One Hour One Life Forums

a multiplayer game of parenting and civilization building

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#226 Re: Main Forum » Times are changing... » 2019-06-17 12:19:52

WalrusesConquer wrote:

Weren't those lines the ones people activly tried to break the record? The boots was organised in discord I think

Boots were discord, Sage was a twitch streamer lineage.

#227 Re: Main Forum » is there a bigserver 1? » 2019-06-16 22:46:46

Spoonwood wrote:

I saw a seal I had clubbed rise from the dead when bigserver1 glitched.

I liked watching sheep butcher themselves then rise from the dead.

#228 Re: Main Forum » Town decay too fast? » 2019-06-16 22:31:47

HimitsuGato wrote:

Are the smaller servers doing decay like this too? Wouldn't that make eve-chaining across multiple days impossible?

You need 15 people on for the increased decay rate to kick in, or you need 15+ on before it starts checking whether stuff has been seen in eight hours.

#229 Re: Main Forum » Something's off » 2019-06-16 05:52:12

Look what you guys did. Gave away the whole ohol Illuminati in one convenient thread. Next thing you know people are going to start with the aluminum foil caps to prevent our world domination.

#231 Re: Main Forum » RIP Tarr, you will be missed » 2019-06-13 02:54:33

I appreciate all the support from you guys in the community, it's nice to see all the love and support from everyone smile

#232 Re: Main Forum » Regret with griefing » 2019-06-11 09:32:02

CatX wrote:

Griefing periodically makes me fall out of love with the game, and I take long breaks. Which is good in and of itself I suppose, since I do have other things to spend my time on.

What brings me back is Twisted's videos and Jason's weekly updates. Twisted reminds me of all the good guys in OHOL. Jason keeps me curious about what's new. I have a few updates I'm eagerly waiting for (storage update especially) (I really love the slot box), and it's fascinating to see the game evolve even if I'm not playing.

But then at some point I've had enough of griefing again and leave, and the cycle continues.

It's almost like an abusive relationship at this point big_smile

I've made one observation that might just apply to me, but maybe others feel the same way. I do love this game. It's innovative and intriguing. But I don't recommend it to anyone. I tell them that I'm hooked the times I'm hooked, but I never say things like "you should try it yourself!" With Minecraft, I ended up buying the game as a present to a friend, and we have bought accounts for everyone in my family. I'm not buying OHOL for anyone else. The reason is that griefing is too detrimental of an experience for me to want to share it with people I care about.

In one life there was this kid who complained that the town was boring. And I thought: No, I love this. I love towns where nothing happens. It's the only places after all where I get to choose my own projects. Where certain tasks or actions are not imposed on me. I gave him a few things to do, and he helped me, and while he kept complaining he never griefed. At the end of my life I think he showed me something he found lovely - a flower probably. What a sweet guy. I love how he stuck with it and didn't grief or die, enabling us to share a moment of appreciation at the end.

This is super relatable. I've been completely burnt out on this game since the sword update as the part I like least is all the rampant griefing that has came from it. I ended up playing a life a few days back and really enjoyed my life, just chilling in a late game town and getting to build this trippy looking thing
1frjIvw.png

Unfortunately, I made the mistake of playing a second life which just ended up being some dude griefing by purposely running horse carts on snakes, hiding buckets everywhere, and of course the classic framing tactics. As soon as I shot him someone stabbed me and I got a few curses, the people not asking why even though I tried to explain.

The griefing in this game is abysmal and even though I've bought my best friend a copy of the game and my younger brother a copy none of us play together. As great as this game is aesthetically or fun in general it's so far backwards when it comes to trolls. If I wanted to play a game with self sabotaging teammates I'll go play SS13, as at least I'll have a memorable story. I'm sure one day I'll get back into playing ohol but the issues with the game way overshadow anything this game does right.

#233 Re: Main Forum » 37 of my kids were SID babies » 2019-06-10 18:54:15

Alec wrote:
Tarr wrote:

Code post by Alec showing off the fact that the skip function didn't work properly:

Sorry, I had misunderstood, and lastUpdateTime had already set at correctly time.
But you shown me source about some bug still in there.
I retry to find cause, Thank you, You gave me motivated.

I don't think it's too huge of a deal since he's reverted back skip change but I know I also had the same issue where I hit the same woman in back to back lives like posted in the picture.

#234 Re: Main Forum » 37 of my kids were SID babies » 2019-06-09 17:26:45

Ended up looking at the lifelog in relation to OP a few days later.

OP had 19 unique players born to them their entire life and had the same people basically spam die to them. If we remove the four people who stayed with the op the stats end up looking like:

One player used the /die command six times
One player used the /die command five times
One player used the /die command four times
Four players used the /die command three times
Four players used the /die command two times
Four players used the /die command one time.

