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a multiplayer game of parenting and civilization building

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#1 Re: News » Update: Forgiveness » 2020-05-31 17:21:00

Another great update. It doesn't add much content but it is all simple yet very effective and intuitive changes (you can store cow food in buckets so why not sheep food too? The sheep food bucket is definitely my favorite addition).

#2 Re: Main Forum » Instead of an update we get Jason to play the game for a week » 2020-05-29 09:10:38

That's a very good idea. Just like lava wrote, this might possitively influence the game design. Though some issues are not noticable so easily. I'm talking about the lack of new stuff (it has been building up since the beginning of the year) and as the creator of the game the unintuitive mechanics (posse, family specialties, even tool slots) are obvious to him.

A new tutorial section with screenshots or GIFs would be amazing in my honest opinion. New players really could use something like that.

#3 Re: Main Forum » We don't have enough valuable things » 2020-05-25 06:07:36

I agree that now all towns feel pretty much the same as there is a certain meta and food changes don't give much freedom to make towns unique. I remember corner towns and vividly remember a magnificent center of the map where there were four bell towers and chests packed with clothes. It was slightly before the menace of the eve hunters and people from different races could meet in peace, even though they didn't know each other's languages. Then eve hunters started camping there with war swords, it was so toxic.

As for the valuable things, I think that first and foremost they have to be useful. Take a look at gold - bell towers are not essential, hey, even not needed since there are maps and waystones. Also they usually lead you to dead towns (I think it has been changed but still). And crowns are completely useless as now leadership is a real mechanic and noone fights for the crown. So gold has little to no value. But what is the real currency these days? Water. Water is used to power up newcomen towers, it is absolutely required to get food when you run out of animals to hunt.

Some suggestions for the valuable stuff you could find:
bronze - you can use it to make less durable but just as efficient tools. Could be used by eves when the camp needs many tools at once but doesn't have much iron.
a material that could make tools more durable (smithys would be more important then as now their job is to simply make hoe heads)
rare kinds of trees - oxytrees could grow much faster than most trees and could look prettier than most trees we have
                             some more fruit-giving trees like bananas but maybe regrowing their fruits once in a while.

#4 Re: Main Forum » The game is it really at its best state? » 2020-05-24 17:37:56

I mean, the new update is amazing and I think the posse has been better since the inheritance-based-on-gene-score update, I think there has been many great little changes and I even got used to the family specialties, even though I still think that they should be reworked.

But I agree with Spoonwood about one thing: there is not really a point. The premise of the game is to make things so your children and grandchildren might do something amazing, thanks to your work. It didn't matter that everyone will probably die as there was a hope that they will climb higher on the tech tree and improve your town that will be there, even if just as ruins. It will be remembered. Now the meta does not include higher tech - making cars and planes is almost equal to griefing as engines are needed for upgrading the well and mines.

When I play OHOL I play for the cool stories and drama (I've already done most things on the tech tree). I know that we play for fun, and when you don't experience griefer attacks it really is, but it is just a little sad that what you do will not last very long. Higher tech issues are a minor thing, maybe it will be fixed in one of the next updates. But that may be just because I've played this game regularly for so long. I'm gonna get a slight break and see how the game progresses. May everyone have fun (I haven't seen "Bobo griefed my town" threads for some time so it seems like the situation is under control).

So yes, I think the game is in its best state yet, though it has gained some major flaws (almost all added mechanics are unintuitive and are not present in the tutorial).

#5 Re: Main Forum » Remove Family Speciality » 2020-05-22 06:35:14

Hmm if there was a smithing area to the right then it was my sign. Good to see that even after the family died some people still see it.

#6 Re: Main Forum » Systems within systems » 2020-05-21 07:00:12

Dantox wrote:

As of right now and just basing it on my memory we have:

-Homeland
-Posse
-War/peace
-Hierarchy
-Tool slots
-Family restrictions
-Language barriers

Dont you guys think we are overloading the game with this?

