One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#26 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-14 17:52:23

WomanWizard wrote:

Half of my babies force quit in my arms almost immediately after they are born. These babies could have easily used slash die [...]

As far as I can see in the life logs for the last 7 days, disconnects are responsible for about 1.5% of all deaths. My ballpark guess based on my own babies would be maybe one in twenty. WomanWizard, are you really sure about your numbers? It's very annoying when it happens, I agree, but I think you are hugely exaggerating the effect of that mod feature.

#27 Re: Main Forum » Why have 5 servers active on off-peak hours? » 2019-01-14 16:18:02

dangergirl713 wrote:

Some people prefer to do solo play on the less busy servers. If you don't want to be eve than play on a busy server by choosing server 1-2-3-4 in the settings. I have no trouble being a baby when I do this.

Please read more carefully. The point is that there are no "busy" servers at certain times.

dangergirl713 wrote:

Seriously, you people complain too much. It's one guy updating the game not a team and the game is great.

Many people do, I agree. This is a 20-buck solo-dev indie game and most of us have payed a few cents per hour of playing time.

But still, most of this is constructive criticism, not whining.

#28 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-14 15:04:47

MultiLife wrote:
wondible wrote:

I believe that luck affects more in the lineage than having many children

[...]

I guess we humans are prone to "finding the scapegoat" or a pattern in things that are just luck based.
[...]

I couldn't agree more. Lineage continuity is a much too complex phenomenon for a silver bullet solution. There are so many factors that we perceive the outcome as luck.

#29 Re: Main Forum » Why have 5 servers active on off-peak hours? » 2019-01-14 14:51:22

I think he should try out renting fewer and bigger servers. The population update limited the effects of bouncing, but the minimum number of players for every server decreased as well. See here.

Peak total number of players is a bit over 250 currently. I suppose these could fit on one more powerful server. Minimum players per day is around 90. When numbers go down, ideally the temp/yum competition should weed out "weak" lineages. Have one or two servers on standby for updates and outages, plus maybe a few smaller ones for dedicated groups.

CrazyEddie wrote:

I'd like to see Jason implement within-lifetime connection recovery without using sticky sessions across different lifetimes.

Agreed.

#30 Re: Main Forum » Simple Things Update » 2019-01-13 20:40:07

Gederian wrote:

It also allows griefers to easily destroy shovels and town gets nothing from it.

I agree that it's too easy for newbies and griefers to break shovels.

1. Store dung in buckets

This has been suggested on Reddit (?) and I liked it. Could also require you to wash dirty buckets before transitioning to empty bucket after last dung used. Even if it would still count as shovel use, it would allow cleaning dung out of the pen without extra shovel uses. Mainly though it would make composting a bit more efficient.

2. Require stakes for grave digging

Avoids for well-meaning newbies to break the shovel by accident and makes it slightly more difficult for griefers.

#31 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-13 19:10:32

Booklat1 wrote:

thats why its an exploit, it wasn't meant by Jason. and a few lives spawning exploiters is hardly enough evidence to say its making the game unplayable.

Its an issue, i agree, but you don't change it by nerfing /die.

I've opened an issue on awbz's  GitHub repo suggesting to disable Ctrl+Del for babies.

#32 Re: Main Forum » Triangulating » 2019-01-12 21:02:17

lionon wrote:
pein wrote:

you got no way of knowing what server are you on unless you been there

As far as I recall the client writes in it's stdout log to which server it connected. But it can be difficult to find. Or lost.

Yes:

Starting web request 6 [GET http://onehouronelife.com/reflector/server.php?action=reflect&email=YOUR_EMAIL_ADDRESS (null)]

Web result = server4.onehouronelife.com

Fun fact: You can even find out to which server you would be sent at a certain time by querying that URL:

curl http://onehouronelife.com/reflector/server.php?action=reflect&email=YOUR_EMAIL_ADDRESS
> server4.onehouronelife.com
> 8005
> 192
> http://onehouronelife.com/updateServer/server.php
> OK

#33 Re: Main Forum » How Many People Play OHOL and How Much? » 2019-01-08 22:03:13

lionon wrote:

From the new players influx I'd be interested in how many people bought the game, played a little and then put it down for good...

It's not exactly what you asked, but here's a plot showing the total number of players as well as those last seen on that day:
kjkOGpD.png

#34 Re: Main Forum » How Many People Play OHOL and How Much? » 2019-01-08 20:32:59

Tarr wrote:

Are you sure the massive influx of Eve Jones aren't just from people doing the tutorial? It specifically states for you to say "I am Jones" so anyone following the tutorial directions are going to end up being Eve Jones.

