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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » One sad sad griefer » 2018-04-29 19:26:38

Just ignore him, that's how he wants atention. I know it's hard, but just take a breath and go on, leave him alone where he deserves.

It's just a sad alone kid.

#2 Re: News » Update: Fixing a bunch of things » 2018-04-28 03:25:57

jasonrohrer wrote:

Various natural resources have been tweaked, and a new way to deep mine exhaustible iron ore has been added.

Yay, maybe he did read something I said. Ty

Really good job on those tools.

#3 Re: Main Forum » For those who say you can no longer leave a legacy » 2018-04-27 04:16:51

jasonrohrer wrote:

Some people say, "Hey, the trailer promised that I could leave a legacy, and now I can't!"

If everything that you make lasts forever, and thus the world is filled to the brim with the stuff made by others, how exactly is your contribution meaningful to anyone?

What legacy is there in a forever-wall if there are walls everywhere?

Isn't building a wall that lasts 5 lifetimes, and then having your great, great, great, great, great, great, great, great, great, great, great, great, great, great grandchild care about that wall enough to repair it when it finally cracks even MORE meaningful than a forever wall?

Old things are meaningful BECAUSE things decay.  If nothing decayed, there would be no old things, because everything would be old.


And stone walls currently last forever, and even become old walls....  sounds like a meaningful legacy to me.  Same with bell towers, which take 18 generations to build.

The people who see these things are seeing something really special.


Thus, the legacy opportunities in the game are deeper and more meaningful now than they have ever been.

The problem first is storage, the decay system just made storage a huge problem.

The second problem is with iron, every generation they became more and more with an iron problem. Hoes break so much fast. It's funny that knifes don't break and we have a problem with murderers. "Son, this knife was from your grandpa who killed hundreds of people, keep his legacy".

The third problem is that we can't replant trees.

Without iron and wood you can't do anything. So that ancient walls are just ruins of an ancient kingdon.

This is a problem, server will became with desert areas that everyone will just avoid. Making the game map huge without reason.

I think that slow dying everyone is not the right way. You should focus in enemies and things to do, like exploring to find gold or other resources (not the basic ones), buildings that is insanely hard to do but really usefull like some ceiling (with 50-100 straight branchs to make one).

Monuments are a really good idea. But the bell now is just from a dead city.

If people could replant trees, but is slow. Would be ok. Like 2-3 hours to be fully grow.

#4 Re: Main Forum » How to be an effective, good murderer and wipe out entire villages » 2018-04-27 03:20:33

I found someone who was trying to do a knife. Was watching her, she made 4-5 steel fillet. When I told everyone nobody cares, so I just wait until I starve.


Or you die young with starvation or you live to become a murderer's victim.

#5 Re: Main Forum » Is Difficulty a Bad Trait for Video Games? » 2018-04-26 18:50:58

Lucky-San wrote:

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!

+1

#6 Re: Main Forum » Is Difficulty a Bad Trait for Video Games? » 2018-04-26 18:03:13

ConfandibulumFlakes wrote:

Okay I might be being a jerk by making big pronouncements on a game I only just started playing but hell with it, I've had plenty of experience with the frustrations of the game, so here's my take:

This is a unique game. It's not Minecraft. Get Minecraft out of your head firmly and resolutely, by which I mean this:

The concept that everyone has to know every crafting formula has to die, and it has to be burned with fire. That's a Minecraft mindset. It's death in OHOL.

Jason has made a game in which success depends on the same thing it depends on in actual civilizations: specialization. What's going to have to happen is that players specialize and hand down to each other only the crafting formulas most necessary to their specialization. For someone whose whole life is going to be spent farming to learn how to make steel walls is ludicrous.

The game is difficult to the extent that players aren't grasping the kind of play the game requires. This game purposefully punishes players for trying to have everyone learn every formula on their own.

Jason's smart and he's crafted the gameplay so that it requires very specific strategies for survival. And it looks to me like the strategies it requires are the same strategies real civilizations actually require.

I don't mind to keep farming or baking while people do usefull stuff. But they are just walking arround doing nothing, having many kids, making clothes for thenselves while nobody has backpacks.

Once I put fur to people do backpack for thenselves there. It was for 5 backpacks, and then I saw someone making clothes just for himself (he even did shoes) and let everyone without backpacks. I stopped hunting and forge a knife just to kill him.

#7 Re: Main Forum » Is Difficulty a Bad Trait for Video Games? » 2018-04-26 00:23:56

BlueRock wrote:

That is irrelevant however. Very little of what I said had to do with my own opinions, and view on this matter, and more about opening the room to a constructive conversation.

I am pointing problems, it's not my opnion it's my perspective.


BlueRock wrote:

So, you are having difficulty getting enough baskets to sustain what exactly? Is it Carrots, do you have too many Berries, or is it that you have too many Cactus Fruit? Are you at least able to make Carts to help ease the Basket making process?

