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#1 Re: Main Forum » Starting to hate the game » 2018-12-13 21:45:49

Azrael wrote:

Im not even gonna rant right now

But you do realize people that run to bear suicide cause they dont wanna be in that civ. They wanna be somewhere else, it may actually be because youre so advanced but really you feeding your kids has no correlation to why they suicide.

We cant make more players disappear magically. You have less kids cause less people play simple as that, nothing special to it.

If you wanna quit im not stopping you and neither is anyone else.

Its entirely possible you are right about the bear thing. But why not just instant death instead of waiting to be 8 year old? When i spawn in a town i don't wanna be in, i just sudden death.

#2 Re: Main Forum » Starting to hate the game » 2018-12-13 19:28:21

mikekchar wrote:

I really think that Floofy's main issue could be addressed by starting a private server with like minded players.  It might be hard to get enough players, but if you had an invitation only (or at least friend of a friend) server with house rules I think it could be quite popular.  As Gus has pointed out in other threads, a $5/month Linode server is more than enough to run OHOL.  I think the main sticking point is that starting up and running a private server takes a bit more technical knowledge than most people have (even though it's not *that* hard to do, or to learn).  It's one of the things I was kind of hoping would develop in the community because clash of playing styles seems to be the largest hurdle for the game by a large margin.  I think people will always want to play on the main server, but there are times when you want to do different things and I think that choosing different servers that caters for those interests is the easiest way to manage it.

Maybe an easier way to do this is either the friends idea of lion, or my idea of "heredity". The game could kinda recognize who the idiots who die at 5 of starvation are, and have them be born to each others.

Your idea is good, but it would require a lot of people to be in. Also, i am not against having some newer people in my town. I just ask of them to eat the food we produce for them and not purposely go far away to die to wild animals.

#3 Re: Main Forum » Starting to hate the game » 2018-12-13 19:12:43

lionon wrote:
CrazyEddie wrote:

The population in the game has short-run rises and falls due to the real-world day and night cycle. This will never change. When it is rising, more lineages will be created (i.e. more Eves). When it is falling, more lineages will die. This will never change.

Weeeell it depends on how the population per lineage factor is changed or kept.

Instead of spawning lots of new lineages it would also be possible to allow existing lineages to grow and shrink in numbers instead of creating lineages and wiping.

Also I'd wish in case lineages have to get removed as player numbers shrink there would be some mechanism to have the more successful or the more circumspect survive (i.e. getting the valuable new births). Right now its more or less pure RNG...

Very much agree with this.

Again, i do understand the fun of being an Eve. But if i'm gonna be Eve and get no childs at all, i rather have the game force me to be born to a mother.

#4 Re: Main Forum » Starting to hate the game » 2018-12-13 19:11:23

CrazyEddie wrote:

"No girls" is simply a side effect of "not many children". Even if the male-female ratio were changed to NO boys and ALL girls, that would merely postpone the demise of a lineage, not prevent it.

Now that i think about it, you are actually right. As an example, the example provided in the OP, even if they were all girls, it still would have happened.


CrazyEddie wrote:

The population in the game has short-run rises and falls due to the real-world day and night cycle. This will never change. When it is rising, more lineages will be created (i.e. more Eves). When it is falling, more lineages will die. This will never change.

I am not sure why, but i noticed the populations of the servers tends to be very split. Maybe if we make more players together, the issue of very few people on a server won't happen as much.

CrazyEddie wrote:

I believe that the only solution to this is what Jason has already done recently: he moved the Eve spawns closer to each other, so that new lineages have a greater chance of coming across an old, dead town and bringing it back to life. Lineages will die off and that can't be prevented, but civilizations can thrive even after a lineage dies because the infrastructure you leave behind will be rediscovered and reused by someone else - just not by your own descendants.

That doesn't really solve anything. I actually DID spawn in a old civilisation, but that was actually more boring than building an eve camp imo. I was essentially just waiting there for babies, surrounded by food everywhere.

After reading your post, i think something like this could help:

* Make sure server 1 is almost always at 100+

* Only force people who tend to suicide a lot, or people with curses, to play on the lower population server (if needed).

* Have a max number of lineage per server. Around 10% of the players on server (so a server with 60 players can't have more than 6 lines).

* try to make it so that stupid people/suiciders/griefers tends to be born to each others. People with high long life % born to each others. Heredity, just like in real life.

