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a multiplayer game of parenting and civilization building

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#51 Re: Main Forum » An issue with the lives amount and people running off as kids » 2019-12-29 18:47:03

the limit is a weak anti-grief measure.

early concepts of this game where called "one dollar one life", with much more expensive lifes and a slower pacing. silly jason.

#52 Main Forum » long road fails due to incompetence » 2019-12-29 18:45:37

ollj
Replies: 20

long roads and bells in general.
- fail, as people are not using them where they exist, they barely care to reach AND connect hem.
- fail, as people fail to maintain cities for long enough, mostly due to low player counts.
- fail, as people rather muncfh domesticated berries to death, wasting ewater with each bite, than to munch plenty wild berries along roads.
- fail, as the current road, iff completed, would now be 15000 tiles long, and both if its ends are STILL full of unused items gallore, radios, steel, clothing.
- fail, due to general player incompetence, which is made harder by low globasl population density.

#53 Re: Main Forum » Big Cities » 2019-12-29 15:59:42

the great and powerful developer alienated its players with sardistic rift-constrains, no huge cities with 50-100 global population exist, and people abandon cities too rapidly with such low birth rates.

and barely any significant roads are ever completed.

#54 Re: Main Forum » Since Jason says that every town should have a griefer I became one » 2019-12-29 12:58:33

jcwilk wrote:

M night twist - the fact that you can walk up to someone and stab them for no reason and then seconds later have them spawn as your bb patiently awaiting the perfect moment to strike in vengeance... might actually be why that many people play rather than fewer

this used to be so much worse with swords, you could hunt down 3-12 males of another town (near a bell), and you were much more likely to be born as a baby in the town where you just decimated the male population in your previous life (within less than 4 sids, you quickly find your decimated town to repopulate it)
the fun poart here is, that you got a LOT of "free cloth" as a baby, and yoou also got a "performance report", usually like "be careful my baby, there is an hostile army of like 4 of them". nope, it was just me, doing guerillia warfare for 10-20 minutes, picking up like 6 males. and the paranoid female survivors cared EXTRA nicely for the new baby, and you already knew where all the best stuff was from your guerilla from your past life.

#55 Re: Main Forum » Town Jobs (2.0) » 2019-12-29 04:13:44

stacking ANYTHING in a place with lots of free space.

this is just a "job" to be undone very soon.

#56 Re: Main Forum » Hog Traps » 2019-12-29 04:12:26

this is dumb.
traveling on roads, you look out for wolf and bear anyways. your "trap" is screaming "look at me, i am a trap!"

#57 Re: Main Forum » No need to be saviour » 2019-12-28 21:07:23

building cities is a bad idea to begin with.

#58 Re: Main Forum » Migratory Habits » 2019-12-28 19:51:34

i always move or ride east, gathering roadbuilding stuff, buuilding an endless road that you can not traverse full leght within 1 hour. As female this occasionally revives abandoned towns on the way, or it even founds great towns along a road where ever lots of wild berries exist, or i managew to get a player who builds a long road with me for an hour, pretty much in the middle of nowhere, till that segment connects to all the other segments.

only iff a baby is born in a place where it makes sernse to be stationary, and only if it neither says [m]om, [ h ]ome or [w]heres home, and if its smart enough to never abandon its only food source (wasting time making me move to the dumbfuck), it may live long enough to be a useful mule that carries clothing back to a bell town.
i get that roadbuilders usually get great clothes by age 20, from all the corpses along the track, and they easily stay on 4 yum, so the algorythm thinks, YES this person that only gathers stone with a horse must get 5 babies nonstop.
nope, thats just dumb and diistracting, my cart has rubber wheels, youre just a player thats born in the wrong place, go die elsewhere. often enough thugh i have no rubber wheels, and then a baby may just get to live.

its not worth feeding any selfish brat that keeps saying "mom, wheres home".
This is an attention whore, not worth wasting any time with.
ignoore them and they die at age 3, dont ignore them and they die at age 4. these are leeching players.

#59 Re: Main Forum » Hog Traps » 2019-12-28 09:28:30

Toxolotl wrote:

Trust jcwilk.

He's an ace griefer as griefers go.

True vets could burn this game to the ground if they wanted to though just saying.

Its sad but the truth. Why do they hold back? Pretty sure i know why but you'd have to ask them.

---

its pretty much a playground, and the final answer to anything is often more bears.

---

i once killed almost all goose in the rift, when they were the only source for arrows, so it was very hard to make/get any arrow in the rift, also all arrows that i found where put in an animal and then skinned before the arrow is put out, this removed the arrow from the game. often removed 6 arrows per hour from the game. because arrows kill bears and people that are on sword-frenzies.

all these issues where adressed and bug reported, and the rift was gone for a while and all was much better.

---

before that (even pre-rift) , i ruined 2 cities very slowly, by chopping ALL straight-branch-trees in a 300 tile radius around the city. it didnt destroy the city (as there usually were stome of those trees left over in the city center, just not enough of them) , but it slowed down its development, it causes lower populations and earlier abandonment.

this was mimiced by others in later rift days, chopping down all the trees, while i prefered my arrow and bear game over this slow lumberjacking endeavor.

