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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Post screenshots of: You getting married in one hour one life » 2019-06-21 23:59:23

I was Par and got married in the Qin or Horace village with the huge library. I guess it's the former Dawn village.

Bowen, you were the best husband. I hope our daughters grow well and carry our legacy onwards. I will never forget our wedding in the garden and our sexy escapade in the woods.
Rowen, you were a great gay uncle. You are the reason we got married, as our priest, thanks to your great words and despite the objection of some child who had baseless accusations against my husband. Your kindness and care brought so many of us forward. The fact that you supported our family so well made you the kids' favorite. So sad for Priscilla, our first born, though.

Mother, I birthed many children. Three beautiful daughters, in fact.

I died trying to bring back stones for our graves. But I rest with you in spirit, close Nortwest or West of the town.
http://lineage.onehouronelife.com/serve … id=4836354

If anybody has screens of the wedding... you know what to do.

#2 Re: Main Forum » Ideas for improving the life limit » 2019-06-21 18:21:07

CatX wrote:

Why not the best of all worlds?

- Players with hours played<10: No choice screen, no limit to lives
- Players with 10-50 hours played: Limit of 18 lives
- Players with hours played>50: Limit of 12 lives, and a simple choice screen

I prefer new lives every hour. I do like the idea that griefers might run out of lives and be forced to wait a whole hour before logging back in.

I like this idea better. Also a progressive challenge. But players with <10 lives should also have a cap, but with their lives hidden. Otherwise, i can just buy a new account and slash die until I get into an Eve camp. Otherwise, you can just game the system for 10 hours.

Keep the newcomers ignorant of the number of lives, give them plenty, but cap them. Ignorance is bliss.

#3 Re: Main Forum » The poll feature, in progress. » 2019-06-20 15:30:30

Why is there no option to say that we are satisfied with 18 lives? Now I'm forced to say that I don't have an opinion. There's also no option for in between 12-18.

#4 Re: Main Forum » fina warzone map » 2019-06-20 11:27:54

Bump. You should upload the image again, using the IMG tag. You'll have to upload it externally first, I guess

#5 Re: Main Forum » How many old players still play? » 2019-06-20 11:20:15

I started playing exactly a year ago, when carrot production would crash and starve a whole village. Then berries became OP, lol.

I play when I have a lot of free time, but I enjoy coming back. Last time I left was because I found the compost cycle grind necessary, yet nobody was doing it, so it became slave work and was unenjoyable. But I come back once in a while and always find the meta changing, which is really refreshing.

#6 Re: Main Forum » In-game polling feature » 2019-06-19 14:52:14

I wouldn't put it during lives. Perhaps during very early baby years, maybe, but it would still take out of the gameplay. Maybe after the death screen? Could also be triggered by the interactions between a player and an item, so you could get relevant ideas from those who interact with some particular subparts of the game - say, for example, hunting.

#7 Re: Bug Discussion » Dead people's names randomly change when moved » 2019-06-16 20:33:39

Twisted wrote:
jasonrohrer wrote:

Can someone make a github issue for this here:

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


There's already an issue but it's in the data repo - https://github.com/jasonrohrer/OneLifeData7/issues/332

Thanks Twisted. Just in case, Jason, I reopened the issue in the right repo.
https://github.com/jasonrohrer/OneLife/issues/338

#8 Re: News » Update: Precious Life » 2019-06-10 01:39:45

Great fix, Jason.
However, wanted to highlight that some players experience life token losses during disconnects:

https://onehouronelife.com/forums/viewtopic.php?id=6896

You may want to look into that. Fantastic work anyway. Your thoughts on cartography, since it was proposed several times on the suggestion subreddit?

#9 Re: Main Forum » Death and Birth from June 9 » 2019-06-10 01:31:23

Fantastic work, really like the sortability.

#10 Re: Main Forum » Why there are no wars » 2019-06-05 12:44:49

jasonrohrer wrote:

The lack of wars in this game is a symptom of a larger problem, I think.  There's also no long-term trade, no long term culture, no policy-making, treaties, etc.

I think there are two explanations as to the lack of wars in the game, Jason. My background is in political science and in international security, so maybe I can give a bit of hindsight on that.

1. Lack of polities and political organization

First, let's take a look at the lack of war due to the lack of political societies. Three main figures in political theory - Hobbes, Rousseau, and Locke- have extensively discussed the origins of man to discuss human nature. I'll discuss each separately, and then try to say where OHOL currently stands.

