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#201 Re: Main Forum » Wow, posse system really worked » 2020-05-05 18:12:15

jasonrohrer wrote:

Also, I'm getting the feeling that most of the people participating in this discussion have never played Rust.
That's really the starting point for any discussion about property in a multiplayer game.
It's also probably the greatest game created in the past 10 years.... maybe the greatest game ever.


well, the positive side of all this ...
now we have a game more similar to Rust ...
Hahaha

#202 Re: Main Forum » Wow, posse system really worked » 2020-05-05 13:20:13

Crumpaloo wrote:
pein wrote:

JonySky lol, frame by frame analysis

true

there is no transition from peace to violence
and you can prepare all your life to defeat attackers who may or may not come
it's just dumb to guard a place for 60 minutes, you need to eat, build and play the game

there is no notification that someone wants to kill you or any reasoning why they want that

there could be some sort of invitation to a duel, then both players are entering an arena and one comes out.
you said jason, we need kills to punish people who destroy stuff.
but we got a reason there, a target, a proof may be
the biggest problem with duel is that I you don't do it every life, you become rusty, panic, drop the weapon, you are too focused on the job, while the griefers got no care in the world, they got muscle memory and they are the aggressor

it's a game, it's supposed to be fun, and somewhat equal, honourable
inside a city people should invite others for a duel or they shouldn't be able to use posse to do multiple kills
do you think that monkey would upload a video where he is killed against a decent opponent with equal chances?


Reason for that being the posse system, it lowered the amount of murders happening so as a result people started expecting them less often.

Think of it this way. You are born in a temple at the top of a mountain, the people here have only ever known the day to day living with no violence whatsoever for years upon years. Then all of a sudden a small army of men attack the temple, do you think the people there will know to fight back, or to even know what to do at all?

Check out this story I uploaded 2 years ago:
https://onehouronelife.com/forums/viewtopic.php?id=3704

OHOL has always been like this ...
There have always been murders and players don't care about assassins until they see bloody bodies on the ground ... they keep doing their chores like ants

But it is not a problem of the players, there are many problems with communication that are incompatible with the gang system

we can't expect players from different parts of the world to magically unite to kill a griefer
Other games have solved patrols and teams with VOIP or with group chats ... but OHOL does not have any of that, just a few texts (without the possibility of placing numbers) and here we have to agree several people from various parts of the world to murder another player ... ahh and there is no possibility of error ... you only have 2 options: kill or let him kill, you can not do anything else

#203 Re: Main Forum » Wow, posse system really worked » 2020-05-05 12:33:49

Twisted wrote:

I don't understand some of these comments. You're saying there's more griefing now than before? Really? That's just not true. Sure, griefing still happens, but it's a fraction of what it was before.

I think one of the reasons people feel like there's more griefing now is that there's a bored kid posting videos of it on YouTube.

Please don't remove the posse system, I don't want to go back to times of constant murder fests.

Just analyze the video of "Bobo" with the 20 murders and you will realize that murder is not the problem of OHOL

I am going to save you this work and I will explain here what I have seen ...
I don't look at "Bobo" or his friends ... look at the other players ... what are they doing? escape? Alert other players? hide the childrens? run? ... none of that:

Rilea Lean is watering the crops ... while they are murdering right next to her ... (minute 2:17)
RILEA-LEAN.jpg

Look at Kate Lean eating berries in front of the killer ... (minute 2:43)
KATE-LEAN-BERRIES.jpg
a few seconds later ... (minute 2:49)
KATE-LEAN-BERRIES-MUERTA.jpg

And now look at Akshat Lean ... hahaha he is removing the corpses !!! soon you will have much more work! (minute 2:37)
AKSHAT-LEAN.jpg

well ... he will be dead (minute 5.08)
AKSHAT-LEAN-MUERTO.jpg

Look at Wortha Lean walking in front of his future assassin (minute 3.01)
WORTHA-LEAN-PASEANDO.jpg

Logically I end up dead just like the girl with no name (minute 3.18)
LA-NI-A-SIN-NOMBRE.jpg

