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a multiplayer game of parenting and civilization building

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#26 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-22 14:36:09

Thank you for having the patience to read my long posts and giving your feedback.

I don't post often, preferring to spend my time in game and helping people, so when I do, i try to elaborate in detail the problems I felt or noticed in game.

However, if only I claim it to be a problem then that's a "me" problem, and not a problem with the game, hence why I like to discuss it with the community so that together we may give feedback to try to improve this game we love.

No single player should cry for a change if other's don't agree with it. So the more people agreeing about a change, the more likely it may happen (if Jason agrees with the feedback too of course, it's still his game and vision after all)

#27 Re: Main Forum » Should Be Able To Choose Birth Family (from a list) » 2023-07-22 14:27:05

Lunargrl2003 wrote:

i agree with you for the most part. you reminded me of some points. however, i still think /die is good for certain things. some just want to play a diff fam, some want to play a certain race to get race specific things done, some just don't want to be in an eve fam and some don't want to be in a rich fam.

As much as i dislike the /die command, i do understand why it exists, so i'm not saying it should be removed or anything.
We shouldn't force a player to play for one hour in a life they don't want to, if a player wants to be ginger, to try to learn and practice oil, that's fine... but there should be a trade-off, if you want things "your way" then there should be an associated cost to it, right now, that's a penalty to the genetic score for putting your preferences ahead of the family, since every time you /die you penalize them with one less family member.

If there is no "cost" may as well be a character creation screen where you can choose your skin color, family, sex, and even your face, as removing the cost would just allow players to keep suiciding until they have exactly all the conditions they want, which as stated previously, goes against the philosophy of the game which is about adapting to the conditions you were born in.

And i would like to repeat two requests about /die:
1) If a player chooses to /die in a family, they shouldn't be born again as a kid from anyone with the same family name
(thus we respect player choice of not wanting to be there, and we don't grief families with many SID babies from just a single player)
2) SID baby skeletons should disappear after 10sec on the ground and not 2min
(this avoid nurseries, kitchens and other work places from being cluttered with many dead bodies that for all intents and purposes never were born in the first place)

#28 Re: Main Forum » Should Be Able To Choose Birth Family (from a list) » 2023-07-22 12:52:34

As someone who hates the /die command i'll play devil's advocate here...

I think choosing the condition's of your birth goes against the spirit of this game, and Jason has explained this many times including a well detailed short version here:

Jason wrote:

This game is supposed to be about a bunch of different things: the deep mystery of a trans-generational civilization (who built all this, and why?), being a small part of something much bigger than yourself, the philosophical concept of the veil of ignorance (where you can't control or predict what situation you are born into), and trying to get as close as possible to what death might actually feel like (saying goodbye forever to the people that you have grown to love).

The initial design of the game tied all of these concepts together nicely. You are born to a randomly-chosen mother somewhere in the world, the next step in a long lineage of other players going back into time immemorial. You pick up where your ancestors left off, making contributions and improvements in the little time you have. You have babies in the form of other players who are themselves randomly assigned to you as their mother. And at the end of your hour-long life, you say goodbye to all of this in a very real way, because if you get born again, it will be to a different mother in a completely different situation.

After a long time he decided to create an exception to this in the "Legacy Chain" update allowing you to be reborn back in the same family if:
a) You need to manage to die of old age (this is a good thing as griefer's are often caught and killed before they reach 60)
b) You need to still have descendants alive (encouraging you to care for your family and not just about yourself)

We don't get to choose our parents, our sex, our skin tone, our country, if we're born in a rich or poor family etc IRL, OHOL attempts to emulate this by also trying to offer a different and unique experience each time you click to be born again.

In my opinion, players already over abuse /die command, and it's been used for griefing in many ways, either to be try to be born near somewhere they want to grief or to litter the place with corpses... i've had twins or triplets being born repeatedly and /dying right away filling the nursery with so many corpses, we couldn't even drop an object on the ground to pick our babies, i've adressed several problems about /die in my other post if you have the patience to read it, so i won't repeat myself here.

I'll add that being able to cheat this system undermines the reasons a) and b) above, allowing players to just try to respawn where they want to grief (we had great examples of this last night) or for players to just keep building their own project (like a whole building on their own without interacting with other players) through several hours in a row turning the game into "many hours, effectively one life"

Lunargrl2003 wrote:

can be annoying to /die because it tanks your score. if you do it too many times in a row. i know some don't care about genescore. however, i like to keep mine at a higher number so i don't have to eat as often and have extra pips.

With all due respect, but often when i see people speak in favor of changing the system the arguments i see are focused on their own self-interests. What about the others? This is a community/cooperative/multiplayer game. Being born to another player is something that affects them too, it's a two-way relationship... many times i've been happy to have a kid just so he would /die on my arms, many new players joining the game keep wondering what they did wrong to have a "miscarriage", if you can choose the parent(family) you want, or /die until you roll female, why can't the parent choose the kid they want? what if i would like a male son so they can go to another city to trade a resource we need? (since females usually stay in city)

In short (lol!), don't think just about what you want/care, but think how that affects other players too.

