a multiplayer game of parenting and civilization building
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Pieface.
There is a sort of grey area where all the disagreements over that happen. Antagonistic roleplay can venture into griefing. Does sounds like they were weird though. I wonder if they were cooperating through discord? Maybe they had some cultist narrative going on.
It could be they killed themselves on purpose so they could spawn back into the family and repeat the process. Did they die under thirty?
Cool, there's a lot here. I appreciate the effort.
Since Jason decided to go through with it, I figure it's best to just try and observe what happens, trying to correct for personal bias if possible. He has to experiment somewhat after all to see what really happens and with weekly updates reverting isn't likely to be a huge issue if thing do "go south". There is at least one possible benefit to yum chain fertility, for instance. If it does make Eve runs harder, it might mean fewer Eve lines competing for babies. It might actually be a good thing at night, because the surviving towns will have the birthing advantage. Doesn't change the fact that the last two servers get a bad roll though.
i'm interested to hear the regulars' reports on how different the birthing mechanic feels after the update.
Three wrote:The knives should be spread out, if one griefer gets one knife and stabs the knife hog what are you going to do? He has all the weapons. If they are spread out you have a much higher chance to kill the griefer
But the griefer can't pick up anything, so all they've done is provided a cache of weapons right next to the act for any/all who wish to make some sort of personal.... statement about it.
Though as lionon's story illustrates, that's not the case when there are multiple griefers.
I'm not surprised that it can work in the short term. Essentially it's a sheriff and deputy type thing. The issue for me is: how stable is it over generations? We can easily suggest answers but we have personal bias. But it would take some work to try to get objective data.
Whatever the case, both sides of the debate have the same goal, and actually are aiming toward a similar situation: knives and important crafting locations/tasks being under the control of the most competent and team-spirited players.
In truth, I suspect there are ideal situations for both strategies. And in practice, I imagine those who have defended villages have used both strategies at different times. Sometimes you gotta play keep away, sometimes you gotta pass out the defenses and put people on alert. Maybe? That doesn't mean that one strategy isn't a better choice for the default, though, because there isn't always someone present who can do the mental juggling required to make the best choice.
The real problem is how to determine whether someone should have a knife, right? (And determining whether a killing was justified before further killing.) After that it's just a matter of: should they have the knife? If not, don't give it to them or ask them to drop it. so regardless of how knives are distributed, knowing who's trustworthy is tops.
I suppose the main time when knife "ownership" is important is when there are only one or two, especially if short on iron. I imagine in that case you would want your most worthy villager holding the knife and doing the knife jobs if possible, since the village is still small.
Since I'm fairly new still you all probably know the logistics behind functioning towns better than I do. But from my perspective based on what others have said these are the meta-issues with the suggestions in the OP.
1. Concentration of power. This causes logistical problems as well as perhaps an excess of nervousness in the town. Having all knives on one person locked behind an approval process inevitably leads to slowdown. In addition to this people become acutely aware that this one person is the only thing between them and death if a murderer does come around (and there's nothing if the person with the knives IS the griefer).
2. Self-election. You have essentially elected yourself as official distibutor of deadly power and essential tools. This CAN in theory work if you are a very skilled player (to handle the logistical issues) and a good communicator who reads people and situations well (in a way most would agree is fair). But this game has small populations. So let's say you actually happen to be a GOOD dictator of knives for your village. (An assumption anyone else has fair reason to be suspicious of until you prove yourself.) What are the chances someone else will be able to do the same job in a way that still leaves everyone happy?
Basically it suffers from a problem akin to dictatorship. In principle putting the most virtuous person in control of power can work very well (as long as the responsibilities don't stretch them too thin and make them ineffective), but even if you start with a benevolent and competent dictator, in the line of succession sooner or later something goes wrong. Either (a. Someone receives the power who is not benevolent; or (b. A successor proves to not be competent enough and a revolution occurs. And dishonest people put on their very best acts when they know they have an opportunity to receive near absolute control of power.
It's not obvious that this is better than distributing the knives evenly amongst the population, making some efforts to concentrate them in the hands of the more experienced and trustworthy.
That said, I'm always curious to see how things play out. Have you been doing this already on a regular basis, Crumpaloo? Has it worked? How did those lines die?
