One Hour One Life Forums

a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Thank you Jason Rohrer » 2023-10-15 00:38:18

wio
Léonard wrote:

There should be a word for the opposite of thanks.
In the name of Jason perhaps.

Rohrer you, Jason Rohrer.

Why has this game attracted so many insufferable players that hate on the developer?

#2 Re: Main Forum » Town stages are skipped and game difficulty is out of balance » 2023-09-28 08:57:30

wio

The Eve feeding stuff is really frustrating. That's why I have been playing on a small server lately. It's a bit lonely, but it's nice being able to go up through the tech tree and experiment without everything having been done for you previously.

#3 Main Forum » Clothing management is suffering. » 2023-09-22 01:53:19

wio
Replies: 2

A thing I find very absurd is that people like to store the clothes in track carts. I am not sure why this is, but it looks ridiculous.

I also find it hard to distinguish unworn clothing by appearance. Except for shorts, just look like wrinkled up sheets. At least it should be more clear by appearance whether something is a shirt or skirt or whatever.

Shoes are tedious enough that a lot of people just run around barefoot. It's a "nice to have" thing that I have seen many families neglect.

I think the game is forcing people to be silly, and I wish it changed to make clothing management more sensible. For example, allow people to put clothing on a table and fold it and allow folded clothing to be stacked. Allow shoes to be combined as a pair and allow pairs of shoes to be stored as a single item. Create clothing exclusive storage (e.g. hat racks, shoe lockers, etc.) so it's easy to determine what clothing it stores.

#4 Re: Main Forum » Suggestion having JOB Titles - also for master griefers » 2020-12-21 05:53:13

wio

There already are various outfits for jobs.

Chef's hat
Straw hat
Red cross apron

Maybe Jason could just add more.

#5 Re: Main Forum » Problem: Not Enough Uses for Garlic » 2020-12-21 04:44:43

wio

I like the idea of making minced or powdered garlic.

#6 Re: Main Forum » How the spawn works in small official server » 2020-12-21 01:57:54

wio

If you die of something other than old age, it was intended that you would lose your base by spawning somewhere else.

#7 Re: Main Forum » You Are Hope Sequel to be released on PC, iOS, and Android in 2021 » 2020-12-21 01:03:33

wio

I'm a bit disappointed by the very short clips. They should do a 20 minute game play video so we can really understand what is going on.

#8 Re: Main Forum » Hungry Work is one of the best things ever added to the game » 2019-09-07 01:23:16

wio

It didn't get much interest when I initially brought it up. I was a bit surprised when I saw that it actually was added to the game.
https://onehouronelife.com/forums/viewtopic.php?id=6298

#9 Re: Main Forum » What do you guys think about being able to jail people? » 2019-06-07 01:27:24

wio

Innocents will be punished as well from time to time. By making it simple enough for any player to free a captured player, it would undermine it as a means of griefing. Innocents always outnumber the griefers.

#10 Main Forum » What do you guys think about being able to jail people? » 2019-06-07 00:56:50

wio
Replies: 9

If OHOL had some way to pillory griefers, would you use it?

It could make it easier to wrack up curses on a bad player. Also if you fed them then you can prevent them from respawning. It could also allow us to get rid of tomatoes.

#11 Re: Main Forum » Annoyances with One Hour One Life » 2019-06-05 02:26:01

wio

Tech progression seems to happen too easily and quickly. It really only takes a few generations to get to higher tech, and from that point on all that is left for players to do is maintenance. The vast majority of lives are spent in towns that have done everything there is to do.

Primitive tech is never replaced by advanced tech. Instead we see both being used side by side. It's extremely ugly to see things like adobe kilns alongside the engines. There's little sense of "era" because we have to keep around old stuff. Villages have to keep around things like round and sharp stones even after they have developed things like knives and hammers.

Societies are very homogenous. There is very little specialization or variety. So often there only seems to be one way of accomplishing things, so every town does it that way.

