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a multiplayer game of parenting and civilization building

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#101 Re: Main Forum » Wait What » 2018-08-31 21:39:01

If a kid is actively harming the town and refused to listen to your explanation, sure stab them. But the way you describe things it sounds like you've given up on the communication side of things and just bark orders. If the kid doesn't listen, it's the knife.

This is what I'm getting from you, and if it's not what you're doing then please correct me. It's why I'm arguing so much against it.

Some of the scenarios you mentioned are griefers, but some are just confused newbies who don't understand the consequences of what they are doing. If you're going to kill people for not listening to you, you need to make sure you're communicating with them efficiently, otherwise what you're doing is absolutely not fair.

So many people in game try to tell me what to do. How am I supposed to know you're the one who's going to stab me for ignoring you? You don't own me or the way I play the game. Sure you have the ability to stab me for not playing the way you want, but that doesn't make it right.

#102 Re: Main Forum » Remove Cursing » 2018-08-31 19:36:16

Anshin wrote:

Can notes be thrown in trash pits?

I was going to try this but completely forgot! Next time I pick up a curse note I'll try tossing it in the trash.

Last time I picked up a curse note it didn't end up cursing anyone, so I assumed it was already fixed. But now that I think about it, it was probably just such an old note that the person didn't exist in the curse system anymore.

#103 Re: Main Forum » Wait What » 2018-08-31 19:31:52

I'm not sure I'm seeing the problem. If the town is so big that you can lose track of your kid in a berry field, it can probably support a child that runs around a lot. If another mother wants to raise your baby, maybe even take the time to talk to and teach it, that's her choice. Stabbing the child just seems so unnecessary and rude.

It sounds like you're making up rules for how your babies should behave without explaining those rules to the babies. Communication isn't easy for babies, and frankly I'm more irritated by babies who try to talk to me one letter at a time than babies who don't slowly spell out the word "sry" if they think they've offended me. Not all moms want the same things from their babies, so stabbing a kid for not acting the way you want them to is confusing and unhelpful to the child.

#104 Re: Main Forum » Wait What » 2018-08-31 18:53:53

I still think you're being stab happy. Yes, sure, if the baby has been told to stay put, been placed on a warm tile, still runs to cold tiles and, here's the important part, ignored the explanation for why it needs to stay put, yeah, starve them. Fine. I tell my babies I won't feed them if they don't stop running around and that usually calms them down, but I have never stabbed a baby for wanting to look around. Heck, one of my kids kept following me despite me telling her to stay put, and it turned out it was because I was farming and she wanted to learn by observation.

Otherwise you're creating a toxic environment for new players just because they don't inherently know how you want the game to be played. It sucks being at the mercy of another player who suddenly decides you're going to be a burden to society and pulls a knife out for something so incredibly minor as walking off of the tile she put you on. And if you're baby IS temp running to get a look around the place, you're weeding out a player that is probably going to very useful to the town. What you see as impatience may be what another player views as efficiency.

Stabbing should not be used as a form of communication, but rather enforcement. If you are telling kids why you stabbed them after having already stabbed them, you probably missed a step.

#105 Re: Main Forum » Wait What » 2018-08-31 18:02:07

To everyone who kills their babies when they run around, this is just silly. If your baby runs off and starves because you aren't around to feed them when they're hungry, they've learned their lesson. If they run off in an early Eve camp to a cold tile and ignore you when you ask them to stay warm, let them starve, but give them a warning/explanation at least. But some of your babies are temp running around to get a better look. I've been killed for doing this before, despite the fact that I started on a warm tile, and ended on the same tile without using up even one hunger bar.

This is probably one of the stupidest reasons for killing a baby that I can think of.

#106 Re: Main Forum » The New Wiza Famaly with Laws and Monarchs » 2018-08-31 02:40:23

Lotus wrote:

I spawned there today. Named myself Eve Moist. Did my family survive?

I see some Moists under "recent deaths" so it looks like it!

#107 Re: Main Forum » How long does it take to run 1k » 2018-08-31 01:45:54

Twisted did 3k or so in about half his lifetime... so I guess it depends on how good you are at dodging snakes.

