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Spoonwood, you are trying to reply to everything I say as if that refutes what I stated. Having the last word on something does not make you more or less correct. Quality comes before quantity in logical discourse. For many of the statements you replied to, you did not understand what I was saying or did not read closely enough to understand my meaning and thus replied to your own idea of what I said, not what I said. For some of your replies, you are affirming that you don't know what you are talking about. That hurts your argument, not supports it.
arguing with me that .9repeating endlessly does not equal 1 was a super basic trap that you fell for.
https://www.purplemath.com/modules/howcan1.htm
You claim that electrons do not exist in a probability cloud, that that is just a model. Again, with no proof. Please research electron probability cloud, probability density, electron cloud... all these things are easily researched online.
You claim that A frequency of X occurring which is non-zero, implies that X will happen with certainty. That is absolutely incorrect. A frequency of 1/10 of x occurring is non zero, but the chance of that happening is not certain. The chance of that happening is 10%.
From a cause, an effect necessarily follows, and thus causality is not inherently probabilistic
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Nope. There did exist a proof there in the form of reasoning from the hypothesis.
Where is the reasoning? You stated your thesis, then immediately stated your conclusion (the words following 'thus'). The thesis isn't even related directly to the conclusion you draw. Please try harder and do your intellectual due diligence. Please don't just vomit 'NO YOU'. I'm not arguing with a child, am I?
No, that doesn't mess with the causality paradigm, because time still moves forward, just at a different rate.
This could be true, but we're talking small scale here (earth gravity), so you can't generalize that out to all gravity. Who's to say that gravity at a black hole doesn't mess with the causality paradigm?
You needed stitches. Sounds like blood still came out at some point in time.
It came out when I got to the ER, when they squeezed the wound to try to make blood come out. Never said it didn't, just that it didn't come out initially. The causal link between being stabbed and blood coming out was like 45 minutes? That's like a whole OHOL life. I think I hit the 1/1000 event. Your example was still terrible and provable wrong through a personal anecdote.
Your reality include your past. There is no probability that yesterday you wrote the above words. It's a certainty. So, no, reality at all levels cannot get described probabilistically and accurately.
We are talking about probabilistic causality. Things that happened in the past already happened. We're talking about an action and its probable outcomes forward in time. Your argument is missing the point of time.
No, it doesn't. If it did, all hypotheses concerning molecule would have gotten falsified.
tocal wrote:
Atomic electrons are located in a probability cloud.No, they are not. There is no probability inherent in things, that's a model.
tocal wrote:
Atomic nuclei decompose with a probabilistic half life.That's for particular atoms. At the molecular level it's a frequency of decay.
tocal wrote:
Chemicals react in a probabilistic nature. You can try to mix two reagents at a perfect ratio, but those molecules will react at a bell curve of points in time and you will never be guaranteed to react all reagents.The bell curve itself is not a probability. It's a function of all probabilities which acts deterministically.
No, it's not consistent with a probabilistic view of causality. A frequency of X occurring which is non-zero, implies that X will happen with certainty.
tocal wrote:
The 'frequency' of something happening is just another way of phrasing 'how many times it would happen if we did it x times". If we did it 1,000,000 times and it had a given outcome 999,999 of those times, then we can treat it as if that given outcome is causally certain.Then we are not treating it as probabilistic.
tocal wrote:
That's what a mathematical limit is... it doesn't actually ever become absolute but we can treat it as such.No, that's not a mathematical limit. You need real numbers for limits, and you only talked about a case with rational numbers.
Please read up on the topics you are debating before you continue. You are making yourself seem uninformed. Read up on electron clouds, probability densities, orbitals for atoms. Look up molecular decay.
Look up the definition of frequency. I already defined it for you and related it to how in this context it's synonymous with the probability of something happening, yet you keep on treating them as if they're entirely different topics. I would wager you are following a sophomoric thought process where you think that because you stated the word frequency first, somehow it's ok for you to accept this definition of probabilistic causality because it came from you and you self identify as always right. If that's the type of mental gymnastics you must perform to keep the cognitive dissonance at bay then I'm probably wasting my time here. You are trying to refute my arguments by saying 'no, that's frequency, not probabilistic causality' when the way you're using frequency IS probabilistic causality.
