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#151 Re: Main Forum » Please, read my suggestion. » 2019-05-28 13:28:42

RodneyC86 wrote:
paulof wrote:

I would like to say i've seen too much hate in the game, i've been killed because i did a devious face as baby, wtf. People are so afraid about griefers that they are killing everyone, doing exactly what griefers want, eves are being killed like sheeps. We have two choices, TRY to live in multicultural society as we once had, accepting our different languages, trying to learn with each other... or make swords and kill ourselves. Usually people choose the easiest decision taken by fear, and the ones turning this game in a bloody pool are ourselves.

Here is what i suggest

I've seen people talking about making prisons and people being killed unjustly, what if we could use the nets to arrest people? Once you throw the net on someone he or she wouldn't move, wouldn't starve and wouldn't have children, that could stop griefers and wouldn't allow them to simply die and grief another town and could stop people from being killed unjustly, since you are traped you can be judged. So you might say "but griefers could use the nets too", yeah, but that wouldn't kill you and someone from the village could simply free you. Or you might say "well, another griefer could simply free the traped griefer", yes, thats right, but being a student of risk management i can say it is impossible to completely eliminate risks, but it's possible to soften them. I think it's a fair solution and easier than make prisons.

I suggested something similar in the form of shackles and was shot down from all sides, safe one or two persons.

How is a non-lethal sword more toxic than an actual lethal sword?

because this isnt real life, death = respawn


I'd rather die than get stuck with a bunch of noobs and nets.



You guys have been playing for a short while so pretty please, do as Jason should and start paying attention to when the community says something will turn terrible.

We knew cooldownless swords were insanity, fences useless and we also know locking down people makes them feel terrible.  They'll stay sometimes for the hope of being released, but griefers have 0 need to wait, they'll die if not fed and respawn. If a mechanic made to punish griefers hits normal players its not working so well.

#152 Re: Main Forum » irrelevant updates/content being made new/better » 2019-05-28 13:13:10

jasonrohrer wrote:

The thing is, I've made those pine panels in real life, and it's a ton of work.

There's an aspect of this game that is a "real maker aesthetic," and I've kept that going for most things.  Track kits are a recent exception, along with property fences.


So its ok to make things unrealisticly easy to push broken mechanics but not to balance base features?


This right here is why i abhor fences, you've literally made a tech side branch that obeys no rules that other features do while arguing you're hands tied to fix other stuff.



Buildings are still unneeded. some are even bad, but fences? They're free to be OP as fuck because "mah property"


honestly, it seems like having people rip off your game is what even sparked this whole mechanic into existance



Dont get me wrong, panels shouldnt be super cheap but neither should fences

#153 Re: Main Forum » Ideas to start in-game trade » 2019-05-27 22:39:59

adding currency without allowing the game to actually develop trade by itself is a horrible idea. Do you know what people will do with vending machines? block them. And good luck unblocking YOUR vennding machine with a town's pick


trade precedes money, and all money is worthless in a system that can easily produce it



Jason has stuck in his head that him gathering berries from his neighbor is a simple barter and that we'll see it in game. What he and people here don't realize is that business model is hardly viable without banks, without him being paid by credit card when people buy games. Sure we don't need people starving all time for them to buy food in game but trading strawberries is hardly the survival based trade that's lacking in this game. Even items like iron ores with 0 direct survival value can be traded as long as we have a currency tied to survivability. Honestly we even have that, food itself. Problems are you have nothing to buy once you're rich with food and everyone has it as well. Honestly, if game designer vs berry farmer is so viable why don't people trade card decks for berries in game?


Do we want trade to matter? make people compete for food and goods.

#154 Re: Main Forum » Big change to the way /DIE works (family skip list, Eve overload) » 2019-05-27 22:19:26

This is really good, opens space for mechanics that reward players with eve spawns, like living to 60, or respawning to a family, like graves and maybe photographs

#155 Re: Main Forum » Newer Player, 30hrs+2weeks, Quitting » 2019-05-27 18:48:58

I think you are confusing tool functions, hoes and skewers do the same thing, turn soil piles in shallow rows and shallow rows and double soil piles in tilled rows.


When a crop like beans and corn leaves shallow rows you need to soil it first and then till with either item.



