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#426 Re: Main Forum » An interesting change. » 2020-02-13 23:51:24

Also, the vast majority of kills being landed are solo kills (over 90%).

If it's true that only clueless players get hit by solo killers (12 seconds of warning, GASP, and murder mouth are not understood), then only clueless players comprise the 20% of the player base that gets murdered every single day.

Clueless players are.... new players.

That means that pretty much all new players end up being the victims of murder within their first few days of playing the game.


That cannot be a good thing.

#427 Re: Main Forum » An interesting change. » 2020-02-13 23:43:20

I have thought about that, Amber....

Seems like a weird thing to have a "murder token to spend" burning a hole in your pocket.  Don't waste it!  Don't forget to use it!

Also, only player can live a dozen or more lives in a normal day, so that means they could kill a dozen people a day, or 84 people per week?

#428 Re: Main Forum » An interesting change. » 2020-02-13 17:48:58

1v1 a killer?

In what context?

How did they kill in the first place, if 1v1 is impossible?

Oh, they had a posse of other people backing them, which allowed them to kill?  Then they have support, and you shouldn't be able to 1v1 them.

1v1, by definition, means there's no consensus that the victim should die.  You are acting unilaterally.  I.e., without justification.  At least not enough justification to convince 2 other peeps to agree with you.

The cap of 3 for min posse size is an arbitrary choice for now.  If coordinated griefer teams are the only ones killing, and they reliably form posses of 3, then I will up it to 4 or 5 or whatever is necessary.

Each new person required makes forming a coordinated team dramatically more difficult.  Forming a team of N is N^2 hard.


I want it to essentially get to the point where the ONLY people killed are those committing other non-murder crimes.  Where the whole village agrees and decides the person should die.

With leadership, organizing a group of four or 5 isn't that hard in-game.  Exile the target, so they can't hear the orders, and then use order messages to conspire against them.

#429 Re: Main Forum » An interesting change. » 2020-02-13 16:33:07

Also, here's the murder victimization rate from the month of February:

dpWQ5BX.png

This shows what percentage of the unique players each day were themselves the victims of murder at least once that day.  15-25% is quite high.

#430 Re: Main Forum » An interesting change. » 2020-02-13 16:30:37

This particular log wasn't in place on Monday.

#431 Re: Main Forum » OHOL fanart » 2020-02-13 16:27:30

Yeah, them royal purple snails are coming at some point!

#432 Re: Main Forum » An interesting change. » 2020-02-13 16:13:47

I added some kill-logging a few days ago.

Here's a sample of all the solo kills from a few hour period and who did them.  I've marked in green all the ones that are "innocent" victims with no blood on their hands yet.

I've marked in yellow group kills.

2689337 by 2689284
2689373 by 2689369
2689421 by 2689403
2689421 by 2689407
2689389 by 2689407
2689407 by 2689406
2689442 by 2689518
2689518 by 2689436
2689482 by 2689490
2689483 by 2689499
2689455 by 2689477
2689502 by 2689490
2689490 by 2689505
2689505 by 2689498
2689492 by 2689562
2689562 by 2689477
2689477 by 2689563
2689531 by 2689498
2689499 by 2689563
2689557 by 2689506
2689498 by 2689563
2689578 by 2689515
2689515 by 2689570
2689515 by 2689506
2689562 by 2689498
2689498 by 2689563
2689563 by 2689506
2689562 by 2689526

15 out of 24 solo kills were done in cold blood.

Only ONE of the 5 group kills was done in cold blood.


I.e., 62% of the solo kills that are happening are done out of the blue, without prior blood as justification.  If you're contention is that they're all thieves being killed, well.... probably not.  More likely, they are griefers bugging people by killing.

The other 38% of the kills are revenge kills (done in warm blood).

The idea that griefers are banding together constantly to get people is also not supported by the data.

In a sample 15 hour period more recently, there were 73 solo kills, 6 group kills, and 11 instances of healing to stop a kill.


You guys got that?  92% of kills are solo kills, currently.

7% of kills are group kills.

So the VAST majority of kills are not due to "griefers ganging up on people," but instead griefers acting alone (or, perhaps, justifiable solo kills of thieves and such, but if the person is such an agreed-upon problem, a group kill shouldn't be hard to achieve).

#434 Main Forum » Has anyone run into a marked griefer in a later life? » 2020-02-11 19:27:21

jasonrohrer
Replies: 10

Is this working well?

Have you ever seen an outsider wander into your village with a pre-marked status from a curse you gave that player in a previous life?

Have you noticed that babies born near you are NEVER pre-marked (b/c cursed players can't be born near you, ever)?

Is this all working correctly?


Is it helping?

#435 Re: Main Forum » The world's most persistent real life griefer, Carl Panzaram » 2020-02-11 19:20:30

Fug, the problem is not that they will keep coming back with new paid accounts.

