One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#1 Main Forum » Warfare Speculation » 2018-06-29 06:32:19

draequine
Replies: 9

tl;dr: If Jason eventually decides to go further into the minor PvP aspect of this game, do you suppose he will keep it impractical like the current murder system, perhaps use some kind of PvP flag mechanic, or something else?  I personally feel that he will nerf the current killing tools to create space for higher tiers and/or more complex systems.

Murder/combat/fighting is one of the game-play challenges of OHOL, whether it's dealing with the hunting of animals, or the dangers of grievers trying to either ruin your village or cut short your life.

The hunting aspect of the game is clear cut and simple for Jason to develop; give new uses (taming or skinning) for current animals, maybe add new ones. In my opinion, the most dramatic thing he could do with the animal side of things is devoting an entire update to creating some kind of food chain system, which, at worst, would turn out like the worms update (which was a bit of a false start).

(A bit off topic, but another crazy direction Jason could go from the current system would some kind of apex predator system where the more people an individual dangerous animal kills the more dangerous it gets (harder to kill, bigger, faster). Which would definitely be apposed to the current idea of the game, but, hey, that's what modders are for right?
        Looking at you UncleGus)
  tongue


It's the player combat that's tricky to work around. Murder is always going to be a part of the game, no question about that. Not just because the practical way to deal with a troll is to kill them, but because of the stories this mechanic helps create. The main draw of this game is the connections and stories you make in game with other players, and murder takes place in a sizable portion of the more exciting story threads of this forum in my opinion.

Anyway, as it is now, large scale combat (between families/villages) is unfeasible.

First, there's the murder stun which makes any serious kind of war an ambling headless goose orgy as everyone tries to get their hit in, avoid the others during the stun, and repeat until dead.

Then you've got the problem of navigating your 'army' to the enemy. The massive undertaking of communicating with large groups and directing them to the any location is just not worth the effort, especially when the nearest worthwhile enemy is what, 80 screens away?

Now, navigation and communication are no doubt going to be addressed in big updates down the line, which means any kind of warfare update would be even further down the line. The only reason I'm posting about it now is that the emergency medicine update implications have been on my mind all week. It has lessened the threat of murderous trolls in competent, established villages, and has obvious room for further advancement.

Kinda like the farming update fed into the cooking update, it's easy to connect the medical update to some kind of upcoming dangerous addition in the works. Warfare could possibly be that, but it would be too soon in my opinion.


Moving on to my actual point; The murder stun inhibits any kind of player combat. Well yeah, duuhh, I am aware that's the point so that we have any kind of practical way of dealing with murder trolls, and in villages versus individual or small groups of psychos it is vital. However, it's bound to get in the way of inevitable wars once navigation and communication connects distant villages together.

We need some kind of troll defense, obviously, and in my opinion many of the alternative solutions that others have suggested; Stunning tools, armor, or advanced injury systems; wouldn't cut it.  The current murder system is a serviceable mechanic since it doesn't outright prevent killings, which trolls could exploit for themselves. The best preventative system we have is vigilance after all.

Sure the medicine update has enabled us to lessen the impact of a stabbing spree, but it hasn't enabled Glorious battle between two tribes now, has it?

So, the way I see it, a possible warfare update could take a couple of paths.

The easiest would be to keep the system, and just add weapons and war toys, which would make straight wars awkward and tedious but give us a viable group raiding meta to work with.

A possible step up would be to have some kind of PvP flag system. If you and your opponent wear a certain outfit the stun is removed or shortened, but if you attack someone not wearing armor you suffer the regular penalty.

And further beyond that, perhaps have this separated PvP flagging work into a new warfare specific mechanic, where only specific armors work against specific weapons?

I can't really get much further with this, but I would appreciate your thoughts.

Knife and bow nerf idea: feel free to skip

On a semi-relevant note, the bow and knife are still far too dangerous to be as low as they are on the tech tree, and any actual fighting weapons that may be added will be kinda impractical when you can just kill with a knife or bow. So, while we can't nerf the knife like the bows range, nor remove both of their ability to kill (How else will you prevent grievers from ruining your village?) we can make it much easier to deal with in the case of rampaging trolls.

