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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » What do you guys think should be next focus for the game? » 2019-12-29 23:15:55

Dantox wrote:

The year is now ending and assuming that jason will keep developing OHOL until the end of the next year theres is a lot of opportunity to expand regarding content since a lot of bug fixing has been done in the last few months (lets not talk about all those months wasted on the rift and sword, its pure PTSD)

What would you like to see?

Personally, i would prefer to see some upgrades to stations to make chores more easier or less time-consuming for end-game towns to give more space to expansion and building. Also more steel-based structures and oil-based buildings for progression.

Also trains. Come on guys, we have the technology (we really dont but i guess it could be done within a year time so)

Mixed race bbs determined by the number of other race people of the opposite sex around you. It happens irl so why not in game? You have a town with two races, then mixed babies should start popping up.

#2 Re: Main Forum » Cool Ideas & Suggestions » 2019-12-06 04:07:37

Definitely dumpsters. To throw unwanted items in. Like banana peels, broken tools, worthless notes, babies...

#4 Re: Main Forum » Myths and facts about why player numbers are dropping over time » 2019-11-27 07:09:17

pein wrote:

Its not one upgrade particularly, its all of them

They didn't bring meaningful change, its just fixing non-existent problems while allowing more problems.

People can get hooked up on the game, but they will run out of content, unique activities.

The tech tree is not varied enough and not too long. also, there is no content update, no new clothes, no new animal mechanics, no decor items.Even old elements that could be fun and useful aren't fixed like ever. like mine carts and rails.

Yep. I don't see it changing though. Just a continuous leap into more difficult play trying to shove a square peg into a round hole.
People like challenges. They also like to have fun. This game gets more challenging, and less fun as time drags on.

#5 Re: Main Forum » Coming Tomorrow: Large influx of new Steam players » 2019-11-20 23:21:07

DestinyCall wrote:

I don't know how much control Jason had over the timing of this Steam Sale, but I feel like it landed at a bad time.    I wish recent changes had focused on making the game EASIER and more accessible, and player-friendly.   Instead of limiting choices and cutting off huge chunks of content behind race and genetic scores. 

It feels like a bad time to dump a bunch of new players into the game space, since the meta hasn't even had a chance to adapt to the family specilizations update.

Agree completely. Probably shouldn't run a promo at a time where even experienced players are trying to find a balance that works with the new limitations, and then also having to deal with trying to help new players understand the ridiculously confusing gameplay while only being able to type so many letters into a box. The communication in this game is not set up to really pull off what Jason is going for I don't think.
I'd he surprised if when this is over, there aren't just about the same level of players as there was before the promo

#6 Re: Main Forum » Game Balance- Conscious Animals » 2019-11-10 23:55:28

Nice. Karma based reincarnation system. And they still have the move limit and can only travel in one direction at a time lol. That would be hilarious

#7 Main Forum » Question about maps and deletion of abandoned towns in the new world? » 2019-11-10 23:52:57

Tempted
Replies: 4

So we are now sans rift. From how I understand it, untouched towns or other areas that have been touched will reset after 7 days of no usage, correct?
Will this also delete any maps in populated areas pointing to the abandoned spot? If not, will you be able to travel there and find nothing? Just wondering if that is something that could potentially be an issue.
Thanks

#8 Main Forum » Question about maps and deletion of abandoned towns in the new world? » 2019-11-10 23:52:53

Tempted
Replies: 0

So we are now sans rift. From how I understand it, untouched towns or other areas that have been touched will reset after 7 days of no usage, correct?
Will this also delete any maps in populated areas pointing to the abandoned spot? If not, will you be able to travel there and find nothing? Just wondering if that is something that could potentially be an issue.
Thanks

#9 Re: Main Forum » How about gallows? » 2019-11-09 02:09:21

DestinyCall wrote:

Actually, I've made a post about about how to implement non-lethal weapons and temporary restraints in OHOL.   I'll see if I can find it ....

Here we go:

DestinyCall wrote:

A while back, I made a suggestion to allow clubbing someone with a long shaft to briefly stun them - being stunned would slow movement speed for 5-10 sec and force them to drop any held item (like a weapon or engine), similar to being hit by a snowball.   Doing so would break the long shaft and leave the clubbing player stuck holding the broken shaft for a short cool-down (at least as long as the player is stunned, perhaps a little longer - like five seconds of stun for the clubee and six seconds of cooldown for the clubber), so that a single person couldn't use a bunch of long shafts to "stun-lock" someone until they starved to death.    But a GROUP of people could totally beat someone to death with clubs, if they wanted them to not be a part of their village any longer. 

