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a multiplayer game of parenting and civilization building

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#1 2026-05-07 05:49:30

Sassbre
Member
Registered: 2018-08-09
Posts: 10

Roleplay

I was just reading previous post about the cursing system being extremely skewed based on whoever perception of right and wrong the drama and getting involved in conflicts gets you cursed, griefing system is already rampant despite this system and seeing it being exploited regardless

Maybe we can expand more on the roleplay aspects of the game we have Lords and Lady as the leaders but perhaps we can expand further where they can assign guards that have the ability to curse and kill troublemakers without needing permission bonus would be if we can imprison or jail them maybe just some rope to bind their hands like under arrest, you could go further into adding other roles whether the community would want task orientated like Cook, Smith, Hunter or just a rank tier system like peasants to nobles idk if you can create like a counter for how long and how many lives you are reborn contributing to a particular family to increase that rank maybe having a low tier rank can limit your ability to pickup knives, swords, bows also horses and carts it wont completely remove the damage a griefer can do but can limit it because at the moment its getting ridiculous to even progress in any town without someone trying to kill everyone.

Leadership succession - lineage versus diplomatic atm its a mixture of both but very little pay attention to it that basically becomes inherited by someone nobody really chose, whether previous leader has more of an option to choose their successor from the family tree or if when a leader dies a vote can be called to like an interest point

Marriages would be kind of cool to implement so far females makeup a more important role being able to drop babies would be cool to implement males more with a role although I guess as I think about it would be incest inside the same familyu but could be a way to combine different families and if different races children have 50/50 chance to be born as either colour

Anyone has anymore ideas or suggestions to expand on it would be welcome just spitballing some rough ideas

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#2 2026-05-11 03:15:16

Griefers United
Member
Registered: 2026-05-11
Posts: 14

Re: Roleplay

I'm thinking Jason should just bring back the old game, there can't be griefers if combat is a part of the game. It's like real life! We kill each other in horrific wars and its just a normal part of our existance.


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#3 Today 03:55:28

pein
Member
Registered: 2018-03-31
Posts: 4,345

Re: Roleplay

it's basic logic
you still assume everything is black and white and good people who claim they are good they are actually good and bad ones are admitting they are bad.
it's not about moral right or logical thinking, people had cults and murdering male characters, none of it is moral or logical, and if you refused you got killed. there are situations where the logical or moral perspective is opposite, when both are true then I would say is the conclusion is usually right. otherwise just beliefs and opinion, personal truths and forcing on others is not a good thing.

cursing would be a way to self govern and on average the more cursed people would be the bad guys or the disagreable people. there is no limit on who can you curse and for what reason and who decides if you were right or wrong. it's subjective.

having the bigger group agree on anything would put you morally righteous and punish people for not submitting to your whims.

so your assumption that the majority would be right in every case or in average is wrong. this kind of thinking ignores the exceptions. there are plenty of disagrements, misunderstandings, framing and complaining. bunch of people would support the one crying harder without any proof or evidence.  there are plenty of cases when people just curse whoever you ask you to. and plenty of cases where the leader or the bad guy is decided because they were born earlier or they 'report' others 'behaviour' first if all else is equal.
so this one sided cursing Is clearly not working because of flawed theories. people don't really have principles they just use toxic positivism and give their empathy to whoever claims it's a victim. they even provide empathy when you didnt ask for it. but then when accountability is the question they blame others and do nothing. tolerance is not a virtue.

nobody would be a prisoner in an online game for long.

tool slots were awful. limiting on what can you do is not a great idea. or it needs balancing. and rather than punishments, add bonuses.

families were mixed originally, I don't think it will come back ever.

leadership defienetily needs to be based on skill and have some apm and account age limitations. before 50 hours they can't even navigate and before 200 they don't see the big picture. recipes can be learned faster or slower and you might end up knowing everything earlier or later than others, but bad leaders give bad orders.

meritocracy is generally the best way of ordering things and having an order based on things you can't control is not a good solution. generally I would agree that the 20-30 range players are new or hostile, but I don't see much difference on 40-55, you can gian score in estabilished cities, living long eating food others made. you could survive in new eve camps doing everything right and punished for others not being able to survive. the server also needs certain resources so some of the /die should be justified and free if people care about the shared goals. living out your lfie in the given scenario helps the roleplay but it's not always the best service to others. force feeding new players (accounts) would generally raise your score and keeping afk players alive. this was abused already. old cities and old accounts have several down sides compared to new ones.

if the game balance depends on a lot of intangible things, like player skill and curses and leaders or biomes and races, it takes away control from players and adds unnecessary randomness. some random is ok, but too much makes certain actions good or bad. like it's a game balance issue that you have 60 years but you would need to use 30 to talk, set up leadership chain or talk out issues while you could build an entire city from resources that are ready. the game is too fast currently and certain actions give huge rewards on low effort or low rewards for huge effort. the game should reward good behaviour, teamplay and probably needs a better upkeep/value and progression system. like old cities should always be valuable. items with a lot of work should be valuable. working together could be forced but rewarded for doing so. but in certain categories freedom should be alllowed.

