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#1 2020-02-07 17:48:51

DiscardedSlinky
DubiousSlinker
From: Discord
Registered: 2019-05-06
Posts: 689

12 second killing time punishes non-griefer more than the griefers

So this is the latest update to happen.


Waiting period for single-player killer now 12 seconds (was 6). Posse kill waiting period shorter with each new member (2 wait 6 seconds, 3 wait 3 seconds, 4 wait 1.5 seconds, etc.)

https://github.com/jasonrohrer/OneLife/ … 70017c5837


Jason you really are out of touch. Griefers are not alone anymore. What they do is they all /die until they are born into the same town and then abuse the posse system to kill everyone in town.

So you basically just buffed them and completely screwed over the people who just want to defend against it.

Last edited by DiscardedSlinky (2020-02-07 17:50:41)


I'm Slinky and I hate it here.
I also /blush.

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#2 2020-02-07 17:55:59

unoriginal artist
Member
Registered: 2019-09-29
Posts: 37

Re: 12 second killing time punishes non-griefer more than the griefers

Agreed, yesturday i was in belltown and my mom had gotten stabbed right as i was born, i  had barely managed to survive by dancing on a fire and hiding alot and being feed a few times by another nice lady who was hiding but she ultimatly died, when i got JUST old enough to hold a weapon i managed to shoot the lady who had killed my mom but she got healed by her friend and then she had 3 other ppl in town who helped her chase me and stab me, they fed her and supported her KILLING EVERYONE...... cooperation at its finest i suppose.... but is that really the cooperation that jason intended........ i was told it was supposed to be a family building game....at least thats what was advertised to me.

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#3 2020-02-07 18:31:00

Dodge
Member
Registered: 2018-08-27
Posts: 2,467

Re: 12 second killing time punishes non-griefer more than the griefers

So what is the solution to that issue?

Not being able to choose where you are born?

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#4 2020-02-07 18:33:10

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: 12 second killing time punishes non-griefer more than the griefers

Dare I suggest .. banning serial griefers?

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#5 2020-02-07 18:49:03

Tipy
Member
Registered: 2019-01-09
Posts: 90

Re: 12 second killing time punishes non-griefer more than the griefers

Just bring back the old combat system from before war swords/autoaim

-Remove posses

-Remove Autoaim, murdermouth, [gasp]

-Remove the wait period before kills

+Bring back snowballs

-remove race restrictions

+Actually keep the shift + right mouse for killing, that was a good change

+keep the ''!''

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Posses aren't very effective against griefers since they have evolved and have started to /die till in one town (bypassing the twin restrictions). Thus the griefers end up abusing the system for killing innocent people

Autoaim is total bullshit. Combat before that was alright, nobody was really complaining about it. I actually liked it very much. It required a bit of skill but not too much. Which ment that exeprianced players could deal with griefers easiely. The old system also gave you a fighting chance if the attacker missed, but now it's just one boring game of tag where the chased has to run into an inhospitable biom and just stay there. In the old system the attacked could either trick the attacker into missing or run to the snow biom and get a snowball to stun the agresor. But now snowballs don't stun and even if they did only gingers could use them (proof that racism update is killing the game number#9248235468)
   
The wait period before attacking feels very awkward. Like your knife connects to the body of the victim but nothing happens and you don't know when it ends.
It gives too much time for the victim to escape andthe slowering of a single person makes it so you will never catch up. While you may say it's good because it gives newbs an advantage against vets but that isn't true. Newbies almost never utilize the wait period and get stabbed while vets are practically invinsible (going asking people to join your posse just wastes time which the chased can use to escape) and the victim either hides in an inhospitable biom or the attackers give up after they can't see the chassed and lower their guard. However even if the vet escapes he can't do anything if the attacker is a griefer, even if the griefer lowers his guard all that happens is that the roles reverse and if it's a duo or a team of griefers then you are dead.

Now you may say ''But Tarr just ran around towns killing everybody using the old system''. That just ain't true. Yes he ran around towns killing everybody but he did it using the WAR SWORD and he did it to proof how broken the WAR SWORD it was. Just think about it, why didn't he do it before swords? Well because in the old system if he just killed somebody then he was left exposed slowley crowling with the bloody weapon in his hand leaving him to be killed by the town folks if he wasn't able to make a strong case for killing the person.
War swords aren't a problem now not because of the combat overhaul but because  they got nerfed to oblivion and it's preactically as if they don't exist anymore.


