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#51 Re: Main Forum » Griefer management and the case for polygraph. » 2019-11-30 21:47:50

I like the idea of finding griefers and calling them out, but I bet it would be hard to implement.

Instead, I'd like to see a way to imprison or detain players who are griefing.  This is especially important if they are female and you are hoping they would not leave, allowing you to keep the children.

It could be as simple as making it so players can't use knives/bows/swords or any other weapon by putting something on them that they cannot take off themselves.  But I think giving them a type of handcuff to prevent them from using tools, only being able to hold basic items like baskets, bowls, food, etc.  Cuffed players could have any item on them removed or given, including clothes.  Any held items that they couldn't use (like a knife or bow) are automatically dropped.  They could still move freely. 

And for the worst types of players, putting them in a stock or something similar which prevents them from moving, and have to be fed by other players to survive (but can still have children).  It could be as simple as them being stuck on a fence or wall, but still have full use of hands.  We'd also want an item that could be used to lead them to it, or to a property fence that is being used like a jail. 

None of the above items would be usable on children, since children are not able to be a threat in this way.

Obviously, this could be used for griefing as well, and for that reason I am not sure this is the solution.  Tools to prevent griefing sadly can cause even worse griefing to occur.  That said, given that griefers are in the minority (in most cases), this would allow the greater majority of the town to prevent the minority of griefers to be detained or prevented from griefing.  Furthermore this could be used like 'slavery' and that's a bad topic too, not what I'd intend with this suggestion. 

I'm not sure it can work, but I do want more tools to stop griefers.  Curses aren't doing it, and don't always work.  Donkey Town isn't enough of a deterrant to stop griefers, but one idiot with a knife can kill off an entire family.  This isn't right.  We at least need a way to prevent players we know might be griefers from using items to murder other players.  If our only deterrant to stop griefers is to curse them and kill them, and hope we can heal players they attacked... we are already screwed.

On topic, I think the idea is a good one Toxotl, I just don't know how hard it would be to implement.  I'd at least like a way to temporarily detain players so we can hear both sides instead of "we'll just kill and curse you before you can do anything else", which is how things normally go.

#52 Re: Main Forum » Suggestion Still Stands: Dads » 2019-11-30 21:30:43

This is not an official suggestion, and I have no idea how hard it would be to implement, but this is what I'd like to see:

Having a dad would be optional, but if you have a male of appropriate age (anything before elder or after the same fertility age when women first get it), can cause women to have a somewhat higher birthrate and, if this happens, have the male that helped with this be called "father" instead of "uncle", "cousin", etc.  The difference would probably lean towards being minor so that people didn't feel like it was necessary to have a male for this, and it didn't punish new families.  But it would give men a more valuable purpose for family lines.

That said, this is not where my suggestion ends, because I feel like there is a lot of potential with having 'dads'.  If there are other families living in the same town and they have a male next to females, they, too, could be a 'father' for a different family, and there would be a 50/50 chance that the family would bear a child of that type of color with the female's family name.  If this happens, said child would speak the language of both parents' families and be able to perform their specialty for them (snow, jungle, desert, etc).

This wouldn't pass down to children except if children were of that same color, for instance if a mother of a different skin than the family had a child that was the same skin as the family, they wouldn't be able to speak the mother's language, only the family's original language (but could still communicate with mom, who can speak both).  Likewise if they had a third or fourth skin color descendant, the descendants would just speak the original family's language and their own type.

Lastly, these changes would give hope to families that no longer have fertile females, that are on the verge of dying out.  If they can't continue their own family, they could at least contribute to another family so that they could continue their lineage through them.

I think this would give more value to towns with multiple families, and give white families a more interesting role with the update (I wasn't around before it to see what things were like).  However I could see this being difficult to implement.  The family trees in particular would be hard, but even if we just didn't show the dad's descendants (but had the child's relation them if either are clicked) this would be an appreciated change.  I know that I feel kind of useless as a male, but i play through the lives all the same and help my families as best as I can.

PS: I am kind of against "Adams", because the odds of them finding an Eve is low, and I don't think it would help.  But that is just me, and I would not be upset if they were added... I just question if they are a good idea, or would be likely to help.  Maybe if Adams had a special ability to detect the location of other Eves, in which case that would actually be kind of cool... provided they aren't a griefer.

#53 Re: Main Forum » Vodola/Starling » 2019-11-30 21:16:23

That last screenshot with the graves in the upper left hand corner, there's an interesting story if anyone cares.

When I was born into the family a long time ago, I had a very kind mother that helped me as I was new.  Before I died, I dug the only grave in the village and buried here with a tombstone, and when I passed away I died next to her grave.

Later on, as a baby I came back to this village and recognized the area, took my new mom to the spot and let them know that I was them, and that the gravestone was "mom".  She moved the graves for me, buried us both next to eachother.  Those were the two marked graved you see there.

Unfortunately after our family died out (we were either Starks or Vodola, don't recall), the remaining family (Starling, pretty sure) decided to dig up the graves for lulz and they all disappeared, but I still appreciated what my new mother in that life did for us by burying the dead.

Well, digressing aside, I'm still pretty new.  What is a bell tower?  How are you able to find coordinates to these places?  I'd be really interested, since I can never find hardly anything in the wild.

#54 Re: Main Forum » Family Name Change After an Eve » 2019-11-30 21:06:36

WalrusesConquer wrote:

Well the kid didn't have a family name. Someone from the Burns named them, passing on THEIR last name because the child had none and eventually the eve said I am sorry, calling themselves Sorrows.

Ah I get it, Eve gave her name AFTER the child gave herself a name.  This makes sense. 

Looking at the family tree, that must have been an amazing playthrough.  First Eve dies at age of 16, only one daughter... yet daughter survives and makes a very successful family, with a new name even.

#55 Re: Main Forum » Family Name Change After an Eve » 2019-11-30 21:05:36

I had a similar scenario, but the name didn't change.  Actually, I am curious how it does change.

Anyways, if anyone is familiar with the "New" family that was around yesterday, I was the Eve for them.  The family name was "New" literally because I typed "I am new" to my first child.

After I realized what I just did, I laughed and went with it, I guess it's fitting since it was my first Eve and I had a rough time starting out.  First kid set us all straight though, and family lasted decently IMO.  Sorry, I digress, but I can relate to the original name at least.

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