So my vote remains that players should be penalized for using /die command and if a player uses it in a family, then they shouldn't be allowed to be reborn again in that same family (they already chose they don't want to be born there anyway)

#29 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-19 23:08:40

CatX wrote:

Strilar, there is one thing the algorithm cannot control and that is how many players are available. I have been in towns that were buzzing with life when I was born, but by the time I became an elder only a few people remained. Incoming players will rarely be evenly distributed through the time we are pregnant. And out of the children we raise, some are boys and some will not live to adulthood. As much as I agree that too many babies is stressful, sending them to other towns might mean that by the time we are ready for new babies, no player is available to give birth to.

I apologize but i still fail to understand what you mean, this is about baby boom, when there are many players available and being born at the same time, when there are very few players available (at certain hours due to timezones) then there is no baby boom at all, don't think much would change from what it is now. If 2 babies are born at the same minute, one family can get one daughter and another family can get the 2nd daughter which is better than giving 2 kids to one mom and zero to another.

How is that having a limit of 4 babies (that you can increase by eating cravings) affect low population times?

If there's only 3 players in a city, 2 males and 1 female and we guarantee that the female has a daughter, the city can live on and can actually focus on helping that daughter for 1 minute and not let her die because two other sons were born at basically the same time, we don't need 2 daughters to be born in less than 1 minute. That mom had a total of 25 minutes (from 15 to 40) to have kids if she had her first daughter at age 20, she can have another at age 21 or 22... still plenty of time for more babies to be born. Are you claiming whole cities would die because of no fertiles because she was unavailable to give birth for a single minute to a second daughter??

If there are 2 females and 1 male, Mom "A" has a kid, the other Mom "B" can still get a kid while the 1st one is on baby cooldown for 1 minute, much better than putting all the pressure and responsibility on a single mom, don't you think?

CatX wrote:

There is another solution, but Jason turned that down long ago: A baby sling could let us carry a baby and work/teach at the same time. It would let us spend less time in the nursery (which I guess would turn into a wardrobe). Babies could learn from watching us from the very start.

This is no solution at all... again, the problem here is about "baby boom" having too many kids at once, if you have 3 kids in less than 2 minutes, you cannot carry all of them in a sling can you? Also you need to feed them, get them dressed, and you can't even talk to your kids properly when you have 3 or 4 around you saying "F" at the same time. If i only have one baby, then i don't need a sling to bring him with me, i can just hold him and bring him to wherever i'm working, but if another one is born right away we're back to where we started.

#30 Re: Main Forum » Why "Five Years" isn't really "Five Years" » 2023-07-19 19:16:13

I would like to remind of forum policies:

Jason wrote:

Update:  I've had kind of a change of heart about this.
In all of the main areas, you are a guest in my house.  Act like it.  Be nice.  Be welcoming.  Don't be mean.  Don't attack each other.   Don't shout.  Don't use offensive or inflamatory language that is out of step with the cultural climate here.  Don't be disruptive.  Don't clutter the space with stuff that's not about the game.  Don't troll.  Don't derail discussions with irrelevant points.  Don't repeat yourself.  One exception is off-topic, where you can post stuff that's not about the game, but still follow the rest of the rules.  Act like you would act if you were out in my backyard, where you're welcome to do some things that you wouldn't do inside my house, like play volleyball.  The other exception is the-street, which is totally unregulated.  Literally the public street.  Please take your anger and fights out there.  Mods, just ignore the-street.

At the moment you wrote 22 posts here, i went to check them all, over more than half of them were mean, insulting, rude or attacking others.
I wouldn't be surprised if you got banned from this forum too, since you obviously can't follow the "be nice" rules anywhere.

#31 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-19 19:00:10

CatX wrote:

Strilar, I agree with a lot of what you say. But there is another thread where players express frustration when towns die out because there are too few women. It seems it's hard to find the right balance between enough babies and giving people time to teach/explore/build/play. A solution to your concern might amplify theirs.

I addressed that in my initial post, so i'll quote myself for easy reference here:

Strilar wrote:

Finally, because this post is already a huge text, because people will counter-argue about needing more fertile babies, there could be an algorithm to calculate if currently a whole family has no females under 40, then next kid is 100% sure to be female to assure a family doesn't die just of bad luck with male kids.

If the game guarantees that a family will always have a female baby if there's no young woman in the entire family then if a city dies out it's because we didn't took good care of our kids, not because we only had male babies. The game already has an algorithm to try to populate more babies in families with lesser population so i don't see why not add this clause too.

I'm only asking for a baby cooldown here, 1 or maybe 2 minutes, we are fertile in game from 15 to 40 if i'm not mistaken, that's plenty of time for you to have eight or more babies if you need or wish for more kids you can just eat more cravings to raise your limit. My suggestion was up to 4 kids limit if you never eat any craving, if you manage to eat 10 cravings, then you can have up to 14 kids.
Pregnancy lasts 9 months and it's a rare thing for a mom to get pregnant again right on the 10th month.