Dead 2 (minute 3.21)
MUERTOS-PASEANTES.jpg

Look at Brianna Lean and all those children ... they are static, they don't run away !! (minute 2.27)
BRIANNA-LEAN-Y-NI-OS.jpg

And Berry Lean the merchant, walking through the genocide (minute 4.08)
BERRY-LEAN.jpg

This is fun ... look at Todd Lean, I think he's making burritos (minute 3.25)
TODD-LEAN-BURRITOS.jpg

I don't know if he could taste the burritos .. but he ended up dead (minute 4.27)
TODD-LEAN-BURRITOS-MUERTO.jpg


Why is this happening:
Because there are no mechanisms that help to unite, because information is lacking, because it is a confusing and defective system that nobody uses (only the griefers)
Because even if you run away from the city you cannot create a secondary city, and although you can create it you are condemned to steal tools from other cities and return to the same situation again and again ...
there is no motivation to run away, nor to face them, nobody will reward you for being a hero, when you die in this city you are born in another and that's it, to start again

There are no alternatives to this, if a gang arrives in your city wanting to annihilate your family, it only remains to resign yourself and start again.

And the funny thing is that these videos only show a small part of the OHOL problem

#204 Re: Main Forum » Wow, posse system really worked » 2020-05-05 09:38:59

jasonrohrer wrote:

Shall I turn the posse system completely off, and then you guys can go back to solo killing to your heart's content, and we can go back to a 25% daily victimization rate (on the worst days, 1/4 players were the victim of a murder)?

Remember, those 25% days were WITH slow-down for solo posses, and WITH 12-second warning periods, etc.  Not to mention all those other things that were added long ago (death stagger, healing, murder weapon stuck-in-hand, slow-down after murder, etc.)  Even with all these things in place... all these things that made it so hard to land a kill (supposedly), 25% of the playerbase ended up getting murdered each day.


I never thought murder in the game was a problem.  The player community complained about it incessantly.

Now the player community complains about the lack of murder incessantly.

I don't think Jason understood the problem,

Players are asking him for the old assassination system because it worked much better than the current pose system ...
But it is NOT the best solution !!!

The old murder system generated stories, it could be countered, it generated heroes and villains, it was fair, it needed some skill to kill ... now it is just a meme ...

But I repeat: THIS IS NOT THE BEST SOLUTION !!!

PVP in OHOL is absurd and should be completely redesign

Generate stun mechanics, prisons, non-fatal alternatives

Don't fight mass murder, nor griefers, that's a losing battle ... what you should do is empower stories and give tools to your players so that this is fair and attractive to everyone

#205 Re: Main Forum » Wow, posse system really worked » 2020-05-04 23:43:30

Bobo killed 20 people with a small group of 3 people in various cities ... he has also destroyed 11 engines in a video of 2 minutes and 30 seconds (he could even have done it much faster) ... this shows many deficiencies and problems in Ohol ...

Is this how Ohol should be played?
What if OHOL becomes popular and other "Bobo´s" appear?
Do you think the solution is to continually nerfy all the game mechanics?

Do not look the other way Jason, Ohol has many problems that must be solved, and a graph is not the solution

#206 Re: Main Forum » Coming soon: posse fixes » 2020-04-30 10:58:41

hahahaha, this week's update: update a broken system that nobody likes

Until next week!

Next week: some values will be changed to balance the game with the current 50 players, but will change again if 55 players enter

and next month: more restrictions ... I have noticed that there are still people having fun at OHOL ... it cannot be allowed!

#207 Re: Main Forum » Has anyone tried using fences like Jason says? » 2020-04-27 00:15:53

DestinyCall wrote:

Have you actually tried privatizing everything?     When fences/gates were first introduced, plenty of people were building fences and trying out private property.    Sometimes it worked pretty well.  Most of the time it did not.      Sometimes there would be a "family homestead" built near a regular town, with the gate ownership passed from mother to daughter.   Other times, we'd have derpy fences built in weird places or blocking stuff or looking ugly.   During the rift times, we had entire towns fenced in with gates.   As soon as we got out of the box, people stopped fencing towns.  It was too much work.    I've occasionally seen people build fences around farms or try to use a fenced area as a private workspace.   These structures rarely last once the original owner dies.  We mostly just use property fences as cheap sheep pens now, replacing the property fencing with wood fences later on.    It's also really handy as a way to trap and kill someone you don't like.   Or just whoever is dumb enough to walk inside.   Or babies.   

