a multiplayer game of parenting and civilization building
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Well, magic can be ironed out later, TBH. We don't even know how much this will be used. I'm sure if it's a great success a more refined, less magicky version would be settled on.
Thinking about this more, I see this feature acting less as personal/family-property and more as workstation-property. E.g., I work on a stable, or a newcomen multipurpose engine, or iron dump, and I'd give access to people I know would use it responsibly, which statistically are NOT your kids. An obvious example is getting a bunch of iron, which you bestow upon a hard working smithy who you know will use it for something useful.
Which is kind of a huge issue with short lives: By the time you know who to trust to pass on property too, they're usually already about to die of old age. One important inheritance we already have in game is passing on knives in backpacks, and it's awkward that I usually end up giving this to people already middle aged, which will have to pass it on like a hot potato in 10 minutes.
Maybe there isn't even any point in using the property if it's easier to just dump it communally rather than work a while to find responsible young people. And even if I find responsible people, the stuff you worked for isn't really yours, it's just some gift to the community communism style, that I think is not the point of property. Because what is the point of gathering stuff for yourself if you're just gonna die in like an hour and more than half your kids are newbies or griefers and there's no time to discern which is which?
In any case, just brainstorming, I'm sure this will get used for something interesting further down the dvelopment path even if it isn't so exciting at the moment. Hopefully it'll tie in with future work on lineage/family oriented stuff.
Only issue with this is the same issue existing in the older idea. Again, this will explode town sizes if there's no engine limit to how big you can make these. If sticks are 100% unlimited this is a problem (e.g, they're from a pile on the ground with unlimited uses, like milkweed seeds); if they aren't, then we're kinda back to square one with expensive walling: one person might just use up all the sticks on a megahouse or something. Then again, maybe that's just something the town will have to sort out, although as a city grows with all this housing it'll be hard to sort out.
jasonrohrer wrote:...
A fence (shaky or permanent) blocks everyone from passing through it, including animals and such. Okay, cheap sheep pens... have 'em, folks....
so ok, functionality playthrough
the person who gets the sheep first is the owner of the gate
they can add descendants to manage the sheep, same as one can give knife to a responsible personthey better convert that wobbly pen soon to a wooden fence
since it will collapse releasing all sheeps if there is nobody who cares to add owners of the gate
therefore they will need lots of maple tree branchesalso
one can probably build some strange corner entrance so the fence doesn't need a gate & therefore doesn't need ownership
or one adds a propper wooden gate, but then an adze is neededor is it planned that every gate & door has a list of ownership ?
bonus
potentially one could expell griefers from town with this method- - -
A nice side effect of this feature is that there's essentially no "sheep griefing" as now everyone who wants a sheep can easily get one by roping one from the startup pen. Shepherd simulator 2020.
It's true, I agree it doesn't make much sense when the game is as hardcore as it is. Kinda hard to have drama when people are just doing busy work all the time. This would make much more sense in a system where there weren't so many towns and cities generally were more established and people could afford to have their own agendas.
But perhaps we're getting ahead of ourselves. I'd be interested to see how this plays out in any case.
Well, this would be for mass personal property, I would imagine with something extremely expensive you'd use a standard lock outside of town. That's not even unrealistic, rich people don't live in the ghetto for similar reasons.
Speaking of property, I don't think there's going to be any mass property unless there's a way of really distinguishing your kids from someone else's. Are we going to always have the Eve be the only one able name your descendants? I would imagine there should be some resource intensive way of giving yourself a new last name. Like if you have a crown, you can give yourself a new name exactly once and it becomes a used crown. Possibly something more common than gold. Can't be just being an elder, since you're infertile by then.
Otherwise, it's really hard to say "this mansion is mine, and I made this for my line in this town". What even is your line? Nobody will know a few generations down the road, I guarantee it, word of mouth just isn't strong enough nor is there a way to really do this on paper.
On further thinking, I think a small elder-approved locker sounds like a much more ideal situation. This is more than enough for an individual, and if a sub-family wants a large area, that sounds like they should put in the effort for a full on house. You'd still be able to gift your locker to people, and if your family has enough lockers together, that'd be a cue to get building. Maybe elder approved doors works for this better.
The only real thing I can think of that lockers doesn't solve is if someone makes a really big thing like a diesel engine or someone like Tarr brings in massed raw resources. Which is a big fault I guess. So maybe not a perfect idea. *shrug*
(19+ a door) x200 people is the issue
It'd be unlocked when they die. But yeah that's why I say maybe these houses should have a very small max size.
Actually, maybe as a test you could be much less ambitious jason, and just make lockers that work the same way instead of houses. You wouldn't have neat looking towns, but it'd be a good test system and would far limit how much stuff you can take. 4 stored things just like a wooden box, and you get one locker which is approved by an elder.
