One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#101 Re: Main Forum » Adams and men having children? - Bring on the Dads! » 2018-04-09 18:49:36

Aurora Aurora wrote:
Portager wrote:

In my opinion, asexual reproduction should end by the third generation of a family that spawned from a new eve.

Reproduction at that point should feature a male and a female exchanging an item or something to activate the ability of a female to reproduce. It would be cool if some new character models were added to represent the genetic mixture between existing male and female character models.

Lastly, if there are no males around and a lone third generation + woman wants to reproduce, then she should be able to eat some kind of a rare fruit or something to trigger asexual reproduction once again.

That'd just mean alot, alot of incest. And dont get me wrong, I am the woman who always married her brother so im all for it but that might not be everyones cup of tea.

They can go eat from the asexual tree smile

Jason really hasn't given us a choice at the moment, it is next to impossible to encounter anyone from outside your tribe in the post apocolypse.

#102 Re: Main Forum » Adams and men having children? - Bring on the Dads! » 2018-04-09 18:45:07

In my opinion, asexual reproduction should end by the third generation of a family that spawned from a new eve.

Reproduction at that point should feature a male and a female exchanging an item or something to activate the ability of a female to reproduce. It would be cool if some new character models were added to represent the genetic mixture between existing male and female character models.

Lastly, if there are no males around and a lone third generation + woman wants to reproduce, then she should be able to eat some kind of a rare fruit or something to trigger asexual reproduction once again.

#103 Re: Main Forum » Guild System » 2018-04-09 18:39:17

This would go against the vision of Jason, the whole "every life is a new experience" thing. If we had guilds, then we would purposely only save our guild members and cast the other players out like dirt.

Now, if guilds varied from game to game, and there was a "baker" guild, "forger" guild, "farmer" guild etc...that could be interesting. Sadly, the spawn radius means that we are unlikely to ever encounter other tribes, and hence this system is also unreasonable. It might work if you can say something like, "your job is builder" and that appears under your kids name, but I doubt we will see a feature like that in this game any time soon.

The last suggestion would be to hop on discord, start a voice chat with others and play the game with them on a sparsly populated server. Then you could communicate roles in real time.

#104 Re: Main Forum » let's talk about how often you die building settlement & family as Eve » 2018-04-09 17:45:07

stickyflypaper wrote:

Well, I can survive and build a little settlement, but none of my children ever survive, which, because of how the game works now, means likely no one will find the settlement, which makes this feel pretty pointless.
Got bored with my last life and ended it.

I will be seconds away from having a fully ready camp, and my kid will suicide, leaving me old and alone.

#105 Re: Main Forum » Different ways to name your kid (and yourself) » 2018-04-09 08:05:18

Joriom wrote:

Portager, you could away try something random. Gsdjwe. And see what name from the list it matches smile

lol, I tried to name my kid "Jackson" earlier, and it named them "Cloud" instead.

I love the name match feature.

#106 Re: Main Forum » Killer are way too often » 2018-04-09 07:59:07

The worst killer tonight was a bear that ravaged the "lucky" family village around 2:45 am EST.

Apparently, early in the life of the lucky family the matriarchs were feeding their sons to this bear, well as karma would have it that bear came back many hours later and decimated all but two women in the village, who fortunately birthed myself (a boy) and a girl. Unfortunately my sister's kid, Jenny might have been a troll and she was the last of the Lucky line as of 10 minutes ago.

Moral of the story, if you are going to kill boys, do it right or risk generations of progress later. tongue

#107 Re: Main Forum » Different ways to name your kid (and yourself) » 2018-04-09 07:54:54

A fun method of baby naming I have seen twice in the past day, and then done myself is ask the baby to "name a letter". Then you use that letter as the first letter of the baby's name.

It makes the baby feel like they had a role in their name, it creates bonding, and it helps to prevent people from suiciding since they feel invested.

If a baby says "G", then you call it "Gail", "George", "Geoff" etc.

#108 Main Forum » Wild Carrot Seed » 2018-04-08 07:18:43

Portager
Replies: 3

If you setup in an ideal location near a large prairie biome, then it would seem that having someone gather wild carrot seed is the best way to save soil.

Just got done playing two lives at a moderately large civ (around 6-8 ppl at max) and we were able to farm in a sustainable manner by not letting any domestic carrots go to harvest, gathering only wild carrot seeds instead. We had a few other augmentary food sources, but carrots were the go to. By my last death the village had topped the tech tree and was setting up buildings and livestock pens.

This method might already be old news, but it is the first time that I have seen this implemented as a "rule" by a civ. It was something that every mom was telling their kids about during orientation.

#109 Re: Main Forum » Imagine the future... » 2018-04-07 06:56:46

Or end up reborn the servant of the child from your former life. lol

#110 Re: Main Forum » Post Apocolyptic Experiences -- The Sixty Year Rule » 2018-04-07 06:29:51

Just found out the sixty minute rule has been around for awhile, I had no idea. I always purposely starved my character in the upper 50s. Lol.

#111 Main Forum » Post Apocolyptic Experiences -- The Sixty Year Rule » 2018-04-07 06:20:50

Portager
Replies: 9

Thought I'd start a thread about the rebuilding of society, where everyone can share their stories of life in a brave new world.

I had my first great post-apocolypse family tonight, we built a mighty fine little civ and survived a good many generations. Someone on discord mentioned that Jason implemented a feature that if you live to be 60, then you will likely respawn at the same family. This rule seems to work, as every member of our civ who lived to be 60 respawned to us as a baby without fail (including myself). Has anyone else tested this rule in their civ, did it work for you?

