a multiplayer game of parenting and civilization building
You are not logged in.
There are a few 'simple' solutions that give consequence for killing.
1) If you kill someone (or more than one person in x minutes), your next spawn (and subsequent ones until you've farmed x carrots) is 100 miles away from civilisation so you have to start from scratch. That or you'll always be spawned on a remote server until you've proved you can interact with people.
2) Shooting/Stabbing people only freezes them for 30 seconds while they heal (they might starve in that time of course, but it reduces the probability of killing sprees that wipe out villages)
3) Players can click on griefers and report them for some sort of karmic response like (1) above or disconnection (this isn't as good a solution as not only does it require more technical input, but is in itself open to grief as a group of people could walk around reporting everyone they meet for instance)
4) Stop accounts being anonymous. When you're killed by someone, show their username (which of course would have to be added) so the situation can be reported. As with (3) this means some sort of dispute system needs to be in place for particularly bad players. This helps fix the "I'm anonymous so I can be a psychopath with no comeback". You'll still get griefing going on, but after a few hits of the ban hammer for the worst offenders it should be more manageable and more in line with the idea of a few bad people who can be managed with some degree of policing.
5) A slightly more Ghandi-esque approach. The peaceful players get together on Discord and arrange to switch specifically to a remote server to play en-masse. Nobody left on the default low servers for the griefers to mess with and no space on their server for anyone else to join. It potentially messes up Jason's load balancing, but that's a consequence of lack of game balancing.
Ok, so walls are a bit iffy, fences can be opened and we can't have water filled moats....
hmm
we can have Pissed off Bear Moats though
You can’t even see that you’re the arsehole can you?
You bullied another player for absolutely no reason at all and then expected them to do nothing because in your head it’s ok?
I think a few people in this community justify griefing because they've never been apart of a community that has a 24/7 world before.
Still zero reason a baby kills her mother for it's past life memories..
No.
A player who you griefed got revenge on you for spoiling their game. You were the crappy player. Deliberately setting out to annoy other players.
The issue isn't so much the realism of the sim but the reality that it's a game, where the people in it are avatars of faceless and nameless players.
That means there isn't the automatic attachment between players that you need for them to work together for the good of the community. While you do get 'proper' players who play the game as intended, you get the grievers who just want to annoy everyone.
You get this in real life too, but in the no penalty scenario of a game where you're anonymous and can mess up everyone else's game, get a ton of hits on your youtube channel and still come back and do it again you get a much higher percentage of 'psychopaths' than you would in the real world. That and it's easy for them to get weapons that will automatically kill.
It does limit the fun sub game of “find the lost city of where I left 2 bowls of gold flakes before losing connection” to a 24 hour treasure hunt though.
Zwilnik wrote:I’d ditche the fences in a more advanced civ anyway. That or give them a few tiles space around the plot. All too easy to die from starvation just because there’s nowhere to put something down to grab a carrot.
Also, you can do the carrot columns 2 tiles wide and still have decent space either side for collection.If you go to collect carrots with shit in your hands and die of starvation - you deserved that.
Yes, if you're an advanced player who knows what they're doing. However.. The logical players to use for most of the grunt work in farming are the newer players who are just getting the hang of the controls. That and the younger (in game) kids, who can't do anything long range for fear of starving.
Using wooden floors as a border is more practical than fences as they still give the cue as to where everything is, but are still usable tiles for food for the workers, a fire to keep their kids warm etc. and can't be closed off with one pit by a troll leaving everyone stuck inside without a shovel. (and everyone outside starving to death unless they catch the troll with the shovel).
I’d ditche the fences in a more advanced civ anyway. That or give them a few tiles space around the plot. All too easy to die from starvation just because there’s nowhere to put something down to grab a carrot.
Also, you can do the carrot columns 2 tiles wide and still have decent space either side for collection.
The good news is once all the carrots in a patch have been picked, you can dig it up with a basket and place it somewhere more convenient (oh, and what is it with people picking a few carrots from one patch and then a few from another
)
Ok, so at a risk of turning this game into Carrot Farming Sim 2018, I'd like to point out something that everyone seems to be doing wrong when carrot farming...