Yeah, while I like the tool slot system, different languages don't bother me (there is a use for paper and rubber balls) and I enjoy roleplaying related with hierarchy stuff I must agree that Posse, Hierarchy and Family Restrictions are unintuitive and complex to explain to new players. I met a player who wanted to bake but didn't even try to use the oven as it clearly said "unlearned tool". Some mechanics should be changed to more intuitive, in my opinion, or at least get a shoutout in the tutorial. Seriously, we've been getting a lot of new mechanics recently but not even one of them got a place in the tutorial or at least the esc menu.

My idea would be to add a section in the main menu called "Advanced mechanics" or something. It wouldn't be a tutorial in-game, like the current one is, but would explain confusing mechanics with a couple of lines and screenshots (or GIFs) as the gamedev is good at making the latter.

#7 Re: Main Forum » Regarding car change » 2020-05-21 06:46:57

JonySky wrote:

the fact that the code does not support shared vehicles for multiple players (in a family multiplayer game), shows that the game engine is sloppy

Just as it does not support the seas and oceans, navigation, well implemented pvp, baby backpacks ...

Well, some of the ideas above are only subjectively good. While I agree that baby backpacks would be great, seas and oceans would be an infinite amount of saltwater. If there were sweet lakes or something like that, then noone would be building wells again as the water economy would be completely broken. Oceans would also make travel a lot harder, while it already is unconvenient to find other towns.

We already have a pretty decent navigation system with maps and roads. It's not much but it's useful and - most importantly - intuitive to use.

But yes, the cars are pretty much useless and should be seriously buffed. I think the fuel waste is a huge chunk of the problem, as the author of this thread said.

#8 Main Forum » Sign protest thread » 2020-05-20 12:19:10

Blue tinker
Replies: 6

A few days ago I made a sign saying 'REMOVE POSSE' and some streamer recorded it. It motivated me to make more signs like "NEED CONTENT" or "REMOVE FAMILY SPECIALTY". And today I have met a player who decided to make a sign on their own. I helped him and now the Sign of Turth, as we called it, is the most characteristic part of the Moon town. We even made a road around it so people can dance around and stew pots so people can eat while looking at it! It was amazing, thanks everyone who helped.

So I just wanted to make this form of protest a thread on its own as it seems to come together quite nicely and it hadn't got one yet. Remember that there is a bug in the letter tech tree that shows you how many skewers you need - it shows you way more than you need in reality. Sometimes even twice the amount! Anyway, we welcome all sign protest enthusiasts.

Some people may ask a question: "So what? Jason probably won't listen and it won't stop Bobo Bill".
While you are right about Bobo, I suppose, Jason sometimes makes test lifes. The signs show that we are not happy about some design choices, the recent updates nerfing more than buffing, etc. It also encourages more protesters to show up and is generally just a cool way spend your life on.

DISCLAIMER: I think that the posse system has become much better with the newest update but is unintuitive. The same goes for family specialties. Don't take my protst as "UHH the updates are worthless, Jason is a bad game designer" or some other things like that. I am just not happy with where the game is going and it seems like despite the forums almost shouting out their dissaproval, the gamedev keeps doing the opposite of what players want. I know that some of the said thigs are subjective but if so many players state at the same town that the game is getting less and less fun, then we have a problem, in my opinion.

#9 Re: Main Forum » The True Bison Followers and the False Queen Opaline Bison » 2020-05-20 10:03:31

minth wrote:
Arcurus wrote:
Blue tinker wrote:

...
It's a shame that they died though. I made my protest sign 'NEED CONTENT' there. Now noone will see it. Also there was a ton of water.

can be worth to reclaim the town...

Why is it matter?
Jason doesn't play his own game so your sign 'NEED CONTENT' is useless.
So, the Bison fam dies out, what is the big deal?? With the current status of the game, towns die in 2-3 days is normal. Nothing worth to build, nothing worth to play.

My sign is my form of protest. It lasts pretty much forever (server wipes are a thing, I know), I don't sit around acting like I like the current state of the game while also not killing everyone else like Bobo Bill. And it matters to me simply because I spent quite some time making it and now it turns out few players have seen it.