I wouldnt be surprised if people thought you were trying to make a bow and arrow, which takes skewers

#156 Re: Main Forum » TOMATOES a tool for griefers ! » 2019-05-25 18:16:40

Jk Howling wrote:

We need new, simple recipes... every recipe added into the game since omelettes have been over-complicated, late-game recipes that nobody bothers with except for the occasional yum. We need more early staples, something we don't need higher tech or 500 ingredients to make.


agreed

#157 Re: Main Forum » In your opinion, what is the weakest aspect of the game? » 2019-05-25 14:28:13

Jason not hiring a bugfix guy so he has more time for progressing content


either this or updates like paper, radios, photographs and fences. While they arent inherently awful (except fence gates) it takes a long time to fix the issues they create and for minimal benefit.

#158 Re: Main Forum » Anyone going to PAX? » 2019-05-25 13:28:26

Can't, i live in south America but please get us lot of new player friends

#159 Re: Main Forum » Interesting suggestion for a change to YUM chains » 2019-05-24 22:51:04

futurebird wrote:

Can we please not do this tired old yum fight again... please? This thread was really interesting until it got derailed with this fight you two have been have for... um dag... it's been 3 MONTHS come on.



its not a fight when its spoon vs everyone else



I dont try to prevent you from spamming main forum with every idea you have ever so maybe back off or get into the discussion? Im sure calculating resource efficiency is a walk on the park for you.

#160 Re: Main Forum » Interesting suggestion for a change to YUM chains » 2019-05-24 18:58:06

Spoonwood wrote:
Booklat1 wrote:

I wish you'd been as cautious when adding fences, literally everyone here likes the change.

*ahem*

testo wrote:

Dislike the idea, this won't help food diversity as it stands and will force a nerf on food:

Berry in bowl, shuckle corn, pop corn, carrot, green beans, rabbit, +7 non mutton pies, stew, bean burrito hits 14 yum without wild food (berry, carrot, root, onion, cactus, banana +6). Note that you don´t even need iron for this, and the farming is pretty light.

Wich means you can basically live a life on one food chain if you have some clothing and you take a 10 min walk collecting stuff from outside the town.

This is too good to be true and there will be a nerf somewhere, better to get it clear from the start.

Testo I think correct in that such a change wouldn't help food diversity.


testo is also incorrect in saying fucking beans and raw corn are viable. it takes 6 people at high yums for it to be worth it, which is bloody unlikely. Math hasnt changed, raw food is awful and will always be, as it should. I've shown you this a hundred times spoon, even with yum, the benefits of raw foods are selfish.


carrots are the only viable option and only pre sheep since they're better as carrot pies/animal feed than eaten raw.

#161 Re: Main Forum » Interesting suggestion for a change to YUM chains » 2019-05-24 18:41:07

jasonrohrer wrote:

I'm hesitant, the more that I think about this.

It would change the eating game pretty dramatically, I think.

For the mother bonus, it would have to change from "current yum multiplier", which would never go down, to "current bonus food pips."  I really like the feeling of catering to the last fertile mother with special foods.  Anyone who's ever had a pregnant wife should recognize that feeling...

I think I'm going to leave well enough alone for now, but I'll leave that issue open, and I may think about it more in the future.


I wish you'd been as cautious when adding fences, literally everyone here likes the change.

#162 Re: Main Forum » Rework week: YUM chain & Rail Kits » 2019-05-24 15:36:17

jason can you please add mine upgrades? it would boost rails by two different means (more iron and mines becoming a semi-permanent stationary resource site)


rails are only good when transporting from stationary sources so oil and water are already examples of what rails could do, so maybe iron and passengers is the next step?

#163 Re: Main Forum » More building related tech » 2019-05-23 20:46:07

Spoonwood wrote:

The balance between smithing, cooking, and farming that existed before the temperature overhaul hasn't gotten restored.  Building related tech isn't needed as much as a way to get farmers to a level of temperature as smiths and cooks can get soon.


I'm not sure this is a concern, food is plenty to the point its game breaking anyway. I'm up for external kerosene heaters been added but im not really thrilled to see people consuming even less food for little cost.

#164 Re: Main Forum » Why rope though? » 2019-05-23 20:39:13

Vexenie wrote:
Booklat1 wrote:

+1 to nails, +1 to more storage options

barrels, wardrobes and dining tables have been largely suggested and are great means of resource contention (since making these is useful but optional).

What about table flipping, can we have that? tongue

omg gaming tables for cassinos.

#165 Re: Main Forum » Can we change how close Eves spawn to each other? » 2019-05-23 20:37:50

Dodge wrote:

Issue is, how do you get consistent village interaction without eve's being closer?


simple, we stop skipping content and add more means of transportation instead of putting all eves together.


