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#26 Re: Main Forum » Infinite map is so fun » 2019-12-08 16:41:04

DestinyCall wrote:
Bowser wrote:

I do want to ask though, how did you survive to age 3?  Or did she drop you off at age 3?  Did some stranger's kindness save you?  I would have sought out my mom if she was still alive, to let her know I survived out of spite to her negligence.  I might even kill them, if they went so far as to name me "Dead". quipping "Who's Dead now?"  There is a lot of potential for interesting stories in this game...

It's kind of a funny story.    Immediately after I was born, her first words to me were "You are Deadard".   I was able to read between the lines and realize what she was actually trying to say to me.   We were in the middle of the wilderness with no town in sight and no other people.   Her next words to be me were "Sorry."   Then she ran toward a nearby bear cave. 

Now, I'm not a mind reader, but I can connect dots.

So as soon as she set me down on the cold hard ground in front of the bear cave, I booked it on my stubby little baby legs.   As predicted, she poked the cave to release the bear.   But I was already a couple tiles away when it popped out.   She ran away to eat some gooseberries.   And I hunted her down with a /sad look on my face, silently asking her why she had to do me like that.    I figured if I was going to starve to death, I would do it right next to her, so she had to look me in the eyes while I gasped my last baby breath.   Babies are slow, but it actually takes a pretty long time for a fed baby to starve completely.  An uncomfortably long time for a baby to look up at you with his sad sad eyes.

We stared at each other for a while in silence.    Then I said a single "F".   And she decided to pick me up.   

She obviously wasn't really into the whole "motherhood" thing, but she wasn't completely heartless.   

Then my brother was born.   A new opportunity to win "Mother of the Year".   I could tell Mom wasn't that thrilled about this miracle, because her first words to my brother were "You are Deadrick".   Yup ... same old mom.  Such a kidder.    Then the games began ...

"Alright kids ... play rock paper scissors.   The winner gets to eat."

Me and Deadrick look at each other.   I make a /sad face.  Deadrick says F.

I wait.

Deadrick says "FF"

I wait.

Deadrick starves to death.

I say "I" ... "Win" ... "FFF"

Mom feeds me one last time before my hair grows in.    I immediately grab the last gooseberry off the bush next to my mother and say "Bye" ... "Mom".    Then I run into the warm embrace of Mother Nature, living off wild foods and gathering supplies to survival on my own at three years old.

That's the last time I saw my birth mom.   She died at some point during my teen years.   Hopefully eaten by the same bear she released.

Interesting story... I wondered if it was a case like mine.  I was running down a path and didn't realized I had a child... until years later I had a granddaughter, which should not have been possible so young for me, since my apparent first child should have been much younger.  Apparently I had had a child, and a random stranger rescued her.

Yours is much better.  But I was kind of hoping it had a more fulfilling ending with mom (you got to witness her death, got to kill her, or she grew something vaguely similar to a heart).  I have to wonder why she was doing those things, yet still allowed you to survive.

My only experience with a griefer mom in the wilderness was her saying something like "The baby ritual worked", then pulled out a knife and stabbed me.  I didn't want to just /die though, so I stuck around.  Eventually she went so far as to say "curse you" (I am a little flattered that my existence was so offensive to her), so I responded with "I" "L" "Y" before I died from... starvation, not the wound, ironically.

#27 Re: Main Forum » A multiplayer survival game of parenting and civilization building. » 2019-12-08 16:12:39

Roosty knife wrote:

https://sun9-49.userapi.com/c853524/v85 … 1YCdJQ.jpg
Insulted all my life, called a noob, cuz i forgot when "the peace" works, not the closest spring, because OF NO FUCKING TIME and etc salty stuff
i hope you die in hell, bitch.

Had a similar life, which ended up with my baby suiciding over and over and '/die'ing on other families to become my child (I assume they were fishing for a curse on an alt account; everything lines up), then being born as a granddaughter after I cursed said baby and killing us with a bow... except for a granddaughter who escaped.

Unfortunately, that granddaughter had 28 infant deaths (over 20 sudden infant deaths) and was unable to get a child before dying.  So tell me if this looks like a coincidence?

http://lineage.onehouronelife.com/serve … id=5586091

It doesn't look like one to me.  Though I cannot fathom what I did to gain such ire from a random sociopathic griefer...

#28 Re: Main Forum » Market and Laws - New Item - Hierarchy and Trade » 2019-12-08 16:03:57

I think what would make a law system interesting (though this system is likely hard to implement to begin with) is not a way to punish them immediately if they do not follow the rules, but a way to look up whether a player as broken the rules by taking them by force to a certain crafted object (even just a list of laws for a certain radius) and it showing what rules they have broken, and how many.