We went back to the old way of doing it, because it was simpler and worked just as well (or better) than dealing with constructing and properly maintaining a bunch of property fences and locked gates.    Privatized resource management sounds like a good idea on paper, but in practice, property fencing tends to be a lot of time invested in a project that doesn't really do much to help the town.   As you mentioned, most of the town is NOT actively griefing.   Which means when you build a property fence to keep out the griefers, you are putting in a lot of time, effort, and real estate to construct a fence that is only needed to keep out a few people. And if the gate ownership is mis-managed, it might even harm the town.   Good workers NEED access to resources.   If they are unable to get gate access when they need it, anything locked behind a property gate is completely inaccessible to them.    Finding someone to unlock the gate or grant ownership costs precious time ... and might even cost a life, if the locked goods are needed for vital village services like food production, water production, or tool production.    You know ... all the very important things you want to keep away from a potential griefer.

It's also worth mentioning that gate ownership works as a white-list system only.   Once a person is added as a gate owner, that ownership cannot be revoked.   Which means if you give gate ownership to your son as a baby, but he grows up to be a bad seed, you can't remove him from the gate.   He has free access until he dies (or gets killed by a posse).     This suggests that "best practice" would be to delay granting ownership until your children are older and "proven" to be good players.    But that means your good kids are also being locked out of gate ownership, along with the bad ones, and unable to work as efficiently to help the village.    It's like DRM .. it punishes people who play by the rules in an effort to stop a few rule breakers.    Since there are generally a lot more GOOD players than BAD players, I don't think a gate system would provide a net benefit to the village.     Doing a good job of ensuring that everyone who deserves to be on the white-list is granted access as soon as they needed it will take a lot of attention and effort on the part of everyone in the village.   Meanwhile, griefers will just wait until they are given ownership of the gate before they strike ... or find other ways to break the village without gaining ownership at all.   

....

All that being said, if you want to explore the benefits and problems with private property, don't just take my word for it.   Get in the game and play around with fences.    Decide for yourself.   Perhaps there is a place for property fences in the current meta.   Jason would love that.   He's tried so hard to force us to use the damn things.   It would justify ALL the nerfs in his mind, I'm sure.



I would add that the system for giving fence permissions is slow and annoying ...

you have to write the order and the person's name exactly and with the other player right next to you, and sometimes it doesn't work well

And if you are not an English speaking player you have to memorize and look carefully at what you write ...

In short, something that in other games is solved with a simple circle of actions (rust style), in ohol is overly complicated (any order)

It has always seemed to me that the game has to improve the options menus in general

#208 Re: Main Forum » Ideas!! » 2020-04-20 13:20:11

ideas, there are many! ... someone is missing to develop them correctly

#209 Re: Main Forum » I'm still waiting for the "modern era" content » 2020-04-20 12:06:50

LunyTerror wrote:

Jason please add "modern" content, like the walls you featured during the first scene of your One Hour One Life trailer. Add industrial machines so we can make for an example clothes in bulk. Asphalt roads, modern cars (like the ones featured in the trailer). Just so we have big projects to work on during the late game. I appreciate the new stacking it's really helpfull. And if you have a lot of trouble with the griefers just ban them.

New player?

#210 Re: Main Forum » The good bits of recent updates » 2020-04-20 12:05:24

Blue tinker wrote:

The forum appears to be overflowing with animosity or even hate directed towards the creator of the game. While I dislike some things that were changed in recent updates, there are some great additions that don't get nearly enough recognition. In this thread we could discuss things that we actually like and not whine about things the majority doesn't like (like family specialties in their current form as it seems to be the most hated topic).