#5 Re: Main Forum » Starting to hate the game » 2018-12-13 18:35:07

lionon wrote:

Maybe we could have "guilds" or "friendship circles"... so when you get born and one of your friends is online and fertile you will become their kid. Also as option set it you will only birth friends...

So we'd have "random" lineages of random people and lineages that would only consist of a friends-circle. Advantage, have only players you trust, disadvantage less players more likely to wipe if your circle goes altogether offline.

Not a bad idea, i like this smile Maybe also give the option of adding people to friends, and there could be some sort of indication that someone is your friend, and so you are less likely to /die if you meet your friend.

#6 Re: Main Forum » Starting to hate the game » 2018-12-13 18:32:44

MultiLife wrote:

If you can't enjoy the game without a gen 8 line then what? Why can't you? Why must it continue? Why can't you play for the sakes of you and enjoy the side effect which is sometimes a long lineage? Why must the lineage be first? Before, people didn't even have names or family trees; now that they have that, the priority of a gen 35 lineage high score "sweet victory" is so strong it's crazy. Playing a small part in a big story doesn't imo mean a small part in a big lineage but a part in an epic experience consisting of unique, small stories, no matter how short or long the lineage was.

People don't all have the same interest in video games. Its possible you love playing by yourself and die of old age by yourself and leave nobody behind. Personally, having no kids at all makes the game completely pointless to me. I never play single player games and don't have interest in them. And if i did play single player games, OHOL wouldn't be my first choice. I do like to do a really good job and leave a better future for the next players playing in that town... but in that game... there was no "next players", so it felt pointless. I also enjoy teamwork with other people who are actually trying to do well.

MultiLife wrote:

Even with 6 million active players, lineages and towns would die left and right. There is never enough because every addition adds to spread. You can thin down the spread by making Eveing less common, but so many enjoy Eve lives they'll /die until they get it, so there will always be some spread. And that is needed, because when Eve hell happens, we want spread, we want many Eves, we can't drown all existing Eves with twenty babies. Whatever the Eve to Baby ratio is, it can be tweaked, but it won't fix the "issue" (this is not an issue to me, just a fact in my books; a thing that WILL occur and is not fixable).

In my opinion, there is a few things that could help the problem:

* Increase the girl spawn rate, especially with moms who have no girls yet.

* Reduce Eve spawn rate when there is already many existing lines on a server. For example, in a 30 player server with 10 already existing lines, spawn no more Eves. Sure, i understand many players love to be Eve (i am one of them), but they won't love it as much once they realize they get 0 babies. Like myself yesterday, I'd have chosen not to be Eve if i knew i was gonna play by myself.

* Make the baby distribution more fair. If a lineage already has 3-4 girls, and another lineage has none, prioritize babies in the girless lineage.


MultiLife wrote:

Another Boots gen won't happen.

Boots line is the proof the game actually is too easy in the late game, when the "no girl" issue doesn't happen. The game DOES need to get harder as the gens go on. Imo, getting to gen 50 or something should be pretty hard, and not because of the "no girl" issue. But let's do things in order. First fix the no girl issue, and then if lines last too long, i'm sure Jason will find ways to increase the difficulty in the RIGHT way.

#7 Re: Main Forum » Starting to hate the game » 2018-12-13 18:08:25

Dodge wrote:

"I really hope Jason finds a solution for this."

Yeah dont worry up in the tech tree we will have baby incubators that feed you until you're 4, stack a room full of these and you have a baby farm lol

That's not the issue. I don't fail to fed my kids for as long as needed. The issue is when they just don't appear, and the only girl that does appear suicides.

#8 Re: Main Forum » /die problem » 2018-12-13 17:51:08

Sigurd wrote:

Or even better! Keep statistics on the number of early deaths. And give priority to children. Then those bad people that often / die will get such bad people as his heirs.

I like this. Have some sort of % of how often people reach age 40. This % could only keep track of the last 20 games to give people a chance to improve it.

So let's say i got 60%
Tarr got 80%
Bobo got 12%
Poo got 0%

If both me and bobo are mothers, and suddenly Poo is about to spawn, he will in priority spawn to a mother with a similar % as him (so he will spawn under Bobo). But if Tarr is about to spawn, he will in priority spawn under me.