The problem is all the effort it takes to ban them in the first place.

Even banning someone from discord, where there's a full public conversation log, takes hours of collective human time on the part of the mods.

Taking away a customer's paid-for product takes an even more detailed investigation, made even harder in a transient game world.  What hard evidence do I have about what happened in some now-defunct village last week?  And what automated rules can I set that won't catch the wrong person sometimes?  And what is "wrong" behavior anyway?  It obviously varies by context.

We're not talking about just one or two people here.  We're talking about DOZENS of people.  Even if I was lucky enough to be sent video evidence of their behavior, I wouldn't have time to watch all of it!

And FYI, I've never been sent video evidence---OR ANY EVIDENCE AT ALL---of anyone's griefing, despite all the complaints about it.  I'm not asking for you to send me evidence.  Please don't.  I'm just pointing out that we're mostly dealing with hearsay and speculation.  You're studying log hashes and discord activity patterns, and trying to prove who was on server12 at 3am.


That's why individual banning is simply not a tenable solution to this problem.

The solution MUST be put into the hands of the players directly for it to work----and for it to keep working long-term.

#436 Re: Main Forum » The world's most persistent real life griefer, Carl Panzaram » 2020-02-11 05:08:56

What's really crazy is that Lopez, who's second place on that list, was convicted of killing 100+ people, but later released on "good behavior," and is now at large.

#437 Main Forum » The world's most persistent real life griefer, Carl Panzaram » 2020-02-10 23:07:01

jasonrohrer
Replies: 40

Notice how he just keeps coming back, over and over again, under different names:

https://en.wikipedia.org/wiki/Carl_Panzram

#438 Re: News » Update: Who's Who » 2020-02-10 21:13:56

Aha!  Found the bug for the Empress thing.

In a flat hierarchy, it will indeed essentially count followers instead of layers.  Fixing it.

#439 Re: News » Update: Who's Who » 2020-02-10 21:05:38

Okay, thanks Tipy!

Will look into that.

#440 Re: News » Update: Who's Who » 2020-02-10 20:43:19

Times have, apparently, changed!


I definitely saw a king in my most recent game.


It's strange that this "bootstrapping," which only creates Ladies automatically, resulted in people actually using the leadership system full-bore.  I saw multiple people picking leaders and switching leaders during my lifetime, and leaders issuing orders, etc.

Maybe people were just reminded of it?

Or maybe the cheat-sheet on the PAUSE screen suddenly woke everyone up to all the hidden possibilities?

#441 Re: News » Update: Who's Who » 2020-02-10 20:17:03

Okay, will look into that.

Do you recall if it said, "YOU NOW FOLLOW NO ONE?"

It should have, if they were your direct leader and they had no one above them.

#442 Re: News » Update: Who's Who » 2020-02-10 20:01:27

Yeah, all the new arrows are totally broken.  Baby arrows, arrows pointing to your leader, arrows pointing to your followers.  They don't offset properly by your birth location.

Will hot-fix today.


Kinrany, Mom doesn't have to choose..... babies can chose to follow their mom later, who then is following the other leader.  Mom hears from higher up, and also can give orders to children.


Current model, the whole thing is FLAT unless people opt-in to more leadership.  I.e., there is at most a LADY if no one opts in to anything else.  That's a fine and non-confusing title.

So, Eve becomes a Lady to her kids.

She remains a Lady to her grandkids and great gandkids.  She doesn't become a Baroness or a Countess automatically as her family grows.

If she dies without picking an heir, the whole thing starts over again with kids following their own moms again.


You only get higher-level leaders if SOMEONE voluntarily follows someone else.


So, if you are seeing a SUPREME EMPRESS title on Granny, that's because some kings and queens have voluntarily followed her.  Because she is trustworthy.

The higher the title, the more people trust the person.

#443 Re: Main Forum » Dev oversight: Unremovable fractional distiller & undyable clothes » 2020-02-10 19:37:01

The rose hats already have colored roses on them, which creates a combinatorial explosion if I allow them to be dyed both before and after putting the rose on.

Will fix the distiller issue.

#444 Re: Main Forum » Raped by The Machine » 2020-02-10 19:32:13

There are also engineering constraints.

You have a variable flow of incoming players.

Someone needs to be the parent of each of these players.

To make the interactions as meaningful and real as possible, neither mother nor babies can be bots.

Furthermore, I want almost everyone to join the game as a helpless baby.


Mating mechanics mean that people can chose whether or not to have babies, meaning that existing players can control the flow of incoming players.  When there's a mismatch between how many players are trying to join and how many players have chosen to have a baby, we have a problem.


In a 10,000 foot view of humanity where each second is six days, I have to pick which details to include, and which to leave out.  I chose to leave out mating, and thus birth control.

