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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » What was your first post on OHOL? » 2019-08-01 15:31:39

My first post was talking about how the addition of the apocalypse was broken at the time, I did agree with the addition of the mechanic and found it to be refreshing. I saw a lot of people complaining about wiping the map, so I wanted to offer my contrasting opinion. This was very early on, before the eve spiral or even decay; so it was becoming impossible to find a place that didn't already have everything it could ever possibly need, leaving you with nothing meaningful to do.

I suppose some of the changes would be that I now know that if you want any changes made to the game, you'll probably only see it if you make your own modded server, so it's generally a waste to offer suggestions. Also that I enjoy this game much more sitting back and watching how things unfold, rather than being on the paper that's being unfolded, refolded, crumpled, ripped, and mended.

How I changed as a person? Other than general maturity that comes with age and experience, I guess I would have to say that I lost a majority of my faith in humanity from this game and the current state of affairs in general. I was naive about a lot of things, like how stupid people can be, myself included. Also that most people seem to try and straw man you at every opportunity you leave open, and many, many times even when you don't. So most of the effort spent in making sure you're as clear and concise as possible is wasted, which adds to the sense of nihilism and futility. Some people might see this as a bad change, but I would disagree. And while I'm not hopeful for humanity, I still remain hopeful for myself, and that's what really matters. On second thought, it's more that I've learned it's better to be pleasantly surprised, than disappointed.


On a more lighthearted note. ALL HAIL THE CACTUS GOD AND HIS BLESSING OF THE SACRED FRUIT BOOTS! big_smile

#2 Re: Main Forum » A Peace Emote that makes it so you can't kill » 2019-08-01 00:29:17

jasonrohrer wrote:

Also, maybe only old people from the fams can be the ones to make peace?

Like, 55+?

So not just any pair of young idiots can "grief PEACE" to end a perfectly good war.  The town elders have to come together and agree about it?

Yeah, I can support this idea. Besides, I like the idea of elders having specific things only they can do.

Also amused me to hear someone lament the end of a "perfectly good war" while not having villainous intent.

#3 Re: Main Forum » Is this game becoming fortnite? » 2019-07-26 21:42:31

jasonrohrer wrote:

No, this is Summoner's Rift.

Nice one, got a chuckle out of me. +1

#4 Re: Main Forum » Why did we trade one terrible pvp system for another? » 2019-07-15 18:43:43

Tarr wrote:
FeignedSanity wrote:

...

Here's the thing though. The old system was allowed to be shitty because the game wasn't remotely revolved around fighting or killing at all. At this point in time late game is just a bunch of the same idiots roaming around towns trying to sword anyone they get the chance to. Sure something like arrows could miss or disappear but that's a function most games have anyways (even if it logically didn't make sense to shoot a ghost and lose arrows.) Two players on equal footing would both have a chance at killing each other in the older version of the combat system. While in the current version one player will always have a 100% kill rate and the other a 0% chance if they just tried to stab each other out right which you absolutely wouldn't know without having someone tell you that little fact.

Defensive options need to exist in the sort of state swords do (aka not suck balls.) Players are absolutely not willing to put up fences to stop raiders in the current game and that's because how terrible the whole property fence mechanic is. Hell, these bastards weren't even meant to be used as some magic fence system but for declaring private property. There should definitely be a return of some sort of snowball like item that disarms other players as that was a great solution especially now considering  the only defense against an attacker now is running away. Dancing in the old system was certainly dumb, but so is the idea that someone will always win without risk of losing.

Basically when Jason flips the game from multiplayer parenting and civ building game to terrible pvp game he has to actually care about making the pvp part usable.

That last part is the big sticking point, to me. If he is trying to make a pvp game then, of course, he should be working on providing refined pvp mechanics. I don't believe this is what Jason is going for, and I thought he wanted to keep this game from revolving around fighting. So is your problem that you feel like the game has become too pvp focused? If that wasn't the case, then by your first point, a shitty combat system wouldn't be a problem.

As far as defensive options, I'm fairly certain he has stated he wont be adding any because they could be used as a tool be griefers, which makes sense. As far as I know, everything was supposed to boil down to numbers being the most important factor. Which makes me wonder why you're allowed to unilaterally murder in the first place. In that regard, I feel like my idea about how killing should work in this game makes more sense.