#10 Re: Main Forum » Best Eve Names... » 2020-05-20 09:59:15

I like the last names that are at the same time first names. I name myself Eve Jon and my first kid is usually Jon Jon.

If you want to delve into the last names that one would wonder why are in th game then a while back we had a family of Gays.

#11 Re: Main Forum » The True Bison Followers and the False Queen Opaline Bison » 2020-05-20 07:33:00

Bobo Bill wrote:

Then about 24 hours later true greatness arrived and wiped out the entire Bison Family leaving no war, no rebellion, just peace.

Are you sure it was you who wiped the town? I was in the town literally a generation before Bison family died. When I was dying there was a girl problem (one girl baby born by the only fertile female in town, who was already pretty old). As I look at the family tree none were killed by knives, bows, boars etc. It appears that the only fertile girl starved early and everyone commited suicide by starving
http://lineage.onehouronelife.com/serve … id=6234823
I knew the mother of the girl personally, I was the one who named her.

It's a shame that they died though. I made my protest sign 'NEED CONTENT' there. Now noone will see it. Also there was a ton of water.

#12 Re: Main Forum » Remove Posse » 2020-05-18 10:45:57

Today I made another protest sign. Took an entire life and someone tried to grief it but mnaged to lock it.

https://www.reddit.com/r/onehouronelife … f_protest/

#13 Bug Discussion » Letter tech tree bug » 2020-05-18 09:13:26

Blue tinker
Replies: 0

I've been messing with the letter on signs mechanics recently and I've noticed that the amount of skewers the tech tree says are needed and the amount of skewers needed if you calculate the cost letter by letter are different.

The tech tree tells you that you need more skewers than you actually need (in many cases) and I think that's because it treats letter stock piles used to make one kind of letter as a whole and if there are any letter stocks left on a pile, they are ignored and therefore go to waste while the algorythm takes another pile of three into consideration.

I am not sure of it though. For example if you want to make a sign saying 'KOKO' it costs in reality 6 letter stocks so 2 skewers.
The tech tree says it's four skewers.

Since it's not a problem with the game itself I didn't know where to report it and that's why this thread now exists.

#14 Re: Main Forum » Favourite type of life? » 2020-05-18 06:48:22

Definitely the lifes with some pinch of roleplay and interaction between players that is more than
'yo, where is the hoe'
Then after a minute I hear an answer:
'Dunno'
'ok thanks. Hey you, seen the hoe?'
Like when that life recently when my mother named me after some anime character and I followed her tips to finish my anime training. My ultimate goal was to make a newcomen tower in the New Moni town. In my life I killed many boars near town, baked, helped with making pads, made clothes, even became the leader after my mother. At the end of my life I installed a rope in our newcomen tower and wished everyone good luck as my anime training was done. Moni family lasted for many generations.

#15 Re: Main Forum » Why I decide to quit this toxic game » 2020-05-18 06:40:17

minth wrote:

- There is no room for creativity. You have to play the game exactly as Jason want you to play. Even we have difference races the process is the same. The white is completely useless which is a very bad game design. Why do you make a useless race??

I agree with this point especially.

There is a certain meta in the game that dictates how you build, manage space etc. Like, all buildings are the same. They are connected wall-by-wall and in a rectangular shape. Noone even cares about painting adobe walls as it takes a lot of time and is inefficient. Every life becomes the same. 50% of the time the town has rubber problem, 10% of the time the town is a new eve camp and everything else is mostly keeping the town in its good state. I haven't seen engines in quite some time not to mention planes. Making higher tech just isn't good resource management, even the engines as they are now easily griefable. As far as I know they are THE easiest way to grief as for now in the game.

And, of course, I agree that the whites are mostly useless. Being born as a white feels almost like a punishmnent. Not quite but almost.

