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#126 Re: Main Forum » JASON!!! SAID THAT GRIEFING IS IMPORTANT!! » 2019-04-26 07:27:13

Toxic wrote:

but those people aren’t the casual griefer those are random temptational kills.

But they're the price we collectively pay in exchange for being able to have "drama" and "high stakes" and "meaningful killings".

Jason's idea of griefing is people roleplaying as a killer. What he doesn't understand however is that griefers do not conform to "OHOL society" and simply want to anger people rather than create any form of meaningful story.

That's what you guys don't get.
Just today I was killed by a couple of twins who were trying to eradicate the whole town.
I managed to kill one of them, and right after I got stabbed by the second one while in cooldown (proving anti-twin people's point).
This wasn't fun. There was no reason for it other than they just wanted to piss people off or see if they were able to pull it off. There was no depth to it.
And that's what we see instead.

The problem is your idea of "fun murder" hasn't occurred. Ever.
I'd say 80% of this community never had fun being killed.
Jason idealizes griefing in his game as some sort of epic story.
In contrast, the sad reality that everyone knows is the billionth arrow put in their chest as an innocent kid, or the billionth stab wound by a couple of twins they birthed earlier.

Forgive me but if your goal was to entertain me with your griefing, you have utterly failed.

#127 Re: Main Forum » Jason might as well go quiet again » 2019-04-24 23:21:34

I wholeheartedly agree with the OP.

Though there is even another aspect I'd like to add.
The fact that Jason often shows contempt towards the community when we oppose him.
Like when he changed the lineage ban to the area ban and people told him it was absolutely horrible because of the distance (which it was) and he simply told us "you guys liked going back to the same villages and I suspect you just want to do that again without telling me".
Or back when he decided to change the biome temperatures and people told him the fact that certain places had perfect temperature wasn't such a big deal and he simply said "you guys want everything to be easy".
Yeah. That's contempt. Arrogantly assuming our true intentions while completely discarding our arguments.
That's unbearable for me.
Do you really think we just want to play a pie baking simulator or something?

Tarr wrote:

Jason just has a different view of the game than we do as players.

The problem with this is that there's an actual reason behind such a disconnect and that reason is none other than Jason himself.

This is something I wanted to post about but I figured it wouldn't matter anyways, I got fed up.
I came here and bought the game because Jason communicated a vision to me, through his trailer.
The problem though is that the trailer is immutable whereas Jason's vision is constantly shifting.
From what I could tell in the trailer, I saw people being a small contribution in the rebuilding of civilization up to the point where we have modern cars or even atomically powered bases.
He even stated he'd be "one step ahead" of said civilization by adding new content every week.
This vision sold me immediately. Rebuilding civilization up to such a point sounded like the most exciting thing ever (reminded me of the industrial modded mc experience which I talked about in one of my very first posts).

The reality however is so much more different.
And I mean it. Just watch the trailer and compare that to the last few months of update and tell me it's the same thing.
It's not.
Now instead Jason seems to be completely focused on enforcing a certain playstyle in his game and that simply because "there is not enough drama" and "you don't want to kill each other enough".
It's ridiculous and honestly I'm sick and tired of it. Where's the new content?
When can we get back to rebuilding civilization, Jason?

jasonrohrer wrote:

Drama and interesting stories, Spoonwood.  That's what this game is about.

That's what made me want to reply to Jason.
Him suddenly deciding the game was about useless drama rather than rebuilding civilization like the vision of his trailer promised me.
That's not what I signed up for. I'm tired of it.

His vision simply seems to shift according to what he thinks we should be doing rather than making a fun game given the initial premise of rebuilding civilization.
And that disconnect between what the people think they're playing and what Jason wants can be further explained by him simply barely playing his own game.
A lot of people are starting to suspect this. He must be playing another game, how come is his vision SO MUCH different from what people play?
He played one life with fences and had thoughts about killing his own blood and decided, based on that one life, that the fences are working as intended.
How convenient.
No wonder since he seems to want drama at all costs, when griefers come and tell their dramatic stories (because that's what they're here for, mind you), he bows down to them and does as they please.



I registered and started posting in this forum because I am passionate about this game, because I recognized that it had an enormous potential.
I wanted to keep rebuilding civilization and advancing in the tech tree.
But no, instead, we should be his lab testing rats.
Instead we should fight each other because of contrived reasons simply because Jason all of the sudden decided we weren't telling enough stories.
And, forgive me but, fuck that.

#128 Re: Main Forum » I'm Angry » 2019-04-24 22:26:15

Peaches wrote:

If somebody wouldn't bury me, I'd probably want them dead too.
It's a game, let people have their fun with roleplay and go minmax on your own.

It's a game, let minmaxers have their fun and go roleplay on your own.

There, fixed it for you.

#129 Re: Main Forum » Sexual Assault is never funny. » 2019-04-23 02:58:56

Move along, citizen!!
This is the joke police!!
A joke crime was committed here, move along!!

Laalala wrote:

Sexual assault is not funny. It is never funny.  Who ever thought raping women in this game, would be funny needs to get their head examined.

  Statistics show there are 12 year olds playing this game. If you just assaulted a 12 year old, congrats now you are a pedophile.

Ah, yes.

I am now a pedophile because the pixels of my characters were thrusted towards the pixels of another player's characters.
Are you sure it's not your head that needs to get examined?




There is so much wrong within this thread.
I'm just not going to bother responding to people individually and instead attempt to explain (in vain) why censorship is wrong and making jokes is an important tool of today's society.

That's right, jokes are a tool used by society.
It allows breaking the ice and talking about awkward/taboo yet important subjects while simultaneously being a quick way to spread information.
That's right, information.
Jokes are supposed to be understood by people, there's a reason behind why they're funny other than "hurr durr sex".

Jokes are like memes. Memes are excellent at this because they are basically symbolism. They very quickly associate a message (information) behind something simple (a symbol).
By sharing a meme, you spread information. Why? Because there is a message behind the meme. There is an intended rhetoric behind it.

