a multiplayer game of parenting and civilization building
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The problem as far as I see it, is that it's all a waste of time.
If I stun and imprison a griefer, the griefer will alt-f4 and get into a new game. Same as if I had killed them, except way more steps for me.
The above idea with the handcuffs is intriguing, but with a similar problem; Basically it is a system where griefers are given a chance to explain themselves, but people playing properly are inconvenienced. A griefer will just use the knife. A proper player will use the handcuffs and bleed time out of their life trying to explain themselves.
I agree. If a living player has your Eve name, you should either be prompted to pick again or the game should autocorrect to the next closest thing.
Yeah man, like a much larger tech tree that goes vertical.
Jason showcased a killer robot in his trailer. At the rate we are putzing around with these controversial social experiments we will never get there
I said the same in another thread. The trailer shows a model of a dev keeping ahead of the player base by expanding the tech tree. I completely understand that thats not a sustainable goal, and by my reckoning, OHOL has turned out to be nothing short of fascinating, so I don't want this to be seen as bitching; If I never play this game again I've got my money's worth and I plan to play a whole lot more.
I would really love to see some updates that bring the tree farther though. Maybe it's just a syptom of when I started playing, but the first major update was the fences, and things from there didn't sit well.
Just a thought: Why can't Eves /DIE too?
I've been an Eve and had babies /DIE on me because they wanted to be in a town. It happens all the time. The problem is not limited to people wanting to Eve.
Have you ever been born to an Eve, got excited about the possibilities of what your life was going to look like, and then she suicided by picking you up and putting you down over and over again? Cause it's happened to me and it blows. But I'd never have had that experience if they could just /DIE. And it would open a new Eve slot which seems like plenty of people would want to take. Whats the problem?
TofuInjection wrote:Its a videogame first and foremost. It will always be one. You can't expect it to be anything close to a simulation of real life.
The interesting part of the project, to me at least, is the goals that people create for themselves and the sense of working together to create a lasting thing, even while knowing you will fail. Some players agree with me and we have a good hour. Others don't. Shit happens.
Yeah, I posted this because I think some of us ( including yours truly) tend to fall into the trap of trying to make an idea in relation to reality. Jason looks to be edging close to that with some thinking he has already fallen into it. So that's why I make this post.
It is a concern to me as well. Some of the recent updates seem heavily influenced on making OHOL a sort of "life/civilization simulator". But it isn't. It's a game. It's (at least to my mind) meant to be a cooperative game. I'd much rather see updates that build on that foundation.
Its a videogame first and foremost. It will always be one. You can't expect it to be anything close to a simulation of real life.
The interesting part of the project, to me at least, is the goals that people create for themselves and the sense of working together to create a lasting thing, even while knowing you will fail. Some players agree with me and we have a good hour. Others don't. Shit happens.
TofuInjection wrote:If you don't mind my asking though, do you see a problem with my suggestions as regards to /DIE babies?
I have no problem with those suggestions, but at 5000 /DIE babies a day, I feel like I can't just paper-over the problem. If there were way less /DIE babies, then the bones and the family tree stuff wouldn't even be a problem, right?
The fact that there are 5000 means there's a big problem with the design that should be fixed.
Remember, this is 5000 out of 10,000 total player births. It's a heck of a lot. This means that every other baby in the game does this.
Sure, but if I do it 5 times in a row, then lead a life for an hour, then do it 5 times in a row, then lead a life for an hour, the stats are heavily weighed to show /die babies yeah? Thats one player over 2 hours and 12 different inputs. My point here is that of course there are an overwhelming amount of /DIE babies vs other lives. Other lives take a while, /DIE is instantaneous. I agree with you that some kind of option for how a player wants to spawn in should be a feature. I'm also all for making using /DIE viable and less annoying. If using /die wasn't the inconvenience it currently is to already existing players, people using it wouldn't be a problem right?
Like, I'm not convinced it isn't a working mechanic. I'm not saying I wouldn't welcome a better system because I totally would, but I think the system you have going is actually pretty elegant, and just needs a little tweaking, not a complete overhaul.
So I'm not sure what your objection to a birth choice screen is, Tofu... lack of magic? But if you're using DIE 20 times before quitting and not even living a life at all, where's the magic in that?
I actually said I'm ok with it as a compromise. Hiding an option in the settings probably also works.
I like the randomness flavor of being born in new spots and I play different lives for different reasons. I've been away from the game for a couple weeks, but trying to get into it today, I didn't see that same randomness. Every life was born into a big city, or to a mom speeding away on a horse cart. To me, there isn't a lot of magic in seeing that setup every time.
To the rest of your post above, it all sounds like a great idea to me.
If you don't mind my asking though, do you see a problem with my suggestions as regards to /DIE babies?
^^This also feels like a decent compromise^^
TofuInjection wrote:I sincerely don't understand what the big hatred for /DIE is though.
