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#926 Re: Main Forum » Why donkey Town is a Soft Ban and should be Removed! » 2018-09-15 18:12:04

do you really expect empathy after confessing to grief?

#927 Re: Main Forum » Request for an Eve Bot » 2018-09-15 18:08:43

Tea wrote:

So ... like an experience player ?

If you die as a toddler to one of those things when being able to feed yourself, it's not your mothers fault ^^

Boars or snakes will always appear when you least expect it and you will die to those at least once in your lives. Shit happens.

probably spawned in donkey town and is being dropped by all moms

#929 Re: Main Forum » Rails » 2018-09-15 17:27:57

Redram wrote:

Ya, implementing such a useless system before his vacation was pretty bad planning on Jason's part.  But now that he's back he's not even doing anything to improve them.  Apparently Jason's never played minecraft because it's a prime example of why useful railcarts are extremely difficult to implement well in this sort of game.  The only way they're going to become useful is when we get a tier 2 mine, which outputs large lumps of iron/stone/whatever, that the player can only carry extremely slowly - like boulders, but slower.   They won't fit in carts.   This makes minecarts then required to continue to have iron, and move into more steel intensive technology.  Similarly slow to move constructs and tools like drill presses and punches might help a bit, if you need to move them in town.  But high tier mine extraction is the main thing.

I don't think it was a bad idea since rails also came with roads and right after cows, which was a good update. People were actually stoked with rails before realizing they only really perform one very specific task really well, and that is one task that we don't often need (as the coordination needed for mass production is hard in this game)

But, notes and dogs, although requested, are pretty lame. I wish he'd focused on tree farming. maybe after dogs are fixed they'll be nicer, right now they're a pretty incomplete feature.

#930 Re: Main Forum » Economy and property » 2018-09-15 16:42:15

yeah, the post was gettig long so i kinda left those out. I think a chest hidden somewhere off-town is a good way to store stuff you make. Just don't do it to communitary stuff.


I see a lot of people saying we can't trade yet, but anyone living off-town and using wild resources can keep those and them trade with people in the town. I like it better as a part of the civs but that's not the only way to play this game.

#931 Re: Main Forum » Cursed Squad » 2018-09-15 16:39:28

you have fallen deep, my dude. I hope you get back to making nice pens.

#932 Re: News » Update: Dogs and Donkeys » 2018-09-15 03:26:33

Sovietico21 wrote:

Jason, i want a refund, i didn't brake any rules of your game, and you ban me sending me to this "donkey town" wich is not other thing but a ban.

that's a game mechanic just like those that people griefing abuse

#933 Re: Main Forum » Are there any dogs here? » 2018-09-15 01:02:06

i like how often tarr seems to self-inflict wounds to test stuff

#934 Re: Main Forum » Rails » 2018-09-14 23:23:16

but what would you carry in such huge quantities? You can already carry A LOT with horses. Rails take more coordination, but make the process faster and easier in the long run, i don't question that, but how much water do you intend to transport? or how much fruit? Even all the iron in the picture of this thread could be carried easily from one point to another with a horse. If it came from more than one pit then a horse would fare even better.

I don't think there's anything that needs to be carried in such huge volumes yet. in fact i don't think there is anything that is produced at such a large quantity.

#935 Re: Main Forum » Please, don't make Pit Bulls 'aggressive' Jason » 2018-09-14 23:14:12

jasonrohrer wrote:

Have fun fighting against that reputation when breeders are actively making videos like this:

https://www.youtube.com/watch?v=mwm0OwqWvF4

that's like telling a doctor "good luck curing people when others are killing them"

#936 Re: Main Forum » Rails » 2018-09-14 23:10:27

do you think we NEED rails though? best use I could see is to transport buckets. Mutton doesn't really need to be carried far, you can just build an oven near pen. Maybe from a big savannah a railroad could be helpful too, carrying bags or rabbits. I just don't see a need to repeatedly carry huge amounts of anything as a railroad system would imply

#937 Re: Main Forum » My experience being cursed » 2018-09-14 23:04:04

Matbat wrote:

I'd just like to point out the hypocrisy when you talk about people "Getting mad when they lose a duel* and cursing you" when you cheat and exploit away your very own wounds (and debuffs?) when you lose (or are on the loosing side of) battles yourself.

I don't have a wall of text to produce at the moment. But I do know this.
Learn to hold a loss, even if there's an clear opening to cheat it away.