Now you might say "well Léonard what's the message behind a rape joke?".
And the answer is very simple.
And NO, it is NOT that "rape is okay". Saying that rape jokes "normalize" rape is, forgive me, plain and simply retarded.
It shows you literally cannot take a joke. You're literally going against the point of jokes.
The message behind a rape joke is that rape is NOT okay.
That's why it is funny.
The fact that rape is not okay IS LITERALLY THE REASON WHY RAPE JOKES ARE FUNNY
.

Let's take a real life example.
Let's say that I am playing a casual game with my friend in voicechat.
Any game, say rocket league for example.
My friend makes a mistake and the ball goes in our gates.
I fake being angry and I tell my friend "dude, I'm gonna rape you now".
He laughs. Do you know why he laughs? Because he knows rape is not okay.
He was smart enough to understand the information behind the joke which is, again, THE FACT THAT RAPE IS NOT OKAY.
THAT'S. WHY. IT'S. FUNNY.

We could even go deeper than that (get it? XDDDDDDDDDDD).
If you are even smarter than this, you may get past the next level of joke mastery.
You may understand that even the fact that I fake being angry is a joke in on itself.
My friend knows I'm a chill person and that I wouldn't just start threatening him just because he made a simple everyday mistake in a game we're playing together (we wouldn't be friends otherwise, by the way).
The message to get behind this is that taking things to astoundingly and insanely serious levels is also wrong.



There are also very important aspects regarding the ability to take jokes and being able to take a step back and consider the bigger picture as a social skill.
I'd like to explain this stuff, but let's first see how this post goes and watch as I get called a rapist, childish and all sorts of things.

#130 Re: Main Forum » Top reddit suggestions are storage related » 2019-04-23 01:52:14

futurebird wrote:

The problem with milkweed farming is the plant is identical to the wild plant.

This.
I've been tired of ropes since forever.
Why can't we domesticate it? Like everything else in this game.
In about 50% of my lives there is no milkweed farm going for a town and do you know what I end up doing when that happens?
Nope, I never plant a farm, instead, I find it millions of time faster to simply hop on a horse and go fetch the stuff myself in distant grasslands.

I never thought about it this way before, but indeed, this is a direct consequence of the inability to domesticate the plant.
There's no real incentive to farm the stuff yourself when wild milkweed is just as viable as the ones you farm yourself.

There is also the fact that farming it is incredibly inconvenient.
Every crop we can grow on our own in the game leaves at least one soil of tiling behind.
Why is that not the case for milkweed as well? And I'm not arguing on a cost basis, I'm arguing on a convenience basis.
With regular crops you just pick the stuff, make sure to get some seeds, and then simply put back one soil and tile it water it in the same tile as before and you're done.
With milkweed, things are different. You pick the stuff and then you gotta redo the whole farm all over again. Fun stuff.
Why this difference? I'm also curious about this for other crops such as berries.
Why are berries the only crop that's not a major pain to replant? We don't have any seed problems with berries and that's because of this very fact.
If a crop can seed, why not leave it be and have the seed start growing back on its own? Even if it still costs one dirt, one water and one tiling, it would still be much much better.

Booklat1 wrote:

also, which is it, fences made farming milkweed easier or it didnt matter?

Fences are completely irrelevant.
If the problems with milkweed were fixed, no one would even care about fences.

The problem with milkweed lies within the fact that it's not a crop that you eat but one that you directly use.
It became apparent once people started explaining on what basis they would accept trading from their milkweed farm.
The problem is people wasting them on yet another snare, another needle and thread when you have sheep, or yet another stone hoe.

If Jason fixed those issues individually, then nobody would have any ground to complain about milkweed getting "stolen" as each and every use would be beneficial to the village.
A bucket, a cart, a horse or Newcomen technology.

Some ideas to fix such problems:
For the snares, simply allow taking the rope back from them.
For the needle and thread, once a needle is upgraded using a ball of thread, make it transition to a distinct type of needle that can only be reused with ball of thread afterwards.
For the stone hoe, let's be fair here, nobody ever use those.. Good Eves use skewers and villages past gen 3 make steel hoes.


Incidentally, ropes are the reason I actively started using the zoom mod for finding stuff.
The primary reason was still to have the game not look like a blurry mess by having a pixel ratio of 1:1 (1.5x zoom with 1920x1080).
But once I started getting confortable with my skill level and tried Eve camps for a difference, I noticed they needed ropes as much as advanced towns.
I was incredibly fed up and that's when I broke from the mentality of conforming to Jason's vision regarding zoom level.
I was tired of playing a rope-finding simulator regardless of the state of the village in which I was playing.

#131 Re: Main Forum » Lag » 2019-04-22 19:31:09

Sorry for a late reply.

The game moving in slow motion is a sign of FPS lag.
The game is coded to only work with a fixed framerate so when your FPS goes down for whatever reason, the game literally slows down instead of accounting for it.
This also means that the only solution is to lower your target framerate and is what Jason actually wants people to do in response to the problem.
In short, rather than profit of higher framerate whenever you can, Jason would rather have you constantly play with low eye-tearing FPS.

If you actually want to profit of high framerate without being negatively affected by FPS lag (ie still using zoom or things like that) then I do have a client that fixes this issue and makes the game work with variable framerate.
The client is a fork of OHOL+ from Awbz so you can use the zoom feature and even zoom out completely and still move at realtime speed if you want.
If you're interested I'll happily share a binary of my client later.

#132 Re: Main Forum » I just quit on this game » 2019-04-18 04:02:51

honikker wrote:

The line you seem to be having apparently major issues with is: The ever-general they cry at every little inconvenience, it's no wonder people grief--it's easy as pie to get a rise out of people around here over something as simple as playing "inefficiently."