#108 Re: Main Forum » The New Wiza Famaly with Laws and Monarchs » 2018-08-31 01:09:30

Star wrote:

maybe an eve will spawn in.

That's how the Wiza's got there, so I'm sure it's possible.

#109 Re: Main Forum » Minor Wounds and Babies with Knives » 2018-08-31 01:07:51

Turnipseed wrote:

Google silphium a medical plant we used to extinction thousands of years ago. Makes sense to have things avaliable to eves that the civilization will have to find a replacement for once they are exausted.

My issue is less with the plant being used to extinction, and more with the idea that it would be just as effective as later game medicine. Something like silphium would fall under the "take the medicine and you recover faster" category rather than the "instantly cured" category of later game medicine.

I also like the idea of adding cotton, but would rather it be something that can be farmed for multiple uses later on rather than harvested once and stripped from the land. Give us cotton clothes, cotton sheets for med beds, and cotton balls for wound cleaning. It's too useful of a plant to only use once early game.

And I like pein's idea of delaying death. Perhaps uncured illnesses reduce your life expectancy and you start losing your hunger bars earlier in life if you've been chronically ill? I've definitely seen amputations discussed before, and like the idea. You could have crutches in earlier camps that take up your arms in order to move around, and prosthetics/peg legs later on that free up your arms, but are harder to make.

As for the health bar, I don't think it'll be needed and I'd rather it be avoided. Right now if someone is injured they become "your mother with stab wound" or "your uncle with snake bite." Minor wounds and illnesses could work similarly and players become "your sister with illness" or "your brother with knife cut." It would be a system of cooldowns rather than something tracked on an HP bar.

Of course now we're getting into "a system that could get terribly complex if we go too crazy" territory.

#110 Re: Main Forum » The New Wiza Famaly with Laws and Monarchs » 2018-08-30 21:22:22

boggers wrote:

This thread gave me a terrible idea.

Write a note that says "whoever of the name ___ that holds this note is the rightful heir to the ____ crown" and leave it on the ground just outside of town.

Drama for days.

I'd watch that movie.

#111 Re: Main Forum » Minor Wounds and Babies with Knives » 2018-08-30 21:19:22

pein wrote:

in oxygen not included, germs were introduced and sickness, the solutions were simple and the effects could be simply maintained
but there duplicants had to poop, they even vomited and some parts of map were dangerous, but needed if you wanted to create oxygen
while its similar in some things, ONI had 2d with gravity, OHOL is top down so oxygen and liquid flow is not part of game

Yeah, germs work well in Oxygen Not Included because air and liquid management are some of the core aspects of the game, but to implement actual germs in One Hour One Life I think would be to add a mechanic that is too complex for the type of game that we're dealing with.

It could be that certain objects, when not interacted with properly, have a chance of making characters sick or injured. Raw meat and cactus fruit, for example. There could be a proper way to handle them that's safe, and an improper way that could result in sickness or injury. That way, children in early Eve camps can avoid illness and injury if they know what they're doing, and those who don't have something new to learn.

I think low level healing is a much tougher nut to crack. Because if you come up with medicines that can be used in an Eve camp that completely cure an illness, there isn't much reason to make more complex medicines later on that do the same thing. Making these early medicines a non-renewable resource is one way to handle this, but not my personal favourite. Medicines evolved over time in real life, and there should be a reason for them to evolve in game as well. Maybe a "bed-rest" system where spending time on a tile with some kind of bedroll speeds up your recovery of whatever illness you have. Or maybe early herbal medicines do a similar thing. Instead of curing a character, they simply speed up their recovery.

#112 Re: Main Forum » Minor Wounds and Babies with Knives » 2018-08-30 06:15:41

Yes, hospital location is key. I tried setting up a clinic today and had a chance to heal someone. But my location was terrible and by the time I got her there, I only managed to clean her wound before she died.

I should probably mention that when I talk about "slow down," the people can still interact with objects and work, they are just slow. It's not like murder cool-down where you can't do anything.