This could encourage people to stop griefing, stop suiciding, and stop being morons in general. And people who persist being morons will be born to other morons, and get moronic childs. Just like in real life wink

#9 Main Forum » Starting to hate the game » 2018-12-13 17:44:31

Floofy
Replies: 31

http://lineage.onehouronelife.com/serve … id=2366476

I spawned in the wild as Eve. My first kid was a black boy. Took him in my arms. I quickly got a second boy and decided to abandon him since we didn't even set up our base yet. 2 minutes later, at age around 18, i find an old abandonned town.

It was very advanced. Already had a pen with sheeps. Every tools we could dream of. The new advanced wells, tons of berries, tons of pies. I was kinda excited to spawn there as Eve. Once my black boy was 4, i decide to let him go since there was food for days everywhere in the town. He quickly starved for unknown reasons (there wasn't even any reasons to leave the town, we had everything we needed. There wasn't mosquitoes, 0 threats). A bit later, i get sudden infant death of a boy, which is arguably a good thing.

Then... i get a girl. I decide to baby sit her hard, until she runs away from me to die some to far away bear, again for unknown reasons since we didn't need anything.
Then... i believe i was around 26 at the time... no kids. Had to leave that beautiful town.

40 minutes wasted.

I really hope Jason finds a solution for this.

#10 Re: Main Forum » Griefer signs detected against plausible deniability » 2018-12-12 17:59:09

I once had a life where i didn't want to go full griefer mode, but i felt like trolling. I took a wheelbarrow and made it full of completely random things (tools, seeds, branches, etc). Then i would go near the bakery and drop it everywhere. And i did this my whole life.

The funny thing is, people never said anything. They just... kept moving away the things i put there xD

#11 Re: Main Forum » Having 0 daughters is a major problem » 2018-12-11 21:40:50

thundersen wrote:

Hm, I'm not sure, if I got the birth/spawn mechanics 100% right, but I think the problem can't easily be fixed with boosting the likelihood of getting girls.

1. Updates. Servers must be restarted and all players need to update and respawn. => All lineages are wiped out at least once per week. I doubt that Jason will have the time to come up with a fix for that. I'm no game dev, but have made other distributed software (incl. servers, clients, databases, ...) which must be updated without interrupting user experience. It's hard and probably impossible for a solo dev with a system that wasn't designed for this from the start.

2. Number of players going down. Whenever that happens higher numbered servers will get no new spawns and lineages die. Now this could be tweaked by increasing the likelihood of getting girls when server pop is low. But eventually there will be no player left to spawn and tweaking the odds does nothing. I suspect that the player number goes up and down a few times every day, not only once when people in the US go to sleep. At least one server will suffer from this each time it happens. As far as I know you are assigned to a server when you first spawn and then stay there for subsequent spawns. So if you've spawned on the highest numbered active server and the number of players goes down, you're screwed.

I wonder if these two things are the reason why so many people feel that a 50/50 chance is unfair.

Apart from these two scenarios, I personally think that it's fine to sometimes just be screwed by RNG, if you're the last girl.
The chance for getting four boys in a row is 50%*50%*50%*50%=6.25%. It's bad luck, but it's not a freak event. It can happen. (But if you ONLY get these four kids, I think it means that there are just no more players available to spawn.)
The challenge is to not be dependent on just one mother. If you are, your family is either in its early stages or something else has gone wrong (girls starved for no good reason, sneaky sneks, griefers, ...). And if you end up in a situation like this, these can be the most rewarding lives. Being the last girl that saves the lineage, celebrating the birth of HOPE IV, raising her and hoping that she will make it... Any tweaks of the 50/50 chance would endanger these experiences.

What do you folks think? Especially about point #2, the player number going down. Is that plausible? Bonus question: Do we have data on the number of players over time by server?

1) well that's fine. I think server wipes once a week is ok, this still gives us the chance to do really long lines if we want to.

2) I have noticed players are very wide spread across servers. Maybe people should be forced into server 1 until its full??

#12 Re: Main Forum » Having 0 daughters is a major problem » 2018-12-11 21:18:22

In my opinion, the solution could be a mix of this:

1) Fewer Eve spawn when there is already a few towns on a server
2) More fair distribution of birth rates across the towns on the same server
3) Slighty modified RNG of gender birth, as i suggested before, to greatly reduce chance of having all boys

#13 Re: Main Forum » Welp, I just did some math » 2018-12-10 16:57:56

Same here. lionon is 100% right.

