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#301 Re: Main Forum » The Midnight Plan » 2019-04-04 20:19:45

A sound/visual cue of someone breaking access rights or tearing down a wall or fence could be enough.

Locks would still have uses for inner areas perhaps for personal chests. Or as sign locks.

#302 Re: Main Forum » The Midnight Plan » 2019-04-04 20:07:07

I like potjeh homestead version. no elders required.

We just need to be able to counter this feature when it gets abused. Right now if someone stole a cart of pies and put it inside their locked building. Players could go and get a pickaxe and then kill the thief.

#303 Re: Main Forum » The Midnight Plan » 2019-04-04 19:54:45

I really dont like the idea of not being able to breach the property at all. Sure I could starve them out but what if thry have tpns of food? What stops them from hanging on the door waiting for people to pass by only to stab them and taking one step inside their property?

What happens when multiple griefers make tons of small properties all around town where they can just flee inside?

This is absolutely broken

#304 Re: Main Forum » The Midnight Plan » 2019-04-04 19:35:31

Maybe if the magic gates/fences were properly implemented we could have a template for a jailing system. Add the option of being able to arrest someone by binding them and carry them to a specific place and you have a jail.

#305 Re: Main Forum » The Midnight Plan » 2019-04-04 19:23:51

I actually kinda, sorta, like the idea. So many questions though.

  • Might be best if a property could only be inherited by a single person afterwards. A sort of property heir. Perhaps you could name a hair somehow? "My heir is futurebird" could make futurebird "own" the plot afterwards.

  • What happens with children? Would they need to be added individually? Would they inherit the access?

  • Would members of the "household" be able to remove themselves? Lets say a couple of them want to go out and open a new farm on their own plot, can they just leave?

  • How big of a plot would you allow? Buildings can be huge, would you allow people to have huge plots?

  • How can someone "fight" against a plot? Lets say they are hoarding all the food from town. Can people go and "invade"?

  • How can people never be trapped inside their plots? What if I build a 8x8 plot and then 8 other people build 8x8 plots around me?

  • What if I don't have access to the plot? What if I'm already inside? Do I get teleported out?

Players need be able to counter all this though. Property rights should be enforced by players and not by some God ability.

Maybe instead of all these elder super powers and special magical fences. You could just add to the game a sort of a cheap but blocking fence you could build that wouldn't be that difficult to create. (maybe a fence made of round rocks?). Then focus all this "magic" on a special "gate"/"door" that doesn't require locks and is controlled by a single person.

Doors/gates/fences could be deconstructed by anyone just like any other item in-game. If you don't like people breaking into your area you need to protect it yourself. The magic door/gate would just allow you to bypass locks in favor of some list of names.

#306 Re: Main Forum » The Architect's Hat » 2019-04-04 11:34:38

jasonrohrer wrote:

Also, I'm getting the feeling that most of the people participating in this discussion have never played Rust.

I got hundreds upon hundreds of hours on rust.

It doesn't translate into magic hats that give you special cheap recipes. It's a terrible idea.

Regarding the walls and the claiming, do you really want the game to devolve into a rust-like game? Do you want bases spread around the map with players getting in and out of their fortresses only to PvP right away not knowing if other players are friendly or just for whatever loot they happen to have? Is this your vision for this game?

I can go play rust at any time. It already exists on my steam library.

#307 Re: Main Forum » A rough, incomplete sketch for makng family survival more meaningful » 2019-04-04 01:36:04

It doesn't make sense for everyone to make everything. Makes more sense, specially as we get more and more tech, to have families specializing in something. The "makers mark" only makes sense if everyone makes everything independently. Why even have the mark if it doesn't correlate to ownership?

#308 Main Forum » Dirt roads » 2019-04-03 23:35:57

Thaulos
Replies: 16

What do you guys think of having a sort of "dirt road". Just a sort of "tilting" of the tile itself to look like a path. Maybe we could have a specialized steel tool for that?

It wouldn't give any speed bonus but would allow people to make paths both in town and between towns (before a better fast road could be built on top over time). Could allow for us to pave paths to rabbits or desert or jungle for example. If anyone asked for rabbits we could point towards one of the paths.

