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#1 Re: Main Forum » Bears are more sociable than gingers » 2020-12-30 20:50:08

DiscardedSlinky wrote:

And you were complaining about being bear griefed last week.
Shame on you.

i was not complaining about being griefed, just about people being very bad at fending off bears, , till i reached age 11 4 minutes later, and bears being too strong for the average dumb player.

all gingers must die for being greedy leggy fascist fucks, that hoard all the things for themself in property fences.

#2 Main Forum » Bears are more sociable than gingers » 2020-12-30 12:52:53

ollj
Replies: 4

seriously, luring 20 bears at once alone is quite the sociable AI minigame.
Bears act a lot smarter than the average human right now.

Harper family just ALMOST died (1 young female as sole survivor basically became a second eve)

1st life (of luring bears there) - 18 bears from southwest, from over 350 tiles away, sadly got discovered just 50 tiles away from town center (they counted 15, and shot down almost all of them)
2nd life - 10 bears from northwest , up to 150 tiles away (i think they only killed like 5, the others got lured away)
3rd life - 8 bears from north (none got seen hunted or killed (basically continuation of previous bear lure)) , parked northeast of harper town, i got to old for the last 80 tiles (and got a bit lost, too)
4th life - (continuation) 8+10 bears from north and east, lured all around and inside harper family town, and the harper family died.

every life of that, harper town population had a slight decline.

#3 Re: Main Forum » pavers and tiled roads, and dumb players, easily grieved. » 2020-12-28 05:31:18

Well, game is hilarious again, with 145 players at a time, and all the new players keep munching all the berries.

I finished another bell in [miracle town]
and i took a delivery truck, that was just parked for 2 minutes in the middle of a town, with a single berry inside of it.
using this almost only to haul a lot of clothes from Far east to west. (up to 10000 distance)

so that kept me playing for another day.

apocalypse trigger kinda delays any plans to keep preparing a long paved road.
I expect most new players to make this apocalypse to actually happen, even though it is currently very close to every city.
everyone will just be too busy, starving to death, or making food.

#4 Main Forum » 2020 holliday apocalypse coordinates » 2020-12-28 05:21:48

ollj
Replies: 0

suckers got frustraded of the berry muhcning from steam sales newbies, so they triggered an apocalypse.

2 of them simultaneously:

located at:

relative to [miracle town...], which is  the BlackDesert bell Town/ruin, that is currently 4000 east of most active towns.
it is labeled that, by a LOT of marked way-stones stones, placed mostly below the end of the desert- 3000 to 5000 west of [miracle town]

there are 2 endstone towers, relative to [miracle town] positions are:

miracle town  -500   150    surrounded by a wide property fence, with a long thin stone walled dick entrance south of it.
miracle town  -1530 -200   a very small tight fence, and a dozen property gates inside of it.

people, who want the apocalypse
- want no one else near these locations, and they just wait out the apocalypse timer upgrade timer (delays), and maintain the property fenche (with a small group of people, this is VERY easy, unless these get hunted and murdered A LOT)
- want no life supporting structures near that location (that just creates more people nearby, that may end up hunting the apocalypse tower builders.)
- prefer to ruin towns, with bears or sabotage, so that more people spawn further away west of it (same reason)

#5 Re: Main Forum » 150 player madness fun » 2020-12-28 04:46:26

aaand suckers got frustraded of the berry muhcning, triggering apocalypse.

2 of them simultaneously:

located at:

[miracle town] is the bell Town, that is currently 4000 east of most active towns.
it is labeled that, by a LOT of marked stones, placed mostly below the end of the desert.

theres 2 endstone towers, relative to [miracle town]

miracle town  -500   150
miracle town  -1530 -200

#6 Re: Main Forum » 150 player madness fun » 2020-12-28 00:49:27

"we need to start killing the munchers /with apocalypse)" in phex chat.

yes. its  a berrry muching wave of death.
get out of town while you have food.

#7 Re: Main Forum » 150 player madness fun » 2020-12-28 00:46:45

oh i get a wild west feeling, and its great.
shot like, being born to a mosquito infected eve, is no longer a rarity. it is quite common.

#8 Re: Main Forum » 150 player madness fun » 2020-12-28 00:16:19

just saying, many towns are death traps now. memerscores go wild.

#9 Main Forum » 150 player madness fun » 2020-12-28 00:04:41

ollj
Replies: 15

i was born in a town of 20, with null food, so many new players, not enough farming, died at age 5, after being breast fed by 10 different females.

#10 Re: Main Forum » Gene Score Advice: The Rodak-Blatnik Method » 2020-12-27 14:10:45

i got my memerscore to 50-60, ranked #100, by never sIDing, and just never having babies (always stayed outside home biome, building roads not at home, while fertile, and at home, while infertile)
this biome + town hopping also gets you high yum easily, you only get mildly punished for dumb siblings, while almost always living SAFELY and productively to age 60.

most recent week i gave pavers a try, not building tiled roads, memerscore suffers in all the ways, because people are dumb, suicidally dumb.

