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a multiplayer game of parenting and civilization building

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#76 Re: Main Forum » Hand/footcuffes, chains and slaves » 2018-05-27 17:30:11

I would enjoy this roleplaying aspect immensely, it would give some new depth to the game. On moral grounds many would object, but its just a game, so I don't see the big issue. I mean murder is also objectionable, but it is available in this game....so why not slavery.

#77 Re: Main Forum » Why can't kids survive? » 2018-05-27 17:26:29

Thanks to the lineage ban, suicide babies are much less common, although they still happen on occasion.

I still haven't come up with a great strategy myself in combating this issue, it is really a matter of luck at the moment. The best thing that we can do when we setup camp as an eve or a runaway girl is to choose a place with extremely high levels of food, even if the other resources aren't as great. Sometimes you might find a nice spot with plenty of water, on the edge of multiple biomes, but if food is scarce...I move on. Food is key to survival. When you get to your chosen campsite, grab a sharp stones and run across the area cutting any burdock you can find out of the ground...you will not regret doing this later.

One other thing I try to do is quickly build a kiln, I find that when babies spawn, they are less likely to suicide at a camp with a kiln. It makes the place feel like it has some permanence, even though it is still very fragile.

At the end of the day, not every kid will survive no matter how much your provide them with. I'm ashamed to admit that even I die fairly often as a second generation kid, it comes with the territory imo. As you run around setting up, it is very easy to neglect the health bar. Its sad, but true.

#78 Re: Main Forum » Graveyards Are Too Big if Everyone Gets In » 2018-05-27 01:34:47

One thing is for sure, the graveyard should be set a decent ways away in generally unused land...like a snow or rock biome.

Too many graveyards are right in the middle of the villages...and that is not productive.

As for permanence, a white rose could be placed on a grave and this would make it permanent, otherwise red rose graves will decay in time.

#79 Re: Main Forum » was there a milkweed change? » 2018-05-27 00:27:31

jasonrohrer wrote:

This has not been fully worked out just yet.

There will be some other changes to farming, wells, and soil in the next update.

I'm really trying to move away from "unlimited but fragile supplies of X," because that means there are no more decisions to make, and you just need to make sure everyone is careful and follows the rule.  I've seen the eternal milkweed farms, where you just walk buy and pick whichever plant is fruiting when you walk by.  Nice that some ancient relative set this up for us, but now we're kinda done thinking about milkweed forever.

What I want is more of this:  We have these resources available right now, and where should we commit them?  For example, when do we have enough excess soil and water that we can grow some milkweed on the side?  Even deciding where to spend the milkweed should be an interesting decision (but only if supply is limited).


Berry bushes will likely change too, though I'm somewhat stuck on exactly how they will work.  At least there are still decisions to make in maintaining them, assuming that water becomes more limited again.


The problem is that all resources are finite (or are going to become so in the future), so there never will be a good time to commit resources, because once they are gone they are gone. I guess this means that we can only live in certain areas for a short period of time, and then move on after resources are exhausted, but our civs will never advance under a system like that. With the number of kids each eve and her offspring have, an area could run out of resources after only the 2nd or 3rd generation. We could practice population control, but by doing so we risk the survival of our lineages because of the ban. All of these nerfs could swirl together and break the game.

I really appreciate all of the recent changes you have made, but if you do plan on making everything finite, please also try to find ways that we can still practice some kind of sustainability or renew our resources through a series of steps....make it as difficult as you need to, but consider the long term play-ability of a world where even the basics like berries are finite...it wouldn't be much fun imo if we had no way to support our villages.

#80 Re: Main Forum » Mulberry Trees, Silkworms and Spindles » 2018-05-26 23:16:33

Here's the deal breeze, silk is used to make thread and thread/string is important in the crafting of almost everything of importance. I was simply attempting to give a real world alternative to milkweed (which itself is an uncommon source of thread). Sure silk has tended to be a luxury fabric of the Eastern nobility, and was later coveted by upper crust Europeans, but we can take some creative license to make it more abundant in this game. There is nothing silly about that. Indigo dye, which was also a luxury item in many parts of the world, grows in abundance in this game. Gold can be found across the map as well. There is nothing unheard of about including silk in this game and providing a non-cultivated alternative source of thread.