Build bell towers not apocalypse towers

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#6 2020-02-07 18:56:32

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Re: 12 second killing time punishes non-griefer more than the griefers

So why doesn't the "town" make a bigger posse?

A lone person killing a team of 2 griefers was never going to happen, right?  I mean, even before the 12 vs 6 second change.  So making solo killers wait longer isn't going to make things worse.


That is the other forthcoming change that will go along with this:

--If a bigger posse targets you (bigger than the posse you're currently in), you get scared and drop your weapon.


How big is each griefer team?  Do they really have the whole town outnumbered?


Are they using /die to find each other?  Then why don't you have them cursed so they can't be born near you for 30 days?

Are they being born in separate areas and walking to find each other?  Then why aren't you using the available tools to block untrusted outsiders from just waltzing into your town?  If they really have a legit reason for coming in, make them empty their backpack first, and escort them around town with an armed guard for a bit, and watch for signs of trouble.

And if you see a pair of unknown people at your gate, one with a medical apron, just nope.  Target with bow, wait 12 seconds, then open the gate.


You hate property fences, and refuse to use them, which would allow you to "ban" whomever you please, in-game.... but then you want me to comb through logs and investigate individual people, hear from witnesses, etc... outside the game?  As if there aren't dozens of other griefers waiting to pop up as soon as I perma-ban one?



I.e., you have a lot more power over your own fate here than you think you do.  And I'm adding more power for you as we speak.

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#7 2020-02-07 19:00:11

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Re: 12 second killing time punishes non-griefer more than the griefers

I will reiterate that killing someone solo is supposed to be mostly impossible.  If you're the only person around who thinks a given person should die, they probably shouldn't die.

The only case that should be possible is guarding an area with a bow.  You say KEEP AWAY FROM HERE, and then stand there with a bow and a bead on them.  If they come close, they die.

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#8 2020-02-07 19:03:18

fug
Moderator
Registered: 2019-08-21
Posts: 1,130

Re: 12 second killing time punishes non-griefer more than the griefers

Murder mouth and gasp are specifically there for people who play on the default client so they have a chance to see someone since attack ranges can basically be off their screens. Wait time periods of like 6 seconds aren't terrible as they basically stop someone from standing next to someone and randomly stabbing them (I always stood 2-3 tiles away from someone I talked to for this reason.)

Autoaim really is shenanigans. It's one of the only actions I can recall off the top of my head that can interact DIAGONALLY. Did you know people are vulnerable to attacks at this angle? Normally if someone was standing on an impassible object such as a wall, oven, fence, door, whatever you can't shoot them because you can't interact with players on an impassible but by walking to a NE/SE/SW/NW tile you can shoot through the object and hit them. Weird stuff, bad stuff.

I do think a snowball weapon should be in the game. Stun + slow down made it so you could confirm a kill on someone and required 2 different hits instead of the normal one (one for the snowball then the second with knife/sword/bow.) Though, I do think it should be a crafted item instead of a snowball to prevent gingers from having the ultimate weapon lel.


Worlds oldest SID baby.

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#9 2020-02-07 19:14:57

Legs
Member
Registered: 2019-07-12
Posts: 385

Re: 12 second killing time punishes non-griefer more than the griefers

Putting PVP in the hands of mob rule is a bad idea. Full stop. The game has devolved into a battle royale. There is no chance for cooperation. Civilization has broken down. Today I was murdered three times consecutively. Just while hanging out, cooking, making clothes, farming. I stood by a fire for half a minute while I sent a text message; someone attacked me. I ran to my specialty biome. More people came. A posse formed, some girl ran up with a bow. Nobody said anything about who or why, they just joined in on a senseless attack for no reason. I fled town and returned to my hometown. I arrived to someone being stabbed and as a doctor I run up to see why. "He killed a sheep" was the explanation. Then, a boy randomly attacked me- a bystander. I didn't even heal anyone. I escaped, disguised myself in another outfit and returned to witness another murder. Again, someone randomly attacked me. A posse formed instantly and I couldn't escape. It's completely senseless and stupid.


Loco Motion

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#10 2020-02-07 19:18:25

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: 12 second killing time punishes non-griefer more than the griefers

DestinyCall wrote:

Dare I suggest .. banning serial griefers?

