a multiplayer game of parenting and civilization building
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YAHG wrote:Just because villages are not lasting longer that doesn't mean they shouldn't.
The game shouldn't make it so that it isn't possible to survive, hard is fine but not possible removes the challenge and just makes it dumb..
Well judging by the actual data, is seems that we haven't even come close to reaching the limit this sort of system would set. If the data showed that the current player base couldn't possibly support this kind of thing, then I'd see you point. But it's right there. Now I give you, his numbers are kind of "best case scenario", but if you even half it, it still reaches the standard set by the unreasonable 111 generation.
Also I don't see the logic in making something impossible taking away the challenge. Arguably, if it was impossible, it couldn't get any more challenging, no? Besides, surviving wouldn't be the impossible part. Surviving indefinitely for as long as time stands, would be impossible with an outright ban.
Challenges are things you can overcome.. Impossible things can not be overcome by definition.
The math he used isn't the right numbers, you don't want 20 people an hour to sustain a 20 person population.
You want 60/(average lifespan) * 20 people an hour, and not only that you want the lifespan of people who live in towns.
I don't know how he detailed he tracks the census but a good way to see if someone was civilized is if they watered
or picked crops at least once in their life.
Just because villages are not lasting longer that doesn't mean they shouldn't.
The game shouldn't make it so that it isn't possible to survive, hard is fine but not possible removes the challenge and just makes it dumb..
Sounds cool, bit annoying to have to wait 45 seconds is all. I don't suicide myself unless I am born without a Mom then I go for a snake/wolf/bear to have a goal instead of starving out.
jasonrohrer wrote:If a village has 20 people in it which need to be replaced every hour, then it needs at least 20 fresh players born to it every hour to keep going. If there are 900 players to go through, the village can survive 45 hours before running out of people. Given that this is close to the all time record for a family line to survive, this seems pretty good. Add to that the churn of 300+ new players each day, and at the end of 45 hours, they should be have about 600 new people available, letting them go another 30 hours, at which point there will be 300 new people available, taking them another 15 hours, for a grand total of 90 hours. These are all back-of-the-napkin calculations.
But how many of those 900 players live to 60 for every life? I don't think the supply will last the full 45 hours. It might still be plenty of time in the end, especially for a large village, but small villages just starting out are likely going to have a high mortality rate and burn through their supply much more quickly. There's also the male/female ratio and birthing age window (14-45?) to consider. How many babies does the average female produce? How does having more active villages influence that birth rate, since the babies will be spread out? My concern would be that this is best-case-scenario math, and reality might not be able to reach that bar.
We also want to reach further though too don't we?
Maybe not a separate server just a separate family would be alright.
After all hunting down your old family to have your vengeance for your murder sounds COOL AS BALLS..
I know it is too long for you to read, but trust me all the proof reading and the formatting took me MUCH longer.
https://onehouronelife.com/forums/viewtopic.php?id=1406
Also murderer record would be cool thing to track.. ![]()
YAHG wrote:Then think how many unique players there are in a whole over a 24 hour period (to see city so not server wiped)
The longer the cool-down timer you have the more camps you split people in-between.
Splitting up a player base is never a good idea for any game. It tends to kill the game. Plenty of data to support that. If a dead game is what a small majority wants then it's easily achievable by splitting up the player base. Then when you are on you own server all by yourself what exactly are you going to do? Will you have fun? It's not like there is 100k people playing the game filling up all the servers.
My opinion is the game is fine right now. You want someone dead you kill them. Big deal. So what they come back. QQ. Kill them again and again if you have to. Creating a system segregating and punishing people will have no affect on griefing. You can pull all milkweed at the wrong time, cut down all green trees for 500 tiles every direction, steal tools others are using, and much more devastating things you can do to grief. Most times it's the griefer running around stabbing everyone calling the person they stabbed the griefer.
Lol all true, it still would be nice to be able to punish people in ways that mattered in game.
Otherwise it is like the story you told of the abandoned baby that came back and murdered the town
.
Consider this idea:
If you die, you can never be reborn to the same family (anyone with a common Eve ancestor), UNLESS:
If you die of old age, you unlock a special "get reborn into family" button. If no family mothers are available, it can place you in a holding state to wait for a young girl to grow older or for a birth cooldown to end before you come back, and you can always choose to stop waiting and get reborn normally. Possibly a player reborn this way is indicated (glow/icon/etc) so mothers are incentivized to keep a baby born this way, someone that already knows the town, is invested, and wants to help. If you are abandoned anyway, that's the end for you in this village.
