a multiplayer game of parenting and civilization building
You are not logged in.
Oh and it might be a good idea to remove the language barrier, that mechanic has never aided the overall experience of this game and really only promoted xenophobia and confusion.
Language ..., if implemented correctly, can be a great mechanic
The language must be learned in one lifetime, (or your children can learn the language if they live in another city with another family),
If we had players from our family learning the language of other families, we could have translators and start promoting the professions
This is another mechanic implemented in a "sloppy" way.
currently translations are done with a sheet of paper and a rubber ... or with a radio ... this is illogical and absurd
The mechanics of homeland has also completely destroyed languages
The current curse system doesn't work for many reasons ...
I agree with Dodge on many points, but I would add other things:
The current game is extremely boring and repetitive, and this leads to childish behaviors and annoying players
But ... griefers will always be in the game ... regardless of the current state of the game (this happens in all video games)
Trying to eliminate or move these players is absurd and will never work ...
I would use these behaviors to generate new mechanics and enrich the game with a diversity of types of players (something similar to the stories that were generated long ago ... before the rift)
The problem is that the mechanics of the game have never been balanced to make the game fun for everyone ...
For example when the swords of war appeared ... the system was so unbalanced that a single player could devastate the entire server effortlessly ...
Another example was the famous "killer dance" that turned a skilled player into an unattainable player.
Another example is the gang mechanics ... totally illogical and confusing that blocks assassination for everyone except leaders (leaders assigned by a completely broken genetic point system)
All these systems and mechanics are unfair to both sides ...
It honestly doesn't seem fair to me to send a player to DonkeyTown for using a bow and arrow to kill another player ...
Killing a player is a mechanic implemented in OHOL and it is totally legitimate ... why can a group of players "ban" another player for using a mechanic implemented in the game? It is unfair...
or for example: why "ban" another player for raising wild boars or pitbulls ..., when these elements are included in the game? this is a contradiction
The problem is that it is not balanced ... there is no possibility of countering an attack, the system is not well implemented
Another very different thing are the "immoral" and "disrespectful" behaviors with a community, (for example racism, homophobia or the use of cheats) for this reason video game developers have expulsion systems for this type of players with reports of online players
Jason as always .... tried to invent the wheel with his famous "innovative solutions" (ex: gang mechanics)
and it was not necessary because all this was already invented ...
It would be boring if everyone played the same.
Those who play differently are sent to Donkeytown, ... or they are simply killed because they cannot defend themselves due to the gang mechanic ... (a broken mechanic, magical and unfair to both parties) that's why the game is dead ... because playing the same game over and over doing exactly the same thing is boring and nobody likes to play a boring game ...
OHOL is a game without life, without stories, without challenges.
There is a very slow, .....
Nice words that say nothing ... and arguments contradictory to the game development process
If this is a game for newbies, and the opinion of the veterans doesn't matter too much, ... why isn't there a better tutorial that explains all the mechanics for new players? because the game depends on veterans to create engines or extract the oil?
Why are there recipes so complex that only a veteran can make?
Why have you created such complex mechanics that only a veteran who has read all your update reports can understand?
Why do we have the genetic scoring system that rewards players who play the longest and "best"?
When I set out to make OHOL, I kinda knew it wasn't going to be perfect. It was always meant to be a messy, "kitchen sink" type game.
And all this is also explained in the trailer or the description of the game when it sells it? please don't treat us like we're fools
And now ... where do you want to go with OHOL Mr. Jason?
Are we going to keep getting messy updates?
So, despite what the veterans might say, I don't think that the game is spoiled or ruined or anything like that.
This is not said by the veterans, it is said by the numbers of players
I think you should play your game a little more and you will realize that (for example) the idea of trade is a fantasy ... or you will see that the language does not have a logical mechanics, (it cannot be learned in a lifetime, like in real life) or you will see that the mechanics of the homeland only manages to turn an infinite map into a rift (curious, because precisely you insist on having an infinite map ... but you cannot leave your homeland)
Do I really want to give up an infinite world? No.
It should be consistent with your words ...
and you should understand that your player base does not mind if you need 1, 2 or 3 months to develop a new mechanic, well developed, well implemented, and well worked.
but don't confuse your players with contradictory arguments
Dodge what positive thing have you ever brought to this game or forum?