The hunger pips, and bone spam are part of it, but so is being interrupted. When I have a kid I stop what I'm doing and get ready to do everything I can to help them survive. I start thinking of a name I take my hands off the mouse to type it. Pick them up... "YOU ARE...." oh you're dead. Great.
In that time someone has taken the cart I was using and I can't even remember what I was working on anyway. OH! another kid... Dead too.
It's awful.
I also really resent that people use /die to be Eve or play in Eve camps because *I want to do that too* I LOVE gen 1-3. But, using /die to get there just feels wrong to me when I know how much it annoys me. That's another reason for the hate.
I wouldn't do all of that to you but you'll do it to me.
I do get this completely. I've often felt the same way when I'm a mom. The thing is, I also don't want to play with people who don't want to play with me. A game forcing people to play it in a way they would rather not, doesn't feel like good design to me, and I wouldn't choose to continue.
I just think the better solution is making the mechanic less punishing for the mother instead of more punishing to everyone.
Edit: I will also say that big city life is just a bummer for me as I reckon it is for a lot of people. Too much clutter, too many people, too many griefers, hard to find a nice working rythm. Instead of working to force players to play in cities, I feel the goal should be to provide interesting mechanics for people to want to stay in cities. I think time would be better spent pushing the tech tree out farther, build up higher. Late game options currently seem focused around war, property and conflict, which was never interesting to me in the scope of this game. There are a million games that do conflict better than One Hour One Life. There are way too few that do cooperation.
I loaded up the game a few minutes ago, for the first time in a couple weeks. I wanted to play somewhere between Eve and Gen 3. I used /DIE about 20 times, did not see my desired result, and closed it back down. I guess I'm the problem? I won't apologise for wanting to interact with the game the way I want to though; I'm not going to spend an hour of my time doing something I don't find enjoyable, for no benefit at all. I think a menu that comes up the first time you use /DIE is as good a solution as any other, and probably a step in the right direction.
It kind of hurts though; I agree it takes some of the magic out rolling up a new life. I will use /DIE for a bunch of reasons, from not liking the layout of a town, to wanting to be a different generation, to spawning in to a racist mom. It doesn't mean I want the randomness of the next life taken from me. I dunno, I can see how that might be asking too much.
I sincerely don't understand what the big hatred for /DIE is though. I know it frustrates a lot of players, and not least you Jason, but I personally don't see why players having a choice of how they would like to spend their time interacting with your game is a negative thing. I would stop playing altogether if it were removed (lack of starting camps has kind of resulted in that already) and I have to imagine other people feel the same way.
I have mentioned several other times that I think player frustration could be heavily curbed on this issue if /DIE babies did not leave bones, and their info did not clutter up the lineage screen. These changes seem like no brainers to me, so the mother wouldn't need to waste time on babies that didn't want to be there. The first time you pick a child up shouldn't cost a hunger pip either. Those changes alone, I think would be game changers and provide a better experience, while still maintaining the randomness feeling for everyone involved.
I love how the hot fix has all the JO type Eve players who abuse /die to be Eve all the time cropping up in the forum.
I mean it's a bad change, but at last we get to meet the people behind all those /die babies.
(I don't really resent players who use /die to be Eve, I think we need a better system to get people in to the stage that they want to play, so don't take this too seriously)
I mean, I made a huge post about how I like the /die mechanic, so it's not like this one is the one that outs me. https://onehouronelife.com/forums/viewtopic.php?id=6487
Every eve spawn is on top of another family. Every time I'm born is in a multi family camp and there isn't enough food to go around. The game is completely unplayable, there is nothing to do but starve.
Edit: I really hate this. It ruins every fun aspect of starting a new village.
Runner babies are the absolute worst. I wonder sometimes if the lack of knowledge of /die creates them. I wonder if maybe /die should be mentioned in the tutorial as a way to solve runner babies.
Yeah, dude's a piece of shit. Shocking.
Everyone knew this already Toxic. If you want to focus on being better, just be better.
TofuInjection wrote:You are incapable of posting without insulting people. You call the community repulsive in this very post. I tried to engage with you last time and you shit all over me. You spam every post Jason makes with "wipe my curse score". You are a dick.
Stop being a dick.
you were the one who esculated the situation so..... im not sorry for anything ¯\_(ツ)_/¯
This is provably untrue just by reading the thread, and if you actually believe it you are delusional.
Really the best conclusion I can draw is that you are a troll that thrives on attention of any kind. The alternative is even more tragic.
I play exclusively on bs2.
I use /die. Sometimes I use it a lot in a row. I do it for a bunch of reasons, situationally, depending on what I am looking for at that moment in time.
I hate playing in huge, established towns. Too much chaos, and with my current knowledge of tech , it can be difficult finding a useful role. I almost always /die here in hope of something between gen 1-10.
