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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Letters, Resources & Brainstorm! » 2018-05-04 18:32:59

As much as I see the importance in this and was thinking the same since i started test making the alphabet, I hope this discussion doesn’t go anywhere. It would be a lot more interesting and fun if we have to figure this out in game. As part of the experience. Maybe if there is a way of banning “optumization” outside of game chat. Obviously you cant prevent it but it could at least be moderated.

#2 Re: Main Forum » Servers as a karma ladder? » 2018-05-03 00:23:14

Okay, Ill be surprised if this wasnt already mentioned, but I didnt want to read the paragraphs that everyone wrote, so I just read Jasons because he is the one who we are trying to persuade.

If you “perma” ban lineage respawns, you need to make one huge change. Giving birth needs to be option. People arent letting kids die because they dont need them, they are doing it because the village will starve if they keep them. If we dont severely decrease birth rates (or allow control) more than half the people to a village will be wasted to prevent overpop. The ~45-90hrs u calculated will end up being more like ~3-5. Again, I know its not the game you intended to design, but like you said, players clearly exploit it because thats what they want. I dont think its anything like creative mode Minecraft, it is an option for us to see our work progress as a reward for working hard (talking about yahg’s thread on rebirth).

#3 Main Forum » Sorry If I Made Server Two Active » 2018-05-02 00:10:55

danger1penguin
Replies: 0

I may have started a very successful lineage and kept coming back to it. Now I see that server two is slightly fuller than one, and it might be because I turned custom server (1) off and client closed until I was an eve in a semi good area. Anyways, if anyone can tell me if the Michaelis lineage is still going, I'd be happy to hear. I died last when there were a bunch of kids, but the current moms were aging out so I couldn't spawn in for the past five minutes. Sorry again, I like everything to stick to one server but I was too lazy to turn custom server on this time after updating the client sad

#4 Re: Main Forum » Get Reborn to Lineage Button (Griefer/Law/Ruler/Punishment Mechanic) » 2018-05-01 18:43:39

Based on roolstar’s comment Id like to add one more thing to my list of rules. On top of the three I listed, those who have killed X players in X time are forced to be an Eve until death by old age. Im not placing parameters on the numbers, but this would prevent anyone from going on a spree then waiting time or closing out of a client X times, they would have to actually play and live.

Also because yall are stubborn and everything needs to have a reason, my reasoning for this is a person who kills too much forgets what it is like to be human and must relearn as an eve. This goes for both police and criminals. You cant kill to much or you go crazy and need a “reset.”

#5 Re: Main Forum » Get Reborn to Lineage Button (Griefer/Law/Ruler/Punishment Mechanic) » 2018-05-01 13:42:36

No problem yahg. The reason why I think (1) is important is because a smart griefer would spend most of their life as a food sponge and disrupt activity, then at the end they would go around killing. That way if they are killed they only have to wait a couple minutes to come back and wreck havoc again. Plus it will add a HUGE cost to war which will make it feel more real and challenging.

#6 Re: Main Forum » Get Reborn to Lineage Button (Griefer/Law/Ruler/Punishment Mechanic) » 2018-05-01 11:31:30

YAHG. Love the idea. Meant to comment on this last night but my phone died right before I submitted so here goes attempt 2 via computer.

Jason, I know this might not be the game you intended, but as all games work, players manipulated the system to work how they enjoy most. Almost everyone that knows how to game the system does. I would HIGHLY RECOMMEND ADDING THIS FEATURE, it is what players want anyways. With the dwindling player base, if you give people what they want they will be more likely to stick around. This is a compromise with your ideal game. Players get what they want (potential to contribute to a greater cause AND see that contribution in the future), and you get to force them to move on due to ourselves, PLAYER ACTIONS WILL CAUSE THE FEATURE YOU INTEND.


My suggestion on the suggestion:

1. Killed by any family line prevents respawn to anyone in those family lines for two hours. (the desire for revenge will have faded, but a griefer cannot prevent many people who want to see a community in a future life from ever doing so [if they were banned permanently])

2. You can't respawn to a lineage until your previous life would have ended of old age. (old age deaths will allow immediate rebirth, but death as an infant will prevent you for almost an hour, and dying of starvation will prevent you from overpopulating the survivors of a famine [because you weren't good enough to survive]). Side note, this will make keeping babies alive more interesting and probably spawn less frequently.

