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#502 Re: Main Forum » Current Issues With New update. » 2019-08-07 09:28:00

Pein, is land reclamation still active in the rift?

#503 Re: Main Forum » Discord - The breeding grounds Of Griefing » 2019-08-06 15:46:26

Whats is your score right now or on average?

If you are a griefer I am not supposed to trust you but yes we need measurable data that could separate the griefers from the caregivers.


Also maybe you are not so much of a killer but more of a long term sabotager and as you said you don't grief all the time.

#504 Re: Main Forum » Discord - The breeding grounds Of Griefing » 2019-08-06 10:53:37

A Methodology to solve the problem
Find the measurable differences that a griefer player has to a caregiver player.
Then add futures based on those differences to balance the game effectively affecting only the griefers.

I ask for Brainstorming here / any data as well would help

I don't have data but:

-I would be somewhat sure that griefers have lower fitness score that the average player.

-They would probably have been cursed more as well

Balancing based on differences

-implement miss chance based on score.
-if you miss you still get slowed and your weapon on cooldown.


analyzing leaderboards score I observed ( https://docs.google.com/spreadsheets/d/ … sp=sharing )
average score ~20-22 (depending on days)   
min of the top 10% : 39
min of the top 20% : 34
min of the top 30% : 30
Max of botom 20% : 8.6
           
distributing the miss chance exponentially from the average score (20 score) to the lowest (0 score) and giving 0% miss chance to the top 10% (39 score) would be like this:

x-axis =score
Y-axis = miss chance
https://www.desmos.com/calculator/a4k5vrog38

Possible Effects
-Griefer would not be able to kill if he keeps ruining the lives of his genes
-Anyone would think twice before being aggressive and prefer communication instead
-Killing will happen only for survival and not for entertainment
-If you want to be sure you want to kill someone you better tell the village about him to help you.

#505 Re: Main Forum » Bow is too easy to make » 2019-08-03 09:18:55

Has this been talked before:


-Tie the miss chance probability to the Gene fitness score.

-miss chance variation 0% (50 score) to 100% (0 score). this effectively nerfs all lone wolfs

-An attacker that missed still slowed down. (attack on cooldown)

#506 Re: Main Forum » Fences, you stil doing it wrong » 2019-08-03 06:14:18

I see some operational merit by having to give access to only one gate and do half the distance when go out, might try it.

#507 Re: Main Forum » Too Many Resets » 2019-08-03 05:57:51

The point is to build safer and sustainable towns where your people would be able to withstand scarcity, resource misuse, and murderers.

Its is a tribe survival game now, try to win it.

#508 Re: Main Forum » Fences, you stil doing it wrong » 2019-08-02 22:04:57

To get back in the city you always need someone to open though or you have to go all the way around right?

From my experience, outsiders are sneaking in when you open the gate for you to get out.
so I don't see how this design is safer either.

#510 Main Forum » Tried to trade 3 uncooked pies for milkweed seeds today » 2019-08-02 08:37:13

miskas
Replies: 2

I was Hurain Suko.
Born in a rich town down south with oil and a lot of food.
My town though had no milkweed. And we couldn't craft shit...so I run out with horse-cart and a bowl.

I was running all around green biome looking for seeds for over a decade.
I came along to some abandon villages, dead bodies, abandoned loot but never a milkweed seed.

Until I reached the city of another white skin people. Looking my way around in the city found a lot of raiders loot, bow arrows a sword and some pies.
My weapon of choice was the pies, I dropped them in my cart and gone straight to the gate.
Tried to talk to them to trade pies for milkweed seeds but no communication could be established.
they didn't open the gate, they might couldn't as well. Until one lady with horse wanted to get out.
I managed to sneak in But I was also traped now!
Gone to their fireplace asking them for milkweed but with no avail.

In the end, I just roamed the city, found the milkweed, cut one for seeds, gone to the bakery took fresh pies left behind mine and waited to the gate so I could sneak out again. In the end, the same lady wanted to get in again so I broke free. big_smile

In my 50s now, I run as fast as I could straight back to my village. Dropped the horse, informed the people to make the biggest milkweed farm of all and died.

I was a bit disappointed that I couldn't trade with them and It was just easier to steal them.
But at least we have Milkweed now.

#511 Re: Main Forum » Feedback Regarding Trading » 2019-07-31 09:34:01

Lum here is a number translation if we need one  But I would prefer to be universal from 0-10
The point of my proposal was to easy out written communication so it needs less time.