*gasp* The scandal... The drama! Stay clear of the forge, and don't you dare make a move toward those skewers and rope!
...what in the world is happening in this thread? Oh my goodness! A person is not a sociopath for wanting to kill another player in a game. People need to stop acting as if violence in video games automatically makes somebody a monster. I grew up playing horror games (and fighting games) along with watching slasher flicks on a regular basis, and never once have I had the desire to hurt somebody.
Hell, I haven't tried to kill somebody on this game either. The guy mentioned in the first post probably mostly plays fighting games to begin with. Maybe he assumed it was competitive? The truth of the matter is that even if you don't LIKE the idea, Jason allowed it so we CAN kill other players. He doesn't want life in the game to be all sunshine and rainbows. Hell, there is a chance he will even add things like firearms too. Though it isn't my cup of tea to kill in these games, some people are going to want to stir the pot.
People need to cool off with playing 'psychologist' with video games. This is already why I've noticed some people get scared off from even wanting to play One Hour One Life. One person decides to roleplay a bit and BAM everybody mobs together acting like the person is a monster and freak for doing something added to the game.
I'm sorry if I am coming across rude here. Mikekchar just baffled me with their response (along with a few other responses). o-o
Overall, I agree, though it depends on the situation. And maybe I went overboard. In any game it's going to happen, and like I've said that's not all bad if managed well. I'm definitely not a stabhappy type, even if someone is suspected of griefing. I like to know who I'm stabbing if I must. And I don't mind roleplay or weirdness, even with a bit of a sharp edge if it is done in good spirit.
I think it partly depends on what type of game it is. In a shooter or RTS, it is automatically agreed going in that "we're going to play out the role of enemies". In this game, clearly there are number of players who have little or no interest in griefing of being griefed. But it's a multifaceted game, and seems to draw a diverse crowd. A side effect of this is that there's something to annoy each person based on their different goals. In a weird way that seems like a good thing, maybe. Comfort zones and all that.
I though it was quite fun when my mom was the "crazy pig lady" in a town recently. She was feeding all the pigs, but one or two others were killing them because they didn't want them taking up tiles in town. The end result was the surviving pigs became a wild bunch north of town which she continued to feed. I didn't know whether she was trying to grief the town, but it seemed like relatively harmless fun, as I didn't see her doing anything else suspicious. So I told my children their grandmother was the crazy pig lady. "It's our family legacy."
Anyway, no hard feelings. The only group that I firmly speak against are the ones who do nothing but grief and waste others' time. And thankfully they are pretty much always a minority and there are mechanics in place to counter them.
My concern here is that players already say this for real in the game (or maybe they are role playing, but I think that sometimes it is for real).
And I don't want to subvert that natural feeling and expression by giving players an extra incentive for saying this.
Only say it if you mean it! :-)
Yeah, that's more or less the sentiment coming through my concern about it getting spammy (cheapened, meaningless). I think ideally if it could work out it wouldn't be a scenario of "look how many likes I got!", but would be a rarer thing, not necessarily something everyone would do every life. I am torn on this point of yours. I stand behind the idea of linking family trees though. I forgot to mention in my post that maybe a different phrasing would be better for some reason, and you give a good one.
Because I would so judge you for faking X-mas.
Nice pic. And no bones to be seen!
I almost suggested this in Jason's current opinions thread but didn't want to "be that guy" who has to try to sneak a suggestion to the developer. So, I'll make my own opinions thread! The unfortunate side effect is Jason may never see this but maybe that's for the best; we'll see.
At present the only type of connection two family trees can have is a murder. This doesn't seem quite right given how tightly connected and reciprocal two families in one town are. It would be neat if people could express their appreciation of those who have impacted them by saying "I love #name#", "I love you #name#", or, for a touch of sadness, "I loved #name#". This would result in a hyperlink to that person's death from the namer's entry in their own family tree (and the namee would get a corresponding back-link). "Loved #named#." "Was loved by #Namer#"
Restrictions:
1. To prevent it from being spammy, and encourage people to be choosy about who they name, it would only work once per life and only on the first person you named. If necessary, it could be given a token like curses use currently, but that seems excessive.
