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a multiplayer game of parenting and civilization building

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#1 2018-03-14 04:57:31

tcecrog
Member
Registered: 2018-03-14
Posts: 8

Nocturnal Infertility

First of all, great game. I'm very impressed and excited by one hour one life. So, keep up the good work.
I'm writing this message in hopes to either improve the game for everyone including Jason Rohrer or at lease a better understanding.

I noticed from my last play session that there is a disease in one hour one life.
This disease kills more families than starvation, infanticide, or bears.
This disease is unavoidable, meaning no matter how advance or prepared a family may be, they will be effected by this disease.
This disease can't even be prevented by anyone, including Jason Rohrer.

I call it Nocturnal Infertility!
It means PLAYERS ARE GOING TO BED!!!

Ok, this part explains in deeper details why and how this can prevent societies or family lines from increasing beyond certain a point.

The main game mechanic where when players join the game the are assigned a mother, and if that is not possible, they become an eve mean that the total population of people in one hour one life (OHOL) is equal to the number of players at that time. (This includes all servers)

    # of players == size of total population

This means that a change in the number of players effects the total population. Now in OHOL the way that population change is handed is births and deaths.

     Σ Joining players + Σ Replaying after death == Σ Births
     Σ Leaving players + Σ Killed players but are going to be reborn == Σ deaths

So the total birthrate in OHOL is equal to the deathrate and the rate of change of player population.

     d(# of players) + d(deaths) == d(births)

(Now I'm assuming that the game algorithm will make women give birth if available first before making an eve and a birth is assigned at random among all available women)
Now if the player population never changed then those who die will become the next generation and are given to the same women, there will be a few eves now due to randomness, but for the most part families should be sustainable since they can replace their dead. During this time, raising a male or female should be about the same since the families' futures is secured by fixed family size.

if d(# of players) == 0, then
     d(death) == d(births),
     d(size of families) == 0,
     worth of male == worth of female

Sadly, player population almost never stays the same. In fact, it is cyclic. Players, have work, sleep, school, etc. that happens on a daily cycle and a weekly cycle.

So there is a population boom that happens daily, mothers are giving birth to an estimate of 20 birth per life time. They don't have the resources for that high of birthrate so there is an increase of infanticide which also increases birthrates. During this time, males are highly valued since they will limit the infanticide. Luckily, eves are made during this time which reduce the infanticide and high birthrate. The side effect of having eves though is there are more families.

When d(# of players) >> 0,
     d(births) == women are pooping babies,
     d(size of families) == maximum sustainable birthrate,
     worth of male > worth of female
     d(# of families) == almost d(# of players)

But then there is Nocturnal Infertility that happens daily, and everything goes the opposite way, women barely given births, families have executive resources but not a population to replace themselves. During this time, females are extremely valuable, since they are the only way for the family to persist.

When d(# of players) << 0,
     d(births) == barely any,
     d(size of families) == shrinking to nonexistence,
     worth of male << worth of female
     # of families == about # of players

This is a barrier that can prevent societies from progressing. When Nocturnal Infertility hits, it hits all families equally, including the families that are successful. Last time, I was the last female with baskets of carrot pies, but I only had 5 births, all boys. I let them die in hopes that they will become females that can continue some other family as a female. But since there was an recent increase of families, family lines will tend to be cut short, and long family lines will only happen by luck. This is all due to Nocturnal Infertility.

Now there is really nothing we can do to stop Nocturnal Infertility for everyone, but we may be able to prevent Nocturnal Infertility for some families. If we want to have a society that can survive the Nocturnal Infertility, it must be able to increase its birthrate above the birthrate of other families. Changing the distribution of birth among women.

Now if this will be done or not, that is up to Jason Rohrer, but I would like for some societies to survive Nocturnal Infertility.

