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a multiplayer game of parenting and civilization building

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#26 Re: Main Forum » Ways to make EVERY life precious » 2019-05-15 23:04:44

Twisted wrote:

I have an off-the-wall idea. How about this:

Keep track of various statistics and show them on the main menu and on the end of life screen. Make a leaderboard, and every time you die/look at the main menu you see where you stand. Things that encourage playing the game without suicides, and things that give players something to brag about. Some won't care about that, but many will, and for a lot of people it will have a slight psychological effect making them suicide less.

Some stat ideas:

  • Average life length in the last 30 days (minimum 5 lives to qualify).

  • Longest old age death streak.

  • Average grandkids in the last 30 days.

^^^ I will do anything for a streak.

#27 Re: Main Forum » its a griefer- + racism-update!!! I HATE IT!!!! WANT MY MONEY BACK!!! » 2019-05-15 22:55:37

futurebird wrote:

I also don't agree with anyone who asks for their money back because they don't like the content of a game. It's like buying a book or going to see a movie. As long as the book is readable or the projector doesn't break asking for your money back just isn't how buying creative products works.

IDK it's kind of a pet peeve of mine.

Normally I would agree with you, but this game is in development and, as I understand from reading elsewhere on the forums, was marketed as a game a bit different than it currently is. As someone who joined the game just before the new update, I bought it because I had a $20 gift card lying around and it looked like a bit of calm, collaborative fun. I knew the game received updates, but I thought they were minor updates to fix bugs or add minor new items, or something like that. Because I like roleplay and because the $20 I spent on the game was a gift, the update hasn't really annoyed me that much because my attitude toward the game has always been "yeah, this looks fun, I guess," rather than something I'm super passionate about.

All that to say, as a new player I was unaware that the game was subject to massive changes, and I understand people who feel like they've been a bit cheated. When you buy a book or go see a movie, you usually don't go in thinking it's a romance only to find out it's horror, for example. The only video game I can think of that breaks this rule purposefully is Doki Doki Literature Club, and that game is free.

If the fact that the game is still subject to major change were more readily apparent in the advertising and on the download page, I would agree that asking for money back is a bit ridiculous. As it stands, the game seems to be undergoing something of a genre change without warning, which people are right to be upset about. At least in my mind.

@threudorf, I applaud you for reading through so many forum posts...I lived in Spain for a few months last year so I sort of have an idea of what it's like to have to communicate entirely in a second language, and it's exhausting as all heck. If this game were in Spanish I'd definitely have the same issues building and communicating. I hope you find a way to play that's as rewarding for you as the game was when you bought it.

#28 Re: Main Forum » What Happened to My Kids? » 2019-05-15 02:07:15

Ohhhh okay. That makes sense. How do I go back and find my own tree after time has passed and it's not on the front page anymore? I know I've been to my personal trees page once before but I'm not sure how to get back to it.

#29 Main Forum » What Happened to My Kids? » 2019-05-15 02:00:17

spurofthemoment
Replies: 5

Probably this is just me not knowing where to look, but oftentimes after a game I'll click through to the family tree, and only one child will be listed as mine even though I know I birthed four or five. It's not even that they all died, because in that case, shouldn't they all show up as dead? It's just as though they never existed.

Am I looking in the wrong place? Anyone else have this problem?

#30 Re: Main Forum » Hawk family » 2019-05-15 01:56:45

Thus is life. I understand your frustration though. But don't curse people for being noobs...that's not what the system's for and it'll scare off new, potentially good players down the line.

Unless you don't mean curse them literally and you're just saying it on the forums like "screw you" in which case...yah, that sucks. sad

#31 Re: Main Forum » I dont apologise to everyone who I have griefed » 2019-05-15 01:47:49

Like I said on the other thread, DaTruf is giving me interesting ideas for villain characters...except I wouldn't make them quite this annoying. Villains are more fun when they own up to what they do.

#32 Re: Main Forum » I apologise to everyone who I have griefed » 2019-05-15 01:46:33

DaTruf is giving me really interesting ideas for writing villains. Nothing that hasn't been done before, but interesting nonetheless.

