One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#1 2020-02-11 23:52:41

Spekulazitus
Member
Registered: 2019-11-06
Posts: 6

Long lineages don't feel like an accomplishment anymore

I remember when I bought this game when it was released on steam. The sheer incompetence of new players was the primary reason, lineages died out quickly.
When people got better over time, being born into a town with sustainable mutton pie production became very common. So basically you just fought against one thing, Griefers.
Griefers, trying to kill fertile woman and hoping at the same time, that the male RNG god doesn't give you 7 males in a row.

Now I tell you something that RUST has in common with OHOL. Even when you are the best player in the world, and could kill any griefer/raider with ease, your base/family will get raided/killed when you are offline 90% of the time.
That's ok, you can't prevent it. But what pisses me of hard, is the absent sexual reproduction and baby suicide. So many times I saw the last woman go menopause birthing nothing or SID's only.

Nowadays even when I don't raise ANY sack of potatoes, we still get 300 gen families.
This clearly shows, that Jason brute forces long lineages by adding positive feedback mechanism and nerfing negative ones.
It made lineage continuance so artificial. Your influence doesn't really matter, you can go havoc with multiple people and the lineage still continues.
ALL positive factors are currently so unrealistic and stupid. Why can't we have it like real life where the success of your offspring depends on health, genetics and environment.

Positive:
++ More females when low family population
++ Curses: DON'T DARE TO KILL MY BABY OR I USE MAGIC TO BAN YOU FOR 30 DAYS
++ When bad mothers trash babies, the good ones get them instead
+ Good mothers get more babies with warmth and yum bonus
+ Mothers with better genetic score get more babies
+ Experienced players can suicide until getting a good mother, or at least someone living in a town

Neutral:
Apocalypse:  Was a strong negative when it actually killed all. Now it's just a useless world reset.
Incompetence: When 75% of the town are shortsighted mouth breathers, there's always someone who spams pies and says as his last words: BAKE ME IN THE NEXT ROW OF PIES

Negative:
--- War:  When happened the last one?
--   Griefing:  Well say hello to the many nerfs on the combat system. RIP Snow
-    Twins:  Even though rare, it symbolizes the SYNERGY OF GRIEFING. Mothers refuse to raise them and Jason swings his nerf hammer on them hard.
-    Tool-Slots:  Just slows down player progress, not challenging but... yeah its negative
-    Biome speciality:  Sorry you ain't black, ain't no working in desert, yo.


Jason gave us genetic score, which sounds like an attempt to add genetics, but is totally unrealistic. Why should my score be determined by how old I or my relatives get, WTF.
I thought this game was about parenting and meaning of life. Why can't we get mushrooms and alcohol to have long term negative effects, so I can give birth to
retarded babies with fetal alcohol syndrome or raise addicted children that inbreed so long, until they look like egg babies.

Offline

#2 2020-02-12 00:56:28

fug
Moderator
Registered: 2019-08-21
Posts: 1,130

Re: Long lineages don't feel like an accomplishment anymore

First off, why would you want to play as a retarded or handicapped person in game besides fluff? If you want your stuff to be switched up just eat a shroom before moving onto the next life. ]

War was and is completely dumb from a players standpoint because you have zero family loyalty. If you were stuck in one family from its start to its eventual extinction then sure, you on some basic level have a reason to kill others or at least trade because your cycle of suffering will continue until the family is wiped. On the flip side, you also encourage killing your own lineage if you hate being a certain race in game which is plain dumb. "Dude I better kill our fertile females, otherwise I'm stuck white!" Griefing your potential lives is shortsighted on your part completely which is why war is dumb and that's not even going about how terrible swords were.

I've seen too many shitty twins to not see them in a nerfed state. Blame the bad eggs in the community for the stigma around them and letting them do anything because this game has to be balanced around people who grief. No sane person would cut all the firemaking trees around a city no matter what, but because of the ease trolls could do it these things had to be nerfed. As long as people are going to grief without any real consequences then ALL updates have to be balanced around them.

Tool slots, biome specialty, and how combat works now are all bad in my opinion. Tools are not grouped correctly and have inconsistencies still to this day leaving a sour note in my mouth. Sure, it can't be perfect on release but if something is going to be a game changer then it should really see reworks or changes until its properly working instead of being left half done. Biome specialty is bad because it just leads to people dumping shit in the wrong biome on purpose. It's frustrating and doesn't bring trade so much as it brings people living in giant hippy communes.