*Defining duel with as loose of terms as two people fighting each other, doesn't have to be official.
.

I don't see how any of what he did was a duel but I think that it was also implied that it was more akin to an assassination.
And honestly good for him that he jknows enough of the game to cheat his own wounds. Damn fucking shame people heal any hurt person.

#938 Re: Main Forum » Lack of focus on core game development » 2018-09-14 22:56:52

but how cool can a dog inside a game be? I haven't bred any dogs yet but this also seemed pretty impractical of a feature (unless dogs did pretty useful stuff i mean). Its not like you can easily bond do a doggo in less than a hour too, which takes much of the fun of a pet

#939 Re: News » Update: Dogs and Donkeys » 2018-09-14 22:47:20

TheRedBug wrote:

I wanna eat the doggos

I wanna drink donkey tears

#940 Main Forum » Economy and property » 2018-09-14 22:42:31

Booklat1
Replies: 3

tl dr, Learn how to keep your stuff on yourself. Be aware that your work produces value, specially if you can find help/a way to not be interrupted


I think it's safe to say that societies in ohol have been kept by a communitary economy. There is little private property and no governments regulating that which we produce. Sure, you can get a bag and keep items to yourself, but that is a very limited amount of slots so you gotta choose wisely when you choose what to carry. Food and for some people like me a knife are a must. There are more complicated ways to keep your stuff as well, such as locks. Still, it seems there is not much to keep and yet too few space to store it. Let's see a practical example:

A shepard making apron needs to constantly use shears and spindle, probably knife and a pie. That's the four slots of the bag if he wants to make sure no tool is stolen. What about the ball of yarn? should you drop spindle? what if people steal your thread for stupid rabbit loincloths? Well, this gets a lot better after that fifth slot in the apron. it doesn't seem much, but each item counts. If your wallet could hold a maximum of 3 bills that'd probably be an issue, right?

So, self-storage is value, what else? Well, now you know you should not underestimate the ease of doing things when you have more items on yourself, you'll probably want an apron to go with the bag, yea? If you're a good shepard too you'll take a cart of bowls, fill with berries and carrots, and get sheep going nicely. But, of course, you can also help another shepard, get them the food and clean the pen while they shear and butcher sheep. Your work will be faster, maybe enough to get you both an apron. Maybe you'll even inherit his bag or knife. This is also a much better way to get stuff then shearing sheep you didn't feed and running the risk of being stabbed. Your work counts a lot. specially when it's organized work, so communicating helps a lot if you bother enough (but you can also take your stuff away to work safely).

I'll maybe make this a series of posts, i think next should be on currency.

#941 Re: Main Forum » Lack of focus on core game development » 2018-09-14 22:03:14

keep in mind paper and notes were heavily suggested by the community; its not entirely jasons fault that paper is lame. Honestly, i always thought people would end up giving no fucks to notes. It takes investiment to read notes and to learn whatever, people just wanna take  tongs while someone else is smithing to """learn""".

decay could work if it applied to unprepared food. all meats and vegetables could decay. im not so sure it's needed though.

#943 Re: Main Forum » What do you spend your time in-game? » 2018-09-14 01:57:40

i mostly make myself a bag and a knife and then care for sheep.

If I get bag and knife early i end up getting bored after feeding a ton of sheep and usually start putting a workshop together.

I also do A LOT of stone runs, usually getting like 30/40 stones and making wells or cisterns with them.

#944 Re: Main Forum » Lack of focus on core game development » 2018-09-14 01:36:45

jason can't just add modern tech and assume all issues of the community will magically cease. Not only because community isn't a tech related issue alone but because for the tech to have a purpose it "needs to be needed". Have you ever seen ads of strange kitchen utensils that feel extremely interesting before you realize a dedicated pickle pealer or whatever? would be pretty much the same thing if Jason just added stuff out of purpose.

Now, I agree with your original point but I think theres a reason dev has taken the route it has. Jason spent a lot of time between curse/twins updates and lagfixes. After that he did exactly that which you asked, added cows, rails and roads, more storage. We see cows, they're great, also roads and piles of iron. we do not see many roads. Why is that? because while theyre something to strive for they were never really needed. Sure you can build a rail from the pen to the oven, but you can just build them close. There is mostly no need for such an expensive somewhat automated transport system yet.