Alternatively, a stunned player could be tied with a rope to immobilize them for a short period of time.  Maybe one full minute.    Then the rope becomes loose enough to fall to the ground and they can run away, or maybe get bumped on the head again by a guard, if the trial isn't done yet.   Maybe while tied up, a player could be picked up and carried, so you could move them into a more permanent prison - or just build a prison where ever they happen to be tied up.   While tied up or stunned, you could feed the person to keep them alive while you decide their fate.  Or let them starve.  Or stab them.   Your choice, they are tied up.

Since the player that immobilizes the player is stuck holding the broken shaft for a short cooldown, they can't stun and tie up another person by themselves.   Two people would need to work together to tie up a third person.   

Obviously, griefers could also use such methods to immobilize, kill, or imprison regular players, so I don't think that this would be a REPLACEMENT for a functioning curse system.    If you are imprisoned unjustly, you could plead your case or curse the person who tied you up.    If someone routinely abuses these features, they could easily end up cursed by a lot of angry players and that should have some real consequence.    If you are only imprisoning people who deserve it, you shouldn't need to do it that much and shouldn't be at much risk of getting a bunch of curses thrown your way.   Also, it would be important to address the dangers of twins, triplets, and quads ... when players play together, they can do more damage and they are harder to stop, if they want to harm other players.

....


Another suggestion I've made in the past is the idea of a village militia.   The farmers rising up to defend the village when it is attacked.    The idea is that the majority of long-shaft iron tools - iron hoe, iron shovel, adze, pickaxe, iron axe, etc - could be used as lethal weapons.  BUT ... they can only be used to target killers - someone currently holding a bloody knife, bow, or sword.   You cannot target someone who is unarmed or holding a non-bloody weapon.   After the attack, the villager's iron tool becomes bloodied and he has the same cooldown as a knife user.   The idea behind this concept is that it increases the defensive strength of the average villager without raising the risk for random, unprovoked murder.    If someone kills your favorite sister right in front of you, then you can immediately retaliate using your trusty shovel.  But if you get pissed off at your other sister for being a prissy bitch, you have to go find a knife or bow to kill her.   You can't just bash her skull in with a wood-cutting axe.

This also means that if someone comes over to investigate the murder yelps, they can clearly tell that you were avenging your sister's murder, because the shovel CAN'T be used for first strike.   You didn't start the murders, but you did put an end to them.

I think that would be a significant improvement over the current state of affairs where you must have some weapons around in case someone starts killing people but just by having weapons around the village, you increase the risk of someone going rogue and killing randomly.   And it alleviates the situation where you are getting attacked and no one has a knife or bow handy to defend themselves, so you just end up getting picked off with no option to attack or defend or even run away!  It also lets you defend your village against coordinated raids or war parties.   The farmers can rise up with pitchforks and torches to drive off the griefer or to defend their homes and family from would-be attackers.   Maybe you could even integrate the village militia with the state of war.   In addition to targeting killers, you can attack anyone in a warring family using iron tools, but obviously they are not as strong as the war sword.   This would allow more people to be involved in the fight during a state of war.  Your entire village could go into battle and fight the entire population of the other village at once.

There are many interesting ways that we could deal with griefers, beyond our current options.   

But I'd also really really like to have a proper curse system that imposes real consequences on cursed players, so that the frequency of attacks could be reduced by removing high-frequency offenders from the game-space - either to somewhere outside of the Rift or to a separate DonkeyTown server.    A murder spree is dramatic and exciting if it happens once in a while, but it is not enjoyable to constantly deal with pointless violence and destruction.   I need a proper amount of peace and progress to be able to find any value in the occasional "exciting" lives.    When the balance is tipped toward griefing, I lose emotional investment and desire to play each time I spend an entire life dealing with a toxic level of griefing.

Looking at my village militia idea again, I'm noticing that this would be an excellent addition to the game now that we have limited tool slots.   If you are a hard worker and invest all your tool slots in practical tools, you don't have any space left over for a dedicated "weapon".   But this leaves you defenseless, if someone comes over and starts killing people.   Alternatively, you have to reserve one slot on a bow/knife, even if you don't plan on using it and don't need it for your job.     If regular tools could be used as defense-only weapons in times of crisis, you could dedicate yourself to the art of farming and not worry as much about dealing with random outside threats or wasted tool slots.   