Hobbes saw the life of the earliest people as ”nasty, brutish and short”, plagued by violence. This violence is due to the fact that in his world, men are inherently evil and greedy. In Hobbes' world, the state of nature - that is, the state in which individuals lived before government - was a state of war. To escape this state of war, eventually, the people chose a Leviathan - someone capable of protecting the peace of individuals through a social contract. A Hobbesian ruler would be omnipotent and rule with an iron fist: to escape this neverending cycle of violence, the people had given power to a ruler through a social contract, a set of laws to abide to. Hobbes wrote during the English Civil War, a period one could draw a parallel to the state of nature where war between all reigned. As a result, Hobbes believed that rebelling against a ruler would draw people back to a state of nature - and he believed that was the worst thing that could be done by men.

I can discuss all this at length in a separate post if some are interested because I have read those books over four years ago, but all I can tell is that OHOL is nowhere close to Hobbes' vision. We are not in a perpetual state of war because we all produce more together than alone, and perhaps because there is good between OHOL players. Ultimately, those who wish to grief are not unlike the thiefs and murderers of the earliest of times - but in OHOL, people are in my view held much more accountable and the communities live together because of how resources are distributed. The few with knives deliver justice to those who are guilty of crimes. Most people find it easy to just live their lives outside of drama.

OHOL is perhaps closer to Rousseau's view was that individuals are inherently good. While in the state of nature, according to him, there is no state of war - people live free from the oppression of society. It is private property, according to him, that tips the balance towards an undesirable state: when a man decided to dig a peremeter in the earth and declare that what was inside was his. This, in his view, bred inequality and most of the problems that derived from there, including tyranny. A will of all, based on a common good, is what drives society forward - and governments only execute this will.

Locke's view is quite the opposite of Rousseau and Hobbes. Individuals who decide to enter into society give up their natural freedom to assure the protection of their lives, liberties, and estates, all of which Locke considers property. Property is seen as a positive factor per Locke, and ultimately people consent to a ruler and can revoke consent - even rebellion is tolerated if rulers are particularly unjust and cruel. Clearly, OHOL has not reached the levels of polity yet - wearing a crown does not make one a ruler yet.

In a way, Jason, this game has not been replicating the buildup of society because murders, in my opinion, got nerfed. As a result, there is no reason to even have a ruler - someone who controls all or most of the weapons. There are no lords as a result. Politics is also currently irrelevant right now - beyond RP, the hunger chime pushes people to constantly move to keep that yum chain up and the hope of a lasting civilization running is detrimental to talking in game. I think those mechanics explain why it's hard for people to coordinate and reach a system of rule-making.

2. Lack of culture, tradition and symbolism

Let's move on to what I think could be an issue towards the consolidation of societes - there needs to be a sense of belonging.

Jason, you focus a lot on the place of the individual on the equation. Why do individuals fight in wars for their country, tribe? According to  political scientist Benedict Anderson, people fight and die because nations are imagined communities - they do not exist in reality, they are a social construct.

I propose the following definition of the nation: it is an imagined political community-and imagined as both inherently limited and sovereign. It is imagined because the members of even the smallest nation will never know most of their fellow-members, meet them, or even hear of them, yet in the minds of each lives the image of their communion.... Communities are to be distinguished, not by their falsity/genuineness, but by the style in which they are imagined.... Finally, [the nation] is imagined as a community, because, regardless of the actual inequality and exploitation that may prevail in each, the nation is conceived as a deep, horizontal comradeship. Ultimately, it is this fraternity that makes it possible, over the past two centuries for so many millions of people, not so much to kill, as willing to die for such limited imaginings.

In my view, the lack of traditions is ultimately the reason why no factionalism has emerged in this game.

Social psychologist Robert Cialdini, for example, highlights that one of the key principles of human nature is to desire what is rare. We desire what is rare and get attached to what is rare because it is scarce, and because the loss of a scarce item would entail a loss of some degree of freedoms and privileges. As a result, we attach fictional value to items that are scarce.

Give different families unique art or items they can craft, whether it's statues or flags of sorts, and you'll help complete that missing part of the puzzle. Families will want to seize what isn't their if the items have a symbolic value, and not just a practical one. All the iron in the map could not equate to the sacred words of an eve transcribed in a book or to the statue built in the center of the town. I want to be proud to carry on a tradition that some before me have started or that I may even start myself.

If you put work in these two directions, Jason, I'm sure your game will get even more multifaceted and complete. I hope it gives you some elements that fit within your vision.

#11 Re: Main Forum » Discussion: Family Specific objects » 2019-06-05 10:58:29

Erudaru wrote:

I love diversity but what exactly is the problem you are trying to solve?