Everything happens instantly, things like grinding up grain, making rope, weaving thread all happen instantly. These seem like things that should have some cost beyond just gathering the ingredients. I'm talking about something like a time or hunger cost so that labor is more than just clicking on something.

Players can't do extremely ambitious things, due to resource limitations rather than labor limitations.

There is neither mass storage nor mass transit. It's not feasible to have outposts for specialized resource collection.

#12 Re: Main Forum » Problem: Kerosone Pump? » 2019-06-04 05:56:22

wio
Tarr wrote:
lychee wrote:

Jason had a thread on this some time ago, but idk if it got fixed.

There's a 5% chance that the pump exhausts each time it fires, and currently there's no method to count the number of cycles the object has been through since each firing creates a brand new object. There is no persistence of information from one firing cycle to another.

Takes engine work so Jason couldn't do anything. It'll probably be another 15 years of game development before he returns to the world of water RNG. Worst I seen was a one use charcoal pump going exhausted instantly. I don't know how often we used our pump before Spoon broke it.

I think that sort of engine work would be worth it all things considered. There already exists LiveDecayRecord storing timestamps for objects that decay. My guess is that he thinks the current solution is clever, so he is stubborn about not changing it. The problem with the current solution is you have to generate a bunch of transitions for every alternate form.

It would be really cool if containers used on countable targets would fill the container full or with however much remained. It would be so much better for players. Using buckets wouldn't be such a hassle. Bowl of berries would be easier to make. On that note, letting players use a container in hand on containable object to pick it up would be very helpful. I lack the years of game development to understand how tedious game mechanics are actually very interesting.

#13 Re: Main Forum » Ultimate suggestion » 2019-06-04 04:14:07

wio

Yeah it was arrogant thing he said, and the passive aggressive humour in response is funny, but let's not get too immature.

#14 Re: Main Forum » Problem- Cannot Eve » 2019-06-01 23:04:35

wio
MissImmortal wrote:

Unfortunately no sad No chance to choose the last name, gotta wait through 10 mins or so to get old enough, and would have to run super super far (about 10 mins or so at least) to get far enough away from the parent town to make it worth Eve'ing

So at least, you're making it to a potential area by the time you're 20. Takes a couple minutes from there to find a good spot, maybe another 5 minutes... Then you have 5 years of fertility left?

The other option is to play on the other servers. This will give you a true Eve experience, but you are much less likely to have children.

#15 Re: Main Forum » When was the Last Time... » 2019-06-01 22:54:42

wio

Sex in OHOL is very poorly modeled by the game mechanics. Women reproduce assexually and males don't reproduce at all. In reality it is more likely that the males are killed and the females are assimilated, but in OHOL it makes more sense just to kill the other family since there is no assimilation. OHOL still has reasons not to send women into war, but those reasons aren't very compelling. Men don't even have a strength advantage over women.

#16 Re: Main Forum » Problem- Cannot Eve » 2019-05-31 04:36:14

wio
RodneyC86 wrote:

While a good bandaid, there's the issue that most the lands in the direction you came from are combed dry. And people eve to get their surnames (something which I don't get,but that's me).

For the surname problem someone suggested a middle name to make a lineage somewhat your own

Honestly this is a tricky problem, you can't have both many eves and big thriving cities at some point in the game , especially given the current small player base. Jason must choose, and that's a burden

The surname problem is a matter of ego rather than a matter of game mechanics. The legit downside to playing false Eve is that you have to wait out a childhood phase. Remember that Eves don't spawn very far from other villages, so now they face similar issues of combed dry areas nearby.

#17 Re: Main Forum » Problem- Cannot Eve » 2019-05-31 02:06:50

wio
MissImmortal wrote:

What does everyone else think? I hope this is solved soon.

~MissImmortal

Hello!