#16 Re: Main Forum » Remove Posse » 2020-05-18 06:26:33

OOOH, that's my sign! It is my form of protest against the posse system as opposed to bobo's form of 'protest'. Took an entire life but it seems it was worth it if many people saw it. I will probably make another one soon, it was a lot of fun.

Of course feel free to make signs like this on your own, next time the gamedev logs in for a test life he will be surprised.

#17 Re: Main Forum » Yet another successful genocide, players don't know posse » 2020-05-15 07:28:28

Alontae Balasa wrote:

I agree with some amount of tutorial for the killing system, but like the food changes, players will eventually adapt, even if it takes a month or two. Cursing isn't a permanent ban, and multiple accounts can be used to circumvent this.

The food change was not like the posse system - it was intuitive and you didn't need anyone to explain it to you. Food simply now gives less pips, yum chain doesn't break - that's all.

Posse system, though has its roots irl (bigger groups are less likely to be killed, it pays off to be a part of a group) is completely unintuitive - requires you to type some stuff in the chat, also you have to be holding something, the leader must exile the person... I understand that all of this has been made to make griefkilling harder but it didn't manage to do the task. Instead the system keeps getting more and more complex and unintuitive. Yes, it pays off to be a part of a larger whole but that was already in the game - if you get killed, someone will save you and someone will avenge you (unless you're an obvious griefer). We don't need a special mechanic to make it real.

If there were so many kills (as the gamedev showed in another thread) then that means one of three things:
a) There were no pads in town or noone that was not stabbed knew how to heal. Both of which may be easily prevented.
b) The victims were sentenced for griefing. It's not important whether the accusation was true as the game in its concpet tries to give players tools and not to tell them what to do with those tools. Fake accusations happen irl, try to explain that you are not a griefer.
c) The town was raided by an organised group. The old system gave us a chance to protect ourselves but now its pretty much impossible, as many threads about raids show. If the town was raided (which, before posse, had been happening lastly during the war sword period) then that meant that its citizens failed to protect their town and they deserved to die out. And no, protecting the town from raid doesn't require you to be good at pvp, you may build safehouses, before family well updates you could also make colonies.

#18 Re: News » Update: In Perpetuity » 2020-05-14 16:52:11

Arcurus wrote:

I would suggest the following:
- if one is exiled he has 60 seconds before he can be attacked (the allies stop to count). 
- at once one is exiled he cannot pick up stuff if he has more or equal close enemies then allies

this would stop an exiled one at once from messing up with tools and stuff, but would give him the opportunity to explain himself / search far allies or leave.
the only thing he can do then is animal griefing, but then after 60 seconds he can be hunted down....

The ban on holding items sounds really rough. It makes one absolutely useless and unable to eat because of that one leader guy. Hey, the exiled person may not even be near, the leader may simply say 'I exile xyz' while they are out of town and in town a person is gonna die because they can't pick up food. New players wouldn't know what is going on and seeking allies while you're on a countdown to death (depends how many pips you have left) wouldn't be an easy task.

Also what if someone raids your town? If they manage to target you first, the suggsted 60 sec timer would make you unable to protect yourself from them for a minute. And when they manage to kill most of your family, they could exile you and make you even more harmless as you couldn't pick up items and your allies would be dead b then.


I don't want to sound rough or anything, I appreciate suggestions that would improve existing mechanics (as some of them need to be changed, in my opinion) but the suggestion above would result in griefs even more severe.

A better way would be to make the exiled person unable to mount a horse or use a car/plane. It would block the griefer from escaping.

#19 Re: Main Forum » Suggestion: Different Seasons - not always the sun is shining lovely » 2020-05-13 07:31:46

OminousBladeBlank wrote:

Also, shouldn't some seasonal effects be positive?

Why all bad?

There were some positive seasons suggested in the opening post

Arcurus wrote:

and here some positive seasons, the berry eater will like the berry season for sure, the others will hate it and uproot all the berries....


