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a multiplayer game of parenting and civilization building

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#126 Re: Main Forum » What do you name your kids? » 2018-04-16 03:09:15

teanah wrote:

A few times I’ve named boys “extra” or “spare” the game changes those to something else, but it was kind of funny.

"I am disappointed; you are unwanted"

#127 Re: Main Forum » Mushroom. » 2018-04-15 03:26:03

Can you feed one to a baby?

#128 Re: Main Forum » What do you name your kids? » 2018-04-14 02:00:50

Sometimes I name them Olujatimiley(h)in Balasubramanian.  Some babies even suicide over it.

#129 Re: News » Update: The Apocalypse » 2018-04-12 02:04:06

I have a lot of problems with this game myself but...

Orzulth wrote:

Yes, I know that no refunds will ever be given.

... no, you don't know that.

https://onehouronelife.com/forums/viewt … 3545#p3545

#130 Re: Main Forum » Setting up a private server where you spawn where you died as eve » 2018-04-11 21:14:11

Roolstar wrote:

hopefully i can incorporate a way to spawn where I  choose to (or where I last died at least)

It used to be that if you lived to 60 and died of old age, you would respawn near your camp.  However, with the recent changes to spread Eves out, that probably doesn't work anymore.  But on the server there should still be some files you can edit to spawn in the same location every time:

forceEveLocation.ini (set this to 1)

forceEveLocationX.ini (edit these if location (0, 0) sucks)
forceEveLocationY.ini

If you've found a good location, I'm not sure how to find the coordinates so that you can edit those X/Y files properly.  I mean, there are plenty of possibilities, but I don't know what the current state of things is and what the easiest way is.  Maybe somebody else can chime in?

Or, you could always just shotgun it - change the numbers and see where it puts you.

#131 Re: Main Forum » So What are Penguins for? » 2018-04-10 19:58:21

TerraSleet wrote:

They're the only object that you can actually interact with as a baby. Chasing penguins around is fun while you're waiting to starve as your eve mother wandered off to find food.

You can also harass geese and rabbits.

#132 Re: Main Forum » The Anti-Spider God revolution is here! » 2018-04-10 08:14:28

Weasel Spirit gets you out of tough situations.  More useful.

But we Weaselites keep it to ourselves.  Those deserving of Weasel Spirit's blessing will come to Weasel Spirit naturally.

#133 Re: Main Forum » "Q" or im a forum user baby. » 2018-04-10 06:55:01

I use dot.  If an Eve is carrying me, she has another baby, hesitates, then leaves it to die: "."  Short for "...".  "Such is life, this doesn't make you a bad mom."

I don't know if any of my moms has ever gotten it, but maybe.

#134 Re: Main Forum » Suicide Babies » 2018-04-10 05:56:33

Pernicious wrote:
Baker wrote:

I know that some do it to be reborn as girls and some to respawn in a specific village. I've had a village die because my only girl decided to suicide.

If I'm an eve most of the babies understandably suicide probably try to be spawned in a village. Would it break the game if we could choose a preference Like if someone wanted to play an Eve they could choose that option and the game would spawn them as an eve instead?

What happens if everyone in a village decides to be reborn as eve? As then a billion babies?

A compromise would be to not give you your choice immediately, but to queue your birth until it's available.  Right now, if I *really* want to be an Eve, I can just baby-suicide until every fertile woman either ages out or gets marked as a bad mother (thanks to me), but if I could just be given a "waiting to be born" screen until I would spawn as an Eve anyway, I would be happy.

You could compromise a little more by letting the queue pressure things a bit, like if there's one person in the Eve queue there's a 10% chance that a would-be baby will instead spawn as an Eve from the queue, and if there's ten or more people in the Eve queue there's a 30% chance (with in-between values interpolated, of course).

#135 Re: Main Forum » Suicide Babies » 2018-04-10 04:37:21

I do it all the time, usually because I realize early on that the game is going to be higher pressure than I want to deal with right then.  Sometimes I just want to be me and Mom out in the woods, not in the middle of a village with everybody's eyes on me.

Also, sometimes I will run ten babies out into the wilderness in quick succession because I'm resenting the game for being demanding and want to play it on my own terms (even if it is "failure" in game terms).  Also because I think it's funny.

#136 Re: Main Forum » Adams and men having children? - Bring on the Dads! » 2018-04-09 19:15:30

Antichthon wrote:
Thexus wrote:

We will not have trannies.