---

#60 Re: Main Forum » Now that everyone settles along the really long road » 2019-12-28 09:10:11

I fail to see why not just use a ginger or black life to bridge those biomes.
- getting one of those and getting it there often takes too long, a matter fo fate.

I completed my map of a 8500ish tile long road, version 1, will travel the road a lot on new years. its 10kx1kpx 500k file refuses to upload easily. many locales could need better names. and i missed to get good screenshots of the eastern villages, to a point where i missed to map an eastern bell.
most of it is very horizontal.

seeing/having that city with the garden graveyard revived at rouchly 3500 tiles east sure helped in one life.

#61 Re: Main Forum » Now that everyone settles along the really long road » 2019-12-27 11:22:41

map in progress.
issue here is, on a 1 pixel per tile scaling its a 10000x1000px gif.

the leftmost 4k pixels are most interesting here.
first mapp versions are silly rough and more gap than map, but scaling is good.

https://cdn.discordapp.com/attachments/ … 6/cccc.jpg

#62 Re: Main Forum » Now that everyone settles along the really long road » 2019-12-27 11:19:11

diagonal roads are needed to evade large jungles/snows. deserts can and will occasionally be paved through, if only because deserts are a big source of flat rocks anyways.
using semi diagonal roads is only slighly trickier.
road autopilot got improved.

the long NE road that ends in snow is one annoying dead end now.
before that, a fork south is a better path, but it still has to go over some snow tiles, or got south by 20 more tiles.
that snow biome is not so nice, to be ignored for now, all these are minor issues.

most of the road gaps will be patched up soon to a point where theres a nonstop stakes-lane.

4k can be traveled on a road before reaching age 40, while willing the gaps of the road.
babies act more like mules for extra carrying papacity, you can carry more clothes with a baby.

#63 Re: Main Forum » What do you miss/not miss about the rift? » 2019-12-27 11:11:45

Spoonwood wrote:

None of the large low pop connected towns with a road structure projects would have fit inside of any Jason's Rifts.  Not the first one with the 10,000+ road.  Not the rebuilt one post-Jason wipe pre-Rift.  And not the post-Rift one going on now.

I didn't play in The Rift at all.  Why would I?  It was a bad system from the very start, and had too many flaws.

the rift was gone for almost 3 weeks, and the rift-be-gone road was 6000 to 8000 tiles long. then the world got reset and i took a 4 month long kreak from playing the sadism simulator.

#64 Re: Main Forum » What do you miss/not miss about the rift? » 2019-12-27 11:10:15

rift was  nonstop sadism.
VERY easily griefed to death at all time.

nothing to miss about it.

#65 Re: Main Forum » Glasses and sight problems » 2019-12-26 14:15:09

all of this is silly and distracting, too off topic gameplay wise.

#66 Re: Main Forum » Hog Traps » 2019-12-26 14:08:40

long roads always provide plenty of free cloth, not all of it dropped at age 60, and a lot of it is found +-200 tiles near the road and brought to the road.
roads usually are full of wolves and bears.

#67 Re: Main Forum » I was an Eve and moved to a Megacity just now AMA » 2019-12-26 14:04:40

this is nothing special.
or how far west of bells to eves spawn now?

#68 Re: Main Forum » Here's a few ideas that might actually help our game » 2019-12-26 14:03:25

give one tribe the ability to move over the rift  wink

#69 Re: Main Forum » Problem: Oil making is too hard » 2019-12-26 14:01:33

theres never oil in real deserts.

#70 Re: Main Forum » Now that everyone settles along the really long road » 2019-12-26 13:51:51

Punkypal wrote:

We should team up and coordinate efforts. Are you on Discord?

rarely discord, and theres not much to coordinate, hard to coordinate a large scale thing anyways.

best thing is attempting a rough map+plan, but so far i had no need to make a map of this road, where it goes diagonally up and where it goes down is barely relevant.

the 2 mos west-side towns with bells have one segment where the road is too far north and ends in a big snow biome.
i started a path diagonally down, but it ends in the very same snow biome 300 tiles further southeasteast. this long snow biome is currently the largest decision-challenge.

all other road tiles east of the westmost bell is barely going up or down OR where ever it does so, its hard to miss the direction.

2500 east of dual bell town is a segment that has 2 roads too parallel, with 250ish NS distance. this is "being fixed" with a road fork diagonally south, that should hit the "town with no bells but a nice graveyard garden", instead of passign by it 250 tiles north of it for no good reason. as THAT town is the west end of a very long road to the east.

total EW-distance of this path (with gaps) is roughly [8000 tiles east to west] and its NS-height is below 300 tiles, and gaps are closing.

#71 Re: Main Forum » Waystone Greifing » 2019-12-26 13:44:02

you do not need oil, all you need is roads

andf bears.


waystones should eb non-blocking obelisks

#73 Re: Main Forum » Best town arrangement / design? » 2019-12-23 14:20:29

living in towns is a bad idea to begin with !

#74 Re: Main Forum » Mini game: bear trap » 2019-12-23 14:10:15

while its creative, it also wastes a lot of space and I saw you get killed by the bear after leaving the door open.

theres much worse ways to play this game.

#75 Re: Main Forum » Now that everyone settles along the really long road » 2019-12-23 12:12:29

or just let the eves die out and gather their remains.

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