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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Tamed horse running » 2018-05-16 14:20:12

JasinROrear wrote:

I just wanted to eat a sammy

Jason - circa 2019

#2 Re: Main Forum » 200 generation run » 2018-05-15 15:49:26

Dishehs wrote:
Alleria wrote:
Dishehs wrote:

You guys got no life. Seriously, Do you play just you can brag about breaking some arbitrary record. Lame.

No, we did it in an attempt to convince Jason that the game is too easy, so that he will make the game harder to make it less fun for people like you.

Cool so you want what remains of the playerbase to die out.  I've seen you guys elitist crap all over forums and discord.

So you think Jason should cater for the "10% of players that are good". Well I'm sorry we ruined your fun but I'm pretty sure the game isn't made just for you.

How about you play with the rest of us and actually share your knowledge instead of hiding away in discord.

Ayy lmao, basically ur saying we got no life 1st and we are a bunch of losers for doing it and then you come out clean saying we are lame cuz we are a bunch of elitists. kek. Which one is it bud, we a bunch of losers or u a salty MFer?

Edit: Added typos. For the memes.

PS: Alleria is not being serious you dense nerd.

#3 Re: Main Forum » Servers as a karma ladder? » 2018-05-02 19:16:47

How about instead of a cooldown on the ban, we have another monument building, one that lift the ban and lets you start again. Make the building trans-generational and one time use.

Also in order to not piss off the kool kids klub of discord and, like kubasa said, the people that just want to play with friends or family, keep it to only the main default servers.

#4 Re: Main Forum » How we deal with troubling speech in the forums or discord » 2018-05-02 00:25:52

There might be a reason to create a #NewPlayer  or a #Introduceyourself. Something for new people to show up and chat without getting eaten up by the existential crisis and meme central that is #General.

#6 Re: Main Forum » Game is dying » 2018-04-27 02:35:32

https://onehouronelife.com/forums/viewt … id=560&p=2

jasonrohrer wrote:

So I'm sitting in the editor about to add tick-marks on the well stanchion or at least water in the bucket to show you when the well is about to go dry.

But that's simply too simple of a thing to teach.  "Don't take from the well unless you see water in the bucket."  Or "count the tick marks and stop taking when you see 13."

That leaves no room for player creativity.  It's just one more arbitrary rule to learn---a rule that I invent, not a rule that YOU invent.

What's the BEST way to track water in a well, given what you have available?

What about with two piles of stones?  When you take from a well, you move one stone to the other pile.  When all the stones are in the second pile, we stop and wait half a generation for the well to refill.  Then someone is in charge of moving the stones back to indicate that the well is safe again.

Maybe there are other ways to track this or mark the well as "risky" to take from.  Maybe building a cistern next to the well is the way to go.  Maybe building a well next to a pond.  However you do it, you need to teach it to your children so they can continue.

And that's culture!

And that's what I want to see emerge in the game.

"Our village had this really cool way of making sure the well never ran dry.  In my next life, I tried to teach the method to my new village, but they wouldn't listen to me.  They were doing it a different way."

jasonrohrer wrote:

Well, part of my thinking here is to create dramatic "turning point" moments in the life of a town, and also have people develop complex social systems around these things.

The thinking in this thread, about how to actually use wells, is what I'm after.

I don't want to make it foolproof, or easy to recover from a mistake with one weird trick.  I want everything to be dangerous.  I want heavy communication and coordination to be necessary every step of the way.

After all, draining the well over and over again and doing some trick to fix it repeatedly isn't interesting.  That's just busy work.

Having one guy in the village who's in charge of the well IS interesting.

And the moment when he messes up and the well runs dry is a dramatic turning point for the town.

"Dag gummit, the well done gone dry!  We're up a crick without a paddle now!"

That said, I may add some visual "tick marks" on the deep well... people could be marking the wood when they take water out.

Specifically:

jasonrohrer wrote:

After all, draining the well over and over again and doing some trick to fix it repeatedly isn't interesting.  That's just busy work.