You fell into a bunch of logical traps I inadvertently set for you. I mean, they're not supposed to be traps because nobody with any sense would go after them. It seems I can force you into taking incorrect positions simply by stating provable positions and knowing that you feel compelled to take the opposite stance. Even when you take the same stance, you seem compelled to frame it as if it were a contrarian stance by introducing a logical falsehood like 'the frequency of something happening if we tried it N number of times is not the same thing as the probability of something happening.' The logical fallacy of A != still A, but we're calling it Aprime.
It's ok to not be right all the time. If you self identify as always right then you will be frozen, unable to grow. But I hope someone that is not us who reads this is not confused by lack of sophistication in your reasoning.
If you reply back Spoonwood, please raise yourself above 'no you', please don't take positions that are easily proven false, and please think before you type.
@Pein I agree with most of what you said except for using a resource to get the same resource. I think that's fine... it just reduces the resultant value for that resource extraction activity. It also provides a trap (more conflict!) where you can kill your town by using the last bucket of water or something.
I agree that there should be different resource types but they shouldn't all boil down to absolute terms of one resource (water). Tech should have a different resource (Iron) and longevity should have a different resource (oil) and they should not be convertible between themselves at a constant rate. Think RTS games. In Star Craft, minerals are the resources for basic things, gas is the resource for tech things. Minerals are limited but easy to extract quickly, vespene gas is hard to extract but virtually limitless. End game battles were forced into tech mode because there were no more minerals. In AoE2, There is a market that allows conversion of one resource to another (food, wood, stone, gold), but that ratio changes the more the conversion happens in one direction. Wood can be constantly converted into food with farms. If there was only one conversion rate for all the resources, then there would only be one resource.
In OHOL, there is only one resource, water. You can convert oil to iron, but because there are constant conversion rates and the return value of iron from oil is less than that for water, there's no point in getting it. It's a noob trap and dead content. Oil does not produce anything on its own and is only used for getting more iron or water or time, so it's a non-resource. It's only use is to convert to other resources.
There needs to be not only diminishing returns on resource conversion rates, but also more content to allow resource sinks, just as you said. Maybe plastics could be made from oil, making it a real, useful resource. Maybe we can ferment corn into ethanol, allowing us to trade water back to oil. Maybe we can create automation robots to sink iron. Maybe we get wooden walls to sink wood. Windows, to sink glass. So many ways to sink resources with new content.
I like the idea of diminishing returns since a town wouldn't run out of a resource all of a sudden. If they despretly need some they can get it at a very low efficency
Exactly! It makes people feel the struggle of survival, instead of felling "oh, out of water, now what's the point." Basically, it allows hope for the future in a world of finite resources. And thanks for ignoring the epistemological debate in the background. #Spoonwoodthings
It's not the case that if A is a cause, then it might not carry whatever effect A has. From a cause, an effect necessarily follows, and thus causality is not inherently probabilistic.
Here you go again stating your argument and making your conclusion all in one statement with no evidence. The logical argument should flow like this: thesis, evidence/proof, conclusion. Not thesis straight to conclusion. It's like your basing your conclusion on your thesis.
When something will fall due to gravity with nothing to counter gravity, it's not probably the case that something will fall. That something will fall necessarily.
Gravity is a force that our scientists haven't fully teased out the secrets of. Gravity is a primitive force, a law of our universe. As gravity is constant, it doesn't fit into the formula of cause:reaction. Depending on your location, gravity is there in some respect or it isn't. Gravity also dilates time, which messes with the whole causality paradigm because causality assumes a constant forward motion of time.
When a knife will break someone skin's open and let blood out, it's not probably the case that the action of the knife will change the body so that blood will spill. It's necessarily the case that a knife will cause blood to spill out.
This is a terrible example. I know where you're trying to go, but this just doesn't work. I've accidentally stabbed myself where no blood came out. needed stitches, but no blood left my body initially. Happens.
Atoms is not just our nature. Molecules exist and so do relations between molecules.
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Nope. Probability theory is useful in quantum mechanics, because it views things at the small level of a single electron. From the perspective of aggregates of quantum particles, the probabilistic nature of reality does not follow. And causal determinism is not refuted by quantum mechanics, which for the record, has many different interpretations.
