a multiplayer game of parenting and civilization building
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This thread derailed quite a bit with the last couple posts, but I'm bumping it this one time for Jason to see now that he's back online.
I don't mean just this week. I mean all of time.
I get that mods are people, but they should be able to tell troublesome posts without having to have them reported. They should be watching the forums, as is the job they were trusted with.
For example; Explain why these posts were tolerated at the time. I searched one word to find easy examples; these definitely aren't the only offenders. The serial "grief braggers" are generally people I'd have cracked down on hard for spam in the mod's position.
And yes, it's a shame that Morti was banned. They were one of the few people here capable of coherent speech and argument, but I'm happy to see the mods doing something about spam. The fact that Morti was one of the only people hit for it is what's the saddest part.
Forum title: "Fag"
https://onehouronelife.com/forums/viewtopic.php?id=7351
fag
Whatever wrote:fag
I hope you get hit by a bus.. Irl
Mr meeseeks wrote:Whatever wrote:fag
I hope you get hit by a bus.. Irl
I hope you get hit by a fag.. Irl
Mr meeseeks wrote:Wow. It's sad how many people are actually defending it. I thought ohol had a more intelligent player base.... It is not just a word. It is morally repugnant, akin to the word "nigger." It's not ok.
Yes words regardless of the context decide morality, makes perfect sense.... in a niggardly world.
AmberA wrote:The thing is it's not just a word, it's hate speech.
Anything you say I define as hate speech. Which now means I have the right to kill you with your own logic, make even more sense.
MultiLife wrote:A mature person knows how to handle different personalities and knows how to avoid conflict.
Okay reasonable.
MultiLife wrote:If you have weapon, you are free to use it however you wish.
And the mental hospital now awaits....
I think it is funny when people self censor the word nigger on the internet..
It's like this forum is frequented solely by children and lonely old men... which might not be too far from the truth.
And before anyone claims "language policing," I'll say this: If you wouldn't scream it to the heavens in a public space or in the middle of class, don't say it in what should be a semi-polite conversational space. I get that arguments online happen and are healthy parts of discussion, but the way some people act here is just... something else. I'm especially looking at the people who insult Jason at every turn, without giving anything constructive past "ur game sux u sux fuk u loliolol," which is exactly how I read half of these posts.
It's making a bad image for anyone new to the game that comes here.
This is getting ridiculous.
I'd even call it embarrassing.
I think it's a lovely idea, but with how easy it is to remove roads I'm just waiting for a griefer to come along
Why not?
This is actually a very touching tribute. :')
I just cant stay away from editing my posts to add paragraphs, can I?
But seriously Jason, you're doing a wonderful job. I entertained the idea of working on games (really, just 3D modeling) years ago and the whole thing came crashing down on me in the learning phase, I've abandoned dreams past retail; you're making this work all on your own at near twice my age and with a family to take care of. You're some kind of super human! Our criticisms come from a place of love for your game.
*snip*
--Getting born as a baby.
--Having family members (aunts, uncles, cousins, grandkids)
--Getting named by your mother, and having named family lines
--A family tree browser
--Saying goodbye and the end of your short life and passing your stuff on to the next generation
--Other cultures speaking a different learnable language, and going through the process of radical translation as a player.
--A consensual homesteading system, and inheritable property
--A player-triggered apocalypse with the power to reset the entire world
--YUM chains to actually motivate a varied diet.
--A grand arc that the whole world goes through, from times of wild plenty, through booming civilization, through inevitable decay and end times (what I'm working on right now).*snip*
I'm going to ignore the rest of the post for a moment, Jason, and point out... that you're wrong about being the first!
A lot of that was done by Faerie Tale Online (which is text based, more RP oriented, much slower, and managed by a rather conceited/controlling man) some years ago.
Its crafting trees can be as complex as OHOL's and one game day lasts 12 real life hours with 12 days in a year, rather than an hour being a year. Different races live longer or shorter lives. Information about the game world is scarce outside of private circles, as it was a bannable offense to share details out of the game. It's still running to this day and was the main reason I was so interested in playing OHOL when I first heard of it being developed, as the player base slowed down significantly.
Different languages weren't a mechanic, they were created by your family's players (if they wanted) and potentially learned by you, the player. Other races rarely interacted enough for any of it to come into play outside of your own family's roleplay. Babies, of course, could not speak until they reached adulthood.
I remember being a dwarf girl, a mix of two different races in fact, and struggling with ostracization. My brother took after the minority and was kicked out, coming back later to murder our parents. There were no griefers in the game, due to the slow burn nature of it, and the player was well liked among the group even after the fact. Murders were rare and always for a reason. A friend lived a life as a mer-person who's village was set upon by some of the roaming animals in the game, forcing them to become nomads in search of a suitable home in the ocean. She was separated and lived to old age by herself, calling into the ocean in the hopes of finding them again. Another life I lived as a beggar lizard-boy in a desert, my family left without me one day and I wandered for three days before starving.
