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#26 Main Forum » Suggestion: Leadership and achievements » 2023-01-03 17:18:27

CatX
Replies: 4

I have not read through all older threads regarding this topic, so I apologize if this has been suggested before (or if I misunderstand the mechanics.)

But I would like to propose a small addition to the leadership mechanism.

I have been picked as leader by the system even when there were older available family members who knew what they were doing, unlike me. I assume that is because after several lives staying in peaceful and advanced towns, yumming, having babies and caring for them, my gene score might be high enough. But to lead a town it's also good to know other important information, like what is needed to fix a well or build an engine to mine iron - and where to get it.

So my suggestion is to keep gene score as part of the equation, but also take game achievements into account.

The achievements would be specific to the server, so if you play on a different server you need to build them up from scratch, which shouldn't take too long for experienced players.

If you haven't played in years, maybe they should reset.

In light of their function as a guide to picking leaders, I suggest achievements keep track of:
- types of foods cooked
- types of clothes produced
- types of tools crafted
- types of walls, roads and floors built
- types of animals killed
- types of engines built (including the steps leading up to the engine itself)
- stages of well tech

- and I'm sure many other things a leader should know but that I'm not aware of.

I realize this could make the town more vulnerable to griefers though, so if the general view is that the current system works fine to keep griefers out of leadership positions, my idea might weaken it. However, I have considered /die-ing just to get my gene score down so that I don't compete with experienced players for leadership positions.

#27 Main Forum » Yay cabbage » 2022-12-22 15:33:40

CatX
Replies: 1

I played a few lives for the first time since 2019. I had a great time. It was delightful to discover that cabbage could be used for compost. TY Jason, ILY. I enjoyed learning old skills all over again, and finding an abundance of different foods to eat. I am also pleased that tool slots is not a thing anymore. Most of all I loved interacting with you fine people. This is such a cute game. /happy

#28 Re: Main Forum » Does This Game Pander To The Female Ego? » 2021-01-01 10:31:09

Hi Spoonwood.

I'm just one woman, so take this for what it's worth, but I'll attempt to give you an answer. smile

I have not played the game in over a year I think. I come to the forums from time to time to see what's new, but I haven't been inspired to play again yet.

There wasn't really one specific reason why I quit playing, at least not one that I recall. I just moved on to other games and had more fun with them. I found a multiplayer game where I can build relations with other characters, and I've played many single player games since, like Stardew Valley which keeps producing new updates I want to test.

There are varied reasons why I'm not inspired to try OHOL again. In part it's the memory of griefers and seeing threads here that indicate they're still about. Reading it just makes other games more alluring to me. Then it's the memory of all the berries I picked, soiled and watered. I don't want to pick another bowl of berries. (At least not now.) From what I can tell there's still no technology that makes berry picking not necessary. (I remember I tried building animal pens near big patches of wild berry bushes to try to make less farming necessary.) And finally, it seems there's still no way for a mother to carry her baby in a baby sling. It's a technology I strongly longed for when I played.

(I mean, what woman doesn't dream of the ability to take her baby to work? big_smile But seriously, I think it would have many social benefits.)

I still consider OHOL one of the most innovative games I've ever played though, so I keep coming back for news. I'll probably try it out again sometime in the future, but right now other games are more interesting.

Now to your more specific points:

Fatherhood: Fatherhood could be fun if implemented, but I don't mind the world working as is in this aspect. I think it's a perfectly fine design choice that in this world, somehow females can create babies on their own. In Minecraft, if you have two cows, they can make a baby, but are they male or female? Who knows? Games do strange things. They don't have to reflect real life to still be enjoyable and expand our horizon. Also, I have roleplayed having fathers for my babies in OHOL, it worked just fine. My main problem with the lack of fatherhood had more to do with the lack of contraceptives (you can say I'm pro choice wink ) but from what I can tell there are ways now for women not to have babies. I consider that a move in the right direction, but of course I don't talk from experience.

As for the technology: I never learned the most advanced tech when I played. I did spend a fair amount of time playing by myself trying to build up a city and make the different items, focusing on water tech. I thought it a little sad that you had to play a multiplayer game alone in order to learn everything you needed in the game. But I understand it's a difficult balance to make right, and it's not what made me stop playing.

And finally: "Isn't that sort of thinking a rather hyper-inflated view of what women can do?"

No. Spoonwood. The women in game aren't necessarily like women in real life. They can make babies without men! Who knows how their genes differ from earth women's. So that's the in game explanation, if you need one.

