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#76 Re: Main Forum » As Seen on Twisted's Youtube - An Actual Raid Outfit » 2019-08-07 13:55:54

I don't think I put in line info so here is me

http://lineage.onehouronelife.com/serve … id=5121139

And oh cool twisted I hope I make your content better XD

#77 Main Forum » As Seen on Twisted's Youtube - An Actual Raid Outfit » 2019-08-07 12:26:27

OminousBladeBlank
Replies: 13

I was the daughter of Eve Hope.

We were in a town. I don't remember the name of that line. They accepted us in. Gave us clothes and the sort.

My mother was always quick to jump on loot from the old ones. It was a dying town. It's the northwest city. Fancy clothes, but beyond that not too much.

There're only a handful of swords, but my mom gets her hands on one. the town has two more. One in the hands of some guy with red pants and the other is held by the matriarch. I have a baby and my mom continues to have babies. I grow up, get nice fancy clothes and a pack. Then the matriarch starts getting old. She dies and I sieze my chance. I spam her body for the sword and I get it. The red shorts guy is nowhere to be seen. I begin stabbing.

Taking it back fifteen years my mom and I had talked about if we should overthrow them. We were unsure, but she was open to the idea. I figured she'd get the hint when I started stabbing.

So I have a sword and so does she. We smash the village, killing all of the inhabitants. The red shorts guy gives us some trouble but ultimately I get him. Then we get counter-raided by an eve with two swords and we kill her. My nephew who I didn't know I had comes back with another sword as well.

All of a sudden, we have three war ready fighters with 6 swords. My nephew, daughter, and I decide our next move.

My daughter had something against the Williams, so we headed south to their western base to try to steal an engine. I don't know exactly what we needed it for, but we needed it or our line would surely have washed away. I assume for some iron.

We make our way towards it and pickup three other family members, one with a bow, and the others we just distribute swords.

We arrived at a neat and tidy locked up base that we couldn't just walk into. This ws unfortunate.

Soon, the williams found caught wind of the 6 person murder party outside their gate.

About ten people show up at the williams' airlock to see the drama. My team had acquired 7 swords by now, but we were down one man on the approach - my nephew. He got shot by an elder whom we stabbed swiftly.

So now its us five, except no it isn't, it's us four now. The bowman had starved and we had only planned food for 3 people.

So now it's us four at the gate, and their ten comes with maybe 6 swordsmen so we are massively outnumbered... except we have more swords.

Since their base had two entrances but we could not feasibly coordinate between the two, they could trickle elders onto us to trade one-for-ones. Luckily, when another elder sniped my daughter, she was healed by my sister who was also there with a med apron.

So it's still us four, we have taken down two or three of them, and we go between growling at the fence between us and the williams and eating pie - dwindling pie.

Finally, one of them opens the gate, and I foolishly rush in.

They should have closed the door and taken my loot. Instead, a 9 person brawl broke out. I stabbed someone, but I was then stabbed three times. My daughter stabbed about four people, and beyond that all I could tell was there was chaos. A lot of ppl died. And ultimately, we couldn't get the engine which made our line die.

#78 Main Forum » Are You New? Job For You: BARKERS. Never Has There Been More of a Need » 2019-08-07 07:32:44

OminousBladeBlank
Replies: 1

I lead a lot in game. It's less of a factor now for me because I spend most of my time in game building small military outfits, but I used to aim for making larger scale decisions in towns.

Like what? Building plans, resource management, and job allocation.

People don't ask for jobs much anymore, but there was a time around a year ago where noobs were everywhere and people would always ask for jobs.

One of my favorite positions to have filled in a town I ran or helped run was the barker.

Picking out a kid from the berries while he tries to water an empty bush and telling him to be the barker is great because as other threads have pointed out, communication is very inefficient in this game. Especially trying to fill a position like a smith, baker, or builder without knowing who in the damn town can do what because they're all over the place, or they're babies, or whatever the issue is.

Ok, you get it, barker is cool. What is it?

