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#301 Re: Main Forum » How to be an effective, good murderer and wipe out entire villages » 2018-04-03 12:43:23

Aname wrote:
Baker wrote:

I'm curious about why you don't see mass murder as griefing?

...and that you have to get all carrots in baskets. Btw let some carrots overgrow so the city can be easily rebuild...

Friendly reminder that seeded carrots have a despawn timer now. Gotta pick those things fast...

#302 Re: Main Forum » Writing is an important and hard thing to begin and learn. » 2018-04-03 10:13:59

I think it'd be somewhat immersion breaking if you could write in plain English for signs etc. I'd prefer trying to communicate with images, e.g. picture of a carrot, bear, seed, house, rabbit etc. Obviously this would prevent people writing their names, and shit-talking. Not a perfect solution, but IMO most preferable and contextually realistic.

Historically this could be implemented similarly to the central American and Egyptian hieroglyphic writing style.

#303 Re: Main Forum » A Job for Men - Protect the Village! » 2018-04-03 10:07:44

breezeknight wrote:

every method used violently for the good can also be used for the bad
like holding, slowing down, hunting a human
introduction of new method of violence will only open new areas to destructive violence

just like now the civilized usage of bow/arrow & the knife for the good of the community can be used to just kill humans

i agree though with the title of the thread - women constantly in danger to be flooded with babies are not suitable to do something about crime

but the protection of the village should rather tend towards GUARDING than chasing the culprits afterwards
- guarding of murder weapons in an enclosed area
- guarding enclosed farming areas, especially berry bushes

PREVENTION instead of REACTION

i am looking forward to come across a village where guards are managed efficiently, because we have already now in game all tools to prevent crime, we just didn't manage to implement them yet

I agree that guards are becoming a necessity, especially after the horse update. The problem is a guard is one extra mouth to feed, and they are just as likely to be a griefer than anyone else. I personally prefer 10-50% of the population being armed with knives, so that if there is a murderer, they are quickly sorted out. This way, if someone sees something "fishy" they can do something about it if need be. There is a big problem though when a good citizen kills a baddy then they are killed by someone ignorant. For this reason, I really like the idea of being able to restrain people.

I think with castle-like city design, we'll see improvements in anti-griefing.

#304 Re: Main Forum » PvP tips? » 2018-04-03 10:01:24

Aname wrote:

...Rule number 9. remember his name sometimes the griefer will comeback and act normal...


It depends on how good the griefer is.

Thanks Aname, got myself a slimy one just now. The kid thought he'd get away with it if he pretended he was a baker.

#305 Re: Main Forum » The SHEEP Problem » 2018-04-03 07:57:27

Gotta have a knife around for those snekky snakes anyway.

"An armed society is a polite society. Manners are good when one may have to back up his acts with his life." - Robert A. Heinlein

#306 Re: Main Forum » How to be an effective, good murderer and wipe out entire villages » 2018-04-03 07:54:15

Alf, I've probably killed you half a dozen times in your attempts at griefing. Go play a different game.

#307 Re: Main Forum » Born without a name... » 2018-04-03 07:42:18

Drakulon, are you the one naming all your kids "Faith" and "Hope"? I love people that make an effort with naming.

#309 Re: Main Forum » Defense against Raiders and pkers. » 2018-04-02 05:38:14

I really like this idea, especially if you had a "safe room" with a bell in it. Ideally centrally located with your nursery, valuable equipment and horses in adjacent rooms.

#310 Re: Main Forum » Keep all the children alive » 2018-04-02 05:27:36

Underpopulation isn't really relevant. There's a huge difference between strict population control and smart population control. Killing all female babies is strict, but definitely not smart.

The only other reason why a civ is wiped out is due to underpopulation is a combination of the carrying capacity of the area is too low and bad luck in birth gender ratio (or them being noob).

Lily wrote:

You can expand how many people can survive in an area though. Make wells, plant more bushes, grow wheat, and so on. If you are fully clothed or have a fire going, it actually doesn't take much food to raise children until they are useful.

Wells are a bandaid solution to poor farm placement since they inevitably dry up. Bushes and wheat require water, although they do raise the max population to a point.

The only way to have the full server in a single civ, is for there to be multiple smaller hubs, or a really big spread out town. Water is the limiting factor, and wells are not a solution in a game with imperfect players.

#311 Re: Main Forum » Trump Dynasty » 2018-04-02 02:30:16

Eannatum wrote:

YO! I'ma trump. I managed the building of the wall. I was called Jared (I think). I got 1/3 of it done. I was in command after my sister, Melinda.

Unfortunately, our dynasty ran out of females. Its okay, we took some villager children and adopted them as trump babies.

LMAO I was one of the Rowan's who helped build the wall with you!

#312 Re: Main Forum » The birth of art and carpentry » 2018-04-02 02:25:34

zentea wrote:

...It would be nice to see work specific rooms like baker with tables,tailor with wardrobes or smith with tool racks. Right now its just big rooms full of carts with stuff...

Dozens of civilisations have/had indoor bakeries. Some have had indoor smithies, but they're typically outside.

#313 Re: Main Forum » Keep all the children alive » 2018-04-02 02:18:11

Every environment has a carrying capacity. What this means is there is a maximum number of people you can have. This varies depending on how efficient the farm is, how many foragers you have, whether you have clothing, a baker etc. However, if you are adamant you must raise all children, then you are largely responsible for the subsequent famine and collapse of your civilisation. You might not have killed anyone directly, but by refraining from doing so, you are worse than those who do.

There are a variety of solutions to overpopulation - the least violent is making people emigrate.

I've seen countless civilisations fall directly due to the actions of the bleeding-hearts like many of these in the forum. Usually when a place is overpopulated, I'll leave for 10-20 years then come back to it often completely empty.

#314 Re: News » Update: Name that baby » 2018-03-30 11:01:33

Aname wrote:

what if you get born and the mother wont give you a name. can you choose a name yourself or will you just be nameless forever.

You will be nameless forever and if you're in my town I will mock you relentlessly.

#315 Re: Main Forum » Family or fallacy? » 2018-03-30 01:53:49

I've been killed for being a boy a total of one time. I've had well over 500 lives as well, so that tells you that it's a non-issue.

#316 Re: Main Forum » 31 Generations? » 2018-03-30 01:37:12

If anyone is curious, the 31 generation dynasty occurred on server 2. I was the last or second last member of the dynasty. About ten - fifteen people wiped out by a griefer with a bow. My close-to menopausal mother killed the griefer with a knife (we had multiple). I was a male, thus couldn't beget children, but we had a couple of Eves find the village before I died.

If you're curious as to how I know which dynasty broke the record, it was simple deduction as there was only one long-term civilisation going at the time (another one that was > twenty had died off a couple hours before hand - not sure how) and the generation ticker was going up upon refresh. It helps that I played 18 hours more or less consecutively lol...

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