#113 Re: Main Forum » Minor Wounds and Babies with Knives » 2018-08-30 06:09:29

Eve runs are why I was hesitant to add anything like "stacking too many illnesses kills a player" because you'd lose basically all your kids without a method of healing them. I feel like a slowdown isn't so terrible that it'll destroy a place, but enough that you'll want to get rid of it if possible.

#114 Main Forum » Minor Wounds and Babies with Knives » 2018-08-30 05:46:26

WomanWizard
Replies: 11

It was a thought I was stream of consciousness talking about on stream today while playing the game, and I thought the forum could give some more insight.

I like being a doctor, and building hospitals, and setting up clinics and the likes, but it seems that doctors these days are just severely overlooked. Healing happens so rarely when needed, because it's needed so rarely that there's hardly anyone around to do it. If someone decides to be a doctor one life and hangs out at the clinic or hospital, chances are nobody will get stabbed or shot and the doctor just isn't needed. It's a boring life, so who will do it? By the time the hospital or clinic is set up, most of the wild animals nearby have been killed, so it's really just backup against griefers and cult stabbings.

But what if we had other uses for doctors? Wounds or illnesses that are non-lethal but slow down your character so that healing is needed to improve productivity. It's a reason to have the hospital/clinic staffed, and if a mass stabbing occurs, there's a greater chance that there will be someone around to tend to the wounded.

"But WomanWizard, where do the babies with knives come in?" Here's where we can kill two birds with one stone. Mothers giving their newborns knives instead of handing them off to someone trustworthy.

What if, instead of not being able to interact with knives at all, young children who try to handle a knife receive minor wounds that slow them down? Putting a backpack with a knife in it on your child doesn't seem so safe now, does it? Knives could also have a chance of causing minor wounds when you run around with them exposed, or just a slight chance when you're doing any kind of job with them. Gotta keep those doctors busy.

As for illnesses, I haven't given it much thought. But maybe the red cross apron could be used to designate doctors who can diagnose illnesses so that they can be treated with various medications. It would make the apron slightly more useful since I rarely see it on doctors at the moment anyway.

So what do you think? I think it's a system that could get terribly complex if we go too crazy, but there's something here. Any suggestions?

#115 Re: Main Forum » The New Wiza Famaly with Laws and Monarchs » 2018-08-30 05:28:00

Trick wrote:

The one that said "Royalty"?

As homage, I placed it on the tombstone of Great Wiza II.

Yeah, I didn't think it would stay with the crown forever. Glad to see it ended up somewhere special.

Lotus wrote:

I was Great Wiza III. Eve Wiza saved me as a baby since my mom abandoned me.

And to rub salt in your wounds, we we got to watch your mom taking care of her other kid while I hand fed you berries. But hey, my last words, "You're a nice kid," were about you. So now when future generations look at their family tree, that's you Eve is talking about up there.

Named you "Great" because you were my great-grand baby. I haven't seen too many great-grand babies lately. Always a pleasure!

#116 Re: Main Forum » The New Wiza Famaly with Laws and Monarchs » 2018-08-30 02:48:18

I was Eve Wiza and this makes me happy! I'm glad you made the library. I spent too much time trying to find the sheep pen so I could put the note about cleaning the sheep pen nearby. Then there was the note for "the children of Eves" that I made sure was in the middle of town, at least for that generation. It was your generation after all.

Unfortunately I think the only productive thing I did as a Queen was birth children and make a wooden road at the edge of the berry farm. It was getting too big and needed to stop.

Trick, does the royal family still have the royal note? It's a very important note.

#117 Re: Main Forum » Sheep pens are the arteries of your town. » 2018-08-24 23:28:05

"Absolutely nobody poops except for lambs. And even then, only once."

One Hour One Life version.

#118 Re: Main Forum » Moving Ponds + Attraction to Roads? » 2018-08-24 18:51:18

It's like they start walking around and get stuck auto-running on the roads.

#119 Re: Main Forum » What do you do ? » 2018-08-24 17:15:04

I kill them. If it's a larger town, it might be a good idea to warn them with something like: "Feeding others is against the law. Please stop." Lets them know there are bigger consequences. Explain to them why it's a bad idea before you do anything drastic though, in case they're a newbie. I wish there was some kind of enforcement that was in between talking to people and killing them. I like the idea of being able to tie someone up for a prison sentence for little things like this.

