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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-16 10:29:13

TrustyWay wrote:
Verinon1 wrote:

Here’s the ideas I like so far:

1. Stabbing/shooting someone should take two hits to successfully kill someone, with a couple of seconds pause in between hits.

2. The game should force killers to drop their weapon.

3. Killers should be clearly marked after first hit with blood on their clothes/body and weapon.

4. People who have killed a set number of people (3? More?) in one life should be forced to spawn by themselves in the next life a great distance away from where they were last life.

This should solve everything, IMO.

Acctual system against murderer is fine, it is just up to players to react on their own. The real problem here is the griefering. When somebody is killed he always has the time to say who it was if he is around town.

Imagine that the knife drops ? Imagine many knives dropping. Big madness. Nobody has the power. Kids could stab until the end of the village.

If they implement a ban system like my gallow proposal, the griefer will stop becoming a problem. Sure, there still a problem of finding the griefer, but I think that's the town's fault for not looking for a missing tool and/or a missing person. Or at least searching harder.

#2 Re: Main Forum » Jason's Murder Problem Thread » 2018-04-16 09:33:32

As I've said in other thread, there should be a way for the players, not the game, to deliver punishment. Mainly a ban punishment.

So I propose a buildable object called a gallow. The way it works is that a knocked out player can be brought to the gallows, in which each player can use with nothing in their hands to contribute 1 guilty vote. After the town have decided enough vote have been gathered, a rope can be placed and the criminal will be punished depending on how many vote guilty. Also, the punishment might have a low base time, like 5 minutes for only 1 vote, with the ban time scaling significantly for each extra votes, for example, the first vote count as 5 minutes, the second vote add 10 minutes, the third vote adding another 15 minutes etc. This is so that the griefers can't just knock a guy out and execute him. The gallow also should be expensive so only towns can afford them. Another bonus is that public execution can be a real thing, with the town showing up to vote guilty. An innocent voting system might also be added for actual trial drama

This system work on both griefers and murderers, doesn't require the murder system to be heavily nerfed, and still require the town to take part in investigating and catching the criminal scum.

Someone can be knocked out with a club or any item that might be added. A knocked out person will wake up in 2 minute, and need to be tied with a lasso to increase the knock out time, perhaps by another 2 minute. Leaving while knocked out will also cause a ban equivalent of 3-5 votes. This means that the griefer can't DC to avoid the punishment, and any kidnapped innocent player will soon wake up as the griefer likely won't have a steady supply of lasso. Anyone DC'ing when on the gallows for less than 5 minute(to prevent a criminal just locking up someone on the gallows, never excuting him) will also be auto-banned, this time with 5-7 votes, perhaps even more vote than the town can give if they were to stay for the trial.

Also, you should be able to delay a person death with a bandage or some other medical items. Say, a stabbed person will have a bloodied effect on their screen and name, and require a bandage to DELAY the death for say, 5 more minutes. This mean that you can stay alive after combat, but like the olden times would still likely die from bleeding out or infections. Perhaps a more permanent fix would be in the modern tech tree, with medical items in between that delay death for a longer time, representing the medical advance that have been achieved through the ages.

#3 Re: Main Forum » Adding a wounded backstab & medicine will halt murders substantially. » 2018-03-21 10:13:44

Perhaps instead of a wound system, a death penalty system would work better. Unlike real life, this game don't have consequence of death as one can just rebirth, but jason don't want murder spree to be to easy, gamey and easy to avoid, so why not instead have a punishment system. For example, a gallow that will ban anyone who got hanged by it from rebirth for a specific amount of time, perhaps depending on how many kills the convict have. And to avoid ban evading, make a corpse of that player when he leave which can be hanged before it turns into skeletal remains after a few minutes. This allow killing spree to happen and allow no consequences if not caught, but also make the threat of being arrested real.

Also, you most likely would die from a single stab wound in the middle age, so having a three wound system is a bit too much. A 1-3 minute bleed out(like a wolf bleeding) without early tech medicine to heal would work better, as it allows the murderer get caught more easily, allowing the victim to warn others, allowing a future where we can heal wounds, and still makes murder spree hard to deal with as the murderer would still likely get one victim before being caught like real life. Also, I think an armor system would fit the game better. Problem is that armor would likely fall into the hands of bandits as they loot their victim and the tribe becoming defenseless as they can't arm everyone

#4 Re: Main Forum » [Suggestion] Carving signs » 2018-03-14 13:09:31

Daebak wrote:

I was caught attention to this "respected players", when people took time to play OHOL then those will be awarded to be able to read after set of total playtime.

Well I was actually referring to an item upgrade system with an item so hard to craft that it will be rare, that allow a player to read and write(commoners can still draw pictures). Because of the item rarity, it would most likely be given to a trusted, respected player, which most likely will be elders, much like how due to the rarity of the wolf hat(which is still quite easy to get) only village leaders, hunters and elders is often found wearing it. This also mean as technology evolves and productivity increase, crafting the item will be easier allowing higher literacy per population. Also, the complexity of the item will likely result in it recipe being a secret only given to trusted player, so a noob, a selfish or a troll can't just waltz in and waste the town resource to gain literacy.

I had also thought of play time reward at first, but I just think it is too meta, don't go with theme of the game,  don't make much sense, and less fun.

edit : Also what I mean by changing the alphabet is just something simple such as when you use your keyboard and type "Hello" normally, the result would be "Łæđđē". This mean you can still write normally, but to read it you need to be familiar with the alphabet. It also mean you can learn the language just by picking a book and writing all of the 26 letters to see what change into what like H=Ł or by writing a book with 26 of the alphabet much like a kindergarden would have ABC book for kid to use. The letter could be as foreign as reading Russian, as simple as flipping letter(A=F) or an entirely unique alien letters.

But your system could also work.

#5 Re: Main Forum » A solution to village overpopulation and organization: a caste system » 2018-03-14 12:10:00

I like your second idea, but I think it is better to keep a son if possible. This is because a son don't have the burden of birth, allowing him to focus on helping the family. The population may be a bit unstable, but by having a son who can focus on keeping the family alive, you have more time to care for your child and educate them. Remember, most of the time famine is not caused by lack of farms, seeds or ponds, but rather caused by your own child eating all the food without trying to farm. Also, while you may want keep your son, it's better to make sure he isn't a deadweight. If he run around as a babby or not listening, sacrifice him to the gods. As they say, a curious baby is a dead baby. Also, instead of the third idea, the elders should be the head of Ministry of Research and Ministry of Industry as they pass on their job to their childrens.

#6 Re: Main Forum » [Suggestion] Carving signs » 2018-03-14 11:39:53

Perhaps a possible reading mechanic would be consuming expensive books in order to write and read language. This mean a civ can't afford high literacy which mean only elders and respected players get to learn to read, which is what happen historically. There also should be symbols that's allowed for the commoners to read and perhaps the sprite for the sign will change with symbols drawn on it for convenience.

Another possible reading mechanic would be to just changing the written alphabet to other symbols. It'll still be English, but you have to familiarize yourself with a different set of alphabets. This also keep with the theme of passed on knowledge as a parent can teach their kids how to read.

Also, while it's obvious, a sign should be unmovable or a hassle so there's a reason to craft books and clay tablets(early alternative for books, possibly symbols only) which would be easier to transport and use. Also, clay tablets should decay(10 minutes possibly) if not used or burned(No longer allow future writing but save the tablet from decaying).

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