Molecular behavior also behaves probabilistically. Atomic, molecular, animals, all follow probabilistic curves. Atomic electrons are located in a probability cloud. Atomic nuclei decompose with a probabilistic half life. Chemicals react in a probabilistic nature. You can try to mix two reagents at a perfect ratio, but those molecules will react at a bell curve of points in time and you will never be guaranteed to react all reagents. There will always be some slag. Viruses infect cells in a probabilistic nature; the higher the number of viral attackers, the greater the probability of the host being infected. Cells divide and become senescent in a probabilistic manner. Our whole reality, at all levels, can be accurately described in terms of probabilities, and it cannot be accurately described in terms of absolute certainties.
Edit: Also, probability theory has different interpretations. One interpretation of probability theory is that of frequency. From the frequentist perspective, probabilistic theory in the aggregate are deterministic, because an event necessarily will happen with a certain frequency.
You are getting it. Frequency is consistent with a probabilistic view of causality. The 'frequency' of something happening is just another way of phrasing 'how many times it would happen if we did it x times". If we did it 1,000,000 times and it had a given outcome 999,999 of those times, then we can treat it as if that given outcome is causally certain. That's what a mathematical limit is... it doesn't actually ever become absolute but we can treat it as such. This is like 0.99999endlessly repeating = 1. it's not almost equal to 1, it IS one. In the aggregate when considering all causality though, it is better to view causality as entirely probabilistic and those events with a causal outcome with a limit that approaches certainty as a subset of all probabilistic events. This is, as opposed to viewing all causality as certain and those that are probabilistic in nature as an exception to an absolutist universe. One view point will give you a higher chance of coming up with accurate predictions than if one used the other perspective. This is because one view point more accurately models the real world.
How causality works is not a matter of what is practical or what we should do with respect to our knowledge.
We must take our perspective into account when trying to describe something in the 'real' world. We cannot escape our perspective. To think one can view an objective world, to spy 'absolute truth' in the world is not possible because it will always be from a biased perspective. To understand this will help us approach this objectivity, to pretend it isn't there is to be further away from objectivity. We can observe truth easily in the realm of ideas, but in the realm of the material world, that sight of truth can only be a limit that approaches the truth but never reaches it absolutely.
Our knowledge should inform our behavior. Is something more true if it more accurately helps us interact with the world? I would argue yes, as long as we accept that we cannot be truly objective and fully view 'truth'. If a new knowledge comes along that more accurately helps us interact with the world, then that is the new best truth. Truth is a journey, a limit that approaches absolute truth, but never reaches it. Truth isn't a mountain upon which to make a last stand.
It may well hold that free will does not exist, and that our fates are sealed.
This could be, but I'm pretty sure we can't know this for sure, so it's moot to worry about it. The 'truth' that helps people have the best outcome however is for them to believe that they do have agency. This is a great example of how 'what is true' can be influenced by what is in the best interests of the viewer's outcomes.
And thank you for backing up your arguments with examples
Hopefully we will never go below 40 players on average, I like this game...
If it ever truly dies, I'm sure the community here could fork the code like they did with 2HOL and create the game as we think it should be. Maybe I'd pick up cpp for this purpose. lol. We would become the new 'Jason' and sell our version on steam.
tocal wrote:When I said "Everything is a type of gambling..." I was referring to spacetime (the material world with causality).
Causality is not a probabilistic phenomenon. We may only know a cause with a certain degree of confidence, and thus our knowledge is probabilistic. However, causality itself is not probabilistic, since from a given determinate cause, an effect *necessarily* follows.
tocal wrote:No hard feelings but I would accept an acknowledgement that you were being captious.
I think you overestimate how many phenomenon are probabilistic, sine causality pervades through the world and is not probabilistic in nature.
I'll cede that our knowledge is not absolute; the more we know the closer we can get to truth, but we can never grasp it absolutely. However, I never argued against that point and it does not have bearing on my argument that causality is inherently probabilistic and even if it's not, we should treat it as such.
You are stating an argument with no proof or examples. Instead of finding fault in my reasoning, you are simply stating an opposite position and not backing it up or crafting a line of reasoning that might bring someone of the opposite opinion to that of your own. I ask that instead of simply stating a contrarian opinion, you reason through your position, give resources or examples to support your thesis, or back away from a stance of absolute certainty.
Tell me how you know causality itself is not probabilistic? Did you know that the very nature of the matter we are made of (atoms) is probabilistic in nature? If we are made of probability clouds, would it not follow that at higher scales of organization (people) our actions would follow such a probabilistic path? Do you think the timeline is akin to a number line, our fates are sealed, there is no free will? If you believe in free will and choice, then wouldn't it follow that causality is probabilistic in nature?
