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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Possible solution to the race mixing problem. » 2020-11-14 20:01:34

Rookwood wrote:

There's no problem with "race mixing" as it is now.  You have to overcome barriers of language and biome restrictions to cooperate with people in the game and that makes it more interesting.  I played during the time of giant megacities and if I was still playing that way nearly two years later it would probably be a bit boring.

I agree that language and biome restrictions add to the game and make it more interesting. I am not saying get rid of that and make one giant city. That is very black and white thinking. What I am hoping to achieve with this post is to start a discussion on ways to improve upon that system to make it even more interesting.

Rockwood wrote:

With the new band system, it is absolutely possible to have mixed race cities again, just difficult.  That's perfectly acceptable.  You can see the recent Twisted video where he had a kid far from home and left it with another family.   It's organic race mixing that makes the game more interesting.

You can't exactly mix your cities. It is more of a live in close proximity situation. Also that only works for certain combinations depending on band locations. Can't have gingers and blacks together for example. Or combinations of more than two races.

I get wanting situations to arise organically. Not sure how having a child that is left with another family (Twisted ex) and then married into the family to continue their lineage is not itself an organic union. Kinda seems like we are arguing for the same thing here. More interesting and varied interactions among players.


Rockwood wrote:

[Trolls] post about "family" mechanics all the time and how the game is racist.  Yawn.   The thing to think about is what does addressing such mechanics add to the game.  If we were all living in one big town and we had marriages and fathers and mulato children, what does this add to the game other than some forced RP scenarios?  Like if you want to RP as a father, you absolutely can.  If you want to RP marriage, you absolutely can.  These things happen all the time in the game as it is.

I can think of a few examples of offerings other than RP fun. Marriage could be a way to keep a dying lineage alive if the town is low on females. It could help alliances feel more meaningful. It gives more content to craft and use. It adds depth to systems that already exist in the game (alliances, leadership duties, bell tower uses).

Rockwood wrote:

And doesn't having one big family take away from content of the game?  Like it or not, the fact that you depend on other families that are geographically separated does add content to the game.   

And that is the real problem with this game, a lack of content.  We are supposed to be advancing technologically but we really haven't for over a year now.  Recent additions like the truck and sprinkler (which no one uses) are a step back in the right direction, but we still have a long way to go before we get to Atomic Robots®.

I've only ever played the most current iterations of the game so I can't comment on whether one big family takes away from the game. Though it doesn't seem that fun. Again, I am not suggesting abandoning current mechanics and forcing big cities. Rather I am talking about ways to add MORE content and interactions that players can choose to use or not while addressing what appears to be a major complaint among people in the forums.

#2 Re: Main Forum » Possible solution to the race mixing problem. » 2020-11-14 19:24:39

Coconut Fruit wrote:
NoisyForest wrote:

Problem: Players want to form large cities without fertility restrictions.

No offense, but I stopped reading after this line.
Only some players want to do this, I don't. I'm 100% fine with fertility restrictions. I didn't like living with other families, everyone acted like a stranger. I couldn't feel any connection to people surrounding me.

If you had kept reading then you would see that I'm not oppose to fertility restrictions. I think they add to the game and the bands are also pretty nice. I'm just brainstorming an idea to add depth to the current system as it seems to be somewhat shallow in my experience. People seem to only trade and interact with other families generally to get race restricted items and grief. Would like to see more reasons for families to interact and cooperate than is currently in the game.

Also, how would some sort of marriage mechanic not add connection to the people around you? You are literally connecting families and building stories around that. Seems fun to me ..

#3 Re: Main Forum » Possible solution to the race mixing problem. » 2020-11-14 19:11:43

Gogo wrote:

Band for white people should be fertile for all families, that way there would be big city there and whites would become very handy. People would travel there for resources. White towns were the oldest anyway.

That's a cool idea. Though I think people would find a way to say that it is racist or some shit lol.

#4 Re: Main Forum » New road meta » 2020-11-03 01:49:28

Ok so per band there are about 7-8 fault lines. Good to know.

#5 Re: Main Forum » Can This Game Evolve Beyond White Supremacy? » 2020-11-03 01:47:34

Reading this thread is almost better than Netflix lol.

#6 Re: Main Forum » Possible solution to the race mixing problem. » 2020-11-03 00:06:33

NoTruePunk wrote:

And no marrying your cousin.

