One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#26 Re: Main Forum » Warring state should be triggerable by... well. warring. » 2019-08-31 07:02:54

DestinyCall wrote:

War is useless and destructive.   Why would you want to start a war?

I've seen one instance of a person saying they were gathering troops for war just because they wanted to fulfill some part of Jason's vision for the game..
Not a strong point if any at all but Jason does want people to have stories and interesting lives.
Though dying from a wave of calculated murderers with no absolutely reason backing it never feels right for a interesting story.
Mass murder is never right. But when would it ever be, outside reasonless slaughter for 'interesting lives and stories to tell'?

DestinyCall wrote:

Now, we can save our iron for better uses, -

Really there is nothing interesting to use iron on at the moment, cars and planes kinda just suck up fuel for little return.
I want to make a giant blast forge that costs 20/30 iron/steel for mass refining of iron ore and steel.. and maybe MAYBE sacraficing people into like a volcano
How else are we supposed to refine all this ore we're drowning in??

#27 Re: Main Forum » Warring state should be triggerable by... well. warring. » 2019-08-30 04:46:33

Lava wrote:

War would become too frequent though negating the neutrality state of the game.

War is currently negated by the fact people never declare war and only peace, neutrality was a great addition preventing random mass murder but currently the state of the game is permanent "peace", war swords right now are nothing but bag trinkets. They need to be a symbol of power that wards off small war parties from starting attacks. Rather than a sign of potential danger, but only if somewhere two old people declare war.

#28 Main Forum » Warring state should be triggerable by... well. warring. » 2019-08-30 04:27:37

Matbat
Replies: 17

If 3-5 people of one family is killed by a different family within the span of 3-5 minutes war should trigger.
We shouldn't need elders to have war. (peace on the other hand makes sense)

sucks when your town is equiped with swords but you get steamrolled by regular weapons because no old people had a friendly discussion about murdering each others family.

#29 Re: Main Forum » Ohol Animaton » 2019-08-18 10:21:19

Warning this critique contains spoilers for the video shows above

Animation 1.3/5
Not horrendously appalling. But notable flaws.
(Well, really looking at it they're mostly beginner flaws (I know since I had them too))
1. Should screen your animation to double check it's quality,
But if it's up to your standard there's nothing I can really bicker at if this is what you're going for.
2. More frames, draw scenes out further. The animation went by quite quickly, but after watching it twice I felt it could use at least 50% more frames (Or time allotted to scenes) to allow buildup, reading, and intake of the situation (For instance, the beginning you really have to pause after OHOL shows up to read the name, if you left it up for a second or two longer (and then faded it into the next scene) things could have transitioned more smoothly.).
3. Words. It was a tad hard to get everything. Perhaps instead of scrolling through the words OHOL chat bubble style you could have the words fill in an allotted space (but not everything, you can decide how much goes where and when) so that way someone wouldnt have to replay a scene over and over to read the whole thing they were saying.

Topic 2.5/5
Though the animation took away from the topic because of quality at least you still used relatable situations, which from an OHOL player point is at least worth a view.

Design 2.7/5
Decent,  animation quality still hits this unfortunately.

Sound -/5
Could have been for the better there was no sound, or an attempt at it.
However propped usage of sound (such as baby whistle ill spamming when the lady was complaining), crying babys with the twin mother, overlapped cooing sounds with the group of babies, and death yells at the end when people were being stabbed could have been more humorous and relatable than silence.
Though sound is extra work and an extra layer of complications, but if you are willing to add it it can be worth more than you put in.
(You can find all the sound files in the game folders, there would just be alot of rummaging to do.)


I'm sure everyone is appreciative of free content, so there's at least that.

#30 Main Forum » Tool to remove the irremovable » 2019-08-11 05:11:01

Matbat
Replies: 0

Unremovable objects created by players can be a pain.

So why not go big or go home with the addition of the cannon to blast down those ancient walls and unused newcommen towers?
The cannon could make use of already ingame items, such as the fractional distillation tower (go look it up on onetech)
for the body, the kraut stomper for the rammer, and small pulleys for wheels? (or regular wooden wheels, whichever.).
and we already have all the ingredients for black powder!

make cannon (all items above plus some extra (like planks and stuff) to strap the all together)
put thread into the cannon
pour a bowl of black powder into the cannon
put a fleece into the cannon
put a iron cannon ball into the cannon (round stone for fragmentation shells against people)
light it with fire brand

After 5-10 seconds of both audio and visual warning the cannon will fire. (Can be doused)
anything 10 tiles straight in front of the cannon is killed instantly and destroyed (cannonball stops after it hits 2 walls/unremoveable objects)
if round stone is used: instantly kills and destroys some removable objects straight in front of it, and anyone in a 3x8 in front of the cannon is wounded (if not killed)

Jason likes chaoti-I mean, interesting items and mechanics.
this fits the bill. being a ok, and expensive tool. while having more than one purpose.