As for the out of game explanation: Women are quite capable, my friend. <3

Have fun playing!

#29 Re: Main Forum » Lonstanding Problem: Unrealistic Characters » 2019-12-01 11:07:04

kaidu wrote:

I just find it strange when people start assuming from nothing that the game has a post-apocalyptic setting, just to then complain about all logical errors in this setting.

Kaidu, Jason has made more comments about this on the forum, I just wasn't able to find them. (Edit, I see Spoonwood found one of them). It seems that in his mind, there is sort of an "origin story" behind every Eve, but it's not clear in the game what it is. Whatever that story is, it explains why Eve and her descendants quickly (?) develop certain technologies but not others, and why the evolution of civilization does not resemble the historical ages of the world.

Jason has also asked that when we encounter a problem in the game, we shouldn't suggest how to solve the problem, instead we should simply describe it to him. That is what I think Spoonwood meant to do: To describe to Jason that the background of the Eves is confusing and open to interpretation (unless you've read Jason's posts (but then again, there's a discussion in art about whether artists/authors opinions should matter at all, or whether the reader (player) has the right to interpret the text (the artistic product) any way they want.))

So I'm not here to say that you are wrong. Feel free to interpret it any way you want. However, based on Jason's comments, a "canon" story also exists that you can choose to ignore. smile

#30 Re: Main Forum » Lonstanding Problem: Unrealistic Characters » 2019-11-28 07:53:10

Spoonwood wrote:

My recollections are that people with longer forum accounts on the forums have stated that we're in a post-apocalyptic world.  The Wikipedia says:

"Rohrer has said that the idea that led to the game was a thought experiment about how long it would take for humanity to get "from arrowheads to iPhones" with "the knowledge we have today"."

Yes, also see Jason's update post here:

https://onehouronelife.com/forums/viewtopic.php?id=4778

Jason sometimes replies that "it's the future, not the past" when someone suggests that there ought to be more levels between stone age tech and present day tech. But I haven't been able to find his replies.

#31 Re: Main Forum » Random » 2019-11-22 09:27:51

Post apocalyptic wrote:

Lmfao slinkey is just such dumb twat whos butthurt cuz i found out that shes ugly its not my fault its 2019 plastic surgeries exist everywhere

I consider this to be personal attacks and have reported the post.

#32 Re: Main Forum » Are we so spread that is imposible to make rubber now? » 2019-11-21 00:19:14

How about making it easier/quicker to get flat rocks so that more roads can be built?

#33 Re: Main Forum » Coming Soon: Boundless World 2.0 » 2019-11-10 07:51:44

ChickenBatnana wrote:

I made this account after months of lurking just to say that whatever you do, please change the name. 'Genetics score' is misleading and makes very little sense with the way it is now, and as someone very interested in actual genetics it pains me a lot ^.^

I feel the name could be more fitting.

I guess what we have is more of a "family survival score" or even a "soul score" than a genetic score.

But even if more accurate, they still don't sound like better names to me.

#34 Re: Main Forum » whoever made the fort in the northeast part of map on snow... » 2019-11-09 11:35:15

FulmenTheFinn wrote:

Personally I find a bunch of little girls getting triggered by a type of cross hilarious.

Yeah, cause there's nothing childish about quotes like this at all.

OHOL should be a game for everyone. People who are triggered by people who want it to be a game for everyone should take a good look in the mirror.

I'm in favor of closing this thread.

#35 Re: Main Forum » Serious question for Jason » 2019-11-09 11:30:28

DiscardedSlinky wrote:

I kinda have a question too. I've been curious for a long time why it's always one branch in a family that continues on? You never see distant relatives within the same town. If the family splits off and moves far away they'll do fine and live, but if they're close it always seems one branch dominates over others.

Is there any reason for this? Is it just luck?


It's probably more statistics than luck.
If famine hits for example and kills half the people in a village, the death toll will probably not be evenly distributed. So if there are ten branches in a town where people struggle to survive, it's unlikely that an equal amount of fertile females from each branch survives. Likelier some branches die out. And if it gets that bad, I guess some branches move to find food elsewhere as well.

#36 Re: Main Forum » Completely bonkers food rework idea » 2019-11-08 16:36:25

Spoonwood wrote:
jasonrohrer wrote:

This may seem obviously stupid at first blush, but the implications for social organization are pretty deep and complex.  Food becomes a metaphor....

