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#1 Re: Main Forum » Please, don't make Pit Bulls 'aggressive' Jason » 2018-09-15 18:12:59

I've worked in the veterinary field for about a decade now, exclusively small animal cat and dog. I work closely with dogs literally all day every day. It is my career.
First dog that bit me was a pug mix. Then a chiweenie.
I've met one aggressive pitbull. There are a lot of unruly, bouncy, poorly trained ones, but not as many aggressive as you would think judging by their reputation. On the other hand, I cannot tell you how many German Shepherds and Huskies I have had to muzzle, let alone Chihuahuas, Dachshunds, Schnauzers, and Heelers. There is a Great Pyrenees we can’t even touch when it comes in. I've seen a Cocker Spaniel euthanized because he attacked children. My husband's aunt was legally obligated to have her German Shepherd euthanized because he put a girl in the hospital with, to quote the officer who handled the rabies quarantine, "the worst bite [he had] ever seen." Dalmations get quite the reputation in the field, although I haven't met a bad one yet. A Labrador Retriever nearly took my coworker's ear off. A hound nearly took my nose, and I had a lab mix grab my hand just yesterday. There is a Pomeranian on the fatal bite list. Your average 8 pound domestic cat is a frequent cause for finger and hand amputation, no ginormity, bad owner, extra muscle, or ramped-up hormones required. Statistics can be inflated due to bias and because many other breed mixes can resemble a pit to an untrained eye who doesn't work with a variety of breeds daily (lab and boxer mixes, for example, can share that broad head and face), and widely reported non-pit attacks often don't indicate the breed or aren't broadcast because the media doesn't get as much keyword hype for them as they do for headlines with "Pitbull Attacks".
ANY DOG can be aggressive in the right circumstance, and if it is going to be implemented in OHOL I feel that should be reflected. There is NO reason to single out one breed when all the others implemented are equally capable.

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#2 Re: Main Forum » Missed Connections » 2018-07-09 05:40:41

I didn't really get to say any proper words, as I realized too late that my time was up, but good luck to my boys, Sheena, Billy, and Gregory - in this life and the next! I know I had to go fast for a lot of the lessons, but I hope you picked up some things. Sorry you didn't get a name until too late, Greg.

#3 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-05 21:43:11

jasonrohrer wrote:

[*]Cursing an already-marked person has no effect (token not spent).[/*]
[*]When they speak the curse, everyone around them can see the speech, and it is clear whether or not the curse worked or not (special sound and label on their speech for a successfully spent curse token).  If the curse fails for whatever reason, it's just ordinary speech that has no effect, and no token is spent.[/*]
...
But it will depend on how badly you are cursed.  If you really make an entire village mad at you, you might get 15 points in one life, meaning you have to live 5 hours before it wears off.

Furthermore, once it finally wears off, you are back to being unmarked, but you still have 9 points.  That means that going back to griefing, and angering 10 people, will push you up to 19 points, requiring 9 hours of play to clear.

Please clarify - if you curse a person YOU have already marked before, your token is not spent? Or is it if the person is marked at all? If the token is not spent if the person is marked by anyone at all, then group curses cannot be a thing?

jasonrohrer wrote:

Curse scores will be invisible, and you don't want to think you have a token when you really don't because of a wayward curse that came your way.

Will we be able to see when we have earned a new token, or do we have to guess when we have passed two hours of gameplay?
Will tokens stack, or are they always at 0 or 1?

#4 Re: Main Forum » Implementation plan for twins system » 2018-07-05 04:05:44

Sounds good to me

A cool thing to add might be reserving your buddies womb? If they have the keys to your uterus that is...

As long as it doesn't interfere with the lineage ban, this might be neat

#5 Re: Main Forum » Implementation plan for curse system » 2018-07-05 04:01:39

Thinking I like the first proposal here better (individual curses, not global). Maybe with 2-3 curse levels. Gray speech bubble for annoying, black speech bubble for obnoxious, black/red for gtfo.

Still would like a "start fresh" option for the individual set to clear all active blessings/curses and set everyone to 0 for myself.

I'm not sure why people are super worried about "stalking" - you can stalk what, 2-3 people total and ID them with some level of certainty, and then what? They mark you back and start avoiding you/killing you as a baby before you can bug them?
Sure, you could mark your friends too, but then you don't get the benefit of marking people to avoid. And frankly, if you're playing with your friends you're probably communicating with them outside the game and able to ID them anyway, so what's the point?