I enjoy both games for the same reasons, of course, but I felt so much more connected to my family in FTO than I do in OHOL. When my mother died in FTO, I did mourn. When she dies in OHOL, I don't even realize. I enjoyed this game when I began playing it in January and will admit to not having the time in the past week or two, but I found myself enjoying it less lately. I don't really understand why, as I had no true issues with any of the updates. It's... odd. Burnout, maybe?
I know when I began, I saw a lot more roleplay happening in OHOL, which I loved, but lately it's all silent work. Nobody talks. My daughters don't come to me with plans to tame horses. My sons don't check on me. They don't respond when I greet them. The game got more impersonal; people don't want to talk in game, they want to make planes with the Discord. I can only assume everyone else is voice chatting and I'm the odd one out, playing with no mods and no interest in meta contact?
But I'm going on a tangent.
What I'm saying is, you might have a kindred soul in that developer. He seems to have chilled out over the years and would probably enjoy your project.
Carrying your child with you without the advent of extremely modern technology is very unrealistic guys.
It's simply impossible.
Stop even considering it to be an option.
You should be forced to choose between important resources for your extended family and picking up your newborn infant.
We simply don't have the technology, nor the physical strength.
https://fashionthroughherstory.com/2016 … aby-sling/
http://somnardetbegavsig.blogspot.com/2 … -barn.html
https://steamcharts.com/app/595690
At least on the Steam version, which I'm assuming is the most played. I'd been on the mailing list for the game before release, but still chose to purchase through Steam rather than Jason's website after all. I trusted it far more than I did a creator who, at the time, I knew very little about.
You can see the steady, alarming decline in players that's been going on since November 2018, we're at an all time low. In October, the game had nearly 600 people playing at once. It's actually the dropping numbers that's caused me to play less and less each day, villages don't feel as bustling as they did early on. It's gotten too quiet and too cliquey for my tastes, given that most players seem to chat in private through Discord or other means while I choose to play without meta, given lack of a better word to use.
You could try making your own game, if you'd like. Sounds like you'd be happier.
Okay, this is the point where I really do begin to wonder exactly why Jason doesn't moderate his forum.
Some of the language being used here is disgusting and has absolutely no place being used, nor tolerated. I think this might be the first time I've felt truly ashamed of him.
You're children.
You're not funny.
You're not edgy.
You're embarrassments.
Okay say you don’t pass it down. When you die, the gate devolves back down into an unapproved gate fence. Just needs hammering with a stone. Some kid aspiring to rekindle the slave trade can come along and hammer that, then there you go. The triangular trade is back in business.
Let's say you do as you're suggesting and never build a fence at all and some kid comes along, aspiring to rekindle the slave trade.
He makes some fences, waits the few minutes it takes for them to be ready while he prepares whatever else he needs, and then does his dirty deeds anyway, regardless of whether he had to make his own fence or not.
Exactly as I said in the post you've quoted; people who want to use them for nefarious purposes will do it whether you build the fence first or not. The point still stands that if you make your own steel tools or farms that you dont want people messing with, fences are what you should use. That's why they exist.
That's like saying you should never make a knife or bow because, somewhere along the line, little Billy is going to come along with the intent to kill the entire family and he might use the tool you made. Or, perhaps you should never put doors on buildings, because what if he makes a lock and locks people in??? God forbid an in-game tool (fences are a tool in this regard) see any use, right?
Peaches wrote:> Forum complains when Jason adds property fences
> Forum complains that people touch the things they're working hard on
> Forum wonders how to fix the issue, keeping people away from their hard workMaybe a.... barrier of some sort might help you?
Hm yeah, but the big ol’ problem that’s been raised many times is: how do you make sure the person you pass it down to isn’t going to use it as a trap/hoard?
One idea I can think of is using an adobe pillar failsafe in the corner. People must know how to remove it however. It also sort of removes the whole idea of enforcing personal property - if someone wanted to break into your property and take everything for the town because they’re commie scum, and don’t respect glorious capitalist ideals, they can.
You don't need to pass it down if you just use it for your own personal projects, once you die those are done. If somebody intends to use fences as a trap, they'll build their own anyway.
Good.
> Forum complains when Jason adds property fences
> Forum complains that people touch the things they're working hard on
> Forum wonders how to fix the issue, keeping people away from their hard work
Maybe a.... barrier of some sort might help you?
I could understand the zoom mod, the game screen is rather tiny and the camera can be finicky, and other parts of the mods Im aware of do fix the name issue by placing it over characters...
But see-through trees is literally cheating, in my eyes. I can't really condone that.
Or rather, make a sling to put babies into.
I'd also suggest a season idea as a possible fix for the issue.
Maybe they would change every six or twelve hours so that every day/two days sees all four, but you're unlikely to experience them all in one day. Every map reset starts the game in a random season, so that you would have the chance to play them all eventually, and each offers hurdles in the way of resource gathering.