And again, think about the new players, so we want their experience to be being most of the time in nursery and getting stressed when their 6th kid is born? I lived 5 lives today, every single life i had new players around and tried to teach them, 3 of those lives, i couldn't teach a basic thing like making a carrot farm or making clay bowls because new player was female and kept having babies so we ran back to nursery to give them clothes, once baby had hair, we came back to farm/clay place... new baby pops out... back to nursery...

Oh, and as a sidenote, i would like to ask a request to the community.. if you see a player teaching other, let the new player DO stuff, don't do it for them, let them practice and learn, often i prepare everything in an isolated spot to try to teach, someone else shows up and does the job for us, that's just not nice, at least ask "want help?" before you take things from under their feet. Please show some common courtesy and respect for others.

#32 Re: Main Forum » Why "Five Years" isn't really "Five Years" » 2023-07-19 13:18:07

Shady wrote:

Nobody is learning life lessons from a game about civilization building.

I tend to not try to feed the trolls but I would like to comment on this... we can learn a LOT from games, and the beauty of OHOL is that we can actually learn a LOT from it, both as how to be better human beings and about many things about real life (heck, I didn't even knew what "milkweed" was before I played this game)

Another thing I love about OHOL and why I find it to be so special, is that unlike many other multiplayer online games out there (League of Legends, Grand Theft Auto, Rust, etc) where people are can be toxic, mean to each other, 95% of the people here tend to be nice, friendly and helpful. (and if you prefer games to be mean to other players maybe you should try one of those?)

Like people said, actions have consequences, if you bully other students at school, if you're rude to a colleague at work, if you mistreat your parents and family, you are marked as a bad person and people don't want to be near you.

This is an important life lesson, if you're in the beach, some kid is making a sand castle and you just show up and kick the castle down, i assure you that you won't have good results. If you treat others with a good heart and kindness you are much more likely to make better friends in life.

Oh and for the record.. the famous game(s) called "Civilization" from Sid Meier which obviously is also about civilization building, may be considered one of the games with great educational value in the world.

If you're not learning anything from OHOL, it's because you're so focused on your own interests that you're not paying attention, because i really believe this game can help people being more nice and caring about each other as human beings, which is a great thing in a modern society that still has so much hatred and discrimination.

#33 Re: Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-19 12:56:54

shady wrote:

I don't think there should be a child limit because they got people with 8 babies out there.

I didn't said it should be impossible to have 8 babies, just more unlikely, as each time you had a kid, your chances to have another should be lowered.
Yes, there are people with 8 babies out there, but most parents don't have the means or conditions to support so many, hence why I suggested that the minimum limit should be 4, and each craving increases your limit.

This would prevent an Eve from having so many kids she can barely move, give players some choice if they want to keep having some more kids or not, and support the idea that if you have enough wealth/resources (access to more different food) you are in better conditions to support a bigger family.

CatX wrote:

Maybe we should create a habit where moms are not necessarily the teachers?
(...)
But we could make a habit of taking grown children to the garden or kitchen(...)

fug wrote:

Teaching wise just dump babies on the town wet nurse.
(...)
but women can just dump their kids in the fire

I think you may be missing the whole point of this... this is a game about parenting and family, I WANT to be able spend time with my family, with my brothers/sisters, with my nephews/nieces, if a new baby is born and i get the message "hey this player is new, please teach him?" I like to have the responsibility and ability to do so (besides babies are people and not objects to be "dumped").

What's the point of having kids if we're just going to give them to someone else to take care of them? If you want to do that, that's your choice, but I don't even have the choice of giving my kids a city tour to show where smith or farm is because 3 more popped out crying "F" before i got the chance to name and dress my first one.

Finally, because people in the forum usually tend to be experienced players, I feel they often forget to put themselves in a new player's shoes, if this is your first few lives, you may not know what to do with your kids, having just one or two may be manageable, but being overwhelmed will cause the player to panic and stress.

I already had a perfect example of a new player I've met that was new and we had a great experience together because I was able to teach her the game, she asked me for my discord and I accepted (something i rarely do) so we could be born as twins and start a new life together so I could teach her more.
Problem was, we were both born as female twins, i had 8 kids and she had 7, we spent all the time running back to nursery, she even lost a few kids, i was unable to teach her anything, and by the end of it she was so stressed out, she didn't want to play another life and as far as i know she hasn't played since. This is not a good experience.

CatX wrote:

Give men the ability to have children on rare occasions. If all the women are old and there's a young man, let him have a baby. It's a fantasy game, so why not, especially if it solves a problem.

First, because it's a game, doesn't mean it's "fantasy" yes we have some stuff like headless horsemen and apocalypse statues but 95% of the game is made to be as realistic as possible and a portrait of society and how people interact and evolve, each crafting process is as real as Jason can make it and I think that's great, we learn a lot with this game.

Second, both men and female have their pros and cons, and that also allows a different game experience, females usually stay around city evolving it and keeping it in good shape, while men can go out hunting, risking their lives exploring or trading with other cities etc because of it, which also emulates how society usually evolved in the past. And as mentioned, men also have more time to be teachers since they don't have to worry about being interrupted every minute with childbirth.