#6 Re: Main Forum » Current idea for cursing/blessing » 2018-07-04 08:04:18

jasonrohrer wrote:

And blessing would only counteract curse points, and have no other visible effect (no blue speech).
...
So maybe the curses should be an individual thing?
...
Well, actually, this could be combined with the black speech bubbles, but only you see them in later lives if you've cursed someone?

So you can deal with them.  You will see the mark that you yourself put on them.  Then you can run around like a kook warning everyone about them.  "I see the evil in his eyes!  You must believe me!"
...
And maybe you can bless them to remove it.

Right, but it looks like you would still be able to have a positive balance (greater than 0), correct? I think that would help shield good players from groups of griefers and also any misunderstandings that might occur during the chaotic murder-mystery solving that often goes on in-game. Definitely agree there should be no visible effect to positive karma, but I think there are benefits to it existing behind the scenes.

I like the individual 'mute' ideas as well. It would prevent people from ganging up on someone wrongly by error or by spite, and thus prevent innocent players from being caught in the system in their next lives - and as you said, if a person complains/curses too many people they'll find themselves alone a lot. I like the idea of giving the next group the griefer gets stuck with a heads up via the "everyone sees" system, but the individual system has some good advantages, too.

With the personal system, I think there would need to be a way to see who you've cursed (when the other person is offline and/or not near you), though, so that if you decide that you acted rashly after calming down for a few days you could give the other person another chance and bless them later (or the person who realizes they're alone can rectify things).
Could it be so that we could log into a section of the website with our ID to manage a page with cursed users, and maybe write a short note to the side as to why we cursed them? (Billy was being dumb and annoying, but not significantly detrimental, so I'll give him a second chance. Jim murdered the whole village and uprooted all the bushes, so he's out forever).
Or even just a command in-game that clears all the curses at once so you can start fresh would be really nice, and probably a lot easier to implement.

#7 Re: Main Forum » Revisting the twins idea » 2018-07-04 06:48:38

jasonrohrer wrote:

Also, it's funny.

Fair enough, lol

#8 Re: Main Forum » Current idea for cursing/blessing » 2018-07-04 06:45:59

jasonrohrer wrote:

Ah, what if left/right arrow keys cycle through names of nearby people with curse/bless auto-filled?

Neo wrote:

How about the option to curse someone by saying there relation to you. Like if your nameless brother is griefing you'd say "I curse you brother".

Combine these, please!

I curse you second cousin Bill Jones!
This might also help resolve the nameless problem, although it's entirely possible and even likely sometimes to have two "great aunt Nameless".



Maybe one blessing/curse per life, then the ability to "purchase" one more through some kind of ritual that's expensive and/or time consuming to make? Shrine/demon sacrifice circle/whatever would destroy itself when the person who adds the last piece uses the curse (tied to that person so it can't be stolen), so only one curse from one person per shrine -- maybe it even kills the user as part of the sacrifice, so they better be really sure they want to bless/curse that person -- maybe they sacrifice their own karma in addition, and lose a point of karma regardless of whether they bless or curse the other person; a true blood grudge/self-sacrificing blessing. Would make a maximum 2 votes per lifetime, and if it kills the user and/or adjusts the user's karma it would be difficult or impossible for the griefers to take advantage of (heck, they'd even take themselves out of the town they were griefing and only mildly harm one person in the process, if the other person is a 'legit' player with good karma!). Still very limited, but in the case of paired griefers you can still get them both without having to coordinate the town on who curses whom so that both griefers suffer the consequence. Or maybe you just love/hate that person that much.
Maybe it has to be built upon the grave of the person being cursed - would add to the "town tradition" aspect. And they would have to remember which grave and which name it was, in the case of people born after the person died, since graves don't show names for them - so the tradition would be even more important to the townspeople.

Maybe the shrine's not really necessary, but it'd be fun. There are some instances I can think of where I might sacrifice a point for someone I really liked or hated, especially if I knew or felt that my karma was in a good place. Would have to be a high-tier goal to work for, though, like Apocalypse and bell tower. Would be a neat new use for the crowned horse.

Would we be able to see our personal karma balance somewhere? Maybe on the death/respawn screen?

#9 Re: Main Forum » Latest griefing idea, still riddled with problems » 2018-07-04 06:24:33

jasonrohrer wrote:

Or maybe born with horns....

It would greatly amuse me if they received karma in the form of some sort of handicap/disability (some of the ones listed here, for example) so that they could play, but would have a harder time griefing and might have to learn to reform and "play nice" (even if only for a while).