But more importantly for the original topic, you could knock out the griefer and put him in the stocks so everyone can mock him and throw tomatoes at his stupid face.

That makes sense, and would help with full tool slots as well like you mentioned.
It would be good to have it only be possible with at least one or two other players that agreed as well.
Always wondered if in the future there would be security cams or something similar available to build?
Also I always thought it would be cool to be able to train dogs for sheep herding, or guard dogs, or tracking dogs?
Like with a sheep dog, you place him in a sheep pen. If one escapes, he'll corral it back in. And maybe even be linked to the last sheep, so if someone attempts to kill or does kill the last sheep, the sheep dog would bite the player that killed the last sheep, unless it was the owner of the dog maybe?

#10 Re: Main Forum » Sheep efficiency » 2019-11-08 20:34:39

DestinyCall wrote:

Not a huge fan of old age deaths.   It is one of the things I hate about dogs.   

If all animals die of old age, the feeding/birthing requirements should change to allow you to have a better handle on group population dynamics.   The current system is clunky and weird.

Ideally, old age and natural reproduction should be implemented uniformally across ALL animals, wild and domestic.   Wild populations would reproduce on their own and die of old age without player interaction.   Over-hunting could potentially kill off wild populations or cause overpopulation due to an imbalance between predator and prey.   Careful herd management would allow domestic animals to flourish under human care.    Failure to provide for your herds would lead to disaster.

It could be make for a very interesting and rich game experience.   But it would also be a lot of work to get the balance right.

Yeah. I'm good with that as long as like you said, the wild animals reproduce without assistance. Maybe if you overhunt a certain area, and the numbers reach below a certain level, the animal goes extinct?
The only thing that makes me wary, like with most updates and changes, is the fact that griefers LOVE to exploit things, and that definitely seems like something that would be ripe for exploitation. Guess you could label them poachers then.
Goes back to capital punishment and a working punishment system that, while not wiping out the opportunity to grief, discourages it so much that people would think twice before doing it. Been thinking a LOT about what that would ideally look like and well... It's a hard one lol. Griefers are incredibly persistent and can wreck things almost too easily.

#11 Re: Main Forum » Sheep efficiency » 2019-11-08 20:15:47

What about making fully domesticated animals (sheep, pig, cow, goose. Not Domesticated Mouflon, Bison, or boar) die of old age? That way if you don't tend to them, and you don't grab the Mouflon, you could end up with no sheep? I don't think this would be a popular idea, but it would make it more interesting. Half the time a griefer kills all of them anyway lol

#12 Re: Main Forum » Sheep efficiency » 2019-11-08 20:11:46

cordy wrote:

also, its better to have a domestic mouflon (or two ---if its a big sheep pen)...coz they constantly give baby sheep

Yep. Domestic mouflon is best

#13 Re: Main Forum » How about gallows? » 2019-11-08 17:31:15

Kaveh wrote:

I keep wondering how y'all want to make sure the player actually steps onto the gallows/stake/stocks. They're not just gonna step up there to die/sit and do nothing

Capture them with a lasso then tie them up? It'd be awful if anyone could just do that to anyone else

Yeah that's why I prefaced the idea with an 'I don't know how it would work'
Because I have no clue lol. But I think it would be pretty funny to have some gallows or sticks or guillotines in the town square. It would make for some interesting roleplay, especially the stocks lol

#14 Re: Main Forum » Serious question for Jason » 2019-11-08 17:26:39

jasonrohrer wrote:

Yeah, that's extremely hard to get right.

In this kind of game, everyone is thrown in together.  So there can't really be a normal "ramp" for beginning players.

I've been focused on adding optional "tools" that beginning players can use, like the hint sheets and new blue hint arrows.  Veteran players can just avoid using them, so they don't get in the way.

But it's really really hard to make the game easier for beginning players in a fair way.

Kind of what I was thinking. Thank you!

#15 Re: Main Forum » Possible Bug: all people and text disappears » 2019-11-08 14:27:51

In Twisteds last video, there was a kid tilling rows, but he was temporarily invisible, so it looked like it was happening on it's own. I have had this happen once, a month or two back as well.