2. To limit the links to people who have actually met in the game, and avoid people randomly linking faraway families for no reason, restrict the effect within a certain radius, like with naming but much wider. For people who have died tie the effect to their bones. It would be a bit annoying if someone died far away from town so you couldn't link them, but this seems like an uncommon edge case and not a bad compromise. The distance of the effect could span a few screens or more and be a rectangle for fast distance calculation, since it only needs to be loosely approximate.
3. Since it is mainly meant for linking families, limit it to members of a different family line. Though it feels slightly arbitrary, it would also avoid the problem of weird implications about incest cropping up.
My vision here is a family tree sprinkled with occasional references to any other locally present families, giving families a way to express their cameraderie and shared burden (and to visualize conflict in the case where love and murder intermingle). It could give a potential sense of connection and responsibility for the success of the other line even if one's own line dies out. I think it is only natural that wars between families will happen sometimes, it just seems natural that its inverse should also have representation on the family tree.
In finale:
One of the first things in the game that impressed on me was the "I love yous" traded between the players, usually between the parents and children. I've never seen a dynamic like this arise so naturally within a game before. Of course it's roleplay, but its unique, and it has a kind of substance to it. My suggestion is meant to be in keeping with that spirit without cheapening it or detracting from the elements of conflict that also make the game compelling.
Interesting discussion. Jason, have you considered posing this question in the Steam forums as well, since the different crowd might have a different flavor of response being more composed of newer players?
I respect the challenge presented by adjusting the mechanics of this game. It's very much an Edge-of-Chaos type scenario; if surviving is too easy, you have too much order, thus boredom except for one portion of players; if surviving is too hard, too much chaos and all but another type of player get bored. It's made harder by the fact that this adjustment is being made on multiple levels: Griefing potential vs excessive restriction, for example.
I think people's replies in this thread cautioning against changing the mechanic too drastically partly go to show that the game current sits well on the edge of chaos, with a slight bias toward towns dying out. That sounds like a good thing to me, that's where all the interesting stuff happens. It remind's me of Conway's game of life. You never know how long the pattern will live for, but it always dies out eventually. Yet fascinating unpredictable things can happen before it does. Maybe you already think about it like this, but if not I hope the metaphor might be useful. And thanks for making a game in which our social instincts are a primary gameplay mechanic, I think it's brilliant.
The fact that weekly wipes are not needed currently, yet large cities do happen sometimes, but not indefinitely, seems like an almost magical combination to me. Again, I respect the challenge of trying to keep that sort of balance while extending the tech tree.
One idea, regarding fertility, is that towns are supposed to be competing for babies. If all the fertile women huddle near the fire, they will swamp the heat weighting and "attract" babies. I will also add yum bonuses into the mix here (the women with the highest yum bonus will also have the highest chance of having a baby).
NOOOOO don't add yum bonus into the mix PLEASE. Rip Eve camps if that happens! And I chain yum to be able to travel without devouring foods, not to get more kids! I already try to keep myself cold when I'm out to get rabbits so I don't pop out kids when I'm out of the camp. Yum bonus shouldn't be there to get more kids, why would it?
I'm not sure yum bonus is the way to go either, though I'm not sure it would be wrong to add more factors. There is a myth I encountered on Youtube that having a full hunger bar gives you higher fertility. That seems less aggressively stacked against Eves while still having a skill component. It also provides a method of birth control besides killing babies for overwhelmed towns.
I don't argue that everyone who has ever griefed is a predatory person. But at the very least they are playing out the pretend role of predator when others have not agreed to be prey. They are at least temporarily acting "as if" they lacked empathy. To do that without it being painful, by definition one can't be empathizing with the other person, which means either one generally lacks empathy, is are deliberately "turning it off", or is blocked off from feeling it in the moment somehow.
Is hurting people's feelings always bad? Definitely not. Is upsetting people for fun always bad? Maybe not, I can imagine scenarios in which it's not, maybe. But if you want people to be very tolerant of it, that's just silly. Part of the point of griefing is to do things that other people wouldn't tolerate if they realized you were doing them, right? See what you can get away with? Waste someone's time a little or a lot? Outsmart someone? Overpower someone? Make them dance to the rhythm of your pranks? What makes it fun?
