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#226 Re: Main Forum » There may be something wrong... » 2019-05-14 16:41:14

jasonrohrer wrote:

Yes, births per minute for a given family line, over time, would be interesting to see.

There are something like 1100 unique players per day (on a Monday), and 11,000 lives lived per day.



What I worry about with this change is this:

Players who want to keep working on their personal project in the game will be encouraged to "take a break" from the game for 90 minutes and then come back and SIDS back to their project village.  This would become a pattern.  Why bother playing anywhere else, or getting invested in other places and stories?

This would undercut "saying goodbye for real" somewhat.  Having to play in some other place (or wait 24 hours) is enough of a palette cleanser that saying goodbye feels pretty real.


And for those of you living two lives per day, yeah... you really should be living in two different villages, and never ever coming back.  That's really what this game is about.

Maybe /SIDS should never lead back to a prior lived village or an eve start, and SIDS should start to cycle back to the first SID village if you've SID'd enough times?

Perhaps the only way to get a chance to spawn back to a prior village is to have lived at least one full lifetime to old age. (which puts an effective ~60 minute ban)

Also had two suggestions regarding lineages that might encourage play for that favors your immediate family/children:

1. The only way to escape Lineage Ban is to reincarnate as your own grandchild (or more)
2. Your children have to "bury" you or build a shrine to you in order to enable to possibility of escaping the Lineage Ban

Suggestion (1) would increase the likelihood that you care a lot more about your own children, and you would be more incentivized to help make sure they survive.

Suggestion (2) would make it such that you don't control your own respawn; you need to have developed an emotional connection with your family to the point that they care enough about you to give you the chance to come back, encouraging emotional connections etc. Also has an obvious cost, in that shovels (or whatever a religious rite is) costs iron or other resources.

I love Twisted's alters and those quirky moments where he asks someone "bury me here!" -- would love to see more of that.

#227 Re: Main Forum » Swords...... Aren't as bad. » 2019-05-14 16:24:07

I also think it takes a little bit of practice to get good at swords -- which means that the people who are best at swords are people who have killed the most with them.

So there's sort of a contradiction of the concept of a "peaceful swordwielder" because 9 times out to 10, the raider will be better at the click meta than the peaceful civilian.

And if a "peaceful civilian" wants to get gud at swords... and I guess the best option is to go raiding yourself, right?

#228 Re: Main Forum » Jason Made My Playstyle Meta - WARMONGER META » 2019-05-14 16:11:02

I tried pretty hard to make a hypothetical trade scenario, but no matter how I flipped it in my head, it was always easier to just steal if you wanted something.

There's nothing even reasonable to trade, which is the other thing.

Charity isn't the same as trade.

#229 Re: Main Forum » 957 Eves » 2019-05-14 16:01:10

Frankly I think the fairest thing to do (and to eliminate a lot of the SIDs) is just to have an Eve waitlist and get rid of the likelihood that repeated /dies will lead to Eve.

If you want to Eve, add yourself to the waitlist.

You can play normally (as a regular baby), logoff, and maybe wait a few days and comeback.

If you're at the top of the waitlist, online, and there's room for an additional Eve on the map, you get spawned as an Eve.

Offline people get skipped but they keep their spot on the waitlist.

Really really simple.

#230 Re: Main Forum » There may be something wrong... » 2019-05-14 15:56:52

Tarr wrote:
lychee wrote:

I've actually personally never played in the same village (ever).

But I also always live until old age too.

In the current system you either need to play an hour and a half in different lineages (if you aren't dying early and living to old age every life this means you will play three hours for the chance to play a fourth hour in your original village) or you need to wait 24 real hours. The proposed change makes it actually possible to get back to a village and as such casual players aren't locked out of reentering a villages potential player pool.

90 minute real time change is great because even if a troll comes by murdering them will still keep them out for up to three hours. This sort of change encourages people to take a break from the game if they'd rather focus on living in one place instead of grinding it out.

...Maybe that's why I never spawn back.

I don't think I ever play OHOL in more than 3 hour sittings.

Once I've gotten to that point, that's usually the point where I've decided I had enough and need a break.

