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a multiplayer game of parenting and civilization building

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#26 Re: Main Forum » Milkweed Etiquette » 2018-04-25 08:00:03

akoopatroop wrote:

Good idea.

But in the game I was just playing, the fruiting milkweed seemed to turn into an ordinary stump, not a fertile stump. Unless it's because I picked the seeds? More study required.

Regardless of when you pick milkweed, once the debris clears you are left with a stump.  The stump does not look different regardless of what stage the milkweed was in.  However, if it was picked while in its normal or flowering stage, the stump simply disappears after awhile and never grows again.  But if it was picked while it was fruiting, the stump stays until the plant regrows - which takes a very long time, but it does eventually.

#27 Re: News » New Eve placement algorithm » 2018-04-25 07:40:18

HumanMindFly wrote:

What happens after third iteration (or after you apply another update).  Does it make sure the next three Eves spawn on the outside of a previous circle?  If you applied an update during the last picture, then the third iteration would almost be the same as the first.  I don't even know if that would be a problem, I am just wondering.

I'd imagine that by the third iteration the first would be largely irrelevant.  Because by then whatever had happened in the first would have either been incorporated into the second (i.e. someone finds an old village and reinhabits it) or it would have been abandoned for so long that it was wiped.

#28 Re: Main Forum » Missed Connections » 2018-04-22 02:05:01

A haiku:

Sorry mom and sis
I went to hunt rabbits but
Camo death noodle

#29 Re: Main Forum » The game is really hard to play with all these non English speakers. » 2018-04-21 19:59:22

The problem with simply making the interface more international, like making the recipes pictures instead of words, is that it would still make it difficult for players to communicate with eachother.  And communication is very important in this game.

A better solution would be to have servers specifically meant for non-English speakers.  That way players could play with people who speak the same language.  I would also point out that we shouldn't expect Jason to do this.  I don't know if he speaks or knows enough about other languages to do it, and even if he does we all probably want him to be working on more content instead of more languages.  But the game is open source and it's possible to set up your own server, so other people could do it if they have the skillz and want to put in the work.

#30 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-15 20:57:26

In general, I like the idea that a group of players who are upset with one player can do something about that one player, and for it to not be significantly more difficult than whatever the griefer is doing.  Like if you can kill someone with one click, you should be able to stop them with one click.  I agree that the players should be the ones who figure out who is good and who is bad, but they need the tools to do so.

The main current problem in my mind is that a serial killer doesn't need to be picky about who they kill, while someone trying to stop them are looking for one particular person, who can easily run off screen, and who looks just like everyone else in town.  Names help, but you need to be able to hover over them to even see it, and if they're running around...  The playing field needs to be leveled somehow.  I personally think a combination of making weapons not insta-kill, but more things can be used as weapons would help (Seriously, why can't I hurt someone with an axe?  Why can't I punch them?) but I don't know - I'm not a game designer.

#31 Re: Main Forum » Was being Eve stressful before? » 2018-04-14 21:25:34

jasonrohrer wrote:

The new extra wild food is making it too easy?

That's a very difficult question to answer.  Too easy for who?

Ultimately, I think the new food doesn't benefit Eves as much as it does her first set of kids.  Because experienced players are able to survive setting up camp either way, and beginners are likely to fail either way.  But the strategy for many experienced players is to abandon a lot of kids.  Child abandonment is frustrating for people trying to play the game, unable to find a mom who will keep them.

With the new food, an Eve is less pressured to abandon kids, and it's easier to be a kid, with hardly a food bar, trying to explore and help mom without starving to death.  It's way easier to be a kid when you have a basket of carrots but Eve's first children don't get that so the wild food helps bridge the gap.  Eve has a big enough health bar to find the next berry bush most of the time, as long as her player is actually paying attention to it.

Edit to add:  If you want to help Eve, and only Eve, what she needs is more time.  If she spawned in a few years younger, she'd have a few minutes to get her bearings and work on a few tools and find a good spot to start a village.  As things stand, she often has her first kid as the game is still loading.  That's a bit rough for both players involved.

#32 Re: Main Forum » Update 75: The Monument Update » 2018-04-14 09:28:28

breezeknight wrote:

what is a bell tower good for ?

This video will answer your question: https://www.youtube.com/watch?v=r1UkZLT20TI

#33 Re: Main Forum » What dose everyone want out of the game? » 2018-04-14 09:17:03

Honestly, I think that Jason understands exactly what kind of a game I want to play - a lot the more controversial changes that have been made recently seem like fantastic ideas to me.

Like the fully developed towns that were everywhere before the apocalypse - I didn't like them.  Yes they were cool monuments to everyone's hard work, but what can I contribute if everything has been done already?  I also didn't like that the best Eve strategy was to wander around until you find a ruin to reinhabit, because you'd probably find one.