Even if your argument is correct, it does not address the second part of my thesis, that even if some causality has absolute/for sure outcomes, we need to treat that causation as if it were probabilistic in nature due to our inability to have a perspective to know for an absolute fact whether or not an outcome is certain (although you claim to have this 4th dimensional power).
You are basically taking an unprovable position and ignoring the counter position that might actually help you make better decisions and thus have better outcomes in life. You seem to be fairly fixed in your beliefs and stances and are unwilling to follow a reasoned path, and instead just want to broadcast those beliefs over and over again as if that will make it more true. Am I wrong in this assessment? If so, then this discussion can continue. But please prove it to me first with a supported/reasoned argument, not just a restatement of your dogmatic beliefs. If I am not wrong and I am arguing with an obstinate, I will spend my time debating the nature of reality with someone with a more open and logical mind.
tocal wrote:Crumpaloo wrote:I agree, you see games like dnd who have a large portion around their game based around RNG elements, which for a unrealistic game makes it pretty realistic, cause like in real life, anything that can go wrong will go wrong given time.
However, if you increase the skill, the worst you can do say on a dexterity roll is increased, so while you may roll a 1 instead of a nat 20, its still way better because your external skill ups the numbers.
This is where Toolslots should come in, if you spend enough time doing a certain job you should have a smaller chance of failure, mainly being for the tools you use for your job. A blacksmith should have a lower chance of breaking their hammer, a shepherd should have a lower chance of breaking their shears, and a farmer should have a lower chance of breaking their hoe.
I think I fully agree with this. If I may expound on the last point you made though... Basically, instead of the game telling you you're good at a job because you used a tool slot, the game tells you you're good at a job because you are always (or nearly always) successful at that job. Thus, it's a more natural feedback loop for the player, it's intuitive, and it doesn't require any arcane knowledge about the game to understand it.
Exactly, and reinforce the idea of mastery by adding more benifits the longer you stay with the craft, maybe even give you a badge specific to your craft at a certain point so everyone including the new players can be like "oh the hoe broke, but that guy over there with the smiting badge could probably make me one, let me go ask him"
I like this! This is more like real life. People form guilds, have certifications, pass accreditation tests to practice a particular profession. Some sort of badge showing how good you are at a job/tool would be super helpful to figure out who can help you with a particular problem and resolve a lot of the communication limitations in the game. It also gives players a reason to excel in a profession in the game. Maybe if a master craftsman makes something, the tool glows or something and has greater durability or something as an added bonus.
Destinycall wrote:Why did you just assume that Tocal meant ALL aspects of real life are probabilistic?
Because tocal said above:
tocal wrote:Everything is a type of gambling (action has a probability of an expected outcome set), but gambling in the proper sense is probably taking an action where the aggregate probability of success is lower than the chance of failure.
Spoonwood, you are making me get real specific in my speech here. I don't mind falling down a philosophical rabbit hole but I feel like it shouldn't be necessary.
I was referring to causality. Let's say we live in the 'real' world, which I'll describe as 3 dimensional space and unidirectional time (spacetime). An agent can do something and expect a certain array of outcomes at different probabilities. An agent is anything with will that can change the nature of space, in other words, the matter in 3 dimensional space will be at one state at the starting moment in time, at a subsequent moment in time that 3 dimensional space will be different. If that agent tries to predict the outcome of their actions, they must model the array of possible outcomes. This analysis must be probabilistic because no outcome is certain, but outcomes can be near certain. Even if a fourth dimensional being come and tells us that some actions are certain where only one possible outcome is possible, us three dimensional beings must still predict outcomes using probabilities. We can never gain that certainty of a four dimensional being that can see all possible outcomes so to us certainties may as well not exist.
Ideas are not made up of matter, are not subject to entropy, and are not subject to causality. Over time, ideas get more complex and are explored, but they do not experience causality, thus are not probabilistic in nature. While ideas 'exist', they do not exist in the 'real' world, but more a parallel one with different rules.
When I said "Everything is a type of gambling..." I was referring to spacetime (the material world with causality). I don't think that includes 'ideas' for the reasons I stated above. I think actions and causality were inferred because in the same sentence I explained what I meant. I think a reasonable reader would have understood this to be the meaning, and even a critical reader would have seen that I covered my bases with the use of the dangerous statement "Everything..." by being specific about the everything I was talking about.
