a multiplayer game of parenting and civilization building
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By the nature of curses (they stop a cursed person from being born near you), you will literally NEVER see a black F speech bubble coming from a baby. Cursed babies aren't born near you, right? So you will never see a baby born and have to warn the mother that their baby is cursed.
The curse system relies on the idea of players being close or far. But now that we have roads everywhere and hostile biomes, relying on the difference in coordinates is no longer enough to reasonably guess whether the players will ever meet. They may be on the same road that doesn't lead anywhere else, or they may be on the opposite sides of a huge biome that neither can traverse.
So maybe it's time to just start sending people with too many curse tokens to Donkey Town.
no such thing as griefing exists in OHOL
this but unironically
*laughs* So, when the game was released weren't deep wells basically the most complex form of 'iPhones'? Or did deep wells come later?
I'm serious, iPhones kind of are the pinnacle of modern technology, at least as far as personal items go
They're more than messengers. They're general purpose personal mobile computing devices with touch UI, which is also general purpose and the reason iPhones were such a breakthrough.
iPhones
Do you by any chance know how many generations it took for the hierarchy to fall apart?
You can't eliminate something as a possibility, just because you believe something to have a statistically low probability.
Sure you can, that's how all the modern cryptography works
Does the town have a name?
No, Werewolf has designated traitors, while in this game everyone is trying to balance between getting more kills and not letting everyone lose.
The interesting part is killing someone in return once the killings have started. In a typical revenge kill chain you want to be the last killer.
The more people die, the more concerned the living players are about the whole town dying out. So you want to pick a moment when there's still enough chaos that they won't be sure that you're just an opportunist, but at the same time they should be concerned enough about stopping the chain that the next opportunist won't risk killing you.
And of course the presence of medics makes it way more interesting.
Someone should make it into a board game.
Lives are cheap, so there's little actual downside to people getting killed.
Playing the social game of getting a kill and not being killed in return is fun.
If I'm in a village will mosquitoes, I'm going to max out the floor clutter to keep the bugs from getting me.
Ah, right. I somehow forgot that they can't move on clutter.
Well, let's call them mosquito tornadoes. They'll move one tile only, but displace items in their path.
Disease could be used to force villages to be less cluttered
How would it work though?
We could have food go stale, then go bad and spawn mosquitoes.
Another problem is that there are more Eves than there are players for populating towns.
Maybe the server should only spawn Eves when there are not enough towns for the current player count.
I'm of the opinion it is a huge waste of time, but if you feel there is value to the idea, why don't you try making storage pens for your children.
It would be an interesting experiment.
But again, the whole point of this thread is to explain why making storage pens is a waste of time in the current game.
What i'm saying is that properties in real life exist for other reasons
But do they? What are those reasons?
Remember that the reason must apply to the society as a whole, not just the owner who privatizes stuff. Even in OHOL players think that "property is theft" and lynch fence owners.
I suspect in most cases the material costs are very small compared to the time spent crafting.
Do we have private properties in real life because it makes sorting things better?
That's what I'm saying.
It's not that searching becomes faster per se. It's that in most cases you don't need to search because you know that no one has moved the item since the last time you saw it.
Just having more objects would make it harder to find stuff. Or we could have opaque containers that have to be opened individually and can't be checked just by looking at them.
We have property fences, they work well enough when you want to make a large number of items private.
Properties are not made currently because you simply dont need them and that's about it.
Yep, that's my point.
More specifically, I'm saying that it needs to be harder to find things for property to be more useful. And adding content is the most obvious, though not the easiest way to achieve that.
Um, sorry, but I think you failed to read what I wrote correctly and I don't feel like correcting you would be a good use of my time, so I'll wait and see if anyone else will interpret it the same way.
Maybe we should move to Reddit. Karma works okay for self-policing.
Kinrany made this post after I necroed a thread: https://onehouronelife.com/forums/viewtopic.php?id=8722 specifically saying:
I also agree that there was no use discussing the issue in that thread. That's why I started a new topic instead of posting in the old thread. Duh.
But even if this wasn't a bad example, you can't use unintended consequences to justify your actions.
Historically speaking I think property has always succeed a government existing.
Where do you draw the line between existence and nonexistence for these things?
Both are essentially about being able to control the world around you. Ownership is about being able to control items, while government is about being able to control people's actions.
A warrior owns the stone spear as long as the spear can't be taken by anyone else, and as long as the warrior can throw it away.
A father governs his child when he can take the toy away from her.
Both are variations of the concept of having power over the world. I'm pretty sure the understanding of ownership and governance developed in parallel.
Ah, it seems someone has already written a post about ownership in 2018: https://onehouronelife.com/forums/viewtopic.php?id=2543
Thought that post was asking for a way to make ownership easier, while this post is suggesting that we don't yet have enough reasons to use ownership.
Dodge expresses rather well a bias towards what gets viewed as news. New information isn't always better than old information. New suggestions aren't always better than old suggestions. New toys aren't always better than old toys. And so on.
Wtf? "News" is by definition information about current events.