a multiplayer game of parenting and civilization building
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Reference for women being required to serve in the military pre-1948? I know they were allowed to serve in non-combat duties, and that many did serve... but I've never heard that they were required to serve.
My point has nothing to do with women "sitting at home" but rather that they generally receive more protection from death than men.
It's not much, and not really going to give you much insight on the overall effect across genders, but Chen I Sao is an excellent example of a militaristic force headed by a female. She was able to wrestle the Qing Dynasty (China) into submission, primarily because they neglected Naval Investment for quite a while, on top of taking an isolated administrative approach. This doesn't really change the 'norm' of history however. Women historically are not seen on the battlefield, be it wiped from the record, placed in a footnote, or simply not happening at all. If you want to see something that appropriately shows some of the gender struggles, pre-Genghis Khan Mongolia saw the kidnapping of women across the Steppe, including Genghis's own wife, Börte, which led later to him enacting anti-kidnapping laws over regions he conquered. I would mention Joan of Arc, but again, she is an exception, and not the norm. I also see you talked about the Onna Bugeisha, which mainly served as retainers, most commonly identified with the Naginata, specifically to counter the reach advantage males had on average, and to align with the style of the most practical weapon at the time, the Spear/Yari.
https://en.wikipedia.org/wiki/Ching_Shih
https://en.wikipedia.org/wiki/Genghis_Khan
Edit: Also, Mary Seacole was a sort of, frontlines Medic, though again, this is quite the special circumstance. She also played a part in stamping out Cholera, yay!
https://en.wikipedia.org/wiki/Mary_Seacole
The difference between it being difficult and tedious is repeating tasks. Having to make a new hoe every fives minutes isn't difficult, it is tedious. If the early tools broke after like 20 times then the steel version lasted like 200 then the difficulty of making the harder tool would be reward, and you don't have to constantly repeat the same steps over and over forever. It would be much more fun.
The decay rate is just too high I think. A tool you make should probably last most of your life time. That way you are rewarded for accomplishing the task.
I definitely see valid arguments that it is more 'tedious' than hard. Assuming that Tools do get an increase in Durability, do you believe there are any other factors contributing to the current state of the game? I have heard 'item clutter' be thrown around as a serious issue, and am curious if you have anything to say on that?
You should play a little more to see what they talk about. What are you say looks teorical and not from a perspective from who played this update.
The game is not that hard. But the way that decay system is currently makes it about grind. There is many faults that people keep talking about, like when he put baskets to decay 30min (that was insane) but you only can see it if you play.
Now tools broke, but iron is limited. No city will last for at least 4-5 consecutive generations now. Every 1 hour all baskets will be gone, and resources will be lost, there is no way to store. Think about it, each carrot farm produces 5 carrots per soil with 1 hole of fertile soil you get at least 5 soil to farm. It's 25 carrots for each 4min.
If you can't see it, you need to play a little. You will see multiples cities failing overtime and itens everywhere.
I don't see how putting me in a position to defend my character contributes to the conversation, but for the sake of clarity, you have my guarantee that I have been living quite well this update in-game, and have done so for multiple lives.
That is irrelevant however. Very little of what I said had to do with my own opinions, and view on this matter, and more about opening the room to a constructive conversation.
That being said, baskets made now decay after 1 hour, and have 30 minutes of being floppy afterward until they are broken. You can use this tool if you ever need to look up objects in the game: https://kazetsukai.github.io/onetech/#292/Basket
I went through the liberty of including information on the Basket here.
So, you are having difficulty getting enough baskets to sustain what exactly? Is it Carrots, do you have too many Berries, or is it that you have too many Cactus Fruit? Are you at least able to make Carts to help ease the Basket making process?
Also, I've been seeing cities fall since the start of the game, it appears to be commonplace, only that towns would become repopulated rather than stay populated indefinitely more often in previous versions of the game (Not to confuse that any towns have stayed indefinitely). Can you describe what exactly has made it so that cities cannot function in this current version?
See how much easier the 2nd one is on the eyes?
2nd, I read through that whole thing and you basically just said that difficulty is a hard
thing to make fit lots of different peoples skill levels and playstyles. If you are going to
write out a big long text wall have some consideration for the people that are reading it
and try not to drone on and on without telling them much in the end. People will just TLDR
you and move on and if you get a rep for doing it they will just ignore you completely.
I tried adjusting the paragraphs, but the forum isn't quite catering to that, and quite frankly it looks more interrupted. Apologies if it was hard on the eyes.