!@# $ %^ &* (  )
12 3 4 5 6 7 8 9 0

#512 Re: Main Forum » Idea Suggestion: Stoning » 2019-07-30 15:20:20

the damage has to be a percentage or else it will be a baby/kid instakill.
Also, the one-shot kill can occur when people are hungry.
Just make it a disarm or slow only might be better.
But scream would have to apply here as well too to attract attention and help.

#513 Re: Main Forum » The real problem with the game right now is not what you might think » 2019-07-30 14:52:37

One long stripe of Green biome across the rift with random little squares of biomes bordering it, will make it easier to spot the right spot for a town. It will also improve communications between towns, migration and maybe trade.

#514 Re: Main Forum » FYI, there was 417 (expected) iron inside the rift at start of arc » 2019-07-30 13:59:35

I agree with all of Pein said and I really like his last point

Dedication to One family! To be able to Segregate from others and acquire an identity.

#516 Main Forum » Feedback Regarding Trading » 2019-07-30 11:56:05

miskas
Replies: 25

No1: Trading Has to be profitable for both sides to exist.
(that means, the cost of production has to differ. The one is more efficient to one thing and the other to another, different tech, different specialization)
No2: Costs of trading need to be less than the cost of Production.
(The resources you give has to be in abundance to you but in scarcity for the other person and the resource you get has to be in scarcity to you but in abundance for the other person.
Thus Map resource distribution has to differ greatly for surpluses to be accumulated. One corner has greatly more Oil than the other but the other has greatly more Iron.)

No3: The goods you need has to be tradable. Also, the amount you need to trade has to be tradable
(Which goods of great value can be transported? A complete diesel engine is not for example.
Also how many logs would an engine cost? how many carts/people would you need to make the transaction? these all rise the costs )

No4: Trade has to be also cheaper in resources and time needed to be executed than Raiding/stealing.

No5: Long term Stability. You need stability to establish a trading tradition, to accumulate wealth and free time to invest in infrastructure( fences/marketplace/roads/horses/carts)

-------------------

Costs of trade:
Time to trade has to be less than the time to produce
Time of communication (add numbers! not words. Also add attention seek scream or doorbells, What if I am outside of your fence ready with goods but you never see me. http://onehouronelife.com/forums/viewtopic.php?id=7348 )
Time of transportation
Resources need it to make Transportation and transaction (people/carts)
Time to Organise (chose which goods can be traded, who will do it, where will do it, with whom, for what)

In the current design of the game, the First 3 basic rules and the 5th cant apply.
the only rule that can be applied is the 4th when fences are used and tradition of separatism exist.

That's my feedback, I have suggestions to make trading emerge in the game If you want them just say it.

#517 Re: Main Forum » Getting rid of the rift, but maintaining resource depletion » 2019-07-30 11:54:54

Feedback Regarding Trading

No1: Trading Has to be profitable for both sides to exist.
No2: Costs of trading need to be less than the cost of Production.
(The resources you give has to be in abundance to you but in scarcity for the other person and the resource you get has to be in scarcity to you but in abundance for the other person.
Thus Map resources distribution has to differ greatly for surpluses to be accumulated. One corner has greatly more Oil than the other but the other has greatly more Iron.)

No3: The goods you need has to be tradable.
Which goods of great value can be transported? ( a complete diesel engine is not)

No4: Trade has to be also cheaper in resources and time needed to be executed than Raiding/stealing.

-------------------

Costs of trade:
Time to trade has to be less than the time to produce
Time of communication (add numbers! not words. Also add attention seek scream or doorbells, What if I am outside of your fence ready with goods but you never see me. http://onehouronelife.com/forums/viewtopic.php?id=7348 )
Time of transportation
Resources need it to make the Transportation(cart) and transaction
Time to Organise (chose which goods can be traded, who will do it, where will do it, with whom, for what)

That's my feedback, I have simple suggestions to make trading more luring in the game If you want them just say it.

#519 Re: News » Update: Grand Arc » 2019-07-28 10:57:53

Happy to see that Jason is keeping a close eye on the reasons for Failure of each Arc.
If you keep doing it , this update can be a great tool to fix up the game step by step just by fixing the griefing methods that were used to destroy our civ.

hope the next change/fix will be on the rope.
(currently is expensive to produce and cant be deconstructed from other objects so it is prone to griefing)

#521 Main Forum » Game lacks of worthy Communication - Feedback to Jason » 2019-07-25 17:24:22

miskas
Replies: 4

I play from the time we all ate only carrots and...I find communicating information unpractical, timely, too limited

character limit progression is too slow.
(at least give me a bonus if I have Good Genes)

Communication is useful in crisis but that's when you don't have the time to do it!

