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a multiplayer game of parenting and civilization building

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#26 2020-05-13 07:31:46

Blue tinker
Member
Registered: 2020-03-31
Posts: 53

Re: Suggestion: Different Seasons - not always the sun is shining lovely

OminousBladeBlank wrote:

Also, shouldn't some seasonal effects be positive?

Why all bad?

There were some positive seasons suggested in the opening post

Arcurus wrote:

and here some positive seasons, the berry eater will like the berry season for sure, the others will hate it and uproot all the berries....


Seasonal food - to encourage creation of different kind of foods

Round about each 10 years there is a new random chosen seasonal food

- Seasonal food gets lot more food

- Seasonal food is displayed as a picture in the screen

- Seasonal food grows faster and there is a bigger 5x supply

Effect:

This encourage to create different kind of foods

Personally I would prefer predictable seasons, as they are in real life. A clear, intuitive cycle would be the best.


New to the forum but not the game. Property fence enthusiast.

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#27 2020-05-13 10:12:42

Arcurus
Member
Registered: 2020-04-23
Posts: 1,005

Re: Suggestion: Different Seasons - not always the sun is shining lovely

OminousBladeBlank wrote:

...
Oh yeah, this is not happening. But two seasons DECREASE temp... Plus make food growth slow... A naked's death sentence.

the idea was to have some warning before, so that you have time to store food for the very hard seasons.

OF course this need to be balanced with positive seasons, which bring for example rainy season (some water plus faster decay of outside stuff).

Or the mentioned food seasons like in the rabbit season there are lot of extra rabbits to hunt (the extra rabbit disappear again after the season is over), or in the corn season the corn grows much faster and even dry corn may start to grow on a random chance. This also would help further to diversify food supply, since the more different food you have the more likely you get a good season for this kind of food and then can store it for really bad seasons.


Yea the food updates made it lot harder to survive. Happen to start OHOL exactly when the food update happened, the beginning was like hell, all people around one starving to death and you dont even now how to eat uncut bread yet, before you figured it out you where already dead again, since the main thing you learnt in the tutorial was how to eat berries.... a constant run against the clock with no mercy...

My idea would be to give more time before you starve to death, but reduce in exchange the speed.
- if you are starving the movement speed is x 0.8 (80%) but food use is x 0.5 (50%)
- if you are starving to death the movement speed is x 0.5 (50%) but food use is x 0.2 (20%)

Effect:

If you happen to starve you are not that efficient, but you save a lot of energy. This would give some space in between death and fully healthy and in general give more time to help starving people

Here in the forum:
https://onehouronelife.com/forums/viewtopic.php?id=9674


Blue tinker wrote:

...Personally I would prefer predictable seasons, as they are in real life. A clear, intuitive cycle would be the best.

in real life seasons / weather extremes are semi predictable, in Europe / North Amerika for sure there are the yearly seasons, but then also some seasons happen to be more cold / hot / dry / or wet then others. Also in some years there are ton of apples, in some years not at all much...

Last edited by Arcurus (2020-05-13 10:30:34)

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