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a multiplayer game of parenting and civilization building

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#76 Re: Main Forum » THE END OF THE ZIV FAMILY » 2019-07-04 21:33:03

Sounds like what the British did when they got to America. How do you protect yourself in real life? Built some gates and walls, maybe smith some locks and keys, and arm yourselves. It's the wild west out there and no change to the system is going to stop people from attacking you.

#77 Re: Main Forum » Will we get content soon? » 2019-07-04 21:27:38

Why does what is produced have to be poor quality? I feel like it just needs to be a "walk before you run" kind of thing. Do simpler crafts, build to more complex ones. Then you couldn't just make a plane right out the gate. You'd have to craft simpler items that the town needs first. Crafts above your skill level are just undoable (albeit for a short period of time).

#78 Re: Main Forum » Will we get content soon? » 2019-07-04 20:50:22

I think for the most part, Dodge and I are on the same page. However, I feel like if the map is smaller, resources will be closer together. If natural resources are in the territory of two families, I think they will more quickly fight for it than trade for it.

#79 Re: Main Forum » Will we get content soon? » 2019-07-04 20:36:41

JonySky wrote:

what do we do with the EVES ... do they know everything? Do you know all the professions?

...

what happens with the secondary tasks (french fries, burritos, snowmen, tree planting, etc ...) must also learn these jobs

I think your idea of a skill-based system is way to complicated. You're thinking of building skills associated with individual craftable items. What I imagine is that the more you cook (no matter what you cook), the more complicated things you can cook. And the more you smith (again, no matter what you smith at your current level), you will be able to craft higher level items. I don't imagine that this curve would be very steep or difficult to achieve, but would create a more realistic progression of crafting skill.

The questions about Eves is moot, since Eves are going to start out at the most basic level, regardless of what the player knows about the game. That natural progression should build their skills as the go without them noticing much difference, except when reaching higher tech tiers.

Edit: I also think this would be a good system to prevent all Eves from just rushing to the nearest abandoned city. They would have access to the items, but they would not immediately be able to take advantage of everything right away because they hadn't followed the natural skill-building progression.

#80 Re: Main Forum » Little Idea: Window and window sill » 2019-07-04 18:30:30

Grim_Arbiter wrote:

We used to make windows on greeps server by using the first two blocks of a bell tower base. It kinda worked, but would be impractical in game because people would just add blocks to them.

How does that affect building insulation? I've also seen the carts that run in and out of a wall cutout.

#81 Re: Main Forum » say goodbye to radish forever » 2019-07-04 18:29:23

I just want to say, Ollj, I haven't seen any posts from you yet that didn't frame you as a sociopath.

#82 Re: Main Forum » How to make the most of a life. Roleplay » 2019-07-04 18:23:13

The funny thing is, I think he really got into it after that. Afterwards he said we should pray to Jason to save the town and I said "I don't believe in Jason. I believe in science." So he ran through the town preaching the gospel of Jason. I told him that if he wanted Jason to hear his prayers, he had to pray in the Temple of the Forum. lol

#83 Re: Main Forum » Will we get content soon? » 2019-07-04 18:20:22

Dodge wrote:

@AdelaSkarupa

I didn't mean waste as in garbage but something like the hoe breaks faster if your a rookie farmer or you only make 2 pies with one wheat if you're a rookie baker compared to an experienced one that could make 5-6 pies with one wheat, just an example.

Imagine if a rookie baker comes into the kitchen and you have one or two skilled bakers. They're going to chase the new guy out before he can skill build. Then your bakers die of old age and a rookie comes in and bottlenecks the food supply.

Now imagine that you go to put the dough on the plate and it just makes something like "Messy dough on plate", then you have to return it to the bowl and try again. I think these little types of recoverable frustrations are enough to add a bit of a speed bump without discouraging progress and cooperation.

#84 Re: Main Forum » How to make the most of a life. Roleplay » 2019-07-04 18:16:57

MultiLife wrote:

I rarely see people talk about themselves as irl people, or greeting others as themselves.

I was in the Qin town Kilian one day and there was this guy in red white and blue clothes and our conversation went something like this:

HIM: Yeah, red white and blue baby!
ME: Red white blue. What's that?
HIM: UMM America
ME: America. Where's that? South of Kilian?
HIM: Are you dumb? America!
ME: Is it near Rodwins?
HIM: North America!!! In real life!!
ME: You have another life? This is real life!
HIM: ... oh...
ME: Welcome back to the real world.