My idea is that if you are holding a bow or a knife in the murder stun state, any unharmed adult can disarm you with just their hands. The killing weapon would still be unusable for the stun duration to prevent counter killings by troll teams.

#2 Re: Main Forum » Map culling too extreme? » 2018-03-31 19:28:35

Oh, the culling is that brutal? Maybe Jason should have some of the man made objects act as anchors?

#3 Re: Main Forum » Funny first and last names » 2018-03-30 22:30:20

Yeah, I went with last name Murders for my family line.
So, my daughter was Arson Murders, her first brother was Wolf Murders, and his little sister was Blade Murders... My next kid was going to be Arrow Murders, but little Bear Murders disturbed a cave and ruined the village.

#4 Re: Main Forum » 31 Generations? » 2018-03-29 19:51:01

Books and writing are still high tech beyond our humble villages tech. But hey, Jason is starting to implement naming schemes! Hype!

#5 Re: Main Forum » Still no update? » 2018-03-29 04:01:27

It should be sometime tomorrow. Last week he was at a convention so he didn't work on the game that week.
The game is still kinda content light so I am not really surprised at the low morale

#6 Re: Main Forum » Cannibalism? Other odd mechanics » 2018-03-29 03:53:24

Directly having them be food wouldn't work with this game... Having an involved process to turn graves into soil might be interesting though.

#7 Re: Main Forum » Family or fallacy? » 2018-03-29 03:51:02

The lack of actual gameplay mechanics for men has led to this faulty boy killing meta, granted, but making a mandatory conception system would be impractical and make bootstrapping as an Eve all the more hopeless.

I think it would be nice for a later update to add a conception structure that merely increases the likely hood that a female will give birth to the next player to reborn.

#8 Re: Main Forum » Crowns » 2018-03-29 03:35:14

The fact that you had such an interesting experience about a crown goes to show that it is a good addition to the game (Not necessarily positive.)

As for me, crowns are useful as a way to point out who is in charge, and can naturally ramp up of progression of a village if the wearer is on point.

While I've yet to come across a village with all three crown types, I feel that a three crown system is the ideal role system to shoot for. You've got your leaf crown making sure that the fire keeps going, pies are made, and children are raised. Then you've got carrot crown watching the farm, seeding plots, wells, and compost. Finally, you've got wolf crown defending from bears/wolves/griefers, harvesting the sheep, and foraging for lost clothes/tools/carts.

#9 Re: Main Forum » Shallow Wells and Deep Wells The Truth. EDIT » 2018-03-28 00:12:49

My system with wells it to pair them to cisterns using fences
##-#
#0o0
##-#
Keeping an empty water container between the two that is only used to:
A. Check if the Well can no longer receive water (That means it is full)
B. Fill a Cistern to max from the well.
The Cistern should be the only thing used to water with in this system, and if used properly you can tell at a quick skim if the well is still refilling.
If the container has water, then the well needs to be checked, if it is empty then the cistern should be ready to be used.

If you are the one to empty the cistern you just need to put it back, open the fence, and use the container to check if the well is full. If it hasn't refilled enough just take that water back out and leave the filled container to check again later. Don't forget to close the fence behind you and the effort it would require to take from the well should be enough to discourage anyone clueless about this system.

#10 Re: Main Forum » Seriously, why is murdering people so ridiculously easy in this game? » 2018-03-27 02:26:10

jasonrohrer wrote:

So... there IS (or should be) a scream when someone near you is killed.

Also, the murderer currently slows down and cannot drop the murder weapon for 10 seconds (or use it to kill anyone else during that time).

I could amp this up some more.  The murderer could be slowed down for 30 seconds or more, and become REALLY slow.  Or maybe so slow that they require someone to feed them?

Maybe murdering could work up an appetite as well?  So that you will die afterward if someone doesn't feed you?

All that said, the danger of murder is supposed to motivate you to make better tech and organize your village.

Arrows cannot cross walls.  Build walls and village gates.  Limit weapons in the village only to trusted police officers (give them blue clothes).  Have them guard the gate.  Have them vet everyone who comes in.

How did people deal with murder in real life?

