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#426 Re: Main Forum » Let's clarify what this goddamned game is about » 2019-05-19 01:41:31

Spoonwood wrote:
Peaches wrote:

tbh I agree with everything in the OP, I've notied the vocal playerbase is a bunch of whiners who are too dead-set on making Jason's game into something he never intended it to be. They're "failing" as players when they fail to accept or understand things like fences or when they refuse to move forward to move sophisticated clothing in favor of rabbit loincloths.

You play an experimental game, you get weirder updates. Shut up and have some fun, dangit.

Rabbit loincloths are the most insulating type of clothing on that part of the better.  If you think that something else is better than a loincloth on bs2 for purposes of a family surviving, you are wrong and probably don't understand the fertility mechanics.

Loom clothes are NOT more advanced than rabbit clothes in terms of a lineage surviving, except the cape.  They are equally or LESS advanced than rabbit clothes.

Except that ultimately, rabbit fur DO insulate better. Why isn't everyone wearing rabbit fur these days?

I think the issue is cloth is just basically too expensive. It should , in an advanced settlement, actually easier to acquire than rabbit fur. Ive read sources that say a typical sheep shorn once can provide enough wool for 4 or 5 sweaters. Of course, this would break the game. But the current rate of needing 6 sheep shorn to make ONE sweater is ridiculous. I think one sheep shorn to make on huge ball of yarn which can be cut into smaller balls. Then the textile revolution can actually begin proper.

Loom clothes not decaying is huge. Also, I like the trouser pockets

This would not make rabbit fur obsolete though. It still has better insulation would remain the clothing of choice for people actually venturing out far from town. Which makes sense, those are outward bound gear.

#427 Re: Main Forum » Organization in the village! » 2019-05-19 01:35:44

Spoonwood wrote:
RodneyC86 wrote:

It may be interesting though. A group of thugs, all wielding their own knives, forcing the populace to obey, otherwise stabby stab. Living under a tyranny would be a nice change from unbridled freedom.

Yea... because tyranny and oppression is what the world longs for *rolls eyes*.

No one said you can't fight your way out. Imagine the stories that can be told. Resistance members covertly stashing materials to Smith weapons. Makes a cool story.

I'm not a fascist tyranny dictator IRL , don't worry. One can't deny it has happened before , and living under one in game would be an interesting change of pace.

#428 Re: Main Forum » Organization in the village! » 2019-05-19 01:27:33

It may be interesting though. A group of thugs, all wielding their own knives, forcing the populace to obey, otherwise stabby stab. Living under a tyranny would be a nice change from unbridled freedom.

#429 Re: Main Forum » Organization in the village! » 2019-05-19 01:19:20

So basically a person armed with a duty roster, which may or may not be obeyed . It'd be hectic,Aube worth it, but if compliance is poor it's pointless. Maybe some executioners can change that

#430 Re: Main Forum » The weird Story of the Rhee family Cult (not family friendly) » 2019-05-19 01:15:23

The fact that your profile avatar is Monokuma is hilarious

#431 Re: Main Forum » Do you welcome Eves in your village/town? » 2019-05-19 01:12:47

Thaulos wrote:

Most issues seem to occur with the occasional griefer (which already happened before) or outsiders coming to steal or kill.

Having multiple families living in a town seems to work fine even with the language feature.

Jason finally succeeded in making fences relevant and probably essential. Almost every town without surrounding fences I have been suffered from serious theft from outsiders. I guess new eves find it easier to just take from existing towns than make stuff from scratch whenever they want to build their own town.

Ironically it seems that what made fences relevant wasn't language, lineage bans or the existence of fences themselves but the fact that so many eves spawn close together.

Well walls were made to protect civilization from barbarians in history. So totally makes sense.

Wouldnt it be good for the bigger town to send sort of a 'missionary'? Preferably a guy to show we have no intention to populate their camp. I hope marriage is allowed at some point, once married the smaller eve camp members won't be considered outsiders anymore and war swords won't work. Then mingling can officially begin with no risk of sword massacre. In names, to differentiate from outsider or not, just add the in-law suffix in the relationship info

#432 Re: Main Forum » Do you welcome Eves in your village/town? » 2019-05-19 01:06:32

What lychee said is pretty much my mindset..

