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#1 2019-11-19 09:26:42

Coconut Fruit
Member
Registered: 2019-08-16
Posts: 831

Come on Jason, this doesn't fkin work

We can't find even one family, and to make a newcomen pump we need all three specialist races.
Ffs, what do you expect we should do when we are running out of water and can't build newcomen pump? Spend our lives in searching other families without result? This is sick.
This shit now when many new players will come... Gj really.
It somehow worked before map wipe, because all things were out of biomes so we were able to get anything needed, but now it just won't work. Not a chance.


Things like this should be optional and not necessary. It should work more like this: Your family is out of oil but you want them to thrive even longer? Now it's the time to find help in other families.

This could actually even be fun. After reaching highest tech which is oil and engine it wouldn't be over. Oil will end sooner or later, and what then? It could be fun if specific races could craft specific parts that after connecting together would turn into something that could be connected to oil rig and give another couple of uses.

Wow, this could even make trading a real thing. "We both need to upgrade our oil rigs, we give you parts that we made if you give us parts that we need". Yeah, it wouldn't always work, one family could actually have upgraded oil rig or be too little advanced to make needed parts, but that's okay. It should be optional to get to that point and not something that would happen in every family at some point. It would give some wow effect every time people would see this new level of technology, because it would be probably a rare thing, an achievement that people would want to achieve, they would want to try to reach it, well, I would for sure.

Searching for other families could become exciting. Their technology isn't good enough to make parts that we need? Let's help them to advance.

Last edited by Coconut Fruit (2019-11-19 09:28:49)


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#2 2019-11-19 12:38:08

miskas
Member
From: Greece
Registered: 2018-03-24
Posts: 1,095

Re: Come on Jason, this doesn't fkin work

Coconut Fruit Do you use zoom?
Do you navigate based on springs with Gradient?
https://onetech.info/3191-Eastward-Gradient-Dry-Spring

Last edited by miskas (2019-11-19 12:41:12)


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#3 2019-11-19 14:20:11

Coconut Fruit
Member
Registered: 2019-08-16
Posts: 831

Re: Come on Jason, this doesn't fkin work

Yes I do, I do and did navigate based on springs with gradient. They often lead to dead towns. Maybe if everyone was searching each other... But nobody wants to do that, it's the least enjoyable thing to do.

Desert people is the best race. They can make horses, so looking for families is very simple. All they need to do is to find a jungle family. With newcomen pump they have lots of time. They can already make engine and prepare everything for oil rig, then all they would need is one ginger who would make them oil rig and some oil.

I just played as a black person, It was looking pretty good, we had many tires, many horses, working newcomen pump... But when I played as a non-specialist and ginger, it was terrible. Once we were out of water I went with one person to look for a town, we found 2 dead towns and then gave up :P

I mean, I don't find any joy in this update, do you?


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#4 2019-11-19 15:10:26

miskas
Member
From: Greece
Registered: 2018-03-24
Posts: 1,095

Re: Come on Jason, this doesn't fkin work

Many tires and many horses, that was me... I brought them in as a translator.
Well to find a race you have to start walking by 5 years old. and keep walking....The problem until now is that brown race hadn't spawned.
Jason fixed that and the current eve is brown and if it dies the new eve will be brown again.

I have traveled for about 2.5 hours today. I know where every civ is, except brown that just spawned. It must be north or west of Leaf village, they have blacks in them as well.

To find other cities I only follow springs with gradients on them. It's not easy. it's more of a luck grinding. But I know the map now. I have also spread some maps. I will try to find Brown people to help with the situation.

We clearly need an extra way to help us find other Civs though right now the grind is hard.
Primitive Drum to work as a limited bell tower would be nice.

Last edited by miskas (2019-11-19 15:11:33)


Killing a griefer kills him for 10 minutes, Cursing him kills him for 90 Days.

