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#1 2019-05-19 04:33:38

Thaulos
Member
Registered: 2019-02-19
Posts: 456

Fences are new meta

Eve spawns are so close and happen to frequently that if you are smart you will need to make a fence around town to avoid random raids and/or theft.

Eves are probably weighting their options and if they don't or can't join a town they are pretty much forced to steal or attempt to take over. Resources like iron do not respawn and can be a real pain to get without a horse. I have experienced theft with serious magnitude where town was pretty much strip cleaned of pies, iron, horse carts, etc while most people either didn't realize or couldn't do much because of how easy it is to just get stuff and flee.

I've been in fenced towns which are either uni-family or multi-family and it both types seem to work fine. It's not so much that other families aren't desirable is that new inclusions need to be vetted by the current inhabitants and they will keep a very close eye on the newcomers.

Last life I did what I never expected do: I only did "guard" duty. Usually the guard is a dude barking orders and pretending to be the boss while holding a knife but I actually didn't have idle time until I was 53yo. Built the entire fence/gates around Carpenter family and spent most of my life providing access to gates, making sure no holes appeared (while fence and gates were shaky), making sure gates were kept closed and keeping visitors in check. Had to kill one eve and tell another off because town consensus was no other families inside (I personally like multi-family towns but I couldn't impose my ideals on rest of town).

Not sure how the meta is going to evolve but one thing I can say for certain: These past few days have been quite interesting.

Last edited by Thaulos (2019-05-19 06:00:07)

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#2 2019-05-19 05:02:01

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

Re: Fences are new meta

Is theft such a problem if living near a tutorial area?


Danish Clinch.
Longtime tutorial player.

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#3 2019-05-19 05:08:25

RodneyC86
Member
Registered: 2019-05-11
Posts: 467

Re: Fences are new meta

Thaulos wrote:

Eve spawns are so close and happen to frequently that if you are smart you will need to make a fence around town to avoid random raids and/or theft.

Eves are probably weighting their options and if they don't or can't join a town they are pretty much forced to steal or attempt to take over. Resources like iron do not respawn and can be a real pain to get without a horse. I have experienced theft with serious magnitude where town was pretty much strip cleaned of pies, iron, horse carts, etc while most people either didn't realize or couldn't do much because of how easy it is to just get stuff and flee.

I've been in fenced towns which are either uni-family or multi-family and it both types seem to work fine. It's not so much that other families aren't desirable is that new inclusions need to be vetted by the current inhabitants and they will keep a very close eye on the newcomers.

Last life I did what I never expected do: I only did "guard" duty. Usually the guard duty is a dude barking orders and pretending to be the boss while holding a knife but I actually didn't have idle time until I was 53yo. Built the entire fence/gates around Carpenter family and spent most of my life providing access to gates, making sure no holes appeared (while fence and gates were shaky), making sure gates were kept closed and keeping visitors in check. Had to kill one eve and tell another off because town consensus was no other families inside (I personally like multi-family towns but I couldn't impose my ideals on rest of town).

Not sure how the meta is going to evolve but one thing I can say for certain: These past few days have been quite interesting.

Hard to tell so far, but I played a life recently as potter/baker/nursery mom . We had two entire carts of pies going missing during my lifetime. Turned out to be grieving eves.

I think if even one person worked on property fences and  acted as gatekeeper this could be mitigated somewhat
But we need a way to allow gates to be owned by a family rather than needing to pass the rights to each person individually

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#4 2019-05-19 05:18:42

Tarr
Banned
Registered: 2018-03-31
Posts: 1,596

Re: Fences are new meta

I still think it's better to block eve spawns rather than put up a fence and maintain it until the end of time. You can tell which Eve spawns have been active by the homemarker popping up under it which means that it's been used before and as such you know it is close enough to town to spawn Eves. These are the first ones to target with permanent solutions while ones farther away should get a fenced treatment instead. Since the further Eve spawns shouldn't be seen until an Eve actually spawns the thing won't transition to the next stage until it's actually got people near it. This means your fence could technically last days if an Eve isn't lucky enough to land in it twice.

Better yet specifically leave springs close to town alone and instead build wells on ones that are slightly further away. This increases the likelihood of Eves landing closer to your town and thus you know exactly which springs you should be caging.

Fences are a temporary solution to ferals, and cages are permanent solutions.


fug it’s Tarr.

