One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#26 Re: Main Forum » Resource Scarcity Realism (ln scale) » 2020-05-22 01:03:22

tocal wrote:
Crumpaloo wrote:

I agree, you see games like dnd who have a large portion around their game based around RNG elements, which for a unrealistic game makes it pretty realistic, cause like in real life, anything that can go wrong will go wrong given time.

However, if you increase the skill, the worst you can do say on a dexterity roll is increased, so while you may roll a 1 instead of a nat 20, its still way better because your external skill ups the numbers.

This is where Toolslots should come in, if you spend enough time doing a certain job you should have a smaller chance of failure, mainly being for the tools you use for your job. A blacksmith should have a lower chance of breaking their hammer, a shepherd should have a lower chance of breaking their shears, and a farmer should have a lower chance of breaking their hoe.

I think I fully agree with this. If I may expound on the last point you made though... Basically, instead of the game telling you you're good at a job because you used a tool slot, the game tells you you're good at a job because you are always (or nearly always) successful at that job. Thus, it's a more natural feedback loop for the player, it's intuitive, and it doesn't require any arcane knowledge about the game to understand it.

Exactly, and reinforce the idea of mastery by adding more benifits the longer you stay with the craft, maybe even give you a badge specific to your craft at a certain point so everyone including the new players can be like "oh the hoe broke, but that guy over there with the smiting badge could probably make me one, let me go ask him"

#28 Re: Main Forum » Resource Scarcity Realism (ln scale) » 2020-05-21 22:58:45

I agree, you see games like dnd who have a large portion around their game based around RNG elements, which for a unrealistic game makes it pretty realistic, cause like in real life, anything that can go wrong will go wrong given time.

However, if you increase the skill, the worst you can do say on a dexterity roll is increased, so while you may roll a 1 instead of a nat 20, its still way better because your external skill ups the numbers.

This is where Toolslots should come in, if you spend enough time doing a certain job you should have a smaller chance of failure, mainly being for the tools you use for your job. A blacksmith should have a lower chance of breaking their hammer, a shepherd should have a lower chance of breaking their shears, and a farmer should have a lower chance of breaking their hoe.

#29 Re: Main Forum » Teach new players » 2020-05-21 12:49:00

schmloo wrote:

Yes. There’s blaming failure on questionable mechanics like race restrictions, homeland, and smacking an engine in a box, but I fully agree that there’s also a huge responsibility for people to actually consider the nature of the game, in that teaching is and always has been a HUGE factor. The attitude that “someone else will do it”, which most of the playerbase seems to have now, is not good to have, because nothing gets done, or a couple of people end up doing all of the work. Newer players want to do things and help (in most cases).

Oh and just to clarify, griefing is the complete other side of that coin, because it disables new players from learning and even pushes them away from the game. There’s a few reasons why the player count has dropped, and I reckon that’s a pretty significant one.

Jason cant stop griefing, not because he hasn't tried, he has, its just that after 13 or so failed attempts hes given up. He would make changes directly citing specific Bobo Bill's videos as a framework for his next update. Even making remakes like "Stick that in your pipe and smoke it Bobo" and "Bobo, you know where you can put your bow and arrow" and yet here is Bobo still, still killing, still griefing. More then ever infact, he killed 50+ players in a single day a couple days ago. Thats more then pre-genetic fitness leadership update.

#30 Re: Main Forum » Teach new players » 2020-05-21 11:01:38

There already exist plenty of ways to destroy a village that dont involve getting cursed. All that would do is encourage mass cursing because "oh well that guy cursed so i thought he was bad"

Then next thing you know that guy who got mass cursed is getting a refund courtesy of Jasons "world-class game design"

#31 Re: Main Forum » Why I decide to quit this toxic game » 2020-05-21 10:32:03

JonySky wrote:
Crumpaloo wrote:
JonySky wrote:

true!
I have not thought about the curses!
The frustration of new players is evident when in the Steam sales this game got an average of 75 players and 6 months later we have 47 ... nobody wants to play a boring and frustrating game

The game is purposefully un-intuitive to encourage teaching that isn't always available. As such if new players cant learn how to do anything in-game whats the point of playing it in the first place?

For those about to say "just go on onetech" you dont see RainbowSixSeige requiring players to go to a external website to know how the fundamentals of their game work.
All that does is push away casual players who are the main percentage of the current player-base.


ehhh but don´t worry... Coming soon: more loose speech character limits


Sad part is if Jason just sacraficed parts of his vision to make the game work we would have double the playerbase, maybe even 4 times.

