a multiplayer game of parenting and civilization building
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So I added a filter function. Typing "/hatchet" now trims down the crafting hints to only those that are somehow relevant if you're trying to make a hatchet. In the case of the sharp stone, this narrows it down to 4 recipes instead of 46.
What you're currently trying to make is displayed under the crafting hints to remind you that a filter is in place. Typing "/" clears the filter. As with the naming functions, this all happens through the chat interface, though nothing is actually "said" on the server (it's all client-side).
How does this work if the player is a toddler? Since you can only type a few letters at that age, it's not currently possible to write "/fire bow drill".
Possible resolution: you can write as many characters you want in the client, but only the first X get broadcasted to other clients, if it's not a filter command.
Here is Jason's description:
New yummy food multiplier system. After eating two different foods, you get a yum bonus of 1 food and your yum multiplier goes up to 1. With each unique food that you eat, your yum multiplier goes up by one, and this multiplier is added to your yum bonus. When you finally repeat a food, your yum multiplier goes back to 0. Yum bonus functions as extra food units above and beyond your normal food bar. By chaining many unique foods, the yum multiplier and resulting yum bonuses can be very large. Holding a food in your hand tells you whether it is yummy or meh. Sorry about the word 'yum', but there really isn't any other short word for that concept except for nom, which is way too internet. And meh? I don't think there's any other word for that. It's kinda meh, though. And yes, Jere, you'll still get the bonus if you save your buttered roll for last.
I'll work through an example.
You eat a gooseberry. You haven't eat one before, so it's yum. Your yum multiplier is 0, so you get no yum bonus.
You eat a carrot. You've never eaten a carrot, so it's yum. Your yum multiplier is now 1, and you get a "+1" tacked at the end of your food meter.
Now, you lose a food pip from hunger, but instead of losing anything in your regular food meter, the +1 disappears.
You eat an eat of corn. You've never eaten an eat of corn, so it's yum. Your yum multiplier is now 2, and you get a "+2" tacked at the end of your food meter.
You eat a berry pie. It's yum. Your yum multiplier is now 3, and your food bonus is now "+5".
You eat a carrot. You already had a carrot, so the chain is broken. Your yum multiplier is now 0. Your food bonus is unchanged.
At this point, you've started a new chain. You can get gooseberry, corn, and berry pie and get yum bonus' from them.
Hope this helps!
If you have your token, you can access the download page this way:
http://onehouronelife.com/ticketServer/server.php?action=show_downloads&ticket_id=XXXXX-XXXXX-XXXXX-XXXXX
Where you replace the X's at the end with your token.
Also, you might be interested in 2HOL.
It requires a custom client, so connecting to it is a little bit more involved.
Here are some links:
https://onehouronelife.com/forums/viewtopic.php?id=512
https://onehouronelife.com/forums/viewtopic.php?id=1145
The easiest thing for you do to is to connect to one of the lower populated servers.
http://onehouronelife.com/reflector/ser … ion=report
Jason hosts 15 servers, but usually, only server1 and server2 have people in them.
Here are the steps:
- In the "settings" folder, where the game is installed, edit "useCustomServer.ini". It should have a 0, change it to 1.
- In that same folder, edit "customServerAddress.ini" and change it to one of the high numbered server, like "server11.onehouronelife.com"
- Play the game, and you should be by yourself as an Eve.
Whenever you're ready to play with everyone else again, just set "useCustomServer.ini" back to 0.
The lineage ban was recently reworked. Jason committed the change 4 days ago, which means it went live on Thursday.
Quote from Jason's commit message:
Rework lineage ban. Now it kicks in after you've lived 30 minutes total in a given family line, and gets cleared when you've lived at least 60 minutes total in other family lines. Instantly kicks in if you get murdered, regardless of how long you lived in that line so far. Has very little impact on dying babies, because they clock so little time before dying. Thus, new players who die young a lot, and players who are abandonned as babies, are not blocked from getting reborn in the same village.
Here's a link to the knife wound on onetech: https://onetech.info/797-Knife-Wound
The knife wound needs to be cleaned with a sterile pad, then stitched up with needle and thread. The hog cut is the same way.
