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a multiplayer game of parenting and civilization building

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#126 Re: Main Forum » Why are we still acting like we're in the rift? » 2019-08-22 07:24:47

op is a liing misleading idiot. we have huge roads, carrot farms and pies gallore almost everywhere.

I am definitely not acting like i am in the rift, where i killed all geese and lured all bears, while i keep building this: https://onehouronelife.com/forums/viewt … 983#p71983
and it is very well appreciated and prraised and used a lot by many players, just counting the quotes and RANG BELLS.

yeah, there were NULL bells in the rift EVER, but not 5 bells spread out far , connected by roads constantly ring.
this is TOTALLY different and awesome, and OP is a liingf ignorant fool trying to convince nayone otherwise.  FYAD!

This game only has bears as weak defense and no other viable defense at all, besides hiding/destroying arrows, toill berars reign.

countless times i had to kill stalkers who just watched me build my long road, cause they could become a threat to my roadbuilding any second.
countless times i was being murdered like a thief, while just building long roads (to their town)

"proving the rift was a great idea", is a retarded phrase, cause thats just as impossible as proving that false is true.

#128 Re: Main Forum » Teamwork » 2019-08-21 19:49:59

many things are already much better in tems of 2.
log sawing, needs 2 tools, much less tool swapping with 2 players.
roadbuilding, one on a horse only brings stones, one only places the road and brings food for both (and defends the road against anything deadly.
within a city/road, some people are better more local (females) to only move within placerd stone/wood tiles, and some are better less local (males), who know the surroundings better, and redistribute items ti where they are neded most. walking sure does cost extra food, and stationary players need less shoes/backpack/cloth.
building endtowers, you sure need at least 2 to guard it.
mass murdering, due to first attacker instakilling, it takes 2 players for deadly flanking maneuvers, one person lures, one person traps and stabs back.

#129 Re: Main Forum » road key » 2019-08-21 19:44:53

5th bell was completed, one of the 2 far west ones.
and it got everyone in the town killed. i just found a dead city.
the 3 most western cities sue are worth a try in colonizing to.

#130 Re: Main Forum » road key » 2019-08-21 17:36:44

I got lucky recently in gathriring gold crowns, and build (or at least finished) the B1 B3 B4 bells, in that order.

road_key_3.gif
note that bright gren means "mostly pawed with stone planes, but may still have long gaps in the stone pavement"

With more abundand horses and iron/swords, people seem to like the long road network and spread out bells a lot.
you just have to get a general direction towards the road network, and likely hit the road 500 tiles before you reach a target on it.
and unfinished bell towers mainly function as a location marker that tells you "are we there yet" and "how far to a decent food source".

#131 Re: Main Forum » miskas' brilliant replacement for Donkeytown » 2019-08-21 16:12:49

jasonrohrer wrote:

There's another wrinkle, and that's how to implement such a thing...

Over time, a griefer may be cursed by thousands of other players, and we need to keep track of all that, and somehow be able to query that list when the griefer is born.  If this is kept on a central server (the way the curse score currently is), that's an expensive remote query to make.  Either you have to ask the server about every potential mother for the griefer (is this mom okay?  No?  What about this mom?) OR you have to fetch the whole mom blacklist, which might be huge.

Maybe the one-at-a-time ask is best, because at worst, it will just slow the griefer down to get born...


If it's not kept on a central remote server, those problems are solved, but then their will be no recall of curses made one different servers (especially problematic when the player population grows beyond bigserver2 someday).

this problem is solved by "interrupt coalescing", the main trick of that is to NOT spend too much time in priorizing/sorting/listing to get a complete (sorted) list, by simplying the sorted-priority-list generation by defining labeled buckets/tiers/partitions. (the other trick is that sorting must not be completed, and can be interrupted/resumed at any moment).
the partitions sort (usually by priority, but here we just sort by curse-groups), but their content is not necessarily sorted.
instead of pointing to thousands of players to sort, you pont to only a few buckets of people (in a first pass filter). sure, this may sort out a few too many occasionally, but it sortens the remaining numer of people to ping.