Benefits:
1. If you kill a griefer, they are banished from your family, and in all likelihood your entire village, permanently. (Eves wandering in could potentially give them a second chance.)
2. It's common to want to see what happens with a village you have spent a lot of time in, and help develop it further. By surviving to old age you demonstrate that you thrived in the village, so you are able to return to that village as your reward for a good job.
3. If you mess up and die accidentally, you lose the ability to satisfy that desire to see how the village continues. That's a harsh death punishment just like Jason would like, without preventing you from spawning again and continuing to play if you like, just somewhere else.
4. The survival of a village is the story of a family/dynasty/country, all working together for common long-term survival. As people die prematurely, they are "voted off the island," and new blood will be born in instead. (As an aside, I believe bell tower construction should be restricted to a single family line.)
5. This solution involves no "black magic" or complex player voting, it's simply a tweak of the "get reborn" mechanic. It also seems relatively simple to implement.
6. This solution eliminates baby suiciding as a means to get reborn into an old town.
A drawback is that if a village is very successful and lasts a very long time, if the player base is too small, eventually everyone will accidentally die sooner or later and eventually there will be nobody left to be born into the town. A solution might be to have a cooldown of something like 6 hours to get reborn into the family line instead of a permanent lock.
Murder will sting in this solution because someone just ruined your chance to keep playing in your area. But murder is terrible, and that's life.
I realize that this approach is a small violation of the "one hour, one life" concept to live a totally new story in the next hour, but I think that the benefits and using it as a reward for a life well lived (new game+) outweigh this violation.
Yeah I agree that this forum has gone way off topic, I did not intend for my idea to take over the entire post. So if this only applies to people who are murdered, then okay. But what if it goes, as has been suggested, that it happens for all death. If it applied to all death, I think there would definitely need to be an age limit.
Let's say, once you reach the age when you can fend for yourself, you get 4 extra hunger bars and you're immediately on the clock. Your time to stay alive has officially started. Thoughts?
Just for murder. You can kill wayyy more people through starvation than murder while not getting caught.
Just hide a basket of pies behind a tree in some useless area, then nibble on extra food while you go about your work.
I saw a lady eat 5-6 carrots in a minute or so, I called her out on it but I was unarmed child so little I could do to her.
There is no one in charge to tell, who can deal with shit and they have no reason to believe you over them anyways as it is.
I think like 2 hour cool-down is fine, but other wise city is just gonna get choked out. You end up with the same
problem we had with worm composting, it is forced decay mechanism.
Last time you were in a nice town, how many lives in total do you think lived there?
Then think how many unique players there are in a whole over a 24 hour period (to see city so not server wiped)
The longer the cool-down timer you have the more camps you split people in-between.
I think 2 hour is good because it serves the purpose of not being able to re-meet people as well as makes suicide
for old town not work. If they log out and play later that is fine.
Maybe but I think at least the 2nd part of this is MUCH more powerful for stopping suicide babies.
Going down one rung is pretty obvious: if your life on the previous rung ends in murder, down you go.
Climbing back up though? My initial thought is that you climb up if you live to old age on the previous rung. That would definitely slow griefers down. A full hour down there, at least, before they can get reborn in your village.
I think is good on it's own. I ended up reading more of the thread and got sidetracked. B)
I LIKE how it doesn't judge murderers only the murdered. I like how you can kill people and be evil if you
want, just there is a penalty for it. I think it is cool that you have to live to be old to get up higher, that makes
the high end lives even more and more valuable to loose <3<3<3<3<3<3.
I don't think this system relies on any of the other mechanics discussed so far in this thread.
Just imagine the responsibility of the Guard. Imagine the drama of being killed for eating seed carrots! OMG YASS!
Also imagine the pleasure of killing some fucker with your bow.. knowing he will suffer even more! Bwhahahahaha
Delicious.. ![]()
Please do this even as a test, just to see if it work or if there are super big problems none of us are noticing with it.
One thing is that the less populated servers would get wiped more, depending on the demographic spread
that could make either the high or low end servers harder to play.
One thing that is SUPER cool is that the high servers are more likely to be filled with the killers than the killed. Stalking
settlements with the bow or waiting out by the watering hole with some pies is gonna be exciting as fuck!
You know they will be coming.. alone...
Will this make people travel in groups for water?
MAKE DEATH GREAT AGAIN!