The key words therein are: it's no wonder people grief

Understanding why people do the things they do in response to the environment they play in is not the same as threatening to hop the bandwagon, kiddo. My personal opinion is that /die babies are cowards. Your personal opinion is that /die babies are a-okay. I find you boring. You find me childish. We are at an impassé. Neato. Don't have an aneurysm.

Nice appeal to emotion there. Do you mind trying harder?

I perfectly understood what your line meant thank you.

See, you're doing it right now. Trying to be as disruptive as possible to get a reaction out of the adults talking.

It doesn't matter whether or not you actually threatened to grief, you're still trying to argue in favor of behaving like a child in response to adults having a reasonable conversation.
It simply is wrong and for the simple reason that you're literally adding nothing of worth to the discussion.
You're basically adding fuel to the fire.

Dang. I basically wrote the definition of an internet troll right there.
Well you definitely got me on this one I guess, troll.

#133 Re: Main Forum » I just quit on this game » 2019-04-17 20:08:57

---SPLIT---
Because yes, I know, I make gigantic posts.
But this next part, I believe, is crucially important.

JonySky wrote:

I think the numbers have skyrocketed and I think it should be countered in some way

This actually is true in some sense, but not for the reason that you think.
The /die command has existed for a little while already.
Only recently has the amount of babies not wanting to play has increased.




This is very important.
I noticed it myself but not just with baby suicide.
What I noticed is that after the last update and the server reset, a bell town emerged.
You know that town. The one with a pen right in the middle, a loom right under it and the worst poop spam in OHOL history.

I only got there twice. The people there were having absolute fun. Making, dying and trying out the new clothes. Trying the new content that Jason made.
They were happy and prospered. People would have harmless snowball fights. Geese making and killing. Mariages. All sorts of stuff.
Then I noticed. After I died from that town and played normally in other villages, EVERY SINGLE HORSES WERE GONE.
I didn't really understand why, so I kept bringing and taming a couple every lives.
They would be stolen by migrating people EVERY SINGLE TIME without fail.
It was not long after the reset so the town was still a couple thousand tiles away at best.
Yes. They all wanted to go back to the town.

And this also happened with the absolute swarm of radio builders when the radio update happened.
People were building radio stuff left and right, even if there still was technological advancement to be made in their current village.

I think this hints at what is really happening here.
People are STARVING FOR NEW CONTENT.
We had been begging Jason for this loom clothing update for far longer than planes.
And finally, he gave it, and people once again had something new to do.
People are utterly bored with this game.
Where is the content we've been promised?
"I'll be staying one step ahead by updating the game every week".
Where? Where did this promise go, Jason?

People are tired of Jason focusing on the way people play his game rather than adding new content like he promised.
Keep adding new content like was promised to add depth to the game rather than trying to change the way people behave which happened only because they're trying to make up for the absolute lack thereof.

Add content for the game. Add depth.
Make people able to upgrade the berry farms, perhaps with irrigation?
Add content for BOTH type of camps: early and late.
People will have more of a reason to stay. They will want to try new things in early camps.
Variety, diversity, depth.
I guarantee you will have less baby suicides.




And by the way, this also applies to the problem of modern society and the emergence of property.
I have been thinking of making a serious post discussing in depth the implications of this.
But, basically, the fact that people are utterly bored combined with the fact that there is no tech to reliably support bigger and denser population is the reason OHOL civilization is stuck in the sharing village state.

Not only are people bored in cities because of the total lack of new content, but they are stuck with doing the same thing over and over again in order to survive.
If there was more content and more tech that allowed us to be even more efficient with food, then we would have a chance at property emerging naturally.
It's a known fact that such type of civilizations historically evolved when the population grew bigger and denser which happened only because people could be even more efficient with production.
Big civilizations always existed near rivers because of irrigation. They could irrigate their crops and as such sustain denser and bigger populations.

In a current OHOL village, there are 20 people tops. You can see and know what everyone is doing. Baking? Smithing? Or maybe a griefer?
But with a bigger population, you find yourself with a surplus of food and the problem of distribution arises.
You don't know everyone, so do you give free pies to everyone? Even if it might be a griefer? Or do you give the pies to the people whom you deem productive and are interested in the good of your city?
If you could optimise food production, people could overtake big projects, such as a greater and privatized (via buildings) food production.
They could then use pies as currency. Modern problems require modern solutions.
You would have a primitive form of government. A primitive society with a primitive form of property.

But for that, you need more people playing in a given city (less baby suicides).
And for that, you need new content.
New content which would allow even more efficient production which would give a chance to an ever-growing population to actually organize itself into a primitive form of government and actually sustain itself.
That's how this works. Making magic fences will hardly make people come up with property as being a sharing village will still be the most viable option if there's barely 20 people in town.

#134 Re: Main Forum » I just quit on this game » 2019-04-17 20:07:41

honikker wrote:

Being a redundant contrarian is my specialty.

It's not so much being redundant as being a hypocrite.

Sure, we're "evil robots" who worry and argue about efficiency.
But while this is happening, you come here and threaten us with griefing because we're "suiciding too much".
Like a OHOL terrorist of some sort..

Forgive me but, compared to you, the people of this forum are very reasonable.
We're the adults having a reasonable conversation and you're the children who come to our table and say "You didn't give me my chocolate so I'm going to be as disruptive as possible!!!! :'(".
That's right. You look like children to us.
I think it was MultiLife who already pointed this out, "you're throwing a fit".
Yeah. That's exactly what's going on.
"The adults are too busy talking so I'm going to throw a fit so they will pay attention to me!!"

JonySky wrote:

this causes extinctions of early lineages and overcrowded cities

The /DIE command isn't what's causing this.
People not wanting to play is.
You said it yourself. You recognized it and yet you still try to hinder honest people for no reason.
It's written, white on black, here:

JonySky wrote:

I recognize that the / die command is not the problem of all this ... I've been playing OHOL for 1 year and I remember when it still did not exist / die
I remember the children running out alerting all the bears they found while committing suicide

You recognized it.
All you're going to accomplish by limiting /die is creating more runner babies.
Nice! You definitely solved the underlying problem!