But with all that being said, you do raise good points about swords and fences. Does he really want the only answer to, what you claim to be the late game state of OHOL, be that you either equip everyone in town with a sword, or have a massive pain in the ass fence around your village? It does seem like some conflicting mechanics and possible game design oversights.

#5 Re: Main Forum » Why did we trade one terrible pvp system for another? » 2019-07-15 14:18:20

Makes sense to me, and I still feel it is preferable to the system we had. The old one blew massive gonads and mostly relied on ping and the holy grace of Jason. It's much simpler now. You want to kill someone, then you do it. No more fiddly dances, no more arrows getting lost to the void or accidentally getting the wrong person. Sure, it's still possible, but it's a lot less likely, considering you don't have to click in the heat of battle anymore. Speaking as someone who was quite skilled in the old style of combat back in the day, I feel it's a much better alternative. You want someone dead, then stab them. If others want him healed, they'll heal them. If they want to kill you for your murderous intentions, then they can, regardless of whether or not they are one of the elite few to have mastered the combat system. I'd have preferred an actual clean combat system, but that's asking too much on top of everything else; especially considering it's such a small part of the game.

#6 Re: Main Forum » To people who are much more familiar with radios than I am. » 2019-07-11 20:39:17

Partially a bump.

@ollj

I know how all of that stuff works. I know how to make them and change the frequencies, but I'm asking what makes the frequencies different. I've never been able to test stuff like their range, so I was wondering if anyone else had. I guess that's kind of my fault for accidentally making myself sound more ignorant than I really am; but I appreciate the effort you put into your response.

#8 Main Forum » To people who are much more familiar with radios than I am. » 2019-06-30 05:38:45

FeignedSanity
Replies: 5

What is the difference between high, medium, and low frequency transmitters and receivers? Does it work like some kind of channel (channel 1, 2, or 3)? Or does it just have to do with the distance at which they can be used? I'm pretty sure it's the latter, but I just wanted to see if someone could confirm. Also if you could list any general grievances with radios as they currently are (just AM radios). I am already familiar with how easy they are to grief.

I figured not many people except those that play on low population servers with other discord users would know stuff like this, because they'd be the only ones who could realistically make full use of them. And since I am not one of those people, I figured I'd try to ask those people. I might also just ask on discord, but I figured it wouldn't hurt to ask here too.

#9 Main Forum » Dead animals have a walking speed? » 2019-06-24 03:28:04

FeignedSanity
Replies: 3

https://onetech.info/658-Skinned-Bear
https://onetech.info/538-Dead-Mouflon-no-arrow
https://onetech.info/1900-Dead-Cow
https://onetech.info/591-Skinned-Sheep-with-hide
ETC...

A lot of the dead animals have a specified walking speed. I haven't seen any dead animals walking around, but does this affect anything? Just curious.

#10 Re: Main Forum » Ideas for improving the life limit » 2019-06-22 01:00:38

Yeah, Jason, that is true about the UI.

But if you think about it even further, there is still a max-hours-played leader-board through the user posted reviews. And I think steam might have one, but I'm not too sure.

I understand not wanting the alternative, encouraging people to keep playing at a detriment. That is a very good point, even if I also believe this ultimately comes down to personal responsibility. People could "destroy" themselves with anything, though. "Too much of a good thing" and all that. If you make a really fun product, does it make you a bad guy if someone spends a lot of time on your really fun thing. It ultimately falls on them, if you turn them away from your product, they can easily turn to something else; quite possibly even something more destructive.

I guess it could just boil down to a matter of philosophy. I just think it might be bad design for someone to want to play a game, and it tells them to find some other way to entertain themselves. Maybe that's taking the moral high ground? But what if your game helps them cope with a gambling addiction or something else that's more detrimental than playing games all day.

Eh, maybe I'm just rambling at this point, probably the lack of sleep. You'll have to forgive me, but I love this kind of stuff.

On that last point, it is kind of crazy to imagine what could've been built with all those man-hours. Although, to be fair, it's not like many of us would've wrote the anthem of a generation or cured cancer with that time. Also, I don't think I'd enjoy digging a canal more than playing this game; maybe one of these days, though tongue

#11 Re: Main Forum » Ideas for improving the life limit » 2019-06-22 00:11:18

Wow, that does seem complicated; your response almost went straight over my head. Although that probably has more to do with me needing some sleep lol.

