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#26 Re: Main Forum » Suggestion: New Punishments for Greifers/troll etc. » 2018-12-21 17:51:12

I haven't seen things to be too bad myself. Almost about every society I spawn into is growing, not declining.

I don't think having one curse per life is a good idea. People being able to curse you in their next life is important. It puts less pressure on a person to curse if they feel their life is in danger. If people have to curse before they die, they might get curse-happy when they perceive any threat. Combine that with group mentality and I think undeserved cursings will go up.

#27 Re: Main Forum » Full family trees (work in progress) » 2018-12-21 15:10:55

This is really cool. The tree is absolutely tiny in browser, though (at 300% zoom I start to noticw that the dots might have text in them and lines connecting them, lol). I assume I need to download and view it with something?

#28 Re: Main Forum » Public access to all life log data » 2018-12-21 15:04:14

Pretty cool. It'll be interesting to see if any nifty automated tools get built to use this data. For instance more expansive family trees, statistic graphs and so on.

#30 Re: Main Forum » Nocturnal Infertility » 2018-12-21 14:42:45

Yeah I remember hearing somewhere that once you were assigned a server it kept putting you on that server. I guess another effect of that could be more chance of running into your old line or being born into another family in that town. (A pro or con depending on your perspective and the design goals.)

I agree that it should probably bounce you through the servers each time, though that would make running a deliberate eve more tedious.

#31 Re: Main Forum » I got shot for making a bucket! » 2018-12-21 13:33:58

Greep wrote:

The point is, if two people disagree strongly to the point where neither wants to back off from the situation, there is no way to discuss it in game, and it's pretty awful.  There is just not enough text in game to explain your reasoning.  If they feel strongly enough, which I do here, this leads to shooting someone, and this is how you get shot for making a bucket.

Actually that sounds to me pretty much like the way things happen outside games too. It's only about 5% of the time maybe that a person changes their mind based on an argument from someone they disagree with. At best they agree to disagree, usually. That's not to say they don't file it away and maybe change their minds LATER if further "anomalies" and evidence build up in their experience. An exception would be that a fair amount of the time people are actually basically agreed, but they don't like the way the other person approaches the subject or situation. They end up opposed on the emotional level. That's part of why agreeable, forgiving types and disagreeable, "I'm going to actually do something about this" types might clash so much. Maybe, I dunno.

Hmm. Part of me really likes the text restriction in game. So far for me it's a significant part of the character of the game. We'll see if my feeling change with time.

#32 Re: Main Forum » Snowballs and you: » 2018-12-21 13:14:11

Wouldn't trying to beat the melting be part of the fun challenge of making a snowman, if it wasn't too strict of a timer? Not in real life maybe, but still...

#33 Re: Main Forum » Get Onboard With The Bell META » 2018-12-21 13:06:20

lionon wrote:
Gederian wrote:

That's why you need to keep ringing and get a third line there ASAP to balance it out.

Doesn't matter how many lineages there are. As soon some people see "unrelated" on someone else in their town their mind seems to make a short circuit and they go on murder rampage.

Or also seen mothers who refused to feed a 'F'-begging child next to them, because it is "unrelated".

Videos like this one no doubt contribute to that: https://www.youtube.com/watch?v=ni_yNrrt4LI
At least he mentions at some point that he almost never kills anyone because of murder spirals getting started. But I'm sure a certain type of person sees videos like this and thinks, "It looks fun to get the game and do this!" What are you gonna do. Most games are versus games or single player massacre sims, so I think to some degree virtual murder is just considered as a valid way to have fun. And is it not? Technically speaking it is allowed, and the game wouldn't be so compelling without some chaos factor. But that doesn't mean it's good for it to be too easy, or to allow it to take over. It's a difficult topic to discuss because games are fun, but a lot of them are like this.

In the end the battle present in real life will always make its way into the virtual spaces that people occupy in one form or another. It's not a "problem" that gets "fixed" typically. It's a struggle that waxes and wanes, but is always ongoing. Chaos and Order are always in conflict, but as long as there is an evolving dialogue between them of a sort, and some form of balance, the enterprise on whole remains alive. When one takes over, it dies.

