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a multiplayer game of parenting and civilization building

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#1 2018-05-30 17:44:57

Falsewall
Member
Registered: 2018-05-25
Posts: 117

Balancing & run temp

So, I am not sure how long the run temperature exploit has been around(I assume it isn't intentional).  It seems like Jason does a lot of balance changes, but doesn't it seem like this time is being wasted when his decisions are based of of statistics where half of us run 10 times longer without eating?

I was wondering if there was any underlying reason this hasn't been fixed, as I think I heard it had been around a while.  Right now I think it is interfering with statistics Jason works with.

Last edited by Falsewall (2018-05-30 17:45:43)

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#2 2018-05-30 17:54:10

YAHG
Member
Registered: 2018-04-06
Posts: 1,347

Re: Balancing & run temp

I love how on missions I will stop if I see a patch of desert to snag a nice temp again <3


"be prepared and one person cant kill all city, if he can, then you deserve it"  -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438

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#3 2018-05-30 20:58:34

hihibanana
Member
Registered: 2018-05-30
Posts: 61

Re: Balancing & run temp

It is useful, but I don't think it's realistic: a particular realism that fits the game. Temperature lasting for about 1 to 3 seconds, then matching the temperature of the tile you ran by/stopped on, would be my idea of ideal.

Last edited by hihibanana (2018-05-30 20:58:59)

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#4 2018-05-31 02:23:33

sc0rp
Member
Registered: 2018-05-25
Posts: 740

Re: Balancing & run temp

Oh my god.  You seriously asking for another nerf here?  While I agree that this is not realistic, it's currently the only way I succeed to set up a settlement as Eve.  If this gets nerfed I basically will have to suicide every single time I'm not spawned in the perfect spot.

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#5 2018-05-31 04:39:14

afloatingstone
Member
Registered: 2018-04-06
Posts: 10

Re: Balancing & run temp

There may be a practical reason it is the way it is. Calculating hunger becomes more complicated if your temperature is adjusted every time you pass through a new tile. I get enough movement glitches as it is without adding more complications to the mix.

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#6 2018-05-31 16:23:41

hihibanana
Member
Registered: 2018-05-30
Posts: 61

Re: Balancing & run temp

afloatingstone wrote:

There may be a practical reason it is the way it is. Calculating hunger becomes more complicated if your temperature is adjusted every time you pass through a new tile. I get enough movement glitches as it is without adding more complications to the mix.

Which is why I recommend a longer three seconds for adjustments as well.

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#7 2018-05-31 16:42:32

Stankysteve
Member
Registered: 2018-04-01
Posts: 80

Re: Balancing & run temp

If you were one of the children I taught about this mechanic then shame on you.

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#8 2018-06-01 12:55:57

Falsewall
Member
Registered: 2018-05-25
Posts: 117

Re: Balancing & run temp

Guys, the reason it needs to be nerfed is it is messing with statistics, causing other systems to be nerfed.  The point is if it is fixed, everything needs to be buffed after.

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