I think this boils down to someone nitpicking my speech, looking for holes, finding the signal for a common logical fallacy (who uses the word 'everything' in a logical argument?!), calling it out, but not thinking it through fully themselves.
No hard feelings but I would accept an acknowledgement that you were being captious.
I agree, you see games like dnd who have a large portion around their game based around RNG elements, which for a unrealistic game makes it pretty realistic, cause like in real life, anything that can go wrong will go wrong given time.
However, if you increase the skill, the worst you can do say on a dexterity roll is increased, so while you may roll a 1 instead of a nat 20, its still way better because your external skill ups the numbers.
This is where Toolslots should come in, if you spend enough time doing a certain job you should have a smaller chance of failure, mainly being for the tools you use for your job. A blacksmith should have a lower chance of breaking their hammer, a shepherd should have a lower chance of breaking their shears, and a farmer should have a lower chance of breaking their hoe.
I think I fully agree with this. If I may expound on the last point you made though... Basically, instead of the game telling you you're good at a job because you used a tool slot, the game tells you you're good at a job because you are always (or nearly always) successful at that job. Thus, it's a more natural feedback loop for the player, it's intuitive, and it doesn't require any arcane knowledge about the game to understand it.
tocal wrote:I know that probabilistic outcomes for actions is already possible because drilling for oil ...
I've seen people like fug and pein say that they don't like oil, because it's an rng grind.
Personally speaking oil becomes more and more annoying to me gradually as I have to use more and more pipes. 2 pipes, alright. Doing oil was fun! 5 pipes, I'm on the fence. 8 pipes? Fuck oil, it's annoying.
Such a probablisitic system may also screw over someone due to no fault of their own.
For oil, the failure case is very harsh. You lose 1 bucket of water, one charcoal, one pipe. Also, the success case doesn't make you better at oil exploration. It is just the end of the road... now you have oil until you don't. The devil's in the details. Not all RNG is bad. How RNG is incorporated into the game can be bad, but RNG itself is not inherently good or bad.
Tool slots are useless at this point in time. If players want such, and they didn't exist, then players could self-impose such limitations. If players with knowledge of tool slots wouldn't restrict themselves to a certain number of tool uses in a life, then there's an indication that they haven't enjoyed them.
Tool slots do serve a purpose... they make it impossible for one veteran to tech up a town in one lifetime by themselves. I've tried to completely tech up a town in one life... If it weren't for tool slots, you could go from pickaxe to loom in one life given someone already found the raw materials. Basically, they slow down the technological advance of towns. They prevent veterans from having an even more outsized effect on a town's success than they already do. They're like effort taxes. Do they help players? eh. Do they increase the health of the game? I would argue abstractly yes, but I don't think anybody's happy about how they actually do it.
It also creates a novel way to grief a village, by repeatedly hopping between jobs so you waste a bunch resources "learning" how to bake a pie or harvest a crop or whatever.
It would be hard to prevent, because everyone would need to be wasteful to learn, unless there was a better way to practice your job skills without breaking tools or costing water.
It all depends on what the failure state is for failing to learn a tool, the learning improvement ratio, and what success rate you start at. These could be adjusted to prevent griefing. Some tools could be considered so easy that they don't require learning, like shovel. The failure scenarios could be more extreme for tools where the the griefing risk is lower. For baking, maybe it ruins the pie, but doesn't require more resources to fix. Maybe fixing it just requires using a sharp stone on the pie to fix the crust? We just need to lay out the best way of implementing to make it make sense and not be easily griefable.
I'm a software engineer by trade. I feel like this stuff wouldn't be that difficult to implement. Unfortunately, I specialize in java, not cpp, which is the language ohol is written in. Otherwise I'd probably just fork the source and implement it myself. I've browsed the code and I think it wouldn't be that hard to mess around in there if I knew the language better.
To implement this, we'd have to change the data model that represents the player character. I know this is possible because tool slots as they're implemented now already represent a change of the character data model. I know that probabilistic outcomes for actions is already possible because drilling for oil, 'using' for tools and water from ponds are all probabilistic in nature. We'd just have to use success ratios for probabilistic tool usage instead of integers for black/white tool usage. It's definitely possible, just a little bit more complex then the current tool slot system.
Implementing cross training would be a bit more difficult though. We'd have to have a different config file to store the different cross-training scenarios and check that before updating the learned skill ratios.
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As for having to learn new skills from each new life... it all depends on how it's implemented. Specifically, the initial success rate multiplier, what the failure scenario is, and what the 'learned skill' increase of success rate multiplier is.
