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a multiplayer game of parenting and civilization building

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#51 Re: Main Forum » Current idea for cursing/blessing » 2018-07-04 02:04:04

I support this.

I like the one hour limit.

Can you tell right away if you've been cursed?  Or do you have to wait to see what you sound like when you are born?

Also-- I name my kids names like tom and sam.  These are not super unique.  I see a problem with duplicate names and the wrong person being cursed.  Sometimes people also want to honor their parent by naming their child after them.  It would be nice to know if you were targeting the right person.

Sometimes you don't have a name because your mom forgets to name you or dies before doing so.  It would be nice to be able to name yourself so you can make the choice not to be nameless.

Despite those problems though, I still think this would be a good change.

#52 Re: Main Forum » Current idea for cursing/blessing » 2018-07-03 15:46:24

jasonrohrer wrote:

Everyone automatically moves back toward 0 slowly, over time, maybe 1 point per hour.

Is this an hour of playtime or an hour of real time?  I think it should be playtime or else a griefer just logs on every night for an hour or two until they are well cursed, logs off, and comes back the next day clean.

#53 Re: Main Forum » Learning how to make items, or.... building a society? » 2018-07-03 15:37:48

I have to agree with RedBug, I will always support players who want to learn, even if they are "wasting food."

I once taught a player how to fire pottery.  Then I told him "remember to eat" and he starved like 10 seconds later smile  I didn't judge, I just hope he had a good time.

Teaching and being taught is one of the most rewarding experiences in the game.  But I don't think the game is balanced for it, I can only really teach in big cities.

---

Something (optional) you can try Adriaan is if you are born as a boy just run into the wilderness.  You absolutely can live until 60.  Pretend you are an eve and make pottery and get a small farm going.  But... you have to get the knowledge of farming, firemaking, and pottery first.  You could do that in game or you could use onetech like me.  I guess this is a cop-out because I just said how rewarding learning/teaching is... but I just could not overcome the stress of the early game and not knowing what to do.  So I spent some alone time in the woods learning before I rejoined society.

#54 Re: Main Forum » YET another town relying too heavily on berries » 2018-07-03 15:00:47

tana wrote:

I like the idea of the 3x3 cluster, i've seen that in a city but they extended it to have like 10 clusters, wich is stiil way to big... IMAO 4 clusters should be big enough to provide emergency food when needed but not so big as impossible to maintain or draining all the compost and water.

Berries take 0 maintenance unless someone eats them.  Having a bunch of grown full bushes should hurt no one.  However, sometimes people take this as an invitation to eat nothing but berries when there is pie or stew.

Berries are an important buffer, especially for children... we "just" need to teach people that it is actually better to eat pie as an adult and they are helping (not hurting) by doing so.

#55 Re: Main Forum » Learning how to make items, or.... building a society? » 2018-07-03 02:52:29

I agree with Jason on #1.  Crafting in this game is really unique.  It does "feel" like building/baking something.

On #2: I have never had enough time/food for this so called "experimental style of play."  I've had exactly 2 lives where I wasn't constantly worried about my next meal.  I'd be surprised if many people play that way.  More power to them, whoever they are, it sounds hard as ****.

I, on the other hand, have onetech open on my phone at all times so I can search recipes as needed.  I also play on a private server where I try out almost every recipe before I use it in game.  I've smithed, maked stew, composted, baked pies, all before I was confident enough to do them in a real game.  If I didn't have that private server I would have probably stopped playing by now just because the actual game is so freaking stressful.  I don't think its balanced for an "experimental style of play."

Edit:  In case anyone doesn't already know onetech is love onetech is life https://onetech.info/

#56 Re: Main Forum » My Darkest life yet... (Not family friendly content) » 2018-07-02 00:44:51

I was Apolo.  http://lineage.onehouronelife.com/serve … &id=431197

I killed your brother.  He swore his last killing was an accident.  But the crowd said he killed before.  It was enough for me.

The baker was awesome.  He inspired me, so when his last batch ran out, I made more.

The eve was funny.  She said something like "I am not related to you" and got a funny last name.



Neo wrote:

As for horse rapist, I think he was just having a joke. He did save your life which he wouldn't have done if he was trying to grief.

A) Not funny.

B) More than one way to grief.

C) Drives players away from the game.

#57 Re: Main Forum » Missed Connections » 2018-07-01 20:05:23

Dear Mom, Rella Rabbit. http://lineage.onehouronelife.com/serve … &id=431197

Thank you for saving me.  I know I already thanked you in game, but seriously.  It was such a pleasure to live and work in that town.  I prefer life as a boy but I know that means I'm not always going to get a fair shake at life.  No one would have blamed you for abandoning me out in the wilderness where I was born, but I'm just really thankful you didn't.

