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#226 Re: Main Forum » Hierarchies » 2019-12-07 00:24:34

Keyin wrote:

I also assume someone born wont automatically be a part of the hierarchy? So there must be a distinction between exiles and the young, otherwise murderous griefers would just never serve

jasonrohrer wrote:

In terms of bootstrapping, or people forgetting to use this feature, these relationships could be inherited.  If your mother follows Bob, you follow him too by default.  You can switch your leader later, by following someone else.

Yeah, this. Or you could follow your mother if she doesn't have a leader.

In the second case everyone will start as a follower.

jasonrohrer wrote:

But how does that custom get started?  What unmoved mover kicks it off?

I imagine the main driver would be veteran players who want to get more stuff done. (And use the cool new feature, at first.) Two problems:
1. Ruling should be better than doing everything yourself.
2. The aspiring queen should be able to convince other players to follow her.

No idea how to check the first problem in advance. I guess there shouldn't be too much typing involved. I think the main risk is if managing other players is too hard even when they do everything you say.

The benefit for followers is that they get access to information about certified non-griefers. They can be less paranoid around a person with a bow if that person has the green mark, or whatever. There's a network effect, but there's no downside.

A cook or a blacksmith can probably convince quite a few people. It's easy to show off if you're doing something really fast. And again, no downside, so it's more like a "thanks".

The next step is to ask your followers to recruit more people.
The last step is to kill everyone who didn't join.
These two probably depend on how apathetic people are.

At this point the hierarchy works as protection against griefers, but otherwise doesn't make the village act together. I'm not sure if queens would be able to leverage their exiling powers into being able to boss people around.


jasonrohrer wrote:

Bob can still follow people in same tree as Alice who aren't under her (people in other branches), unless the root person in that tree (King) exiles Bob too.  Then the whole tree sees him as EXILED.

Hmmm, not sure. Usually the rest of the tree would also want to know that the person was exiled.
Being bottlenecked on the king is not great even if he's active. And asking every duke to exile the person is even more work.
My initial thought was that everyone in Alice's tree should see Bob as exiled, but Alice's leaders should be able to invite Bob back.

Maybe the easiest way is to write one of these: EXILED BY YOUR LEADER, EXILED BY LEADER, EXILED BY YOU.

A leader should have control over followers, and the power to exile is the means of control. There are two ways this can work:
1. You can tell your follower that someone is exiled
2. You can tell everyone that you exiled your follower


That said, the king can still exile anyone they want. And being bottlenecked on them actually grants them more power, which is good. And it's even easier to implement, I assume? Okay, I'm convinced smile

jasonrohrer wrote:

Would it actually be used by players and influence their behavior in an interesting way?

I think the main risk is that explaining would be harder than doing something yourself. (This applies to both productive things and killing griefers.)

Btw, an easy way to spot a king is that he doesn't have a leader.

#227 Re: Main Forum » Infinite map is so fun » 2019-12-06 22:30:51

jasonrohrer wrote:

Game should be Nintendo Hard for an Eve camp starting up a new town.  Failure rate there should be way more than 50%.  Wild food should run out just before the first farm produces crops.  A few people should die of starvation along the way, even as expert players.  This part of the game is close to the correct hardness... maybe slightly too easy, but close.

Heh. Maybe being born in a low-tech village should also be a privilege, like being an Eve. The more experienced player, the closer to the start they spawn.

jasonrohrer wrote:

But living to 60 in an advanced civilization should be almost a given.

At that point, the game should be Nintendo Hard for the collective, not in a single life, but across dozens of generations.  The failure rate of the collective entity should be high.

I wish failing a civilization was a step back in progress, instead of a complete game over.

#228 Re: Main Forum » Hierarchies » 2019-12-06 22:15:30

jasonrohrer wrote:

Kinrany, if it was just labels with no actual effect, wouldn't it just be roleplay, even less meaningful than a label like "Sister" or "Uncle"?  Even those labels have real meaning in the game, in terms of shared memory and experience and historical interactions (Sister means we had the same mother, Uncle means his mother was my grandmother, etc.).

I'm not sure it will work, but it doesn't seem impossible.
All of IRL social structure has no actual effect by itself. Information affects the world through people. [1]

Family relations are fixed. They provide very little information because your uncle will always be your uncle. In contrast, the hierarchy labels proposed in this post would change over time. This makes them orders of magnitude better at conveying information, if we were interested in raw capacity. You could say they're a better tool for communication.