I however think you may have missed a few points that I made, but that's alright, the main purpose of the post was to spark a discussion on the topic, and at least take a more critical approach. Tell me more about what I droned on about that made you 'uncomfortable', I suppose is the word, and I could see about improving my piece here.
The game is not difficult at all, it is tedious. Big difference.
The decay has ruined the game IMO.
I'd like to hear what you have to say about what makes the game 'tedious' rather than 'difficult'.
I also wouldn't mind a bit of elaboration on how decay has ruined the game, in your opinion.
With the recent reactions the the 'Riches to Rags' Update, there is probably no better time to discuss difficulty in games than now. One Hour One Life has had a large skill curve for what is likely its entire existence, however there was an issue of "Well, the town is built now, there is nothing left to do." at the same time. Difficulty seems unanimously controversial no matter what game it's in, whether they be deemed 'too easy', or 'too hard', each player anticipates a different experience, comes from a different background, and more importantly, everyone has a different tolerance for different ways games are difficult. For the sake of the argument, let's assume that players don't face any arbitrary limitations, outside the game itself. Lifestyle is a valid concern, as learning difficult systems, or really a new game in any scenario, does take time, and resources from our day, however we should assume that the players have enough time for a full 'sitting', each time they play.
Let's start heavy handed, there is an eternal struggle between the fresh experience, and the invested player's experience. There tends to be a noticeable difference between the 'Starting Player', the '10 Hour Player', the '100 Hour Player' and the '1000 Hour Player', and so on, though these values are just examples. Hours of playtime also do not account for any external research players conduct on their games of choice, which ranges from none at all, to breaking apart every mechanic of the game, inside and out. With such a diverse range of commitment, how do difficult games draw their appeal to different levels of player?
Many would cite the 'Sense of Accomplishment' in regards to the appeal. Games that are 'difficult' provide a challenge, and there are many that find satisfaction from many different kinds of challenges only games provide. However, not every Gamer is looking for a 'hardcore' experience, and if a player doesn't have the time, or patience to devote to a 'hardcore' experience, then they are likely to not stay for long. This is not a mark against the player, although this is outside the control of any developer, and is based on the player themselves. While developers can provide a bit of leeway, multiplayer experiences do not lend themselves to the ease of adjustment that singleplayer experiences have. Even more so, most multiplayer games pit teams against each other, and procedurally generated content will always have the possibility for 'bad luck' and 'good luck' of vastly different proportions. In One Hour One Life, you find yourself dependent on other players to affect your rate of progression. This is on top of random starting locations, the randomness of players, the randomness of resources, and one of the most incapacitating skill curves in gaming. Even in the best of locations, a player that doesn't know what they are doing is essentially guaranteed to fail until they get a grasp on the game. There are very few ways to circumvent this, as to interpret recipes will typically require a basic understanding of the game beforehand, and managing not to starve until graying is an accomplishment all on its own when starting out. Once the player is able to keep themselves going, they can look to contributing just a bit more than what they themselves need, and thus begins the start of a potential 'successful' family. But how exactly is 'success' measured in OHOL?
Players have made it clear that to 'survive', you do not need to participate much at all in the game's many systems, and it would be completely natural for any player to stumble upon this, once grasping the way temperature affects hunger, the coveted Desert Cactus Hermit. While to many, it may not be a very enticing playstyle, or appealing, it is nonetheless part of the game, and is currently an option which is available, provided the correct amount of Cacti are available. It only requires the knowledge that such a playstyle exists. This doesn't stop many others from operating off food sources which more directly rely on the player's interaction, and building all sorts of useful objects to help make the group just one step closer to 'maximized efficiency'. Players make choices, and often times they make choices independent of one another, even within the same settlement. This can lead to all sorts of situations, ranging from awful tragic, such as multiple players assuming that Wells have gone unused, to amazingly convenient, like one person getting wild seeds on their own, and bumping into another person who decided to go get dirt, only to be greeted in town by freshly filled water pouches from a third person. While it may seem that at times, doom is inevitable... The game itself provides every tool needed to help push your village forward, and avoid this doom, and it can happen both on purpose, and on accident for both extremes. Success can be measured in a variety of ways, some view that 'breaking records' is the way to get a sense of accomplishment, and the Site supports this by tracking multiple statistics of players, ranging from family tree names and tracking for Generations, to 'Monuments Built', which produces evidence of the overall improvement of the playerbase, as they mark multi-generational projects completed. The game also tracks the number of players who live past the age of 55+ in a life, and may give some insight to how well players are surviving in general. Needless to say, OHOL provides official external resources which promotes certain types of play, while still primarily revolving around player choice. Some may enjoy the life on the Desert Border, some may prefer the task of building up a town, but ultimately, this is player choice. So where else does success come from in this game if not everyone is in it to break records or look at numbers?