The town barker, when I've had one, has been in charge of town wide communication. The person in charge talks to the barker, and anyone who reports an issue or suggests a multi-facetted course of action can prioritize the barker as easily as the leaders themselves based simply on proximity. oh, the barker is right there i'll ask him.

The barker acts as a proxy leader / glorified secretary that lightens the social burden off of leaders and skilled players.

Realistically, I think this is about as good as you can get duties-wise.

I've used a barker for the following tasks:

"Find two people who can build and bring them to me"

"Tell everyone we (insert important or dangerous event i.e. bear or new hospital)"

"Find two teenage girls who want to populate a satellite"

Without any instruction, the barker has on occasion also come to me with specific problems that need to be addressed per request of different individuals.

Anyway, my point is that most of the times I used barkers was pre-sword and pre-property. Now, with the reality of raids almost every life, finite resources, and complicated & compact city design a barker in every family would be wildly useful.

A low skill cap role with large impact. You talk to the townspeople and gather requested talent. You make important announcements. Warn about raids. Declare the town's intentions. Anything more you do is just to fill your spare time enjoy it.

Think about it. It's at least one step up from corpse-master ---- great job. very important.

Next step for you new kids is librarian. Barker first though.

#79 Re: Main Forum » Why Griefers Are Jason's Natural Selection » 2019-08-07 06:59:48

sigmen4020 wrote:

Inb4 Morti spams your thread.

Impressive

#80 Main Forum » Why Griefers Are Jason's Natural Selection » 2019-08-07 06:57:54

OminousBladeBlank
Replies: 10

Jason has handcrafted a path for any nihilist to 'ruin' the combined efforts of hundreds of players without any real repercussions in game (I'm being melodramatic. Griefers only really hinder the progress of a town as towns survive independent of lines and are almost inevitably repopulated).

The path not to take is one that directly conflicts with your own line.

Even now familiar people to your family can take curse action against you.

But still, under almost any circumstance, there is a violent course of action you can take without really risking a trip to Donkey Town, our own in-house AFK simulator.

This path becomes safer and more defined with every update.

Now, as long as I bring loot back from a raid, or that I at least have the intention and means within reason to achieve such an outcome, I do not see slaughtering a city as griefing. And if I die losing my city's loot, at least I know that my efforts were a calculated risk with opportunity to succeed.

These actions are elicited in accordance to the game's intention: advance your immediate and long term family by means available to you.

Towns that do not properly engage with the game will create windows for grief. However, well-planned towns will develop to thwart aggression by plugging holes that griefers expose. Without the griefer mentality of deriving enjoyment from punishing misplays and enacting aggressive strategies, your town has no x-factor enemy. No mob in this game will replace the tactics and decision making of another person. The game environment may have aggressive features, but the only real opponents are the players.

The builders will need some time to learn the best practices when it comes to multigenerational defense strategies. The big players in leadership will need time to develop more efficient methods of information distribution and decision making. Intermediate players need more time to learn the signs of a raid or an internal grief. The community needs time to iron out what is meta for multi-family communities.

But ultimately it's the griefers who will give everyone else a reason to actually get better.

As a result, when I have nothing to lose in a game, I do everything within my power to punish every player I can for their decisions, whether it's a forgotten gate perm or trusting a random man with a sword.

Survival of the fittest. I'm making you better.

#81 Re: Main Forum » Join our knew trolling discord server » 2019-08-07 06:34:11

pedrito confesiones wrote:

they kill your towns because you are dumb

amen.

#86 Main Forum » One Man Army - I played one life like rust. Jason would be proud. » 2019-08-07 04:51:17

OminousBladeBlank
Replies: 7

http://lineage.onehouronelife.com/serve … id=5119465

I started as a child with s sheepskin in the wilderness. I ended as a successful, vengeful warrior.

After scrounging for clothes and a pack, I was able to make my way to some docile yet advanced towns. I got my hands on some steel rods.

I was abe to escape with the rods and a horse, make my way to an abandoned town, fire up their forge, and make two swords. I was the son of a dead eve with no ties. I was out for blood.