You could then administer punishment, either by killing them (I'd love to see proper tools for the job here, make it a public display--shame griefers), exiling them (they would be marked in some way as being an exile, which could actually be interesting if they meet other players in the wild that way) which could either just be a visual thing, or prevent them from using anything in town, and of course lighter punishments.  Being able to lead them and lock them in a fenced area where they can work for a few minutes or a lifetime... that's up to you.

But this also would have other ramifications, and while fun (to me), I could easily see it being abused by the racist griefers we see now and then, such as "lol let's enslave them," etc.

Edit: I think I misread this suggestion, my bad.  I do like the one you are offering, though, but I don't have much opinion on it.  Except that, more direct ways to trade other than "me take sulfur/rubber, that okay?" in broken dialogue and allowing it out of courtesy would be kind of nice...

#29 Re: Main Forum » Infinite map is so fun » 2019-12-08 15:57:50

DestinyCall wrote:
testo wrote:

Survival to 60 with the current food consumption and pipe value is laughable easy, even using just wild food/nomad playstyle. Food has never been the cause of civilization decline in this game. And yes infinite map is so ~much fun.

For an experienced player, the biggest threat to survival is other people.   

As an example, I once started a life with a mother who named me "dead" and dropped me on a bear cave in the middle if the wilderness.   Despite that uninspiring start, I lived to sixty years old after spending most of my life by myself, hunting rabbits and avoiding other people/villages, depending on my wits and zoom mod to keep me alive.   

Ironically, I think my chances of survival were improved by being far away from my mother's village, since this life happened during the middle of the steam sale noob-apocalypse and the majority of active villages were starvation death zones.  Living off nature's bounty was more reliable than expecting other players to contribute to my survival.    My previous life was spent in a large town, filled with bones and hungry babies.  I died at age twenty three in the middle of town, hunting for a bite of food, because I was half naked, didn't have a backpack, and the whole village was stripped bare of anything immediately edible.   I got careless and focused too much on working to fix the broken town, instead of tending to my own food requirements.

Interesting story.  I haven't faced many real starvation issues in big towns, but I do know that in big towns I frequently am fighting nonstop to get a town out of the dump only to be held back by so many others being lazy or just acting stupid... sometimes out of spite.  (One time I asked people not to eat carrots which we were short on, so we could feed sheep and get by... only for the kid to intentionally scarf several in front of me for us to run out of carrots.  Lost my temper at that point; cursed him and left the dump of a town.)

It's sad that you had to live alone to survive, and presumably if you are male you don't have much to look forward to.  I considered doing the same on the story I mentioned above, but I did eventually find a town I could help... found about twenty horses near it, and turned the town into a thriving city because of it.  I've been in many families where a lone female will leave a crappy town to make a new one in the wilderness, and many of my best experiences have been with towns like that. 

I do want to ask though, how did you survive to age 3?  Or did she drop you off at age 3?  Did some stranger's kindness save you?  I would have sought out my mom if she was still alive, to let her know I survived out of spite to her negligence.  I might even kill them, if they went so far as to name me "Dead". quipping "Who's Dead now?"  There is a lot of potential for interesting stories in this game...

#30 Re: Main Forum » Infinite map is so fun » 2019-12-08 15:48:47

sigmen4020 wrote:
fug wrote:

Issue with the infinite map is he literally waited one week before adding a gimmick to make the game be in a pseudo rift.

I have no idea why he implemented something that should have been a rift update (requiring families of different tones) into a world where he hasn't made it exactly possible for all the families to be close (if they even exist.)

Low pop hours its possible to not have all the skin tones + have duplicates which frankly makes the tech tree impossible regardless if people are close or not.

We have the issue where something is absolutely fucking up Eve spawns and shooting people too far which puts a giant jump gap in between families.


Basically poorly designed gimmick + bugs in new eve spiral =bad. He should have let players actually experience life outside of the rift instead of just trying to corral them into a self made box.

Yeah, specialty update would have been a lot more appropriate for the rift, since it was actually possible to find other families there. Imo the game would be in an alright state if it wasn’t for the specialty update. I’m not even that bothered by the tool limits anymore, outside of some stupidities in the system that needs to be ironed out.

Do we really need to dedicate a tool slot to a pencil? And should putting kindling on a fire that’s about to go out really make you learn hot coals as a tool? And adding on to that, why are hot coals a tool to begin with?

The past few days before we got two new bell towns rolling (and I take pride in being a part of both, I made the bell for the east bell town and hung the one for the west), it was really horrible.  Towns would die as soon as their newcomen well got a torn seal, and no one had any idea how to find anyone else.  I've spent an entire lifetime traveling to different areas, looking for maps and anything else that might lead me to civilization only to find dead town after dead town, eventually giving up so I could bring something home and die with family.

