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a multiplayer game of parenting and civilization building

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#326 Re: Main Forum » Why I take a hands-off approach » 2020-07-13 21:40:56

Bans will never happen unless there is a eula. Then the question lies in who will manage the bans and what would be the restrictions. People complained about killing in a similar way and look how that turned out. Umbrella restrictions are never a fun thing in a game.

I think a main issue is power distribution. As things stand now if you want to grief there isn't much players can do about it. Banning individuals will not effect the accessibility and strength of those play styles.

Stuff to consider:

-Make bears only able to move 1 tile after being shot

- Being able to chain an engine to a well

- Wild boar piglets cant be carried in backpacks or pockets

- Lives in donkey town effect gene score with max points of +0.0

- Scrap boxes break engines into their original components and they must be placed in crucibles individually.

These things might seem minor but they will drastically effect the efficiency griefers can preform at without putting exclusive pressure on the community.

People are frustrated because they are at a disadvantage but still work hard to prevent destructive playstyles. That responsibility shouldn't exclusively fall onto the community members. Cursing for example require players to be on while the "bad egg" is on in order to have any effect. Sure it boost the radius for other players if you're offline but it still requires a good number of people online in each town in order to keep people in donkey town. This is a big ask and i think the people who are most frustrated about this stuff are the folks battling to keep griefers at bay.

Throw them a bone.

#327 Re: Main Forum » Real Talk About Gene Score » 2020-07-13 20:56:50

Precious life and life token were a complete failure. People still behaved exactly how they did before. You could /die until you got into the family you wanted with full confidence you had a number of lived to /die with. Life token literally serve no purpose now with gene score at play. If you use the tokens you shoot yourself in the foot and score punishes you.

I can agree that the precious life update was an attempt to "discourage people from abusing the spawn system and reduce SID babies" but it never worked, gene score actually worked and effected how people play on an extreme level. Life tokens just dont compare.

#328 Re: Main Forum » On the note of scrapping engines... » 2020-07-09 22:49:28

We should be able to sabotage horse carts, cars and planes so people crash and die while using them.

Also we should be able to run people over with cars.

#330 Re: Main Forum » Real Talk About Gene Score » 2020-07-08 11:32:37

What happens when they all run out of town? No nieces or nephews then and everyone gains points. Families are disposable. Meme score is forever. Honestly its beyond rancid at this point.

#331 Main Forum » Real Talk About Gene Score » 2020-07-08 00:24:49

Eve Troll
Replies: 18

I've noticed some disturbing trends surrounding genetic score cultivation and the playstyles associated with it.

Main root issues: Score heavily influences player's accessibility to the game. By ignoring the system and the playstyles it encourages you are punished with restrictions (less tool accessibility and an inability to play as eve).

Playstyles I see actively:

- Die as eve before you have any children to maintain score and avoid points lost.

- /Die immediately when born into a family below 5 generations. Typically you lose more points from difficult lives than if you simply /die.

- Run away from town to avoid having children to reduce the risk of losing score.

Why this is an issue: Besides the obvious these playstyles have a trend of damaging or weakening the stability of a family. Eves that have the guts to start a family are heavily punished score wise and often not even given a chance with the amount of people who die to avoid losing score. People leave established families to avoid having children, limiting spawns, and weakening the family as a whole. Eves dying immediately force the spawn onto someone else who will likely lose score and be punished for attempting one of the more difficult parts of the game.

My take: Gene score felt like a response to the degree people that would /die in order to spawn how they wished. Often to either plays as eve or spawn into a specific family. As much as this did weaken some families when the community played favorites it also bolstered others in a strong way. It feels like biome specialization was another attempt to discourage the playerbase from picking favorites and force them to value all families, except whites, equally.

Long story short: gene score felt like an attempt to discourage selfish playstyles, discourage people from abusing the spawn system, and reduce SID babies. In response to it the player base has gravitated towards an equally selfish and even more destructive form of play. It forces a mold players must adhere to and limits the overall diversity of lives and playstyles. Its a serious shadow that looms over the game and should be seriously considered for a rework.

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