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a multiplayer game of parenting and civilization building

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#26 Re: Main Forum » A way to make donkey town more enjoyable for everyone » 2018-10-31 23:38:54

If Jason really wanted to make it fun, he would make you able to spawn at base when dying of old age, though it is his choice if he wants it to be a form of isolation or plain old torture

#27 Re: Main Forum » Is the drama gone? » 2018-10-31 21:12:46

The old system worked fine, as in real life truly people are also EXTREMELY rare, but I also do agree it is too sudden for first time getting cursed.  However, while this new system is better, I feel the first time warning should be a bit longer, maybe 1-1.5 hours, in order to enforce the idea to not grief, as 30 mins is too small.

       Also, I feel how donkytown currently works (With old age Eves not re-spawning at home) while being very enforcing, also leads to people playing other games while burning there time, as opposed to really spending time there.
(Also we appreciate the constant updates, keep it up:)

#28 Re: Main Forum » Steady state is boring but building is pointless since nothing lasts » 2018-10-29 20:16:55

I like what you said about closer together towns, but I think that is more in the game design itself, than bad spawn algorithms.  Perhaps in these late-game mass faminines you would like to see, it is better for some people to leave the village as to lower the population, and this would also cause a variety of spread out 'Eve' camps to go around, all from one ancestor.

      This could result in a Eve camp starting out alone, turning into a big village, than a series of villages, than that series of villages could unite (Or go to war) until the inevitable End Of Society, and once that society kills itself, the cycle repeats.  I think being an Eve should be a VERY rare thing, but an honor, and always be VERY far away from civ, until society can grow from that one Eve.

      However, everyone would have the same last name, which would be boring.  This is where a Last Name mutation system could come into place, where last names may change slightly when passed down by generation, allowing towns with different last names to rise.

      Overall, I feel this would be the future of civs, if it were not for the 'steady state' they reach late-game, and the lack of motivation to leave camp.  The steady state could be fixed with diseases, etc.  While the lack of motivation to spread out could be fixed by making (almost ) everywhere potentially suitable to build a home, so you don't need to find the PERFECT place to settle far away from town, with little chance they will actually communicate.

      (However, when a society is supposed to die, there is nothing preventing someone from going away from camp, and building the equivalent to an Eve camp, thus starting the cycle again, but with nearby wastelands.  This could be fixed by having later generations have 'allergies' or needing more sanitary food, so such a cycle cannot repeat forever.)

#29 Re: Main Forum » Water Needs to be Reworked » 2018-10-28 23:50:48

Pickaxe + Well = Shallow Well + Bucket, and Pickaxe + Shallow Well = Fraction of rocks restored (Takes 2 pickaxes to break)

#30 Re: Main Forum » Halloween update? » 2018-10-28 23:45:06

Or even better, unburied graves will have Spooky Scary Skeletons rise from them, that trample crops (turns to hardened rows) kill animals (Skelly Sheep/Pigs) and even humans!

#31 Re: Main Forum » Halloween update? » 2018-10-28 23:41:53

All foods and animals have decay times, so everything eventually turns to rot, just like we do.

#32 Main Forum » Water Needs to be Reworked » 2018-10-28 22:47:35

UnnoticedShadow
Replies: 11

Water, as one might expect, is a very important part of core game-play.  It is one of the three important permanent features in a world (the other being desert/cacti) and necessary to grow EVERY food except mushrooms, meaning unless you want to live off the land you NEED to settle near a significant mass of water.

        While this does not sound like a problem at first, you have to take into consideration water only generates in the swamp, and wells HAVE to be built on top of ponds.  This not only drastically lowers the amount of places that are viable to settle in early on, but late game too.  This can mean, even if the second generation on does NOTHING wrong, and fixes Everything that can possibly be fixed, water will either be limitlessly abundant, or a giant limiting factor.

        This, however, is only discussing water itself.  many water transportation/storage methods are also broken because of this, take for example water skins.  As water is the MOST important natural resource that cannot be replicated, the majority of successful homes will be built around water, as opposed to other places far away from water.  As if this wasn't bad enough, the water skin is outclassed by the bucket, and equally as expensive, resulting in there being ZERO use for said item.  A lot of the above also applies to the Cistern, with it having a very high cost anyways.  This results in the bowl and the bucket being the only viable option for water usage.

       With all of these factors combined, there is not a trace of doubt that the water system needs a rework, but the question remains how?

      One might say add rivers and lakes, but that is MUCH easier said than done, as I can't imagine how that would work.

      Another might say to make wells build-able everywhere, but that would make the cistern even more useless, and that feature was removed for some reason.  (Tell me why)

     I would love to hear other ideas below, as I am still curious on how such a problem could be fixed.

#33 Re: Main Forum » New thoughts on baby suicide » 2018-10-28 21:42:38

By browsing the web, so only vets will really know about it.  Noobs will luckily not though (Who are the most prone to suicide) and thus keep the confused noobs from suiciding while the vets can go as they please.