Some failure scenarios are easy, like shooting an arrow. If you fail, you miss and the arrow goes on the ground. For smithing, maybe instead of getting the item you want, it resets back to hot steel ingot. You'd have to hit the ingot a lot more times to get what you want, thus using the tool up some more, but from a time standpoint it would only increase the effort to the player by a couple of seconds. Shooting arrows at targets would be a fun way of gambling against other players of different skill sets. Like, each time you hit the target, it tells you how many points you scored (10 for bullseye or something), more skilled shooters having a greater chance of getting bullseyes.
What I'm saying is that having to learn new skills each new life isn't necessarily a time sink, boring, or grinding. Depending on how it's implemented, it can be fun. It could enhance the game be increasing realism, providing mini-games, and being more intuitive.
tocal wrote:Real life is probabilistic in nature.
I don't think so. At least, not in every aspect. I think it's certain that you and I will die in real life, and there's nothing probabilistic about it.
Ideas are part of real life.
Sometimes gambling can get avoided. Perhaps it can't at all times, but since it sometimes can get avoided, it's not the case that all actions involve gambling. It's not the case that everything is gambling.
You and I will die, but when we die is probabilistic in nature.
Ideas interact with 'reality', but are not a part of it. I think the main differentiator is entropy. Reality experiences entropy and will eventually experience heat death. Ideas don't seem to tend to disorder, but rather the other way around, to order.
tocal wrote:Nothing in life is certain. You can reduce your chance of negative outcomes, but you can't eliminate them. Plus, if you never take risks, you are severely limiting yourself.
Risk taking is not gambling. Not all risks are the same also. Sometimes the probability of failure is less than 50% when taking a risk.
No, not everything is a type of probabilistic behavior. Some things are non-probabilistic. Proofs in logic and mathematics exist. The notions of possibility and necessity also don't fall under the scope of probability.
Real life is probabilistic in nature. Mathematics is not real life. Mathematics is the language of reality, but it's realm is the realm of ideas, logic, etc. Ideas are not probabilistic in nature.
I think I said that gambling as the idea of it is probably less than 50% expected success for outcome. The point I'm trying to make is that gambling is on the continuum of all actions one takes in the real world. It's just those actions with less than 50% expected success rate. One can not like it, but it can't be avoided because the world is probabilistic in nature.
Tool slots should work like training does in roguelikes. If I'm shooting the arrow for the first time, I have a high chance of missing my target. If I shoot enough times, eventually I'll it my target, and I'll 'learn' that skill a bit. The next time I shoot an arrow I have a higher chance of hitting the target. Eventually, I have a very high chance of hitting my target, but never 100%.
We could create a new item, bullseye, made of hay, paper, and dye. This would help train your bow skills.
We could create a new item, sparring dummy, which could be used to train warsword and knife.
This would force griefers to play the game before they could kill anyone
Every tool should work this way.
for each tool:
1. use * chance to succeed
2a. failure state:
2b. success state:
3b. chance to succeed * 1.4 (always get 40% better every time you succeed... ratio can be tweaked as needed for different tools)
In roguelikes, you can also cross-train skills that are related. If I cook with an oven a lot, that should cross train with hot coals. Thus, if I successfully cook without burning the food, then I increase cooking chance to succeed * 1.4, but maybe hot coals chance * 1.1. Something positive, but less.
Mallet, Adze, Bowsaw crosstrain,
Newcomen tech crosstrains,
bow drill, fire bow drill, and bow and arrow cross train, etc.
I like the food nerfs. Forces diverse food production which I think is good. Also, yum is kinda intuitive. I like the idea of tool slots, but find them incredibly annoying when I'm doing Newcomen tech. They're a ham-fisted attempt at simulating a real world restriction that should be done in a natural, intuitive way. I like the idea of race restrictions, but they're unintuitive and don't model real life so I find them a bit annoying. The posse mechanic in relation to killing is terrible. Water/oil/iron scarcity is a good idea but the implementation is a patchwork of unintuitive, undocumented, arcane ceremony that relies on experts to implement to enable new players to play the baseline game.
I don't gamble with my money, and I don't like gambling in any general sense.
Nothing in life is certain. You can reduce your chance of negative outcomes, but you can't eliminate them. Plus, if you never take risks, you are severely limiting yourself.
