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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » “This game gives you one hour to live” » 2024-01-17 13:58:21

OminousBladeBlank wrote:

The game used to be much better and is now abandoned, I feel bad for anyone who bought it because of this.

I confirm that this sentence about the game being abandoned is false, the game is in a pretty good state right now, the player base has been increasing specially lately because of some youtubes and steam sales bringing many new players who remain even after the sales period has passed, and the developer is still working on the game every week and you can see there have been updates weekly too on the forum, website and discord.

And just because you liked something in specific in the past that was changed, doesn't mean the game "uses to be much better" either. Not all changes will please everyone but changes is what causes the game to improve and evolve, without changes then you'll claim the game is abandoned... damned if you do, damned if you don't.

#2 Re: Main Forum » An end to /die » 2023-11-24 16:13:45

Laggy wrote:

This seems a little selfish. Is the mothers time meaningless?

I agree, it's a little selfish, but that's what the /die command has always been about, so a player can decide if they want to live there or not or go do things the way they want to do so. The /die command never took into consideration the feelings and desires of the player who controls the mother, it's all about the feelings and desires of the baby

Sadly the alternative was that if you could only /die in the first 10 seconds or something like that, if I didn't wanted to play in a town I see want to play because it's being griefed, what option would I have? I would have to run away from the mother and try to starve or kill myself in the wilds, and the mother would probably waste even more time trying to chase to try to catch and save the baby.

This is why although i dislike /die and never would kill myself even without it, I understand and accept why it exists.

#3 Re: News » Update: Boneless » 2023-11-24 16:07:19

CatX wrote:

I'm not sure why you think new players can't learn how to drill for oil when there's plenty of kero available, or how to make rubber when the town already has rubber. I've rarely been able to save a town by doing something I had no experience with.

It's not that they "can't", but it's not what usually happens, people tend to learn things out of necessity, so if there's plenty of kero available but few clothes or the farms need tending, or village is low on food, people will focus on what the town needs, not what it DOESN'T need. For example, I only actually made pickles once in all my time playing this game and it was because it was a craving my family needed. Heck, a new player won't even know they can do this or that in the game until it's actually needed. So if a town always has kero, many won't even learn that only gingers can get oil or how to do it.

CatX wrote:

But I have watched people save towns, and learned from them what they were doing and why, and with that experience I have been able to save other towns in succeeding lives.

Your just reinforcing my point here, we learn from watching others do it when there's a need to "save" towns and that's a wonderful experience. If a veteran player is using /die to be born in ginger town and goes get oil by him/herself a) you won't be learning from them and b) the town won't need saving and you won't learn from it because "someone is already taking care of it"

CatX wrote:

Yet solving problems is one of the main parts of the game.

I agree, thus reinforcing why it's not fun when it's always the same people solving the problems by abusing the /die command to go solve the problems themselves.

CatX wrote:

I don't quite see the difference between a sesoned player who was randomly born in the right place at the right time solving a problem, vs a seasoned player who chose to go there in order to solve the problem.

The difference in my opinion, which you are free to disagree of course, is that you're using the circumstances you were born into, which to me as always been the point of the game, we don't get to choose who we are when we're born, what country we're born or if we're born in a poor or rich family, but we try to adapt and live with what we got. You are born in that village, which as a problem and you coordinate with others to try to solve that problem.

Radio, paper, maps even emotes now are the tools the game developer put in the game for communication and trading. The alternative that happens is players talking on discord/phex/whatever to voice chat, use out of game ways to locate towns and bring on a truck things this town need without any actual interaction in game.

If the game designer wanted the players to choose the conditions of their birth, he would give that option.
I believe the /Die command was intended to respect the player's wishes of not living a life they would find it unfun (being born in a town with drama/griefers around, wanting to be born in a different family try new things, maybe want to be born a male so they can go out of village and explore the world and trade with others without needing to worry about giving birth on the way, etc) and has been abused to work around game problems and make players neglect features that actually exist in the game because it's "easier" to just cheat and do stuff without needing to use the tools in game.


Catx wrote:

If the issue is that the problem should not have been solved by a seasoned player at all, well... then we need different kinds of restrictions.
If not, the mechanics they use to solve the problem shouldn't matter.

That's NOT the issue, of course a seasoned player can try to solve a town's problems, I never said players with more experience shouldn't be allowed to help or solve a town's problems!

The mechanics they use to solve them however should matter to try to keep the game fair and balanced for everyone, and not having a certain mechanic only seasoned players will abuse since new players may not even know about /die or how they can take advantage of it... so if that mechanic is being abused for ways it was not intended then it should be revised.


Catx wrote:

And personally I appreciate the veterans who have popped into towns I've been in, especially when they were helpful, taught stuff, and helped solve problems I couldn't have solved alone with the level of knowledge I had at the time.

This is where people's opinions will vary (and that's fine), while some people may like that players from more advanced towns get a truck bring clothes and materials from an advanced city, others may resent that, I've seen many posts on the forum where people say they can't have a fun Eve camp experience because they develop too fast with the external aid. So yeah, some people may be happy others solved their problems for them, while others will be unhappy because they would like to have a chance to try to solve those problems by their own hands, here we can't please everyone. :-)


Catx wrote:

This might work on small servers, but might not work on bigserver2 if the population should ever fall to very few players during certain times of the day. In that case we want them to be in the same family, whereas on small servers we want them spread out.

