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#51 Re: Main Forum » If you are Eve and could get ONE item to start with what would it be? » 2019-05-12 05:24:05

A few options here.


1. Iron mine

2. Rubber Cart

3. Domestic Mouflon

4. Completed apocalypse.

#52 Re: Main Forum » Lets make WAR ! » 2019-05-11 07:33:36

How'd you fail with such an op weapon AND help....

#53 Re: Main Forum » The horror of swords » 2019-05-11 07:23:22

Tarr wrote:

I honestly don't want to know if Jason purposely released butter knife 3.0 (no cooldown murder, can drop the weapon to eat, can stab someone multiple times in a row to speed up their death, can pick up bloody swords and stab people with them, etc) or if he managed to release the same god damn bug three times now.

This is one of those things where he should have came into the discord so people could ask if the game is purposely missing the transition considering the last FOUR weapons he released had this or a similar bug (butter knife, arrow-note, snowballs, and now this.) As soon as I seen the sword on onetech it instantly threw up a redflag and look where we are now.

Shit like this won't encourage people to build fences to keep people out, instead shit like this will make it where people won't ring bells because some idiot comes along and starts instant gibbing people if given the chance.

The language stuff seems cool and like a neat challenge to try to overcome to work in peace but holy fuck is this another huge step backwards by Jason.

The everyone being the same skintone as their Eve would be fine if it wasn't for the fact we haven't really gotten enough models to do that yet (african and ginger lineages are incredibly samey due to lack of characters while at least the other two have a few models to make a town now look completely the same.)

I wish he would stop doing these weird ass gimmicks and would fix stuff like tomatoes and the salsa crops in general to decay or be put in a trash pit. I wish he would make cold biome buildings more effective so I'm not trying to teach people to do something that seems completely counterintuitive in the hopes that hot biome buildings eventually become meta. I wish we'd just get a bugfix week instead all these weird ass gimmicks he's trying to push.




My point exactly.



I would've loved this update if he had scrapped the swords.

#54 Main Forum » The horror of swords » 2019-05-11 04:51:25

Baker
Replies: 10

I have mixed feelings about this update, I actually liked the new language stuff and was hoping he would scrap swords. I had a life that started out fun, We were a minority in a city. Mum did at least teach me a few words like hi but communication was still difficult. It is harder to work with other families and probably a decent reason build a separate community on it's own.


But sadly my mum went crazy and murdered a bunch of people with a sword, Then others did the same for our family. City successfully ruined. I don't really see some griefer from another family one tapping everyone as fun gameplay, Jason wanted to trade but recent updates have been making it harder not easier. Now we pretty much have to kill other families on sight.

I also feel this has ruined belltowers completely. Now, most people aren't gonna want to build them because it just attracts raiders, Also plenty of griefers who can figure out coords of towns and raid them with ease. Uncrushable griefers with no slowdown, fun.

Guess we have to build micro-towns for different families in the same area. 


Another thing I noticed was everybody in a family is the same race, yay for realism but everyone looks the same.....
We gonna need more player models.

Also, I was wondering if different families of the same ethnicity could still understand each other?

#55 Re: Main Forum » What's a sword between neighboring towns? » 2019-05-08 12:08:26

No thanks, I don't want some griefer coming in and killing all girls within 5min of arriving in town.

#56 Re: Main Forum » An Idea to Fix Cursing and Donkey Town » 2019-05-08 08:55:43

It helps frequent Eve'ers but as someone who doesn't Eve much, It just means I won't spawn in griefer lineages.

Most of the towns I'd play would probably be started by a third party so I'd see them again unless that Eve killed them too. Being killed by Pein, Tarr or some other prominent Eve player would hurt more than being killed by me.

#57 Re: Main Forum » Give a kid a BP.... study design. » 2019-05-08 08:14:52

I don't think a kids personality is gonna change if they get geared as a kid, Apart from crowns maybe.

Could make them more efficient or they just hoard four pies.

#58 Re: Main Forum » Sounding Pole idea for pump wells that exhaust » 2019-05-07 08:08:48

Some better water storage tech would be nice if we're going with futures idea.