Edit: more technicalities
If you are within 3 tiles of the cannon when it is fired you will go deaf for a few minutes (10+)
Carbon filament can be used to ignite the cannon instantly when used as the fuse
The cannon can be moved quickly by rail (with pulley wheels)
Or as slow as a sledge even with wooden wheels (immobile without wheels)

#31 Re: Main Forum » Eves are barbarian menaces, please fix. » 2019-05-18 17:22:58

DestinyCall wrote:

One thing I would strongly suggest - don't just kill every Eve on sight.     This actually makes the problem worse.    Wait to see if the Eve is feral before assuming she will be a problem.   If you kill an Eve, she will respawn nearby.   If she finds your village again, she is more likely to be hostile BECAUSE you just killed her.

Sometimes by the time you see the eve is too late, even with zoom their character model isn't completely loaded you don't know if they're running straight into town with drawn bow and by the time you come to accept the eve in open arms there's an arrow in your chest.
Right now we can only hope to see entirely passive and servile (helping out and earning their keep) behaviour,  making sure they talk to babies and such too.. basically being a very nice and normal player... BUT no normal nice player (unless they are familiar with the mechanics) /dies to become an eve, unless that is there specific goal. Thus leading to prejudice against eves, the idea that any eve that is out there and looking for a civ is almost sure to be a eve that is looking to kill it.

Buggy wrote:

It makes me sad that this is the case but a friendly eve will eventually have a murderous descendant. It is inevitable. You can exist peacefully for generations but then one of your or their kids will be bad and the murderfest will start.

While this is sadly true, eves still cause problems in this regard. A random eve may come to a dual-line town and kill here and there and people will start suspecting the other line for it. Then they start destroying themselves from the inside because a disruptive outside force (I personally haven't seen this specific scenario, but have almost seen it before.).

#32 Main Forum » Eves are barbarian menaces, please fix. » 2019-05-18 09:56:14

Matbat
Replies: 11

Just playing for around a hour and a half I encountered what I am pretty sure was the same player multiple times attacking my village despite being killed every time.
Using the tight grid eve spawning mechanic they kept spawning nearby and finding little camps to attack with the bow they rushed to make in the wild.

Right now people have a firey prejudice against eves, because all we've ever really seen them do is come in, take/grab a sword, and start killing people.
Why? they have NOTHING to lose. they can kill everyone and they can come back and wander and go kill the nearest person they stumble apon just for the heck of it.
A fix that wouldn't cause massive disruption (though, doing this always causes trouble..) is disabling eves ability to kill.

let me go over this again.
eve spawns at the perfect age to start killing.
they spawn on the tight grid system which means they "can wander in any cardinal direction to find a town" (quoting, because its Jason's words)
eve has nothing to lose, they'll just respawn nearby, and can attack again.
eve now cannot kill, fixes on-sight xenophobia and allows a generation of learning language before people start killing each other

Just keep this post in mind next time an eve starts attacking your town.

#33 Re: Main Forum » How to make swords balanced » 2019-05-18 07:07:45

A sketch that took me longer than I wanted but still gets across what I think are good ideas here.
Sketch

#34 Main Forum » Surely this is good for the game..encourages trade and family survival » 2019-05-11 20:26:31

Matbat
Replies: 10

Butter knife/note arrow all over again, except this time its "intended".

Dead town

Let us scrap swords

Edit: shameless sword suggestion plug

#35 Re: Main Forum » How fast is too fast? » 2019-05-06 20:43:56

The only limiter for speed is how tired the veterans and good players are of rushing the tech tree upwards.

A fresh smart player can set up everything to get oil in a lifetime, provided they don't need  to get the iron, from a simple smithery. A tired smart player will sit around the fire and groan about how tired they are of rushing tech and go tend sheep and do other small tasks.

In answer of your question there is no too fast, but too slow and the village cannot sustain the large amount of people it needs to grow, advance, and sustain itself.

