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a multiplayer game of parenting and civilization building

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#301 Re: Main Forum » You will notice something weird about the map... » 2019-11-16 16:53:56

Is there a way we could reset the map ourselves except the apocalypse tower?

#302 Re: Main Forum » Pristine abandoned cities.... » 2019-11-15 17:57:35

yes Tipy, Latin could work right away but...

write me the number 184 in Latin without googling

how many letters did you had to use?

#303 Re: Main Forum » Pristine abandoned cities.... » 2019-11-15 14:01:21

WOW this is a great idea and roman numbers could be used as well for teaching others

WRITE IT ON PAPER ALL OVER THE MAP!

NUMBERS:I,Z,E,A,S,G,T,B,Q,IO-I,II,III,IV,V,VI,VII,VIII,IX,X
or
NUMBERS:I,I,Z,II,E,III,A,IV,S,V,G,VI,T,VII,B,VIII,Q,IX,IO,X

59 letters SO you could right it 2 minutes before you die tongue

#304 Re: Main Forum » Are abbandon wealthy big cities a common thing? why do we lose cities? » 2019-11-15 12:26:34

even still, the big pop and easy life of the big town has to get more bbs than the small pop and hard conditioned camp.

on birth distribution, Is there an Area ban also except the lineage ban?

#305 Main Forum » Are abbandon wealthy big cities a common thing? why do we lose cities? » 2019-11-15 11:52:49

miskas
Replies: 9

I came across a Very big wealthy city today.
A lot of food, oil, cloths, staff, anything you wanted it had it.
Anything Except for People. Why Wealthy cities get abandoned?
The server pop the time I witness that was 30, the number of families 5

Why do we lose wealthy cities?  Probably it is not From starvation, then what is it?

Is there an Area ban also except the lineage ban?


-----Jason do we have any stats over the number of families throughout the day? -----

#306 Re: Main Forum » Content Updates » 2019-11-15 09:15:41

enable us to add a Cart behind the Car.  12 total slots.

#307 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-15 09:13:59

he could add a rubber tire cart behind the car.

#308 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 19:39:56

will we be able to grab things back from the edges?

#309 Re: Main Forum » Trade and Travel buildings » 2019-11-14 10:37:33

ok idea but , Where will you store the goods that you just trade? I haven't seen any property last month.

Why would you need a property?  ( Property would not help your genes I have test it )

#310 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 09:43:22

jasonrohrer wrote:

Also, Twisted, the Eve baby flood has been mostly fixed, right?  Look at some recent Eves in the family tree:

2 BB:
http://lineage.onehouronelife.com/serve … id=5488728

11 BB, only 2 died in infancy:
http://lineage.onehouronelife.com/serve … id=5488753

8 BB, 1 died in infancy:
http://lineage.onehouronelife.com/serve … id=5489443


This is not fixed, any player with 40 score would be at ruins after this.

The only reason that the first Eve only had 2 bbs is that he was fertile for only 6 minutes, died at 20.
I would always /die if I get born as Eve if I care for my gene score. I would probably quit the game too to avoid be born as eve again.

#311 Re: Main Forum » Why always woman? » 2019-11-13 16:00:54

NiGB0 wrote:

I think it's to improve gene score.
When you are a woman you can have children if they live enough your gene score will grow.
Man can't have children, maybe we need a marriage system or anything like that where men and women can have children.

I made a suggestion in Reddit for that system, but I removed it because I knew Jason wasn't going to read it.

NiGB0 were you playing the game in the last 3 months? Nephews are a long-ago implemented mechanic.
Grandma, mother, littler sisters and nephews all count to your Gene score when you are Male.

The reason that males are not common anymore is that Jason has put a rule: as long as a family has lower than 6 members all kids will be born females.  This is to make sure a family won't die out of Luck by infertile kids (males).

Also, Jason prefers feedback and problem analysis and if the problem is important enough for his priorities then he will listen to suggestions.

#312 Re: Main Forum » Public access to all life log data » 2019-11-11 22:24:28

Kinrany I dont know to code , but I am interested on genes and player influence.
What does your algorithm calculate exactly and how do I use it?

