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a multiplayer game of parenting and civilization building

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#176 Re: Main Forum » The Paradox of Genescore » 2020-05-28 20:38:39

But even a small number of folks who had 20-40 babies this month is troubling.


I wonder if there just needs to be a hard limit per lifetime of how many BB you can have.  Maybe 8?  The SIDS bb wouldn't count toward that limit.

#177 Re: Main Forum » The Paradox of Genescore » 2020-05-28 20:35:23

Data for May 2020 only.

Graphs:

50hepir.png

Same data with log scale so you can see the small number of people with extreme numbers of births:

cOO8doY.png

Average is 3.78 kids per mom.  Median is 3.

#178 Re: Main Forum » The Paradox of Genescore » 2020-05-28 20:14:09

Are people regularly being overwhelmed with too many babies?

Because if so, that should be fixed, and that would solve this problem.

There is going to be some variability in how many kids each person has, due to various factors (player population change vs time of day and such).

This might be as simple as adjusting the birth cooldown to make it longer (remember that your cooldown is reset when you have a SIDs baby).

Here's an example of high variability, where one gen 3 had 18 babies, and gen 4 had only 4 babies.

http://lineage.onehouronelife.com/serve … id=6256645


But we really can't give too much control to players about "not having bb", because the incoming bb do need mothers.

If half the mothers opted not to have BB at all (for gene score reasons), then the remaining mothers would need to have 2x more BB to keep up with incoming players, or we'd have to spawn a ton more Eves to take up the slack.

This is supposed to be a game where 99% of players are born as helpless babies.  The game isn't supposed to default to "eve mode" except in very rare situations.


This is a game about being in the middle of a chain.


I think we need some stats about how many BB each person has.

#179 Re: Main Forum » Playtime is not linearly correlated with curses received » 2020-05-26 23:06:08

Yes, I see.... I will add forgiveness this week.

There are cases where "CURSE YOU" lands on the wrong person because they suddenly run into range.

I was looking at this issue because some people were claiming that "good" vet players would accumulate curses over time through random chance, because they play so much.

Regarding working on the worst players, hell yeah, it's working.

Some people were born in D-town 200 or 300 times this month.  That's a lot of d-town.

#180 Re: Main Forum » Playtime is not linearly correlated with curses received » 2020-05-26 22:01:44

This graph is from last 30 days only.

Yes, someone logged 300 hours in last 30 days.

Is Morti really shouldering the wheel at that level?

It could also be a bot...

#181 Re: Main Forum » Playtime is not linearly correlated with curses received » 2020-05-26 21:16:25

163 people were born in d-town over the past 30 days.

96% of players never saw d-town.

#182 Re: Main Forum » Playtime is not linearly correlated with curses received » 2020-05-26 20:54:24

Keep in mind:

There were 3807 unique players in the past 30 days.

2915 of them had ZERO curses logged.  76% of them.

#183 Main Forum » Playtime is not linearly correlated with curses received » 2020-05-26 20:37:47

jasonrohrer
Replies: 31

Here's a plot for the last 30 days:

R3lghEf.png

Obviously, the longer you play, the more curses you have, because it's impossible to get lots of curses if you barely play, but notice the slope of that curve, and how the slope decreases and even becomes negative as playtime increases.

In fact, the player with the 2nd highest playtime for the entire month has only 5 curses.


Granted, no player with a high playtime has absolutely zero curses.


However, five curses will have very little effect on someone.

#184 Re: News » Update: Zero Known Bugs » 2020-05-23 03:24:05

Oh, I see that about the regular skewer.... hmm...

Regular skewer should become weak after making a basket.  Thus, it won't break after that.  I'll make a note of that.

#185 Re: News » Update: Zero Known Bugs » 2020-05-23 03:22:12

The multitudes flow forth from my turgid loins!

My essences rain down upon their supple bodies, like the sweet milk of heaven.

VOG is the father of all.  And he loves you.

#186 News » Update: Zero Known Bugs » 2020-05-23 02:05:51

jasonrohrer
Replies: 30

c5zVU13.png

Finally got through the whole list of reported issues.  There's now a lovely count of zero outstanding reports on both the code and data repositories.

https://github.com/jasonrohrer/OneLife/issues

https://github.com/jasonrohrer/OneLifeData7/issues

Beyond that (and because of all the very helpful reports), the game is in a pretty good place right now.  Most of the systems, like property, leadership, and YUM chains are more useful, and therefore more widely used, than ever before.  The challenge of managing collective resources to survive is ever-present, even in advanced villages.  Even more important, that challenge is constantly changing, as the situation in each village shifts over time.  There's very often something important to do that will actually help your village survive---and the choices you make along the way actually matter.  The promise of each life being a unique story is closer to being delivered than ever before.

The big things to notice this week is that you can get an arrow to your top leader with the /LEADER command, and a new /UNFOLLOW command is available in case you're too young to utter the necessary phrase.  Speaking of being too young, the speech length curve (which grows with age) has been tweaked quite a bit, giving you more speech length much earlier in life.  You now gain a ton of speech length between ages 8 and 16, and gain a bit more than that by the time you reach old age.

NO MORE

BREAKING UP

MESSAGES

INTO MULTIPLE

UTTERANCES

People who are starving (less than 20 seconds left before they die of hunger) make a starving face, complete with a whimpering sound that can be seen off screen.  Rail carts hold twice as much as they used to, and corner property fences auto-renew themselves when nearby fences are renewed.  The car is now faster and goes much farther on a single unit of fuel.  Also, a bunch of other little fixes.