#16 Main Forum » Serious question for Jason » 2019-11-08 14:25:35

Tempted
Replies: 6

Don't know if you will see this, but I was wondering, through your own experience in this endeavor, how hard has it been to balance the game so that it both feels challenging and unique to a veteran player, but also easy enough to pick up and want to play again as a new player?
Was just curious how complicated that is to you concerning this game?
Thanks

#17 Re: Main Forum » Idea to reduce food waste and make "big foods" more beneficial » 2019-11-08 14:20:25

Keyin wrote:

why not do something similar to Haven and Hearth to balance it out?

In Haven and Hearth, when you overeat it makes you slow(to represent being stuffed)

Something like 20-30% lower speed I think would be good. 

If you decided to do that, you'd also need to make it so that people can't overfeed you to make you slow as a way to grief/troll.

Also, maybe lower the food pips to 15 like you were saying and make your max food bonus 3x your stomach? so a baby with 3 pips max bonus could be 9 pips.

This right here. Not ridiculously slow, but it nerfs you some. So if you practice this, you may end up being an unhealthy fat ass, but it won't kill you. Make it a risk vs. reward. In some situations, maybe it'll be beneficial, in others, not so much.

#18 Re: Main Forum » Ultra wacky food idea!!! » 2019-11-08 14:13:09

DestinyCall wrote:
jasonrohrer wrote:

Yeah, leaves are infinite, making this idea a hard fail.

You're right.   What was I thinking.  This is a terrible idea.

I guess I didn't think it through all the way.   

...

But it's fine.   Let's do it anyways and work it out in later updates.


What's the worst that can happen?

Lmao would like to see the face accompanying that comment chock full of all that sarcasm.

#19 Re: Main Forum » Coming Soon: Boundless World 2.0 » 2019-11-08 14:10:06

DestinyCall wrote:
Gogo wrote:

How about assign best players to best moms, everything based on genetic score? This will naturally distribute players to similar playing people.

So the rich get richer and the poor stay poor?    Kinda harsh.   

But I guess that's realistic at least.

Lol was gonna say, if you're going for realism, that would be close

#20 Re: Main Forum » so we're fighing over limited resources in this game.... » 2019-11-08 14:06:01

Anonymity and discontent breed this stuff.
I'm definitely not saying go full facebook google totalitarian big brother on people to keep them in line, and I know the problem is massively complicated, and maybe there isn't a perfect solution. But maybe there are steps to mitigate these issues with griefing vs. necessary conflict and mainly trust between players? Without creating 1984 One hour one gulag?

#21 Re: Main Forum » Coming Soon: Boundless World 2.0 » 2019-11-08 01:09:26

Maybe there will be a few less griefers, as many turned to griefing as a way of protesting the rift? That would be nice.

#22 Re: Main Forum » How about gallows? » 2019-11-08 00:52:58

DestinyCall wrote:

How about stocks? 

Those wooden things that trap a person's head and hands, so you can shame them and toss rotten fruit at them for fun and social justice.  We already have the tomatoes.  We are ready.

Lol yes. We DO already have the tomatoes hehehe

#23 Re: Main Forum » Curses and banishment » 2019-11-08 00:51:30

DestinyCall wrote:

Have cursed people spawn at 0,0.

No matter how far we wander, they always spawn at the very center. 

We can build a prison there and let the donkeys rot.  Or leave it open and deal with feral Eves coming from the West.

Another good one.

#24 Re: Main Forum » It's been 2 months since Flapjacks were promised » 2019-11-08 00:50:03

DestinyCall wrote:

Man .... making that plow is going to take a LOT of milkweed.

Lol, one lasso, two ropes, one curved shaft, two straight shafts, four knife blades. Plow will break random part every 50 or 100 uses.

#25 Main Forum » Curses and banishment » 2019-11-08 00:43:15

Tempted
Replies: 5

It's just something I was thinking about.

Right now, if you are cursed enough, and you have no one in an area of the rift that can birth you, you go to donkey town outside the rift, right?

So what happens when there is no rift anymore?
What about banishment to the farlands? Maybe an area so far out on the map that you couldn't find your way back if you travelled directly back to civilization, even on a horse, but only a little further. That way, as time goes on, and the cities expand, it may actually be possible to make your way to civilization, or maybe a hardy explorer could find this area.
As a cursed person, you could have babies, but only other multiple cursed babies. Maybe a similar town to the old donkey town early in the rift would pop up, where only cursed souls go. Maybe it is found after years and years, and maybe this starts a war, or trade?

I know currently there are not enough people playing OHOL, but if there ever was, the stories that would come out of banishment would be epic.
That or public hangings, burning at the stake, or guillotines. It'd be great lol.

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