a multiplayer game of parenting and civilization building
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To get back to healthy forums, we first need to have a fun and healthy game that engages players ...
The game is dead, the forums too
Either a big change is made in OHOL or this game is not saved even with the sale of summer sale on Steam!
Agreed. I loved this game and it became stale and more restrictive as time went on.
I think the last real fun time I had was during the rift.
my reaction after coming to the forum to get a status update
god i fucking hate this place
yes this feels like the same game
thanks spoonwood for your support
why dont you make enough cards, i like never see you making cards or paper or anything?
After being a white lady with only suicide babies, my joy in life was finding a ginger town making them a bunch of maps (giving them to some foreign children) then heading home.
Most of my family was dead.
Maps are still neat! Will make more.
Welcome to the magician club, I've played many lives RPing as a magician with cards.
I once had a small cult going where we handed out decks of 3 cards so that each and everyone can be a magician.
I got cursed a few times for being useless.
get help coding the weekly updates, and to accept offered help from players from his own community.
There isn't that much real help.
You can check the github pull requests here:
https://github.com/jasonrohrer/OneLifeD … s%3Aclosed
https://github.com/jasonrohrer/OneLife/ … s%3Aclosed
If people acted instead of wrote on forums to complain, maybe that would be the first step. Source code & data are at your finger tips if you wanted to help. Many have actually made useful tools with it.
I just wanted to say that I enjoyed my time with the Black family.
We had a steady supply of iron and I focused on creating a bigger reserve of kerosene.
We had no murder even with bows and weapons laying around in the open.
We even had a stranger sneak in. We did not kill him even after we saw he was stealing supplies. We let him leave our compound without ownership with one of our horses and some goods. (We did keep a close eye on him though.)
Our food supplies were generous, compost cycles plentiful.
It was a beautiful life of cooperation!
I hope the line continues strong.
My family got a funny grief
Jo Love locked us in our Vea town.
I lived until old enough to get a chain of removal notices going as an elder.
However, we had a watchful outsider with a round stone undoing all our cooperation.
It kind makes sense that you can remove the removal notice, but maybe it should be limited to family?
It was a very sad life of waiting and cleaning until I was old, just to see my dreams of freedom be broken.
(I was Jo's grandma in another life, so I can't really give him any crap for his actions since I'm the one who even let him leave the Love compound!)
That sounds like a pretty fun life to be honest.
I enjoy the drama of the big town experience with the small town tech. I got so confused first time i encountered a different language. It was refreshing.
i haven't played since before fences outside of solo donkey town simulation. i like this update so far.
i think dirt floors (should use soil base) should declare public property, an eve would then be able to ensure that the common area stays common.
dirt floors would decay if no one walked on them for X amount of years. this also means they could be used for paths.
BladeWoods wrote:If the game was much more popular, donkey town could be an actual town full of people instead of a lonely place.
I don't think DonkeyTown works like that. The next person will just spawn as an Eve, far away from the last person. There is no real chance of an actual town developing in DT. Just a bunch of failed Eve camps.
My first and only trip to donkey town started as someone's kid. The same rules apply as normal life.
I actually missed Donkey Town so started playing on a local server alone. The only difference here is I set myself to spawn next to my lsat Eve regardless of my age. This allows me to work on multi generation projects and actually learn from A to Z without interruptions.
It has given me a new respect for a lot of player accomplishments.
I recently took a long plane ride. I used the runServer function to play locally with AWBZ to play on the airplaine.
The nice thing was lowering my the age to respawn near my death to 0.
It showed me the truth worth of iron, the true worth of a pen, etc. I had to build them myself. It never seemed to really important to do more than gather surface on big server...
Playing as an infinite chain, shows how one life sets up the next and has given me a new respect for the amount of time that goes into building any form of society in this game.
I think griefers in Donkey Town would learn more if their DT experience allowed them to build over multiple generations. They might be less likely to grief in the future after actually learning the joys of building their own solo town. DTowners not needing to redoing the whole move to clay might reduce griefing in the future as I can understand how boring that could be. Being bored in Donkey Town should be about missing others, not having to grind for an hour and building resentment over the ones who sent you there.
I'll be playing offline until I build a diesel water pump (as I think more towns should have them vs cars & airplanes). As it's so much easier to learn and be tidy when you are alone.
FunFact: Learning to use LifeLog is useful!
I would want to auto add all of my kids and just remove the bad ones. Typing is hard in game and in my last life I had 10 kids. This is going to make tree farms important because of all the branches it will take. Families will want to fence the town.
If you remove a person while they are inside I assume they can exit but can't enter again?
+1
you should be able to name individuals, your direct descendants, all descendants (children of your children, etc.), your complete family.
however, might be dangerous if owners can destroy / remove their property if she gives the right to her complete family to be owners.