[1]: See also all the math problems about perfect logicians, like this one about people with blue eyes. Or this very long story.

jasonrohrer wrote:

These hierarchy labels would convey some information.... if you serve Alice and I serve Alice, we must both know Alice, but that's about it.

This also means that Alice didn't exile any one of us! So we can trust each other and go to Alice if we have a dispute.

jasonrohrer wrote:

When you proposed this idea in the other thread, I assumed that there would be some gameplay consequence to these relationships.

There would, but these consequences would be caused by other players, not by the game physics!

Like many social things, it's very nebulous and subject to network effects and other weird stuff. I think there are two necessary conditions:
1. There's an equilibrium where everyone forces everyone else to support the system
2. There's a way to bootstrap that equilibrium, and doing that is profitable

I imagine the equilibrium state to be that all must follow the orders of their superiors, and all exiles are enemies and must be killed on sight. Consequences:
1. Exiling people gets them killed.
2. No one wants to be exiled.
3. Only griefers and rebels are exiled.
4. Killing exiles is usually a good choice.
5. Killing is also dangerous, but pretending isn't.
6. Everyone sees everyone else killing exiles.
7. ...

Doesn't need to be perfect. As long as the queen is not too much of a tyrant and shows her power from time to time, people will usually follow orders, especially when it's all the same to them anyway. Many would even be happy to have a purpose and be doing something productive, even if it benefits someone else's goals.

jasonrohrer wrote:

Let's say you served someone who then became a tyrant, and you wanted to kill them.  What then?  Can you leave their service on your own?  Do you need to be exiled first?

As above, I don't want to have rules against friendly fire, so you can just try to kill them.
Other people will probably try to stop you though, unless it's common knowledge that rebels are stronger than loyalists.

There are many edge cases to consider, but they don't seem insurmountable.

1. Is a hierarchy a tree, a DAG, or an arbitrary graph? Trees are simpler, but arbitrary graphs should be OK too.
2. Subordination should probably be transitive. Your superior should be able to do anything you can do.
3. But this probably means that you should be able to exile yourself, in case you're staging a coup.
4. In case of a DAG, should you be able to exile someone on behalf of your superiors too?
5. What happens when you exile someone? Does the hierarchy get split in two?

This can get a bit complicated. Should work out okay if only the graph itself is stored, and everything is defined in terms of graph traversal.
It's tempting to just have clans, like many games do, but I think clans are way too simple, not suitable for a game where everything is in flux. A clan would get bottlenecked on the clan leader.

#229 Re: Main Forum » Hierarchies » 2019-12-06 20:12:28

Just one more mechanism that I'll forget to do life after life.

Other players will remind you! :^)

By the way, if this works, we can get rid of wars between families.

#230 Main Forum » Hierarchies » 2019-12-06 19:53:56

Kinrany
Replies: 104

Edit: see the second thread at https://onehouronelife.com/forums/viewtopic.php?id=8695
        and the update at https://onehouronelife.com/forums/viewtopic.php?id=8705


Right now villages are mostly very anarchic. Real civilizations are deeply hierarchic. Having some structure would help a village function as a single entity. This structure must also have these properties:

1. Give power to the players at the top. Realplay, not roleplay.
2. Be meritocratic. Best players must get the most power.
3. Be robust enough to not fall apart when players die.

To have a hierarchy, we just need Supervisor - Subordinate links between characters. This way orders will propagate from top to bottom.
To be meritocratic, it needs to be changeable by players. "Bow to the queen or get knifed" works well enough.
To survive player deaths, we could let players transfer their subordinates to other players.
To give top players power, it should be enough to let them mark their subordinates as exiles. When everyone is in the same hierarchy, it's reasonable to kill on sight everyone who isn't.

1. Say "I serve Alice" to form a link with Alice as your supervisor.
2. Say "I exile Alice" as Alice's supervisor to break the link with her.
3. Say "Alice serves Beatrice" as Alice's supervisor to make Alice Beatrice's subordinate.

There'll also be an indicator: "supervisor", "subordinate", "friend". "friend" means that you're in the same hierarchy.

None of the rules above actually have any physical consequences. They're basically automated gossip.
They could even be implemented as a client mod, except they won't work without player adoption.

