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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » An interesting change. » 2020-02-13 17:14:42

Hey Jason, I see what you're trying to do, I think.  The general idea is that any decision that requires more people *should*, in theory, benefit the town.  Makes sense.

However, as others have pointed out, attackers have a major advantage here.  They can plan ahead of time, be ready and spring the attack suddenly. 

Griefers are already organizing outside of the game and using the 24 lives to basically twin without the drawbacks of twinning.  (btw, could we get that lowered to something closer to 4?  Maybe beginning players can start off with 16 lives or something, in order to make it over the learning curve, but it only regenerates to 4).

They are already toasting players before we have a chance to organize a reasonable defense.  Could we at least have something like a sheriff, who doesn't need other players to react?

#2 Re: Main Forum » Is Picking Berries Too Slow? » 2019-12-18 07:30:05

I asked this on Discord.  Someone told me that people were *begging* Jason to remove the bowl on berry thing because it was being used for griefing.  Strip the berries fast, throw em on a cart, and then go hide them away from town.  Watch mass starvation.

I don't know if this is true (before my time), but it sounds plausible.

#3 Re: Main Forum » Possible Update? Role for Dogs » 2019-12-13 07:50:33

I agree: it would be nice if dogs would chase off bears and wolves

#4 Re: Main Forum » Jason you have an SID Problem » 2019-12-11 15:28:30

Spoonwood wrote:
Bremidon wrote:

That's a strawman argument: either we have rampant SIDS or mass murderers.

I don't think I made that argument.

Yeah Spoon.  You did.

#5 Re: Main Forum » Jason you have an SID Problem » 2019-12-11 15:27:10

Punkypal wrote:

On the flip side of all this, I think it's bogus that you lose genetic score if you are born and your mother just leaves you to die and never even picks you up. She is the only one who should be losing genetic score.

That sounds a little like a suggestion I remember reading: "die" goes on the baby; "starve" would go completely on the mother if she never picked you up.  Something like that.

#6 Re: Main Forum » Jason you have an SID Problem » 2019-12-11 13:18:41

Spoonwood wrote:

I agree with Bowser that it's better to have a SID, then have a child that grows up and tries to grief you or your family, because he or she couldn't SID.

That's a strawman argument: either we have rampant SIDS or mass murderers.  It's not even as if anyone is taking SIDS away.  Making it cost more, especially if it's a ramping cost, does not take away the freedom of choice.  It's out of balance right now, and the picture I put up in the beginning shows that fairly well.

#7 Re: Main Forum » [Discussion] Biome Exclusivity vs. Biome Efficiency » 2019-12-10 18:43:59

Wuatduhf wrote:

I believe that is how Biome Specialization should have been treated, and still can be, by introducing "acclimation".

Good idea.  I think this could be a strong mechanic.  There's lots of room to fiddle with the idea as well.  Being born to someone who is already acclimated to a particular biome reduces the amount of time for the child to acclimate.  Perhaps this is a potential power for the blondes: they can acclimate to any biome as if their mom was already acclimated. 

I assume that you can acclimate to only one biome.  At the very least, acclimating to another biome should cause you to lose any other acclimation you have.

#8 Re: Main Forum » Jason you have an SID Problem » 2019-12-10 16:29:42

Spoonwood wrote:

No, the problem lies in a reluctance to empower players to have more choices with respect to their lives and a reluctance to rethink game philosophy.  It isn't one of dealing with the hand you're dealt from the ground up.  Why?  Because from the ground up the game has to be potentially enjoyable for a single player on a server at a time.  That makes Eve chaining a necessity without enough people around, because otherwise were the game to barely have anyone playing it at a particular time, as some low population servers currently experience, it would be no more than a version of Donkey Town, and that would barely be a playable game.  And when players Eve chain they are NOT dealing with the hand that they get dealt so to speak, at least not usually.

I am talking about players who are just bailing on suboptimal starts and you talking about chaining Eves.  Let's talk about the first one.  Chaining Eves is an interesting topic that does not belong here.

Spoonwood wrote:

No, the problem lies in a reluctance to empower players to have more choices with respect to their lives and a reluctance to rethink game philosophy.