#58 Re: Main Forum » A artistic video of the short life of Bumpy. » 2018-07-01 19:50:29

This is awesome.  The ending is perfect too.

#59 Re: Main Forum » The griefed town » 2018-07-01 15:22:30

Forestry update is my #1 most desired feature right now.  It just opens up so much more to do, since wood is hard to transport people will need carts.  More axes needed.  Move pies to where the loggers are.  Higher clay demand to make pie plates.  If trees require soil to replant, more need for compost.  Road building would expand due to increased log production, assuming the city balance it with other needs.

I feel like this could make the end game a lot more lively.

#61 Re: Main Forum » can we tone down the amount of berries we plant? » 2018-06-29 13:22:46

The worst is when people use the soil left near the berry farm to expand the farm not feed it.  Dumping a little extra soil is not an invitation to plant more bushes while existing bushes are going brown.

#62 Re: Main Forum » can we tone down the amount of berries we plant? » 2018-06-28 14:20:30

YAHG wrote:
Aurora Aurora wrote:

No.

Berries do not require tilling after the first plant...

This is why they are still the best. <3

Its true.  Berries are long term sustainable better than carrots.  If people rotate carrots with berries for small bonuses you will end up using so many more hoes.  Maybe a carrot if you have a real yum going, but its just not worth it otherwise.

#63 Re: Main Forum » Missed Connections » 2018-06-27 04:02:30

Dear unknown Panda relative.  I hope you don't mind, I finished your sheep pen.

You see, I was a young boy.  I was spoiled, I had a backpack of my own as soon as I left my mother's arms.  The town was rich and I walked the main street by the berries wondering what to do with my life.  There were pies and piles of soil.  Maybe rabbits, I thought.  Then I wondered to the south west of town and saw it: a sheep pen with 3 walls.  Not just any pen, a beautiful pen.  One wall of boxes, 2 of stone.  All stone blocking corners but one with stakes already laid out.  But the 4th wall... there was no indication of your will.  I decided on something permanent rather than expandable, there was a bear cave close that made any but a small expansion moot.  I was struck by inspiration when I saw a nearby pile of snow.  I spent by formative years travelling south... I found a savanna with four rose bushes and brought back the hips.  I was losing hair by the time the roses were all grown and blooming.  I took a seed and put it in the snow for future generations.  By the time I died, the pen was filled with sheep.

Thank you, whoever you were, for making this possible.

#64 Re: Main Forum » Question for Jason:Do you have any sort of plan for the game's future? » 2018-06-25 03:15:35

Gummyworm1270 wrote:

Yeah growing actual trees would be nice too but given everything else in this game there probably going to be a pain to grow.

I really enjoy what a pain everything is.  You can never just make something, everything is complicated.  Like if we ever get bread we are probably going to have to leave out a start to gather wild yeast or something.  Its cool that you can't just be like flour + water = bread.  Because that's just not true to life.

The forestry update should add coppicing as a way to create more straight shafts.  https://en.wikipedia.org/wiki/Coppicing

#65 Re: Main Forum » I made my very own golden crown today... and died for it! » 2018-06-25 01:59:41

Acozi wrote:

This isn't the sims. Murder makes this game fun. It's not hard to avoid bears snakes etc.

Murder is not essential to the core vision of the given Jason's trailer and description.  Its contributing to society in a small meaningful way.  Murder is a necessary evil bought on by the need to allow players to stop bad behavior.  This is not a PVP game.

Edit: It is a game about society, and society contains murder.  I would hardly say that "murder" is the fun part of society though.

#66 Re: Main Forum » Question for Jason:Do you have any sort of plan for the game's future? » 2018-06-25 01:54:42

Gummyworm1270 wrote:
forestglade wrote:

The longest generations now are maybe fifty long? Thanks to griefers and lack of being able to plant trees. So technology cannot advance further.


Unless, of course technology is added that allows us to better fight griefers and plant trees.

I was about to say that planting trees is hardly high tech, but then a remembered that fruit trees are usually grafted.  Grafting fruit tress is totally something Jason would put into this game...

#67 Re: Main Forum » Construction and its place in the vision vs reality of the game » 2018-06-24 21:34:16

Kinrany wrote:

AFAIK one of the problems with buildings is that they are inherently multi-tile, and the game's engine doesn't like that.  And without multi-tile interaction there's no way to tell if you're inside a building or outside one.

One crazy option is to have single-tile buildings that are bigger on the inside. The interior would be located in a separate world.

The game does do temperature calculations across tiles.  If a floor buffered the biome temp (made it more to the temp center) and walls blocked temp transfer (do they already?) then buildings could work within the existing system.  You'd put walls so less of the outside hot/ cold got in and floors to buffer the interior temp.  I think that is all possible but its hard to be sure.

