an established town is not the same experience as being a fresh eve.  Unless I missed the update where you started random spawning of basic resources (surface iron, milkweed, rocks, etc.) as the game progresses.  A player will never be able to travel far enough to escape the collection radius of the existing town and then successfully start a new town by only utilizing the natural resources around you as a Neo-eve within the confines of the rift.

If you are worried about lost towns, then add more tech to put up simple signposts.  Google "Wall Drug Signs Around The World" to get where I'm going here.

I'm all for non-permanence.  All clothes should decay to nothing.  Food should rot.  Domesticated animals should need to be fed and watered.  Wooden structures should catch fire and burn.  Etc.

The_Anabaptist

#184 Re: Main Forum » Hi I'm upset about the unnecessary naming change » 2019-10-05 19:34:22

Thank you Jason for the expanded naming list.  I for one appreciate it.

The_Anabaptist

#185 Re: Main Forum » Milk and latex tanks » 2019-10-04 19:01:24

You already have bulk milk storage.  They are called cows.  Take as many buckets out as you like.

The_Anabaptist

#186 Re: Main Forum » SUG: An Idea To Help Make More Nice Towns » 2019-10-04 18:57:55

+1 for digging up random stuff

Like wedding rings and nice watches when digging up tombstones, rather than some dusty old bones.

The_Anabaptist

#187 Re: Main Forum » Items that could stack ,but they dont » 2019-10-03 08:57:25

Corpses

Introducing the Mass Grave...

The_Anabaptist

#188 Re: Main Forum » Is 63 hours long enough for you? » 2019-09-27 21:54:43

Ideas for slowing the tech tree down:

1) require clay bowls and tubs to be glazed before they can hold liquid items.
2) require all domestic animals to be fed periodically.  use unique noises to indicate that they are hungry.
3) allow raw foodstuffs on the bare ground to rot or be eaten by rodents.
4) require a few round rocks for a campfire base.  don't just allow kindling to be lit on the bare ground.  (might need to up the number of round rocks lying around)
5) add beds and make us sleep occasionally or suffer a penalty.

I'm sure you all can think of more.

The_Anabaptist

#189 Re: Main Forum » Is 63 hours long enough for you? » 2019-09-27 15:22:15

Jason,

If the premise of the game is 1 minute of gameplay = 1 calendar year, then a 63 hour arc would represent 3780 years.

For the current state of civilization / technology represented in the game, imho, that is probably reasonable. 
However, if you are still planning to scale up to the modern era, I think you should be building for either x3 or x4 the current 63 hour arc as a final goal to mimic humanity's current span of civilization from Stone Age to Atomic Age.

The_Anabaptist

#190 Re: Main Forum » Why is no one talking about... » 2019-09-26 02:03:04

Because they have zero impact on actual game play?
Because we're more interested in additional uses for dogs?
Because maladjusted players haven't figured out how to grief it yet?

Go back to writing code.  We'll stroke your ego once you present us with something worthwhile.

The_Anabaptist

#191 Re: Main Forum » A whoops on the curse radius » 2019-09-25 00:38:44

So the new meta for peaceful player is: Any baby born outside of town is automatically abandoned.  Gotcha!  One more excuse for me to not leave the cart in the wilderness.

The_Anabaptist

#192 Re: Main Forum » How is it okay? » 2019-09-24 03:51:35

This all seems like a lot of hand wringing.  If you get more than x curses, you should just be sent to a private rift area for 7 days to go play eve by yourself with 0% birthrate.  Put them far enough away from the main rift so that there is no accidental plane flights back.  If you are going to be anti-social, then go get sent to where there is nobody to be social with. 

The_Anabaptist

#193 Re: Main Forum » New Idea: Guard Dog » 2019-09-22 01:32:16

DestinyCall wrote:
Dodge wrote:

Yeah there's a lot of cool things that could be done with dogs.

Barking at intruders
Attacking murderers
Following suspicious people
Attacking someone that tries to murder you
Digging for truffles smile

Fetching balls and sticks
Rolling over
Posing for cute pictures
Eating poop
Wearing funny hats
Barking when nothing is there
Chewing up wooden shoes


+1 for eating poop.
Then barfing up poop.
Then rolling over in the barf/poop.
Then knocking over the baby in said barf/poop.