#313 Re: Main Forum » Wallshelfs the best thing we didn't know we needed » 2019-11-11 07:21:33

Thaulos wrote:

It would be cool to have a version of pine house that didn't require steel tools.

Steel tools are the first tool to build a stationary camp, Shovel.

Why not a house as well?
An adze is extremely cheap as well. 101 estimated uses for half Iron.

#314 Re: Main Forum » Wallshelfs the best thing we didn't know we needed » 2019-11-11 07:03:28

cheap and easy you say?


Pine Panel:

Remove Rope all together from it.

Fence Kit+Fence Kit=Wooden Frame  ( if you don't like that just an extra transition using adze)

Wooden frame + Pine Needles = Pine panel
( if you don't like that just make it pine needles * 2 they can be used as rope
https://www.google.com/search?q=pine+ne … e&ie=UTF-8 )

Pine Door:
On this, Rework will be needed.

the idea is to work as a curtain.
It doesn't block pathways, cant be closed. People pass through it.
https://www.google.com/search?q=bug+cur … LQtwcXxgbM:

https://www.google.com/search?q=%CE%BA% … W0M:&vet=1

I would add pine needles on a maple branch for this


Pine floor:
pine needles on floor stakes would do
I have personally witnessed this. we have pines. Lay pines on the soil, Nothing grows back and Soil becomes tough like a floor

https://www.google.com/imgres?imgurl=ht … mrc&uact=8

https://www.google.com/imgres?imgurl=ht … mrc&uact=8


Lastly using an axe on a pine wall/door is hard work and produce eaqual amount of kindling.



---And so you have It----

A cheap, renuable building with no pathblocking that would have less insulation of course. 

#315 Re: Main Forum » Delay when tearing things down » 2019-11-10 14:23:48

Tearing down could slow you to 50% speed for 3 seconds and pickaxe be stuck on your hand.

#316 Re: Main Forum » Time to abandon camp » 2019-11-09 15:01:02

As soon as you have bowls and backpacks.

fill bowls with berries, Backpacks with tools.
As long as you never go far from the green you never die.
you have now time to choose the best place to make a village.

#317 Re: News » Update: Boundless World » 2019-11-09 14:48:40

Kinrany wrote:

Should fitness be relative to that of other players?

no, life expectancy should be,  not genes

here is a way to do it without isolate players to pro and noobs.
https://onehouronelife.com/forums/viewtopic.php?id=8339

#318 Re: Main Forum » I miss old OHOL » 2019-11-09 11:19:14

Coconut Fruit wrote:

You actually get 4 mutton pies, each with 4 bites. That's 16 bites for 3.02 water, isn't it?

oh yes, I forgot to subtract all the values on total cost as well, The efficiency score had this calculated. I made mistake there too though! tongue
Cost of 1 pie is 0.94

a muton pie that gives 5 pips cost 3.02 water -> 21 food per 1 water
a muton pie that gives 6 pips cost 3.02 water -> 25 food per 1 water
a muton pie that gives 7 pips cost 3.02 water -> 30 food per 1 water

Final answer, no, mutton pies are not better bb food.

#319 Re: Main Forum » Let's make Genes actualy mean something. » 2019-11-09 09:20:10

OH boy, it's difficult to answer a text when paragraphs don't exist.

" I don't think that high score players should have an advantage on lower score players though."

Why? they worked for it.

"Are you proposing that the top 25% exclusively spawn to each other?"

No!  it's complicated so let's explain.
First, our Gene score distribution is not flat so forgot about % we will get messed with these, they are not a stable %.
First to make this explanation simple, If a griefer, murderer, psychopath, is living to 60, he will be born in one of the players that their Gene score is from 35 to 60 and mess with his genes.  You will have some interesting Delima to kill one bad kid to save others.
Your Genes don't matter on where you will be spawn. Your Own survival abilities matter. A solo player can be born to a Realy caring player.

"It shouldn't be easy to keep a high score and in fact I think it should get harder and harder the closer you get to the top."

This has a problem. if it gets harder and harder, you have to get more bonuses regarding how much harder it gets.