That's not to say games or real life "need criminals" per se - not in any simplistic sense - but I speculate that there is something we need or could achieve, and until that occurs criminals  will appear and serve a kind of purpose for better or worse. I dunno. In any case I don't think there is any kind of Utopia type solution. The solutions are what WE choose to do, and will make things better or worse. It might not even be obvious what the effect is, or things might look worse to us and be better in the long run or vice versa. Sometimes good solutions are available, sometimes not. Sometimes we're just blind to them because the thing we would need to do is painful to even see or consider for whatever reason. Anyway, that's enough from me probably. tongue

#34 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-20 19:14:40

Hah, I thought that was what was going on when I saw those two names.

#35 Re: Main Forum » Suggestion: New Punishments for Greifers/troll etc. » 2018-12-20 19:12:26

Crumpaloo wrote:

Well im sure with the implementation of donkey town at least some measure of antigreifing is better than none whatsoever, so that makes sense that it would have some affect. However i think its a horrible idea to get people that shouldn't be cursed to sacrifice themselves like a reverse lottery just because of a few bad apples. I think the system for punishing greifers has to be more complex then just curse tokens if we ever really wanna nip these problems in the butt.

I'll echo what CrazyEddie said about false positives/negatives, plus mention that crime remains a problem in real life because it's not an easy problem to solve. A lot of the problem is that criminals operate precisely by camouflaging themselves as ordinary people with reasonable excuses. They have to. Of course that takes work and some of them are lazy, and they relish the chance to shake off the act that they resent having to keep up to maintain their freedom. But, in the end they are life-long specialists in deceit. Some or even many trolls are no doubt of this type.

One interesting thing might be for people to provide examples of games or systems that have been effective at reducing or eliminating griefing or trolling.

#36 Re: Main Forum » I got shot for making a bucket! » 2018-12-20 18:41:10

Yeah, I've noticed that the multiplication of food products actually seems quite generous. I've been hearing a lot of lines dying off with plenty of food to nocturnal infertility or griefers. You get a lot of food and product for that one sheep poop!

#37 Main Forum » Bates the Farming Queen » 2018-12-20 18:12:43

Sylverone
Replies: 0

http://lineage.onehouronelife.com/serve … id=2463757

So in my most recent town I was born a girl to the resident baker. She was pretty nice, gave me a tour of the town as I recall. When we get back near the bakery I see a blonde lady with a crown. "Qu-ee-n?" "Yes, she is our queen." The queen was quite nice as well, and since my mother was ready to get back to baking I was left in the queen's care. I asked what needed done. I think she suggested farming. I tended the berries a bit and contributed a little to the planting going on just north (carrots).

Some time passes and the aged queen walks up to me and my sister Hydie, announcing that she needs to pass on the crown. I say "I'm not sure I'm up to the task." and immediately have a kid. I move away slightly to get my kid warm and don't notice the rest of the exchange, but then the queen walks up beside my kid and plunks the crown on her head. Some man is standing nearby and witnesses this, and the old queen announces something like, "They both refused the crown, so now bb is queen. LOL".

Then what does the baby say?

"Do-nt-wa-nt-cr-ow-n", to which I can only say, "LOL, wise child", having read some stories. So, I pick up a nearby white wool cap off the ground, shove it on her head, and don the crown myself. I announce myself, "Bates, the farming queen", and then proceed to keep having children so that I'm unable to farm - I'm a noob who can't multitask well yet. I manage to keep my kids alive, and do a little here and there for the farms, but nothing impressive. Somewhere in the midst of it all this one blonde lady is insisting on feeding me because I'm queen and this curly-haired lady is talking to me like I'm "her love", acting like she's trying to use a lasso on me. At one point one of them grabbed the other one's baby for a bit. Long story short things ended with the "lover" stabbing somebody and then getting stabbed by someone fast, and cursed by at least half of us.