Everything is a type of gambling (action has a probability of an expected outcome set), but gambling in the proper sense is probably taking an action where the aggregate probability of success is lower than the chance of failure. Still, some things require gambling to get, thus their scarcity and value.
If you don't like gambling in your games, you can always pay a premium to those who do like gambling and obtain the scarce items from them. Not everyone has to be a cook, but everyone does have to eat.
Literally every story worth telling has conflict. Maybe the conflict was with RNG, a foul disposition or terrible weather, but that conflict is there if there is a story that has been told.
The primary conflicts in OHOL should be being lost in wilderness, exposure, hunger, resource scarcity, interpersonal conflict, not understanding the world, not being able to provide for your family, collapse of civilization, dying before finishing your projects.
If the game didn't have these aspects, it would be block building. Not a game, but rather a simulator.
@Spoonwood I disagree with your core tenets about game design, but I commend your resolve to continue to fight your fight.
If we changed the system to a random, 'gambling' diminishing return system, no resources would be literally finite. Also, I'm pretty sure everyone likes gambling.
A lot of resources are cyclical in real life. Take water for example. Places have rainy seasons, snowmelt, draughts and winter where all the water turns to ice. That would be a cool way of limiting resources with respect to time without actually making them limited. And that's also from mirroring real life!
For mining, a single mine with a town around it should follow this methodology. However, once that mine becomes low yield, people should abandon the mining town and find a new mine with a better ore yield. This is also exactly how it happens in real life.
testo wrote:The game feeds on the drama inducing nature of the interaction: I build a fence next to the farm because I want to store something for myself, someone else comes and destroys it, calls me a griefer and a hoarder.
That drama often just makes things annoying. Annoyance isn't interest, since annoyance is negative dissociation. Interest is positive association. A sense of danger can have positive association, but someone annoying or harassing you isn't interesting. The sense of danger makes the deadly domestic boar a bit more difficult (it's more dangerous to tame to a pig than other animals), but leaves bears and mean pit bulls otherwide because in the vast majority they happen due to players bad intentions trying to annoy or harass others.
All stories have conflict or there's no point in telling them. The problem with this game is that many of the conflicts are artificial and natural conflicts aren't allowed to emerge due to the game drifting from realistic motivations.
The forced, unintuitive conflicts that people are now facing: someone smashed all our tech because there is a box that allows people to hit stuff with a hammer and not break it into parts, but literally shred it into the base metal; There's a killer in our town but they are invincible because the game mechanics are unintuitive and not documented; someone locked the gate and I'm going to starve to death rather than disrespect their personal property; the town ran out of water because somehow water isn't a renewable resource.
I hate the way that resource scarcity is implemented because it's unintuitive. In the real world, as resources become more scarce, it becomes increasingly more costly to extract them. Oil, gold, water, fishing, hunting... all resource extracting follows this pattern.
In the game, Iron scarcity follows a stepwise function, but ceases to become more scarce as oil becomes the limiting factor. If you factor in the rate of new eve spawns and new iron mines, the downward stepwise function of iron scarcity has flattened out to become non-scarce. This makes no sense.
water scarcity is a stepwise function as well. It does become more difficult to get water, but it flattens out at a deisel engine. The linear scarcity of oil flattens it out.
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The way it works in the game should mirror the way it works in real life. If I have an iron mine that I just tapped, I can mine it at a high chance to get iron (say 99%). Each iron I extract makes it increasingly difficult to mine more iron. Once my chance to get iron reaches about 10%, I should still be able to swing a pick axe at it, but the chance to get additional iron instead of nothing (or a stone) should not be worth the hungry work required to swing the pickaxe. If I now add a stanchion kit, I get a new multiplier that increases my chance of getting iron if my probability is below a certain number. Thus if I still have a high chance to get iron and I add a stanchion kit, I still have a high chance. If i have mined a lot without a stanchion kit and my probability is very low, a stanchion kit will increase the likelihood by a lot. This way resources don't become infinite based on the amount of oil, and they don't fall off a cliff if I've exhausted the low hanging fruit. It's not how it works in real life.
I think a town that has tons of resources should be able to throw food at a mine if they really want to. If they have 2% chance of getting iron from a mine, they should be able to throw food at the mine to get that iron if they so choose. You can always drill deeper, mine harder.
People like to gamble, and resource extraction like this would be a form of gambling, which will increase interest in the game.
