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a multiplayer game of parenting and civilization building

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#51 Re: Main Forum » The Race War/Genocide/Xenophobia Update » 2019-05-12 21:58:52

paulof wrote:
Buggy wrote:

Yeah but the general vibe of the update is don't trust people who look or talk different from you. I mean having red hair is not a race seperate from white irl either. It is more about the game encouraging you to kill other families before they kill you because now swords exist. It just feels bad to me. I don't like the game pushing that type of idea, but this update obviously isn't designed for people like me who like taking care of their children and advancing their cities.


Well, You guys think this game is about living peaceful a life, planting and doing stuff the way you want, but its not. Jason is being faithful to what he proposed, a game that simulates life from begining of mankind til nowadays or even the future in where you have to survive not only the nature, but also other players, just like life is. And its a game, it has to have challenges and i think the challenges we have in this game are a genius thing, like to find out how to talk to someone in other languages, to teach kids, protect the village, not starving, etc. Besides, the game brings us all this peace by peace for us not to get bored, which is amazing. Don't forget guys, its a surviving game

I don't think this is a peaceful game, there was more than enough murders happening before the update. There were threads on here everyday from people complaining that they kept getting randomly murdered. I like finding challenge in the game through building new technology for the town. Which is why I liked the well update so much it made those actions matter.  I always start my life with figuring out what the town needs and  trying  to improve it. This update doesn't add anything to improve towns and it adds another magic item that doesn't simulate real life at all a magic sword that can only hurt strangers.

#52 Re: Main Forum » The Race War/Genocide/Xenophobia Update » 2019-05-12 16:39:05

Yeah but the general vibe of the update is don't trust people who look or talk different from you. I mean having red hair is not a race seperate from white irl either. It is more about the game encouraging you to kill other families before they kill you because now swords exist. It just feels bad to me. I don't like the game pushing that type of idea, but this update obviously isn't designed for people like me who like taking care of their children and advancing their cities.

#53 Re: Main Forum » The Race War/Genocide/Xenophobia Update » 2019-05-12 16:19:43

The race war update is definitely ruining the game for me. I can't find my children if I leave them for a second because everyone in town looks the same, goodluck finding your own child on the baby fire. I have been learning how to use the freestanding Newcomen tower and now people can just turn my rods to swords when I am trying to make pipes. I don't want to not trust people based on their race that is a terrible feeling. The language barrier thing is funny for a bit, but then you realize in low pop servers you can't talk to your neighbours anymore. All the low pop servers were wiped too rip all the work put in there. I really liked playing a game where people were working together to build long lasting cities and lineages it is sad that the game is moving away from that to some warring clan game.

#54 Re: Main Forum » Having a child should be a moment of joy... not like getting spam » 2019-05-08 16:59:11

The only changes I would want to the slash die option is to make the sids baby bones decay instantly instead of cluttering up the towns. Also picking up a baby the first time should be free (not cost a hunger pip). I don't want kids who don't want to play in my village, forcing them to stay won't make the town a better place they will find another way to leave.

#55 Re: Main Forum » Hands up for taking off flies » 2019-05-08 00:24:08

If there was a way to kill the bugs I wouldn't mind them as much. The current method of making a pen for the mosquitoes looks pretty dumb. If there are bugs in your base there should be some way to get rid of them like every other dangerous animal in the game.

#56 Re: Main Forum » Checking the content for this week » 2019-05-04 15:18:50

I agree with morti that these changes may be tough on the average player. While people who are active in the forums and read them every day have a lot of time to think about what to do when the patch goes live most other players just log in and everything is different. This experience can be frustrating when the change makes the gameplay more difficult like in the temperature update. While I am excited to see what will change in the game with this update you may want to consider adding a " warning big changes ahead" in a place where everyone will see it.  This wouldn't be necessary for content like clothes and new fun foods and tech just for stuff like this.

