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a multiplayer game of parenting and civilization building

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#176 Re: Main Forum » Here's the temporary fix so I can get back to vacating » 2019-08-14 12:46:48

jasonrohrer wrote:

To further flesh out the idea, as scarcity starts to creep up, there will be pressure for peaceful and cooperative interactions like trade.  No wild milkweed left?  Then a milkweed farm becomes very valuable.  You're not just going to give your hard-earned milkweed away to some other village.  But if they bring you a cart full of iron, maybe you can work something out.  This is interesting.  There's "time for it," because there's no other way.  There's no milkweed left.

I can't help feeling that you're trying too hard.

Scarcity does happen in pre-rift worlds too. It's like you're trying to fix a problem that doesn't need fixing...

People coming together = eventually scarcity

Pre-rift worlds + roads - war swords = people coming together

Or possibly

Pre-rift worlds + roads + war swords + peace = people coming together
We haven't tried this equation yet.

#177 Re: Main Forum » Reflections of the Rift - What did you like? » 2019-08-14 12:35:34

jasonrohrer wrote:

Don't worry...

It will be back soon!

hmm

#179 Re: Main Forum » A funny thing about bear caves » 2019-08-13 16:44:34

DestinyCall wrote:

I actually did feel very warm when the bears all tried to "hug" me at the same time.

Bears are so darn cute! Cuter than dogs even!

#180 Re: Main Forum » Here's the temporary fix so I can get back to vacating » 2019-08-13 16:42:44

jasonrohrer wrote:

Well, I didn't fix bears.

The reason you never noticed this problem for 15 months was because you'd constantly spawn out in the endless wilderness where the griefers hadn't been yet.

So yeah, lack of permanence fixes all problems.  But it's not very interesting.

Uhm, I disagree...
Before the rift I sometimes spent my life building walls in front of bear caves because I was tired of all the bears.
There was one village I remember being destroyed by bears because we struggled to find ingredients for arrows in time.

The problems were always there, and we knew. The difference is that with the Rift the problems become a hundred times bigger.

Another suggestion (I know you don't like suggestions, but...)

Why not alternate between Rift and no-rift worlds?
When an apocalypse happens in an ordinary world, it creates a Rift. When something happens in the Rift to end it, it becomes a normal world again.

#181 Re: Main Forum » A funny thing about bear caves » 2019-08-13 16:38:23

Give bears a function.

What if they radiate heat? wink
Keep a bear nearby, and you will always stay perfect temp!

#182 Re: Main Forum » Here's the temporary fix so I can get back to vacating » 2019-08-13 16:01:55

jasonrohrer wrote:

So, remotely, I will affect the following changes:


--Disable the rift
--Infinitely growing Eve spiral
--No long-term no-look culling in the center.
--No time limit or end condition of any kind

Yay! big_smile

#183 Re: Main Forum » Diesal Miniing Pick. Make it permanant » 2019-08-13 15:26:42

jasonrohrer wrote:

Ancient walls aren't custom placeable, because consensus is proved by the time they become ancient.

There is no spoon wink There is no consensus.

How about...

Tunnels! Dig tunnels under the ancient walls and retrieve the goods inside. The tunnel disappears after a while, but the wall remains, and the structure itself is safe for all of eternity.

To prevent tomb robbers, one would then have to enclose the ancient tomb with property fences.

People aren't supposed to care about their stuff from previous lives anyway, so it makes sense that the items are only locked away as long as the owners are alive to maintain the property fences.

#184 Re: Main Forum » Everyone Complains about greiving but nothings being Done. » 2019-08-13 15:00:48

jasonrohrer wrote:

And before you say, "JUST REMOVE PVP," .... uh... pvp has nothing to do with it.  Cutting down every Juniper or slaughtering every sheep isn't PVP.  PVP is the only tool you have to stop such things from happening.

Perhaps we should call it PvG and GvP?

I think you're right, we can't remove griefers. But, for every game feature it's wise to ask whether the functionality benefits griefers most, or normal players.

#185 Re: Main Forum » A funny thing about bear caves » 2019-08-13 14:16:51

What if only caves with dead bears refill, while caves with roaming bears stay empty?
That way there's more control with how many bears are on the map.

And what if, instead of being woken, bears leave their caves once a day (or more) to find food? And then return home after a while? Griefers would have to wait for the bear to appear naturally before bringing it to a town.

#186 Re: Main Forum » You know you can see the end-state of the last arc now, right? » 2019-08-13 13:53:08

Bears everywhere.
How embearassing that we were'nt able to kill them all.
At least navigating through the bear-full world taught us to be bearful of where we stepped.
Now it's bearly an inconvenience.

