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#1 2019-07-20 10:14:08

Lava
Member
Registered: 2019-07-20
Posts: 339

The End of Long Families

To put it short there will no longer be any "permanent" towns  since the update was implemented. Long families such as the ancient Qin, or the Radishes will seize to exist. A soul reason and the most important reason, Oil. While Jason's pass update's only tried to continue a long family line line this one shows the hypocrisy in his message. Ones the towns oil supply is over, the town dies. Plain and simple I hate it. A solution to this problem according to is by Jason by simply "migrating". Well Jason things happen to cause that mass migration players wont just leave one the oil is depleted, there will be murder, Crops will slowly begin to fail, Mass famine which leads to even more death, and if there is a female survivor, only about one or two possibly can establish a new eve outpost. This update only promotes death and unless you either increase tarry spots across the map, you are changing something which didn't need to be touched in the first place.

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#2 2019-07-20 11:27:30

Bob 101
Member
Registered: 2019-02-05
Posts: 313

Re: The End of Long Families

I think I agree with Jason on this. It was boring with infinite water, No point living because theirs no progression.

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#3 2019-07-20 12:49:03

Grim_Arbiter
Member
Registered: 2018-12-30
Posts: 943

Re: The End of Long Families

Lava wrote:

To put it short there will no longer be any "permanent" towns  since the update was implemented. Long families such as the ancient Qin, or the Radishes will seize to exist. A soul reason and the most important reason, Oil. While Jason's pass update's only tried to continue a long family line line this one shows the hypocrisy in his message. Ones the towns oil supply is over, the town dies. Plain and simple I hate it. A solution to this problem according to is by Jason by simply "migrating". Well Jason things happen to cause that mass migration players wont just leave one the oil is depleted, there will be murder, Crops will slowly begin to fail, Mass famine which leads to even more death, and if there is a female survivor, only about one or two possibly can establish a new eve outpost. This update only promotes death and unless you either increase tarry spots across the map, you are changing something which didn't need to be touched in the first place.

Since the update, a town has already lasted pretty much a whole day at this point, so I'm not so sure about towns not being permanent.

I was in the town where wbsteve made his vid almost a full 24 hours later.

Towns haven't lasted weeks in awhile.. since the days of like casino town and sancal.


--Grim
I'm flying high. But the worst is never first, and there's a person that'll set you straight. Cancelling the force within my brain. For flying high. The simulator has been disengaged.

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#4 2019-07-20 13:43:08

ollj
Member
Registered: 2019-06-15
Posts: 626

Re: The End of Long Families

nonsense, just be more migrative.
you can even migrate in a circle/triangls, as long as the circle period is roughly 10 hours, so your tail has reset, only walls and roads remain.
you can circle between the same 3 cities and move home every 4-ish hours.

the disney family knoes better how to do this.

yesterday i revived old bell town, 2k ne of new bell town (+1500x,+1400y) , the suckers only made 4 generations after me before curiosity got the best of them and they dispersed, but they cut many trees and they got sheep in a long term pen.


limited oil benefits roads more. here is a road network northeast of bell town, with some ruin-roads painted in it:
https://mega.nz/#!gsNGECIK!hPqdF5XD9hbG … gJPvMvUxc8
pink is existing roads (with some gaps), and blue could be one long aand relatively safe (not too many bears/mosquitos/boars) road.

Last edited by ollj (2019-07-20 13:46:05)

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#5 2019-07-20 14:10:53

Guppy
Member
Registered: 2019-03-14
Posts: 202

Re: The End of Long Families

I think what we need then is the ability to move the big machines for oil  with the help of horses

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#6 2019-07-20 15:43:56

DarkDrak
Member
Registered: 2019-06-05
Posts: 122

Re: The End of Long Families

Gotta disagree here. Even with limited oil, even the day of the 50-50 bug, two towns manadged to prosper and at least one of them is still alive. It's gonna take a while to use up a tarry spot with 95-5 and more than enough time to use up all the tarry spots in a reasonable radius around a town. It'll take faster for towns to die out due to them getting cluttered, greifed, boring and a becoming a center of genocide.


Youtube guide to Oil and Kerosene: https://www.youtube.com/watch?v=SKSZHPiUK6A
Youtube guide to Diesel Engine: https://www.youtube.com/watch?v=4sMX_GlwgbA&t=5s

World is not black and white

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#7 2019-07-20 23:22:30

BladeWoods
Member
Registered: 2018-08-11
Posts: 476

Re: The End of Long Families

Iron which is vital for the continuation of a town was already limited. Towns weren't dying from iron exhaustion and I don't think many will be dying from oil exhaustion.

And if a town were to successfully get and use planes to scour the infinite map it would never run out of resources.

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#8 2019-07-21 08:46:51

Lava
Member
Registered: 2019-07-20
Posts: 339

Re: The End of Long Families

Yes I miscalculated the adaptation of players, and it looks fine through genealogy but I still think the proposition of migration is ridiculous, especially what olji is suggesting. Convincing your village to cycle through culled towns, A might not even viable and B getting other villagers for that idea is hard enough. No one will know the migration cycle if your player isn't there to tell them, therefore, making it highly impractical. Using Disney as an excuse is stupid because it wasn't a mass migration, it was only a couple of people and the town was not culled it was in already an established town. Besides, the Disney's didn't cycle like what you are proposing they just took some people and settled a dead town.

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#9 2019-07-21 09:17:22

pein
Member
Registered: 2018-03-31
Posts: 4,335

Re: The End of Long Families

well it was an unintended bug, he fixing oil, will be limited but not that heavily limited

for water, a few oil is enough
starting new wont mean you got better chances on oil
actually even less

based on my experience, oil is around 60-80 distance on average, you really got to be unlucky to have a green biome, spring, rabbits and a bit of swamp, but the closest oil spot to be further than 110-120, i think is quite impossible even, when a biome is like 40x40 size on average and ice and desert will be around it somewhere

the bigger issue is that maps are boring and that amount of grinding with that amount of items to be moved is quite hard, make a road to tarry spots, move the whole core on foot,  make a road to it, maybe a kiln and cistern
like you need to deplete it and move on
makes sense that it runs out, at least now if you made 2 pumpjacks, you get use of them and you can make roads continuously
yet the part that people don't really go outside 50x50 and don't really make multi generational long roads to strategic positions (dumb straight roads leading nowhere are quite common) makes this choice a bit weird

i don't really like this 8 hour culling thing, we really would need some other differences in culture


https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide

Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#10 2019-07-21 09:24:57

Lava
Member
Registered: 2019-07-20
Posts: 339

Re: The End of Long Families

Its just another thing eves have to worry about when planning a spot. Oil spots at least two relatively nearby is okay. I don't know if it was a glitch but yesterday when I was playing we ran through two oil spots very quick and had to resort to a spot 0.12k away which proved very deadly killing many of my children who were helping in construction of the road with little clothing and since it was so far away, the scarcity of food made me witness my daughters dying in front of my eyes and I couldn't do anything.

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#11 2019-07-21 15:06:59

ollj
Member
Registered: 2019-06-15
Posts: 626

Re: The End of Long Families

eve players worry too much about permanence, when permanence was never a good idea, and certainly is not a gamedesign focus full of decay and failure, even before depleting oil.

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