How about this: What would you estimate is the correlation between griefing and trolling? Are they a similar kind of activity? Is it likely that people who enjoy them share some similarities in personality?
I think there's a big difference between someone who griefs very rarely on a lark, and someone who spends a lot of time planning their predations with no heed for how miserable or annoyed it would make other players. There are people who pretty much ONLY grief. It is their preferred way of enjoying a game. There's definitely an empathy correlation there, no doubts. And to be clear, when I say empathy, I'm talking emotional empathy, the tendency to feel inwardly what other people may be feeling, not cognitive empathy, the ability to recognize what other people are feeling without feeling it.
Cool, thanks for sharing!
Azrael wrote:Booklat1 wrote:[snip for brevity]
Can you seriously screw off?
This whole story from him saying that his friend would kill people in a virtual game? This doesnt determine shit. If you're seriously trying to convince him their friendship wont work because of this game then you have way bigger problems than him or any griefer.
Let the man have fun, empathy doesnt really play a part in a video game with cartoon sprites. I honestly hate people like you who take this video game to a whole new level, as if this determines anything. I grief, what am i now an unempathetic sociopath?
Your reasoning based on this VIDEO GAME is absurd and if youre telling people to end friendships than im more scared of you than this man who said he'd kill in the game.
Get a life stop taking this so seriously.
oh wow, and you took this from a guy teling a kid to be careful?
I think booklat1 was sort of heavy-handed and it did come off a bit too much like an effort to persuade rather than inform, but that's a mistake I tend to make as well, so I kind of understand where they are coming from. I can also understand if GreatShawn is scared off from this thread.
Empathy does play a role, it's part of what motivates cooperation and trust in anything, even when using cartoon sprites. Like pein mentioned, the anonymity and symbolism just makes it easier to stay disconnected and not think about the other person. And it On the other hand it's not constructive to treat everyone like helpless victims.
And what people do does say something about them, after all people usually do what they enjoy in some sense, and this will be reflected in their life somehow. But it's good not to jump to conclusions, because people and situations aren't simple. For instance, I don't know what you call griefing or how often you do it, so I try not to let myself draw much in the line of conclusions from what you said. I do think you're overreacting though, given that booklat1 said more than once in their post that you can't just jump to conclusions: "i don't know anything about your friend, obviously"; "Like I said, people are different and this isn't a binary on or off thing."; "Like I said, I don't know anything about your friend"
To anyone who wants to understand the thinking of people who habitually break rules and harm others, I suggest you read "Inside the Criminal Mind" by Stanton Samenow. I'm NOT saying griefers are all criminals by any means, but criminal types who play games are certain to be attracted to the roles of troll and griefer.
I think it’s really fun being to see the offspring of your creation be turned into so much more. I think that’s really the beauty of this game. Even though it’s not designed so you can personally see the future that often, but when you can it’s pretty glorious seeing your hard work paying off with you using it.
Yeah, it's really weird. At first it felt restrictive, but there's a brilliance to the way the game keeps us blind to most of what happens outside our life. When details do emerge from other players, they are distilled down to the most significant things they witnessed. There's not the information overload and all of the irrelevant moments that can't be filtered out by a replay feature. Just stories woven from snippets of lives. SirCaio's Cardinals thread is a good example of that right now.
Both teacher and killer did things that can be reasonably criticized. Teacher also did something that can be applauded, and which was defended when his student avenged him. Due to missing information it's hard to say whether the killer made any positive contributions. (...aside from the drama which is bound to be divisive.)
Hardcore moralizing about it is over the top. The nature of the situation in the game is very different from real life: we all know it is fantasy. The moralized arguments then go on to include parties' assumptions regarding "what the game is about". This actually seems to be one of the most divisive topics about this game, which I think speaks highly for its originality and the value of the game beyond just entertainment.