Half of this issue came from the fact the skip function didn't work in the first place so OP would get babies back to back who were already using /die on them, the other issue being an overuse of /die.

Figured it was interesting to look back on what was causing OP so many /die babies.

Edit: Proof of someone being born back to back to the op.

pZgQaNL.png

Code post by Alec showing off the fact that the skip function didn't work properly:


Alec wrote:

I don't think this bug is minor.
After familySkipList update, I saw twins born and die again and again in same family, in short times.

First, FamilySkipListRecord::lastUpdateTime has set from nowhere.
So, always lastUpdateTime is 0 (or some value)

Next, this is code of condition, when clear familySkipList.
=======================
else if( curTime - r->lastUpdateTime > 7200 ) {
=======================
If r->lastUpdateTime is always 0, condition is true at always. Understood?

Finally, this happened when two people using DIE again and again.
Case, using DIE command doesn't clear own FamilySkipListRecord, because program return value at previos of this condition.

That means, last player's FamilySkipListRecord who used DIE at last, is available.


So what happen?
Same player born at same mother(who been good temperature and food-chain) again and again, with using DIE.

#235 Re: Main Forum » Problem with the new Life Tokens, if you play as triplets/quadruplets » 2019-06-09 15:19:59

It's just one of those issues that never got properly addressed so players will refuse to raise any sort of group players in the first place. I personally don't like to raise multiples whether they're twins/trips/quads as I've had enough bad experiences with groups to know better than to risk it which is sad because group play is much more fun than solo.

It's unfortunate that you have to go through that when wanting to play with friends but if you want anything done you'll have to bring it up with Jason. When you deal with coordinated griefers it's not a fun experience and it makes normal people wanting to play a bigger risk than reward you can see why no one wants twins/trips/quads.

#236 Re: Main Forum » Am i the only one ? » 2019-06-08 22:37:21

testo wrote:
lychee wrote:
testo wrote:

I started with 23 lives without never logging in baby or not. That much I can say.

The server update happened a tiny bit before the client update (I think), and Tarr also experiences something where he used a few lives before his client updated.

Wait. I was playing on server 15 one hour or so before the update, does that mean the tokens also count in low population servers?

Yeah the tokens are used whenever you play on high pop, low pop, or the tutorial.

#237 Re: Main Forum » Am i the only one ? » 2019-06-08 22:03:41

lychee wrote:
testo wrote:
Twisted wrote:

Login failed does not lose you a life, I just tested it out. You need to actually appear as a baby to spend the life.

I started with 23 lives without never logging in baby or not. That much I can say.

The server update happened a tiny bit before the client update (I think), and Tarr also experiences something where he used a few lives before his client updated.

I used all 24 of mine before the update went live so I can't really say I used a few rofl.

#238 Re: Main Forum » Off Topic: Any of you play KIDS yet? » 2019-06-08 18:53:25

BerrypickerAF wrote:
Morti wrote:

Berry, when did you start using Limmy as your avatar?
You watch him on Twitch?

I do now, I had no idea he had one yikes Thanks mate

+1 to now knowing this is a thing.

#239 Re: Main Forum » Concerns over Life Tokens w/o Pregnancy » 2019-06-07 17:04:49

Dodge wrote:

[If lives are limited they are also more precious so of course it encourages better parenting, because you will think twice before abandonning a baby...

"I do NOT see how it follows core game concepts."

It's literally the core concept in the title of the game  "One Hour One Life"...


I think the bad mother code does a better job at making children precious than giving players life tokens as generally speaking babies aren't valuable and you aren't the one getting punished for dumping kids. Blocking players from having kids if three of their babies die (not counting sids at the moment) is both a punishment for bad moms and prevents the mother from screwing over more babies. While I do think the change is overall good I do think some of the punishment should be redirected towards bad moms especially with the ability to get their birth cooldown back instantly to hose more children if they want.


Wuatduhf wrote:

"One Hour 37 SIDs" is a bigger problem than "One Minute One Bad Parent" right now. This game has bad parents but you aren't changing that with or without the Life Tokens.


Let's bring this thread back on its rails; parents are the partial negative consequence of implementing Life Token, and while it may have some impact to tokens, it's not going to completely shut people out. The problem is that babies still pop out unexpectedly and with no warning, so the Pregnancy system should be implemented hand-in-hand with the Life Tokens so that a larger # of competent moms can adequately prepare for their children.

You're right, there probably should be some sort of basic warning system in place because most players aren't going to sit around camp just because they "might" have a baby soon. Having a sort of heads up that you're going to be popping out a baby soon means you can either decide to hold off on leaving to work or that you should be turning around and going back home.

#240 Re: Main Forum » Concerns over Life Tokens w/o Pregnancy » 2019-06-07 16:12:27

If you haven't peeked into the github here's the bit of code to show it off.