#36 Re: Main Forum » VOG water pump survey » 2019-05-06 20:25:26

Newcommen pump broke on me in cabbage town (in gen 10)
There was a glaring problem wherein accidentally clicking the broken pump once will dismantle it with no hope of re-construction. Because I clicked the broken pump I essentially forced my town to skip kerosene pump and rush oil and engine before the ponds and nearby springs ran out.
But nice thing was I sorta needed that whole tower for the newcommen machine to start making engines.. that's a plus I guess?

Cabbage town lived to gen 34 so I'm assuming they made it to engine shortly after I died or else they wouldn't have made it so long.

(Suggestion here is just allow reconstruction of tower if you accidentally touch the broken well, allowing for upgrade to kerosene instead of forcing engine if error occurs.)

#37 Main Forum » [Video] (also bug) Frozen Hearts » 2019-04-28 04:09:41

Matbat
Replies: 4

Some people just have such an itch to kill they look for any reason to do it, whether it be a child saying "Murder", "Grief", "I kill twelve people today" or a baby making a devious face.
Griefers only do their thing when they are utterly abandoned by their town and other players, in a previous life(s) or the current.
Care for the troubled children today, because Sandy here definitely wasn't cared for.
https://www.youtube.com/watch?v=WtMcnRo … e=youtu.be
(oh, by the way, I died like fifteen seconds after getting fed)

Description:
Previously my son was murdered, my next son imprisoned. Both by the same woman.
My son who had died came back with another account (presumably) was then stabbed again.
Having enough of Sandy's shenanigans and just being too paranoid I kept my son alive which turned her and her lackey
daughter against me which ensued a brutal snowball fight to the death, but through (a bug) sheer determination I beat bleeding out for a never-before seen amount of time.

#38 Re: Main Forum » Discussion: Biome special items and technicalities » 2019-04-26 20:13:36

futurebird wrote:

http://onehouronelife.com/forums/viewtopic.php?id=6153

There is already a post that does all this work and lays it out rather well.

That's a complete overhaul-type post, the "each biome is livable" type.

I'm just adding to what Ilka suggested in Jason's post. A simple way to encourage biome seclusion and trade or war. Not stylin's overhaul that as Jason put it "a overhaul to fix one problem that might not even fx it"

#39 Main Forum » Discussion: Biome special items and technicalities » 2019-04-26 19:58:14

Matbat
Replies: 2

If there was only one eve per biome and that eve and their decendants got unique item recipes or technicalities associated with their biome what would they be?
(These eves and people aren't locked into any biome, they just get some special abilities that would encourage/prioritize settling near/in their biome)

Ideas (not all mine) currently consist of..

Snow: feed ice holes fish to lure out a seal once per hour and fish traps (so you don't have to constantly stay at a hole to get menial amounts of fish for time invested).

Savannah: 5 slot backpack

Swamp: 4 slot basket, tule stumps provide two adobe

Badlands (grey land): Iron blooms break into two iron ingots, bear coats

Jungle: banana trees, palm oils, and rubber trees can all be grown

Greens: domestic milkweed provides 1 string (instead of stalk)

Desert: domesticated snakes?? (Carry pet snakes in backpack??) (Desert is hard to think for)

#40 Re: Main Forum » Another biome specialization idea » 2019-04-26 18:40:28

Tarr wrote:

The problem is I bet the specialization thing would be solved within a day or two unless they were all about equal in strengths. This just leads to everyone picking the same specialization except on something like server restart where a bunch of Eves can just decide together who is going to focus on what thing so everyone benefits from everything. 

If the things are too strong people will just suicide until they get the lineage buff they want. If they're too weak everyone will just pick the same specialization.

Thing is, sure you can just be in the one generally accepted 'best' specialization, but you might still want to sell your iron to the badlands people because they produce twice as much steel, or selling your wheat to the swamp people because they can make 4 slot baskets. What I am saying is that this would encourage people to seek out all the types of people  (maybe along the lines of that "one eve" thing, there would be 1 specialized eve per biome, and if a line in a certain biome expires a new eve spawns with that specialization to take their place.) to make your family, your town, the most well rounded one with the best chance of survival.

(If there were 1 eve per biome with their specialization it would also mean a larger population for the few towns that would exist.... of course you could just take one female from each line and put them in one city, but then they would all be at a slight disadvantage because they wouldn't have the easiest access to the materials that make them special.
For a bit of clarification I'm not saying make each of the biomes viable, just give certain lines advantages with a single biome to prioritize/encourage settling near-er to it)

#41 Re: Main Forum » Another biome specialization idea » 2019-04-26 18:02:03

Ilka wrote:

Each tribe will have the unique opportunity to create an object.