3. Eve's can respawn to their lineage even after living in a different village (permitting they weren't banned due to (1) or (2) above). This would be kinda like a third respawn button option. I'll be very surprised if Jason would do this, but I think it would be awesome. We all want to see how far some of those towns we started got to in the end. If this won't be added, at least have a status that lets us know info about our previous lives and their lineages.

#7 Re: Main Forum » The role of males in the game » 2018-05-01 01:49:58

Anshin, i think Jason has his mind set on how he wants to change the value of men. As their value changes, their role kind of changes. He is only going to change the women. Thus, I have a proposal:

If there is going to be a grievence toll, the determination of grievence needs to be made. Babies that dont starve dont cause grievence. This will eliminate grievence by client closing. Also, babies that move more than X tiles wont cause grievence. This prevents run away baby grievence. Lastly, death above infant age doesnt cause grievence, this prevents trolls from killing family lines by intentionally dying after infant care.

Overall Jason, I must say adding a grievence rule is just going to make things more complicated and you need to keep your player base alive. Look for some QoL updates for a few weeks. Add a few more tech trees, give players more to do. Dont make the beginning more complicated, give everyone a wider range of things to do (more social roles). A shamen would be a good start, maybe add some herbs and magic and a success rate that goes with your amount of practice in that life. Just do something to solidify the game for once. I know it is early stage, but there were only 50ish people on at a time today.

#8 Re: Main Forum » Persistent Griefer » 2018-04-29 01:29:58

Hey everyone. I made this thread to induce constructive feedback on the game. Can we please stop giving Kubassa attention and get back on topic. Pretty sure Jason isnt gonna change anything based on our opinions of each other, so let’s focus on something he can change via code!

#9 Re: Main Forum » Persistent Griefer » 2018-04-28 23:00:05

Kubassa, I know this never works, but chill out man. We are trying to openly discuss the flaws we see. I understood your metaphor, but my point was that there was nothing of value to be stolen from the town. It was a shitshow because half the tiles were filled with bloody corpses that couldnt be moved. Sure children kill people all the time, but it isnt the same kid reincarnated doing all the killing, otherwise Im sure we wouldnt be here discussing this right now. If you actually read the other threads jason did talk about hiding the coordinates from players. Even though it is open source, he can certainly make it a lot harder if not impossible on his servers.

Anyways, take a breather, realize that its okay that we have different opinions, and then choose whether you want to continue discussing with us. Personally, I think it would be a lot more reasonable if a murderer couldnt be able to terrorize your village until it completely dies even though it takes multiple attempts where they actually are defeated.

The griefer has no value in their life. If they die, they can respawn and continue to do harm until the village becomes unrepairable. A person who intends good can not do the same. Once the final reproductive mother is gone, they have no chance at repairing the village. Im not saying they should, but the griefer needs to be limited to not give them the advantage in this situation. Like nofaz said, its ironic that you think i cant call someone a griefer because everyone has their own opinion... xD. Alright, ill be around, hope jason does something about this for all of us that see this as a flaw smile

#10 Re: Main Forum » Persistent Griefer » 2018-04-28 20:31:39

kubassa wrote:

LOL I love it. You guys got owned.

Better be ready for war in this game. You can call it griefing but it's actually war. Some people want to be the king/queen of the village and take the crown by force. Just like IRL. Why was there 4 knives anyway. Obviously your parent was killing people. These people that say 'too many have to kill some boys' I make sure to spawn as a girl and kill them all. Serves them right.


Interesting point of view. Id like to note we didnt have a crown and the only nonrelative we ever saw was the one that killed me in the very end so if it was war it was civil. I think you are taking it a bit too personally about killing the people doing pop control. I havent done it yet but I should, because as often as griefers kill a village so does overpopulation.

Like the other posts, I agree there should be an arrangement where you cant respawn to the same family if you killed someone who has not killed before. To make this work, if someone in the family does not have a name, you can kill them and not be punished post mortum. This way you can kill babies (I don’t know why) or outsiders as a family unit. This would also increase the value of the meaning of a family name. Griefers would only have to be killed once. ADDITIONALLY, JASON NEEDS TO HIDE COORDINATES FROM THE CLIENT! That last griefer should not have been able to track me down, even though I didnt care in that situation there are times where that matters all too much.

