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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Is Difficulty a Bad Trait for Video Games? » 2018-04-26 16:31:02

The big problem with decay is that, in order to make a thing like baskets, we need some resources...

I never seen in a biome enough reeds to make more than 10 baskets per generation/epoch, and we need some reeds for another thing!

It's a good idea that some items decay, but we must have the possibility the recreate the broken items.... For now, "our OHOL planet" can't sustain more than 10 baskets per village...

And this is the same thing for clothes! there aren't enough rabbit for making clothes for everybody every 2 hours!

The decay system must be adjusted with mathematics guidance!

It's not a question of difficulty, but a question of sustainability! in the world of OHOL, making more than 10 baskets per generation/epoch is not possible!

#2 Main Forum » My best life (so far) » 2018-04-16 06:28:27

Lucky-San
Replies: 2

I was born in a big city... I was a boy...

I didn't want to be a city boy... I saw all the wildness all around me, but as a boy, I couldn't start a family...
But I preferred to die alone in this beautiful nature than be nobody in the Big Apple...

I gathering all the stuff I need: back-bag, clothes, bag full of carrots...
I was six years old, a little one with great dreams... But I couldn't go alone...

I saw a girl with the same age:
me: "Do you want found a new village with me"
she: "Yes, of course"

We migrated young as children to the east... Desert, tundra... no food... glacier, re-desert, no food... greyland and tundra... when... finally the promised land with waterfalls and the bees around the biggest berries I had ever saw...

She did care of her numerous children (several named "Hope") while I was forging...
I had forge and forge... and each time, a new child says "Hello"...
When, in my late age, I reached the Holy Grail: the Smithing Hammer...
I was hoping to have the time to forge Excalibur in order to butcher the seal someone has clubbed, but it's was too late!

Just a minute before death, I saw the old lady with which I have migrated a long time ago... Just the time to tell her that it's was a good idea to found this new village.
So many children, so many life in the village we have founded!

It was a good time to die! It was a good life, a signifiant one!

#3 Re: Main Forum » Was being Eve stressful before? » 2018-04-15 03:43:57

fragilityh14 wrote:

[...]there was a water container and planted carrots and a pond RIGHT by it and the camp starved because no one watered, even standing near there. )

There are a lot of people who are new or children of Big cities... They don't know about the beauty of the wildness!

More seriously, we as experimented Eve must be tolerant... and maybe more tell to a new born what to do. I often say "first basket, then snares, then rabbits... we will be the tailor of the city!" or "first basket, then gathering milkweed" or "first basket,  fur seal East to club"...

And, by doing so, everybody have a task and know what to do. Me, I often try to forge (at least reaching the smithing hammer). And I often look the field because it's our blood...

#4 Re: Main Forum » Was being Eve stressful before? » 2018-04-15 02:22:24

Lily wrote:

Eve characters should start like two years younger, so they don't produce kids before they can even look around.

Yes, the life would be easier for an Eve... But all full food-bars are also important in order to find a good place to begin...

#5 Re: Main Forum » Mushroom. » 2018-04-14 23:44:48

Zwilnik wrote:

There’s a major bug with the mushrooms it seems. If you die while tripping you are permanently tripping in every game (which makes it even more impossible to play)

I'm accidentally died while tripping, because you know... eat a fence was weird...

When I was reconnecting a new life, I wasn't tripping...

conclusion: the first urban legend of the game! wink

#6 Re: Main Forum » Cult of the Flying mushrooms » 2018-04-14 23:20:07

I have test one...

I have admit that I was disappointed... I expected more a thing like a color change of the game, or a fuzzy change...

It was so impatient to make the naive ones eat that! So disappointed!

#7 Re: Main Forum » Was being Eve stressful before? » 2018-04-14 21:06:22

Starting as an Eve is not very difficult indeed.

BUT giving birth while doing that is the tricky part. The windows for breeding is very short (not too early, but before the menopause)... And this is not under our control! and we need girls!

jasonrohrer wrote:

The new extra wild food is making it too easy?