I accept that people just chitchat all game or sweat for the most part, used to be the latter, now I'm more balanced, I know my biases, sometimes I still just chill, and that's fine. But the game balance needs ownership and meritocracy, value skill somewhat, put a personal and a community pressure on you. for example you don't have to do much for a high population, no control about it, no effort needed. higher population scales with higher upkeep but same territory, higher resources of a fixed amount. so if most people don't create any positive impact, the edge cases people die to your neglicence or ignorance, it's not always hostility, lot of people just don't know any better. one way would be to change from a resource based economy to time/action/stamina based one. I doubt Jason adds stamina, most obvious improvement. Hungry work is similar. Jobs could have short timers or forced over time collection. So you are force to spend time on research or tasks, so there is a less difference in rushing, you would need to assign your kids to do some jobs, and that would always be helpful. There could be a free tier of resources that adds some value, like leafs, river water (maybe a distinction from current water system) and branches, etc, could form basic recipes that help with stamina or morale or any tangible bonus so peoples time is valuable, not all about resources. more of a use it or lose it. you got 10 iron per hour on level 1, if you don't gather by the end of it, it's lost. but you won't need 60 minutes to gather it, just the care/knowledge to get it. sure, later the other elements could be expanded like clay or wood industry and you would need to sacrifice part of your water or iron production to improve those. and you could have limitations in tech and rewards for reachign higher levels. it would auto balance itself, if you would need 1 level in one of them to be higher than others to use it for upgrades. if the upkeep is higher, like food is needed to live, stamina is needed to work, then some foods replenish more stamina, food can decay, etc. then players would need to cooperate to increase production, survive, help each other, I'm not talking about sweaty numbers, but like spend 20 minutes of your life doing stuff if you want to have some chill time in the rest of 40, or do something useful every 5 min then talk all you want. currently a lot of people fail on this.

the other issue is sharing which sounds nice on paper. but forced sharing just means that everyone enjoys your labout and everyone can have demands on anything. but if you don't even keep your own share of the social contract, you can be a burden on the society.
creating items should be rewarded in some way. ownership could be tracked. sharing could be an option but not theonly option. now it could be limitations like you can't privatize a burdock. but if I made a steel tool, a second shovel, by doing every step, collecting the iron, the branch, the steps to make the tool, I should be able to forbid the usage of it (moving it could be possible with certain limitations). And partial ownership should also be tracked somehow or automaticlaly rewarded. So everything should have a cost and a value. I dig up a burdock using 5 stamina and I gian x tokens, then if you choose to eat it, you get -5. At least the last interactions should count, but the recipe system is a bit weird, as some free resources still take effort, actions take effort and knowledge and some others don't. some processes like making a fire are several steps but don't provide a tangible reward. So there are a lot of details.

you won't have a trade system without a basis for it, like currency and safe trade. one is a storage for currency/tokens. a way to share or trade with it safely, so it can't be stolen or scammed out. a way to trade for items you want preferably automatically and having needs and excess you would need to balance. for example you know how to make pies, and they decay in x time, but another city is starving. I honestly don't care about the process, a trading building would buy it and other cities could pay for it, you would get some of the share, if they return the plates to the market you get them back and they get some refund. tasks/quests for other players on preset values, like min/mid/high effort. you would offer currency who gathers x branhces or clay  to a certain spot. you would give some of your tokens that they can use for buying buffs/items. for example your skills and knowledge in making clothes are higher and you can do it quickly, you could have a business of providing clothes but the token need would make you require some payment, so you would provide your earned tokens for a simple task like someone feeding a lamb then they could get your clothes. is it complex? not that much? is it needed? I think yes cause all we got is word based agreements and some people don't honor it. There are weird situations where they see something completely different than me. Two things can be true. For example if I made oil in a ginger town, I know the location, I know the process and got no biome limit, I should be morally and logically right to take some of it. Now you could come with the roleplay opinion that each life is separate and you are no longer owed those items, you are different family. But usually I see the most stringy people hog resources for themselves when they didn't made it, and they are paranoid about you asking for it. But thensome are very generous with items they didn't make, like make an impression on a baby who just started by gifting a piece of clothing. I had some altercations about this, like they stole some rabbit furs then gave a backpack to a baby and got their loyalty, so if I complain I get targeted for it. Being too stringy won't help. Having 25 players you can expect you need more than 2 baskets and more than one round stone for example. Not touching others work and items should be obvious but it's surprising how many people feel entitled to things. So one issue is trust, too much or too little is an issue and I could trust most of the city if one person can just scam both of us. It's pretty crazy when they undo all your work because they want things differently but if you do that to them they would kill you for a single item.


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

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#4 Today 11:12:59

Griefers United
Member
Registered: 2026-05-11
Posts: 14

Re: Roleplay

You know fellas, what I've always hated was that you people always wanted this to be a roleplaying game. I miss when the primary focus of this game was survival, there's hardly any dangers in this game.


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