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#5 2019-11-19 16:45:02

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: Come on Jason, this doesn't fkin work

Coconut Fruit wrote:

Desert people is the best race. They can make horses, so looking for families is very simple. All they need to do is to find a jungle family. With newcomen pump they have lots of time. They can already make engine and prepare everything for oil rig, then all they would need is one ginger who would make them oil rig and some oil.

Just so that we're clear, no one family can make a pump by their own self or even make a newcomen multipurpose engine relying solely on their own family members.  You need both latex from a jungle and sulfur from a desert to make rubber (palm oil also from a jungle).  Perhaps I misunderstood your 'they can already make engine' comment though.

Coconut Fruit wrote:

I mean, I don't find any joy in this update, do you?

I don't see positives in the different races having limitations part of the update, no.


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#6 2019-11-19 16:56:23

JonySky
Member
From: Catalunya
Registered: 2018-05-13
Posts: 686
Website

Re: Come on Jason, this doesn't fkin work

Paper maps within the game should be more dynamic and intuitive

If the intention is to boost trade in OHOL, there must be explorers and visitors to other cities and for this, we must be able to travel quickly to where we are going (remember that we have 60 minutes to trade)

DO NOT MISS! I DON'T WANT ANOTHER RIFT!

Some time ago I said that paper maps cannot be based on placemarks, that is neither practical nor agile! It creates confusion and very few people use them.

We must create self-filling, self-exploratory maps (as in Age of empires) and that of course can be transmitted from generation to generation or between families

In this way we can plan roads, we will also solve the trade in OHOL, we will create the ROL of the explorer and the traveling merchant, we will also create the ROL of the translator (who can travel with the merchant) and the universal dictionaries on paper.

You could also create the object of the compass that would position us within this map (visually)

It is true that these types of implementations are complicated, but current position marks can hardly fulfill the function of traveling to other cities to trade.

I also believe that the great disorder of the cities does not improve trade or barter (it is very difficult to know the real needs of the city with the disorder)

P.S. I do not like anything that there is a race with super powers to be able to translate everything .. this should be limited ONLY to certain random people of each family (1 in every 2 generations for example) to create the figure of the translator and not throw the implementation down of the language (one of my favorites)

Last edited by JonySky (2019-11-19 17:37:07)

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#7 2019-11-19 18:59:32

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,803

Re: Come on Jason, this doesn't fkin work

Yes, I'm still working on helping you find each other.

Fortunately, this is an expert player problem, and it doesn't really affect new players.

New players aren't building a Newcomen pump, right?

New players might find themselves in a dying town that the expert players are failing to save.


The main issue is this:  why are you all so far apart?  Eves are only spawning 200 apart, and there aren't very many of them each day.

Looking at OneMap, it doesn't look like you're actually that far apart.  But the map is big.... so which way should you walk to find someone?

This is the old problem that motivated the Rift in the first place.

It's the SETI problem.  There are a billion stars out there, so which one should we listen to?

This week, I will be adding some new things to help you.  Waystones are one example.  You can place them around your village, pointing to your village, to increase the chances of an explorer finding you.

I'm also thinking about overhauling the way travel works through bad biomes.

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#8 2019-11-19 19:12:56

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: Come on Jason, this doesn't fkin work

jasonrohrer wrote:

Yes, I'm still working on helping you find each other.

Fortunately, this is an expert player problem, and it doesn't really affect new players.

Expert players generally use a zoom mod.  If you're relying on them, especially with respect to finding other towns, you might be relying on their use of a zoom feature or other features that you don't have in the default game.

jasonrohrer wrote:

The main issue is this:  why are you all so far apart?  Eves are only spawning 200 apart, and there aren't very many of them each day.

Why would people be close together?  If a person can live as an Eve, and usually experienced players can find food on their own in time or carry food with them, how far apart can they travel from each other?  How far will he or she travel before finding a place that he or she likes?


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#9 2019-11-19 19:14:25

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: Come on Jason, this doesn't fkin work

Spoonwood wrote:
jasonrohrer wrote:

Yes, I'm still working on helping you find each other.

Fortunately, this is an expert player problem, and it doesn't really affect new players.