It can not be anything very complicated but useful, for example, a backpack that can accommodate 5 items. Nobody but the savanna tribes will be able to make such backpacks.

But everyone will be able to make ordinary backpacks.

And any tribe can live wherever they want.

Birthplace of Eve decides only about the additional skills of her descendants.

Then tribes can trade unique items with each other.

Quite simple to implement.

Jason. If you want war, if you want trade, this is the simplest way to implement it.
Give eves this ability, to create one specialty item (and pass it down through their lineage), and you will very well see people settle in whichever place their eve is specialized. People will come and go for trade because they want a little edge, or they will kill and plunder and enslave people of the tribe/town for it.
You want your vision? I think this may enable it. People want more, not to be needlessly locked out of things they have trained in for the past year because they spawned in the wrong town.
(This and making the eve spiral tighter, for the ability to trade.)

#42 Re: Main Forum » How the New Clothes are NOT an Improvement to Clothing » 2019-04-19 17:30:39

All I hear is nitpicking looking for attention.
Wooden shoes don't need thread.
New clothes add a level of individualism for a little sacrifice of heat.
No-one is forcing you to solely eat mutton pies
Since you're the better player here you can carry the lineages by yumming up and keeping heat, problem solved (unless male, then just make sure the nursery is yumed and there is a dedicated mother. ).

#43 Main Forum » I think property fences will be fine » 2019-04-19 01:04:53

Matbat
Replies: 8

Personal gardens for mass producing crops without worry things will go missing
Personal storage for clothes you made or found and want to pass to specific people (giving hard workers their just reward of good stuff)
Safe storage for materials *you* want to make sure are used on specific projects or objects
(say, a spare pile of steel specifically for tools, furs for packs that -don't- need to be made, or wool balls for cloth bolts)
Cheap "houses" to protect people from harsh conditions
Potential for full apocalypses


Sure greed and selfishness can disrupt or completely flip the stated above, but if we continue sharing and caring this new
update has potential to be more beneficial than everyone thinks it going to be horrible
We'll see and shapes ourselves how things go.
If anything, just figure out who owns the place and communally murder them if you don't want private spaces or specific people to own things.

#44 Re: Main Forum » Warfare discussion: How would swords work in OHOL? » 2019-04-16 08:56:23

Grim_Arbiter wrote:

Your dreaming too big here haha. How will swords work? Like knives do. The blade without the short shaft is basically a katana already, and all you would need is to add is a long shaft. Maybe not being able to put them in your bag or pants would be the only difference.

Question, when was the last time you felt a sense of satisfaction making a knife other than the first one of an eve camp?  The process that would take place making a sword would give the sense of 'I just made a really powerful weapon and now I can..'  rather than the regular 'Well, I guess I have a knife now. Hope I don't have to stab anyone with it'.

What I'm trying to get at is if the sword was just a better knife (killing wise) but way less versatile it'd.. kinda be boring. Kinda like the state of weaponry right now is.

Psykout wrote:

Pretty sure mental energy going into what we should even fight over/for before how to fight would be better idea.

Right now trying to switch to anything outside of communism will get you killed, people want to be free to do other stuff  besides working all the time but without the power to ensure they can stay safe while doing it they'll relegate to being a cog in the works.
They need to be able to afford to fight for what they want, not just up and die.

Thaulos wrote:

You already have niter, charcoal and sulfur in the game. Just saying.

Assumedly you speak about flux or some other forge related thing, I just put there what I knew off the top of my head plus some wiki skims.

#45 Main Forum » Warfare discussion: How would swords work in OHOL? » 2019-04-16 06:05:29

Matbat
Replies: 5

Sure your first instinct is to say "We don't need wars, or more killing" but of two weeks ago's discussions Jason wants us to have differences
and reasons to declare war and fight or trade or whatnot.. I didn't really read it but I know as how the game stands theres little room for it with the exception of heavy roleplaying.

Now I went to thinking, if you want to enforce your ideal/roleplay onto others all you need is power, real power.
The first thought was a small advancement in weaponry, the idea being swords.

Now you might wonder, if you're not already commenting "we don't need war", "how would you want swords to work?? well??"
and here I will try to create the technicalities of the sword in a balanced manner.