#231 Re: Main Forum » 957 Eves » 2019-05-14 15:54:08

jasonrohrer wrote:

There were two players who did it more than 100 times.... in 24 hours.  That's a lot of dead babies for one dumpster.

/SHOCK

#232 Re: Main Forum » Lychee's Mega Suggestion Thread (On Trade, Technology, and More) » 2019-05-14 15:47:20

PROPOSAL 18: MAKE ALTERS TO ESCAPE LINEAGE BAN

Soo, in ancient times, people took a lot of time to make proper burials, have little shrines/alters/funerary urns to keep ashes of their dead ancestors, etc.

What if the only want to get respawned back in the same area was if your descendent made a proper burial/shrine to you?

It would be cool if a shrine had to located inside a private home of your own property (incentivizing huts/houses). Ashes could be added to the family shrine (only if they're in your direct lineage) and as long as the shrine stands, people who were honored at the shrine have potential to respawn back.

So maybe the lineage ban could be changed to a IRL 90 minute time ban. That's ~3 generations, right?

Players that don't have proper burials/shrines just will never respawn back.

#233 Re: Main Forum » Food Efficiency Ranking » 2019-05-14 15:41:02

FeignedSanity wrote:

Is it just me, or are there commas where there should be decimal points?

Also, what exactly is column L on the second worksheet supposed to be?


Also, just as a thought, maybe do some rounding? I'm assuming those are decimal points, so maybe round the the hundredths place or something? Would make it look a lot cleaner.

In some countries in the world, it's common to use commas as decimal points xD

#234 Re: Main Forum » There may be something wrong... » 2019-05-14 15:39:24

I've actually personally never played in the same village (ever).

But I also always live until old age too.

#235 Re: Main Forum » Territory system and auto walls (Idea discussion) » 2019-05-14 15:37:21

Hmm, it feels a little complex to me.

I'd rather see an emphasis on cheap personal homes and easier inheriting of a family home first.

I wrote about this here, but the gist is that I'd like there to be something static that is worth protecting, rather than forcing walls and asking players to protect nothing that is inherently valuable within the walls.

If there were a strong incentive to family homes/huts, I think this might make the game a little bit more colorful.

#236 Re: Main Forum » There may be something wrong... » 2019-05-14 15:28:29

jasonrohrer wrote:

NOW, for the really hard design problem (which some of you have observed):

How to avoid some kind of "walking" Eve spawn.  Currently, wild resources become permanently exhausted, so we do need to look for greener pastures at some point.... otherwise, Eve-ing will get harder and harder and harder, and eventually become impossible.  And I don't want wild resources to respawn, because obviously, that will undercut the long-term challenge of running a village.

But even though they seem to be quite close together, it's possible to be born on the edge of the bulge.  I walked for quite a long time last night without finding any established villages.

Is it possible to randomize the direction of the "walking" Eve spawn? Knowing me (and others), it's really tempting to advocate for a new meta where walking in a certain direction (e.g. NE) is slightly more likely to be in the direction of "lush" in the spawn occurs on a linear diagonal.

One possibility balancing resources is to have some amount of respawning when there are no players nearby whatsoever. This way, populous villages will continue to have a challenge -- but once a village goes extinct, the location becomes viable again for an Eve.

Maybe this check could be done during spawning time? For instance -- for a valid well site -- check a radius of X many tiles for presence of any players -- and if nobody is around spawn a little milkweed, iron, wild carrots, etc (but not too much since there might be some abandoned settlements).

jasonrohrer wrote:

And I'm still curious about how many villages are really dying out because of lineage bans.  Right now, the ban is 100 tiles.  This would, at worst, encourage your last fertile mothers to migrate in order to have a baby, and then come back.  That said, I'm not entirely satisfied with lineage bans in general, so I'm still thinking about it.

If I changed it so that 90 minutes could pass without actually living in the game, would that solve the problem?  Then you wouldn't see someone who played in the morning for an hour still banned from your village when they came back in the evening to play again.

How many unique players do we have in the player base, I wonder?

I think knowing that number is critical to being able to make this kind of calculation.

If we have 10,000 births and 5,000 unique players, that's very different from 10,000 births and 500 unique players.