Of course you can dare such Destiny.  But, for your information:

jasonrohrer wrote:

The point, Doug, is that I'm not going to manually investigate anything that goes on inside the game, ever.

I've gone down that road before with other games, and I'm not going to go down that road here. It's a never-ending nightmare of he-said/she-said, false accusations, feigned innocence, angry emails from banned people, and HOURS on my part spent investigating each case.

Jason did briefly consider setting up a system to ban such people, earlier in the thread:

jasonrohrer wrote:

Maybe I will try to set up a "moderated" server as an experiment. Who controls access, though? The discord mods?

https://github.com/jasonrohrer/OneLife/issues/529

Sometimes if one can't even substantially mitigate against dangers at the smallest level, there is no hope of seriously mitigating against such at a larger level.  My suspicion is that the harms of serial destruction work this way.


Danish Clinch.
Longtime tutorial player.

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#11 2020-02-07 19:22:41

DiscardedSlinky
DubiousSlinker
From: Discord
Registered: 2019-05-06
Posts: 689

Re: 12 second killing time punishes non-griefer more than the griefers

Hard to keep people out when they're born in your own family. They will just /die over and over and over until they are reborn there so fences do LITERALLY nothing. Curse them? We do. They still come back over and over. How? Idk but I'm assuming they all share accounts to grief. Some people have bragged about buying alt accounts during the sale.

They have outside communication are much more easily organized than a bunch of people in game. They can and will run an entire town down just by killing and healing each other up. People in town don't understand what's going on and get confused and might kill good people out of the panic. Plus HALF of the players are new. They have no idea what's going on or what to do. How am I supposed to convince people to join me when they don't even know how to feed themselves.

You see they prepare before they grief. They dirty every single pad besides the ones in aprons and target anyone wearing healing aprons. They're organized. This isn't something normal people can stand up against. What happens when one of them comes out of the kill CD and just heals their buddy and then they team up to kill you too?
I really think you need to play more. This has been happening for a while.

My solution is to reduce the number of lives people have and make the cool downs higher. That will hopefully keep them from /dieing until they get back to town. Or ya know, ban people who constantly grief and ruin the game for people like me who just want to play a chill life. Maybe if people rack up 50 curses in a month they're locked to donkey town for a month with no possibilities of getting out. 50 is a high number and the chances of people being sent there on accident is pretty low

Last edited by DiscardedSlinky (2020-02-07 19:23:39)


I'm Slinky and I hate it here.
I also /blush.

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#12 2020-02-07 19:27:32

Tipy
Member
Registered: 2019-01-09
Posts: 90

Re: 12 second killing time punishes non-griefer more than the griefers

jasonrohrer wrote:

So why doesn't the "town" make a bigger posse?

A lone person killing a team of 2 griefers was never going to happen, right?  I mean, even before the 12 vs 6 second change.  So making solo killers wait longer isn't going to make things worse.


That is the other forthcoming change that will go along with this:

--If a bigger posse targets you (bigger than the posse you're currently in), you get scared and drop your weapon.


How big is each griefer team?  Do they really have the whole town outnumbered?


Are they using /die to find each other?  Then why don't you have them cursed so they can't be born near you for 30 days?

Are they being born in separate areas and walking to find each other?  Then why aren't you using the available tools to block untrusted outsiders from just waltzing into your town?  If they really have a legit reason for coming in, make them empty their backpack first, and escort them around town with an armed guard for a bit, and watch for signs of trouble.

And if you see a pair of unknown people at your gate, one with a medical apron, just nope.  Target with bow, wait 12 seconds, then open the gate



You hate property fences, and refuse to use them, which would allow you to "ban" whomever you please, in-game.... but then you want me to comb through logs and investigate individual people, hear from witnesses, etc... outside the game?  As if there aren't dozens of other griefers waiting to pop up as soon as I perma-ban one?



I.e., you have a lot more power over your own fate here than you think you do.  And I'm adding more power for you as we speak.

Most people don't know how posses work since it's just one of those weird unexplained in game gimmics.
Asking people to join posses just gives time for the griefers to escape (read what I said above in my comment)

As for curses. Well I have so many curse token to spend. If I have met the griefer before either I didn't had a curse token, accidebtally cursed somebody else (curse you tends to be very shaky with who is the closest person) or I cursed one of the griefers but didn't had a token for the other. Even if I had cursed the grirfer they could still get born BEFORE me or they can get born while I am off town gathering resources or something like that.

