a multiplayer game of parenting and civilization building
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Still happening today. No connectivity issues or lags. Just random "died: connection lost". Even tho I'm experiencing zero latency.
If you use the launcher 3rd party thing you can clearly see the server being 0/200 after losing connection. It's server-side and it drops EVERYONE on a server.
Ah. That's terrible. Whats the point in playing right now if everyone will constantly and consistently lose everything? Guess we'll have to wait for a fix.
Also losing connection. I have 1gbps internet, great ping in the US. If i -ping the onehouronelife servers from CMD I get <150 ping every time, which I'm assuming is acceptable.
It happened to me three times last night, right as I got to the good parts of being a feral eve (working farm and kiln). Got too annoying and had to turn it off after three deaths to lost connection.
Basically, to make it work, we would all just set "useCustomServer" to 1, and set the "customServerAddress" to a location that we will determine on discord, should this happen. Probably somewhere between server6.onehouronelife.com and server14.onehouronelife.com, since those are the least used servers. Not server 11 tho.
It sounds like I need to get discord, since so many people are always on there.
Discord is a great application for voice chatting for online games. It's like a free, updated Ventrilo. It's also very casual.
@Joriom, I didn't know about that on Server 11 pre apocalypse. I only played maybe 20 hours pre apocalypse, so I was still learning the struggle to survive. But I guess this would be the goal then; Experienced players grouping together to build something huge and magnificent.
So... you're trying to repeat what Server11 was used for before apocalypse or attempt next "111 generation" run?
Not exactly. From what I heard, the entire purpose of their setup was to get as many generations as possible. I'm thinking more of a "build as large and valiant a city as possible". Not going for length of generations, but size, productivity, and grandeur.
Also a nicely organized city. No random baskets of garbage everywhere, and adobe buildings to hold our crates of stuff in. A stables, a dedicated shed for tools, a dedicated blacksmith, a dedicated bakery, a tailor's work area, a food storage, wood floors with bear rugs for home areas. Large stockpiles of firewood.
It would be fun to organize a group of experienced, dedicated players that can carry their own weight and want to play along, to build a humongous Utopia sometime this weekend on one of the unpopulated public servers. We would all organize via Discord, and have to determine a good time to all log in and play together (one of us would spawn as an Eve, and be in charge of finding a good start point near water etc.)
Please, it would be best to bring experienced players and people who want to build an organized, functional society at the start. Once we have a framework setup, maybe other players could join in?
Also, no senseless murdering or trying to destroy the Utopia, else we'd have to resort to killing anybody not in the discord.
Reply if this sounds fun to you!
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We have to stop perpetuating these terrible ideas; the discarding of children is not acceptable human behavior.
Keep in mind this game has the potential to change in whatever way Jason wants to change it. This practice of neglecting children because you feel they might slow you down as an Eve, or, that they won't pass on your last name, that is the real problem becoming acceptable behavior in this community. If the players make it an acceptable behavior, then Jason will have no incentive to change that. It may be cruel to your dream of a perfect city layout, to let boys live knowing that if they do not add more than they take, that your entire family could die there, but it is far from the only solution and it should not be accepted on morale grounds. You do not need to leave your humanity behind, anywhere, in any game, in any moment of your real life.
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This.
Lately when I spawn in on the populated servers, mothers will let me starve because they are four screens from a thriving village with a cart of branches, or something equally unimportant. I was counting, and before I was born and kept (in the same city that I was born outside of, no less; I saw my past life's mom run with the cart), I had to get reborn ten times until I was born from a babysitter in the city, who was caring for now five babies including me. And it's sad, because I know all the game mechanics involving sustainability, the crafting recipes, and farming propagation techniques by heart.
TL;DR: Letting your in game kids die due to the "inconvenience" they incur leads to a bad experience, and what's the point of playing the game if you're not playing for the sake of the future generations of players? If you want to build something and use it right then, play Minecraft.
Seems like something I’d do, but surprisingly I had nothing to do with this.
Lmao maybe someday we'll meet in game!