Please fix bears.

#187 Re: Main Forum » Everyone Complains about greiving but nothings being Done. » 2019-08-13 12:07:11

The_Anabaptist wrote:

The creator(s) cannot make new content faster than the player base can consume it.
The solution for the vast majority of creators is to allow the player base to amuse itself.  That is why you see so much PvP in multiplayer games.

You have a point.

I wish OHOL could be more of a PvE than a PvP though. The challenge could be to survive winter and a hostile environment. A message could inform us of how many winters we have survived, and how long until the next one. Something like that.

#188 Re: Main Forum » Everyone Complains about greiving but nothings being Done. » 2019-08-13 08:48:45

I don't think he doesn't care.

I think it's a matter of the developer's vision.

Someone once told him that 'griefer' is a village job in the same way baking, hunting or farming is, and that notion seems stuck in his mind.

He seems to believe that griefers are necessary to create tension, and he seems to think that it is possible to develop game mechanics that lets players and griefers live side by side and create fun for each other.

My guess is he hoped that by implementing war swords, griefers would kill other families instead of their own, and fences would protect us from outsiders hence protect us from griefers. Thus, griefers and normal players creating fun for each other.

He seems to fail to realize that efforts like that doesn't really matter because the nature of griefing is to not play the game as intended.

My feeling is we will not see any true progress in this issue until the developer's vision evolves. Until then, griefing will remain the game's biggest weakness is my guess.

#189 Re: Main Forum » It's kindof a funny story » 2019-08-12 11:52:19

I agree that with the way farming and fire tending works, it feels like stone age even with pumps and cars.

#190 Re: Main Forum » Hoarders, and Sweaty, Organised Metagaming » 2019-08-12 11:40:07

Dodge wrote:

But constantly saying that we should go back in the past, remove this or that is not going to make us move forward and really improve the game and deal with the underlying core issues.

I don't feel the Rift is improving the game.
Maybe tweaking it will make it better, but at some point one should consider following Norwegian Mountain Code 8: Don’t be ashamed to turn around. https://english.dnt.no/the-norwegian-mountain-code/ wink

My impression is that the main obstacle to the game is Jason's belief that griefing benefits the game. It will never be possible to stop griefing, but precisely because of that the game mechanics should discourage griefing as much as possible. Right now it feels like the game accommodates griefers. Even before the Rift, it did feel a bit like OHOL was a game for people too cowardly to play real pvp games...

#191 Re: Main Forum » Where a donkey lie, he leaves his hair behind. Griefer sabotage. » 2019-08-12 09:22:18

What's the point of bears anyway?
Swords and bows at least have a function.
War swords less so, but I can see that in a griefer-free world they might add some role play value.

But bears? They're
- a griefer tool
- ...?

Bear pelts aren't even useful.

Why can't roaming bears be a natural occurrence instead of being player initiated?
With seasons, they might sleep at winter and roam during summer...
Pelts could be a warmer place to place children, to give them a function.
And bears could walk back to their caves when they had completed their rounds, or maybe if they got fed or something, or maybe after killing one person.

Or, if keeping the bear mechanics as is, the bears could hunt the person who woke them first relentlessly and only turn on other people after that person was dead...

#192 Re: Main Forum » It's kindof a funny story » 2019-08-11 23:24:12

Spoonwood does have a point: If before the Rift we were discouraged from attempting to be reborn in the same place, why is the Rift world now so small that we can easily navigate back to whatever town we want to live in? It does seem like two different game philosophies are at play, and that loosening the restrictions regarding player choice could have made the pre-Rift worlds more enjoyable for more players.

At least I can see the value in testing it. Just as I can see the value in testing the Rift as a concept.

#193 Re: Main Forum » 8 days was too long, but what would be ideal? » 2019-08-11 22:10:42

Well, griefers were in the process of removing wild berry bushes as well, so eventually people would have died younger.

I fail to see how it is a problem that people can survive on wild berries though. Isn't the real problem that living like that is boring, and if forced to do so for a long time, people will quit playing? While at the same time, having wild berries as a safeguard helps people rebuild and construct final stand havens like the central Tarr city.

#194 Re: Main Forum » It's kindof a funny story » 2019-08-11 21:40:36

Dodge wrote:

Exactly now you understand why having villages far away and infinite ressources doesn't make it interesting, and what are the goals with the future updates.

People have different ideas of what interesting is. Some like to /die until they find the best place for them to live. I almost always play the life I'm given, because to me what is interesting is being born into different kinds of environments and making the best of the situation.