Fences, really?!?!?!!? How many times do we have to explain why they are uneffective? Most griefers come from WITHIN and fences can't protect you from that. Gates are left open most of the time since foregners rarely come and opening and closing gates is just annoying. You can't control that since your whole family has access to it since you know I am not gonna give something like only 3 people permision the gates and apoint them as guards since nobody wants to waste an hour of their life sitting in one place opening and closing gates when you can just have no gates. Also why exactly would I not want foregners in? Most griefers come from the inside and there is no way to know if a foegner is a griefer or not (and no sombody wearing an apron with pads is not a give away of somebody being a griefer) and well we DEPEND on foregners for our survival. Remember a few months ago you made this update that just slows  limits what you can do and makes it so unless your town collects all four races it's destined to die, so why would I not let in foregners in? This is some basic knowledge that everybody knows. Jason do you even play your own game?


Build bell towers not apocalypse towers

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#13 2020-02-07 19:28:09

fug
Moderator
Registered: 2019-08-21
Posts: 1,130

Re: 12 second killing time punishes non-griefer more than the griefers

Legs wrote:

Putting PVP in the hands of mob rule is a bad idea. Full stop. The game has devolved into a battle royale. There is no chance for cooperation. Civilization has broken down. Today I was murdered three times consecutively. Just while hanging out, cooking, making clothes, farming. I stood by a fire for half a minute while I sent a text message; someone attacked me. I ran to my specialty biome. More people came. A posse formed, some girl ran up with a bow. Nobody said anything about who or why, they just joined in on a senseless attack for no reason. I fled town and returned to my hometown. I arrived to someone being stabbed and as a doctor I run up to see why. "He killed a sheep" was the explanation. Then, a boy randomly attacked me- a bystander. I didn't even heal anyone. I escaped, disguised myself in another outfit and returned to witness another murder. Again, someone randomly attacked me. A posse formed instantly and I couldn't escape. It's completely senseless and stupid.

Uh huh. I bet all these mobs formed up to get you... I don't think I've ever seen or heard of this actually happening in game kek. While I agree posse's might not be the best solution I'm not going to make some random ass story up to support my side of the argument.


jasonrohrer wrote:

You hate property fences, and refuse to use them, which would allow you to "ban" whomever you please, in-game.... but then you want me to comb through logs and investigate individual people, hear from witnesses, etc... outside the game?  As if there aren't dozens of other griefers waiting to pop up as soon as I perma-ban one?

Where as before when people lived together in multicultural towns it was because they just liked seeing other families in game or there just wasn't a reason to keep them out. Then you flipped it over on its head where you absolutely need two-three families living together to have a functional town depending on the state of the game. Which makes more sense from a players viewpoint: Living together in a giant hippie commune with three families basically sharing and working together or putting up a fence and trying to trade with each other?

Also, as I've said in the past you can still grief property gates with newcomen blocks on 3/4 sides of the gates which then require an elder removal notice on one of the fences to escape. So even if the preferred idea was a bunch of fenced up towns someone can newcomen block the north side, south side, and west side of the village and the players inside CANNOT remove them and become trapped inside. Fences are death traps and if someone wants to come in they can just force their way in.


In regards to the permaban thing I don't see an issue. If they want to keep griefing and giving you money I see no downside lel.


Worlds oldest SID baby.

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#14 2020-02-07 19:51:48

Legs
Member
Registered: 2019-07-12
Posts: 385

Re: 12 second killing time punishes non-griefer more than the griefers

fug wrote:

make some random ass story up to support my side of the argument.

Go play a few lives in zucc world or the northern bell town. Bell towns are usually murder capitals and it's twice as bad as usual today. I was born and my shirtless uncle says to my mother, "I'm going to kill someone." She asks why. He says he's bored. The town needs drama. There are a LOT of bored people killing. A lot of noobs that don't know what's happening and just go along with it. Today it's a battle royale.

Do you ever wear medical aprons? I wear them almost every life. Apparently it's not just a target for griefers, but for people fighting griefers too. I'm a good person getting targeted by evil people and suspected by other good people. When I run up to the scene and someone just got stabbed, am I there to heal a griefer? Are we working together so that after I heal them they can stab their attacker during cooldown?

