a multiplayer game of parenting and civilization building
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Every kulak needs to die, happy communictis paradise requires some sacrificies
I guess, ingame communism is very similar to real life!
Most Eve camps should fail. That's realistic.
I just want to put here some points.
1. The concept is, we are rebuilding the civilzation. So, game chars are modern human, usually without survival skills, dropped naked in wilderness. Than hard eveing is OK.
2. In most modern wilderness people cannot live. The best land is turned into farms, some lands not capable to farming is left for modern hunter gatherers. But all the rest of wilderness is inahbitable. So, if you managed trough modern survival camp, you woild do even better dropped in the wilderness our ancestors lived.
3. But a real hunter-gathering in rich environment is easy. Too easy actually. Overhunting is eventually leading to weakening of tribe and raid from others, most reasonable groups. This is why modern hunter-gatherers work only 2 hours a day, this is why humand as spiece is very lazy. We were well prepared to not outharvest regrowing resources.
So, from the gameplay perspective it is good eveing is hard. But I won't call it very realistic.
Amon, why did you not do it with normal fence and locks?
OMG THIS IS SO INGENIUS, PRETENDING TO BE A GREIFER AND LET GREIFERS SEE THEMSELVES IN REALITY
I did not pretend anything but... Thanks, i guess?
I'm gonna go out on a limb and say that Gandhi would be on my side in this arguement.
Again, nope Gandhi said
I do believe that, where there is only a choice between cowardice and violence, I would advise violence...
Then he said, when there are more choices, violence should be the last solution. But it still better than letting bad things happen, like theft.
I don't think it will have the effects that he is looking for and it will almost certainly spur more pointless violence, in-fighting, and griefing. But that is a whole other topic.
I hope so! Current game design is dehumanizing us, it changes us to ants not able to plan own future, future of kids, only contribute as much as possible to hive. The peace we have in game is no real peace. The real peace comes from will of people, not because we are not able to do violence.
if you are smart and you know you are, then you are dangerous
So much truth. The whole post, but I wanted to quote at least that
It is happening. I will quote myself
Again, deux ex machina giving narrativnes over interactivness
He did not treat you like a brother when he took your basket ... but how did you treat him?
He treated my ingame life as not worthy to bother, he just used my work. I considerd his ingame life as something worthy being taken off. So, I treated him much better.
whenever possible, I try to play by the Golden Rule. I treat others in the way I would like to be treated.
Exactly. I've only twice killed somebody who stealed an item I was just using. In both cases stealer refused to communicate. Most of people, even if they consider their job is more important and steal item, justify themselves or even ask for permission. I always allow it then.
I never treat others as ingame resource. I won't let it happen, nor to myself, nor anyone around.
I help other people and I don't expect anything specific in return. The village grows stronger when we work together.
This two sentences exclude each other often. I work as smith, shephard, tailor lately and people often request something from me. I almost always ask something in return, even if it is just time I can teach them crafting requested item. Too often it happens, players are requesting much, but don't contribute to the village. So, being egoistic is in fact making people work together. The invisible hand of free market
Many people do not fully understand all the interconnected systems in OHOL or how their actions can negatively impact other people.
I don't care about unintended negative impact. Even when city was short on food and we needed compost, while roleplayer was using the last shovel for burials, I asked for it and explained why I needed it. Of course I would steal it if he did not agree, but still i treated him like a person.
It ended with broken shovel, me searching iron for 20 minutes, asssembling 2 shovels and leaving them by sheep pen and graveyard, but it is different story.
But I don't think you have a right to impose your will on other players by force.
You think wrong. This right was guaranteed to me by jasonrohrer himself in his post.
If words fail you ... move on.
This is what Founding Fathers did? Gandhi? The tank man? Standing against opression and injustice is one of the most honorable things to do!
And our lives are already too short for unnecessary drama.
This is so untrue IRL, the shorter the life, the least worthy it is. People in past were much less careful and were risking their lifes in the unimaginable ways to present folks. In OHOL it is even less worthy, as there is always a next one on reborn.
Valuing your one, current ingame live to the level comparable to real life is roleplaying, even if the whole game assumption stated by Jason says otherwise.
I bet the attacker never tried to convince you to something before killing attempt. So, your attackers did not want to communicate, they just wanted to kill.
On the other hand, I saw once a change of stabbed person. I was trying to fix big berry farm, by putting cistern inside and some floors. I assembled horse cart and brought full set of stones, but somebody was taking them all the time to make well. I was lucky shovel just broke, so I moved stones back to pile inside bushes (2 times) and told her I am making cistern. When she tried the third time I stabbed her. The city came to questioning me, she was healed. I told inside bushes are not used, only the outer were gathered and it was seen: dark green and yellow border around fresh, full, green bushes. The city leaved me.
She did not stab me back, despite having backpack with knife. She moved stones back to the berry bushes! It was amazing! I died right before cooking lime. When I was reborn to this town, there was a cistern on 3x3 floor area inside bushes. All were tended and working there was a pleasure, not a nightmare like before.
So, your concerns killing attempt is not making people think is futile.
