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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » In-game polling feature » 2019-06-19 19:43:17

All I know is the issues I presented are important regardless of whether or not Jason's example was real and should be considered when making a poll of this nature. I took a good amount of time to write that post (on my phone, no less) and it sucks to have my post singled out like that when I was not the only person who responded to the example question as if it was real.

Feels bad, man.

I thought your post was very insightful, actually, even if the questions in the example were illustrative rather than representative. I just thought that the point about noise vs. data needed to be reinforced.

#2 Re: Main Forum » In-game polling feature » 2019-06-19 11:20:05

The big problem is noise. Many people won't care about the questions and will click a random response just to get back into the game. How do you filter those responses out so they don't drown out the valid responses? Ghu knows, I've given random answers to survey people in the mall, just so they'd stop bugging me.

I agree that this method will probably produce results for you... but I'm not sure that the results will be what you expect, or need, in order to help the game progress. It's probably better than nothing, though.

#3 Re: Main Forum » Are all towns the same?/ Development Hell? » 2019-06-19 11:13:56

Tarr wrote:
Joseph Stalin wrote:

no I thought Jason buffed it to like 13x13 but maybe that was for an old update

Pretty sure with 99.9% certainty that the buff only really did something for small rooms. Big rooms will still have cold spots (aka bigger than the 7x7 or 6x6) so there's no real reason to make them any bigger than that.

This is correct. The sampling space around you is 13x13, but if the walls of the room do not fall within that space, you gain no building benefit. This means that you only gain the buff at the very center of a room with 11x11 interior space... but not in any of the other squares, since 2 sides of your airspace will not be touching walls. As the room gets smaller, more and more of the interior spaces become usable, but a 6x6 interior space is the largest room within which all walls will be inside your airspace no matter where you are in the room.

Ugh. Can't English well at this time of the morning. smile

#4 Re: Main Forum » Suggestion: Friends » 2019-06-18 23:13:16

futurebird wrote:

I like the friend idea, though a better name might be /truce. Something like you can form a truce with another person. If 3 people in two families make truces then the family names become aligned. If there are no murders for a generation it becomes permanent.

There isn't any way to make a peace with other families, to build the same kind of (imperfect) trust you have with your kids.

I know Jason thinks a lot about how to make people care about their family, but the current system of having people you can curse and won't probably get cursed for killing is all negative incentive.

Heck, what if your FAMILY could fall apart if there are murders? If too many smiths murder each other you are no longer a family and war swords work, curses don't.

That might address something I've done that lots of people do that's always bothered me: ask some one to kill you just for fun (like when the whole town is empty or if I just need to go to work and stop playing I'm like "hey wanna kill me, don't get mad at her I'm asking her to")

What if killing your own family could add up to you not really existing as a family anymore?

The protection and control through war swords and curses that we have for our families isn't a choice in the game. So, in some ways I think it's less powerful than the simple at of your mother, another player, feeding you and caring for you even though she doesn't have to do that (and might not even want to!) But, why can't I kill my mother with a sword? how was that protection and deep sense of taboo earned?

Another idea would be to tie curses to having been around a person for  some amount of time. You can curse the people who live with you and who are around you... people who stay away too long no longer will be impacted by your curse, they will lose the deep feeling that makes use the war sword impossible.

I'm still thinking about this. I'm thinking about my neighbors here in NYC. What keeps the peace between us? Most people might say "the cops" but I live in a part of town where no one likes police but it's still very safe and people just help each other. Mostly, because we live with each other I care what my neighbors think of me. They could "curse" me, when they are hurt it makes me feel like I've been hurt. Something something social contract? How do you make one?

I've been thinking about this... in general, on ways to gamify social interaction. There's lots of little social interactions that go on, every day, in the real world that we just don't have time for in OHOL. (Mainly because our characters live a half-million times faster than we do...) Having some game-mechanical method to simulate those little social interactions would, I think, help to get past that part of the game.

For example, what if, instead of 1 curse token, we received Social Tokens - say, one per 15 minutes of age your characters reach. (Yes, Eves get a point for surviving one minute. It's a perk.) These would cap out at 8 tokens, and would be used for various things - including cursing other players. There would also be 5 more Social Tokens that could be earned by being given an accolade by another player ('high-fiving', see below). This gives a maximum total of 13 at a time... and most things cost multiple tokens.

