a multiplayer game of parenting and civilization building
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Yes, that is exactly what I wanted them to be, because I like that book. A lot.
Or maybe they just speak English, which is the lingua franca.
Gosh, it really must fry the French to have bloody English as the lingua franca.
Shall I turn the posse system completely off, and then you guys can go back to solo killing to your heart's content, and we can go back to a 25% daily victimization rate (on the worst days, 1/4 players were the victim of a murder)?
Remember, those 25% days were WITH slow-down for solo posses, and WITH 12-second warning periods, etc. Not to mention all those other things that were added long ago (death stagger, healing, murder weapon stuck-in-hand, slow-down after murder, etc.) Even with all these things in place... all these things that made it so hard to land a kill (supposedly), 25% of the playerbase ended up getting murdered each day.
I never thought murder in the game was a problem. The player community complained about it incessantly.
Now the player community complains about the lack of murder incessantly.
Yeah, not planning to shorten it artificially.
But it's nice that it's shorter naturally.
That's one of the core theses of this game: that this one difference (having babies vs. not) is responsible for the vast majority of social differences between men and women.
In other words, why women get on the lifeboats first.
This game only has that one difference, and we can already see a difference in life expectancy as a result.
Well, it's either that, or the mental impact of running around with a peen sprite....
Well, to be precise, the "min posse size" system, which was added after the posse system already existed. The No Solo update on February 14 is clearly visible in this graph:
Stick that in your pipe and smoke it, Bobo.
Nomenclature aside, is there a real problem here? 8 fams alive, and one skin tone was actually missing?
One way to tell, for sure, is not to get born over and over, but go touch the Expert stone for that skin tone. It will tell you straight-up if there is no expert around.
Okay, data from yesterday (Sunday):
1290 Males, average lifespan 21.07
1948 Females, average lifespan 23.09
Women live longer already, which is cool.
Curious... I wonder what the life expectancy of the different genders is in the game, currently... will measure, just a sec.
Good stuff!
I'll tweak those numbers again before the next reset.
Actually, looking at "normal" times, like right now, I see:
1588627530.81 nid:2966695 fam:4 mom:11 bb:6 plr:48 eve:1 avAge:27.76
I.e., total pop of 48, with 6 babies and 11 moms. That's 0.54 bb per mom, and 8 adults per baby (0.125 bb per adult).
I currently have the max BB/mom ratio set to 2.0, and the max bb per adult set to 2.0.
Those numbers are probably STILL way too high, but it only comes into affect after a server restart.
I will turn them both down to 1.0 now, and we'll see how the next restart feels.
There should be 2x as many Eves as usual.
Only 7 more reported issues remain.
At this point, I've closed nearly 1200 issues.
Big changes this week to the posse system to make it less confusing and harder to evade. Posse members don't get sick in bad biomes, and posse targets are too scared to carry anything, so they can't hop on a horse to escape. You know your posse is big enough to land a kill when the target starts whimpering in terror.
Information overload has been reduced by limiting your NEW BABY notifications to one per minute max, and only showing you VISITOR notifications for your gate when you're far from home (and also at most one per minute, max).
Donkeytown players can no longer manipulate end towers or ring the bell tower, so no more hidden d-town apocalypses.
Non-property fence gates now auto-open and close when you pass through, and never let animals wander out.
You can hook your bow on the outside of your quiver or backpack, similar to how a sword can be carried.
Potatoes harvest has been overhauled to waste less iron in digging. Property fences cure more quickly and are less fiddly to build. And a bunch of other little fixes, which you can see here: https://github.com/jasonrohrer/OneLifeData7/commits/
Antking, I really like the thinking there.
There is already a DING when a visitor comes to your fence, so something similar could work here.
The solo kill idea idea is a really nice one..... but there's a small problem. The game doesn't currently "know" about property, in terms of what's inside and what's outside. A fence is just an unbreakable wall. A gate is just a tile that limits who can use it. You can use those things to make property, but there is no "property" in the game.
Now, there could be something where passing through a gate owned by someone makes you vulnerable to solo kills by them, and passing back through it again makes you not vulnerable again. That would work for most simple property layouts with one gate, but you could imagine it getting confusing for more complicated layouts.