#68 Re: Main Forum » Way to remove marked graves? » 2018-06-24 20:09:46

YAHG wrote:

I wish.

I will say it again. NOTHING a player makes should be indestructible.

+1.  I think it should be hard to destroy some things, but how are towns supposed to grow and adapt otherwise?

#69 Re: Main Forum » I made my very own golden crown today... and died for it! » 2018-06-24 15:28:19

Micca wrote:
YAHG wrote:
Micca wrote:

Killing people should be much much harder i think. It kinda ruins the game.

EVERY FUCKING TIME....

Never gonna be happy, it will never be enough.

You really need to swear?
This is my first post, so what is it that's never enough for me?

I really just want an option to play without fearing other players. Im always nice and polite, yet I have already been killed in this game by other players more than 10 times. Only thing that kills me more are rattle snakes, but thats my own fault smile

Rather than explaining the situation, Yang is going straight for the throat.  Like you know, some of the murders in this game.  hmm

Recently murder has been de-buffed.  We have healing now.  And it takes something like 60 seconds for the murder to drop their weapon.  I once stabbed someone because they asked me too and I was like "welp" and starved to death holding the knife.  I think there is still a debate to be had if people don't find this enough once the dust has settled (sorry Yang, people are never going to stop talking about game balance).  Personally I'd like to be able to use non-deadly weapons in groups to mob-kill people as a means of village defense.

Murderers suck, but I will always argue that the ability to kill people is necessary.  Without it, people could grief in lots of other ways and no one could defend themselves.  Someone could shout racist stuff and you couldn't kill them.  Someone could take all the food, staving everyone, but they wouldn't have to be sneaky because you could do nothing about it.

Also- splitting the player base into killing allowed and killing not-allowed servers is probably not feasible given the current low pop and also not really something Jason should spend his time on.  However, you are more than welcome to host your own private server that has killing disabled.  You could even advertise it on the custom servers thread.

#70 Re: Main Forum » Sheep balance » 2018-06-24 15:08:33

YAHG wrote:

Amen sc0rp they need to just cook the mutton. The people are basically ALWAYS hungry.

If we are composting there is enough dough for the mutton anyways.

Agree.  I saw a town that had too much mutton.  I traced the supply lines and actually what it needed were more plates.  Because people would eat all the pie to get the plates back to make more pie, but if there were more plates the process could be smoother and we could consume more pie. I had to eat berries in between pie batches... cooking some extra mutton would have been a really good idea.

#71 Re: Main Forum » Construction and its place in the vision vs reality of the game » 2018-06-24 14:57:19

Potjeh wrote:

Floors should be required for placing advanced stuff like shelves or stoves.

Agree.  However this will not stop people from working in fields.  They'll just place one floor tile under the thing they need.  We need some motivation to enclose floors in walls.

#72 Re: Main Forum » Construction and its place in the vision vs reality of the game » 2018-06-24 03:09:56

Neo wrote:

Should be a way to smash down doors or stone walls, a multi person effort like the abobe walls.

I wouldn't mind a way to tear down most walls (maybe not ancient stone).  As long as it was a multi click process that deterred griefers.  If buildings were useful, I could totally see your descendants tearing down one wall to expand or moving where the door is.

#73 Main Forum » Construction and its place in the vision vs reality of the game » 2018-06-24 01:04:38

zennyrpg
Replies: 10

Creating buildings (walls, floors, doors) is currently an underutilized part of the game.  In is this post, I will: show the importance of building structures as relevant to the game's vision; discuss the motivations for building in game; review the current implementation; and suggest fixes for the current state of the game.

First, is building structures even relevant to the core vision of the game?  Let's look at Jason's description of the game.  One part includes, "I was this kid born in this situation, but I eventually grew up. I built a bakery near the wheat fields. Over time, I watched my grandparents and parents grow old and die." Notice the part about the bakery.  Reading this paragraph with no knowledge of the game, I imagine most people would invision a "bakery" as a building.  A place with four walls, a door, and floors that contains the essential tools and ingredients for baking.  In the trailer, Jason speaks about the players’ contributions saying, "hopefully, you'll get a chance to leave your own small mark on the world before you die."  The "bakery" the player built in the description is the contribution they made to society.  In the trailer, Jason also uses the imagery of building styles to show the progression of society from primitive to futuristic.  At first, the people have no buildings, then pine panels, then adobe, then futuristic walls.  Its a visual language for advancement up the tech tree.  Why does Jason include buildings?  He also includes tools and clothing to show advancement.  It's possible he showed buildings because they are so essential to our real life society and thus relatable; or because, without the buildings the settlements would have looked too similar and interchangeable.  I think it was for the same reason he used the bakery example: to invoke interest in potential players by showing them a concrete example of how they can contribute to a society.