#231 Re: Main Forum » Idea: one kill per life? » 2019-12-06 18:54:07

Here's an idea.

AFAIK villages are usually being run by a few veteran players. 80% players have no idea what needs to be done: they just eat food and do something random, with no plan whatsoever and with zero benefit to the village. (This is not a moral judgement: I'm one of them, and this is true of most human organizations.)

So maybe what we need is a way for a veteran player to force other players to work for her. Maybe we need hierarchy.

Two things though: this new mechanism should actually give power to those at the top, it can't be just roleplay. And it should be more efficient for the queen to leverage the bureaucracy she built, than just doing everything on her own.

Note that this structure must exist in parallel to family trees. It must be meritocratic.

The goal of this system is not really to stop griefing. The goal is to make it possible for a group of players to function as a single entity. Griefing is just one threat that can be dealt with this way.

I'll post a new thread with a concrete suggestion.
Done: https://onehouronelife.com/forums/viewtopic.php?id=8644

#232 Re: Main Forum » Idea: one kill per life? » 2019-12-06 13:03:51

DestinyCall wrote:

Wait a minute ... killing is a necessary part of the game to stop in-game killers?  I'm calling bullshit.

That's not what he said. He said "griefers", not "killers". There are other ways to grief.

That said, killing is clearly not the only way to stop griefers, now that we have cursing as "I don't want to play with them".

fug wrote:

Low pop balancing is dumb.

Low pop balancing is what keeps games alive when player population drops to single digits.

#233 Re: Main Forum » Infinite map is so fun » 2019-12-06 01:25:37

jasonrohrer wrote:

Did the prediction of "we'll all just live together in a melting-pot village" come to pass?  No, it seems like it didn't.

That's because you only need each family once in the same village, no? As soon as a family unlocks its tech for the village, no one cares if they go extinct

I think when people say that two villages trade, they expect it to happen regularly, and not once per family.

#234 Re: Main Forum » Jason, we would need some rewamp on transportation methods » 2019-12-05 20:21:57

How easy is it to make the second car compared to making the first one?

I feel like cars and planes are currently the equivalent of 7 wonders. But in the real world they are mass produced goods: anyone either has their own car or can rent one, and anyone can buy a plane ticket. They are actually extremely cheap compared to their utility. They were never viable without factories.

#235 Re: Main Forum » OpenLife, a new client architecture for mod developers. » 2019-12-03 21:07:08

MudLife when

OP, is this a library or an executable?

#236 Re: Main Forum » Idea: one kill per life? » 2019-12-03 20:48:47

I also feel like OHOL shouldn't be about PvP, but I don't think PvP is avoidable. The only way to have no PvP is to make it impossible to affect other players and their plans in negative way. Without PvP OHOL would become something like a multiplayer game of alchemy.

#237 Re: Main Forum » Idea: one kill per life? » 2019-12-03 17:09:38

DestinyCall wrote:

What do you suggest as an alternative?

The first step is to find a precise definition of griefing :)

DestinyCall wrote:

Making the system simpler would make it easier to figure out, don't you think.

That's the point: it shouldn't matter how easy it is to figure out the system. The system shouldn't be gameable.

#238 Re: Main Forum » Idea: one kill per life? » 2019-12-02 19:03:45

I feel like the anti-griefing measures are already way too complicated and should be redesigned from scratch. Griefers learn. Without a mathematically perfect system it will always be an arms race between griefers and ant-griefing rules.

The first step is to find a precise definition of griefing.

#239 Re: Main Forum » Suggestion: Free Demo » 2019-12-02 15:56:48

On the other hand, maybe the game could actually become f2p. So that not only the game is open source, but even the main experience is free. Funded by dopamine addicts, though that's the kind of fun Jason doesn't like :)

95% of OHOL is PvE, so even straight up selling resources should be acceptable in some way

#240 Re: Main Forum » Suggestion: Free Demo » 2019-12-01 14:28:05

OHOL's business model is not f2p or subscription. OHOL's main selling point is that it's a unique experience, not that it keeps you hooked forever. Veteran players provide valuable feedback, but the main audience and source of income that keeps the servers running are the noobs that stop playing after a few hours. So a demo with ~3 lives would already be like 90% of the game.