LOL, I told only about carrots because of the flux. But do you really need a full spectrum of difficulties?

Plates, Bowls, Iron, Coal, MilkWeed/Hope/Thread, Fur, Tools (even wooden tongs, flint stone, sharp stone, stone), Needle, Seeds, Food. That will be lost in rotten baskets.

And now all the rotten/broken itens.

Let's do boxes to store all. Let me see, 4 milkweed to do a rope, that regrow 1h later.

BlueRock wrote:

That being said, baskets made now decay after 1 hour, and have 30 minutes of being floppy afterward until they are broken. You can use this tool if you ever need to look up objects in the game: https://kazetsukai.github.io/onetech/#292/Basket
I went through the liberty of including information on the Basket here.

I know, that was a past problem. 1 hour is good if it wasn't the default storage system.

BlueRock wrote:

Can you describe what exactly has made it so that cities cannot function in this current version?

I already told you. Problem is: shortage of iron and wood, lack of storage and so many repetitive useless tasks.

Iron and wood in the current version will make desert cities who can't restart. And storage/repetitive useless tasks make people just feel useless.

That's why all the rage, everything you do feel pointless in a large scale.

Sorry about my english, I'm not angry, I just can't write good sentences in english so I need to stay short or everyone will not understand me.

#8 Re: Main Forum » Current state of the games [Rant] » 2018-04-25 21:28:25

Go! Bwah! wrote:
rodrigo wrote:

Compost are easier now, and selfsustainable, but people don't know how to make compost and don't know how to focus in sheep early on.

Oh, is that how you do it nowadays?

Right now it feels like the crafting system is procedurally generated - which could actually make for a fun game if it's what people bought into, but this one seemed like it would be more stable.

Yes it is, the problem is with decay. For example:

- With tools breaking, we need to get iron from far away, and with each generation will become nearly impossible to do it.
- Every 1 hour baskets rot, and all storage system is based in baskets. When camps grow, it's impossible to storage everything.

There is more examples but those two are the most important now.

So now, when people hear the bell, they don't go there. Because you can't rebuild the city, and if you do, will not last much time.

#9 Re: Main Forum » Is Difficulty a Bad Trait for Video Games? » 2018-04-25 21:05:22

You should play a little more to see what they talk about. What are you say looks teorical and not from a perspective from who played this update.

The game is not that hard. But the way that decay system is currently makes it about grind. There is many faults that people keep talking about, like when he put baskets to decay 30min (that was insane) but you only can see it if you play.

Now tools broke, but iron is limited. No city will last for at least 4-5 consecutive generations now. Every 1 hour all baskets will be gone, and resources will be lost, there is no way to store. Think about it, each carrot farm produces 5 carrots per soil with 1 hole of fertile soil you get at least 5 soil to farm. It's 25 carrots for each 4min.

If you can't see it, you need to play a little. You will see multiples cities failing overtime and itens everywhere.

"This game is about playing one small part in a much larger story." -> but you part is useless, because no one will keep a failed city.

"This game is also about family trees. Having a mother who takes care of you as a baby, and hopefully taking care of a baby yourself later in life. And your mother is another player." -> Or people abondon children because they can't sustain everyone or everyone die because there is many people and camp is not advanced yet

"Building something to use in your lifetime, but inevitably realizing that, in the end, what you build is not for YOU, but for your children and all the countless others that will come after you." -> Realy? My cloths will be gone, my baskets, tools, handcarts, backpacks and I will dry out everything in the surrounds: stone, iron, wood. Not because someone screw up, it's because the game is now like this.

This part is hilarious now:

"Proudly using your grandfather's ax, and then passing it on to your own grandchild as the end of your life nears." -> Grandfather's ax yeah right....

#10 Re: Main Forum » Current state of the games [Rant] » 2018-04-25 09:40:50

Compost are easier now, and selfsustainable, but people don't know how to make compost and don't know how to focus in sheep early on.

They keep overpopulating without making it good for living first. That's why they all perish.

And when they do good, disconect or some griefer take down everything.

I don't know why they try to griefe. It's so easy to do it that is boring. I already found a carrot sponge, someone who do a knife or bow and try to kill everyone.... I'm not even mad, it's so pointless and I can't understand.

#11 Re: Main Forum » Thoughts on current state of the game. » 2018-04-22 20:45:17

I think it's ok to baskets decay, they are so important, and you can get early in game.

But the catch is, we need a replacement, maybe a clay pot that works like basket and don't decay? I talked in another topic about it, like 2 clays and smash it with stone (lol).

But clay are almost finite, I think we could use some kind of wooden barrel to stock items like: seeds, carrot, berries, meat.... (only 1 per time, barrel of carrots for example) It could be made with iron and wood. And could stock 12~20 like boxes with baskets or better.