Nothing! The only thing you do is spread your hate and harass people who love the game.
Mods help the game, they allow people to have more fun while playing.
You want to ban all mods and kill the game. "So Jason can fix it"
That's complete BS.
Jason did not fix any of his other 17 games which died!
If the game dies he will move on, just like he did 17 times before!
Mods help to keep the game alive and because of that, Jason interested.
You don't help anyone.You probably believe you are some sort of genius and know everything better.
You are not, reflect on yourself and realize that nothing you did here had any positive impact.
The only thing you do is make people angry and sad and you try to convince people that its best to kill the game...
Mods cannot be played on a vanilla server
EVERYONE MUST PLAY WITH THE SAME ADVANTAGES AND DISADVANTAGES ... logical, don't you think?
This is common sense, and all serious game developers know
If you want to play with mods, you usually create alternate custom servers to allow some mods
If the mod is very successful, the developer may decide to integrate this mod into the base game itself as an update to the game itself so that everyone plays with the same advantages.
Gremlynn wrote:Using artificial methods to make this game work is just as bad as jason using... artificial methods to make this game "work". Its time we reflect on that and figure out if that effort is really worth it.
Couldn't have said it better, mod users would have left the game long ago if they werent using an artificial way to play the game, without an active playerbase Jason would have eventually question if all these changes are actually the right decision, but now since the numbers are there and new players are sheltered by a couple of boosted try hard users, from Jason's point of view the game is "in a good place".
What is Jason's point of view?
Since it's obvious he doesn't play his own game what he uses to see wether the game is doing good or bad is numbers, number of active players, retention rate of new players, average hours played etc...
Since all those number seem good the game must be good right?
See where the problem is
If you want to use mods it's your own choice but dont pretend you're making a service to the community, it's really the opposite, the game would have been dead long ago and all these dumb mechanics removed eventually, it's clearly not the way the game was supposed to be played and any other game would already have something in place to not allow that, but Jason gave up on that part so they are still here...
The same way fps players using aimbot ruin the game for everyone else, these mods ruin a part of the game.
Totally agree
This is why video game creators do not allow MODS on vanilla servers.
Common sense
Haven't played the game like years,
can't finish 3 pages of year discussion and I agree with you,
no wonder the game stop update for 6 months.
I'm feeling sad, the game just turned into a nightmare, before that it was not heaven either.I knew something went wrong when the truck can be made in that way.
(back to the time when I occasionally visit the website to check for the updates)
I also left the game a long time ago and currently OHOL does not have any incentive to return to play
Currently OHOL does not have any mechanism to be able to call it "a multiplayer game of parenting and civilization building"
Before OHOL had more game possibilities, now it's just a food type creation game ...
I also think that when the engines and vehicles were implemented, the game lost its way and became a strange experiment with nonsense objects and mechanics ...
Jason proved that OHOL is aimless
I only see people here who play a game that they don't like and complain about it, they are all complaining that being able to grab ready-made technology, they don't start over and at the same time they want to start over but they don't stop grabbing technology old, and want others to force themselves to avoid these temptations? For God's sake, if you want to use ready-made technology, use it, if you don't want to, don't use it and do it yourself. Either you do the same thing over and over again, or you reuse technology. Or better yet, program your own video game because it is very clear that this is not for you.
And about the greifers, have they considered forming defense alliances? This game is an experiment where failure has a place. Now that I have found out about these "problems", I am going to do my best to solve this "problems" INGAME, and not wait for others to do it for me. Restart the map... are we crazy? That's giving the greifers victory and also giving them the opportunity to repeat everything. That is painful!!
PS: Give me a sharp stone and I'll walk from one end of the map to the other.
Commenting and talking about a real gambling problem in a gambling forum is not complaining.
The few comments that are written in this forum are usually accompanied by proposals or possible solutions to these problems.
You yourself say that OHOL is an experiment ... If we, the players, don't give our opinion ... what's the use of experimenting?
Don't forget ... If OHOL didn't matter to me, I wouldn't even be writing this message
It doesn't sound like we need the entire world to end repeatedly. That would be over-kill. And it would get pretty damn annoying if the world kept resetting every time you managed to accomplish something cool or different or hard. It would feel pointless to do anything difficult, if it was all going to get wiped out the next day.
correct, part of the charm of this game is seeing your family prosper in the future ... if the world is restored every 24 hours (for example) OHOL loses its essence completely
I even believe that the OHOL world should never be restored and it should be "natural" causes that cause this type of reboot.
