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#126 Re: Main Forum » Death, where is thy sting, now? » 2018-10-15 06:10:42

It's bad courtesy to bump dead threads.

#127 Main Forum » Road Construction » 2018-10-15 05:53:18

Tramax
Replies: 6

Personally, I'm getting a real kick out of building roads for self-sustainable settlements that either don't have any or only have roads around the perimeter and no "highway" lately.
Due to the fact that people legitimately seem to hate contiguous stone road roads because of the speed, I was advised to put breaks in the road, which is good advice. I've tried placing both wooden and stone floor down and it seems to work. But I've got a couple of questions:
I have been going for six stone roads followed by breaks in order to give a small boost to speed while making it hard to completely overshoot your destination. Is that a happy compromise for most people or could I go higher?
When putting intersections/turns should I always put a break in the stone road?
Stone floors do slow you down if they interrupt a series of stone road right? I was quite old at the time and wanted to get a lot of road down before I died, so I didn't extensively test it.
Is it usually okay to take some boards or cut stone that has been lying there for at least five minutes?
Thanks for your time, hopefully we can make more optimal roads together!

#128 Re: Main Forum » What's going on? » 2018-10-13 05:13:07

Agreed. I don't understand why people are trying to play.
I get a headache trying to keep track of what is what, and on top of that I doubt everything I see.

#129 Re: Main Forum » [DISCUSS] Zoomed Out FOV mod - discontinuation? » 2018-10-12 09:01:06

The strongest argument you can make is, "I don't want to be ambushed by a random wild animal and die."
But that just makes me question... Do people who use this logic likewise mod their other tough survival games?
For instance in Don't Starve do you play with a mod that shows movement of every dog or Krampus on the map when they're coming for you?
In Project Zomboid do you have some kind of mod that allows you to see through curtains and doors while blocking you from sight of the zombies?
When you play Teraria-esque games do you have a minimap of every biome?
The thing with how those games are designed is that there's a hurdle of learning what is risky to do and what is safe. There are always cues for you to know such as the environment changing and sound effects. There is an element of bad luck when you die to things, especially as an experienced player but that's nothing compared to roguelikes!

Secondly, the somewhat feasible argument is tracking communal tool location/threats
In many ways that holds water, however the social experiment side of things of this game and its concept is how it effects how you trust other random people who you have next to no ability to detect who they were in their previous lives. In the case of severely problematic players the curse system balances it, as for something like a bear - players can warn others pretty quick.

#130 Re: Main Forum » Lets just stop » 2018-10-11 23:28:35

I want Jason to make one of the technology advances have a XD shape to spite you XD

#131 Re: Main Forum » How does a migration even work? » 2018-07-03 12:42:12

How does a leader emerge in such a situation to organize that? And how does the news that it's happening spread?

#132 Main Forum » How does a migration even work? » 2018-07-03 12:16:39

Tramax
Replies: 6

In thinking about the logistics of it being worthwhile, everyone migrating needs to have an arm full of some kind of food in bowls or baskets, and backpacks with the tools they were able to make in an advanced civilization.
Am I right? How does a society organize who gets what? Is it possible to pick up everything en masse or do you have to ration the tools out while those remaining delegate what goes to the next wave of immigrants?

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