#10 Re: Main Forum » Revisting the twins idea » 2018-07-04 05:58:16

jasonrohrer wrote:

Well, the problem is that if one twin starves, won't the other just suicide anyway?

I wouldn't, personally - especially if born as a triplet/quadruplet. I think most people would, at minimum, finish whatever task was at hand before moving on, which wouldn't necessarily be possible with broken heart as described. Many lives are short (<20-30 years), so it would be pretty easy for the other person to play a few short lives while waiting for the living twin to die so they could start again. Maybe even add a "when available" check box so that the pair/group spawn together automatically whenever you both/all die within ~1 minute of each other?

What if broken heart wasn't applied automatically, but had a high chance of occurring at the time of the first twin's death (50+%) and then decreased a few percent per year lived (re-roll chance every minute on the 'anniversary' of the twin's death, when they're reminded of their loss - but heal with time)? Could be multiplied for each loss, too - have to roll twice if you're a triplet who's lost both your siblings, etc. and the percentage re-starts at the highest value with the most recent death. Would significantly increase the odds of larger groups dying within a short period of one another, but not make it absolute. If you've lost two siblings, then when the second one died you'd only have a 25% chance of passing both rolls and NOT having a broken heart (assuming 50% chance immediately after death and rolling once for each death; the last quadruplet, assuming they survived the years and losses between, would only have a 12.5% chance immediately after the third death).

I actually really like this idea in general, although is there a way to change the Email associated with your account? I'd love to use this, but not with the same Email I use for PayPal (and therefore currently this game).
Raising 4 kids would be a heck of a challenge, haha. I'd want to pull my hair out and at the same time be pretty determined to keep them all alive.

Fraternal twins would be nice, or a mix of identical/fraternal (so only 1 of opposite gender per 4 babies, 50/50 chance on each roll until a second gender comes up, then the rest go with the originally rolled gender? So like -
Spawn 1: 50/50 boy, 50/50 boy, 50/50 girl, automatic boy
Spawn 2: 50/50 girl, 50/50 boy, automatic girl, automatic girl
Spawn 3: 50/50 boy, 50/50 boy, 50/50 boy, 50/50 boy

Odds could be tweaked in favor of identical, obviously, so that identical is more likely to happen (50/50, 30/70, 20/80, 10/90 goes from ~6% chance of all same gender to ~30% chance, for example, if I've remembered how to do math right, and could be made even more extreme and/or combined with the aforementioned "only roll until second gender hit, then all default to first gender" idea so that even if they end up fraternal, there's only one odd man)

But even if they *have* to be identical I think it's a neat idea.

#11 Re: Main Forum » Missed Connections » 2018-07-02 04:52:45

After a slew of terrible, griefer-ridden lives, I was blessed with a lovely little Eve family (twice, actually - first as Sasha, where I starved because I was being dumb, then as Milly). Most of the family was picked off by a rascally snake, but we made do with the three of us. My son and I got the forge going and made our first tools, and my great niece tended the farm. As the last notes played, I heard a child's cry. Red brought the child over for me to see, and I couldn't help but smile. It was like a movie scene. Good luck, little Flo.


Looks like my son got eaten by a wolf shortly after I died. sad But he gave the girls a good start, so here's hoping!

#12 Re: Main Forum » Horses » 2018-06-27 22:12:00

Gummyworm1270 wrote:

What about hobbling the horse? It would allow the horse to move but slow it down substantially. All of the IRL designs I've seen involve metal pieces so it could be made difficult to craft. Of course there could be a chance of the horse breaking it and running off anyway.

I've suggested this on the Reddit section a few times, I think it would be great!
There are many styles of hobble that do not involve metal, however, as metal can actually be dangerous to the horse's feet. A strip of hide/leather/rope will do just fine. Two lassos, maybe? Seal hide cut into strips with flint and sewn? Bear hide, if you want to make it harder? We don't have too many uses for bears or seals yet, rugs and coats aside.
http://www.thinklikeahorse.org/index-12.html

#13 Re: Main Forum » Embracing baby suicide » 2018-06-21 05:35:56

To your other point, maybe there should just be a suicide button.  No sense in making someone reload the game to do that, and no sense in making them wait to starve to death or hunt down a rattlesnake.

I don't know, it would be a shame to lose the stories where the player that commits suicide is healed and persuaded to keep living big_smile
Baby suicides are a special case, a suicide button would save a ton of time for them.

Maybe it should vanish after age 5/when you can pick things up?