All that said, I think there are other reasons people aren't making property beyond just these factors that make it hard to use..... property just isn't needed. They aren't using leadership either, right? And leadership has even been made somewhat automatic (your mother is your default leader, etc).
In the rift, property was needed, and everybody used it for a while there.
You think making and maintaining a gate is too much of a pain?
Have you ever tried making a diesel engine? Yet every town eventually has one of those, right? Because it's necessary.
Players are very quick to sort out the optimal, necessary things (no matter how complex or hard to use) from the sub-optimal, unnecessary things (no matter how simple they are to use).
I think that some of the recent food changes have made access control more necessary than it used to be, but perhaps not quite necessary enough.
I would really like to see a village layout with two guys in charge of farming a tightly-controlled patch of berries and carrots, and they deliver the results to the shepherds and bakers, who also tightly control their areas. The shepherd delivers wool to the clothing makers and mutton to the bakers, and returns dung to the berry growers.
If you're hungry, you will need to go to the "output window" of the bakery, and NOT wander through the berry/carrot fields helping yourself to a terribly inefficient snack.
Furthermore, each of these areas would "train up" apprentices to inherit them and keep them going for the next generation.
Fixed so that if you're holding something, and your path starts in a bad biome, you don't drop it if you continue walking in there. You only get sick entering a bad biome. So if being in a posse lets you in there without getting sick, you don't suddenly get sick if the posse disbands.
This might also fix a few other edge cases that let people drop things in bad biomes.
Also, some stats yesterday: there were 9 kills total. 5 group kills, and 4 solo wilderness kills.
To clear up some confusion in the use of posses, and to make a posse harder to evade:
--Players who don't count toward the posse size (twins and previous-short-life-players) now can't even join the posse. It was confusing before, because they could join, but wouldn't count, and thus it was hard to tell whether the posse was indeed big enough.
--Victim transitions into "terrified" mode (repeated whimpering, off-screen "T" indicator) whenever they are targeted by a posse that is big enough to kill them. Thus, everyone knows that the posse is big enough, and that the victim is in real danger, when they hear this terrified whimpering.
--Posse members (who are in a large enough posse to kill) do not drop what they are holding when crossing into bad biomes, so no more hiding in there to evade the posse. (This will obviously be abused to force-drop things in bad biomes---I'll fix this too.) Essentially, posse members are so on-task that they don't get biome sick.
--When a victim is in "terrified' mode due to being targeted by a large-enough posse, they drop what they are holding and can't pick anything else up. So, for example, they will dismount from their horse. Too scared to do anything, essentially. This auto-drop does NOT happen for solo wilderness posses. Thus, you can't harass someone in the wilderness by solo targeting them and making them drop what they are holding over and over.
Legs, I've been killed by a posse many times myself (when I'm playing as Jason), so it seems to be working....
However, it's true that killing is very rare now. Yesterday, there were 9 kills total. 5 group kills, 4 solo kills.
I'm making posses stronger and easier to use (see update).
I'll change the Victim Terrified state (where they whimper over and over) to be triggered only when a deadly posse has been formed against them.
Actually, this alleviates the need for a DING as victim, telling you about the min posse size. If you're in danger of being killed by the formed posse, your character whimpers over and over.
Something like 25% of players were the victim of murder each day before.... that was pretty high, and getting murdered was a core part of the experience for a lot of people, especially new players.
And very few people were saved by healing.
That's definitely a problem, Fug....
But I kinda see it from a different angle. The problem is that the "weight" of what happens "right now" in this particular life is no larger than the weight of what will happen later, in future lives.
So even if you really care about gene score (for example), doing something desperate to keep your family alive in this life will only gain you points by potentially losing you points in future lives (when you're born into the family that you victimized in your desperation).
However, there's something else at play:
RIGHT NOW is certain, whereas the future (and future lives) are unknown.
If you have a baby that will die of starvation right now, you know you will lose points for that young death, with certainty. If you rob from another family to save your baby, you may or may not be born into that family next life.