Great explanation, the amped up murder consequence can be rationalized as the effort required to kill someone or the guilt in ending a life (especially in the cases of necessary population control.) However, going overboard on the consequence would remove that kind of motivation, and make strict population control impractical.

But bows are a serious problem because of the ease of making them in comparison to the damage they can easily cause. In reality arrows wounds in accidents are seldom fatal, so I propose a nerf of some kind to arrows Vs People. Something like two arrows required to kill an adult, each arrow permanently taking half their max hunger and only retrievable once they die. Kind of a middle ground between wolves and bears.

#11 Re: Main Forum » Do clothes vanish? » 2018-03-27 00:57:26

It all has to do with dying while wearing or carrying something.

When you die you basically become a container for all your objects. If you die in a field, whatever you were carrying vanishes because your corpse container can occupy the same space as a farm. And then theres the fact that your grave will eventually deteriorate, and all the objects still on your character are spread to the surrounding tiles... so if you die in a crowed spot most, if not all, your possessions will vanish.

#12 Re: Main Forum » The Minoan farming layout. » 2018-03-27 00:13:32

TL;DR: Dope Farm Layout, but seeding inside the farm is always risky, and are you outlining this farm with wooden flooring so that its easier for later generations to get the point of this farm?

I myself am a firm believer in being able to take stock of a farm at a glance, but I also hold the utmost importance in idiot proofing. Seeding on the farm can never be consistently upheld without someone constantly crying out about it and keeping a basket of carrots available for starving members who can't keep track of their hunger. I appreciate this layout for making full use of field vision and maximizing basket availability.

I have my own farm layout that I've been working on that focuses on being an easy to recognize modular chunk. 9 rows of 3 carrot fields, which are arranged in 4 pairs ending in the ninth. Outline it with wood flooring which are flanked with boxes. Wood floors are where emptyish baskets belong. Now, beyond the ninth row is a fenced off area where seeding plots belong, along with baskets containing ready seeds in case of incidents or reseeding.

I feel that rows of three when farming carrots work better because it fills five baskets, four of which fill a box while leaving one out can save a hungry villager running back from a long journey.

Your farm is definitely better in terms of efficiency and works great with a lead farmer who knows the rules associated with it, but I can see it falling victim to a lack of proper understanding from new settlers rediscovering it who decide that it's just a long farm and begin their cycle of farming without any proper guidance

Not that my layout is immune to that either, but it is my belief that by making clear distinctions with flooring and fences people are more likely to get the point or, failing that, a later more experienced farmer can easily fill in the gaps.

I hadn't considered using backpacks to hold seeds! It makes perfect sense!

#13 Main Forum » End Unrecoverable Griefing » 2018-03-26 07:02:57

draequine
Replies: 1

Yeah, it's awful when someone murder bones your entire town. Horrible when they screw up all the milkweed, drain the ponds and wells, dig up the berry bushes, ect.

But I see that as just natural disasters like bears, starvations, and nocturnal infertility. Wells eventually refill, you can bring back milkweed, wheat, and berries to a village if you want to bad enough, and some eve will eventually stumble onto the ruins and try to make the best of it again.

Its the stuff that can't be recovered from that needs working on. Unbreakable oven bases, irrevocable trashpits, blocked off well clumps, areas utterly desolate of Fire Starting trees.

So, what I am really hoping for next week is something continuing along the lines of the adobe wall fix. A more involved process to destroy structures that yields a part of the resources used back, and clears up a mistake. Additionally the ability to plant trees that will grow back MUUUCH later, like twenty hours? And the ability to deconstruct wells would be nice too.

#14 Re: Main Forum » Which is the best pie? » 2018-03-23 21:05:20

KRN wrote:

I rather think (looking at his previous games) that he is quite "new" to this kind of size/scale of games, soo he doesnt know (for exaple) to put numbers into things like Excell, and ballance them out properly (and shape them) how he wants them to be. Rather then just randomly typing them in from head while adding things into the game XD

I think it works well with the theme of progression and teaching in this game. Some actions, craftables , systems are either challenges you need to overcome, learn about, avoid, or wait til they are more developed to be practical.