People are bored and stupid and they love to kill. Nobody knows what's happening and they're all very happy to go along with whoever's pointing a finger. A griefer sees me putting pads in my vest so they can't be dirtied and suddenly hey! That guy's stealing pads! He's a griefer, get him! His twin in the only other medical vest joins him and I can't escape. Even if the liar gets stabbed in revenge his friend can heal him and kill that avenger in turn.


Loco Motion

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#15 2020-02-07 19:59:45

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: 12 second killing time punishes non-griefer more than the griefers

jasonrohrer wrote:

Are they using /die to find each other?  Then why don't you have them cursed so they can't be born near you for 30 days?

Why would a new player have people cursed like this when they've just started to play and figure out how the in-game experience works?  Why would the experience of a new player matter since you're not designing a system which tries to give them as much protection as reasonable by default, but requires all sorts of things that they have to learn to become semi-protected if they survive to where they might accomplish such, against the dangers inherent in the game?

jasonrohrer wrote:

Are they being born in separate areas and walking to find each other?  Then why aren't you using the available tools to block untrusted outsiders from just waltzing into your town?

The game is advertised as a multiplayer game of survival and civilization building, and intended to get played with random people.  What do city walls do?  They discourage outsiders from playing with you.  Thus, they restrict the multiplayer aspect of the game from playing with random people.

And since you've consistently tried to build a game heavily dependent on multiplayer aspects of it for it to be appealing, why would people be interested in trying to restrict such aspects of it?

jasonrohrer wrote:

As if there aren't dozens of other griefers waiting to pop up as soon as I perma-ban one?

No person, nor group can deal with such dangerous people and realize how deep it goes and destructive it is until they become revealed.  If you don't want to look, nor for anyone else to look, why have you been designing a multiplayer game where such people have long done such things?


Danish Clinch.
Longtime tutorial player.

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#16 2020-02-07 20:49:24

Saolin
Member
Registered: 2019-05-22
Posts: 393

Re: 12 second killing time punishes non-griefer more than the griefers

DiscardedSlinky wrote:

My solution is to reduce the number of lives people have

Jason said before that this was the most protested change he ever made though, to introduce a life limit. I imagine (perhaps naively) that the majority of these were new players who recently bought the game, died a bunch of times, and then couldn't play anymore for a while. What if instead, using the /die command costed multiple lives (say three to four), but otherwise the life limits remained unchanged. Would this effect the game in a positive way?

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#17 2020-02-07 21:45:03

Jamie
Member
Registered: 2020-01-20
Posts: 95

Re: 12 second killing time punishes non-griefer more than the griefers

jasonrohrer wrote:

So why doesn't the "town" make a bigger posse?

A lone person killing a team of 2 griefers was never going to happen, right?  I mean, even before the 12 vs 6 second change.  So making solo killers wait longer isn't going to make things worse.


That is the other forthcoming change that will go along with this:

--If a bigger posse targets you (bigger than the posse you're currently in), you get scared and drop your weapon.


How big is each griefer team?  Do they really have the whole town outnumbered?


Are they using /die to find each other?  Then why don't you have them cursed so they can't be born near you for 30 days?

Are they being born in separate areas and walking to find each other?  Then why aren't you using the available tools to block untrusted outsiders from just waltzing into your town?  If they really have a legit reason for coming in, make them empty their backpack first, and escort them around town with an armed guard for a bit, and watch for signs of trouble.

And if you see a pair of unknown people at your gate, one with a medical apron, just nope.  Target with bow, wait 12 seconds, then open the gate.


You hate property fences, and refuse to use them, which would allow you to "ban" whomever you please, in-game.... but then you want me to comb through logs and investigate individual people, hear from witnesses, etc... outside the game?  As if there aren't dozens of other griefers waiting to pop up as soon as I perma-ban one?



I.e., you have a lot more power over your own fate here than you think you do.  And I'm adding more power for you as we speak.





Remember griefers could have metagame advantages like discord voice chat. I think that makes gives them a huge advantage over the townies who need to talk in-game.



In-game communication is poor, especially compared to out of game communication. In-game you have to nearby and have time to type out your messages. Even in peace I have to chase some people down just to talk.