If players are getting send to DonkeyTown during low population hours because of this, I totally agree this should be revised and fixed.
As what people want on small servers, I also think it will vary from player to player, I won't comment on that since I don't have enough knowledge/experience with them to agree/disagree.

But if I ever went to a small server, personally I wouldn't want them to spread out because I enjoy playing with others instead of playing "solo",
if there's only 10 players on a server I would like it to be two families with 5 players than 10 families with 1 player.
I understand and respect that people other preferences of course, but i reinforce that if a player just wants to play solo to do their own projects or to just learn or practice something, there's already a solo-practice feature for that when you finish the tutorial.

Thank you for taking the time to read my comments and providing a civilized response. smile We all want OHOL to get better for everyone but each player will have their own opinions what "better" means of course! hehehehe

#4 Re: Main Forum » An end to /die » 2023-11-24 15:28:17

Laggy wrote:

I still think Jason is still missing the point.

Why are you giving people 2 minutes to /die?

If I name you, dress you, for 2 minutes and you /die I will curse you.

That is a long time to type four characters.

Yet people seem to be doing this. Every game!

As a person who dislikes the /die command, I actually understand this... it's not just about choosing if you want to be born male/female or black/brown/white/ginger... the /die command is the right for a player to say "I don't want to play in this family/village" so they don't just go running off and killing themselves or having to restart the game to live a life they may enjoy.

This may take 2 minutes for a player to reach that decision, maybe the mother was out of town and they wanted to check if it was a small eve village or big developed town, or maybe the player decides to /die because he sees drama happening around or people griefing and he doesn't want to live with that, maybe the player wants to see if the mom or players around are "nice" in order to decide if he/she will stick around or not.

So as much as I always sad when a baby dies in my arms since I like to care for my family, I can't force the player to play with me or to live where I'm living, thus it doesn't bother me that much if it only happens one or maybe twice in a lifetime, but when the number of SID babies gets excessive that's when it is starting to be an annoyance, specially if it's just that ONE player trying to choose the exact conditions of their birth and coming back to my arms over and over until they get it right, the new update intends to help deal with that.

TL;DR:
Personally I understand why a player should have 1-2 minutes to look around and decide if they want to /die or not. What I still don't understand is why SID bones take 2 minutes to decay and just get in the way, for all intents and purposes they were never born, so what purpose does that 2m decay time serve? :-)

#5 Re: News » Update: Boneless » 2023-11-24 01:37:59

SoloAceMouse wrote:

For someone who has played since 2018 your knowledge of OHOL is limited at best.

I encourage you to educate yourself on small-server stuff, because you completely missed the point of fug's post.

Yes, I always played on main server I think, so I'm not that familiar with small-server stuff, but check my 2nd post, where I addressed if these changes only cause problems on smaller-servers

#6 Re: News » Update: Boneless » 2023-11-24 01:17:51

Just wanted to add... if this solves many problems on "main server"(BigServer2) BUT creates problems on smaller servers, maybe it could just be applied to the main one, or this new rule only be applied if there are at least X players online on that server at that time? (like enough for the 4 families for example)

#7 Re: News » Update: Boneless » 2023-11-24 01:02:47

Here's my feedback:
Î'm a vanilla player...  and i'm not a new player, been on OHOL since 2018, i don't use Mods, use discord or Phex to play it.

I don't use /die and with no disrespect intended prefer not to have a few veterans having to abuse the /die command to try to "save the world" by themselves.

Because veteran players used to use /die to control the conditions of their birth and fix problems like lack of oil, most new players never get a chance to learn those mechanics, or be in situations where a town is in some trouble for lack of something... it's only a matter of time until someone used /die to be reborn in a certain family, grab a truck and bring the other town what they need.

I don't think /die command should be removed because it would just lead to runaway babies or other stuff like that, but I've always been a firm believer that it shouldn't be a mechanic abused to work around in-game problems like lack of resources.

If you're a player who was born a ginger and want to be born in the jungle family to try to learn how to do tattoos, sure the game shouldn't force you to play a ginger, you use /die to switch to some other family where you want to try new things.  But don't use /die to cheat your way around the game's systems and solve other family's problems by yourself. This is a game about society and community after all.

As for other things you said:
I agree that a player being born in Donkey Town is not a good feeling, as i said on my previous post i would prefer if players would be born as a new familiy (Eve) if they had no available mother after they /die. That said, by design this game is not meant to be played "solo", you can still do a solo-play by using the tutorial button and then choosing the solo-experience after that.

Fug wrote:

Two players have two separate bases(...)
(...)One player blocks the second player from being able to access their base.(...)

player's don't "own" bases, you may be in charge of a village when you are an Eve or village leader, but once you're life is over, it's not "your base" anymore, it belongs to your descendants, and even if you're reborn in it again doesn't make it "your base", sadly I see this happen a few times, a player feeling entitled to own a city because they were the Eve of that family and started to build the town and thus want to continue to build it "their way" often not caring about how others are trying to shape it in a different way from their designs. This is another reason why /die shouldn't be abused to go back to the village you created as an Eve, if you want to be reborn in the same family and continue their work, the game ALREADY has a mechanic for that: 1) die of old age 2) take care of your children so you can be reborn as a kid of your descendants.