It wasn't until the bell towns went up that we could finally find people again.  Even with bell towns, the constant murder, anarchy, and general griefing leaves them in a constant state of disrepair and makes them basically useless.  I started about a week or two ago and I have literally never seen a photo taken, a car driven, or a plane in any shape or form.  I think I've seen an engine run on a well one time ever.  This isn't much fun for me.

I would have liked to see pre-rift, but I do like being able to explore endlessly, too.  I think what would help the most are tools to find other families.  Maybe make bell towers easier, or make temporary bell towers.  Some way to get people to come to your town and know where it is without sheer dumb luck.

I find it staggering that before the bell town went up, that one of the families I was getting born to was a staggering 3 km away from it.  How are you supposed to find the bell town in that way, especially if you are traveling east... where civilization will inevitably die?  Let alone without horses.

Maybe what would help the most is real map making ingame, giving us a real idea of where towns lie and how far they are.  But we clearly need more tools if we are keeping family specialties and endless wilderness.  Ingame coordinates (from specialized tools), radios (we already have them, they just need to be a bit easier to make alone), and real maps would be steps in the right direction.

#31 Re: Main Forum » Curse blocking twin/trip/quads outdated in riftless world » 2019-12-08 15:40:44

Just make it so for twins, the curse tokens take 1.5x as long (90 minutes) if they use it in that lifespan, 2x for triplets (120 minutes), 2.5x for quads (150 minutes)... and this would apply even if they play solo after the fact.

This way you won't have players abusing others, and in general a deterrent from twins+ cursing in their lifespan.  And at the same time, they won't be helpless to griefers.

#32 Re: Main Forum » A strange concept for rubber. » 2019-12-08 15:35:08

Elsayal wrote:

Why not going with a 10% factor with the non native family ?
You want to get a horse ? Fine, but 90% of the case you just loose the lasso and get nothing.
Same with all biome-related items.
And maybe add a more specific sickness in each biome, that will not help you at all.
So it will be possible but be prepare to fail a lot.

This sounds horrible.  10% chance of success, 90% chance to lose two ropes.  This is just making the game frustrating for the sake of making it frustrating.  This doesn't have to be one extreme or the other.  Just make it so horses have a very low chance to spawn in other areas, like the savanah or green areas.  Boom, a way to get trading started without making horses too easy to get or too frustrating to obtain.

Racial sicknesses in biomes they aren't comfortable with is something I'd also be okay with.  Something that doesn't necessarily kill but hurts you in the long term by putting you out of commission for a while (say, you have a high chance of catching cold from being in the snow area--your hunger will go down twice as fast [4x in that biome] and will not heal until you leave the biome for 5 minutes or perhaps use medicine.  In addition, make it so players walking through these biomes run at 75% speed... if not slower.  Now you have an ideal reason to trade, but a way to get unique resources when absolutely critical.)

Punish players for utilizing biomes they are not specialized in, but at least make it possible with a lot of work.  And don't make that punishment RNG based, that's the absolutely worst way to balance issues like this.  It would be great to have cars and a virtual factory going, but even just one rubber is enough to prevent your well from drying out permanently.  Can you not survive long enough to make one short trip to get sulfur, palm oil, and rubber?

#33 Re: Main Forum » A strange concept for rubber. » 2019-12-08 15:26:09

Any suggestion that makes it so players can survive (at baseline) without needing to "trade" with other families is great.  I love it.

Maybe while we're at it we can make deserts spawn horses heavily, and other biomes spawn them rarely, so that non-black families can also get horses... which are needed to find other families in the first place for trading.

I've seen so many towns die simply because of a newcomen well with a torn seal... and no way to get rubber.  This especially sucks if you are ginger or white, since you need two other families to happen to find you (or find them), and often do this without horses.

It seems like the only way to families to move up in tech tiers is to have a bell town, and everyone just living together in a massive community with anarchy and constant griefing, or steal supplies from other families so that you can get by.  I mean what can you really give someone for an exclusive resource that would make it worth it, especially if you don't have any to give yourself (gingers pre-rubber, whites period, etc)?

In short, rubber is the primary reason towns fail and die, and I'd love to see any way for rubber to be obtained outside of family trading.  We have gold that can be obtained through incredibly convoluted methods with chemistry, why can't we have something like this with rubber?  Like, you can just find gold veins as a ginger if you are lucky, but black people can use a very interesting style of chemistry that usually takes a lifetime to complete to get gold from electrum ore.  We could just apply this same idea for other races in non-racial specific biomes, so that they could either get rubber the easy way (trading) or the hard way.