Fuck you.

I like your style.

#137 Re: News » End of the apocalypse, and lag fixes today » 2018-04-08 09:39:40

Mewmew wrote:

>>"Griefers are a symptom, not a cause.  If you are struggling to survive, you have no time for griefing."

...  Griefers don't care about long term survival, they only care about living long enough to screw everybody else over, then they can die and be reborn to do it all over again.  The only way to make survival so difficult that you have no time for griefing would be to make survival so difficult that you had no time to do *anything* at all other than survive.

Can confirm; just had a milkweed farm destroyed in a "struggling to survive" game.

Make it so hard that it's genuinely impossible for people to grief, and you frustrate pretty much every player who isn't a top-tier apocalypse speedrunner type.

#138 Re: Main Forum » What now? » 2018-04-08 06:54:22

fragilityh14 wrote:

I am having a hell of a time getting kids to survive to adulthood. I don't know how so many people die.

I'm having a hard time keeping my mom alive!  I get born as a boy, my mom and siblings die, and I end up dying of old age in a camp nobody will ever use...

Anyway, I think people have forgotten basic survival skills, and/or came into the game late and never really had them.

#139 Re: Main Forum » Is this the new Dwarf Fortress community? » 2018-04-08 06:36:33

Babipoki wrote:

Played DF long ago, for a long time. Now you making this thread kinda makes me want to return.

You sound like a recovering addict.  Be careful!  smile

#140 Re: Main Forum » Fishing/sea water biome/“culture” community » 2018-04-07 22:16:56

Huh.  I mean, it's not like anybody is saying "OMG THIS IS THE MOST REALISTIC SWAMP TEXTURE I'VE EVER SEEN".  If it's blue, we'll probably be happy with it.

But yeah, it's his game and if he's not happy with it, our low standards don't really matter I suppose.

#141 Re: Main Forum » im poor and REALLY want this game » 2018-04-07 21:59:47

Hey, are you still around?  I'm okay buying this for you but I need to know: how can you have the time and skills to offer twenty hours of computer tech support and not be able to freelance $20?  Is there no old neighbor woman with a malware-infected computer you can clean up or something?

I'm not trying to give you grief, just honestly confused and curious about the situation you're in, when the market value of what you're offering is so much more than $20, unless you're in an extremely poor region.

Anyway, hit me up.

#142 Re: Main Forum » Change password? » 2018-04-07 21:46:29

Are you on a laptop?  Do the following not work?: 7890 UIOP  JKL M?

#143 Re: Main Forum » Tips and tricks » 2018-04-07 21:05:33

Okay, so take a sharp stone in a basket to the trees, carve down three branches to curved and short shafts, leave the sharp stone, bring the three shafts back to the camp in the basket.  Got it.  Thanks.

Do yew shafts go in baskets, too?

#144 Re: Main Forum » Post Apocolyptic Experiences -- The Sixty Year Rule » 2018-04-07 07:54:56

Joriom wrote:

What is confirmed though is that dying of old age sets your personal spawn point very close to death place so if you ever respawn as Eve - you get there at first. Supposedly its rumored to work only if you started as Eve before death as well.

No, it's true.  The camp is set in mapEveDeath() in map.cpp, which is only called if you're an Eve (see logDeath() in lifeLog.cpp).

Also see this comment in getEvePosition():

        // player has never been an Eve that survived to old age before

        // use global most-recent camp, but expand the radius greatly
        // to put them in a random clear location

#145 Re: Main Forum » Fishing/sea water biome/“culture” community » 2018-04-07 07:21:23

Joriom wrote:

Sorry to burst your bubble everyone, but Jason already stated that water biome or even just adding rivers is currnetly unsupported by game engine he spent few years developing and he is not going to rewrite it to add anything water based in foreseeable future.

Did he say which aspect(s) of it would be difficult?  Obviously a new blue biome is doable and I'm guessing making it impassable, or pulling infinite water out of it, wouldn't be too hard.  So is the hard part boats?  Or bridges?  Or...?

#146 Re: Main Forum » Home markers and graves » 2018-04-07 07:15:29

fragilityh14 wrote:

I think it should say just name, when it's a fresh grave. Or at the very least there should be an option to make a dogtag...but writing isn't a thing yet.

Auto-naming the fresh grave (without technology) is completely believable in the sense that you can reasonably expect people to recognize the corpse of family and friends as long as it's new.