There's a lot more i could say about these topics, but i'll stop here as people who read me before know i tend to make really long posts. tongue

#8 Re: Main Forum » An end to /die » 2023-11-23 22:26:09

I've been debating this very topic a few times already in the past HERE and HERE

So I, for one, am happy with the recent change in the new update! cool Hopefully it will be the end of people abusing this mechanic. We'll see how it goes.

#9 Re: News » Update: Boneless » 2023-11-23 22:09:52

YEEEESSSSSS!!!!! FINALLY!!!! <3 <3 <3

I would vote that player could be being born as an Eve when there's no suitable mothers instead of going to DonkeyTown but i'm still happy with this change. cool

#10 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-10-26 00:27:21

Hello! Just came to say that baby cooldown doesn't seem to be fixed, i had like six or seven kids in this life some of them "in a row" in a period less than one minute, one baby is born, i pick it up to name it, and before i have time to type "you are..." another one shows up, i love having kids and it's nice to have a big family, but again, it's overwhelming when you have so many and specially if you don't have a minute to breathe between each one.

Once again i keep asking for a better baby cooldown and maybe a baby limit (that you CAN increase by eating cravings for example if you want more babies).

Also tried the horse carts, they keep escaping and being extremely annoying, every time i go to get cut trees to grab logs or dig and cut stones for walls, the horse runs away and i spend more time chasing it than doing any productive work.

example:
Dismount horse
Grab shovel from cart
Use shovel on big rock to dig it up
Place shovel back in cart
Grab chisel
Use chisel in stone
Use mallet to cut it in half
Drop mallet
Grab chisel from cut stone
Place chisel in stone again
Hit it with mallet to make stones for walls
... horse fled already before I got a SINGLE stone into the cart, i need to keep mounting/dismounting the horse every 3 or 4 steps just to make sure this doesn't keep happening.  Same thing with getting logs, after chopping a tree, you still need to remove the 2 wood to reach the log, i can't even put two logs on the cart without it running away.

Horses should run away if neglected and forgotten for a long time, but 11 seconds is still way too short, it takes a lot of steps and work to get a horsecart, so let's us use it without it being a major annoyance please, i believe that even if the "timer" was 1 or 2 minutes it would probably be too short, but at least we could work with it.
Either that or give us some alternative, like using a lasso to bind a horse to any nearby tree, we can't bring "roped fences" with us to prevent them from escaping while we're working...

#11 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-10-22 14:50:58

Oh yeah! Finally! cool
What's the new cooldown now? I don't look at git stuff
1min would be cool and since 1min =1 year it would nicely represent the 9 months pregnancy cycle.

I'm also happy to see that the "escape horse" have been increased (from 7sec to 11 sec) although i still think it may be too low. I always try to use horseless carts instead because this feature gets really annoying (i'm ok with escaping horses existing if neglected but we should be able to dismount, cut a few trees and load them with logs before we have to chase them every single time)

#12 Re: News » Update: Photo Processing » 2023-08-09 12:04:40

seth wrote:

Looks like the trolls are using Photos now, just saw a racial slur on the main photos page - can we get a report button?
Here is the photo in question: http://photos.onehouronelife.com/photos … ff053e.jpg

Yes please. Freedom of Speech doesn't give people the right to be toxic or hurtful.
Would be nice to play a game where people care and respect each other.
To be honest OHOL is the #1 game in my opinion for that, hence why i love it so much, but there's always room for improvement. :-)

It would be wonderful to have a "Player Code of Conduct" like Palia does, but sadly I don't think Jason will ever enforce that.

I've also reported several offensive and toxic posts on this forum, i haven't seen anything done about it yet either :-(

#13 Re: Main Forum » What I actually, generally need when you give me feedback about OHOL » 2023-07-29 16:12:10

Yes, that's a brilliant idea! Please curse every new player you encounter, do us that favor!

They don't need to curse you back, you're just doing the job for us, that way you cannot be born near any veteran who cursed you before AND you cannot be born anywhere near any new player you cursed either, making sure you end up in Donkey Town even more frequently and the new players will still be free to be born near the nice and veteran players who didn't curse them. Thank you for making sure new players don't have to endure a griefer's company.

It's amazing how much griefers complain about the cursing system without even understanding how it works. It's not about the nº of curses. Even if you have 10 accounts and curse me, that still counts as 1 place i can't be born (near the account your currently using) all other 9 accounts that cursed me are pointless since they are offline. While none of your 10 accounts will be able to be born in the family i'm in without me needing to curse or move a finger. Feel free to curse me because i don't want to play near you! smile

#14 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-29 09:39:10

Thank you for having the patience to read the issue and for providing civil and constructive feedback. smile

bpskotch wrote:

I'm just gonna drag out the elephant in the room on this issue. The main issue I see, and have seen for a long time, is simply the constant fluctuation in player count, and constantly trying to accomodate for wildly different scenarios as a set rule, which always influences one positively while impacting the other negatively. In this case of course, I'm referring to the balancing act between ensuring families have enough babies to maintain them, while also not overwhelming players with too many children.