All ores should come out of mines with very little lying on the ground. That would create mining towns whose main occupation is gambling for ores out of their mine. They could become a depot for stones, precious minerals, and yes, iron. This is how towns in real life spring up... around a purpose. a speciality. Maybe another town could be expert well drillers with the deepest well around. Yet another could be expert oil... not because they're white, but because true extraction requires intense resource focusing on a single task.
This would also limit the pressure put on oil to be the limiting factor in the game. Why? because even a well with an engine and oil would have diminishing returns, thus towns couldn't stay alive indefinitely without water imports (which should also be a part of the game... I want to build the Los Angeles aqueduct from fresh land to my metropolis).
The better the game models real life, the easier the game will be to maintain and to keep peoples' interest.
Jason, if you need help with implementing some of this, I can provide formulas and pseudo-code (I'm a Java guy, not cpp).
tocal wrote:fug wrote:Can't hold two people due to code issues, but yes the fact a rubber horse cart can hold eight engines sort of defeats the realism of "there needs to be room for the engine in the car!"
Faster and longer isn't really worth the kerosene cost in my honest opinion. I'd rather be slower and hold more than to be faster and hold less.
I 100% don't buy the 'code issues' excuse. Mothers can hold babies up until adulthood. multi-person cars could be implemented on the code side as the car holds the driver who holds the passenger. It would work intuitively too... Where if the driver "jumped out of the car's carms" then the passenger would be forced out too. It would be funny if the driver popped out holding the passenger until the passenger jumped out of the driver's arms.
Also, no code issue is impossible.
I'd also rather the ability to hold more over speed. Maybe forced only to roads, or very fast on roads, very slow off of them.
I well the thing is when you are riding a horses, cart, or car you are actually just holding a object, that is placed to look like you're riding it and since only one person can hold an object at any given time, we only can have single passenger car as that is how the engine works, and while code can be shifted and changed the engine can not, as that is what everything is based off of, and if we changed the engine, everything would need to be overhauled changed, and Jason would need to learn how to work with the engine all over again.
This is what I'm talking about. A multi-person car doesn't have to be implemented as a person holding an object. Given the existing features, a solution can be simply teased out.
1. A person can wear a backpack, pants, and apron, each with their own capacity. Lets implement a new type of clothing called a 'freight truck' that has a capacity of 12 large items.
2. Wearing a Truck makes you very fast!
3. A passenger in the truck would be implemented as the driver holding the passenger while wearing the truck. The driver could drop the passenger at any time. The passenger can jump out of the truck at any time. A driver must 'pick up' a passenger... let them into their car. A driver must not be holding the passenger to disrobe the truck clothing.
4. Right clicking on a on/off symbol whie in a running truck with no passenger changes the truck to turn the vehicle off. It can't move. You are now "holding" the truck, not wearing it. Just like other clothing. You are immobile when holding the truck like this. You can't pick up passengers like this.
5. Right clicking on a ground tile now places the truck on the ground, swapping it in your hand with any item on the ground. You can now move.
6. To turn on the truck, first right click the truck to 'hold' it. The truck is now off and you are immobile. Click on something else now (for clothing you click on your body or foot... we could have the person click on a key symbol, on button, steering wheel, whatever) to wear the truck and turn it on. You are now using fuel, can pick people up, and are moving fast.
7. I suggest you can only load a truck while it's not on. Would make things simpler.
8. I suggest you can not hold items while wearing a running truck except for a passenger.
I don't see why this couldn't be simply implemented based on parallels with the way existing items already work.
tocal wrote:We need to be able to make a freight truck from a simple car... something that can hold > horse cart capacity. Also, being able to hold 2 people would be nice.
Can't hold two people due to code issues, but yes the fact a rubber horse cart can hold eight engines sort of defeats the realism of "there needs to be room for the engine in the car!"
Faster and longer isn't really worth the kerosene cost in my honest opinion. I'd rather be slower and hold more than to be faster and hold less.
I 100% don't buy the 'code issues' excuse. Mothers can hold babies up until adulthood. multi-person cars could be implemented on the code side as the car holds the driver who holds the passenger. It would work intuitively too... Where if the driver "jumped out of the car's carms" then the passenger would be forced out too. It would be funny if the driver popped out holding the passenger until the passenger jumped out of the driver's arms.
Also, no code issue is impossible.
I'd also rather the ability to hold more over speed. Maybe forced only to roads, or very fast on roads, very slow off of them.