That leaves no room for player creativity.  It's just one more arbitrary rule to learn---a rule that I invent, not a rule that YOU invent.

That's what this update felt like, more busy work and more arbitrary rules.
I'm not against decay as a concept, technically we've had decay since day one, it only took 24 hours.

I look forward to what the future brings.

#7 Re: Main Forum » Is Difficulty a Bad Trait for Video Games? » 2018-04-25 23:00:55

I'll chip in. This game is difficult the same way memorizing a cooking recipe book is difficult.

I'd compare this game to dwarf fortress in terms of difficulty. DF isn't a difficult game it just has an obtuse GUI and terrible key bindings. Once you learn the game there is no further difficulty, the game doesn't suddenly do a 180° and change completely, once the basics are learned the game is easy. Same thing happens with ohol, once the mechanics and recipes are learned theres little room for skill and optimization. So at that point it becomes a matter of what are you doing with your time in the game. In DF I'm building a cool ass fortress with 100+ dwarfs all running around killing goblins and mining adamatite. In ohol I'm the basket runner, going to the swamp cutting 8 reeds, combining the reeds, and bringing them home, rinse and repeat ad infinitum.

The game that i liked and played for 80 hours is still here, the problem is that, IMHO, this recent update made the things that i didn't like more glaring and prominent and added little else to counteract that.

#8 Re: Main Forum » Weird meta-idea: stuck in a life for an hour » 2018-04-19 00:59:25

Roolstar wrote:

<< Keep it simple: A player kills another player, he has to be fed before he can feed himself again. >> EZ, problem solved

What about all the other ways of griefing? Do we have to feed someone who planted wheat? Do we have to feed someone who chopped down a tree?

#9 Re: Main Forum » Weird meta-idea: stuck in a life for an hour » 2018-04-18 22:46:22

I like this idea, I think limiting the way one can re spawn is a step in the right direction. Forcing a player to change servers if they die is a no-no, it mostly punishes people that don't deserve the punishment. I also like the idea of not being able to run from your mother, remember that babies spawn on the ground. The idea of "enter the prison or die" doesn't work, in this game you can just outrun anyone forever or until you starve. There's no reason why someone who wants to die would enter the prison.

#10 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-18 22:14:16

Verinon1 wrote:

Please no bolas or clubs. I’ve played enough Ark to know that those will be used by trolls constantly.

Make them 1 use and hard to craft. I understand the whole, troll will use this as well, but then what? remove wheat because trolls use it to troll, remove shovels because trolls, remove bears cuz trolls, etc, etc.
If we are expected to deal with trolls on our own, we need more tools to do such a thing.

#11 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-18 22:02:40

Jason if you want guards we need better policing tools, blue clothes isn't exactly enough to make a police force.
What we need is proper police tools, we need some way to stun and detain people. Otherwise how do we know if the child that is forging is making useful tools that went missing or if hes making a knife.
Just talking to someone might not cut it, and if they don't answer for whatever reason, then you can only kill them. In real life, as you say, police don't shoot first ask questions later, we can't ask people to put their hands behind their back and drop to their knees.
Being able to shoot our bows and eat from horseback, if you get attacked on horseback it should kill the horse instead of the player. Some kind of bolas to slow down people running away.
We need weapon holster, for knifes and some kind of stun baton, and some way to carry the bow. no reason why they can't be slung behind your back. Also have the backpacks behave like containers, left click to store, right click to swap.
As cheesy as it sounds, we could use hats, straw hats for farmers, some kind of sheriff hat or an iron helm for police, the hunters hat(the robin hood one), etc. To help distinguish people.
The clothes of a murdered should get caked in blood and be hard to wash off or remove.
We could use personal whistles, and a bell tower... excuse me, I mean a normal bell tower, one that doesn't ring in the whole server, one that doesn't give you a homemarker, a bell tower that can actually be used as a bell tower. I'm not salty.