#11 Main Forum » Persistent Griefer » 2018-04-28 18:49:16

danger1penguin
Replies: 39

So I was born to a relatively new village a few hours ago. I spent several lifetimes there and my first daughter passed me down a knife in a later life. The bag i wore it with broke and someone picked up the knife. As I died of old age I had just got a rumor of a murder. We were a big town at this point so I wasn't too worried, but I felt as though it was my fault. I kept respawning till I got back and was murdered in a murder spree (this time I noticed there were about four knives and a bow). I eventually got back as one of the only daughters, but my mother was too panicked and didn't name me. After some years I was old enough to carry a knife and managed to kill the last griefer (there were like four at that point, probably two people total). I grew up alone, but then a relative came back with a cart and she had a name. I had ensured she raised a girl, and the griefers kept spawning to her and running away, but one eventually stayed. The mom died but did name the girl and i raised her. Unfortunately, one of the two girls I decided to keep was a griefer and came back and killed her. I didn't see it but my other girl did, and the killer ran off. When the killer came back I killed her but not until after she killed her sister. I was alone again. At this point i didnt care though, I didn't want another daughter, I just wanted the name to continue but it died with my sister's daughter. The griefers werent done tho. Some random girl came out of the swamp and as I asked her where her mom was she stabbed me. I laughed and told her thank you. I was done wasting time on a village that people had worked hard for and torn apart by soulless people who are sociopaths in real life.

#12 Re: Bug Discussion » Death from "Connection Lost"? » 2018-04-25 01:45:59

Ugh, I am starting to get sick of the game. Dying every time from connection lost is killing my vibe.

#13 Re: Main Forum » Guide: how to make a sheep pen » 2018-04-24 23:03:17

Just a note, why not make all fences corner fences? The only way the sheep can get out then is if a griefer has a shovel. You arent entering the pen through a fence anyways right?

Also based on the last two comments im slightly confused. Is the home marker in the image necessary or can that be a trash pit too?

#14 Re: Main Forum » How to deal with the carrot sponge once and for all » 2018-04-24 17:44:07

I really really want a fat/diseased state that can kill you, there is just one huge hurdle. If someone else feeds you, they could kill you rather fast. If you dont allow overeating due to being force fed, then sponging will just occur differently (the griefer will force feed everyone and only eat normally, thus still wasting food rapidly). Either way it would give a griefer more ways to sponge and potentially do even more harm than current. IF THERE IS A SOLUTION TO THIS LET US KNOW!

As of now, this means the hidden food bars would be the best option. I think it needs to differ at different ages so you cant cheat as a kid or elder. The kids and elders might have 1-2 hidden bars and the inbetween have 3-4. Would also make sense as a child/elder digestive system would be slightly less flexible when it comes to ingesting more than the regular fill.

#15 Re: Bug Discussion » Death from "Connection Lost"? » 2018-04-24 15:09:35

Its happened to me about five times today. Thought it was part of the fix this weekend but must still be something messed up. Ik this isn't just to do with my connection because I had never had this happen to me before the decay update.

#16 Re: Bug Discussion » Death from "Connection Lost"? » 2018-04-21 22:38:55

Just had this happen to me twice, never had problems before despite hearing about it in the past. Will take a break and hopefully, when I come back Jason has resolved this in addition to the practically impossible start that now exists with degrading everything (almost).

#17 Re: Main Forum » Guard success story » 2018-04-19 21:26:07

Raider wrote:

Oh, that was a fun chase. Your cart of food was behind a tree. South-west of town. I had baskets of arrows hidden everywhere and at least 2 bows in each of the compass directions. I spent at least 20+ just setting up for that raid. You killed me with a lucky shot while I was trying to steal what the blacksmith was working on.

Don’t worry, we’ll meet again in a future life. Looking forward to it.

Yeah, I found that cart and the other one i chased you for when I was grabbing branches for knives. I'd suggest hiding carts behind swamp trees (that you know wont get cut down) because people like me wont accidently click on them when grabbing for a branch on a maple tree. Im completely against griefing, but I think you could have done better wink

Also, I couldn’t give two shits about the village, my mom and her mom were hermits when i was born and we stumbled upon it. Additionally, i try to limit myself to an hour a day so I typically dont see the same village twice post appocalypse unless I am looking after a lineage that I was eve to. Please, join me in the fight against griefing, because this side is much harder and therefore more fun imho.