That was fun. We ritual sacrificed a few people, including my in game husband and myself. May the reign of the Nameless King (my son I forgot to name) be long! Probably the most fun I had in the game in a while.
Highlight of my life was watching my nameless mother shoot my uncle Ecko. I had a weird life. I build a sheep pen with my husband Tom, but we had an open relationship, from which I produced many children not of his skin color. He let me stab him during the ritual in the end and I commend him for that.
Only flaw I see is that, say we have Joe the farmer tending to his beautiful berry bushes, when Nameless the griefer decides to start shoveling the bushes. Joe grabs the nearby bow and arrow and shoots Nameless, incurring the murder penalty. Now Joe has the murder slow, a bloody bow, and needs to find another person, then he needs to explain that he killed the griefer, and can't eat until he finds help. Though the idea is good, I feel like it does have the ability to punish the good guy, but no system is perfect.
It would seem to ruin both parties involved in a one versus one situation combat situation, but perhaps this could promote doing jobs with a group to help keep safe. After all, its a game about community. I like the idea, but it does have that unrealistic aspect: In reality, someone can stab another person and feed themselves later, so it has a rather "gamey" feel to it.
I put a suggestion on the appropriate sub reddit here. Check it out, and post what you think!
I think personally it would make sense, especially if the idea to hold prisoners is added, as prisoners would be sedentary and therefore not need as much food as a trapper or farmer. Sedentary old grandmas who sit around the campfire telling children stories of their civilization consume less calories than a grown man building a home, or a teenager experiencing a growth spurt.
Edit: Adding a link to Jason's post about potentially adding possible player imprisonment here.
Well, the question still remains: how does the server know to send you to the phantom zone or whatever? What happens during your last life that triggers it?
SSDarkMoon a karma system solves the problem automatically with no player involvement. I want to give the players tools to solve the problem instead. Killing isn't always bad. Digging up stuff isn't always bad. Only players can decide that.
Kinrany: that's an interesting idea. The server remembers you for an hour after you join, and no matter what happens (you die of starvation, you are killed, you suicide), you are not allowed to respawn on that server for an hour. The only way to keep playing on that server is to keep living (which make "stop or we'll shoot" mean something).
BUT: what happens to a brand new player who dies 15 times in one hour? They are "on cooldown" on all 15 servers then, unable to play...
The curse or "dance on their grave" option seems to be the best trigger. The reason being, it would require community involvement. A single person cursing or dancing on a grave might not do anything, but if you used a squaring function, 5 people cursing the grave might have a 25x duration over a single person cursing the grave.
This system would benefit greatly from the ability to identify the creator of a "Fresh Grave" and a Murder Grave, and perhaps not able to pick up a grave with a basket until it's no longer fresh? Because once the grave is picked up and replaced as a bone pile you could cull that information to save server side data space.
Edit:From a code perspective, I mean even if you just attached the PlayerID int or uint (whichever you use) + the name string data, it would be just a couple bytes per fresh grave, for three minutes, right? Maybe have a server side table that keeps track of the names recorded to each playerID but I feel like that would create a lot of server side data.
Artarda wrote:carrotlover wrote:I think Eves should spawn at the age of 14, so they can at least find a place before having a child.
food intake and temperature seems good references at this moment. maybe as the techtree advances, new references can adjust birth rates, even choosing if she is going to have a baby. who said abortion plant that denies pregnancy for x minutes? get out, we don't discuss that in here. thank you.
so that's it.
Actually, in real life, there was a plant called Silphium that was consumed during the Roman era to prevent unwanted pregnancies. It was so popular, that it was actually eaten to extinction, and is also minted on some of their coins.
From https://en.wikipedia.org/wiki/Silphium#Medicinal_uses
Many species in the parsley family have estrogenic properties, and some, such as wild carrot are reputed abortifacients (chemicals that terminate a pregnancy). Given this, it is quite possible that the plant was pharmacologically active in the prevention or termination of pregnancy.
So in conclusion, it would be understandable if Jason was to include food items that, when consumed, lowered your odds of pregnancy as a female, or even outright prevented them.