Snake bite requires anti-venom. It's involved, so I suggest looking it up on onetech.
A regular bite wound just requires needle and thread.
Arrow wound requires taking out the arrowhead with a sterile knife. Then clean with pad and stitch it up.
Murderers suck, but I will always argue that the ability to kill people is necessary. Without it, people could grief in lots of other ways and no one could defend themselves. Someone could shout racist stuff and you couldn't kill them. Someone could take all the food, staving everyone, but they wouldn't have to be sneaky because you could do nothing about it.
+1
@Micca
I understand where you're coming from. I believe the quote above is the primary reason why Jason doesn't want to get rid of murder.
If Jason makes another post about it (i.e. it is still considered a problem), you should drop in.
Here's the most recent thread he made on the topic: https://onehouronelife.com/forums/viewtopic.php?id=2126
There are some non-lethal suggestions in there.
And welcome to the forums! It's a mixed bag here, but Jason posts a lot, which is pretty cool.
Oh, what a tease. I'm on android.
Same here, or else I'd sign up.
That was a cool little town.
When I was there, there was a house with 2 locked doors. It had at least 5 non-empty stew/kraut pots. Inside, I saw a mother with a child say, "in case of griefers". That was pretty wild.
The boar and pig are stuff Jason is working on right now, but hasn't released yet.
It should probably only report what has been released, to minimize confusion like this.
The temperature system is unintuitive and not communicated well in game. If first impressions mater, players could quit before they ever get his knowledge. This could manifest in statements like "too hard" "too grindy" "starvation simulator." A new player will see the starvation in pleasant looking green areas as a fundamental fact of the game not a challenge to overcome. You look like you are in the garden of eden but you are really in a freezing hell.
+1
People tend to associate green with healthy, but standing in green depletes health ~5 pips a second. Food loss is in the range [2, 22], so players who make camps in the grasslands are crippling themselves.
Possible resolution?:
- When your temp in towards the middle, a little banner sticks up that says "Comfy". Towards the blue, "Freezing", and towards the red, "Burning".
In general, I agree with not explaining every little thing to the player. There are certainly straight-forward games, but they bombard the player with tutorials anyway. However, on my own, I'm not sure how long it would have taken me to finally ask myself "ok, I know this temp meter is here. What does it mean?" I don't think it's intuitive, so I think it warrants a little guidance.
An old guy stabs me and the towns people start talking shit to me BUT then a MIRACLE happened.
I actually somehow RECOVERED from being wounded, I didn't think this was possible.
The wound went away?
Did you do anything specific?
Lower food consumption when standing still
This one's not really a huge change, but it would definitely help with communication. If you didn't have to worry so much about starving to death while talking to someone, players would be a lot more capable of teaching others, which would help immensely with fostering co-operation and easing the learning curve.
+1.
I want to teach people things, but they don't stop to listen.
Or we're constantly interrupted, because one of us has to run to get food before we starve right there on the spot.
Advanced players say things like "I don't have time to stop and talk".
^-- it's possible they would say this even if they were standing on a perfect tile. I'm not sure how to encourage those people to teach.
4) Maybe decrease the hunger rate for new players. So if you play your first game, your hunger rate is reduced by X%. After several games your hunger rate increases for some percent. And after maybe 30 games played your hunger rate it on a normal level.
New players wouldn't die that often, could learn and do more stuff and see more facets of the game. (More then dying )
+1 to this idea. I think a tutorial/tip on death would be helpful, as well.
It is my opinion that the first time user experience in this game is "sink or swim". You have to learn a lot up front, and you're learning it in a stressful environment. You're struggling against hunger, while at the same time figuring out the controls, what objects do, how to combine things to make different things.
Some suggestions:
- provide a graphical option to the recipe book. When I was starting out, I didn't know what a "long straight shaft" was, and had pretty much no way of finding out. Possible control scheme: hover over the recipe to see the graphic.