#14 Re: Main Forum » On zoom mods, should I use one? » 2018-12-10 16:08:14

I have a large 1440p monitor so the default zoom is just torture. I use the zoomed out mode.

#15 Re: Main Forum » Difficulty progression idea » 2018-12-08 22:43:56

Booklat1 wrote:

Civs dying because of no girls is very common but it's not guaranteed this will happen.

Other than no girls, girls being completly stupid (not eating the mass foods), and griefers, there isn't any other civilisation enders. I've never lived in an advanced civ that died due to iron shortage or hunger.

Booklat1 wrote:

From jungles to machines, all updates have made more late game content without making early game harder. Water nerfs don't actually hit sucessful eve camps and bananas even help them. Sheep era villages are the ones hit the most since they need to use axes, shovels and hoes a lot while still needing a lot of iron to go higher iin tech. Iron nerfs was the last update that made it tougher for eves (and banana nerf but that was a very necessary fix).

I am not complaining about Eve being too hard. Eve is the right difficulty imo. I am complaining about the game being too easy once all tech have been reached. Once you have mutton meat everywhere and horse carts.

#16 Re: Main Forum » Rope machine » 2018-12-08 21:25:41

Making a rope would cost 1 iron. hahhaha tongue

#17 Main Forum » Difficulty progression idea » 2018-12-08 21:18:06

Floofy
Replies: 4

So right now i feel like an issue with the game is that, primitive ages are plenty hard enough, but once you do reach the max of the tech tree, it gets pretty easy (until the lineage runs into bad luck and have no more girls). But actually hitting a wall and an advanced civilisation starving simply doesn't happen, because the game is mad easy at end tech.

The issue is that its complicated for the dev to increase late game difficulty, without making the early game harder. It seems like the current plan is to add more and more tech, which is "ok" but does not completely fix the issue.

I personally think the whole "spiral" idea is a bit pointless. I don't think actually trading with other towns or anything like that has any points or will ever happen.

Instead, what if each town was completely separate? I mean, an Eve should be an actual EVE and there shouldn't be any other humans on earth when you spawn as Eve.

Now, here is a few ideas that would come with Eve being the true beginning of the world:

* There could be an actual temperature change. Winter is coming. As time goes on, after about 3 hours (so around gen 8-9), the temperature would start to drop. Eventually, at around gen 20, Desert would be as cold as arctic. Plains with clothes would be like being naked in the arctic. Etc. This would force players not only to have clothes, but also to actually have buildings.

* Diseases. After a 10+ gens, diseases could be introduced to increase the difficulty level, with ways to cure them later in the tech tree.

I'd also change the following things:

* Once a civilisation dies out, it should be dead for good.
* You should only spawn as Eve once there is truly no other options.

This is to ensure existing civilisations actually get babies and don't all die out to "no girls". The civ ender should be the hard cold weather, diseases, or things like that. Not women all being infertile and there is nothing to do about it.

#18 Re: Main Forum » The Milkweed problem » 2018-12-08 21:01:05

Vexenie wrote:
Floofy wrote:
lionon wrote:

This works you. However my guess is for a good portion of people, it just ends up the person, the horse cart and the baskets are never to be seen again...

That... seems to be very accurate lol

Only thing that could happen to me is like...
"Oh i don't need home marker, i'm good at finding my home whitout it"
"WHERE THE FUCK IS THAT TOWN"

Worst luck:
Searching iron
"OK my town is south"
Very far away, probably with valuable item, like a pickaxe
Goes into swamp or desert
Doesn't notice pig or snake and get bitten
"WHAT THE SHIT"
Regretting my choice to go find some iron
lose hope that nobody will find this and is forever lost
dies
Quits game
Goes into own room
Watches youtube on phone

I very rarely die to pigs since i use zoom out fog and i'm super carefull, but apparently, i over estimate very greatly my ability to find my home back. I sometimes end up in a different town lol

#19 Re: Main Forum » The Milkweed problem » 2018-12-08 20:30:44

lionon wrote:
Floofy wrote:

But all of this being said, i still feel like its way better to take an horse cart with 4 basket, get a bunch of milkweed far away, and come back with 16 ropes smile

This works you. However my guess is for a good portion of people, it just ends up the person, the horse cart and the baskets are never to be seen again...