In other words: the entire reason the game developer developed the game.  Nobody here is saying you have to like it, but why try to tell us that we are all wrong and that the developer is wrong, and that only a different game would make you happy? 

Spoonwood wrote:

It isn't one of dealing with the hand you're dealt from the ground up.  Why?  Because from the ground up the game has to be potentially enjoyable for a single player on a server at a time.  That makes Eve chaining a necessity without enough people around, because otherwise were the game to barely have anyone playing it at a particular time, as some low population servers currently experience, it would be no more than a version of Donkey Town, and that would barely be a playable game.  And when players Eve chain they are NOT dealing with the hand that they get dealt so to speak, at least not usually.

We are not talking about Eve chaining here.  Perhaps there is a way to make that work like you want, and maybe not.  Whichever is the case, this is not really the right spot to debate it. 

Spoonwood wrote:

Also, there's the problem of refusing to try to understand why players suicide.

I'm pretty sure we all have a pretty good grasp of why people are suiciding.

Spoonwood wrote:

The notion of "these people should get punished" for trying to make choices that do NOT harm others (sudden infant deaths are not a cause of death of you or your family... an Eve doesn't have to found a camp... she can keep moving) does not have a sound basis.

I refer you to my post where I described how mass SIDs actually does impact other players, even if the score is not directly affected.  Also, at least from my perspective, I'm not calling for punishment.  I am calling for a cost that makes suiciding a more balanced decision.  Right now, it's not balanced at all.

Spoonwood wrote:

If anything, at this point in time, players that suicide should get rewarded.

*raises eyebrow*

Spoonwood wrote:

For only by fully understanding why they suicide and coming up with a system that accomodates their desires can a system which addresses concerns about suiciding babies get resolved well.

I hope that they will speak up and present arguments that are persuasive.

Spoonwood wrote:

People who keep on talking in the face of rampant hostility, at least from what I've seen, are rather rare.

I don't agree with your assessment.  "Rampant hostility" sounds either like a rhetorical flair bordering on hyperbole or like a great band name.  People disagreeing with you or looking for a solution to stop the mass suiciding are not hostile to you.  They are just people who disagree with you.

#9 Re: Main Forum » Jason you have an SID Problem » 2019-12-10 07:04:56

Legs wrote:

Personally, my infant deaths come from hopelessness. I'm born and I immediately see that this place is doomed. Yesterday I was born to see that everyone's naked and there's no well. Not even a spring site. A primitive camp with a small farm fueled by pond water. Any work I do here is pointless. What alternative do I have to suicide? Wander through bland uninteresting wilderness for an hour? Realistically my absolute best hope would be to find a dead town, and even then I would be alone since I was a boy.

Rather than waste a real time hour of my life I'd rather just die and try to find somewhere better.

Happens to me too.  I usually do this:

1. Try to convince to move
2. If this works, great: moving camp is actually a fun type of life.  Getting things organized, getting people there safely, finding a good spot...these are all interesting things to do.
3. If it doesn't work, pack up my things and go east.  Pick up a horse if I can.  I usually find a town within 15 minutes.  Play the game there. 
4. If I'm stuck hitting dead towns the whole life, try to pick up as much stuff as possible and hope to find a living town before I die.  This is not my favorite type of game, but bringing in 5 BPs full of stuff to a town trying to get on its feet is decently rewarding.

Alternatively, I use the hopeless town as a chance to try something where I have no clue what I'm doing.  At least in a hopeless town I know that my fumbling around is not going to actually do any lasting damage.

If these are all so unappealing to you that you absolutely have to use "die", then ok.  That should cost you.

The thing is, I get into these "hopeless" situations about once every twenty starts.  This is not a major problem.  The problem is that too many people are using "die" and "starving" to get out of perfectly viable starts that are, for whatever reason, not their preferred start.

#10 Re: Main Forum » Jason you have an SID Problem » 2019-12-10 06:53:49

miskas wrote:

/die makes sure that the score of the mother is not influenced, only if the bb chooses to not /die mom score will be affected.
So the absent of /die will be an actual problem cause moms will get negative scores from suiciding/self starving bbs.