#32 Re: Main Forum » Why I decide to quit this toxic game » 2020-05-21 09:29:44

JonySky wrote:
Crumpaloo wrote:
JonySky wrote:

OHOL needs a minimum of several players to continue working ... curiously the absurd and forced mechanics that Jason has implemented do not support a reduction of players

I explain:

If we need 4 families obligatorily (due to race limitations) and each family needs at least 2 or 3 children (to follow the lineages) we already have at least 12 players

But those 3 children in each family must do essential tasks like getting iron, growing and getting water
If they perform other tasks the city will die.

all this without counting SSIDs, cities without girls, killers, novice players or wild animals

We currently have an average of 47 players, but we have 26 player spikes (spread across multiple servers)

either this game changes radically or in a few months we can say goodbye to continue playing OHOL

Curses are killing this game, imagine being a new player who has no tutorials, no help, no idea how to play this game, you cant do anything, and that creates frustration and bordem, which then turns to griefing. Curses ban people for 30 days, if you told me a game i had no idea to play just banned me for 30 days id refund it and never play it again.


true!
I have not thought about the curses!
The frustration of new players is evident when in the Steam sales this game got an average of 75 players and 6 months later we have 47 ... nobody wants to play a boring and frustrating game

The game is purposefully un-intuitive to encourage teaching that isn't always available. As such if new players cant learn how to do anything in-game whats the point of playing it in the first place?

For those about to say "just go on onetech" you dont see RainbowSixSeige requiring players to go to a external website to know how the fundamentals of their game work.
All that does is push away casual players who are the main percentage of the current player-base.

#33 Re: Main Forum » Systems within systems » 2020-05-21 09:16:21

Your all just sour grapes with bad ideas. All of those updates were from community feedback so its all your fault. Dont like warswords? Now its a dead mechanic. Dont like the Rift? LOL, was temporary. Just a experiment to gauge how the community would react.

Posse Update 1: Failed

Posse Update 2: Failed

Posse Update 3: Failed

Posse Update 4: Failed

Posse Update 5: Failed

Posse Update 6: Failed

Posse Update 7: Failed

Posse Update 8: Failed

Posse Update 9: Failed

Posse Update 10: Failed

Posse Update 11: Failed

Posse Update 12: ???

What your looking at here is world-class game design.

#34 Re: Main Forum » Why I decide to quit this toxic game » 2020-05-21 08:59:02

JonySky wrote:

OHOL needs a minimum of several players to continue working ... curiously the absurd and forced mechanics that Jason has implemented do not support a reduction of players

I explain:

If we need 4 families obligatorily (due to race limitations) and each family needs at least 2 or 3 children (to follow the lineages) we already have at least 12 players

But those 3 children in each family must do essential tasks like getting iron, growing and getting water
If they perform other tasks the city will die.

all this without counting SSIDs, cities without girls, killers, novice players or wild animals

We currently have an average of 47 players, but we have 26 player spikes (spread across multiple servers)

either this game changes radically or in a few months we can say goodbye to continue playing OHOL

Curses are killing this game, imagine being a new player who has no tutorials, no help, no idea how to play this game, you cant do anything, and that creates frustration and bordem, which then turns to griefing. Curses ban people for 30 days, if you told me a game i had no idea to play just banned me for 30 days id refund it and never play it again.

#35 Re: Main Forum » Regarding car change » 2020-05-21 00:00:45

Cars are too underwhelming for cause to create them, mainly due to the fact that it carries only 4 large items while the horse drawn tire cart carries 9.

Why go through all the effort of making a engine and getting the rubber for the tires just to go faster in a object that can only carry as much as a regular cart?

#36 Re: Main Forum » Cooking Fire - Suggestion » 2020-05-20 07:00:32

Bobo Bill wrote:

Do you have any ideas for slaves?

Lasso + BB = Slave BB

(-50% speed to prevent run aways)

#37 Main Forum » Cooking Fire - Suggestion » 2020-05-20 06:34:37

Crumpaloo
Replies: 11

wq2T4o6.png

Essentially a upgraded fire to help Cooks. Some of the upgrades being:

1. Not being able to be stoked after being lit

2. Shorter fire duration for faster cooking

3. Possible longer hot coals duration to allow cooking more

4. Designated area for cooking rather then random fires being placed for stew and eggs

5. Stones can be reused for other projects one the ashes decay

6. One ash decays, another kindling can be placed inside the fire pit to repeat the process all over again

#38 Re: Main Forum » Fewer Stories Possible Since Temperature Overhaul » 2020-05-20 04:24:14

DestinyCall wrote:

Has anyone tried making a town that is entirely composed of 12x12 boxes with springy doors?   It might be a nice place to live, temperature-wise.


