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#26 Re: Main Forum » OHOL has become so boring & it makes me sad » 2019-10-09 20:02:25

I quit playing after the first arc was introduced for this exact reason. The game is completely and utterly stale to me now. I was a frequent player of early game- setting up sheep pens, setting up the forge, making the first iron tools, planting the foundations of the farm.. these things were enjoyable to me, and made me feel like I was contributing to my family.


I vividly remember one time where I was the son of and eve, and set up the foundations of a town entirely on my own while the eve and her daughters [both new two the game] hung out in the forest just eating and trying to survive. I planted the foundations of a camp- the forge, the iron tools, the farm, the well- and my sisters and mother came to live there halfway through my life.

I even found a random young male from another eve, whose family hadn't made it. This was prior to the Xenophobia update. I brought him back to my camp and my family welcomed him with open arms. A niece even let him name one of her daughters, so as to preserve his family name.. that name carried down for 63 gens!

I showed up in the area several days later to find the place had boomed. It was a fully functioning city. It was easily recognizable by the well placements, as this was prior to the spring update and I had chosen a nice spot with like 6-8 ponds in vicinity. That town lasted a good week or two, gave birth to several outposts, and was my proudest achievement in the game.

And I'll be damned if this wasn't satisfying



What saddens me now is that, I'll likely never have that experience again. That son of eve life in which I help set the foundations of something awesome. The satisfaction of the town not only surviving, but thriving through multiple family lines. Watching it defy the odds and survive through the week, even longer.

And even moreso, the unexpectedness of where I'll end up. The situations I might be born to. A new eve just starting to find her way in the world. An established camp struggling to find food enough for their growing population. An early town whose well just ran dry. A mid-game town trying to get their first newcomen pump. A later-game town struggling to drill for oil.

Sure, I had my preferred playstyle, but I also had variety for when things got stale. "Every life is unique" used to be an important aspect of the game, it used to be something people cared about and enjoyed. Now it's been essentially forgotten, shoved to the side because "well u cant have both XD." We HAD both at one point, and instead of balancing that, it was completely thrown out the window for this ridiculous arc idea that's doing little but driving players off.

#27 Re: Main Forum » hetuw mode » 2019-10-04 04:08:24

BlueDiamondAvatar wrote:

Is there a function for altering the tree sprite in Hetuw?  I was once told there is, but I don't see it on the hotkey list.

Full disclosure:  I consider my source for this information highly suspect... she was an in-game griefer who happened to be my mother or sister or something like that.

And if not... consider this my request for a feature update.

You can hold down X to make trees and other large objects invisible, so as to see if anything's behind them, if that's what you mean.

#28 Re: Main Forum » Changes to dtown are working. » 2019-10-01 00:13:05

jasonrohrer wrote:
Times sent to D-town        Total Curse Score
2                                        31
3                                        10
1                                         2
3                                        40
2                                        14
1                                         0
27                                       59
1                                        18
2                                         9

How many times did the other listed people attempt a life? Particularly the person with 40, 31, 18 and 10 curses.

#29 Re: Main Forum » Fix to rare ressources » 2019-09-27 23:19:22

sigmen4020 wrote:

I appreciate the change but why make desert more rare? And how rare has it become as opposed to before?

Rarer than before. The previous map spread algorithm had biomes dispersed at random, so technically every biome had a roughly equal scarcity. With his updated biome dispersal, he made it more like a topographical map- biomes are layered, with swamps being the "center/low point," grassland layered around that, then savannah, then mountain. Snowy, jungle, and desert are the "high" points, surrounded by mountain.

It's easier to explain with a visual representation.

This is what biome layouts were like beforehand:

fg04Foi.png


This is what they're like now:

HvAivSc.png

As you can see, desert, snowy and jungle regions became a good bit scarcer [as they're not really habitable biomes, and more necessary for later-game resources like oil, rubber, etc.] while swamp and grasslands became more common [creating more habitable locations for a town to situate], with Savannahs and Mountains being in the middle [as they're both necessary for early-late game tech such as iron, flat rocks, rabbit skins, etc.]

#31 Re: Main Forum » Is 63 hours long enough for you? » 2019-09-27 18:17:26

Twisted wrote:
jasonrohrer wrote:

  Yes, I agree that it should last more like 5-7 days.  But NOT with only 2 fams left.  5-7 days with only 2 fams left would be stale.