We should be able to use pipes for moving water, To automate the water gathering but also for pumps that are in the outskirts of town.

#59 Re: Main Forum » Family » 2019-04-29 17:18:33

I'd hate to through all the trouble getting married to a cousin, Only for a stream of /die babies.

#60 Re: Main Forum » The touching story of Nox Chi, the iron collector. » 2019-04-29 07:53:57

I kinda wanna know more about Venus.

Was she a griefer that lived to old age or did she kill griefer twins.

#61 Re: Main Forum » What is the government, army, force that makes fences work? » 2019-04-26 02:44:40

jasonrohrer wrote:

My idea is that they represent collective agreement, because they get approved collectively, just like homesteading and property rights in real life, even when no government is around.  If you encounter a well-kept cabin in the woods, with a nice fence, and someone clearly living there, you probably don't just invade it.  That person was there first.  Their occupation of that space over your occupation of it is the only logical and just way for it to work, assuming that we want to transcend might-makes-right.

And even if you believe in might-makes-right, the person living there would probably defend themselves if you tried to invade, and they wouldn't feel guilty at all if they dispatched you in the process.  In fact, they would feel righteous.  Most non-psycopaths would feel some guilt using might to remove someone from their space.  So the original occupant has that advantage.  They also have the "holed up" advantage, and the elevation advantage, during whatever fight ensues.


So, when you see a fence in the game, your character says, "This was approved collectively, and I just can't bear to violate it."  It's the same reason that your character cannot eat dung in the game.  They just can't bear to put it in their mouth.  "No no no... there are some things I simply cannot do!"  Even though the fence is weak and made of twigs, your character understands what it represents.  Even though the dung looks so warm and tasty....


All that said, might still makes right at the end of the day.  Violating someone's closed gate, if you really want to, means that you need to get serious and kill them.  So that option is there, but there are all sorts of consequences (what will the neighbors think?)

So You, not your character, thinks, "I could kill that person to break through their gate, but it just ain't worth it."


Or you gain their trust, Kill them once they add you.


Or you can do what Tarr does and block their gates with adobe base and starve them out.

#62 Re: Main Forum » Mock up as a hint » 2019-04-25 03:44:26

jasonrohrer wrote:

So you guys are constantly interacting with people outside your own family?

In my VOG survey yesterday, I didn't see anyone interacting outside of their own family....  11 isolated families.

Tarr:  are you aware of any additional global coordinate (or long-distance relative coordinate) leaks?  Toxic was hinting at some.

I know that you could potentially look at patterns in the map itself, but beyond that...


It is rare but it does happen. The other day I was in a Pie Town and randomly came across the Sparta family just as their eve was dying. I showed her daughter our town and she showed a few other dudes her camp as well, she ended up migrating since our town was bigger. She brought Iron and extra daughters which helped the town.


Although area bans destroyed the main incentive of migration. And now that we won't be able to curse other families, It makes sense to kill outsiders if they come. Even if they are good, Uncursable griefers become a thing because of them. Maybe remove area ban so we have both a benefit and drawback to having multi-lineage towns.

#63 Re: Main Forum » is there a way to destroy or dismantle the engine ? » 2019-04-24 11:08:25

There is one way, Finish building it and use it for something.

#64 Re: Main Forum » A new kind of griefing ''I stole the tools to make a new town'' » 2019-04-21 12:16:32

This is where private property can potentially help. If I make a hoe and keep it in my fenced area, It won't be stolen by griefers.


Communism is great until some ass decides to steal everything.

#65 Re: Main Forum » Private property - the first million you have to steal? » 2019-04-21 12:10:09

I think that Jason wanted more conflicts, He succeeded in that regard. Note that you can actually shoot people through those fences if they were being that much of a dick. Once they die the gate will decay and you take back the resources.

The idea is that people in properties should be trading with everyone else rather than just stealing. We will either learn to trade or destroy all fences and go back to communism.

