a multiplayer game of parenting and civilization building
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Engine: https://onehouronelife.com/forums/viewtopic.php?id=4657
Oil: https://onehouronelife.com/forums/viewtopic.php?id=4740
Car: https://onehouronelife.com/forums/viewtopic.php?id=4778
Radio One: https://onehouronelife.com/forums/viewtopic.php?id=4993
Radio Two: https://onehouronelife.com/forums/viewtopic.php?id=5042
Plane: https://onehouronelife.com/forums/viewtopic.php?id=5170
Is your point that people should just be satisfied with the tech bar that was set over a year ago...? Gets boring when you start making things multiple times.
I believe you’re missing the super secret discord griefers who are adamant that they did nothing wrong.
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This is more a thing for early camps between 2nd gen, when there are no large towns on the server, and whenever they start to hit tech that requires latex and sulpur. You can always just head east until you hit a dry spring, but not everyone knows that and there’s no significant way for them to know this just by using common sense.
Don’t worry, long highways would still be very useful, and wouldn’t disrupt your only way of playing. ![]()
Firstly, I initially and accidentally wrote “trampled toads”, and laughed awkwardly to myself. Thought I’d share.
Maps can be awkward to use, considering they can often be left in a destination town with no one from the original town getting a chance to follow it. The also require time and resources to make. However they fit in well with the following idea. Walking anywhere makes the ground trampled, which lasts a certain amount of time depending on the method of transportation. The longer the trampled ground lasts, the more prominent and visible it is — something along the lines of walking adding about 5 minutes to the road life, and horse carts adding 15. Not sure about cars (or even planes) since they aren’t worth building
This would inspire more exploration for people who weren’t initially planning on exploring (essentially the same effect as the current manually-built roads, without the movement speed buff), and possibly lead to more close-village interactions without dedicated people carrying out resource management.
It’s a game, no one is going to want to play genuinely as a peasant. Especially in the small family communities we have now. I wouldn’t bully my younger sister telling her to give me her shoes because I’m her lord, that’s weird and wrong.
Until there’s a larger village network and a way of marking that that village belongs to a certain political party, presidents/kings and senators/dukes aren’t going to work because it’s an intimate family setting (complete with stabbings, shooting and racial slurs thrown around, but the point is made). Most you can have ideally is a county, and even that put into context consists of multiple towns.
How in the hell did this even blow up so big?
schmloo wrote:I don’t know if you’ve ever taught people before, but if you have you can’t tell me it’s not a genuine emotional response when they appreciate you for it and they go on to be more useful than most of the other people who know how to play but can’t be fucked. That’s investing time into what they could be doing and it pays off.
Yes teaching is great but you forget a main point it relies on a constant flux of new players also it's sort of a meta thing since you're teaching the actual player and not the charachter he's playing in the game but wathever.
If you cant answer the riddle that's fine but pls stop arguing the logical aspect of it thanks.
You are a griefer
You just got born
Your intent is to grief, unless
Unless...what?
Plenty of food around you? Check
No other threat for your survival? Check
I’ve played along with your riddle, and now you’re just taking the piss. Goodbye.
So what’s your epic solution to stopping early town griefers? It’s genuinely only up to them to realise that Fortnite is more up their alley. Most of them actually get swatted anyway because they’re often pretty stupid.
The town is already "built", building more would be purely aesthethic and would go in the RP category
Yes, because taking the next steps towards a newcomen pump before your town dies out from famine is RP.
...and killing is the only interaction that is somewhat interesting (true emotionnal response) since it impacts their survival, the time they invested in this life plus what they could be doing if you dont kill them.
I don’t know if you’ve ever taught people before, but if you have you can’t tell me it’s not a genuine emotional response when they appreciate you for it and they go on to be more useful than most of the other people who know how to play but can’t be fucked. That’s investing time into what they could be doing and it pays off.
Giving someone a pie for example and telling them : "HERE I GOT THIS PIE FOR YOU" when there is plenty of food around feels ridiculous and purely like you are playing a charachter instead of living the charachter you are actually playing.
No you’re right, but jum foods are always appreciated by people who do it properly. One thing I will give the specialisation update is that bananas are very appreciated.
War is for two (or more) entities that consider each other foreign. No town is foreign for two reasons: 1, all towns are basically the same, and 2, people getting reborn to skew the advantage to one side isn’t genuine.
The playerbase also isn’t really big enough, considering that a lot of people just run away to play Eve, no matter what. It uh, might be okay for huge cities to contest over resources and borders politically, but with 2 small towns consisting of about 20-30 people at most? Mostly just for shits and giggles and griefing.
I’m not sure if this was said, because it’s a fairly long thread, but in terms of a points system I think having a visual representation of what kind of a player some people are would encourage people to be more open towards trusting other people. People are always on edge about who’s trustworthy and who isn’t, and it usually just results in not trusting anyone as they’ve been punished for being too trusting before.
People with a high curse score are represented as gradiently bad (darkened eye-bags, generally looking very villain-esque), so that having one curse doesn’t cause too much prejudice. This could also open up an opportunity for a very old idea that, iirc, a lot of people liked: blessings. In this context, it works exactly the same as a curse, with a separate token, so it’s given to people who truly deserve it. This would be represented as having more innocent features, like longer eyelashes and pinker cheeks.
schmloo wrote:Dodge wrote:You dont care about pointlesness you just enjoy griefing.
What motivates you to not grief? Nothing!
Unless...
Your turn, try again.