#14 Re: Main Forum » Missed Connections » 2018-06-21 04:28:03

Sorry, Ma, that I didn't get to finish your nursery. Thank you for giving me to Pa.
Sorry, Pa, for not saying a proper goodbye. Thank you for raising me well.
I didn't pick up the pie fast enough sad
Probably one of my most heartbreaking deaths. What a lovely family I had! And my first father, too.

#15 Re: Main Forum » The nameless son » 2018-06-18 07:14:25

I was part of that line later on. My mom named me Toad. We were all named after video game characters, haha.
I was designated as the town's baker early on, but I spent more time trying to gather supplies than actually baking. Things kept getting moved around. Wasn't very organized. I taught one of my sons a few things with the intention of giving him the role of baker when I passed on, but he had to leave. I think one of my nieces, Rowen, and her kids picked it up instead.
One of my cousins had started a split-off farm further south, closer to water. I think a lot of the family moved that way towards the end of my life, but most of my immediate relatives hung around the original spot.
My mom passed on her backpack to me, and I passed it to one of Rowen's kids. I wonder if maybe it was yours once.

The most recent death on the tree was only ~15 minutes ago... might still be kicking.

#16 Re: Main Forum » Best One-sentence description of OHOL? » 2018-06-18 05:19:00

An interesting challenge. Best I've got so far:

In the span of an hour you will be born, learn the meaning of hard work, how to raise children, and how to say goodbye before starting anew.

#18 Re: Main Forum » Missed Connections » 2018-06-16 06:11:07

To my aunt - Carrie? I'm pretty sure that was you. Funny, I realize now that I told you how to name your first daughter! I'm glad you and our daughters lived so long after I was gone.

I'm sorry I starved before showing you how to make a bow. I hope you saw where I hid my arrow before I died, but I had to feed little Ven before she starved, too. At least one of us could live. Maybe I'll get to show you in the next life.
Vengeance, Revenge, my sweet girls, carry on your mothers' legacies! We were the last after my stupid brother Finely's antics.
Great Uncle Clyde, thank you for giving me your hat before you passed on. It was the only reason my mother kept me - because you chose me to pass your belongings to. The siblings that came after me were not so fortunate. Finely would have won if not for you.

#19 Re: Main Forum » Missed Connections » 2018-06-15 05:25:35

I'm sorry, Goose, that you died because I couldn't reach my hidden bow and arrow soon enough, just before I could pass them on to you. I had spent years in the wild crafting them to save my family from jerks just like Jimmy, who killed you just so he could have your clothes. My only consolation is that I managed to off him while you still lived to see your vengeance, and that he will not plague the rest of the family. In a way, you saved the family from him and protected them, just as I had asked you to do in my stead.

Screw you, Jimmy.

#20 Re: Main Forum » Pettiest/best revenges ever? » 2018-05-24 05:04:35

Started noticing things going missing on my runs in and out of the main farm area. Noticed some burnt rabbits. Then more. Witnessed someone burn multiple rabbits. Pretty soon, all but three of us had starved.
"REALLY, BETTY?"
"DON'T TOUCH MY FUCKING PLATES"

Yes, she killed the entire settlement because of a plate.
I'm still not sure if I should be annoyed or amused.

#21 Re: Main Forum » Dying of old age is too difficult » 2018-05-21 05:26:43

I think part of the issue is that if your hunger bar decreases from age when you only have 2 bars, it basically erases that last full box PLUS the one before it as you get hungrier at the same time, so even if you have two full bars you are suddenly dropped to zero it and causes you to die without the warning chime working correctly.

#22 Re: Main Forum » Favorite moments » 2018-05-10 07:18:40

"STAY?"
It was the only thing my mother ever asked me. She was an Eve, and she had a little plot started but there was little put together of yet. I was her first.
"Y"
My mother toiled hard, always making sure to pick me up between her tasks so that I never went hungry. Just after my hair sprouted, she returned with my first sister, and she took up my place in the tiny patch of desert beside our homestead.
"YOU ARE RUIN", she told me. Why, I'll never know. It turned to "RUICHEN".
"WHAT NEED," I asked her. "RABBIT", she said. I went about gathering materials for a snare, but she was quicker than I and had returned with a rabbit by the time I was ready to put my own snare together. I took hers and a basket and trundled off into the wilderness.

