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a multiplayer game of parenting and civilization building

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#801 Re: Main Forum » Bottles should have more space in them » 2020-05-08 21:43:22

'antking: wrote:

well as you know drinking mild from a glass just tastes differently then drinking from a pouch out of rabbit skin

lol yea, in away its true, you not only eat the food, you eat the hole experience. hope that we soon will have then silver plates smile

#802 Re: News » Update: In Perpetuity » 2020-05-08 21:36:17

Alterior wrote:

A posse starts once someone is targeted with a weapon. Once it's big enough, the target drops everything. Including any horse they're riding... So they fall off effectively. They can't pick anything up anymore once they're whimpering.

how could he then steal tons of tools? or was it before people became to know about it? I just try to understand why they needed so long to stop him. Was the problem to target him with a posse or to exile him or to keep the posse alive?

By the way what is with one and one posse? with the new system sometimes one is enough to make a posse if enough exiled him, does he then also whimper if its only one in the targeting posse?

#803 Re: Main Forum » How to make suggestions » 2020-05-08 21:31:20

jasonrohrer wrote:

...

Suggestions include little fixes like "the bow should go into the cart" and "the mouflon hide should keep you warm when worn" all the way to huge suggestions like "multi-story buildings" and "boats/oceans".

The forums are a place to discuss/debate suggestions among players, but please bring the best suggestions to the subreddit and upvote them.

I can easily see the top-voted suggestions of the day or week.

....


Wow boats / oceans, i could not resist:
https://www.reddit.com/r/OneLifeSuggest … ot_resist/

#804 Main Forum » Its very hard to take care of relatives if you dont know they need you » 2020-05-08 20:46:16

Arcurus
Replies: 10

Problem: Its very hard to take care of relatives if you dont know they need your care.

Would be great to have an notice if one of your relatives is starving to death, especially one of your child, or am i simply missing something?

Something like a different face expression, a pointer to him, a different color?

Also would be great to have more time to save someone if starving to death. maybe halve his movement speed but give double of time.


UPDATE:

My idea would be to give more time before you starve to death, but reduce in exchange the speed.
- if you are starving the movement speed is x 0.8 (80%) but food use is x 0.5 (50%)
- if you are starving to death the movement speed is x 0.5 (50%) but food use is x 0.2 (20%)

Effect:

If you happen to starve you are not that efficient, but you save a lot of energy. This would give some space in between death and fully healthy and in general give more time to help starving people

Here in the forum:
https://onehouronelife.com/forums/viewtopic.php?id=9674

Added it also in the suggestion reddit:
https://www.reddit.com/r/OneLifeSuggest … relatives/

#805 Re: News » Update: In Perpetuity » 2020-05-08 20:40:12

StrongForce wrote:

I was a leader of a town today we got the town out of a tight spot with me giving lots of orders and players teaming up. It felt realy coordinated.

We had a bear griefer tho. It was realy fun defending the town against him. He was very smart and agile with his horse he stole most weapons but I still had my knife. Thanks to the whimpering I was able to get the horse with the weapons back. He got mass cursed but his 12 bears killed alot of players.

By the end of my life the town was in a realy bad place. Just a three girls. I'm sad that he did so much damage but it was a thrilling life.

one question, if you know his name, and the posse was big enough, why did the whimpering not stop him from stealing things? does the whimpering stop one from taking up something at all or how does it work?

#806 Re: Main Forum » Bottles should have more space in them » 2020-05-08 16:12:55

Nika50501 wrote:

... The current most useful thing about bottles is that they help you drink wine, skim milk, milk and turkey broth for extra yum but as containers they are pretty terrible. They should hold at least 10 items to justify all the effort that goes into making them.
...

the hole yum thing about eating / drinking something from different containers to get more yum sounds like little bit strange to me. is it a bug or a feature?

#807 Re: Main Forum » New idea for killing » 2020-05-08 16:03:25

jasonrohrer wrote:

Are you forming a posse, Lightning?

Arcurus, I'm a quantum computing skeptic....

lol yea looks like Lightning is forming a posse to hit Pein like an lightning ..
But maybe its the name Pein ... sounds little bit like Kain, so it could be kind of biblical karma ..

Not sure if quantum computing will be the rescue, but the subconsciousness seems to work quite similar, so there is a hope that it can break down NP-Hard problems.... the hope dies at last....

#808 Re: Main Forum » New idea for killing » 2020-05-08 15:45:05

jasonrohrer wrote:

Game design is hard.
...
I spent 11 months tweaking The Castle Doctrine after launch.  ....