#12 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-18 00:35:22

jasonrohrer wrote:

[...]The only way to stop someone from doing something, in the end, is to kill them.  So killing is necessary if people are going to be able to develop their own legal systems in the game.[...]

Except killing in this game doesn't stop someone it just delays what they were doing by 10 minutes. How can we have a justice system if the "criminal" can just disconnect if caught. Without some meta consequence there can be no justice.

#13 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-16 15:55:48

I've wrote this before and I'll write it again.
Killing isn't the issue!
Its everything else.

As far as I'm concerned killing is no longer a problem the way it is right now. Killer has all the weapons? Make some and hide them yourself. Whatever the killer does you can do as well. If you know how they play be on the lookout for that behavior and be prepared for it. Killing is fine right now, a month ago, killing was instant and there was no slowdown, no murder grave, nothing. Now it's fixed. Learn to deal with the killers with the tools the game provides.

Now onto everything else:
https://onehouronelife.com/forums/viewtopic.php?id=605
https://onehouronelife.com/forums/viewtopic.php?id=884

We need a solution for everything thats not murder related. What's the point of hit points if you have no food because the griefer planted wheat, what's the point of karma if the griefer didn't murder anyone and instead brought a few bears to the town.

Repeat with me, murder isn't the problem. It's already fixed and there are tools to deal with straight up murderers. Be more conscious of your weapons and keep one safe for yourself, be it bow and arrow or a knife.

#14 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-15 22:04:32

Some of you guys seem to not get the real issue, murder isn't a problem, its the fact that you can destroy a village without ever holding a knife. Also surviving to 60 in the wild is very easy. Not a pissing contest just being honest.

#15 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-15 20:50:20

Also Jason, on a similar note, bell tower blocks are going to get used in the same way oven bases where used. I'm not sure if the first layer can be removed but it should. Something that requires multiple people. I've already said my piece on this so i won't repeat myself.

#16 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-15 20:19:07

TrustyWay wrote:

[...]I thought that if we could have iron handcuffes and when we catch a griefer, if 5 or 6 players burn his forehead. He is marked for hours, a day ?

I think we should expand on this because I feel this could be the solution.
It's in the hands of the players, the game doesn't do anything for us.

A steel handcuff for the prisoner, the marking tool should be something like a steel rod plus a steel marking symbol. The whole combo should take 5 steel ingots, 3 for the handcuffs, 2 for the rod.
5 to 6 would be too many, most small towns don't have that many people. I'm thinking 3.  Extra marking could make the mark last longer or make it bigger.
In order to cuff someone they either need to be dying, slowed down from killing or get stunned.
If they are dying you have to be real quick with the cuffing and the marking.
If they are slowed down, that would make it so you can talk to them and figure out if they are a murderer or are helping the town.
Stunning should work similarly to the slowdown effect, have the stun victim be vulnerable to cuffing. Long shaft, hammers both smiting and hatchet, a special stunning tool for police work. In the future maybe stun darts, from swamp frogs. Essentially they need to be easy to make and they should be at hand so that anyone can stun until the handcuffs are brought.
Once the person is cuffed you have to make sure they don't starve to death, after that the marking should be heated in some way and then the marking happens. Have it last 24 on the players IP/account.
If the player disconnects during while they are handcuffed they are immediately marked, something similar should happen if they DCs during death, stun and killing slowdown. That would prevent players from quickly disconnecting when everything goes tits up for them.

That's all I can think of for now. I'd like something thats up to the players instead of the code, and banning/permabanning is no fun. Griefing and murder should still be part of the game for those that prefer that playstyle.

#17 Re: Main Forum » Credits for the 100 generation players » 2018-04-12 23:05:01

Telafiesta wrote:

Im Bond, Adrian Bond
Undeniably handsome

FTFY

#18 Re: Main Forum » Adams and men having children? - Bring on the Dads! » 2018-04-10 17:08:20

OxPower wrote:

To op, all this "men are useless" threads always bother me. Men are a safe bet in terms of population control, theres only one and they live one hour and then they die and nothing else. With females you never know how many babies they'll spawn. Men aren't useless they provide consistency, one men one hour. With females it could be, one female, six babies. So to all of you saying men are useless in game, try to reconsider. IMHO men don't need any change. Having a lot of females is a good way to overpopulate, and to anyone arguing that you can just starve babies out, that's not something every player understands or considers in the moment. Making Adams as you suggest would be the same as removing men without removing the sprites.