It would solve the issue that families lack traditions. This lack of traditions is problematic, because tradition breeds culture. Culture breeds differences and is therefore part of the equation as to why villages don't trade nor wage war upon each other.

Family-specific objects, perhaps statues, could give a new meaning and significance to towns, and foster a sense of community. Why? Because they are rare. Specific. And ultimately, scarce.

In Chapter 7 of Influence: The Psychology of Persuasion, which deals with scarcity and is widely available online, Robert Cialdini highlights that:

When our freedom to have something is limited, the item becomes less available, and we experience an increased desire for it. However, we rarely recognize that psychological reactance has caused us to want the item more; all we know is that we want it. Still, we need to make sense of our desire for the item, so we begin to assign it positive qualities to justify the desire.

That is the incentive that the forum has been looking for in the past few days. Rare, unique goods will bring out the most creative and most egoistic nature within us - ultimately creating deeper bonds within families.

#12 Bug Discussion » Dead people's names randomly change when moved » 2019-06-05 10:16:47

Hstrike
Replies: 4

You have a pile of bones of your cousin Joe.
You use a basket to move them elsewhere.
You put them on the ground.
The name has changed.

Example 1:
https://youtu.be/K2bIVEhAN78?t=2434

40:34-40:37 The name is Boris Troll
41:31-42:00 Name becomes Epic Troll XVIII, and remains that way. Person who previously died is later confirmed to be Boris, and also the death date doesn't match - 244 years old.

Has anyone else experienced this?

#13 Re: Main Forum » Murder: A Poem » 2018-12-21 01:18:37

A full life of motherhood
Ahead of me
Daughter of the berries
Only six but healthy
An interesting lady
Comes to me
"Hello child"
She is kind but silly. Who eats berries
When thirty?
Munch munch munch.
Her name is Hope Corona.
"Stop."
"Spong"
"Berry"
She leaves.
"Curse Hope" says my cousin
Cousin is a child too
And the last name she can't finish
Hope comes back, backpack on her shoulders
Two knives
And two eyes of anger.
"You said a bad word"
She looks at my mother
Stab.
Hope turns into tragedy.
"Curse Hope C-"
"You're next"
Run.
Run around the smithy.
Buy time.
"Help".
She closes the distance.
Leave berries behind
Run.
You are no longer daughter of the berries
You are the daughter of life.
Run.
I come back from the South
Hope again
Stab.
"Curse Hope"
Red text
The blood is warm
I make her name known
But name is long
Time is short
And everyone too young
Cousin died too.
"Hope. Her last name"
"Is Corona"
Black screen.

http://lineage.onehouronelife.com/serve … id=2470826

#14 Re: Main Forum » ultimate guide compilation - DISCONTINUED » 2018-12-19 01:21:56

startafight wrote:

thanks! videos are good too

It would also be cool to see some color on those titles. Makes it much more readable, and people will go back your work more often.

Anyway, good work, keep this up!

IzPohN6.png

#15 Re: Main Forum » ultimate guide compilation - DISCONTINUED » 2018-12-18 23:31:40

Bump, because good work on this.

I'd also recommend adding this one for baking. Not sure if you take Youtube videos.
https://www.youtube.com/watch?v=ya4VrZhm0jo

#16 Re: Main Forum » Whoops! Actually, muder rate is betwen 2 and 6%, not 16% » 2018-06-06 20:29:45

jasonrohrer wrote:

Thank you for making that graph!

I'm quite a visual person, so crunching numbers into graphs is nice, generally.
Keep sharing the data!

If you chat with thirdplanet, do not hesitate to reach out as well.

ALSO if anyone wants to keep making graphs, you can access the data on Google Sheet format here, which has some calculations in there too. I find the violent death rate at 19.62%, though.

#18 Re: Main Forum » Whoops! Actually, muder rate is betwen 2 and 6%, not 16% » 2018-06-06 17:38:26

The average murder rate over this period is: 3.93%

As you can see, despite the recent hike, we are still experiencing a declining pattern of murder.

EDIT: spreadsheet online here.

kbCLGJT.png

#19 Re: Main Forum » Goodbye wells near the baker, berry/wheat/milkweed farms. » 2018-06-03 07:07:03

mikekchar wrote:

Hey Morti.  First off although I didn't get to the end of your first long message (and I only skimmed the replies), I read enough to say that I completely agree with what you are saying.

Having said that, I'm not sure if you'll appreciate life advice from an older-than-average player here, but I'll give it a go :-)  Seriously feel free to disregard every word I say knowing that it won't hurt my feelings.