#18 Main Forum » Guard success story » 2018-04-19 19:07:34

danger1penguin
Replies: 5

TLDR; being a guard is hard work, but it isn't necessary if everyone has a knife in their bag.

I was born to two traveling women who then brought me back to a semi-thriving village (I think we were outsiders because none of them were related). Anyways, when I was about 15 I saw a woman with a bow and ran, then seconds later I came back to see her kill a random clothed child (past milking stage) and suddenly noticed we had no weapons of defense. I went to alert the others who were busy farming, and then came back to find that the murderer ran off, and my mother had taken the arrow. There was a limited supply of milkweed at the time so I and my mother started to collect it all to prevent her from making another arrow (and bow in case she lost the old one). A few years (minutes) passed and then I saw her - easily distinguishable because she had the only wolf hat in our vicinity - steal a cart full of food and I chased after her. Interesting side note, here I learned that a person is ever slightly faster when they are not carrying a cart. I didn't have a weapon but I wanted to reobtain the cart. After about five minutes of chasing she finally lost me the second time I paused (I had to eat and she had warmer clothes than me).

We ran across a small station in the chase and I went back there to make a bow and arrow. Then went back to the village where I let everyone know I would patrol. The second time she came and took a cart I barely noticed but I chased again with bow in hand. I shot but somehow missed and when I went to pick up the arrow I had lost her. A few years passed and I felt like my life was being wasted. Then, suddenly I saw her putting food in her bag at our oven station and shot her as she started running away (I think she panicked and ran into the village rather than away although this would have been a good tactic if she was trying to get me to shoot someone else on accident or cause a panic when someone got murdered which slightly happened). Rest assured, we exchanged some foul language before she fell to her death, and everyone celebrated.

The next, most important part, is that I started making knives. This is advice that I cannot stress enough. Everyone who has a bag should have a knife in the deepest slot. When someone gets murdered, you have plenty of time to take everything out (usually your stored food) and stab the killer with your knife. The more people with this setup, the more likely the village will live through a murder or a spree of murders. By the time I died of old age, we had a bow and several arrows as well as five knives split among woman and their children. Even if the previous murderer was among them, she won't be able to kill them mercilessly anymore.

#19 Re: Main Forum » Addon: Server Selector » 2018-04-18 19:50:02

I noticed when I use the server select a lot of random tiles are not loading (shows white with squiggly lines). Also, how do we check if it works?

#20 Main Forum » Amazing find with a sad twist » 2018-04-14 02:11:46

danger1penguin
Replies: 5

I spawned as an eve in a farm that must have starved or aged out. They had everything, but they seemed to be on the lower end for the farms. I named my family Michaelis, as always. There were no fences, so I built a pen (my first attempt which one of my descendants eventually mocked [and I wept at my poor creation]) and in another life brought back a sheep from far away. I lived my first life as Eve and my last as Rambo. I even spawned back several times in between and buried my own daughters who had then aged out as well (my second daughter and I had a parade funeral for the first daughter that died.

When a elder and I (in my life as Rambo) had finally built a saddle, we noticed something wrong. There were no kids left. I ran over to the farm and encountered a young woman. After some shared wisdom, she understood she was the only one who could continue the family name. I, holding onto only one of two knifes that our village produced, decided to give it to her for her protection. As I was placing it on the ground for her, she moved into the tile, and . . . I had stabbed her. I watched in disbelief, as we stood there, realizing the family was now doomed. She died, and I was grieving. I barely survived dropping the knife because I was old, but nobody saw me do it (there were only three of us left). When one of the elders saw the maimed corpse, I was still coping and I didn't want to receive hate commits, so I said I didn't know what happened. I am sorry.

We sat there, discussing as elders do, the inevitable. All that starts must come to an end. I had started a great family, and then I had to watch it die. I don't know if I can do such a thing again, the pain was too great. Hopefully, someone else stumbles upon the improved village, with a few more berry bushes, more tools, a new sheep pen + sheep, and a whole two stories behind it.