You likely end up with some dynamic tree structure, likely a doubly-linked-list, a tree/web that can quickly be traversed in borth directions, and gets a multidimensional/simplex soapbubble-structure.

--- context. early mars probes spent too much time priorizing what to do while they got no remopte input and where on an auto pilot (huge latency from earth to mars, and null radio contcat for long times due to lack of mars satelites as relay stations). they had the problem that they spend 90% of their time and energy in sorting priority lists for their autopilote mode (what data to process and send to earth first), and lacked processing power to actually to all the things that they planned to do first, because planning and sorting took too much time. so they had to compromise and developed "interrupt coalescoing" to sped up sorting, by essentially caring a lot less about sorting precision.
the lesson here os to spend less time sorting/planning by sorting only into a few buckets, and more time on just getting anything done. just let others decide what they like most.

#132 Re: Main Forum » miskas' brilliant replacement for Donkeytown » 2019-08-21 14:17:23

this might just work jason. give it a try.

#133 Re: Main Forum » road key » 2019-08-20 22:56:14

yes eve spiral is smaller and slower, sure changes the game, its neat.
you can predict a bit more where populations wil spawn and what directio to go as eve to very wuickly find larger empty towns, or this road.
intelligently roaming eve finds oven/kiln locale every 300 tiles.

third bell completed. its in the southeastern corner of this road-map.
The road to it is not on the map, and its a pretty road witha large birdcage and lots of wild berries next to it.

#134 Re: Main Forum » road key » 2019-08-19 18:33:17

road got some extensions , +500 tiles almost without gaps (high priority projects) and most older gaps closed a lot more, usually in the heavier trafficed area.
These are 2 long dead ends, not hard to find, not woth making a new map of them.
There are occasionally more extensions planned, usually by straight lines of cut trees close to wells, but so far nothing worth placing many stones.
gaps often exist for a reason other than lack of stone. often theres just no need in the extra efford of closing gaps.

reactions:
"lol", me, whenever i manage to kill someone on the road. i have "home advantage" there, as i travel alongside it more than others, so i know how dangerous/treasureful what regions are.
"road is deadly" me regularily, if my babies end up diing dumb to fauna along the road.
"the road provides" me often, when i take my baby on an enclothing tour along the road, to a place where there is likely good cloth/shoes.
"this road is huge" when my mom just explored 500 tiles of it. which was roughly 1/5th of all placed tiles back then, she got homesick and rejected my tip to migrate to a better place. so i left my mom.
"crazy" sayd my baby girl, when i found the road as eve, gave birth to trppets in griefer-town ==  one of its worse ruins, and walked 1000 tiles of road (with some large gaps) of it while raising 6 children. I sayd "east, north west", and they seem to have gotten that set of directions and the skills to survive as tripplets while marching a long road with not much foot for 4 people (smart clay bowl usage), toreach a much better city. they all made the trip and i have 3 more babies on the road, that alsso all made the tip.
"country road, take me home ,to the place, i belong" and "east is peaceful" sang my very kind newbie mom, who searched no conflict but her presence with knife and sword and baby would be not her her interest, sure was not in mine, when was about to threaten a recently repopulated ruin unnecessarily, just by entering it with a war sword, which may just have killed off the town with a revenge porn murder spiral, so i redirected her to a friendlier place, actually avoiding such blodshed.

#135 Re: Main Forum » Test » 2019-08-17 13:57:03

dumb gradient has red touch blue.

#136 Re: Main Forum » Hoarders, and Sweaty, Organised Metagaming » 2019-08-17 13:55:48

rift be gone, nests be gone. all the griefers are now killing perfectly healthy bases, in less than 60 minutes, 12 people of one family die.
same old. and they always use the same lies and chat distractions. they claim to not know a thing in chat, ask a dumb question, and then stab you while a response is being typed.

I chatted with a baby a lot, the idiot got born to me 4 times in a row, 3 times i fed him to bears or just let him starve SLOWLY after he was done being proud of himself chatting, while i was just exploring the land.
it was a chatty baby who proudly claimed "i was your son, i died age 12, but at least i instigated the deaths of 3 others, so im awesome"
yes, this is the minset, and no, killing 10 per life is a challenge. killing 3 is a cakewalk. diing age 12 is pathethic. telling/getting others to kill someone else, with any dumb lie, is what they usually do.
dumbass doesnt know that i wandered one big circle, and was back home at age 45, and guess what, i saw no significant effect of anyone diing to any intrigue/murder. it was a healthy family, they could not care less even if his claims where true and 4 people died duumb.

