One Hour One Life Forums

a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » There are 28 new piles in this week's update already (aka, DOZENS) » 2020-03-20 21:31:42

More buildings would be nice to have, so I'd prefer a silo for grain.

#2 Re: Main Forum » I hate specializations update. » 2020-02-18 17:58:38

There's no way trade can work within the one hour premise of the game. I tried once, I was in a blonde town that ran out of water and had newcomen pump but no tires. I waited till 15 so I can ride, then went searching for another town and filled up the cart with ropes along the way. I found a town with tires at like 35, and then I spent 15 years asking everyone in town if I can trade my ropes for some tires. I either got ignored or got "IDK, ask someone else" as response, because the tires they had were probably from a previous generation and nobody felt like they were theirs to trade. Running out of time, I decided that it's probably a fair trade on my own so I just dropped off my ropes and grabbed two tires without getting an OK from any of the town's inhabitants, then I got back to my own town just in time to do two rounds of water pumping before I died.

See, the problem is that no matter how much LARPy leadership stuff is implemented, one hour is simply not enough time to establish meaningful relationships with people and have a natural leadership hierarchy emerge, so there's never going to be anyone around who feels authorized to trade. And that one hour is being generous, for majority of people in your town you'll get a lot less time to interact with, given that they'll be either older or younger than you. Plus the one hour life limit really disincentivizes wasting your time on talking, so building relationships with townmates is even harder.

So yeah, I think this silly notion of trade should be dropped entirely.

#3 Re: Main Forum » Property is a search engine for physical items » 2020-01-09 12:21:36

Private property is never going to work with the one hour life premise of the game, so pls stop trying to force it.

#4 Re: Main Forum » Milkweed farming needs an overhaul » 2020-01-04 02:36:35

Farming milkweed in the first place seems silly. Who the hell does that IRL? It should be a wild only plant used to bootstrap a new camp. Established camps should get rope from farming hemp. Heck, make hemp require some sort of processing infrastructure to balance out lower farming requirements, it'd still be better than milkweed farms.

#5 Re: Main Forum » How do you feel with the game nowdays » 2019-12-22 17:53:12

I feel like I can't accomplish shit because you need partners for projects and finding someone willing to cooperate on a project takes like 30-45 minutes. So yeah, haven't been playing lately.

#6 Main Forum » Feast table seems wrong » 2019-12-03 18:58:29

Replies: 3

Now, I'm no American, but the recipe for feast table looks kinda weird to me. Is whipped cream really a thing at Thanksgiving dinner? Or butter? And I thought cranberry sauce is mandatory, as well as mashed potatoes. I suppose baked potato could stand in for mashed, and a gooseberries could stand in for cranberries. Just put bowl of gooseberries on hot coals or something to get sauce.

#7 Re: Main Forum » Crafting signs should be easier » 2019-11-10 02:14:58

If signs are painted there's no need for locking, we could just repaint them.

#8 Re: Main Forum » Crafting signs should be easier » 2019-11-09 18:46:44

I mentioned this before, letters should actually be stencils that you can reuse, just apply paint to a sign with letters and then you can take them off and reuse them.

#9 Re: Main Forum » Sheep efficiency » 2019-11-09 14:31:44

Yum pies are a waste of time. Searching baskets for the right pie takes too long so most people don't bother, if you want to improve yum of your town's average citizen focus on foods that are easier to spot.

As for sheep efficiency, handling mutton takes like five times longer than just handling wool from feeding adults. Sure, you got more food from making meat, but how much food did you lose from people running around naked because wool production is too slow?

#10 Re: Main Forum » Completely bonkers food rework idea » 2019-11-07 19:04:49

Limit overeating to yum food only and it'll work.

#11 Re: Main Forum » Coming Soon: Boundless World 2.0 » 2019-11-07 03:34:00

Asphalt should be a byproduct of oil refining. Instead of getting a tank of kerosene and an empty tank we could get a tank of kerosene and a tank of asphalt. And then one tank of asphalt makes ten tiles of road, or something like that.

#12 Re: Main Forum » Rabbits will no longer respawn, ponds will no longer refill » 2019-10-18 12:48:58

FFS not another thing that uses bowl of berry and carrot. Why not a bowl of wheat or something?

#13 Re: Main Forum » Myths and facts about why player numbers are dropping over time » 2019-10-17 00:30:55

Different states of same object aren't different objects. By that logic Rust's armored wall is 2000 different objects, one for each hitpoint.