In fact, I think that this not really change anything in regard of the difficulty of being an Eve. but some regime change is always a good news! wink
But I haven't try yet since the update...

#8 Re: Main Forum » Dont build wells! build cisterns » 2018-04-14 13:36:08

I think that the well can act as a cistern too.

We can re-fill manually... Once, I have miss-click and put water in the well...

But with the cistern, everybody knows that we must refill one day or another... this is its purpose!

But ya, I'm totally for it as in big town, there are sometime a ridicule amounts of wells!

#9 Re: Main Forum » What dose everyone want out of the game? » 2018-04-14 00:16:47

danger1penguin wrote:

[...]. However, I seem to enjoy being an eve the most, and I think it is because I enjoy the struggle that doesn't exist past the beginning. So rather than asking for more change, I ask to make the whole experience as challenging as it is in the beginning. [...]

I really like be an Eve me too... this is the *second* best part of the game! (the really best is the second life!!!!)

But somehow, I like also the forgery and the best I can do as an eve is the forge hammer and nothing more. The second life (reborn as an eve at the same place if died at 60) is what I like the most for now. The are more direction for the tech and all are challenging.

But, for all my second life, I had never have a good luck (killed by snakes behind trees all the time!)...

#10 Re: Main Forum » How to migrate? » 2018-04-13 23:54:52

The migration makes more and more sense because of the rise of the number of players max (40->80)

But, in order to not kill the mother town, only 2 or 3 young ladies must migrate with all the tools and food they can carry. It will be more easier to coordinate (I think that 2 is the ideal number and maybe 1 male)

P-S: if the spreading of the village become a real thing, I think that somehow the people who establish a new village must be rewarded/celebrated as an eve/founder(s) of this village.
Maybe a future feature of the game... As a "home marker", we could make a "Town marker" (unique in the area).

#11 Re: Main Forum » feedback - state of gameplay » 2018-04-13 21:16:05

Few days ago, I was an Eve...

I had started a very good base. (carrots at mid life! always naked I must admit...) but all my children were self-suicided... No child... And all suicided before even I could grab them! One of them had just ask me if I was on discord... and puff... nobody!

I have succeeded to have a smith hammer before I died, but It was somehow tainted by the lack of succession...

My best start and it was pointless!

P-S: maybe It was because I have chosen to be in a server with little pop... Yes I like be an Eve!

#12 Re: Main Forum » Safe houses » 2018-04-11 19:51:49

In fact, in order to have a safe house, the most valuable item is a fertile woman... without her, it's pointless...

I think that some girl in a village could act like an Eve. If I am in a self sufficient village, I have no problem with a woman who "steal" to us some tools...

#13 Re: Main Forum » The life of a griefer » 2018-04-11 17:00:32

Truthseeker wrote:

... I think people tend to attribute any death within 5 minutes or so of seeing a griefer with a knife to that griefer

If we are not instant-death, and we can survive few seconds before death to tell the name of the killer (maybe automatically bc I don't always see the name of everybody)...

It will help a lot with this sort of confusion between the guardians of the city and the killers.

I don't have fundamentally a problem with the role play of killers... (a lot more with the griefers, they are cowards!!!! when you kill someone, he must see that it's you wink)
but, as we are working on building of the village, it's challenging... and we don't always be aware of the surrounding... (I always think that the sound of a murder should be louder and especially with a greater range)

#14 Re: Main Forum » Proactive Family Spreading. » 2018-04-11 15:57:04

I would like that some day, we can make a "Village marker" as we make a "home marker" (needs to control that this is the only one in the area). It could also incite to spread our name in another village.

When the option to see a family tree will be implemented, it will to be cool to have the mention of "Player xxxxx found the village xxxxxxx". Very incitating!

#15 Re: Main Forum » New record 32 Generations » 2018-04-11 14:46:00

yvanhooe wrote:

Honestly I do not know what else Jason was expecting on servers that are limited to 30-40 people and that are mostly active when US is up. Most family lines will statistically die out during the pacific daytime.

there are always some players in the firsts server (1-3)...