Sure, i agree that when making any changes we should be careful not to cause more problems so pros and cons should be considered, this however has already been mentioned in this conversation, these changes would mostly only affect during high population times (when families can have 30+ allies) and cause no problems in low population times (when families have 6- allies), the baby limit shouldn't affect low population times at all, and like i said, it's not a hard limit, as players could increase that limit by eating cravings, as for cooldown, as long as we guarantee that each family has at least 1 fertile woman, they won't die out of "bad luck". We don't need TWO daughters to be born from the same mother in less than 1-2 minutes for that family to survive.

bpskotch wrote:

Normally I agree with this sentiment, of having more families and more diversification in places to be born. Except, the population numbers come into play. We've all seen it: When there are two competing families of the same race, inevitably one dies shortly after the introduction of the second. There is simply not enough player base to maintain more than 4 families at any given time, nevermind having more than that. But the harsh reality is that this game is likely never going to see the population numbers needed to feasibly maintain that quantity of families.

So in summary, do I think your suggestion is a bad one? No, but I believe that in the game's current state (which is not likely to change), it would as others have stated, further lead towards family death due to a lack of fertile players. As it is, famlies are dying left and right and its not always due to neglect. There's a ton of factors that lead to a family's demise, and a modified cooldown would only worsen the state of that, in my opinion.

Based on what i've seen, it does seem the server population HAS been increasing, as i keep finding new players everyday, and steam sales recently did brought a lot more people to the game. We want to keep these new players in, and at least in one example i saw a new player quit after her 2nd life because of this issue which made me sad. (she was extremely stressed for having way too many babies and barely leaving nursery providing a non-fun experience) We want the player population to grown, hence why i've mostly been focusing on the experience for new players.

If one family dies shortly after the introduction of the second, that's a problem we should analyze exactly why it happens, i certainly don't believe it would be because of a 1-2 min cooldown as the birth algorithm already seems to take into account of spawning babies on low-pop families as you can see in detail in this update  here. As long as each family always has a fertile, it's up to the players to try to assure that family survives.

Here's the most relevant part:

Jason wrote:

Our highest priority in placing a baby should be to make sure there's at least one family in each of the specialist skin tones, and if all of them are already present, bolster the population of the weakest skin tone.  After that, our next priority is to bolster the population of the weakest family, and place girl babies when the number of potentially fertile females in a given family gets too low.  Of course, we also want to respect each mother's birth cool-down when possible, and also each player's previous-life area bans (so they don't get born to the same family over and over).  But we should also be willing to ignore cool-downs and area bans if there are no other mothers available.  No one should be able to area ban themselves, through suicide, into being an Eve, and we'd rather overload a mother on cool-down than spawn an Eve.

Finally, we need to make sure that the server is never overloaded with babies relative to the adult population (more than 2/3 babies), nor that a few remaining mothers are overloaded with babies (more than 4 babies per mother).

This looks great to me, but for some reason it's not working anymore as there's no cooldown and mothers are being overloaded with babies. I see no other update where this was changed. The only alteration i think that's needed in this algorithm is to assure with 100% that if a baby is born in a family with no other fertiles besides that mom, that baby would be born as a female so families don't die out of "bad luck" of having 3 boys and no girls.

bpskotch wrote:

Another point I would like to address, regarding SIDS. You may already know this, but the biggest reason it exists is because without it, said children would become "runner babies" instead of using SIDS, which is equally just as bad of an experience to players if you ask me, except worse as it tanks your gene score (if you care about it). I do however agree that it would be nice to prevent the same baby from being born to the same mother they have already /die'ed away from.

I've stated this many times already, at no point in all this conversation did i ever suggested /die should be removed in any way. I don't like /die command but i do understand why it exists, i'm just bothered with the 2min cooldown skeleton spamming and with having the same player being born and dying in a mom's arms over and over. Nothing of what i suggested would cause "runner babies" again.

This whole conversation about /die has been discussed here but to bring it here, here's what i suggested:

Strilar wrote:

1) If a player chooses to /die in a family, they shouldn't be born again as a kid from anyone with the same family name
(thus we respect player choice of not wanting to be there, and we don't grief families with many SID babies from just a single player)
2) SID baby skeletons should disappear after 10sec on the ground and not 2min
(this avoid nurseries, kitchens and other work places from being cluttered with many dead bodies that for all intents and purposes never were born in the first place)

(...)

If a player uses /die in a family then they shouldn't be allowed to be born in that same family name again, they obviously don't want to be born there and the family is only suffering from a spam of SID babies, if you cycle through all available families then you're born as an Eve, at the COST of having spent several "lives" each time you /died and reducing your genetic score (if you want to play alone then you're not a good fit to inherit leader or properties anyway)

(...)
Assuming there's only one of each four specialist families at the moment, at max it would cost the player 3 lives using /die to spawn where they wanted, instead of costing them many more lives because they keep respawning to the same mom they didn't wanted to be with. How is this not a win-win for both sides?

I repeat the question: How is this not a win-win for both sides? smile

bpskotch wrote:

I also agree that the sling is not really the long term fix to the issue, as it only acts as small buffer and doesn't solve the larger problem as a whole.

Yeah, adding new items to the game that won't solve the problem is just unnecessary extra work for the developer. even if we could put our single baby in our backpack to avoid crafting new useless items, i still would interrupt my work and want to take him to nursery to give him clothes so having him on my arms or back wouldn't change much, and if i got as soon as i got baby dressed and tried to return to work (because of no-cooldown) i would be turning back to nursery to dress the 2nd baby.