#33 Re: Main Forum » Potential Solution for Abandonment » 2019-05-15 00:19:36

futurebird wrote:

I hate being plopped by a fire as a baby. I would much much rather ride with mom and see what she was doing.

Same! I love how Twisted occasionally gives his babies tours of the village, and I think that'd be way less of a pain in the butt if I could carry the baby with me. So far I've never been able to stay with my babies throughout their childhood, because I was in the middle of something that I needed to stick with (like carrot farming) when they were born, and/or because there's already a nursemaid at the fire, so me sticking around is kind of dumb and a waste of resources.

I understand why you don't want to add them, but so much of this game's logic is based on "well, in real life I could do this, so maybe..." that I think a baby sling would fit right in, since it's one of the first solutions I thought of to the problem of having to carry the baby everywhere. I agree with the others who have said that not being able to do so just because of game tension and for no other in-game reason feels contrived.

Babies are one of my favorite parts of the game, so I'll probably always be having ideas about them.

#34 Re: Main Forum » Ways to make EVERY life precious » 2019-05-15 00:12:41

paulof wrote:

I - when i enter the game planning on doing something specific i can't do in a small town

This is something I've thought of before. Say you've got an hour and are like, "Damn, I really wanna go do some smithing." But you're born into a town with no forge, and it doesn't seem like there are the resources around to make one. So you /DIE. Makes sense.

Once people have played the game for awhile, obviously they're gonna know what they like and wanna do and what they never want to do again...and they can only do what they like in certain circumstances. Makes sense.

The problem is, OHOL is built around dealing with the hand you've been given. /DIE gives you the ability to reshuffle the cards, and if that wasn't available, running would be the go-to. Forcing people to deal with this hand now risks alienating them to the point of dropping the game. So...how do you give people the opportunity to play the way they want without diminishing the element of chance?

#35 Re: Main Forum » Ways to make EVERY life precious » 2019-05-14 23:59:09

So I posed this question to my sister as a type of riddle, in order to get an outside opinion, and...she says she doesn't think there's a solution. She says that if people had infinite lives IRL, there would be a massive increase in suicides because you wouldn't be able to convince people to stay in one situation when they know they have a chance at a better one. So that's cheery.

I was initially a fan of life tokens, but as people have noted above, I think that's not going to work. The more you try to force people to have fun or to care, the less they will do so, just out of spite. Again, I've seen this IRL in summer camps. It's not a great time.

The only thing I can think of is trying to figure out how to entice people to stay in unfavorable situations. As a player, I try to convince babies to stay right away by using /LOVE or /JOY and saying something like "Yay!" or "Hi!" and naming them as soon as possible, so they at least know I'll be sad if they die. It sometimes works, but clearly we need a larger solution than that.

Correct me if I'm wrong, but /DIE is only a real problem for small towns/Eve camps, right? I mean, it sucks for legacies in big cities, but from what I'm seeing on here, most people seem to prefer playing in a large town or city rather than building up a small/abandoned town or playing in an Eve camp.

So the question becomes, WHY are Eve camps so much less popular? And what, if anything, can be done to change that? What don't people like about Eve camps? Is it the difficulty level of staying alive? Is it standing in front of the fire for minutes on end in hopes of having a baby? Is it the lack of resources?

Once you figure out the most common situation in which people /DIE, and from there figure out what they don't like about that situation, you might be able to come up with some fixes.

So...maybe a poll? Something like...
-How often do you /DIE?
-In what situations do you /DIE?
-What are the top five reasons you /DIE in those situations?

Something like that...maybe more specific.

#36 Re: Main Forum » An observation » 2019-05-14 23:41:12

I think it's just the internet in general...I can't speak for older generations of gamers since I didn't play back then. But I've noticed the same thing with Yandere Simulator (a totally different sort of game but the only other game whose development I've followed)...the most negative voices are the loudest and oftentimes people just don't seem to know (or care) how to say things nicely. People like to hide behind screens and voice their complaints in a way they'd never do in real life.