Right now it is so hard that none of us can ever touch 50. The last 7 days  I grind genes without really caring for anything else and I am at 42 the best of us is at 46-47. The difficult to reach 44 IS REALLY HARD, believe me!. It is so hard that I never use the extra tools I have and I never really contribute to my village long term. Only short term matters. You have to Babysit every offspring of yours and you don't have the time to do anything else.

My proposition makes it so that as long as you care for your survival and genes you will continue to gain points.
if you stop caring you will lose them.
Right now Caring or not, you tend to stay close to average so it's worthless.

"if the top genetically fit players are always together, isn't that just going to make things super easy and lock out the rest from spawning reliable kids?"

They fitted genes won't be together with we have a +-25 birth variation,
The only that this formula Effectively Does is that if you Constantly die at 5 age young you will not be born to a top Gene player but on an average one. An average player can get you to live to 25.
If your lifespan is average (25-30) you get born to anyone
If your lifespan is Hight (55-60) you get born to like the top genes (30-60)

So this makes your progression to be on steps. First, you learn how to survive, then how to care for kids, then how to care for the whole village.

"So perhaps there is some kind of grace period. New players with under 20-30 hours and a low score would spawn to the most highly scored mothers available, but not the other way around. Perhaps after that grace period its just random"

What about the noobs?

4: As long as you are considered a noob your Ave. lifespan is 60.  This will make sure noobs get to be born to the best portion of players to have the best chances to learn the game.  When the Noob Period stops.  Average life span Value starts ticking and you are free to move through the skill ladder.

"I really dont like the idea of making it harder for lower score players to raise their score and making it easier for higher score players to gain and keep theirs."

2nd and more important. If you are a player that doesn't know the game and has low survivability thus low score. This will make sure he won't be burden with raising many children. He will have more time to focus on his own survival. He will also Always have a more positive gene score from Grandmother and mother and less negative score from his BBs. Meaning that as long he manages to Survive more, his Gene score will go UP!


"One of my favorite things about this game is that you can start with nothing but ambition and perseverance and create a better life for yourself and your family. I think genetic scores should reflect that."

This is exactly what the current system Does!
First, you learn how to survive, then how to care for kids, then how to care for the whole village.

" I also don't like the idea of segregation"
It doesn't segregate a lot only the top Genes from the Worst survival rates as long as you mildly care for yourself (live to
25) you get born anywhere.

"You would have these insane powerhouse towns (which honestly would be glorious) but then you would have these ramshackle towns with a bunch of new/bad players struggling on the opposite magnitude."

Town have many people, with many gene scores, and many survival rates, and they ALL roll a dice every 30 minutes.
A very Random dice...

#320 Re: Main Forum » I miss old OHOL » 2019-11-09 08:11:03

DestinyCall wrote:
Stormyzabeast wrote:

Yeah yeah Dodge, a waste of iron. You probably kill noob babies for eating a pie

Fun fact - feeding toddlers mutton pie wastes less water than feeding them domestic gooseberries.

**The more you know**


Nope! just tested it.

7 berries cost 1.26 water -> 27.7 food units per 1 water

a muton pie that gives 5 pips cost 3.02 water -> 21 food per 1 water
a muton pie that gives 6 pips cost 3.02 water -> 25 food per 1 water
a muton pie that gives 7 pips cost 3.02 water -> 27 food per 1 water

https://docs.google.com/spreadsheets/d/ … range=AA14

#321 Re: Main Forum » Let's make Genes actualy mean something. » 2019-11-08 16:02:40

I would say just keep the Ave.lifespan hidden, people don't need to know it.
And yes bootstrap it to 60. I would also hold it to 60 for the whole new player period.

#322 Main Forum » Let's make Genes actualy mean something. » 2019-11-08 14:03:50

miskas
Replies: 6

As you might know, Gene's mater, IQ heritability, for example, is between 57% and 86%.

How could we implement gene inheritability without Harming the player Skill/rank ladder?
We need a way to implement this that would make sure one can start from the lowest rank and go up to 1st.
Also, we have to make it noob friendly. noobs need good and caring players to keep them alive.