Expert players generally use a zoom mod.  If you're relying on them, especially with respect to finding other towns, you might be relying on their use of a zoom feature or other features that you don't have in the default game.

jasonrohrer wrote:

The main issue is this:  why are you all so far apart?  Eves are only spawning 200 apart, and there aren't very many of them each day.

Why would people be close together?  If a person can live as an Eve, and usually experienced players can find food on their own in time or carry food with them, how far apart can they travel from each other?  How far will he or she travel before finding a place that he or she likes?

jasonrohrer wrote:

This is the old problem that motivated the Rift in the first place.

The closeness of players in The Rift lead to a problem that The Come Together disaster also had.  Inter-town griefing, because it was easy for griefers to find other towns and kill them.

So, I'm seeing plenty of evidence that closeness of towns is detrimental to the game with the social dynamics of the game.  You won't be able to change the social dynamics of the game.  Not the relevant dynamics of griefing.  Griefers will take advantage of any opportunities, if you let them Jason.

Last edited by Spoonwood (2019-11-19 19:22:47)


Danish Clinch.
Longtime tutorial player.

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#10 2019-11-19 20:13:33

Saolin
Member
Registered: 2019-05-22
Posts: 393

Re: Come on Jason, this doesn't fkin work

I'm always amused by the words spoonwood chooses to substitute for "update" tongue

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#11 2019-11-19 20:15:26

Gogo
Banned
Registered: 2019-10-11
Posts: 589

Re: Come on Jason, this doesn't fkin work

We need something between bell tower and springs. Springs shows us only that there is a well, not necessarily there is alive village.

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#12 2019-11-19 20:35:56

JonySky
Member
From: Catalunya
Registered: 2018-05-13
Posts: 686
Website

Re: Come on Jason, this doesn't fkin work

jasonrohrer wrote:

Looking at OneMap, it doesn't look like you're actually that far apart.  But the map is big.... so which way should you walk to find someone?


This is good, because the exploration and search experience of other cities is created.

one of the big problems with the rift was that traveling to another city was really simple and there was no risk or difficulty
this caused a lot of inconveniences ... (for example the ease of finding free resources effortlessly)

200 boxes is fine and although it seems close you should keep in mind that it is easy to get lost without a reference point, so many explorers currently do not find other cities (this is not necessarily bad, because it should not be a simple task)

But if an explorer performs the task of going out to explore and look for other cities, this explorer must have means to transmit what he has found to his relatives.

Thank you for thinking about this Jason! GG

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#13 2019-11-19 21:00:54

arkajalka
Member
From: Eesti
Registered: 2018-03-23
Posts: 492

Re: Come on Jason, this doesn't fkin work

Do something like smoke signals for civs to let know of their location early game. Use cape on a Fire and it gives a black "!" notifier on screen like murders etc. Also add somekinda cooldown on it so ppl just dont hard spam it. Lets say 1min.

Or maybe it could work sameway the townbell works. With same kinda cd ofc.

smokesignal

Last edited by arkajalka (2019-11-19 21:16:20)


I am Sheep, the lord of kraut, maker of the roads, professional constructor, master smith, bonsai enthusiast, arctic fisher, dog whisperer, naked  nomad and an ORGANIZER. Nerf sharp stone it's op.

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#14 2019-11-19 21:12:02

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: Come on Jason, this doesn't fkin work

JonySky wrote:
jasonrohrer wrote:

Looking at OneMap, it doesn't look like you're actually that far apart.  But the map is big.... so which way should you walk to find someone?


This is good, because the exploration and search experience of other cities is created.

one of the big problems with the rift was that traveling to another city was really simple and there was no risk or difficulty
this caused a lot of inconveniences ... (for example the ease of finding free resources effortlessly)

200 boxes is fine and although it seems close you should keep in mind that it is easy to get lost without a reference point, so many explorers currently do not find other cities (this is not necessarily bad, because it should not be a simple task)

But if an explorer performs the task of going out to explore and look for other cities, this explorer must have means to transmit what he has found to his relatives.

