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a multiplayer game of parenting and civilization building

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#1 Re: News » Update: Oil and Water » 2019-10-13 02:39:20

Any plans to make planes useful?
Can we have multiple rifts and the way to travel to them is only via plane? Then again might last forever , and for wars to happen between two rifts planes become a must

#2 Re: News » Update: The Posse » 2019-09-29 07:32:16

Wow, my windows suggestion got implemented at last albeit via boxes on fence. Might try a games again just to play warehouseman

#3 Re: Main Forum » New Idea: Guard Dog » 2019-09-21 10:03:23

Dodge wrote:

Yeah there's a lot of cool things that could be done with dogs.

Barking at intruders
Attacking murderers
Following suspicious people
Attacking someone that tries to murder you
Digging for truffles smile

Good but I'm quite sure pigs are more suited for truffling.
Hey that's another idea

#4 Re: Main Forum » Biome object raritys on a new rift. » 2019-09-18 07:59:36

pein wrote:

i think making nice buildings is good for the city, people recognize it faster
i often see newbees walking around aimlessly a lot, so city design is important for them

when i made the first sugarcane pens, people were so happy about it

https://i.imgur.com/x8t6U5J.png
this was like a 90 min project and players loved it

Form over function is underrated apparently.

Check out this video by thoughty2 , one of my favourite opinion piece YouTubers

https://youtu.be/iAh_W9hZ1C4

#5 Re: Main Forum » Hungry Work is one of the best things ever added to the game » 2019-09-07 02:32:53

BladeWoods wrote:
Psykout wrote:
BladeWoods wrote:

Hungry sheep killing might hurt all the people legitimately killing sheep which is a common activity more than help stop griefs.

Maybe the knife could become bloody like when you kill people, and just make you wait some time between sheep killing. Idk.

All of the changes hurt normal productive players. Not debating the effectiveness, because it has indeed helped, but the psychological effect of that anything abused by people on one side of the fence, will make it harder for those on the side. It's demoralizing to see more and more restrictions to mechanics, and it has pushed away those that were great players but don't like putting up with those with cruel intentions.

I agree, I'm just not sure if something is done what could be done about sheep griefing, to people that run through the pen and kill every sheep in 5 seconds.

Two words: Armoured sheep

#6 Re: Main Forum » Simple solutions to combat » 2019-09-04 15:52:30

Saolin wrote:

Had another idea. What if the cooldown after a kill was increased so that the killer would need to be fed after a kill more often or even all the time. Would mean the killer would need to have the support of at least one other person to kill without also dying from starvation.  If someone kills for good reason, the village will take care of them, whereas a random stabber is likely to end up starving.

A bit janky IMO but in a way quite real in a way. In real life militaries, you would be surprised how big percentage of them are essentially non-combat roles. Logistics is the true challenge in any military campaign. This is also why wars tend to spur ridiculous amount of technology advancement and refinement - jet engines and combustion comes to mind

#7 Re: Main Forum » The Rift and this end condition are unbelievably toxic » 2019-09-03 09:49:36

Inb4 complaints of 40 minute old men who stays at home all day in front of the PC and his 55 minute old mom yelling at him to get a job

#8 Re: Main Forum » Remember pigs? » 2019-08-25 23:17:43

pein wrote:

in the long arc run, NÉ town had some pigs
i threw away 2-3 times
families came and go but the pig meat always ends up in the fucking bakery for no damn reason

That's because I think some people couldn't distinguish pork and mutton at a glance. I'm colour blind and I can't see the difference (is there even any?)

But yeah, leaving the pork in the kitchen after that mistake is a no

#9 Re: Main Forum » End conditions for the rift... » 2019-08-21 08:34:07

CatX wrote:
Dodge wrote:

Also there is way too much waste of food, you can eat a bowl of stew or a pie even to fill only one food pip, so even if you make a stock of food it gets eaten to fill 2-3 food pips and a lot is wasted.

What if a bowl of stew didn't have two uses, instead it had X pips? If you lack two pips, then after eating from the bowl it would contain X-2 pips. This might work with pies as well. If less than 1/4 of the pie's pips have been eaten, it could display as a full pie. Of course, this way it would be possible to eat more than one slice of pie in one bite if you were hungry enough...

Something tells me that won't work with the code. Even though I only dabbled in programming for a couple months

Why not just not let people eat anything if they are not at least 25 percent hungry or something? No more one pip berry carrot munch griefers

#10 Re: Main Forum » Goal completed! 1 MILLION HOURS! » 2019-08-16 17:43:52

jasonrohrer wrote:

This is based on a total count of actual hours lived inside the game.  Based on actual seconds inside the game, actually.