And if some group of players want to play the records, I don't see any problem if they use a server with a high number... In this case, I suppose that the others players will not join them with the usual algorithm...

In fact, for now, the game is "one village, one family"... and with the placement of the eve and the world-culling, all of that can't exceed several hours long....

#16 Re: Main Forum » New rule: Stay together! » 2018-04-11 14:03:16

yvanhooe wrote:

Originally there was supposed to be 200 players by server but they had a hard time keeping up the charge. Jason is working on it.

this will be really a game changer!

With 200 players on the same map, there will always a dozen of good village instead of 1 village and few eve. and a fine-tuning mechanism of dispatching the players can be implement in order to not have one huge and over-populated village like we have before the apocalypse.

even with 80 players by server, it can change the dynamic of the game...

#17 Re: Main Forum » let's talk about how often you die building settlement & family as Eve » 2018-04-10 21:02:52

StormmyT wrote:

What I'm noticing is that girls never seem to spawn for me as an Eve when I'm in a position to actually keep a baby alive. They always seem to spawn when I'm completely unprepared and unable to care for them. Once I get to the point where I have a visible game plan, all I get are boys. And if there are no girls to carry on the lineage, it just seems like wasted work which ends up being a bit discouraging, especially on top of the fact that the chances of someone wandering across your camp are pretty slim now.

I like the idea of starting an Eve one year younger, giving them a minute to get their bearings before having to worry about kids.

When I have a girl unprepared, I always try to keep her... The best move I have found is to stop my work, take the baby and go in the wild find somes berries far away of my base, or better some cactus fruit...
First, we don't do enough exploration I think... it's the perfect time to triggered some families rabbits... Take care of a baby is very easy if you don't prepare your base... you have also the time to speak about the state of your base (needs, planification, ressources)

the ressources near the base have been refilled a little... you have lost few years to feed the baby, but you must catch up easily... and also the most important: you didn't stress...

#18 Re: Main Forum » New rule: Stay together! » 2018-04-10 10:00:48

I saw that each map/server have a max of 40 players at the same time, and as the Eves spawn far away, a village can survive only if there is a constant lineage...

We will always be stuck up in a map with 2 or 3 villages, no more... and if we are lucky enough to maintain this village, we will be in the same situation as before the apocalypse (3 village over-populated and the rest of the map full of void...

(maybe there is something I don't understand...)

#19 Re: Main Forum » let's talk about how often you die building settlement & family as Eve » 2018-04-10 09:41:49

Joriom wrote:

You can't stumble uppon "old lost civilizations" now due to new Eve spreading mechanics so wandering around feeling lucky is impossible way to progress now. I believe thats what most Eves did in the past. They didn't learn how to play and were just parasites trying to survive on tools made by others untill they give birth to someone how know what he is doing. They might have made tool or two. Get some string or rope. Collect some food. But hardly anyone was able to start a village on his own during his single Eve lifetime. And those people are now crying because when they spawn as Eve now that a death sentence for them. Their kids are crying now as well.

It's true... I agree 100%

but it's a difficult time for the beginners... nobody have the time for good teaching...

I remember my first session: I died for starvation before I discover how to move! I use every key of my keyboard before I understand it was with the mouse! shame on me, but it's the sad reality for beginners!

(since, with the help of good teachers, I became an Eve who not die because of starvation... wink)

#20 Re: Main Forum » Disatisfied with the direction the game is goi. » 2018-04-10 01:10:53

vilka wrote:

Come try the Two Hour One Life server, cities last but you can also branch out to make a new one if you so desire. It's more about building towns that last there.

