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a multiplayer game of parenting and civilization building

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#26 2020-02-08 01:09:26

Legs
Member
Registered: 2019-07-12
Posts: 376

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

jasonrohrer wrote:

Why are you the bad guy in your story?

For the same reason that unsympathetic people hate police. Ignorance and a general distaste for violence. I don't like violence either, but there's no less-lethal option in OHOL.

jasonrohrer wrote:

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

There is no law. Mob rule is based on sophistry and hearsay. Making it a contest of who's a better liar only puts honest people at a disadvantage.


jasonrohrer wrote:

if enough people want to kill you, you will die in real life

Yes, but again less-lethal means exist in real life and they're very much skill based. A skilled boxer can beat five men at once and a skilled marksman will always beat just-some-guy with a gun.

jasonrohrer wrote:

not a game about... combat skill, It is... a game about social skill

That attitude is fundamentally wrong and is the root cause behind the all-time most hated changes: tool slots and family specialization.

It harms the doers that actually build and maintain civilization while sheltering the talkers that gossip without contributing. There's no real incentive to work hard in improving your town if it's all undone when one liar rallies a mob of idiots to kill you. That's the sort of experience that causes people to -actually- grief.


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#27 2020-02-08 01:09:48

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

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

jasonrohrer wrote:

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.




Griefers only care about dominating others through combat. All this just makes it easier for them to dominate you. In real life, we don't have a dev adding all these bs restrictions.



When's the last time you've played your own game, Can you provide a recorded game?

Last edited by JasonY (2020-02-08 01:11:48)


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#28 2020-02-08 01:48:24

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

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

jasonrohrer wrote:

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.

It baffles me to no end to read an adult write such.  It's as if no Christian society ever existed, which even if a sub-society of a larger one, had a serious effect, nor Gandhi's non-violent approach did anything to influence the British empire.  Jason's claim is that every single human society violence was the answer, but Jesus dies on the cross voluntarily, and in Christian society it is people's moral duty to turn the other cheek.  And that's to turn the other cheek period, isn't it?

jasonrohrer wrote:

What would you rather have happen to YOU:  murdered and instantly reborn, or locked up and force-fed for 45 minutes?

Neither.  I'd avoid both of them because you're neither willing, nor competent to set up means for players to deal with those posses, almost surely having serial griefers or players who have played a lot and understood the mechanics to a high degree and become bad apples.  You won't ban them.  You're not proposing any sorts of tools that new players can learn quickly to identify such people either.  And here's the big mistake you've made: you need to help the most vulnerable people here the most.  More cursing over lives?  But those people aren't as vulnerable to destructive people, since they have the fortitude to do as much as they can.

jasonrohrer wrote:

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.

Do you even realize what you just wrote?  How can players curse every destructive player when the game has an influx of new players enough of whom soon turn destructive?

How does your idea do anything for new players?

And we're also been talking about posses here.  Can't curse a posse of three, even if someone curses a posse of two in one hour.

jasonrohrer wrote:

Then build a fence around your town.

Supposing that someone manages to curse every destructive player which plays on bs2 over the course of a day, the fence probable goes up something in like the 8th life or something.  No Jason, playing this game is not a full-time job.

jasonrohrer wrote:

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

With people having alternative accounts that never get banned, the person who is supposedly the friendly stranger can be that griefer.  It can get better over time for people cursing destructive players?  But Jason how does this do anything for new players?  Destructive players will still do bad things to new players, since they could care less about their targets and have bad intentions in the first place.


Danish Clinch.
Longtime tutorial player.

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#29 2020-02-10 04:11:39

pein
Member
Registered: 2018-03-31
Posts: 4,335

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

Since people brag about winning and think they got the skill for killing you, an intention-based combat system makes no sense.
Also, it's like a surprise kamikaze attack. He game mechanics favour the sneaky attacks, the attacker is in advantage, they already won cause they make you stop, taunt you, waste your time, they don't care if they die, you do, it's over before it started.