I like this idea as is in the OP. Yes it doesn't allow for breakins and drama and it's a bit cheapy magicky, but baby steps guys. If you actually have a way of making property areas in this particular game in another way without massive changes like extended lifetimes I'm all ears.
As for griefing, you'll need an elder griefer AND a younger griefer that are NOT twins. That's a griefer accomplishment imo. For small griefing, you can already do this solo with locks. For large griefing, your town is a fail if you can't move one twig.
My only thought is you should have a max size to these of about 9-12 enclosed area, or it cheapens other buildings.
Thaulos wrote:How can conflicts be resolved if people just tuck in behind their magic fences?
Sounds pretty realistic, and sounds like it'd add some hilarious stories. But they gotta eat sometime. I'd think maybe if you have X amount of people (4?) you can bust down a property maybe?
Edit: My only concern, is the usual case of people taking lots and lots of stuff and locking it away for a ways is only partially solved. At least it is freed at the end of lifetime, but maybe these properties should only be allowed to be extremely small, like 3x2 maxed enclosed space. Although again, if you have implement the X or more people to bust a place down, this is not an issue.
Another small issue: I can see cities getting.... overwhelmingly huge. The amount of people that live in a city over time is staggering. Elders of course need to allow the ability for someone to reclaim an old house, and again, this sounds like these things need to be super small.
Some more thoughts: Probably the area immediately in front of your door should be unbuildable on to prevent people griefing your house. Then if you hadd a few doors it'd be very difficult for anyone to block entrance. Probably not needed at launch, just a thought.
Maybe instead it takes two people to build a wall, similar to it taking two to tear down adobe or a berry bush? Then you can make walls cheap, like butt logs or raw clay. Although again, locked doors costing one iron per person is also an issue. Probably the bigger one as currently locks have almost exclusively been used for griefing.
Regarding your analogy, It's more like "sorry officer, I killed that man walking by my house because we have a town where 80% of people that walk by houses murder and rape the inhabitants"
Twinning is just the biggest tool of griefers atm. You can cause more than twice the damage with two people, and allowing one bad set of twins can wreck a town.
@ thaulos I think you would, though. Because it's not something people would be looking out for. Am I going to mouse over every hoe everyone picks up and the person picking it up? It's not like there's name text bubbles above peoples' heads and flagged items. Otherwise it can't really be enforced. Honestly if I saw a hoe on the ground that's claimed I'd just take it.
Well, I don't know if Rust is really the best role model haha. Unless you want the game specifically to be about killing people and taking their stuff :3
Didn't read the rest of the thread, these are some fun idea to play around with, though:
--Cash prizes for long-lived families. The longer the family lives, the bigger the prize, maybe with each person rewarded in proportion to the fraction of the family tree that descended from them. Even living a single life, if you did good for your family, could result in a substantial prize.
|| I don't think this is sustainable long term. And I don't really like the idea of how it fits in with the griefing meta.
--Some other kind of exterior reward for descendants that survive a long time. A leader-board for Eve's? Not sure why the descendants would care to boost their Eve's standing, and we kinda already have this on the family tree browser, but.... Maybe some other form of "live" leaderboard that shows the deceased player with the current largest number of descendants. Thus, it's not necessarily a long line, but a broad line that counts.
|| Currently excessive Eveing can kill a whole server at night, not sure it should be encouraged or rewarded.
--One Eve on a server, ever... after the family dies out, the server is wiped. Death of a family = death of the world. Everyone clustered around (0,0), just like the old days, but to keep that sprawling civ going, some baby needs to survive. Big problem with Eve getting overrun by babies at the start. Maybe excess players are spawned nearby as Adams in the beginning.
|| I like the idea, but the family will never get wiped. Even dedicated griefers would have issues killing a server with several people being born per minute. If the capital falls it will just be rebuilt. Veterans have no issue surviving in the wilds temporarily.
--Two Eves on a server, with visually distinct family lines. Players are divided at random between one of these two families randomly, and permanently. When one family goes extinct, the other family "wins", and the server is wiped to start the whole process over again.
|| My thoughts would be the Eve death site would become a permanent object, and people would have to win capture the flag style. Otherwise, nomading would make this impossible. I also think it'd just be viewed as the apocalypse. The "winner" pretty much loses too.
--Really crazy: What if you only got ONE LIFE each hour. Gosh, how this would change the game dramatically in so many ways. If you lived to 60 each time, you could play continuously. But if you ever died early, you'd spend the rest of the hour cooling off. Goodbye baby suicide. Every baby would indeed be precious to both the mother and the baby. Also goodbye to my financial success.
|| I actually thought of and might be doing something like this on my server, so of course I like this idea :3. The idea is, you have "limbo" (which is the current town xyzzy), and you have the competitive city, which is reset every week (three days is probably enough on the main server). And if you die from something other than old age in the competitive city you are stuck in limbo. If you want to stay in limbo, you can just suicide. It's like auto-newbie tutorial as well, since they will die and be sent somewhere easy but maybe boring.