The monument is always helpful. I can navigate to about 4 towns from there easily. Even some habitually abandoned spots that used to be towns.

With two swords and a horse, one man can take on a village if he strikes fast.

Through some navigations and clever drops, I pillaged an 8 person village, and moved on taking on a counter raid on my way out. I made my way to the town I stole the rods from and died three kills into another rampage. I died of old age.

The issue? I don't know how to find out whom I killed so I can't give a count. If you know how, the link above is my line. I think it was something like 11.

Get angry if you want. But I had no line and no common language. I am constantly killed if I do not fall within a towns borders, and even then, only if my family has numbers. My family died long before I did. My mother died with me in her arms.

#87 Main Forum » Why Peace is Great for War & War Signs » 2019-08-04 05:16:24

OminousBladeBlank
Replies: 0

Gauging the wealth of a city is strongly linked to steel. Steel is also one of the more invasive choke resources of the game.

With the new meta dictating large, gated communities as best for our fitness, the addition of peace has mad war an even more viable strategy for intergenerational play.

For the low cost of one steel per sword and an intermediate tech level, a city can be outfitted rather inexpensively.

Before peace was a mechanic, sole families would try to control sword and weapon production to maintain power. The family with the most weapons can maintain power.

Now, communities are given a non-violent option that forces discrimination between friendly families and hostile families.

Since the update, I have been involved in wealthy communities that declare peace, produce large quantities of swords, and amass war-ready forces nearing double digits where the most I would see before would be closer to 4.

Now there isn't as likely the temptation for an internal power struggle within communities, and there is less of a reason to restrict certain families from access to violence.

Anyone attracted to this post may also be interested in starting a thread of signs or methods of navigating to or identifying hostile communities. I know that the metods I use to locate cities is rather standard - I look for increasing signs of human interaction.

Plop some ideas or perhaps start developing signs you can easily produce in the wild that indicate certain instructions, like a warriors-cant.

#89 Re: Main Forum » I Mixed Dungeons and Dragons with OHOL. It Was Interesting » 2019-05-29 15:50:39

Baker wrote:

What happens if one or more of you is lawful good but the other chaotic evil?

Didn't happen, we actually, by some miracle, all were good or evil together (granted, we only rolled three stat blocks each).

We would have used player vs. character information to have internal conflicts, and standard play for external conflicts.

#91 Re: Main Forum » Please, read my suggestion. » 2019-05-28 16:56:43

I think it would work with the nets, but there will always be ways for griefers to abuse anti-griefing mechanics. For instance, griefers can stack up significant curse counts on INNOs if the yare grouped up, or there is an inter-family war across multiple towns.

#92 Re: Main Forum » Jason, I would love to play !! » 2019-05-28 16:50:53

DestinyCall wrote:

I'm sure all the griefers out there would like it if their lifetime curse score would just go away.

Uh, yeah duh, idiot. Jk, youre not an idiot. But yes, duh they would. So would I.

#93 Re: Main Forum » Rampant Eve griefing has made the game unplayable » 2019-05-28 16:48:43

DiscardedSlinky wrote:

It's not even about the Eve's! You're enabling griefing by letting them go unpunishable. Cursing is the only punishment this game has and he took it away! I am so confused and upset

Hah!

#94 Re: Main Forum » Jason, I would love to play !! » 2019-05-28 16:36:34

Twisted wrote:

Nah I'm not angry, it just seems to me that Pyroll is trying to manipulate people to his side and I'm not buying it.

And yeah, the graph Tarr linked is the graph I used to see how many people have 75+ curses.

I would also like the curses to get reset. Haven't been to D-Town in forever but I'd like a little more cushion. I have a feeling I've been cursed around 30 or 40 times.

#95 Re: Main Forum » Newer Player, 30hrs+2weeks, Quitting » 2019-05-28 16:14:36

BarnabyJones wrote:
Morti wrote:
Dodge wrote:

There is holes in that story

There are indeed.

BarnabyJones wrote:

I simply go to the middle of the town and ask if there are any skewers,

Here is the biggest one.