Yeah I would not allow an Eve to come to my village, totally not worth it. I won't kill them outright but you better not come anywhere near us or I will stab you. Go and settle somewhere else.

#433 Re: Main Forum » Civilization Eras - Current - By Ian » 2019-05-19 01:03:19

To me the era that stands out the most is when there is surplus and everyone just takes up stab-fu to fill up their time. I'm honestly surprised so many people resort to this sort of activities when they are bored with a lot of surplus. Why not paint the walls, make a new town, build something nifty instead of stabbing people? It makes me worry about how these people behave in real life

#434 Re: Main Forum » How long will we keep using stones and stick for everything? » 2019-05-19 00:54:21

Perhaps anvil creates "Refined" steel tools. And they have half the chance of deteriorating with each use compared to standard steel tools made with flat rock. Makes sense, hammering steel on a less than perfectly smooth surface sounds like recipe for weaker steel tool.

Just need maybe upront of 3-5? Steel ingots to make one.
But it's saving steel in the long run.

Stoves can be used straight away after lighting and lasts longer since the burn is controlled.

Simple upgrade, stick a steel pipe into a bucket to make watering can, no need to have so many bowls near a field anymore since only fertilizer left now needing bowls

Pestle and mortar seems difficult to justify, I think I'm willing to let sharp stone and clay bow continue as the pestle and mortar

Bigger storage vessels for graisn, flour, beans , sauces would be awesome.

On an unrelated note, IMHO, Jason needs to stop worrying about the garden of Eden scenario we achieve of everything is too "easy" . Humans will create new problems themselves. Look at us now! We have smartphones more powerful than a computer that used to fill an entire room in our pockets and the world has never been more depressed.

If someone wants to not have a garden of Eden, he can just run away from town to be a settler 500 tiles away, the world is huge afterall
I never understood people who want to keep /die Ing so to become an eve. Why not go and make a new settlement for the town.

#435 Re: Main Forum » How to make swords balanced » 2019-05-18 00:43:22

futurebird wrote:

What if, when you are holding a sword you can be hit with ANY tool. So with a hoe, a shovel, an adz, anything. If you are hit 3 times, or 5 times with tools you die.

Nice idea, this can go well with my war declaration idea. So if anyone is serious about bringing the heavy guns (swords) they are better be prepared to deal with a mob of angry farmers

#436 Re: Main Forum » How to make swords balanced » 2019-05-18 00:32:00

What if using a 'war' sword actually requires a family declaring war on another first?? Otherwise limited to knives and bows

Like say for Family A declares war on family B, a guy from family A can go "We declare war on B family" , then a war gong sounds for everyone on both families and everyone can take measures as needed. War starts in one minute

This might give more time for town dwellers to hide/scatter/grab a weapon.
This in turn , allows the attacker to stand a chance if it doesn't consist of only one moron who thinks war is funny

Peace declaration can then be done but both families must agree , at least one member from each side must say , "We declare peace with A/B"

#437 Re: Main Forum » Idea: Walls take up space in between tiles, not entire space itself » 2019-05-18 00:06:17

So we have walls IRL because

Privacy ( irrelevant in game)
Security ( very relevant in real life and in game but I guess maybe it's an implementation issue and not working as intended)
Protection from elements ( in a way irrelevant currently, there is no weather)

So obviously only security matters for now, easy to see why Jason made swords

Maybe introducing weather will encourage shelters?

#438 Re: Main Forum » Idea: Walls take up space in between tiles, not entire space itself » 2019-05-17 23:54:25

jasonrohrer wrote:

This might be part of the story here, but I don't suspect it's the main issue.

Unfortunately, walls are not a special object in the game.... they are just like any other tile.  Making them work differently would require a pretty major overhaul to the engine.

That's sad.

Well I know this bothers me, and therefore I never even learned to build walls.

Property fence was the only wall I built because it being super cheap compensates a bit but I still find it awful for making areas and buildings that you dream about.