I don't want the real real world in my game.

#85 Re: Main Forum » Will we get content soon? » 2019-07-04 18:11:09

I think the issue you're having is that you imagine only one people will learn a particular skill. Also, I think basic things shouldn't require any skill building at all. Farming is basic and requires really no buildup. It's the more intense crafting that would require skills.

So that's really where trade comes in. Why do you or why does any person do the particular job they do? To make money and put food on the table. You didn't farm the vegetables or slaughter the animals, you traded for your basic staples. If you've spent the time building your blacksmith skill, you haven't been baking pies. You trade for pies.

I agree with what Dodge is saying. We should be forced to cooperate across generations in order to climb the tech tree. We shouldn't have a whole city built with kerosene, cars, and planes in just a couple generations. I don't fully agree that an unskilled worker should create waste though. That might discourage progress. Maybe if the waste they generated is recyclable.

#86 Re: Main Forum » Little Idea: Window and window sill » 2019-07-04 15:49:56

ollj wrote:

yes, but also make a glassles window version, where you can shoot arrows trough them, but not knife or war sword kill trough windows.

1) Everything that you say goes back to killing. You might need therapy.

2) If you can shoot arrows out, they can shoot arrows in, you will have transformed your kitchen into a murder box.

#87 Re: Main Forum » Will we get content soon? » 2019-07-04 15:36:52

testo wrote:
AdelaSkarupa wrote:
testo wrote:

I doesn´t make any sense that a 4 year old jumps out of fire, picks a bowl of berries and starts crafting an engine. None.

I guess I've changed my mind on the skill system. This does make sense to me. I agree that there should be a system that forces a progressive crafting and I suppose that would be a skill system. I just don't think the skill system should be so restrictive that you can learn only one trade. It should be possible to be the jack of all trades, master of none, and it should be possible to focus a whole life on being the engineer.

It is all good to be a jack of all trades, and maybe master of one. It is just not realistic being able to do anything at any age for everyone. The biggest crafting control beside available resources is not being able to pick a knife, rocks or a Newcomen core while under 12-14, wich is actually a good byproduct from childhood modeling.

I agree completely. The physical abilities are being simulated but the accumulation of knowledge is not.

#88 Re: Main Forum » South Qin Memorial Garden - The true tale of a magical garden » 2019-07-04 15:35:05

I think Jason is concerned more with the mechanics of the world rather than forcing any particular stance on culture. We all live on the same planet but culture emerges from common experience. So, that's something that's going to have to come from the players if that's really what the people want.

#89 Re: Main Forum » Will we get content soon? » 2019-07-04 15:27:54

I'm not saying that it's advisable to start a war. As was mentioned earlier, you may not start one but someone will. When attacks do come, if you care about your score, you will be incentivised to do whatever it takes to preserve the greatest number of relatives. Playing the role of medic is good, but then the attack continues until you have no pads. Just running away won't help because your dead relatives count against you. The score is a reason to stay and fight.

And if you die and are born into the other family, your best scoring option now is to change sides. Loyalty is a fickle thing.

#90 Re: Main Forum » Will we get content soon? » 2019-07-04 13:33:43

testo wrote:

I doesn´t make any sense that a 4 year old jumps out of fire, picks a bowl of berries and starts crafting an engine. None.

I guess I've changed my mind on the skill system. This does make sense to me. I agree that there should be a system that forces a progressive crafting and I suppose that would be a skill system. I just don't think the skill system should be so restrictive that you can learn only one trade. It should be possible to be the jack of all trades, master of none, and it should be possible to focus a whole life on being the engineer.

#91 Re: Main Forum » Will we get content soon? » 2019-07-04 07:43:12

Dodge wrote:

If only the farmer can make compost and farm crops, then the cook can run out of food to make and if he cant make food the smith will starve which makes it impossible for the farmer to grow crops without tools.

The only ways to limit what an individual can accomplish is to make the task much more difficult and time consuming, or to introduce a skill system. I don't think anyone will get behind either one, so you will always see multitasking among the experienced players.

So if you're experienced, you are rich. If you're new, you're poor. The poor have nothing to offer the rich, so trade just doesn't happen there.