What motivates you to grief? Knowing what you do has an actual effect? Unfortunately there’s no town identity, so as long as a town pops up somewhere and survives then you as a griefer have failed. On the other hand, what would motivate you to not grief would be simply being a normal person, but since that’s not a valid answer, I stand by those two points above.
You simply enjoy griefing, doesn't matter if it has an effect on towns, the game, the players or wathever, what motivates you to grief is not the question.
The question is you just got born, after 4 years you dont depend on anyone for your survival and there is plenty of food around so you are not going to die and any form of interaction besides killing feels uninteresting/RP.
Why would you not grief this life?
If you become so bored that your only option is to grief, then I suppose you wouldn’t because you’ve quit and found a more enjoyable game. What motivates you to not grief is that building up a town is far more rewarding. What also might motivate you not to grief is being sent to dt because you get mass cursed by openly griefing.
schmloo wrote:As well as aesthetic properties, hair could also have racial benefits. For example, gingers grow more facial and body hair to help them cope better in tundra than other races, however this causes them to fare much worse than currently in desert and jungle. Black people on the other hand grow very little body hair to help cope with deserts, but work similarly to the above in tundra biomes.
This could also be extended to gender and the transition to adulthood, with men’s natural resistance in all biomes being much better after reaching 14, allowing their lack of food consumption to make up for the fact that they can’t carry on a lineage.
Men irl typically consume more food though... But they're also typically stronger, faster, etc which jason will never be open to implementing, so maybe consume less food is a reasonable token replacement, though even that he probably wouldn't be open to. Inb4 "but wimminz n kiddiez in boatz!!1!"
This isn’t real life though. A female in theory would need to eat more to perform whatever cell dividing shit they’re pulling off, whereas males currently just need to sustain a body with no advantages. Either lower the maintenance of something less useful, or make it more useful.
You dont care about pointlesness you just enjoy griefing.
What motivates you to not grief? Nothing!
Unless...
Your turn, try again.
What motivates you to grief? Knowing what you do has an actual effect? Unfortunately there’s no town identity, so as long as a town pops up somewhere and survives then you as a griefer have failed. On the other hand, what would motivate you to not grief would be simply being a normal person, but since that’s not a valid answer, I stand by those two points above.
schmloo wrote:Pride? Killing off an unstable town with fewer weapons to fight back with takes very little skill, whereas either helping that town thrive or killing off said griefer before they can do any damage is much harder. Why people want to grief a game about looking after your family is beyond me though.
You are a shameless griefer so any matter of pride, guilt or any higher reasoning is out of the question here, try again.
Then it’s pointless, because other deep well towns are going to develop all the while you’re leading in bears, taking advantage of the fairly recent influx of new and helpless players and avoiding people who have caught onto what you’re doing. What’s the reward, an “I’m a noob killer!” badge?
Pride? Killing off an unstable town with fewer weapons to fight back with takes very little skill, whereas either helping that town thrive or killing off said griefer before they can do any damage is much harder and more rewarding. Why people want to grief a game about looking after your family is beyond me though.
As well as aesthetic properties, hair could also have racial benefits. For example, gingers grow more facial and body hair to help them cope better in tundra than other races, however this causes them to fare much worse than currently in desert and jungle. Black people on the other hand grow very little body hair to help cope with deserts, but work similarly to the above in tundra biomes.
This could also be extended to gender and the transition to adulthood, with men’s natural resistance in all biomes being much better after reaching 14, allowing their lack of food consumption to make up for the fact that they can’t carry on a lineage.
Yeah, passive options for handling griefers (or even just know-it-all idiots in general) would be very nice.
The bottles will be used for other stuff besides wine in the future, like storing multiple bowls of salt, vinegar, palm oil, etc.
And the current chemicals we have, for ...Chemistry?! Lots of failures and blowing things up accidentally through experimentation?!
Stop feeding this rat attention.
Quite a few people want to be an Eve, even if they aren’t born as one. So they tun off and pseudo-eve, spreading out the server population, making it less likely to keep a living girl per-town who also gives birth to more girls (who also may or may not run off). That’s my take anyway.
People might say that pizza and cheese as new content isn’t important, but this is the kind of stuff that keeps the game alive. I’d love to see cheese in-game.
My impression is that Jason is trying to get the "core" of the game to work, and that once Jason feels it works, other implementations will come. But that's just my interpretation.
That’s all well and good, but before long new players will begin to dwindle as the steam reviews (a pretty huge factor) turn more and more red. I could bitch about the lack of content, but I don’t feel I know enough to judge the balance between work towards bug fixes and work needed to make new things. So I’ll just say that as a player, I hope the rift is removed fairly soon. Pumpkins and halloween goodies were a nice touch though.
I would say it might be interesting if the banner making process were slightly similair to how it's done in minecraft, rather than textual.
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Sorry for the late reply, this is all well and good with the pattern-making building on from templating, similar to crown-making, however the part about it being similar to Minecraft jumps out as being a bit off, as there’s a consistent theme for lack of minimal UI. So keeping this in mind, I’m not quite sure how the diagonal, chequered, or etc. patterns would be made. Also, such a process would need to be simple enough for appropriate ease of replication with regards to the current tech level.
I know suggestions are frowned upon, so I’ll keep this short.
I feel towns don’t have much identity, and difference between them is defined through very small layout changes. As well as this, citizenship is non-existent, you’re simply a person in a town.
Banners, made by combining a tied long shaft and some process of dyed cloth, can be right clicked to add “of (town name)” to the end of someone’s name. By saying “of (town name)” when holding the banner, it assigns the town name to the banner. The banner can then be placed on stone walls like signs can.