But about that relation of community + civ tier, after roads were introducted we've had a few battles between villages and a lot of talk about trade. I think intersocietal relations are saddly still a miss with this game and its not by adding to the core game vertically that this can be solved. I agree with auner here, there needs to be some rebalancing in the game right from the eve starts. The one issue i can think of is the fact all civs really need biomes in a very specific order, making early game boring after a few times. And after that all biomes are so close that you can easily scout for any resources you need. What i'm saying is, we need a larger bottom to make the tech tree capable of growing steady. Otherwise all cities are equal and most techs meaningless.

based on the trailer of the game and some comment of Jason I saw somewhere, he'll be adding stuff both as the community finds it needed and also to this base i've mentioned so that most techs that he add are either stuff we asked for or stuff that'll be needed as the tech goes further.


I just really wish he'd give a few updates now, while the game is still young, to rebalancing and adding more early-mid game variance in biomes, maybe even adding a couple of those.

#945 Re: Main Forum » How advanced are we? » 2018-09-13 19:10:11

well, cities don't even trade really, so I think not all that advanced culturally.

#946 Re: Main Forum » Lets not » 2018-09-13 17:47:19

no, i'd rather not have to read spams of ohol but m. yay for categories
also, it's not like people use reddit for suggestions all that much, a category here could help

#947 Re: Main Forum » Suggestion: Climates, Evolution, Genetics tweaking » 2018-09-13 17:22:16

karltown_veteran wrote:

Climates-- To bring diversity and trade to the villages of One Hour One Life, we have to have each one specialize in a certain thing. To do this we need to make different climates for each. Maybe one was built by a lake, and so it specializes in importing fish. Another might be near a jungle and therefore trades its papayas (papayas?) for the other town's fish. Also trade hasn't really took off, because most of the time it's hard to find a town within walking distance of yours. You could make eves spawn a little closer to each other?

Evolution-- People who build farms in deserts might get tanner over time, or have tanner children. People who farm in a colder biome (that is slightly more hospitable than tundra, and has benefits so it would be a good choice) will have paler skin over time, and paler children. People who live in green will have their skin stay the same and have their children have the same skin for the most part.

Genetics tweak-- I understand that ginger-looking people can be born from all kinds, but it doesn't really make sense that the very dark boy would be born from a pale person.

Thank you for all the work you do on One Hour One Life

that's not really how evolution works, what you described is found in lamarckism. would make more sense to make a better inheritance system and then add different degrees of fitness based on ethinicity and biome. but before that better genetics are indeed needed.

I've made a point about it in some other post that it's hard to make a nice genetics system in this game since there is no sexual reproduction. if babies always inherit their genetic composition from mothers only it means much less variations is being added in each generation. The best way to add more fluid genetical variation is adding quantitative genetics to the game. dark/light skins could be a result of that plus mutation chances. Still, the inheritance is still an issue.



edit because i said nothing about trade. I agree with you, we need more mid to late game resources that need to be scouted for and traded for. we have few biomes though, so its kinda easy to get close to any of them

#948 Re: Main Forum » Discussion: Money and trade in OHOL. » 2018-09-11 23:42:25

i don't like these kind of mechanics is ohol. too automatized

the best way for trade to work in ohol is, i think, make it a more integral part of societies. If food wasn't communal berry farms people would need to trade for it, ask for donations, steal. There are still resources that can work like that such as furs and iron. You can trade a backpack for someone tilling your farm. just gotta make sure to keep the pack safe and talk to someone who wants to trade.


try getting some 3/4 ropes in the wild and asking smith if he/she wants to trade it for something. Honestly we're all too dependant on the safety of cities too (and for good reason, there isn't all that mch to explore yet) so it makes trade between civs hard.

#949 Re: Main Forum » Suggestion: Buff pigs. » 2018-09-11 23:29:16

Dodge wrote:

Definitly eating carnitas would be a good idea, since no one makes tacos, at least the ability to remove pork from bowl, btw im surprised that no one griefs the bowls with pork, this could easily destroy or at least slow down a town and make everyone mad

spawned 3-4 times in a town that was pork hell, like 20 or more bowls of carnitas. i made a bunch of tacos in the last life so it ended being fun, but i was so frustrated when i first saw that.

#950 Re: Main Forum » N/A » 2018-09-11 23:24:40

part of me just wants to get black speech to murder any moms that keep me

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