In the wake if that, as I am aging, I walk into a group of kids and tell them to heed the wisdom of the ancestors, "Never harvest the last plot." One of them asks why, so I explain it's for the seeds. If they weren't just playing along maybe that will help some town down the line. Two of the kids seem to be listening. One asks, "More-wisd-om", so I start on an explanation of compost, then go to show one of them, but I think I ran off screen too much without saying to follow and lost them. Lesson learned, I guess.

At the end of my life, two women gathered near to say farewell. I didn't have enough time to properly decide on an heiress, so I suddenly said, "rock paper scissors" and crumpled into a heap.

Anyone here present for that nonsense? smile

#38 Re: Main Forum » Tarr's breeding machines » 2018-12-20 17:30:31

Fair enough. As far as it getting fixed, hopefully it's not embedded too deep in the basic systems of the game. Can you continue building the device while they're stuck in it? "A monstrous fusion of man and lathe!"

#39 Re: Main Forum » Tarr's breeding machines » 2018-12-20 16:48:53

Thanks Howling.

Overall I think this is funny and just another one of those things that crops up in the evolution of a dynamic game. Really reminds me of Dwarf Fortress, but I think that game - as much as it fascinates me - has a rather questionable community.

Essentially it amounts to limiting the choices of other players through force because you don't like the choices they might make. I can sympathize with the reasoning behind it somewhat, but it seems too selfish and not a recipe for community spirit. It's also a potential griefer tool.

I have a great idea. How about we invent the Matrix and just plug our most healthy people into it. It's okay to use them as breeding machines if they are sufficiently pampered, right? Anything else would be cruel. Or maybe we can use their brains as improved graphics cards... in the Cloud(tm)!

Hyperbole, of course, but this makes me a bit nervous at least. How would you guys respond to this type of treatment if you were new to the game? In the end, I guess people will decide what they think about it, and will curse or not accordingly. Seems fair enough, so I'm not that worried. If it really has a bad impact, I imagine Jason will do something about it.

#40 Re: Main Forum » Griefer signs detected against plausible deniability » 2018-12-20 16:07:01

I don't think focusing on the singular event is quite the right way to think about it. The unsheared sheep is not what has high value here, it is the rule.

Because I guess I was kind of insane, I did this thing:
PXm1fAb.png

My estimate on the time to make and carry the mixed bowls is a complete guess based on what I think a skilled player might manage. Of course distance to berries and carrots affect it. Once you factor in the time that goes into farming the berries and carrots, I would guess that each mixed bowl is worth about 1 minute of time, probably more for slower people and noobs. So shearing the sheep first probably costs about 1.5 times more. And this doesn't count the case where someone shears the sheep again preventing any new lambs. Each time that happens adds another 1 minute to the cost. So someone overshearing could easily double the cost of sheep. In fact... I just realized I overlooked the 30 seconds it takes for a shorn sheep to grow its coat, so I've underestimated the cost. It might approach 2 times the cost even on the first shearing.

So the cost of a single infraction is tiny in the long run, but failure to maintain the rule has a pretty notable cost. The "extra" fleece is a one-time gain, taken at the cost of interrupting the cycle and possibly weakening the rule a bit. The newbs are watching. There is a definite baseline cost that doesn't ever go away, although the situation will determine how much additional circumstantial cost is associated with either choice. I would guesstimate that if you find yourself in a situation where it is truly necessary to sheer the last sheep, probably a mistake has been made at some point. It just seems like a risky choice to me. Rules function best when they are simple, low cost, and people aren't rationalizing around them too much. Anyway, enough rambling from me on that point.

#41 Re: Main Forum » Server population over time » 2018-12-20 12:41:20

Very cool data. Just making a post to keep an eye on this.

#42 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-20 11:56:23

Crumpaloo wrote:

The pattern of most greifers i interact with is that they no longer stab someone with no warning, they try to create a false pretense for killing someone, I.e "oh he stole my boards" or "he abandon me" In neither of these scenarios is the greifer being directly threatened with his life as to retaliate with stabbing someone to death. Yet they do it anyway, and try to justify it later, sorry but no amount of excuses could ever justify killing another player for any reason other then they're life is at stake. The shoot first ask questions later mentality that some players have is petty and only results in more needless deaths.