#34 Re: Main Forum » Score Should be Based on Total Hours Played » 2023-07-18 18:13:32

Just adding my long "two cents" here...

In my opinion, the current system even if it's not perfect... it works!
I disagree that total hours played should make players leaders, etc.

Surviving to old age although may seem easy is and should be important, not only that, caring for your family too, which is how genetics are calculated. If you just spend time in farm or kitchen eating to old age, your not taking care of your kids, if they are new players and die, your score will go down.

Besides I doubt many would have the patience to just stay still in a spot for an hour just eating until old age, players get bored and want to do stuff, if they are a newbie, they may die before old age from starvation or because of some wild animal, and griefers will usually get cursed and killed before old age, so their genetics lower too. A griefer with good score because he just griefed people for over 100 hours is not a good thing and a griefer getting leader will often abuse that power and cause problems for many others.

Also, genetics ALSO take in consideration how long you played, each life you survive for an hour increases that score, which goes slower and slower up every time. So a player that survived 500 lives to old age will generally have a better score than one that survived 100 lives because it will only go up like 0.1x every life.

I support that a player choosing to /die should negatively impact it as well so they can't choose "where" they want to be leader on their own terms, and a griefer /dying many times so they try respawn in the family they want to grief should also be penalized.

We also shouldn't gatekeep new players and set them apart from "experienced/veteran/good" players. To me it's more important if you're a nice person and care for others than if you know how to build an engine. Heck, often some veteran players don't even listen to others because they are too busy on their own projects making their own building or truck, while a new player may listen to what the people say. Everyone should be important regarding of how good they are at the game.

If a new player managed to survive several lives to old age and have a good score because he cared for his family, he should have the right to be a leader once in a while. (besides i've been leader many times because of my score, and it's a bit exausting to always have that responsability over and over when i just want to work, build, teach and enjoy the game. (yes i know i can pass leadership, but it's not always easy to find someone you can rely on AND have them accept the burden)

fug wrote:

The current system encourages people to afk and feed afk people which is obviously bad.

I agree this is bad, the fault here however is not in the system, but in the people feeding afk players all the time, if they don't want to play, leave game or they should be penalized for it, i refuse to feed afk people unless they warned in advance and asked me to feed them (like if they need to take a bathroom break for example), having several AFK people on nursery being fed is not a good thing (often in front of village fire which keeps dying because people don't see it)

forman wrote:

I think the game should just track everything like a lot of games do.
How many pies have you made? How many diesel engines? How many radios?
For each thing you've done you get a score -- more complex things mean greater score.

I actually would love to have a button to check your player stats in your main menu, the game already registers many things like how many foods eaten, monuments built etc, so i would love to be able to see how many stews i cooked or carts i have built, what foods i ate the most etc

However i don't think there should be achievements or that they should be scored, again, your actions shouldn't be measures just by the things you build. We shouldn't "force" people to work, if they have fun roleplaying a wedding, just socializing and talking with others, teaching players, or just a parent taking care of their kids, they shouldn't be penalized for doing so.

A leader will often build many less things because he's constantly dealing with village problems, trying to maintain peace, deal with griefers, organizing city needs through orders and often needing to stop everything to just go open private property gates they inherited (because of good score) and didn't even knew existed. Don't penalize players for good deeds or enjoying the game the way they want to (as long as they respect others)

I'll stop my ramblings for now, so peace! See ya all in game! :-)

#35 Main Forum » Baby cooldown/limit please? Baby boom to much for both veteran and new » 2023-07-18 17:27:55

Strilar
Replies: 25

Hello, i'm pretty happy to see that the playerbase has been increasing a lot lately, specially with the Steams sale boom, apparently we keep having new players every single day which is awesome. :-) I appologise in advance for the long post, i don't write much here because i tend to elaborate when i discuss a topic and was hoping others would mention it too.

The amount of griefing also seems to have been reduced thanks to the latest several updates so in the past several weeks i've been doing my best to help and teach every new players I find becoming a "teacher/mentor" by profession.

However, i've noticed a problematic pattern that keeps repeating over and over, that I feel it's overwhelming both to veteran players and also to new players... baby boom!

Players keep having way too many babies, and very close to each other with no cooldown at all, not only that but lives with eight or maybe more babies are not uncommon (i've had many of those already) and you can see many of these problems in one of Twisted recent videos here:

https://youtu.be/3U589C33Y_Y

To keep all babies alive, many players have been just spending a lot of time in nursery until they are too old to have more, since every time they step outside, a new one is born. This is not a good experience and is stressful to to everyone involved.

