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#26 Re: Main Forum » Family professions. » 2020-02-24 00:23:38

sigmen4020 wrote:

You would probably need to have more tools for each profession, because 3 is quite a small number if that is the total amount of tools you’re gonna be able to use for an entire life.

The original post mentioned that profession-related tools were "free tool slots" - sounds like an addition to the use-as-you-wish current tool slots.

So if you're the baker you automatically 'know' Oven, Hot Coals, and Knife. But you still have your 5-10 native tool slots to use as you wish. (Though those would probably need lowered a little bit if a free-slots profession system like this was ever implemented.)

It essentially makes sure that you always know all the essential skills for your trade. Instead of trying to become a baker, but you miscalculated and don't have enough tool slots remaining to cut your loaf of bread.

#27 Re: Main Forum » Idea: temperature variable and overlay color » 2020-02-23 06:56:55

Seasons would be amazing in this game, and add some desperately needed variety to play. Even just basic temperature variations to give a better reason to wear different outfits. And perhaps give us more craftable clothing choices as well, some better suited than others for particularly hot or cold seasons.

Having 20-25 minute seasons would work well within the game duration. Personally, I'd be fine with longer as well - if seasons change every 40-60 minutes then back-to-back lives could be more unique. You'd prefer different clothing styles for the changed temps, maybe temperature could even be a variable for other items in the game.

Perhaps onions and wheat are spring/fall crops, tomato and peppers in summer...etc. And if crops won't grow from a watered seed in the winter, then villages would have to either work to stockpile food for the townsfolk, make hard choices on keeping children, or range outwards and forage/hunt for wild foods to sustain themselves until the spring allows for more crop growth.

Having a more dynamic world - increasing the PVE elements of the game...that's gonna result in a lot of interesting life variety and changes in player behavior. And maybe having more PVE elements like this would help encourage villages to pull together in hard times. Make lives a little more rewarding, a little more social and connected to others.

#28 Re: Main Forum » Family professions. » 2020-02-23 06:44:05

I really like that!

Inherited professions make sense, for loads of history and even now children are fairly likely to follow in their parent's footsteps because that's the work they've grown up around. Then giving a once-per-life change of profession allows for children that want/need to branch out away from the family business.

#29 Re: Main Forum » Feelings on travel » 2020-02-20 16:19:02

DestinyCall wrote:
Grim_Arbiter wrote:
pein wrote:

could be dropped entirely by making sectors on map

each sector would be separated on the map, like a mini rift, only that you would be able to travel in between them via tech, the rides would cost money which would be work-based, like doing quests

The sky lift south costs 2 fruitboots and a bottle of horse blood.


And a bowl of berries with carrot.

Lol! The never-ending uses of a berry-carrot bowl. I'm honestly surprised Jason didn't decide to use those for horse-taming and feeding cattle/geese/pigs as well. They're so tedious to pick, and overused. Sheep are grazers and grain-eaters - why are they dependent on berries??

#30 Re: Main Forum » Jason's misunderstanding » 2020-02-20 16:13:23

Dodge wrote:

So just build big villages and then craft a bunch of objects sooo fun....

I recognize the sarcasm, but that is actually one of the most fun parts of the game for me. I know it's not everybody's cup of tea, but some people do quite enjoy designing and constructing parts of towns, laying out crop fields, and making various objects. Often, I prefer being born male because it leaves more time for doing projects, uninterrupted by being a local spawn point.

Whatever wrote:

In game you only belong to a certain village for one life, after that you might be reborn in another village.
...
If you could only respawn in one village, than this village would be your village, you would feel more connected to it and less connected to the other villages, maybe than trade between villages could happen.

That'd be an interesting experiment - having people always reborn to the same family (unless the player ends up cursed by 'X' number of family members during those lives, or family-posse murdered?). I feel like it'd really cut down on SIDS, since there wouldn't be the option of /dying your way into a new race or town. And would allow for more long-term multi-life projects (although I don't think Jason likes that) as well as identifying with "your" village more strongly.