Spring/Summer could be a "resource reset" in which things replenish once and then deplete as it nears fall and winter; added to a finite map, that'd eliminate the need for manual resets every time wells and rigs run dry. Unrealistic for oil to refill itself in spring, sure, but that's unimportant for a game. I might also, selfishly, want to see white rabbit clothing.
It'd also make each play session feel more unique than "grassy/plains village life #23443"
Speaking as a young woman, I doubt I'd survive the first month of doing something like that. Too dangerous for me to ever consider sating my wanderlust.
I hope the booth goes well, hopefully it'll dredge up some more interested players! I've always wanted to hit up PAX but I actually live pretty close to Indianapolis myself and can't justify travel expenses for anything farther away than a state or two.
You've been making a lot of pointless threads.
How's about you stop?
And the mobile adaption doesn't involve Jason; I'd rather support the og game than a ripoff
I'm not asking for them to be added, nor do I think Jason would be at all interested in them (I sincerely doubt it), but what if?
How many people already play the game on Steam vs a purchase from Jason's website?
What achievements would there be?
How many?
Would it entice people to play the game more, or in new ways?
Would the easier "starter" achievements (get born, make a home marker, etc) entice achievement hunters to buy the game, only to be sucked into something truly enjoyable? Would it encourage people to try recipes they ignore in favor of doing the same things every time?
I'm already imagining achievements for nearly every finished item in game (imagine if there was one for forged items, all the newbs would start learning to smith and making surplus pumps), for breeding animals, for taking pictures, for having a child pass 30, for wearing a crown, for getting high, for passing 60...
Not saying it would be good for the game, it could be good or it could be terrible, but what if?
1. Be coherent and polite, a wall of text is hard to read and insulting Jason isn't the way to get him to listen to you. I could call you "dumb dumb dumb" and the most it might do is upset you. You sound like a crying child and an ass.
2. What I understand you're saying is this; "The way I dealt with my children is no different than before, I never cared for anyone that wasn't directly related to me before and I still don't."
3. Every child you allow to die is a real person at a computer who is using one of their life counters on that life. If they die, that's one less life they get to live. It's not a problem for anyone who plays normally (I've never once run out nor gotten past 10 counters) but you know the functionality is there; picking a child up once doesn't kill you.
4. The clothing you're wearing, unless you saw or were the source, may have been made by your cousins. The food you eat? Cousins. The buildings? Cousins. Bears or griefers killed? Cousins. That well? That diesel pump? The person who healed your wounds? Cousins.
The more people there are other than you and your three children, the more likely you all are to survive.
I enjoy yum chaining, it adds something to work towards on top of all my goals. Instead of mindlessly eating the same pie, I have to stop and think about what I need to eat next. The extra babies I get out of it are especially nice! I try to bring different food types towards nursery areas to help out expectant mothers when I can.
And it helps when I need to explore for resources in tiny settlements, I've only been bitten by mosqitoes a handful of times (I'm thinking single digits) since properly learning how to avoid them and each time was far from home. My yum chain helped me live through it.
But I don't have an issue with the occasional forced feeding. It happens, I know I've mistakenly fed people once or twice while making pies or standing in crowded spots while eating. Lately, sure, forced feedings have gotten to a point where it's been once per game, but it's nothing to get furious over.
Restarting my yum is annoying, yes, but I don't get so mad as to think "they broke my yum chain, they don't get to play the game here anymore!!!!! REEEE-" It's just as easy to walk up to the person and be all "Hey! fyi It's super rude to feed people, you could break a yum chain they worked hard on and some people can get violent about it"
If you stab someone over a feeding, they're going to think "wow what a griefer" as they die regardless of what you say, because they're probably new. You can say "you fed me," "dont feed me," or "you broke yum," but that's not going to mean anything to the truly new. All they know is that they were murdered over a berry. They'll do it again next life because they think they're being nice, or because they dont realize that clicking people with food is feeding.
If you calmly explain yourself, they might actually learn from the experience and you won't have to deal with it again from them if they didn't know before. Their reaction can be telling; understanding for the truly new (or clever) or something like "lol" or "whatever" from the truly malicious. If they do it again at that point, after the warning, then go ahead with the stabbing.
The arts, of course.
Once you hit the stage where there's no more advancement and water is no longer an issue, I'd like to see the option for paintings and sculptures.
I can imagine a canvas/paintbrush item that randomly generates some color splotches in the shade of your paint, that can be displayed on walls. A sculpting chisel to build large statues of people (I imagine statues being made in three parts that all look the same when apart, but form 1/3 of a person when stacked). Stone altars... jewelry making... and bound books!
People on the forum would complain about "useless updates," as they do for anything fun, but it would give the game some proper culture.
But I'd also like to see hemp added, something that either grows quickly or makes stacks of ropes rather than requiring four plants just to make one.