Some may say, it comes from building a family, some may say, it's building the perfect settlement, some may say, it's about getting the most hours in the game, some may say, it's about experiencing the game for 'what it is', some may say, they enjoy tearing down what others build up. These are all valid means of 'success', and the game itself doesn't offer this success on a silver platter, the game has no quarrel punishing you for your mistakes, and the mistakes of others. You are in it together with the other players, regardless of what each persons' goal is. This game provides a very Human experience, again, the freedom of choice is completely with the player, and this is reflected in a sense by the 'meta skill level', or rather, the overall ability the community has to use the tools in the game to succeed. Your goals can be decided from any number of things, either you need food, require tool replacements, or perhaps just want to setup a small house with a lock. But by far, there is one goal which seems to work against the grain of the game above all else...
So what is the deal with making something to last forever? Players can be satisfied spending 15 minutes on a multiplayer shooter, be content with a couple hours of a single player experience, and go about their day only approaching a quick, five minute mobile game while on the john. But in a game where life is birthed, lived, and dead within an hour, what is 'permanence'? We need not look any further than the One Hour One Life main page for this game's stance on 'permanence'.
This game is about playing one small part in a much larger story. You only live an hour, but time and space in this game is infinite. You can only do so much in one lifetime, but the tech tree in this game will take hundreds of generations to fully explore. This game is also about family trees. Having a mother who takes care of you as a baby, and hopefully taking care of a baby yourself later in life. And your mother is another player. And your baby is another player. Building something to use in your lifetime, but inevitably realizing that, in the end, what you build is not for YOU, but for your children and all the countless others that will come after you. Proudly using your grandfather's ax, and then passing it on to your own grandchild as the end of your life nears. And looking at each life as a unique story. I was this kid born in this situation, but I eventually grew up. I built a bakery near the wheat fields. Over time, I watched my grandparents and parents grow old and die. I had some kids of my own along the way, but they are grown now... and look at my character now! She's an old woman. What a life passed by in this little hour of mine. After I die, this life will be over and gone forever. I can be born again, but I can never live this unique story again. Everything's changing. I'll be born as a different person in a different place and different time, with another unique story to experience in the next hour...
The only 'infinite' thing stated here is 'time and space', but the individual? They are temporary, and so are our experiences. After you die from your settlement, look at what is described, next time, a different person, in a different place, and different time. There is no guarantee that you will ever see your work pay off from a previous life, but others certainly can, and will. Infinite is not something that's necessarily included in the Player's toolkit, and it is not needed, you only live an Hour. If this is not what you envisioned the game would be, then, things will likely not be getting much easier, and the game will be unlikely to progress catering to old playstyles, and not all playstyles are meant to be viable in every location at every time. The game will not hold your hand, that is your mother's job, so to speak, and much like the chance in real life, you may be stuck with a neglectful mother, left to figure things out on your own. You might ask how to make something, and everyone may stare blankly before announcing that they have no idea. You may run completely out of soil for what feels like miles due to an entire family's reckless consumption before you were even old enough to hold things, and be forced to abandon a settlement, or face starvation. Only Time and Space can be expected to be 'infinite'.
So what does this have to do with difficulty? Well, there are a respectable number of players that feel as though the game's complexity does not reward the amount of effort put in after the 'Riches to Rags' Update. Yes, of course the 'solution' is 'just to adapt', and 'work your way through the game again', but understandably, some players dislike this new mandatory upkeep. Some feel as though it took an already 'lacking inventory system', and made it worse with 'no alternatives', and, no matter how varying degrees of sound arguments these are, the feelings are real. There is also a concern that often times, a group's efforts are undone by a single actor, whether it be intentional, such as removing Berry Bushes, and giving your mother a fair how-do-you-do with a knife, or the drastic consequences for 'casual mistakes', did you... Accidentally place that snare on a regular rabbit? Whoops, that resource is gone for good... Did you just take the last water from the Well? Your village may never see it hold water again... Did you poke a bear cave when you were a child that was left out, and unfed? Well it's their problem now... Did a mom seemingly hide in the corner with all the pies, and begin keeping every baby she could? Well let's hope your village has the nearby resources to accommodate this influx of people... Did you step on a Snake while you were out a couple biomes away getting an emergency cartload of Water? I think we see where this is going. These factors are Human elements, and have by far the largest impacts on your experience. Where you dislike one task, or lack the know-how, there may very well be someone very willing, and capable to fill that role for you, so you can do what you know, and enjoy doing. You may not always have it your way, but games are a choice at the end of the day, and this game is all about choices, especially the tough ones.