If building structures is an essential selling point of the game, why do people want to create buildings in game?  The first reason we've already covered, "leaving your mark."  But what kind of mark is something that is not useful?  Art certainly has it place in the game, but I do not think of buildings primarily as works of art.  There are two purposes for buildings besides aesthetics: organization and shelter.  Think of why a bakery exists in real life.  We could build an oven in the middle of a field but we'd have a hard time baking without counters and racks and drawers of tools and a sink.  A bakery is where we have all the things we need.  This is true in game too.  I've lived exactly one life where I had a bakery (actually it was also a forge but the forge was mostly unused) and it was great!  People knew to drop off pie ingredients because the place was obviously a bakery.  No one picked up tools and ran off with them for the same reason.  The walls made all the difference.  Inside was bakery stuff, outside was everything else.  Besides organization, there's another reason we don't bake outdoors in real life: its because the wind and rain would ruin our stuff.  Buildings provide shelter.  At night my house is warmer than the outside and during the day its cooler and that's pretty much always true without air conditioning or heating.  It's why as soon as real humans settle in any location they start building structures.  Currently the temperature system does not give any bonuses for being indoors so buildings provide no shelter related benefits.  Versed in both real life and other survival games, I found the lack of these benefits disappointing.

What is the current state of the game in regards to our building options?  I just mentioned that buildings do not affect temperature, but that is not entirely true.  Floors do affect temperature, but in a way that is so complicated I cannot accurately describe it.  I do know that putting a floor under a fire somehow makes the neighboring tiles get less heat so that a floored building is actually cooler in most places than one without with a floor.  Now for what we can build: 2 types of doors, 3 types of walls and 2 types of floors.  Looking just at walls: all are extremely resource intensive.  Imagine I want to build a 4x4 tile bakery.  That's 19 wall tiles leaving a space for a door.  I can either: grow 380 milkweed for pine panels, dig 19 non respawning boulders and carry them at snail speed back for stone walls, or gather 38 non-renewable clay for adobe.  Adobe is clearly the best, I would only have to farm 38 wheat and empty 7.6 clay pits.  Still, that's a lot of farming and use of non-renewable resources for one building.  I assume my bakery isn't the only building in town and if it's not, we are going to have to upgrade from adobe to stone/pine real fast.  Even using adobe and wood floors, I'm not certain I could build a bakery in one life, but that might just be my skill level?  But I’ve likely played over 50 hours and spent a good amount of time on the forums and onetech.  If I doubt I can make the simplest building in a fairly optimal life, how does that bode for newer players who see the trailer and are hyped about contributing?

It's clear there's a disconnect between the vision of the game and the reality of playing it.  I see very few buildings.  Most I see are for locking away weapons and food.  Buildings are almost never used as workshops.  I have a suspicion that a very small percent of the player base is doing most of the building.  Towns do not look anything like the trailer.  Here are some suggestions:
* Make buildings buffer temperature in some way.  This will give motivation to build.  A building’s’ utility will overtake its aesthetics as the primary reason to construct it. Even if the buff is small, it will add up over the generations that use the building.  I personally do not build because I cannot justify all the calories I am wasting for something that has marginal value.
* Add primitive buildings.  Grass walls, igloo (ice) walls, dirt floors (that look different from the biome ground).  This will make building more accessible to more players.  Simple materials could have weaker temp buffs than nicer materials.
* Fix pine panels to use less resources.  5 ropes per panel is ridiculous.  No one uses them but they are so pretty!
* Lengthen the time in which adobe walls are in the “cracking” state.  This gives people more time to fix the walls.  It also leads to an interesting choice: if I notice a cracking wall, it might not fall apart during my life.  I could leave it to my children… who in turn, might think the same thing.

#74 Re: Main Forum » Hugs » 2018-06-22 06:00:37

I'm all for this.  Although if we have sexual reproduction we will need some way to call other individuals to our camp.  That way if the eve/adam dies, the other one isn't SOL.  Some sort of short range bell device, like fire signals?

#75 Re: Main Forum » Civilization isn't civilized people » 2018-06-22 02:36:08

Rebel wrote:

its HIGHLY more likely that you get killed by animals and NO ONE is asking for them to be mitigated.

Animals are not intelligent creatures who hunt you down.  Surely you can see why some people would complain about one and not the other?

Rebel wrote:

AND STOP CALLING IT GRIEFING.

This is not a pvp game.  Pvp is an option, but its not the focus.  If you kill just so you can have make the other person have as bad of time as possible or kill them to try to get them to quit the game completely, that is griefing.  If you shout racist shit while doing it you are just there to ruin other peoples experiences.

A little killing here and there is necessary or else you couldn't defend against people taking all your stuff or eating all your food.  Those are in game reasons.  Its "realplay."  Griefing is not that.

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