Note: It is fine to have our work interrupted by birth, it's part of the game and life, and make us appreciate how much our mothers had to sacrifice sometimes just to take care of us, still because of the problems stating above, spending over half your life staying or going to nursery because you're a female is not a good experience.

bpskotch wrote:

Pros and cons to approaches on this issue:

1. Add cooldown to births, as OP suggested.
Pros: More time to breathe between children, even if not perfect, a slight chance to at least interact with each individual child somewhat.
Cons: Effectively locks down the potential list of mothers, depending on the timing of things. Could lead to situations where there are no valid places to birth if everyone is on cooldown, unless...
2. Allow for additional Eve spawns when birth rates are high.
Pros: More diversification in areas to be born. Sense of identity to a family beyond color. Allows more players the chance to experience Eve.
Cons: More Eves = more families = an already small player count being even further split and increasing the odds of families dying due to lack of players/fertiles. Only really practical in a high player count situation.
3. Cap the number of babies a mother can have.
Pros: A hard limit could certainly give much more flexibility in spending time with children.
Cons: Again, could run into situations where there are no more valid fertile females, which could lead to either approach #2, or players having to be artifically made to wait before being born.

Anyways, I'm rambling at this point. Hopefully this post brings a bit more insight on things, and emphasizes the fact that there is no quick fix or easy solution to this issue, and would likely require some degree of overhaul on the system as a whole (which, again is not very likely at this point).

Well stated!
Point 1 has no Cons because there's always a valid place to be born if everyone is on cooldown (as Eve), and even in High Population times i feel it wouldn't happen all that often, it would just allow other moms to have more babies (since priority is given to those who ate more cravings, have better temperature, etc)

Point 2 is the most relevant Con as it could lead to more families with less people, but as long as each family always have at least one fertile, i don't think it's a bad thing.

Point 3 states "players having to wait before being born" which is again never would happen. If all females in the game have 4+ babies, then i think that's exactly when we would like to have more Eves being born no? And it's not a hard limit, because mom can increase that limit if that family wants even more population (by eating cravings), but at least it gives the mom a chance to choose if her family is already big enough for her to support or not.

I still believe the Pros would outweigh the Cons, and hey, we could experiment it and if doesn't work, then just reverse it again right?
As i stated, i believe this would mostly just affect high-population times and not hinder low-population times.

Baby Cooldowns are just a variable after all it's not like it's a huge change hard to reverse. (0s, 30s, 1min, 2min)
Baby limit suggested would be 4 babies max + number of cravings eaten by mother, this number could easily be adjusted up or down.
SID skeleton cooldown can easily be changed from 2min to 10sec, for all intents and purposes that baby was never born anyway.

Coding required:
Adjust algorithm to guarantee a female birth if mom is the only fertile in that family.
Having a variable (baby limit = 4) per mom and not a hard limit for everyone, each craving eaten increases that variable.
Prevent /SID babies from being born in the same family they already decided they don't want to be born in anyway.

Maybe it's too much to ask, but would love Jason to give some feedback on this topic in case i'm missing something here.
Thanks to everyone for reading and providing your civil comments.

#15 Re: Main Forum » Playing the Game with a Friend - Respawn Together at Last Death Locati » 2023-07-28 17:38:54

Just two additional notes:

If two players want to be born and spawn together, they can do it simply by being born as twins in any server by using the [ friends ] and both inputting the same twin code.


To spawn back naturally on your previous family there are two requirements for that to happen naturally:
1) you need to die of old age (60)
2) you need to have descendants alive (daughter, granddaughter, niece, etc) in that family so you can be born as their kid.

#16 Main Forum » Can Jason or a moderator show forum rules? Let's be civil, not toxic. » 2023-07-27 18:13:16

Strilar
Replies: 1

This forum has been filled with rude comments, attacks, discriminatory language and spamming from a few users.

I've searched but can't find where the official rules or guidelines for forum behavior or posts, if there are none, then they should exist, since all forums and online games have them to prevent a toxic environment, everyone is free to give them feedback and opinions about the game, but should be nice about it and stop with the insults. Those who break said rules, should receive a warning and if they continue to disregard them, then be banned.

For reference, I found people quoting some of them here before, but i don't know where they are posted so here's what I found:

Jason wrote:

Update:  I've had kind of a change of heart about this.
In all of the main areas, you are a guest in my house.  Act like it.  Be nice.  Be welcoming.  Don't be mean.  Don't attack each other.   Don't shout.  Don't use offensive or inflammatory language that is out of step with the cultural climate here.  Don't be disruptive.  Don't clutter the space with stuff that's not about the game.  Don't troll.  Don't derail discussions with irrelevant points.  Don't repeat yourself.  One exception is off-topic, where you can post stuff that's not about the game, but still follow the rest of the rules.  Act like you would act if you were out in my backyard, where you're welcome to do some things that you wouldn't do inside my house, like play volleyball.  The other exception is the-street, which is totally unregulated.  Literally the public street.  Please take your anger and fights out there.  Mods, just ignore the-street.