As for my family, you were a good group, I hope to play with you all again. Especially my son Lazarus.

#112 Re: News » Update: The Apocalypse » 2018-04-06 18:20:31

jasonrohrer wrote:

But a continuous family line is the POINT of this game.  And should be necessary for a village that lasts.

If you have a village and care about it, you should be making arrangements for its care through the night before you go to bed.  Currently, you know this doesn't matter, because you can always find your way back to it tomorrow.

But what if you couldn't?

That's the latest idea.  The only way to keep working on a village is to keep a family line alive there.  After the line ends, the next line will start far enough away to matter.  Not so far away that returning to the original village would be impossible, but far enough that it would be a big project to return.  Maybe even a trans-generational project.  Like, "We can get back to the old village, let's start the journey now, and our great-great grand children will be born there someday."

A person can walk 4 tiles per second.  Thus, in their hour-long life, they can walk 14,000 tiles.

So that's a good starting point for how far apart Eve spawns should be.  Well, let's start with half that.  7000 tiles.


I like this idea Jason, you have my support (not that you need it). As myself and others were saying in discord, the old villages had become stale and too easy to survive in without having to anything past baking a few pies or growing carrots.

I will say, with this new spawning apocalypse vision that you have, you are going to have to seriously nerf griefing (or give us armor, watchtowers or something). The bottom line is that no family tree can last sufficiently long at the moment, because of griefing. We just need a way to fight back. Then we can really fulfill the true vision that you outlined here, multigenerational families working towards the advancement of our societies.

#113 Re: Main Forum » So, I Just Caused an Apocalypse » 2018-04-06 08:27:52

yvanhooe wrote:

OK, that game is now unplayable.

I'll check back in two weeks, bye.

Check back tomorrow, Jason is going to have to make some fixes lol.

#115 Re: Main Forum » portager » 2018-04-06 04:25:37

By the way, eve Grimm and I got a decent home base established. Within two or three more spawns at that site, it could be a decent little city.

#116 Re: Main Forum » portager » 2018-04-06 04:22:31

Hello Turnipseed, thank you for being my first post-apocalyptic mother!

I agree, if it is this easy to trigger the Apocalypse, then what is the point of building a society?

#117 Re: Main Forum » Let the memories fade » 2018-04-06 01:57:44

Agreed partially, but in many religions there is an idea of reincarnation...that is essentially what the idea of our respawns are, we are reborn with the knowledge of previous generation.

If we were to roleplay as new players everytime, then how is it that we know how to bake, how to farm, how hunt etc.; we learned those skills in a past life, just as we gained other knowledge along the way.

I will agree that if you are born into a new family, your loyalty needs to be to that family first, and to your old family second. If you are born into your old family for a second time, I don't see a problem with passing the oral history of your clan onto the next generation. Few people but you would have that knowledge, and many players are interested to know how many generations a family has been around for roleplaying purposes.

#118 Re: Main Forum » The Lion Dynasty » 2018-04-06 01:51:12

EveLion wrote:

Hi Princess! I was your daughter. Life is grand.


Nice to meet you again!

#119 Re: Main Forum » So the Apocalypse is here » 2018-04-06 01:50:07

Lol, lets hope that there is only one monolith per map, especially given the griefer problem.

#120 Re: Main Forum » Favorite moments » 2018-04-05 06:00:30

Can I give a dishonorable mention to the "Bob" family, I kept getting born to people with that last name over and over again, and they knifed me again and again as a child.

Crazy.

#121 Main Forum » Police Officers » 2018-04-05 03:46:45

Portager
Replies: 4

I just got off of server three, and there were not one but two women riding around on horse carts claiming to be police.

Is there some kind of a new vigilante group that I don't know about? They were each wearing indigo colored wool sweaters and were equipped with knives. They asked if I had seen any griefers lately. Lol. It was pretty strange.

I know server 3 is super well organized, is this "police force" a new play style or something.

#122 Re: Main Forum » Apocalypses?????? :O » 2018-04-05 02:00:30

Lexyvil wrote:
Portager wrote:

It would be cool if the trigger was us, and our reckless use of the environment.

I have a read a comment somewhere that mentioned that Jason once talked about adding a doomsday device that could be made and triggered by players. I love that idea so much, mainly for how it'll probably be very far in the tech tree and the players will somewhat have to work together to ensure it's not activated, haha.


It better be super difficult to create, especially with our griefer buddies hanging around.

#123 Re: Main Forum » Apocalypses?????? :O » 2018-04-05 01:14:31

It would be cool if the trigger was us, and our reckless use of the environment.

#124 Re: Main Forum » The worst griefer I have seen » 2018-04-04 23:12:22

Babipoki wrote:

Jason, could you look at server logs and see who did this and remove his access from the game?

This.

#125 Re: Main Forum » You want a killer? You get a killer » 2018-04-04 03:25:55

Trustworthy wrote:

The player count has already dropped by about two thirds since this griefing problem started, there won't be much of a game left to play here soon anyway.

I have noticed this decrease as well, but it is hard to gauge whether this is just a natural drop off following all the publicity that the game got during the launch period, or if this is correlated to the increased rate of griefing in the game.

At the moment, and albeit it is midweek, there are only 122 people playing the game. This is way down from the numbers I saw a few weeks ago.

Board footer

Powered by FluxBB