And I'm pretty sure there are fundamentally unsolvable problems in OHOL too.  The idea, in the face of such problems, is to find the best possible solution.  It's like trying to find the best polynomial-time approximation algorithm for an NP-hard problem.

lol, hope the problem of game design can be "reduced" with the quantum Grover’s algorithm smile

"How can quantum computing help to solve NP-hard problems?"
https://www.quora.com/How-can-quantum-c … d-problems


just was thinking these days if elements from Castle Doctrine could be integrated in OHOL. Like traps with that you can hide your treasure, or some kind of dungeons... of course first then we wouid need some treasure to hide like silver coins...

also interesting would be some integration with "sleepisdeath", like some trustworthy veterans could get story telling rights....

Just some thoughts....

#809 Re: Main Forum » Is there a way to see how many followers one has? » 2020-05-08 15:28:14

jasonrohrer wrote:

Not currently.... hmm...

When you issue an order, you get an arrow to your closest follower.

Visually, you can look for people who have your same badge color.

I'll add it to the order confirmation DING:

Currently says
AS KING JOHN SMITH, YOU ISSUED AN ORDER:

Will say
AS KING JOHN SMITH, YOU ISSUED AN ORDER TO YOUR 12 FOLLOWERS:

wow great!
with the badge, im not sure if it works for me, since im half color blind...

by the way, thx for the funny game and all the effort you put in!

#810 Re: News » Update: In Perpetuity » 2020-05-08 15:24:31

StrongForce wrote:

I fenced that engine ;D and brought three stacks of iron ore
That was realy a nice life there.

dont know if it was this engine, but i inherited one, which then was used for the well...

some people came also and asked about killing, but i was far too old to figure it all out...

#811 Re: Main Forum » Suggestion: Improve doors to protect against grieving » 2020-05-08 14:05:20

Spoonwood wrote:

I don't think doors would work.  See Pein's video here: https://www.youtube.com/watch?v=tBf4UM6QQTo&t=216s

for an example of domestic boars causing problems insides of a building.

lol yea....

at least the boars will with doors then either stay inside or outside...

and the other thing is learning that beeing close to boars might not be the best...

#812 Re: Main Forum » Suggestion: Improve doors to protect against grieving » 2020-05-08 14:01:40

one question to doors. why some doors out open and some not?

#813 Main Forum » Is there a way to see how many followers one has? » 2020-05-08 14:00:40

Arcurus
Replies: 3

Is there a way to see how many followers one has?

#814 Re: Main Forum » New idea for killing » 2020-05-08 12:45:40

LunyTerror wrote:

Why not add a feature that allows leaders to target a griefer as in making them "wanted as a criminal" which let's everyone who follows that leader kill this griefer without a posse.

isnt that nearly what the new system does if you exile one? dont know if the exiled person is marked for others, but for sure they can kill him if they want.

#815 Re: Main Forum » Suggestion: Improve doors to protect against grieving » 2020-05-08 12:41:19

yea, i guess thats learning.  The first time they may not know what to do. They second time they may think about what to do.
At least in the video they tried to hide behind doors.... which did not end up well...

For sure there would always be ways to hurt others if you want. but at least you can give more chance to defend....

#816 Main Forum » Suggestion: Improve doors to protect against grieving » 2020-05-08 10:49:25

Arcurus
Replies: 8

Here in suggestion reddit:
https://www.reddit.com/r/OneLifeSuggest … t_against/

Just saw this animal griefing video here, where the griefer put away the door to let the animals enter the building and kill all:
https://youtu.be/6MUZ8bXZmEk?t=170

With the new leadership system,  wouldn't it be possible to only allow the top leader (and of course the owner) remove doors / walls?


On top of that an exiled player (and any strangers from another village) could be locked out by the doors by default.


This would allow to use buildings to protect oneself and the family from strangers and wild animals.



UPDATE:
to be clear, im not suggesting using gates to protect doors, i am suggesting upgrading doors / walls to work / protect similar to gates / fences

with the current leadership system, by default you could be allowed to pass doors of your allies. Once you are exiled you loose the right to pass them.

the majority leader could be allowed to "remove" doors / gates / walls / fences with "hard work"

doors could also stop people carry wild boars by default from going in (gates still would allow it)

protecting against animals through standing on items close to walls for me feels more like a bug, it works, but i see no game logic to it.

#817 Re: Main Forum » New idea for killing » 2020-05-07 21:46:11

jasonrohrer wrote:

What if:
...
One problem:

What if the person you are trying to kill has allies via a different leader?  If griefers band together into a group of 4, for example, they could require a posse of 4 to kill them.  That might be okay, since they themselves wouldn't be killing, but just causing trouble other ways.

Another problem:  you are part of a group in a big town with lots of allies, and you travel to a different town to cause trouble.  I think we probably need to count your allies in some limited radius.
....

To the problem(s):
- count allies only in your own hometown. if you go somewhere else you need to be careful

Additionally to make it easier to form posses, count the leaders allies automatically to the posse size and optionally alow him to announce "Guards" who also get the allies posse benefit.

