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a multiplayer game of parenting and civilization building

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#51 Re: Main Forum » Welp, I just did some math » 2018-11-04 22:33:23

^ Ya, we can see three whole tiles north and south, so ha!

#53 Re: Main Forum » Blueprints and furniture » 2018-11-04 04:10:14

Ya, beds where we can sleep and have no energy drain while we are AFK.

#54 Re: Main Forum » New Video » 2018-11-04 04:08:29

The bowl of wood shavings disappearing.

#55 Re: Main Forum » An Introduction To Vikings Featuring Terrible Art » 2018-11-04 04:07:06

Aurora Aurora wrote:
tana wrote:

the horned helmet ! don't forget the horned helmet !




*runs away* big_smile

FIGHT ME! THEY DIDNT WEAR THOSE!!! FIGHT ME!!!!!!

Well, Playmobil says they do, so it must be true!
51WD2ADANCL._SX355_.jpg

#56 Re: Main Forum » New Video » 2018-11-04 04:02:44

That was pretty funny!
Also, interesting bug you caught there...

#58 Re: Main Forum » Welp, I just did some math » 2018-11-03 14:21:59

Ya, I haven't been able to find enough iron either. Seriously, the iron nerf needs to be rolled back.

#59 Re: Main Forum » Some Art » 2018-11-03 14:15:56

Morti, which website did you feed that through to get that output?

#60 Re: Main Forum » Fun with genetics! (Pictures involved! UPDATED 2019) » 2018-11-03 14:11:34

OMG YESSSSS!!!!!
This is so awesome!

Please Jason, please put Mendelian genetics into the game.
It would make all your wonderful art go so much further if traits could be swapped around.

I love it.
Thank you MultiLife

#61 Re: Main Forum » Cart painting and brushes » 2018-11-02 23:16:43

Booklat1 wrote:
Turnipseed wrote:

Ummm paint dose increase things life span... its one of the main reasons you paint wood. A thick protective coating of paint keeps the moisture and rot out of the wood

Yes. I don't think wood can be plastered but maybe it should take some other treatment before paint.

TSP - Trisodium Phosphate

EDIT: Nooo just paint the cart. It's pee paint, no need to get more complicated than necessary.

#62 Re: Main Forum » The 1st annual OHOL awards 2018! » 2018-11-02 22:45:17

Best Family : West
Best Town : Duck
Best artist in the forums : Sandara, Runner up: Aurora Aurora
Best OHOL blog writer (forums) : Morti
Most popular god/goddess : Mushroom
Most known royal family : ???
Best OHOL content creator : JasonRohrer, Runner up: Joriom for his Zoom mod
Best Moderator : Joriom

#63 Re: Main Forum » The decay system sucks » 2018-11-02 13:04:02

MultiLife wrote:

So yeah if you can't find entertainment and satisfaction in the game in the form of 'nothing lasts but the adventure was worth it' then I guess this is not the game for you. I would recommend thinking about trying out playing with a different mindset. Maybe we are onto something?
I also would love "epic buildings" that take generations to make and become stable, but they would stay "forever" through updates.

The game did sell itself on the concept of legacy. Much like the reality that reincarnation makes Donkey Town a necessity, overnight population lows wipe out most family lines. That shouldn't be an excuse to say the town wasn't coming along nicely, it's a problem with low player stats. The rate of town decay should be greatly reduced when you consider that the reality is that most normal people play in a preferred time slot once every 24 hours, and that should be a minimum for what's considered normal. Most people are still pretty dedicated players if they play every single day. To say a town has died out shouldn't happen until say a real world week has passed. That would prove that resources have run out and the place has truly been abandoned.

You know you've got the decay balance right when people organically migrate towards new resources, and THEN old places decay. Over time resources should slowly regenerate so that we do one day rediscover it and find overgrown resources and ask ourselves:
"Why would anyone ever want to leave such an amazing place?!"

This means Eve spawn needs to change too. Closer together and revisiting near old sites that are near the decay cut off.
Chances are she'll go in the wrong direction... but every once in a while she'll come across something amazing!

#64 Re: Main Forum » Cart painting and brushes » 2018-11-02 01:12:33

Yes, boar-bristle brushes to make the paint go further than just throwing the whole bucket at a wall!

#66 Re: Main Forum » Is this a thing we need? » 2018-10-31 19:22:17

I figured the best way to implement dads would be to have the women choose one as an option on her screen, and then that selection just shows as a face in the status bar, and is the dad of her next kids. If she doesn't choose anyone then a random male gets chosen for the next baby-daddy. That way there's no hugging or kissing or stalking, and it doesn't slow down players being spawned.

#67 Re: Main Forum » Is this a thing we need? » 2018-10-31 19:17:31

Turnipseed wrote:

Genetics would be neat, but i feel its a waste of jasons time when he could be making content. I thought your point was spawning in adam eve pairs

By splitting characters up into physical parts and applying genetics to it you can make exponentially more character types than having to draw each and every person individually.

Think of it like those body flip books for kids where you exchanges hair and faces and body parts.
Pages.jpg

Adam & Eve spawns is also more fun than being an abandoned Eve baby.

#68 Re: Main Forum » Is this a thing we need? » 2018-10-31 18:46:11

Turnipseed wrote:

... Traveling in a group is really hard ...

Traveling in a group is hard because we're blind as naked mole rats. (Can we at least craft glasses that give us 20/20 vision?)
This does raise an excellent idea of having a group compass that points towards "your leader". There's hope for migration yet!