It doesn't matter if there's 2 or 20 families, gameplay inside the Rift is going to be stale either way because those families will always be practically identical to one another. The staleness comes from the fact that, as long as the Arc has been going on for 12+ hours, you are placed in a very similar situation every time you spawn. You spawn in a big town with a lot of food and other resources, a fence surrounds the town, there's clutter everywhere, there's a lack of ropes, unfinished radio parts surround the smithy, and you get water either from a Newcomen pump or a Diesel Engine. Every single time. Having a different last name doesn't really change that experience.

What happened to the Unique Situation Generator?

Exactly my issue with the rift. I used to LOVE not knowing what situation I'd be sent into. It was easily one of my favorite parts of the core game. That surprise factor of where you'll be born to was what gave the game its interest. Having a variety of different situations to play is what kept it fresh.

Prior to the rift, at any time of day, I could be born to any sort of situation. It could be a fresh eve, still searching for a place to settle down and raise her family. It could be an early-gen town whose wells just ran dry and are pushing to build their first newcomen pump. It could be a late-game town struggling to get supplies for a diesel engine. Or hell, it could be an end-game city, with all of those necessities handled, where I can explore brand-new options that I otherwise would be too busy trying to stay alive to do. Things like building and managing a casino! Being a shroom dealer! Dying clothes! Teaching players how to heal wounds! Marrying someone! Building a satellite outpost!

The possibilities, while not maybe endless per-say, were variable enough to keep me interested. There was an excitement factor knowing I could spawn to any of these situations, or others. And sure while I had my preferred situation [I really liked eve's child runs] not knowing where I'd end up and being able to play other scenarios kept things from going stale.

Right now, there is no variety. The rift settles and things stagnate very quickly. You have extremely limited options to play from, even just leaving the eve window, and those options only get even more limited over time. I miss the game of "You never know where you're born! Every life is unique!"

#32 Re: Main Forum » New Idea: Guard Dog » 2019-09-21 04:08:28

+1 to dogs not being a waste of coding.

I think a combination of suggested ideas would be cool. Something like:

- Outsiders with weapons on them [whether in bp/pocket or in hand] get bit
- Outsiders that try to interact with the dog [whether they have a weapon or not] get bit [so outsiders can't just relocate/release a guard dog].
- Outsiders without a weapon that get too close just get barked at.
- Family members are ignored. Maybe a system similar to fence gates where you can "add" outsiders to make the dog friendly towards ig, with a shortcut to add entire lineages [to make them less inconvenient for multi-lineage towns.]

#34 Re: Main Forum » first and last post » 2019-09-14 18:06:52

fug wrote:
Jk Howling wrote:

Just a note, Donkey Town pretty much doesn't exist anymore lol. He reworked the curse system so curses to effectively area-ban the person cursed from being born as your baby or within a 30 tile radius [+ you cant be born to/near them]. It wears off automatically after 2 days. If a person is cursed enough within 2 days to be unable to be born to/near any fertile females, only then do they go to "donkeytown." Which I highly doubt anyone's been to at this point lmfao but let him do him.

Basically he made curses equate to "go be someone else's problem for 2 days ree." Doesn't really do anything except add to a list of issues with the game though.

Cya fam. Maybe if enough people finally put their foot down, esteemed Jason will listen.

This is only partially right as he made it where donkey eves spawn in the Hell Cell now. He ended up adding a sanity check last patch which makes sure all Eves spawn in the box (unless you're a tutorial Eve.) This means if you're down to two families in the rift and get cursed out of both you spawn inside the box AND end up as an Eve which is why one of the recent arcs ended.

This means as long as you have lives you're able to repeatedly attack towns the same way feral eves could around the time of the come together update with zero consequences. You can also spam yourself in with twins/trips/quads to produce up to four feral eves just set to attack villages because the donkey player will force everyone to be an Eve while the sanity check will force them into the box.

Another little case of "Oops, forgot to test."

Lol. Not touching this game with a 10 foot pole then. Thanks for the heads up.

#35 Re: Main Forum » first and last post » 2019-09-14 08:03:36

Just a note, Donkey Town pretty much doesn't exist anymore lol. He reworked the curse system so curses to effectively area-ban the person cursed from being born as your baby or within a 30 tile radius [+ you cant be born to/near them]. It wears off automatically after 2 days. If a person is cursed enough within 2 days to be unable to be born to/near any fertile females, only then do they go to "donkeytown." Which I highly doubt anyone's been to at this point lmfao but let him do him.

Basically he made curses equate to "go be someone else's problem for 2 days ree." Doesn't really do anything except add to a list of issues with the game though.

Cya fam. Maybe if enough people finally put their foot down, esteemed Jason will listen.