That... seems to be very accurate lol

Only thing that could happen to me is like...
"Oh i don't need home marker, i'm good at finding my home whitout it"
"WHERE THE FUCK IS THAT TOWN"

#20 Re: Main Forum » (Mildred Dragon) Pioneering the Industrial Revolution » 2018-12-08 19:52:19

gabal wrote:

Well done for managing to do it so soon after the update. Damn you working weekends, I can't wait to try the new stuff.

Lol same thing here, i work this saturday. Plenty of time to browse forums at work, but can't play xD

#21 Re: Main Forum » Having 0 daughters is a major problem » 2018-12-08 19:14:42

MultiLife wrote:

The best way to 'win' in this game is to live to 60 as Eve and keep respawning to your camp to revive it over and over again until it becomes Casino Town.
Anyways I am still fine with number tweak/number logic so child distribution is more fair, just because I think a city with only women should die just like a city with only men; as this game has asexually producing females, I'd consider the baby distribution logic.

Again, i asked this in another topic, but what am i missing to respawn as Eve in my own lineage? I died as 60 year old Eve a bunch of time and i always get lineage banned for 90 minutes. Only time i managed to be born to my kids is when i had a power outtage and died at 36 year old.

#22 Re: Main Forum » Welp, I just did some math » 2018-12-08 19:13:07

MultiLife wrote:

Ahh never ever kill yourself to save resources as an Eve! Live to 60 so you can be reborn to your camp/village!! You living to 60 is actually more important than your daughters; you can be reborn to that place limitless amount of times but your daughters only have one shot.
If your camp is in famine, run to a faraway berry bush when old and keep eating until the 60th year shoots you down. It's vital!

2 questions:

1) How do you actually come back to your camp as Eve that died of old age? I never managed to do it.

2) Doesn't it actually make sense to suicide as Eve at 40 year old so you can respawn as a baby? Lineage ban only kicks in after 30 minutes, so at 40 you haven't hit that yet.

#23 Re: Main Forum » Having 0 daughters is a major problem » 2018-12-08 18:21:16

Tane wrote:

Fact is, the only way to play this game is with a successive line.
Its THE base mechanic of the game.
When the game itself ends your line, it can make the whole exercise seem completely pointless. I know I've taken a break because of that before. Kobayashi Maru, the unwinnable situation.
For me, I think there should be some sort of stop gap if its the last girl in a long lasting line.
Minimum of 3 girls, or a Fibonacci scale chance in favour of females with age

Fully agree with you man, i feel the same way. I wish we could at least be reborn in our own line when we die of old age.

#24 Re: Main Forum » The Milkweed problem » 2018-12-08 18:19:51

tana wrote:
Tramax wrote:

Actually it got mathematically broken down on the forums and ultimately when iron is low it's far better to use skewers, not stone hoes given the amount of soil and water needed per use of tool.

I actually saw a couple of weeks ago a player plant a huge milkweed farm because we had no iron and we needed hoes, but he kept breaking the hoe in the process, so he basically planted milkweed to make the hoes he needed to plant the milkweed.

A stone hoe has around 20 uses. It takes 4 milk weed, which takes 4 uses. But it also takes 8 soils... and it gets kinda hard to estimate how much 8 soils is worth, but my guess is its worth it in the end.

But all of this being said, i still feel like its way better to take an horse cart with 4 basket, get a bunch of milkweed far away, and come back with 16 ropes smile

#25 Re: Main Forum » The Milkweed problem » 2018-12-08 13:42:58

ClownBaby wrote:

People plant it too early techwise.  In my opinion it is not worth growing unless you have a pump and compost.  There are exceptions, but I have seen towns deplete our available water maintaining milkweed when we don't even have steel tools yet.

Actually, as long as there is milkweed at a reasonable distance (or even unreasonable once you get a horse), i feel like milkweed farming is not worth it. It takes roughly 3-4 minutes to get 3 ropes from a milkweed mission. What time does it take to create 12 milk weed plants... and it cost 24 soil + 12 water + 12 hoe usage.

ClownBaby wrote:

Any product is quickly squandered.  I believe this is due mostly to inexperience, but I see it used on stone hoes, bows that no one is going to use for a while (besides griefing), thread for irrelevant clothing, mistakenly made into a lasso, etc.

I also feel like people sometimes use milkweed a bit too much. It should only be used when truly needed, especially in more advanced towns. For example, once you get sheeps, you can create thread and needle to save on milkweed.

Overall, i think its fine. The game is actually too easy later on (other than the fact that you can get way too few girls).

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