#66 Re: Main Forum » Opinions on defending property? » 2019-04-21 07:34:31

Whatever wrote:

I saw you in game Baker haha
They guy was reborn to me. I had a nice prison to your east.
Also you killed one of my sons, and my brother, damn you !
But had a fun live anyways.
I will update the prison post with a new story soon, my best story so far.


Lol, so you were Jasmin, My evil Neighbor.

#68 Main Forum » Opinions on defending property? » 2019-04-21 05:30:13

Baker
Replies: 9

So a dude built a fence, Gave it to me and then suicided before 30. He came back and I added him. It was a sizable property, located just below town. It was secure apart from a single shakey fence.

Long story short, I paid off the rest town with ropes and mangoes in exchange for pies and some iron for tools. Most where gratful for the baskets of rope we were churning out.

But one guy started camping our gate and ran in as soon as I opened it. So I stabbed him for trespassing, A crowd gathered outside and old ladies ran up with knives. But they couldn't get past my fence to kill me, meaning I could explain and they had to listen. Another dude broke our single shakey fence so I stabbed him as well.

So was I correct for defending my land?

#69 Re: Main Forum » What would you do, if you were to rebuild in old, decaying city? » 2019-04-21 02:48:10

In big dead towns, I always try to scrap a lot of the knives before people can hoard them. Then just use the steel to make new tools assuming that a lot of things are broken/missing. After that, I build lots of new baskets, handcarts, and get a composting cycle going. If you're lucky, There would be some advanced clothes around. If not then I'd go get furs after the town itself is fixed up.
But I'd still want to keep yum as high as I can to repopulate, Even Eve's that spawn in towns often die out within a few gens. You just gotta hope that the town died because of bad rng with kids rather than bad design or griefing. If it was obviously griefed, It's a good idea to look behind any tree's for hidden goodies.


You tend to get more kids who care because they lived in the town before. People in Eve hell are often grateful for a city even if it is ruined.

#70 Main Forum » My experiance with private property. » 2019-04-20 06:56:49

Baker
Replies: 15

It's okay but a real pain to set up, especially if you build near town. People will accidentally or on perpose wreck your fences. Annoyingly you can dupe the twigs so basically, it is the next clutter item. 

Honestly, it seemed to mostly get in the way. At one point I had the only carrot farm in town within my fenced area, I ended up adding most the town anyways because people needed my resources. But it was kind of nice having resources I could use for what I wanted, without worrying about people eating up my carrots every second.  Just not when I got the ONLY source of said resources in town, That's hell.

Maybe it's more useful to your kids. But in the long term, it's not much different from just making stuff outside of town.

#71 Re: Main Forum » Holy smokes people don't like starter camps » 2019-04-07 12:02:45

But I still get tons of suicides in advanced town, People hate everywhere lol. No matter the situation, all the thoughtless suiciding does get frustrating after awhile.

I'd like to know how these people can make the decision to suicide within half a second, Guess it could be premeditated suicide if they are going for a specific place.


I guess everybody always gunning for Eve or their favorite city, kind of concerning how few people like to give random places a chance.

#72 Re: Main Forum » The Architect's Hat » 2019-04-04 06:04:29

jasonrohrer wrote:

The "second layer" houses is an interesting idea, and something that I haven't ever thought of before.  Like each house is a secret cave that you can invite people into, but it only takes up one tile on the map (or however it looks on the map).  But maybe 10x10 on an invisible "second level map" that you can only see when you're in the house.

I'm still trying to make it work on the actual map, before I go down such an extreme route.


I'm currently leaning toward elders (50+) being the ones who control/bless planning and building efforts.  They can't build stuff themselves (too weak to lift heavy building materials), but they are the only ones who can plant the stakes.  So an elder and a young person would build together.  The elder would then die, and the young person would then reap the benefit of the well-planned building for the rest of their life, and pass the building on to their offspring.


There are certainly plenty of reasons to build walls in this game.  The reasons just aren't big enough to motivate the costs of the walls.  I don't need to give you more reasons to build walls for shelter.  We build walls in real life for a lot more reasons than just shelter.  There are outdoor walls all over my city.  There's a fence around my yard.  There's a barbed wire fence behind almost every industrial building in town.  Every garden has a fence.