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#5 2019-05-19 05:21:49

RodneyC86
Member
Registered: 2019-05-11
Posts: 467

Re: Fences are new meta

Tarr wrote:

I still think it's better to block eve spawns rather than put up a fence and maintain it until the end of time. You can tell which Eve spawns have been active by the homemarker popping up under it which means that it's been used before and as such you know it is close enough to town to spawn Eves. These are the first ones to target with permanent solutions while ones farther away should get a fenced treatment instead. Since the further Eve spawns shouldn't be seen until an Eve actually spawns the thing won't transition to the next stage until it's actually got people near it. This means your fence could technically last days if an Eve isn't lucky enough to land in it twice.

Better yet specifically leave springs close to town alone and instead build wells on ones that are slightly further away. This increases the likelihood of Eves landing closer to your town and thus you know exactly which springs you should be caging.

Fences are a temporary solution to ferals, and cages are permanent solutions.

Cages are really mean spirited though. And immersion breaking too

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#6 2019-05-19 05:34:48

Tarr
Banned
Registered: 2018-03-31
Posts: 1,596

Re: Fences are new meta

I don't have a problem with a mean spirited solution to solve the issue of Eves being able to repeatedly spawn near a place to cause chaos and damage. Players are notoriously bad at city planning and I'd rather just be able to skip gates and fences everywhere if I can solve the problem by purposely redirecting Eves to spawn in a cage.

It's like a miniature punishment since they can't be cursed or punished in the first place. They can spend a minute in timeout waiting to die before popping up around another city that likely doesn't use an Eve cage protection system. It ends up being a slight inconvenience to some players while being a direct relief to the majority.


fug it’s Tarr.

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#7 2019-05-19 05:39:41

RodneyC86
Member
Registered: 2019-05-11
Posts: 467

Re: Fences are new meta

Tarr wrote:

I don't have a problem with a mean spirited solution to solve the issue of Eves being able to repeatedly spawn near a place to cause chaos and damage. Players are notoriously bad at city planning and I'd rather just be able to skip gates and fences everywhere if I can solve the problem by purposely redirecting Eves to spawn in a cage.

It's like a miniature punishment since they can't be cursed or punished in the first place. They can spend a minute in timeout waiting to die before popping up around another city that likely doesn't use an Eve cage protection system. It ends up being a slight inconvenience to some players while being a direct relief to the majority.

But but , what if a brand new player gets spawned inside one? Steam refunds abound . But I guess this is for Jason to fix

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#8 2019-05-19 05:40:45

FeignedSanity
Member
Registered: 2018-04-03
Posts: 482

Re: Fences are new meta

Ay, I was just there. I was the kid you gave your pack to (the guy who threw the second snowball at the murderer). Was a pretty uneventful life, except one time I tried to use the sword on a family member I found in the wilderness. That was awkward lol. I was like "THAT IRON IS MINE!" and she was like "you're dumb" and I just had to hold that XD

Although, in retrospect, she fell for it too. She was all scared and was staying on her horse for a while. So at least we were both fooled?

Last edited by FeignedSanity (2019-05-19 05:43:36)


Believe you're right, but don't believe you can't be wrong.
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Days peppers/onions/tomatoes left unfixed: 120
Do your part and remind Jason to fix these damn vegetables.

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#9 2019-05-19 05:45:13

Tarr
Banned
Registered: 2018-03-31
Posts: 1,596

Re: Fences are new meta

New players aren't likely to land in a cage unless they're spawned to an Eve since they've got too many potential mothers to end up as Eve unless they of course spam /die (which they shouldn't even really know about.) With this Eve spawning change we're seeing much less Eves actively trying to build new cities and more so Eves trying to assimilate into premade cities or grief them.

While the spawn change is good for making the world much more lived in and alive it also suffers from the fact that it reduced Eve play from "find a spot, go down the checklist and try to succeed" to "Walk 40 units X direction, name yourself, and start working in the city." Though, I really can't blame people for doing this because by the time you spawn next to a developed city you basically have no choice other than to assimilate or walk 1k in a direction to try to start a home.


fug it’s Tarr.

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#10 2019-05-19 06:44:38

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: Fences are new meta

I'm not interested in playing in fenced towns and killed any outsiders who try to get inside.   The open-door policy villages I'm living in seem to be doing just fine, without investing any time in building or maintaining fences or assigning guards to manage locked property gates.    The majority of the Eves that wander in are peaceful and just want to join the village, if we are friendly to them.   I just make sure to make medical supplies early, in case a bad apple with a sword shows up and keep bows around the village so any adult can help defend against griefer attacks.   I hate the war sword, but it doesn't mean we have to live in cages.