Life is full of drama.  There are people who feed on this drama.  It's entertaining, intoxicating and addictive.  I'm not one of these people so I can't say for sure,  but I think it's a thing that some people can't live without.  Even in games -- for some people, especially in games -- there is a need to introduce this drama.  A game of raising children, running back and forth to get water, and organising the layout of seeds is... well... boring.  Like I said, that's not me.  I'm old.  As soon as I finish typing this, I'm going to walk to the nearby town (30 minutes away), buy some milk and then I'm going to spend the rest of the day making cheese (which is code for hanging around, staring at a pot, occasionally stirring it).

Especially when people are young, the lure of drama is extremely attractive.  What kind of emotions can emerge?  What kind of excitement will bubble up out of nothing?  Better than arranging digital seeds in monotonous rows, or staring at a pot and thinking, "Wow, that's white.  Why is milk so white?"

People wonder why griefing happens, or why people want to inject emotion, fear, and violence into a game.  They want that drama.  They *need* that drama.  They feel that the game is no good without that drama.

I don't like drama.  I don't like reading this forum very much.  It's full of drama and people who seek drama.  I occasionally pop my head in to see where things are going and try not to get too involved.  I try to remember that not everybody is the same.   The world is like a stream with fast moving sections and still sections.  I try to find an eddy which is out of the way of the tangled hostility of the current and enjoy my life.

It's easy to get drawn into that current.  Once you put a foot in, it's hard to take it out again.  You feel your blood rush.  You feel your emotions rising.  You feel the excitement that the people who seek drama are looking for.  But if you don't like it, you should probably learn how to walk away; atune your senses for the still, deep water and seek it out.  It requires more strength to wait that it does to act, but in exchange you can focus your energy on things of your own choosing (cheese... definitely cheese).

I hope some of that makes sense and that it helps you out.  If not, then like I said, completely disregard it :-)

This made me think.
And therefore, this qualifies as a great read.

I agree with your philosophy and, for the most part, woth Morti's. Thanks for typing it out, mikekchar.

#20 Re: Main Forum » Dear Ash- FU I LIVED AHAHAHAAHA » 2018-06-03 05:40:52

Hi Mom!

I distinctly remembered that your first words were about murder. I distinctly remember that you named me Victory, because you had triumphed over the killer. I carried that name proudly until I finally collapsed.

As a young boy, I had the freedom to explore, and when I asked where to hunt rabbits, you simply said "w". And you were right. It was West that the rabbits prospered. Sadly, and I didn't know it at the time, these would be the last words that we would exchange. I always wondered what had happened to you.

The far West was a resourceful, plentiful world. Another rabbit Hunter had lived there, and had even planted two berry bushes which he watered from the nearby bonds with a bowl. I stumbled upon his body and resumed the task. During my last trip to Berryheaven, I had produced a total of three backpacks for the village, a true legacy for the future.

I died West as I ventured out to seek more fur for the village, close to the berry farm. I am certain that someone must have found my backpack and my rabbits, and I am proud to have served you and the village.

You were greatly missed, and more than a few wondered where you were when I asked about your whereabouts. I am glad my small contribution helped to revive the village.

Victory.

http://lineage.onehouronelife.com/serve … _id=230361

#21 Re: Main Forum » Missed Connections » 2018-06-03 05:23:39

Baker wrote:

http://lineage.onehouronelife.com/serve … &id=231920
Mum was somewhat decent. She knew enough to put me on a good tile and to feed me at the right times but she didn't name herself in time, Non of us got last names.

I did most of the work, She mostly just raised kids while I made everything for her. All my family mysteriously died, My little brother tried to hunt rabbits but I found his bones halfway to rabbit spot. My mother and sisters all died beside one, My surviving sister replaced my mother as the resident baby factory.

My nephew Phineas was the most useful out of everyone, I hoped that he would finish making the steel tools after I died. My sister only had 1 daughter who died at 6 years, Soon after my sister died too and Phineas seemingly gave up.

In the end I was the last person alive, I died of old age hoping that another Eve would spawn. Why does the last girl always turn out to be a noob.

Hi Pius!

'm sad that I picked such a mediocre spot to give birth to you, but as soon as you left my arms as a little boy and grabbed a basket, I knew you had great things ahead. I was so happy to find out that you had started a berry farm, and that you lived a long life. Sadly, the same cannot be said of your sisters.

I spent most of my life bringing rope to the settlement so that we could continue living. The snare story is truly saddening. Overall, I can just say that I was very proud of you.

Did you keep expanding the berry farm? Or did you transition into other food sources?

Love you,

Mom.

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