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a multiplayer game of parenting and civilization building

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#1 Re: News » Update: Colonization » 2023-12-06 14:27:22

Interesting, nice!
So how does this work? Can a white player enter all the biomes in one life or does his family have to have a well near??

#2 Re: News » Update: Trust » 2023-08-08 23:18:16

Nice, This might start creating bonds and a friend-seeking playstyle.

#3 Re: Main Forum » make meme score more memey! » 2021-01-18 21:16:10

THE BEST GENE SCORE MECHANIC EVER!!!

#4 Re: Main Forum » If you split your family you are killing those you left behind. » 2021-01-12 15:36:29

Its not a leadership inheritance problem its an Ownership inheritance problem.

I searched owner in discord updates and this is what discord says.

jason wrote:

When the last owner dies, property is automatically inherited by the oldest direct offspring of the owner, and if none exist, then the closest, oldest relative of the the owner.
05/07/2020

https://discord.com/channels/3282153002 … 0209011854
Is this how the ownership inheritance mechanic works? Cause I don't see any gene score accounted in that.


If this is it then inheritance in a split family might be a solvable problem in the end tongue
Whenever you realize that the city's property Owner is 1k away and also the new leader is 1k away, you destroy a part of city's property , make a new door and grant ownership to a bunch of teen females. (when they die their oldest kid will take ownership)

There also ways to fix hierarchy through forming new ones.

Can someone confirm on how Ownership inheritance works right now? does it account for Gene score? Does the leader also inherits ownership of the gate most of the times?

#5 Re: Main Forum » If you split your family you are killing those you left behind. » 2021-01-11 08:50:16

For Inheritance we can use the property gates as reference .
only people that are 200 tiles away from the gate are candidates for inheriting that gate.

For leadership you can do the same , people that are 200 tiles away from leader are candidates for inheriting leadership.
If leader traveled without following another player back home then it is his choice to transfer leadership wherever he dies.

#6 Re: Main Forum » If you split your family you are killing those you left behind. » 2021-01-10 16:10:19

The only practical solution I can think of is to stop having a split family and all fertile women merge in one village.  But this won't be always voluntary, you cant prevent a resplit and it's not healthy for the gameplay.

Clearly, this is an inheritance game issue, I will report it on GitHub.

#7 Main Forum » If you split your family you are killing those you left behind. » 2021-01-10 09:46:18

miskas
Replies: 12

It's not about giving birth to more bbs, It is about Inheritance.

If you give birth to a high gene score child this child won't only inherit the leadership but will also inherit the homeland city Property. (that's 1k far away)
This is highly disruptive, You deny your homeland a Leader that manage the city and also Access to OIL,CAR,Horses and anything that's important and should be in the leaders property.

If you remove the fence and make a new property, as long as the family is split there is a chance the new leader would be 1k far away.
If you make a family property a griefer or anyone of your family can enter and grief, loose, mismanage valuable for survival items.

There is no solution to that problem you created for your homeland.

#8 Re: Main Forum » Pig farm - Adopt a boar » 2021-01-05 12:21:43

nice designs!
Happy to see that the Boar pen is still in use and upgraded!

#9 Main Forum » What if apron + shirt Craft a New clothing item? » 2020-12-23 19:18:36

miskas
Replies: 8

We can wear only 1 body cloth item.
Thus we cant wear both an apron and a shirt.
What if we could Craft a new item combining a shirt and apron?

#10 Re: Main Forum » Suggestion having JOB Titles - also for master griefers » 2020-12-23 19:11:07

wio wrote:

There already are various outfits for jobs.

Chef's hat
Straw hat
Red cross apron

Maybe Jason could just add more.

they have diferent insulators and they dont correlate with a person's action. (I can wear a wheat hat and be a smith)

#11 Re: Main Forum » Why does no one use property fencing for its intended purpose? » 2020-10-30 23:25:12

So to speak a little about myself,  I am a great fun of property I used to build one every life.
I like to make, gather, and scavenge staff for my kids and give them to them.
I also made seed and animal backup storage, I am one of the first that used fences for engines and horses for the village, long before the hierarchy mechanics.
Also one of the first to use them as shops.
I also made fenced gardens and berries. If it has a fence on it I have done it ( even the bear zoo fence).

The Sad Thing is that yeah I like them and it might be fun sometimes to have a property for your kids but The truth is that you don't really have an incentive/advantage to use them. Trading is inefficient cause communication is inefficient. They don't even raise your gene score cause people die from other reasons than lack of resources. They are great if you want to store your horse or some clothes for kids but they are not that useful that every mom needs one,
because 1. Everything is free nothing is owned and
             2. having one doesn't help you much in the first place so why bother.