I dutifully gathered basket after basket of rabbits, until the growing family was able to produce water pouches for the farm. When we had acquired enough furs, I searched for milkweed while giving the rabbits a break to grow their families. String procured, I sewed a backpack together. "MAY I USE THIS?" My mother and sister had already laid out the furs, ready to be shaped into a pack, and I didn't want to just run away with it.
"RABBIT FIRST"
Well, I'd brought all the rabbits in the first place!
"I CAN GATHER RABBITS FASTER WITH IT," I explained, and she consented. True to my word, I brought back more than double the rabbits I had in previous trips, and we were able to fashion a second backpack after my very first run.
My sisters introduced me to my new brother, who'd been born while I was away. Sisters! There were more of them, too!
As my beard sprouted, I saw the most incredible thing: a seal, out in the middle of the savannah! I hurried to find a big enough branch and dispatched it before it could vanish. With some work, it became a fashionable coat unlike anything else in the family's possession. I knew it would be something special to pass along to the next generation. I imagined telling my heir about my find and the quest to create it.
I saw my family rarely. The last time I saw my mother, she had gotten old and gray. My youngest sister was perhaps six or so. Soon, I saw nieces and nephews on my brief visits to deposit new basketfulls of rabbit and other bits and bobs I'd picked up along the way - a piece of cactus fruit here, some carrot seeds there, some string I'd pieced together while waiting for a snare. It was a lonely life at times, but when I ventured into town every few years the wait was worth it; I watched my family's small plot flourish into a farm with not only a patch of carrots, but a place for their own milkweed stock and wheat. They were starting to craft pies, even! It was fulfilling to know that my contributions helped our family sprout and grow.
Before I knew it, I too was old and gray, and the nieces and nephews turned into great nieces and great nephews. I knew the time had come to find and teach my replacement. A great nephew was born before my eyes as I searched in vain - the only other child was a new great niece, and she would already have her own duties ahead of her. Unfortunately my chosen replacement could not speak, and only wriggled when I asked if he would be able to carry my legacy. Hardly a year later, though, his mother birthed a second son. I told him to find me when he was of age, and set out to prepare for his arrival. I put together a new reed basket, so that it would be strong for his whole life. I filled it with food to sustain him while on his long excursions in the savannah; I knew from experience that the lush fields were a long way off for little legs, and keeping a cache of food was vital. I placed my treasures - my snare, a trusty sharp stone, and his basket of gifts - beside a waiting rabbit family hole, carefully chosen for its location beside a desert so that he would get the most out of his first venture. When I was ready, I returned to town to fetch him.
"HERE", my niece said. "MY SON HAS BEEN LOOKING FOR YOU."
I found him among the milkweed. His mother had aptly named him "HUNT".
"COME ALONG, KIDDO! BRING A CARROT," I told him merrily before we headed south. "WELCOME TO MY DOMAIN!"
I taught him how to catch the rabbits, to only take from those who had families to provide rabbits for the generations which would come after he and I had long gone. I told him the lay of the land as I felt my strength ebbing. Time flies. There was so much more I wished to tell him as I handed off my pack and my precious seal coat, but I knew I would never be able. "Live off the land, bring the family whatever you can when you can bring it, keep your basket with you always, travel far when you need but always bring your spares! It's a solitary life, but your family loves you, I love you, good luck, good bye." So many things I never got to say. I tried, at least, to utter the last two sentiments, but I died with the words still on my lips.

Godspeed, Hunt. I know you'll do me proud.

#23 Re: Main Forum » Servers as a karma ladder? » 2018-05-02 22:16:48

jasonrohrer wrote:

If a village has 20 people in it which need to be replaced every hour, then it needs at least 20 fresh players born to it every hour to keep going.  If there are 900 players to go through, the village can survive 45 hours before running out of people.  Given that this is close to the all time record for a family line to survive, this seems pretty good.  Add to that the churn of 300+ new players each day, and at the end of 45 hours, they should be have about 600 new people available, letting them go another 30 hours, at which point there will be 300 new people available, taking them another 15 hours, for a grand total of 90 hours.  These are all back-of-the-napkin calculations.

But how many of those 900 players live to 60 for every life? I don't think the supply will last the full 45 hours. It might still be plenty of time in the end, especially for a large village, but small villages just starting out are likely going to have a high mortality rate and burn through their supply much more quickly. There's also the male/female ratio and birthing age window (14-45?) to consider. How many babies does the average female produce? How does having more active villages influence that birth rate, since the babies will be spread out? My concern would be that this is best-case-scenario math, and reality might not be able to reach that bar.

#24 Re: Main Forum » So, I Just Caused an Apocalypse » 2018-04-06 08:30:18

It's only as unplayable as it was on the first day it was released.
Jason is going to balance the feature in an upcoming update, I wouldn't fret too much.

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