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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Compartmentalize your villages, people » 2018-03-13 21:38:40

Often times, and i feel like this is always the case. New players come in and move stuff around, leave axes in the woods. Drop rabbit bones anywhere they can. Even with best organization and best leadership, few new players will always cause disorganization, clutter, food drain. All the threads I see about how we can better advance our selves is great and true, but its all for not because the players that really need to read this are not in these forums. What to do......

Edit: Please note, im talking about villages. Sure small farms its easier to get a handle on them, easier to follow and watch because not much is going on. Villages, with so many people moving around I dont know who the new guy was, where bob went, is sally dead ?

#2 Re: Bug Discussion » Screen flys into artic » 2018-03-13 15:11:25

Fliq wrote:

Guys, this has to do with the bug he is trying to fix. Server is having lag, this is why this happens unfortunately.
He said it will be fixed a.s.a.p. check your emails, it's all mentioned there.
Not this effect btw, but the cause of it.

So bare with it, it'll be fixed soon.

Remember, mom loves you. Grow old and teach others. wink

Issue he was fixing last night has to do with client/server sync. I believe this is something different.

#3 Re: Bug Discussion » Item Interaction Not Working » 2018-03-13 03:37:20

Forgot to mention, other users around me have same problem with same items.

#4 Bug Discussion » Item Interaction Not Working » 2018-03-12 23:46:40

coderone
Replies: 1

After the last update. It seems almost 50% of the items i see on the ground are frozen or cannot be interacted with. This is also happening with apparently full berry bushes I cannot pick. One work around for items i figured out was to put something down in its place and if you lucky it will warp to some other location.

Edit: Use custom server is off, I have the latest client version.

#5 Re: Main Forum » Easy to play with friends? » 2018-03-12 20:37:46

jasonrohrer wrote:

Yeah, I will probably add something like this.

It's pretty easy to do it with a setting where people can enter an email address of their preferred mother...

Well, that can be used to grief someone, right?   Like people could enter MY email address to always be born to me.

So I guess it needs to be more complicated than that... maybe a password that both people type, baby AND mother?

I think this would help the game grow, as people will be more likely to tell there friends to play if they can work together.

#6 Re: Main Forum » Players are interesting in this game » 2018-03-12 18:55:14

Hans Lemurson wrote:

Ignorance!

That you need food to live is obvious.
That carrots are food, is learned pretty quick.
That carrots come from the soil is fairly straightforward.
That you can put seeds in the soil to get more carrots can be learned without too much difficulty.

What is less obvious is how to make clothes.
Where do you get your thread?  From TWO milkweeds?
Where do you get your needle? 
From a rabbit bone,
From a cooked rabbit,
From a rabbit caught by a snare (which is made how?  4 milkweed for a rope? Are you serious?)
And cooked over a fire (wait, how do I you make fire?!)
And fire has its own convoluted process of creation even IF you're lucky enough to find a bow-drill already made for you.

When you're naked and starving, the only system you have enough time to grasp is "Plant carrot, get carrot."

You forgot, if you get to the point of fire, then cook the rabbit it gets burnt tongue

#7 Re: Main Forum » What we need is a leader! » 2018-03-12 15:36:15

I like the idea, although feasibility is very difficult given current game. Go up vote and add your comments.

https://www.reddit.com/r/OneLifeSuggest … unication/
https://www.reddit.com/r/OneLifeSuggest … h_control/

#8 Re: Main Forum » [Discussion] Highly developed civilisations still feel like garbages. » 2018-03-12 15:32:03

A first step would be the below
https://www.reddit.com/r/OneLifeSuggest … ontainers/

Once we can access items better, then we can look complex storage units or even complex item stacking.

#9 Re: Main Forum » [Suggestions] Core Concepts » 2018-03-12 05:27:38

And i just realized suggestion area has moved, i'll post there also.

#10 Main Forum » [Suggestions] Core Concepts » 2018-03-12 05:21:56

coderone
Replies: 4

The 4 below I feel are most important

1. Server by Experience: Should split the servers in a way that some are for new players, learning the basics(how to click stuff....., fire, farming, etc) in a small camp. Once a player has enough lives, like maybe 50.... or more..., they can join experience servers where progress can actually happen. All to often 1 or 2 new players can destroy a long family line and great camp, its so easy. Stand around learning while not contributing, eating all the wrong food at the wrong time, i could go on for a while on how easy it is. One might say, well new players can be considered to have genetic defects or we should teach them. Being a survival game, it would be nice if you could identify genetically bad children and kill them, here we cannot. Teaching them, often new players dont have grasp of clicking or idea of how to keep a community alive, the learning curve is so great that no amount of 5 word sentences can fix this.