Here's the problem with arguing over "what the game is about", as I see it: You don't get to decide what the game is about. Neither does your opponent. Neither does Jason Rohrer. It's just not that simple. It's a matter of interpretation, and interpretations come from people, and people can disagree. And even someone who is wrong about something can present an insight you would miss. Have you ever seen a game or other kind of project which failed because the creator/organizer insisted on their idea of what the project was "about" even though their fans had arrived at a different relationship to it? The frustrated, antisocial artist? They made the mistake of thinking they get to decide what other peoples' interpretations "should" be. This mistake mostly results in personal bitterness. I'm not saying people should always compromise on their personal vision, but being unable to bear contact with others' perspectives is not strength.
It's fruitless to try and railroad fellow players based on what you want the game to be about. Especially when you reveal to them that you are judging them harshly over it. Different people play for different reasons, and value different things. Sometimes those things clash, and people end up unhappy. Sometimes negotiation and solutions are achieved, sometimes not.
Nothing is merely what it appears to be to one of us. It's always more, for better or worse. We are small. That could be seen as one thing the game is "about".
So how about we act out for ourselves what we think the game is "about", and see what becomes of it, maybe learning something on the way? To the degree we care, we can try and make our visions compatible. Usually, most people do. And usually that's a good thing.
The way this thread has developed is really cool. It's neat when everyone's stories stitch together to make a sort of history.
Sylverone wrote:You can learn a little by looking at the server life logs....
thanks for investigating! yeah i figured by the last words they might have been innocent... but they could have also been trying to frame polo for griefing. my theory was that polo and the other man went to the south village to retrieve more tools for the village up north and my boys mistook them for griefers hiding tools. either way i found it kinda sad that (if they were innocent) i left them in an isolated village all their lives
The questions is: Why did Polo kill Dexter then? It could have been an accident if he came upon all the weapons and was rushing to get the boys before they got him and Dexter got in the way, but it's suspicious.
Of course it's also potentially suspicious that the boys were content to just sit out there, though a town like that is good for crafting practice. Weapon crafting practice. For defense. Lol. Who knows.
[...] This woman (I think her name was Venus) accused me of shearing the last sheep, calling me a griefer for wanting another knife made. She took the wool balls and hoarded them away from me, while making wool clothes for herself.
It was absolute chaos! There was a batty old woman who killed a valuble smith for making another knife, even though there were only 2 knives in the entire village. I hastily asked to borrow the knife to kill sheep, but the wool hat lady stole it as soon as it was clean of blood, exclaiming again that I was going to kill people.
[...]
There was an actual greifer in the town though, someone cut down the tree to the sheep pen and caused a lot to escape.
Eventually I died gathering iron for the village, I was pretty close to home though. I hope someone found my basket and pack full of iron.
So yeah. Not exactly related to your story, but it seems like the Weatherfords had a major griefer problem.
http://lineage.onehouronelife.com/serve … id=2472605
Well, a griefer would want as few knives a possible for others to defend with. A wild theory, but one of the ladies in you story could have even been the same person who made the weapons in the south village. And someone making a bunch of clothes for theirself only can be a potential sign of a griefer, but not enough to draw a conclusion.
Remember, one of the simplest and most useful tools in a criminal's arsenal is to accuse others of what they are doing themself. They do it almost instinctively because it's such a good camouflage and confusion tactic.
I find it really hard to see the details on the black characters since the black lines for their borders and facial features are so close in color to the skin.
But I love the update, Merry Christmas!
Sounds like your monitor/video settings might need adjustment? The faces are easy to see for me.
I haven't played much yet, do those melt? Much less ugly than rock block pens.
Carrot-Seedling wrote:Ah, Karltown, there was a reason I married you back when carrots were OP. This is it.
Tbh, the addition of the African female was wonderfully timed with the snow update. Greifers got snowballs, children got snowmen and everyone got a new character design. Christmas gifts for all
Is the tree an ingame item? I haven't gotten a chance to play yet... (Lol, missed the best update of the season.)
And role-players got a character that goes bald at fifteen!
Haha, I was playing a girl the other day, still sorta young, and this man in a hat says my name. So I say, "Yes?", and he says, "Don't go bald," and takes off his hat.
All next to a kiln with a big sign behind it reading TAR. Missing an R?
Those are obviously turtle doves.
Yeah, can't you tell the one is on murder countdown?