#237 Re: Main Forum » 957 Eves » 2019-05-14 15:02:23

Would be interested to see if anyone went through the logs and calculated the average amount of times a player needed to /DIE (SIDS) before they got their Eve.

#238 Re: Main Forum » Food Efficiency Ranking » 2019-05-14 14:46:12

Is the potato iron efficiency adjusted for the update when Jason made it so that digging up potatoes don't cost shovels anymore?

#239 Re: Main Forum » Suggestion: Impassable Terrain? (Mountain regions, contiguous rivers) » 2019-05-14 14:43:52

Love both of these ideas.

Just anything to make the map less uniform and more interesting would be nice.

#240 Re: Main Forum » The island map? » 2019-05-14 14:42:28

OHOL is sort of like Conway's Game of Life. Civilization spreads like wildfire and goes up equally fast into smoke.

Since resources are quite finite (and easily exhaustible), and infinite map is critical to the continued propagation of player settlements.

If the map is turned finite, some major balancing changes need to be made to resources so that they're more renewable. The tough part about OHOL is that the game favors advanced settlements over young ones -- so there needs to be a balancing element that provides instability to advanced settlements, allowing there for there to be constant turnover.

#241 Re: Main Forum » Lychee's Mega Suggestion Thread (On Trade, Technology, and More) » 2019-05-14 14:34:04

PROPOSAL 17: BETTER WILD ANIMAL AI AND PERIODIC ANIMAL ATTACKS

In the real world, I think a strong incentive for building village/town walls was because of the fact that people sleep.

IRL, you couldn't have eyes everywhere at all times, so when people went to bed, you could have dangerous wildlife crawl into the village and:

- Eat all the food
- Attack the livestock
- Do bad things

Walls made it such that only a few people only had to watch a few points along the perimeter.

So my suggestion goes like this:

1) Make periodic wild animal attacks (kind of like the hound attacks in Don't Starve, or the monster attacks in Dwarf Fortress or Rimworld)

When people are expecting animal attacks, there's a greater incentive for people to build walls and develop better security.

Furthermore, you can't blame a computer for griefing (and AI don't use exploits, which is inevitable in any PvP community). Instead, I think it encourages for the community of players to band together to overcome a particular PvE challenge.

Also, Dwarf Fortress has a function where the increased wealth of a settlement attracts bigger attacks. This provides inherent scaling to the game.

#242 Re: Main Forum » Lychee's Mega Suggestion Thread (On Trade, Technology, and More) » 2019-05-14 14:26:27

PROPOSAL 16: GLOWING FAMILY MEMBERS

As much as I think the language update is cool, I think it's also quite valuable to have multiple distinct families in a single settlement.

There should be an incentive to care most about your personal immediate family (rather than your cousins).

However, at the same time, the practicalities of coexistence between multiple families is important. Every ancient settlement had multiple families, and it's not like the separate families within a settlement were constantly feuding. There might be the occasional dispute -- but ultimately the added manpower was always better. If a single family massacred everyone else in a multi-family village, there would be no one left to run the village.

What I take away from this is that maybe... the language barrier is too harsh... and combined with griefers actually reduces the likelihood that multi-family complex settlements arise (lots of stabbing). It's too hard to work with each other when you can't communicate with each other.

So here's the suggestion:

Make your direct family members glow on the UI. You can recognize them on the screen from anywhere. Maybe implement some kind of reward for doing nice things with your direct family members or being in close proximity to them.

I made this suggestion earlier, but I think it would be cool if you feel "warm" (literally) when you're around the people that you love or do nice things for the people you love. This could be a positive incentive for people to slightly more selfish for their immediate family and direct relatives.

The opposite could also be implemented -- kind of like a grief system -- when a direct family member dies/starves, you feel "cold" and empty. Perhaps there's an amplifying benefit when all of your family members are warm (meaning you bothered to dress them) -- like there's more insulation and less shock when temperature changes.

In the meantime, I wonder if it would be good to change the language barrier to geography rather than family.

People who are born far apart speak different languages.

However, it's possible to have Eves (perhaps of different ethnicities) wander and merge into an existing village. They would still obviously be an outsider (especially with a glowing UI and skin color), but at least the language is similar so their descendants are not almost guaranteed to kill each other.