To a new player who doesn't know what to do, having many babies being born (and many dying because of /die or starvation) causes them to panic.
To a veteran player, they receive a message "hey this player is new, can you teach them the game?" but then we can't because we have four more babies right after it (and more may be new players too). Often we can't even dress or pick a baby to name it before another shows up. Twisted is a very experience player and also mentions this in the video above at 35:56 "This is actually exausting", almost half an hour trying to keep babies alive and at 45:59 "babies make teaching so hard"

So, I propose that we should have a baby cooldown, at least a minute, or maybe even two. Give us some time to give some attention to a baby before we have another one. (SID babies shouldn't count obviously so a griefer can't die and prevent mom from having kids that want to live)

Next, I would like to say that personally I hate the /die command, I understand why it exists, we can't force players to play where they don't want to, but is has only been giving negative playing experiences. Having a kid is usually a moment of joy, but having it die in your arms as soon as you stop everything you're doing to pick it up, is not. New players also keep wondering how they screw up and let their baby die.

If a player uses /die then they shouldn't be allowed to be born again on the same mother, or even the same family. It happened many times that I had three or four SID babies in a row in less than a minute. This happened at late hours when few players on the server too, so i'm sure many of times it was the same player. If you decide to /die because you don't want to be in that family, that's fine, but then you shouldn't be able to return there in that generation.

The great amount of SID babies also cause a lot of baby skeletons to clutter the place, which is also not a new or pretty image for a new player and also clutters the whole ground so we can't even drop anything, specially since nurseries are small to preserve heat. Baby bones should disappear very quickly, like 10 seconds instead of 2 minutes. For all intents and purposes the SID baby is like it was never born anyway and this prevents a single player to leave 5 skeletons because he used /slash die five times in less than a minute. In my opinion, they shouldn't even show up on website's family tree.

This is a game of parenting and civilization building, we can't build if we have eight kids unless we ignore them (something I would never do), and we can't spend any time doing much with our moms or kids because there are four mouths to feed. The more kids one has, the lesser should be the chance of having a new one (again, SID babies shouldn't count).

I also propose that there should be a max limit of the number of babies a mom should have, this will allow other moms to have more kids, even if their conditions are worst, or even let more Eves be born to start new families. (often we only have one family of each of the four speciality families)

Moms should also have some ability to decide not to have more kids if they have many already, so how about a maximum of 4 non-SID babies per mom as default? And you can increase that limit by 1 per each craving you eat as adult. So if you eat two cravings, you can have up to 6 kids, if you don't want to have more so you can focus on your 4 sons and daughters then you don't eat more cravings.

Finally, because this post is already a huge text, because people will counter-argue about needing more fertile babies, there could be an algorithm to calculate if currently a whole family has no females under 40, then next kid is 100% sure to be female to assure a family doesn't die just of bad luck with male kids.

Males are very important and useful too, and i'm a bit tired of people discriminating them or making them sound useless. And using /die just because you were born as a male seems to go against the overal philosophy of this game.

Thanks for your patience in reading my suggestions, and I look forward to read your polite responses.

#36 Main Forum » Excessive amount of griefing » 2023-06-28 04:39:30

Strilar
Replies: 26

I don't usually post on the forums much, since when I have free time, I prefer to just log in and try to have a wonderful life among many wonderful people in this game that I consider very nice and special.

However the excessive amount of griefing in the past weeks has been through the roof, i've been playing everyday, sometimes even 4 or 5 hours/life in a day and history keeps repeating itself, just because of two or three players that keep trying to destroy every family and city they can, killing all the animals, kidnapping babies and forcing them to starve, etc.

Most people are stressed, upset, angry in a game that we're supposed to play for fun and to enjoy ourselves. Yes we have bows and knifes to try to protect ourselves, but by the time a griefer has been noticed, many players starved to death kidnapped and locked in private properties, we have 3 or more bears at once at loose around town and skilled griefers that are using mods to give them unfair advantage, or always trying to exploit game mechanics. Even if we kill the two or three griefers plaguing us, we may not have enough arrows to kill the bears they left around.

I don't know what exactly can be done about this, but I felt that this should be discussed after so many lives where we couldn't even take care of a farm or cook pies before some crisis happened and people started dying. One or two players shouldn't have the power to ruin the game for so many people that spend all their time just trying to kill the griefers and their threats. (and yes, we've been exiling and cursing and killing them non-stop whenever we're able to)

Wild animals as danger could be a cool thing, but I propose bears shouldn't be released as a griefing tool, players shouldn't be able to poke bear caves and lure them into villages, instead bear caves could spawn a bear after 2 or 3 hours for example, so they would still be a natural threat once in a while to villages, instead of being used as a weapon of war or a constant problem every life.

TL;DR: In short, please don't let a few rotten apples destroy something so unique as One Hour One Life. Let's promote a more positive behavior among human beings.

#37 Re: News » Update: No Perma » 2023-06-26 02:40:06

Also, as far as I know, there's no way to remove a sign from an ancient stone wall corner, making it permanent.

(took us a few lives to try to destroy the "jail" that griefers created.) PEACE AND FREEDOM! <3

#38 Re: Main Forum » Town Killers » 2019-07-02 17:44:16

AdelaSkarupa wrote:

There is never a reason to stab a baby.