Current things I have in mind that you could do with them:

Curse other players (replaces curse token). Costs 7 SP for family members, 13 for outsiders. Justification: your family knows you better, and would thus be able to curse you more easily. This also counts as a /dislike for that player. (Yes, if your points are maxed and you earn another, you could conceivably curse two family members in one life. I don't see this as game-breaking.)

Grant an accolade to another player (for whatever reason). Costs 5 SP. Type /highfive <NAME>; the player gains a Social Point (if they have fewer than 5 accolade SP already). This also counts as a /like for that player.

Like or dislike another player. Costs 1 SP. The player gains or loses a reputation point with you. Reputation would be displayed in the info panel, by the name of the other player. You can like/dislike (and by extension, high-five/curse) another player once per life. Attempting to use the command a second time will result in no action being taken.

Join or leave a family. Costs 10 SP. You either become a member of X family (/join Smith, for example) or leave your own to start a new line (/renounce Jones). This will sever the tie to your former family, and change your last name to 'Jones' (your first name remains unchanged; if you have no first name, you will be named Eva [if female] or Adam [if male]). Your former family is no longer considered to be related to you, thus you can use warswords on them - and they on you.

Marriage. Similar to above, but takes two people (gender not important). Costs 6 SP for each player involved. Type /marry <NAME> within 10 seconds of each other to complete the ceremony. Both families are now related; warswords won't work on each other anymore. The info panel would display '-in-law' (i.e., your husbands sister would show as your 'sister-in-law').

I don't know that we'd need a divorce possibility, but it could be in there as well. If so, it would sever the connection between families.

@Joseph Stalin: I think we *do* need a formal gamey-thing, as you put it. Jason wants us to care about our families, but it's hard when you don't know if your new daughter is the griefer that got killed not too long ago. Being able to look at what reputation a 'soul' has with you could help. Of course, it could just wind up with people stabbing people they've /disliked, as well...

Don't think of it as magic. Think of it as an abstraction of the social cues we pick up on and pass along every day in real life, that we don't have in-game because we can't make a game as detailed as real life.

#6 Re: Bug Discussion » forum blue things not disappearing when i go back in forum » 2019-06-18 22:18:18

wondible wrote:

I noticed they don't disappear on windows, but do on OSX. Both firefox. Possibly some different extensions?

Sometimes happens for me, using Chrome on Win7. I just figured it's a cookies problem.

#7 Re: Main Forum » 10 Minutes One Dog Life » 2019-06-15 15:13:17

If this idea is implemented, we need to be able to kill all dogs. Otherwise it'll just become another griefing tool.

#8 Re: Main Forum » RIP Tarr, you will be missed » 2019-06-12 22:19:12

*makes popcorn to feed the babies*

*waves bye to Tarr*

#9 Re: Main Forum » My mom picked me up at age 2 but i still died of starvation » 2019-06-12 11:37:33

Exactly what Guppy said. It's happened to me more than once as a kid, but only the once as a mom.

#10 Re: Main Forum » Annoyances with One Hour One Life » 2019-06-11 20:02:18

kategriss wrote:
Joseph Stalin wrote:

you can eat raw onions and tomatoes irl

I'm totally for raw tomatoes. But raw onions... unless used in a recipe... I'm not eating that raw!

Some people eat them like apples. Can't say I see the appeal, myself. But raw onion is good on sandwiches or in salads.

Tomatoes, on the other hand, are delicious straight from the vine. But they're better with some salt.

You can also eat raw peppers. If you have a cast iron stomach. smile

#11 Re: Main Forum » Lychee's Beginner Mega-Walkthrough to OHOL » 2019-06-09 14:57:43

One quick note: Light the torch before progressing to the not-so-secret room, unless you really, really intend to do tutorial chaining.

EDIT: Or maybe, wait until you need a firebrand and run it down from the torch? Eh, that's more of a meta-level discussion. There's plenty of resources there to be wasteful - BigBoi knows I'm certainly not a great smith, but I still manage to break out.

#12 Re: Bug Discussion » Not able to spawn as twins? » 2019-06-06 21:49:03

Are you sure you both had the same twin code entered?