Fuck yeah! ![]()
kubassa wrote:I do not get most comments and suggestions in this thread. Right now if you are playing the game with a IRL family member the only way to play the game with them is to baby suicide. Taking away the ability to spawn with you whom you wish to will ruin the game for a lot of potential players and some that currently play.
good point kubassa, maybe there could be some other feature that allows to play with friends (but i dont know how this would look like)
Private servers..?
I have seen it mentioned often suggesting a 2 hour cool down on being reborn to a lineage.
I think this is just a good idea on it's own without anything else. It just prevents you from
re-meeting people from old lives while also nerfing the part of baby suicide that is based in
going back to the village.
Say you have a baby and it dies you get a tick, like you have one baby death. When
it decides where people are born it goes through all the people with less ticks than you
first before it even looks at you. Killing your babies makes you less likely to have them,
but not impossible.
Lets say you are a baby and you die and wanna get reborn to your town so you kill yourself.
The game know how many relatives you have and what generation you are, what if your
rebirth was limited to someone with lower relatives and or gen count than your current situation.
If it fails to find one it just Eves you, you should not be able to reborn to the same character
more than 1 time, I have had it and it is retarded.
Perhaps if you passed some hurdle like living till 30, 60 is too rough a penalty but 30 min is
enough time to make it WAY less common without being an super hard task, then you do free
birth again.
I think these two paired together would make people less likely to abandon babies because
they are slowly punished more and more for it. This would also make suicide as a baby
nearly pointless. Interestingly enough killing babies sends em down a peg <3 kinda a
cool funny side effect..
Very well, then it isnt ![]()
It is a tech gate, but I agree with you.
Yeah 2.5 to one is bullshit there are more men than Women but only like 102:100 ish.
Was just a Man, built nice stone floor in city center and sheep pen, also clothed a few peeps. We not useless.
Double charcoal batches are nice, you can get the charcoal to re-fire the forge while also filling 3 crucibles a cycle.
Why would you start composting if there's not enough milkweed? It's very unlikely you're going to have the sheep necessary to compost. If I need a job done, I'll run around broadcasting what the necessary jobs. Hopefully someone steps up and helps out.
Composting is sheep, doesn't need milkweed. Woven clothes also reduced pressure on your string, so there ends up for fore backpacks etc.
“Naked I came from my mother’s womb, and naked shall I return. The Lord gave, and the Lord has taken away; blessed be the name of the Lord."
Sounds about right ![]()
Kinrany wrote:I think player behavior is not important. Either the game makes it (philosophically, physically, statistically and economically) possible to do something, or it doesn't. Biases that prevent people from following the optimal strategy can be seen as personal preferences. The game determines the range of possible behaviors, the players can only choose from that.
Ok when i spawn with you all I will do is eat a carrot every time my health bar goes down 1 box. We will see how unimportant my game behavior is. I'll have your whole family starved out in the first 45 seconds i can start eating myself.
Not sure what game you are playing..........
Bewhere teh Carror sponge <3
jasonrohrer wrote:It's an interesting idea....
Though one of the fundamental ideas in the game is that you never know where you will be born. It's not really supposed to be a game where you have control over continuing projects into the next life.
Obviously, people are playing the game that way, and working around the game's systems, through baby suicide. Not sure how to deal with that.
Would it be good enough if you could only spawn as your own great-great-grandchild? No one you knew would be alive, and there'd be enough changes for it to feel like a completely new life. And you'd still rely on your descendants to take care of your project in the meantime.
Could be to any of your lineages and you don't even get to pick. You could die on purpose so
that there is only 1 available, maybe instead of great great just 2 hours before you can spawn
to a lineage again. One whole life then another for everyone to die. There would be no way to
interact with the individual people of your lines in more than 1 life, no being your Child's Child
etc.
If you are gonna get vengeance from beyond the grave on people you would have to just spawn
sorta near them as Eve or other line luckily. I don't know if vengeance beyond the grave is good
or bad overall for game play.
Too easy then. You have time to get your forge up and running by the time they spawn families. Same with cactus. Don't change the game because your priorities are are off.
Maybe it makes it easier. Still seems like a strange game mechanic the wildlife need more work,
managing their populations could be a cool thing to manage in more detail than "wait till families".
It has to be a system that transcends death or it is meaningless. Same with reward.
EXACTALLY
The boards (box) and the wheels are currently only from cutting down trees, which do not yet regrow. Hopefully they regrow someday.