Well, hoping to avoid magic wherever possible
Then don't do it?
Give dogs a possibility to guard a tile and 9 nearbies. Make it work on commands, allow us to name them. Now you've got owned gates. Possible to do only by players knowing how to raise dogs and maybe train them, so noob proof.
If you want cheaper fences, make big branches stackable, carrieable and containable. If we could bring 16 branches/shafts with cart, instead of just 8, we would have really cheap fences. Even if we could just grab 4 branches and bring them, this would mean almost the end to oven base pens.
I support sharing culture.
Sharing is voluntary. It was not only a stealing, but a very mean one. He could empty basket on his own in 5 seconds like me, but he decided to wait 5 seconds untill I do it to take it away.
So, again. Why do you support stealing?
My point is killing someone to "teach them a lesson" about bad choices can backfire. What's needed it real communication.
This is the point. I've requested many times for more ways of communication. Indication someone is typing, hugging, golden speak bubbles, even non lethal violence, a little like a snowball right now. But now, killing is more natural solution.
If you killed me for taking you basket would I think twice about doing it in the future? I don't think so. Since I'd think "what an over-reaction!" and just go on with whatever I normally do.
Yep, his reaction was very emotional. So, this person must be stabbed again. DestinyCall arguments we are family, but this player was not. He applied to himself a rights of űbermensch, so he can treat others as game resources or annoying obstacles. He does not communicate and sacrifices all our efforts to his greater tasks.
Now he knows other players can be a threat, not only a resource. Even if he will still not respect them, now he will consider verbal requests just not to be stabbed by those "stupid overreacting immature idiots". I was called similar by him.
So if it was like that it's not the taking of the basket but the pattern of trying to make someone else miserable that matters.)
I repeat again. He did not even wanted to make me miserable. He was like a walker not thining about death a of all the ants he tramples. I feel it is worse than purposed griefing.
Why do you support stealing culture?
You seem to be working from the assumption that killing is the only option available. That is a false assumption and frankly, kind of lazy.
You didn't put alternative, so you argument is invalid. I understand moralizing is easier than being constructive.
Do you realize how much time you waste killing people? How inefficient it is?
If you would read my last post, you wouldn't ask this stupid question I've already answered.
As you can see, even in forum we are lacking communication and understandment.
What I see here is you folks dont understand my motives. I am NOT killing people taking things in front of me just like that. In most cases, almost always, the stealer is communicating with me. Says something like "Can I take it?", "I need it for...", "Sry". If it does not happen, I start following that person questioning and almost everyone answers me.
This guy was different. There were multiple baskets around, yet he decided to wait untill I emptied one, then stole it without explanation and ignored my communication efforts. I was framed in the role of fruiting milkweed, soulless resource you can use as you wish. I do not agree to treat others that way and I won't allow to be treated this way if I can react.
Now, after longer thougths, I see I could just stole his horse cart to stop this person and really force him to communicate. I feel sorry I did not developed this idea in time, but I do not regret I reacted.
Also, I feel fully justified for below reasons:
1. Jason wished weapons will be used to counter people ruining your gameplay experience. It's illogical to call griefing an action suggested by developer
2. I pointed out a need for non lethal violence. I agree stabbing others is too much a punishment for stealing, but we have limited alternatives.
3. I pointed out a communication improvements which can lead to better understandement and reasoning: blessings, golden speak bubbles, hugging, empty bubble with pending text and moving mouths to indicate someone is typing. As we do not have it now, the strongest way to make somebody listen is to attack. It happened to me once someone was very strongly disrupting my work believing he is doing great job. I stabbed that person right next to medic, then the hole city arrived and was questioning me. I left unharmed, not cursed, I saw before death from old age even person I stabbed focused on the aim I pointed out! Magic
4. The ingame morality is completely different from real life and it seems I am playing a little different game from you guys. Let's analyze it from game theory perspective
This is your game: single life, someone steals basket, only possible reaction is killing.
Kill output: you waste time chasing, being blocked by murder penalty and you risk being questioned and also killed. One possible reward greater than costs: satisfaction.
Let it go output: you make another basket without the killing problems.
This is my game: multiple lifes, someone steals basket, only possible reaction is killing
Kill output: All the things from single life game. Longterm, in next lives, making others double think before stealing and making them consider communication
Let it go output: minor problems in this particular life. Longterm, encouraging the stealing culture and arrogancy toward other players.
also i am waiting for any improvement to the fences, the fences are as pain in the butt as milkweed & unstackable stuff
Like, stackable four shafts? If they could be carried, you can bring 16 shafts with cart at once, it will make fences much more reasonable.
Pine panels and doors could be done with just one rope, if we could stack 4 shafts at once.
& all those II & III & IV & so on is the stupidest way to solve the problem with repeating names
in a community as small as ours there shouldn't be any repeating names,
+
The game currently does not allow for non-lethal violence. I would just punch him, but instead had to kill him, only because I wanted to protect my property. Me and Jason want property to become real thing in this game. It will happen only, if we defend it!