#243 Re: Main Forum » Lychee's Mega Suggestion Thread (On Trade, Technology, and More) » 2019-05-14 14:10:13

WHY PEOPLE BUILD WALLS

If OHOL is meant to be a simulation of human society (note: key word "if" -- I'm starting to increasingly believe it's not meant to be -- I had a bad dream last night with regards to massacres/wars -- because inevitably war is associated with horrific things including sexual violence :c), one thing Jason is correct about is that virtually all ancient civilizations had walls.

Ancient humans built walls around their cities since the earliest times.

Note that a city wall isn't exactly the same as a border wall -- and in fact border walls were comparatively rare (for obvious reasons: in the sense that what a crazy amount would it cost to build a border wall!)

In either case, I took to myself to start looking deeper into the reason why cities had walls. For most articles I read online, the most common reason for walls was for security and defense against marauders/animals. There were also some sources that mentioned that walls were important as a form of surveillance and immigration control. It was easiest to tax people at the city gates. Additionally, walls/gates were convenient for keeping people in the city when you didn't want them to leave (think Berlin Wall, and stuff like that happened more often in history than you might expect).

One interesting article that I read argued that contrary to the popular notion that the first walls
(pre-Bronze Age) were built for military protection, there was a massive social purpose and motive to building walls. I really liked this general model, so I'll spend some time discussing this in some greater detail.

When we contemplate the origin of early city and village walls, it's important to remember that they were being built at a time when walls themselves were a relatively new invention. Hunter-gatherer groups began living year-round in settlements roughly 10-12 thousand years ago. This move from a nomadic life, where we owned nothing but what we could carry, set off what could be called a domestic revolution. Suddenly, people began building permanent hearths, planting farms, and constructing homes.

These villagers' ancestors may have had light tents, but Neolithic people had walls of mud, wood and thatch. They could hide from their neighbors. For the first time, people could begin to develop a sense of privacy. In Peter J. Wilson's book The Domestication of the Human Species, the anthropologist argues that humans first walls were probably a social or cultural development. They allowed people to develop a sense of individual and group identity in villages and cities that grew far beyond the size of any hunter-gatherer group. It's possible that humans needed walls to deal with the psychological stress of living in bigger groups; they gave people separate spaces where they could cool off from conflicts or share their feelings without social judgments.

In the years since Wilson's book came out, archaeologists have confirmed that many city walls appear to serve a social purpose rather than a military one.

In the Neolithic village Ilıpınar, located in the Anatolian region of Turkey, walls helped villagers consolidate their identity as a community. These people's biggest threat was not a military incursion, but fragmentation into hunter-gatherer groups. And indeed, it seems that Ilıpınar's inhabitants did eventually return to a semi-nomadic way of life. The village was slowly abandoned after several hundred years of permanent settlement. But first, it was occupied by people who only lived there for part of the year. It's as if they became partial nomads, then abandoned village life altogether.

Early walls in cities were also used to enclose small groupings of homes rather than the entire settlement. Perhaps these internal walls were used to separate powerful groups from everyone else. Or maybe they were more like neighborhood boundaries that kept people from wandering into the pottery-makers' quarter and messing things up.

This sort of intrigued me a lot -- we're not in seige era yet (so concentric castle designs aren't really relevant) -- so why so many walls dividing a single community?

And this is where I started to increasingly like this neighborhood boundary concept.

You see, in places like ancient china, it was very common for the landowners (nobility) in China to build cloistered estates.

3fystema.jpg

In fact, any landowner with any degree of money to their name built one, and this was their family residence. Chinese (and Japanese) nuclear families (thanks to Confucianism) were quite large, and in fact you'd even get great-grandparents, grandparents, uncles, cousins, etc. living in the same "house". Single-family homes weren't really a thing in ancient China (unless you lived in a hut and were super poor). Critically, these family residences were walled (although often the houses themselves formed part of the wall), so they produced a sense of exclusivity, privacy, and security since you couldn't exactly just walk into the courtyard. Importantly, it also kept beggars and other paupers out in the city streets.

3zgdsihy.jpg

Even small residences (from less wealthy families) were designed with a central courtyard and large enough to host an extended family.