I have been talking about natural disasters or climatology for a long time and I still think that it is one of the best solutions to end monotomy and boredom in OHOL, also to solve the problems of highly developed cities, to avoid a multitude of abandoned cities, to solve the monotomy of the food cycle, even to regenerate the map of natural resources
I explain:
Let's imagine a big snowfall (or the implementation of winters and summers in OHOL), this would cause that during the cold winter you cannot travel at normal speed due to snow and cold, you would need winter clothes to move and a vehicle to get to where you want to go, with the real possibility of dying on the trip
In these winters you would need to have buildings to warm up and a reserve of food (they would not grow in winter) and you would also need teamwork !!! just what ohol doesn't currently have
Imagine that the cities suffer from spontaneous forest fires that must be extinguished so as not to lose the city devoured by the flames (this would make the abandoned cities and all their content disappear)
They are ideas that (with a lot of work) can be developed and would create a unique game
It would be something similar to playing with a natural griefer, and although we don't like the idea of a griefer, let's remember that they have brought us many good stories in this game
but surely OHOL problems are not solved by changing values in an excel table (for example with the food nerf)
you have to implement new mechanics and ideas, without resorting to magic and careless patches and that's a lot of work
A more dynamic map could work perfectly in a rift
The problem is that we currently have a static map, without dynamic events, and without development alternatives (we always found cities in the same biomes)
It is an infinite map, but we always create the cities exactly the same
We have no alternatives to develop different types of cities and cultures
Water or iron (for example) are always extracted in the same places and in the same way
We always have to stand near a well to get water ... there are no alternatives
All this creates another problem ... repetition and boredom.
We have all thought that traveling from one city to another is tremendously boring and monotonous.
that's why even though the map is infinite, we always feel like we're in a rift
I must add that this is a perfectly solvable problem, but it will not be done ...
I totally agree with Dodge,
Jason I recommend that you use your time without a computer to create a route plan, a direction, a goal ...
Plan where he wants to lead the game and where he wants to go
I think the goal of 10,000 objects is absurd if you don't know where you want to go
leave the sloppy patches and magic solutions and focus your ideas on a clear goal
Only by knowing where you are going will you be able to make the right changes to get there.
There is still a small community of players in OHOL that supports you ... meditate and explain to us where you want to go with OHOL and the community will respond positively ...
In other words, all the forced and absurd mechanics incorporated into the game are magically deactivated when the number of players drops to historical lows ...
This shows once again that these mechanics have been part of the great problem of OHOL
This reminds me of a phrase that is said in my country:
Throw the stone and hide the hand
A lot of time has been wasted implementing magic solutions and careless and forced patches (with the false label of "innovative mechanics") and no progress has been made in solving the real problems of OHOL
Some time ago I made the following post ...
OHOL needs a minimum of several players to continue working ... curiously the absurd and forced mechanics that Jason has implemented do not support a reduction of players
I explain:
If we need 4 families obligatorily (due to race limitations) and each family needs at least 2 or 3 children (to follow the lineages) we already have at least 12 players
But those 3 children in each family must do essential tasks like getting iron, growing and getting water
If they perform other tasks the city will die.
all this without counting SSIDs, cities without girls, killers, novice players or wild animals
We currently have an average of 47 players, but we have 26 player spikes (spread across multiple servers)
either this game changes radically or in a few months we can say goodbye to continue playing OHOL
Last edited by JonySky (2020-05-21 10:56:44)
https://onehouronelife.com/forums/viewt … d=9739&p=2
We are currently reaching really low player numbers

Can players on this forum who continue to play the game explain how the game feels right now?
Is the game really repetitive?
do you always play with the same players?
do your mothers and grandmothers continually become daughters?
Do any of the 4 families run out of players often?
Are there still massively advanced level items (for example engines)?
in the last Twisted video his mother is an EVD .... is this happening more often now?
The image shows time with 6 players ... ¿Is the game playable with the level of players so low?
¿Are useless objects like dogs, wagons, radios, racing cars being created?