#439 Main Forum » Idea: Walls take up space in between tiles, not entire space itself » 2019-05-17 23:41:38

RodneyC86
Replies: 10

Okay so there has been quite a ruckus with the recent updates , specifically the war swords.

Jason is currently being accused of manipulating mechanics to force wall building .

In many games that involves tile placements, I always found it more elegant that walls can be placed between tiles rather than them needing an entire space for themselves

I think people are not building many walls because they simply take up too much space, imagine a very small building 4x4 space inside, supposed to be a bakery. This building will have 20 wall segments around it, which is surprisingly more space than the interior.

A 5x5 is the first size where the interior is bigger than area taken by the wall.

It's VERY difficult to justify losing that much real estate unless the benefits are huge, clutter is already a big problem without walls. And the fact that, most of time, and rightfully, people start with open air style of settlements since no one can afford walls yet. Even then later when you can start affording it, you got to admit having to wall area with one tile width boundary is a massive pain. The smiths especially will be furious.

I want ask, Jason, whether current programming doesn't ever allow for walls to be placed between tiles rather than on them.

I'm quite sure this will solve your people are not building walls problem. Walls will be easy to place, will not worsen clutter, it will still chase traffic issue if very poorly done but shouldn't be a big issue.

Also, adding warmth to homes even without a fire would help. In reality, indoors is always a tad bit warmer than outdoors, even with no fire. I'm very sure smiths would then very much be pleased, walls don't disturb their workspace, they get to warmup, therefore less bothered by food needs. And they get to watch people coming and going through their front door.

#440 Re: Main Forum » Idea: Communing with spirits » 2019-05-17 16:32:31

pein wrote:

i seen 1600 year old bones big_smile
would you wait that? big_smile

There's a limit to my idea, if a bone is not buried in 10 minutes , it is considered forgotten and the spirit has no chance of being channeled, a second death if you will

Day of the dead anyone?

#441 Re: Main Forum » Idea: Communing with spirits » 2019-05-17 16:31:13

Toxic wrote:
DestinyCall wrote:

And perhaps this would give people a reason to bury the dead.    If you are left unburied, you remain as a spirit for a period of time and can observe and interact with the world in a limited fashion.    How long you stick around depends on the age you died - baby ghosts vanish quickly and old people ghosts stick around for a much longer time. 

Valued family members would be given a proper burial to allow them to move on to the next life, perhaps after a seance to determine if they have anything to say to their loved ones.   But unfriendly ghosts could also be a problem.   Maybe allow ghosts to interact with objects once every minute.  This could be used by peaceful ghosts to warn the living and encourage someone to perform a seance to receive valuable intel.  Or used by malicious spirits to disturb the town and upset their work if they have neglected the dead or left too many murder vicitms unburied.

Malicious spirit I’m dieng lol smile
But it’s a pretty cool idea I would love to see ghosts picking up my shovel and putting it 200 tiles behind a tree.

Careful Toxic, don't relapse.

I'm actually of the mind that spirits shouldn't be able to do more than speak to the channeler, and maaaybe the closest family can hear faint whispers only.

Last thing we need is a griefer ghost who can still stir shit even after death

#442 Re: Main Forum » lets talk in our OWN LANGUAGE! will be so much FUUUN! ich mach deutsch » 2019-05-17 12:54:47

Saya tak suka update pedang ini. Saya rasa populasi satu jam satu nyawa masih terlalu kecil untuk konsep pedang dan pedang untuk bermakna apa-apa. Hanya troll saja seronok .

Jason harus gostan dan melupuskan update pedang ini.
Terima Kasih

#443 Re: Main Forum » /die baby bones delete items left on the ground. » 2019-05-17 12:44:12

CatX wrote:

If Jason fixes this by letting the bones of suicide babies crumble to dust, it would fix two problems at once.

Or let a life start from inside the womb, hence the pregnant belly.

If player doesn't like the place, he can use /die and just have the mom go through a miscarriage. No fuss.

