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#1 Re: Main Forum » What is your favorite thing about this game? » 2018-04-22 10:47:52

My GF saw me play and had a go and she is not a gamer at all. She loves it and I think has more hours than me now. lol. Jason, you made a game so good a non gamer stayed up will 3 in the morning playing. Had to drag her to bed. wink

I think she likes building an attachment to her children and giving them something to help them survive in the future. The most recent update destroys a lot of the legacy element as things don't last and she has very little to pass on before it all get destroyed. That and the increased difficulty curve has tempered both our enthusiasm.

#2 Re: Main Forum » "Everything runs out": has it actually ever happened? » 2018-04-22 10:38:45

Kinrany wrote:

IIRC Rapa Nui wasted their forests building the statues, and kept building more hoping that that'll somehow fix their problems.

I remember learning that too. The thing is Easter Island is small enough that you can see it all from the top for its central mountain. So, the person who cut the last tree down knew it was the last tree and did it anyway.

#3 Re: Main Forum » Most Relaxing Eve Game Ever » 2018-04-22 01:42:55

I have had the same issue, I have not seen a city once. All my births have been eves or their children. I like your idea of cactus farming. The temp would also help you burn less food. I'm gonna give it ago.

#4 Re: Main Forum » Simple suggestion to implement for murder griefing » 2018-04-19 09:04:16

The bar for stopping griefing can not be set at a group of dedicated players over discord. If that is the case even your suggestions would not be helpful. As you said yourself.


Roolstar wrote:

No, one feeder is enough.

Remember that the objective is not to completely stop killing by design. (Otherwise disabling killing players would've been the best idea)

If you can convince someone to be your partner in crime so be it. Guards will either have to stop the killer or his accomplice(s), the feeder.

Since society needs some effort and organization to fight crime, at least make the crime require some as well.

And if you plan on spawning in the same village as you partner, well at least you're gonna have to put time and effort into it.

In the dystopian world you created at least you could stave yourself or restart the game in a new place.

#5 Re: Main Forum » Simple suggestion to implement for murder griefing » 2018-04-19 06:31:04

I like this idea very much. Killing is important to the game and I really like how players have to develop a society to deal with things. We already have a culture of norms and taboos beginning. Top row seeding and wild carrot uprooting and so on.

Roolstar's idea is good because it adds more player interaction which is what the game needs. So far they are only a few ways that players can interact mechanically. Picking up, Feeding, Killing and Breastfeeding.  Being able to help your family after a fight and tend to their wounds by feeding them makes for an interesting story.

Now for my 2 cents. Its a sad fact but all laws at the end of the day are based on violence or the threat of violence. Even in our civilized society, if you don't pay your taxes your forced into jail. Currently, the only way to exert force on an adult player is with death. Its very binary. I feel there should be degrees of force we can inflict. Taking/snatching, Blocking, Pulling/dragging, tying down/imprisoning ect...

Keep in mind what can be done to stop greifing can be done to inflict it. To counter this problem we can assume that the majority of players are not griefers. Also, most humans would be of equal strength and in a one on one struggle would not be able to over power each other. However, in a two on one situation the majority could inflict its will on the other. For example if both players had knifes then they could not kill each other. But if two attack one the the latter would lose. The same if you wish to tie up or imprison some one, on your own you could not do it but with two people you could.

I'm not sure how it could be fitted into the interface. Perhaps you could change your stance from normal to aggressive, murderous, belligerent ect... each one would change how you interact with players.

#6 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-19 06:04:47

I think that if you kill and are not feed by another player then the next time you re-spawn you do so as a Cain (eve). The game does not need to detect if you are in a large village, just that you will be an Eve for every re-spawn from the next 60 min or however long.

#7 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-19 05:44:02

I agree with you Karltown, KISS is important and  like your idea of making the killer more likely re-spawn as an eve. We could also mix it with Roolstar idea on an other thread, which was also really good. They suggested that people needed to be feed by someone else after killing. In their example it was to insure that solo killers died off, while those that killed with the support of society would survive.

We could combine both your ideas together. If you kill your next re-spawn will be as an eve (representing being shunned by society) however, if you are feed by an other this limitation is removed.

#8 Main Forum » The barbarian hoard! » 2018-04-19 01:58:50

Ferraus
Replies: 4

I was born to a large and well developed town with a surplus of everything but people. Maybe you know it. It’s bell town was 4 stories high and they had built a wall around the monument to stop any apocalypses. Great wonders constructed by the ancients using technology long since lost.
I spent my childhood carrot farming. It was easy work, as most of the many wells were full and baskets were plentiful. The hardest part was just picking them all before they seeded. However, I was soon given a task by our small family. As a man it was my task to venture out and find seeds for the farm.

Long I wondered and I was about to give up hope until I stumbled upon an abandoned village. Only it was not abandoned at all. It was populated… by the Underwood tribe.

I infiltrated their tribe, blended in, and when the opportunity arose filled a cart with their most valuable goods and dashed back to my home marker. I returned triumphant and shared my spoils with the family. I decided then, to be a farmer, not of sheep or carrots but of people.

Many time I returned, raiding their supplies with impunity living of the fat of their lands. Never killing though, as that would inhibit the productivity of my new flock. Once, I tried to steal a child as our tribe was lacking people. But the little guy broke free and mom got suspicious.

The raiding reached its culmination with the next generation as I was lucky enough to be reborn in the same village as Ken. I enlisted the help of a family member, Bob, and together we road on horseback and attacked with our barbarian hoard (a hoard of two but still). The village was wise to our game by now and had a militia of bows and sword men but with our cavalry we were able to out maneuver them and steal what we wished.  The greatest prize was 4 full baskets of seeds freshly collected by their queen.

We left as quickly as we came leaving from a direction that would not lead them back to our village and return home victorious. No doubt the names Ken and Bob strike fear into the hearts of the Underwoods to this day.

/// Despite the exhilaration of waging war and raiding I do feel a bit bad. I would not like it to happen to me. However, I wonder if it should be a viable strategy for survival. Does it count as griefing? I don’t think so as we were using resources for our own tribe and we never killed anyone or wanted too. (well, only once at the end when I was old and wanted a duel with the queen, I missed and she ran off). Griefing would be killing and destroying for the sake of destruction, we were farming these people.

I’m not sure how my tribe faired in the end, there was never enough people despite all the food and raided stuff. Maybe the other village took all the respawns? Either way, being a barbarian hoard certainly made for a memorable game. ///

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