They are surprised they get born to the same person, which is a clear sign that thes have only short lifes and are region banned in most places with many epople in them. therefotre this happens. they get born to The same mother 2-4 times, and their furst word is almost certainly "I" as in "i was ...", self centered incompetent fucks. they also often come in twin pairs.

simple hint, if your baby says "i w" as first words, its almost certainly a self centered murderous psychopath not worth any food.

#137 Re: Main Forum » Is it only happening to me or what is wrong with behing a eve » 2019-08-17 07:02:00

ziv is not only in donkey town a lot and griefing the shit out of everyone, down to torture slavery murder theft, but also a whiney little kid about being boicotted for it.

why kill self if you can muder eve ziv?

#138 Re: Main Forum » road key » 2019-08-16 20:42:33

there is no rift, but the map was not reset, so theres still the traces of the older rift constrain inside a very small eve-spawning circle.
there are much more bears in the brown square and barely any larger ruins.

#139 Main Forum » road key » 2019-08-16 20:35:59

ollj
Replies: 12

edit, above image updated to most recent map, https://cdn.discordapp.com/attachments/ … _key_5.gif

road_key_5.gif

below is initial post with oldest map/road version:

the current "road" network is a bit key-shaped.
road_map_2.gif
Brown square is old rift area, has more bears and less geese.
Green lines are roads with wide gaps, but slightly more road than gap. all gaps have trees cut down. The gaps are mostly due to no stones close by, some just close slower.


Sometimes one base temporarily goes bad/lazy and dies off or people just leave the mess.
then it helps to have roads between bases, cause there is likely a curious young fertile following that road to find a dead base.
Warsword raiding sheep killers need no roads, eves spawn so close, its easy to find ANYTHING quickly.
fenches and gates are still not worth the time and constrain troubles they cause. i saw too many moms have their babies starve at age 2 while building a fenche.
Bases regularily die from a single mass murdering family member with gate access, and not as much from froeigners that could be blocked by fenches.

It is now a common thing for the 2 northern bases to "send over" people, and ask less related family members "where sou send over?"

#140 Re: Main Forum » i love the servers (idont) » 2019-08-16 11:40:02

i have the suspicion that movement speed is too much ping dependant.
i had too many chasing scenes with equal equipment where i was significantly slower while chasing over 20 tiles disance.

#141 Re: Main Forum » Every griefer uses the zoom mod » 2019-08-14 05:52:52

this dumb shit has gone far enough. just ban water!

#142 Re: Main Forum » Here's the temporary fix so I can get back to vacating » 2019-08-14 05:39:53

yes. with VERY low population count the rift does not have all its scarcity and conflict issues.
this precisely defeats the main purpose of the rift.

#143 Re: Main Forum » Reflections of the Rift - What did you like? » 2019-08-14 05:36:45

i liked the silliness of only bears and arrows being the thing that mattered most of the time.

#144 Re: Main Forum » Hoarders, and Sweaty, Organised Metagaming » 2019-08-13 18:51:16

The discord dome was a side effect of me seeing the effect of an exploit being used from the start:
https://onehouronelife.com/forums/viewt … 364#p71364
It turned out to be a working copuntermeasure to my devastating exploits, with the reward of dominating a wasteland with 0% fertility.

this just had to be tested to be believed.
without a rift i am now back to roadbuilding.

#145 Re: Main Forum » The game trailer is misleading/outdated » 2019-08-13 18:37:01

DestinyCall wrote:

Expectation:  Cooperative Multiplayer Village Building Simulator
Reality:  Cooperative Multiplayer Bear Dodging Simulator

i grew fond of the bear dodging, but prefer roadbuilding over bears.