A big problem are high traffic areas like the kitchen constantly lose the building bonus because of people going constantly in and out. A possible solution could be a Vestibule.

To quote its definition:

"A vestibule /ˈvɛstɪbjuːl/, also known as an arctic entry, is an anteroom (antechamber) or small foyer leading into a larger space,[1] such as a lobby, entrance hall, passage, etc., for the purpose of waiting, withholding the larger space view, reducing heat loss, providing space for outwear, etc."

Only problem is whenever someone clicks to go past a spring door, no matter how far away they are it automatically opens the door and loses heat out of the building.

#39 Re: Main Forum » Fewer Stories Possible Since Temperature Overhaul » 2020-05-19 23:47:24

Spoonwood wrote:
Crumpaloo wrote:

I mean you COULD make a really big indoor farm, Jason added it so now it reads temperature in a 12x12 tile radius instead of the 8x8

Huh?  Last I knew all tiles had to be floored, and there's no way to floor farming tiles.

Also, 12x12 isn't the interior of a room.  At least, last I knew it was 6x6 for the interior of a room.

Has something changed?

I know for a fact it was changed to 12x12, but i dont know if you need a fully floored building to get the bonus.

If thats the case you could try putting a fire in the 12x12 and since its walled off the temperature will stay high

#40 Re: Main Forum » Fewer Stories Possible Since Temperature Overhaul » 2020-05-19 22:52:31

I mean you COULD make a really big indoor farm, Jason added it so now it reads temperature in a 12x12 tile radius instead of the 8x8

#41 Re: Main Forum » Why I decide to quit this toxic game » 2020-05-19 09:17:32

Ilka wrote:

For starters - I haven't been playing OHOL for a month, for since hell Eve. At one point, the game began to associate for me with strong negative feelings.
Only.
Survival at the expense of others is not a game for me. Playing consisting of continuous food and producing food is simply boring.

What Crumpaloo wrote is true. Jason only reacts to action, so complaining doesn't change anything.
The problem is that players complain but then adapt to Jason's stupid and harmful ideas.

Have you ever thought about players rebellion?
If all the veterans refrain from playing for a week, how will Jason react?
Maybe Jason is a deity of this world, but you can also rebel against God.
Wouldn't that be an interesting experiment. I'm just throwing an idea.

And I'm coming back to my town in 2HOL.

Honestly not a bad idea, even if for a day no vets to cater to new players would have a huge impact on the game.

#42 Re: Main Forum » Remove Posse » 2020-05-19 08:06:32

Arcurus wrote:
Laskara wrote:

...
we hardcore agree for once, the genetic fitness update to the leadership system seems to have actually worked and things are a lot better now, every time i exile someone someone else is ready to posse up on em and shit doesn't last long anymore

yea getting rid of griefers if you have a good leader is kind of easy now, but how is it about getting rid of an evil leader that wants to kill his village and has the support of one or two of his griefer friends...

any experiences?

Die? Once someone like that gets leadership your already doomed. Vets who try to fight will be the first to die, followed by everyone else. Running away doesn't help either cause they can just build a property fence around the town and deny you access for 2 hours after the fact.

This puts people in a impossible situation. All the preparation in the world can be dismantled in about 5 minutes

#43 Re: Main Forum » Why I decide to quit this toxic game » 2020-05-19 07:52:24

Laskara wrote:

Ok Gomez PVP implies people are battling it out for resources or clout or whatever, we have an entirely separate element of teams that are dedicated to ragegriefing because we're mad about the designer's attitude toward criticism. I say we, because I joined one for the rift event, which was so unsuccessful that initially it got nothing but protest and after a length of time Jason eventually had to walk it back and pretend it had always been meant to be temporary. There are other veterans on the board who have been here since before an actual PVP dynamic was introduced with warswords who became protest griefers and went on murder sprees to prove the existence of something called "the griefer dance", a pattern of constant movement that would allow a player to murder others with impunity while making themself essentially immune because of bad game design, which took much longer than it should have to get a response.

In OHOL specifically, and I have only ever seen it in OHOL, players get mad at the designer's out of game behavior and then terrorize *other players* with a completely out-of-game purpose, irritating the designer by chasing other players away from the game. Other players can't do much about them and there are no moderators. Other players become an object that a greifer is using to try to hurt the designer. At no point in minecraft history did a significant number of players team up to drive playerbase away from minecraft with the goal of upsetting Notch after Notch repeatedly handwaved criticism of broken elements in minecraft exploitable by griefers that made it an unpleasant experience more often than not. That actually is a unique toxic element to OHOL.