#31 Re: Main Forum » Adjustments to curses and SID mechanics » 2020-02-18 03:10:07

ninjanick wrote:

1. First and foremost - cursing somebody should be done via command (/curse [name]), not normal speech.

2. Babies that SID shouldn't have their gene score penalized.

3. Babies that SID (not runner babies) should be un-curseable after death

4. Unrelated to the above points, bells need to have a minimum proximity. Having three in one town is just silly, and they spam literally everyone on the server. 100 or 150 tile radius would be enough.

Agreed.

Though I can understand why SIDs are penalized - Jason has stated more than a few times that the intention for this game is to NOT choose your life and instead to play through the random lives you get. SID babies subvert the intention of the game, but since people are gonna force-die anyways by being an annoying runner baby at least the SIDs mechanic doesn't penalize the mother as much for her child's suicidal nature. Users of /die still are gaming the system, basically...so a penalty is understandable. Maybe exchange the gene score hit with something like a 5-minute delay before you can be reborn? Still a deterrent, but some people might prefer that to the lowered gene score and less tool slots.

#32 Re: Main Forum » Current Curse System » 2020-02-18 02:54:17

...

Weird random politics rant there. Personally, I've never found it enjoyable to be around someone who starts randomly ranting about "leftist-this, rightist-that, progressives/conservatives blah blah blah". Especially when they're lumping millions of people into a single mindset, aka "A conversation with a leftist is like this..." Note: I'm not even a "leftist progressive", not that it matters.

Curses are a "I REALLY don't want to play with you for the next month" button. It's not surprising you're getting some curses "just" for being antagonistic or going around telling people they're playing the game wrong. OHOL is a game. It's supposed to be enjoyable. Apparently some people find your characters so annoying that they'll spend a precious curse token just so you won't be born near them.

If so many online people don't want you around, enough that you can't find an unprotected mother to be born to....well...it sounds like maybe you're better suited to a private friends-only server instead if you don't want the DT experience?

#33 Re: Main Forum » Tool slot and race restriction overhaul suggestions » 2020-02-17 20:16:40

I think one of the problems with tool slots is that you get COMPLETELY locked out of other tool usage. I know the intent is to rely more on others, but it's frustrating when something ABSOLUTELY needs done and there's no time to: find, tediously chat at, hope the other person is 1) listening 2) understands you and 3) is willing to help, go back to whatever needs done, and then find out that your "helper" wandered off who knows where before doing that one simple task.

Current tool slots, and even your profession idea, both feel like a punishment-based attempt to make players more inter-reliant. Vastly restricting the possible actions you can take in a life.

Why don't we try a reward system instead? Choose one profession a life, and be effective or extra-effective with all those tools. But if something comes up, even something fairly simple like nobody's around and the main fire is going out then you still have the ability to fix the problem. And assuming we still want to push inter-reliance, there has to be a downside. Perhaps all non-profession tools are hungry work, or have a somewhat tediously long animation period.

For example, the tailor can make clothing fast and easy, but if a dedicated farmer is nowhere to be found then the tailor can still take up a hoe and plant some carrots for his sheep. But since he isn't wise to the ways of farming, tilling soil is hungry work. Or instead of being nearly-instant, each time he tills the tailor is stuck in a 5 second animation from being slow/inexperienced in that task. Annoying enough to where the tailor is probably not going to be a full-time farmer, or even a part-time farmer...but using tools outside of their specialty is still POSSIBLE.

That's one of the things important to me in games. That things are possible. Some easy, some difficult...but things that magically lock parts of the game away are frustrating. Dropsy on entering biomes, wrong skin color - frustrating. Nobody nearby, fire going out, but oh no all the tool slots are full - frustrating. Absolute inability to harvest resources in the wrong biome - frustrating.