I think you should be born a girl, which will happen half of the time, and when you have enough pips you should take grab a basket with food and run away from your village.
By the time you're old enough to be an Eve, you should be far away enough from you village that it would be similar situation to having actually been an Eve.

Does this solve your problem?

#18 Re: Main Forum » Recipe Suggestions Mega-Thread » 2019-05-26 04:57:15

wio

Wow lychee. You've put a lot of effort into this thread. How do you think these suggestions would affect the difficulty of the game?

#19 Re: Main Forum » In your opinion, what is the weakest aspect of the game? » 2019-05-26 01:31:56

wio

First and foremost would be late game challenge. This should to be done in a way that doesn't make the early game more difficult. There should be challenges unique to living with a higher population of people, such as waste and disease.

Second would be storage. More things should stack. More things should decay. We need more permanent forms of baskets. There should be specialized storage which stores only certain things but a higher number of them.

#20 Re: Main Forum » Other games solve a lot of these long-term problems with regular wipes » 2019-05-25 05:43:09

wio

Rather than having iron respawn, it would make more sense to require higher tech to access it from other sources. That higher tech should be a challenge to reach. Thus non-living resources (e.g. metals, stones) should simply have higher tech requirements to get to more of it. Living resources should be farmable through domestication.

#21 Re: Main Forum » Buildings double plus good » 2019-05-23 16:24:12

wio
Booklat1 wrote:

this isnt true, if it was people wouldnt be able to build stuff like temples and shrines for fun only


Building is laborious but not expensive. Logs can be planted and stone has not many other uses. If we had a construction hammer for wall/floor stakes only it would actually help buildings.

Guppy wrote:

People DID build alot of houses right after the temperature update. The cost wasnt the main problem, it was the locking of doors, the walls taking up space, and the fact that bad buildings are hard to remove

I think both of you fail to see the big picture. When people construct buildings, it is largely done for novelty or for fun. Even before the temperature update, people constructed buildings and even would wear clothing. The issue is that it didn't happen as often as Jason would expect, and so the incentives for it were modified.

The primary downside to buildings it that they restrict people's freedom of movement. For a building to actually be useful rather than just novelty, there has to be a serious incentive for it.  This wouldn't bother people as much if buildings were larger, but they tend to be rather small because of material costs. A 4x5 building is small if we're being honest, and it takes 20 floors, 18 walls or doors, and 4 corners. If there were a labor intensive way to mass produce these materials, similar to how soil is mass produced, it would make construction much more compelling.

Who wants to be confined to some tiny room for a hunger bonus? People are going to prefer to waste food over that.

#22 Re: Main Forum » Buildings double plus good » 2019-05-23 00:58:22

wio

I think a big deterrent for buildings is that they're materially expensive. It costs a big stone rock for each wall and a log for each floor. You've got to have a really good reason if you want people to make that investment. It's also important to consider that people have to be outside for activities like farming.

If you want people to do it despite it being a big investment, I would suggest that you have certain objects deteriorate conditionally based on whether they are in a building or not.

#23 Re: Main Forum » Preventing the collapse of civilization -- Jonathan Blow » 2019-05-22 11:39:59

wio
jasonrohrer wrote:

One thing that was suggested a long time ago was a procedurally generated tech tree.  It would be an insane undertaking....

But anyway, the general idea for a game about actually learning stuff in each life would be something like, "You're on an alien planet with totally different rules.  On this planet, a bleep plus a blorp makes a blat."

Then after civ dies out there, it's reborn on a different planet with different rules, where bleep + blorp does not make a blat.

The tech tree would only be known by the server, and it would be up to the players to discover it through experimentation and pass the knowledge on to future generations.


I believe that with a non-proc-gen tech tree, any artificial limits on the tech tree ("you don't know baking") would be frustrating.  I mean, you KNOW how to bake, dammit, but the game just won't let you do it.  Maybe I'm wrong about that....  I mean, there are RPGs and all kinds of other games where you learn skills over time (even if you've played the game before...).  And Rust had blueprints, at least for a while.  But I've always been pretty frustrated by those mechanics myself.  Combining bluprint "points" at a "research table" never really felt like inventing stuff to me.  Nor did leveling up skill points in an RPG.