I had a daughter in an early camp who kept force feeding berries to the baby I was breast feeding. We didn't have a lot of food and I told her to stop, but she insisted it was building their relationship. She was wasting berries by the second, so once she refused, I retrieved the town knife and stabbed her. Sometimes you just can't wait.

#120 Re: Main Forum » Don't lock the useful rooms! » 2018-08-24 17:03:06

If the hospital's big enough, maybe put a small locked room within it. Like a little closet for backup pads and a needle and thread.

But yeah, don't lock the main source of healing for your town. What if the person carrying the key is the one stabbed? What if someone needs help but the key holder isn't around? And the obvious, what if the key gets lost over time?

#121 Main Forum » Sheep pens are the arteries of your town. » 2018-08-24 05:42:49

WomanWizard
Replies: 8

That is, assuming compost is the life blood. If the sheep pen is clean, compost moves smoothly. Keep all but one sheep sheared so the pen isn't fully of dead lambs, butcher and remove sheep when there are too many. Don't leave junk lying around. That is all.

Clogged arteries are bad my friends.

#122 Re: Main Forum » N/A » 2018-08-24 05:26:54

It's always fun playing with you Lotus!

I was Igor, and I actually just finished a second life in that town where my son and I added a back room to the clinic. Well, most of one. The side walls are all set up to be installed, but I died before I could put them in. There were three graves in the clinic and I dug two of them up cause it was too cluttered for medicine. Didn't realize one was yours, I'm sorry!

Funnily enough, putting those floors under the walls probably kept the cross shape of the floor in tact, since the stone floors otherwise would have filled in to the walls on the sides. So it all worked out in the end. Hope someone finishes the project though.

PS. How did our mouflon friend fare?

PPS. The note only reads "Here lies" now. And there's another one that says "I had twins!" I made sure to congratulate anyone who read the second one while I was around.

PPPS. Looks like I was your great great great great niece, Lily, in my second life there. Neat. My boy was killed by a boar. That explains why I hadn't seen him in a while.

#123 Re: Main Forum » Don't bitch about griefers without trying » 2018-08-22 21:14:21

So many times I have a knife (or more because I haven't yet decided who to trust with the ones I just picked up) and someone will come along and try to give me another. It's kind of funny, and I don't mind being the town's knife dealer, but maybe, just maybe, if one person already has three knives in their bag, at least try to give it to someone else first. Also don't keep three knives in your bag if there are other hard working adults around!

If you accidentally give one of the four knives to a griefer, it's not the end of the world. Spread em around folks. Murder cooldown is a thing for a reason!

#124 Re: Main Forum » Multiple births, the good kids. » 2018-08-22 19:42:26

happynova wrote:

And I still feel embarrassed about missing that second twin.

Poor kid, but at least somebody took care of her twin. I feel like losing track of multiple babies is what leads to most twin/triplet/quad deaths. When I play anything more than twins I make sure to tell the others to stand on separate tiles so mom can keep track of which ones she's fed. Makes things so much easier when your quads aren't in a baby pile, you know?

#125 Re: Main Forum » Can we remove locks please? » 2018-08-22 19:38:46

Tea wrote:

Therefore I think that the idea having letters saying :"Clinic locked for emergency purpose, use hospital" on a billboard in the middle of town would be really helpful !

Easier said then done, unfortunately. I feel like a better strategy would have been to build the hospital and clinic right next to each other. Then people can see both and see that one is locked and hopefully put two and two together. Or at least ask what's up, you know?

thegolfpantsguy wrote:

better guard it by someone with weapon who works close killing everyone droping bandages

we all should have an eye on  the bandages when working close to them...
when you realize them disappearing without hearing the "AAAAAAAAAH" sound then you should get a weapon to be ready if it happens again

Yeah, I sort of passed this job onto the girl I gave the key to. I think I gave her a knife too, but I can't remember. I told her to keep an eye on the hospital, cause when the pads get dirtied that's when the clinic is most likely going to be needed.

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