#34 Re: Main Forum » Suicide is OP - Should it be nerfed? » 2018-10-21 02:40:41

I love this life expectancy idea, but the game has to stay true to its name.  Perhaps the maximum time you stay alive is 60 for the first 5 or so times you get to age 50 and above, and increased life expectancy does not mean that we will have too many old people, as with higher life expectancy it could take longer for them to lose their hunger pips,  however if this is added, whatever formula that calculated this would need to keep sure that the average old age point is 60, because playtime should never go above one hour average per old age.

#35 Re: Main Forum » Suicide is OP - Should it be nerfed? » 2018-10-19 21:37:12

What if it was impossible to quit the game when you are below five years old, that might help!  Also, if a baby could not leave it's birth mother's arms, that could help some more!  As a last resort, make babies slower, but this would cause other problems.  Overall something needs to be done about this as the amount of suicides will increase with the release of steam.

#36 Re: Main Forum » i hate wall » 2018-10-17 00:14:52

Still, why only make MOSSY walls indestructable???

#37 Re: Main Forum » i hate wall » 2018-10-16 23:38:08

People have uses for walls, believe it or not, and like Tarr said it is very easy to break them, and supposed to be a multiple person job.  Most walls at the moment are fine, the real problem lies in ancient stone walls.

(Seriously, what was he thinking when he decided to make those things indestructible?)

#38 Re: Main Forum » "Give me your knives I am protector" » 2018-10-16 19:34:58

"Give me your knives I am protector"




Good thing I brought a bow;)

#39 Re: Main Forum » Suggestion: Make Fence Gates Useful » 2018-10-16 19:11:13

Another way I should have mentioned it would help livestock farming, is to allow people to build smaller pens, since adobe pens will obviously not be in the game forever, and fence pens are hard to make as it is.  With the current cost of intended fence pens, we need a intended way to open them without spending 4 mins getting them all back in the small space.

#40 Re: Main Forum » Is donkey town permanent? » 2018-10-16 19:08:01

It’s better there than not though, and helps against ohol ‘terrorists’ but the actual time spent in donkytown, from my experience is way too cruel, as it should allow you to respawn at your old base when dying from old age (Even if that means other donkeys will greif it).       While some people think the cruelty adds to he punishment, all it does is make you alt tab when in donkytown, which is just stupid.     Overall, keep it as it is, but allow eves to come back from old age!!!

#41 Re: Main Forum » OHOL Bots » 2018-10-16 19:03:19

Santan, thought there is only one Santan bot, luckily it is owned by a trustworthy moderator, and can even live to old age (sometimes). How ever, no berry bush eating bots exist besides this one, which is owned, so don’t worry too much about it.

#42 Main Forum » Suggestion: Make Fence Gates Useful » 2018-10-16 01:42:39

UnnoticedShadow
Replies: 16

While fence gates were of course crafted with good intentions, and have brought better vibes to the game, they are yet to feel complete.  While they look amazing, there main issue is the fact that animals can walk through them, and will often do such the moment the gate is opened.  I think that animals should not walk through open fence gates, in order to give them more use.  While I don't know how hard this may be to program, I know for a fact it would not be impossible, and almost certainly worth the time.

         This would also encourage people with Adobe Pens to build fence gates (being more convenient) having a fence gate on an adobe pen, being ugly, may encourage more people to make a whole fence pen!  It would also, of course allow actual fence pens to be built, like the game intends.

#43 Re: Main Forum » Know the story before killing! » 2018-10-14 17:32:57

I'm finally out of Donkey-town, and do not plan on killing again, though it was harsh.

#44 Re: Main Forum » Know the story before killing! » 2018-10-14 12:25:03

I actually was the killer in both of these incidents, and am now in donkey town for a Long time, if that helps.  Coco definitely was not thinking when she killed you, and I don’t know how she could have missed the commotion going on.  Anyways, it’s over, and I don’t plan to ever grief again.

#45 Main Forum » Weirdest World Gen Expiriences » 2018-10-14 03:19:39

UnnoticedShadow
Replies: 10

Share your weird expiriences with world generation, mine would personally be when I found a arctic cactus, but I never took a pic.

#46 Re: Main Forum » Can you remove a road section? » 2018-10-14 02:54:21

No, but you can build roads on-top of wood/stone floors, which is the only way to destroy ancient stone flooring!

#47 Re: Main Forum » the n word » 2018-10-13 21:22:32

Technically, being white is better than being Indian, as it gives you the ability to have gingers (female) as opposed to blacks (male) but they are pretty even.  I kill racists on sight.

#48 Re: Main Forum » What's going on? » 2018-10-13 14:36:16

Thank you.  I support you with said update (which was kinda funny) and hope this never happens again, but at least i’ll understand why if it does:)

#50 Re: Main Forum » What's going on? » 2018-10-13 05:05:34

This is by far the worst bug yet, most other ones have been mass destruction devices, but this ruins the game as a whole.

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