#36 Re: Main Forum » The Rift and this end condition are unbelievably toxic » 2019-09-07 03:51:30

Lava wrote:

This would be solved if you allow tech for us to escape the rift.

bUt ThEn I wOUlDn'T kNoW hOw LoNG u cAn LaSt!!1!

#37 Re: Main Forum » Hungry Work is one of the best things ever added to the game » 2019-09-07 03:49:23

jasonrohrer wrote:

Yes, it might be interesting to add hungry work to other jobs, not to prevent griefing, but for thematic texture and to enhance the importance of a varied diet.  For example, splitting big rocks, stacking blocks, building walls, etc.

Pine trees are the only non-hungry trees because they are softwood.  This is not inconsistent, if you've ever chopped wood.  Willow and cypress are not softwood.  It's not about whether the trees are "useless" or not.  It's about how hard they are to chop (cypress is technically softwood, as a conifer, but the wood is actually hard).  Juniper is also a "hard" softwood.

The idea here is that for bulk lumber, you will seek out pine (which is what people do in real life for lumber).  You will also, perhaps, farm pine for this purpose.

The only inconsistency is that you will mostly burn pine, which is NOT what people do in real life, due to its fast-burning nature, low energy content, and high soot level.

Ah yes, the selectively chosen "realism" excuse. The same reason why my newborn children dash off moments after birth, unable to be held through any means that aren't my arms. And why I'm surrounded by an impassible dark rift that not even airplanes can pass. And why I can only see a couple of feet vertically and a couple more feet horizontally. Everything makes total sense now! /s

Would love a better reason than "muh biased pick-and-choose realism says so" when the entire purpose of hungry work was to dispel the grief-attacks that were causing the rift to become unplayable too quickly. Why even have swamp/desert trees in the game if players are fucking flat-out punished for using them for their intended use???

#38 Re: Main Forum » Hungry Work is one of the best things ever added to the game » 2019-09-04 19:58:51

DiscardedSlinky wrote:

I agree and I also disagree strongly.

Making a fence for your town is a NIGHTMARE. You ever wonder why so many fences are so janky and ugly it's because some poor grandson of Eve just wanted to protect his Mom without devouring every piece of food inside the rift to do it.

WHY THE FUCK ARE SWAMP TREES HUNGRY WORK????

They're absolutely WORTHLESS. They actually do nothing. At least pine trees have SOME purpose.

Just make it so all the good trees and hungry work and the useless shit trees aren't and it's FINE. I'm just tired of starving out my village to CUT 3 TREES DOWN

Tarr actually made a github report about this about a week ago.
Jason closed it and said he might revisit it someday. Long story short, that's a no from him dawg.

https://github.com/jasonrohrer/OneLifeData7/issues/426


I made a new complaint about it claiming it's inconsistent. Go support it if you can. Maybe he'll 'revisit' it sooner.
https://github.com/jasonrohrer/OneLifeData7/issues/431

#39 Re: Main Forum » Anyone want the PAX booth backdrop? » 2019-09-02 21:56:07

jasonrohrer wrote:

Well, JK, you could store it in your garage and auction it off on Ebay or something...  Freight to whoever would be a pain, though!

I don't have a garage. Technically I don't even have my own place yet. Apartments aren't cheap on the west coast sad

#40 Re: Main Forum » Anyone want the PAX booth backdrop? » 2019-09-02 02:34:25

I think I may be the only person frequenting the forums who actually does live in the Seattle area, though not everyone puts a location tag and I may easily be wrong.

Unfortunately I wouldn't have a use for this, or really enjoy having it in my living space, since I no longer really play the game. Also I have work tomorrow, and doubt I could find a ride into the city this short of notice anyways.

Hope you're enjoying Seattle though. Aside from the awkwardly narrow and steep roads, the disturbing number of homeless, and the traffic, it's pretty fun up in the city. Maybe I'll get tickets to Pax next year.

#41 Re: Main Forum » Stone Walls are broken » 2019-09-02 02:17:30

I submitted a github report not too long ago regarding the fact that, now that we have hungry work, there's little point in having stone walls eat up an entire pickaxe to take out.

The purpose of it was to prevent griefing of buildings, but hungry work achieves the same effect without making us have to waste iron every time we want to expand a building or have to tear out someone's griefing.

#42 Re: Main Forum » The Rift has me doubting if I want to return to this game. » 2019-08-31 06:54:26

I have few doubts about wanting to return to this game lmao. I'm glad he's fixing things that've been issues for literally months now, but with the rift as small as it is and griefers running rampant, I have little interest in returning. Nothing screams "stay away" like griefers literally having 0 consequences whatsoever, outside of being pushed onto other players for 2 days..

