a multiplayer game of parenting and civilization building
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Agreed. Tracking the Daily Curses alongside this data would be good to see.
Oh look, it's a wall of toxic filth that epitemizes that all the curse system does is empower entitled paper dolls to enforce their style of game play on literally everyone who pays for this game. Instead of exploring the games mechanics, and embodying different roles.
> Labeling Tarr a player that doesn't explore game mechanics or practice different roles.
Content Season!
Fixes Season!
I disagree, Ana.
It was primarily about the issue of meta-game knowledge on how people instantly rushed his Tech Tree and made him regret saying he could make content faster than people could make progress through it. These were my thoughts then:
To condense everything down from what Jason said, and what Wio said, this is what I think on the subject:
It is impossible to avoid the 'meta' picking up on how these specialized technologies would work.
OHOL's tech tree is fine as it is. Procedurally generating a new one is only going to add information overload similar to how languages are painful to attempt to decode when there are hundreds of variations that you're constantly having to re-learn every hour.
The only logical way to add specialized technology without it being easily meta'd is by not removing existing tech, but adding new, advanced versions of what we already have.
- Special tech has a 'random % chance' every time you successfully interact w/ a structure. It would mirror accidental discovery.
- Every time a player successfully interacts w/ a Kiln, Newcomen, Iron Vein, etc., they could have a 0.001% (1 out of 100,000) chance to learn the superior version of the technology they were interacting with. (A lightbulb w/ sound effect could appear above their head the moment that happens)
- When that happens, that specific player has unlocked the specialized technology, infrastructure, etc. They have until Old Age (or other means of death) to try and build the superior version of that tech. Ideally, they would be upgrading the tech structure the village currently has. (upgrading the forge, upgrading the Newcomen, etc.)The special technology would be attached to the individual to build, but is not restricted on use. No one else "learns" how it was built, per se, but they are able to interact with the advanced technology and use it for as long as the technology survives.
The technology survives until all family lineages that were aware of it die off. The technology can be known to multiple family lineages, as long as they are in its presence when it is being used.
- Once all lineages have died, the upgraded tech decays until either the normal version or a "dillapidated" version of itself, no longer able to be used or removed.
My opinion on it has shifted only slightly; I think it should just be a single lineage again, rather than all lineages that are able to come into contact with said thing. That way, each family is going to eventually have the potential to make their own specialized tech for themselves.
Also, since families systematically die within about 7 days due to server restarts, I think the technologies may need to have semi-permanence for some time after the lineage that made it has vanished. Probably a death timer from inactivity, or perhaps just a new 'layer' of decay that follows an object no matter how much it transitions.
Ultimately, it's still a game mechanic that's based on the people crafting it, and not the town itself being upgraded based on a mechanic that will quickly be meta-gamed for the "best possible upgrade".
I would people are too lazy and don’t give a fuck enough to use hierarchies normally, this is why it’s purely rp.
That's more of a cultural/knowledge hurdle than one that can never be overcome.
If players were always inherently lazy, you wouldn't even see people make tons of belltowers, or wineries.
Player knowledge only advances when people demonstrate "good" ideas and see them constantly in life after life after life. People didn't 'get' society right away; it took a lot of collaboration between various tribes of people wanting to make things and to keep expanding on things and needing to constantly re-organize how they operated between one-another.
Dodge wrote:So just build big villages and then craft a bunch of objects sooo fun....
Maybe you are the one misunderstanding what this game is about.
Your posts are almost always bs. This game can be extended/improves in many ways, but trading is not one of them.
It's your fault, people who asked for trading, that we have race specializations now. Jason could usually predict what would be good and what wouldn't, but not this time.
Ehhh, Dodge is pretty close to the correct answer. Trading is an important aspect of civilizations in general - when there's a plurality of cultures, locations, hegemonies, you end up having to figure out how the two (or more) can interact beyond simple warswords. Thus, trading.
Jason can't always predict what's good and what isn't. No dev can. They can take a stab at what they think will be a good feature, but then find out later on down the line that, in fact, no it wasn't.
Remember when Newcomen water pumps didn't have uses, and were a 5% chance to instantly deplete after 1st use?
Jason, in the case of trading, is using what I argue as the wrong framing. He's trying to see individuals trading between one another - micro-scale trading - which I thoroughly debunked here, if you want to see my justification for why he needs to care more about macro-trading. Almost a year later and it's still pretty accurate of the current situation.
Kinrany's correct here; towns can survive long periods of time, purely off of the backs of the villagers that it comprises of - usually the same ones who created it. As such, the proper frame of reference we should be using when trying to analyze the concepts of "individuals", should be the towns themselves.
