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a multiplayer game of parenting and civilization building

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#1 2019-03-31 23:59:01

Digital_Anna
Member
Registered: 2019-03-31
Posts: 10

A few ideas...

A few ideas...
Hi, I’ve been playing this game for a while now and although I have to say it is one of the best indie games I’ve ever seen however, I have a few ideas that I feel would drastically improve the game. i already posted this on reddit but i wanted to have some of you guys feedback. If you like anything you can upvote my reddit comment here: https://www.reddit.com/r/OneLifeSuggest … few_ideas/



These suggestions have three main goals in mind:

To make sure the game is pleasant for new players, still challenging, but not enough that the fate of the village depends entirely on the experienced player’s shoulders. I believe the player base is still not experienced enough for this. It’s either too hard for new players to survive or it’s a pain for people like me that need to carry the newcomers. I have to build wells, make compost and cook pies simultaneously because no one seems to know what to do. In these situations there is no time to explain as everything in the farm is dying and there’s not much cooked food left.

I want to reduce the amount of damage the griefers can do. We seriously need to take that in consideration as in some cases more than one griefer is in the village.

I’d like to see more opportunities/possibilities for village expansion even when inexperienced players are in a village without making it so simple that some cities would be the size of New-York.



Now let’s get to my suggestions:

First one is pretty simple: be able to place and leave the spoon in the ice cream bowl. I don’t think it makes sense that you need to leave the spoon on the ground after you used it, taking an extra tile. Just leave it in the bowl and remove it by right clicking or left clicking when the bowl is empty.

Add a craftable and wearable keychain (or rope necklace) that would automatically give the player access to the corresponding locked doors or boxes without using space and with no additional actions required to manually unlock the door. So they just click on it and it opens. It would make locks easily usable as right now its hell to keep the key safe and it must be carried, using otherwise more useful space. It also requires you to drop what you are holding to unlock the door and even if it can sometimes make sense, it usually don’t and would just make the whole situation better (you usually don’t need to drop a basket to unlock a door, even less a berry). It would allow for a cook or a smith to lock the doors and boxes to keep the tools, iron and food safe from griefers. It would also block people from entering and messing up with the cook while he’s trying to save time (it can be very annoying…). It would also be awesome for an eventual sheriff position to be able to keep the weapons in a locked box or lock the police station

Add a craftable gold sheriff star. It would be made with gold to prevent people from crafting more than 2-3 stars in a single village. I have played a life where I was one of the village’s police officer and I was wearing blue. The problem is that other clothing items in the village were blue and anyone could craft a blue item and pretend to be an officer. A gold star would be less confusing. It would make it easier to know who to go to if you think you saw something wrong and who to trust to control the weapons in the village. In my village we were two police officers that acted as police and judge. We had to consult each other before we took any decisions. It worked pretty well as long as the rules were explained to the successors. My colleague had the brilliant idea to write the rules down on paper, but we both died before we were done although I had time to write a few before I passed. (Ps – Rosetta White, ily)

Another one to help with griefers; I’ve been in villages where someone kills all the sheep. It’s annoying. Even when you have someone checking on them sometimes they have other things to attend to, and griefers are patient. So I think there should be a way to designate a sheep as a breeder. That way, you cannot kill that sheep, but you can still sheer it. This status would only be applicable by someone that holds a shepherd’s crook (the staff they used to have). That could also possibly give another use to the yew shaft and add a new simple crafting item. This action would mark a sheep as a breeder for a certain period of time. This is to avoid having a griefer mark all the sheep as breeders and completely eliminating access to the food source. In addition, it would solidify the shepherd’s job by adding the task to go check on the pen every 5-10-15 min (tbd) to assure one and only one sheep is named breeder, making sure no griefer is fooling around. Also, if a new player names all the sheep as breeder by mistake he can just wait this amount of time and then kill them.

Finally, and maybe I should’ve started with this one as it personally annoys me the most, there is no way to domesticate a wild horse. And it sucks. It sucks that you can’t take it and leave it somewhere without him running away. Now, it does make sense that the horses you catch in the wild stay wild forever, but they should be able breed. Like only once an hour or every 40 minutes or so. The foal would have to be fed quickly after birth and maybe two or three times over the course of 10 minutes to make it a domesticated horse. If only fed once or twice it will still live but as a wild horse. Domesticated horses would still have a chance to run away but extremely slim so that a player can confidently use it to gather iron, rocks, wood or flat rocks from faraway lands without having to build fences everywhere. It would really improve the possibilities of gameplay and would make it more interesting. The numbers are given as a reference but you probably know better what timespan would make more or less sense.



So there are my ideas. I hope you’ll find some interesting, please leave feedback!!! smile

Last edited by Digital_Anna (2019-03-31 23:59:39)


Be nice, English isn't my first language.

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#2 2019-04-01 00:44:05

Léonard
Member
Registered: 2019-01-05
Posts: 205

Re: A few ideas...

I love the idea of domesticated horses.

