One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#1 Re: Main Forum » Jason: Griefing should be a main priority » 2018-05-01 15:35:31

Then call it differently, it does not have to do anything with magic or occult. It's a way of punishing people for their destructive behavior. Call it "law" or whatever. My idea is democratic and requires a collective decision, which is not that easy to reach. And since it is not a real-life-simulation, there is no reason to compare it to the real world. Why not have "magic" or whatever you will call it even in the robot-age? If it works in Star Wars, it can work here. wink

Dishehs wrote:

Griefing is part of the game lol. Stop getting salty and let us kill who we want whenever we want.

You still can, I'm not salty. It's just that as the game is designed now, destrucitve behavior is much easier than constructive. So people who are frustrated, because the "normal play" is too hard, fall back on the easier way of playing, aka griefing. And because there are no reprecussions or punishments in place, it stays an attractive alternative. You have two ways of dealing with it:
1. Make destruction harder to achieve then construction.
2. Punish the destructive players and/or reward the constructive ones.

The first one would require for example setting the limited recources to unlimited or make things and buildings undestructable and people unkillable. This would make the game much easier and the survival aspect would be diminished. The second way is clearly the one to go, if you want to keep the character of the game and it's difficulty as it is, but how do you punish when people get reborn all the time? It has to be a system that transcends death or it is meaningless. Same with reward.

#2 Re: Main Forum » Jason: Griefing should be a main priority » 2018-05-01 10:20:56

Really? I didn't know you could meet up in one place like this. How does one do that?

#3 Re: Main Forum » Jason: Griefing should be a main priority » 2018-05-01 09:45:35

I might have a solution for the griefer problem:

What if there was a way to "curse" people, like standing on someones grave and type "I curse you" or something similar. The cursing would function like flagging or reporting, and the player who had been cursed would be punished, like banned from the server for some time for example. To prevent misuse from griefers and trolls, there could be some simple rules for cursing:
1. A player must be old enough to type "I curse you" as a complete sentence.
2. Multiple curses from different players are needed to enable the punishment. I'd suggest three or more. They could be from different play-sessions though, like there would be an invisible counter in each profile that would count curses in the background. The counter could be reset after for examlple 24 or 48 hours so that accidents may still happen without serious reprecussions.
3. The grave has to be fresh to curse it, old graves don't work.

Of course for that to work it would be necessary to tie the (fresh) graves to the player who died. I don't know, if this is possible, but it would be nice also for other reasons, like checking who died recently. (I often wander off to do something and when I come back and find a new grave, I wonder if it is my child who starved.)

This system would still not be easy to pull off and therefore be engaging gameplaywise:
- The community would need to kill the griefer first.
- The curser would need at least the support of two other players to set the curse, that way griefers would not be able to misuse the system.
- Only adults can speak curses, that way griefing babies would not be able to run around and curse everyone; they would have to contribute to society until adulthood first.
- Alternatively: A one-use-cursing-item could be required (like: charcoal + short shaft = cusing marker), that could only be made by a more advanced society (but please not with limited recources) so that misuse would require lots of grinding.

When the curse hits, the cursed player would see a message instead of the log-in-screen, like:

You have been cursed.
(Three or more people have voted to ban you from being reborn.)
Please wait <time> until you can play again.

What do you think of my idea?

#4 Re: Main Forum » Most interesting youtubers for this game? » 2018-04-26 21:11:41

Most efficient youtuber ist Jusice & Honor: https://www.youtube.com/user/jaloveast1k
No commentary, but best play I found so far.

#5 Re: Main Forum » How to deal with decay » 2018-04-24 09:46:26

Yes, decaying basket spit out items, but only, if there is room around it, as far as I noticed. So yeah, don't store things in baskets, they might dissapear on you.
I like the suggestion with the domestic berries. You really need someone, who maintains the berry farm once in his life. Like harvest a bunch of berry bowls, harvest the rest in baskets, so that your people can eat them, and water them all. Repeat next generation.

#6 Main Forum » How to deal with decay » 2018-04-23 21:06:20

Menolly
Replies: 5

I thought, I would make a topic where we could collect suggestions how to deal with the current state of decay. These are NOT suggestions how to make it better programming wise, that's another topic. I want to hear your tipps how to play best right now.

As an Eve or a close relative of an Eve:
I'd say, decay affects Eves the least, since most of the stuff will last at least half her life. I'd say, play as usual, but also have a big value on making things that do not decay at all or can be maintained, like:
- Milkweed Farms
- Berry Farms
- Water Pouches
- Adobe Oven, Kiln, Forge
- Clay Bowls and plates
- Tools that decay with use rather than time
- Storage boxes and sledges with only a few carts for easy transport

Don't bother with clothes or backpacks, only if you have an abundance of fur. You should always prioritize pouches over everything else, because they last forever (if they are not lost, that is). If your civilization dies out, make sure to take everything out of baskets and place it on the ground. Leave the soil tilled and seeded - but not watered!! That way, the next people finding the place will have the best starting boost.

As a child in a civilization:
One of your tasks should always be maintanance. Like digging a pit and expose of trash like broken baskets and whatnot. If you have no shovel, make one or transport everything by hand out of town. As soon as you can look for yourself, go make one or two new baskets. Renew after your hair gets grey. If you want to build houses, use stone rather than adobe. Have a smith in your village who renews tools, especially hoes. Try to make and maintain a sheep farm and a berry farm for compost. Bake pies and store them in boxes or sledges. Make horse-drawn-carts if you can, since the do not decay and are super useful! And don't ring the bell unless you are dying out.

Do you have something to add or correct? I would like to hear your strategies of survival. smile

#7 Re: Main Forum » For a meaningful and enjoyable experience, the value of survival » 2018-04-23 20:28:57

I agree, it would be much more efficient if children stayed with their mom until she can't breastfeed them anymore. That way they could learn what their mom is doing, learn the location of the resources and tools and then begin their adult life more efficient. Right now it's like this: Your mother dumps you as soon as you grow hair, then you run off and look for the farm, maybe die in process, if you survive you eat much more then you need, you can't help as good, because you run slower, can't push any carts and so on. Many players die before the age of 12 because childhood is very hard when you compete with adults for food. Moms should be more caring for their children and help them at the start. And children need to be more aware of their abilities and possibilities of survival.

#8 Re: Main Forum » The true value of males. » 2018-04-23 20:01:16

I agree, males are very underestimated. I never achieved as much in one run as when I was a male. I made more tools, baked more pies and hunted more rabbits. I like playing both of course, it's just that there are different tasks based on the gender. As a female you are wise to stay close to base, like farm, bake , smith or something like that. Since females give birth it would be highly inconvenient for her to have a child while on a hunt for example. Males are much more free, they can travel farther and be more efficient with food. Females also lose many years on raising children. Even if you have only two, you most likely will watch them until they are five - ten years gone! Also, talking and naming takes time, feeding a child takes more food, and many females can not be left responsible with population control. They either let everyone live or no one at all.

It's hard to have an ultimate solution. I'd say, keep at least two daughters, since one of them could still die during childhood. And keep two sons for the same reason. Teach them everything. If they run away, let them. If they seem to be inexperienced, teach them. Explain them the rules. Give them a task. But don't kill boys just because. Boys have value too.

Board footer

Powered by FluxBB