#21 Re: Main Forum » How to migrate? » 2018-04-13 23:25:28

I just want to make a commit here because I just participated in a migration. I was kind of excited because I had literally just read this thread. The migration wasn't to start fresh though, it was like 3rd-5th generation moving closer to swamp land (I later found swamp land in the opposite direction that was really close to the old village and this kind of ticked me off).

Anyways, it was really disorganized, and it felt like we wasted a bunch of resources in doing so that set us back a generation or two. I almost went back to the old village to start up again on my own. We moved shortly into my adulthood. The move actually discouraged me to be a productive mother and I ultimately didn't raise a single kid, but I really supported the group and started smithing stuff/making clothes. Overall, I started with negative feelings towards it, but at the end, I was more neutral. By all means, anyone could feel different about this.I just wanted to share what I felt from an early village experience.

#22 Main Forum » What do you name your kids? » 2018-04-13 21:55:37

danger1penguin
Replies: 48

I'm really bad at being unique. My daughters almost always consist of Ava, Angel, and Bonita. I'll occasionally throw in something like Sally, Sarah or Gracy, but overall I've got a narrow selection.

I usually dump boys, but the ones I keep I name John or Dead (which changes to Deadrian or something).

Do you have common names that you always use?

Do you have common last names? I just use Michaelis, because I think its cool I can pass on my real last name.

#23 Re: Main Forum » From A to Z » 2018-04-13 21:49:47

Honestly, when I first saw this I laughed. I thought "there is no way this would work, why would anyone be honest?"

Then I thought, well that's just part of life. If you keep a kid alive who rates themselves well and turns out being shit, that is part of the experience. People lie on job applications, and it screws them and the employer. If you get a kid who is honest that they aren't good, and you are a decent mom, you can teach them and benefit their ability in the future.

I probably won't apply it as an eve, but if you see success let me know, I think it would be fun to try even if it fails.

#24 Re: Main Forum » feedback - state of gameplay » 2018-04-13 21:44:23

I love to start as an eve because of the challenge. I notice there were several differences in my progression of ability. I was always able to set up camp and survive because I had played enough before the apocalypse era. However, my first problem was being efficient enough to have a kid live. I would always die old and alone.

After I got a bit quicker I noticed my next struggle was that my location choices were mediocre, and while good enough for myself and other experienced players, not sustainable for newer players/large population. I now spend a bit more time picking an ideal spot (although, I still sometimes think my kids are a bit pissed I don't start directly at the intersection of green/yellow/grey lands).

Getting a good location required me to improve my efficiency again, so I've done that.

Recently, I've noticed my ability improve to the point where I have my grandkids and occasionally great-grandkids clothed before dying. Although I picked up a liking for smithing even as an eve, I noticed this typically puts a lot of strain on my daughters and the family lines dwindle.

I think my next milestone will be teaching all my kids at an efficient pace. I hardly ever transfer my skills like I did in pre-apocalypse. I think it would be good if I started helping the new players again.

Based on your gameplay, I would disagree that it is unplayable, just that you are getting bored. Play a little less, pick up other things irl. I probably play 1-2 hours a day, but I wish I only played 1 hour every other day.

#25 Re: Main Forum » What dose everyone want out of the game? » 2018-04-13 21:28:37

I think when I bought the game I was mostly looking forward to the long unending progress. However, I seem to enjoy being an eve the most, and I think it is because I enjoy the struggle that doesn't exist past the beginning. So rather than asking for more change, I ask to make the whole experience as challenging as it is in the beginning. The best way I can think of this is adding disease states.

Of course, you can get real deep like Ernest just did, but I'm honestly just looking for a mindless way to blow some relaxation into my day.

I look forward to seeing the game when social roles potentially develop, but I'm not counting on it. I think the "grass is greener on the other side" phrase is something more likely to come in the end.

I also have a problem that the only real challenge is preventing starvation. Griefers and killers aren't really a challenge in my honest opinion.

So, to answer your three questions directly:
1. I want a challenge that varies in complexity but never lets me take a break without regret.
2. I think Jason needs to revise his update strategy. Take suggestions more seriously and propose his additions before implementing them so he can get feedback before implementing a bunch of shit.
3. Different styles of challenge (e.g. natural disasters, seasonal problems/events, disease states, war invoking things for stuff like land control or resource control).

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