What do you guys think?

#309 Re: Main Forum » A rough, incomplete sketch for makng family survival more meaningful » 2019-04-03 22:59:16

What if in a town we have a family that specializes in smithing and crafts all the shovels? How are you going to determine who "owns" a shovel?

What if another is a Shepard family and also does crafts wool clothing? How are you going to determine who "owns" a sweater?

What if I hire some homeless people to help out with crafting. Will they "own" the items now?

#311 Re: Main Forum » A rough, incomplete sketch for makng family survival more meaningful » 2019-04-03 21:40:31

You wouldn't need to "hardwire" anything. Just adding a tag on an item with the name of the family who "/claim"ed it should be enough for players to enforce it themselves. No need to stop others from using it or anything like that. Players would just need information on who claimed the item when they pick up the item for example. Ideally a visual indicator like a hue on the item picked up would also give it away.

I really don't believe you can have any sort of social structure besides a hippie commune without private property. And you can't have private property without being able to enforce it. And you can't enforce it without information (who and what).

#312 Re: Main Forum » What would encourage trading? » 2019-04-03 16:10:37

jasonrohrer wrote:

The property rights thing is a red herring.  We have property rights in real life because we claim them and defend them.  They are not inherent.  If I went down to Ecuador to try to pick free bananas, I would probably be beaten or shot.  That is why I would at least need to pay 5 cents per pound for them.  Walled gardens are possible in this game, but no one builds them.  A monopoly on pies is possible, along with trade for core ingredients, and "bring back my plate, please," but it ain't happening.

I've been proposing "property rights" for family units but obviously they couldn't be enforced by the game.

Lets say in real life you had a hammer that vanished. If a roommate showed up with the same identical hammer then you would know that it most likely belongs to you. You would have the responsibility to claim it back or let it go.

Every single item in game looks like the other. Two hammers would look exactly the same. In real life you have imperfections, a dent, some sort of tag with a name, some engraving, somewhere you haven't cleaned properly but been meaning to, whatever. People can recognize their property. But in the game there is no way of knowing. How can I get something back if I'm not sure if anything someone else is holding was actually mine? If it had some sort of tag with the family name of the "real" owner then one would be able to know that it was stolen. The precious owner should then decide if they want to try to get it back by force or not. That's how you enforce "property rights".

It's kind like how we know who just killed someone. We see them holding a bloody knife. If there was no indication that the knife was just used in a murder how would anyone who didn't witness it know? We don't have that information with stealing.

We can't enforce something when we have no information to base our actions on.

#313 Re: Main Forum » Keeping stuff to next life is wrong » 2019-04-03 16:00:10

I seriously believe Jason and some others are jumping the gun on trying to add continuity of lifes into a single lineage/town.

Adding in some sort of family unit mechanic where your immediate family matters, not the entire town, is a better way.

Family unit ownership of items or anything they harvest for example is a good way to split towns into multiple families and create potential for conflict in communities where right now there is none.

What happens when a single family hold the monopoly on knifes/bows? Will they demand protection money? Will people revolt somehow? Will castes/nobility naturally raise from imbalances of power between family units? Will delegate some the "military" power to a select number families that will be tasks to ensuring order?

Every major drama in human history derives from conflicts between different family units. Without family based ownership we are reduced to be anarcho communist hippies instead of simulating an actual  life.

#314 Re: Main Forum » What would encourage trading? » 2019-04-03 11:20:42

You can't have meaningful trade without private property. Which doesn't exist right now.

#315 Re: Main Forum » Other off-the-wall ideas for "making you really care"? » 2019-04-03 11:19:21

Towns are dying not because of lack of incentive but because the area ban and the birth allocation (based on yum/warmth) conspire to make a town banned from most of the community after a certain point.

#317 Re: Main Forum » Why there are no wars » 2019-04-02 19:35:48

Really curious to see how you are going to pull that one off Jason.