Its about learning overtime that just because you can put everything in the pie doesn't mean you shouldn't, or just because wool takes so much tech to make doesn't mean its warmer to wear.

These kinds of pies are really just a decadent status symbol to have in bourgeoisie full wool villages before their snob town crumbles around its ears.

#15 Main Forum » Organization methods to Strive for. (Or just spam fences people) » 2018-03-23 20:29:59

draequine
Replies: 2

Here's a few layouts I've seen that are just fantastic, and why they are amazing.

Carrot farms in rows of three flanked by a box and baskets.
Three fields fill five baskets, four of which go into the box for shipping to pie maker while one keeps starving runners from panic scrambling to get a carrot from a crowded area.

Fenced off seeding plots NEAR the farm.
Doesn't matter how many times you say it, someone is always going to take from the seeding plot if they are about to die or have clumsy button fingers and once your seeding plot is missing a carrot everyone just assumes it is fair game.

Fencing a juniper and maple tree.
I have spent decades trying to make a fire in a deforested town.  Only you can preserve forest fires.

Keeping a pie oven and a bowl/plate Making kiln semi close the Smith forge and charcoal making kiln in a spacious area.
Both sides need their space, they both need fire,  and four Adobe structures should discourage people from placing down more.

Keeping a fence between them!
It's not just a nice distinction between them, it also acts as a firebrand holder.

Fencing a single wheat field in the wheat farm.
Just have a single seeder guys.

Fence the domestic berry farm, keep a cistern and a basket of water pouchs and bowls.
Use nothing but corner posts except for one entrance  positioned torward wheat farm.

Build cistern and wells in pairs. Keep the well fenced off with a bucket between it and the cistern.
(This is one of the less complex well use methods I've come up with): The well fills the cistern full, if you empty the cistern, give back the last water and open the fence. Fill the bucket with that water and check if the well will take it. If it does, take it back and leave the full bucket in the spot and close the fence. A watered bucket means the well is filling back up. If the well doesn't take the water, you are free to refill!

Keeping sheep pen AWAY from carrot farm, with a two spaced airlock that has a box as one of the walls, and located near the compost farm.
Sheep eat carrot fields, airlock usually prevent this but they need a space to put down what you are bringing in and out so you can close the fences/doors, and if you use a box as a wall for the pen to get around this, it's only a matter of time before someone turns it into a sledge and frees the sheep.

Fence fencing the fenced fences!
Did I mention how much I love fences? They don't use clay or composting materials, tearing them down doesn't use them up, in a pinch you can take a long shaft from them, the only thing grieves can do with them is quickly deconstruct them which is far better than blocking everything with Adobe bases. Sure they can't offer the temperature effects that built walls do, but that system is still super wonky imo.

That's all the cool styles I've been thinking through, what about you guys?

#16 Re: Main Forum » Acronyms and other useful things? » 2018-03-22 20:25:37

EmmyGamba wrote:

A mother once teached me the useful acronym "STFU" after I greeted her with "HI"

I always greet my children with "Arrogant turd child!" Whenever they try to say anything longer than F, o-l-d, or w-a-s-h-e-r-e.

A kids food won't go down if you are holding and can breastfeed, and only costs one food to do. So if you have the clothes and the villages is being managed, there isn't a reason you shouldn't show key locations and say general rules; don't pick this, don't cut this down, seeding, leave alone,don't drain ect. And then just plop them by the group fire if there is a feeder there.

#17 Main Forum » Bite sized lessons » 2018-03-22 19:53:06

draequine
Replies: 1

Let's make a list of memorable phrases we can recite to kids quickly get the point across without spending a good couple of years explaining/possibly starve

They need to be short enough for an eve to say (15 chacters right?) or at least clearly split between a couple lines at most.

I will get the ball rolling with a few I've come up with, and further clarification if they want to know why.