So I really started considering the idea that early walls first started as a separation of class. Nobility build walls around their property (which includes land) to keep out the urban poor from... doing silly things like stealing the chickens at night when everyone is asleep. Whether or not the poor actually stole chickens at night is debatable in itself. All that was necessary was paranoia/fear, and then you have a walled estate.

Consider the existence of gated communities in modern societies.

300px-Paradisevillagegatedcommunity.jpg

This is a gated community (walled neighborhood) in the US.

dsci0092_2.jpg

This is a walled neighborhood in Baghdad.

Why do gated communities and walled neighborhoods exist today? Answer: the perception that the outside is dangerous or filled with unsavory people. Incidentally, to the rich, the poor are perceived as unsavory people, so a high prevalence of poverty in the neighborhood will increase the likelihood that a rich neighborhood association will get together and build a community wall to separate the poor from the rich.

TLDR; Walls don't have to exist around entire cities. In fact, walls were first part of houses (for families). Then walls were part of communities (to separate rich from poor / privileged from unprivilaged).

#244 Re: Main Forum » Swords...... Aren't as bad. » 2019-05-14 06:47:24

Dodge wrote:

But it's impossible to add everything the same week, game is going to be unbalanced many more times before it get's balanced back and become better than before, a good example of this is the temperature overhall where a lot of players where mad but ended up being a very good update and essential to make the game more interesting.

I feel quite similarly about what Dodge says here -- it's hard to make a game, and it's even harder to make a balanced game on the first attempt -- so I think it's natural for there to be a lot of instability to the game for a lot of time to come.

However, I think Jason has a very specific vision for his game -- and I think he will continue to balance, tweak, and improve it until it's at a place that he's satisfied with.

Of course -- there's always a conflict between artistic vision and what's popular, and there's inherently hard choices for Jason to make when his artistic values are at odds with what the much of the playerbase wants -- but only Jason can make those calls and stand by them, and I have every bit of respect for each decision that Jason makes.

#245 Re: Main Forum » WE NEED TO BUILD A WALL » 2019-05-14 06:35:58

As an added comment (I think this is related to futurebird's thread about stress vs. excitement), I think I'm coming to feel that I do play this game a lot for comfort.

It's kind of like candy-crusher, I guess?

In the sense that a lot of times I like going to a town and doing something mundane but helpful -- fetching clay, baking pies, planting carrots and milkweed -- it's really calming to me, and I like that part. My favorite part is having kids though, haha. I love carrying them around town asking if they're new (even though I'm still pretty new), looking for extra clothes/furs, teaching them something, or telling them about something I saw even if I've never personally tapped an iron vein.

I love having awesome and amazing kids.

I love seeing a child doing an amazing job making a sheep pen after telling them we don't have sheep, being able to tell them "good work" when I see the pen nearly done.

I even (as morbid as it is) like the feeling when my cousin accidentally stabs my son and there's this brief moment of "omg what have I done" and shock. I love all of that.

I think there are a lot of really beautiful things in OHOL (particularly with regard to family and accomplishment), especially when many of people live in a sad(der) real world where there might be family problems, or there might be violence/hate/grief/helpless, or various circumstances that make it so easy to lash out in anger instead of channeling energy to somewhere constructive --

OHOL to me, is addictive because it's a little virtual world where you can prove to anybody that they're important and valuable, and their contributions can become something amazing.

I like how it can fill people with confidence, hope, meaning -- and maybe have further impact on their lives when they walk away from the computer screen. (And also make me consider how I want to be a parent, too).

And I think all of that is contained a very delicate world.

I don't really play OHOL very much at all for the "thriller" component. TBH I don't even think OHOL is even that thrilling (even with the water updates), because when you've played the game enough, the meta is essentially the same and it's a grind regardless once you've learned exactly what to do. Rather, OHOL's main appeal after hundreds of hours of playtime is the magic of oxytocin (which comes from a great community), and the fact that the **people** you play with (not the game mechanics itself) are interesting. Also, there are a lot of games that are great at being a "thrill" or a rush of adrenaline to players, and frankly they usually do it far better than OHOL (at the cost of usually having a somewhat toxic gaming community).

I would be really saddened if OHOL (and everything we love about it) disappeared because of a fundamental change in the playerbase and community -- and the types of people who are drawn in and others who are repelled away.