#57 Re: Main Forum » How feasible would it be-- » 2019-04-29 20:43:37

I would be curious to see if a group of rp players could actually build and keep a city running. I think it would be fun to see. You should pick one of the empty low pop servers and try it out

#58 Re: Main Forum » Less clutter by changing how the animal feeding system works » 2019-04-28 14:00:20

I do like the idea of feeding non sheared sheep for lambs but we do have the ability to keep down the dead animal clutter.

#59 Re: Main Forum » Less clutter by changing how the animal feeding system works » 2019-04-28 13:58:36

If the sheep are sheared they don't make lambs, and if you don't want dead domestic baby cows kill the buffalo the domestic cow only makes a baby cow when fed. The bigger problem in my mind is all the animals in one pen cows should be in a seperate tiny pen for milking.

#60 Re: Main Forum » Changes to the game that could make griefing harder » 2019-04-27 17:51:41

Spoonwood wrote:
Buggy wrote:

Make it so repetitively way over eating slows down your character. (Makes purposeful food wasters easier to stab and gives new players an indication that they made a mistake)
Along the  line of my first suggestion if a weapon is used for murder the murderer could no longer carry that specific weapon. They could use a new knife but not the one they used to kill the guilt makes it too difficult to carry.

Overeating isn't necessarily a mistake though.  In a time of fertility crisis, a woman overeating might get her yum up faster and that might be the difference between having and not having a child, or the child of the right sex.  Also, overeating before a trip out of town can make sense.  So, I wouldn't want overeaters to suffer some penalty.

I was more thinking someone just eating to waste food.  Like trying to eat all the berries or pies to starve the town. Just coming up with as many easy solutions to common griefing tactics as I could. I also don't think it should punish any over eating, maybe just something like over eating the same food more than three times in a row with only one or two pips missing.

#61 Re: Main Forum » Changes to the game that could make griefing harder » 2019-04-27 16:32:31

Make it so repetitively way over eating slows down your character. (Makes purposeful food wasters easier to stab and gives new players an indication that they made a mistake)
Along the  line of my first suggestion if a weapon is used for murder the murderer could no longer carry that specific weapon. They could use a new knife but not the one they used to kill the guilt makes it too difficult to carry.

#62 Re: Main Forum » Changes to the game that could make griefing harder » 2019-04-27 16:14:44

If there was a way you could attach a bellow to a forge so no one could steal the bellow. Making adding a lock to a door a long process that could be interrupted like claiming property. Making it so you have to take down branches before cutting down useful trees would force the axe to be set down in between cutting useful trees and allow you to interrupt deforestation. Only allowing one tool to be carried in a cart at a time would slow down tool hiders. Not allowing a structure to have no entrance (fences and buildings). There are so many ways the game could be tweaked in favor of those who want to see a town survive.

#63 Re: Main Forum » Changes to the game that could make griefing harder » 2019-04-27 15:35:15

Make it so people who went to donkey town recently can't pick up weapons. You can still grief of course but it would just be harder then farming or rabbit trapping and you would have to be more creative about it then just killing all the girls

#64 Re: Main Forum » Another biome specialization idea » 2019-04-27 15:06:07

What if instead of restricting what each separate city can do you make some late game tech that requires working together with another city. Like each belltower completed at least 1000k away from another bell tower gives half of a blueprint for something cool(like robots or lazer guns). Trade might happen naturally as we would want to help other cities grow to the point where this blueprint event happens. Also war might happen naturally if only one of the towns can keep the complete recipe. This is late game stuff though. As was said before the early game is already pretty good. Making drastic changes will wreck that balance and the temperature changes have already made being an eve a lot harder.

#65 Re: Main Forum » Creative solutions to the storage and clutter 'problems' » 2019-04-27 13:05:24

The storage we do have also needs to be fixed. What you can or cannot put in a box or cart is very unclear. For a better description of the problem check out future birds post from the other day "Cart consistency. What can you put in a cart?" (They linked it above) Adding more storage options could make this a lot worse unless there is an easy to understand rule system for the storage.