I'll just quote myself then, is that too narcissistic. Making men and women the same, removes variety from the game. Men have their benefits. The whole "women are like men but with the added benefit of having kids" is wrong. Whenever I spawn to a female that's hunting rabbits, she stops doing what she's doing, takes me back to camp, and shows me around before continuing with what she was doing. Ignoring babies is not something all players do. Men and women have different benefits, you're just not using your men effectively.

#19 Re: Main Forum » Adams and men having children? - Bring on the Dads! » 2018-04-09 19:57:05

Go! Bwah! wrote:
Antichthon wrote:
Thexus wrote:

We will not have trannies.

Fuck you.

I like your style.

I still remember when they changed the tag in PornHub from Trannies to Transgender. That's all I wanted to say about that.


To op, all this "men are useless" threads always bother me. Men are a safe bet in terms of population control, theres only one and they live one hour and then they die and nothing else. With females you never know how many babies they'll spawn. Men aren't useless they provide consistency, one men one hour. With females it could be, one female, six babies. So to all of you saying men are useless in game, try to reconsider. IMHO men don't need any change. Having a lot of females is a good way to overpopulate, and to anyone arguing that you can just starve babies out, that's not something every player understands or considers in the moment. Making Adams as you suggest would be the same as removing men without removing the sprites.

#20 Re: Main Forum » Nomad Civitilzation » 2018-04-08 21:17:38

Getting to the point where everyone has saddled horses, wagons, the necessary tools, etc. By then you probably have a somewhat sustainable town. My advice is if you're young female in an overcrowded town with lots of young females, just pack a horse and leave on your own, start somewhere else with a bit of an easier start. It'll essentially give your lineage a "second life".

#21 Re: Main Forum » Milkweed farming » 2018-04-08 14:02:41

Alleria wrote:
Uncle Gus wrote:

I have thought that it would be good to have some way to restore rabbits. Milkweed can be replanted, ponds can be refilled, soil can be made from compost but rabbits and geese are finite. Maybe using a rope on a snared rabbit family would give you a trapped rabbit that you can use on an abandoned rabbit hole to turn it into a rabbit hole.

Soil is also finite now.

Is this what the cool kids call a "Necro Post"?

#22 Re: Translations » Spanish - Español » 2018-04-07 17:43:06

Thexus wrote:

Link de descarga: https://drive.google.com/drive/folders/ … qaeCUqYnen

Como Instalar:
1, Copie los contenidos descargados en la carpeta de juego
2, Use el executable .bat
3, Espera a que remplace los archivos
4, El juego ahora esta en castellano

#23 Re: Main Forum » The new Moderator, and Bot Wipery » 2018-04-07 16:31:08

Hmmm I do agree that 3/4 of those accounts should be banned... Then again I don't speak german so it might be 4/4.
On a serious note:
Suggestions go on reddit because of the upvote system. The forums don't get enough traffic to warrant 7 new subforums, and when a forum has unused subforums it starts splitting the community in small groups. So you'll get the Misc group, or the IRL group and so on. That's a bad practice with small forums because it gives off the vive of being smaller than it actually is.
A Family and Tech Problems subforum would be nice, more than that and its overkill.

#24 Re: Main Forum » Make more apocalypses » 2018-04-06 20:43:03

Buying an early access game only to complain whenever an update that you don't like happens. Bud, there will be updates every week for years, or so Jason claims, let me break it to you early, there will be some updates that you won't like.
This is a cautionary tale for anyone that buys into early access anything. Shits gonna change and you might not like how it changes. Either get comfortable with that idea or don't buy into early anything.

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