I think that different forms of birthcontrol should be in the game. Some to decrease it, and other to increase it, some permanent and others temporary, some accessible in early game, and others requiring better technology and tools. I think that a form of sex should be in the game where a man can increase the chance of a woman giving birth to overcome Nocturnal Infertility.

I would like your opinions or/and ideas about Nocturnal Infertility.

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#2 2018-03-14 05:50:47

Portager
Member
Registered: 2018-03-09
Posts: 153

Re: Nocturnal Infertility

Tell me about it, on my last play-through I birthed only one child. That child ran off and got killed somehow, meaning end of the line for my family's farm.

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#3 2018-03-14 15:24:18

Potjeh
Member
Registered: 2018-03-08
Posts: 186

Re: Nocturnal Infertility

So what I'm getting from this is that we need more Australian players. What could Jason do to make them feel more at home? Dye the wolves yellow and increase their appetite for babies? Make bears drop from trees? Make women glow?

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#4 2018-03-14 23:56:37

tcecrog
Member
Registered: 2018-03-14
Posts: 8

Re: Nocturnal Infertility

Those would be cool, but the population of Australia is less than a tenth compared to the US, and even if OHOL was an international game, there would still be periods of Nocturnal Infertility.

Truthfully, Nocturnal Infertility is unavoidable, but what is avoidable is having all families be kill by it. Breaking the 22 generation family would only happen if the algorithm choose so under the current situation. I recommend adding a why for women to increase their chance of getting a child. Do this action would decrease the chance of other women from getting a child, but during nocturnal infertility, births become a very valuable resource.

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#5 2018-03-15 09:03:53

Dogamai
Member
Registered: 2018-03-11
Posts: 23

Re: Nocturnal Infertility

all this is still going to be reliant on the player population.

as players go to sleep, either some families get wiped out, or all families suffer a burden.

so either NPCs have to be added, or, people who died during living lineage should spawn in the same village next time they log in (so the family line is preserved offline)

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#6 2018-03-15 09:16:39

Prince Turtle
Member
Registered: 2018-03-12
Posts: 5

Re: Nocturnal Infertility

or the game gets big enough that enough people are playing the game at all hours of the day and night. This is still a new game y'all give it time to grow. I like the slow hours personally the map is 700 times the surface area of Jupiter something like 1500 Earths with that being said sometimes I like to find new unexplored area and set up shop for the future by myself.
Maybe you guys have to find other ways to be happy with the game other than growing your family. Seems something like what guilds and organize teams would be for. But how do you start one on the same Main server? Pretty hard which means if you don't like the game as is you can always create a server and tweak how you like it

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#7 2018-03-15 09:28:42

DiamondExcavater
Member
Registered: 2018-03-13
Posts: 3

Re: Nocturnal Infertility

Potjeh wrote:

So what I'm getting from this is that we need more Australian players. What could Jason do to make them feel more at home? Dye the wolves yellow and increase their appetite for babies? Make bears drop from trees? Make women glow?

I'm from Australia, the game is fine as is, it just needs more time to spread on youtube and such till more countries have it.

NPC's aren't an option though are they?

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#8 2018-03-16 01:44:07

tcecrog
Member
Registered: 2018-03-14
Posts: 8

Re: Nocturnal Infertility

I don't want npc's in OHOL. I just imagine the villagers of minecraft. And if they are implemented, then most likely, we players would find ways to exploit them. Most I like knowing that other people are people.

What I'm trying to say is the problem isn't not enough players at night, nor too many during the day, but the transition period between the two will cause problems. If a player gets on during the slowest hour meaning lease number of players, the birthrate would be higher than a few hours before.

Now as more countries join, the problem will actually worsen. To see what I mean, take a look at a world map of population by Longitude.

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#9 2018-03-16 01:50:19

Tyler
Member
Registered: 2018-03-12
Posts: 1

Re: Nocturnal Infertility

My entire village seemingly died as everyone went to go eat dinner. All of a sudden everyone's dead and gone, we have tons of food and were booming.

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