In relation to long lineages almost every single one of the old records before the rift were all done by groups of people. Boots, Sage, whatever, etc. Like the top 3-4 were all people who staged an event to get to the very top which while neat didn't really feel meaningful either. The next longest lines were rift lineages which basically does what happens now where it forces lineages to keep living until someone specifically offs them so none of the long lines have ever really been special imo besides prerift where it was all reliant on trolls or sids not wiping you out.

Gene score is still being worked on because frankly it has issues. You can have the same guy kill himself (if no one curses him) and get double dinged for their shitty behavior. Someone with a terribly low life average killing themselves early also dings you pretty hard even when the game knows the player is trolling or terrible.


Worlds oldest SID baby.

Offline

#3 2020-02-12 01:25:40

The_Anabaptist
Member
Registered: 2018-11-14
Posts: 364

Re: Long lineages don't feel like an accomplishment anymore

What grinds my gears is that there is less town diversity now than ever.  Remember making a laid back town in a bountiful patch of cacti?  I barely remember the last time I've eaten the fruit off of a cacti thanks to the new racial restrictions?  Same for bananas.  Nobody messes with jungles, "too much bother..."  There should be more varieties of towns at this point of the game's maturity, but I rarely see a real snow town only a snow trail if I'm lucky.  Most people don't even want to live a provincial life in a village anymore, no they have to run as fast as they can to the biggest town.  That might make more sense if we had a truly epic tech tree, but we don't.  Plenty of blame to go around here for the player base and the development direction.

Let's all just go back to spamming bowl of berries and carrot so that we can feed/shear sheep just to play dress up.  You might as well open a micro transaction store Jason for exclusive racial and clothing skins, you'll make your next couple million easy off this crowd.

The_Anabaptist

Offline

#4 2020-02-12 01:41:10

Cantface
Member
Registered: 2019-04-14
Posts: 304

Re: Long lineages don't feel like an accomplishment anymore

I've only had relatively good lives bar one since I've returned, maybe because only one of them was a huge town! There's always been a decent amount of murder since I've played do idk what to suggest really other than getting competent players to help you get a posse together if someone is a big problem.

I don't like how tool slots are tied to genes either, or that hot coals is a tool??? Flabbergasted.

Woah we paid fourty quid on this already I would never buy into micro transactions, I'm having fallout shelter flashbacks lol

Plus I'm still waiting for orange and purple.


Breasticles

Offline

#5 2020-02-12 02:52:47

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

Re: Long lineages don't feel like an accomplishment anymore

I would rather have this family shenanigans than what happened last time which saw a family die out within thirty generations. The main problem is race restrictions which has greatly reduced the fun for me.

Offline

#6 2020-02-12 06:32:06

Spekulazitus
Member
Registered: 2019-11-06
Posts: 6

Re: Long lineages don't feel like an accomplishment anymore

@fug    Yeah I wonder why Jason never tried to assign everyone to a certain family. I mean who cares about "Every life different" aspect, that's boring and broken anyway with belltowns.

In rift we had once the end condition, that the world resets when under two families. Exactly this was the most fun I ever had! It was literally LAST FAMILY STANDING.
Eve spawn window, RIFT for close proximity, WAR and PEACE declaration, warsword mass production, property fences around every town.

Jason really needs to overthink what his game is supposed to be:
Survival?    Pff this game is extremely easy, just munch wild berries until you are sixty with ease.
Parenting?    Theres no challenge in that, just wait until 14 and babies come automatically. And breastfeeding is almost easier than breathing.
Civilization building?    You mean building an oil rig and diesel pump, and then produce mutton pie for all eternity, nah.

Diplomacy, trading, currency? Neither are avaiable in this game.

I mean LAST FAMILY STANDING was just an end trigger condition, even though it wasn't named like that, but that's what it was really. It doesn't necessary mean that we must war.
We could still have diplomacy and it wouldn't violate the premise of the game - survival, parenting and Civilization building.
In reality, I lost my interest with long lineages after roughly two months, and genetic fitness made me chuckle.

Last edited by Spekulazitus (2020-02-12 07:05:16)

Offline

Board footer

Powered by FluxBB