One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#227 Re: Main Forum » Worsened Problem: The Temperature System is Dull and Unrealistic » 2019-11-28 21:49:04

Ice Age?

would explain the insane lack of wild animal and plant diversity and population

Most animals and plants were domesticated but reverted to their wild state without human interference

#229 Re: Main Forum » Well wine is never getting made » 2019-11-26 23:15:08

Grim_Arbiter wrote:

. Is the bottle bit a little silly? Sure.

The bottle is ugly, but I guess it is hard to make clear glass on blank paper

#230 Re: Main Forum » We're getting wine but could have more » 2019-11-26 17:19:50

If we had barrels we could age wine!

so we could get young, old, aged wine (aged being the best)

Think about this you make a barrel
Boards+ iron ring (or some thing like that)

then put Crock of Must into the baral (you get the crock back) and wait

10 min for Crock of Must to become young wine

30 min for young wine to become old wine

60 min for old wine to become aged wine

so that processing wine is a multigenerational project, now for a neat addition, depending on the biome you age the wine in changes the tast/type of wine exp: Jungle wine, Desert wine, or Tundra wine

Or to make whites do something besides translating, they could be the only ones to age wine, giving them a reason to exists in late game

#231 Main Forum » Direction of this game » 2019-11-18 17:40:06

antking:]#
Replies: 0

Personally I believe that the specialization update has a lot of protentional, even with the racist under tones, and how it has completely destroyed the game... for the moment

the next few updates will all be made to smooth out the wrinkles made by this update, but I also think that Jason will be dropping us some small biome specific constant updates, but like really small...

did you know we have tattoos in the game now?
https://onetech.info/3250-Tatoo-Body
https://onetech.info/3248-Tattoo-Needle-noWait

This is the small I am talking about

But I really think we need more things like this, more luxury items that can only be made in specific biomes, imagine the coffee people being able to make silk, and the blacks having access to gemstones

If we force players to have a dependency on one another then they won't trade, eventually they will just fuse into, one town.

If Jason were develop this idea and work on it I can see it as something that does create trade and individual culture, but I don't think he will go in-depth after the ruff patches are worked out and we get small specialized cosmetics
Jason will just jump to the next Idea, this is what I think the biggest problem with OHOL is which battles do you pick, which ideas do you grow?
Jason can't put all his time and effort into one Idea because if it doesn't work then it was a huge waist of time
but he can't just make up one idea after another, because then you get a game filled with a bunch of half finished ideas

but Jason hasn't been on Forums this weekend, so hopefully he has been smoothing out the bugs, this week

#232 Re: Main Forum » Urgent: Pumpkins should be edible in some fashion » 2019-11-17 16:24:52

Spoonwood wrote:

I doubt it's a mistake.  It makes keeping a sustainable food supply more difficult.  Since Jason insists on the 'everything runs out' notion as if that's what people want, in spite of people repeatedly telling him otherwise and apparently refusing to them seriously in what they say, it stands to reason he meant for squash seeds to have a probability to turn into pumpkin seeds, with pumpkin being inedible.

Pumpkin plants have a 20% chance of becoming squash again

https://onetech.info/3232-Blooming-Pumpkin-Plant

#233 Re: Main Forum » Wallshelfs the best thing we didn't know we needed » 2019-11-12 00:33:43

If we made stone walls more complex, such as making them need mortar:


bowl of sand + bowl of lime + bowl of crushed stone + bowl of water = bowl of mortar

cut stones + all stake diractions = laid out stone wall

bowl of mortar + laid out stone wall = stone wall and stakes

#234 Re: Main Forum » Idea to reduce food waste and make "big foods" more beneficial » 2019-11-06 04:30:40

I think that the main problem is the food values them selves, not the system. I saw this problem way back, instead of changing and balancing food values, you just keep increasing them, trying to give us incentive to make them...
but do you see those High pip foods? No, that's because why would you take the time to make tacos, if you could just spam Mutton pies. why would you raise a goose into adult hood if you could just make an omelet witch has the same pip value as BOTH bites of the cooked goose.

what I think we need right now is for food values to be reworked, and how food is produce, think about what if sheep didn't produce as much mutton, or cooked goose was better then one simple omelet, or berries gave such a small food value that they just can't be a part of a diet (1 pip)

I think that Fug's consept of space, time, and resources is something that is need to be looked into and thought about... so we can find a way to balance this food crisis.

#235 Re: Main Forum » straving city many famillies » 2019-11-04 01:58:44

small update (witch will outdated when you read this)

Starving town has been labeled
Fams:

The Sky (native American)

The Chickering (White)

The Banas (native American)

The Cola (White)

Their is an alter with jack-o'-lanterns
up north their a peace garden
we ran out of oil and all the stored water... so not a bright future ahead for Starving but peace garden is loaded with food, so maybe their is hope

#236 Main Forum » straving city many famillies » 2019-11-03 17:01:31

antking:]#
Replies: 11

right now in this ark, their is a small town with 7 fams:

The Not (white)

The Dong (white)

The sky (native American)

The Dazzo (black)

The other nameless black fam (eve didn't say name)

The Gaylord (yes is a family name) (black)

The Going (black)

and The Carrota (was killed off when I was born) (Ginger)

and yah most of these families will die out.... but surprising diversity, so I got a lot of lives here being born in the same place over and over again, don't know how well the town will survive most of us aren't at peace... so I'm just waiting for the griefer attack, oh and their is barley any food to many people in one place

#237 Re: News » Update: Strange Visitors » 2019-11-01 16:36:04

In the nightmare before Christmas the tricker treaters were dressed up as a witch, a devil and a skeleton... did you get use is as inspiration?
https://www.bing.com/images/search?view … ajaxhist=0

#239 Re: Main Forum » Diminishing returns » 2019-10-28 16:40:35

jasonrohrer wrote:
CatX wrote:

The arc ending is inevitable.