#92 Re: Main Forum » South Qin Memorial Garden - The true tale of a magical garden » 2019-07-04 07:36:49

testo wrote:

not even thinking about tradition at this point tbh

In my experience, OHOL players find traditions tedious. Or worse, griefing (e.g., Bob cult)

#93 Re: Main Forum » How to make the most of a life. Roleplay » 2019-07-04 07:13:57

Spoonwood wrote:

No.  The genetic score comes as pretty clear in that roleplaying isn't a good idea

This would be more relevant is genetic score mattered even in the slightest. A high score will make old age easier. But most of us have gotten used to playing OHOL the way that it always was and a low score doesn't make the game any harder than what we're used to.

Roleplaying is a great way to create something deeper and more beautiful than the spreadsheet that is score counting.

#94 Re: Main Forum » Will we get content soon? » 2019-07-04 06:57:56

How many resources can you really run out of? When you run our of soil, you compost. When you run out of water, you make a diesel pump. Need wood? Plant an orchard. Need food? Farm and raise animals. The only truly finite resource I can think of is iron. So the emerging problem is that the only thing that really needs to be traded for is iron. But if the people who have the iron are also renewing their resources, what could you possibly offer? I suppose the only thing you could offer is something advanced like a diesel engine. Spend more iron, save the time. But it all goes back to this one resource. Iron is the oil of OHOL.

Edit: I suppose there are other things that are irritating and time consuming to make too, like buckets of rubber.

#95 Re: Main Forum » South Qin Memorial Garden - The true tale of a magical garden » 2019-07-04 06:37:46

A lot of culture is about art. I thought some kind of paint and canvas would be a nice addition. If we could create images on the canvas that could be saved similar to the photo server, that would be amazing. Maybe the canvas could have a long decay time but could be revived with some sort of restoration tool set. I guess a similar system could be used for some kind of sculpting. I don't know how well these ideas would play with the current engine though.

testo wrote:

Without an external reward to keep any cultural trait, new generations in game simply can´t reach the real life reward of cultural identification.

Is there some external reward in the real world for cultural identification? I think the passing on of cultural traits is based on imitation when young, then respect and fear for previous generations as one gets older. Those would be hard to simulate. The other motivator is alive and well in the game in some cases: national pride. Slap a sign on a wall with a town name and throw some swords down and you will surely have a zealous army.

#96 Re: Main Forum » duped family names are a silly impostor exploit » 2019-07-04 03:00:59

How is this not resolved by the "No Relation" attached to the name?

#97 Re: Main Forum » South Qin Memorial Garden - The true tale of a magical garden » 2019-07-04 02:58:08

testo wrote:

Gardens and Shrines are nice because they show the willingness of players to express some way of culture in game. The bad part is the game doesn´t really support long term cultural expresion since they are just for aesthetics.

I think slot boxes full of jobs or town laws are an increasingly present form of cultural expression. Whether or not future generations keep those traditions is up to them but I think that's like real life too. If you think back on human history, culture in any given country can change drastically every decade. So that means if the culture of your town lasts even close to the full sixty minutes of your life, then culture is actually progressing quite slowly.

#98 Re: Main Forum » Will we get content soon? » 2019-07-04 02:49:37

Spoonwood wrote:

causalities of war will hurt your genetic score).

It is consistent. That gives you the genetic incentive to win the war.

#99 Re: Main Forum » Using the name "Hope". » 2019-07-03 20:38:01

HumboldtStoneHoe wrote:

naming your children hope is a great way of showing them that they're the village's last resort, a woman capable of doing a bottleneck and turning a humble town into a megacity, it's a beautiful show of this game's culture and yet you resort to stabbing children with that name simply because you don't like it thus stripping them of their constitutional and international and moral right to living in that town simply because of their name (did i mention it's beautiful) stab people who speak up against "hope", name your children "hope" or you may just be a light handed gentleman

I agree with that point. Just naming a child Hope quickly communicates the situation of the town and what their responsibility is going to be. You can say "You are Hope" or you can say "There are no fertile women left in town and you are the last girl, so have a lot of kids." I also think when you see a bustling town, to meet a woman named Hope quickly communicates that they are the one that saved the family.

I think the emergent culture of the players is a beautiful thing.

#100 Re: Main Forum » South Qin Memorial Garden - The true tale of a magical garden » 2019-07-03 20:34:09

That's the thing about towns. As they cycle players, the culture can change pretty rapidly.

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