¿Cities are moving fast?
¿How many generations are families living today?
Are there veteran players who teach the game to "new" players?
Are there still players from the "old school"?
I don't know what the data of the situation is or what's the fix.
The fact is, I've moved multiple eves west which is the direction they need to be going.
Every day various families are ending up on roughly a 10k jump back east.
It is impossible to get culture specific goods (latex, sulfur, oil) and going back and forth this distance is literally the worst.
I don't know how or why it's not working the way it was but at this point the game is unplayable.

I agree with you DestinyCall
This game started to fall when crude cars, radios and airplanes were implemented and magic is used to solve problems.
It was at this point that all the logic of the game went to shit and we discovered that the game does not have a clear objective.
In the update of the crude cars, I could observe that nonsense objects were beginning to be implemented, outside the technology tree of the current game, and I could also observe that the older technologies are not updated, they are forgotten since the developer no longer has want to work on it.
Objects are being implemented that are not even necessary in the current game, time is being wasted and efforts are being wasted in developing new objects that nobody has requested, and that transform OHOL into a lot of objects of various technologies with no relationship between these
The game does not need more objects, it needs an objective (I've been saying it for a long time)
OHOL needs a road map
I would love to see Jason work for a week or several alone on a road map for OHOL
and leave behind the sloppy improvisation
The irrigation system is another example of a poorly developed object
The only advantage of the irrigation system is saving water
But is this really any use? What is the use of saving water if the city dies before the end of the day
Do you think that the novice or the casual player will visualize that using the irrigation system saves water?
Not even work is saved! It is easier to water 10 berry bushes with a bowl than with an irrigation system that most of the time is behind a property fence to prevent it from being stolen or destroyed!
The irrigation system must have visible advantages! (for example a more abundant harvest)
Of course, for that we also need something that counteracts more food (for example pests or freezing winters that kill the crops)
Of course, for that we need silos to store food and be able to spend the winter ...and of course we need a well developed temperature mechanics... and here comes the problem ... all this must be planned well, and it is a lot of effort and possibly you need a better game engine ... and that is not going to happen
It is useless for Jason to return to the development of the game and implement more objects without meaning and without a clear objective
OHOL has many issues that should be checked
Temperature
Balance
racism
griefers
sloppy patches
die mechanic
inconsistencies
the game needs to consider a new engine
the game needs an direction
The game needs consistency
The game does not need more magic
trade
war
migrations
adoptions
religions
have been reduced to spontaneous role-playing games
Great ideas that may attract new players, who have been burned to the ground
If you want to play a game where 80% is to create varieties of food until you get bored and role-play this is your game, but if you are looking for something else, this is not your game
I have left OHOL for a long time because it does not motivate me to play, there is no reason to spend 60 minutes making food or any absurd and useless object ...
At least before, I could kill some griefer and save a city
or save a little girl and continue the family line in a satellite city
or live with another family and create a multicultural city
there were stories to tell! ...
now, OHOL is a game that the more time passes, the less things we can do ... with each update it becomes more bland and more limited
no problems have been solved, just sloppy patches have been created to hide a reality ... that the engine is very deficient and that updates are created with minimal effort
It's like putting an air freshener in a pig farm, if you are near the air freshener it seems that it smells a little better than in the rest of the farm, but if you move away from the air freshener you can smell the reality of the place
Dodge, this has no relation to what is being talked about here, but since this forum is dead I will not create a new post for this ...
I would like you to see this conversation of 2019, between you and me
I need to know what you think of the game now in 2021 ...
https://onehouronelife.com/forums/viewtopic.php?id=7651
do you think the game has gotten better?
Do you think there is hope for OHOL?
It's funny, I thought this game would improve and I was so wrong!
I never understood why the genetic scoring system, a completely broken system ... is the only system that decides if I can be a leader or if I can be born EVE
It seems unfair to me not having the option to be an EVE or to be the leader like any other player
This only eliminates diversification in play styles.
Why can't a king be evil? Why can't a leader be a casual player? Why can't an Eve be a new player and hers her children help her advance as leader?
those people will still be reminded of the importance of good parenting, as well as the value of consideration, compassion and cooperation.