I saddens me I am not cool enough to be counted, despite spamming like crazy!
You are right about prioritizing. But my game was different, as engine was already partially made. So I decided to finish it firstly. I've made many mistakes while trying! After it, I really did not care where could I use it. I just wanted it to run!
My tradition: kill religious zealots. They are not applying real religions, nor gameplay Nosaj apocalypse cult, only some crazy things like carrot god or shroom god. They are all harming other people's experience.
I wonder, should we start some counter religion? To allow all neutral folks do their stuff and only stop other zealots? Also, those guys may be dedicated on saving from apocalypse. They would naturally become city police, a person dedicated completely on questioning others and searching for griefers.
DEUS VULT! So, I'll call it vultarianism.
It's best when a griefer forgets to destroy pads.
Funny, pads can be annoying
Was once in the city with two griefers. They were overfeeding all around and did no additional work. I managed with some other guy to stab them at once. Then a city medic, despite being informed about it, healed them both. The hole city let us die of starvation, holding bloody knives.
The city was dead in next generation. Griefers, after being healed, made good use of our knives. Good, dwellers did not deserve their rescue and rescuers.
But who was a griefer? Me, stealer or his avenger? Maybe all of us, to certain point?
Just stabbed a guy, it felt so good.
People took all baskets to bakery and filled with raw meat. I emptied one, then approached a guy and took my basket. I told him to give it back, he did not react. So i stabbed him. Of course other dwellers did not listen, just stabbed me instead. But it feeled so good, I died protecting my property.
Guy was collecting baskets to horse cart, for sure he wanted to make some productive gathering, most probable firewood. But that city if full of people who did not care.
* He did not care about my work and just waited nearby for me to empty it, so he could took it. There were other baskets, he just waited for mine
* I did not care about his work. He was not reasoning with me, so it was just a time to show somebody to not steal
* City did not care about my efforts to keep things organized. I asseblmed diesel engine for water pump, was about to craft oil pump gear for it
As you can see, property is still an abstract things to all commies around here
people evolved not because they were driven by lack but because they were bored with the same stuff repeating in a loop
No. Human evolution was completely different. Modern people exist for about 200 thousand years, yet significant advancement occured during last 12 thousand years.
This was caused by ecology and is described mathrmatically. People could not develop anything. I will try to explain it on weekend, as it requires some clarifications for Lotka-Volterra formula .
Give us some kind of speed/productivity/warmth boost if we've been spending enough time with close enough relatives.
May it be .. hugging? I have it in signature
What if people are mostly caring indeed? They are then playing game between social interactions and work. Let's made a game table for caring players
Cs - cost of social interaction
Rs - reward for social interaction
Cw - cost of work
Rw - reward for work
Then we choose what is higher
Rs - Cs <> Rw - Cw
There is no cost of work, as even overproduction of pies or wasting shovel on potatoes is considered by those players as something positive. So, Cw = 0, formula is:
Rs - Cs <> Rw
Rs is positive actions you can get by communicating with other player. If you teach someone to compost or make last girl stay tending bushes, it is a big reward. But there is almost no way to increase it! I can imagine only 3 cases: timing, VIP messages, bonus from lasting lineage.
Timing is currently in game, like:
1. Saving drying bushes by mutual work on bucket, shafts and rope to upgrade well.
2. Timing effects, when on a single cost more can be done in time, like forging, baking, removing bushes.
VIP messages are not implemented. It would be a reward for players to show others, they are experienced and productive. Let it be aureola or golden speech bubble. Then we would know, who is experienced player worthy to rule and coordinate others. Notice, even if he is marked, power would be guaranteed by players, not mechanics.
Bonus from lasting lineages is nearly not implemented: only lineage page. Passing essential information, like resource or tools location, education is leading to better chances for the lineage to survive. If there would be reward for long lineage, Rs would be increased.
Cs is time you are wasting not working and risk you take. If work just has to be done, but it is almost no time sensitive, it is never worthy to request it from others, because Cs > O and Rw = Rs.
But, Cs is a thing we have the bigger way to influence:
1. A lot of time is wasted because even if somebody would listen to us, a player does not know we are typing, run away and we have to chase him. Add typing visual, either/both bubble dynamic speech showing
"." -> ".." -> "..." -> "." or moving mouth.
2. Places we can stay a while at perfect temp having time to communicate. Buildings are expensive, fire can also be cheaper, and usually there is work done there. So, high Cs. Maybe indoor heaters, long lasting. Furniture, in which we can sit/lie with temp bonus?
3. Reduced calories consumption when still. Like, standing still 5 second give bonus 3 seconds more per hunger pip. Loose bonus on any action except talking or on any movement.
4. Allow us to type numbers
5. Reduce sentence length constraints to below 3 years. I have 3 years nephew and he is making longer sentences than it is possible for OHOL adults
6. Reduce calories consumption and food calories value by 2. In the end we will be eating the same amount, but will have more time to talk, work and explore. It has other effects, both positive and negative, I don't want to discuss here though
There are for sure other ways to influence social interaction/work game. Type your own ideas!