So my view is...Jason: give us debuffs, give us tedious penalties or less-effective harvests from working in the wrong specialized areas / working with the wrong tools. But please don't completely lock us out of interacting with large areas of the game. It's not fun when there's absolutely nothing you can do to help. You've cut out some of the possible stories of trial and tribulation that make lives worth remembering. A white family braving working within a hostile jungle to get rubber - plagued by debuffs/disease and terrible harvest (low percent chance to actually harvest rubber from a cut tree + one-use trees for non browns?), but if the family is strong enough and persists maybe their town can live for another few generations. And then a brown family is discovered nearby! The white family's rubber harvest is so tedious and low-yield that it makes the most sense to trade or pair up with the brown family now, and the rubber trade begins.

But right now stories like that are impossible. If you're the wrong color or if your tools slots are full...then just give up on what needs done. There's nothing you can do. It doesn't make for a good game, IMO.

#34 Re: Main Forum » Current Curse System » 2020-02-15 17:51:20

mensrea wrote:

I was cursed because I learned my knife skill on someone standing around. Then dropped the knife to take off my dress and put the knife under my dress into my pants. Clown comes up, tries to take knife, then I do murder sound real quick on their cheeky ass and put the knife away. Promptly am cursed.

"Learned my knife skill on someone standing around"...so...just randomly stabbed someone? Why wouldn't some curse a rando that stabbed someone for apparently no reason, and then murder-mouthed another person???

Even if they were standing around not doing anything, that's not a stabbing offense IMO - just let them stand there and starve if a bit of AFK bothers you. Hell, I've had to leave my character chilling for a few minutes to deal with a RL pet issue, bathroom break, or just alt-tabbed to OneTech to look up a recipe. Standing still doesn't mean my character needs to die, damn.

If you must learn the knife skill to make sure you don't accidentally use up that slot on something else, then go kill a sheep. Making some mutton for pies is useful for the village and (unless you're killing off the last sheep in the pen) has no chance of getting you cursed. Unlike randomly killing other people's characters.

#35 Re: Main Forum » An Idea people will either like or hate » 2020-02-15 01:24:19

Localized natural disasters sounds interesting. Volcano eruption. Earthquake. Mudslide. Flooding. Things that could "wipe out" an area or decimate a town, but which could also expose or provide access to new resources. Obsidian from volcanic glass? New metals or iron from earthquakes?

I'd love it if the game were more dynamic. Even a very basic cyclical temperature change of winter-spring-summer-fall could make game play more interesting by encouraging people to wear different outfits to better manage cold winters (rabbit furs optimal?) and hot summers (topless + reed skirts optimal?).

And with a more dynamic world, there's the opportunity to make the plants and animals behave differently according to the seasons/weather. Livestock not breeding in winter, or crops not growing in winter - crops needing double water in summer...it'd help add more variety to different lives.

#36 Re: Main Forum » Walk Away, Jog Away, Run Away ... Permanently » 2020-02-14 16:32:00

Spoonwood wrote:
FishRfriendsnotfood wrote:

Going to keep it really simple.  Why. Are. You. Here.

Coming from you Fish that seems like a suggestion that I shouldn't exist.

Anyways, if the question is 'why have I written the above?', it's to try to get people seriously consider never playing again and to protect myself from ever playing again.

For fuck's sake, if you don't want to play OHOL then JUST DON'T PLAY. Uninstall the game. Stop stalking the forum of a game you dislike. Stop spending hours of your time posting inflammatory and offensive material on that forum. You hate the game - then stop constantly spending time on it. Just walk away. Go live your life.

We're here because we enjoy the game.

Leave. Us. Alone.

Please.

#37 Re: Main Forum » I hate specializations update. » 2020-02-14 16:22:54

jasonrohrer wrote:

Well, the point was trade, and people routed around it by living together.  That is a form of trade, but it's not trade between towns.

Why are you trying to force trade so hard? Why is the life of a village absolutely dependent on trade? If you consider actual human history, villages were self-sufficient for the absolute necessities of life. They had water, grew crops, raised livestock, and figured out ways to create housing, clothing, fire, etc with the materials that were available to them. They didn't run out of water and die in a generation from lack of trade.

