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a multiplayer game of parenting and civilization building

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#176 Re: Main Forum » Discussion about end of lines » 2018-11-16 18:37:09

Aurora Aurora wrote:

Hah! Only 3 kids? Before steam around 3 was the norm and I think it still should be

I haven't played before the steam release, but correct me if i'm wrong, but the key difference is that before steam, it was mostly good players. So if you had 3 kids, most likely at least 2 would survive, and they would both do things after. With steam release, sure we sometimes get like 10 babies, but so many will die for stupid reasons. So when you only get 3 babies that are steam players...  that's bad lol

#177 Re: Main Forum » Discussion about end of lines » 2018-11-16 18:35:14

CrazyEddie wrote:

I like the 50/50 ratio; anything else seems like it would be an artificial and arbitrary decision not in keeping with the game's aesthetic.

I like the idea of lineage-conscious players developing norms around protecting females and risking males. That's part of the emerging-gameplay / social-experiment side of the game.

I'm not crazy about the fact that the norms that have emerged include "abandon male babies".

If you look at my example, there was no abandonning of any males. They managed to keep almost all babies ( 6/9 ). But their lines still ended because they got unlucky to have so few babies, and them being all males.

50/50 would be fine if there is enough babies being born. The game shouldn't be a lottery to know if the lone baby you get is a male (end of your line) or a women.

#178 Re: Main Forum » Discussion about end of lines » 2018-11-16 18:19:24

MultiLife wrote:

Switch? Hmm. Imagine lineages dying to women going "oh oops my switch was off". I like the natural birth control ideas more, eat some herb or flower to be baby free for some time..

Then it would be the player's fault. What i dislike is to see lines of perfectly competent players in a perfectly well working town end simply because there was very few babies, and the few there was were all males.

#179 Main Forum » Discussion about end of lines » 2018-11-16 18:05:05

Floofy
Replies: 22

So obviously, the main objective of this game is to setup a really good camp, and then hope to see your lineage get really far. A lot of the fun of this game is to create a really long line. Now the question we can ask ourselves is, why are the lines dying so fast? A long of players complain the game is too hard, or there isn't enough iron, or there isn't enough water, or that there is too many newbies. Personally, i don't think that's the issue at all. The game isn't "too hard".

Let's take an example of a long line that ended at gen 26: http://lineage.onehouronelife.com/serve … id=1563399

If you look at Jena at gen 24.... starting from there... she only received 5 kids, and 4/5 of those became adults, which is pretty good (clearly, she was a good mom). 3/4 of them were girls.

The first girl, Jenna, gave birth to only 4 kids, and all of them became adults... but they were somehow ALL MALES.

The second girl, Joy, gave birth to ONLY 2 kids. One was a male that became aged 60, and one was a girl that died to a boar.

The third girl, Jenny, gave birth to 3 kids. One was a male that became old, and one was a girl that died to a boar.

Now, i'm not claiming those people played PERFECTLY. But overall, 6/9 kids becoming adults is a pretty good score. So clearly, they simply got really bad luck that all 6 kids who became adults ended up being males. And secondly, the 3 girls of gen 25 that became old persons only gave birth to 9 kids together... that's only on average 3 kids per person... this feels very little.

I feel like its not fun that lines ends because of bad lucks like this. The lines should end because they failed to find iron, or failed to get water, or they starved, etc.

My suggestion is this:

As suggested before, possibly have an "on/off" switch for giving birth. Some lines like this are ended due too few kids, while some eves are abandoning half their kids.

Possibly have the Male/Women ratio not be completely RNG based. For example, the first kid could always be a girl, and if you get 2 boy in a row, you could be guaranteed a girl after that.

#180 Re: Main Forum » Water Sustainability » 2018-11-16 17:19:48

Tarr wrote:
Floofy wrote:

There is one server i sometimes land on, which is very advanced and seems to have been going on for a few days. on left side, there is a farm circled by roads, and above the farm, some sort of castle. There is also a sheep farm on the right.

This "town" seems to clearly be alive for at least 3 days now, and there is PLENTY of newbies living in it, and it keeps going. Imo, this is the proof Jason does not need to make the game easier.

The only actual reasons town live like that is because Eves come around and respawn in the middle of town. If it wasn't for this fact a lot of towns would just simply be lost once mismanagement, bad rng, or griefers got their grips on the town.

I'd say you're 100% right because apparently, even thought this town has been living on forever, the lines don't carry on.

#181 Re: Main Forum » Toot Diaspora » 2018-11-16 16:47:23

'Ancestor Unknown' usually happens when there was a server glitch and someone got kicked out.

#182 Re: Main Forum » Water Sustainability » 2018-11-16 16:46:12

There is one server i sometimes land on, which is very advanced and seems to have been going on for a few days. on left side, there is a farm circled by roads, and above the farm, some sort of castle. There is also a sheep farm on the right.

This "town" seems to clearly be alive for at least 3 days now, and there is PLENTY of newbies living in it, and it keeps going. Imo, this is the proof Jason does not need to make the game easier.

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