Only pick frutweed
(So it comes bak)

Carrot in threes
Fill five b-kets
Four for crates
One saves fates
(Less steps to eat)

Pick wild berry
Bowl domestic
(Wild ones refill)
(Other need water)

Wells fill empty cist
Ponds check full well
(Just leaf well alone)

Seed secretly
Farm openly
(No seeding)
(Where you farm)
(Peeps b dum)

Gold in the cold
(You find gold)
(In white places)
(Looks like flint)

Junip n maple
Never chop down
(They start fires)
(Make fences)

Firewood for fire
Logs for planks
(Simple enough)

Farm wheat wit pies
(With water n stick nerby)

Anyone want to add anything?

#18 Re: Main Forum » The Three Queen System » 2018-03-22 19:12:08

This is a system that is hard to put into practice, granted, but putting the focus on making sure that each member is taught on a one to one basis is much better then just having a population explosion even if the amount of food allows it.

This system uses three queens to allow for a more stable way to progress, but I can see that in plenty of cases this may be vulnerable when it comes to key parts of the village vs their roles as queen.  Toil can't seriously work the farm AND give a tour to each fresh born after all.

So, this system only has a real chance of working in an obnoxiously stocked village that an eve stumbles upon.

This system is rather dependent on couriours to deliver supplies to Fire, and alert Shed and Toil of new births.

But I still believe in this system since is has such an ideal progression for a village to go through from rebounding to death;
Fire stocks the pies, once she becomes Toil she stocks the fields, and finally as she becomes Shed she tidy ups before she passes away for the new Fire to come.

As for those that want to leave, I believe that should be allowed, but they should be forced to replace what they want to take before they go

#19 Re: Main Forum » The Three Queen System » 2018-03-22 04:16:25

It's really hard to implement in an ongoing village with lots  people scurrying around. As for other female members, They should just dump their kids on Fire for her to decide who lives.

Some things do take time to teach, but just pointing where everything is at and what not to mess with without asking should work wonders. It should also improve communication as Fire is a static leader who reports to the others when they visit her to return children, clothes, and tools.

#20 Main Forum » The Three Queen System » 2018-03-21 22:49:13

draequine
Replies: 9

tl;dr:
Strive to have a lineage of three female leaders. The youngest of which stokes the main fire, makes tools, pies, clothes, and keep the babies fed and taught. The middle of which inspects the farms, compost, sheep, and gives tours to the young one at a time. The oldest defends against bears/griefers, take stock of ruinables, clears graves, decide on population, and what project the village should focus on.

As they age, become sterile, and eventually die they pass their title(Crown) to their daughter and so on and so forth.

Also, enforce the idea that babies choose their own names once they have hair and that their names are related to what they do with their lives.

Three Queen System
I've come up with an organizational tradition I want to try out. Starting from a single Eve with the name 'Fire' who either finds or starts her own village. As Fire, she needs to make a fire, keep it stoked, and keep her surrounding area stocked with food until she has a daughter.
Survival does take precedence, so Fire should make sure that it is a semi-stable situation before committing to fire tending (Small carrot farm, plenty of wood / steel axe available nearby, Rabbits)
Once she does raise a daughter, she becomes 'Toil' and her daughter will be Fire.

Toil must now work to keep order. She must make sure that the farmers (Herself if there aren't any) are focused, keeping a clear Seeding plot and a compost system going. Any child that is birthed in the village must be given a full tour by Toil, who then gives them to Fire who will feed and teach them. If Fire is too young to breastfeed, then she should hand feed unless if there isn't enough food. In which case Toil will raise only one child to independence and the others will starve.

By this time, other villagers should be bringing materials required forge tools, or pies for Fire to make in addition to fire tending and teaching. Once Toil is too old to give birth, she become 'Shed' and Fire becomes Toil. Shed will then pick the youngest haired female to be the new Fire while Toil strives to improve any farming system in addition to keeping everything stable and giving tours to babies.

Shed will carry the knife and arrows, so as to defend against bears and griefers. Shed will keep track of the villagers and the amount of food. She will keep track of the current tools, and check for graves so nothing is lost in a crowded area. She will search the area for stray baskets and carts, and return them. It is she who has the last say, and once she is too old to roam she will return to Fire and tell her the Direction the village should take. Then, Toil will be Shed, Fire will be Toil, and a new Fire is chosen.