#246 Re: Main Forum » WE NEED TO BUILD A WALL » 2019-05-14 05:37:09

Amen to @RedComb and @futurebird with regards to everything.

I'm still optimistic though (maybe naive?). I think/hope Jason will continue to make something deeply meaningful.

It might be a painful journey (with a lot of game-breakng changes and fixes), for sure, but I still have some faith.

#247 Re: Main Forum » Swords...... Aren't as bad. » 2019-05-14 04:46:27

@RedComb That was a great read! Futurebird shared it on discord and I would really recommend Jason to take a look at those articles if he gets a chance! They're really insightful.

#248 Re: Main Forum » Hypothetical trade scenario (who should a trader talk to?) » 2019-05-14 04:19:00

I don't know most of the camera tech. Is it really that worthwhile? XD

futurebird wrote:

Rope for baskets of pies?

Hard for me to come up with a decent exchange rate. Pies (esp mutton/rabbit) are basically free for larger towns since there's always so much excess from compost cycle and people getting furs.

Milkweed is annoying to farm and people are constantly taking it.

Also I feel like your village has got to be in really bad straights if you actually need to trade for food.

The other thing is that I also easily see people mistaking the trader for a "thief". Like maybe they'll think that the trader stole that baskets of rope they came with, lol.

#249 Re: Main Forum » Hypothetical trade scenario (who should a trader talk to?) » 2019-05-14 03:59:46

futurebird wrote:

How do you plant a boat load of milkweed without iron? If the area is stripped skewers may be rare... maybe she has enough to make stone hoes?

:sweats: I tried to make it as plausible as possible but it's really hard to make a trade scenario that remotely makes sense! XD This scenario does push it, but it's ....weakly.... plausible (maybe).

futurebird wrote:

2. I'd never trade rope for iron! You can't grow iron.

So, in other words, there's nothing that iron is worth trading?

Is there anything that's worth trading, for that matter then?

#250 Main Forum » Hypothetical trade scenario (who should a trader talk to?) » 2019-05-14 03:26:12

lychee
Replies: 5

This is a made up scenario (a thought experiment), but still interesting enough to warrant a discussion (I think). Here we go:

Once upon a time, Eve Sue spawned in a really bad location with most of the nearby resources stripped (thanks to the new grid system). There are a few nearby towns, but they looked kinda of scary and Eve Sue is a shy player. Besides, she was really hoping to be an Eve, and wanted to practice her Eve game instead of merging into an existing big town with a heavy language barrier.

Eve Sue started her typical eve opening with the basics -- but she quickly realized that getting iron would be pretty hard in this saturated location. Her location had soil and tons of ponds (since most villages rush wells atm), so early farms were viable, and even got sheep, but the trouble was getting iron.

The conclusion that Sue reached was that maybe she could get iron/tools by trading it somehow, and decided to plant a boatload of milkweed. Soon, she and one of her sons set out to a nearby town with two baskets of rope. The rest of her awesome kids stay behind to work on a sheep pen and other basics.

The town she pulls into (only like 100 tiles away) is pretty advanced -- has newcomen and likely close to diesel -- as well as a bunch of iron stacks and some tools she really wants (particularly shovel/knife/axe). Also, it seems pretty disorganized -- no obvious "leader" or "most experienced player" of any kind. Some scary looking people are carrying swords too.

So here's a few questions:

1. Who should she "talk" to, in attempt to trade rope for iron/tools?

2. What is a fair trade? Assume she has 6 rope on her. What would you consider a "fair trade"?

3. Assuming that communication could occur perfectly normally, who has the "authority" in a village to trade iron/tools with a stranger? If you were an ordinary villager, would you feel comfortable trading village property with a stranger without consulting with anyone? Would you discuss this with the rest of your family?

4. What's the best way to express a desire to trade with the language barrier?

5. ...Is it just easier to steal?

6. What would you do if you were Eve Sue?

7. What if you were Villager Bob (watching all of this happen)? Would you intervene if your trigger-happy Cousin Joe looks like he's contemplating stabbing the Visitor Eve carrying two baskets of rope? Or would you personally stab Eve Sue yourself?

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