This is something that I'm still struggling to understand.  I see that it usually lasts about 2 days, but why?

Just out of curiosity... on what days does the ark usually end on?

#240 Re: News » Update: Tool Skill » 2019-10-26 15:13:50

How come cars, and planes are tools? while horse carts, and horse carts with tires are not?

And I think that these tool are missing:

Bait bag
Snare
stomper (for crock pot)
track kit
drop spindle
mallet
horse cart
horse cart rubber

and if you want to be extra Cruella:

baskets
(old) hand carts
hand carts with tires
(old) wheelbarrow

#241 Re: Main Forum » Coming soon: Character skills (tools) » 2019-10-25 02:20:42

how many tool slots will every one have? I think that 4 is a good number....

#242 Re: Main Forum » What this specific arc has taught us. » 2019-10-24 20:47:59

StrongForce wrote:

What if upgrading the well increased the radius

would the radius grow with every upgrade? and what would the final radius be?

#243 Re: Main Forum » Natural disasters » 2019-10-24 20:26:37

Water, Fire, Earth, Air and JonySky is the avatar

#244 Re: Main Forum » What this specific arc has taught us. » 2019-10-24 20:15:44

jasonrohrer wrote:

Great observations here.  Thanks for writing this up.


I did consider simply making the tapout radius larger and NOT having a limit count.

The problem with that is this:  to make the radius large enough to effectively limit wells to a suitably small number, the radius needs to be quite large.  With a large radius like that, towns will be forced to be far apart, which isn't so great.  Furthermore, once a few wells are built, it will be much harder, and require a lot of roaming, to find the remaining spring heads.

Maybe these problems are better than the possibility for one fast person to dig all the wells in one spot?

I definitely am not thrilled about them all getting built in 30 minutes....

you have to rember that their are multiple eves each trying to get a town to succeed, so the first thing they will make is a shovel, and then a well, and the pressure will be on for sure because their is a count down once the 6th well is built any eve camps are not turning into towns.... that's why the well were made in such a short time

#245 Re: Main Forum » I trust in Jason's decisions » 2019-10-23 23:46:02

jasonrohrer wrote:

Spoonwad, even if you are an ex-player, you continue to get way more than your $20's worth of entertainment value in the forums.

Now that's what I call great customer service!

If this was a restaurant, you would indeed be my most loyal and dedicated customer.  You're here everyday, rain or shine!

even though he comes, he doesn't order any food, just critiques it

#246 Re: Main Forum » Am i the only one who is annoyed about new spring blocking? » 2019-10-23 04:03:11

jasonrohrer wrote:

It's a hard problem to solve in a persistent-world multiplayer context, which is why it has never been solved in a satisfying way in any persistent multiplayer game that I've seen.  I'm trying to solve it, though.  I've been thinking about it and working on this particular problem since 2017.  Not giving up just yet.


I hope you don't give up, while I personally don't like these changes I don't know how they'll play out in the grand scheme of things, but if the spring spots will become dry and useless, can we have a way of removing them? for extra space and to making building roads easier (not needing to swerve around well sites)

but I want OHOL to become a game worth playing a game that keeps players coming back and coming again just for a driftnet story, while I don't know what your grand vision is I hope that one day it will be achieved and that everyone who struggled through the shitty updates, the degrading player base, and the constant attacks will see the game that this was always meant to be, and that one day I'll be watching YouTube and see an ad for OHOL and remember everything that it had to go through to get to the state that it will be in....

#247 Re: Main Forum » Am i the only one who is annoyed about new spring blocking? » 2019-10-23 01:54:15

yah I don't like the spring blocking, it just will stop people form moving around, so their will only be very few livable towns, and a griefing strategy that I can already think of is people building well in inhospitable areas. just so people will run out of well spaces... the "Best" case scenario is that people get very territorial and start warring for water and oil..... wait a second that's what we do in real life

#248 Re: Main Forum » Ohol has exchange rate market , in case you wanna use it. » 2019-10-21 20:04:27

pein wrote:

btw, how is the market for gingerbabypenis value? big_smile

Its going down, ever since the BobRosebabypenis https://onetech.info/3078-Male019-A came along

#249 Re: Main Forum » Suggestion: Bait bag. » 2019-10-21 14:04:22

My only question would be, how much bait could a bait bag hold, if a bait bag could hold bait?

#250 Re: Main Forum » Young people cant read maps » 2019-10-20 20:34:44

DestinyCall wrote:

I blame GPS.  Kids these days have lost the art of map-reading.

I know! those young whipper snappers can't hunt rabbits to save their life! Needing bait humbug.

Board footer

Powered by FluxBB