Crafting: combine two blade blanks to make.. two blade blanks, pour a bowl of quicklime (or soda-lime mixture?) onto it, forge that,
hammer it, sharpen it with file when its cool, forge it again, use on full bucket of water/crock of water, and add drilled short shaft (drill shortshaft because tang, and lategame weapon status).

and there, Tempered Steel Sword!
Tempered steel sword is small size, but takes up three spaces in a basket/backpack, unless a sheath is added but we wouldn't see that until we get leather or something.

Now how it works: The sword has 3 charges when it comes to attacking. Each charge deals a attack of scaling lethality and movement
speed penalty (-15/20% per attack). each stage of blood splatter expires after 20 seconds, with a forced cooldown of 2.5 seconds in between each strike.

Picture this, Sword hits ruffian man, ruffian is now nicked, receiving a debuff to movement (-15%?) but not an entirely dead from the attack
(some items may not be able to be used while recently nicked). this wound heals after two minutes, and the ruffian can use weapon class items after one minute.
Swordman is not going to let ruffian leave alive, so he strikes again. this now causes a normal wound that must be healed with bandage and stitches.
(at this point its only a 40 second murder cooldown, and normal death timer)
Swordman really hates this ruffian, he stole and named his daughter while he wasn't paying attention and doesn't know who his daughter is anymore, so he strikes him a third time.
This causes a deep wound that is nearly untreatable unless the ruffian is right at the medic station with a 15-20 seconds to death timer and requiring two pads and stitches. and even if the ruffian is graced with healing they can never hold weapon class items, use carts, or horses, and have a movement penalty of -15/20% for the rest of their life.

If two swordsmen clash it becomes a battle of skill with parries and quick thinking
Click self to preform parry for 1 second (cooldown of 1-2 seconds, too) if you are hit in the timeframe cause a dent in the sword of your opponents (and yours?), reducing its charges by 1. this denting mechanic also applies to knives (but not parrying). dents can be fixed by hitting with hammer/sharpening with file (1 at a time)
if shot with arrow while parrying receive a nick (if nicked, become wounded)
One parry can block up to 3 attacks at once
Swords can be still be held if nicked, warriors don't give up over a little cut (but a warrior with a knife does?..).

I dont have much left to say other than this could provide the power and balance required for more family bonds ("brother!! save me!!"( and they can actually afford to protect you without just dying themselves) ) and grouping of individuals. And the ability to neutralize groups of people we don't like but they have a weapon each and you wouldn't possibly survive to further liberate your civilization (say a bunch of berry/pie munchers talking at the fields over nothing).

Sorry, long post I know.. but I was hyped to make this after thinking of the technicalities, maybe they might work?..

#46 Re: Main Forum » Okay, can someone explain what happened here? » 2019-04-15 20:21:38

Snowballs still cause 'murdered' if the person starves under effect.
Source: (unfortunately only, no lineage because I forgot who I was) Me
Snowballed my babies for a bit of fun one time, but despite feeding them regularly they managed to starve while under effect of snowballed (i'm sure I fed them..)
in the family tree later I see I "killed" my babies, only having snowballed them.

#47 Re: Main Forum » What property do you find indispensable? » 2019-04-05 00:28:40

A single piece of clothing (except any shoe, unless its a snake boot.(snakeboots are useful)).
Pretty much anything halves the amount of food you'll ever need.

no, if need to restrict space I do whatever it is away from people.

If I need anything I get it, unless its given to me, I find it, or earn it before I need it.

#48 Re: Main Forum » Should wolf farms be a new staple farm to civiliations? » 2019-03-28 22:23:53

Glassius wrote:

The only problem: what to do with skinned bodies?

The bodies are a reason wolf pens need to be very large, if you want to continuously farm them contained you need to have room for when the bodies inevitably pile up.
(1 wolf can be farmed about 10-15 times in a single life, maybe even 20 if you're dedicated)

Anyone want to suggest jason make the bodies disappear in 10-20 minutes instead of an hour? Or be able to move/dispose of them or something?

pein wrote:

isnt it just one extra skin per wolf?

1 skin per.

Though risks and dangers abound I think In time you can see yourself saving on a percentage of rabbit skins, meaning more packs.

#49 Re: Main Forum » The perfect mom » 2019-03-28 19:39:00

Perfect mom:

Names you the job she wants you to do
Throws you into the nursery and gets back to work

#50 Re: Main Forum » New naming system? - idea » 2019-03-27 18:54:22

Oblong wrote:

You are Oluwadunmininu Ethanalexander Vandenlangenber.

This is what I was hoping to see after reading the post, thanks

Board footer

Powered by FluxBB