There are 30 houses on my block, and more than 30 fences to go with them (some have fences in both front and back).  People park their bikes behind their fences.  They plant their fruit trees behind their fences.

Many fruit trees that grow near the sidewalk have signs on them:  "Please do not pick the fruit"

Since the tree is not behind a fence, it's not obvious enough that the tree is private property.  But if your tree is behind a fence, you don't need a sign.

Heck, even the graveyard in town has a wall around it.


It's astounding to me that people don't see the potential benefits to control over resources that would come from private property.  Throughout the history of the game, the biggest complaint has been about "leech" players who waste food, lose tools, drain the well, plant the wrong thing, pick all the seeding carrots, take milkweed without replanting, drive off with the car, etc.  The other big complaint is about griefers who do all of these things on purpose.

Can you not imagine why someone would want to wall their milkweed farm, and keep the necessary tools for tending it in there?

Good fences make good neighbors.  Good barbed wire keeps out the griefers.

If I have a specific plan for these tools and these resources, I'd better lock them up.  How many times have I had all my ducks in a row for some in-game project, only to return to find some of my precious and hard-won ingredients missing?


But with things as they stand, it would take me a whole lifetime (or more) to build a proper lockup.  I'd be dead before I actually even got to start on the real project that the lockup would enable.


What if "well-planned wall" was a fundamental atom of the game?  What if "locked" was fundamental nature of pretty much every well-planned door that was built?

There are very few unlocked doors in my city...  if you see a door, the safe assumption is that it is locked, and that you can't pass through it.  And sheesh, there are a lot of doors around.  Doors are like one of the main things we interact with in my city on a daily basis.  We open and close doors all day long.


No offense but I don't really want some elder telling me what to build. In ohol, The elder isn't always the more experianced.





On a side note, I don't like the idea of a cheat hat. But I do like the idea of unique recipes for people wearing certain uniforms, Like a chef hat let's you cook more efficently.

#73 Re: Main Forum » Other off-the-wall ideas for "making you really care"? » 2019-04-03 10:57:27

jasonrohrer wrote:

I'm also perplexed that there have been no extremely long or even eternal family lines.  288 is the record, on a less-populated server, and 11 months ago.  The usual weekly record never tops 80.  That's 19 hours, and is impressive, but....  it's clear to me that it's just not important enough to anyone.  I envisioned people hopping on discord during desperate times and trying to recruit players to keep the flame burning through the night.


Many reasons really.

1. General boredom, Towns become too easy soon after building newcoman technology. Most people don't really build combustion engines and kerosene technology, Because it's not useful currently.

2. Bad RNG and low pop. Many kids /die in cities so it becomes increasingly difficult to maintain a family line, This ties into the first reason. Eventually, you just don't get any girls willing to stay.

3. Griefing is targetted mostly in cities. Griefers love to wipe out big towns, The troll management eventually becomes too much.

#74 Re: Main Forum » Why there are no wars » 2019-04-02 00:45:45

I don't really understand what you mean Jason, What have you been smoking?


If you want wars, Towns are gonna have to be a bit more permanent. Loosen up that lineage a little, Let us be reborn to grandkids or something. Still, there is never really much cause for war, Takes too long to get other towns to be worth it. Even if I felt the need to plunder another town, I'd have a hard time recruiting others for my militia.
People fear wars because they view it is griefing, Perhaps it is currently.

Attacking another town is almost certain death for you and your soldiers. You kill, Get stabbed by other teams, Your team stabs them, and so on. Field medics maybe?

#75 Re: Main Forum » the perfect baby » 2019-03-29 06:37:18

Follows instructions.

Stays where I put them.

Responds with "Y" or "N" to most questions.

Does not do emotes in excess.

Doesn't act entitled and demand gear or knives.

Moves out of the crowd when hungry in busy nurseries.




But honestly what kids do after growing hair tells a lot more about them. A griefer obviously doesn't want to piss people off at that stage because people may let them die or watch them more closely. They will be a nice baby, doing /love and /blush a lot.

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