I'm not complaining about the food nerf, it should have been done a long time ago
It bothers me that the easiest and most comfortable way has been used to nerf the food
The developer has not thought of other ideas (HERE EXPOSED IN MULTITUDE OF OCCASIONS) such as plague, weather changes, seasons, that would provide a cooler survival mechanic
change some values in a table, it is the type of updates that we have been having for a long time (rift, skill boxes, etc ...) and it seems to me a little worked and sloppy update
this forum is full of great ideas, but none have been realized
Currently I have no faith in this game, nor in this developer for this type of bad work

#211 Main Forum » What do we get with these "updates"? » 2020-04-15 10:08:36

JonySky
Replies: 17

Jason is not sure if he has noticed but these "updates" as you call them (I call them adjusting some numbers in a table and coming back next week) is causing OHOL players to get less and less involved in their families and be selfish and indifferent to other members

It is not creating content, it is not improving the game nor is it making it more exciting, it is only causing the eating task to be repeated over and over ... in a game that was already quite repetitive the eating task

Nerfing the food could have been done in many ways, but you selected the shortest, easiest way, with less work and more comfortable for you (only changed a few values)

The griefers are still loose from the game (surprising because we are only 50 players), child suicides have soared again, I have seen towns with the last whimsical girl saying that if there was no iron she committed suicide, and so she did ... there is no nothing that unites us to our family and a food nerf generates neither commerce, family union nor interesting lives

Players are only focused on creating food, this is more like the master chef game than a family survival game.

Sorry Jason, since the implementation of the rift you only dedicate yourself to changing numbers and values and do not generate new mechanics or new challenges, nor do you eliminate boring work, you are not even meditating on it, you only make excuses, defend your work and we He explains that we don't know how to have fun.

Not okay Jason, the food nerf could have been made in many ways and you chose the most comfortable one for you

did not think about pests, insecticides, winters and summers, greenhouses, good harvests and bad harvests, silos? seriously ... is this how you are going to keep "updating" the game, just changing some values in the tables?

you do not believe that creating a plague and creating the insecticide to combat the plague, is it better? ... and generates more game and fun for everyone? it can even promote commerce and family union

heladas.jpg
plagas.jpg

I hope you think about it and stop changing values without thinking,
remember that behind all this, there are people who play your game

#212 Re: Main Forum » Constantly Starving is Bad Game Design » 2020-04-14 17:22:56

jasonrohrer wrote:

Being almost out of food is way more interesting than having way too much food.

Can you explain to me how it is possible to create a trailer with this type of objects ... and say this phrase?

tech1.jpg
tech2.jpg
tech3.jpg

#213 Re: Main Forum » Food nerf » 2020-04-13 09:08:45

Today I have played a life and I have to admit that I liked the food nerf, but it is not the solution ...

I explain: The food nerf only generates eating more and less time, logically this generates the reduction of food for the entire city, but nobody is able to know for sure how much food is in the city stock

also it is still difficult to starve to death in a city, it has only become a little more uncomfortable for everyone

I think that to do it well there should be problems in the harvests, animal migrations, plagues, years of good harvests and bad harvests ...

this would help to create food reserves and have to use property fences (maybe)

#214 Re: Main Forum » Original Memes » 2020-04-09 07:46:31

black.jpg
....
JOHN-TRAVOLTA.jpg
....
Hommer.jpg

I could not resist

#215 Re: Main Forum » There’s nothing to write about anymore » 2020-03-21 16:48:22

Morti, do you remember the stories that were explained in this forum?
Remember the Missed Connections post ?: https://onehouronelife.com/forums/viewtopic.php?id=710
Remember how alive this forum was?

The forum is a reflection of the game, the game has become boring, repetitive and without stories.

I also played OHOL several hours a week, now I haven't been in for months

it's simple ... if a game fails to generate stories and challenges, it is not attractive to the public

#216 Re: Main Forum » Struggle » 2020-03-11 17:53:58

I am currently playing "Dont starve"
when I started playing OHOL I always imagined a game like "Dont starve" with the addition of generations, family relationships and conflicts between families ...