Oh! Yeah, that's probably it then. They always seem to appear in the names files, but not in the actual log. Thank you!

#35 Re: Main Forum » How Many People Play OHOL and How Much? » 2019-01-08 20:03:54

Erudaru wrote:

Is there a way to know your ID and to check whether you are on that "top 10 list" for example?

Hmm, I have listed the top players' top 3 Eve names for my own amusement, but I'm not comfortable making that public without their consent. If anyone thinks they're in that list and they want to claim bragging rights, feel free to pm me your SHA1, if you know it, and/or your favourite Eve names. If three or more people do that, I could open up an extra thread for that topic. If not, I'll just send you your stats.

An important caveat I forgot to mention is that 2% (28116/1399989) of all lives during that time were not logged correctly and many of those belong to EVE JONES. I'm not sure why that happens, so if someone here plays a lot as EVE JONES and has an idea (awbz mod die feature maybe?), please let me know.

#36 Re: Main Forum » How Many People Play OHOL and How Much? » 2019-01-08 00:52:57

CrazyEddie wrote:

I feel like there's a wealth of valuable information just waiting to be mined from the life and death logs, for as basic as that data seems at first. Cluster analysis to identify towns, plot their locations, determine their longevity, determine their eve-repopulation rate, graph that rate over time, correlate to events like the steam release and the spiral reduction and the respawn fixes...

Yeah, that data is richer than it seems at first glance. All of this and more would be possible, it's just a question of how much time one would be willing to spend...

#37 Re: Main Forum » How Many People Play OHOL and How Much? » 2019-01-08 00:46:39

BlueDiamondAvatar wrote:

You know, I assumed you wouldn't be able to get player specific info from the life data... but if you can.... Can you graph how many murders a player has committed?  Or the average murder committed per hour played?  That's what I really want to know. 

I really think there are a few players out there ruining this for the rest of us.

Yes I can, and that's one of the things I'm after. Will do!

Sorry to hear about your health issues, my forum friend. sad

#38 Re: Main Forum » How Many People Play OHOL and How Much? » 2019-01-08 00:40:34

CrazyEddie wrote:

Iiiiiiiiiinteresting.

Average hours per day played - is that "since the player started playing" or "since the start of the analysis period" ? Hopefully the former. Three-and-a-half hours per week seems like a reasonable cut-off for "likes to play the game and plays a lot" versus "has played the game some but probably isn't really into it", but only if it's fairly comparing people who bought the game last month with those who bought it last year.

Cool work as always, and thanks again for sharing.

You're very welcome! I'm glad some people find this interesting.

It's the latter, or rather during the analysis period. I agree that 3.5h/week since started playing (or beginning of life log records) would be a better filter. It would require a bit more work. I might give it a try later this week.

#39 Main Forum » How Many People Play OHOL and How Much? » 2019-01-07 23:21:27

thundersen
Replies: 28

I have calculated some player statistics from the life logs and find the results quite interesting. So here we go:

KE4Z9Fy.png

I have only considered the data for that time range, so the peak in the beginning is due to players that have already played before October.

From October through December the life logs report a total of 26886 different players.

25529 of those (95%) have played less than half an hour per day during that time. I think this number especially shows what a tiny minority we forum nerds are.

1677 people were born for the first time between November 12, 12:00 and Nov 13, 12:00 (UTC). 

Somebody played almost 9 hours per day over the course of three months. Wow.

These are the top 10 average daily playing hours:

 1.  8.86
 2.  6.59
 3.  4.69
 4.  4.65
 5.  4.59
 6.  4.54
 7.  3.85
 8.  3.85
 9.  3.75
10.  3.68

#40 Re: Main Forum » Leavers are making Eve starts harder than they need to be » 2019-01-06 16:30:18

CrazyEddie wrote:

The timestamp just above the post on the left-hand side is a link pointing to the specific post. Link to that URL and you will link to the post.

Like this: https://onehouronelife.com/forums/viewt … 031#p42031

Huh! Thank you!

#41 Re: Main Forum » Leavers are making Eve starts harder than they need to be » 2019-01-06 15:40:21

Tarr wrote:

It's both the family in the story and both of those links. Three adult women in gen 15 had zero children between them. Obviously the eldest woman died at 27 but that's just terrible that new players are now a hinder if they choose to eat poorly. As the saying use to go "Even bad players can give birth to good players."

Oh right. Sorry. I got confused, because I found a second Foley family started by the same player before that one. Anyway, the reason for that family to end wasn't bad Yum management, but the reflector again. See the server pop thread.