Parenting is not learned in a game where dads do not exist
OHOL is just a game, which I have enjoyed a lot, but it has not evolved properly
JonySky wrote:To get back to healthy forums, we first need to have a fun and healthy game that engages players ...
The game is dead, the forums too
Either a big change is made in OHOL or this game is not saved even with the sale of summer sale on Steam!Does this list the people playing NOT using Steam to log in as well?
I'm not certain it does.
I know a lot of us, even some people who originally bought the game via Steam, have downloaded it from Jason's site after giving him the money or after getting it on Steam and asking him for downloadable, standalone, versions.
It does not surprise me that a large number of people revisit this game years later, to check in on it; it was a great game then, and it's still a great game to this day. For what it is, and what contributions it leads to there being in other games, as well as in the mindsets of those captivated by them, it's worth coming back to time and time again. The mechanics will always insure that there are forms of compassion playing a role, even if the main server were to get down to a couple people, those people will still be reminded of the importance of good parenting, as well as the value of consideration, compassion and cooperation.
From Steamcharts you can check the players who have accessed from Steam https://steamcharts.com/app/595690
In http://onehouronelife.com/reflector/ser … ion=report you can check the actual occupation of the servers
They are almost always the same numbers:


In the DiscardedSlinky post you can begin to reveal the problem ...
https://onehouronelife.com/forums/viewt … p?id=10485
OHOL needs a minimum of 12 players .... and needs to have all 4 active families. (3 players in each family)
When this gets out of balance ... the game falls like a house of cards
The lack of new content, the lack of new challenges, the repetitive and boring tasks, and the magical and absurd mechanics have killed the game.
To get back to healthy forums, we first need to have a fun and healthy game that engages players ...
The game is dead, the forums too
Either a big change is made in OHOL or this game is not saved even with the sale of summer sale on Steam!

the updates are wildy innovative
I stay with this phrase... jajajajajajaj
I understand where spoonwood wants to go,
I've been archery and competing for 25 years.
The official regional and national competitions are held under exactly the same conditions, with the same distances and difficulty, for men and women ... but ... the categories, classifications and prizes are separated between men, women ...
Although I understand that it is not a problem of being a man or a woman, I believe that it is a system of creating different groups to be able to classify the competition more easily
Obtaining more groups to be able to classify their participants allows more chances of being winners, this allows more competitiveness
Trade cannot work in a world where everything is thrown on the ground within everyone's reach.
Remember that we are surrounded by "ghost" cities full of resources of all kinds and objects of all races in the game
There is also no solid reason to trade in the game.
Also trading with your same family is contrary to the game itself
If your goal is to keep the family alive as long as possible, you will work for the common good of the family ...
Will you sell a cake to your mother, your brothers or your uncle if they are starving?
Trading attempts are just role-playing games by some players
I advise you to try to create and sell wine with other families, here you will see the great obstacles that OHOL has with trade
You speak of creating signs, shops, paper, letters, storage of coins, etc ... to be able to carry out trade
When you have everything ready, your city will be dead or a weekly update will have deleted all your work
I tell him that to do all this, you need to have many experienced players who when they finish their tasks, perform the role-playing game of salesman, for several lives
of course you should try to convince your children or relatives to continue selling after your death and to continue the family business
and you should also consider that you must spend 50 minutes inside a store waiting for someone to come to buy an item that you do not need (because everything is lying on the floor)
I wish you luck!
I don't even want a menu to decide where I get born at the beginning of the game, I just don't want any more SID babies, I like actually being a mother in this game, and the problem with just removing SID is it just promotes runner babies
I think Dodge was trying to explain just that ... the problem is deeper than suicidal babies or running babies ... or the choice of the character before being born ... the problem is why the players decide to commit suicide? ...
the game has nothing to keep a player from staying in that new life or family, because in that life where he was born he will do exactly the same as he did in the previous life and in the next life
the only thing that holds a player back are personal projects (for example: making wine, or making an engine, or making a truck)
If a player gets bored, it doesn't matter how old the character is, or the system they use to commit suicide ... will commit suicide and close the game anyway
even if you agree ... you will not solve the game
PD. I also think that the choice at the beginning of the game will make OHOL more boring and bland
the OHOL problem is not solved with a screen where you can choose the birth
This is just another sloppy solution (same as / die, or gang mechanics, or race blocking)