But this obsession (nonsense) to frustrate the player to prevent the advance of the players and prevent the natural growth of cities have ruined OHOL (rift, skill boxes and races)

In "Dont Starve" I can create EVERYTHING, without absurd limitations
The real challenge is to survive in anticipation of the disaster ..
You must anticipate the winter, you must place fences to ensure your safety, you must be a forecaster to the challenges of the game ... etc.
These needs and challenges create a brake to avoid advancing very quickly in the game, but it is a "natural" brake that does not prevent control of the game and rewards experienced players (normal in a game)

It's funny because the early camps in OHOL look a bit like dont starved ... but since there are no external challenges ... as soon as we have a constant source of food (pies) ... boredom begins

There are also various characters and each has its advantages and disadvantages, but they can do EVERYTHING ... in OHOL we have race limitations, limitations that only frustrate the player
The map is dynamic and full of new things, in OHOL it is a continuous repetition that offers nothing new ...

I think Jason should look more at games like Dont Starve to evolve

Ahh by the way Jason, Don't Starve Together has augmented its player base since it went on sale:
https://steamcharts.com/app/322330#All

And Dont Starve original has remained the same since the beginning:
https://steamcharts.com/app/219740#All

And it's a game similar to OHOL ...

#217 Re: Main Forum » The game is dead » 2020-03-04 16:26:00

The activity of this forum is a summary of OHOL's future ...
I hope I'm wrong ... from the heart.

#218 Re: Main Forum » Jason's misunderstanding » 2020-02-27 20:03:34

I am a graphic advertising designer, and I have worked for big brands, for television channels and even for political parties

Advertising techniques of all kinds are used in the world of advertising

A technique (very common) in the world of advertising is to generate a false expectation, an extreme polemic or false hype ...
Another technique is to create false news or alarming news that will create a great uproar in society
For example now on television we have the news of covid-19, this is a great example of alarming news

In smaller doses "crazy" or "nonsense" ideas can be used
these crazy ideas provoke society or communities

The purpose of all this is quite clear ... get to talk about a product, a brand, a news or a political party (no matter whether it is for better or for worse)
If this controversy gets you to talk about that article or news, it has already worked! ... now it is in your head and that is what you are looking for with all this

We human beings have curious ways to assimilate the information in our brains and the great publicists take advantage of these techniques so that their subconscious works as intended ...

The sadness of all this is that these techniques are normally used to promote items of complicated sale, or to cover some scandal, or to hide some deficiency ...

The latest updates in OHOL are quite "sad" and contribute nothing to the game
I have long realized that Jason is leaving some "crazy" or "little thought" ideas in this forum ....
He is continually "fighting" and "contradicting" the comments of users of this forum with text walls with complicated thoughts about the fun and what we really like about OHOL
he is creating controversy

OHOL currently has many limitations and many deficiencies ... and I believe that the game engine does not allow the vast majority of changes that we request and propose here
I think Jason is in a complicated moment of development and to improve OHOL many changes are required that I doubt can be made

I do not speak of new content ... I speak of new mechanics that allow changing the game and allow creating the ideas that are exposed to Jason in this forum every week
The ideas of the community simply cannot be developed or it is simply not known how to reach them (I think that the current engine does not allow them to be developed)

It seems that Jason has chosen the path of provoking controversy in this forum so that OHOL is still being talked about and so that we continue here talking about the game, to keep him alive
I don't know if he's using this technique thoroughly or it's just a coincidence, but it's not the way to go Jason

The numbers of current players will not be here forever
the community begins to be tired of playing the same thing over and over again
many players have already left the game a long time ago
but everything remains the same, no changes are made to the game
system mechanics are being adjusted that perhaps should be completely replaced (such as the PVP system)

I hope Jason realizes he's wrong

#219 Re: Main Forum » No one likes Race Restrictions » 2020-02-18 22:06:25

Simple answer: because people continue to play OHOL ....
When something frustrates me or I don't like it ... I usually separate away

#220 Re: Main Forum » I hate specializations update. » 2020-02-14 10:14:11

Players currently use / die to return to their cities and finish tasks with new skill boxes ... logically they use the easiest and shortest path ...