Why?
Would you rather have a dozen bears roaming outside of town because of running babies or baby bones?
The choice is very quick for me.
It's been said billions of time at this point but I'll say it again: YOU CANNOT FORCE PEOPLE TO PLAY WHERE THEY DON'T WANT TO.

JonySky wrote:

Child suicide is more harmful than a single person with a knife or a griefer

This is like comparing apples to oranges.
Child suicide is NOT griefing.

Child suicide is also less harmful than not having the option.
Like I said, would you rather have dozens of bears roaming outside of town or baby bones?
Why do you insist on keeping people who fundamentally do not want to be with you in your town?
It's even dangerous I'd argue.
If they're forced and bored, wouldn't their only choice be griefing?
What if they take the town down with them to make sure they don't run into the same problem again?
And it's not the same as you threatening to grief because of suicide babies. You're legitimately leaving innocent people with no choices other than to grief your town.
It's ridiculous.

Why don't you argue about the fact that using /die can still leave the cooldown on, effectively limiting the amount of babies you may have?
Why aren't you constructive and trying to find a way that would actually make more people want to stay with you and reduce the number of people who don't?
But no. Instead you'd rather sit there and blame other people for this.

#135 Re: Main Forum » The Life-Time-Curse-Score » 2019-04-16 22:33:30

DestinyCall wrote:

The name database is already set up to give you the "nearest match" if you select a weird/bad name.   Would it be possible to do the same thing for duplicate names?   That feels like a better fix to me.

I like the idea.
It's kinda dumb that we had to come up with it because of people having too low of an IQ to notice there is an actual number next to certain people's names before cursing.
I do like however that it would mean I wouldn't have to put up with the billionth lazer. Or bob for that matter.

/cue in the people arguing against this because "not enough RP opportunities" because we "killed the bob cult".

Think about it though. Names could hold actual value. Imagine being the one and only original bob of your lineage.

#136 Re: Main Forum » I just quit on this game » 2019-04-16 21:07:29

honikker wrote:

The ever-general they cry at every little inconvenience, it's no wonder people grief--it's easy as pie to get a rise out of people around here over something as simple as playing "inefficiently."

Quite ironic that you would complain about people complaining while simultaneously complaining about stuff that's been argued to death already..

#138 Re: Main Forum » Trash and Decay update. » 2019-04-10 07:29:10

breezeknight wrote:

"all objects should not be stackable, the world will crumble if we had stackable meat,
we should build not only first but SOLELY elaborate shelves & whatnot before we can get some order into the chaos"

just look through the suggestions against stackability, they all are about introduction of additional craftable objects

only one player asked why we can't have both

yeah
why can't we have stackability & craftable containers ?

nope
craftable containers are THE ONLY OPTION according to those bored with simple life in OHOL

Nice strawman.
I never said we can't have both and in fact I even said they help a bit...
Part of my point was that they don't really solve the underlying problem which is that actual organization is hardly ever encouraged.
This was also Tarr's point initially back when he posted in your thread about stacks.
People only put bowls or plates in the bakery simply because they recognize its building or general location as such.
But never because there is a nice shelf or a nice tool rack here on which I could put my stuff without creating a general mess that no one likes to look at.
Organizing a town is crucial to prevent it from becoming a junkyard. If you put a closet in the nursery, maybe people will start putting clothes in there instead of on the ground?

My point was that they don't really solve the true problem at hand which is that Jason expects us to just live in the mess.
If he were to chime in and reply to this thread, I'd even bet he'd make a point along the lines of "the game should be hard enough that you never end up with a mess in the first place".
Because according to him, EVERYTHING should ALWAYS be a struggle. For no reason other than "it feels good when you accomplish something".
As if civilizations didn't evolve BECAUSE of the fact that things became easier and the quality of lives improved.
No, in this game, everything should be hard and a constant pain in the ass, and when people realize how boring that aspect of my game is and simply abandon big towns with infinite messes, I desperately wonder why my civilizations don't evolve.

breezeknight wrote:

i bet those making the elaborate suggestions are "too advanced in their skill set" to bother with making compost or catching some rabbits

I do actually bake pies and make compost when I'm not focused on tech.
Though I'll admit I absolutely never go chase rabbits but that's only because it is the second most boring thing in the entire game to do.
Not my fault the game is boring and empty in that aspect. Do you expect me to play games to punish myself or something?
It has nothing to do with ego...

But since you have no problem with stereotyping people, let me reverse it on you.
I bet you're the kind of player that never ever touches an oil tank or builds parts for the multipurpose Newcomen engine.
I bet you're one of those people who think the game is only about lineage length and nothing else.
I bet you think this game is pie baking simulator 3000.
People are akin to breeding machines and should do nothing other than survive, am I right?
Let's all just eat ourselves to death and make sure we pop dozens of babies that will do the same.

What's that? Someone suggested we have more crafting recipes that will allow us to solve our problems at hand while simultaneously using one of the main game mechanics for what it was made for?
Blasphemy! This doesn't help me survive!

breezeknight wrote:

i barely see someone in a town even knowing how to fire up a newcomen pump, built oc by the pro players among us & doing the god sent work for all of us randos
kerosine pump, what's that ? many don't even know how to build a bucket & that you need to make a field of milkweed for that first or a saw & shot a goose inbetween
tools are spread throughout the whole town
[...]
but if all i get as reply to a simple solution is more elaborate crafting added to all the elaborate crafting we already have, then i just have enough

How dare I suggest using one of the main game mechanics to solve one of our problems at hand?
You do know that crafting things is a fundamental part of the game and that it was actually implemented to do exactly this, solve the current problems we face as a civilization?
It's a survival civilization BUILDER, but god forbid I suggest we build stuff.
How inconsiderate of me.
We should instead never get any kind of complex content simply because a minority of lazy people don't want to get off of their ass and learn how to put together a few planks of wood and a rope to craft a shelf.
No way people would ever do that!!

breezeknight wrote:

new craftable objects will be just another elaborate thing waiting for the pros to be made while the rest either stands idle or is running from one urgent workplace to another barely having time to eat

Man, that says so much about how you think people play this game.
Yeah, this is a pie baking simulator and anyone building anything remotely complex is an egoist who doesn't care about other people.
People who sit there and call them assholes simply because they don't understand half of what's going on and treat them like they're heretics.
Would it shock you if I told you that apart from gathering the resources, building a diesel engine is actually easy?

