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a multiplayer game of parenting and civilization building

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#1 Main Forum » Done! » 2020-03-23 17:14:44

enti0
Replies: 1

My life's work... pies. That is what my mother Bearnice told me to do anyway.

Within a matter of years, I had made all the berry and carrot combinations. Before her death, I had found that rabbits, remembered how to make bait without burdock roots (it's been a while) and had the next load of rabbity combinations.

My second last great work was the pumpkin pie... pure luck allowed us to get that sugarcane, especially since our family wasn't able to farm in the jungle.

By the time I had finished it, I was around the 55-mark... it looked like the saga had ended. We had the table, we had the pumpkin pie... but alas! No whipped cream!

It turned out those cows randomly passing into-and out of the main building weren't coincidence. Our lord and savior Rohrer was speaking out to me! A frantic few minutes saw kernels, then milk, and a friendly soul in my last minute seperated it.

We had a bowl, but... where were the skewers?

My life story was a long and successful one, but alas, it appeared I had nowhere else to turn. I spoke to a younger lady of the tribe, told her of my life works, and wished her well, with my three pumpkin pies and a bowl of cream to my nam-

WAIT! THE TABLE! There were skewers on the table the whole time!

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Cream successfully whipped, He passed on to culinary Valhalla.

Perfection.

#2 Main Forum » Migratory Habits » 2019-12-28 15:33:13

enti0
Replies: 5

I'm sort of an on-and-off player that comes on every few months and plays a couple of games.

Last session, I was a girl in a pretty large village (about 10-12 people? Seems large to me), and I wasn't really sure what to do...
That seems to be the case for most of my playthroughs now. A year back or so, and especially when the steam version came out, there seemed to be a clear goal in getting food, but it's a bit too easy now.
Anyway, when I got to adulthood, I heard a lot of people saying we had no water, so, I migrated east.

During the trip, I had two kids (not the one pictures, I think they died back at home-village.), one was a daughter I named after 'West', where we came from, and one was a boy I called 'East'. The random name-generator worked on them, and I think turned them into westlyn and eastin or something like that.
Anyway, once we finally found a place with water and a functioning well, we decided to set up. It's kind of like starting up a new eve camp, but with a load of the tools already made. Me being older, I made the fire so that I could spare the kids having to learn the tool slot. By luck, the daughter had triplet daughters, so I think the new family will last a couple generations more at least.
We all sort of huddled when I was getting old, talked a bit, we found some old pieces of paper and read them out, and that was the end of it for my run.

This is becoming one of my favourite ways to play. Not only does it not require any tools, so I'm a bit more free with what I do, but you can also encounter so many more new things, and different towns and so on. 
With food being basically a non-issue now, the difficulty from the game is more or less gone; the 'lose state' isn't really clear, and yes, if you run out of materials in your life, it could effect others, but... do you have to deal with it? And why don't the next generation migrate instead?

As a player who isn't a very committed person to the game, I feel like the reason to play is a bit unclear right now; that's probably why I'm finding this sort of exploratory play-style fascinating; again, it reminds me of making eve camps like a year ago, but far more easier to handle.


ohol_by_enti0_ddn63lb-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NjYwIiwicGF0aCI6IlwvZlwvMGY0MmE2MmEtNzQ0NS00OTZlLTg5N2EtZjQwNDYwY2FiNzIyXC9kZG42M2xiLTlmYTIzMDdjLTU1ZDQtNDJiZC04OTdkLTIzYjIyZmJjNmQ3NS5wbmciLCJ3aWR0aCI6Ijw9MTI2MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.MvGJY_3Zd0g4ilhJTwTZWezyLZTtoqIjGpSzvFyDdYQ

To me, the rest of the gameplay loop sort of seems unnecessary, seeing as you're only going to be around for an hour anyway... perhaps this needs more attention? Maybe more reasons to connect players to the new tech/advanced crafting? What do other people think? I know that I see a lot of people making pumps/wells etc, I'd like to know what their reason-to-play is.

#3 Re: Main Forum » Myths and facts about why player numbers are dropping over time » 2019-10-16 17:07:26

jasonrohrer wrote:

A given week of playing OHOL needs to be a unique experience that simply can't be missed, and different than playing any previous or subsequent week of OHOL.  "Holy crap, what happened everyone?"

The answer shouldn't be, "Same as last week. You missed nothing."

Nor should it be, "Jason added beekeeping!"

Heyo, I've been a player since first few months or so (before steam release) and sort of just ambled about without saying anything.

I agree with the point on not just adding new things, as, speaking as a longer term player who comes in every now-and then, I don't actually do most of it anyway, or understand it (although i am not against updates at all, and do expect them to continue, having seen the trailer).

I do, however, think that something needs to be added for the current goal, which is to stop declining numbers. This should rightly be the top priority!

As a person who has DM'd in a lot of tabletop RPGs for new players, the thing that keeps new players interested is when they are valued. It also helps if they don't die instantly! My observations are thus, that players often leave for two major reasons;
1: They make their character and are all ready, just to die in the first session or so,
and 2: they believe that there is nothing for them to do, and this makes them bored and leave early (even if they haven't tried themselves to interact; as it is their first time, it is difficult to know how to do such things).

I have two suggestions. I don't know about the feasibility of these, but they work in tabletop games:


1. (if this already exists, my bad) When new players 'starve', they don't die; either, it resets their food once, or they don't starve until they are 5. Then, a notice could appear on-screen saying something like, "As a new player, you have been saved from starvation this time. Try to find some food!"

2. Some big list of non-combat buffs, where one is assigned randomly to a new player. Perhaps they have +1 food pip? Maybe they get an added bonus from yum? Maybe certain tools don't get used up when they use them?

Of course, the best 'buffs' are ones that aren't straight stat-increases- a Jesus-like character that could turn water into wine would be quite amusing, or perhaps a turkey-headed player that could throw down feathers and fly for short periods of time- but that sort of stuff would probably take a lot more work.

(And as well, buffs like these should probably be instantly taken away if they murder someone, as PKing is rightly taboo)
(These could also potentially be used for low-fitness level players, so that high-death players can get back into the game a bit easier)

Assuming that other players would know about which buffs the new player has, making new or short-living players 'special' in some way to other players could increase their retention, as they find themselves more highly valued among groups of players!

I hope this has helped the discussion! 頑張りましょう!

#4 Re: Main Forum » I just had the best life » 2019-10-16 15:59:42

haha yes i was one of the girls, managed to survive until i was about 16

#5 Re: Main Forum » "Previous arc lasted 62 years" » 2019-10-16 15:32:54

I came in at the start of the new arc and managed to survive through the end of it too (with another character of course)

from my understanding, it was baby influx; about 10 babies per mother and i don't think anybody was in a great spot.

Interestingly, I was a 6yr old guy at the end of the short arc, so i spent the rest of my time making an axe in a certain corner of the map...!

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