I know it seems silly that a child in a womb can tell that he don't like the place without even having opened his eyes yet but think of it this way. A newborn child can't see that well either, and  SIDS is not really sudden anyway, we are already hiding a mechanic behind something totally inequivalent

Also, maybe I'm wrong but I think most players prefer to be born in a thriving town, so having a nice town encourages less miscarriages anyway which makes a bit of sense since less stressors in an established townlife tends to reduce miscarriage rates anyway

Edit: The only way this can mess up if Jason decides to add POC dropped when miscarriage happens, ewwww

#444 Re: Main Forum » Should the sword kill everyone from other families or only foreigners? » 2019-05-17 10:01:09

Spoonwood wrote:
RodneyC86 wrote:
Spoonwood wrote:

End the war sword.  Honestly, what value does it have in a game that is supposed to be about parenting and civilization building?  None.  None at all.

No man, war is a condition of human civilization. Like it or not, humans are a war-like race. Even monkeys( or is it chimps?) are known to wage war between groups.

No, war isn't a condition of human civilization, since human civilizations can exist without war.  Sure, war happens in human history.  But, OHOL wars are not people playing for the sake of their lineages.

RodneyC86 wrote:

And in war times, parenting is even more important,

" Enemies have breached through our walls, a dozen raiders are approaching the town nursery. With me, my 6 year old daughter, holding our family pet. There is but not time to waste on sentiments, I shoved the dog aside and passed my crossbow to her, and asked her to run away south as far as her little feet can carry, shooting any strange men or women who approach her. Tearfully, I left out the door, to attract the raiders attention from the nursery.... You must live my daughter "

It's not good parenting to tell the child to shoot any strange men or woman.  That's just trying to induce paranoia in a child.

Ah my sweet summer child. We will protect you don't worry

#445 Main Forum » Idea: Communing with spirits » 2019-05-17 09:53:56

RodneyC86
Replies: 9

I know we are all here men and women of science and scoff at the idea of mysticism, but one can't deny it played a huge part in early human civilization and their psyche.

What if, when a person dies, the player doesn't get thrown to the main menu right away but his spirit wanders around his dead body, yet he can't see anything or anyone...

Until someone decides to honour you with a grave and offering and commune with you! But this will only work if within say 10 minutes of death and the person who died stuck around and waited after death, otherwise the commune fails


I thought of this because there was once I was cartinf a full load of iron on the way home but got stupidly mauled by a wolf, I made it just to the village to say I lost an iron cart south east bit didn't get to warn them there are five wolves around it. I now worry whether they made it or also got bitten

If someone communed, I could tell the 'shaman' s a spirit and warn them, and maybe while at it I can stick around and see what they do with my haul.

I know this is more outlandish and not exactly scientific or logical but then I remember we have the damn Nosaj .

#446 Re: Main Forum » How do you make the most of a life in a decayed town? » 2019-05-17 05:22:50

futurebird wrote:

With the new update we'll be spending more time in towns with broken baskets, the rubble of adobe and fences, with that old decayed feel.

I was in a town in my last life and there were about 10 people there but it felt like just 2 or 3, the town was just so huge and there weren't many of us and not many kids were being born.

I always have a hard time thinking of what to do in towns like that. Nothing feels very urgent. There's often food, and water, and since there aren't a lot of people no reason to make more. Organizing isn't very satisfying. And the real problems that such towns have can be hard to tackle and get others excited about.

I decided to try to tackle a hard problem: the town had very little iron, there was some recycled iron, but not much at all. So holding out hope for a baby boom I prepared a horse and rode out into the wild, but what I saw was not "the wild" as I know it and love it... it was a wasteland. For miles about every resource was stripped, even bananas and burdock were scarce. I rode for 30 min and found one piece of surface iron and one iron vein so far from home that I knew I would not be able to bring a kit to it and mine it before I died.

Even the other abandon towns that I found were disappointing. Every item with iron was gone. What I did find was knives. Knives are an excellent source of iron and I brought 3 back along with the single piece of iron that I found in the jungle.

It wasn't a bad life but it was bitter sweet, by the time I got back most everyone was dead. The town was empty so, there was no one to enjoy my finds. I melted the knives anyway and stacked up some kindling and charcoal so that anyone else who lived there in the future could make kerosine.