Towns/Villages do have their own agency - that agency is carried out by the will of the villagers that live within their realms and "consider" themselves apart of that town. Usually - because the villagers themselves have very little attachment to resources - the towns will be very uncaring about what resources stay inside the town, and what resources are swapped over to another town in order for their villagers to prosper too. Occassionally, though, the 'will' of the town shifts, to where it possesses some players that do care about what is kept within the confines of the city grounds, and that is when their agency shifts.
Towns survive through generations; the city itself should not be attributed to maintaining any kind of 'power' because the 'power' itself needs to be rendered to the inhabitants of that location and remain in their control.
When Jason agreed to add the Hierarchies feature to the game, I think that this was the right step towards being able to give that kind of multi-generational control to the players as the first step in a line of 'building blocks' to creating the societal structure the game needs in the mid- to late-game meta.
I still believe in principle that Biome Restrictions needs to go, but only because of the way it was implemented (removing rather than improving). I'm not going to lump the mechanic together with Hierarchies, though, and I would argue the same for this thread too, because they do not directly impact one another.
Wuatduhf wrote:The_Anabaptist wrote:Convince me otherwise.
> Be a griefer
> Go out into the wild
> Have a baby
> Never pick them up
> Repeat in every life as a female
Why just why....
To convince them otherwise.
Convince me otherwise.
> Be a griefer
> Go out into the wild
> Have a baby
> Never pick them up
> Repeat in every life as a female
it was useless from the very beginning, to be fair.
On release, eh, kind of, yes. The potential for organization was interesting.
However, I would consider the Hierarchies system as "existing in the game" once Orders were added. The Hierarchies mechanic itself wasn't useless at that point, just incredibly niche on the amount of people that understand how to effectively use it. The orders can instantly relay information across all members, which is a highly effective way to request help, to locate a person...you name it.
The problem, however, was the fact that each generation wouldn't necessarily have a good person to put into the role of the "Highest Leader", or even just Leader in general; everyone sees it as a joke and doesn't consider the actual potential for using it on things besides memes.
The system is not useless, far from it. However, because of the "appearance" that it is useless, people will continue to treat it as such until more features are added to it, or until people were able to see - repeatedly - how good the Orders system is at keeping a village super productive.
I made a proposal generally in line with your thoughts regarding land-claimage and Exile/Outsider restrictions.
http://onehouronelife.com/forums/viewtopic.php?id=9095
It's been proven with the two hierarchy updates that the system CAN work if the right people end up in charge, but because the system lacks gameplay mechanis that chance is lower than it would ideally be.
As far as tracking what actions individual players have done (and not the collective), I think Jason would have to add that. But I think the other systems would be much more valuable to the player-controlled judgements rather than raw stats.
TBH is really sounds like you are upset with the game and have quit. Misery loves company so you want others to quit with you. However, looking at this objectively it's clear you are passionate about the game and angry, not sure why but angry about something. If you weren't, you wouldn't bother coming back to the forums, instead you would take your own advice and leave it all behind. I felt that way too once. I did quit during the arc era and it was the best things for my mental health at the time. I'd suggest you take your advice and take a break. If it's permanent then good for you, and if you decide to come back later, that's ok too. People don't post like you are now when they are happy or stable. Really, take a break, delete the link to the forums and the game. You can find them later if you come back but people aren't going to quit cus you tell them to. We are enjoying the game even with all it's flaws. Give yourself some distance and time from the game.
<3
+1
Thanks!
Yeah, the idea for Job Titles being once per life was to represent how people get skilled in some line of work, and carry that thru the rest of their life. If those free tools were only temporary, I could see someone changing Job Title in the middle of their life, but being able to constantly switch would defeat the purpose of tool slots.
I think Hierarchies could get more communication methods too, but right now competent (emphasis on them being competent) Leaders can already relay info pretty well. I also assume that the new Tool "+" identifier helps show who's got what.
Technically, the Job Titles would also be a communication tool.
Why?
Jason is at a crossroads where combat is becoming an arms-race issue against griefers and where players are struggling to make villages with long-lasting cultures. Players want more unique identities, and safety within successfully-growing villages, without having to be burdened by 'magical' systems preventing them from being griefed or limiting their freedom of interacting with the world.
Hierarchies expanded simulates the natural progression of Society leading to "The social contract", where people agree that some rites have to be surrendered in order to empower other rites. The longer towns/villages last, the more likely a Hierarchy is surviving with it. Existing hierarchies present a clear and natural reason to be a part of them, while corruption over time and decadence can lead to a new Hierarchy attempting to usurp the previous establishment.