What is the core of what we want here? Imagine only the objects had their appearance procedurally generated but transitions remained the same. Would that be very good? In such a case you would need to learn what each object is. Mothers would probably game this by having one of every item in the center and just go through saying what they are. There would always be some meta to game the system.

More importantly, if everything is alien then I predict the game would lose its impact, because part of its meaning comes from the fact that we know what we're doing. By that I mean, we know what farming is, but if farming become sufficiently alien... then would there really be satisfaction from it? We wouldn't see it as farming so much as the thing that produces the thing that we consume to raise our pips. It makes it more obvious to us how meaningless the game truly is when it's not anchored to something we're familiar with outside of the game.

I think that artificial limits would be just fine. Why does it matter that you know it on a meta level if you've done nothing to earn the ability to do it in the game. A lot of us know the high level method of doing something, but we can't do it in reality because we've not actually practiced it. Even if I know where every key is on the keyboard, it doesn't mean I can type 100 WPM. Given the simple control interface of OHOL, complexity of execution and skill has to be implemented artificially by mechanics. The real question is, how do we go from being unable to perform a transition to being able to do so? Whatever that system is, it will be the learning mechanic in the game.

Actually, before the "how to become able" question, we should ask what it means to be unable to perform a transition. This could be done multiple ways, but I'll provide two that come to mind. The first is for the game to act as if the transition doesn't exist when the player attempts it, which is implemented by giving keeping track of what transitions a player can perform. The second is for there the be a failure transition, where they get an undesirable or less desirable result. This would take more effort to introduce failure transitions, and it would still need to keep track of the players proficiency.

The next question becomes how does one obtain a transition? A lot of transitions are just going to come free, so we really only need the key transitions or skills to be locked. There needs to be a process of discovery that is sufficiently hard so as to encourage people learn through teaching. This self discovery could be as simple as only a small percentage are born with the ability innately and they must teach it others. It could also be that one much do other transitions enough times to unlock the desired transition. If you implement a failure transition, then it could be done by having the player attempting the transition, wasting resources in the process via the failure transition, until they unlock the success transition (or maybe there is always a failure probability that goes decreases with each failure).

Finally, how would teaching work? I think the simple answer is just that you must be near a capable player and watch them do it a certain number of times. Then you have a window in which you yourself must do it. If you fail to repeat the action then you fail to learn it permanently. I suppose there could be a skill degradation system such that if you don't use it you lose it in the long term as well, but I think this almost certainly need to exist for the initial learning process.

I'm really hoping I get some sort of reply to this mess I've typed out, because lately it seems like whenever I put effort into posts like this they get ignored.

#24 Re: Main Forum » Modernity » 2019-05-22 08:58:25

wio

I don't think spirituality or religion is wrong just because it is old. That's a silly reason to discount it. A better challenge might be that it can't be brought back or it is unsustainable. We didn't solve it. We merely rejected it, because it was inconvenient. A lot of things have been rejected out of convenience without knowing their true purpose and the full effect of their rejection.

Modernity still has jobs and children. The essay doesn't really explain why people can't find meaning from their children or their jobs. Those things provide challenge and a sense of being needed.

#25 Re: Main Forum » How long will we keep using stones and stick for everything? » 2019-05-18 10:44:09

wio

There is little motivation for having redundancy in the game, because people will simply go for the easiest thing. I suppose a good way to motivate higher tech is to have lower tech spoil like baskets do, and have higher tech be permanent. Basically clay bowls and plates could crumble after a few hours, while some porcelain alternative lasts forever. Another thing which I suggested is adding hunger costs or time costs to using primitive tools, to incentivize the use of specialized higher tier tools.

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