Still dont havent reed anyone states how /die is a problem for mothers. It does even influence birth cooldown I think. Does it?

When babies are born to a mom, they generally have to drop what they are doing, start taking care of the kid, deal with the bones somehow, and so on.  In a game where you only have 60 minutes tops, even losing 30 seconds or a minute is pretty bad.  12 SIDS deaths, even assuming a fairly quick 30 second penalty, is 6 minutes -- that's 10% of total playing time -- committed towards SIDS players.

That lost time can mean the difference between life and death, especially in an Eve camp or a tricky wilderness spot.

Additionally, those SIDS babies are potentially running down the baby clock for that mom, essentially dooming her line to die out.

Also, see my point about the self-enforcing nature of the problem.  People know that they are going to get lots of SID babies as an Eve or Eve-daughter, so why even try.  This increases the pressure on players to SID out of all less-than-perfect starts.

So yeah, the full SIDS death might not directly influence the mom's score, but it certainly indirectly influences it. 

The game is also supposed to be about coming to grips with whatever life gets thrown your way.  The present implementation of "die" (and the way the gene scores are calculated for the "starve" babies) gives all the advantages to the baby player and shares the cost with the mother and related players.

Last thing: I'm not advocating for removing "die" altogether.  I am saying that 24 lives is way...way...WAY too many lives and that the gene score should more properly penalize overuse of the "die" command.

#11 Re: Main Forum » Objections To Ending Killing in OHOL? » 2019-12-09 17:20:58

Spoonwood, what people are trying to tell you is that

  1. the "kill" griefing is not really that big of a problem right now

  2. other types of griefing *are* a problem and more likely to destroy both towns and lineages

  3. being able to kill the griefer is a workable solution right now, as long as a town has a few decent players who aren't just sitting around

You can continue to have your opinion on this, but you would probably make a lot of friends here and earn some more respect if you could acknowledge that these points are pretty strong and difficult to argue against.  Again, your opinion is absolutely valid, but at least as I see it, your viewpoint is not going to carry the day here.

#12 Re: Main Forum » Idea: one kill per life? » 2019-12-09 17:11:39

jcwilk wrote:

For a brief, fleeting moment I tasted the unknown... I want another taste

So does the bear.

#13 Re: Main Forum » Jason you have an SID Problem » 2019-12-09 16:53:57

miskas wrote:

why do you think the /die mechanism as a problem?
What is a problem for you?
I think /die more as an indicator that something else is the problem or that there is something that bothers the newborn player so much that he doesnt want to live in this situation.

Just had a kid who didn't want to be a boy.  I'm not even sure they used the "die" command.  They just ran from me into the cold biome and starved.  I couldn't even force feed him.  I know Jason has mentioned he wanted to do something about this, because I end up paying the price for that other player's convenience.

Edit:
On reflection, I think my last sentence sums up my problem with the die command as it is implemented today.  There are direct problems: my score takes a hit because the baby player decides he doesn't like the cut of my jib.  Or he doesn't like being a boy.  Or doesn't like so many trees.  Or wants an easier start.  I think it's ok to give the player some say in this, but the cost of repeatedly using "die" or deliberately starving to death should be significant.  This should be a tough choice: do I *really* want to tank my score so I can have a city start?  Right now, others end up paying the price for his choice. 

This is not only a problem with the "die" command, but is also a reflection on how the scores are tallied up.  I know Jason is searching and grasping at different schemes, trying to find one that encourages proper play without having loads of exploits or being too restrictive.  I don't think he's found it just yet.  I'm actually a trained (but lapsed) actuary and a developer, so I could probably help him here, but I respect he wants to try to do this on his own.

#14 Main Forum » Jason you have an SID Problem » 2019-12-09 08:32:58

Bremidon
Replies: 46

This is unfortunately a typical picture of the SID Problem.

The only player to actually play was me and my daughter. (I was off to the left side). 

My first suggestion is to lower the number of "lives" down from 24 to 6, and to increase the recharge time to 20 minutes.  Even when I was brand spanking new, I never used up more than 3 lives at any one time.  I could see a tough situation making 6 lives necessary.  24 *was* necessary when we had the baby boom.  I don't think it's needed anymore.