You can learn a little by looking at the server life logs: https://onehouronelife.com/forums/viewtopic.php?id=2529
Direct link: http://onehouronelife.com/publicLifeLogData/
This is my first time looking at that so I messed around a bit. In any case, I put the name Mischa into the find-on-page field (ctrl-f) and started checking the most recent name logs on each server. I found mischa on server 3 for Dec 21st. Here are the two log files:
Names: http://onehouronelife.com/publicLifeLog … _names.txt
Births/Deaths: http://onehouronelife.com/publicLifeLog … Friday.txt
Basically, once you find the name you want in a names log, open the corresponding Birth/Death log in another tab and use the ID code next to the name to 'f'ind the entries. Here's what I was able to find. Jason's post about the data (linked above) tells you how to read it:
523333 LORISSA WEATHERFORD - mother
B 1545357422 523333 f34b110a06c412d10e4e2930f11a28bbfeb020f1 F (21163,-16240) parent=523217 pop=61 chain=18
D 1545360951 523333 f34b110a06c412d10e4e2930f11a28bbfeb020f1 age=58.80 F (21093,-16197) hunger pop=27
523467 SARON WEATHERFORD - 1st son
B 1545358410 523467 9767d2513e83948ae63dbb229f5ba9d4322adc63 M (21053,-16269) parent=523333 pop=75 chain=19
D 1545362010 523467 9767d2513e83948ae63dbb229f5ba9d4322adc63 age=60.00 M (21156,-16228) oldAge pop=9
SID baby
B 1545359752 523506 a7d8bb836b442fc99adda45f8e02ed8c07c57e37 M (21166,-16233) parent=523333 pop=52 chain=19
523473 MISCHA WEATHERFORD - twin 1
B 1545358712 523473 d8bc4c4a65e24e95780529d6c29d212d166867f7 M (21109,-16273) parent=523333 pop=64 chain=19
D 1545360381 523473 d8bc4c4a65e24e95780529d6c29d212d166867f7 age=27.81 M (21091,-16263) hunger pop=40
523474 CHANZE WEATHERFORD - twin 2
B 1545358712 523474 a712f5f5330915447ddd27ef8152e5ae0bbc5dc2 M (21109,-16273) parent=523333 pop=65 chain=19
D 1545361188 523474 a712f5f5330915447ddd27ef8152e5ae0bbc5dc2 age=41.25 M (21113,-15785) hunger pop=20
523307 POLO WEATHERFORD - Killed by Chanze
B 1545357109 523307 557c5d87830eace150cd41067a1c79212f0ac060 M (21092,-16285) parent=523259 pop=49 chain=17
D 1545359476 523307 557c5d87830eace150cd41067a1c79212f0ac060 age=39.45 M (21157,-16237) killer_523474 pop=51
523456 DEXTER WEATHERFORD - Killed by Polo
B 1545358274 523456 de35d81d25c9a047ea1b153a005eee84c80d3308 M (21170,-16228) parent=523319 pop=77 chain=19
D 1545359386 523456 de35d81d25c9a047ea1b153a005eee84c80d3308 age=18.53 M (21092,-16283) killer_523307 pop=52
So your son Chanze only killed one person, Polo, who had killed Dexter (the body on the ground I presume) just before - it is the very previous entry in the log. The were all members of your family somehow, but you can see from the "chain=" entries that Polo was two generations older.
Searching on the family trees page and following the murder link to chance reveals Polo as a "ninth cousin (twice removed)", whatever that means. I'm guessing it means his branch of the family was pretty removed from yours. http://lineage.onehouronelife.com/serve … id=2473629
And here's Dexter, a first cousin to Chanze. Last words? "Polo is griefing." http://lineage.onehouronelife.com/serve … id=2473617
It looks like maybe Polo was amassing weapons, possibly having lived in the south village in another life based on his comment about being back. Maybe the south village was an older settlement of your family, abandoned due to the griefers? Who knows, just speculating blindly.
I found your other son's last words interesting, too. He says he was this lady: http://lineage.onehouronelife.com/serve … id=2472155
Anyway, thanks for sharing. I hope someone involved pops in to comment.
You're the eve that shows up in someone's town and starts chucking snowballs, lol.
By the way, I was in a town today with a forge/kiln with a sign behind it reading 'TAR'. Was that your doing or something random?