And like boxes, we can't move it.

The other problem is: decay make so many garbage and we can't recicle or destroy most of it. We could drop it all in fire to keep some fire.

#12 Re: Main Forum » What is your favorite thing about this game? » 2018-04-22 07:30:50

Alleria wrote:
rodrigo wrote:

Man, this game is fun, like D-Tos said it's the funny little moments.

Once i was born from an Eve, she was running in the florest looking for some place, I grew a little and started to feed myself. Then my mom give birth to other, but this time was a girl. So I heard the bell, said lets mom. I think she didn't understood what happened, and than I was alone but not in danger...

I found a desert small village, and started to water the crops and do stuff. Suddenly my syster found this place too. She didn't saw that we were siblings and told her mom died by a bear attack. We started made a good place, many carrots. After some time, she saw we were siblings (LOL), I told the story and she asked what happened there, I had no clue.

She then started to give birth and ask if we should start repopulate. "Yes" I said, but focus on girls, she joke about I'm being male.

I started to do carts like I loved to do and put some boxes next to crops to fill with carrots.

When I got old, there was many nephews and nieces, and I know we did our job. Our mom would be proud sister.

And just as you took your last breath, you saw your carts falling to pieces from decay.


Hahaha, this was before decay

#13 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-22 02:23:04

People kill because they are bored of farming and making stuff.

There is no major threat to unite then. If you have a rome empire the big problem is to deal with food but rome empire declined (and many others like WW2) especialy from outsiders attacks, rome empire from barbarians. If there was some way to make people harder and make then protect thenselves, the grief/murderer rate will be boring, killing some unarmed farms in the city is boring.

Imagine if there was monsters, barbarians, attacking the city, would be awesome and will make people unite. I had a recent suggestion about it. (family grave)

To make a battle system, would be better if there is at least 3 states or "hearts", and then you can apply something to be better. 2 hearts you could got slower and hungrier, 1 hearts more.

Then could do something like armor to get less damage, like someone give 3 damage, insta kill, with armor reduce to 2, better armor reduce more, at minimum of 1. This could be way more in future, bronze age (but there is no bronze lol)

#14 Re: Main Forum » What is your favorite thing about this game? » 2018-04-22 01:55:24

Man, this game is fun, like D-Tos said it's the funny little moments.

Once i was born from an Eve, she was running in the florest looking for some place, I grew a little and started to feed myself. Then my mom give birth to other, but this time was a girl. So I heard the bell, said lets mom. I think she didn't understood what happened, and than I was alone but not in danger...

I found a desert small village, and started to water the crops and do stuff. Suddenly my syster found this place too. She didn't saw that we were siblings and told her mom died by a bear attack. We started made a good place, many carrots. After some time, she saw we were siblings (LOL), I told the story and she asked what happened there, I had no clue.

She then started to give birth and ask if we should start repopulate. "Yes" I said, but focus on girls, she joke about I'm being male.

I started to do carts like I loved to do and put some boxes next to crops to fill with carrots.

When I got old, there was many nephews and nieces, and I know we did our job. Our mom would be proud sister.

#15 Re: Main Forum » What is your favorite thing about this game? » 2018-04-22 01:00:20

I loved when i became a carpinter and made many hand carts to all "city".

Was so proud about it, many people using my carts everywhere.

#16 Main Forum » An other way to become a hard game and unite people. (suggestion) » 2018-04-22 00:50:15

rodrigo
Replies: 11

So, my suggestion is already in reddit.
https://www.reddit.com/r/OneLifeSuggest … ily_grave/


TLDR; Put family human bones in family graves and make it a home marker.

The best think is the future possibility: it could lure threats to city.

"In future with more members in the family grave, this could lure some wild animals and barbarians to raid (barbarians could destroy structures, itens, crops). Making more difficulty to maintain, people armed to defend themselves and making people to unite against a commom enemy and building structures to protect themselves."


If you like the idea go up there, if you don't please say why. I think it's a better way to get the game harder than put some insane decay and low resources.

#17 Re: News » Update: From Riches to Rags » 2018-04-21 23:10:46

The beginning problem with decay is especialy from baskets. They are hard to make.

2 Tule Reeds respawn after 1 hour and 1 basket decay after 30min.
2 Wheat, waste 2 soil to make 1 basket.

And you need wheat and reed to make another things like compost, adube. This is all insane, not sustainable, and we can't go nomads, there is no food for everyone.

Some ideas:

1) 1 basket from 2 reeds and they decay after you could do 2 more (basket decay 1h, reeds respawn 30min)

2) We could use something like a clay pot that works like a basket (maybe 2 clays + and smash it with stone), that would make clay expansive and that's awesome for expeditions. But if clay don't respawn will be another problem. People lost many plates and pies are the best food, we could grab only pie and leave plates there.

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