One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#1 Re: Main Forum » It's gotten quiet here » 2019-09-17 22:01:53

This is the number of unique players per day for 2019. (The dip at the end of January is due to the "big server" update. I don't know what the small one in August is about.) It definitely looks like the game is slowly dying to me.

jsiR16i.png

This is 2018 with the Steam peak in November.

YzJufL3.png

We are almost back to pre-Steam levels.

I haven't played in weeks myself. I really loved this game before the war sword update and I'd been giving it a chance every other week or so after that. Nowadays I'm just checking the forums every once in a while to see, if the griefing situation has gotten better. I don't think so. So I'm staying away from it until either griefing is under control or the game has died. sad

So yeah, toxicity and griefing are killing the game from my point of view.

#2 Main Forum » Player counts going down, down, down » 2019-08-11 16:05:34

thundersen
Replies: 2

jP4iFWR.png

This is the number of unique players per day calculated from the life logs.

Interestingly player numbers stabilized at the end of March, maybe because of two nice content updates in a row ("Sweet and Spicy", "High Society")? The latest dive begins after the war sword update in May (ironically named "Come Together").

#4 Re: Main Forum » 4.5% *of players who use die at all* account for 38.1% of the deaths! » 2019-06-04 15:35:36

Kamor wrote:

I wish i would know how many game keys would sold. >1000?

As far as I remember there are roughly 1000 unique players per day. The number of game keys sold is in the tens of thousands. Like maybe 50000 by now? Don't have current data at hand though.

#5 Re: Main Forum » Saturday 1 June Deaths and eve's number. » 2019-06-02 14:36:58

U0yZZGI.png

Doesn't look like SIDs are decreasing since the update. And I think they won't without another change, because there's literally no downside to doing it. You can shop for a life that fits you as long as you want.

EDIT: OK. BBCode works. Copied a broken Imgur link...

#6 Re: Main Forum » VOG water pump survey » 2019-05-06 21:25:17

I haven't seen a genuine water crisis so far. I exhausted two Newcomen pumps, but both times we had at least three full cisterns. One town had a crisis incoming with a dry deep well, but we built the Newcomen before I died.

I haven't gotten to oil after the apoc, but I guess the oil tower could be run from any spring or ponds close to the tarry spot. So you don't depend on the water you stocked up before.

Place the springs in an irregular pattern instead of a grid and a little further apart (like 100, not 1000) and it should be fine IMO.

#7 Re: Main Forum » New idea for how to bring everyone together » 2019-05-06 17:07:39

Spoonwood wrote:
Thaulos wrote:

Mind you that wells are NOT too close right now. We have a shortage of water and not enough people know newcomen and oil/engine technologies.

Right now every town is a rush in terms of technology which kind of sucks.

My observations from gameplay concur with this.  I haven't experienced a pump busting on me though, so unfortunately I can't confirm that, but I do believe you that such makes for a new issue.

I busted two pumps with cisterns next to them. I like the rush for oil and engine so far and would suggest to place the springs a little further apart, but not super far. Maybe 100 tiles instead of 40.

#8 Re: Main Forum » Engine builders: how can we support your building efforts best? » 2019-05-06 16:59:31

MultiLife wrote:

Hey, is water still infinite with Newcomen pump? It's not viable long term as it requires charcoal for a small amount of water but it will still keep giving water as before?

No, they have a 5% chance to break on each firing, even the first one.

#9 Re: Main Forum » Checking the content for this week » 2019-05-05 15:41:43

Booklat1 wrote:

let us make newcomen pumps in mines so we get some extra iron + makes mines useful long term

This person who shamelessly engages in off-topic content suggestions is goddamn right!

#10 Re: Main Forum » Methods of reducing variance » 2019-05-04 18:02:08

EDIT:

wondible wrote:
Dodge wrote:

Wouldnt it be possible to use the decay timer as use for tiers?

I think the problem here is that decay time is already used by the firing process.

https://onetech.info/2224-Firing-Newcomen-Pump

If that can't be worked around, the following is moot.


How about a time-based decay for the Newcomen Pump?