Real life combat rewards action over reaction.
Walk up behind someone and shoot them in the back of the head with a gun. Walk away. Sounds gruesome when it's put in those terms, but that's how easy it is in real life.
I was intentionally trying to get away from "normal game PVP mechanics" in this game. That's why there's no health bars, armor, healing potions, etc. Those kind of mechanics turn any game into a combat game.
Combat is NOT the focus of this game, and it will never be. The networking implementation isn't low-enough latency to support that anyway. If I wanted to make an online combat game, I would want it to be as tight and responsive as Overwatch. It wouldn't be an infinite map game. I would have coded it totally differently.
If you're claiming that murder should be made impossible entirely, you haven't thought it through. The only way to stop someone from doing something, in the end, is to kill them. So killing is necessary if people are going to be able to develop their own legal systems in the game.
Other people have pointed out that murder is the least of our worries, compared to other forms of griefing.
Unfortunately, there is absolutely no way to solve that problem mechanically (there will always be ways to mess things up, even if I make every action non-permanent, and the game would become ridiculous if I did that, where you'd have to be able to un-slaughter a sheep).
And if I take murder away, it will also be impossible for YOU to do anything about griefing.
You do have walls for a reason, to control access. If you're worried about a griefer planting the wrong crop, put walls around the farm fields. Only let the farmer in and out. Post a guard by the door. Tools getting stolen? Do you leave your tools in real life laying on the ground? No. If you did, they would get stolen too! So you put them in a tool shed.
The king always has a wall around his garden in real life.
But walls won't work if you can't threaten someone at the gate with violence to make them go away.
Gates in real life usually have two guards for a reason...
After thinking this over more, I think that most of the tools to solve these problems are in your hands, and a few more (like locks) will come in the future.
And these ARE the problems that civilization needs to solve.
Even modern civilizations are still trying to solve these problems. Lots of murders in real life go unsolved.
I will work on the "can't stab a moving person" issue. Running around shouldn't be a form of defense.
Very good points, and I definitely understand the coding situation (been programming for like 10 years myself ). The attacking of an unsuspecting person is also a good point. Perhaps in the future, we could see defensive clothing options implemented up the tech tree? Perhaps an Iron Breastplate that wont keep you warm but will protect you from a flint tipped Arrow shot. It would even make perfect sense if the tech tree had rival Offense vs Defense crafts, much like real life, where technology is created to render pre-existing technology functionally obsolete, like full plate armor did to swords, and military picks did to full plate armor. Much like real life, the successful combatant would be influenced by the tech level of their weaponry or defense.
Or maybe even a Rock Paper Scissors combat interaction system? Where a player wielding a knife for example couldn't get into striking range of a player wielding a spear, as a crude example. This would even further support your "Gates have two guards for a reason" statement, where it would be beneficial to have different weapons on different guards.
I'm grateful for the detailed response though, I wasn't sure my comments would even be read this far down ![]()
Edit: After more thinking, I had a (fairly obvious) insight. One of the reasons we don't have a huge numbers of sociopaths running around purging each other in real life is because of the consequences of actions. To a person who wants to accomplish nothing more than create chaos, whether via murder, griefing food supplies purposefully or other less effective yet still annoying means, the consequences of failure in completing their task is virtually null. They could be thwarted again and again, but they only have to succeed once. It's almost like flipping a coin over and over; you might get tails 7 times in a row but statistically speaking, you're eventually bound to get a heads, and that griefer might fail over and over, but he only has to succeed once.
Also, I think experiencing a bit of grief every now and then is fine. In real life, society deals with people that do bad things. Society either deals with that person or fails. The random guy who gets his hands on the bow and arrow and shoots Grandma Hope is bound to happen, and honestly shouldn't be stopped. It's the "Oh, they caught me griefing and killed me. Time to respawn in the same village and wait to grow up and do it again." that I think the majority of people effected by it would like to put a stop to.
I mean come on, I've shot my fair share of grandmas in this game...