$startingLifeTokens = 24;
$lifeTokenCap = 12;
$secondsPerTokenEarned = 3600;

I think a cap of 12 is mostly fine since you'll always earn another one within a real hour. The only time it's bad is if you're running into constant trolls which hopefully shouldn't be happening. Of course, there is situations where you'll just lose a token (mom in the wilderness on horse, mom turns old and doesn't speak baby, trolls) but as long as you aren't completely spamming /die you'll be fine.

My concern does come from people trying to /die to Eve as depending on how many people try to do so at any given time it's possible there are more lineages than you can have maximum tokens (which of course leads to you blowing your entire stock of tokens and failing to get an Eve life.) Of course there's the issue where you just can't play the game if you don't have any tokens so if you do blow them all willy nilly you have to wait to play. I think the system is worth a shot and should at the very least decrease the sids problem on some level as you can't /die forever.

#241 Re: Main Forum » What do you guys think about being able to jail people? » 2019-06-07 02:30:32

I mean I think it's worth a shot. If you dump someone in a cell you can pretty much force them to stay alive and basically tell people to curse the person being kept captive. Of course any sort of jail or prison will be used on innocent players regardless of outcome. At best a jail cell ends up being used for timeout "Don't shear all the sheep or you get five minutes in the pokey" and as a way to keep trolls out of other villages with either curses or by forcing them to stay alive.

At worst a jail system would lead to players being entrapped like they are/were with breeding cells where they just get held hostage until their warden decides to kill them or let them starve.

#242 Re: Main Forum » Snowballs are really overpowered. » 2019-06-06 01:08:11

jasonrohrer wrote:

Wouldn't a boomerang be used by a griefer?

The idea here is that killing is a last resort, but once you decide to do it, it just happens.  There is no execution or dodging or dancing or any two ways about it.  Someone decided to kill you.  If you don't have friends who can heal you, you will die.

Isn't food also used by griefers? That's it everyone we need to stop food production so we can stop the griefing menace of ohol.

As stated, the snowball worked as either an offensive or defensive option (we now have no defensive option) which could either be used to slap someone on the wrist or be used to prime someone for a stabbing. I don't know why whether the bad guys can use it matters at this point since you openly support something that negatively impacts the game. You won't ever stop griefing fully but you shouldn't open the flood gates and let it run wildly rampant like what was going on with all the Eve Tarr raids (aka Eves were spawning solely to attack towns with no recourse or real ways to stop them.)

Jk Howling wrote:

Except now killing is the ONLY choice we have, period. At least with snowballs we had some sort of non-lethal way to disarm people, even if it was overpowered with the autoaim function. Now we really have 0 options whatsoever.

Killing should be a last resort. Now it's the only resort.

I'd give you a suggestion [a bola, for instance] but I don't have 15+ years of experience and am not a game designer so what do I know :^)

Using the word s*ggestion is going to get you in trouble. I s*ggest you study up and come back in about a decade and a half before trying to post things like that.

#243 Re: Main Forum » Snowballs are really overpowered. » 2019-06-05 22:12:46

Grim_Arbiter wrote:
Tarr wrote:
Grim_Arbiter wrote:

I've actually only been killed by the bow and not the sword since the change.

Almost all of the kills I have made since the change have been by knife too.

People rush up to me with either the sword or bow drawn. They think I dont see them trying to rush me, and dont see the knife in my bag or pocket. I rush to meet them halfway and get the first click because they get startled by their target now running at them instead of away.

Interesting, so it would seem people are still dumb when it comes to that sort of thing tongue I guess you win this round of theorycrafting vs how things actually play out. Seems people aren't smart enough to attack first with their bow or are hesitant.

I honestly have no idea why it works and maybe I'm just lucky, but I think people just kinda let their guard down if they think they're getting an easy kill. When they chase you down they're thinking they got an easy win and can do it at their pace. Then all of the sudden their prey pulls a knife and rushes them and probably scares the shit out of them for a split second.

Yeah I think that's part of the reason it works. I've beaten a bow before by pulling a quick snowball out but that's the only time that's worked for me. Any time I've ran into another armed person with knife or sword I've just ran them over to a snowbank by pretending to drop my weapon or letting them do the offensive part.

#244 Re: Main Forum » Snowballs are really overpowered. » 2019-06-05 21:42:57

Grim_Arbiter wrote:

I've actually only been killed by the bow and not the sword since the change.

Almost all of the kills I have made since the change have been by knife too.

People rush up to me with either the sword or bow drawn. They think I dont see them trying to rush me, and dont see the knife in my bag or pocket. I rush to meet them halfway and get the first click because they get startled by their target now running at them instead of away.

Interesting, so it would seem people are still dumb when it comes to that sort of thing tongue I guess you win this round of theorycrafting vs how things actually play out. Seems people aren't smart enough to attack first with their bow or are hesitant.