By the way: is it possible to link to a specific post on another thread?

#42 Re: Main Forum » All about Temperature [OUTDATED] » 2019-01-06 15:20:06

Thanks betame, this is pure awesomeness!

#43 Re: Main Forum » Server population over time » 2019-01-06 15:15:17

Any ideas why server 4 got starved yesterday starting at about 14:30? Looks suspicious to me.

Q279xsH.png

Among others that incident ended the unfortunate Foley family (not the one that LydiaVDH posted about, but a second one started by the same player): http://lineage.onehouronelife.com/serve … id=2695216

#44 Re: Main Forum » Leavers are making Eve starts harder than they need to be » 2019-01-06 15:05:15

Tarr wrote:

[...]Foley family specifically died out yesterday because no children.

Was it this one? http://lineage.onehouronelife.com/serve … id=2695216

Or the one that LydiaVDH told us about here ?

#46 Main Forum » Python Code to Analyze Life Logs » 2019-01-05 15:30:17

thundersen
Replies: 1

For anyone who's interested in taking a stab at analyzing the life logs, I have open sourced my own Python code here: https://github.com/thundersen/ohol-data

Note that this is not a framework or library intended to be used by anybody else but myself.

It's just some Python I hacked together. But it might help you to get started, if you're interested.

I have found this data to be a treasure trove of information about the game, if you put in some effort for preprocessing. E.g., I identify lineages and their lifespans by grouping Eves together with their descendants.

#47 Re: Main Forum » Theory: The center of the Eve-spawn spiral is... » 2019-01-05 12:32:20

CrazyEddie wrote:

I'm not positive what "the longest-lineage person during shutdown" means. I assume it means the longest-lineage person from the current uptime instance, although perhaps it means the longest-lineage person alive at the time of the shutdown (which then kills them, I presume?).

I'm guessing that that person must be alive at the time of the shutdown, as the new spiral always seems to be centered close to the edge of the previous spiral. See for example this recent plot:
cd9Z8LZ.png

Or this one:
3KJhacp.png
While it's not right on the edge, there are green dots close to the center of the new spiral. The update happened close to UTC 00:00.

Now this is of course just a hint, not proof. Maybe take a look at the code, and then try to verify your understanding from the plots?

#48 Re: Main Forum » Suggestion: When one twin is cursed, the curse should apply to both » 2019-01-05 11:56:06

lowdt wrote:

very good idea. but only for coop twins.. what can i do if i spawn random with a twinbrother and hes a dick? its not my fault

Wait what? Is that a thing?

Anyhow, I second lionon's suggestion. I have seen the occasional pair of super productive twins, but way more often they grief, so I stopped keeping any multiples. More severe punishment is needed for those.

#49 Re: Main Forum » Server population over time » 2019-01-05 11:49:57

Yay! Glad this got fixed. Thanks Jason and CrazyEddie!

First impression is good:
qwBTXMr.png

This graph here is still being updated at least once per day.

Any ideas why server 4 didn't come back up after the 2nd update? I think that is a good thing. The fewer servers the better for that one world experience. I think it would still be worth considering switching to fewer more powerful servers, so that one or two servers could hold the entire population. If there were only two active servers, all you'd have to do besides spreading births 50/50 would be to keep twins together. So this should also simplify the reflector and make it easier to reason about.

But hey, the current system works and it seems fine with the fix. Just mentioning this alternative as a possible future improvement.

CrazyEddie wrote:

But what effect that has on the common impression that "My family keeps dying because the babies dry up" will be harder to gauge, since that's essentially anecdotal at this point.

The necessary data is in the birth and death logs[...]

I agree. What would be a good metric to track this though? Would something like % FERTILE LINEAGES be enough? I could do that. Consider a lineage fertile as long as there's at least one female who hasn't reached end of fertility yet. That doesn't tell us anything about the reason for the lineage end, but we could verify, if there were fewer sudden drops in that metric over the day, as intended by this update, right?

#50 Re: Main Forum » Map of Birth Coordinates » 2019-01-02 22:56:36

Grim_Arbiter wrote:

Yep just kinda tryin to simply sum up everything I saw from it. I actually throughly enjoyed going through that and definitely gotta thank you for making it. Reminds me of dissecting heatmaps for old fps games. Was interesting to in a sense see this game's. However you found out how to plug that data into something that could map like this is beyond my knowledge base though. Hats off to ya.

Thanks for the kind words. You're very welcome. I'm pretty sure you could do most of this in Excel with some manual effort. I programmed it in Python using a library called plotly.

Board footer

Powered by FluxBB