#14 Re: Main Forum » Myths and facts about why player numbers are dropping over time » 2019-10-14 13:59:17

But we'd need to talk to do these things, and talking is a huge waste of our extremely limited time. Just try making a diesel engine while chatting with other people.

#15 Re: Main Forum » Myths and facts about why player numbers are dropping over time » 2019-10-14 02:53:56

jasonrohrer wrote:

There are 70,000 people playing Rust right now, and that's not because it has more content than OHOL (because it doesn't).  It's because it's a more compelling game.

Not all content is equal, though. Rust's electricity system alone has more potential for player to explore than all of OHOL's content. In general there's a lot more return on investment when you give players building blocks that can interact with eachother, that's what made Minecraft so huge and is the reason behind Factorio's success. You've kinda designed yourself into a corner with prohibiting interactions between objects on different tiles. Yeah, it'd be a huge amount of work to change that now, but the payoff would be that any content you add would stay fresh a lot longer.

#16 Re: Main Forum » Some suggestions to improve gameplay » 2019-10-02 01:48:35

Don Holm wrote:

10. Signs for navigation (Very important!): The Letter system takes a lot of skewers to make them, and not a tiny amount either even for the simplest signs. It would be okay to keep the current complexity of letters, but maybe have them be made based on an infinite resource (kinda like how fences work currently) instead of the very hard to get (especially late game and with the rift) skewers.In terms of signs with directions, I would love to be able to make arrows for signs.

I'd keep letter crafting as it is, but turn them into stencils rather than parts of the sign. Ie you assemble the sign, then apply bucket of paint on it, and then you can take off letters to reuse them on another sign, and the sign behind is left colored with whatever color the paint was with letters in whichever color the sign was before the stencil was painted. So for example you could paint a sign black and then add letters and apply white paint, and you'd have black letters on white background. Maybe add a paint stripper so you could have natural wood color background if you want.

#18 Re: Main Forum » Maybe why we'll always get down to one family (tipping scales) » 2019-08-26 20:38:03

You can fix this by manipulating baby gender. When a baby is born count how many fertile women and girl kids are in the family, higher numbers (relative to other families) skew towards new baby being a boy, and lower numbers skew towards girl.

#19 Re: Main Forum » End conditions for the rift... » 2019-08-21 18:54:10

Eve window & reset when all families are extinct is the only reasonable option. Eve griefers are just too powerful.

#20 Re: Main Forum » End conditions for the rift... » 2019-08-21 09:00:42

Eve window pls. And I don't really see why we have to have multiple families.

#21 Re: Main Forum » What happened? » 2019-08-15 07:28:59

BurntBaby wrote:

And the griefer problem shouldn't fall on Jason's shoulders, that's ridiculous! The system is never going to be perfect, and it shouldn't be! In real life, there's no supernatural system literally preventing people from murdering or destroying property. Instead, there is a government and police force, and that's what players should create. Removing weapons that can kill is unrealistic and is a bad idea.

When you die IRL you can't respawn, so any comparisons are moot.

#22 Re: Main Forum » 8 days was too long, but what would be ideal? » 2019-08-13 18:37:05

Honestly even one day is too long if we're going to live in an area small enough to have a global tech level. Getting to the end of the tech three takes like 6h max, which means most of our lives will be lived in top end tech societies, and that's really bad for diversity between lives.

#23 Re: Main Forum » Here's the temporary fix so I can get back to vacating » 2019-08-13 18:34:57

Regardless whether rift is a bad idea or not, it was definitely a poorly timed one. You really shouldn't do such huge meta changes shortly before a vacation.

#24 Re: Main Forum » Can't Continue Your Pet Project... Oh Wait... » 2019-08-12 16:05:06

Like, is there even a point in feeding babies right now? Genetic score is a meme anyway, and you can get a lot more done on your projects if you don't bother with babies.

#25 Main Forum » Idea: one family per rift » 2019-08-08 14:35:56

Replies: 6

So the rift thing has made the game worse on both top two quitting reasons in the last poll. Sword murder is much easier because everyone is bunched together, and all lives are the same because you can't have early game in a depleted map. But what if each family had it's own rift? That way you could have concurrent families in all the different development stages. And if you really wanted to go to war you'd at least need some tech investment, ie making a plane to cross to the other family's rift. With less people per rift we could even do with a bit smaller rifts with less resources, so there's a time pressure to get to plane tech before resources run out so your family can move to fresh pasture to survive. And it makes it impossible to grief the world into uselessness, because each new Eve would get a fresh slate. And while you're at it, limit the number of Eves to avoid families dying out just due to lack of babies, something like only allowing an Eve spawn when the number of people on server divided by the number of living families is over 20.

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