Seasonal food - to encourage creation of different kind of foods

Round about each 10 years there is a new random chosen seasonal food

- Seasonal food gets lot more food

- Seasonal food is displayed as a picture in the screen

- Seasonal food grows faster and there is a bigger 5x supply

Effect:

This encourage to create different kind of foods

Personally I would prefer predictable seasons, as they are in real life. A clear, intuitive cycle would be the best.

#20 Re: Main Forum » Grief in the Gay Family » 2020-05-13 07:24:30

Caiaphus Tarwater wrote:

I couldn't find any weapons to help, but there was much stabbing and arrow-shooting, and it was very hard to tell what was actually happening.  I think she finally died of old age while she was still being chased around.

I think the posse system, while interesting and I would love to see it used properly, is unintuitive. Maybe it should get a shoutout in the tutorial along with the leadership mechanics or in the esc menu (there is not much space left unfortunately).

#21 Re: News » Update: In Perpetuity » 2020-05-13 07:20:19

Jason's job isn't to get rid of bobo but to give us some ways to make him not a problem.

This is a multiplayer game - some players will always grief, and banning them would not be good in this case as the bobo group uses mechanics already existing in the game. Raids happened in the past and people used property fences to protect themselves, why not try now (come to think of it I haven't yet. Might be worth a try).

I understand that permabanning should be a possibility for the game dev but for now we haven't tried to stop griefers. The towns I saw getting griefed were just regular towns without any security system whatsoever. Let's keep permabanning an unfortunate eventuality.

Also, I don't really like the posse system too as it is unintuitive. But I can tolerate it.

#22 Re: Main Forum » Suggestion: Different Seasons - not always the sun is shining lovely » 2020-05-12 10:38:15

Rabbitmelon wrote:

I like the idea too. Especially the biome access part. Maybe there are only three seasons. Hot, normal, and cold. Each season lasts an hour.

Wouldn't an hour be a little too much? I mean, some players may not like the fact that to do certain things you need to wait in real time for time when there is hot season. If someone had specific hours in which they can play, then they would experience the same seasons every time they log in.

I would suggest season changes very half an hour or so. But I like the simplified vrsion with three seasons. Much more intuitive, would be esy to explain to new players.

#23 Re: Main Forum » Newcomen tower cars » 2020-05-12 06:19:35

Maybe not a car but a steam engine. It would be hard to make but would be cheaper than cars in return. Of course steam engines would have to use rails to move around but that would make rails useful for once. If you could attach carts to your engine, that would make trade so much easier (assuming that there is a rilroad between towns).

#24 Re: Main Forum » Suggestion: Different Seasons - not always the sun is shining lovely » 2020-05-11 06:45:18

It sounds interesting, offering a lot of new content revolving around the season mechanic. I'm thinking greenhouses - growing food inside would make it safe from most negative aspects of the seasons. Building would become not only useful but almost crucial. There could also be added plants that would respawn randomly each corresponding season. Will definitely upvote on reddit so the developer sees.

My only concern about it is that it may completely demolish eve runs. Maybe the first few generations would get extra pips for each food they eat?

#25 Re: Main Forum » Controversial replacement for race restrictions » 2020-05-10 15:04:49

This sounds... really, really interesting.

Not only would this give more variety throughout many lifes but also would make space management more important, which would give town leaders a thing to do. I love the idea, as it is a better-sounding version of the family specialty update.

However, I'm afraid that it is almost impossible for a server to naturlly form various cities without having some pice of tech tree missing. For now, because biomes are locked to races, the game algorythm forces new eve spawns to ensure that no race is missing. With the system above not only looking for a town with rubber would take too much time (especially if waystones became useless) but also it wouldn't be guaranteed that you would find any towns with rubber.

The idea with town specializations would work better if no crucial resources like oil, iron, rubber etc. were locked behind the mechanic. Maybe special super-efficient foods, better-than-usual tools or some other things which weaker but still valid vrsions are available to anyone would work better? I think that any forced trade wouldn't work for the fanbase.

Anyway, the concept is definitely worth exploring, although maybe not in such a drastical way - like starting with smaller things that would be region-locked

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