First, we need an extra Value.
Personal lifespan = the average lifespan of your last 3 lives

1: You give birth to children based on your Gene score and your BB Ave. Lifespan.
Rule: The Absolute difference between your Gene score and BB Ave. lifespan has to be lower than 25
        |BB Ave. Lifespan - Gene score| < 25

consequently,
2: You get born to mothers that your Ave. Lifespan. differs up to 25 scores.
If your Ave. lifespan is 20 you get born to mothers from 0 gene score to 45.
If it is 5 from 0 to 30

This will prevent lower-ranking players to give birth to extremely Skilled players and vice versa but allowing them to be born on an average player.  This will make sure that one can not be forever stuck in a low skilled mom or high skilled moms.


Let's take an extreme paradigm to test it.
A player starts with Gene scores 0 and lifespan 0.
And let's say he gets unlucky with Mother Gene as well.
-gets born to a 5 score mother and lives to 4
-gets born to a 0 score mother and abandon.
-gets born to a 10 score mother and lives to 8. 
Lifespan= 4
-next life rolls normally and born to a 15 score (~50% of 4+25=29) mother and lives to 15
Lifespan= 7.6 new mom gene limit 32.6
as long as he keeps having average rolls mother and be a co-operative bb mother will curry him up.

And these 4 test Rolls assumed equal distribution, In-game currently we always have Normal distribution
Screenshot-5.png
Meaning if you are low it is more likely to have a mother with Average score than a low one.
(Jason run some cool probability test to test this theory, I really love these tongue)

3: if there is not a mother inside your gene limit, just born to a mother close to its upper limit.
( I skew this for ladder climb reasons never gonna happen anyway)

What about the noobs?

4: As long as you are considered a noob your Ave. lifespan is 60.  This will make sure noobs get to be born to the best portion of players to have the best chances to learn the game.  When the Noob Period stops.  Average life span Value starts ticking and you are free to move through the skill ladder.


Positives :
A player that has a Low gene score though, its own /dies, abandon bbs, doesn't care for them, plays solo AND die young will be less fertile. 

This means 2 things
1st people that don't care and play solo won't be a pain in the ass for the other that care, know how to survive. If you live to 60 you are getting sure that your next mother will not abandon you.  And if you like to play solo, you will be playing solo.

2nd and more important. If you are a player that doesn't know the game and has low survivability thus low score. This will make sure he won't be burden with raising many children. He will have more time to focus on his own survival. He will also Alway have a more positive gene score from Grandmother and mother and less negative score from his BBs. Meaning that as long he manages to Survive more, his Gene score will go UP.

Next one. People at the higher rank with more skill slots more survivability, That are pros in-game will have BBs that know what they are doing.
That means that they will have More time to Work, more time to do things for their Village more time to get focused on personal projects. AND the most important will have high survivability kids to help them and also inherit their work!


So we have a mechanic that helps solo players, helps high gene players, helps low survivability players and also helps noobs.

#323 Re: Main Forum » Idea to reduce food waste and make "big foods" more beneficial » 2019-11-08 04:24:37

Coconut Fruit wrote:

Idk, this curve feels weird and unintuitive. Furthermore vanilla users don't even know their age.

you don't need to know your age , but your stomach pips and these are displayed.

#324 Re: Main Forum » Completely bonkers food rework idea » 2019-11-07 18:18:30

I see a lot of fences there ...and no public food.

Every person would have to produce his food.

by the time one carrot batch grows to be eaten, we would have one hour one life zombie mode tongue

we are not ready for so many BPS, storage, and fences.

#325 Re: Main Forum » Coming Soon: Boundless World 2.0 » 2019-11-07 16:28:37

Gogo wrote:
Toxolotl wrote:

Genetic score counts for almost nothing and relies on having competent players as kids. You can spend almost all your life with a new player, teaching and taking care of them but leave them for a few minutes and they die, bringing down your score.

How about assign best players to best moms, everything based on genetic score? This will naturally distribute players to similar playing people.

Even if this would be Amazing and realistic it seems so dangerous for a game.

The question is how do you get away from lower ranking.  If you can prove me or implement some changes that would make sure one can start from the lowest rank and go up to 1st I would fanatically approve the idea.

Also, you have to make it noob friendly. noobs need good and caring players to keep them alive.

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