#12 Re: Main Forum » Why does no one use property fencing for its intended purpose? » 2020-10-30 23:00:36

Chestburster wrote:

I've never seen anyone in-game with the mindset that taking things from villages isn't stealing. Maybe people wouldn't mind a horse stolen if they are overflowing with horses, but stealing the only delivery truck or horse from a village definitely would make most people angry.

If I get a pie from the kitchen who is the owner I stole from? If the kitchen isn't fenced up then the pie is communally owned.
Taking and using something that is not inside a fence and none is using it, is not stealing.

Chestburster wrote:

I've never taken anything back from a village that I made in a previous life because all the work I do is to help the village I'm a part of.

You have taken/used food, clothes and probably used an already crafted horse or a cart.
you maybe end up net positive cause you made more things but you start by "stealing" "others" staff.
when taking a pie from the kitchen is stealing and when is not?

Chestburster wrote:

If you want your own personal cart for yourself then fence it in somewhere private. If you want to see how many others feel the same way you do, then just go up to any village in the game where an item is important to them and take it from them for yourself with them knowing. Almost everyone will hate you for it.

 

when an item is used by someone for sure even borrowing for 10 seconds it will be annoying, I don't speak about taking these items. I speak about taking staff that lay on the ground without anyone using them.

Chestburster wrote:

The whole style of the game is that each life is separate from the others This is why you don't ever respawn at the same family. Not leaving the work from your life to the village kind of defeats thus purpose.

You just answered yourself why people don't fence their craftings. First, they are supposed to not come back so why fence something that you won't be using again? Then you don't spawn at a certain family then this family isn't special for you, So why fence it up to protect it from the other families? 

Chestburster wrote:

If you think the general consensus is that things are free for all then you haven't played this game much or haven't thought about this correctly.  The points you made simply aren't there and this is not a good argument.

I eat a mutton pie for free every life. cool

#13 Re: Main Forum » Why does no one use property fencing for its intended purpose? » 2020-10-30 13:15:03

What's the intended purpose of the Property fence?

You can not steal something that is not owned.
Everything out of a fence is owned by the players of the Server.
Comming as ginger and taking a horse from the black isn't stealing, this horse maybe even be tamed by yourself in your previous life so why bother to contain it in a fence that you will not be able to access later?

You are not attached to your property, neither to a family's property so why store your lifework products in another's property.
properties are useful only if you need something for the next 40-50 minutes. And It's probably better for you to return it to the community of the whole Server after.


I guess you propose to fence items so we can exile griefers efficiently, Too much work just mass curse them once and you build a fenced on the whole server for 90 days. 
Whenever you make a fence you exile your future self.

An idea would be to RP ourselves and make fences in All cities and then demand goods to give out our goods. It would be highly inefficient but it might be fun.

#14 Re: Main Forum » Jason do you Consider adding family legacy and connection ? » 2020-10-24 14:16:37

OneOfMany wrote:

What do want to get out of being reborn in the same town you died in?

I don't want to just reborn at the same family, I want this family to chose to give birth to me again.

this is why I am speaking about a ceremony being done
it's the approval and respect I seek.

bonding with other members of the family, and they say yeah this was a good lad lets have him again
that social approval and grouping will form teams, culture and traditions.

OneOfMany wrote:

what do you think about the "bless you" it sorta does that in a way across lives

Blesh you is fine but lucks location reference and common identity.

As I understand you will spawn with people that liked you but those people may be in any family around the world
and there would be no common Identity ( the family identity)
With the ceremony mechanic, you get blessed by family members and you return to that family giving you an identity.
in bless you mechanic you are blessed from an individual and you return to that individual without though having a specific identity that connects you with the other members of the family.


I am posting this cause most people think that this is just about getting reborn to the same place which is not the case.
You can do that right now with /dies.

#15 Main Forum » Jason do you Consider adding family legacy and connection ? » 2020-10-23 10:30:16

miskas
Replies: 16

I am bored with One-Hour-Stand families I want a permanent family to settle and people to connect with.

As the game runs for 2 years now I think it's time for us to settle and make a family.
Seriously,  lives have no meaning anymore, every time you play you feel kind of empty afterward.
I have analyzed many times why lack of legacy is a bad thing for the game and proposed non-disruptive-mechanics to solve it.

I don't want to analyze that again,I only want to ask one thing, Jason do you Consider adding family legacy and connection?



PS for those who don't know what I am speaking about:
Mechanic:
2 players need to make you a funeral ceremony within a 10-minute window after your death (ensures that you were an active member of the family and did friends or gain respect)
Then you get a family log in option on the main menu. (you still have your random log in as well)
Family log in, logs you to the families that you have a ceremony being done (As long as these families are alive you can return to them)
Optional:
When born,  your mother gets a notification saying that you look like this ancestor and pointing to the ancestor's grave
if the ceremony grave is destroyed, you lose your family login.
Optional 2:
Ceremony grave has 2 uses so you need to renew your connection with that family as you play.

