a multiplayer game of parenting and civilization building
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Keep in mind that:
1. killing is necessary to prevent other types of griefing
2. any new tool can also be abused by griefers
3. there can be more than one griefer at a time
Heredity: people are not clean slate. Children of someone who lives in a rich village are likely to be less violent. In other words, if your death was violent or you killed a lot of people, then you're less likely to be born to a mother that is close to lots of cool stuff.
Edit: I think it's important to reframe the problem. It's not about good players and bad players, it's about weak players being able to disproportionately harm strong players.
Also, hit points don't change anything.
They make it harder to murder, but also harder to kill griefers.
Same with armor or whatever. And how would more weapons help? Or making every tool deadly?
All those things would help murderers as much as town guards.
I'd hate to attack a strawman, but it seems you're assuming that the side with the most "power" wins.
The fight between griefers and police is very asymmetric. Like in Werewolf, police would win easily if they knew in advance whether someone is or isn't a griefer. The knowledge propagates differently, but the general principle is the same.
(And if griefers are actually able to kill everyone, that's not griefing, that's conquest.)
Time is on the police's side. (Well, except that time spent policing is time not spent growing carrots.)
Hit points give the police time to coordinate. Too many hit points will let the griefer cause too much damage in other ways, but two hit points is obviously better than one.
Making tools deadly will mean that everyone is armed at all times, which means that the villagers can help the police out-damage the griefers.
Most changes would give "power" to everyone, not only the good guys, but saying that this means that making changes of this kind is pointless seems like a fallacy. If you give each player a bullet, but one player has a gun while the other has a slingshot, then you know the outcome in advance.
Note that I'm not advocating for any of these specific solutions.
This reminds me a little of MotionTwin's Die2Nite and Mush.
Mush is basically Werewolf on Starship Enterprise, and Die2Nite is a game for ~40 players who have to cooperate to defend their town against zombie hordes, which attack every day at 23:00.
Both games have similar problems with inexperienced players and griefers, amplified by the fact that some players are in-game traitors: evil humanoid mushrooms in Mush and half-zombie ghouls in Die2Nite.
Both games use the concept of a soul: something that accumulates points between games and gives the players access to special roles or game modes. It provides a system of incentives that aren't limited to the current game.
This also reminds me of the idea I mentioned earlier elsewhere [1, 2]: that players in 1H1L have more freedom that humans IRL, because humans are affected by the evolution and the environment they're raised in.
Perhaps you could fix this problem and some of the spawn-related problems simultaneously, by making spawn rules more deterministic.
For example, you could spawn players with better karma in rich towns. Policemen will have to sacrifice their own karma to keep their towns safe.
One more thing that's different from the real world is that IRL people that live together can learn each other's behavior and personality. In the game people just don't have the time to learn who's trustworthy and who isn't.
en.wikipedia.org/wiki/Maslow's_hierarchy_of_needs#Criticism
It's very well known, but it doesn't seem to be based on actual research. Well, other than the framework of humans having a number of separate needs, which is just that, a framework.
Humans are a renewable source. Either farming children is a viable strategy that makes carrots obsolete, or cannibalism is inefficient and only makes sense when the whole village unexpectedly runs out of food.
I don't want to make it foolproof, or easy to recover from a mistake with one weird trick. I want everything to be dangerous. I want heavy communication and coordination to be necessary every step of the way.
Civilizations with heavy coordination is an awesome goal, but when communicating even small amounts of information costs too much, any strategy heavy on coordination is automatically worse than the alternative dumb strategy of throwing man-hours at the problem until it goes away.
Really, I just need to keep tweaking it until it's possible for "police work" to take place. Right now, it sounds like there's just not enough evidence to pursue or convict.
What if you could only kill a single person in your life, and everyone would instantly know that? It's not clear that even in this edge case police work would take place.
So there are two reasons humans didn't die off IRL due to random murders.
First, humans are altruistic. Because altruism is a useful thing for a group to have, and groups that were full of psychopaths did die off. AKA evolution. I suggest we add a second property, mood, in addition to hunger, and use it to encourage players to be selfless and to punish behaviors that are negative-sum. Just having hunger isn't enough for this because mood is supposed to represent a motivation that is specifically not self-preservation.
Second, murdering other people is almost always not worth it IRL, because we have institutions that exist to pursue and punish murderers. Murders don't happen often not because people try to murder each other and fail, but because people barely ever try in the first place. The game doesn't have to regulate murder itself, it only needs to give the players the ability to coordinate and to reliably prevent and punish murder in a way that makes trying not worth it.
Tolkien would be happy!
To the second part:
The game doesn't have to, and can't, mirror the order in which non-physical technologies were invented in real life.
Everyone in the game already knows the idea of money. You don't need a special "coin" object to have money, carts with pies would work just fine if players were able to and had a reason to use money. If players could reliably own objects and had a reason to specialize, they'd already "invent" money no matter what Jason thinks about it.
Same for writing: players already know how to write. We could write with bones if we wanted to, we could even encode numbers with random items inside baskets inside carts. We have the knowledge, we just can't use it efficiently, not because there isn't a special object for it, but because there is no object that can be used to store information efficiently.
That said, adding a bank goes against the game's design because banks are not physical objects, they're institutions made of people.
we already got real currency in real world, I can just pay u 2 USD for 10 rabbit pies.
You can, but you won't. If you can buy 10 rabbit pies, it means that they're physically close to you in the game. If they're close, you can just take them because protecting them is not worth anyone's time. But even if you wanted to buy them, it's unlikely that their owner would sell them to you for a reasonable price because performing the transaction will take like 10% of their current life.
If the sum is big enough, they'd probably agree to sell, but that's like being able to trade a rabbit skeleton for a fully stocked farm: your willingness to do it doesn't say anything about the economy as a whole.
Trading only makes sense if the profits are worth the time spent. Is there ever a reason to trade in the game? Can anyone provide a concrete example of a realistic and reasonably common situation where trading is better than making the thing yourself or taking it without trading?
Has anyone made an API for getting the recipes from github yet?
Btw, if you spawn as an Eve, and die of old age, and then are reborn as an Eve (you're the only player on), you will spawn back at your camp.
If there was a mechanic that punished overeating, you could just let children eat carrots, and everyone would eventually get used to careful timing and eating at exactly the right moment.
Farms are also relatively easy to keep warm since they're small.
It's not about physical tech, the most important part is education.
Remember, things like math and literacy and knowing the standard village layout are also technologies, even though they're not represented with items in the game.
(Philosophically there is no difference between real and virtual technologies themselves, only between their applications.)
Every new member of the village should understand it's layout.
If there's specialization, every crucial role should have a backup.
It's okay (and even inevitable) if sometimes people will have to wear more than one role hat, duh.
"It is how it's always been done."
perfect
But back on topic, sadly there's no cannibalism yet and eating the food trolls won't bring the food back
Here's a suggestion:
This way accidentally overeating a little is fine, an adult can totally ignore it.
On the other hand, the children and the elderly will need to be more careful since their bellies are small in the first place.
And a neglectful parent can totally kill a baby by force feeding, so you can't just stuff its face with carrots and hope it'll be fine.
And berries are finally useful because they're small.