#34 Re: Main Forum » Solutions to stagnation? » 2019-12-08 15:20:15

A good question.  I can't answer it because I've never been in a society that has survived long enough to make cars, planes, etc.  (I have been playing about two weeks)

I'm of the apparently popular opinion that family specialties does not help and just makes it hard for people to get by... even at mid-level technology because of how critical rubber is.  And anything at endgame is almost impossible unless you get a lot of oil going... and have gingers doing it all.

Maybe the issue is not stagnation, but rather running out of things to do.  Maybe we need more things that are fun for developed towns to enjoy instead of "I'm bored, let's stab someone lolol" which is usually how it plays out in bell towns.  I saw a suggestion a few days ago for sports; that's pretty cool.  I'm sure we could do even more.  Maintenance mode cities are boring because you could literally do nothing and the town wouldn't hurt for it.  So, we need more ways for people to kill time ... instead of other players, or reward civilizations that branch out further still, giving highly effective tools that cost a higher amount of work to keep going, but are substantially more effective.

But I don't want to make direct suggestions here.  I'm still a little bit new and my views are a bit biased by my own experiences.  Furthermore, I haven't experienced a thriving endgame town yet where cars are commonly used (or used at all), let alone planes.  With the current family trading system going on and the incredible amount of griefing (ending a lot of these 'specialty' families), I really don't think hitting that tier is really possible anymore anyways.

#35 Re: Main Forum » Hierarchies » 2019-12-08 15:11:17

While interesting I see this getting abused, and being a great way for people to die off until they get a 'good' family.

I'd still support it to see how it plays out, but I can't see it being entirely successful without any form of griefing.  I can see this play into the "lol let's enslave all of [skin color]" griefing roleplay that people do constantly.

Frankly, if I had someone being rude to me or demanding I perform certain roles in a town (especially a small, non-bell town) I would just leave.  I don't need anyone's help, and many others who know the basics will feel the same.  But for someone I respected, I could do that.  This feels more like a way to roleplay royalty, and it sounds kind of fun on the surface.  If that's your thing, I am all for it.

In a real society, however, a successful town would have elected officials, not self-appointed royalty with trolls/inexperienced players being born as 'princes' and 'princesses'.  That said, the random anarchy really does not help bell towns and we do have a real problem there.  What can we do to stop it?  Would this help, or hinder even more?  It's difficult to say.

#36 Re: Main Forum » Idea: one kill per life? » 2019-12-08 15:08:15

Bremidon wrote:
Spoonwood wrote:
Bremidon wrote:

This could become a new griefing tactic: curse the most experienced players.

That wouldn't be a new griefing tactic.  Griefers have done that before.  I think I even recall an example of someone gloating about such griefing on the forums.  But, I'd rather not give such old posts attention, because I don't think that giving griefers attention leads them to reconsider their griefing or to stop griefing.  A less common griefing tactic, perhaps.

Not quite right.  I agree that some have tried cursing others into not respawning nearby.  This would go further.  With only three curses, an experienced player is pretty much out of the game for a week (according to the idea I was responding to).  It would not be that hard for griefers to make the game *literally* unplayable for an entire week.

This is indeed a disturbing thought.  Identifying griefers is difficult sometimes... that said the only case I had where a griefer was trying to blame me for an action they did, they fooled absolutely no one, died from the bear they dragged into town, and were cursed by everyone.  Said bears only killed one other person and we ended with two nice rugs.

Honestly I'd like for there to be a way to uncurse players when done on accident (surprisingly easy to do), or just prevent them from being your baby without using up a curse.  No need to have the 100 tile radius thing, even, just prevent them from being born to you if they are suiciding on purpose or spamming sudden infant death.  A way to curse players that murdered you that you are too young, or otherwise unable to curse, would be nice as well.

#37 Re: Main Forum » Idea: one kill per life? » 2019-12-08 15:04:05

In almost every case I have seen, a single griefer will die as soon as they kill someone... unless they have the only weapon in town.  If they do, then nothing matters.

I think it would be helpful if you could attack griefers to disarm them (drop their weapon, and be unable to pick it up) if you do not currently have an item and are shift+right clicking.

In no realistic scenario would a single person with a knife be able to kill a mob of 10 people just because they didn't have a knife on hand.  Doubly true with bows.

Now I know this isn't the idea you are suggesting, and I'd rather have yours than no protection at all, but I don't know if it's enough.  Besides that, there are other ways of griefing, and if you've 'used up' your murder then you can't really stop them.  A common one I've seen is property fencing players (this is really dumb and needs to be stopped), but there are also walking bears into town (I don't understand why bear dens exist... they are the reason this is so common), or players running off with babies and dumping them in the wild (which can be prevented, but if mom has multiple babies she can't abandon the others to save the one).