We're pretty much agreed then. I tend to wonder how many greifer types commit crimes in real life.





lionon wrote:
Greep wrote:

In any case, it's funny when someone thinks people are just griefers when there are potentially good reasons to all of their actions.

The thing is same as with the "griefer signs detected" post, it's all about the pattern. Sure not everyone putting latex in a bucket is a griefer, there are certainly good reasons to do so. Someone filling all the buckets with latex, and all the bowls with other difficult to clear stuff and sharpens all the stone, etc. is a griefer. Watch them a little and you'll see the pattern.

However in the recent times, this kind of of "plausible deniability" sabotaging has gone done and now those have gone over to willing full stir up as huge drama as possible because of every tiniest excuse.

It's a frank and troublesome truth: Dishonest people prey on those who forgive and show pity. Yet forgiveness and trust are also key for cooperation. People who are less prone to forgiveness in the first place are less likely to become the victims of these sorts of people, but also more likely to be abrasive and unyielding to others. And the more forgiving types tend to get into debates with them. I actually fall pretty firmly on the forgiving side of the spectrum (very high agreeableness trait), but knowledge of how dishonest people operate and the incredible costs they cause everyone else lead me to not be so quick to condemn the less agreeable types. Both personality types have strengths and weaknesses, and of course most people are somewhere in the middle on this spectrum.

Basically, if you forgive everything, everything goes to hell, and if you forgive nothing, everything goes to hell, so you have to learn to discern each situation. Your personality just determines which side you default to when unsure, and there are costs and benefits to each tendency. What's actually more important in the long run is whether our goals are the same. If we are trying to make the game more enjoyable for honest players who aren't behaving overly selfishly, our differences in approach will mostly converge on the same solutions, though each side may present different insights.

#44 Re: Main Forum » Q: Can someone being held have babies? » 2018-12-20 05:38:09

Lol, if children could pick up babies you could make people stacks.

#45 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-20 05:31:41

I'd say if someone roleplays a criminal, then its reasonable to treat them like one. They chose the role, your tokens are yours to decide what to do with. That doesn't mean you get a free pass to do whatever and not be judged or criticized for it (that's greifer/criminal style thinking), but things even out somewhat in the long run anyhow, because responsible people learn from the experiences.

Maybe you could have done something different when the new child was born. Drop them off with someone else or something. "Could you be godmother for my daughter?" It does seem to me that your dismissal of them may have contributed to the situation, even if their response was out of line. They might have picked a different target at least. They didn't stab you because of your teaching, but because of your treatment of them (to the extent they weren't just lying which is unknown).

The way I see it is while I can communicate my problems with others which can and does help, in the end I am responsible for reducing ill will and and responsible players' vulnerability to attack to the degree I can. I am not responsible for others actions, but my actions influence their decisions and the character of the situation.

I dunno, it seems like overall you made good use of that life, and I applaud teachers, I've benefited from their help a few times already. But greifers don't pick their targets 100% randomly, so avoiding small slights can be wise when possible. In the end it was their choice though. Humor can also be an important defense, as well. After all, it's your emotions that greifers and trolls are targeting. So I wouldn't be to harsh on Greep. His story helps with understanding the whole situation.

#46 Re: Main Forum » Two Bell Berry Patch and a note for Julie Snow » 2018-12-20 04:07:18

Cool, I enjoyed reading this. Took me a minute to get the wordplay of Snow-Less. Cool. wink I will definitely consider following any bells rung.

#47 Re: Main Forum » Get Onboard With The Bell META » 2018-12-20 04:01:50

Gederian wrote:

Killers don't need a reason to kill.