Well at least not first cousins haha .. maybe a couple gens removed would be ok wink

#7 Re: Main Forum » New road meta » 2020-11-03 00:03:41

Gotcha that makes sense. Thanks for clarifying.

I'm curious .. what is distance between wells/mines in the grid? (X,Y)

#8 Re: Main Forum » New road meta » 2020-11-02 18:53:10

DestinyCall wrote:

Or a woman who knows how to point back to town.  The strong will survive.  The weak will feed the Road God.

Sacrifices make Him stronger.

The bones of the weak shall be the mortar that binds our towns together! Mwuhahaha .. The sacrifice must be made!

#9 Re: Main Forum » New road meta » 2020-11-02 17:34:27

Spoonwood wrote:

It dose have an issue is that it's not so happy for a white woman of childbearing years and any children she might have while out road building, since she would be in the mountain band for at least some of the time.

Send a man

#10 Re: Main Forum » New road meta » 2020-11-02 17:26:34

Just to clarify because I don't use all the mapping tools that are out there to see coordinates and such. Are you basically talking about the middle of the map like this. I'm probably misunderstanding ..

Ginger Band---
White Band ---
Mountain Band ==== (Road)
Brown Band ---
Black Band ---

#11 Main Forum » Possible solution to the race mixing problem. » 2020-11-02 17:23:26

NoisyForest
Replies: 15

I have seen a lot of dialogue in the forums lately about people wanting to mix races and form larger late game communities. I have been pondering a way to implement a system that doesn't feel broken or convoluted. I think that some sort of marriage mechanic could be a way to address this desire.

Problem: Players want to form large cities without fertility restrictions.

Reason: It is fun and adds a new dynamic to social interaction and story telling within the game.

Possible solution: Create a marriage mechanic to bond families together.

To keep the current trade system alive I think that this idea would need to revolve around the bell tower. That ensures that families can't just combine and skip progressing separately, bypassing trade all together (which would be no fun honestly). Also to prevent spam of the mechanic given that bell towers have a cooldown already. I think that only leaders should be allowed to marry a couple. Furthermore I think that to do so there needs to be a crafting barrier in the form of rings and perhaps a veil or dress.

For example, let's assume that family Abe (White) has built a bell tower and wants to create a city that their allies family Beh (Browns) can populate. The leader of Abe would be able to hold a ceremony at the bell tower as long as certain conditions are met. Those being that the couple wanting marriage has crafted a ring and a veil. The bride wanting to join the family wears the veil and the groom holds the ring that he has crafted. The leader rings the bell and says a command (perhaps a certain order or /command), for example, "ORDER, I MARRY JOHN ABE TO TINA BEH". This allows Tina Beh to gain fertility in this band but lose fertility in her previous home region and thus populate the city with a different race.

It might be interesting to see how families develop in the end game and I am not sure if her children would share her unique fertility zone or be forced to marry first. There are definitely some things to be resolved to make this work well and not break the game. What do y'all think of this? I'm curious to hear some feedback on the idea.

Crafting Recipes: (Simplified a bit for brevity)

Golden Wedding Ring

Gold ore vein + Iron pickaxe = gold flakes
Gold Flakes + clay bowl = Gold flakes in bowl
Gold flakes in bowl + clay plate = Unforged Gold crucible
Unforged gold crucible + firing forge = Hot forged gold crucible
Hot forged gold crucible + (time passing) = Forged gold crucible
Forged gold crucible + bare hands = gold ingot in bowl
Gold ingot in bowl + bare hands = Gold ingot
Gold Ingot + firing forge = hot gold ingot
Hot gold ingot + smithing hammer = Hot wedding ring
Hot wedding ring + (time passing) = Golden Wedding Ring

Wedding Veil (this needs some work and is open to suggestions)

Undyed cape + sheers = Undyed wedding veil
Undyed wedding veil + simmering mordant = dye ready wedding veil
Dye ready wedding veil + simmering (color) dye = Wedding Veil

Note: There are several ways to achieve the same idea and some could be; Wedding dress, bouquet of flowers, or a combination of each.

#12 Re: Main Forum » Hey I have a great idea guys » 2020-11-01 08:07:35

What happens when everyone gets together to form mega city and all the races are one!? Who will supply the mega blks with oil or mega whites with sand, etc.

Cool idea but seems hard to implement.

I'd almost like to see more of a union of families by marriage or something .. that could be cool. I will have to ponder that and make a new thread.