Heck, in a recent life, there were three people killing everyone in town and my mother and I stopped them.  If the one kill per life thing was active, we would have been helpless to stop them and they would have been successful, since they were attacking a different family and could have used a war to do it.  (Spamming racism and murdering a black family; we were not so we took them by surprise)

Honestly I think the punishment for griefing is too light, and the ability to curse is too difficult.  I've run into multiple griefers in one life very often, and many times I've seen cases where I am unable to curse because their name is too long, and saying "Curse you" with a griefer that runs rapidly is a great way to curse an innocent person with no way to undo it.  In fact, I've been a victim of that at least once.  More than once I've seen griefers mocking me in death (or in my death) telling me they'll never go to Donkey Town because no one ever curses them... sadly, they are correct in many ways.  Many players don't know how, can't because of long names (i.e., are too young), or are, you know... already dead.

If we could deter griefing, I think it would be more useful than giving tools or restrictions that may inadvertently aid them.  But I don't have a suggestion to make in that regard.  I've been hit by people fishing for a curse by suiciding over and over as my baby, then coming back on a different account to kill off the family (was an Eve family, did nothing to gain their ire). 

Just my two cents, I doubt it helps, but I've made the attempt all the same.

#38 Re: Main Forum » Do Families Still Die Out Due to Murdererous Griefing? » 2019-12-08 14:39:24

Toxolotl wrote:
Kinrany wrote:

How do you know the villages wouldn't die of starvation anyway?

I have never been in an established town that has died from starvation. Only towns that are at risk of dying from that are eve camps. Most towns die due to griefing or noobs.

Im sure running out of water can contribute to a thinning in the population. Personally i consider anyone who can't sustain themselves on wild food a noob. So if your last female is a noob and there is no food(berries) in town i consider that death by noob more than death by starvation.

More often than not i see griefers striking in low pop hours and killing the only remaining females. During the rift days it was pretty much exclusively death
by griefing and i dont see that behavior changing as much. Though towns in the rift were easily recoverable.

I have starved in a bell town before.  Twice in a row, in fact, both at age 3.  There was an family war going on at the time and for some reason, all the food in town had been eaten and the berry bushes were all dying.  I believe the families were Jade and Kontz.  The only reason the Kontz survived was because one of their members left town IIRC.

So, while rare and highly unusual, it can happen.  Odds are that I just couldn't find the little food that was left in town, but none the less there was little enough that starvation became a real threat despite being a developed town.

I've never heard of a case where people were starving and the town died purely due to lack of food since there are so many ways to get around that, and you have a ton of time before it becomes unavoidable.  Starvation is only really a danger in the wild, such as as an Eve, if you don't get food going fast enough and all the food in a certain distance is already gone.  Obviously.

The three main causes for family extinction are:
1. Griefing (in family, specifically)
2. "Wars" (usually just griefing from another family)
3. Bad luck with births (usually in the late/early hours when few people are playing and your females don't realize how critical their role is, such as just having way too many sons when they desperately need daughters... or say, going out in the wild and getting killed by a wolf instead of staying safe when it's critical they survive) 

Often times, it's a mix of this... bad luck with children and a griefer that kills the single female left is very, very common.  You can often prevent this by having medical supplies on hand and additional bows/knives to stop the griefer.  Always have plenty of pads and thread ready at all times.  If you don't have a medic, have more than one location where you store supplies to prevent sabotage.

I've been in at least five families where I was unfortunate enough to witness their end by a griefer, and was typically helpless to prevent it (or hesitated, and inadvertently caused their deaths because I didn't act fast enough).  I've never been in a family that died to starvation, even in Eve families.  Not even once.

#39 Re: Main Forum » Do Families Still Die Out Due to Murdererous Griefing? » 2019-12-08 14:37:01

pein wrote:

in the rift I actually tried once, we had 2 families and like 80% was at our fam, also some others wanted to do the same so we had 3 raiders, later my daughter was really keen on living so I asked if she wants to kill the others

I had knowledge of all locations that had a well, so we run around and kill everyone, I took down a lot of people using the posse bonus speed and they fed me

that was with 3 bonus girls, with 6 was even too much
with 4 is ok now

I think they got to very dumb to get killed by one person, I saw some try it and succeed, just the other day an outpost died out by the time I got back with another girl, he solo killed people when no one saw it

and just yesterday I born to a 39 yo woman in Mara family, arrow bebe
I was shot since she had to feed me but she wasn't focused enough t pick me up and run
soon after my other life 2 girls born and warned their mom that twin griefers roaming but she kept it since she was a twin too

