One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#1 Re: Main Forum » Signs update: Letter S has accidentally been called Letter A » 2018-05-04 16:59:17

Forget about stealing crowns, carts and pies, the next big deal is stealing all the "R"s.

#2 Re: News » New Eve placement algorithm » 2018-04-26 02:36:28

Turnipseed wrote:
jasonrohrer wrote:

Eve is supposed to be uncommon, but on the other hand, I have not control over how common it is.  Players control that by how many babies they allow to die.  If too many babies die, then there will be more Eves.  Each woman can only have so many babies in a given time period due to the birth cool-down.  If you die as a baby repeatedly and keep respawning, eventually you will run out of mothers to spawn to, and you will spawn as an Eve.

i would disagree.
by making carrots harder to store, and towns harder to maintain you have allowed fewer towns to thrive, and more opportunity for new players to ruin a towns progress.

while letting most of your kids die is a factor have you realized the monument count has not risen since decay update?

I agree that a village that plays optimally must kill a portion of their babies, and that when sustaining a new villager is made harder, that portion is indirectly made larger. I would also like to have information on the correlation between baby abandonment and level of civilization, sounds interesting and could be useful to know if making villages scarcer increases the number of abandoned babies indirectly, too.

#3 Re: News » New Eve placement algorithm » 2018-04-26 02:25:20

Just thank you, man. Being honest, when civilization was all around, I got sick of it fairly quickly, running away to create a new village always felt useless with so many around. The update after that I literally played over 10 hours without finding a single village and also got sick of it very quickly, this new algorithm shows promise, although I must admit that I was really intrigued to see what would happen in the heavily civilized world, I remember there were very long roads, small outposts and massive villages. It was pretty cool, in a way.

#4 Re: News » Update: From Riches to Rags » 2018-04-24 16:21:58

wooblyman wrote:

Sorry man, I don't like this update. I like the concept, but I think focusing on what the game is about a bit more would be nice. The whole concept of the game in your intro video is what we do lasts FOREVER! and now it all decays and doesn't last for long at all?  Low blow as far as I'm concerned. lowest of the low. that concept of legacy is why I paid money for your game. The apocalypse was marginally fine, but this is stupid. please fix this update, I believe that it ruins the game too much, what we make in the game should last as long as you told us it would in the intro video.... forever (unless there is an apocalypse). Big fan of the game and would hate to see it die.

I was thinking about that, but come on, a basket can't be anyone's legacy, at least not one that lasts forever, I'm ok with bigger, more meaningful things being one's legacy, like a monument or hall that was constructed by people eating from your farm, a crown, a well, etc. A basket is a helpful item, making baskets is a helpful job, but it shouldn't be so easy to have your legacy last forever.

It should last longer, tho... Deteriorating baskets are the single most annoying thing.

#5 Re: News » Update: From Riches to Rags » 2018-04-24 16:06:26

Lily wrote:

If we are going down this path, it seems like the decay rate should be reduced if items are placed indoors. That way you can store things for later use, without having to make everything as needed.

+1, This is actually a pretty good idea, maybe even make things only deteriorate while outdoors, I mean, it even makes sense.
Or at least make things that can be stored in a basket only take 1/12 of a box's space to cut the rapidly deteriorating middleman, storage is a nightmare.

#6 Re: Main Forum » Murder suggestions » 2018-04-16 02:44:54

nategate2020 wrote:

The best solution I've seen for this, and would like to see, is to reduce damage done by weapons by half. This allows for a window of self-defense. Ideally, in a city-state society, where war with another city-state is viable, the combat could stay intense.

I'd rather save that for armor and such, or maybe for "specializations". We could even have an item that marks you as a raider (say, some tribal war paint that you can't take off, a bone collar, etc.) and gives you some advantages for using it (cannibalism, insulation, being able to eat raw or unbutchered animals?), but shows you as a clear foe to any honest village and awards guard "experience" (something that marks how many you've killed and allows you to fight while injured for a while, makes you able to take more blows, more food squares, whatever) to any non raider that kills you.

That idea isn't bad, though, I would like to see objects like the sharp stone or hatchet being weak weapons that give you, say, 1 out of 3 or 4 injuries. it would absolutely increase the number of murders, but would make unarmed villagers feel far less impotent.

#7 Main Forum » Murder suggestions » 2018-04-15 20:07:24

Ayala
Replies: 8

How about being able to recover from a "dying" state? Maybe you can pass out a while after being attacked and have a short span of time in which you can have an arrow removed from you, a wound bandaged and treated with some antibiotic balm or something like that (without which you will almost certainly die of infection) and enter a comatose recovering state in which you must be fed and have your bandages cleaned or something along the lines?

Maybe make only adults tough enough to be able to survive this way? And have their still breathing corpses be lootable (Crime should pay, in my opinion) and movable by cart.

It doesn't even have to be very resource efficient, but everyone should be able to save and protect their loved ones with enough skill, dedication and heroism.

#8 Re: Main Forum » PvP tips? » 2018-04-03 03:40:10

Thanks a lot for the responses, I couldn't find anything like fighting rules anywhere.

#9 Main Forum » PvP tips? » 2018-04-02 22:01:43

Ayala
Replies: 12

Twice I've tried to punish murderers, once with a bow and once with a knife, both times I've failed.
With the bow, the murderer had a knife and was slowly running away, I happened to have a bow at hand and tried to click him, to no avail, always running towards him, never shooting, can you shoot a moving target in the game?

With the knife, the murderer was already "clean", I kept clicking at her with the knife while she moved all over the place, never killing her, until she took a bow and we started running in circles until I was shot, I've never killed anyone before, am I missing something? Are you immune to stabbing while doing certain actions or standing in certain places? Do I need to do something else than just left clicking away? I urgently need to "git gud" at PvP in this game, can't let the griefers be the only ones who know how to fight.

Board footer

Powered by FluxBB