#81 Re: Main Forum » Mulberry Trees, Silkworms and Spindles » 2018-05-26 22:22:53

Its a game, we have to take some creative license. smile

#83 Main Forum » Mulberry Trees, Silkworms and Spindles » 2018-05-26 15:21:39

Portager
Replies: 4

Now that milkweed has been nerfed, I think it would be cool to have an alternative method of thread production. The natural source that comes to mind is silkworms.

A potential new thread making workflow would have ppl harvest wild silkworms from mulberry trees (where they live irl) and then domesticate them through a series of steps. The silk they produce could be put through a crafted spindle which could be used to create thread.

This would allow for civs to survive without wasting soil on milkweed, but it would also be a challenging multi-step process that would hopefully fit  jasons vision.

#84 Re: Main Forum » Fun things to do in game that doesn’t involve greifing » 2018-05-26 04:55:45

Make friends with the other babies at the fire or desert edge. Later in life it makes for great roleplaying.

#85 Re: News » Update: Families and Funerals » 2018-05-26 02:21:09

Do the different color roses do different things?

#86 Re: Main Forum » THE EVES! THE EEEVEEEEEEEEES!!!!!! » 2018-05-25 00:49:41

The lineage ban is needed, it could use some minor tweaks, but without it the suicide baby epidemic was plaguing the game. With it, Eves are forced to look after their kids and ppl are dis-incentivized from suiciding. There should be some tweaks, like under certain death conditions it should not apply.

I agree that being an eve is tedious, but if you can successfully rear a family it gives other lineages a chance to develop while you are, and then after 50 or 60 minutes when you die, you can go play in their camps.

#87 Re: Main Forum » Missed Connections » 2018-05-24 03:47:40

Was anyone part of the family where Queen Tulip murdered everyone some 25 generations in, http://lineage.onehouronelife.com/serve … _id=116472?

This is why carrot crowns are a bad idea, power makes ppl crazy.

#88 Re: Main Forum » When is actual new content coming. » 2018-05-24 02:06:53

Indeed, I like the general direction that things are going.

Now that the crazy launch period has cooled into a steady community, the suicide baby and griefing problems have shrunk as well.

#89 Re: Main Forum » Just a short rant » 2018-05-23 04:49:46

I will admit that some tasks have become ridiculously complicated, like composting for instance. I remember the good old days when all one needed to do was mix mashed carrots and berries to staw, and add water to make compost. Then worms were added, which was a little tedious, but ok. But the addition of dung, which requires a sheep enclosure and shovels can easily kill many starting camps. Case in point, I was born as a third generation female, and my camp was already exhausted of soil by the time I matured, but we lacked the sheep to compost. This meant that I had to spend basically my whole life running across like 3 biomes to get more soil. I would consider this a nerf for sure, and I don't much like it (not that my opinion matters much xD).

Thing is, I know that Jason is reading our comments and I am hopeful that we will get some new tech progression in the next updates.

#90 Main Forum » Branch Families » 2018-05-21 04:28:07

Portager
Replies: 8

I can't help but wonder if some of the older generation families in this game end up splitting into branch families over time, ie. two families with the same lineage but that share a different camp.

For instance, I have been born into the sol family (http://lineage.onehouronelife.com/serve … l_id=93832) twice, but each time it was at a different well developed camp. Is this common?

#91 Re: Main Forum » Has the game become too dystopian? » 2018-04-21 18:08:55

Only 124 people are currently playing the game mid-day in North America on a Saturday, which is quite low.

I think the problem is that every week the mechanics of the game change, but new content is scarce. This creates a situation where newbies and casual gamers are dis-incentivized to keep playing because the learning curve is too steep, and once they learn how to play one way, they have to quickly change and learn to play a different way. This obviously turns people off, and causes them to quit playing.

Veteran players meanwhile tech up too quickly, or try to find ways to break the game to illustrate a point, this causes Jason to make more gameplay changes and create less new content. Ultimately this complex situation has made the game feel very dark and depressing to me, when it used to be jovial and collaborative.

#92 Re: Main Forum » 1 0 0 G E N E R A T I O N S R E A C H E D » 2018-04-12 00:05:32

I have enjoyed watching bits of this on twitch. Is it rule breaking, no. Is it cheating, no. Is it unfair, not really.