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#3 2019-04-01 01:23:46

OminousBladeBlank
Member
Registered: 2018-07-11
Posts: 226

Re: A few ideas...

Good ideas: Breeder Sheep, Domesticated Horses, I don't care about icecream.

Bad Ideas: Sheriff star, keychain

Keys are for unlocking not access. I don't understand the purpose of the chain. It should be more difficult to access locked areas. Dupe and protect keys. Designate a keeper with an apron. Keychain is scuffed.

Sheriff star: They exist. They are crowns. People will still make a lot of crowns. I operate as a sheriff when I have a crown. Why add another wasteful ornament that people will dump gold on?


What is an ominous blade blank?

It's that blade blank next to the file and short staff you see in a naked toddler's basket.

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#4 2019-04-01 01:29:34

antking:]#
Member
Registered: 2018-12-29
Posts: 579

Re: A few ideas...

I like the ideas but you failed (or didn't care too) mention that animals need to be more balanced right now all towns have an incredibly dependency on sheep!  I don't know what to change since all animals should have advantages and disadvantages but sheep only have advantages... I thought you  should have talked about that... that's all.
(waves goodbye)


"hear how the wind begins to whisper, but now it screams at me" said ashe
"I remember it from a Life I never Lived" said Peaches
"Now Chad don't invest in Asian markets" said Chad's Mom
Herry the man who cheated death

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#5 2019-04-01 01:35:18

antking:]#
Member
Registered: 2018-12-29
Posts: 579

Re: A few ideas...

OminousBladeBlank wrote:

Keys are for unlocking not access. I don't understand the purpose of the chain. It should be more difficult to access locked areas. Dupe and protect keys. Designate a keeper with an apron. Keychain is scuffed.

while I usually never temper with keys what I have some times done... sadly.. open a box with a key try to take out an object and I place the key in the box and it closes.. or I open a door get what I want and then close the door behind me with the key in the room... I think having a type of key chain would help in those situations, when I act stupidly.


"hear how the wind begins to whisper, but now it screams at me" said ashe
"I remember it from a Life I never Lived" said Peaches
"Now Chad don't invest in Asian markets" said Chad's Mom
Herry the man who cheated death

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#6 2019-04-01 01:39:46

Digital_Anna
Member
Registered: 2019-03-31
Posts: 10

Re: A few ideas...

antking:]# wrote:

I like the ideas but you failed (or didn't care too) mention that animals need to be more balanced right now all towns have an incredibly dependency on sheep!  I don't know what to change since all animals should have advantages and disadvantages but sheep only have advantages... I thought you  should have talked about that... that's all.
(waves goodbye)

You are right, but i didn't mention it because i already saw a lot of discussions about this.

OminousBladeBlank wrote:

Keys are for unlocking not access. I don't understand the purpose of the chain. It should be more difficult to access locked areas. Dupe and protect keys. Designate a keeper with an apron. Keychain is scuffed.

Well the chain would simply be wearable by anyone. that way it leaves the space in the apron for a knife or smithing hammer. Also you could still lock/unlock doors with the key by using it on a door, but if you wear the appropriate key around your neck you can simply open the door as if unlocked, but it stays locked for everyone else. As if you automatically lock/unlock the door when having the key around your neck.. Everyone else who don't have the key can't enter. That way a cook can always keep the door closed and locked but it makes it easy for him to go outside the kitchen and drop pies and stuff on the front porch without having to mess with the key. Also this way, since the kitchen is always locked, you don't necessarily need to keep a bag in the kitchen so you can give it to someone that need to scavenge and gather. You can keep the key around your neck and the knife in your apron.

Last edited by Digital_Anna (2019-04-01 01:58:02)


Be nice, English isn't my first language.

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#7 2019-04-01 01:41:09

futurebird
Member
Registered: 2019-02-20
Posts: 1,553

Re: A few ideas...

I still have not seen locks used for anything but greifing on the regular server.


---
omnem cibum costis
tantum baca, non facies opus

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#8 2019-04-01 01:56:58

Digital_Anna
Member
Registered: 2019-03-31
Posts: 10

Re: A few ideas...

futurebird wrote:

I still have not seen locks used for anything but greifing on the regular server.

in my case i never do keys and locks because it's a pain to carry around and to use. Having to drop items when you want to use the key just to go in and out. then you have to lock it again... that's a lot of unnecessary step. you have the key, you should go in. And you don't need so much technology to learn to hang the key around your neck.


Be nice, English isn't my first language.

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#9 2019-04-01 21:04:25

OminousBladeBlank
Member
Registered: 2018-07-11
Posts: 226

Re: A few ideas...

futurebird wrote:

I still have not seen locks used for anything but greifing on the regular server.

I see them for nurseries mostly. Nurseries used to (in the day) double as emergency food stores and weapon stores. Locked room, a few locked boxes, some unlocked boxes, and a designated keeper who accesses all of the things. Besides the keeper, a few members also have keys and full access. Works well for a few generations, but the keys get stolen or hidden.


What is an ominous blade blank?

It's that blade blank next to the file and short staff you see in a naked toddler's basket.

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