A metaphor for what?

I think he meant a metaphor for private property.



DestinyCall wrote:

So basically, Jason is asking himself the age old question:  "How much wood would a woodchuck chuck. If a woodchuck could chuck wood?"

And the answer is, of course, that a woodchuck would chuck, he would, as much as he could, and chuck as much wood as a woodchuck would if a woodchuck could chuck wood.

Even if a woodchuck could chuck wood and even if a woodchuck would chuck wood, should a woodchuck chuck wood?

#37 Re: Main Forum » Completely bonkers food rework idea » 2019-11-07 21:11:50

jasonrohrer wrote:

Likewise, infinite stomach (which I probably won't add), fits symbolically.  It represents your "fair share" of the collective output, and all the negotiations about that.  Those negotiations have been going on since the dawn of time, and continue to go on today.  In fact, it could be argued that no single issue shaped the 19th and 20th centuries more than this one issue.  How rich is too rich?

But we'd lose the interesting aspects of killing people for treasure if they already ate it all... smile

#38 Re: Main Forum » Weird » 2019-11-07 20:46:27

Jwillc wrote:

All the times I've been killed over a crown I thought surely someone would stab me for the hat, but nobody seemed to care that much actually.

People will fight to become kings and queens, but not to become god apparently.

#39 Re: Main Forum » Ultra wacky food idea!!! » 2019-11-07 20:44:29

The name of the game could be OH-AF (One Hour All Food)

#40 Re: Main Forum » Completely bonkers food rework idea » 2019-11-07 20:36:42

jasonrohrer wrote:

The problem with putting a trade-off in place is that it causes players to self-regulate.  "I don't want to move too slow, so I will not eat too much."

Self-regulation, in the context of this game, is not that interesting.  Regulating others is interesting.  That's pretty much 100% what this game is about, hopefully.  We're all individuals, but this is obviously not an individual project we're conducting here.

Fun for who though?
If I were a spectator watching people interact, sure, seeing drama when people misbehave on purpose or strive to regulate others would probably be more interesting than watching a society where each individual did what was best for society because it inherently was best for the individual.

But depending on the player, there are other aspects of the game they will think of as fun, and this particular aspect - having to guard the pies to prevent others from causing a famine - to many might not be interesting at all.

I also prefer the elements that seem most "natural" or "realistic."
For example,
- I'm not a fan of player initiated apocalypses, because the "magic" doesn't seem to fit in
- I'm not a fan of nature where the resources don't regrow, it feels unnatural
- I'm not a fan of not being able to make baby slings or other baby carry devices, it seems like an artificial rule for otherwise clever people

And I realize that it is the part of me who enjoys simulation games who would prefer, and even enjoy, other choices for the game.

But for that same reason, I wouldn't be fond of a system where a person could eat all the food they would ever need before they turned five - or twenty - and never eat again for the rest of their lives.

#41 Re: Main Forum » Weird » 2019-11-07 20:14:07

Jason:

obj_3201.png

Jason test:

obj_433.png

You'll see them if you search for "Jason" on onetech.info

#42 Re: Main Forum » whoever made the fort in the northeast part of map on snow... » 2019-11-07 13:38:45

Whatever wrote:

People who build swastikas in game dont do it because they are nazis, they do it to provoke people.
They do it so people get pissed and come to the forums and complain about it.
Then they laugh about you, every image you post about it gives them fame, every insult you throw at them joy.

Yeah, well, many online communities hire moderators.
We're supposed to self police.
How do you suggest we do that?

Arkajalka:
All you're doing is proving that the forum ought to be moderated.
Edit: It is. I reported your post.

#43 Re: Main Forum » Idea to reduce food waste and make "big foods" more beneficial » 2019-11-07 08:27:30

Overeating could cause stomach ache.
It could put you in a "wounded" state for a few seconds, but without the risk of dying.
Medics could distribute medicine.
smile

#44 Re: Main Forum » Coming Soon: Boundless World 2.0 » 2019-11-07 08:18:04

I love this smile



Toxolotl wrote:

I love all of this except eve runs being dependent on genetic score. Genetic score counts for almost nothing and relies on having competent players as kids. You can spend almost all your life with a new player, teaching and taking care of them but leave them for a few minutes and they die, bringing down your score. Dump a few veteran players at age three and suddenly your score goes up considerably. It's pure luck.