The_Anabaptist

#194 Re: Main Forum » Fix the horses » 2019-09-22 01:28:02

I fail to see how neutering all the horses will get them to be more cooperative.

The_Anabaptist

#195 Re: Main Forum » New Idea: Guard Dog » 2019-09-20 20:57:55

Don Holm wrote:

The dog will kill any player from another family of its owner when tied next to gate, that's a better way for it to work wink

I've lived in multi-family villages before and having one family with gate control and not the other was a huge pain.  Your implementation would make it even worse.

My goal was to allow people to enter / leave - just not with potential weapons in hand.  If they enter and pickup something off the ground and then stab/shoot you, that's on your town.

Think of a town with two gates.  One with a guard dog.  Hunters & rubber gatherers use the unguarded one, innocents flee out the guarded one when violence breaks out in town.

It also adds value for some enclosed spaces.  Why do you need a bow or knife in the baby nursery?  Or the smith?  Or the cow shed?

The_Anabaptist

#196 Main Forum » New Idea: Guard Dog » 2019-09-20 20:19:33

The_Anabaptist
Replies: 26

Raise a dog, any dog for all I care.  Put a leash on him/her.  Tie him/her to a skewer hammered into the ground.  Any person who comes within one square of the skewer with a bow or knife on their person is insta-killed.

Set it up by a property fence gate, nobody enters or leaves from there with a weapon.

The_Anabaptist

#197 Re: Main Forum » Arc population graph » 2019-09-20 20:13:04

jasonrohrer wrote:

Here's the thing that's interesting to me:

The power to keep the arc going is currently in the hands of the expert players.

If you have coordinated griefing on Discord, why no coordinated arc-extension?

Say there are 4 fams left, and one is about to die out.  Run over there and help them.  Don't let them die.

Or another expert plan:  make a central village on the map, a mixing pot, where you bring one mother from each family, to keep each family line alive and protected in optimal conditions.

These kinds of things are interesting, to me, because they require long-term cooperation and so on.

It is HARD to keep 2+ fams alive long-term.  That's the point.  Hard is interesting.  How the hell can you possibly do it?  How can you organize that many disconnected people?  I don't know!  That's the puzzle that you're supposed to solve.

It is the outside tools that are making this an asymmetrical game between the wolves and the sheep.  I'm a purist in that I want to play it the way you created it Jason.  I don't use Discord.  I don't use mods.  No 3rd party elements of any sort.  But from your above quote, it feels as if you have changed your own accepted level of purity for the game.  If that is the case, then officially say so.  If that is the case, then build or at least sanction the tools & mods necessary to level the playing field please.

The_Anabaptist

#198 Main Forum » New Idea: Totem Poles! » 2019-09-18 01:55:56

The_Anabaptist
Replies: 2

Rather than solely relying on people cursing people, how about we try a layered approach?

I propose a new item: Totem Poles

Assemble and erect a totem pole to provide a barrier to the birth of cursed spirits in a static area.

1) Base of totem - just to indicate where a future totem is being built
2) Mid of totem - person who assembles it now has a static barrier to prevent births of whom they have cursed for 50 squares.
3) Top of totem - person who assembles it now has a static barrier to prevent births of whom they have cursed for 100 squares.

Bonus points if living folks whom you have cursed would have their speech bubbles change color while in range of the totem.

While you can't stop somebody from cursing you, you could still come into the area and destroy the totem.

How about it Jason?  Would such a thing be feasible?

The_Anabaptist

#199 Re: Main Forum » Personal curses now last 7 days (was 2 days) » 2019-09-18 01:40:33

Hahahahaha!  Gretchen, stop trying to make 'bless' happen, it's NOT going to happen!

The_Anabaptist

#200 Re: Main Forum » Personal curses now last 7 days (was 2 days) » 2019-09-17 20:02:55

Hahahaha!  This reminds me of the story of Abram pleading with God to not destroy Sodom & Gomorrah for the sake of Lot.  Except this telling is a bit twisted...

The_Anabaptist

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