Here is the discord, check the information section to see what's different there

https://discord.gg/ENuEJUB

It's coop-survival game... If the game doesn't respond the needs of some gamers, and they must migrate to non-officials servers, I think that there is somehow a problem we need to discute...

maybe a system where we can choose the "difficulty" (or the "era" like "Heroes Era"/"Bronze Era"/"Apocalyptic Era"). I have made a post on reddit where I elabore certain idea about it:

https://www.reddit.com/r/OneLifeSuggest … mmunities/

#21 Re: Main Forum » let's talk about how often you die building settlement & family as Eve » 2018-04-09 23:36:02

breezeknight wrote:

today i died surely around 30 times as baby & 10 times as Eva

As an Eve, I manage to survive without any problem (I have been very skilled for now...) but I have to admit a lot of abortions in the process... always if it's a boy (and it's a problem, but this is the mechanism of the game for now)

As a girl, I often check the state of the campement (food), and if it's not good, I run before everybody dies...

All your children you didn't see anymore are not all dead!!! especially, if some basket has disappear without explication... wink

#22 Re: Main Forum » Disatisfied with the direction the game is goi. » 2018-04-09 21:25:47

there are multiple ways to play this game according to the state of the civilisation in which we are born:

there is a pure survival game. some people like it. I like it too... ;-)
there is also a different  game (advanced civisation) where we can teach for beginners, doing exploration, story telling, etc...

I like this 2 game, in regard of the mood of the day...
I would really like to choose to login between 2 pool of servers (survival or advanced). It will be like a level of difficulty.
a map/server could live his life (based on the number of crafted-items on the map/server for example...):
              Post-apo -> advanced -> apocalyptic -> post-apo -> etc...

It could be the solution to answer the needs of the 2 communities of the game (survival, story-telling and beginners)

#23 Re: Main Forum » let's talk about how often you die building settlement & family as Eve » 2018-04-09 20:29:00

If only we could died at 60 and leave a legacy to the world...
but I have the feeling that, every time I build a sucess-camp and fatally everyones died after me, nobody will never seen my legacy (few ovens, farm) and the world culling will destroy that...

maybye it's the post-apo state of the game for now and this will change... but I haven't could try some advanced-tech for days (forge, construction, breeding)... and it's miss me...
for now, it's me starting as a Eve, find a good location, fast running to have a bowl or some water-pouch, abandonne every child until that, try to get a GIRL  after that for having some grand childrens... and die hoping someone can survive...

Civilisations are like the "mayonnaise"... We must go beyond a certain critic-mass to perform... I have the feeling the 24h world culling was good before the apocalyspe, but now it don't allow us to restart a civilisation...

but maybye in few day, some village will be successful... and my point will be useless... I hope so, because I masterize the start but the forge miss me...

#25 Main Forum » more 'fine-tuning" apocalypse » 2018-04-07 12:43:39

Lucky-San
Replies: 2

I have some suggestions for a better "fine-tuning" apocalypse:

1. make the apocalypse work only in the server where the apocalypse was trigered.
2. make the number of monolyths per server depend of the number of crafted-items on the map (ex:  number_monolyth = int(number_crafted_items / threshold) ). By doing that, the apocalypse become more and more certain in the server where there is an advanced civilisation and rare in the low-advanced server. you know, "fine-tuning apocalypse".. wink
3. make the apocalypse with time-consuming steps  (with player-sacrifice like some people have suggest as "role-playing") and for each step, make some flash of lighting (thunderbolt) appears everywhere in the map of the server. Like this, everyone in the server will know that something is happening, and will eventually prevent it.

AND...at any time, a player can desactivated the monolyth by doing some stuff that required not much technology. Never hesitate to make the apocalypse almost impossible! If it's very very hard, some group/guild of players will always make this happen because of the challenge! they will rendez-vous at the same server to make a raid to trigger the apocalypse!

the important thing is that all the player in the map will know that something is happening by some feature (like strikes everywhere) and can do something about it (for role playing wink ). And that the apocalypse become more and more easy in the advanced-tech map because the number of monolyth increase with the crafted-items of the map. This will answer the legited need of maintening the game in the sweet spot without breaking it by making apocalyspe so frequently.

P-S: sorry if my english is bad, but you know, not everyone is english nor american!!!!

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