#11 Re: Main Forum » Gene Score Advice: The Rodak-Blatnik Method » 2020-12-27 14:07:05

i tried this, most of the time.

it is just a waste of time, because most players are either
- to dumb to fend for themself, they die faster.
- too lazy to not be born in the largest city, often cannot blame them
- annoying enough to keep asking the same dumb question, it starts with "where...", and i never bother to wait for the second word.

even when it works, it just ends up in a 5 generation long colony, that has null motivation or skill (both) to live in an older city, full of everything.
they even keep the only fire getting out, multiple times. i keep seeing this crap.

#12 Main Forum » pavers and tiled roads, and dumb players, easily grieved. » 2020-12-27 13:56:00

ollj
Replies: 3

pavers and tiled roads.
I compared em for the last weeks, they combine nicely, its not even a VERSUS, as they must be used best in combination.
I gave pavers a try, after the reset (and practiced before the reset)
you got a long paved road done rather quickly after the reset, while i bothered mostly with the southeastern town.

but then you failed against 3 types of grievers, in very dumb ways.
- people luring 6 bears into a city at once, and the cit failing to shot a single arrow at them for 5 minutes (plenty available).
- people killing off perfectly healthy cities (bell town, full of food, water, kerosene, clothing, anything, repopulated by an eve 4 generations ago, got made extinct like this), by falsely claiming "its no use to keep living here", convincing every female to no longer feed any babies, causing roughly 50 sids and deaths.
- females, failing as mothers (while still trying), to a point, where griefers just steal babies, or moms try to eat rocks (many new players in the game)
- groups choosing to kill off cities, by emptying it out of all its water and iron, to reboot the same city+family further west (instead of letting an eve take over or supporting an eve further west). this only happens to gingers, and the only reason is greed for more spare kerosene, its dumb bloodline nepotism.

therefore, there is now one long paved road, roughly 1000 tiles, and after that 9000 tiles of pretty much nothing noteworthy.
not even 2 nearby cities connect by roads, because new grief makes cities short lived.
i tiled some 250 tile long road through a jungle, that pretty much it. it fails to go anywhere, because of the development below:

yesterday we had 120 players in 12 families (half of the families had less than 4 population)
today we have 70 players and only 2 families. one hoards 40 kerosene (well, its only 2 cities, full of newbies, what do you expect)

this is due to a wave of new players, which only makes above grieving easier.

escaping all this, i gave pavers a serious try, for a whole week (seeing this crap coming from a mile), planning a huge ass straight road, making yellow paint in large amount, maintaining all paver parts, and after 1 week, its like 70% done, and also, has not started, besides finishing 2 bell towers, and 4 more just need crowns to be turned into bells.

because i can not plan the road as fast as you fail to keep cities alive.
you keep dying fast, or chose to murder, so its utterly pointless, to make bells or paved roads.

bottom line, paved roads SUCK (no surprise for me, i came to this conclusion sine they got implemented, i gave them a chance against better deduction). they cost too much (coordination/cooperation/maintenance/protection), take too long, and by the time you got them build, they are already obsolete.
even if you manage maximum efficiency of a 10000 tile long road.

bell towers can have a chance, but i see them rarel even reach height 2/6, when others try them (i reached height 6, 5 times on my own, but by then, the city is just ruins)

---

paver only goes straight, but cities are rarely straight above or next  to each other.
you may thing, gingers manage to build a straight horizontal road, but they do not even try. (yes, there is a 150 tile paved road that goes nowhere somewhere north)
why would they, luring bears and hoarding stuff is much easier.

tiled roads go any diagonal, and pythagorean theorem and diagonal strafing just makes them much better.

----

besides, here  where paved roads are laughably bad:

any method/procedure/project is only as good as it is stable/immune against sabotage.
and paved roads are SO easily demolished, and repairing them is SO much harder, than repairing tiled roads.
i am glad, i whitnessed a retard, demolishing a paved road, to put a fenche around the first bell town, last week, too.
you get instant reward, that accumulates.

---

signing off, the only person, who finished 2 bells, after the reset, while 20 people ran around with crowns.
(one bell was on purpose never once rang (by me), as it is now too far away from anything, and its a SILENT monument to how bad (unbuild, because they lack purpose) paved roads are (but it has a stone slab west of it, telling its location)

#13 Re: Main Forum » 20 December 2020 | Big Server Two MAP » 2020-12-24 19:59:53

i was eve novac.
i build all the roads in the eastern novac family area, till their connection to nova.
i placed all the way-stones in that area.
i finished the bell in nova.
i had nothing to do with the long black road.

this is cute.