#139 Re: Main Forum » Trash and Decay update. » 2019-04-09 14:49:58

breezeknight wrote:

taking quotes out of context, yeah, it fits

How was it out of context?
You were just complaining that only a handful of players supported your idea and then all of the sudden you say "if no one supports my suggestions, why should I support yours?".
Yeah, great thinking there.

breezeknight wrote:

what's the use of talking down ideas of other people while supporting only the own & similar ?

If by "talking down" you mean "pointing out flaws and making proper arguments", then the use goes without saying.
The use is that at the end of the day, the game gets better.
That's how constructive criticism works.
You give me an idea, I point out certain aspects about it and from there we can conclude that the idea is good or bad and judge it on its own merits.
Again, if your ideas don't stand up on their own, it's your own fault.

breezeknight wrote:

lack of support for the other is the common theme not only here in forums but also in game

Seriously?
You think I bother to properly make arguments against or for certain ideas just so I can make my life easier?
The very fact that I'm responding to you should show that I'm not just thinking about myself here.
You're free to argument against or for my ideas and from there we can judge them on their own merit.
But no. You'd rather just spout nonsense about people not caring enough about each other instead.

breezeknight wrote:

what is to expect from players who play mostly shooters & RPG where they just fight endlessly

You know, even in FPS and RPG games you have cooperation.
Ever heard of team deathmatch?
You ever heard of the theory that games like these actually increase cooperation skills rather than decrease them?

But nah, games like these are fundamentally violent and therefor make individuals violent and transform people into mass murderers, am I right?

#140 Re: Main Forum » Trash and Decay update. » 2019-04-09 12:53:15

breezeknight wrote:

IF YOU DON'T SUPPORT MY IDEAS,
WHY SHOULD I SUPPORT YOURS ?

Forgive me but that's the dumbest way you could go about this.
Yeah let's all go in a corner on our own and talk to no one, great solution.
If your ideas just don't stand up on their own, it's your own fault.

Tarr wrote:

Jason seems to be against the idea of making larger containers.

Why?
But more seriously, why?
It's a well known fact that the ability to mass produce and have excess food (or even other goods) is the essence of more advanced civilizations, yet Jason complains that our civilizations don't move past small sharing villages. What?
It's like you're begging for clutter to happen at this point.
It's no use being able to produce excess goods if you can't even create the means to store it.

As for a solution, simple.
Create more storage, but not just any kind of storage.
Specialized storage.
Because yes, I agree that general storage tech as of right now doesn't need to get better.
We should get specialized storage.
Tool racks for tools, tables (or anything really) for gathering various foods together, silos for wheat (or even for salt, imagine being able to store salt for sauerkraut production), closets for clothes, etc...
Maybe even shelves to encourage buildings in which you can stock plates and bowls.

The essence of the problem is that tiles are 1 meters square and you can only put one type of item inside a tile.
If you were to code in the ability to stack different types of objects in the same tile, we would still have a mess except this time denser and uglier than before.
That's why general storage tech isn't really the solution.
Having stacks of objects can help as it is specialized in some way (you can only stack the same type of items on each other) but using it to solve all of our mess problems is naive at best.
You'd just end up with piles and piles of random stuff around the camp.
Are we playing katamari or are we playing a survival civilization builder?
Jason expects OHOL civilizations to evolve past sharing villages.
In other words, he wants an organized society to arise.
Well, do you want to allow an organized society to organize itself and its village or do you want it to stay in a nonsensical infinite mess?

Specialized storage enables (and encourages in the game) a society to organize itself better and produce, stock and organize excess goods so that it can develop itself further.
Going against this idea while simultaneously asking for civilizations to evolve past sharing villages seems like nonsense to me.

#141 Re: Main Forum » Questions for Townies » 2019-04-01 08:35:22

I actually kind of liked your post, the questions you ask can be interesting and might be worth talking about.

Bob 101 wrote:

What's the point of protecting if towns die on there own?

Oh boy. Really now?
Well.. What's the point of playing the game at all if towns inevitably die anyways?
What's the point of living if everybody dies? Wait, don't tell me you're a serial killer in real life too and justify your murders by calling yourself an "agent of chaos".
Now where have I seen this before..

I know you're part of the "I kill big towns to help small Eve towns" bandwagon.

Bob 101 wrote:

Killing old towns redirects babies to greener pastures.

If that's your point for griefing, then I turn the same question to you.
Knowing Eve towns will inevitably die, why do you bother trying to help them in the first place by killing other towns?
Do you get what the problem is with this question?
Then, perhaps you might shift the argument into "well, if it's ultimately pointless, it's just to spice things up, you know".
Or you might rationalize it into "well there will always be griefers anyways, might as well join in on the fun" (as you have done in the past).
Too often do I see griefers try to sell me griefing as part of the game.
They say it's inevitable. And then get surprised when it turns out people dislike them.

This goes back to the problem of "what's the point"?
What's the point of playing if there are griefers in the game?
The piece that you're missing in order to see the bigger picture is exactly this.
"What's the point?" Having such a nihilistic view of things is not healthy nor is it useful.
The real answer is "there is no point". It's "the point is whatever you make it out to be".
It's what you want it to be.
And that's why people dislike griefers.