2. Balance of Resources: In a moderately build and stable community, I can build an Oven and Firing Adobe Kiln and make plates and bowls in less time than it takes to create clothing, even if the community has few milkweed plants and fur laying around. I have spend 5-10 minutes looking around the map for a round rock, put me in almost any environment and I could find a round rock within 5 minutes(not 5 years this would be fraction of second in game). I know not all the gathering and growing elements are to scale of a year or the time spent, but I feel few items need output boosted.

3. Community Communication: Its impossible(yes in impossible) for a community to grow and expand successfully without communication and control. Such short amount we are given to live, and the constant need to be progressing and eating or otherwise parish. Its very very difficult to organize and have the community work together, forget even trying to teach someone something. Only being able to type one sentence at a time with off screen text not visible and overlapping chats. We need some sort of system to aid us with this, whether it be stat count on community items(naked people, consumable food, fur, etc), role assignment(farmer, hunter, explorer), elder control of some sort of community setup, i dunno something. One might argue we must do as a community, Think ahead even into the next age of evolution, where a community requires 10+ people to keep it running with complex systems and environments. Good luck passing down all that information and trying to keep order, while surviving(this is a survival game). In fact i would call this a community survival game, but the core concept of community organization is not here. I just dont see current system getting us past carrot farms and wooden carts.

4. Survival Game?: Sure I can run around the map and live to the age of 60 then die. I survived, but I think the core concepts of this game are community survival and community growth. I cant imagine playing this game without the food bonus, given all the previous topics and difficulties it would insanely difficult for even an experience community. I feel as almost two genres of games are being mixed and both at there most extreme. Either survival or growth needs to be simplified or have the difficulty reduced for the other challenge to be possible in a combination style.


These are nice to haves and minor compare to previous

1. Baby Control: Have toggle for when you are ready to raise a child. There is not much point to babies being born, running around waiting to die cause you cannot raise them. Then adding a grave to the area. This would probably help even reduce some server lag. Or, living in a community where everyone is controlling the population except one woman who loves every child that is born, this ultimately dooms any community.

2. Inventory System: Be your person, a cart, or items on the ground. Possibly have some sort of inventory management system. Pulling 5 items out of a backpack to access the first item you put in, or taking basket out of cart, then pulling the item. Then increase the difficultly of finding area to drop these items. If blocks had some sort of inventory access, this would even allow us to pile multiple items of different types into a single space on the ground. Item crafting could also happen from this same inventory system. Wouldn't even have to be a complex system, maybe just on the right side of the screen it shows all items in within the container you to clicked and drag to other items for crafting or double click to hold.

3. Game View: I think the character view needs to be zoomed out. Its very difficult to find items laying around or avoid danger. If one tree is a block, most I can see is 3 trees away. This seems very unreasonable. If the issue is visibility of smaller wild items, maybe they wont appear until you are within 3 blocks or something.

4. Crafting Helper: In game crafting guide would drastically help new players. Being able to search for item they want and figuring out how to craft it would drastically reduce burden they put on communities.

Edit: Suggetion Links

1. Community Communication: https://www.reddit.com/r/OneLifeSuggest … unication/

2. Balance of Resources: 4. Survival Game?: https://www.reddit.com/r/OneLifeSuggest … balancing/

3. Servers by Experience: https://www.reddit.com/r/OneLifeSuggest … xperience/


These are nice to haves and minor compare to previous

1. Birth Control: https://www.reddit.com/r/OneLifeSuggest … h_control/

2. Destory Adobe: https://www.reddit.com/r/OneLifeSuggest … tructures/

3. Game View: https://www.reddit.com/r/OneLifeSuggest … game_view/

4. Crafting Helper: https://www.reddit.com/r/OneLifeSuggest … ng_helper/

#11 Re: Bug Discussion » One EVE - Too many babies are spawning » 2018-03-12 04:02:49

Yeah, i think as a woman you can choose when create a child. Maybe a toggle button to turn on/off baby births.

1. This becomes a problem when one woman(usually a new player) in the town does not think its fair to let babies die. While everyone else is saying no more children we are already short on food. Every child that pops from every woman she raises, while eating all the food in town. If she does not, her children wipe all remains of food in area. I feel like there are never any weapons laying around when this happens big_smile

2. Its pretty annoying to constantly clean graves of dead babies that dont get the idea of population control even after you tell them, then stand around the village waiting to die.

#12 Bug Discussion » Screen flys into artic » 2018-03-12 03:07:44

coderone
Replies: 6

When being picked up by a mother, some times my screen will fly off into the snow/artic region moving very fast. I can see my mother picking me up and feeding me, yet my screen is still zooming off into the distance. Eventually I starve.

#13 Re: Main Forum » [Suggestion] Eve's raised by wolves » 2018-03-11 19:46:06

Would be tough to survive as children walk slower and need to eat more.

#14 Re: Bug Discussion » Goats and sheep visual glitches » 2018-03-09 01:46:21

I was seeing almost everything turn into domestic sheeps smile I turned off "useCustomServer.ini" to equal zero. Then tried to join a server and it downloaded the update. Now everything seems fine. Seems your client is out of date and will not update if custom server is enabled.