How about a sort of item ownership?
1) Players could engrave items.
2) Engraved items "belong" owner and can be "legally" used by the owner's family unit.
3) Engraved items can be "ungraved" and made free for all by members of the family unit.
4) Engraved items can be still taken and used by others but the engraving will remain.
5) Items can be inspected for engravings to determine who the items belongs to.
6) Engraved items have a distinct red hue when used by someone who "has no right" to the item.

Family units could be either just lineages or direct descendants from head player. Maybe the head of the family unit could designate who belongs to that unit and who doesn't. Allowing for adoptions, expulsions or people leaving to create their own units.

Small communities with individual private property "rights" did not rely on locks for the majority of human history. People know who owned what and theft was discouraged by simple social norms and the ease with which that theft would be discovered.

This system could allow for people to still use items cooperatively: ie, a smith family could "own" the smith building and items such as smith hammer, the iron and even the resulting products such as shovels, axes or hoes. Workers not from the smith family could still go and work on the smithy as "employees" using the tools the smith owns.

Perhaps people who worked for the smith (who gets paid in pies for example) could eat the smith food in exchange for the work they do.

All this ownership will (I believe) inevitably bring the necessity of some sort of monetary system to allow different families to facilitate the exchange of services between "competing" units.

#318 Re: Main Forum » Why there are no wars » 2019-04-01 22:00:59

Having a more permanent linkage to a "clan" would definitely make people invest more in people. Like teaching a newbie that got assigned to our clan or trying to make sure your direct descendants would survive. This would probably ruin the randomness of living each life with different starting conditions.

I'm not sure how you can have both emotional attachment and randomness at the same time. Might be impossible.

#319 Re: Main Forum » Why there are no wars » 2019-04-01 21:54:44

If the only way to progress past a certain point was to wage war then it would inevitably happen. Not 100% of the population will want or be willing to fight in a war, just like in real life.

But there will be people who will do it. Or the town/family will die.

#320 Re: Main Forum » Why there are no wars » 2019-04-01 21:44:27

The fact that a life only lasts one hour and that you can have infinite lifes whenever you can cheapens the value of life itself.

The cycle of rebirths turn people into either Buddhists letting go of attachments or into savage maniacs who just try to have ever more extreme experiences.

The sad truth is, even if you make a sad face when your in-game mom dies or listen to some death-bed speech, the moment they die the roleplaying finishes and you usually move on right away: there is no real attachment when everything feels immaterial and impermanent.

There is no real emotional investment other than achievements like making a car, plant a new forest or finishing a building. That player you had a great chat with or with who you shared a laugh is no different than any other player, no matter their "blood".

Personally I play OHOL to relax, have a cooperative play with whoever is on at the time and have a laugh or two with other players while contributing to the overall community. I rarely even remember who my sons or daughters are and usually only check if they are even alive when I'm about to die (and even then just as a curiosity).

#321 Re: News » Update: Sweet and Spicy » 2019-03-30 00:07:12

Great update!

Here are some minor issues I noticed:
1) Dug Wild Tomato Plant don't decay and can't be destroyed.
2) "Dug Wild Peper Plant" has a typo and also doesn't decay and can't be destroyed.
3) French fries have the same food value as french fries with ketchup
4) no stacks for onions, tomatoes or peppers! sad
5) can't eat raw onions, tomatoes or peppers sad
6) no chance of getting old boot from net throwing sad sad sad

#323 Main Forum » Yum as an "index of variety" » 2019-03-29 21:44:00

Thaulos
Replies: 2

I've been made aware of an older topic on this forum in which the idea of yum was discussed before it was implemented: The mono diet

Was a very interesting read how the different ideas being proposed. Also noticed near the end of the topic Jason saying:

jasonrohrer wrote:

I'm not necessarily trying to motivate an endless quest for brand new foods, but instead a general pattern of variety.  I also worry about these bonus points piling up and allowing you to go 30 minutes without eating or something.

Yum definitely seems to aim towards that but a 100% breakable chain goes a bit overboard in my opinion. My proposal of just not breaking it could also mean someone would eat a bunch of different food at the beginning of their lifes, then just eat pies eternally until a new food is available, and their bonus would still be as if they just had a balanced diet.