Hopefully he'll figure out a better system and things will stabilize eventually. I look forward to it, but in the meantime, not a huge loss on my end- there's plenty of other things taking up my time these days anyways.

#43 Re: Main Forum » Remember pigs? » 2019-08-27 06:57:14

jasonrohrer wrote:

Will do something about this.

Main problem:

Consuming pork requires limestone, which is finite.

There has been a lot of grousing about pigs and pork for thematic reasons.  But this is the first time it has been laid bare (and that insight was buried somewhere in this thread).

tenor.gif?itemid=5499296

Finite limestone isn't the issue lol. I've never once seen anyone complain about lack of limestone when trying to make something. It's used in so few things, you're almost guaranteed to find some in the nearest mountain biome, regardless of what stage of the game you're at.

The problem is that the literal only use we have for pork [dogs are NOT a use] takes over 64 steps and 2-3 bowls of corn to prepare.. per individual pork. The animals themselves give us FOUR pork per animal, INCLUDING WILD ONES.

We need a simpler recipe. That's all. Something that doesn't take 64 fucking steps and 3 different types of fires to produce. Literally even if we could just cook the fucking pork like we do raw mutton would be a HUUUUUGE improvement. It only takes a single transition and a slightly redone sprite!

#44 Re: Main Forum » Maybe why we'll always get down to one family (tipping scales) » 2019-08-27 06:19:51

jasonrohrer wrote:

But here's another perfect example of why the rift/arc is so good.  This problem has been around for 18 months, and it's never been pinpointed.  Families die out, sure, and there were many theories as to why...

Just gonna point out right here that it's been common knowledge to the longer-term playerbase for quite some time that the #1 cause of a family's downfall isn't food, wild animals, or even griefers- it's lack of females/players. This isn't a new discovery in the slightest. You're really late to the party on that aspect.

As someone who thoroughly loved playing as an eve or eve's child, such runs were often almost impossible to get off the ground solely due to the lack of children born, and of those, how few stayed. A single female competing with established towns with multiple fertiles for children rarely worked out, even in the best of circumstances.

Of course, that's no longer really a thing now, since the rift and eve window has been introduced. It's still there though to a degree, I'm sure, for families that had it rough from the start or suffered griefing problems / other incidents. Would love to see something done that gives smaller families a better chance, but I don't really have any ideas for you that haven't already been thrown out there. Something that's able to balance female ratios in both small and large families would be nice though.

#45 Re: Main Forum » apocalypse just happened » 2019-08-24 22:10:01

If apocs are turned off then chances are Jason probably manually apoc'd to reset things for the next update and return of the rift hell cell tongue

#46 Re: Main Forum » Jason, don't give up. » 2019-08-23 22:01:05

My point was simply that, he is the sole person responsible for the game and the state it's in. Praise, reproach, criticism- it all falls on him, obviously, since again... He is the sole person responsible for the game and its current state.

If you paid attention, I actually didn't say a damn thing about my opinion of him or this game anywhere in my post. Quite literally all I stated is that he deserves both praise and reproach, which he does for being the producer of a product.

As the ONLY person working on the game, period, he deserves the criticism the consumers of his product give him, whether it's in a positive or negative light. Because at the end of the day, we pay money for the product he gives us, and we have a right to judge said product in whatever light we view it in. And as the sole person responsible for the product we receive, that falls on him, nobody else.


So kindly stop reeing about how "meanspirited" it is to state such, and stop dragging your own opinions of the game in its current state into the conversation. This isn't about that.


-


Added note, you might be right in terms of managing, but I still feel you could do things more efficiently if you had help in terms of coding weekly updates. Fresh perspectives and assistance with the grunt work isn't a bad thing for any game.

Also, I am not a coder. I've reported plenty of bugs in my time, but that's the extent of both my and a vast majority of his playerbase's limits.

#47 Re: Main Forum » Jason, don't give up. » 2019-08-22 22:26:04

Mr meeseeks wrote:

Come on guys, so many comments are so negative... But he's a one man team, and has made an awesome game. BY HIMSELF. let's show some love.

Do keep in mind he's a one-man team by choice.. He chooses not to pay for official bug testers, get help coding the weekly updates, and to accept offered help from players from his own community.

Yes, he's a one-man team, but it's his decision to be such, nobody else's. And while I can respect that to some degree, I can also wholeheartedly blame him alone for any oversights, any updates that go badly, and any random ideas he cooked up at 1am that end up falling flat.