#16 Main Forum » [Question] Destroying Adobe » 2018-03-09 00:17:15

coderone
Replies: 1

Does anyone know if you can destroy adobe walls and ovens ?

#17 Re: Main Forum » [Suggestion] Container interactions » 2018-03-08 17:26:37

ameliewilde wrote:

I definitely agree with this suggestion. It is also pain in the ass for some reason, to pick and put stuff back to a backpack. I somethimes have to click 5 times before it works.

+1 to this suggestion

Also for the backpack. You need to hover and move your mouse around until it says "Backpack" on your selector bar. Yes it is a pain. Maybe Jason could introduce bar on the right side showing items in your hand/basket/backpack. Clicking this item gives you action items. Hand(put in backpack, eat, drop), Backpack(put in hand, eat, drop), etc

#18 Re: Main Forum » Death Suggestion _Ode to my son » 2018-03-07 19:27:04

If you die of old age, you see nothing but whispers of people around you as you slowly die @ 10 seconds ? Starvation would be much faster as you use your last bit of energy trying to eat @ 5 seconds ? Murder = 0 seconds.

#19 Re: Main Forum » Gathering Women? » 2018-03-07 19:22:53

Here comes one troll, wipes entire server pop in 3 minutes. Has anyone created TNT yet ?

#20 Re: Main Forum » A map of villages and roads on server 3 » 2018-03-07 19:20:40

Wow awesome, I found these roads and villages a few times. Always wishing I could keep playing on this server to help progress it. Thanks for map and info !

#21 Re: News » Everything runs out » 2018-03-07 15:31:03

I like the idea, but you have to keep resource respwaning in relation to how quickly people age. If one minute is one year, then 24 hours is 1,440 years, and entire forest can grow and die over many times within that time frame. Plus with aging happening so fast it, if i stop and "think or decide" for one minute, then spend another minute looking for tools. Two years passed turning one branch into firewood.

#22 Re: Main Forum » [Suggestion] Heritage » 2018-03-07 15:01:37

The coolest and most alluring part of the game, for me, is the emergent and unpredictable behavior of a group trying to make things work without names, special indicators, or quality-of-life features that force a certain playstyle. You're not intended to be the driving force that lives through a colony as an ever-present elder-- you're intended to make the impact you can before you die. You won't often see the fruits of your labor, but producing them is the point, not having their benefits directly affect you.

Why should the game define a 'village'? Shouldn't that be decided by the players? Isn't it at least a little more interesting if the communities that develop are emergent rather than built into the mechanics? If you want to play a collaborative survival game where you're spending time with the exact same named group of people all the time, there are other games for that. The social aspect, and social difficulties, make OHOL unique.

Of course there are new players now-- the game isn't even a week old. Group knowledge is still being developed with fervor.

I do agree, that is a coolest part of the game and why i purchased it. My point was not about spending time with the same some people. There needs to be efficient way to organize social aspect so that communities can develop in a emergent style within such a short time. I have seen a few successful villages where i give knowledge to the children im raising, and later i see them pass down this information. Its wonderful and works for a smaller village. When villages start to turn into towns one or two bad generations dont pass on knowledge or have a good understanding its too hard to maintain order, pass information, keep new players in check.

Few solutions alternate:
-Could be some lineage notes, wisdom a book, wall painting, or w/e you will. The eldest players of village can update with quick important information. This would help offset one or two bad generations. This book needs to be created and use charcoal to write or something, then new players can go and read it.

-Instead of special indicators or names, maybe the elders can assign roles to players that appear above them. Then those smaller groups can organize within them selves. Farmers, Builders, Hunters, Material organization, etc. If someone does not like the role and town is large enough hey can ask the elder for a role change. If baby 1 does not have a name, and i say baby 1, we need you to help farm. Later baby 2 is born, i say we need you to gather wood. Later i dont know if baby 1 died, or if baby 2 is helping farm because baby 1 died. So now we need another wood gatherer.

#23 Re: Main Forum » [Suggestion] Heritage » 2018-03-07 05:39:30

Problem is, advanced players are going to stop playing. The server will be continuously filled with new players and never really progress. Its very frustrating to help build a town when half the people you raise just stand around, eat food, do nothing, all that time is lost. One new player can eat the carrot seed rows and starve off entire town. Plus there is barely enough time to make a set of fur clothing let alone teach someone how to play, then you die. Sure ideally everyone passes down equipment, but that rarely happens. People die in the wild by animals or accidental starvation.

There needs to be tribes or some set of people/village you can be reborn into. Go and find lost clothing, to understand how the town is run, where resources are. Maybe show special names indicating how many times you were born into a village. So people can identify new and experience players in that village.

I can tell you I played enough to know most recipes off hand and im sick of playing because i see the same thing happen over and over again. One or two new players destroy entire towns.

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