#16 Re: Main Forum » I'm making FREE profile pics for a limited time » 2020-10-20 08:32:03

Hey mate! I am fine with my profile pic, but I am interested in what artwork you will make.

#17 Re: Main Forum » MBTI personality test - does it shows correctly your OHOL behaviour? » 2020-08-21 11:36:17

I am INTP and I usually play when I want to test my Problem solving theories tongue
In Love with efficiency.

I usually save the village from starvation , co-operate with the leader , or upgrade infrastructure.

I like to travel/scavenge/gather a lot as it's the most useful thing to do in a village.

#18 Re: Main Forum » Why is still being alive in game when you quit playing a thing? » 2020-07-21 05:26:12

Yesterday I gone afk from 12 years old. I was tired and got sleepy so I ate my last craved food and gone by the fire.
I logged in today and I died at 44 ! Mom probably forced feeded me as I died a little after her.
I also had a lot of bbs .
But the most unexpected was that Even if my gene score was already high up. at 49.6 it didn't fell at all but also got raised to 50

If my high gene score got baff think of low score /die player, This is clearly an exploit to farm gene score.

#19 Re: Main Forum » Dead towns, dead towns, more dead towns » 2020-07-19 18:14:01

How many plus 10 gen families die every day ?

#20 Re: Main Forum » Some math - When is the break evean for a plow? » 2020-07-18 21:28:52

Mr.XIX wrote:

What I think Lava is referring to is the change in crude oil value.

With the new change, the break-even for a plow/sprinkler is about 1-3 tiles.

hmm, Change in crude I believe you mean the +120 kero we get from an oil rig if we use an engine on it.
This makes oil more abundant it doesn't change its value in relation to water and iron though.
Kero is "cheaper" yes but also is the water and iron.
We compare Plow farming to hoe farming.
The break-even point doesn't change to 1-3 tiles cause still 1 kero produces 40 water or 5 Iron, the hoe still have 52 uses and soil still uses the same iron and water. if we have 10 kero or 10000 kero available the break-even point is the same.

#21 Re: Main Forum » Some math - When is the break evean for a plow? » 2020-07-18 08:44:13

Lava wrote:

Fuck the break even use whatever kerosene device for your pleasure

some people just have fun being efficient or want their cities to last longer. I am sure you don't have a problem with that.
But sorry if you do have a problem with the other people that want all players to be efficient.
If someone doesn't let you do whatever you please just curse them.

You do you, we do us.

#22 Re: Main Forum » Some math - When is the break evean for a plow? » 2020-07-18 06:24:24

Gomez! 6 wheat per 4 corn plants!

Stats
I assumed that you only need to eat a food Once.

in practice, because people don't yum and overconsume pies we would need 7 wheat per 3 corns.
My advice is to start with a 6 to 4 ration but then plant whatever we don't have a surplus of.

PS: to produce every wheat/corn food once (26 total wheat/corn foods) you need 7 wheat and 4 corn plants.
That doesn't mean you can eat all this food though!
If you  you will eat more or less 16 of them. if you crave, about 8 (vaguely calculated on intuition)

#23 Re: Main Forum » Some math - When is the break evean for a plow? » 2020-07-18 05:35:25

Pein , you cant stop 1 cart at will BUT you can stop 2 carts at will. just click the first one it will change direction and be blocked by the following cart.

Stopings carts is ultra simple and you don't need extra rails for it. you just need to have 2 carts on the rails instead of 1.

Gomez wrote:

Corn to wheat ratio? Miskas any info on that?

challenge accepted, I am on it!

#24 Re: Main Forum » How to make sons stay alive for long? » 2020-07-18 05:09:39

miskas wrote:

Jason, your numbers are probably skewed, can /dies be removed from your calculations?

I got the data from the server for 5/may/2020 Monday
http://publicdata.onehouronelife.com/pu … Friday.txt
(removing the disconnects, 99.7% of them are /dies)

male average:     28.9
Female average:  26.9

then data from 4/may/2020 Sunday

male average: 33.9
female average: 33.6


data here

why you target sons? they dont die younger than daughters.

#25 Re: Main Forum » Some math - When is the break evean for a plow? » 2020-07-17 18:33:31

Gomez wrote:

Those long rows are a logistical nightmare tbh.  Remember we only live for 60 minutes and the plow is heavily dependent on getting a competent person to run it at a savings.

the problem with the plow is that we don't need to farm particular crops in mass (17 tiles to worth it) and we don't have the storage to store it even if we do.

Saying that though what if you make a 50 tile long farmland across the road and plant your Wheat there and never bother to plant again for a while?

wheat can be harvested and stored in mass (6 per tile)

hmm, corn as well ... pretty much anything doesn't require to keep seeds.

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