Teaching others requires you to be Old enough to have big character limit but also requires the city to be prosperous cause you will both not work and just eat from food reserves.

To share map info you first have to explore Map, then write it on paper that needs 72 steps and can't contain much! ( why can't craft a map? or an editable paper cause all I find are used for chit-chat.)

Lack of city blueprints! Building roads, walls, the whole city design needs coordination. One man cant build it right away but could craft the blueprint for others.

Finally... why no Numbers, and only words?

Cooperation not only needs time to communicate but also requires time to search for a Willing and Able person.
Vision range is limited but via sound, you could call for someone to come to you from further away while you keep doing your job without to have to risk your production time roaming for help.
Having a scream with a long cooldown to call when lost in the wild or need help doing a task (smithing) or anything that you don't know or can't do it alone.
Bonus if wounded: scream help manually and auto appear the name of the perpetrator.

I don't know If I am the only one but whenever I play including myself I rarely see people exchange useful information that will end in cooperation, coordination or anything useful for the village. Most of the times players go to autopilot doing what they think they need to do. There is chat don't get me wrong but only to say TY, ILY, bye, GL and other chit-chat staff.  Meaningful Communication needs more words and time than a simple chit-chat talk and with the current system is hard to be done.

You said from the start you need stories, but stories need communication, cooperation, and quests. Give us the tools to achieve those and you will have your stories.

#523 Main Forum » To high rank Players! / What do you do to keep your rank High? » 2019-07-02 12:06:06

miskas
Replies: 9

*use this format to answer.

Mikey Ackert  1st Rank: 53.4922

As a baby:
>I am polite and thankful (say hi, ty, respond with love and emotes)
>I am asking for clothes
>I am constantly monitoring my temperature to be near perfect by entering in and out of the fire
>I am saying F whenever I perceive that the last mother is about to leave to do some work.

As a Child:
> I start building a yum chain while I'm scouting the village for clothes while gathering information about our resources and tech state.
        -find the nearest berry farm
        -take a bowl, put a berry in, start scouting with food in hand
> I always move around with my next Yum food in bowl/basket 
        -find stacked corn put it in my bowl make popcorn, eat one leave it by fire
        -Lucky to found green beans? put them in a bowl, eat one leave it by fire
        -take a basket, carrot in it and sharp stone.
        -pick up corn, clean it, eat it.
>I am not an adult yet but now I have a yum chain, some clothes, a complete view on my village resources and needs. Start on working to fill those needs.
        - compost Soil
        - berry farm
        - Carrot farm
        - stew farm (If low on corn start by replenishing the corn)

As an Adult:
        I can carry a cart now.

>if Male I go outside of town (prioritize only what my town is lacking leave the rest)
        -backpack
        -kindling
        -wood
        -Logs
        -Iron
  >while out of town I build my yum chain by collecting food for later use.
  >If Above needs are met I start crafting and evolving
        - Smith Tools, water pumps and engines
        - farm milkweed
        - Planting a forest close to Forge for a constant source of kindling and crafting. (Maple trees and Curved branch trees)
       

>If a Female I stay in town unless we really lacking one of the above resources then I act as a male until I have my first bb.
        -Cooking different kinds of pies to keep the yum chain also I cook some bread and Muton
         -Making different kinds of Stews
         -Cook some rabbits, eggs
        -Smithing tools ( Prioritise Hoes, Shovels and what in need)
        -Farming

As a Mother:
> I start making clothes and Backpacks
     -Farm Lambs for thread and poop
     -Ask from a male to hunt rabbits to show him Tites ^^

#525 Main Forum » We need a Non leathal disarming Tool! » 2019-06-02 16:37:09

miskas
Replies: 3

People do mistakes, but there is not any time to explain when the opposite side has a weapon.

>We needed Oil for water
>I took the charcoal out of the oven before another burn it for more plates and bowls.
>She takes a knife.
>I have no non-lethal way to stop her and no time to speak for my action or offer a deal.
>I live but she started killing others.
>We had 3 pads and needles ready.
>But a Vendetta started
>We saved the first two but we had no non-lethal way to stop the murdering cycle other that refuel it with more murders.


It all started with Daania Yun II
http://lineage.onehouronelife.com/serve … id=4693330

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