This game has no rules, anything goes, that is the nature of any sandbox game. Ultimately, we are all capable of also doing what these players are doing, and if somebody wanted to put the effort in they could form a whole new band of players on the same server and migrate to this camp and grief them. Anything goes, it is a level playing field.

With that being said, is it against the vision of the game, yes. Jason's vision is that each new spawn will be its own story, separate from other lives. It is also his vision that players should have limited communication and should have to work together within the game mechanics to survive. Sooner or later he will do something to nerf the type of playing we are seeing now (my guess is that it will be a spawning cooldown), just like her nerfed the apocolypse. So if you want to join in, now is the time to do so, this kind of gameplay might not be possible in a week.

#93 Re: Main Forum » The life of a griefer » 2018-04-10 18:41:37

Xuhybrid wrote:

I never plan on doing anything like this again but i just wanted insight on how easy it is to kill a really thriving colony, without ever being discovered. Without anyone ever stopping me.

Sorry, I don't believe you for a minute. You will do it again. I can tell from your writing that you had fun destroying this society, and it is only natural to do "fun" activities more than once. Thankfully you taught me your methods, so if a bunch of berry bushes get destroyed and someone runs over and starts telling me about it, I will instantly keep a close eye on them (knife at the ready). If someone with a bow starts to talk to me, I will keep moving while they talk.  So on and so forth.

I will be waiting.

#94 Re: Main Forum » "Q" or im a forum user baby. » 2018-04-10 04:59:39

Your mother would first have to initiate the conversation with a code word, "EXP" or something like that.

Then you can reply back with a code indicating that you can help her build the camp.

#95 Re: Main Forum » Suicide Babies » 2018-04-10 04:50:54

I think a mechanic should exist, wherein if you are a baby and force log out, you have a cooldown period that you have to endure.

Babies that die of starvation would only have the cooldown after "X" number of times. I get that suicide is a strategy in this game, and heck, I have done it myself before. We almost all have, and there are certian good reasons to do it from time to time. However, at this point it is making the game near unplayable as a single Eve and destroying lineages in older villages. The cornerstone of this game is that you are always born into a different situation, and you need to adapt to survive. At this point however, people are taking too many liberties in choosing who they are going to live with at the expense of other players.

#96 Re: Main Forum » How to find a Camp? » 2018-04-10 03:07:02

Well, I can confirm that a city I played in yesterday was repopulated with a new family today.

So it is possible to stumble back into a old city as a wild eve, even if it is hard.

#97 Main Forum » Suicide Babies » 2018-04-10 02:56:07

Portager
Replies: 42

I for the life of me can't figure out why babies suicide in the middle of a well established (and sustainable) village, do they want to live the feral Eve life?

Maybe they are suiciding in a desperate attempt to re-spawn in another village that they tried to create. I can't figure it out.

I get (although don't like it) when  babies suicide with a wild Eve, but I can't figure out why they would do this in a good home.

Just had about 4 kids die on me within 10 seconds, as did my sister in a functioning and fully clothed village. Jason's latest Eve spreading apocalypse was created to prevent people from constantly respawning in the same village, but that has led to the suicide epidemic of significant proportions. Arguably, it is more game breaking than trolls.

#98 Re: Main Forum » How to find a Camp? » 2018-04-09 22:42:17

Valiry wrote:

How can i join a private server? I dont know how this is working, im just clicking on game icon and "login" big_smile

Edit two files in the settings folder of your game:

settings/customServerAddress.ini to contain: the name of the private server
settings/useCustomServer.ini to contain: 1

#99 Re: Main Forum » How to find a Camp? » 2018-04-09 22:18:01

Aye, what Turnip said.

Only once have I stumbled across any signs of other people when I have recently spawned as a new eve. It feels kind of lonely, tbh. Thats why a new Eve's job is to setup all of the basics and pass it to her daughter(s). Live to 60, and then respawn in the same camp to keep building and learning as you go.

#100 Re: Main Forum » [GUIDE] How to : Not settle and keep living in the wild » 2018-04-09 20:12:18

This method really would only work if you have daughters, and those daughters know what they are doing...those two scenarios rarely occur together.

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