In short, I like a challenge.  I like to have problems to solve.  I do like to have my efforts rewarded by things becoming easier... for awhile.  If they stay easy I get bored.  If things are easy for the moment but I know that there is a new problem on the horizon, I have something to do.  And of course I like new content and having a bigger tech tree to play with, but I like not actually being at the top of it because the top is a dream - if I reach my dreams, what do I have left to do?

The only thing I really don't like about the game as it stands is the current situation you get into if there are people in the village, but they're all male or old women.  Because then you get into a situation where you feel like it's all pointless now because the village will not only not continue with the current family, it's so unlikely to be found before it gets wiped that why should you even bother trying to improve the village?  Yes, I didn't like being able to count on finding a ruin as an Eve, but since the recent changes I have NEVER found a ruin.  I don't like that balance - I'd like it to be something you can't count on, but there is more than a remote chance.  Like maybe a 1 in 10 chance.  That would make me happy.

Pretty much everything else that's going on already makes me happy.
(Except Jason definitely needs to clone himself so that he can give us new content faster.)

#34 Re: News » Update: The Monument » 2018-04-14 08:01:12

Baker wrote:

What does the monument actually do, Is it just decorative?

This video will answer your question: https://www.youtube.com/watch?v=r1UkZLT20TI

#35 Re: Main Forum » How to migrate? » 2018-04-13 05:54:46

Aurora Aurora wrote:

And that’s how you migrate! Just steal shit and have sons!

Well, I'd consider that to be a valid strategy in certain situations, but that's not what I really mean by a migration.  If you're still close enough to loot another village for an extended period of time then you're probably also close enough that you're competing for resources when you forage.

#36 Main Forum » How to migrate? » 2018-04-13 01:25:04

Avalikia
Replies: 25

With the new food nerfs coming into play, it's clear that maintaining a village in the long term will get more and more difficult.  Which means that migrating to a new location from time to time starts to become an appealing strategy.

One that, to be honest, I'm a bit surprised that I've not seen being used already.  Why is it that the strategy for handling babysplosions to kill off the 'excess' instead of maybe having some of the mothers - because there are clearly too many - migrate to a new place and start a new village?  Why, if the farm is being poorly handled and there's clearly not going to be enough food for everyone soon, does absolutely everyone still try to live in that same village and make the situation worse when they could venture forth?  Yes, there's a risk involved in running off into uncharted territory, but is it more risky than staying put and hoping that you manage to stash away the last basket of carrots and survive long enough for that carrot row to grow while your family starves?

In any event, I'll stop ranting and get to my point: I'm wondering what advice any of the players with a better mind for strategy than I do have for moving to a new location - both if you're heading off by yourself or if you're taking some or part of a whole village?  There are guides for starting off as an Eve, but it's a different situation if you can bring some 'advanced' items with you and/or if you have other people helping.  What are the most important items to bring if you want your new start to be as quick and easy as possible, but you've only got a basket and a backpack?  What do you add to the list if you are able to bring a cart?  Or several people with carts?  (I'm assuming it's a long move, because if you have enough people and carts and it's a short move you can simply take everything by doing it in multiple trips.)  Also, when you set up your village, how does your strategy differ from an Eve's?

#37 Re: Main Forum » Permanent Sheep! » 2018-04-09 22:47:35

Thorware wrote:

Personally I find mutton too cumbersome since it takes up tons of storage and doesn't fit in containers so I don't bother with it.

Pro tip:  Cooked mutton fits in baskets.

#38 Re: Main Forum » How to make more worms? » 2018-04-08 16:16:31

There is a way to farm with zero soil depletion: Mutton.  As long as you maintain your berry farm, pick your milkweed only when it's fruiting, never use wheat, and pick wild seeds for your carrots, you can raise sheep without having to use any additional soil.

#39 Re: Main Forum » [GUIDE] How to: Set up a village as Eve [OHOL v.73] » 2018-04-08 09:33:48

You can always have the kid chase after you while you carry the basket.  Also a good survival test to see if the kid is worth raising.

#40 Re: Bug Discussion » One EVE - Too many babies are spawning » 2018-04-07 20:15:06

I definitely like the idea of Eve having a minute or so before she has to worry about babies - she should at least be able to get to a decent location in that time, instead of being right in the middle of the badlands with no food around.

That said, I wanted to throw out some real-world statistics because I happen to know them:  Before the advent of modern medicine, an adult woman would have on average 7 babies before she died, of which an average of 2 would survive to have their own babies.  So Eves popping them out all the time, and most of them dying, is totally realistic.

#41 Re: Bug Discussion » Version mismatch on custom servers. » 2018-04-07 18:21:35

I was able to fix this issue on my server by creating a file in the OneLife/server/ folder named serverCodeVersionNumber.txt with the contents being the version number that the server should be - in this case 73.  I only vaguely understand why it works - all I know is that the game code seems to expect a file by that name to exist, and it didn't exist in my server files, so I added it.