Maybe on some occasions we can ask someone for help, but it is punctual ... I have rarely seen other players ask me for help to do something ... I do not think that the skill boxes have any collaborative impact on OHOL

It's just a nuisance for everyone, and it's causing many of us to leave the ship (the test is in this post)

In addition to being frustrating, it is unfair and goes the reverse of the logic of any game: the more you help your family and more things you do, the game "rewards you" by limiting your skills and forcing you to kill yourself to be born again with more skill boxes

Jason, look at the comments in this post and get off your cloud, the skill system is an extremely simple and little worked "bungling solution" that is NOT working

Nobody wants to enter a game for 60 minutes where you are forced to leave the tasks halfway done because the skill boxes are over,

or spend 60 minutes collecting resources for another family and never being able to see it for use.

People enter the games to feel like a hero, or a villain, or a member who has actively helped their family ...

since you implemented the skill boxes I feel like a handicapped ... no thanks

#221 Re: Main Forum » Join the Dark Grieferhood - Griefing discord server » 2020-02-12 12:28:16

schmloo wrote:
JonySky wrote:

...

Yep, hence why I said “supposedly”, which you decided to miss out. If there’s going to be no permabans then people need to take it upon themselves to not be pricks. But clearly that’s not gonna happen, because they are sad little people who take their suppressed anger out on people who don’t deserve it, and will look for any excuse. Which is why that would be the only option.


in a game SUPPOSEDLY orientated around doing the EXACT opposite. 

I chose the word that worked best for me smile
but all is well, it was not a personal comment, it just reminded me that I thought the same as you but a long time ago I realized that everything in this game contradicts itself again and again

#222 Re: Main Forum » Join the Dark Grieferhood - Griefing discord server » 2020-02-11 17:44:23

Gogo wrote:

since all they have the intention of doing is causing other people grief in a game supposedly orientated around doing the exact opposite.


"oriented to do the exact opposite?"

2020-02-11-18-34-29-Domestic-Boar-onetech.jpg2020-02-11-18-35-01-Abused-Pit-Bull-onetech.jpg2020-02-11-18-35-35-War-Sword-other-Family-Only-max-Pickup-Age-55.jpg

Yes, I see it!...
It is clearly oriented to be a game where people breed killer dogs and carry war swords to bring peace and happiness to the cities!

permanent ban to all griefers !!!!
The first must be Jason! hahahaha

#223 Re: Main Forum » Tutorial Town » 2020-02-10 16:34:42

Jamie wrote:

Not sure if they survived but It was a nice change from cities. Big cities are more or less stuck in a grief cycle. I think planes do have a valid use if they are controlled carefully. Like far off oil production and just getting away from cities in general.

Yes, the tutorial city is still standing and with players
About 2 hours ago I was born there

http://lineage.onehouronelife.com/serve … id=5908413

But the city was beginning to have strong waves of pointless murders ...

I found the plane in the north (without fuel)
but the stupid mechanics of the hateful skill boxes didn't allow me to do anything to put it to fly

#224 Re: Main Forum » 12 second killing time punishes non-griefer more than the griefers » 2020-02-10 16:14:47

And here we have another contradiction ...!
we can breed aggressive bulldogs that attack humans and we can raise wild pigs but we want to eradicate the griefers!

No one really wonders why there are so many contradictions in the game?

In the last update we modified the attack times and the curses, but we still have war swords !!!

Because we better not ask ourselves what is the objective of all this and where do we want to take OHOL?

Why not ask directly if griefers are welcome to OHOL?

and most importantly ... because the augmentation of the murders is proportional to the time we have been without new content or new mechanics?

the game encourages racist and murderous behaviors ...
For example: you can kill ALL foreign families in your city without the "genetic punctuation" system penalizing you ...
I was born in several cities where gingers or blacks are killed by sport ... this is the authentic OHOL collaborative game !!!

For a long time I am noticing in this forum messages from groups of griefers who collaborate to extinguish cities ...
It doesn't matter if you like the idea or you don't like it, but it's another way to have fun and this is a game! A  game to launch your killer role.

Eliminating griefers completely is very difficult ... but it can be reduced in many ways ...

#225 Re: Main Forum » The "Weekly-Update-Content-Guessing" Game » 2020-02-07 08:04:12

Any ideas for this week?
I propose bug fixes !!

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