Jason has attempted to get Property Fences to present "land claims" as an actionable system. However, they only work on the micro-scale, and OHOL's reincarnation detaches players from their personal family each life. Macro-scale land claims, on the other hand, are much more feasible, because Towns/Villages as entities last for very long times. Giving players the ability to control where they live, how they govern, and who is allowed to fight removes a lot of the "magical" elements of combat restrictions. Combat restrictions becomes up to the players to manage, and griefing is also able to be shutdown with a swift exile from a Leader.
Hierarchies is a diamond-in-the-rough system that has positive future ramifications towards building society in OHOL. It is self-evident that the game is struggling to foster long-lasting cultures and meaningful systems of government from one generation to the next. The game does not support these features mechanically, and has steered clear of it until Hierarchies were added. I believe it is time Hierarchies were able to exert that influence on players. Hierarchies can demonstrate how civilization advances by giving benefits to the towns where they are utilized. As such, I think Jason should track them ingame, just like how Families are tracked, but give them benefits the longer they stick around.
How can a Hierarchy get tracked like families?
This part is simple. Hierarchies always exist the moment a female exists. All of her children auto-follow either her, or whoever the female is following. Piggy-backing off of the Gene Fitness leaderboards, Hierarchies are randomly given a name on creation.
How do Hierarchies make progress?
To simulate the progression of civilization, progress can be measured via time & players. Each time a player dies, if they reached at least Age 55, they add 1 point towards their Hierarchy's "social development" track. Below is a list of some potential benefits towns can get, with an estimate in how many generations it takes for those points to be accumulated.
10 Points (~4 Generations): Job Titles
25 Points (~10 Generations): Land claims
100 Points (~40 Generations): Governing System
125 Points (~50 Generations): Murder/Peacekeeping
150 Points (~60 Generations): "Outsider" restrictions
175 Points (~70 Generations): Object restrictions
Leaders, and the Highest Leader among them, are much more important in an expanded Hierarchy framework. They would be playing the roles of the political system and would become the primary enablers of Social Development. Conversely, when a Hierarchy's last member dies/leaves, the Hierarchy is deleted from the map, and considered dead. At this point, it would become visible on the OHOL website, similar to when Players die, for all to see.
Below are explanations for some of the mechanics that Hierarchies could gain from Social Development.
Leaders can give players Job Titles. "I DUB [PLAYER NAME] JOB" gives the player one Job Title until death. A Baron can make Lord Bob Wilson become Lord Chef Bob Wilson."
Job Titles immediately Learn tools for the player that are associated with that title (ideally customizable in the server config).
CHEF would include Adobe Hot Oven, Hot Coals, and Knife
DOCTOR - Needle & Thread, Medical Pads, and Knife
FARMER - Skewer, Stone Hoe, and Steel Hoe
etc.
(originally suggested by GoGo)
Any Leaders in the Hierarchy are able to claim any parts of the map, once every Epoc.
A Leader stating "I CLAIM THIS LAND" claims all unclaimed blocks within X and Y radius from where they were standing. This could be a specific amount, or could be based on the current # of Players in the Hierarchy. Players entering any square involving the Hierarchy are notified "YOU ARE ENTERING THE [Hierarchy name]"
Why this is good: Exiles can actually be effected by Land Claims. If a player exiled by a Hierarchy is standing in land claimed by that Hierarchy, it immediately acts like a Specialty Biome would - they cannot carry items until they are outside of the Land Claim.
The Highest Leader(s) become able to rename the Hierarchy. They can also convert the government to a different system.
"WE ARE THE [NAME]" changes the name of the Hierarchy.
"WE RULE BY [GOV TYPE]" changes how the Hierarchy powers are distributed, and the titles that Leaders receive.
Tribe - The new Default. Has Leaders and Highest Leader.
Monarchy - Direct siblings of Highest Leader are also Highest Leaders.
Theocracy - Only the Highest and Second-Highest Leaders are Leaders.
Anarchy - Every member is Highest Leader.
Socialism - Every Leader is Highest Leader.
Autocracy - Only Highest Leader is a Leader.
Republic - Player with most Leaders following is Highest Leader.
Democracy - Player with the most followers is Highest Leader.
etc.
The Hierarchy must wait an Epoc before either phrase can be used again.
The Highest Leader(s) are able to determine whether combat is allowed within their Hierarchy's Land Claims.
"MURDER IS NOT ALLOWED" or "MURDER IS ALLOWED" is the phrase to enable/disable attacking other players.
The Hierarchy must wait an Epoc before this can be changed again.
Leaders can give the Job Title of Peacekeeper to players who don't have a Job Title. These players are immune to the Murder restrictions. They are also immune to Exile Land Claim rules, unless the Highest Leader exiled them.