You would need to have some grace period as the new city is being made up though, like 12 hours or something. It would be unfair if Eve abandoned you in the first minute.
There could be some enticement to staying in the competitive city. Like only being able to be named or have a lineage recorded, there.
--Return to roots.... One Dollar One Hour One Life. You pay $1 per life, but if your descendant tree gets big enough, you get free lives that add up in a life bank. Having your family survive after you doesn't buy you lives in that family, but instead free lives in general (in other families, wherever).
|| I.e. poor people can't play, rich people can ![]()
--You only get a fixed number of lives each day. Having your descendants live long buys you extra lives each day.
|| Same as above concerning limbo, people should be able to play somewhere, perhaps just boring.
Microtrade and property feels like a pipe dream with the way the game is set up. Way too many things need to be changed.
Let's say I want to claim a hoe so I can be a farmer or something. Well I need a house with a lock. So I get a dozen pieces of cut stone and a door and a key.
Meanwhile, everyone's starving, and I spent my life doing something useless, and I'm almost dead already. Plus if I don't have a backpack, I have nowhere to even safely put the key.
OR, I could just use the damned hoe and put it down somewhere, which took all of 2 seconds. The amount of time it takes to secure property can't be greater or even close to the amount of time it is used. Which means either greatly extending a players' time in a town or shortening greatly, by a factor of like 10, time to make a basic locked house. We're talking butt log or easier walls bone keys or something.
Now let's take it a step further: Why can't someone just take junk and lock it up or grief giant areas with a giant door? You basically need policeman to guard and monitor houses and activities to know who's griefing. But the game is just to cutthroat to have all of these player activities. Overall survival has to be easier at whatever point in the town that you want property to start up.
We do have player houses and property on OCS. But I can also ban people who grief houses and steal stuff or create locked off areas, and we have infinite lives in a permanent town, and there's no real struggle at this point. Plus we started houses after we solved pretty much everything else.
And even then we don't have trade (if you don't count people leaving presents xD)
Which means you have to solve both the property issue, and adding stuff worth trading.
An altervative is simplifying property from storage to soulbinding. I.e. you can claim exactly one, maybe two, unclaimed object with "/mine" per life, or something along these lines, and it is displayed as something like "Greep's stone hoe". Not sure if that's really possible with the current engine, but it would pretty much instantaneously easily allow trading and property. And when you die it'd be unclaimed. You probably could only be able to claim something you just created, too.
Well, if you're going to be remove restrictions on rebirth, there is no real lifespan anyways. On the one city server, we'd suicide as an elder sometimes to keep our food bar average high. Another thing to think about when locking people into a family. A bear mauling is basically just a stubbed toe. I actually think under these situations a much much longer lifespan makes more sense as you can have more connection with people, we even have permanent names on my server. You can die early if you want to live shorter.
A big issue is also handling runaway girls, as even one of these could wipe out a town. Additionally, people not wanting to live in the town don't have to grief, they can simply walk away, and suicide repeatedly until they get reborn to one of their kids in the new town.
There of course needs to be some way to expel people, otherwise a single griefer can and will wipe out any town, and there is nothing anyone can do about it all. Murder comes to mind as the obvious solution: You get shot, you're out for good. Griefers can get good at sniping people out of town incospicuously, but maybe that's just a meta people will need to get used to and adjust for. Might even be fun honestly.
Anyways, I think something needs to change, just poking as many holes here as possible.
In any case, any changes in this area probably need to be thought long and hard over weeks with a lot of back and forth probably.
People react to incentives. IRL, a parent would care more about their child because we're basically programmed to. In game, maybe your ability to retain offspring would reduce your lineage ban or something, or losing kids causes a "grief" malady which is harmful to yourself.
In any case, most large scale activities are hampered by lack of communication ability and focus on immediate survival. IRL, you do not starve during a casual conversation, can say more than 2 sentences per year, and you can actually communicate with someone talking more than 3 feet away.
jasonrohrer wrote:Ryanb, this isn't a server bug, it's a client bug.
How would a roll out a buggy client to only some people? People would have to volunteer to test it manually somehow, and then very few would. Also, I just don't have time for that in my process.
Doesn't the server specify which client version should be used? If someone is connected to the beta server then wouldn't it automatically update the client? I might misunderstand how this works.