First time i got killed in this game, it hit me so by surprise that i didn't even understood what happened or what to do:

https://www.youtube.com/watch?v=5KM43pN6IbM

#39 Re: Main Forum » Is it good that rope is rare and hard to get? » 2019-03-11 13:12:29

breezeknight wrote:

also the beauty of reality is there are more ways to obtain something, there are more sources, which give different qualities
this makes life interesting
one way, like now milkweed for rope, is making the game boring

it's already interesting that we can make thread from milkweed & from sheep wool !!!

olooopo wrote:

How about adding resources like nails, staves and glue for crates, buckets and doors so that rope is only needed for snares, hatchets and bows? Then milkweed would be fine as it is now.

I love both these solutions, more different ways to make rope and/or different ways to make stuff with or without rope (nails, yeah!). We can make baskets with either Reeds or Straw, thread from wool or water with bowl/pouch, etc.

Still these require a lot more development, sprites, transitions, etc and Jason would probably
I think it's way easier and faster to increase "number of uses" in Milkweed from 1 to either 3 or 5 since you also get 3 items from a basket of soil/coal or 5 carrots/corn from a farm, etc

It's the most boring farm in the game since it takes so much space, time and resources only to produce an item that has 0 uses by itself, or 4x farm plots just to make a single rope. No wonder so few people do it.
Gameplay should be interesting and engaging so every life is a different story and experience.
Spending at least 1/4 of every life stuck in a place just to get a rope as a result (if no one else takes it first) doesn't make a good story or engaging gameplay.

#40 Re: Bug Discussion » Temperature broken since most recent update » 2019-03-11 12:24:58

Yeah, i've been playing this game for over 6 months already with the same computer and never had so many lag problems before.

The fact that my other friend who was in another computer and network had similar problems when near hotspots and that several other people around here mention hotspots as well when talking about lag makes me think it's not a coincidence.

Seems to me it's the nº of times the server needs to send/receive information to the client, specially in busy areas.

Check Jason's post here about the Lag Fix: https://onehouronelife.com/forums/viewtopic.php?id=5242

Looks like the same kind of problem may be happening again.

#41 Re: Main Forum » Is it good that rope is rare and hard to get? » 2019-03-10 18:47:15

breezeknight wrote:

milkweed is the current most annoying thing in OHOL


next after that are sheep pens

- - -


I agree here... i love to be a gatherer in this game and bring lot's of stuff back to village, yet almost every of my lives, i hit a roadblock every
time for the same reason: lack of ropes!

So for the past month or so, whenever i have kids, i tell them: "every single life, we always lack ropes" and been spending all my time in game just trying to either get clothes or to make milkweed farms which are pretty time and resource consuming.

I usually make a batch of 12 milkweed plots (4x3) so in the end i can make THREE ropes... then while they are growing i leave to get food, more soil, water, or some other reason and when i'm back it's all been picked already due to it's high demand.

So... i want to make a cart? Need rope! No rope in town, back to milkweed farming.
I want to help with the buildings, let's make a door... Need rope! No rope in town, back to milkweed farming.
We need more water from the deep well, or i want to try to finally make rubber for once... so i try to craft a bucket! Need rope! No rope in town, back to milkweed farming.
Town is naked and i love getting bunnies, can't find snare so i'll make one for myself...Need rope! No rope in town, back to milkweed farming.

See a pattern here? And as a gatherer i confirm what people say above, once i'm old enough to grab a cart, i go into the wilds and bring everything i find back to town, seals, rabbits, iron, branches, etc... no milkweed in sight despite exploring all the green biomes i find, at most i found two and brought a tread back. All wild milkweed was taken already.

So... my question is...why milkweed only wields ONE item, when you need FOUR to make a single rope?

Here's a sugestion:
Why not 3 or 5 milkweed stalks from a single plant?

A single soil pile is enough for plenty of farms, a single pond has ton of water.
Almost all other farms (gooseberry, corn, carrots, etc) wield 5. Heck, even after you get 5 carrots from a farm you can replant them right away.
With milkweed, you have to make a new farm next to it every time you pick a single milkweed stalk or wait for it to despawn (if there's a trick to do it quicker, i'm sure it requires tools which is even more time and resource intensive.)

A single wheat farm wields TWO items (Threshed wheat that can be turned into flour that gives up to FOUR pies AND Straw for compost that gives SEVEN piles of soil) and all that for a single bowl of water and either 1 bowl of soil/2 uses of hoe or 2 bowl of soil/1 use of hoe... you need that amount for 1/4 of a rope, and there's no other use for a single milkweed stalk, you can replace 2 milkweed with wool if you need thread, so you'll ALWAYS need a batch of 4x milkweed farms to make a SINGLE item that everyone has need for! It's insane!

I really really love this game, but spending 4 hours, 4 lives where i was unable to make crates/cart/door/bucket/snare/rubber, etc because we always needed a milkweed farm wasn't very fun, and neither was scouting for 15 minutes (25% of my life) only to find two wild milkweed stalks was not enjoyable either.

I'll end my rant here, so i'll say: Rope and Sheep Pen hate aside... keep up with the great work Jason, you really have something special here. smile

#42 Re: Bug Discussion » Temperature broken since most recent update » 2019-03-10 18:10:26

I'll add to this post that Temperature is broken but for another reason...
I actually enjoy that the game is harder without clothes/buildings because of temperature update encouraging a new civilization meta.

