One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#26 Main Forum » Ideas to start in-game trade » 2019-05-26 13:43:45

kittykatthegreat
Replies: 12

I’ve seen Jason say before that he would like to see trade in the game. I think one of the problems with solving some of the issues to get trade started in the game, is life is too short to monopolize resources for a town to establish something like a store. Also, with life being so short it would require the store to be handed off to someone younger to take over and manage everything after you die. This would be very difficult to pull off because you could run into people having no interest in taking over or just one bad apple ruining everything it has been built up to. Then as far as trade between individuals, people can only carry so many items and most larger tools are shared by the whole town. So it would be hard to hunt down someone with the item/s you need willing to make a trade. Then you also have the problem of once a trade it agreed upon, how do you safely make the trade knowing that you get what you asked for and that no one near by steals it while you are trying to make the swap.

This could be a very far reach of a fix but something to think on. if money was introduced to the game. Something like a market tech could be added to the tech tree. Something like build a building with x amount of storage inside and end large piece to add to turn it into a market could be a cash register.

People could make money by depositing resources into the store.  Then use money to buy resources that others have placed into the store. This solves the problem of having to get a line of actual players to run the store. The less refined the object the less it’s worth in money terms.

Having a store in your village would also be a reason to bring in outsiders to come trade for resources that their city needs. The store could also have an out put based on what has been brought into it. Very simple example you cant buy a rope from the store if 4 milkweed or a rope had not previously been sold to the store. But say you have a thread and some cash and the store had two milk weed in inventory. You could sell your thread and buy back a rope.

Having a system like this could also reward players that know how to make higher tech because the higher the tech of an object the more it would be worth in the store. This would also make having private property more important so people can’t steal your projects out from underneath your feet.

The store and money would pretty much serve as a middle man to make sure trades go fair and smooth. Player A spends most of their life gathering iron. Instead of just leaving it by the smith they deposit the iron into the store to make some money to buy what ever resources they want for their next project. Player B can then go to the store and buy iron to smith with and making for example a hoe. That player C the farmer can trade in for their crops. That player D can buy to make pies with.

Your money could be given to other players or passed onto other players at your death. Leaving another aspect of the game of are you born rich or poor.

I would like to see what pros and cons people see with this idea and what are some other ideas people have for trades between cities and individual players.

#27 Re: Main Forum » This Game is dead! » 2019-05-26 13:12:34

It really killed it for me with the spring update, and then property fences and the coming together updates didn't help. I know it didn't make sense making wells out of ponds but I did enjoy the game a lot more when this is the way water was done. As for the game being dead I really don't think so I would say as long as jason keeps making updates I would say he could eventually mold this into a game that supports multiple play styles. To where the majority of the community would recommend it to their friends. I think releasing the game to different platforms could also give it another boost.

Those latest updates have cut my play time down to a 10th of what it was (every hour of my free time lol) but I'm going to hang around in hopes that the game turns back into something i enjoy as much as I did before.

#28 Re: Main Forum » Fog of War » 2019-05-26 12:49:09

I really like this idea. Even if a mini map just showed bioms viewed by different members of the family i think it would being a lot more to the game.

#29 Re: Main Forum » Other games solve a lot of these long-term problems with regular wipes » 2019-05-26 12:44:45

The wipes are part of this game that I really don't like. I really enjoy it when the map gets built up to the point to where there are multiple cities connected by roads. If there were no map wipes i feel like the game would have finally reached the point of large clusters of cities close together, like i felt you were going for with the coming together update. The first map wipe i went through really made working on any larger scale projects seem pointless. Don't get me wrong I still put in many hours on the game afterwards, but it was very hard to get back into it after I found out that is something that happens. My suggestion would be to make natural resources act more like trees. To where if harvested correctly it comes back in a certain amount of time, but if done wrong its gone forever.  Then possibly just like with trees there could be some long drawn out way for players to restore nature if it has been picked clean. and for things like iron, and stone, a higher tech added to "dig deeper" to get more could be added. Stone could even possibly be a by product of mining.

#30 Re: Main Forum » /die baby bones delete items left on the ground. » 2019-05-17 14:06:27

Yeah, i just lost two bowls in a new eve camp. One was full of berries...

#31 Re: Main Forum » [Discussion] A look back on "the Property Update" and Trade... » 2019-05-17 12:52:57

I think one of the problems with solving some of these issues is life is too short to monopolize resources for a town to establish something like a store. Also, with life being so short it would require the store to be handed off to someone younger to take over and manage everything after you die. This would be very difficult to pull off because you could run into people having no interest in taking over or just one bad apple ruining everything it has been built up to.

This could be a very far reach of a fix but something to think on. if money was introduced to the game. Something like a market tech could be added to the tech tree. Something like build a building with x amount of storage inside and end large piece to add to turn it into a market could be a cash register.

People could make money by depositing resources into the store.  Then use money to buy resources that others have placed into the store. This solves the problem of having to get a line of actual players to run the store. The less refined the object the less it’s worth in money terms.

Having a store in your village would also be a reason to bring in outsiders to come trade for resources that their city needs. The store could also have an out put based on what has been brought into it. Very simple example you cant buy a rope from the store if 4 milkweed or a rope had not previously been sold to the store. But say you have a thread and some cash and the store had two milk weed in inventory. You could sell your thread and buy back a rope.

Having a system like this could also reward players that know how to make higher tech because the higher the tech of an object the more it would be worth in the store. This would also make having private property more important so people can’t steal your projects out from underneath your feet.

The store and money would pretty much serve as a middle man to make sure trades go fair and smooth. Player A spends most of their life gathering iron. Instead of just leaving it by the smith they deposit the iron into the store to make some money to buy what ever resources they want for their next project. Player B can then go to the store and buy iron to smith with and making for example a hoe. That player C the farmer can trade in for their crops. That player D can buy to make pies with.

Your money could be given to other players or passed onto other players at your death. Leaving another aspect of the game of are you born rich or poor.

Board footer

Powered by FluxBB