a multiplayer game of parenting and civilization building
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Say im new and im decent at farming but i want to learn smithing. I stabilize the farm and use up a number of my tool slots. The smith is empty so i decide to try my hand at making steel. I look it up on one tech and see that i need to make coal. The fire is about to go out so i throw some kindling on it, one more tool slot down. I throw some kindling in the the forge and light it up, another tool slot down. Collect the coal and make crucibles with wrought iron. Excited i light up the forge and grab the tongs. Except somethings wrong. I cant pick up the crucibles. I ran out of tool slots. Defeated i return to farming to help however i can with the remaining tool slots i have used.
See how this is a bad system. Artificial roadblocks that completely ruin the immersion of the game. Limit players and make experimentation a liability.
Doesn't farming only require hoe skill? If I am counting right this is only hoe+hot coals + kiln +forge +tongs =5 slots.
You need to separate your own meta-knowledge from character knowledge, I think. You may know every crafting recipe in the game, but your character only knows how to do many things. Forging steel/ smithing is a difficult thing that requires specialization.
It was more immersion breaking in my mind that a master smith could also be a master chef, master bowman, master engineer, master miner, master seamstress, etc.
This sounds worse than the hierarchy suggested in the other thread for multiple reasons
1) Power in the hands of one person- all it takes to become leader is kiss up to current leader to become heir
2) Only one layer of power- either you're in charge or your at the bottom, essentially creating a dictator
3)Limited to one per family and family exclusive- Ideally I think hierarchical structures should be able to include multiple families, and a large family could have multiple hierarchies completely separate from one another.
I think that the other system is better because
1)power is in the hands of each individual(you choose who you serve, they have to get your 'vote')
2)the system naturally puts people at the top with seniority and perceived merit(meaning, a tyrant is short lived and usually an old person whom the most people chose to follow will be in charge)
3) allows for multiple different hierarchies to form, split apart, merge together.
4)forms multiple layers instead of just 2/3(king, conqueror, peasant) - The other thread used titles of King, Duke, etc but I think names should be different. Essentially you have a chief at the top, below them are the elderly councilor(s), and below them are the young adults, and finally the children.
Can't make the penalty too high for /DIE, or people will go back to being runner babies.
Also, remember the problem is probably not as bad as it seems. One person spamming /DIE can be born to the same mom many times if a lot of the moms are on cooldown. I think birth cooldown should also be reduced.
EDIT: looking at that picture too, you wouldn't want those kids to stay in the eve camp anyway for the most part. Either they don't want to put in the amount of work it takes to get a camp going, they think it will be really boring life, or they believe themselves unskilled enough to survive living in an Eve camp.
pein wrote:you're not my supervisor
This really says everything. The idiots already organize against useful players sometimes. Having a structure to empower them would only reinforce this. A king never does any work in his life. He roleplays for sixty minutes. The important things are getting done by busy people that don't have time to participate in a popularity contest. I'd make a point to assassinate every king on principle.
But a busy person could easily become top of the hierarchy. People see you working really hard to make the village run and choose to follow you/trust you.
Most of the time person at the top will end up being a hard working old person.
Not so sure about those ranks, because you might end up with an empire of just eight people vs a count with fifteen people below them.
And why would Tarr, Pein, Alec, or any other advanced, experienced player be in a subordinate role at 3, when they probably have more of a clue as to what the town needs than the less experienced player over them in the imposed and ARTIFICAL hierarchy? The advanced experienced player would rationally dissent, or have to fake that the player over time in the hierarchy had a clue. But, then such a player would become an exile and worthy of death or have to lie. And then the lineage is likely even more doomed, there's fewer experienced players around to deal with inter-family violence since some would rationally dissent or get exiled NOT by their own choice, fewer people would be around to be capable of handling town issues, and more inter-family violence would happen.
All hierarchies are artificial. The reason they don't really form in OHOL is there isn't enough time to jockey for position. A veteran could peel off followers from a bad ruler and launch a coup. An overtly tyrannical monarch won't last, and by nature of hierarchies being mostly based on age, the noob monarch above the veteran is probably going to be dead soon and the veteran can step in and take over meritocraticly by having the most support from the town.
Should there be hierarchies right away in the game?
What if Hierarchies could only be formed once someone wears a crown? From there, then people could only follow others who are following someone else, and so on...
That would maybe help to keep the flow of the game "Tribal" in the early sequence, and slowly transforms into "monarchic" in the sense that has been discussed in this Topic so far.
Even tribes usually have a council of elders at the top, or a chief of some kind
It's probably more convenient to already have a leader when you're born. (Also makes it easier to bootstrap.) But you can change your leader or exile yourself anytime. And with the way exiling would work that Jason described, being exiled by a nobody with no followers wouldn't matter at all.
In this case wouldn't the best thing to do is change who you serve to be the oldest person around? So you aren't marked as exiled but you're free after a couple minutes?