For example, on the whole sword debacle...online people will curse you up and down for it, but irl if you were to speak to them face to face, they'd probably say something like "Oh, yeah, well, I don't really like swords, I think they're a bad idea, and here's why..." and proceed to list them nicely. But online it's just profanity after profanity. Maybe it has something to do with the fact that you can't communicate tone of voice or facial expressions via text and people feel the need to compensate? I don't know.

I also believe that people take out their frustration surrounding lack of control in their real lives on online devs because again...no fear of retaliation or humiliation. It's interesting how most people will avoid being flat out rude in real life when others are around for fear of that damning awkward silence, but since you can't feel that (or those judgemental looks) online, I guess there's no filter.

I also think there has been more and more of a shift lately where consumers believe they have a right to art produced in the exact way they want. Sometimes they have a point (see the new Sonic movie), but the bottom line is they still expect to have an extremely influential say on the final product when in the past, that wasn't the case. Is that a good thing or bad thing? I don't know. My personal response to that sort of thing is "why don't you go make your own game/write your own book/shoot your own film/etc?" but I guess that's not as fun.

Maybe it's just the optimist in me, but I do think many people who spread this kind of negativity honestly have something important to say and just don't know how to communicate it without being extremely negative. I don't know why that's the case, though.

Anyway, I hope my thoughts were helpful.

#37 Re: Main Forum » I want to go back. » 2019-05-14 20:47:05

Psykout wrote:

The only problem with burial bringing people back is how long it takes to be buried. You either have to arrange a funeral so you know you will be buried right away, or play the guessing game of did it happen yet before you choose to respawn. If it acted to shorten the ban timer, it would need to be from 1.5hrs to 1hr, otherwise people would feel inclined to suicide after thirty minutes somewhere else to get back as soon as possible. What if burying someone made the timer go from playtime to realtime? That could work nicely.

I used to call for ways to get back, but really it can do a lot of damage to people trying to make a town survive, because people are choosing to go back to one town. Often I ask myself, do I want to get back to keep at it, or just to see what happened.

What if when you are buried you can "ghost" your gravestone and see whats happening there, but not be able to be seen or interact with them. Last five graves can be ghosted too before it starts getting overridden

Oooh, ghosting would be great too! Especially if maybe you could just go back for like 15 min of real time or something...I also like the idea of being able to interact with items in a very small way as a ghost, like maybe you can wiggle them without being able to move them from their location, or make a basket or a bucket float for a second. Maybe animals could react to you or people could see you when they're high on shrooms...just to make it spooky.

I'm probably getting to far into this, but I think being a ghost for a bit would be a fun way to check on your town's progress without diverting human resources from other towns.

#38 Re: Main Forum » I want to go back. » 2019-05-14 20:24:59

I really like the idea of burying allowing players to return. It would give burials a purpose, whereas right now they're only aesthetic. It'd be fun for the players who get to return, and good for the town, since returning players are already invested.

Maybe the probability could go up for each step of the burial...if within 15 min of real time of your death you're just buried in the dirt, you have a small chance of returning in your next spawn after 30 min of real time. If you're buried with a gravestone, you have a medium chance of returning. If you're buried in a marked grave, you have a high chance of returning.

Doing something like that would really give graveyards a purpose. I like it.

#39 Re: Main Forum » Potential Solution for Abandonment » 2019-05-14 20:20:39

Would it maybe work if the babies got warmth from "wearing" the backpack?

I mostly just like the idea of how it would look...probably wouldn't be super useful unless you were trying to start a breakout civilization since Eves usually don't have access to backpacks and people in towns wouldn't really need a carrier, like you said. I just like the idea of having another use for an item already in-game.

#40 Main Forum » Potential Solution for Abandonment » 2019-05-14 20:06:09

spurofthemoment
Replies: 16

So I just had a thought: since abandonment happens a lot because moms can't carry babies and something else, what if a baby carrier was developed so the mom could tie the baby to her back while she does other stuff? Maybe you'd still have to put the baby down once in awhile to feed them, so it's not too OP, but it'd certainly be nice to have a way to carry the kid around plus other items as well.