I hope this at the very least sparked some thought on difficulty, as it's a very real element of gaming, and is part of the creative freedom behind making a game. Games, like all mediums, have to balance their appeal for their target audience with what the designer envisions, and if that vision is a game that is harder? There is always room to improve, and there is a strong theme of player choice, and a focus on the impact of those choices, choices that I find quite unique every time I play. Your experience, and way of taking it may be vastly different, and that is perfectly normal, regardless of your position, feel free to talk below about your experience with 'Difficulty'. The purpose of this is not to make game suggestions, but to rather further the argument of Difficulty in general.
the anti-boy thing drives me crazy, I've never actually gone back to fight them, but i do refuse to live under dictatorships.
It's much more accurate to say you refuse to live under that specific law. This isn't something a single person decreed, it's that a lot of players have adapted this effective strategy, and you shouldn't take out your frustration on them that you got a bad coin flip. You have two bars of food, you'll be dead quickly when this happens, and it's a choice that mother has to pick up that bb that came out at random.
By all means, you can keep all the children you want in your own settlement, but don't be surprised if you find yourself in a town full of people who understand population control, and survival.
Now, you can argue that Boys do have an upside, they don't have to worry about bbs. Funny thing is, neither do Girls, because as stated earlier, keeping bbs is a choice. Effectively the same, one can have bbs at random, can choose to pick up bbs at will, and feeds bbs full at a cost of 1 Hunger, and one can't have bbs at all, and relies on using food to inefficiently feed them. That is the difference, and choosing versatility and efficiency will lead to more survival.
I kept a boy once. My village died out because there weren't enough females. I stopped keeping boys and now I can have villages that survive.
Congrats you attacked a settlement, took it over, and your family tree ends there because you can't continue the family line, so essentially you just ended up killing people for no reason other than them trying to survive.
It's a sign that the specific Server you were playing on wasn't having anyone spawn as your bb because it was more likely or preferable they would be placed either on a different server, or as another Eve somewhere else. It also occurs if a Server is set to Restart for an Update.
I spawned in the city again, and now that I had a good chance to look it over this time, I am sure it was the one the original poster was talking about. It is a good design, though one fetal flaw seems to be a lack of sufficient water. There isn't even a single pond inside the city and far too few wells.
Also when I spawned there this time, there was griefers there again. They killed some people then walled the city in trapping everyone. Had there been more exits, or water inside then things would of been far easier for people to get out.
The reverse Siege was intentional, i.e. walling the 'Locusts' inside. Water is West in cartloads a short few steps outside the Western Entrance. Again, the design needed to be in a biome where we could clear every item in it, for the strict efficient layout. Ponds are only a screen away from the town, you can even find a group of three on the SouthWest Corner There is an area named 'Base Camp' in this nearby region which also has plenty of Cisterns in case of emergency, surrounded by Ponds.
There is definitely a lot of newbies(who mean well but don't know much) and just plain idiots(who don't even try). I wonder if the answer might be to give them a tour around the city while young and explain everything to them while your carrying them, then quizzing them to see if they were paying attention.
Education is definitely the solution, but we can't always make sure our children raise their children with the tour in mind. At some point, you just have a job that needs to be done that only really you can do, and there's not the time for showing the bb around. But it's hard to teach that in general, and it's even harder to teach people the concept of "If you can't teach it, don't raise it." This is excluding how often people can die, and if that vital teaching role dies out, or is killed, then you'll get a similar result, until the playerbase as a whole learns the importance of how things are placed, even as far as considering "How long it takes to haul a cart of resources to the portion of town that needs it."