In a Rift world, we are bound to meet strangers in every life. I would find it more interesting if in some lives it was just me and my little family, far away from everyone, perhaps struggling to keep the line going because we knew that if the last girl dies, the whole city is lost. While in other lives, the opposite is true, there are so many different families present that we know that even if our family dies out, the town will continue.

I find it more interesting not knowing whether I'll be born to an Eve in the wilderness who has to start from scratch, or to a mother who stumbles upon an old town and decides to bring it back, or in a late game civilization where I have time to learn something new or just waste my time...

My impression was that before the Rift, the reason people didn't come together was not because they couldn't find each other. For example, in one town, someone was killing all Eves to protect the city. There seemed to be an Eve spawning point nearby. We didn't need the Rift to bring us closer together, we had the Eve spiral and a network of roads. Cars and aircrafts.

The reason families didn't meet up seemed to be purely an evaluation of game mechanics vs chance of survival - in other words a question of people's experience with griefing.

If the ability to make peace existed in the pre-rift worlds, my hunch is there would have been a lot more multi-family towns.

As for arcs, towns were dying out before the Rift as well, from lack of iron or oil. There might not have been a world arc, but there certainly seemed to be town arcs.

And yes, pre-Rift I did have lives where I spent my entire adulthood on horseback and only finding traces of people passing through the area, but no living soul. Some might hate those kinds of lives, but I valued them for being different. Call it the joy of exploring.

#195 Re: Main Forum » It's kindof a funny story » 2019-08-11 20:02:02

jasonrohrer wrote:

If all towns were the same, it sounds like that's because all towns were resource-rich and not stressed, right?  I mean, stressed by griefers, but beyond that, not stressed in terms of "how are we gonna get enough resources to survive??"  That is where unique stories are supposed to come from.  Towns each having their own survival arc and rubbing up against other towns that have slightly different situations.

I agree, it seems that right now what causes lack of resources is
- griefers killing all sheep
- griefers cutting down important trees
- griefers locking away items

We don't need griefers to create tension like this. Personally I don't think we need a finite map either, all it would take is something like seasons... For example, winter might mean no baby sheep, no farming, frozen pumps... Griefers are not needed to create this kind of tension.

#196 Re: Main Forum » It's kindof a funny story » 2019-08-11 17:36:00

jasonrohrer wrote:

Okay, I'm in!
Anyway, I'll reset it now manually.

Yay!

#197 Re: Main Forum » It's kindof a funny story » 2019-08-11 17:25:59

Newest OHOL challenge for the community:
Can we end the world before Jason resets the server? Best case, we have 2 days to accomplish it. But uh-oh, we might have less time! This will take some serious cooperation skills everyone! wink

#198 Re: Main Forum » No fire left? » 2019-08-11 10:09:33

OminousBladeBlank wrote:

Raiding should not be as easy as it is.

The game is not primarily built with pvp in mind. If you want to play a game where raiding isn't easy, you need to find a game where the main point of the game is to raid and protect against raiding.

In OHOL, griefing is far easier than keeping your family alive. The moment you decide to try to keep your children alive, you're at a disadvantage compared to those who don't care about their kids.

Fences don't help because griefers can be born inside or outside. So a game where raiding is hard is a game where griefers can't be born into your midst.

I was in a town recently where multiple families resided. Someone started killing others with a war sword. How was a person born inside that town supposed to know which strangers to keep out of town, and which to allow to stay inside? The game interface doesn't even show which families your family is at peace with, except in the moment it happens.

No, the problem is not that people "don't learn" how to deal with griefers. The problem is that griefing is seen by the developer as a main feature of creating tension and excitement in the game, instead of being dealt with for what it is: This game's biggest weakness.

#199 Re: Main Forum » Coordinated reset at 11AM PST, 19PM UTC. » 2019-08-11 09:51:34

Whatever wrote:

I am not sure if this will work,
lets say there are 20 families, do you need to /die 20 times to become an eve?

There's a window of 20 minutes for each Eve when they can't have babies.
So if there are enough Eves who raise no children and make sure to live until 60, there might be a time overlap that forces the game to create new Eves.
Single Eves count as families, right?
But I suppose everyone will have to be in on it, since there needs to be enough food for the Eves to stay alive while all their kids die.

#200 Re: Main Forum » No fire left? » 2019-08-11 04:01:48

OminousBladeBlank wrote:

If this game causes you misery you should stop playing and see a doctor.

Or, just gently let the developer know that even though the game was not perfect before, with the recent updates it seems less enjoyable than ever.

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