Eves shouldnt be terribly far but not on a short walking distance either

#166 Re: Main Forum » Everyone was trapped until the fence decayed. » 2019-05-23 20:34:55

lychee wrote:

It’s part of the reason I dislike property twigs — I’d be fine with it if the game didn’t try to pretend anythng and just said these were magical forcefield sticks that project an impenetrable plasma forcefield. When I locked inside of a town, I stare at the sticks and find it ridiculous that we can’t get out of our own fence.



yeah, but its better to add magical features than balance actual walls and doors, you know?

#167 Re: Main Forum » Interesting suggestion for a change to YUM chains » 2019-05-23 20:29:41

great idea, but you should remove the server +2 bonus

#168 Re: Main Forum » More building related tech » 2019-05-23 12:24:00

futurebird wrote:
Psykout wrote:

I think the fireplace idea is great, allow it to be loaded with charcoal for an even longer lasting fire so warming all the buildings wouldn't be as expensive and prompt people to make more charcoal regularly.


Anything that teaches people to make charcoal would make me happy.

yeah, me too. Rubber and coal are fun to make

#169 Re: Main Forum » Why rope though? » 2019-05-23 12:22:47

+1 to nails, +1 to more storage options

barrels, wardrobes and dining tables have been largely suggested and are great means of resource contention (since making these is useful but optional).

#170 Re: Main Forum » I would become pro-fence if: » 2019-05-23 12:15:52

lychee wrote:

The name of this topic XD

For me, personally I don’t like the magical-ness of fences. Opening a fence gate makes intuitive sense unless it’s locked — and I’ve hopped fences all the time in the past.

So I’d personally prefer to see other means of accomplishing what fences do in OHOL.


pretty much


weeks working with fences and buildings being quickly meddled with, as i feared.


gates are the lamest, most overpowered thing in the game and fences causes pens to be rushed incredibly fast effectively speeding civs to sheep era, ending early game. Terrible mechanic with greatly overlooked consequences. Yes i'ts more viable, less messy now, but only because Jason is hellbent on justifying his toy.

Buildings as shelter are much more important to society than property fences to stop others from stealing your twigs.

#171 Re: Main Forum » Ways to get more players to leave town. » 2019-05-23 12:00:58

map is too homogeneous, too few rare resources really matter, all biomes are close.


Making current resources and biomes more interesting in general should spark some measure of exploration.
Gold, copper and lime should get more uses so we actually have the need to gather them.
Wood is also a great candidate for a resource becoming more valuable, because we have ways to grow more if exploring is too hard. Rubber is good because of the need for sulphur.


Of course making biomes larger will make exploring a bigger need but it may also scare some people, so incentives need to be given.

#172 Re: Main Forum » Make Killing not the only option, Interracial Marriages! » 2019-05-23 03:01:10

Gold rings plz, gold could get new uses since its so common now

#173 Re: Main Forum » Buildings double plus good » 2019-05-23 02:08:31

wio wrote:

I think a big deterrent for buildings is that they're materially expensive. It costs a big stone rock for each wall and a log for each floor. You've got to have a really good reason if you want people to make that investment. It's also important to consider that people have to be outside for activities like farming.

If you want people to do it despite it being a big investment, I would suggest that you have certain objects deteriorate conditionally based on whether they are in a building or not.


this isnt true, if it was people wouldnt be able to build stuff like temples and shrines for fun only


Building is laborious but not expensive. Logs can be planted and stone has not many other uses. If we had a construction hammer for wall/floor stakes only it would actually help buildings.

#174 Main Forum » More building related tech » 2019-05-22 20:14:51

Booklat1
Replies: 6

Since Jason is buffing buildings this might be a good idea (though I still worry fires may be too good).

Fireplaces added to walls can provide heat without occupying space on the floor. Paint brushes could allow paint to have more uses. Pine walls need some form of rebalancing because they're useless.

#175 Re: Main Forum » Buildings double plus good » 2019-05-22 20:02:01

Spoonwood wrote:
Booklat1 wrote:

couldnt you buff convection/nerf fires instead?


this change is good but do we need another system? what if entire villages are walled?

We can't floor underneath crops.  So, there's no way to make a village 'inside' where 'inside' means everything is walled AND floored.

yeahh, I may have skipped over that

but tbh 8x8 to 12x12 change is the best thing here.

Jason, can we get a brush to let paint have more uses?

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