The window to teach is so small, and the work demanding. When you can teach, you are limited by who can listen, and who is smart enough to pack food for the lesson, all the while managing nearing the end of your life. This city didn't grow like a normal settlement, it took designs which came about from natural settlement, and refined them. Unfortunately, this means that to run the town, you need to know almost every bit of the engine along the way, as it's all intertwined, and carefully managed. Much like how large empires became dependent on the movement of goods across borders, so too does this complex town rely on a good delivery and management system to move supplies to the correct stations when needed, or else an immense, and terrible looming collapse is inevitable. Two things these empires really loved to help keep them afloat are their laws, and their bookkeeping, two things we have only Oral Tradition to manage.
The impression I got from them, was some people messed up the city so they said screwed it and just killed everyone and let the city fall into ruin. Which is a shame, because it looked like things could of been salvage, if they weren't killing all their own children. Not sure if the city made it after that, since I was only there for like 6 minutes or so.
After a few hours of replacing destroyed crops, and re-organizing things, the city is almost back to where we were earlier today. We tried telling people how to run things, but unfortunately their ability to pop out children and their tendency to move to various parts of the city lead to isolated family pockets that did little but consume food and resources they weren't replacing. Since one of the most common crimes was simply walking into town for a moment, picking off whatever bush that person saw, regardless if it would be turned into a Languishing Bush from this, or if there were other, already picked bushes, with absolutely no watering being done outside us few who built the place, and one person who I managed to teach the importance of said Berry Farm... All the while anyone who needed to hear messages related to the Berry farm were long gone by the time I could even type out the message, there was no choice. There was no way to actually tell which random people were able to 'repair' the damage, and there certainly was a huge risk with keeping random females in the camp, bringing in, and attempting to keep what was at some point almost ten brand new children in less than a couple minutes. Our only theoretical solution seems to be only keeping Males, but this does not solve Eves spawning in town, and while it would be nice if people left town if you asked them to, they don't, and it doesn't feel good having to kill off people like that. Like stated above, there was very little consideration for the peculiar design of the place, how each station was carefully designed, and that design replicated multiple times, and this consideration is required for the setup to work, otherwise you'll end up with a town with no dirt, a bunch of dry bushes, and numerous empty Wells, wasting almost an entire Week of work. They even went as far as saying "We need a pie maker, can you set one up?" to their child, which was the final straw for me, as we had a Bakery already, but this person ran off before they were able to read the message. Keeping any random people showed to be doom for our settlement, so we have decided it's closed off until it's at least finished.
It's not like we didn't expect this either, it's just very shocking how long it took to destroy the work, which wasn't very long at all.
*Stands and claps*
Over the past week we have planned a city. Over the past three days, we have been working almost non-stop on the project, and were nearing completion. The exact layout will be posted later, but it had a collective expertise behind its creation, and had taken many hours to complete not only the setup, but hauling the resources needed to create it. It was created in a way which, when properly run, would be incredibly efficient. Each Farm Plot had the nearby Water Capacity in the form of Wells, and Cisterns, including the many Berry Bushes, 108 to be precise. 49 Berry Bushes were dried out, and many Wells were dried out, in less than two hours. Many others had berries picked, despite entire cart loads of berries being in plain sight only a few paces away. All of the Wheat in the settlement was cut down, despite the Seed Wheat being separated from the row dedicated to being cut. No one made compost from the cut Wheat, or even used the cut Wheat for Pies, it simply was Cut, and left there for the entire duration. A bunch of random people appeared and destroyed days of work without even knowing it, and likely without even considering it.
The closest description for what occurred is that a massive flock of locusts flew in, and chewed all of the food away from the settlement, and destroyed all the useful crops they could. They started to try and tell us how to run the settlement, giving advice such as "Don't pick the last Berry.", and claiming "I will be the Leader of this town, Mushrooms for everyone!". At the time this was going on, I was too young to type enough for anyone to comprehend my message. By the time I had aged to be able to speak, I noticed being able to only say two simple words at a time is rather detrimental to getting any sort of effective message across, let alone explaining WHY the settlement needed to be run a certain way, especially something as simple as not picking from multiple berry bushes with six berries on them, which are needed for both Mutton, and Compost, and you cannot put together Six Berries any other way.
We only have so much time to effectively speak, however the 25 Minutes of 'effective' speech is horrible for developing Oral Tradition, which is our only option outside passing on general concepts such as 'f for food' on the forums and discord. With no way to leave any Laws, any organized attempts crumble quicker in obscurity than the many hours and days it takes to build them. We have outpaced the limited speech in the game, and desperately need more effective ways to communicate. We do not have the time to teach the population over and over again, but it is also an essential part of having a city. Without order, and law, we have to resort to mass removal of the uneducated populace, or else more destruction than any amount of Murder could cause will happen. It was so bad that when there was actually a murderer in town, their efforts to kill us ended up benefiting the Settlement greatly, and helped prolong the inevitable self destruction of the Public.