BarnabyJones wrote:

and immediately someone tells me to go find some (I can't leave and there are none within the gates) and that I'm a lazy fuck.

Barnaby, I told you to try north. And you remember your response? You do. Don't lie. You began to insult me.

I'm going to stop you right there. I think you hastily said check North and then IMMEDIATELY started calling me lazy and to find some myself and getting everyone riled up (again, despite not being able to get out of town anyway)

Morti wrote:

And no one else told you to fuck off, just me, because you insulted me for not telling you exactly where you could find saplings.

That is not true, there were at least 3 others also joining in. It was the last game I played so I remember clearly.

Morti wrote:

We had a small grassland south, that I had fully explored, and a large grassland north, which I had not fully explored. I was working, and I politely responded to you, and in return, you flipped and started insulting me for what? For not telling you exactly where you could find skewers? I was working nonstop that life, as I often am. I stay busy and mind my own business, that's what keeps towns alive; work. You said you were looking for skewers, and I didn't know where to find them, but I knew that, so I wasn't about to stop and have a chat with you about why one thing was not nearby. If I want something, I get it. If I really want it, I might run for 10 years, just to find it, only two run back home for ten years.

I was not an elitist jerk to you until after you began to follow me and insult me.

I simply told you to try looking north.

And there were no gates on the north and south fences, I had long since removed the rope after they had decayed. I turned that rope into more useful things. The gates were not there and they hadn't been for quite some time.

I wish I knew how to record games because you DID NOT RESPOND POLITELY. That's a huge load of bullshit. You immediately attacked me and called me lazy. I didn't know about the gates decaying because when I had checked earlier they were being built. You are trying to make this look like you were so nice to me and just simply told me to check North. Dude, you're delusional. You were immediately rude and then started insulting me, questioning my contributions and other people then joined in.



Morti wrote:

And I didn't tell you to go play Apex Legends, lol, I said Overwatch, not that it really matters.

Middle school behavior regardless.


I'm not apologizing as I did not lie about anything, and again, I do not plan on playing this game anymore so why would I apologize to a toxic player that made me feel the most unwelcome out of anyone else in the game and was nasty for absolutely no reason other than I'm new and wasn't elite. I don't remember starving, but it's possible because I was so busy trying to defend myself, I thought I had been killed since I died so abruptly. When I died there were several people saying nasty things to me, all that you started.

Holy shit if you want to quit, quit. So many ppl spam this site with "THE GAME IS DEAD JASON IS STUPID THE COMMUNITY IS TOXIC" and yet I play, and there are still mad ppl playing, and many of them are quite pleasant. In fact, I have a hard time believeing that the community was toxic to you for no reason -- unless you were just randomly murdered. Unless you do something weird or bad, ppl usually leave you alone.

#96 Re: Main Forum » I Mixed Dungeons and Dragons with OHOL. It Was Interesting » 2019-05-28 16:10:56

RodneyC86 wrote:
OminousBladeBlank wrote:
RodneyC86 wrote:

There’s the d12. But that’s hipster me talking

-.- lol I knew someone would say that. Yes, there's a d12. I could have also just used a d3 -.- lol

Blasphemy, d3 is not a Platonic solid!!!

I'm fine with a triangular run and semi-sphere ends. If it rolls like a die and tells me a number...

#97 Re: Main Forum » I Mixed Dungeons and Dragons with OHOL. It Was Interesting » 2019-05-28 16:05:12

RodneyC86 wrote:

There’s the d12. But that’s hipster me talking

-.- lol I knew someone would say that. Yes, there's a d12. I could have also just used a d3 -.- lol

#98 Re: Main Forum » I Mixed Dungeons and Dragons with OHOL. It Was Interesting » 2019-05-28 15:49:48

RodneyC86 wrote:
Tarr wrote:

I don't know why you would refer to mixing d&d into ohol if you're using a d6 system.

I think he was referring to just the alignment system

And d20 >>> d6
For all non-monopoly boardgamers

Simple fools. We used a d6 because we split each (aside from the last) category into three sections and a d6 has perfect thirds while a d20 doesn't.