For example you could only take things that won't spill in a cart so you could carry a bag of flour or wheat in a cart but not a bowl of flour because it would spill. Liquids or small loose items would need jars for transport.

#66 Re: Main Forum » Another biome specialization idea » 2019-04-27 10:45:17

This just doesn't sound fun. Relying on other players in game is already a coin flip whether they will help or not. Also if everyone in your family can only do a couple of things well that is all everyone will do. Have you ever tried hunting rabbits if two people are there hunting already? (It is really annoying) Being forced to do one task all life would ruin the game for me, the variety of things I can do in game is what keeps it interesting.

In order to start a super basic eve camp you missed that we also need wheat or reeds for baskets for the soil. Carrying thing one by one back to camp would be really annoying as well.

#67 Re: Main Forum » Trash and Decay update. » 2019-04-25 20:49:57

It just seems so wrong that raw pork sitting in the wild on the ground will long out live the family that made it. Should we teach other players that growing salsa ingredients is bad? I want future generations to be happy I planted food not annoyed they have to cart invincible tomatoes onions and peppers out of town half their life.

#68 Re: Main Forum » warning others » 2019-04-25 18:47:32

The same type of idea could be good for non family members if the can't curse outside of family thing is implemented. It will be hard to tell if someone is not from your family because we all shares the same character sprites if their name was purple or something like that we could easily tell family from strangers.

#69 Re: Main Forum » About that annoying thing called 'areaban'... » 2019-04-24 13:05:20

A lot of people really like playing the early game not sure I would call it hell. This would also potentially make it a lot more difficult to start as an eve because most of your kids would be griefers.

#70 Re: Main Forum » How Toxic made Jason make griefing easier. » 2019-04-24 02:10:00

If we can only curse our family anyway it would make sense not to need a last name in the curse.

ie If I was part of the bean family I would only need to say curse Sally II not Curse Sally Bean II

The curse could potentially be a lot shorter that way so younger people could curse

#71 Re: Main Forum » Limit the number of Eves » 2019-04-23 03:49:31

Maybe a change so that you could only have one eve line that you named and couldn't make a new one till that family died out?

#72 Re: Main Forum » Breezeknight's zoom-mod addict rehab clinic for veteran players » 2019-04-22 22:09:46

Be aware that you may have short sighted babies who don't know where to go! I love when mom takes me on a village tour smile

#73 Re: Main Forum » so when do we get craftable zoom ? » 2019-04-22 19:27:12

The game still looks really good at one level of zoom out (not sure if this is 2 or 1.5). In fact some of the textures are easier on the eyes at that level imo. Zoom just looks really bad at high levels with the unloaded chunks and when you move in between levels of zoom it is a bit jarring. Banning zoom would be terrible so many of the most helpful players use it.

#74 Re: Main Forum » Sexual Assault is never funny. » 2019-04-22 18:18:00

Spoonwood wrote:

Whatever has asked some good and fair questions.  He is in no way being an "edgelord", which involves using language designed to shock people like sometimes featured on Jezebel or A Voice for Men.  He has just asked for consistency.

Toxic on the other hand...

You are right I was thinking more about what toxic had said.
What I was trying to get across was arguing rarely if ever changes peoples minds and usually just adds fuel to the fire.  Whatever was just defending a position that I don't agree with sorry for lumping them in with toxic.

#75 Re: Main Forum » HOW I STOPPED TWISTED FROM STREAMING! » 2019-04-22 17:51:06

jasonrohrer wrote:

New idea (which is actually simpler to implement than a position-based limit):

What if you could only curse people in your own family tree?

That also solves the problem with war, where you all gang up and curse the enemy's leader.

I really like this as it gives reasons to not trust people from outside your family. Working together with another family would now have risk attached.

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