Say you have half an hour to crank out as much water into cisterns as you can, but then it inevitably decays into a broken pump. Maybe increase the time for the firing pump from 15 to 30 seconds (or any number that makes more sense) to reduce the maximum number of buckets you can get out of it.

In the optimal case where empty cisterns, charcoal and a bucket are available you might need 5 seconds for emptying, refilling water and charcoal and firing. That would be 1800s / 35s * 2 buckets = 103 buckets of maximum water gain. In reality you would hardly have charcoal and cisterns ready all the time. So in a well-run town you might expect 40-50 buckets with a hefty investment of lifetime and kindling.

#11 Re: Main Forum » Wood Flooring (Other Than for Improving Crop Picking) is The Devil » 2019-05-03 19:43:11

Spoonwood, I think nobody is contesting your point about open air floors. (Except to organize farms.)

I agree with the others though that you should have talked to that lady. Just yoinking shit from under people's noses is rude. And maybe she would even have seen your point about buckets.

#12 Re: Main Forum » All eve names of April 28 2019 » 2019-05-02 18:38:43

Would you guys be interested in a Python script that downloads logs between any two dates and arranges them in a CSV file for easy Excel import?

You would have to install Python, if you're on Windows.

#13 Re: Main Forum » Can someone please set this up? » 2019-05-02 16:16:56

wondible wrote:
jasonrohrer wrote:

Anyone working on this?

I've been thinking about doing something with my docker build. I didn't find anything that would just host a container though. I imagine on linode it would be a double virtualization penalty, but something like that is looking like the best option to try it out.

My only practical experience is with AWS, but Heroku (which is easier to get started with) apparently should work too: https://devcenter.heroku.com/categories … ith-docker

Even if you install the Docker runtime on a plain Linode VM, I'm pretty sure you would get this to work. Keep in mind that Docker is not real virtualization, but a container running within the host OS. Check out this: https://www.linode.com/docs/application … eployment/

#14 Re: Main Forum » Idea for pond distribution » 2019-05-02 16:06:21

wondible wrote:

Would it make sense to leave ponds alone and add say, a natural spring, at fixed locations. Well tech would move to springs, leaving ponds as a little extra starting water in swamp, but not a multiplier for sustainable water.

Why not? Sounds pretty straightforward. Eves could still settle at a pond cluster, but later generations would have to locate a spring and either move the farm or transport water to cisterns. (And let's not forget that awbz-powered Eves should be able to find grid-placed springs pretty easily.)

Maybe dig up empty ponds for a little bit of extra water before they disappear.

#15 Re: Main Forum » I've seen other people make this error with photos » 2019-05-02 15:57:04

I've had the same problem. Wasted one paper, but the next ones worked. And I'm not using a bluetooth mouse.

#16 Re: Main Forum » Migration statistics » 2019-04-25 20:28:43

Grim_Arbiter wrote:

Hey you're back! I was going to rewrite my exploration thread now that the coordinates are gone. I wouldn't have been able to write that first one without that old plot smile

Great you found that useful. Looking forward to reading about your newest insights. smile

I came back from a long trip a few days ago and have now found the time to jump back into OHOL.

#17 Re: Main Forum » On the viability of trading » 2019-04-25 17:09:26

Redram wrote:

What I think might be even more interesting though, would be if those resources only spawned in the center of large and unfriendly biomes.

I would like this for the aspect of having to supply a fragile outpost, trade or no trade.

#18 Re: Main Forum » Iron Change Suggestion (for the, like, 500th time?) » 2019-04-25 15:46:02

Twisted wrote:

When Jason first started adding Newcomen parts to the github, I googled what a Newcomen engine was and saw that they were mostly used for pumping out water from mines, which lead me to believe that they would be a mine upgrade. I still think that could be kind of cool.

Same. I imagine that making veins even rarer but upgradable with machinery would make the game more interesting. Setting up and feeding permanent mining outposts would be the kind of stories I would prefer over the current property fence weirdness. Towns might even compete over them or trade iron...

#19 Re: Main Forum » Migration statistics » 2019-04-25 13:17:56

Very cool!

Yeah, animal deaths are logged as starvation, as far as I know.

Which tools did you use to make this? I did a similar thing a while back using Python and plotly. You can find the old thread here and the code here, if you're interested.