Another possible suggestion would be to have an increasing penalty to SID deaths for the baby.  I don't think this would be that helpful, as I think the SID-addicted don't really care about the score anyway.

Yet another suggestion would be to have the number of lives tied to the gene score.  The only problem here is the penalty that new players would have is on top of the rather steep learning curve.  So maybe not.

Somehow there should be an incentive for players to play the hand they are dealt rather than play the slots by pulling the SID lever over and over again.  Additionally, there should be some sort of disincentive to abusing the system rather than using it like a free life dispenser.  Even without any of the exploits of the past few weeks, there is a major advantage to avoiding an eve camp and getting born at one of the hubs.  You are *much* more likely to survive and have all your kids survive at a hub. 

The whole thing feeds on itself as well.  If I know as an Eve (or as a daughter of Eve) that I am probably not get any kids that stick around, then I will be tempted to pull the lever as well.

I just threw some ideas out there, mostly on the obvious side, and not really thought through.  The problem is real though and should be addressed.

#15 Re: Main Forum » Idea: one kill per life? » 2019-12-08 13:28:20

Spoonwood wrote:
Bremidon wrote:

This could become a new griefing tactic: curse the most experienced players.

That wouldn't be a new griefing tactic.  Griefers have done that before.  I think I even recall an example of someone gloating about such griefing on the forums.  But, I'd rather not give such old posts attention, because I don't think that giving griefers attention leads them to reconsider their griefing or to stop griefing.  A less common griefing tactic, perhaps.

Not quite right.  I agree that some have tried cursing others into not respawning nearby.  This would go further.  With only three curses, an experienced player is pretty much out of the game for a week (according to the idea I was responding to).  It would not be that hard for griefers to make the game *literally* unplayable for an entire week.

#16 Re: Main Forum » Idea: one kill per life? » 2019-12-06 16:00:13

Punkypal wrote:

Anyone who is being a good person shouldn't get three curses in a week

If you are actively fighting griefers, you will *easily* pick up three curses in a week.  It turns out griefers can curse too.  This could become a new griefing tactic: curse the most experienced players.  Get them to three, and suddenly the towns are out an experienced cook, shepherd, guard.  Heck, I picked up two curses this week, because my mom accidentally cursed me (by using curse you) and then someone joined in.

The best defense against griefers is just to get to know your town a little bit, find a few people you can trust, and act without overreacting when a griefer shows up.  Two halfway decent players can pretty much guarantee a town's safety against almost any griefing attack.

The biggest problem I see is that nobody pays attention to the pads, people let knives and arrows just lay around out of sight, or even better: they don't even have any arrows or knives ready to go.  It's a bit late to realize you still need a file when a griefer is picking off people.

#17 Re: Main Forum » Bean... beans everywhere » 2019-12-04 23:06:59

DestinyCall wrote:

Spend the time you waste each life looking for empty bowls to gather clay instead.   Make enough bowls and they can't possibly fill them all before you die.

Yep, this should be standard.  When I can't find a bowl right away, that's usually my cue to grab the nearest cart, some baskets, (maybe horse if possible) and ride out to grab clay.  One run with a basic cart will give you 12 bowls.  3 runs will give you 36 bowls, which I have yet to ever see used up in a normal non-hub town.

I think players are starting to catch on though.  I have had to do quite a bit less task juggling in the last few lives.  Up to even just a few days ago, I basically always got stuck rabbit hunting, doing the sheep, or baking.  I want to really learn how to do the Newcomen stuff, but that's been impossible, because I felt like I had to do basic stuff just to keep the town from dying.  Now I feel like I might actually have a chance, which is an improvement.

#18 Re: Main Forum » Idea: one kill per life? » 2019-12-04 22:56:46

A single kill per person is not really a great idea.  This will barely slow down griefers, especially those who like to bear grief.  Even the ones who like to kill will just suicide right after and move on to the next town.  Rinse and repeat.