#146 Re: Main Forum » A funny thing about bear caves » 2019-08-13 18:27:02

DestinyCall wrote:

I asked the bears and they say that it does actually hurt them to be stuck with arrows.   They would prefer that you store your excess arrows in the bison.

i agtree, a wounded bear is too slow, and it only makes it easier to kill ALL bears, as it lowers the requirement to kill one bear. so i usually put those out of their suffering, and removed the arrow not only from the dead bear, but also from the game.

no. the trick is not about storing arrows anywhere, the trick is so much simpler:
https://onehouronelife.com/forums/viewt … 364#p71364

#147 Bug Discussion » removal of arrows » 2019-08-13 18:19:21

ollj
Replies: 3

-- bug:
use flint chip or knife on mouflon with arrow in it
this permanently removers the arrow from the game.

this does not work with turkeys and many other animals, so it seems to be an exceptional oversight.

mouflon respawn much faster than milkweed for arrows is being made/gathered within a rift, a single person easily removes 2-20 arrows per hour permanently from the game, and keep one arrow to hunt goose.
elongated-gradient-biomes over time also show a [bias in favor of moving north in ALL animal movement], so they accumulate in the northern area of all biomes for a mouflon+wolf orgy. This makes is easier to find mouflon, even if a lot of hunting happened in an area for a week. this effect is stronger in a more littered/forested area.

--- why exploit this:
Why remove arrows? because they are op in pvp terms, easily used to ambush, mostly used by griefing twins.
With much less arrows in the game, you can more efficiently use bears for offense (assisting foreign raids) and defense (bears outside fenched areas can actually work as weak defense).

--- adding arrow prevention to arrow removal:
hunt all goose in an area, they just do not respawn. this makes arrow production much harder as people just fail to find feathers. especially in a rift that nullifies all migrative strategy. i killed 95% of all goose in the rift in 7 hours and i am pretty sdure i was on my own there.
lure 3-6 bears at once to foreign bases, with a horse cart. bears and horseriders need not be afraid of arrow ambushes as much.
doing this 2-4 lives usually defeats a base, ready for you to loot or repopulate. most of your lifes you do not need a weapon for this, as ypou already disharmed the area a lot, and people more likely "die" willingly or unwillingly in a village with 7 bears in and near it, so they run out of fertiles within 4 generations.

This was done a bit near the end of the most recent arc, and it was done excessively in the current arc, to a point where the whole bs2 map was a wasteland, dominated by bears and one small group that manages basic organisation via discord. selective breeding is indeed a working countermeasure here.

--- This got resolved by removing the rift "temporarily". at last the game is at leas 2x as playable/interesting/emergent again, we can build roads and gardens instead of propertyGates that get blocked anyways.
as far as i can tell i was the only player that removed arrows AND hunted goose AND lured bears en masse this way. and a countermeasure for this is HARD voicechat organization with a 0% fertility rate for bear-immunity (keeping all the arrows/goose to an in-group minority). just saying, this exploit was WAY overpowered/devastating.
the discordDome dominance was an unplanned unwanted side effect of my goode-genocide. it was build in the area where i was least active in devastating the rift (from north to south), go figure, thy where smart enough to evade me and had some working countermeasures. so they could dominate a complete wasteland. Till the rift got removed and everyone rejoices, given by family names "joy" and "happy" and general chat reactions to "rift is gone".

#148 Re: Main Forum » Fortress 5.0 » 2019-08-13 18:09:03

yes bearborn!

rift is removed, discordDome is publicDomain, and "joy" and "happy" family thrive there.
the place is renamed "griefer hq" only by a locked sign.

#149 Re: Main Forum » A funny thing about bear caves » 2019-08-13 17:22:55

the rift is gone as "temporary fix", and 2 main families are called "happy" and "joy" and the game is significantly more playable.

go figure, everyone rejoices, and im even gonna tell you how to remove arrows, so that silly thing may get fixed at last.

#150 Re: Main Forum » You know you can see the end-state of the last arc now, right? » 2019-08-13 16:55:04

the bears are an issue from thestart, but worse, the arrows are easily "griefed" by removing them permamently from the game.

there we go. this is how i turned this rift into a wasteland full of bears:
https://onehouronelife.com/forums/viewt … 364#p71364

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