Aspiring queens trying to get people to convince people to support them doesn't sound like a problem though. The best leaders are usually those who don't want to be in charge, from what I've seen.
If there are no mechanics people won't use it though. The amount it helps from the way you described it seems trivial. It will be something too inconvinient for the amount of benefit it gives, like putting a fence + property gate around the whole town.
Having no friendly fire- at least none from those below you would help build trust. If someone serving you decides to leave, you know they're up to something and cannot trust them any longer.
There could even be submission wars. One town leader makes the leader from another town submit to them, and now the first leader is at the top of a two-town hierarchy, and can only be attacked by someone who leaves/exists outside the hierarchy.
I also assume someone born wont automatically be a part of the hierarchy? So there must be a distinction between exiles and the young, otherwise murderous griefers would just never serve
Sounds good to me. The more affordances for communication the better. There is simply not enough time to establish hierarchy/hold town meetings. As a result, a OHOL village is like one big group project with many people.
We all know how those turn out...
Honestly this kind of thing is contributing more and more to mob rule.
If you try to go against the norms you open yourself up to getting cursed. Even just messing around spam picking up/placing an item has gotten me death threats and curses. People want to shake up what they do in game, but if they rock the boat the mob will kill and curse them. So most people just do what they do every life. They don't rock the boat. Do what is expected or you'll get cursed. Don't do anything strange. This conrtibutes to every life feeling the same.
Groups are already powerful enough in my opinion. It seems like individuals keep getting nerfed. For example, combat cool-downs and slow-downs are nerfs to individuals. Posse is a nerf to individuals. War/peace update is a nerf to individuals. Elder removal is a nerf to individuals. Family specialty is a nerf to individuals. Skill slots are a nerf to individuals. I think individuals are weak enough at this point.
Think of the cases where half the town is in a discord group(quads). An individual has no hope of defeating them. The mob is in total control.
Please don't do either of these. Serial killing is already tough from :
Delay between murder mouth and actual stabbing + 1/2 speed during pursuit + can't drop weapon after killing + slowness after killing + exclamation points during pursuit.
It would feel like an arbitrary restriction/unintuitive. "I'm trying to stab this griefer, but I can't?? what's going on" "Oh, you can only kill one person per life" "???" "Your character is too shaken up from the last murder" "But they killed my son??? They must die!"
Before the helpless baby update, I couldn't even sacrifice my children to nosaj either because the newborn was too fast...
This isn't really an issue if fatherhood is only possible between No Relations. We already need to find people in different families to play the game properly right now, so you should have a source for marriage candidates any time you encounter a new village. Allowing adults who are in a different family to marry is completely normal and socially acceptable in the real world. Nothing weird or taboo about it.
The problem there is it doesn't take long for everyone in a village to be related. With four families, everyone is a cousin after two generations. The system would rely on constant new families. family A,B,C, and D become familes AB AC AD BC BD and CD. Another generation and they're all ABCD.
Also, fug has a good point. Imagine being the only guy with a rare phenotype all your rapey town mates come after you to be their child's father... Families would start dying out again by no fault of their own unless sky babies were still the default.
Some other problems I have with the particular example you give of DDGG/ddgg is chocolates would be inheritly hybrids. They will be prone to birthing vanillas and coffees half the time. Also, coffees having ginger babies would be pretty weird.
better would be standard AABBCC and aabbcc or even just AABB and aabb
like in picture, coffees could stabilize to AAbb or aaBB and chocolates would never birth gingers.
Though in general I do support fathers, there is still the question of not only languages, but war/peace(whose side are you on?),My family owns this, etc.
Ideally I hope the game returns one day to the one-Eve concept. Only one family which diverges into many, one language diverging into many, etc though that is much easier said than done.
Returning to the % chance of a neighboring skintone baby would be nice, though 1/20 like it was before seems too high to me...
The leaf is necessary as a way to move the spark to the tinder. Sure, you could use other things I guess, but the leaf is used because they're plentiful/convenient and won't catch on fire from the spark due to being too moist.
Tbh, as a new player, I've never understood why people seem to think that to survive in this game is hard. I've found it relatively easy to stay alive to that 60 years whenever I want to. You always find something from nature or the village to eat. So you can just literally run naked around and collect food and live "happily". Also, wild animals can be avoided easily by just standing on some items.
The hunger drain rate has been greatly reduced recently to allow players to cope with huge influx of new players.
Also, all food has been adjusted to give two additional hunger pips from before steampocalypse 2.0
The method of survival you describe was still possible under old conditions, but unless you had zoom mod it was difficult to pull off
Making fire is one of the few things the tutorial teaches you if I remember correctly.
Having to learn everything from a parent wasn't added because it would get very old/grindy/annoying after a few lives if I am remembering right
I have to say i dislike the idea of adding low tech versions of already existing tools. It would add more clutter, and use up tool slots. You can see this with the stone and steel hoes where each requires a different tool slot to be used. If tools composed of the same material coexist then tool slots will be used up.