well at first it didn't look they want to grief, but they were very chatty
then I saw one of them abusing a baby girl
was a tiny naked cute toddler and she was saying to her "not your fault you born useless"
soon after they stacked all weapons to them and I went in to kill one, not sure how the hell always triggered the weapons before me
anyway I died but she was on slowdown so the other guy took her down

if the family is spread iI two the chances are light they can kill it, but in off-hours there are some griefers who are born several times and do just that, kill each life

in rift was some sense as you could reset the world, now is plain bad intention

I met these people in the old bell town (The Hub), and my mother and I killed them.  There were three at that time.  They were being racist ingame and trying to murder and enslave 'black people' or some shit.  We were not, so they left us alone, and we took advantage of that to murder them and stop the griefing.  Frankly, people using racism to 'roleplay' their griefing are the absolute worst scum that play this game, and I wish we could have hurt them more than we did.  At least we stopped them from doing any more damage in that lifetime.

#40 Re: Main Forum » Do Families Still Die Out Due to Murdererous Griefing? » 2019-12-08 14:24:53

As for some other examples, I heard through the grapevine that one of my original Eve'd families that lived with the Pikaarts, the Cuccos, were killed off by Pikaart griefers.   I still admire the family for helping us get started but it's sad that it ended up that way in the end.  Most of the time, griefers are in the same family and are doing it out of spite.  I saw someone in the... what was it, Rene family?  Run off with my baby and pull out a knife, so I stabbed at her before she could do it.  I didn't kill her, but my daughter was able to run away.  Fortunately the family survived... barely. 

She had already killed someone and was talking like a troll; I had a chance to kill her in town without danger but I don't like judging people and acting on a whim (as you can see how that played out in my above story), but my advice is that it's better to kill someone who you are pretty sure is a griefer than just give them the benefit of the doubt.  If they kill someone and you aren't entirely certain it was a griefer being killed, kill them.  Better safe than sorry, period, provided you have any other females that can make babies and continue the family line.  The risk isn't worth it.

I also had a family I started as Eve Dad (the second most recent, the last one thrived for a short time), and I had multiple griefers.  In fact I strongly believe it was someone fishing for a curse on an alt account so I would curse their baby and be unable to curse their main account which was going to murder us, as the timing lines up. 

The full story is that I had a daughter that spawned for me as Eve three times in a row, and killed herself every time.  The third time I was aware for certain she was a griefer (trying to hurt my gene score or something... weak trolling).  Then my daughter had a child that disappeared then came back with a bow and killed her mother.  I took the arrow to try and prevent her from using it again and followed her to make sure she couldn't make a new one... to be told that she was 'texting her boyfriend' and would wait until I died as Eve.  I tried to get my family to make bows and stop her, but they were apathetic (still dunno why...).  I barely got an arrow and bow up before she returned and sadly I failed to kill her.  I told my only granddaughter to run, which she did, but the family ended up dying out because she had... count them, twenty eight sudden infant suicides.

Someone had a hardcore grudge against me and I still don't know why.  There are some sociopathic griefers out there, so watch out.

Regardless, be aware that in-family griefers are still common, but in most cases they are alone and easily killable.  Have a bow ready (knife is acceptable, bow is better).  Maybe hide it outside of town, or have several available, or someone on 'guard duty' if you think griefers are likely to come back.  Griefers still exist and are still very common.

Also be on the lookout for property fence griefing, and be aware that you can counter it by putting paper on the fence(s) and having any player plus an elder sign it... provided they have a spare tool slot (lol).  This is one of the weakest forms of griefing and it's easy to stop it.  Don't get caught offguard by it.

Another weak griefing tool is to run bears into town.  You can easily make bears follow you (stand 4-5 tiles away, but closer than anyone else... the bear will follow you.  (Doing this on a horse is safer as you apparently can't be mauled) Have the bear follow you until you are far from town and run away.  Most players that have used a bow before will know how to kill them effectively, so once you have three arrows all that griefer has done is give you a nice new rug for your houses.

If you run into babies that are running away to suicide to "hurt your score", just ignore them.  It's not a big deal, and it doesn't do much to your score.  They are wasting their time on the weakest way to 'grief'.

Also, I strongly recommend you have someone with the red apron and healing kits on hand (including a knife... heat a knife on fire to heal an arrow wound).  The best way to stop a griefer is by healing the people they are killing... and it's also the best way to hurt them, by showing their efforts were for nothing.

Last but not least, remember to curse griefers and have everyone in town do it that can.  Do not let griefers get away with what they do.  Some downtime in Donkey Town will, if not deterring them from further griefing in the future, at least keep them away from other players for 30 to 300 minutes.

Just my two cents on this, alongside some tips I am sure most of you already know, but anything we can do to stop griefing has to count for something.