If you got killed off from a really nice town where every 12 Berry Bushes had a Well, with quite a few cisterns, the whole place was walled, and had Milkweed as far as the eye could see, that you didn't build, then apologies, but without even knowing it, you were destroying days of organized effort, and it was very disheartening to come back after a long day and see everything falling apart because we stepped away for what felt like only a couple hours. I observed as people quickly undid any efforts I made to maintain the damage done, but no matter how fast I could grab water, I saw the Berry Bushes I left, the 108 of them all loaded with 6 berries each, crumble and languish into half of them dying out, when before it was uncommon to see even a single Languishing bush. I watched as they seeded every soil plot away in half of the Carrot farms, I watched as the Wheat was senselessly cut down, seeing people stand and eat, consuming and not replacing what they took, as I ran around as much as I could trying to keep up. The Bears, the Knives, asking you all to go North to the towns we setup for the Public... We didn't have much choice.
Maybe if there were a way to leave rules, this could have been avoided. We can only do so much to leave everything needed close by, and we can only design it so balanced, but if there's not anything to tell you which plot is seeding... No amount of clever design can save you.
For an example, I will show you a few of our modular designs. Not every station was completed yet, but again, this takes multiple days of effort.
(x = Empty Slot, useful for Baskets)
Berries:
Bush Bush Well Bush Bush
Bush Bush x Bush Bush
Bush Bush Cistern Bush Bush
Carrots:
Carrot x Well x Carrot
Carrot x Seed x Carrot
Carrot x Cistern x Carrot
Wheat/Compost (Wedged between two of the above Carrot Farms):
Fence Fence Seed Fence Fence
Wheat Wheat Wheat Wheat Wheat
Compost Compost Compost Compost Compost
We couldn't handle the rich... Immense... Near staggering flavour of the Mutton Pie, neigh, for its delectable flavour extended itself to the plate below, and your brain simply couldn't contain itself, as no flavour of the Mutton Pie must be wasted, any molecule that got stuck to the clay in the plate is cause enough to devour it whole, as it will be enough flavour to chew through the hardened earthy substance.
You can even have room to eat Two Whole Mutton Pies, sometimes if you're hungry enough, their flavour makes your belly tell your brain "Hey, there's still room, keep that Pie coming.", and then you consume another plated Pie.
Man, I wish I saw these 'most' scenarios where Settlements have Food Delivery, Guards, and Blacksmiths.
"What are you in for?"
"Oh nothing, I was just born in Prison and they would have to risk letting my murderer mom out to get to me so I'm here to stay. Oh hey look she had another kid, oh, that one was lucky and managed to starve to death. Welp, just waiting till this hour is up."
Also, no you don't have to stay at all, just stop playing for an hour I guess.
How do you explain any amount of rules when you have to use a chat that only allows a sentence at a time if you are lucky? lol
Congrats you can start saying which side of the Carrots are seeding, now good luck explaining that again every time a new baby or person comes through the farm in an hour or less, on top of explaining literally everything else going on just to have Oral Tradition Rules. It's just not reasonable in any way without writing, or more time. It's been tried, it's been experimented with, and it's definitely failed basically every time. Having to actively explain rules so often and with so few words, in a game where it's very easy to miss what's being said off screen or have someone simply not see it as they continue running around as you struggle to follow them while you are typing out a message. If you're any kind of youthful figure, one word at a time is a good way to have people ignore you, your message takes way too long, or you simply can't tell your message effectively because big words are getting cut apart. This is especially a problem if you were well versed in the laws in a village you happened to respawn to, but have to watch and wait while people just pick whatever carrots and berries they want while you spit out single letters they have no time to stop and wait for.
It's incredibly important to know why administration and laws worked in any case ever. Either you write it down, make an artistic depiction of it, or you've only got your real family who fears death as actual humans to worry about alongside culturally similar peoples nearby, the rest I suppose is up to the skill of your Justice System. The playerbase is presumably Globalized, and likely get their laws from Paper/Digital Document, and not verbal or temporary text communication. We humans have many tools to help us spread the word easily and efficiently. People use signs for example to know when to Stop, as otherwise we have no problem barreling through at our own leisure, or perhaps they use signs to know where not to leave their Car, or where not to go fishing, or to tell you when passing a certain point is Trespassing.