Just about every village I've come across where they've got organised and set up a carrot farm, they're planting carrots in long connected rows. Even worse, they're planting parallel rows with no space between them.
The problem here is, when it comes to pick the carrots, there's no space to put the baskets and everyone is tripping up over one another to pick a carrot and run over to place it in the nearest basket. This can be critical on a bigger farm where there's the real risk (I've seen it) of carrots unintentionally going to seed before being picked, or even worse, seed carrots rotting away.
If you plant your carrots in *Columns* rather than rows, and leave a gap between every 2 columns. Every carrot tile has a spare tile next to it for a basket. Thus quick and efficient harvesting when needed.
One code my partner and I both use as babies. If we’re born into a farm with lots of single carrot rows, drained ponds or multiple babies we just run away to die. Saves wasting our time.
Note to non babies. If you see your babies running away when being born you need to learn how to farm
Something I've also realised about children. While it's worth getting them working as soon as they can pick things up, it's very easy for them to accidentally starve if they're doing tasks away from the centre of the village and food source. So it's probably best to have the young kids doing the carrot harvesting (with an adult in the area to make sure they're know which ones to pick and which rows to leave to seed etc.). The only issue there is that makes it harder for them to use berries as a food source, so either having regular drops of baskets of berries or have regular 'lunch breaks'
I tried a little experiment today with a rabbit camp away from the main village. I managed to set up in the yellow grasslands with 2 fires (one always burning, one that is allowed to become hot coals from time to time), a flint chip, bunch of firewood/kindling (borrowed the village's axe but returned it ) and a sharp stone. Then set off with my snares to catch rabbits. Rather than bring each rabbit back to the village to process it, I was able to handle them all at the rabbit camp and take the furs and cooked rabbits (or some of them, I needed a food source
) back to the village in one go.
Ideally I'd like to have a decent supply of thread there too (needles aren't a problem, but would need a source of milkweed) then clothes could be made at the camp too.
Another thing to take into account is the length of the play time available to the real life player. If you’re playing the game with a fair amount of free time to learn, farm and watch as civilisation evolves then the ‘good’ play style can be fun as intended.
However, not all players have long play sessions available and if someone isn’t invested in the long term future of the civilisation because they don’t have long to play then they are effectively psychopathic in the game because they don’t care what happens to anyone else.
I see that happening far too many often. Childs dying in settlements full of food. You got to remember as a child your food bar is really small, you can't travel too far without some berries. Kids carrying bowls and searching for water = certain death.
Whenever I explain the laws to a baby I'm now adding a last one: "DON'T STARVE".
I wasn't a child by the time I started apprenticing, that was what was so embarrassing
One thing I did realise from shepherding is it can’t possibly be sustainable. To feed a sheep to get a single ball of yarn you have to strip an entire berry bush into a bowl to make the feed. So unless someone has found an endless supply of water to farm berries or strips the bushes for miles around it’s going to take generations to knit a matching outfit
Appologies to the old Shepherd who apprenticed me and spent half his life teaching me his skills only for me to forget to keep an eye on my hunger meter while shearing sheep and die in the pen
Doh!
Reading Jason's news post about everything running out (https://onehouronelife.com/forums/viewtopic.php?id=63) , I can now see more of the design philosophy behind it, so it makes sense in a mature game where the players are all good at the game and playing well. At the moment though, I suspect we need a training wheels version (ie more of a garden of eden) to encourage players.
One thing I've noticed while having a fun and interesting time dying a lot (although did manage to die of old age last night when there were very few people nearby and I lived as a nomad/gatherer) is that the food items seem to grow unsustainably slow.
For instance, the gooseberries, wild carrots etc. don't appear to regrow berries in a lifetime and don't self seed so if there's more than one person in an area, you'll denude it of food within minutes (a few game years). I can see the game logic (in real life, the bush itself wouldn't last that long, a person couldn't sustain themselves off 1 berry for a year, so it represents the use of the bush rather than a single berry etc.) but the feel for the player is of punishment level difficulty. Especially if new players are joining and you're bombarded with unwanted babies (which does make the game represent the real world in a lot of ways).
It would certainly feel less like a suicide mission if the wild plants regrew and self seeded at least a little bit so a small community could survive as gatherers long enough to learn and evolve to farming.