Actually stone hoe and steel hoe use the same tool slot #tool hoe
I am not sure but I think there is a distance limit of about 30 tiles. Where you standing close to where he died?
Also, Guillotines using the 30-day system would give it an 'enhanced parity' to Cursing continuing to use the 7-day system. Something that distinguishes just how bloody and probably complex a Guillotine would be to build.
Hmm, if Guillotines involved area-baning it would kind of ruin it for me. Maybe I am too forgiving/open but I don't really take anything in this game personally. I like to mix up my personality when playing. Sometimes I play super chipper, sometimes I am neglectful, sometimes I am really helpful, sometimes I am really lazy, sometimes I spend most of my life talking, sometimes I never talk.
Maybe I am projecting the way I behave onto others, but... I fully expect someone I meet who is griefing/annoying in one life could be super helpful in another, so I usually exercise caution when cursing. After this update, much more so.
Yay, capitalist dream restored!
Keyin wrote:Doling out justice on the other hand should be handled via imprisonment. You could argue death is the greater punishment, but in OHOL time is much more valuable. Don't let the griefers get off easy by sending them elsewhere; instead lock them up and force them to live the rest of the hour via force-feeding.
I mean, it wouldn't be as simple as that, imprisonment is a very very fine line. One wrong move and a griefer may be able to get away with doing that to innocents every now and again.
Careful what ya wish for and all.
Well, griefers already get away with lying people into donkey-town on occasion. As long as it takes multiple people to do it everything should be fine.
Well, you know me by now, Jason.
I like being able to deal with griefers, but I would much rather see you looking into adding Batons and Guillotines to the game as player-enforcement tools. "Curse X" as the only way to deal with 'bad' or 'misbehaving' players is a bit crude and 'boring' gameplay.
And for Baton/Guillotine naysay'ers, both those and Cursing can be taken advantage of equally; the former two would give more community/role-oriented gameplay features, primarily the Baton so that "non-murder-y" combat is possible.
Agree 100%
If I remember correctly cursing was originally there just so the same griefer didn't keep spawning into the same village over and over again doing the same thing. That should still be the primary usage of cursing in my opinion.
Doling out justice on the other hand should be handled via imprisonment. You could argue death is the greater punishment, but in OHOL time is much more valuable. Don't let the griefers get off easy by sending them elsewhere; instead lock them up and force them to live the rest of the hour via force-feeding.
I support it being two way. Currently there is no disincentive to curse for small things. I recently witnessed someone say "Curse my baby" because the baby did /die. I don't think it worked the way she expected...
Also, someone said "curse you" when I walked into an adjacent tile, but they were intending to curse someone three tiles away...
People also just cursing people for doing innocuous things like playing around/ role play, etc is also really annoying.
Maybe the 30 day curse would also help as be more spread out
It is easy to see why dying as young as possible is the best way to boost your score.
This is because under this system you want to MAXIMIZE your exposure to people living above-average lives and MINIMIZE your exposure to people living less than average.
Dying young means exposing yourself to just the scores of adults for the most part(who will probably live average or above average lives). Living to 60 means exposing yourself to children, grand children, and great grand-children (who live above average, average, or below average lives).
i.e You're much better off dying young and exposing your score to people who are older than you because there's a correlation between being older than you and giving positive score.
You can't tattoo yourself.
There is no limit on tattoos on one player. Though repeating the same tattoo twice doesn't do anything (the client ignores the repeat). But you can mix and match the 6 different tattoos. There are 64 unique appearance combinations.
The same mechanism (permanent emotes) can be used for makeup, jewelry, and some other things like that.
Can we get some cool scars? So when I give my grandpa deathbed speech I can tell the kids at the campfire, "I got this scar from a griefer, and this one that time a wolf caught me by surprise".
Did you shift right click while holding the needle? I think I saw somewhere that it functions like snowball/knife
For tools, you hold the tool backwards, and there's clear messaging about using up tool slots. But here, you already learned the knife, and it's not working on this rubber tree...
I was under the impression that the heat stroke/dehydration/palor would be enough of an indication.
e.g "I cannot slice this rubber tree because it's way too hot here so I cannot afford to exert myself in any way"
But I could be completely wrong. Minor slowness effect could help.
Perhaps any recipe that isn't just picking something up or eating could be blocked?
Items that simply need to be picked up off the ground now (that you only want specialists to be able to get) could be changed to require sharp stone or some other tool
e.g alum cluster + sharp stone = alum
i.e ban all recipes that aren't eating in a biome for non-specialists and add recipes to harvest materials laying on the ground
EDIT: problem there I guess would be people could pick up things like bowl of sulfur or bucket of latex and run off with them... hmm... i don't know I tried haha.
In that case the people should try to protect their trade goods, especially now that property fences are easier to make. If they leave out their finished product, it is on them if it is poached by a foreigner.
e.g a Chinese silk farmer shouldn't leave finished silk laying around