Thank you for thinking about this Jason! GG

Ugh... that reminds me of more than one time before I started using mods or always planting a homemarker where I got lost after leaving town.  Stopped having that problem after a while, but it took a bit.


Danish Clinch.
Longtime tutorial player.

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#15 2019-11-19 21:21:50

Gomez
Member
Registered: 2018-04-17
Posts: 221

Re: Come on Jason, this doesn't fkin work

Some of my more meaningful lives were spent searching for other towns.

Currently if you try to rush newcomen pumps and consume vast amounts of water via composting and beri snacking you're in for a bad time.  An early Civ can be quite stable if corn, cows and eggs are used wisely.

A swamp biome with many ponds can sustain quite a large population if ducks are preserved...yes I know that's hard.

Tbh well hopping and semi nomadic lifestyle early game is the way.  If you try to drop an advanced Civ before locating other races you're gonna fall on your face.  Gone are the days of rushing diesel, adapt and overcome.

I generally explain to the survivors of a civ at old age the importance of finding the desert people and being nomadic.

Last edited by Gomez (2019-11-19 21:23:05)

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#16 2019-11-19 21:33:38

eajorstad
Member
From: Wisconsin, USA
Registered: 2019-09-29
Posts: 49

Re: Come on Jason, this doesn't fkin work

Spoonwood wrote:

Expert players generally use a zoom mod.  If you're relying on them, especially with respect to finding other towns, you might be relying on their use of a zoom feature or other features that you don't have in the default game.

I honestly prefer playing vanilla bc I find all the features of the mods distracting. Nothing against the mod creators, but I REALLY do not want to download a mod just for the sole purpose of locating other races and towns.

If it takes a mod to make the game playable for your moderate/expert players, to me that means something is critically wrong. (Looking at you, Bethesda...)

Last edited by eajorstad (2019-11-19 22:05:16)

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#17 2019-11-19 21:43:36

arkajalka
Member
From: Eesti
Registered: 2018-03-23
Posts: 492

Re: Come on Jason, this doesn't fkin work

eajorstad wrote:
Spoonwood wrote:

Expert players generally use a zoom mod.  If you're relying on them, especially with respect to finding other towns, you might be relying on their use of a zoom feature or other features that you don't have in the default game.

I honestly prefer playing vanilla bc I find all the features of the mods distracting. Nothing against the mod creators, but I REALLY do not want to download a mod just for the sole purpose of locating other races and towns.

If it takes a mod to make the game playable for your moderate/expert players, to me that means something is critically wrong.

+1 I dont mod either. Mods are for noobs.


I am Sheep, the lord of kraut, maker of the roads, professional constructor, master smith, bonsai enthusiast, arctic fisher, dog whisperer, naked  nomad and an ORGANIZER. Nerf sharp stone it's op.

"BAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" -Jaleiah Gilberts
"All your bases are belong to us"-xXPu55yS14y3rXx-

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#18 2019-11-19 22:41:53

Coconut Fruit
Member
Registered: 2019-08-16
Posts: 831

Re: Come on Jason, this doesn't fkin work

eajorstad wrote:

I honestly prefer playing vanilla bc I find all the features of the mods distracting.

Have you tried awbz mod? It's very minimalistic. Only zoom mod, emotes on keys f1-f12, and a little window that shows how many people is living in your family (it can be closed with a key).
It can't be distracting.


Making own private server (Very easy! You can play on it even if you haven't bought the game)
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#19 2019-11-19 22:47:35

Kinrany
Member
Registered: 2018-01-22
Posts: 712

Re: Come on Jason, this doesn't fkin work

As someone who only reads forums and plays by proxy through Youtube, this update is unexpectedly exciting.

A village died out? Meh, who cares.
The whole game is under the risk of becoming unplayable, and everyone scrambles to find a way to fix it without breaking the constraints? Freaking awesome.

Jason is my favorite game developer.

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