#20 Re: Main Forum » Craptastic 3D mod for OHOL » 2019-04-24 20:03:27

1. Nice work!
2. I was your first mother in that video and you were our last girl. We died out. /angry
3. Sorry for calling you an idiot kid.

#21 Re: Main Forum » Visualization of lineage duration over time » 2019-01-16 22:35:39

CrazyEddie wrote:

This came up in Discord today, and I'm curious if you could generate something similar for the entirety of the game's run.

Here's a plot for servers 1 through 4 from the start of the life logs:

cTSDhQ9.png

I had to limit it to only the first 4 servers due to memory constraints on my laptop. So the very long lines maintained by dedicated groups on the higher servers are not shown (Boots, the server  7 operation after the Steam release ending on Nov 25 and a 36h lineage ending on April 11). And of course player numbers were higher during the few days after the Steam release.

All in all this seems pretty constant. There's a valley right before the Steam release, starting even before the iron nerf ( which happened end of October/beginning of November). Probably because of so few players at that time? And the Steam release led to more long lasting lineages, but I guess that's just because there are just so many more lineages in general.

#22 Re: Main Forum » Why have 5 servers active on off-peak hours? » 2019-01-14 22:59:05

CrazyEddie wrote:

Jason has said he would prefer to have everyone in one single world. Rearchitecting to use a shared database across multiple servers could be a significant time sink, but could also be a big step towards an important goal for him.

That would be the ideal solution, I agree. I would be AMAZED, if he would be able to pull this off all by himself at this stage of the project.

#23 Re: Main Forum » Why have 5 servers active on off-peak hours? » 2019-01-14 21:30:48

ryanb wrote:

I think the bottleneck has to do with the number of players and objects in the database not scaling linearly. There was a discussion a while back on database lookup slowing down exponentially as objects are added. So if you make a server 4x faster it won't necessarily handle 4x the number of players. He has made performance improvements on the database so this may no longer be the case.

I only read a bit about him speeding up disk I/O 100x or so by implementing his own database engine a while back. Sounded like he knew his shit there. I would love to read his take on this.

CrazyEddie wrote:

Big O is a real bitch.

Friggin nerd.

#24 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-14 18:29:34

WomanWizard wrote:
thundersen wrote:

As far as I can see in the life logs for the last 7 days, disconnects are responsible for about 1.5% of all deaths. My ballpark guess based on my own babies would be maybe one in twenty. WomanWizard, are you really sure about your numbers? It's very annoying when it happens, I agree, but I think you are hugely exaggerating the effect of that mod feature.

Sorry, I should have been more specific. Half of my babies who force quit are doing so in my arms. Not half of my babies total. I still get at least one runner and one slash die a life, sometimes more. Maybe it just seems higher for me since I'm putting the effort in to increase my fertility, so I'm birthing a lot of the same person who's force quitting on me?

Ah, OK. You're probably right with it being the same person, if it happens multiple times, especially during off-peak hours when sometimes there are only 20 or fewer people on a single server. For what it's worth I have opened an issue asking Jason to treat the underlying "malformed MOVE message" that awbz (ab)uses as a disconnect instead of insta-killing the character. I agree with you that this is an unfair exploit. (Except for Eves maybe, but hey, how long does suiciding as a grown-up really take? Two minutes?)

#25 Re: Main Forum » Why have 5 servers active on off-peak hours? » 2019-01-14 18:15:35

ryanb wrote:

One server is definitely ideal. I think the bottleneck was database lookup time. Adding 4x the objects doesn't necessarily mean 4x the CPU/Memory will be as effective. However I would like to see Jason's thoughts on this. Could we handle 200 players on a single server with a giant VPS?

A quick search yielded this Linode forum thread.

A Linode employee stated:

When under no contention for disk (meaning, you aren't competing with any of the other tenants) the performance would be identical. However, all hosts have multiple RAID units, and you share a RAID unit with fewer other neighbors the larger you plan have. The larger plan you have, the fewer other Linodes you share your RAID unit with - so, performance under contention is higher the larger plan you have.

Given that the current configured max for all servers except 1 is 160, chances are a bigger box could handle the required number.

Board footer

Powered by FluxBB