Trade has historically been a way to trade LUXURY items, to get access to new and unique things that aren't available in that location. Villages could live without traded items, but people like variety. People like having shiny stones or beautiful metal ornaments. People like having access to new foods and unique crops/livestock.

You're trying to make people trade in the way you want by punishing their lineages with death if they don't. Think of the "carrot and stick" metaphor...when the 'carrot' approach could get the same behavior and not frustrate the hell out of your player base, why do you always seem to insist on using the 'stick'?

#38 Re: Main Forum » I hate specializations update. » 2020-02-14 16:07:00

fug wrote:

The problem isn't that you removed a solo players ability to do a needed tech grind but you removed a bunch of fun gameplay options without putting something to fill the gap.

Racial specialization should be about improving someone's ability to do something instead of being a lock no one can break.

Gingers should be good at getting oil because they have natural hot springs they can (only) use to fire the oil rig which makes doing oil easier for them. Give them breedable worms so they fish better, woolier sheep so they can be better tailors or shrimp catchers. If you want to be fancy let them make premium ice creams.

Blacks get extra horse types and horse breeding. Put normal ass horses elsewhere and give them faster or strong, or just aesthetically pleasing horses. Make their alum longer lasting, let their paints be better, make their trees free to cut so they can even specialize as hot weather lumberjacks.

Tans should have even more food recipes to make them unique.  Cakes, banana nut bread, different fruit trees, more fruit trees! Definitely give them a way to kill mosquitoes as keeping them around in a livable area is asking for trouble. Maybe give them a way to make cooling clothing such as palm leaf skirts, coconut bras, or even fancy fruit hats. There's endless fun ideas to throw out for each and every race.

Cutting out the fun is the problem of the racial specialization update not just nerfing how fast players can climb the tech tree.

I think the *essence* of racial specialization was a decent idea, but jason's implementation of it sucks. Make things easier or more efficient for the 'correct' race, and/or make things more difficult or unproductive for the 'wrong' races. But being completely and magically locked out of content because your character is the wrong skin tone is frustrating. Incredibly frustrating. And that's just for the enjoyable but non-necessary content.

When it involves absolutely necessary tech advancement or your people die out, the magical no-biome-usage-for-YOU restrictions are far more than just frustrating. They end up sucking all the enjoyment out of the game.

#39 Re: Main Forum » The world's most persistent real life griefer, Carl Panzaram » 2020-02-13 01:02:58

DestinyCall wrote:

It's not that hard to identify serial griefers.  ... A serial griefer has significantly higher curse burden and a higher kill/death count compared with the average OHOL player.    It would be easy to weed out the "bad seeds" that are currently active in the game just by looking at their user statistics.

Griefers don't even need to get banned from the entire game.   Just pick a low population server to be the new "Donkey Town".    If you are a bad bad boy, you get a permanent ticket to the D Town server.  You are no longer allowed to play on BS2 or any of the other low pop servers, but you can still play OHOL.   In fact, you can even still play with your non-griefer friends (if you have any), since the DT server could be free to join by anyone who wants to go look at life in exile.

Beautiful, logical response to players that routinely piss off a large chunk of the rest of the player base.

Want to play the cooperative parenting / town settling / building OHOL that the game is advertised as? Then BS2 is your server. Routinely and chronically piss off enough of the BS2 player base in ways that are more suited to the DT server and eventually you'll get permanently moved there.

They're not being excluded from the game itself, simply being moved to a like-minded server so their preferred play style doesn't end up making other players leave the game from frustration. So if you want to play an OHOL that's more based around PVP (such as it is...) and sabotaging other players work? Your play style is obviously more suited to the like-minded individuals on the DT server. Enjoy.

#40 Re: Main Forum » Is living longer always better? » 2020-01-28 20:18:05

Lum wrote:

I was thinking of elderly people, especially those between 50/55 and death. Their contributions are fairly minimal at this stage because they need to pay attention to their pip bar if they don't want to die early.