It is also more about the fact we statted our characters.

Evil doesn't mean homicidal. Evil and aggressive is homicidal. Still though, it was just a way to create depth of character and RP.

#99 Re: Main Forum » irrelevant updates/content being made new/better » 2019-05-28 15:46:37

Amon wrote:
Twisted wrote:
jasonrohrer wrote:

The thing is, I've made those pine panels in real life, and it's a ton of work.

There's an aspect of this game that is a "real maker aesthetic," and I've kept that going for most things.


I feel you, and I think that's a really cool part of the game (it's the main thing that drew me to the game initially, actually), but what I bothers me a bit is the difference between various items in the same subset. When it comes to wall you have the pine walls which do have this real maker aesthetic, but then you also have adobe and stone which are extremely simplified, stone walls especially - you don't even need mortar for those.

I'm probably in the minority here (when it comes to players), but I'd prefer making buildings much more crucial while at the same time making adobe/stone walls harder to build.

I also think four rope per pine panel is potentially fine - the real problem, in my mind, is that rope is far too difficult to get in this game. I'd prefer making rope easier to get (something other than milkweed) and rebalancing stuff like carts and boxes (you mentioned nails a few days ago).

IT would be realyl nice if we had to chisel blocks individually from the rock pile and then add mortar, add block, add mortar add block, it could be a team effort.
but then buildings should be suuuuuper amazing and be tied to say. Organization like advanced storage units can only count indoors.

Why not just cut the rope cost in half? Why are we pulling multiple stocks for strings? Why doesn't the milkweed just give you a string when you pick it if it's fruiting, and then only give you one stalk if it's not fruiting. Then It'll be easier to play the game. Think about how much food you can get with 8 soil. Now think about how 8 soil only gets you two ropes... With this tweak, you could get four ropes from it if you pull all the milkweed when it fruits. Then tech will be more accessible. Bad? Maybe. I doubt it though. Just less busy work, and more ropes.

#100 Re: Main Forum » irrelevant updates/content being made new/better » 2019-05-28 15:41:01

SavageOgre wrote:

Has anybody EVER seen a wooden house in game? I know I haven't, only in the tutorial, If Jason would make them super cheap to build, like stacking wooden planks together and using something to bind them, or doing the same with logs, then I would be fine with the non ideal insulation if they were actually cheap to build. all people use is adobe/stone walls, and I would argue that a stone wall should be harder to construct than a wooden one, but its 10x and fast/cheap to make stone buildings than wood.

how about making the walls only require the same recipe, but only a single rope to create, and you come out with 3 or 4 walls, and down the road you can put a piece of adobe on it to create an adobe wall (wattle and daub)

I make this post because we all know there have been some failed updates, the dog update, and the cart update come to mind, and last week Jason attempted to make the cart a more viable tool by making it cheaper, and yesterday I saw the first track kits in a town I have seen in months.

Jason you should keep trying to do this, while innovating on your game, revisit the dogs/ maybe allow breeding of dogs breeds that would work as hunting dogs (get them on a leash and they will near instantly pull rabbits out of holes, making it much quicker and efficient then using snares), allow people to name dogs so they become more personal to the village, and do something about the pitbulls too because they are really nothing but a source of grief.

but back to the wooden house thing, I would love to see more villages making more buildings, and you can hopefully understand how completely unviable to milkweed cost of making a wooden house is right now, so why don't you revisit it? I'm sure we would all appreciate it.

I like what you are saying. Pitbulls in particular, and the dog problems, strike close to home. as DaTruF showed us, pitbulls are a tool for griefing. I'd like to see them used as wardogs, or offensive tools. But as it stands, its so challenging to breed one that it can only really be done over a long period of time, making the transferral of a pup to an enemy while unleashing the carnage nearly impossible, leading to it truly only being a tool against the town you breed it in. Mostly a griefing tool, but i like the idea of a war dog that you could bring on a raid. As it stands, this is not really that doable.

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