I do believe that if the "right now" really really really mattered to players, they'd behave like it mattered, and be desperate, and all that. I just don't think it matters too much to most people. You, in particular Fug, have said you don't give a flying hoot about gene score.
And I'm not even sure that locking people into one family forever, which would be an extreme measure, would change that too much....
Anyway, there are certainly other confounding factors, like the huge surpluses of almost every resource that we had in the recent past, etc.
I think most people DO care about the "right now" in that they want to live and not die.
I hear you on chasing someone who's on a horse. Obviously, the force drop would have to happen ONLY if the required posse size was formed against you. Otherwise, idiots could make you force-drop stuff at will just by targeting you.
But can you not re-pick-up something while targeted? Too scared to grab anything? So to stop a thief, you just need to form the right size posse, and they drop what they are holding and can't steal it?
And yeah, posse members won't auto-drop in bad biome (if they are part of a big enough posse). I'll change that.
Will also do the DING thing if you are targeted by one person, letting you know how many are needed (the would-be killer gets a ding only, currently).
But I will make it so that "weaklings" who can't join a posse literally can't join it (they won't get the angry face or any of that). Saying I JOIN YOU won't work for them.
It's either hard to kill people, or easy to kill people.
You want it to be hard for griefers to kill people, but easy for good people to kill people.
You can't have it both ways.
Eve Kirk had 3 bb:
http://lineage.onehouronelife.com/serve … id=6168618
Eve Mary had 4 bb:
http://lineage.onehouronelife.com/serve … id=6170468
Eve Bieber had 5 bb:
http://lineage.onehouronelife.com/serve … id=6170808
This one had 7 bb, which is a lot, but most of them died young:
http://lineage.onehouronelife.com/serve … id=6169243
Can you find an example of another Eve who was completely overwhelmed, and I'll check the logs and see what's going on. Please email to me:
jasonrohrer AT fastmail DOT fm
What is the actual problem here?
Overwhelmed mothers? That can be adjusted.
Also, is there a problem (still) with Eves getting swamped with babies? This may be a bug in the code.
I just lived a life where neither my mother nor I were overwhelmed with babies.
Also, the new VISITOR and OWNER arrows are super helpful to keeping and managing a gate. Kinda like infinite range doorbells.
I don't necessarily see fences as a way to prevent griefing, because griefing is rare enough that it's not worth it. Fences have a cost, of course.
However, I do see fences as a solution to otherwise costly management issues.
In a game today, I started planting milkweed to make a lasso, and then my cousin took over when I was away. When I came back and started helping, he told me not to touch/pick it, because he was saving some for seeds, and had a plan for the rope.
He had different ideas for the milkweed than I did, and there was a wasteful (time-wise) communication exchange there, where we had to negotiate about the milkweed. In the end, I kinda just ignored his wishes and took what I needed to make the lasso.
If it had been fenced by me or by him, there would have been more clarity about the milkweed.
The question, of course, is whether the cost of fencing is worth it.
Another example is late-stage village life, where pretty much none of the berries should be eaten directly, but they still need to be grown in order to make more advanced foods. Or you're making popcorn and tortilla chips and tacos, and hungry players are eating the corn directly.
So you have this big berry field sitting there.... it's tempting.
Eating the berries directly isn't griefing. It's classic tragedy of the commons.
In terms of the cost of making a fence, that could be lowered somewhat (faster cure time, since the shaky phase is easy enough to chop down). It's pretty easy to click a curing fence by accident and cause the whole thing to start over again. Then again, there's the theory of homesteading to consider. BUT, shaky fences fulfil that theory well enough.
In terms of maintenance, those times could be increased too (elder fence removal is a thing, and the gate dies with the owner anyway).
In terms of the burden of passing ownership, "YOU OWN THIS" is easy enough to type, and you don't need to spell their name.
Maintaining family ownership is harder, but you generally wouldn't need/want to do that for management purposes. You'd do that (supposedly) to prevent griefers or to fence a whole town. But if you're trying to manage internal resources, and compartmentalize, and specialize, then you'd want only a few owners for each compartment.