#42 Re: Main Forum » Keep all the children alive » 2018-04-02 06:23:47

I've never seen a village die off due to starvation purely because of overpopulation.  I've seen way more villages die due to someone messing up the carrot farm - someone picking the seed row, or the farm isn't being tended at all, or someone lets the entire farm go to seed, not worrying about getting more soil, or they're a big village but nobody is bothering to make pie - something like that.  If everyone is actually working hard and not screwing up, everyone produces more than they use and it's fine.  Even if there are a lot of babies, they're only a huge drain if everyone is naked and there is no fire.  And if you're in that situation, you might as raise as many as are smart enough to survive, because most will probably die.

#43 Re: Main Forum » Knives and Raiding an Impossible Idea? » 2018-03-28 04:33:14

Hmm, all I'm seeing here is a player who can dish it out but can't take it.

#44 Re: Main Forum » The Problem with Boys » 2018-03-28 03:55:21

I've never seen the logic of killing boys.  It's all about the adult to baby ratio - babies can't do anything and young children usually can't do very much, so they're leeches on the community's resources.  You want as many adults compared to babies as possible, because they're the ones who can actually add to the community, and men contribute without also adding more.  Killing off the boys as babies means that later there will be fewer adults compared to the number of babies, which means life will be that much harder.  In fact, I bet that it's a self-perpetuating thing - if there aren't adult men helping out, then you don't have enough adults to take care of the babies, and so you can't raise them all, and so you have to kill some of them, and if you choose to keep just the girls then you only have that same problem again.

And I'm another player that slightly prefers being male.  So I can go on long hunting trips and such without having to abandon babies.  When I'm female I feel like I need to stay home, which gets boring if do it too many times in a row.

#45 Re: Main Forum » Do clothes vanish? » 2018-03-27 01:22:26

Pro tip: If you're about to die and there's others around to clean up your grave, die in an open spot.  If you're about to die alone, take off all your clothes and don't carry anything.  That way someone can find and reuse your stuff.

#46 Re: Main Forum » To those saying the game is "over" because griefers » 2018-03-27 00:10:19

I've played maybe 15 lives (not counting infant deaths) and have been murdered once.  Which was really disheartening for maybe like an hour, but then I got over it.  I've had way more experiences of managing to live to an older age and reaching that bittersweet moment where you want to keep helping the village but you're about to die of old age - the pleasure of those moments more than outweigh the one griefer experience.

That being the case, I'm definitely not on the side of anyone who says the game is over, or anyone who wants to get rid of PvP.  I agree with the dev in that murder and mass murder is a thing IRL so it should be an option in the game.  I would like to see a few tweaks to the mechanics just to make it more fair, like making it easier to kill someone who is moving.  I also like the idea of something like a handcuffs item so that you have the option of stopping someone without killing them.

But other than stuff like that, I LIKE that the players are responding by having town guards and so forth - that's a very real world sort of solution to that kind of a problem.  Especially since I've seen and experienced more deaths by bears than by griefers - there is more than the one reason why you want to have someone protecting the village!

As for other kinds of griefing, I agree that they should be fixed.  I'm kind of mixed in my feelings about whether or not any of the natural resources should be recoverable if ruined (rabbit holes, ducks, etc.) but certainly anything manmade should be destructable.

#47 Re: Main Forum » A cool, weird, and maybe harmless bug? » 2018-03-26 04:04:00

If you want religion in the game, you could always make one...

#48 Re: Main Forum » Missed Connections » 2018-03-26 03:09:04

To whomever the kind soul was who created the starter village I found as an Eve - thank you!  Though I never met you, I found your grave - it was fresh enough that I was able to salvage your clothes.  And the farm was just big enough to keep me and my kids fed while we were settling in.  We expanded the farm and were up to our armpits in carrots when I died!  Unfortunately, I don't think any of my daughters survived...  I know at least one of my sons did, though, and I passed on my wolf hat to him - the one I got from you.  And he looked all set to keep improving the village, so at the very least the next time it's found it will be even better!

#49 Re: Main Forum » Life of a Village Guard » 2018-03-25 22:37:40

I like the direction of this thread.  And I thought that I would add this to discussion.

Back in the middle ages, there was something called a hue and cry - https://en.wikipedia.org/wiki/Hue_and_cry

The jist of it is that if someone, whether they were officially a constable or a private citizen, witnessed a crime they would say so to all bystanders and all able-bodied people able to do so were required by law to assist in apprehending the criminal at that point.  This made it possible for law and order to be enforced even in a small medieval village that was too poor to support anything resembling a modern police force - the entire village was the police force when they needed to be.

Of course, in the context of this game, at least as it currently stands, the only way to stop someone is to kill them.  Which means that if you wanted to make a hue and cry possible in a village then everyone would need to be armed or have easy access to weapons.  Which I don't think is a crazy idea - the vast majority of players are not griefers and would only kill another player in defense.

#50 Re: Fixed Bugs » Login Failed » 2018-03-23 05:54:07

Yeah, I got an email from Jason yesterday - apparently in my case I only got charged once, but due to an error I got two accounts, but only got sent one key, which didn't work.  He sent me a working key, so we're all good now. smile

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