I yum, and usually finish each life still running on the bonus I got from a final meal in my early 50's. As long as I'm dressed and have a good bonus built up I can eat once then and not have to worry about my pip bar at all in old age. Absolutely no problem working right up until the end of my final song, then a quick clothing strip-down and head out a bit so my bones aren't cluttering up the town center.

Some people just like spending their golden years relaxing, RPing, or talking to the up and coming generation. But if you keep well dressed, and take advantage of yum bonus or have a couple food items nearby then being old doesn't have to cut into your end-of-life productivity.

#41 Re: Main Forum » Suggestion: Family Types with Home Biome » 2020-01-27 04:24:48

I wish Jason would take this game a little more in the direction of the Community Crucible - https://onehouronelife.com/forums/viewtopic.php?id=6794

Biomes larger (hopefully not as large as CC's though...that's massive), but each biome having the necessary items to build up villages and small towns. In the CC for example, grasslands have vernal pool water sources, native muskrats for a non-plains fur source, and onions can replace carrot for compost. Prairie biome has field maples for a non-grassland source of straight branches and leaves, poor soil deposits available, and dried beans can substitute for gooseberries for compost. Just some variety for different flavors of town, without almost always needing to settle in green-near-ponds areas.

Maybe remove dropsy and add in different pros and cons for each family/race that encourages them to settle in certain biomes over others, but so there isn't a magical barrier completely preventing them from settling in other areas if desired.

Allowing biome-specific families to get a much better harvest from biome-specific plants would help a lot as well. Like a ginger may only get a partial bucket of latex from one rubber tree while a brown fam could get multiple buckets or a reusable tree. It still encourages using the correct family for high-tech resources, but doesn't completely hamstring villages that don't have the right race present.

#42 Re: Main Forum » *Suggestion* Make Bone Piles Curseable » 2020-01-21 07:20:11

Punkypal wrote:

As far as I know, there is no reason to make a defiled bone pile. This would give that a use.

Gotta defile them to be able to transport baskets of bones in a cart. Non-defiled bones in a basket can't be placed in carts.

But yeah, it'd be very convenient having the ability to curse recently-deceased bone piles.

#43 Re: Main Forum » *Suggestion* Free the horses! » 2020-01-18 05:22:27

Reindeer, horses, camels - oh my!

But seriously, I'd just about give my left arm to have more variation in this game. Only one draft/riding animal in the whole game. Only one milking animal. Only one wool-producing animal. Friggin' berry+carrot bowl used for what feels like EVERYTHING. It all starts feeling so same and boring across lives.

#44 Re: Main Forum » Can we get an auto-lock on old threads on the forums? » 2020-01-05 19:44:37

voy178 wrote:

It creates confusion when old threads are necroed. If someone wants to touch on something mentioned in the threads they ought to create a new thread and link the old post.

Therefore, I suggest an automatic lock on threads that have been inactive for six months or longer.

Agreed. Locking threads doesn't prevent anyone from reading and learning from them, and new discussions can always link to relevant old threads or specific posts. It'd just help cut down on clogging up the front page with old dredged up material.

#45 Re: Main Forum » Can you defeat Bearena? » 2019-12-22 15:57:09

I'd try it! Although the organizer shouldn't randomly steal kids or trick newbs to enter the bearena - volunteers only. Best would be having some prize to give the winner (BP? Nice clothes?) and have fresh pads and needle+thread inside to patch up losers.

Trapping people who don't want to play is just griefing of another color, but I think voluntary gladiatorial games can be quite interesting.

#46 Re: Main Forum » CAN WE ALL JUST STOP » 2019-12-21 15:47:48

karltown_veteran wrote:

To be honest, everyone is about 50% sure you are trolling us so we can't really take you serious.