Whenever you die, the server sends a report about your life to the central stats server.

So anyway, this isn't counting time spent in the menu, time spent with the game minimized between lives, etc.  Only actually lived time.

At any given time , around 50 players are online at least. Shouldn't it go up 50hours per earth hour then?

#11 Re: Main Forum » Goal completed! 1 MILLION HOURS! » 2019-08-16 13:16:44

how is this even counted anyway? No matter how I calculated it, the rate at which it rises makes absolutely no sense

#12 Re: Main Forum » All time low » 2019-08-11 07:02:34

Mr meeseeks wrote:

Let's keep in mind Jason makes a lot of money from this game... How much vacation time do you guys get? How much are you paid? It's likey quit a but less. Because, as millenials, we are entitled to low wages and ridiculously high education costs. Yay us.

Monopoly Millennia Edition pretty much sums our lives up. Forget property, because you can't afford it anyway.

Seriously though, land prices sextupled from when I was a 8 year old compared to now in early thirties.

Like wtf man, we can't live in the real world like we do in OHOL

#13 Re: Main Forum » Oil isnt depleted and this is why. » 2019-08-09 08:36:34

sigmen4020 wrote:

Wow the diesel mining pick can be removed after being put on a collapsed mine? Why would you ever want to remove a Diesel engine from a collapsed mine. I see no point. It would be the same as if you could remove the engine from a dry diesel pump. Why is it possible to ever be able to remove a Diesel engine from the collapsed if it isn’t for some stupid “interesting dynamic”, where some griefer runs off with another players hard work. What a joke. Why Jason released it like this in the place is beyond me. It’s so obvious that only griefers would use this.

I thought the Diesel mining pick was good before, but now that I see it can be removed it’s not much more than an actually useful car. Everyone could have predicted this would happen. Why Jason?!?

I’m glad I’m not playing much on the main servers right now. What a total mess.

Just like the tarry spots, I suspect iron would be limited after some uses of the engine mining pick as well...

#14 Re: Main Forum » When Sheep Attack » 2019-08-04 03:42:15

sheeps are griefers in sheep's clothing confirmed

#15 Re: Main Forum » Bow is too easy to make » 2019-08-04 03:40:27

Potjeh wrote:

One thing that would favor groups over lone wolves is easier healing.

or an actual combat system that allows ganging up with makeshift weapons

#16 Re: Main Forum » Bow is too easy to make » 2019-08-03 11:08:45

Saolin wrote:
RodneyC86 wrote:
pein wrote:

the best would be the ability to dodge reintroduced
the it's a bit of skill game and wouldn't give all advantage to the attackers
people werent so brave attacking anyone and i ocudl defend my camp against triplet griefers even

if someoen makes a bow faster than you, it can kill you by other means too, and generally better players don't kill randomly with no reason at all
revenge for a previous life is possible, but still
when i seen that soemone cant take out a knife from a basket but is killing people and convinces his kids to kill others, only then i realized how dumb is this game

I'm not too sure how true this is to be honest.
Regular feral eve griefers will eventually pick up on dodging skills and reflexive stuff like that Vs a normal gamer who plays peaceful.

I suspect the average griefer will develop better combat skills than the average peaceful player. There will be players like you of course, ones that sunk in thousands of hours and also do combat, but I think players like you are an exception rather than the rule.

The thing is that it makes it advantage defender, since defender has more options and attacker is forced to reveal their hand without any guaranteed damage done.  Who cares if griefers have good dodging skills, that's not the problem - its them killing in the first place, which would be riskier to attempt if dodging was possible.

Can't argue with that one, some chance to survive is better than zero chance. But I'm not sure it should be tied to skill. It's all

#17 Re: Main Forum » Bow is too easy to make » 2019-08-03 08:51:29

pein wrote:

the best would be the ability to dodge reintroduced
the it's a bit of skill game and wouldn't give all advantage to the attackers
people werent so brave attacking anyone and i ocudl defend my camp against triplet griefers even

if someoen makes a bow faster than you, it can kill you by other means too, and generally better players don't kill randomly with no reason at all
revenge for a previous life is possible, but still
when i seen that soemone cant take out a knife from a basket but is killing people and convinces his kids to kill others, only then i realized how dumb is this game

I'm not too sure how true this is to be honest.
Regular feral eve griefers will eventually pick up on dodging skills and reflexive stuff like that Vs a normal gamer who plays peaceful.