Because in the end it's his decisions and opinions alone that affect the game people end up playing. He fully deserves everything he receives from the consumers of his product, whether it's praise or reproach.

#48 Re: Main Forum » Twins » 2019-08-21 06:33:14

jasonrohrer wrote:

For griefers, broken heart would be good.

But for non-griefers, it would be bad.  Say you're a new player to the game who is playing with your friend, but not using voice chat.  You get separated, and are busy working on different tasks.  Then your twin is eaten by a wolf and dies off screen. Suddenly you die too, for no apparent reason?

Maybe all twins are using voice chat, and I can just assume that this is true.


Broken heart can also be a temporary state that you get stuck in (like holding a bloody knife) that will cause you to starve to death if you don't get help.  This would be better for non-griefers.

Except, by your logic, the other twin would simply suicide in that case, since "they want to play together, that's the point, right?"

If the point is playing together, the newbie would obviously suicide so they can play with their friend again, right? And that's actually true in a vast majority of non-griefing twins- another reason some players often abandon them from the start, because what's the point of raising them when if one dies, the other just suicides? That's simply a waste of resources. But that's not the issue at hand, nor is it something solvable by your intervention.

I think it would be in very few cases where the other twin doesn't purposely suicide after their partner dies, excepting griefers, though.


However, one possibility for this would simply making Broken Heart Syndrome only activate when one of the twins is actively killed by another player- that is, stabbed with a knife/sword or shot with an arrow. They get the same death slowdown and inability to hold items as their injured twin, are saved if the twin is saved, and die if the twin dies.

That way, they're rendered no harder to take down than a singleplayer griefer. They no longer have the advantage of having the other person/people there to retaliate, but dying by accident (starvation, wild animal, etc.) would give them the option to stay in the occasional event that they'd want to.. It would return control to the players, as killing is currently the only option we have at our disposal for ridding our town of griefers.

It wouldn't be foolproof, I suppose. Players could still starve before succumbing to their injury, or if they're close to a wild animal, overwrite their wound with a bite wound and die to that. But it'd be a fairer playing field than what we currently have, which is p much nothing.

#49 Re: Main Forum » Twins » 2019-08-20 22:26:57

jasonrohrer wrote:

I can't remember what happened to broken heart syndrome, other than it being a bit of a mess to implement, and I figured most twins would suicide at that point anyway (they want to play together, that's the point, right?)

Regarding cursing both (or all four) in one breath, yes, I'll add that.

"They want to play together" is not the point, especially not for griefer twins.. it's more "hey look this family literally can't do shit to us if we work together haha lets kick their asses."

What reason would any twin/multiple griefer ever have to suicide if their partner/s die, when their sole purpose is to do as much damage as possible? If anything that'd be a minor setback at best lmfao. It's basically "Oh no, someone stabbed my twin, well I can just stab him and call the guy who killed my twin a griefer and laugh as the uncoordinated family curses them to Donkeytown while I get off without issue :'D"

It's basically a 2-3-4 VS 1. They have the advantage of coordinating together through outside and more efficient means such as discord, while everyone else is working anonymously through an extremely limited text function. They have the immediate advantage in almost every situation.

Unless you want more communities to rise where players abandon any baby that isn't in their Discord call (which has been happening, and many people have complained about) it's going to continue to be common practice to abandon paired children solely based on the fact that, if they end up being griefers, they have the advantage and can do much more damage any single player could.

#50 Re: Main Forum » A little thought experiment » 2019-08-20 22:11:08

A functional "Peace" and "War" system.

Opposing families start out neutral with each other, the other family being marked as simply "No Relation." Swords are unable to be used.

Over time, if one elder [changed to 40+ instead of 55+] from each family declares Peace in each others' or their shared language, swords are disabled permanently. The other family is now tagged with "Ally" instead of "No Relation." Could have this effect the language barrier too.. maybe now they can all understand each other flawlessly.

On the flip side, if two [or maybe three] family members from a single family declares War, swords become active and they get a special emote/sound, something similar to murder mouth but distinct enough to not be mistaken for such.. A war cry, perhaps? Maybe red/bloodshot eyes or something? And perhaps a declaration goes out that x family is at war with y family. Could also maybe effect the language barrier.

To end the war, I think either those who instigated must declare peace/neutrality again, or one of each side has to do so like the initial peace process.



I just want wars to actually be wars, not a singular asshole running around with several swords slaughtering anyone they come across. There should be some sort of collective agreement among the family to declare war against another. Show an actual difference between war and serial killers, because right now there often isn't.

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