Laskara, because its a form of protest, Jason responds to action, not words. Thats why its so easy for him to dismiss everything in the fourms as "bad ideas" cause its all bark no bite. I mean sure people get riled up but fourm posts dont matter to him at the end of the day. Only when people started actively doing exploits and organizing griefs did he ever REALLY listen.

This is our way of saying "we dont like what your doing and we want it to stop."

The "what your doing" part in reference to the lack of content in the past several updates

#44 Re: Main Forum » Started a B R E E D I N G Program » 2020-05-19 00:17:13

Arcurus wrote:
Crumpaloo wrote:

Not as bad as it sounds! Got born into white town as Bob Kelderman, had one of my girl relatives who was afk give birth to ANOTHER afk baby. So i took the afk baby and threw it in the nursery room and started yumming it. Eventually i got bored of just feeding her so i started convinced other girls in the village to be in the nursery and id feed them for bbs.

Eventually i became king and started issuing orders such as "All fertile females report to the nursery for B R E E D I NG"   

Ended up getting all the girls in the village to pop out bbs while the men did the work to feed them yum and work, i had like 16 nieces and nephews and great nieces and nephews. Felt like i was the Genghis Khan of OHOL with all my children frolicking around. I gave my leadership up to a girl named scarlet kelderman who said she would help continue the... eh hem, program.

Was pretty hilarious overall and a fun alternative to just feeding a afk person.


lol, i hope you did not kill some other famlies with your breeding program....

Actually out of the 4 villages WE were the ones not in the double digits, the breeding program was actually a success! *insert rocket control group cheering*

#45 Main Forum » Started a B R E E D I N G Program » 2020-05-18 21:27:31

Crumpaloo
Replies: 10

Not as bad as it sounds! Got born into white town as Bob Kelderman, had one of my girl relatives who was afk give birth to ANOTHER afk baby. So i took the afk baby and threw it in the nursery room and started yumming it. Eventually i got bored of just feeding her so i started convinced other girls in the village to be in the nursery and id feed them for bbs.

Eventually i became king and started issuing orders such as "All fertile females report to the nursery for B R E E D I NG"   

Ended up getting all the girls in the village to pop out bbs while the men did the work to feed them yum and work, i had like 16 nieces and nephews and great nieces and nephews. Felt like i was the Genghis Khan of OHOL with all my children frolicking around. I gave my leadership up to a girl named scarlet kelderman who said she would help continue the... eh hem, program.

Was pretty hilarious overall and a fun alternative to just feeding a afk person.

#46 Re: Main Forum » Jason just gave us the biggest tool to protect from bobo. » 2020-05-16 19:13:55

Spoonwood wrote:
voy178 wrote:
Spoonwood wrote:

Well, that doesn't imply that it happened since the last update, which for the record was this past Friday.

My point is that it doesn't matter what Jason does unless people stop giving Bobo the leader title just for asking nicely. It was uploaded a few hours ago, I know just about as much as you do if this was pre-update or not, but the outcome would be the same.

You are correct.

That was before the genetic fitness update, but Bobo also raided right after the update went live.

#47 Re: Main Forum » Favourite type of life? » 2020-05-16 09:22:02

I make pies and then i die, 10/10 would play 2HOL again... wait what were we talking about?

#48 Re: Main Forum » Posse and leadership is background process people don't know or care » 2020-05-15 18:01:24

I could think of at-least 4 or 5 ways to fix the killing system but no point, they would just get labeled as "bad ideas"  meanwhile Strongforce's idea about leadership being tied to killing just got bobo a weeks worth of content.

#49 Re: Main Forum » Yet another successful genocide, players don't know posse » 2020-05-15 08:55:45

Not a exaggeration, since the leadership update id say about 250+ people have been killed wrongfully, 150 of those being from bobo and gang. This aint even a matter of organized griefers beating the oblivious majority anymore, literally anyone with half a brain and leadership can exile kill a entire town no problem.

#50 Re: Main Forum » Lord Family Griefed » 2020-05-14 22:30:02

Read as much as i could about the most recent update and to best summarize it:

Jason doesn't know how to solve some issues in the game, so he experiments on the player-base with ideas he gets from said players. After making killing impossible he looked towards the community for a solution as he had none. One of those ideas being the current killing system today which was suggested by Strong-force.


I think for the foreseeable future well see small fixes, more experiments to the killing system, and little to no big content for the game.


Thats based off what ive seen in the past two months for updates, as well as quotes Jason has made himself on the forums. If you wanna see those quotes i can link em just ask.

Board footer

Powered by FluxBB