This is very true, not just in experience but as a matter of personality. Almost every chain murderer in real life or in a game will have a reason to give you when they are trying to evade consequences. But the truth is that usually they just enjoy it, even if at some point later they express or even feel regret. Criminals like what they do, and they suppress their conscience deliberately (if they have one) when they see an opportunity to inflate their sense of power and control. And they throw up every kind of smokescreen imaginable when trying to excuse their actions.

#48 Re: Main Forum » Nocturnal Infertility » 2018-12-20 03:40:06

The base fluctuation is unavoidable, but it seems like the handling of it could be improved. Is there any good reason that the minority server HAS to be starved off artificially? Why not just let that line receive its fair probability of children and give all lines on all servers a fair chance of dying off?

As I see it there are pros and cons to this:
Pro:
*The overflow servers are no longer rapidly doomed once the overflow stops.
*Survival is based on skill and not number of players more of the time.

Neutral:
*Survival will still be sensitive to dilution caused by the number of fertile lines.

Con:
*Lower number servers will no longer be guaranteed to be the most active. Populations will be more diluted.
*You might need some way to keep manual connections on higher servers from stealing births. Make some servers manual only?
*Maybe server cost increases since players will not be as strictly compressed into fewer servers (Significant or not?)

My impression is that even if you give fair probability to all lines, servers will still die off when population drops, it will just be more manageable and fairly distributed. After all, a full server will automatically get more births due to having more women.

This thread includes Jason's comments about the algorithm, including a desire for most player to have the "full server experience" most of the time. You'll note that he actually essentially describes nocturnal infertility in this post: https://onehouronelife.com/forums/viewt … d=162#p162

So here's my idea:
1. New logins are born to a random mom on an existing server (ie a server is randomly picked, with the weighting depending on the number of potential mothers on each server). Maybe weight the births lightly toward lower numbered servers (when they are not capped), so that players tend to pool back into them, but established towns can still keep ahead of the curve for a while. But, I'm not sure this is even necessary.

2. When a server hits its soft-cap (100 in Jason's post above), then it overflows half of its logins to the other servers, repeating step one for those.

#49 Re: Main Forum » Having 0 daughters is a major problem » 2018-12-20 00:05:07

Lotus wrote:

I agree. But taking a look at the front page of the family trees, I noticed that the majority of women who died as elders had virtually no daughters. It might just be a coincidence, and certainly doesn’t represent the entirety of OHOL population, but it’s still fairly substantial to look at. I recommend trying it. Here’s just a few links:

When i looked a  while ago most had more daughters than sons. Part of the tricky thing about randomness is that in true randomness data points appear to be clustered into groups, and the process of pareidolia causes us to see patterns in this.

Take this image, for example:
Voronoi-diagram-for-the-first-512-points-of-a-pseudo-random-and-quasi-random-sequence.png
I wish I had a version of this without the Voronoi cell overlay, but the pattern of dots in the left image is actually closer to true randomness than the one on the right. There was once an experiment done in which even students and professors of statistics tended to pick a pattern like the one on the right as being more random, because when we see the clustering of a random dataset we tend to feel like there's a pattern. In my efforts to find examples I just learned this is called the "clustering illusion".

https://en.wikipedia.org/wiki/Clustering_illusion
https://en.wikipedia.org/wiki/Texas_sha … er_fallacy

So basically we can't tell easily whether something is off without enough data and some mathematical analysis. But I think it would be expected that natural clustering would result in some lines dying out to lack of girls.

Mobitz wrote:

I had a life last night where I died at 60 as a woman, and I had zero children the entire time. Even checked the family tree, next generation was 2 nieces. Weird?

http://prntscr.com/lx1hnr

http://lineage.onehouronelife.com/serve … id=2447538

Probably Nocturnal Infertility. See here: https://onehouronelife.com/forums/viewtopic.php?id=520
Basically, since all babies are other players, during times when players are quitting for the night, there are much fewer births. If you happen to be on highest-number active server, this means your line will almost certainly die out as all players can now fit within the lower numbered servers. You can see it in action in this graph:
https://onehouronelife.com/forums/viewtopic.php?id=4788

#50 Re: Main Forum » To make the game even harder, it needs to be made easier. » 2018-12-19 13:53:32

Gabby wrote:

We can always be "in the middle". You can be useful to the village and also act like a decent person when someone obviously doesn't know what they are doing, it doesn't have to be one or the other. And if you actually show people what to do instead of killing them for making mistakes, maybe they will be more useful to the village afterwards.