- limit the number of recipes players are exposed to in their first X lives. There are 40+ transitions for the sharp stone, which is a lot considering it's basically the first thing you make. Basic recipes for the first X lives, then expand once they've lived a little bit.
- matchmaking: people want to play with people at their skill level. A 100+ hour player is not going to be entertained by giving birth to a 2 hour player. Certain advanced players I've seen never stop to talk or teach, but they're very effective workers.
HOWEVER, newbies learn by playing with better people. I'm saying that people should play with people around their skill level. At my current level, I'm happy to teach smithing & pies to someone, but I'm not as excited to teach someone how to dig up burdock or make a fire.
Some of these are definitely against the spirit of the game, but I want them to serve as food for thought.
Other advice:
- You're asking the forum about how to prevent players bouncing off the FTUE, when most of the forum goers are invested enough to follow the forum and see what you have to say. Most people posting here are not the people who left after 1 hour.
You could make a simple survey/feedback sheet, and send it out to players who left. Don't send it to everyone, and don't send it to people who are still playing/logged lots of hours before they stopped playing. Probably don't say "hey, I noticed you stopped playing, why did you do that?" It's important you don't appear defensive or apprehensive, just a light "what'd you think" type form would suffice.
A criticism:
- While I think onetech.info is helpful, a player shouldn't be expected to look at an outside tool just to be a basic productive worker in society. The eager players will seek out crafting sites, but the casual player shouldn't be SOL without doing the same.
This commit: https://github.com/jasonrohrer/OneLife/ … 279a15028b
I'm worried that players will be born to the same bad mother several times, the mother who keeps abandoning them over and over.
I don't think this is true. Is this just misinformation?
Are you talking about the occasional 1-3 players around server12? Those are players who intentionally connect there with customerServerAddress, because they want to play with specific people.
Get born as a helpless baby to some other player as your mother, get older by one year every minute, play one small part in a multi-generational family tree, and help rebuild civilization from scratch, one unique life at a time.
That was a fun exercise.
Here's some rephrases/one-offs.
You are born as a helpless baby in a family of other players, where you age one year every minute,
trying to contribute a small part in a multi-generational family tree, and help rebuild civilization from scratch,
one unique life at a time.
In one hour, you'll experience life and death in a multi-generational family, all the while trying to contribute
to society, which is fighting to survive in the harsh wilderness and evolve from hunter-gatherer to modern civilization.
In one hour, you'll experience one life, from birth to old age, where you play a single part in a multi-generational
family of other players, trying to rebuild civilization from scratch, one life at a time.
Hey, I was the smith in that settlement. I made all the tools from smithing hammer -> knife (to kill the snake, which had actually racked up quite the K/D).
It had some management issues when I was born into it. There were like 3/4 broken stone hoes, and there was someone trying to forge, but I think there was a young boy screwing it up. When I was a baby, there was a lady who kept saying things like "don't do that" and "omg you're so stupid".
Once I was old enough, I saw that she wasn't tending the forge anymore, so I assumed the role.
I died at 56 trying to kill the snake. Pathfinding ran me right into it. I was bummed, because I thought that would've been a cool final act.
Karma system sounds easy, but it will hurt the good guys as well as the bad. And it's hard to make an automated karma system for anything beyond killing.
I agree that an automated karma system is unfeasible.
What about a karma system where other players decide what's good and bad behavior?
Some sort of "majority rules" system, where if enough people indicated "that was bad", it actually translates to something other player's can observe.
This is a basic concept that's been echoed by a few people here.
I'll give feedback on suggested implementations, there are at least a dozen ways to do the above.
The simplest thing, at this point, would be to make killing even harder. The weapon stuck in your hand for even longer, making you even slower. Maybe so long that someone must feed you so that you can survive. Killin' is hungry work. The murder victim given even more time to call for help before dying.
I mean, I can keep pushing that lever as far as we want to push it.
You may want to set up a private schedule for yourself to tweak these things, and examine how it turned out.
For example,
Week 1: weapon stuck in hand longer
Week 2: murder victim given more time
Week 3: murderer walks even slower
The goal is to discourage "murder for murder's sake", right?