The easy way you handle this is with beta branches on steam, which all of the best indie games I can think of use (rimworld, factorio, oxygen not included, project zomboid, caves of qud, etc etc etc) ![]()
If it's too much work even then, maybe weekly updates is too optimistic? Anyways, just a thought.
This is a problem with cultural expectations. Gamer culture in general expects and respects accomplishment (building things, becoming skilled, et cetera).
Jason expects OHOL culture to be different. The game is based around the idea that what you do in one life is transitory. Nothing lasts, and the exigency of survival makes it difficult to finish a big project... but that's a large part of the point. In a way, the game is a love letter to Shelley's 'Ozymandius'...
"Look upon my Works, ye Mighty, and despair!
Nothing beside remains. Round the decay
Of that colossal Wreck, boundless and bare
The lone and level sands stretch far away."We are actually seeing a lot of the sentiment that Shelley was warning about here: hubris. "I have to get back to save MY TOWN!" Really? You are the ONLY person who can make that settlement function? Overweening pride much?
Look, I get it. It's a great feeling to see something you worked on that's continued while you were doing other things. I remember living a life as my own great(5)-grandson, and telling people to shut up and let me work because I planted those berry bushes in the first place. That was an amazing experience, and people should get to have it as well - but if we're proceeding from the meta that you should always be able to get back to anyplace you want to, that experience won't be anything special. If it's a simple matter to get back to 'your' town, it cheapens much of the game play.
Sorry. Waxing a bit philosophical this morning. Carry on!
I think it's less about pride in a particular town, so much as being able to play in big towns period. Not many people want to make berry bushes in an eve camp for the zillionth time.
Additionally, one hour is just a really short time to get to know a town, which is why some people want to be reborn a few times. Like it'd be probably more fun to play 2-3 hours and then be banned from that town forever, although the population mechanics prevent that from really being possible.
Added a permanent vog playground area to OCS
See discord for instructions.
Also, arena month 2 was a great success, bigger turnout! One of our dudes got some recordings of it. Missed recording the animal fights, but we can do another round next month ![]()
I'm not sure if it's a server crash, but I can definitely confirm some weird stuff happens. While I was running the script, nobody could get born for 5 minutes and it seemed like people were getting kicked off? With portager, another claimed to have issues getting born at the same time on discord.
I know it's a problem at this point because this actually affected my private server, OCS: It would freeze during the connection process (ticketing I assume? I use the official server's ticketing) and people were getting stuck on "waiting to be born". That's never happened and was occuring exactly when I ran the script.
I was thinking just this! However, I'm not sure what makes sense.
Longest avg life? Kinda boring.
Most kids? Too influenced by hour of day
Best kill/death ratio? Mass griefing for a month.
*shrug*
Guys, I would hold off on running the data fetching script. So far two people, portager and myself, have reported issues running the script, and when this issues occur, the entire OHOL servers fail and nobody can get born. I'm fairly confident this is not a coincidence.
Since thaulos already has the data downloaded, let's bug him for stats until we know this is not the cause or it's fixed. ![]()
Well, I think the ultimate measure in who's the do gooder for towns would be "grandkids divided by kids" as it shows you're making life for the next generation easier. Fragility mostly keeps all her kids, which is why she has the most grandkids. Hard to say, though, there's a lot of confounding variables, like people who Eve a lot are going to have cruddy offspring survival ratios. Then again, deliberate Eveing is mostly a selfish act xD
Regarding Babel: "God, observing their city and tower, confounds their speech so that they can no longer understand each other, and scatters them around the world."
So basically.. OHOL.
==========================================
greep
------------------------------------------
firstEntry: Fri, 30 Nov 2018 06:16:29 GMT
lastEntry: Thu, 07 Mar 2019 09:11:09 GMT
------------------------------------------
births: 1218
deaths: 555
timeAlive: 10d 15h 0m
males: 508
females: 710
males/females: 0.72
------------------------------------------
avg. death age: 27.57
Death by hunger: 390 -> 70.27%
Death by oldAge: 152 -> 27.39%
Death by killer: 13 -> 2.34%
------------------------------------------
ignoredUnderAgeDeaths: 662
elderDeaths: 152
------------------------------------------
born as eve: 199 -> 16.34%
avg. generation born into: 7.13
longest generation born into: 92
------------------------------------------
kids: 1415
kids per female life: 1.99
avg. kid lifespan: 11.41
grandkids: 1037
grandkids per female life: 1.46
------------------------------------------
kills: 13 -> 1.07%
avg. victim age: 34.64
victim female probability: 76.92%
==========================================
I think the low death age is me suiciding as eve a lot. I tend to go for a perfect spot or stop on a bear by age 18.
Joriom's stats also confuse me. How do you get an average death age of less than 3 if deaths below age 3 aren't counted?