Jason wrote:

Finally, questioning moderator decisions, or stirring up anti-moderator sentiment, is forbidden in the main chat areas.  Do not return from your timeout with guns blazing for the mods.  That is not being the best, nicest version of yourself that you can be.  You just got kicked out of my house for being impolite.  Don't come storming back in making accusations or demands.
You will just find yourself in another timeout.  Mods will not waste any time arguing with you or justifying their decisions.

I see these being violated every day here, and it's suffocating!
Having freedom of speech doesn't give anyone the right to be discriminatory to others on the streets or go to someone's house to insult them.

If people can't be respectful to each other, they shouldn't be welcomed here.
Let's extract the weeds from our garden to prevent them from ruining the good crops and promote a nice environment for everyone.

#17 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-27 17:49:47

Brohop wrote:

What if  there is a situation that all fertiles have been having loads of kids, would you want the game to prevent someone from login in directly?

Already answered that in my initial post:

Strilar wrote:

I also propose that there should be a max limit of the number of babies a mom should have, this will allow other moms to have more kids, even if their conditions are worst, or even let more Eves be born to start new families. (often we only have one family of each of the four speciality families)

No player would ever be prevented from logging in directly, if there's no mom available at that exact moment, they are born as an Eve to start a new family.

This would actually be a good thing to encourage new cities, since Eves usually only spawn when server updates and kills everyone (something that i also think is a major problem, but have no idea how that can be fixed) and because all cities are now empty and dead, the new Eves often just move back after the update in to occupy them. At high population times, we could have a big jungle family in a big city and a newish jungle family starting a new village.

#18 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-27 16:33:06

Once again, when i was still a baby and couldn't feed myself, I inherited Leader and Property, and as soon as i was old enough i kept getting babies, i had three in a row (none of them were twins) confirming there's no baby cooldown, and ended up having 7 babies total, two of them were new players (the game told me so) that i was unable to help or teach much because again, before any of them grew hair and was old enough to do something, i had yet another baby in my arms.

Between seven babies, listening to village giving me feedback about possible griefers, issuing orders when needed and having to go to property gate to open it or give ownership because village needed things within, i barely "played" at all until i was 40 and did no "parenting" besides giving name and clothes to my babies, 7 kids and i was barely able to spend any time with any of them.

In my previous life, my mom was a new player, and didn't know what to do, when i was born in nursery. she already had two other babies there, and more showed up before i was 4 old and able to feed myself. Thanks to other players, i don't think any died (except the /die ones in her arms) but i could tell she was panicking and being very stressed about it. I even tried to teach her about yum and farming once i was able to speak more than a word, but because she had even more babies, she kept going back to nursery.

So yeah... i came to repeat myself: Can we have a baby cooldown and baby limit please?
In high population times, the baby boom is too much both for veteran and for new players and it doesn't provide a good experience for anyone involved.

Give parents a chance to spend some time with their kids please.

#19 Re: Main Forum » What I actually, generally need when you give me feedback about OHOL » 2023-07-25 23:15:09

As i suspected, you seem to have confirmed to me that you are the user "Shady" with a new account, i already wrote many long posts about this subject, and every time i did so, the response and behavior was the same, so i'm done answering and feeding the troll.

You have given your opinion, and continue to be rude in your posts and attacking people, the community don't share your views, the developer doesn't' share your views, i recommend you moving on and searching for a game that fits your tastes better and who's not developed by a "greedy" person according to your words.

#20 Re: Main Forum » What I actually, generally need when you give me feedback about OHOL » 2023-07-25 16:21:38

TheOneTrueKing wrote:

Honestly, couldn't agree more. As a creator myself, I wouldn't ever put restrictions on my creations. You can't control how people utilize or interact with what you make. TBH this dev is a bit bizarre with "i'll take my ball and go home" vibe, (what was that covid rant?).  Purposefully encouraging bans... because if someone really WANTS to play they have to buy another account. Yay capatalism... i guess? So what if people want to "grief", (btw don't even get me started on how annoying the phrase is, it's GRIFT!), let them. Why not let clans clash or, rather than block a player, implement a jail/jury system? Why not have in game players police instead? Oh..to sell more accounts. This weird curse system is not well thought out or used as intended.

-I mean cursing someone because they took a hat you wanted out of a pile of 20?
-cursing someone because they were new and ate the last carrot in the row? a 5 year ban because you did that a few times? get real

For chrissake, people get cursed for the most PETTIEST things. Look it's not that serious, however it IS a civilization game. Every game has an enemy. What if someone chooses to live that life path? Instead they're permabanned... Just because you want to control how people play the game? The invention path's don't add up to that type of control.
Donkeytown is probably the lamest invention in any game I've ever played. There's other ways to microtransaction a game. This type of attitude continues to foster a community of karens. This game was great in the beginning, I began to take a long break a short time after curses were implemented. I have returned to see curses (and the invention/implementation of DT) way more abused that GRIFTING ever was.


This is just rude, false, and filled with misinformation.

First, you created an account just to attack the developer which is something i notice those who encourage game griefing tend to do. It's the equivalent of you coming to my house, and say i'm a bad person because you don't like the paintings in my walls. That's just rude.
if you don't like the game as it is provide with constructive feedback instead of just calling people greedy, or better yet, if you don't agree with it leave and try to find a game you DO enjoy.