So, my question is what would you have done with that life? How do you make the most of a tired old town?

As the iron runs out we can move to stone hoes, so farming can go on... but how will we cut down trees without new axes? How will we make new carts and replace wandering buckets?

I suppose you could take the car and get iron from even further away.

Or you could do a raid, but really I can't see killing for iron when the real issue was it was just so empty and lonely. If I found a living town I would have settled down to happily work there.

But, I'm curious how this scarcity will play out. I must admit, I'm tempted to avoid burnt out places and search for somewhere more lush... how are the rest of you felling?

I don't linger in decayed towns. If I were the last guy in the town with no girls, I would try to scavenge two ropes and a sheep skin and get a horse. Then ride into the sunset.

But I guess it sucks because wilderness is just random repeated same 7 biomes. I do hope to stumble into another town though and say Hi. Then I can tell them my story. Also at least I brought a horse to the town

#447 Re: Main Forum » /die baby bones delete items left on the ground. » 2019-05-17 05:17:51

Tarr wrote:

Yeah a baby can currently frag a diesel engine left on the ground. I'm not sure what exactly can and cannot be deleted but stuff like stacks are fine (baby can't delete a whole stack of iron) but can delete a solo piece of iron.

Omg you serious?? Sorry girls, you are not welcome to my engine building project, lest you get a demon baby who wants to replace their bones with a diesel engine and go to hell (that would be my headcanon anyway)

#448 Re: Main Forum » /die baby bones delete items left on the ground. » 2019-05-17 05:10:54

Tarr wrote:
RodneyC86 wrote:
Tarr wrote:

You can finally get rid of tomatoes by coaxing your child to kill itself on the tomato. Swords can get the same treatment too if you wanted.

Things suicidal babies cannot eat:
Horse carts.
Bears.
Berry bushes.


Not going to make a whole list of items they can delete but I'd be wary of leaving stuff on the ground your babies can walk over and delete.

Interesting, so a griefer now can keep getting reborn in villages repeatedly and die on important items?

Their suicide bans them from the area so if they /die they'll have to wait for a mom to walk out of the village or one of the triggers to be allowed back in be reached (3 hours real time or 1 and a half played time.)

Ah yes, true.

What if a baby walks up to an engine and dies on it? Does it disappear?

It would really really suck of it does

#449 Re: Main Forum » /die baby bones delete items left on the ground. » 2019-05-17 05:05:40

Tarr wrote:

You can finally get rid of tomatoes by coaxing your child to kill itself on the tomato. Swords can get the same treatment too if you wanted.

Things suicidal babies cannot eat:
Horse carts.
Bears.
Berry bushes.


Not going to make a whole list of items they can delete but I'd be wary of leaving stuff on the ground your babies can walk over and delete.

Interesting, so a griefer now can keep getting reborn in villages repeatedly and die on important items?

#450 Re: Main Forum » Should the sword kill everyone from other families or only foreigners? » 2019-05-17 04:01:56

Spoonwood wrote:

End the war sword.  Honestly, what value does it have in a game that is supposed to be about parenting and civilization building?  None.  None at all.

No man, war is a condition of human civilization. Like it or not, humans are a war-like race. Even monkeys( or is it chimps?) are known to wage war between groups.

And in war times, parenting is even more important,

" Enemies have breached through our walls, a dozen raiders are approaching the town nursery. With me, my 6 year old daughter, holding our family pet. There is but not time to waste on sentiments, I shoved the dog aside and passed my crossbow to her, and asked her to run away south as far as her little feet can carry, shooting any strange men or women who approach her. Tearfully, I left out the door, to attract the raiders attention from the nursery.... You must live my daughter "


Now having said that....
I really do think this is NOT the right time to introduce wars in this game, someone once said the current population dynamics do not support war or rather, items that allow one person to slay a dozen. It's simply ridiculous that a single person can commit genocide on a family with relatively little effort. In reality, and it should be close to reality at least with regards to war, genocide requires concerted effort from the attacking forces. The current server population cannot sustain this sort of events IMHO

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