I may go as far as to say we are too penalized for killing. You say towns outnumbered the griefers but it's harder for townies to work together. Anti-Griefers don't have an army in fact the townies may even kill them.

Last edited by Jamie (2020-02-07 22:08:25)

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#18 2020-02-07 22:23:03

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Re: 12 second killing time punishes non-griefer more than the griefers

Fug, I'm searching the forums and github for issues about newc blocks blocking gates, but I'm not finding anything.

Can you describe the problem in more detail?

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#19 2020-02-07 23:35:43

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: 12 second killing time punishes non-griefer more than the griefers

Killing just is not an effective long term solution for too much killing.   Violence begets more violence and the cycle continues. 

There needs to be a better way to address the problem of players who are routinely harassing other players in the game.
One character death means nothing in the grand scheme of things.   We all die every hour, life is short.   If you cause enough trouble, there should be real consequences.   

Knowing that you can get away with murdering people every life encourages more people to murder every life and increases the general expectation that every life will involve some murder drama.   Any weapons or tools added to help stop griefers can be used by any player in the game ... including griefers ... so griefers still have the advantage over more passive, nonviolent players.

Vigilante justice isn't the answer.   Posses are not the answer.
  More convoluted combat systems are not the answer.   We need non-lethal options, defensive weapons, and the ability to permanently remove players who have accumulated high curse scores relative to time played.

Last edited by DestinyCall (2020-02-07 23:39:34)

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#20 2020-02-07 23:54:51

JasonY
Member
Registered: 2019-11-15
Posts: 209

Re: 12 second killing time punishes non-griefer more than the griefers

DestinyCall wrote:

Killing just is not an effective long term solution for too much killing.   Violence begets more violence and the cycle continues. 

There needs to be a better way to address the problem of players who are routinely harassing other players in the game.
One character death means nothing in the grand scheme of things.   We all die every hour, life is short.   If you cause enough trouble, there should be real consequences.   

Knowing that you can get away with murdering people every life encourages more people to murder every life and increases the general expectation that every life will involve some murder drama.   Any weapons or tools added to help stop griefers can be used by any player in the game ... including griefers ... so griefers still have the advantage over more passive, nonviolent players.

Vigilante justice isn't the answer.   Posses are not the answer.
  More convoluted combat systems are not the answer.   We need non-lethal options, defensive weapons, and the ability to permanently remove players who have accumulated high curse scores relative to time played.




I think I agree with you for once.


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#21 2020-02-08 00:06:42

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Re: 12 second killing time punishes non-griefer more than the griefers

Well, there are two problems.

1.  What to do about someone who is causing trouble NOW, as in this moment, in this life.  If you say STOP, and they don't stop, you need to have some way to enforce your town's rules against them.  Hopefully, this will be as thematically appropriate as possible (and not through a magic spell that teleports them away or whatever).  In the context of human history and human present, this is how we deal with people who just won't stop:  with violence.  In every country and every society, no matter how peaceful.  You're suggesting "less extreme" forms of violence, other than killing.  Like, you know, life in prison.  But you can't have prison without violence.  "Non-lethal" options indeed.  Incapacitate someone until they give in, and then lock them up so they're as good as dead.  While the idea of locking someone up in-game might fill you with glee, I really don't see the point, beyond making the human on the other end suffer a lost hour of playtime.  Maybe that is enough of a disincentive to cure all griefing, generally.  But what's good for the goose is good for the gander.  What would you rather have happen to YOU:  murdered and instantly reborn, or locked up and force-fed for 45 minutes?  Imagine the team of griefers who kidnap people and ruin the game for them...


2.  What about someone who causes trouble long-term, across lives.  Fortunately, this is NOT a problem that we face in real life (the dead stay dead, the life-imprisoned stay locked up until they die on their own accord).  We don't have whack-a-mole in real life, nor alt accounts.  So, it seems to me that some kind of "magic" solution is needed for the problem caused by the magic of reincarnation.  Thus, Curses.

Perhaps in an interconnected world, Curses just aren't working to stop the people that you don't like from finding their way back to you, life after life.  Maybe they need to be stronger....

What if there was a kind of "circle of protection" around you, where no cursed person could set foot without getting sick or something?  When you step into this circle, you get a sickening feeling like this is a bad place, and you drop what you're holding, or get insta-hungry, or whatever.


But again, you can already build your own circle of protection.