Some personally suggested options, if one would want to discourage specifically repetitive grief, would be:
A) Make it easier to thwart a griefer via in game mechanics once those tech items have been established
B) Use some sort of system outside the game mechanics that prevents spawning in the same area over and over in a short period of time.
I think Eves should spawn at the age of 14, so they can at least find a place before having a child.
food intake and temperature seems good references at this moment. maybe as the techtree advances, new references can adjust birth rates, even choosing if she is going to have a baby. who said abortion plant that denies pregnancy for x minutes? get out, we don't discuss that in here. thank you.
so that's it.
Actually, in real life, there was a plant called Silphium that was consumed during the Roman era to prevent unwanted pregnancies. It was so popular, that it was actually eaten to extinction, and is also minted on some of their coins.
Maybe give players the ability to perform some sort of "mate" ceremony, which greatly increases the chance the participating female will give birth to the next baby, perhaps even a guaranteed Queue system for all mated females. This would give males a biological use to societies, by doing a (consenting, hopefully) mate action with a female to put her on the baby queue.
Perhaps random babies can be distributed as they are currently, and the mate queue will be fulfilled first.
Also, as a female ages and hasn't birthed a child, perhaps her fertility weight increases, so that we don't have too many eve's never having babies.
It can be frustrating playing as an Eve or the last female of a society, and giving birth to ten boys before you finally get a girl. Perhaps some diminishing returns on having the same gender baby over and over, so it wouldn't be entirely random but it would give a better distribution of genders on a short term basis.
Ah, the "murder problem."
Good old Joriom, busily trying to break the game, just to prove his point.
Obviously, police exist in the real world for a reason. It sounds like people are trying various forms of policing in this game, which is good. You have blue clothes for a reason.
However, there's a big difference between this game and the real world, at least I believe so, and that difference is reincarnation with preserved memory. Joriom can respawn over and over, hopping from village to village, until his heinous task is complete. He's like Krampus making his rounds.
So in the real world, you could punish Joriom by physically imprisoning him or killing him, and that would put an end to his plans forever, you can't really deal with him long-term in this game.
Well, Murderers and Griefers use pre-existing knowledge to make intelligent albeit morally poor decisions when being a home wrecker.
Instead of having an automated ban system or something, why not just level the playing field?
What if there was a craftable item that a person could use on another player, or another player's corpse, to curse them? Maybe make it difficult to craft, as to keep it from being abused by everybody. Using the item on the corpse would start a ritual, which would allow other players to join in. The ritual would cause later births of that player's account to be born with solid white eyes, to make them look like the sociopath that they are. Perhaps the curse would wear off over playtime, with the duration being increased per player who participates in the ritual?
Or allow players to tame wolves into bloodhounds using mutton or rabbit, which can be released on murderers, who will chase them down, kill them and eat their corpse, leaving a nice mutilated grave. Effective against murderers but not so much other griefers.
Either way, I feel like after reading hundreds of input posts on the topic, something should be done, and I feel like Jason wants to go about it via in game mechanisms instead of automated moderator systems. Right now, the trouble causers have the upper hand due to internet anonymity, no way of distinguishing a player between lives, and the simplicity of the combat system that rewards action over reaction.
Make it so that anybody who is flagged as a murderer can be murdered with any sharp stone or axe, while they are suffering the movement speed reduction. Killing other players would at least need some extra intelligence behind it, other than the "I have the only weapon" situation we currently have.
I mean, if someone stabbed my mom in front of me and i had a metal tool in my hand, you'd best bet I'd start swinging it at them.
Edit: also, make it so they can be murdered mid run animation. The current "If I'm constantly moving i cant be murdered" part of the system shouldn't apply to murderers with the slow.
Connection Lost.
Anyone else having severe latency issues to the point where the game is unplayable as of late? Server ping always <200 MS but random lag spikes might cause ten seconds of rubberbanding on a tree before dying due to disconnect. I know it's not my internet, 1gbps download/ 50mbps upload, and ping is acceptable.
So is anyone else having similar issues since the apocalypse turnoff update?
Edit: Issue seemingly started after the April 8 post about disabling the apocalypse.