However, i have barely been able to play properly since temperature update, since my game lags a LOT to almost unplayable levels.
I am using no mods, just the basic game at steam, and i noticed it happens whenever i go to temperature hotspots, like bakery or nursery fires.
Most of the time i'm in the wilds i'm usually ok, it could also be the amount of players, but i never had this problem i crowded areas before.
I tested at different times at day, and even played with a twin IRL friend who was playing on a different network, we both felt the lag near nursery.

I've been paying for over 6 months and this is now my #1 favorite game despite all the ups and downs, and been trying to play it once in a while when i have free time but this is the 2nd weekend in a row where i ended up giving up because i couldn't even pick a pie from under my feet as the game was in super slow-motion and other players managed to pick pie before me... ended up needing to cry "F" as an adult just someone would save me from starving... so i grab a cart and work as a gatherer outside village to avoid lag spikes which ends badly sometimes too leading to a frustrating experience (damned if i stay, damned if i go)

I recorded the last game in MP4 format if it helps (it's a big file though...471mb hmm )

#43 Re: Main Forum » Start using boxes again! » 2019-03-08 18:45:56

breezeknight wrote:

i've NEVER built a sheep pen
& the reason is solely the sillines of the mentioned materials & the near impossibility of a wooden fence & its problematic door

those sheep pens NEED URGENTLY an update !

Amen to that! Agreed 100%

Sadly i also have NEVER built a sheep pen for the exact same reason, i built walls, floors, doors for buildings, but the two times where i attempted to make a 5x5 sheep pen out of wooden fences in my life just to see how it would go, i failed miserably and even if i had succeeded, it wouldn't have been a very useful pen.

#44 Main Forum » Meckstroth family broken? » 2019-03-08 10:59:32

Strilar
Replies: 2

Hello, i had two lives yesterday, and as always i love to check the family trees afterwards to see how it went.

One is fine, but i was Darkiel Meckstroth in the other, and this lineage family seems to be broken:

http://lineage.onehouronelife.com/serve … id=3719648

Only 11 people appear in this lineage, everyone appears as "Generation ? (Ancestor unknown)", with no Eve and even my 1st daughter is missing (Cris Meckstroth) from my three children. Any idea why?

P.S.: Shout out to my son Dany Meckstroth for being a sweetheart :-)
A simple gesture like bringing your mother a pink rose makes a lot of difference, sad to see a snake got you on your bunny-hunting.

#45 Re: Main Forum » there should be a locking sound » 2019-02-26 15:03:45

Agreed! I was Loveah and went through the same, walls had to be destroyed so that babies and nurses could get out, i asked around how to make a lock removal thing but noone knew how.

We should close doors to keep warm temperature in, but then it becomes our death trap if a griefer comes and locks us all inside, nothing much we can do against it, and someone breaks down the walls with a pickaxe to rescue us, we won't be able to keep the warm temperature in.

I've seen locked doors in some other life where someone probably attempted to lock people inside buildings too, but it wasn't as bad as this. Any suggestions about what to do?

#46 Re: Main Forum » It's that time of the year, apocalypse is back! » 2018-12-28 12:49:58

MultiLife wrote:
InSpace wrote:

I think the apocalypse when activated should:

1: starts a one hour timer before the big boom
2: Prevents new kids from being born during the timer

If I play the game and everything could end at any second, I don't wanna play. But if it's like "here live out your life, but no more kids!" I would be like, ok cool, sit around and say goodbye and chat for a while and then die. Cool.

Yeah, same. I don't know if there is an apocalypse tower done in 24 hours or in 1 minute when I'm born (at least I fear this is how it is). While I know all is in vain in the end, this doesn't help motivating me to create things, at all. I can imagine myself putting the 5th pot of stew on coals, enjoying life, my achievements, and what I will leave after I'm gone, only to see the screen get white and say "oh lol apocalypse killed ya and took yer stew would'ya look at that!". After that I'd rather sit in jungle eating bananas and talking to others like some chatting game than try to make a house if the apocalypse can trigger ANY moment I spend in the game. Even teaching seems pointless if my student and I die mid-session.

I'm fine with losing things if it's to be expected like weekly wipeouts or server maintenances, and if the Eve camp saving system works even after apocalypses, that's good enough (so my old "saved camps" can be brought over after every apocalypse). But if it wipes absolutely everything, including saved Eve spots, then I see no point putting time to playing. It's kinda like playing with building blocks, and someone kicking them down, but ALSO taking the blocks away from me every time so I need to get new ones. Like yes, kick the blocks if you have to but if you take away everything, I lose my motivation.

I think many come to play when they hear "civilization building game" but when they hear "civilization building game that restarts all the time unexpectedly", I think they'd run off screaming.

I'm gonna sit out for a while and listen to forums how this goes. I never wanted apocalypse, so if it's really bad, it's time to move on.