#69 Re: Main Forum » Is this a thing we need? » 2018-10-31 18:36:30

Yes. We need female + male reproduction and some basic genetics.

#70 Re: Main Forum » Is the drama gone? » 2018-10-31 16:14:03

Jason, the griefer is you! cool

#71 Re: Main Forum » [Strawpoll] Is the game becoming a tedious task simulator instead of a » 2018-10-31 15:16:02

Stormyzabeast wrote:
kubassa wrote:

This game sucks balls in it's current state. It hasn't been fun since the "Rags to Riches" update and everything added since has just made it a TEDIOUS grind for nothing.........
No point in playing at all. IMO


Totally agree. For me, the "tedious" tasks are part of the fun of the game. There's always something to do, some way to help improve your village or camp.

When I'm born into a city, I eat berries until I'm old enough, grab a backpack of pies, say bye to mom and head out to be an "Eve". Even if I was male.

Now with the decay update though, it's all pointless to me. Nothing will ever progress. No one will ever find my little Eve camps I spent my whole game building in hopes that it could someday become a thriving community. It's all going to disappear so what's the point in even playing? EVERYTHING is tedious now with no potential reward and it's really shitty to me. It was my favorite game

YES! The entire town deletion is awful! The people die off plenty easily enough, but at least leave some HOPE in the game! LEGACY!

#72 Re: Main Forum » As some of you noticed » 2018-10-31 15:01:53

Stormyzabeast wrote:
Tarr wrote:
Anshin wrote:

Ooo make babies crawl, so even if mom has to put them down they can't run like a rabbit to starve behind a tree.

I love the growth elements of the game. The baby cries and the evolving speech is brilliant!

I really don't think breeding contempt between people who want to force you to stay and people who don't want to play in a spot is a good idea. I'm already seeing more bear pokers instead of instant suicides. All forcing people to stay is going to do is lead to people turning around and griefing your camp because you made them stay somewhere they didn't want to.

I prefer the way it is now though to how it was before hand. Removing the instant suicide means at least babies aren't dumping their bones in the middle of town and are now at least dropping off on the sides where people don't have to clean up their mess as often. Plus we get the added bonus of being able to reconnect after a server/internet hiccup which is great.



+1

The forcing people to stay aspect was fixed with the /die command, which I think was implemented very well.
Crawling babies would still be cute though. smile

#73 Re: Main Forum » Steady state is boring but building is pointless since nothing lasts » 2018-10-31 14:54:58

MultiLife wrote:

I wonder what was the point of the game again.

Ya, the legacy aspect of the game is quite missing. Especially with the constant giving and taking away. Forcing everyone to be nomads is a failure state. We could always run naked from bush to bush, but now towns are forced to abandon their meager plots because iron is nigh impossible to find and the water runs dry. It is boring because the reality is there is no way to truly survive, just many ways to suffer and draw out the death. The people all look the same, it's been EIGHT weeks since the "friends and strangers" update which introduced TWO people sprites. They're still missing their sex/race counterparts. It's sloppy and shows how little care there is about the players or the feel of the game. I am embarrassed for the ginger boys and black girls who play this game and there is insultingly no bother to include them in the game. There have been so many great ideas posted about genetics which would make it easier from an adding content perspective to at least have people look different easily. I'm so BORED OF THE SAME PEOPLE IN THE SAME TOWNS IN THE SAME PLACES. There is no variety to where a town can settle because we're stuck getting water from duck ponds that only show up in one place. We freeze anywhere without desert. We can barely see ten feet ahead of us. Surprise you got killed by something you never saw coming. Your work was for nothing. In fact whatever you were carrying is lost because you can't even drag it back to town while you die. Trying is a burden. The legacy is a lie... and so the game is boring.

#74 Re: Main Forum » Welp, I just did some math » 2018-10-31 14:17:41

jasonrohrer wrote:

... this is based on the newly boiled frog ...

Seems like there are two solutions here:

1.  Keep iron ore prevalence the same, but reduce the amount of soil per iron.  This can come from some combination of more rapid tool breakage and less soil per compost.  I.e., you spend more time forging.

2.  Reduce iron ore prevalence.  I.e., you spend more time searching for ore.

Not enough iron.
Dead-Emoji-Emotion-Face-Expression-Feeling-128.png
The frog has died.

3. Keep iron ore prevalence the same, but add more uses for iron.

As has been suggested by others, nails for primitive technology (change recipes for boxes, carts, pine walls), engines for more advanced technology, mine carts used for mining for rare resources, wire for electricity, pipes for deeper wells and transporting water...

#75 Re: Main Forum » Steady state is boring but building is pointless since nothing lasts » 2018-10-29 19:42:35

Dodge wrote:

... it's nearly impossible to have a village or big city without sheeps because they produce dungs for compost but what if rotten meat would bring diseases or sheeps would attract wolves that makes it more challenging for advanced villages to survive, this way eve runs wouldnt be affected by this difficulty as they are challenging on their own

+1 Yes to all of that.

I think ultimately we need flight to connect very advanced populations. A form of fast travel where both ends need to have achieved flight. You would need a named air traffic control tower and an airplane (or dirigible?) When you enter an airplane it gives you the names of other air towers on the server that you can fly to. 

Apocalypse should be more like the Biblical plagues - natural disasters that affect the whole map for a while.

There should be nukes, but they should also require flight, and therefore can only be aimed at other flight capable cities.
Nukes should have a huge radius, but nothing should wipe out the entire world map like the original apocalypse did.

EDIT: spelling

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