Toxolotl, the maths behind genetic scores changed:

jasonrohrer wrote:

The jumpiness of genetic scores has been reduced by around 4x.  This makes it harder to climb to the top, but easier to stay there once you get there.  After around 100 offspring have been factored in, your genetic score very closely approximates the average lifepan off you and all your offspring, and players of different offspring-preservation proficiency are cleanly differentiated by score (before, the scores were so jumpy that there was a lot of score overlap between players at different proficiency levels).  Mothers and grandmothers now count toward your own genetic score, closing the matricide genetic score exploit.

https://onehouronelife.com/forums/viewt … 934#p77934

#45 Re: Main Forum » whoever made the fort in the northeast part of map on snow... » 2019-11-07 07:49:44

arkajalka wrote:

Getting offended by a geometrical pattern is non immersive and pathetic cry for attention.

Also, it is a way for us to try help build a good and inclusive community for this game, since there are no guidelines and it's up to the players to self police.

When someone who don't know the game sees that fascist symbol on a letsplay on Twitch or Youtube or a screenshot somewhere on the Internet, they can come to the forum and see that the players in no way condone fascism.

And perhaps there should be some clearer guidelines and policies.

RedComb posted this a while back, concerning the responsibility when hosting online communities:

https://onehouronelife.com/forums/viewt … 638#p58638

RedComb wrote:

please see the segment starting at 6:45 of the following 2017 GDC presentation by Raph Koster discussing responses to harassment in virtual realms titled Still Logged In: What AR and VR Can Learn from MMOs

If you host an online community, you are on the hook.
If you don't have the wherewithal to be on the hook,
don't host an online community.

The worst offenders can chase away actual thousands.

#46 Re: Main Forum » whoever made the fort in the northeast part of map on snow... » 2019-11-06 11:31:40

I agree with Kaveh.

The problem is that even though the swastika may hold no significance to the people drawing it in the game, unfortunately it does hold significance to certain extreme right wing groups, people who should not feel they find a safe haven in OHOL.


From the article: https://www.dw.com/en/germanys-confusin … a-45063547


"In the German version of the popular video game Wolfenstein II, swastikas have been replaced by triangular symbols and the fictional, mustacheless dictator Herr Heiler stands in for the English version's Adolf Hitler, angering many gamers. Until recently, the Entertainment Software Self-Regulation Body (USK) had not permitted Nazi symbols — including Hitler's face — anywhere in video games in Germany. Last week, the USK lifted its blanket ban, though symbols still must be approved.

Displaying Nazi emblems in Germany is, naturally, complicated, even without the USK's guidelines for age ratings and game content. "Most countries don't penalize the display of Nazi symbols," the lawyer Christian Solmecke told DW.

In Germany, the law considers swastikas and SS sig runes the "symbols of anti-constitutional organizations." Displaying them publicly or selling goods that sport them is illegal. The Nazi salute and statements such as "Heil Hitler" are also banned in public.

"There are similar bans — for example, in Austria — but those are a lot less tough," Solmecke said."

(Article from 2018. I don't know what the rules are now.)

#47 Re: Main Forum » Idea to reduce food waste and make "big foods" more beneficial » 2019-11-06 07:50:46

I think more bites is a good idea.

And more foods with several bites.

And perhaps it should be possible to eat more than one bite in one go.

If a slice of turkey for example had 5 bites, by eating it the adult might consume all five bites in one go, but a child might consume only one.

And coupled with decaying foods, people (hopefully) would be less concerned with others overeating and just happy that someone eats the food before it vanishes.

#48 Re: Main Forum » Anyone else hate this new tool update? » 2019-11-05 14:47:22

I still think it might be a good idea if people could teach each other tools, and teaching increased the number of skill slots.
So if you don't have any teachers, you're able to learn less in one lifetime. If you have teachers, you learn more.
The teaching itself might be a moment of bonding with your fellow villagers.

#49 Re: Main Forum » whoever made the fort in the northeast part of map on snow... » 2019-11-05 12:49:49

Kaveh wrote:

I really dislike all the peeps who throw around slurs and apparently now build swastikas n shit. It's understandable to want the game to be open for everyone etc., maybe even make it lifelike so those things just 'happen to exist', but I think drawing a line is necessary sometimes. If you don't, people will think this kinda stuff is fine and it'll just get worse.

I agree.

#50 Re: Main Forum » Anyone else hate this new tool update? » 2019-11-05 08:52:37

New idea:
What if you could get extra tool slots if someone teaches a tool to you?

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