Agreed on all accounts. I had a great time playing this X-mas and was really looking forward to play again this Saturday... now like you, i feel like sitting out and just browse the forums to check on how things are going.

I don't post much because i either spend my little free time playing or reading/posting, and i prefer playing! (only read forums when i have some time at work! tongue)
I really LOVE teaching players and many times that takes me devote my whole life just teaching a single player who says he's new. And it's frustrating when i spend 30 minutes teaching things step-by-step and he dies because he forgot to eat but that's part of the game and can be controlled (sometimes i even feed them myself), but it's even MORE frustrating, if our lessons are interrupted by a white screen and it's all over! I want a "civilization building game", not a "civilization destruction game" hmm

#47 Re: News » Update: Apocalypse 2.0 » 2018-12-28 12:10:51

I got this game on May 3rd (luckily a month after the previous APOCALYPSE) and it quickly became my #1 favorite game, sadly i can rarely play it besides one day during weekends, but i try to play it whenever i can.

I've been loving all updates every single week so far, and i have to say, this is the first one i really dislike.

I fail to see the "point" of the Apocalypse... things decay and decline pretty quickly in game already and at least to me, the beauty of this game is the cooperation between players to achieve something productive, i try to be as productive as i can in every single life... and this is just basically... destructive! sad

@Tarr: From what i read on the forums, i see you are a very respectful, skilful and friendly player, but out of curiosity, if you say you don't like the Apocalypse either, why are you working so hard to cause it? It's like building a Nuke just because you can.

One thing i would really love to see is relationship between nearby villages/cities, either trade, war, migration to refill population, different families living in the same village, increasing it's odds of survival, etc....

But in over 6 months, that is yet to be. People rarely build walls or buildings because they consume lots of time and resources and will decay if unattended. The Bell is always too far away to allow anyone to go to another village and return back, and since it takes the "slot" of home marker you can't have both destinations to avoid getting lost.

I see many people trying to build roads (some even tried to build railroads) out of the village in hopes that in several generations those may connect to other villages... what's the point of working so hard if in the end we get a reset and all our hard work is erased? Knowing that all my hard work can be cleared up, makes me feel that my one hour... one life... was wasted! hmm

#48 Re: Main Forum » A bell rang » 2018-06-24 02:17:37

Trick wrote:

I personally think the bell thing should be fixed, such that it cannot be heard beyond a certain radius.  It's enormously frustrating to hear a bell and never be able to reach it.  The 'run across biomes for an hour' game isn't fun, IMO.

I've got into the game a month ago, and been loving it whenever i have some free time to play it. According to my notes lived at least 181 lives so far.

But i'm sad this will be my first post filled with sadness and frustration. I've just spent 22 minutes running NW towards my "home marker" (BELL!) dodging tons of snakes, boars and wolves, just to die of old age. There's absolutely nothing fun about this, even if i had been able to reach the bell, i would be too old to be able to do anything.

So here's my story for tonight:
http://lineage.onehouronelife.com/serve … &id=387948

I was Eli, born in a decent village where people worked hard to help each other, i was still a baby when i was asked to make ten plates, something i didn't know how to do, still i learned and succeeded. Then i was asked to get baskets, that was an easy one, then to make rabbit pies since there were tons of skinned rabbits around, which i also learned and and accomplished. I was feeling pretty happy about a successful life helping others.
Finally my little sister Frieda asked for milkweed which is very rare these days, and she just got a baby, so i volunteered to search. I asked for her backpack and she filled it with pie and carrots for my journey, i promised to return with milkweed seeds so we could plant them.
After a long search, i finally found two milkweed plants, made thread and got two milkweed seeds in my basket. Great success... or not!

I was following my Home arrow until i was crossing a different biome, and in despair i finally realized what happened.
I wasn't going home, for some reason i didn't had my mom's home marker, and i was following a BELL instead...lost from home with no chance of finding my way back, i realized i failed my mission. The only thing left to do was to try to find civilization, maybe i could find and help some other village with my thread and milkweed instead. I never tried to follow a bell so i had no idea how far it would be, but i had no other option... i kept running in a straight line towards the arrow, dodged so many deadly animals and kept running only making short stops to forage some more food for the way, only to die at age 60. 22 minutes of gameplay just running alone through biomes is not cool and not fun... and all because a cursed bell ruined my day and Eli's life. I'll be going to bed with a really sour feeling.

Bells really need to have a limited range. What's the point of it ringing if people can't reach it?
The arrow guiding you should say "home" or "bell" depending on what it points to (how can a distant village be your "home" if you never seen it?) And home markers should work properly, sometimes i get it from my mom, sometimes i don't and i won't even notice it until i leave the village after growing to kid and helping farm for 15 minutes. It makes sense for an Eve to make one, but every kid born in a huge city shouldn't need to worry about knowing where "home" is. Finally, it would be nice if your arrow saying home/bell would also tell you the distance to your destination, so you'll know if you can make it or not.

As i said in the beginning i'm loving this game above all others (and i played a lot of Don't Starve and Don't Starve Together), and am feeling really down that my first feedback here is a negative one. :-( *sad face*

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