Skilled people can lead towns better. Skilled people kill griefers more often and heal innocents more often. But they can be misunderstood a lot of times. Self-defence should never be impossible.

Also, there are no black and white, most situations are misunderstanding or different opinions, and people should be able to fight it out.

A fight should never be one-sided, that 10 people charge you and you die anyway. Back in the days, I was able to kill triplet griefers by dodging the right time, it was hard, it should be hard, but was nice.
Now people aim you from far away and you are dead before the screen even shows the attacker.

A lot of griefers are dumb, and since there is no risk of death, and they can even lie about it, they can mess with anyone. Chop kindling or make charcoal? boring, rather kill the player who mentions it that stealing it is not nice. I met so many of those people. Selfish, dumb, get angry fast, can't communicate with them. Others still heal them and you die cause you to argue with them. Also, nobody cares who is right or wrong, most of the times they save their mother, or take an easy kill cause they won't be punished for it.

The game should incentivize honour. That you challenge someone for a duel and others need to respect it. If they refuse, they need to back off, get debuffed, but if they accept the fight they can kill you fair and square. Risk on both sides.

Fences don't work.
Too many hoarders: there is no difference between making and stealing stuff.
Too many jealous people: they will always want things they can't have, others have, expensive stuff without working for it.
You can't know who is new and who acts as new. While you need to share to survive, some people leach on others.
Keys are not safe. I wasn't able to lock up stuff for longer times. People always break locks then lock again with different keys.
A solution could be code locks where people need to know the combination to enter. That would be faster, safer, easier.
Property has no cost nor value. You don't need to have property, you can have any huge place fenced in a few minutes, but you lose after death.

Also territories got no value, they need no upkeep, they provide no value, and it's easy to sneak in and take over.

A lot of killings are because the game can be boring, even if you know why the progress is halting, you can't do anything about it.
No water? You can't make a rubber or oil, you don't have horses, you might make engine but doesn't work without kerosene. Few people try to save it, others ruin the town without knowing it. Too many bushes, digging out bushes needs water, making engine needs water, the game is boring, people start to kill each other for any reason. There should be a way to sell the excess and get things you need.


https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide

Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#30 2020-02-10 05:04:40

Kinrany
Member
Registered: 2018-01-22
Posts: 712

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

pein wrote:

The game should incentivize honour.

I don't think building a utopia inside the game is a design goal.

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#31 2020-02-10 11:44:47

pein
Member
Registered: 2018-03-31
Posts: 4,335

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

Kinrany wrote:
pein wrote:

The game should incentivize honour.

I don't think building a utopia inside the game is a design goal.

if the game would allow fights, but require you to be honest about it,  would be way better. Ability to fight 1 on 1 without others interfering.
We had arenas, we could have a preset building for arenas. It could be different mechanics inside I. 5x5 square, you can only enter when you are challenged, and you can dodge inside it.


https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide

Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#32 2020-02-10 16:14:47

JonySky
Member
From: Catalunya
Registered: 2018-05-13
Posts: 686
Website

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

And here we have another contradiction ...!
we can breed aggressive bulldogs that attack humans and we can raise wild pigs but we want to eradicate the griefers!

No one really wonders why there are so many contradictions in the game?

In the last update we modified the attack times and the curses, but we still have war swords !!!

Because we better not ask ourselves what is the objective of all this and where do we want to take OHOL?

Why not ask directly if griefers are welcome to OHOL?

and most importantly ... because the augmentation of the murders is proportional to the time we have been without new content or new mechanics?

the game encourages racist and murderous behaviors ...
For example: you can kill ALL foreign families in your city without the "genetic punctuation" system penalizing you ...
I was born in several cities where gingers or blacks are killed by sport ... this is the authentic OHOL collaborative game !!!

For a long time I am noticing in this forum messages from groups of griefers who collaborate to extinguish cities ...
It doesn't matter if you like the idea or you don't like it, but it's another way to have fun and this is a game! A  game to launch your killer role.

Eliminating griefers completely is very difficult ... but it can be reduced in many ways ...

Last edited by JonySky (2020-02-10 16:47:15)

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