I recently saw someone actually make this point properly.
It was something along the lines of "I have no problem in playing the game knowing full well no towns last forever but playing the game while actively worrying about griefers is just not fun".
Yes. People KNOW everything they do will inevitably be useless and fall to dust.
But despite this fact, people live their lives. They make up their own goals. Maybe it's building/advancing technology. Maybe it's making sure your lineage survives in the present.
And griefers come and spit in their faces while trying to dictate to them what they should be doing and how they should enjoy playing this game.
They try to impose their nihilistic views on you. They want nothing to matter.
That's why we dislike griefers.

Bob 101 wrote:

Do you ever get tired of farming?

Absolutely. It is pretty much the most boring part of this game and sadly a big necessity.
Farming is the most repetitive activity out of all things. It is in DESPERATE NEED of variation in my opinion.
I'd say I farm in only about 1/8th of my lives.
I'm the builder type. I enjoy much more building things and progressing in technology.
Doing this makes the game that much more enjoyable to me as it's much more varied.
Towns don't need the exact same thing over and over again and everytime like they do for watering the berries or replanting the carrots...

I wonder if you have personally tried to build something complex like an engine or a radio. Or an oil rig.
You seem like an experienced player but even some veterans on here continuously admit how they've never tried x and y so you never know.
If you haven't I definitely recommend it.

Bob 101 wrote:

Have you ever been tempted by the darkside even if just for a moment?

Yes. When people try to argue that I should be forced to play out lives I don't want to play.
It's usually an argument made against the /die command along the lines of "it hurts the Eve towns too much".
If I wasn't interested in helping your camp in the first place, forcing me to stay in it will do you no good.
If people who argue for such a thing ever get their way, then I will happily grief their precious Eve camps.
I mean, I'm literally being forced to play against my will here, the only non-boring thing left to do would be to start killing to protest.
I might as well take the town down with me to ensure I don't run into the same issue again.

You yourself argue that you started griefing because the game became stale for you.
Well, imagine if you were forced to play out every single lives. How boring.

Bob 101 wrote:

What's your opinion on griefers who are helpful in some lives?

There are two ways to interpret your question.
One is what I think about your playstyle specifically.
This would be because most griefers (you included) state that they don't grief every single lives and don't dedicate every single lives to griefing.
I don't really have an opinion on such a thing. I don't really get why griefers keep stating this over and over again.
It's almost like you want validation in some way.
It's not because you play nice in some lives that all of the sudden it's okay to grief in others in my book. This doesn't change people's opinion at all.
It doesn't change anything. It doesn't somehow "repair" the damage you've done in previous lives. It doesn't "absolve" you in any way.

The other interpretation I have of this is people who do nice things in a life but then later decide to grief in that same life.
The same logic applies here too.
It's not because you made a bunch of compost or made a bunch of pies which I even might have eaten that all of the sudden it's okay for you to murder that one guy who seemed a bit rude to you.
Yeah, no. Still griefing.
You're not entitled to anything. Doing a service doesn't grant you special powers.
Not in my opinion anyways.

Bob 101 wrote:

Do you consider suiciding to be a form of griefing as it can kill towns?

No. No offence but I consider this a dumb question.
If I wasn't going to play in a certain town in the first place, do you really think forcing me to stay would change ANYTHING?
That would be perfectly pointless. I intended to not play in that town in the first place, why should I force myself to stay alive if I'm not even going to do anything there anyways?

As a counter-argument, you might say that people using /die has side-effects/consequences.
Such as not resetting the mother's cooldown.
Of course I don't condone people who purposefully do that.
I always make sure to wait for my mom to pick me up when I decide to try my luck elsewhere so that she may have another baby.
At times you don't have a choice however, if my mom doesn't want to pick me up at all or is running away from me, I'm left with no other choice.

Another counter-argument might be that as the only young female in your lineage I should stay to make sure your lineage survives.
But that's another discussion altogether.
If I'm born as your only surviving daughter and I decide I don't want to play in this town and you want me to stay despite that, then you're basically expecting me to stand there and be your baby tool while I do nothing and bore myself to death.
You're actually the one being selfish there. You're asking me to comply to your demands despite what I might feel about them.
If your reply to that is that it's me who's being selfish then we get into another kind of problem.
Saying I'm the one who's selfish in this case implies it's my fault, my bad if your lineage dies.
Which it clearly is not. And it's not because:
The sex is determined at birth, based completely on random chance, with a 50/50 chance at either sex.
As such it is impartial. It is not my fault if I'm born as your last surviving daughter.
It's no one's fault. I don't get to decide my sex. No one does.
This is why people hate being called Hope so much. It's fundamentally a burden.
You're trying to force a burden on someone who has nothing to do with what's happening to you and your lineage.
And you expect them to carry this burden for their entire lives.
It's not my fault! What if I was born as a boy instead? Would you have been okay with me dying? That's not fair!

#142 Re: Main Forum » A few ideas... » 2019-04-01 00:44:05

I love the idea of domesticated horses.

#143 Re: Main Forum » Public data available again (separate server) » 2019-03-30 18:48:08

Whatever wrote:

Here you are referring to 2 links, to make it look like many people are concerned about this?
One of those links is even referring to the email problem which has since been fixed by jason.
What about all the people that want to see their stats? and are happy about them? there are much more, just look in the stats thread i made.

Here, you are inferring on my intentions simply by quoting a part of my post out of context while both blatently ignoring the point previously made and complaining that I take stuff you say out of context, perhaps to make me look bad?
You are also referring to a thread you made in which people were intrigued by the stats you produced (in which there was zero discussion about privacy until I posted my own stats), perhaps to make it look like nobody cares about privacy?

I'll bring up the relevant parts of my post (since you, perhaps intentionally, didn't include them).

Léonard wrote:

People can both be concerned about their anonymity/data and at the same time enjoy sharing stories with others.
[...]
What's wrong with saying "I don't want people to be able to access all my data simply because I shared a single life".