So I believe you're saying that it's hard for the system to give you more tokens for playing, because it doesn't know if you're playing or not.

I'm glad you thought it was a good idea, just a shame it'd be hard to implement. I hope you find a way to fix the "not playing, is the best way to earn lives" system. Although I can't say I agree that it'd be difficult to understand getting more lives for time played, but maybe that's just me putting too much faith in humanity tongue

#12 Re: Main Forum » Ideas for improving the life limit » 2019-06-21 23:39:24

So just to be clear, new players aren't getting a buffer anymore? Hmmm, that's a shame, I liked your proposal of getting rid of the life system for new players. I feel like a low barrier for entry would be really good for expanding the player base.

Also, RIP my thirty minute idea. You'll be missed.

#13 Re: Main Forum » Ideas for improving the life limit » 2019-06-21 18:41:33

jasonrohrer wrote:

Have people earn lives every 20 minutes instead.  (This violates the one hour one life premise, but so be it).

Also, I don't believe this really violates the one hour one life premise. As long as you still get one hour per life (per life token), provided you don't starve or get killed, I think it'll still be valid.

#14 Re: Main Forum » Ideas for improving the life limit » 2019-06-21 18:32:03

Yeah, I was thinking that you should probably counter the whole "the best thing to get more lives, is to not play" mechanic. I personally like the idea of still earning one token for every hour not playing, but have them get one every 30 minutes of play time. I also prefer a max limit of 6, but it's probably too soon for that.

I also think that new players (maybe those with less than 20 or 30 hours played) should probably have unlimited lives.

#15 Re: Main Forum » How many old players still play? » 2019-06-21 01:01:27

Jojigirl wrote:
FeignedSanity wrote:

I've been playing since april of 2018, I don't know if that makes me old; but I still play when I can. I took a long break about the time when donkey town was added, (personal IRL reasons), but came back a few months ago. Haven't played much recently though, just not enough hours in the day, unfortunately sad


From the one time I was your Momma in the Archer family, every time I see your username, I'm like "That's my boy!" haha wink

Haha, thank you, now I'm going to see my Momma every time I see you now >:[  wink

Seriously though, that comment really amused me, so thank you for sharing tongue

#16 Re: Main Forum » How many old players still play? » 2019-06-20 15:35:01

Morti wrote:

If you read this, and you are someone that played in March 2018 or before, thank you.
I love you.

Awww, just missed the cut off lol.

I've been playing since april of 2018, I don't know if that makes me old; but I still play when I can. I took a long break about the time when donkey town was added, (personal IRL reasons), but came back a few months ago. Haven't played much recently though, just not enough hours in the day, unfortunately sad

fatalwolf wrote:

I remember the old days of Jordium antics and Aurora being Aurora.

Yeah, I miss Jorium's antics. Fuck aurora, though. Only person I ever muted on the discord lol.

#17 Re: Main Forum » Something's off » 2019-06-16 04:57:34

All shall bow before the OHOL Illuminati. Bring in the new world order!

#18 Re: Main Forum » Milkweed design help » 2019-06-09 21:55:15

DestinyCall wrote:
FeignedSanity wrote:

What if you don't want that area to be farmland anymore?

You can dig out a hardened row using a shovel, so if you ever want to clear some farmland quickly, you don't need to plant milkweed.   Just FYI - took me forever to realize that.

Wow, so you can! Thanks for sharing. It's amazing how many little things there are in this game like that. I guess I never saw it because I was focusing on tilled rows and kind of left hardened rows out of mind. Kind of funny considering I specifically said "cleaning hardened rows", which isn't what I meant to say.

This is like the time someone showed me that you can plant wheat seeds straight from a bowl of wheat. Mind blown lol.

#19 Re: Main Forum » Milkweed design help » 2019-06-09 21:04:56

@CatX

Yeah, that's probably the biggest thing this change will address. I went ahead and settled on four milkweed stalks per non-wild milkweed (what's higher than heaven? lol). I was thinking this may be a bit strong, but I really don't think milkweed should be a bottleneck. If you need it, it should be something you can make; but there shouldn't be a need for endless fields of the stuff. This is also why I settled on only getting two seeds. That's also part of the reason the debris for farmed milkweed doesn't stick around. It's going to be a powerful little weed. Maybe it'll need to be soil'd and/or water'd twice to compensate for this.