Second, the game is open-source this "greedy" developer you claim to want people to buy multiple accounts, offers the whole game code for, FREE, you can setup your own server and play with your friends, and there are other free modified versions of the game like "two hours, one life", no one is forcing anyone to spend any money, but if you want to get into a bar, you need to follow the bar's rules. Most online games have policies that will get you permanently banned, if you use harassment, discriminating language, etc. Jason can't enforce that because he can't police the whole game 24/7.

Third, i really doubt he encourages people to buy several accounts, the only ones doing that are the ones being punished for their deeds against the community, by pushing other nice players away because griefers make the game unfun to play, i bet that if he could choose, he would prevent people from buying a 2nd account to keep pushing more players away from his game. But he can't control that and it's not his job to keep checking on who keeps finding ways outside the game to go around the systems, just like he can't prevent people from chatting outside the game even if he wanted.

Fourth, recently we learned that in some countries the price of the game was very cheap, which would be a good thing, but know what happened? Griefers abused it to keep creating more accounts to keep causing harm to the game and other players. Making the developer thinking of raising the price to attempt to protect the community from bad people. Not because of "greed" but because bad people are forcing prices to go up.

Fifth, if you check the updates page you'll notice that a great majority of his updates have been to try to fight against ways griefers keep abusing the game and providing other players with bad experiences. Griefers may be the #1 reason why this game is is not getting new content like new stuff to build or more advanced technology etc, because he needs to be constantly working to prevent 3 or 4 players from pushing dozens of players away from his game, therefore griefers are actually preventing the development of this game.

Sixth, do some research before spreading misinformation, dozens of players aren't cursing someone because they stole a hat. They are doing so because in a game about parenting and civilization building these players are just focused on destruction by killing all animals, destroying buildings, causing babies to die from starvation, and constantly harass people with foul language. If a single player curses you for a silly reason like stealing a hat, it won't prevent you from playing the game, you just won't be born as that player's kid which is a win-win for both sides since those two players didn't get along anyway, you can still be born in many places in the world, and even a griefer who pissed many people won't be in donkey town all the time (read Jason's post about it). Donkeytown is the equivalent to "jail" for criminals because there's no other way to do justice. Because even if a bad player shows up, kills all animals, gets cursed and killed, he can just spawn in another town, come back and repeat his crimes again.

I considered making a list of ten reasons, but i'll stop for now, as most people tend to skip long posts and just reply with some rude comment, there is much more i could say about this subject, but i'll leave these points for now. Read the forum, many people are upset and complain about griefers, so listen to the community if you want to be part of it, or leave and find a community that suits you better, don't just show up to attack and insult others of bad intentions when you don't show any good intentions yourself.

#21 Re: Main Forum » Should Be Able To Choose Birth Family (from a list) » 2023-07-25 02:12:56

I never at any point said that the /die command should be removed as you can see by my previous statement:

Strilar wrote:

As much as i dislike the /die command, i do understand why it exists, so i'm not saying it should be removed or anything.

Please read my suggestion about this problem in my previous post, it has nothing to do with losing the /die command.
I even marked it in bold so it would be easier to see and read for those who tend to skip posts with a lot of text.

Don't think anything about that would cause runner babies either, as it would satisfy both sides.

Example:
Player is born in the jungle family, they use /die because they want to play in ginger family. They can't be born again in that jungle family, which is their wish and jungle family isn't harassed with one player being born there over and over again, causing the player to /die many times leaving several corpses and forcing people to stop what they are doing to grab a baby four or five times because he keeps spawning there and dying in their arms.
Maybe he spawns in the desert family, he /dies again, leaving just one corpse and can't be born in desert family again...

Assuming there's only one of each four specialist families at the moment, at max it would cost the player 3 lives using /die to spawn where they wanted, instead of costing them many more lives because they keep respawning to the same mom they didn't wanted to be with. How is this not a win-win for both sides?

#22 Re: Main Forum » Should Be Able To Choose Birth Family (from a list) » 2023-07-24 18:11:11

fug wrote:

>wasting babies
That's not how that works. You are getting a cooldown refresh on your ability to have babies by them using the command instead of just running off into the wilderness to die instead.

Don't misquote people please, no one ever used the sentence "wasting babies", i said wasting time stopping everything and picking four or five babies in a row just to have them die in my arms because of the problems i already reported several times.

And as i keep saying apparently there is no cooldown on ability to have babies, every day i get a baby born, i pick them up, and before i have the chance to give them a name by saying "you are..." another one is born

fug wrote:

We were literally so close to originally getting a selector screen to pick where players went to reduce the amounts of sids and babies dying but instead we got the life token system which has classically always sucked. Too few lives and suddenly new players just spent 20 dollars to be unable to play the game. Too many tokens and people just spam the command because there's no real feedback to tell you if you're blocked out of a town due to curses, lack of fertiles, or just bad luck which causes more /die.

A better system would just be a mix of the two. High token cost for Eve (idk 20, that way it requires over three hours to force your Eve spawn) medium cost for a certain family (10 which means if you die young you're gonna be net negative, and living to old age should put you back into it.)

The problems you mention here  are a valid point and should be addressed but your solution defeats the intent and purpose of the game as stated by the designer.

fug wrote:

The game does not function without veteran players going to ginger family for example to keep the other families able to keep farming or running.