In short, it's not because people liked their personal stats that nobody cares about privacy.
And this can actually be proven by looking at both me, who appreciated your efforts to make a tool but who was still skeptical about the privacy issue, and Destiny, who also appreciated the personal stats in your thread but called you out once you started posting stats about specific people in threads that were not even relevant to it.
And this is why claiming "nobody cares about privacy" because "everybody liked my stats" is a dishonest argument to make.

Whatever wrote:

even it means to sacrifice new features for it and limit the possibility for people to create their own stat tools.

People can still make their own stat tools if they try it on their own data.

Whatever wrote:

But that is just my opinion, right? And therefore doesn't matter. And that public stats are an issue is not an opinion?

Here, again, you completely miss the point and are pretty much putting words in my mouth at this point.
I never said your opinion didn't matter or that you didn't have an opinion.
I said you saying Jason would be wasting his time by not conforming to your opinion is also part of said opinion.
The point being that you were not adding anything to the discussion.

Whatever wrote:

to explain how a private system could look like, but you seem to understood it as an insult to your intelligence

If what you wanted to achieve was explaining how a private system could work to everyone, why did you call me out specifically?
Especially knowing that I had already proposed a solution.
The only thing I could interpret from this is that you wanted to explain to me something that had already been explained by me.
It just looked like a complete waste of time, which is what I pointed out by saying that I knew, not that you had "insulted my intelligence".
This had nothing to do with ego.

Whatever wrote:

we could discuss this forever i dont think it would go anywhere.

You're right.
This wouldn't go anywhere as long as you keep missing my points and argue about stuff I didn't say.
And also as long as you keep saying things that don't add anything to the discussion, or try to infer on my intentions to make me look like someone I'm not.

Whatever wrote:

"Nationwide in the United States in 2012, there were an estimated 721,053 motor vehicle thefts...."
thats why you lock your car. I said "this has never happend before" and not "this has never happend to me before"

Saying "this has never happened before" is blatantly wrong, then.
I would post statistics about the amount of people getting stalked by malicious people online but I think you get the picture.

Whatever wrote:

You dident think this trough, this is enough data to find out your secret hash, hahahahaha

Really?
You're going to taunt me for knowing you can breach my privacy if you wanted?
Your posts adding nothing to the discussion is decidedly a theme.

You're pretty much proving the point people who are concerned about their privacy make.
I don't want people like you coming here to taunt me about having data about me.
That's just ridiculous. What have you accomplished by doing this?

#144 Re: Main Forum » Public data available again (separate server) » 2019-03-27 22:04:37

Whatever wrote:

Léonard, when a player gets born it will be logged, with an id (this id is server specific) and a salted hash.

I know. Did you even bother to read my post in your own thread?

Whatever wrote:

Then it would be no longer possible to see how many people played on a certain day. You could see how many lives were lived but not to how many players they belong.

We're just talking about public logs here.
Jason might very well be keeping track of this privately and share those type of numbers with you.
You don't need to share the entire data of everyone to make up global stats..

Whatever wrote:

You can no longer create stats for the average player, because you dont know what lives belong to whom.
These are all anonymous stats that have nothing to do with a specific player but you need player ids (unique hashes for each player) in order to make them.

So your argument is that you loose the possibility to make up stats about random people who we have no idea who they might be and what type of play they have?
That doesn't sound very useful.
You might as well make global stats or take random sets of data to make up stats at this point..

I will happily trade this ability for proper anonymity.

Besides, like I said above, you could still keep the public logs anonymous but have Jason's lineage server calculate stats and report them to you without sharing the complete data set of individuals or identifying anyone.

Whatever wrote:

It would mean that jason has to invest work to make something worse. (therefore more anonymity)
In the same time he could work on new features or improve other things. He already wasted some time to make the lineage email thing more secret.

This is a terrible argument and I'm honestly tired of seeing it everywhere.
Yes, Jason could use the time he'd take to implement my suggestion to cater to your preferences instead.
It just boils down to "in my opinion, x is better than y" so of course "you're wasting your time by doing x instead y" is part of that.
You're not adding anything to the discussion by saying that. It's just your opinion.

Whatever wrote:

this has never happened before.

That's also a poor argument to make.
There is nothing wrong with preventing bad things from happening.

Did anyone ever steal your car IRL? No? Then why do you bother putting it in a garage and locking it?

Whatever wrote:

Than dont share your lineage links. Dont tell people who you are in what lives. You want to play anonym? So play anonym. This log system is not preventing you from being anonym.

People can both be concerned about their anonymity/data and at the same time enjoy sharing stories with others.
Compromising this for the sake of you making a bunch of random stats about a bunch of random people is a very poor choice if you ask me.
What's wrong with saying "I don't want people to be able to access all my data simply because I shared a single life".
I still remember this post which shows people were already concerned with this sort of stuff.
The argument also applies with sharing a single lineage link. Why should that allow you to make a bunch of stats about me or watch my playtimes/whatever?

Whatever wrote:

Most people dont care so much about playing anonym

I don't think I'm the only one here who thinks you making up stats about random people without asking them seems a bit iffy.
Here's an example post, just for the sake of backing what I say.

#145 Re: Main Forum » Public data available again (separate server) » 2019-03-27 19:01:46

Whatever wrote:

The logs are only updated once a day, so you cannot find out who you are playing with while you are playing.

Unless you're playing at the same time the logs get updated I guess.
If the point was really to prevent gathering realtime information about who is who ingame then the logs would be lagged behind by a day rather than written once a day.

Whatever wrote:

I dont know how curses work, if you play with someone, curse him and remember his name can you then curse the same person with the same name again in one hour?

Yes, you can curse dead people.
But I suppose the update rate does make this unviable.
Still, people can find out who cursed who specifically and I still dislike that.

Whatever wrote:

I think you are seeing this all to extrem. There are many games that show your account name in game. (for example minecraft)
In ohol your name changes every life, that is very unusual.