I do think that this clash can be part of Jason's intention, although he already told us what the game is about. "Parenting and civilization building". I feel like too many people forget the "parenting" part.

Yes and no. Being useful AND personable is certainly a good ideal, but it's not quite right to assume people can "just do that". The variety in people's temperaments is quite wide, and roughly 40-60% genetic. (This is different from heritability; identical twins have stronger personality correlations to each other than to their parents, as I recall.) That doesn't excuse people from responsibility and doesn't mean they are without choice, but acting against one's personality (read: default tendency) requires an exertion of will.

I'm sort of thinking about this in terms of the Big 5 personality traits. It seems like the traits mainly in play in this debate are Conscientiousness (including tendency to be goal and achievement oriented, to persevere under adversity, and to value established order, hierarchy, and routine), Openness to Experience (including interest in pursuing new experiences, ideas, and values, interest in art and creative expression, and desire for spontaneity), and Extraversion/Introversion (Extroverts are more energetic and outgoing, and experience more reward from socializing and actually more positive emotion overall, whereas introverts are more likely to be more withdrawn and contemplative on average).

Based on cursory impressions (which I should note aren't that reliable except for Openness and Extraversion), I would estimate that that Aurora is probably pretty high in Openness as well as Extraversion within this community, and pein is probably higher than most in Conscientiousness, maybe fairly high in the intellectual side of openness, and maybe a bit lower in Agreeableness (ie less forgiving and compromising, but also less likely to be a pushover or wishy-washy). Conscientious people are sometimes described as judgmental, and don't have time for people that they don't consider to be pulling their weight. I could be off in these guesses, and I'm just trying to illustrate more clearly how these traits might relate to the disagreements at hand.

Booklat1 wrote:

The game difficulty changes a lot throughout the techtree and it is true there is a clash between more grindy/survivalist players and rp ones. I disagree that social skills and creativity are a characteristic of rpers only though. If that was the case you wouldn't see pein building cute pens and tarr doing mad science. Social skills might help survivability on occasion and that is why better communication is indeed necessary. [snip]

I have a speculation that video game players tend to be higher then average in Openness across the board, just given that games are very much about experiencing novel challenges and scenarios, and overlap quite a bit with other artistic media. (Maybe less so for people who exclusively play sports or FPS games, but maybe that's personal bias talking, heh.) I was surprised I couldn't find any research about the topic. But within any crowd you can find sub-gradients, and within each trait there are sub-traits, so there are different "flavors" of openness and conscientiousness, etc.

In any case, I don't think that being an RPer necessarily indicates that you are better at communicating on the practical level. I'm not really sure how or if that might correlate with specific personality traits. I mean, maybe being more extroverted means more likely to communicate, but it certainly would imply much about whether the communication is useful or helpful, though.

I think from a practical philosophical perspective, we accomplish the most if we focus on what we individually can do to improve things for everyone, which of course can include debating these things and making criticisms. I just think it's important to keep in mind that to a degree, Conscientious types and creative types have always clashed, but that both of these groups (which again, do overlap) benefit from a balancing effect provided by the other. Artists benefit more from their gifts if encouraged to balance them with discipline and discouraged from bad ideas, and conscientious types (who tend to be inflexible) can benefit from the adaptability of creative types. As an example, organizations become more likely to fail if they become too liberal (weakly correlated with openness) or conservative (weakly correlated with conscientiousness). They either waste resources on bad ideas and crash, or fail to adapt to changing conditions and crash. So the tug-of-war can be annoying, but is actually more functional than one side dominating.

Anyway, enough bloggin from me I think. hmm Hope this is in some way interesting if not useful.

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