Because of oil? This is a bold statement, we need resources from all biomes to help each other. You can't get oil from snow without rubber and you can't get rubber without latex from jungle and sulphur from desert, which i believe it's by design so all families need each other to advance civilization.

You can teach new players and help them instead of just solving the problems for them, this is actually one of the reasons why some veterans gatekeep new players, because they "know best" and do everything on their own, so other players never have a chance to try to upgrade a well or mine and learn how to solve village problems, since veterans are always doing it for them. Because they know "properly designed villages", new players rarely get a chance to make any buildings, and so on. There's many ways we can help each other besides just spamming /die until you get ginger so you can go extract oil.

fug wrote:

Absolutely ridiculous to have people out here wanting to curse the players who keep the game running smooth for the new players.

Another bold statement, you don't know why they are spamming /die and neither do i, they may be a player wanting to be born ginger to help others like you said, they may be a griefer wanting to be born near where they want to cause trouble, or they may be doing that because "they don't want to clean other's mess and prefer to play alone" like stated before.

Filling nursery with corpses and have new players keep having people dying in their arms and wondering what they did wrong is not a good thing, and i only ever cursed after being still for about 5 minutes because of baby boom spam. I never curse someone who used /die once.

Here's my suggestion to help address this:

If a player uses /die in a family then they shouldn't be allowed to be born in that same family name again, they obviously don't want to be born there and the family is only suffering from a spam of SID babies, if you cycle through all available families then you're born as an Eve, at the COST of having spent several "lives" each time you /died and reducing your genetic score (if you want to play alone then you're not a good fit to inherit leader or properties anyway)

squishysquid wrote:

kind of think it'd end with everyone picking ginger because they heard that's important without knowing why though.

This is another great argument why selecting where to be born may be a bad idea, population should be scattered and balanced among all tribes (including whites) they are all useful and important in their own way, so encouraging people to just pick a family (gingers for example) or only having veterans doing so doesn't seem like a good thing for the game.

#23 Re: Main Forum » Should Be Able To Choose Birth Family (from a list) » 2023-07-24 16:22:11

forman wrote:

As a player who has sunk in 1000s of hours at this point, I will say there are MANY reasons to not want to play in a particular town.

To be honest, I don't much like playing in any town unless its gen1 maybe gen3-4.

The main reason is that they are so frequently designed poorly.
Forcing someone to play in a particular town is essentially forcing them to clean up your mess.
I don't want to live in your mess, I don't want clean up your mess.

I would rather eve then deal with other people's messes. Even if that means playing on a solo server.

As i said before... whenever i see people speak in favor of changing the system the arguments are only focused on their own self-interests and not in how it affect others.  If you want things "your way" then there should be an associated cost to it.

Things may be designed poorly... in your opinion, still the whole village worked on it and they were happy with it. Noone gets to decide alone how something should be built... communicate with others in game. I've expanded nurseries, changed locations of smith, relocated graveyards and even built whole new rooms for storage because i spoke with nice people and we worked as a team to make it happen in a single life, i didn't do it alone through "three hours, three lives" in the same village.

Btw...If you want to play solo, you can do so by doing tutorial again, after that you get the solo challenge, no need for a server just for that.
But if people just want to play solo or only as eves, i wonder why they want to play on a multiplayer game focused on family, parenting and civilization building.

And honestly, i kinda wish "curse my baby" was still an option, because of wasting so much time getting four or five babies that just keep /dying in my arms, usually being the same player trying to be born in their own conditions. At some points it was unbearable and felt like griefing filling the whole place with baby corpses as i've mentioned already in other threads, so yeah i managed to grab one of the babies, name it and cursed that name so it wouldn't be born there again, not happy about it, but if you don't want to play with me, then i don't want to play with you.

#24 Re: Main Forum » Why "Five Years" isn't really "Five Years" » 2023-07-22 17:07:47

fug wrote:

Anyone who is constantly stuck there deserves it for pissing off so many people. Maybe you shouldn't have annoyed 120+ people.

Agreed, not only that but this player keeps annoying and being disrespectful to everyone here in the forums too. I believe this is a violation of the forum rules, but so far no moderator commented on it.

fug wrote:

Why don't you go get your moms credit card and give Jason money instead of whining on the forums?

Now this is uncalled for, i'm not defending him, but please don't feed the troll or lower to his level of rudeness, apparently you're a moderator here, so give the example and don't attack people. Player's age doesn't matter, his behavior and actions do. Don't discriminate others because of them being younger or older, different sex, country, etc.

There may be other young players who may feel afraid to reveal they are young because of this kind of speech, and telling young players to give the developer money is not nice either, neither to them nor to the community. Niceness tend to breed niceness, rudeness tent to breed rudeness. Break the cycle.

#25 Re: Main Forum » Why "Five Years" isn't really "Five Years" » 2023-07-22 14:45:36

Shady wrote:

It's not just me who is suffering from this, it's also every dam person who has been cursed in donkey town and cannot get out.

They CAN get out, please read Jason's original post in detail.

If someone stays a long time in Donkey Town for a long time, it's not because of the 5 year thing but because they griefed a LOT of people and don't have a valid place to be born, if someone was just cursed by a person or two before the update, they will still have many valid places to be born in the world where they can behave, act like nice people and avoid getting cursed there too. Forgiveness can be achieved, but must be earned and deserved.

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