#245 Re: Main Forum » Snowballs are really overpowered. » 2019-06-05 21:17:27

Correct, griefers can use snowballs against you just as you can use snowballs against them which is demonstrated in the case of Futurebird and her family being snowballed to death. The snowball is basically the tie breaker in the eternal game of chicken that is melee combat where as ranged combat is just a game of never getting near another player due to not knowing who has the better latency. While snowballs are definitely overpowered and should be nerfed I do feel like something should exist in their niche of disarming with preference to whatever would replace them not be lethal if possible.

Combat as is happens to be a weird system:
Melee beats unarmed (duh)
Snowball beats unarmed and melee
Bows beat melee and unarmed
Snowballs and bows play chicken.

Melee is only truly effective against people who you are outside of their FoV or for surprise attacks with the classic example being stand next to someone and pull out a quick knife.
Melee vs melee is either a game of chicken or a situation of which of the two players is smart enough to fetch a snowball
Ranged vs ranged is just the chicken situation.

While you've removed some of the dancing from combat (melee combat when people are being silly) ranged combat should never result in one player shooting another as it's safer to just avoid the other person until they drop their weapon. So the most effective way in game to combat someone with a bow is to just run around until they have to eat which is also silly in my opinion.

In relation to the bug I have no real idea if the underlying cause for people to permanently lose their surname is related to the server hiccups (completely random disconnects) or if you've managed to fix the root of the problem with players losing their surnames now being cursable.

#246 Re: Main Forum » Snowballs are really overpowered. » 2019-06-05 19:18:08

jasonrohrer wrote:

Snowballs weren't meant to be a way to disarm griefers.

What's the bug where you can't curse people in your own lineage?

Is it this?

https://github.com/jasonrohrer/OneLife/issues/302

I think this was fixed a while back, because your last name is remembered, come hell or high water, unless your family doesn't actually have a name at all.

And whoops, there's a simple bug there if you have no last name for real.  Just fixed that.

Yes there is/was a bug where you cannot curse someone in your lineage if they lose their last name. It's been a bug that is still present to this day hence me reporting it

https://github.com/jasonrohrer/OneLifeData7/issues/295


Not sure if the cause is actually the server hiccuping or what but whenever these people pop up they produce other people who cannot be cursed. This has been a bug since the surname thing was fixed and still occasionally pops up.

#247 Re: Main Forum » Snowballs are really overpowered. » 2019-06-05 18:38:32

Snowballs are our only nonlethal weapon in game at this point. If you remove the ability to splat people then you are removing a players only real defense against armed players besides just running away.

Auto-aim is problematic because it has no counters besides just running away. Melee? You go and grab a snowball to disarm them and then proceed to stab. Before auto-aim was introduced the counter was to not get hit as the player with the snowballs could miss and then be punished. There's no punishing in a system where the game just hits the other player.


If you're going to remove the ability to disarm with snowballs I'd like to see a real nonlethal ranged weapon be added to the game along with the promised tools to deal with griefers. We've had the bug where we can't curse players in our own lineages for a month at this point and I'm sure I'm not the only one hoping to see that fixed.

#248 Re: Main Forum » Rethinking the player's role in the game » 2019-06-05 17:46:27

ProNice wrote:

Ok, lets formulate a suggestion:

Well that's a ban. Rip in peace.

#249 Re: Main Forum » Rethinking the player's role in the game » 2019-06-05 15:32:55

ProNice wrote:

I normally never use /die. I did twice because my mother told me, she needed a girl and once because she was in the wilderness and said she would dump me anyway.

From my point of view, you could simply deny the right to /die. Removing the /die would probably increase the number of running / fleeing babies, though. You could try to counter this, with a cooldown (like the one we already have with the curse token). After every death, you need to wait at least one minute before you can jump back in. It adds to the punishment when you die as a baby. It does not affect most players, who try to live a long and prosper life. But it affects picky people who try to hack the system by dying as a baby.

Also, If people really want to play as eves, why not let them choose.

I really think adding a timer is a terrible idea for deaths in general. Why? How frustrating would it be to get abandoned multiple times in a row and get stuck waiting at a "git gud" screen. Moms already have the ability to reset their birth cooldown instantly when a baby dies so you might just end up on the same lady riding around on a horse which leads to another minute of twiddling your thumbs while you wait to be able to play. Runner babies are a bigger annoyance than /die babies because runners will keep you on cooldown longer than someone who just pops in and out real quick. Unfortunately, with all the changes this generally means you get the same /die baby repeatedly but it's better than making 500 Eves spawn.

#250 Re: Main Forum » Snowballs are really overpowered. » 2019-06-05 15:06:51

When there's absolutely no way to punish people for being asshats then you get into this situation. Ohol is a game for griefers to prey on people who just want to do other stuff so you're getting the brunt of it.

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