What if the yum was not so much the amount of different foods you ate, but a sort of a ladder? Every time you ate a new food, you would get yum + 1. Every time you broke that, you would get yum - 1. This could balance the need to eat variety while removing the absolute need to get the next "fix" of yum or lose everything you've built so far. Would make it a lot less punishing to take your time to make new food types available instead of just going for "fast food" (berries, carrots, green beans, raw corn).

For balance you could even add a sort of "recovering yum" bonus. Like if you had yum 10 and are now on yum 6 and you eat a new food, maybe you could get +2 instead of +1 and get to yum 8. This could possibly even increase the demand for new food types as people try to recover the yum they inevitably lost while focusing on something else.

Would also cause better food awareness: breaking yum by eating 4 berries would be a lot worse than breaking yum by eating a mutton pie.

I'll not mix my "remove yum from wild foods" nor my "remove yum from anything that is raw" thoughts here so please let me know what you think of such a system. smile

#324 Main Forum » My proposed changes on yum » 2019-03-28 13:09:54

Thaulos
Replies: 9

Since we are all talkimg about food now I've decided to weight in on what I consider to be an important (and foid related) feature of the game and how to improve on it.

I have proposed two changes on github to try to "fix" the bad side of yumming hopefully providing yummers with the right incentives while and hopefully addressing most of the objections from the anti yummers.

Here are the git issues:

Remove yum from wild foods
https://github.com/jasonrohrer/OneLife/issues/271

Non breakable yum chains
https://github.com/jasonrohrer/OneLife/issues/272

I would love to know what yoy guys think.

I will quote both their texts here for consistency:

Remove yum from wild foods

Introduction:
Yum is a great incentive for players to produce multiple foods. Having multiple food streams not only adds flavour to the game but also helps extending the life of communities by providing alternatives when the main staple food fails. This behavior is desirable.

Wild foods contributing to yum chain disrupts this behavior. Abandoning town to forage for wild foods is fast and easy providing the individual with multiple yum levels in exchange for their time. On the other hand the effort of creating and maintaining new food types for the entire community is big and time consuming.

This incentivises selfish behavior where if 10 people were trying to yum, every one of them would abandon town to forage. If instead all invested the same time in helping to create new "higher food" options then town would effectively advance making it easier for future generations to yum properly.

Suggestion:
Remove wild foods from the list of foods that contribute to yum chain.

Intended result:
Players would be more likely to create and eat multiple "high foods" instead of heading out to forage by themselves.

Non breakable yum chains

Introduction:
Yum chaining is probably my favorite feature in the game. It provides a (in my opinion fun) mini game that incentivises players to diversify food, experience new recipes and allows for improved food efficiency (both in terms of time and potentially resources).

However the fact that chain can be broken results in two counter behaviors thaat are less desirable:

    Since the yum chain is constantly on the line, like drug addicts, players who yum will inevitably spend a significant amount of their time trying to ensure their next "fix". This causes them to focus mostly on "fast food" such as wild foods, raw carrots, berries, green beans, popcorn;
    Players will focus on maintaining their yum chain rather than creating new "high foods".
    Most "fast food" is terribly inefficient (either by time or resources) potentially causing a significantive drain on the town.
    Players will break yum and start eating the same food again from zero. This negates most incentives to create new food after yum chain failed once.
    Players overly attached to their yum can be griefed by others by simply being fed a berry either accidentally or on purpose, this causes frustration, drama and leaves a bad taste in your mouth afterwards.

Suggestion:
Make yum chain non breakable and bonuses not repeatable.

Intended result:
A chain that doesn't break would free yummers from having to focus solely on yumming while still keeping the incentive to create and maintaining new food types.

Player yum level and their associated bonus (values might need adjustmemts) depend on lifetime consumption allowing for a more stable yumming and converting yumming from an individual mini game to a quantifiable benefit to the community.

Future:
Trade of different staple foods between towns? wink

#325 Re: Main Forum » Simple trick to make bakery work. » 2019-03-26 02:06:05

I'm a big fan of trying to follow my mom's job. That's how societies organized themselves back in the day.

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