"YOU MUST KEEP THE PEACE" or "[NAME] MUST KEEP THE PEACE" is the phrase for a Leader to give someone Peacekeeper.
The Highest Leader(s) can open/close their land to those outside of their Hierarchy. If outside the Hierarchy, they are treated like Exiles. Outsiders must join the Hierarchy, or conduct their business at the edge of the land claim.
"OUTSIDERS ARE WELCOME" or "OUTSIDERS ARE NOT WELCOME" restricts or un-restricts this.
This phrase should/could have no time restriction.
The Highest Leader(s) can restrict any object from being used within the Hierarchy's land claims. They can do this once every Epoc.
"I FORBID THIS OBJECT" or "THIS IS FORBIDDEN" adds the Object they are holding at the time to the list of forbidden Objects.
"I UNFORBID THIS OBJECT" or "THIS IS NO LONGER FORBIDDEN" removes the Object they are holding from the list of forbidden Objects.
If the object is a Tool, however, players whose Job Title includes it can continue using it.
Damn, what happened?
Big cities are more or less stuck in a grief cycle. I think planes do have a valid use if they are controlled carefully. Like far off oil production and just getting away from cities in general.
Planes/Cars in theory:
- Full list of features where planes reduce transit times, efficient oil consumption, potential long-distance trading between well-developed villages once trading can be a thi-
Planes/Cars in practice:
Really going to need a chance to spawn a messiah baby now. Born with painted on pants and shirt with a little hat instead of a halo.
/hmph
The griefers are already vehemently praising this as a way to identify heroes. Have fun spewing a black F as a baby and being abandoned in the wild, or cursed then murdered. This update really, really only enables more grief, more murder and more chaos. It's a highly antisocial mechanic that sows discord more than anything.
The logical leaps in this are quite amusing. First you say that it'll identify "heroes"?
Lol what.
If griefers do generic curse-targeting to each of their victims or whoever stops them, they'll end up having a massive list of people that they see as black. That's not how you "identify heroes", that's just mass-distributed cursing. The only thing cursing their "hero" baby will do is simply refresh the month-long timer again on said individual.
It is an objective truth that "Heroes" have no tools at their disposal to be pre-warned of griefers that are being born in their village/town, and being able to prep for dealing with them. Meanwhile the griefer operates incognito until their time to strike is ready. Nothing has stopped griefers from watching who 'productive' people are in a town, and knowing who their initial targets will be. This feature benefits both parties but is HEAVILY skewed towards helping the anti-griefing camp. This is the first tool that gives "heroes" any ability of gaining an idea who may be a "bad apple". The ambiguity of the Hero vs. Villian prospect between lives is also going to be a social challenge for towns to now overcome.
Neither of you can prove who is the "Hero" and who is the "Villain" if it turns into a rivalry to the death. The "hero" can stalk and keep tabs on the "villain" or griefer, and wait for them to do something grief-adjacent before recruiting others to their side and dispatching them. This also means that across lives, these "heroes" - that you think are going to be the victims - will be able to build up a laundry-list monthly; who on their blacklist is a shitter, who have they tried to reconcile with but failed, who they have successfully made amends with.
Jason definitely needed to keep the Curse names unique per viewing person; that would've gotten very powerful if it was the same name for every other person to see after cursing. I'm very interested to see what social aspects of OHOL culture are forced to adapt to this new system of being able to deal with griefers. After all, it's not just going to be those two camps going after each other alone; I'm sure we'll see other aspects/cliques using it too.
This makes absolutely no sense. You have the code for it obviously if you're tracking everyone's tools. Just give us a little list on the UI.
Just memorize it.
But how will the cart know which way it needs to start moving? The transition system doesn't support directional input from the player. It's also a situation that's begging for griefers to simply place down a new cart or stop one of the moving ones, and then there goes the whole chain.
Admittedly, the current setup is also begging for one rail to be torn up by an Adze, and then there goes the whole line, again.
Curious, if you happen to send a cart on each track and they meet in the middle at the same time, will they crash into each other and be destroyed?
Very much so. They'll destroy the tracks underneath themselves.
Thank you for messaging me about it, I'm sorry I didn't get back to you in time to check over what'd happened!
It looks like you saw what I ran into though, and yeah, it's a PITA to keep track of. I had to spend a good hour or two on that excel sheet figuring out EXACTLY what each step would look like, since I had no idea at first how the railroad transitions actually processed!
But yeah, once you got one down, the rest are pretty EZPZ to implement. I'm hype for seeing those curvy tracks soon!
What about the abbility to ride a cart on the tracks (A fast way of transportation like cars but it's locked on the railway)
Well I guess that's too hard to add to :C
One can always dream
I tried to do it raw with just what's already ingame.
It worked out poorly.