#14 Re: Main Forum » Suggestion having JOB Titles - also for master griefers » 2020-12-24 19:55:03

they say, i am a master-baiter when it comes to baiting bears.

#15 Main Forum » dumb game for dumb people » 2020-12-24 19:50:51

ollj
Replies: 12

cursing someone who cursed you should take a much longer cool-down.
bears should only take 2 arrows.
arrows should only take 1 rope-weed.

currently:

cursing is broken, bears are too deadly (against the dumber half of 80 players), and people are too dumb to fight back bears, to a point, where a winning strategy (short term) is to RANDOMOLY curse anyone, who exhibits skill, and kill off cities with bears as fast as possible.
So, you preemptively curse people with a phex name, to dumb down the population, and then bring in bears, and then harvest the goods.
grieving hoarders primarily attack ginger towns, most likely to have kerosene.

this seems to have happened for the last 4 days, where cities moved 10000 tiles away from the origin in 3 daya, and i constantly witness my mother and siblings to die from bears, while i am age 7, and se no one picks up any of the 3 bows nearby for 4 minutes, till i manage to kill 3 of 6 bears alone in 2 minutes.
by then, half of my town suicided.

I keep planning a road, but guess what, i get randomly cursed, and am forced to (randomly) curse back.
I keep getting born by moms, running away from bears.
I keep getting cursed, stalked and killed, just for building roads.

This was just as boring 2 years ago, but then it mattered less, because more people played.

#16 Re: News » Update: Legacy Chain » 2020-12-10 18:16:23

oh "we" are still murdering black families in ohol left and right for no good reason

#17 Re: Main Forum » Idea - Drinking Kerosene » 2020-12-09 03:41:06

i just want to drink cow urine

#18 Re: News » Update: Legacy Chain » 2020-12-09 02:41:55

a lot of road corpses are roadbuilders, diing at age 60

#19 Re: News » Update: Legacy Chain » 2020-12-07 19:50:21

I died of old age 5 times.
I never got reborn into the same family.
The families where big, full of food and younger females.

------
I have a lot more children die younger, for no good visible reason.

------

I am not sure if this is great, but it sure is interesting and exciting enough for me to play more ohol again.

Expect one city to have a lot of roads around it, it will be like rome, proving to more people, how overpowered tiled roads are.

sure, tar roads are better, but WAY more complicated, and also more constrained, as they need to be more straight.

--- first life, starved age 40, because of lag, being on horse all time, and null cakes in a family of 10.

--- second life, born to someone HOARDING 2 white Vans in northwest. i explored the tar road on horse all my life, and brought lots of cloth to the village i was born in previously.


yes, it is more interesting than it was in summer 2020.

#20 Re: Main Forum » Why does no one use property fencing for its intended purpose? » 2020-11-01 19:05:16

make no mistakes, property fenches are theft, build by thieves, maintained by thieves.
they steal your horse inder you, and put it in their fenche, you curse them, they hunt you down like mad cints.

#21 Re: Main Forum » Hey I have a great idea guys » 2020-11-01 19:03:18

getting babies is a bad idea to begin with.

i build a long planned road westwards, and just happen to have high yum, for moving between many (abandoned) cities.

and last life i got 8 babies ON THE ROAD (with total population of 50), and they all died age 1,6,1,12,6,0,0,0, despite being carried to the city on the road, or fed, while building a road, and despide cursing one obvious rinnawy baby griefer.

#22 Re: Main Forum » Some tips for living with bands. » 2020-10-30 14:32:05

tan black, for rubber, and lots of easy food.

#23 Re: Main Forum » Why does no one use property fencing for its intended purpose? » 2020-10-30 14:29:17

the fenches are always a waste of time.

the intended purpose was, to lure more than 5 bears at once, and more like 10, while safely standing on a line of unbuild fenches.
but that is no longer works.

now the remaining purpose is to make a zoo of humans, in their fenched areas, guarded by bears.

#24 Re: News » Update: Family Mine » 2020-10-30 14:25:45

that is a rude bear awakening, to get mauled by a bear, while standing on an item.

#25 Re: News » Update: Homeland Biome Bands » 2020-10-30 14:23:19

the  small homesick radius, bound to getting water off a well (or born somewhere), was annoying.

I like these lines. is good birth control. eeves can walk straight east and revive a big city, like i just did.
any biome update made biomes more predictable, making the game much easier.
will we have a westward race by traits?
will most cities be on a biome border for double births?

the long horizontal desert sure is best for a horizontal stone tile road, and easier to plan now.
easy to plan a zigzag stone tile road to connect all the biomes vertically, and most cities horizontally.
but I got my eeved family to support now, so there is not as much road-building (only transporting stone tiles and bears to cities)

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