#446 Re: Main Forum » OHOL fanart » 2020-02-09 20:45:26

There already are rainbow clothes, right?

#447 News » Update: Who's Who » 2020-02-09 01:36:36

jasonrohrer
Replies: 28

0CsLXnr.png

You might call this the information overload update.

First of all, in-game, hit ESC.  There was always a graphical hint showing the controls, but over time, the list of "hidden" verbal commands has grown quite long.  Now you have a hint sheet for all of them.

Q4eQgnJ.png

There's one new command on this list, and that's the /FAM command.  Type this on the chat sheet to see +FAMILY+ labels pop up above the heads of nearby people who count toward your genetic fitness score.  These are the people that you need to take care of if you want to climb the leaderboard, have a healthier old age, and unlock more tool slots.

But what about far-away family members?  Aside from your mother and grandmother, all of your genetic fitness offspring are younger than you, which means they were born after you (so you had some chance to help them survive).  When one of these babies is born, your character will call out, and you'll get a temporary arrow pointing back to the birth location.  You will also see +FAMILY+ labels above the heads of all your family members each time a new baby is born.

A similar system has been added to help you keep track of relationships in the leadership system.  When you receive and order from your leader, you get a temporary arrow pointing back to them.  When you issue an order as a leader, you get an arrow to your closest follower (so you can get the order-passing process started), and you also get +FOLLOWER+ labels above the heads of all your nearby followers.

Note that, thanks to these arrows, issuing an order to your followers can actually help them follow you---when traveling as a group.

Also note that exiled followers don't receive orders or see these arrows, so you don't need to worry about griefers using them to track people.  And as a leader, people only get an arrow point to you if you issue an order.  So you can control exactly when people can track your location.

Next, to bootstrap the leadership system, everyone auto-follows their own mother, if their mother has no other leader.

Okay, okay, that stuff is pretty cool, but there's one more massive improvement this week.  For a long time, curses have been personal.  You chose who to curse, and there's a guarantee that the cursed people won't be born near you for the next 30 days.  Cursing is a way to say, "Get away from me in the future, I don't want to play with you anymore."

But of course, that didsn't stop people from migrating later in life, returning to the same village repeatedly to cause more trouble.  And even though you cursed them, they were impossible to recognize.

Not anymore.  Now, each person you curse gets assigned a permanent 2-noun label.  Whenever they appear in your game, they have black speech bubbles, and they appear to babble this 2-noun phrase periodically.  Only you can see them doing this, though.  Other people who have them cursed see a different label.  But this will allow you to recognize the same bad actor in future lives.

There are also a bunch of other little changes.  A lone griefer can no longer block other people from getting born on low population servers.  The waiting period for killing is now 12 seconds, and is cut in half for each member that joins a posse.  Posses of three or more people cause the victim to gasp repeatedly in terror, producing a "T" off-screen sound marker.  Twins no longer count toward posse size.  Human-caused wounds all have a waiting period of 15 seconds before healing can be performed (a gushing state), preventing teams of two griefers from tag-team healing each other repeatedly.  When your leader dies, you get information about who replaced them.

After letting the dust settle on the latest genetic fitness score changes, it seems that there is a de facto ceiling around 52.  I've adjusted the tool slot curve to account for this:

MbJrxz3.png

#448 Re: Main Forum » Raped by The Machine » 2020-02-09 01:05:48

And you thought that was rain filling your wells!

Nay, it is me weeping tears of joy.

#449 Re: Main Forum » Raped by The Machine » 2020-02-09 00:59:59

There's only one father in this game.

He is the father of all.

His fertile essence flows forth freely, serving as the seeds for the teeming multitudes.  He hath fathered over 7 million so far, and counting.  He never sleeps. 

He's like Santa Clause, blowing his little presents down every chimney in the world.


Neither snow nor rain nor heat nor gloom of night stays this courier from the swift completion of his appointed rounds.


This might sound like a chore, but nothing could be further from the truth!  He always finishes his fatherly duty with chuckle and a smile, proud to the core of a job well done.

#450 Re: Main Forum » Changes to the way personal curses function » 2020-02-08 18:18:04

The point, Kinrany, is that you will never have to deal with seeing a cursed baby get born.

Yeah, there are roads, but those don't help distant babies get born near you.

As soon as a mother migrates to your town via a road, NONE of her babies will be cursed for you.  By being near her when her babies are born, you block any cursed babies from coming into your town through her.


Outsiders can travel to your town, but they will not be newborn babies.

On rare occasion, an outsider mother might bring a young cursed child (2-3 years old) to your town.


Anyway, the initial curse system (pre d-town) had babies that were marked for everyone.  That presented an annoying problem, where you had to decide how to treat cursed babies.  Killing them was just busy-work.

This new "marked people" system has the emergent property of never marking incoming babies, so it dodges that annoying problem.

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