More than 50%. If not trolling, then I have to think that spoony is either too dim, narcissistic, or full of personal entitlement to ever consider that their way may not be the best way. Doing something that the majority of people appear to hate is not a good way to getting those people to do what you want...which for spoony, is apparently to get 'more informed' about issues spoony thinks is important. I don't even look at his posts anymore and skip past any that pop up in threads. The long diatribes aren't worth my time.

So...pissing off your audience. Yep, that's totally how to get them to pay attention to your message. Jeeze.

karltown_veteran wrote:

It's cool about the mislabeling, everyone calls me Karl lol. It's like I've adopted a second identity of a German male.

Maybe short for Karlina? big_smile

#47 Re: Main Forum » Spoonwood, we need to have a talk. » 2019-12-20 14:38:19

Spoonwood wrote:

Look, I welcome other people stating their opinions.

Also, Lava, no I'm not doing what I've done merely to get some sort of rise out of people.

I'm not happy that people feel annoyed, but I still rather have people feel annoyed and read more of the old threads which provide some context than just skip clicking through links.  Why?  Because they're more informed that way.  And I think it's better to be informed and annoyed than uninformed and satisfied.  At least for some things.

Ok. I feel like this should be obvious, but....people don't like being annoyed. If you annoy them too much they will start actively avoiding you/your posts. Hell, the incessant thread necro-ing already means that I don't bother opening a front-page thread anymore if the "Last Post" area says Spoonwood.

A "People don't like X. But I know better than those people, 'X' is good for them! I'm gonna do it anyways." is an awful approach. It breeds hostility.

If someone is invested in your idea, they will click through to the relevant old thread for background info. If they're only somewhat interested maybe they won't. But forcing the issue by necro-ing old threads just means that people learn to ignore ALL your posts. You're trading "some people who check out my idea go on to read the old thread and 'get more informed'" (new thread + link) for "everyone gets incredibly annoyed and basically ignores posts by Spoonwood" (pervasive necro-ing) <-- here, many less people are "getting more informed" because now they're actively avoiding the annoyance.

#48 Re: Main Forum » Spoonwood, we need to have a talk. » 2019-12-19 22:13:31

Spoonwood wrote:
DarkDrak wrote:

Please, just let us decide for ourselves if we want to read them or not

Uh... I don't think I'm forcing you to read them or making any sort of threat towards you or giving you reward if you read them either.  Before reading one of these threads that I have revived, you chose to click on a link from the main forums or from the discord didn't you?


I think his point is that he clicked on a apparently "new", front-page thread because he thought it was all new discussion. Instead the vast majority of that thread is old (possibly laughably outdated) material from months ago.

Starting to read through a "new" thread just to find that the whole thing is a discussion that petered out a long time ago, with poster's premises often based on what is now outdated material...it's annoying. It doesn't matter how interesting your post is - it's gonna be seen as obnoxious by some (most?) folk if you're just going around tacking a new post onto the end of a long-dead thing and clogging up the forum's front page with relatively ancient material.

Please, just make a new thread with your ideas, and put a link to the relevant old thread in your post.

#49 Re: Main Forum » Other off-the-wall ideas for "making you really care"? » 2019-12-15 18:41:38

DestinyCall wrote:

Re-reading this thread makes me realize that the recent update really should change so you automatically follow your MOTHER, not your mother's leader.  ...  I think this would be a small but powerful change.    Everyone should automatically follow their MOTHER.  Not their mother's leader.   The first leader is the Eve.

Oh, this sounds like an excellent idea!

#50 Re: Main Forum » Feeding problem when becoming old » 2019-12-14 19:13:42

Kinda? You could call just about any complicated thing in any game a noob trap though. There's always some sort of mechanic that needs learned, where you're gonna mess things up until you learn it (in this case, perhaps unintentionally starving your late-age-birthed kids by not understanding their "I need food and mama's dry" calls of 'F').

I think it'd be awesome if we could nurse until 43 to get rid of the milk-dried-up age gap. I just don't think this will get changed though.

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