This is one of my favorite lives. http://lineage.onehouronelife.com/serve … id=3954211
I ran away from my town and set up a small camp with all the tools to make a fire and get clothing.
While in the savannah, I had a daughter. I asked if she was new and she said no. I asked if she minded if I left her in the savanah with the fire tools so she could make her own clothing as I continued to find a spot as she would only slow me down.
Not sure what happened to her, but it is her line of children who maintained the line for 55 generations. The other fertile woman in my generation only managed to get her children to survive for 11 generations.
Maybe it's because in Rust, you aren't starving from the get go, and you have time. But I bet that even if I removed food pressure completely from OHOL, people wouldn't suddenly start making locks as their top priority. Something else is afoot here.
Imagine if the Montagues and the Capulets lived in the same house and shared the same garden and took care of each other's children. There's no room for macro drama there.
Wars are about gaining power over the other.
In Rust, your inventory / treasures are a way to showcase and maintain power. You use a lock to maintain power over time as you as an individual are not always online to keep ownership over your inventory.
The easiest way to gain power in Rust is to kill someone with more power using skills, teamwork and subterfuge.
IMO, there are two ways to show power in OHOL: knowledge of the tech tree & the curse system.
Knowledge: RP players love crowns and will fight over them. People build monuments and stupid signs. Everyone jumps to hog the radio, car or airplane. Huge towns built by individuals coming back to a city over and over again are still just showcasing of game knowledge.
Curses: Getting people to react negatively to your actions shows you have power over them. The town will decay through time, griefing is purely a way to get a rise out of people to show you are better than they are. This is a juvenile attempt at power compared to knowledge and can easily be done with little skill. There are artist griefers.
Neither knowledge nor curses will ever lead to war. Both are also indivudal displays of powers. In Rust, an inventory can be shared with a group or clan causing group warfare in additional to individual warfare.
What could be a third way of showcasing power in the game that could be passed along generations?
Quick shit analysis of Romeo & Juliet to demonstrate this: Montagues and Capulets were enemies but were still trying to maintain a certain status quo when it came to elements that let them stay in power (the feud with no backstory). When Romeo & Juliet die, they see that the feud may lead to less children -> breaks status quo in a way that shows that at scale the feud will reduce their family's chances to stay in power due to extinction versus resolving the issue and allowing free love between the families.
i was Hope Rainbow III and ran away at a young age. found an abandoned town and revived it with my kids. wondering if my ancestors are the ones who did this or if it's the place from which i ran.
it seems like my first kid actually survived in the wild (abandoned her in a prairie with everything she needed to make her own clothes) not sure if she made it to the bell or found the rest of the family or even founded her own village....
where are the rainbows now? are we still split over multiple villages?
no you can't carry babies they are too heavy if you are hunting and have a baby that baby would die 100%
you can put babies in carts
my current obsession :
- playing with radio (now i am trying to learn all the steps and getting pre-reqs done in towns usually pumps and newcommen attachments / polluting town with copper)
other fun stuff:
- making cards and doing magic tricks (they exist in game due to card mechanics)
- teaching griefers to make their own knives
- running away with my kids
- making paper and taking notes about nearby locations for rabbits, iron, etc.
- making paper trails to villages with no girls with directions on how to get there
- searching the wild for treasure / trash
- writing childish signs and locking them
is this post serious? i haven't played in last weeks and i have seen the biggest towns ever recently...
Crusader Kings
that's the game that finally made me realize that a non turn based game can feel really really really slow even at the fastest speed.
I'm an RPG and strategy game man [and then put it on highest speed and pause when i do things, or play turn based].
the true question is. how long did it take you to move from turn based to being able to not have an anxiety attack at the thought of playing a grand strategy strategy game (not a RTS) with real time mechanics?
Going to these links in this thread, I think this law teacher covers the basics. In fact, the trouble spot includes both how someone could copyright a modified version of something in the public domain. It also covers how Trademark Law still covers items in the public domain (where Copyright Law may not).
Hehehehe, I felt like it might lighten up the mood.
For those still wanting to talk law, please just read: https://fairuse.stanford.edu/overview/p … n/welcome/ + https://fairuse.stanford.edu/overview/p … ble-spots/ + http://dearrichblog.blogspot.com/ but do so in the threads that are already full of fake lawyers.
This is meant to just be a: i like this game thread and Jason have fun during your upcoming talk thread.
I bet you didn't think this whole situation would happen with this game.
Would I be wrong to assume this is the game that has gotten the most amount of success compared to the previous ones?
Keep fighting for your ideals.
Your transparency is part of what I like about this game in the first place.