#147 Re: Main Forum » Satisfying life of hard work » 2018-04-07 07:12:13

Truthseeker wrote:

4. No one waters seed unless the farmer says so

Yeah, this is critical.  Nothing worse than having half your farm go to seed because the harvest is too big to pull and most of your baskets are already full anyway.

#148 Re: Main Forum » Should this become more of a roleplaying/social game? » 2018-04-07 04:43:58

I definitely see the attraction of both the survival aspect and the social aspect.  It just seems to me that the roleplaying aspect has more longevity.  How many times are people going to build villages from scratch before it becomes drudgery?  Once that wears thin (for those that it does) there needs to be something creative to do between updates, and it is relatively easy to be creative in social play.

I think there's a "quality and quantity" thing going on here too.  It remains to be seen if there will be enough "quality" players who are crazy enough (in my opinion) to keep plugging away and keep civilization running at a given level of difficulty.  That's Jason's call, but if there aren't, I think making it a more social game gives him another option.

#149 Re: Main Forum » Should this become more of a roleplaying/social game? » 2018-04-06 21:03:24

starplayer wrote:

Of course, what Jason should do is get someone to help him, like Notch did with Minecraft.

I considered that, but if people are playing through a weeks' worth of work in hours, how many people would he have to pay to "stay ahead"?  Ten?  Twenty??

I mean, I would gladly give his promise a pass if the content didn't always last the full week, but I think even a day or two would be untenable.

Drakulon wrote:

I dont mind that he cant keep up with the content.

I don't mind either.  What I mind is the presumption that he can respond by making the game more difficult and expect enough people to invest more real-life resources to keep building things up, as though the game were that rewarding or our real lives were that unrewarding.

#150 Main Forum » Should this become more of a roleplaying/social game? » 2018-04-06 20:11:42

Go! Bwah!
Replies: 10

So here's what I see as the core promise of this game (from the trailer):

"As players continue climbing up through the tech tree, I'll be staying ahead of them"

It turned out that one person couldn't deliver on this promise.  So what we have instead is a game made artificially difficult, apparently in the hopes that players will be inspired to work harder and smarter to meet the challenges.  However, players aren't actually parenting or rebuilding civilization and there's not the same motivation to coordinate, perform repetitive tasks, etc. as there is for real-life rewards, so instead the rational thing to do is to quit playing and focus on other things that do have appropriate rewards.  I believe we've seen that in spades; the playership numbers had dropped by something like 30-40% before the "hours played" counter was frozen, and that was before the apocalypse pissed off half the base.

Once you get to the end of the tech tree, the game gets stale, and the apocalypse was apparently a way to freshen it up and make it interesting again.  But, most of us have already started out in pre-city times, and it was fun once, but for me at least, once was good enough and it was a relief to get to a more relaxed state.  I know Jason really wants us to "up our game" as he said in Discord last night (I think re: the carrot-farming nerf) but given the promise he made in the trailer, I think that's pretty unfair; he should look at upping his content-creation game first.

That said, I respect how much work the dev has put into this (and is putting into it), and you can't get blood from a turnip.  So I propose that, if he wants people to actually play the game while waiting for new content, that the focus shift away from balls-out frantic survival and toward roleplaying and social playing.  It seems like the game is just ripe for it, with the naming and the parenting and the (expanding) variety of objects, but right now the core roleplaying/social mechanic seems to be something like "I am <profession> and ask/tell people what I need and/or what they are doing wrong", and seriously, screw that.

I don't know exactly what this means in practice, but it's close to a 180-degree turn from current direction, things like:

* turn energy consumption down
* make resources more renewable
* make it more likely to spawn near old family
* add ability to name animals, and have pets
* add visible emotes
* add "hearing" of farther-offscreen chatter
* add more fun items - flutes, baby-carts that kids can pull, feather headbands (geese can drop feathers of different colors), rope that can climb trees, etc.
* add writing and signs
* add cyclical events (pseudo- day/night, seasons, weather, etc.)
* etc., etc.

I suspect Jason would absolutely hate this idea, which is why I think he's the perfect person to do it - there would be no danger that it would become too cutesy and overdone.  In a word, it would be balanced, which the game is everything but right now.

I might get a somewhat skewed response from the forums (where I have to assume the more "serious" players congregate), but I'll ask anyway: what do you think?  What game would you rather play?

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