Sometimes I want to play in an Eve camp. This can be as Eve, or a child or grandchild of Eve, I don't much care; I just want my life to be comprised of getting a new settlement off the ground. If I load into something later I'll use /die until I land in gen 1-3.
Sometimes I want to expand my knowledge of tech and learn the next step. I've got newcomen down and am currently learning diesel. If I'm feeling that, I'll /die if I land in an Eve camp.
Sometimes I want to play as male so I can go exploring, find new resourses, hunt and tap mines. Sometimes I'm really into playing for lineage and want to play female so I can look at the family tree later and see how far my kids made it. I'll /die untill I get one of those outcomes, and thats contingent on also achieving one of the earlier conditions.
Sometimes I load in and see a bunch of bloody bones, or other players saying racist or homophobic things, or I'm Datruf's kid, and I'll /die because I don't want to deal with that drama in a game I play to unwind. One memorable time (before the recent update) I was born as 1 skin tone darker then the rest of the village and like 3 people around the fire started saying shit like "nigger baby" and "Who's the father" and you better believe I /died the hell out of that situation.
I understand that Jason wants the spirit of the game to be synonymous to being born in random situations. I also think that removing player choice is detrimental to the experience. I've been engrossed and fascinated in One Hour One Life in a way that I haven't been in a game in a very long time, but I feel like if the choice to engage in a life or not was taken away from me, I wouldn't have the patience to continue playing. I chose to pay $20 for this game and I continue to choose to spend my time playing it. /die ensures that that time is spent in a way that I find enjoyable and engaging. I fail to see why this is a problem on any level.
I have seen people suggest that there should be a limited amount of "life counters" to discourage my type of play. I have seen the suggestion (really just by Jason) that extra lives should cost money. I have seen people suggest that there should be a penalty of time before one can load back in if they use /die. I really don't get any of these suggestions at all. I really don't understand why the game needs to force the player to interact with it in a way that the player would rather not. One Hour One Life provides a myriad of choices to the player, many of which depend on the starting situation. You only have one hour: what do you do with it? The thing is, YOU ONLY HAVE ONE HOUR. For some of us, that's our whole play session for that day. Why do I have to stay with an Eve start if I'd rather make an oil rig? Or vice versa?
I've also seen it suggested that there should be an option in the settings to choose your preferences for an upcoming life and, to me, that sounds ideal; A slider for preferred generation and a toggle for preferred sex, hidden in the settings screen, seems like the best way to give veteran players options while retaining the whole "spawn in as a screaming baby from a black screen" thing that really does make the experience special.
Additionally, I think that a few changes should be made to the /die system so that they do not punish the mom. I've mentioned these before in other threads, and I've seen other people suggest some of these ideas:
1 - a baby that uses /die should crumble to dust instantly so there is no bone clutter.
2 - a baby that uses /die should not appear on the site's family tree.
3 - mom should not lose a hunger pip the first time they pick up a baby, so as not to starve them out on /die babies.
4 - the birth cooldown should be instantly reset as soon as a baby uses /die (obviously already implemented but bears highlighting, as it seems people do tend to ignore that this is a thing.)
I've been a mom that gets a bunch of /die babies in a row. I get that it sucks. I get that it's demoralizing. But I'm glad those babies /died. They went on to play a life they wanted to play. I (hopefully) went on to have babies that wanted to play with me. I'd much rather play this game with people who want to play out their life (and their real hour of their real life) with me, rather than feeling like they are forced to play it out of some sense of obligation. In a way, I feel like thats more against the spirit of the game than anything.
If you have read this far, thank you for reading.
You are incapable of posting without insulting people. You call the community repulsive in this very post. I tried to engage with you last time and you shit all over me. You spam every post Jason makes with "wipe my curse score". You are a dick.
Stop being a dick.
You also no longer eat by accident if you try to put food into a full backpack.
Best news ever.
Why wouldn't I hate griefers? Their whole end goal is ruining my enjoyment of a product I paid for.
I said this to Datruf, and I'll say it to you Toxic: I hope you play productively and I look forward to playing a productive life with you. Hell, maybe I already have.
TofuInjection wrote:Instead of attacking me and my knowledge of the community that you routinely disparage, how about just apologizing?
You are being a cock.
I did apologize for killing those people and what not, matter of fact I've given alot of apologies for that
but you get no apology noob
in case of edit
Instead of attacking me and my knowledge of the community that you routinely disparage, how about just apologizing?
You are being a cock.
I reckon I gave you more time, consideration and respect than most would. You're the guy that gets shot on sight by people after all.
She's just jealous of your gear. But I would've probably hunted more furs for others to use too. Even so, Making clothes for yourself still benefits the town long term as it gets passed down.
Oh I did! I was leaving unskinned rabbits back at camp every other trip. Just kept the needle in my backpack.
TofuInjection wrote:To be clear: You are asking everyone to do extensive research on you before forming an opinion?
You dont matter
XD If your going to outlie what I do, you better figure out what I do
this right here is why people hate you