I suspect the average griefer will develop better combat skills than the average peaceful player. There will be players like you of course, ones that sunk in thousands of hours and also do combat, but I think players like you are an exception rather than the rule.

#18 Re: Main Forum » Bow is too easy to make » 2019-08-03 03:29:45

Agree, at minimum, seasoning a shaft of yew to make a bow takes time. Even with running water it takes a month of seasoning - even then you dont get a bow as good as one air-seasoned for few years!

Maybe add a transition? Yew shaft -> Bow shaft (unseasoned) + 5 minutes -> seasoned bow shaft + Rope -> Yew Bow

Concern here though is bears will get wee bit harder to handle

#19 Re: Main Forum » Fix Milkweed » 2019-08-02 12:08:37

Welp, current rift design is made so that civilization end at some point. I wouldn't object to more tech that can get you more iron. Maybe deep shaft iron mining which requires a civ to expend even more resources to reach.


At back of my mind, irrelevant but...

Why must each arc end with exhaustion and extinction? Can we have a space race? First family to send a colony rocket to space gets a photo shoot of all family members in a colony pod in the front page hall of fame.
A successful launch triggers an arc 'victory' . Yeah I know its mainstream and 'popular' but at this point, I actually want a more conventional update to happen

#20 Re: Main Forum » Tried being a Paper Merchant » 2019-08-02 10:28:43

Jk Howling wrote:

Your first problem is that you tried trading, period..

Currently there is 0 incentive to trade. If a random unrelated guy waltzed alone into my village with a cart full of goodies, which would be easier and gain more value for my family: giving the guy some of our own items for some of his, or killing him and not only getting the items he was trading, but also his clothes, food, and cart?

The answer will always be killing him. You get more gain out of it, with little to no consequence since 90% of the time your family won't care or will even encourage it [since you are obviously an outsider].


Maybe someday Jason will give us incentive and reason to trade instead of kill/loot.. but I wouldn't hold your breath over it. In the meantime, you can keep trying, but don't expect good results when killing outsiders isn't only easy, but also encouraged.

Ouch, harsh.
You are not wrong though. There's no consequence in killing and looting a merchant.

#21 Re: Main Forum » Tried being a Paper Merchant » 2019-08-02 02:39:33

Commerce isn't viable since everything is relatively easy to get by yourself rather than negotiating. Also, production or harvesting has more net benefit to the ecosystem as a whole rather than trading. Our short lifespans dont help either. When trading takes longer than item production....

That, and because trading is kinda meh, no one bothers with marketplaces with security personnel to enforce trade etiquette is observed

Exotic items or higher quality items like Villas mentioned would certainly encourage trade.

#22 Re: Main Forum » Good morning! » 2019-08-02 02:01:44

Wow really like the new topography, we actually have landmarks now

#23 Re: Main Forum » A Peace Emote that makes it so you can't kill » 2019-08-01 10:08:00

I'm not about to fight a war a 55 year old declared and he dies a minute or two later. 40 plus is plenty old to be a village elder

#24 Re: Main Forum » I was bored so I made a hermit house. » 2019-07-29 04:56:50

PXshadow wrote:

Very few things should be communally owned (a town square is one of them), production facilities like ovens and forges I think should be owned by individual people and most likely people will share and take up apprenticeships in order to build up the skills there, people should help produce permanent wealth for each other on there own property in order to pass it down through there families. What you get with communal ownership is an egalitarian divide of resources (keeping everyone poor and dis-empowering the most productive people), when really society should aim to empower the most productive individuals in order to better the society as a whole, following something along the lines of the Pareto distribution.

Makes sense I suppose. Slackers won't prosper if everyone kept useful items within their bounds out of their reach

Edit: also as bonus, if a griefer gets born into a house, at least only one house is screwed rather than potentially the entire settlement

#25 Re: Main Forum » Slave cages are the new griefing, personal property taking a sick turn » 2019-07-29 04:51:12

DiscardedSlinky wrote:

It sounds cool when you romanticize it like that, but what it really is is a concentration camp. People are trapped in a very small area with no freedom to leave, food is very limited, and attempted escapes mean death.

Kids are left to starve because feeding them means less food for you, and the death of everyone. You're only slaves to yourself and your food bar. The people who own the gate are just keeping you in.

AKA This shit is boring. People can't live in a box forever and most will just /die or starve themselves to avoid a pointless hopeless life of nothingness. Being able to do things is what makes lives memorable and endlessly tending berries isn't.



Say no to concentration camps, and say no to the romantizing of them.

Agree to nearly a full extent. Though.... What way does Jason give the slaves the potential to break free?  Without help from outsiders

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