#241 Re: Main Forum » Not very accessible for new players » 2019-11-26 07:46:40

quick at what they're doing

This part is more important, anyone can get loot when an elder pinata pops

#242 Re: Main Forum » One click instead of fifteen » 2019-11-25 20:03:38

Seriously though, having two hands (primary and secondary) and hotkeys would make it so much faster to do stuff.

F to apply the main item to the secondary item.
X to swap items in hands.
C to swap main and floor.
Z to swap secondary and floor.
E to swap main and backpack.
Q to swap secondary and backpack.

(Mnemonic: higher keys are for backpack)

Picking berries while holding the bowl in the secondary hand would just require aiming once, then alternating between mouse clicks and F keypresses. This would be significantly faster than even 6 clicks. Only slightly slower than 1 click with sufficient training.

The main risk is that learning by watching will be harder.

#243 Re: Main Forum » Imagine More Burdock » 2019-11-25 19:56:35

I was busy Eveing, and my daughter asked for a job. I sent her to look for burdock, and the madlad spammed the whole camp with them. I think I even ate one!

#244 Re: Main Forum » One click instead of fifteen » 2019-11-25 10:33:43

It would be perfectly realistic because we have two hands, unlike OHOL potato people tongue

#245 Re: Main Forum » Not very accessible for new players » 2019-11-25 07:31:28

Harmi wrote:

The teaching that has to be done to every player from parents could be done with some other cleverly designed game mechanic. The game could, for example, limit the abilities of kids so that the parent has to teach every kid. Not that the player doesn't understand how to play the game, but the game character doesn't. I think this wouldn't break the emotional chain in the game. In fact, it would make you love your mom probably even more if you every time had to learn everything from her and it was a game mechanic.

Unfortunately the real players and their characters need to be taught different things. Players learn the main mechanics only once, and this doesn't depend on their character's age.

#246 Re: Main Forum » Not very accessible for new players » 2019-11-24 20:01:14

I find communication in the game very draining. Doing anything at all requires tracking so many things that talking to other players is very distracting, and the constant context switching takes a lot of energy.

I wish it was more common for people to be literally unable to do anything in the game. Right now I usually only talk to babies while they're still useless: I use this time to show them around and suggest jobs that are being neglected.

#247 Re: Main Forum » How to fix OHOL? » 2019-11-23 16:49:12

I'll try to sum up the problems:

  1. It's hard to find stuff in the village. There's entropy in the form of other players who don't see that the layout of items is intentional. There's no way to communicate the system behind the layout.

  2. It's easy to accidentally and irreversibly craft something you don't need.

  3. Many items are named with rare words. Someone who doesn't know a word will not understand the item's behavior or purpose, and won't be able to recognize it visually. The best solution is to alt-tab and google.

I'll add an observation. Most items fit into one of the following two broad categories:

  1. Consumable items like food and resources. They're often mass-produced.

  2. Multi-use items like most tools. They're often expensive, there's only one instance of each at a time.

Mass-produced items are often stored in stockpiles. Stockpiles are easy to recognize, even though they have fuzzy borders and can become fragmented.
There's no similar natural way to reserve a place for a multi-use item.

#248 Re: Main Forum » Coming soon: personal curse duration 30 days (was 7) » 2019-11-23 16:02:40

Note that two-way cursing encourages players who live longer on average.

#249 Re: Main Forum » Not very accessible for new players » 2019-11-22 19:43:18

Sorry, I do understand that you agree. Just a pet peeve of mine: people tend to think of virtual worlds as if they were magical realms where 1+1 can be 3, and where nothing could possibly happen for real :)

#250 Re: Main Forum » Not very accessible for new players » 2019-11-22 19:14:04

DestinyCall wrote:

In real life or in the game?

It's the same skill!!

It absolutely doesn't matter whether it's the real world or a virtual world! The people you're trying to do something for you are real!

There are lots of variations. Local or remote, hired help or volunteers, long-term or short-term, large team or a single assistant, etc. Compared to all these dimensions, whether the work is being done in the real or in the virtual world is basically irrelevant.

Disclaimer: I'm not a manager, I don't have this skill, and I have bad social skills in general. So I may be underestimating how common this skill is, and I may be wrong about the differences between real world and virtual worlds. Take my words with a grain of salt, even though personally I'm very sure of everything I said above.

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