#818 Re: Main Forum » New idea for killing » 2020-05-07 21:24:49

if people would auto follow the one with the highest genetic score by default, there would be a higher chance that the leader knows actually what he does, escpecially if this would be connected to killing....

to groups from foreigners, why give them any protection in another homeland?

#819 Re: Main Forum » Curse Forgiveness System » 2020-05-07 21:21:14

lol, got my first curse by walking by accident close to one who said the game told him to try out: "I curse you" Wrong time wrong place....

forgiveness would be really great!

#820 Re: Main Forum » How do you use war sword? » 2020-05-07 21:04:47

jasonrohrer wrote:

Well, the last incarnation of war swords could only be used if war was declared bilaterally...

why should villages go to war with the current system? except for Bobo, but he dont need wars, he has already thinks like engine recycling and wild boars to mess with.

by the way, if you want to know why Bobo became like that, his mother was drinking far too much wine and did not take care of him. So dont blame bobo, blame his mother:
https://www.youtube.com/watch?v=-HL6ZWCutDs

#821 Re: Main Forum » Wow, posse system really worked » 2020-05-07 19:05:32

jasonrohrer wrote:

Yeah, I have thought about tying it to leadership and such, but it gets pretty complicated fast.

Like, what if you're exiled by one king but not by another?  Who can kill you then, and how many people do they need behind them?

I'm still thinking about it....

why not make one "king" per family home area for example the one with the most followers.
If by default people follow the one with the higest "gene" rating instead of just following the mother by default, there would be a good chance that this "king" knows what he does.

This king can then kill / order to kill anyone and can be killed by anyone.
i guess with a high gene rating he / she is smart enough to defend his life most of the time.

#822 Re: Main Forum » New idea for males: one hour half life » 2020-05-05 09:24:44

jasonrohrer wrote:

Okay, data from yesterday (Sunday):

1290 Males, average lifespan 21.07
1948 Females, average lifespan 23.09

Women live longer already, which is cool.

why then let new players start with a genetic score of 30?

Currently taking care of new players in average reduces your score, also for the new players its not a nice experience to see it drop that much in the beginning.  Better use a lower genetic starting age like 15, or at least the average live span for new players....

#823 Re: Main Forum » Wow, posse system really worked » 2020-05-05 09:11:11

- why not remove the posse system and give people little bit more time to heal and or require two / three hits to die?

- for sure change the recycling of engines

- stop the ability to pick up the child's of wild boars

In this videos the current situation with posse system, engine recycling and wild boars is displayed:

https://www.youtube.com/channel/UCdp4UA … QAqKoZvW0w

#824 Re: Main Forum » Curse Forgiveness System » 2020-05-02 17:29:41

pein wrote:

... time, I had to wait the timer to have lambs, and he sheared them again, with 3 wooly sheep you can get 3 lambs, then make your clothing 3x faster, he ignored that he is ruining my work so I stabbed him


lol, taking care of sheeps for sure is one of the most dangerous jobs in OHOL...



BlueCramberry64 wrote:

... An innocent that served all this life our town had been cursed. 

I really wish there was a way to eliminate a curse you give somebody in the heat of the moment. Also, the language restriction doesn't help.

it looks more and more for me, that curses are far to easy to make for the power they have. killing some one can be quite tricky, cursing seems to be lot easier and does lot more harm.

Added here a suggestion for a cursed grave to make it more challanging to curse and more rewarding to catch someone:
https://www.reddit.com/r/OneLifeSuggest … _to_curse/

#825 Re: Main Forum » Curse Forgiveness System » 2020-05-02 15:53:57

Crumpaloo wrote:

How about instead of that, we make it so every 7 days you need to "renew" the curse you made on someone.

If what they did wasn't memorable after 7 days you can just let the time limit run out and they will be able to spawn near you again. But if not you have the potential to renew their curse 4 separate times over 30 days.

In short alot of people dont think when they curse, a system like this would help that by asking them "are you sure what this person did is bad enough to be cursed for another week?"

4 x 7 = 28 days i think smile

hmm maybe if you count the fist its 5 x 7 = 35 days... too much math, better i do something else...

are you sure this person was bad enough to curse for another 3650 days? option from the game: YEAAAAAAAAAAAAAAAAAAAAAAAAs

Lol, remembered when i was taking care of the sheeps and then some one came and killed all sheep except one. when i came back my little in game brother who was a pro, at least more pro then me got angry at me why i killed nearly all the sheep, since it takes much longer to make new one....

while we are talking one came and killed the last sheep exactly next to us. i guess my little brother cursed him very much for 3650 days. at least that should be the punishement for killing the last sheep....

this game is really funny....

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