This doesn't really add anything to the discussion at hand.
Of course minecraft has no concept of anonymity.
And people can be harassed both inside and outside the game by griefers because of that.
If we can avoid that in OHOL then it is my opinion that we should.
I don't want to see some stupid griefer that I cursed a day ago start PMing me on discord or on the forums.

Whatever wrote:

Only because you know a players hash doesnt mean you know anything about this person outside of ohol.

Unless, which was the argument made in my post, this person has shared information about at least ONE life.
If someone makes a link between one of your lives and your identity, then they can make the link for every single one of your lives without needing your permission and THAT's what I dislike.

This is kind of a hypocrite argument to make from your position by the way, considering you used this very fact to make stats about a bunch of people without needing their permission.

I mean don't get me wrong, I like the tools you came up with and I am thankful for them.
But I would much rather have my stats be private than have you dig through my posting history to find one of my lineages and make up stats about me without me even knowing.

Whatever wrote:

Even if you know someones hash here in the forums or on discord they could just easily change their name.
Knowing their hash only gives you their stats, which doesnt really matter in my opinion.

So now this is another kind of argument to make.
You're basically saying "if you get harassed, simply change your name online or ignore it".
Which obviously goes without saying.
The thing is, again, if we can avoid having to deal with this in the first place, then we absolutely should!

#146 Re: Main Forum » Public data available again (separate server) » 2019-03-27 17:55:51

Jason, I don't know if you've read my reply to you in the other thread but I know it's this thread that made you move this data in the first place.
However as far as I can tell from the changes nothing was done to prevent the fact that people can track you NSA style given your hash.

It doesn't really matter if you can or not use the browser to check your lives, you can still do it in the logs.
As soon as someone knows your hash (which can easily be achieved if you share even a single one of your lives) they can know all your other lives.

I hadn't read the data logs raw by myself before, but from what I can tell even births are written, meaning someone could potentially find out who you are in the game in real time depending on if the name is written in the logs at death or birth.
And even if the name is written at death only, it isn't hard to imagine certain people continuously using their tokens to curse a specific individual simply because they dislike him.
The token cooldown might prevent them from sending said individual to DT but their lifetime score sure as hell would increase. Continuously in fact.
Even without knowing the individual specifically, someone could still work out a stranger's hash if they shared a lineage with them (since the logs state motherhood link) and use that to continuously curse a stranger forever simply because they did something someone personally disliked.

I always thought your game purposefully relied on the element of anonymity.
But as long as you keep logging lives using the exact same hash to identify someone for the totality of their lives anonymity can be breached.
And if anonymity is breached in a game that relies on it, things can go wrong as I described above.

People can find out who you are, what you did and even make up stats about you and share those.
Do you intend to fix this issue?
I don't really see this problem going away as long as the hash is the exact same for each individual's lives.
Even if you intend to let people make up global stats and personal stats for themselves there should still be solutions which allows that while keeping the hashes different per lives.
I even suggested a solution to you in the other thread.

I was also not aware that there were curse logs which as far as I can tell use the exact same hash.
So people can find out your current curse score and how often you get cursed.
It even shows the "curser's" hash meaning a griefer could work out who exactly cursed them and perhaps harass them (perhaps even outside of OHOL).
Though I can see why you would want those to stay consistant per account (as curse score is fundamentally an account-tied thing and not tied to single lives).
Perhaps simply making a separate per-account hash for the curse logs would solve this.

#147 Re: Main Forum » A Griefer's Guide to Pitbulls » 2019-03-27 17:16:15

Whatever wrote:

So in my first post about stats i posted stats about 10 people i dident ask before, and no one complained, but now i post them about one griefer and this is wrong.
Interesting how this works smile

I did actually say here that sharing a single lineage link shouldn't mean the totality of your lives could be found.
Besides, it's not like it's going to show anything relevant here as killing with pitbulls doesn't exactly show up on your kill count.

#148 Re: Main Forum » Playing OHOL on triple screens/widescreen » 2019-03-19 22:06:02

BerrypickerAF wrote:

Yes, I'm on the OHOL discord with the nickname 'Eva'

I can't seem to send you anything so send me a message yourself whenever you're on and you want to try it.

#149 Re: Main Forum » Big towns die because of game mechanic and not players mistakes » 2019-03-19 12:55:05

Tarr wrote:

I'm almost 99% certain it's play time in another lineage and not an actual timed ban. Just like all rumors people still believe that Eve isn't banned to her own lineage/area which is most certainly false. I'm pretty sure this is one of those things that have been changed in the past that people remember the old rules and pass them on like it was before.

Nowadays I have more of a casual playstyle, I often play a few lives before putting the game down and coming back to it much later.
I definitely remember some odd behavior with that like for example coming back to the game and only being able to spawn in early Eve camps when absolutely no reset took place.
Your post reinforced my doubts and made me unsure enough that I went to check the code.

Turns out you're right.
It's playtime.
This explains SO MUCH.
Definitely explains why the initial area ban distance made things SO BAD.
I remember picking up the game after a break of way more than 1H30 and finding that 4 /dies from Eve camps was enough to get me banned from everywhere.
My eyes are opened! I got redpilled.
The lineage bans must have SO MUCH MORE impact on overall town fertility than I had ever imagined.
This is terrible both for towns and individuals.

From reading the code, you only get unbanned from a lineage if you:

  • Play 1H30 in total on other lineages after the ban

  • Don't get born back in that lineage for more than 24 hours (A WHOLE DAY)

This is terrible.
This means that people who have a big town playstyle are forced to either wait a whole day or play in Eve camps for 1H30.
That's insane.
I might consider running as a baby once again to avoid having unnecessary bans added to my account. After all, an Eve camp can become a city in a few hours. Why should I wait a whole day to return to it?

#150 Re: Main Forum » Big towns die because of game mechanic and not players mistakes » 2019-03-19 11:04:35

The wiki says that lineage/area bans take 1h30 in real time. It specifically states "real time".
So I don't think that's right.

I would totally agree with you however.
If the ban took playtime rather than real time to expire that would be absolutely terrible.

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