As an example of how simple one could be, irl my mom used to carry my siblings around in a sling made of a single long piece of cloth and a metal ring. It could tie them to her front or her back depending on how she put it on.

Anyway, it'd probably just look similar to a backpack...except that only babies can go in it. Or perhaps, babies could just go IN a backpack (with their head sticking out, obviously) provided no other items are inside.

Thoughts?

#41 Re: Main Forum » Am i the only one here? » 2019-05-14 19:55:40

lychee wrote:

I had a bad dream yesterday re: racism, massacres, and wars. I guess ultimately I'm also afraid that OHOL might end up drawing out the worst of us, rather than the best of us -- because the thing about simulations is that you never exactly know the outcome -- and if the outcome turns out to be this ugly thing that glorifies racism, murder, violence, rape, abuse -- I would be sad. That's all, really. And it's entirely possible that an unbiased simulation of human nature might come to that kind of conclusion.

So I'm not sure how I feel about people who say OHOL should be a close simulation of reality, because reality can get very ugly.

So in a sense I'd rather trust Jason's artistic vision and his sense of expression -- not "there should be mass-murder and racism and slavery and rape because it's more realistic that way."

I want to play a game that makes me feel something positive about life, not really be filled with hopelessness/powerlessness/despair.

Same. Although, yesterday when I watched one of Twisted's OHOL lets-plays, there was a guy running around being racist...he got shot, and no one retaliated against the justice bringer. Just as it should be. So I'm hoping that the racist players get treated this way by everyone else until they learn that this sort of behavior is not okay. That's the sort of cathartic feel-good gameplay I'm here for.

I think a lot of people want this to be a simulation of the better version of humanity, and I hope the game will keep developing this way. I'm fine with wars, but I want them to be fought over resources, rights to the crown, revenge...not gross stuff like racism. Hopefully that's how it goes.

#42 Re: Main Forum » Language Learning Is Progressing! » 2019-05-14 19:49:13

lol, soon we will be fluent in multiple nonexistent dialects...just wait til the Duolingo course drops xD

#43 Re: Main Forum » Am i the only one here? » 2019-05-14 19:47:16

I also am enjoying the new update, and I just had a brilliant experience with the languages (https://onehouronelife.com/forums/viewtopic.php?id=6440). Haven't run into any wars yet, though, so I don't have an opinion on them yet.

I can see why a lot of people don't like it, and I honestly don't blame them...although I'm relatively new to the game, it seems as though until recently it was heavily building/sandbox focused and was marketed as such, so I understand why some people feel upset/betrayed. It seems to me that Jason is taking the game in a very rp-focused direction, which is right up my ally, but whether or not it keeps going that way probably depends on whether or not the established player base is overwhelmingly against it or not.

tldr, love the new update, but don't blame people who don't

#44 Re: Main Forum » I apologise to everyone who I have griefed » 2019-05-14 19:36:10

I believe that every action you take builds karma for you or against you...even in real life. A bit superstitious perhaps, but it keeps me a decent person.

I hope this apology is legit, and if it is, I hope you live many productive lives! If you're banned from the main server, I likely won't ever run into you in game, but who knows?

Hopefully you can separate your desire for unprovoked PvP from OHOL and direct it towards games built for PvP instead. Always good to have a balance.

Also, ignore DaTruf...I think he's just salty he lost an ally. If you're truly reformed, you got us now, so who needs him? smile

Best of luck!

#46 Re: Main Forum » Me: I have one hour, need to unwind and have a bit of fun » 2019-05-14 19:25:10

Rituals would be the best! Also, what about crafting something to wear? Like a fertility necklace or something?

#47 Re: Main Forum » A proposed solution for repeated /DIE » 2019-05-14 19:21:24

jasonrohrer wrote:

I would love it if there was some way to make each life precious, really precious.  That way, you wouldn't want to waste it, even if you found yourself in some less-desirable situation.