With the weekly update schedule, you're in a good position to tweak these things, see what happens, collect feedback, and make more decisions based off that.
I took a look for you. You can find the calculation in lineageLimit.cpp
If the number of logged in players is greater than or equal to 50, then it is 3 hours.
If the number is in the range (10, 50), then it is 3 * (numberOfPlayers - 10) / 40
If the number is less than or equal to 10, then the lineage ban is ignored.
Probably there's just a separate reserve tank that shows up as a number on the HUD. +25 or whatever.
So if you're starving, and you eat a berry for the first time, you get the normal 3+2 = 5 food (normal eating bonus), and then you get a variety bonus of 10 or whatever. And that just leaves you at 5 food, but puts a +10 at the end of mostly-empty food bar. That +10 counts down before your regular food bar resumes counting down. In the mean time, you can eat more berries or whatever to keep filling your regular food bar.
Some behaviors I can imagine from this
- Players collect/farm different crops and wait on eating them until the right moment
- Mothers feed babies new food (instead of breastfeeding) to keep them fed longer
- Griefers intentionally feed babies new food while young, so they can't collect the bonus as adults (is this an effective grief tactic? I'm not sure)
I also worry about these bonus points piling up and allowing you to go 30 minutes without eating or something. Maybe you can only get bonus points for a new food if your bonus bank is currently empty, so you can only run one bonus at a time, instead of stacking them.
I agree with this.
It wouldn't be difficult for an Eve to stack benefits from onions, burdocks, berries, and carrots, and then go on an efficiency spree.
A rough sketch of an idea.
Where all good ideas start.
I'm happy my feedback can be part of the process. Exploring these types of ideas is great. : )
The simplest idea that I can come up with (probably too simple) is that the very first time you eat any food in your lifetime, you get a "bonus" fullness that is above and beyond your normal hunger bar.
"Bonus" as in the first time you eat it, you are filled to max + X beyond your hunger bar?
Or is it that you are filled the regular amount (3 for berry, for example), but you get to wait longer to eat?
Most biomes could provide at least one soil type, while some could provide several types with varying rarity.
Given the current size of biomes, I'm not convinced that each biome having different soil types would matter too much. It's still too easy to migrate as an Eve.
There could also be new compost recipes added, to yield different soil types.
If all soil types are renewable, wouldn't player's still be able to mono-farm? I'm imagining starting Eve's might focus on growing what's available, but as villages get along, growing whatever they want becomes easy, and they're likely to pick the current meta-favorite. At which point, most villages are growing the same thing, and we're in the same spot.
What if you added this?
- in order to renew soil-type-A, you need some soil-type-A available
Hm, but still, the biomes are too small. You only need a couple gatherers to get around this.
What if you combined this with Jason's taste idea?
Then you have starting villages growing at least 2 different crops, maybe 3 given the initial soil constraints. As villages get further along, they must continue to grow 2.
But does this encourage people to make different recipes (foods requiring multiple steps)? The berry-pie example..
What would be my motivation to use 15 steps to make a burrito?
It still seems unresolved, but this might be a step in the right direction.
I don't know what the specific goal here. Is it that all crops & recipes are made on a regular basis?
If that's the case, then I think that is an unrealistic design goal.
Look at any game that has content updates, and you'll find craftables/items/cards that aren't made/used/played regularly. A lot of time goes into content, but unfortunately some of it will be neglected.
Re-examining taste:
I believe simulating taste will encourage players to grow at least two different crops, but the meta could easily develop to "always corn and carrots". Recipes that involve those two crops will likely be made, but you could easily imagine other crops and recipes being neglected.
Other thoughts:
I think it's worth mentioning that many people neglect balanced diets, even today, when it's at its easiest achieve. Historically, Asian countries had a diet that was comprised of mostly fish and rice, the Irish lots of potatoes and bread.
Berry pie likely isn't made because of how important berries are for compost. As the only renewable way to get soil, I believe that outstrips the pie benefit.
At the end of the day, you can't make the players themselves hungry or get tried of certain foods. I think simulating taste is a step in the right direction, but I'm not convinced it's enough on its own.