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#11 2019-05-19 06:58:22

Psykout
Member
Registered: 2018-11-14
Posts: 353

Re: Fences are new meta

Tarr wrote:

While the spawn change is good for making the world much more lived in and alive it also suffers from the fact that it reduced Eve play from "find a spot, go down the checklist and try to succeed" to "Walk 40 units X direction, name yourself, and start working in the city." Though, I really can't blame people for doing this because by the time you spawn next to a developed city you basically have no choice other than to assimilate or walk 1k in a direction to try to start a home.


I have been feeling this too. The problem is by the time you can get to a new clean area away from everyone that might kill you for being not related, you have wasted sooo much time. Instead of helping set up a new camp and working to make them succeed, you are just hoping that you have a few kids that are down to start fresh as you go infertile moments afterwards. It has destroyed the feeling that eve's are.... well Eves. The first female and start of a new line and a new town, a new start. The issue of having to search for the perfect biome mix of ponds/dirt/hot tiles we had long ago was fixed. The shift to X number of ponds with Y number of resources nearby was broken open by springs, making many locations possible, even starting off with nearby iron but no ponds at all. That was all sent to the landfill by having eve's clustered around living and dead towns. I can not remember the last time I spawned to a naked eve that was out in the middle of the wilderness. They wear bowlers and backpacks now, are hunted down and cleansed because of lack of trust, and the ability to do anything to them other than kill them. If someone spawns to you in the first gens and you aren't restarting a town, they just leave you with a pile of bones (granted temporary bones, thanks for making that change to sids bones). The feeling of having a place in a new town is shot to shit, its an uphill battle, with the slopes slick with ice. Either you can never get up it, or when you do all it takes is one little thing and you are sliding back down to the bottom. There has to be a way for Eve's to still be pushed out to the wilds, but still be around other Eve's starting off, that doesn't involve making all nearby springs into wells, or hoping that by traveling out you make Eve's spawn to you. I like the fact that its easier to get people around the tutorial area now, but its knowledgeable players gaming the system, not an actual effort, that gets you out there.

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#12 2019-05-19 08:02:50

lychee
Member
Registered: 2019-05-08
Posts: 328

Re: Fences are new meta

Today I experienced an eve thief for the first time -- she loaded up cart with almost everything important and ran.

Also had a neighboring village claim our gates and almost locked us all in. Super stressful for everyone, esp since our main well was exhausted and the secondary wells were outside of the fence. And our tarry spot got griefed. It was really really bad.

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#13 2019-05-19 08:17:11

futurebird
Member
Registered: 2019-02-20
Posts: 1,553

Re: Fences are new meta

Some of the people doing the robbing aren't "Eves" but other towns who just want the iron. Just fence the iron. Or better yet, put it in to machines and tools that are more bulky and hard to steal.

Tools will still go wandering, though, so consider a tool shed for any tool not being used.

As towns divert the energy of productive players in to tasks like guarding it will only make the iron shortage worse. Right now it takes and entire life time to hit a single vein. Go out on foot and find it, mark your path back, bring the supplies to dig the mine and die just as you arrive home. I like doing that, but most players are adverse to spending most of their life out of town with no one to talk to. And you never know if the iron you bring back will be used by your town or swiped up by another during a period of low population.

A town can keep going for a long time without iron.

As long as you don't cut down the good trees you have kindling.

If you make an Ax *use it up* cutting trees near your town, that way your town has wood for longer, and you can be careful not to cut ANY tree with branches. Those trees make kerosine!

A stone hoe and even using up the last of the wild skewers is a smart move.

The limiting factor is really the Ax to keep that main fire going. So, maybe make two Axes and use them *both* up cutting nearby swamp and pine trees. Stockpile wood like the town won't have an Ax some day. It's much harder and more obvious to steal wood piles than stealing a single Ax.

A nice side effect is the decreasing number of knives. That's iron to smelt and free kindling.

Swords become oil pipes.

Heh.

Last edited by futurebird (2019-05-19 08:19:51)


---
omnem cibum costis
tantum baca, non facies opus

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#14 2019-05-19 20:53:55

Thaulos
Member
Registered: 2019-02-19
Posts: 456

Re: Fences are new meta

Maybe hatchets are better overall than axes? I guess you mostly trade labor and water for iron.

I've encountered quite a few towns with an exhausted well and various levels of diesel engine completion.I would guess most towns are still dying to wells going dry too fast. Or perhaps the population of players who know how to make an engine is too small.

I was thinking early on start making a sort of translation area right next to the fence. border. Havent dwelled much on radios but could be a good infrastructure for multi family/trading towns.

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