I agree with @Spoonwood here...that's on the individual players and there's really no way to force people to care about their lives. Even though I lean really heavily into the rp aspect of the game, and I think I've only /die-d for technical issues, I still don't usually get attached to my person until about 5 minutes in, once I see what sort of town I'm in and what sort of person I need to be to progress the life/story. It takes a bit of time to get attached to the life, much longer than the 30 or so seconds it takes people to decide whether or not they're gonna /die.

Honestly, I can't think of any way to incentivize people to stick around rather than making sure gameplay is fun in any given situation, but "fun" depends heavily on the individual player. I like to try to rescue towns from the dead (I have been a determined carrot farmer more than once), but as @Spoonwood says, a lot of people don't. The only way I can think of to make it more probable that people spawn into their gameplay preferences is...well, a preference screen.

#48 Re: Main Forum » Me: I have one hour, need to unwind and have a bit of fun » 2019-05-14 19:13:23

Not gonna lie, that made me laugh out loud...you should put that into a proper meme format. It'd be the best OHOL meme I've seen in awhile. xD

I guess you could yum chain...? But not if the town is dying and there's no food, I guess...

#49 Re: Main Forum » A proposed solution for repeated /DIE » 2019-05-14 19:09:08

jasonrohrer wrote:

Repeated /DIE is annoying for everyone involved.

How about this:

Immediately after you issue /DIE, the server sends you a list of potential mothers for your next life.  You see this info for each one:

NAME
Age
Generation


The server would filter it so that there was only one mother from each family line on your list (to avoid repeated clutter).  And at the bottom of your list, you could also specify NO MOTHER (aka, Eve).

Then, when you get reborn next time, the client sends your choice of mother along with the login, and the server sticks you with that mother if it's possible.

jasonrohrer wrote:

I am still worried about presenting that kind of pref screen to new players.  The game is supposed to be mysterious.

I think having an available selection screen would be nice... based off @lychee 's suggestion, it could be something like:

Select a preference:
- I would like to spawn as Eve
- I would like to spawn in a small village (low gen)
- I would like to spawn in a medium town (mid gen)
- I would like to spawn in an advanced city (high gen)
- Surprise me

But that does leave the issue of taking away the mysterious aspect of birth...maybe the screen doesn't pop up until after the player's first five lives? Or maybe there's an option to turn the birth preference screen on in settings? Then you'd just have to find a way to make sure new players know that this option exists rather than /die-ing repeatedly.

I enjoy the mystery involved in the spawning process, so I think it's worth preserving...but it would be fun to be able to select a preference now and again, and it'd be nice if a lot of Eve babies didn't /die on the spot.

#50 Main Forum » Language Learning Is Progressing! » 2019-05-14 18:52:16

spurofthemoment
Replies: 2

So I was born into a languishing town and died of starvation early on while searching for carrot seeds. A few short lives later, I got born back into the same town as Ania Hawk, and discovered to my surprise that in just a short time the people in it had really turned stuff around...the place was really thriving. I also discovered that several foreigners had moved in and were making bold attempts to learn our language! Apparently there had been a griefer attack at some point (I usually just run away from murders so as not to get tied up in them, so I'm not sure what happened) and the foreigners had left notes around town begging people to stop and I guess to clear their names in future generations should they have been wrongly killed. Thankfully, they all seemed to have lived, and by the time everything had cooled down, little dictionary notes had popped up around town. By the time I died, they were going around saying things like "peace," "love," "hi baby," and "sorry, I no understand."

In previous lives when I'd run into foreigners, the boldest attempt at communication I'd seen was a guy who kept dropping his family sword in front of us and saying the same thing over and over...I think it must have been "kill me," because after we ignored the sword several times and tried to talk to him he just ran into the woods to starve. I guess he got lost or something. So it was really cool to see this much less violent/depressing take on language learning!

I'm still waiting for the life where I'm born into a town where I speak the non-dominant language so I get to do this translation stuff...either that or get born a guy into a town full of resources so I can travel...it looks like fun.

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