Personally, I go about three lives between seeing any real griefing.  In the last twenty lives, I only had one where the griefer actually managed to clean out the town.  In the other griefing cases, the griefer was dealt with swiftly.  More common are the rude players who will swear at you for giving them hints about how not to eat all the limited carrots in the new town (or the like).

#19 Re: Main Forum » Not very accessible for new players » 2019-11-24 21:04:41

Kinrany wrote:

...people tend to think of virtual worlds as if they were magical realms where 1+1 can be 3, ...

Well, 1+1 does equal 3, for big enough values of 1.  smile  (Brem consults IRL for BI stuff; this kind of thing comes up all the time)   

But I'm just havíng a bit of fun.  You're absolutely right that management skills are pretty much the same online and off.

For me personally, the basic, apply-anywhere rules for getting something done together with other people are:

1. Communicate clearly and as simply as possible
2. Give feedback
3. Be polite
4. Match tasks to skills

#20 Re: Main Forum » NOTICE: all fitness scores will reset to 30 tomorrow » 2019-11-24 09:31:20

jasonrohrer wrote:

As far as evaluating only recent lives...  hmm.... that's definitely possible.

That would prevent scores from ever getting too high.  It's an interesting idea.

For your consideration: another idea. 

Just use a regression to 30 effect.  After every played game, take the difference from the current score and 30 (so let's say you have a score of 70; the difference is 40) and regress by 10%.  So in the example given, before anything else happens, the score regresses to 66 (70 - (40 * 10%) )  Then add the scores as normal, whatever that ends up being.

The effect is that older lives matter, but they matter less and less as you play.  The amount of the effect can be adjusted by simply adjusting that 10%.  Use 5% to keep older lives relevant for more time or use 20% to make older lives contribute less.

Perhaps "/die" could use a slightly adjusted percent.  So you lost 10% normally, but only 5% if you use /die.  Obviously this needs some fine-tuning to find the right balance between giving people born into hopeless situations a break, but not encouraging its use too much.

Another advantage is that this is practically the definition of simple, both to understand and to implement. 

Finally, this introduces a theoretical cap on how high the scores can go, but in a more natural way.  At some point, the regression is going to take away as many points as any life can theoretically give you.  This alone might not be enough to prevent too high of scores (I think some weight should be given to how long you were alive during any particular person's lifetime.  So if you were alive 2 years for your grandson's life you should get significantly less of an effect than for your daughter, where you lived 40 years together).

#21 Re: Main Forum » Lineage server outtage today » 2019-11-21 06:28:02

No problems Jason.  I know this kind of "fun" from firsthand experience.  It happens with all SQL engines; that's why they all allow some sort of hints to try to mitigate the problem.  It's pretty much impossible to predict ahead of time which SQL statement might cause a bad plan, so you are forced to simply react when it does happen.

#22 Re: Main Forum » Interesting consequence of bad biome drop rule... » 2019-11-21 06:25:15

jasonrohrer wrote:

You can run through the bad biome to the other side.

Ah the old cat and mouse puzzle: how big does the biome have to be in order for you to cross so that you are still faster than the griefer who can run faster than you?

#23 Re: Main Forum » Are Shears a Tool that Few Want to Learn? » 2019-11-21 06:23:09

I do sheep work all the time, mostly because:

1. Most people don't
2. I have to hide the shears to keep people from overshearing.  It is one of the few times I really really want to shank someone.
3. I use yumming to optimize doing the hungry work.  If I have to break the cain, it's no big deal.

I still get annoyed when I see people just cooking the mutton, though.  3 is enough, 6 tops.  They are good for yumming.

A couple other things I keep seeing is:

1. Nobody is planting carrots
2. Nobody is planting wheat

Why is it that there are tomatoes and potatoes and beans everywhere, but no wheat or carrots?  Priorities, folks!

#24 Re: Main Forum » 日本人プレイヤーによる自己紹介 » 2019-11-21 06:16:12

It's Japanese.  You can translate it using translate.google.com

#25 Re: Main Forum » Born in the Forbidden Zone » 2019-11-20 17:18:11

DestinyCall wrote:

Why we are on the subject  ... giving birth while riding on a horse is absurd.

Pretty sure it annoys the horse too.

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