See, there was a revolt, we were just trying to build our castle, we left a great camp for you, we just needed to finish our project before we could devote our time to the populace, should they be failing.
Unfortunately they took to smuggling weapons, and attacked us. We faced total annihilation in our dedicated hours, so we did what had to be done. If you were a truly good citizen, we feel bad. Organizing a Civilization is hard.
Hold on mister while I empty my backpack in front of you so I may stab you for you have killed my brother and my sister, hold on let me swap the knife in my hand for this plate on the ground yes. Oh thanks for the red dye on my rabbit clothes, oh no wait I just got stabbed and for some reason no one can stab that guy walking away really slowly.
Okay good, he's finally dead now? Alright, see him again in a minute, good luck telling him apart.
How to Migrate:
Food is first priority.
Follow closely, and watch out for Dangerous Animals, though it is almost certain to affect you somewhere along the trail.
Ignore babies.
Cross your fingers and hope the region you find by the time your food is running short has enough berries, onions, and burdock for your migratory flock to survive finding out if you have all the biomes you need to make a village, and also quickly get new food going.
Anything further is pure speculation, obviously you should be using carts, clothing, and backpacks during migration.
Hey yeah, glad we could enjoy some unexpected farming methods over the course of many generations. Sad the Wild Carrots no longer reseed, but hey, we've yet to really stress out compost, so there's always that to see.
I don't have a problem with the voice chat at all, it's smart and makes the game more fun when friendly people are there.
I do however think that going to an idle server and letting anyone born who wasn't part of the group die was a violation of the spirit of the game. You're not supposed to have control over who you spawn to or continually spawn to the same family. The hardest part of the game is the unexpected challenges and you completely eliminated those by letting everyone die.
I think the record is not a true record and should be reset in addition to not letting people select specific servers that are part of the official server pool.
Edit / P.S.
The new challenge someone is starting to keep a server going with anyone that want's to join would be a legit challenge, even if you use voice chat and a specific server (although that still degrades the significance).
It's already been mentioned before that it only takes one Griefer to ruin the Run, which took over 40 Hours. It has always been a complete choice in the game for a mother to raise a baby for whatever reason they have. We needed good devoted females, and accepted no alternatives, and we were able to ensure this by using Verbal Communication to verify that a baby being born into our village constructed wholly by us was coming in with the intent to assist us.
Joining was about as easy as not being a known Griefer, and chatting with us for a bit before established members of the tribe vouched for your involvement with their name on the line. It was a method that came about naturally through many collective hours of play in order to prevent the very public act of record breaking from being a wide open opportunity for those who enjoy destroying people's work in this game.
Your idea of 'legit' being the factor of 'going with anyone that want's to join' would be its own special category of rules of play, which is arbitrarily set by you.
I am sorry that the existence of Griefers might have prevented a few legitimate players from joining the World Record Run, but unfortunately our ends justified the means, and shortly after we dropped the verification, griefing followed.
So I'd like to say that any opinions people have about whether working together while being able to talk to each other is cheating or not, are not final deciders on what is 'legit' in this game.
The developer of the game, Jason, has heard many of our methods and only showed concern with a few of the real bugs, unintended features, and unbalanced mechanics that were in the game. He didn't really pay much mind to the communication aspect of it.
In regards to the idea of verbal communication being cheating, I'd like to give the following scenario:
You and your friends get your Laptops, or even move your Desktops, and all meet up somewhere to play One Hour One Life. In this scenario, you are able to talk to each other, and you might recognize this scenario if you ever do get together with your friends to play games, or go to a game store to setup and play. I know I've done it in many games, ranging from Team Fortress 2, to Minecraft, to Command and Conquer, to Quake. These games facilitate Teamwork, and there is a trend that highly skilled players tend to communicate using their voices, rather than stopping to text. You might be surprised to know that the text in game was still used, quite extensively by a few, however if you argue that it is only 'legitimate' to communicate using only the Text, or by being able to verbally communicate with only the Air as your medium, then you set up your own arbitrary limit which does not exist outside those who agree on it.
If you are okay with being in the same room and daring to talk to each other while you play, then why should my ability to chat with my voice be considered 'cheating' if it were transmitted as electricity instead of vibrations in the air? Would a Stringed Can Network also be 'cheating'?