#41 Re: Main Forum » Do Families Still Die Out Due to Murdererous Griefing? » 2019-12-08 14:12:46

I had a really sad story in my own case.

The Kage Family almost died out to a murderous griefer, and by some miracle the only survivor managed to killed the griefer and survive (female of age 33 or so).  I was just riding in and exploring and saw a man running from a woman with a bloody knife and I just acted.  I realized just before it was too late what was going on but the stab already happened, and I couldn't do anything but watch helplessly as the last fertile female of the Kage family died... this is something that will haunt me, tbh.  I despise griefing, and yet I unintentionally killed off a family.

Bobbe Kage was the last member of the Kage family, and I was the person who unwittingly killed her as Lionel Jager.  I tried leaving some notes around to let her know I was sorry (since she cursed me which will prevent me from meeting her directly).  This was a sad case of the language barrier preventing communication. 

For emphasis, I am not a griefer and I would never do this intentionally.  Every other time I have hesitated on a griefer has gotten me (and everyone else) killed.  I felt so bad about this.  In retrospect, at age 33 there was a good chance she wasn't going to have a baby, let alone a girl, but I prevented that chance.

Strangely I still see both the note I left on her grave, and the note I left in a random town in hopes of her seeing it in another life still being carried around...

So yeah, if Bobbe Kage views these forums and hasn't come across any of the notes or looked at my final words as Lionel Jager, I am sincerely sorry.  I know this isn't quite directly related to the topic, but I wanted to add this that griefing that kills off families does still occur very frequently.  I'd say it's the number one cause, even.

#42 Re: Main Forum » About boredom » 2019-12-03 22:23:23

I haven't gotten bored yet because I can always be busy, but I understand where you are coming from.  It's much more exciting to be building a town (or escaping/reviving a dead one) than being in an advanced city.  I guess one option is to go out into the wild yourself, but then you risk your family.  Is it really the best idea?  So, I understand the conundrum.  I saw a suggestion for sports in another thread; things like that are a step in the right direction IMO.

#43 Re: Main Forum » Problem: Oil Running Out/Kerosene Pump » 2019-12-03 22:20:56

I think that oil shouldn't run out, but that's just me.  It makes sense logically that they eventually would, but given as rare as they are and issues like the pumps, charcoal is renewable where oil is not.  Sure, that's like real life, but this game depends on resources being available.  Kerosene is required for a ton of stuff later on, and people just end up burning off the oil and going back a tech stage and doing nothing.

I've played for a week now and I've literally not seen Kerosene used once, let alone seen a car or plane.  That's just a tragedy.  I'm sure I'm not the only player that would love to see these things in action but may never.  The oil being rare is enough of a challenge by itself really, making it renewable isn't a bad thing.

#44 Re: Main Forum » Jason, have you thought about sports? » 2019-12-03 22:17:43

pein wrote:

Sports like football in europe replaced wars somewhat, people came together, had the same banners, uniform, a sense of belonging to a group, a risk, a reward.

Others sports like boxing also were the same principle, a friendly way to discharge stress.

In Battlestar Galactica was boxing between the crew members and a weird sport which seemed to be like a mix of rugby and basketball. Seemed futuristic and thinking back after it turns out they were way in the past, was an interesting thought. People reinvent the same thing over and over.

Basically what we need: a ball, some mechanics to it, and a ruleset, probably a net.
https://cdn.discordapp.com/attachments/ … erball.png

Would be fitting if we wouldn't have a sport just the ability to invent it. There are many games on internet, one was a flash game with a hockey pitch, with 11 people and a basketball, was kinda futuristic rugby basketball football hockey mix where you had to score goals with a magnetic ball.

The way I imagine the ball when someone touches it, it would fly to the reverse direction of the player coming from. As to contain and hold in place, tongs could hold it any other time. Or maybe use them as a different sport.
Maybe some disarm mechanic like snowballs did to tackle or something like hockey sticks.
Would need a reflect mechanic when the ball touches the wall, and randomness in bouncing, for example, would go 3-5 tiles when touched, +-45 degree to the vector is coming from, with the randomness of +-1 of the tile it would land.

Then we could do stadiums, nets, seats, play this sport of kicking or throwing a ball. We could make red and blue shirts to play against each other or just different families. Or even bet things to win from each other.

Actually this is a fantastic idea.  We have a lot of morons who take out a bow or knife and start murdering for dumb reasons just because they are bored in a developed town with nothing to do.  This could give them something to do, and amuse and entertain players.

#45 Re: Main Forum » Eve Spiral Too far apart » 2019-12-03 22:16:38

Spoonwood wrote:

I don't see why you would need to trade with people in the belltower town.  There probably exist other families closer that can help your family.  I mean, are the belltower town people the only other people that you could trade with?  Also, new spawns either run up or down from the previous spawn, and only move left otherwise.  They never run right.  Given new Eve spawns happening (how do Eve spawning mechanics work these days?), you might trade with an early camp by running left.