Helpful aids for this system
Three crowns for three queens
Fire has the leaf crown, as it is a leaf that is required for fire.
Toil has the Carrot crown, as it is the product of her toil.
Shed has the Wolf crown, as she is the one that sheds the village of its dead weight
No crowns?
Then Fire wears no clothes, as fire is warm enough.
Toil wears a reed skirt, fur shirt, wool hat as products of her toils.
Shed wears a wolf hat and seal coat, since she should be the major hunter here.
Not advanced enough?
Still no clothes for Fire, fire and all that after all.
Toil gets a shawl.
Shed gets a full rabbit shirt, since if you haven't managed to get that at least, then your area is a lost cause.

Why?
Structure is needed to get a group focused. Sure, you will get plenty of people who know more or less what is supposed to be done to accomplish "tasks" (i.e. Making fire, forges, pies, tools, compost, sheep) but without a stated system they will often enough go off willy nilly in their own direction, and that's how you get 8 separate oven bases/forges, 3 dry wells, fields of abandoned dead berry bushes, lost tools, a dozen baskets of soil wasted on seeding carrots because the farmer died, and a village dying in a miserable whimper.

And that isn't counting those with fatal gaps in their knowledge, like those who misspick milkweed, pick from any domestic berries, give themselves heat stroke from trying to 'warm' themselves in front of a fire fully clothed and chop down the only fire starting trees in 15 screens from the village.

In my opinion it is best to make sure that each new addition to the village is on the level with the matriarchs before they are allowed to work instead of just raising them and hoping they know what to do with their time.

The deal with the names
I feel that names should be four characters long and relate to what that person will do with their lives. That way, children can name themselves once they have hair and are ready to work. Additionally, its quicker to get someones attention with the current communication problems going on.

And once it's common its much easier to give direction to someone who decided to name themselves 'Clay','Wool','Beri','Move', and like instead of waiting for them to five or so lines to get their point across

#21 Re: Main Forum » Which is the best pie? » 2018-03-21 20:48:41

I'd recommend rabbit pie because rabbit carrot pie is kind of overkill, and I consider rabbit berry carrot pie a killing offence for it's sheer decadence.

#22 Re: Main Forum » Recovery vaults » 2018-03-19 22:13:31

Kailied wrote:

You know that plank floors provide warmth as do abode walled houses once you close the door? Combine that with a fire and a naked baby and they lose hunger really slowly; plus walls look nice. smile


Currently, You get the perfect temp from standing in a slow large fire naked. Anything more like clothes, floors or houses will overheat you and make you just as hungry if you were cold.

Fully clothed babies in front of a large fast fire inside a bear rugged house would starve PRETTY quick.

#23 Main Forum » Recovery vaults » 2018-03-19 20:00:59

draequine
Replies: 4

Adobe walls are breakable with group effort, and currently buildings aren't worth the effort to construct when fences are much easier to rearrange with a growing village. Additionally why make Adobe when you could be making more bowls and plates for Pie!

So I think a practical use of Adobe walls would be to seal resources ; milkweed, spare sheep, wheat, berry bush, a full cistern + well, clay pit, soil pit, bundle of steel, file, Smith hammer, tool sets, tinder trees, leafy trees,ect and next to it have a double fenced in pickaxe with two bowls of water.

It is a nice preparation for a clueless generation ruining a stable village, and decent protection from horrible briefer who snatch carts, dig up all the goose berries, drain all the ponds and raze all the useful trees.

#24 Re: Main Forum » Seriously, why is murdering people so ridiculously easy in this game? » 2018-03-19 17:19:56

Helperguy wrote:

There are two simple options to solve this problem:
-or a hit should make more hungry

It should remove a chunk of MAX hunger, like 1/4 which Insta kills unwanted kids/farm griefers, and the arrow(s) are/is stuck in them until they pull it off,which is what actually kills them.

This stops a killing spree, while keeping the consequences.

Plus, arrow storage!

Currently it is a matter of hiding arrows and making sure it's a pain to make them.

#25 Re: Main Forum » What is valuable? » 2018-03-19 17:00:28

Progression is the commodity of this game.  It is a currency of lessons, mistakes, experiences, and wisdom.

Board footer

Powered by FluxBB