#13 Re: Main Forum » Some death stats for Monday » 2019-06-06 12:06:37

Alec wrote:

familySkipList of /DIE has bug.
https://github.com/jasonrohrer/OneLife/issues/323

Always familySkipList will be clear.
So, same baby born at same mother or linage.

Maybe that is cause of one, they uses lot of DIE.

... that would seem a likely suspect for at least some of the epidemic, if you're not actually ever skipping a family...

#14 Re: Main Forum » Proposal: Horse carriages » 2019-06-06 11:42:32

Amon wrote:

Auto follow would certianly also open the doors to many more features.

Ah, yes. "Follow me!" *proceeds to dance through a snake-pit*

(Inb4 follow griefing!)

#15 Re: Main Forum » Could we see some stats for /die » 2019-06-04 12:12:05

Even if you run out of lives, you should be able to play the tutorial. It's easy to live to 50 or 60 there, so gaining a new set of /die tokens wouldn't be hard.

#16 Re: Main Forum » Town Ruins -> the map resets » 2019-06-04 12:09:30

I believe it's a tile-by-tile reset over time, based on what I remember Jason saying. So it might not have fully reset by the time you got there (which would halt the process until it was 'unseen' again for long enough).

#17 Re: Main Forum » Bear will not forget knock » 2019-05-31 22:20:50

"Nausicaa of the Valley of the Wind" is one of my favorite anime. I've seen both English-dubbed and subtitled versions... I sadly do not understand more than few words of spoken Japanese.

#18 Re: Main Forum » Thoughts on baskets » 2019-05-30 11:46:12

MultiLife wrote:
Starknight_One wrote:
MultiLife wrote:

How does thread turn into a basket?
With witchcraft?
That is odd.

Macrame.

Those look really floppy, fabric-y, unless processed somehow, or wrapped around something harder. And from one thread?

Show me a rope made from two threads. We're dealing with abstracts.

Depending upon how stiff the base cord is, and how tightly it's knotted, macrame can be loose and flowing or fairly stiff. There's still some flex, of course, but you'll have that with any textile product. It works well for carry-bags; I think my mom still has the one she made when I was a kid, 40+ years ago.

#19 Re: Main Forum » Thoughts on baskets » 2019-05-30 11:27:03

MultiLife wrote:

How does thread turn into a basket?
With witchcraft?
That is odd.

Macrame.

#21 Re: Main Forum » Recipe Suggestions Mega-Thread » 2019-05-29 04:25:22

For digging a pit, rather than tilling a row, one could use a crude mattock made from a tied long shaft and mouflon horns... it could also dig up soil pits, tule stumps, and clay pits. One could remove the horns from a mouflon skeleton with a sharp stone or hatchet.

#23 Re: Main Forum » What if you stayed with one family until that family died out? » 2019-05-26 06:29:47

Hmm.

On the one hand, it *would* make you care about your family more. On the other, soloing multi-generational projects was never intended.

How about a limited subset? When you first are born, the server chooses 3 or 4 lineages as potential families for you to spawn into - and those are your families for the next day, or until they die out. When one of 'your' lines dies (or has no fertile/potentially fertile women), a replacement is chosen from among the other existing lineages - or you spawn as an Eve, if there's a slot available.

I do think limiting players to one Eve attempt per day (with potentially a way to gain a second shot through in-game actions, either yours or your descendants, or both) and pushing the Eve spawns out a bit - 400 tiles or so, maybe - would go a long way towards stabilizing the situation there, and allow neighboring but not overlapping villages to form.

#24 Re: Main Forum » My new Eyes Mod, first step » 2019-05-22 19:42:19

He who controls the spice, controls the Universe.

#25 Re: Main Forum » Home maker 2 » 2019-05-22 11:35:44

Would it be possible to display the stack of home-markers as layered icons at the bottom (like overlapping cards) and give you the ability to switch between them with a mouse-click or perhaps using the arrow keys on the keyboard? The game is already keeping track of them (whether client-side or server-side), so it would just be a matter of showing them on the screen. You only have to display one marker at a time, like so:

[[[[ v ]]]

This would give more utility to the home-marker stack, and help us survive/build civilization anew.

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