The thing is bell tower towns are just about the only kind of town you can easily find.  They are designed for it with how they function; a place to meet other families and trade.

How are you going to find a random town in the wilderness, how do you even know which direction to go except for pure dumb luck?  You go the wrong way and you could be riding forever until you die and find nothing but dust.

So yeah, I think they are a little too spread out, but it's okay if that's how it is going to be.

#46 Re: Main Forum » Why can't you store garlands? » 2019-11-30 22:57:25

This is a great suggestion to make on the reddit.  This seems like it would be an easy one to fix, and it's strange it wasn't the case already.  I agree, of course, though I've yet to run into Garlands so far.  (It might be because they cannot be stored, lol.)

#47 Re: Main Forum » A Naive Experiment » 2019-11-30 22:26:11

Wait... Pein, did you Eve that town?  That's amazing if that's the case; it's great if you even just were the one to build it up.  Sorry for being offtopic, but my best experiences on OHOL so far were in that town.

#48 Re: Main Forum » Vodola/Starling » 2019-11-30 21:59:36

Spoonwood wrote:

So you know, digging up graves uses up a shovel use.  I wouldn't recommend doing it, and some others might view doing such knowing that it uses up shovel uses like that as griefing.  Perhaps there's a case to get made for digging up graves for certain players, the Eve, someone really good, or something like that, I suppose.  But, I also heard about Disco family having a problem with masses of bones, and masses of graves would only make that space issue worse.  I'm assuming the bigserver2 context (you can play on different servers by clicking on 'settings' and checking 'custom server' and typing in something like 'server2.onehouronelife.com' as the server you want to play on).  There exist other complications, like people taking flat rocks from the smithy to the graveyard.  Be very careful with digging up graves if you do it at all, and try to think if it's something that really helps people out.  People playing in a low population context against graves is another story.  I don't do it myself, but I'd never object to someone doing it there, unless they put the grave in a bad spot (which could happen).

A bell tower is a tower with a bell that can get rung to send out a signal of the location of the belltower so other people can find that location.  Here's an image one with a recipe: https://onetech.info/841-Bell-Tower-just-rang  They take a long time to construct.  25 hours from scratch.

Pein can better explain how to find coordinates than I can, if he comes back to this thread.

I mean it was recent enough that I knew the graves didn't go away just because they weren't marked (using the tombstone because they want to use it for something else, harsh but okay).  It had to have been intentional.  Like, the graves were dug up and possibly dumped elsewhere.  The area wasn't built on for anything else, they just wanted rid of them for whatever reason. 

As for bell towers, I occasionally hear a ringing sound, but I don't see any signals.  I am intrigued; I wonder if I am just doing things wrong.

#49 Re: Main Forum » Eve Speaking to Her First Child » 2019-11-30 21:53:55

Sounds like what happened to the Burns' family Eve (who is named, ironically, Eve Sorrows).  I wasn't there to see it but this is now my headcanon... only with starving instead of boar attack.  (Context being that Eve Sorrows died at 16 years old, but the daughter somehow survived and built up a family that lasted 48 generations)

Interesting take on Eveing, either way...

#50 Re: Main Forum » Griefer management and the case for polygraph. » 2019-11-30 21:51:09

Gomez wrote:

TLDR : adding this would eliminate a major portion of the game I enjoy, which is playing detective and town cop.

Next vet kids, I do this by first establishing communication those I can't communicate with are useless to me.  Hence "hi baby" proper response "H" and only "H" is accepted.  All other responses rejected failure to submit proper response child abandoned.

Next is a follow test will they listen and carry out an order. 

Next I generally show or teach them what I'm currently doing and I really don't care if they already know this is more about obedience at this point and willingness to be helpful to "mom".  The child should be silent and observing not telling me "IK" or "IDC" or running off the grab clothing.

Kid goes for clothing instead of listening to mama he get a quick lesson on you need mama feed you not backpack and watch them starve.

Baby makes angry face?  Instant rejection typically unless used in some appropriate manner.

Harsh, but it might have some effectiveness.  I fear you are going to end up killing off a lot of players that may just not know better, and other moms may not be as strict as you are.  Furthermore, if the child is a female baby and you happen to have a shortage of women, can you afford to be choosey on which ones live and die?  Maybe they don't act as well as they should, but a bad mom is better than no mom if it means the family lives or dies because of them.

Don't think I've ever met you, though now I wonder.  I've seen at least one mom ask me to follow them, but I thought it was just because they were working.

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