Curse every griefer (2 per hour, 28 per week, if you play 2 hours per day).  That will prevent them from being born in your town.

Then build a fence around your town.



Also, I now realize that people you have cursed, if they ever find their way back to you, should be marked FOR YOU.

That may actually be the missing link here.


Because someone comes a-knocking at your gate.  Friendly stranger, or past-life griefer?  Currently, there's no way to tell....

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#22 2020-02-08 00:08:32

Cantface
Member
Registered: 2019-04-14
Posts: 304

Re: 12 second killing time punishes non-griefer more than the griefers

Aw damn. I was gonna pop in today but you guys convinced me again. It's getting worse and I'm not taking the mental hit trying to play through chaos. Like damn war swords and rift all over again in a way.

This is why we couldn't finish Pathologic 2, it was utter torture to play and watching the ending we realised it wasn't worth it anyway. No matter what you build someone's always looking to tear it down. It was always a little like that in OHOL but it seems frustration is taking hold of the player base (again) and I don't blame them. Maybe that's why griefing is on the up again, both new players using kill because it's all they know and old ones doing it to prove a point.
I hope it all settles down again soon.


Breasticles

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#23 2020-02-08 00:22:02

Legs
Member
Registered: 2019-07-12
Posts: 385

Re: 12 second killing time punishes non-griefer more than the griefers

It would be nice if:

1: Combat was more skill based.
and
2: Nonlethal measures existed.

Right now if someone wants to kill you the only real options are to either leave town or kill them first. It's entirely intention based. Even the posse mechanic is an extension of personal killing intent. Again, mob rule is a bad idea. Mob rule killed Socrates. Jason has expressed that he thinks "if enough people want to kill you, you deserve to die." That's just stupid.

It's not uncommon for me to encounter new players trying to kill me. Yesterday a guy came up and wordlessly dropped a knife at my feet. He picked it up and dropped it again. Oh, he's trying to stab me. I left and came back later. He had a bow and arrow. He ran up and dropped it at my feet. Oh, he's trying to shoot me. I found him with a sword. He dropped it at my feet. He had two knives and an arrow in his backpack. Clearly a new player trying to murder for no reason. What should I do in that situation? Just stand there while he tries to kill me? I took out a knife and made murdermouth to scare him off. Standing perfectly still and telling him to stop. He runs into my knife and dies. Somehow, I'm the bad guy. Standing there in front of the sword he dropped when he charged me.

I wish there was some way for a skilled player to disarm or disable a less skilled player without killing them. Skill based combat is vital because it allows people to properly defend themselves. Intention based combat only favors griefers. With the same tools and no skill involved a griefer can use them to harm just as well as another player could to help- like with medicine and twins healing each other. When it's skill based it could favor a skilled griefer, but then at least it also empowers skilled townies to stop them.

There's no real skill involved in combat right now and that's a problem.

Edit: by nonlethal measures I mean something like empty handed skills. Throwing snowballs and dribbling items. Closing a door in someone's face. Trampling them with a horse. A right click at the moment of contact to disarm. Something like that.

Last edited by Legs (2020-02-08 00:25:46)


Loco Motion

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#24 2020-02-08 00:48:05

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Re: 12 second killing time punishes non-griefer more than the griefers

Why are you the bad guy in your story?

Get the town behind you, explain what's going on, and then kill with the law on your side.


And yeah, if enough people want to kill you, you will die in real life.  That is how society works.  Direct and indirect democracy especially.  We enact laws to indicate specifically who we're going to exercise systematic violence against.  "X is illegal" simply means "We will commit violence against you if you do X."

Most people who break law X give up in the face of lesser forms of violence, but make no mistake:  full-scale lethal violence is always waiting in the wings.  The "law" has long arms indeed.  Even the tiniest infraction, such as littering, will lead to your death if you fervently resist their initial attempts to enforce the petty misdemeanor laws against you.


Try going for a 5-star GTA run in real life and see what happens.  Helicopters will be deployed, and eventually tanks.

Even in Sweden.

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#25 2020-02-08 00:50:06

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Re: 12 second killing time punishes non-griefer more than the griefers

Regarding skill-based combat, that would mean that skillful players have the advantage over others, including skillful griefers.

This is not a game about dominating others through combat skill.

It is---hopefully---a game about social skill.

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