#13 Re: Main Forum » Why does no one use property fencing for its intended purpose? » 2020-11-01 08:00:47

DestinyCall wrote:

I have had a terrible time getting the exile command to work for me.   I try to do it, but they remain a follower.   I am probably doing it wrong, but I can't get it to work correctly. 

Just ends up with me standing there awkwardly next the guy I am trying to exile, muttering angrily.

Haha right! I apparently was exiled for cursing my verbally abusive mom. I became leader after my aunt (the previous leader) passed. Don't think an exiled person would get picked for leader. Later that life I exiled a guy that was berating a new player for burning a rabbit. It worked for me but there wasn't any notification (ding/text) other than the X on his chest. Even then he was screaming, saying that I was exiled leader and an idiot. Unless there is some exiled leader game dynamic that I am not aware of, I think he was just full of piss and vigor.

#14 Re: Main Forum » Some tips for living with bands. » 2020-11-01 07:44:16

Uncreative Guy wrote:

It’s not a bad thing for a town to be at the fault line.  You can expand north all you want, just have bbs in the south side.  Build the town evenly between both sides of the fault line.  This way, the race in the northern band above you can also move into that town, and it can be multiracial.  It’s incredibly useful to have the browns and blacks in one area, for example, because rubber can be made twice as fast, and then dispersed throughout the world.  The only problem is that it’s hard to explain the mechanics to noobs.

I do like the idea of multiple families living together but resource wise it seems like it would almost be better to have two wells .. one north of line a few well sites and one south (not sure how far wells block). Then each town could focus on building buildings toward band line and not have to depend on one well. Even have a short road between then. But again that would be hard to coordinate.

#15 Re: Main Forum » Some tips for living with bands. » 2020-10-31 05:50:24

I was spawned into a town that literally had the well on the border and it was annoying to be homesick if crossing faultline. Couldn't expand farm north. In the end I lead that tribe to an abandoned town to the southeast (300 meters or so) and repopulated it. It was one of the better lives I had today. I think the new banding is better since you can travel further away from your initial well and still have babies.

Also, the trade has increased between races in all the lives I've had lately. Seems like this is working as intended and adds a lot to the gameplay.

#17 Re: Main Forum » Tutorial Bonus Area Problem » 2020-10-29 16:51:59

Uncreative Guy wrote:

Lmao I was the same way once, but the opposite; I didn’t know that berries could be rabbit bait.  Check out Onetech if you want to know everything about a tool and increase your knowledge in-game.  https://onetech.info/3179-Flat-Rock-with-Burdock-Root

I use Onetech pretty often (mainly for complex machines) and still had no idea lol. One of my mom's taught me the berry method when I first got the game and I just assumed that was how it was done. I've slain probably a thousand rabbits and even considered myself to be somewhat of a master rabbit hunter ... but turns out I'm just a pleb. Makes me wonder what else I don't know o.O

I guess we can archive this thread now ..

#18 Re: Main Forum » Jason do you Consider adding family legacy and connection ? » 2020-10-29 05:50:42

OneOfMany wrote:

That's actually what I like about it. I like the being anonymous aspect.

With this mechanic, you know this player must of helped you out a long time ago, so it stands to reason, they're not an asshole. When a stranger comes in to town and you see they are cursed, you'll keep a close eye on them. If they were blessed, you may be more inclined to try and communicate and help them with what they need.

Also, if two people are arguing, if you have either of them cursed or blessed, you have some idea of their character, and who to believe. Not a fool proof method, but if other people have the same person blessed, it's even more likely they are not the problem.

I think this is actually a really good idea. It gives players the tools to reward the interactions that make this game fun rather than only being able to avoid unfun ones with curses. If I happen to meet my blessed homie in another life in a different family and team up to go slay bears together or whatever. That adds to the game in a positive way IMO. You can reminisce about the last time you guys were together, "hey it's Xx Blessed Beaver xX, remember when we did that thing in that town!?, etc."

#19 Re: Main Forum » Tutorial Bonus Area Problem » 2020-10-29 05:13:41

Uncreative Guy wrote:

Jason gives you burdock throughout the tutorial.  You can use that.

Wait what! You can bait rabbits with burdock!? *Facepalm*

#20 Main Forum » Tutorial Bonus Area Problem » 2020-10-29 04:46:34

NoisyForest
Replies: 8

Is anybody else annoyed that the tutorial has the extra test area teasing you to make an axe and escape. Except there are no berry bushes to make bait and catch a rabbit for the bellows? I want to chop that freakin tree!

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