@DestinyCall

Yeah, I saw that on the seed thing. However, with it being so strong, I think two seeds will be enough. Hopefully there wont be a need to expand the milkweed farm very far anyway, I'm not looking for cotton fields here lol. I also like the fact that it doesn't leave a hardened row behind. I think it's like the only crop that can actually clean up hardened rows (minus seeding carrots). What if you don't want that area to be farmland anymore?

I've also already checked out the CCM mod. I'm not really a fan of the core concept, it's neat, just not for me. I'm looking to do something a bit more refined and controlled. Of course, I would probably find inspiration from them (like I have many sources), and maybe them from me. While I'm very much against some of their ideas (like the bigger biome thing), I respect what they're doing and wouldn't necessarily be opposed to contributing to it. I'd also hope that they (or others in the community) wouldn't mind offering help or advice here or there once this thing gets more fleshed out. It's currently in it's very early stages.

#20 Re: Main Forum » Milkweed design help » 2019-06-09 00:20:44

@Spoonwood

No, this would be for my own mod.

@Sukallinen

I am fully aware that it is a suggestion. I have no intention of Jason adding this in in the first place. If by some chance he actually did, that'd be great (I'd probably also go out and buy a lottery ticket at that point). This is not trying to fix any problem in particular, aside from how annoying milkweed currently is. If you could, keep the discussion relevant to the changes I proposed.

Thank you.

#21 Main Forum » Milkweed design help » 2019-06-08 23:22:38

FeignedSanity
Replies: 10

So I've been mulling over what to do about the troublesome weed. I'm not considering hemp or some kind of straight to rope/thread mechanic; nor am I considering some sort of automation.

With that being said, he's the idea I'm batting around right now. If you wouldn't mind sharing your thoughts on this, I'd be very appreciative.

There is now a wild milkweed, this is the milkweed you will find in the wild. The milkweed that you grow is just called milkweed. Wild milkweed will have the flowering milkweed sprite, and milkweed will have the fruiting milkweed sprite. The base milkweed has been changed to “growing milkweed”. This grows from milkweed sprouts and must be soiled and watered again. Milkweed can be harvested four times, losing one of the bulbs each time. Once wild milkweed has been picked, it will become flowering milkweed debris and give two seeds. This does not decay and will not disappear until both seeds are taken. Once the last harvest of milkweed has been picked, it will become the flowering milkweed debris. This will give 2 seeds, but disappear after 1 minute.

Thanks to everyone that has contributed so far!

#22 Re: Main Forum » Twitch Video From a First Time Player » 2019-06-08 21:02:55

I suppose even a broken clock is right twice a day. Thank you for this post. Really made me appreciate being a woman more (normally I just /die until I'm male). I supposed I'll live out my girl lives if I'm in the mood to teach people. Just to put this out there, when I do play as a woman, I'm the mom that always takes my children on a tour of the village and make sure they know where everything is; but I stopped asking if anyone was new because they'd always say no (even when I found them later trying to use bowls on the berry bushes or similar things). Now if anyone does say yes, I'll dedicate my life to educating them.

Also, great additions to my list of things I'll put in my version of OHOL. I'd appreciate more insightful posts like this from you in the future.

#23 Main Forum » What are the specific rules for speaking ages in this game? » 2019-06-06 23:36:24

FeignedSanity
Replies: 4

If anyone just happens to have this information, I'd appreciate not having to dig for it. I'm looking for the exact ages and the number of spaces you can use at those ages. At the very least, I'd like to know where I could look for that stuff. Anyway; thanks, in advance!

#25 Re: Main Forum » Problem: 0 skill in duels » 2019-06-06 23:26:46

I'm fairly certain that Jason has stated on multiply occasions that he doesn't want combat to be skill based. Something along the lines of not being something that you're supposed to have to get good at; and more like a tool that anyone can use simply if they need it.

I figure, in a perfect world, you wouldn't even need to have it in the game. But we don't, so you do.

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