#187 Main Forum » Coming soon: more loose speech character limits » 2020-05-19 18:42:24

jasonrohrer
Replies: 19

Limiting the characters that a baby can say is cute and thematically appropriate.  It also let's you earn the ability to say more, instead of screaming PENIS as your first word or whatever.  But having the limit grow so slowly over the course of adult life is mostly just annoying. 

Everyone works

around it by

breaking up their

long sentences

anyway.

As a baby, doing this really isn't practical, so most people just use short words and sounds, which is fine.


New curve is the same as before up to age 8, but between 8 and 16, there's a dramatic rise in speech capacity, so you can say a full 66 characters at age 16 (which is more than an elderly person could say before).  Then you gain one character per two years after that, reaching a cap of 88 by old age.  This cap is needed so that, along with map metadata, which can be up to 40 characters long, there can be room in the metadata database for what you write (on paper or on a map).  That database has room for 128 characters per object.

The new speech limit curve looks like this:

TulDbZL.png

#188 Re: Main Forum » Since gene score is now so important some thoughts to it » 2020-05-18 19:48:01

It's not true that the higher you go, the more other people pull you down.

You gain score if they live longer than THEIR current average.

You lose score if they live shorter than their current average.


So, you having a high score doesn't matter.  If you help them do better than their normal, your score goes up.  If you hurt them to do worse than normal for them, your score goes down.


Now, that said, when you have a high score, it is easier to go down than to keep going up.  You can't go up that much more (because of the cap), so your improvements become tinier and tinier over time as you keep going up.  Meanwhile, you have much further to fall, because you're so far above the floor.

So, let's say you have a score of 50, and you live two lives.  In one life, you live to 60 (so your score goes up a tiny bit).  In the next life, you die at age 5, so your score goes down a lot.  The net impact of those two lives is a drop in score.  That might not seem fair, but if your current score is 50, a life of 60 isn't that surprising.  A life of 5 is very surprising, though.

The amount a score changes depends on how surprising the life is.

Likewise, if you have a low score and live a long life, that's very surprising, so your score will go up quite a bit.


This might seem unfair to the people at the top---their position is so precarious!

But I don't think there's a more fair way for it to work.

For example, if we had the score move equally slow up/down as you got closer and closer to the top, the people at the top would be kinda protected from big drops.  But then you could get into a situation where someone gets to the top, starts sluffing off, and lets 50% of their relatives die young.  As long as 50% lived to old age, it would balance out, and their score wouldn't change.  But that's not right!  They shouldn't stay at a score of 55.  Their true score is more like 30.  So they should slide down to 30 again.  The current score system does allow that to happen.

I know the big drops from the top can be dispiriting, but I don't think there's a way around it.

#189 Re: Main Forum » Gloves » 2020-05-18 19:32:59

Unfortunately, the 6 types of clothes were decided long ago, and it's pretty expensive (for me) to add a new one at this point.

The 6 types are:

hat
tunic
bottom
backpack
left shoe
right shoe


Actually, shoes are the same item, but there are two different spots on the body.

The reason clothing works this way is so that it can fit everyone in a nice way, from babies to the elderly.  The top is hard-coded to position relative to the body, etc.  Gloves are kinda hard, because people have arms that change length throughout life, so there would need to be some more special-case coding there to add it.  Plus, support for glove positioning would need to be added to the editor, etc.

#190 News » Update: Pile Up » 2020-05-15 22:54:29

jasonrohrer
Replies: 6

LuEnruG.png

Rail carts are now much more robust, flexible, and useful, mainly because they crash and derail in far fewer situations than before, but also because they can be manually sent in the opposite direction mid-run.

Before, if a moving cart didn't have an empty section of rail out in front of it, it would derail.  This made some sense, because the cart was crashing.  Players learned to work around this by having only one cart on a given section of track, to make crashes impossible.  Other players were trying to put multiple carts on the same loop of track.  If the carts kept going round and round, they'd never hit each other.  However, subtleties in the timing code server-side sometimes made one cart move before the others (depending on who was looking at what part of the map), and these advances would accumulate over time until the carts eventually crashed.  But even if loops weren't a problem, the limitation of only one cart on a linear track was huge, mostly because long tracks are very expensive to build, and a single cart carries so little.

Now, if a cart would otherwise hit another cart ahead of it, it just stops and waits, and continues moving if that other cart ever gets out of the way.  If two carts have a head-on collision, this means they get stuck pushing against each other.  And this is where the second new feature comes in:  click a cart with your bare hand to cause it to reverse direction.  Two stuck head-on carts can be freed in this way.  Furthermore, a bunch of carts can pile up on one end of the track, allowing new carts to launch from the other end.  Thus, a single linear section of track can now have an unlimited number of carts (of course, if you fill the entire track with carts, it's not going to be very useful).

In a pile up situation at the end of a track, clicking the carts one by one will send them back in the other direction.

A bunch of improvements and new features have been added to the leadership and inheritance system.  First, you now have /LEADER, /FOLLOWER, and /ALLY chat commands, which put markers above the heads of the target people, and also give you your current follower and ally count.

To reduce the chance of bad leaders being chosen by default, inheritance now picks the most genetically fit follower instead of the oldest.  The idea is that griefers don't do a very good job of keeping their family members alive, so they won't be chosen as default leaders very often.  A similar change has been made for property inheritance, where your most fit offspring or relative is chosen.

You get a DING message now when you are exiled or redeemed by a leader that you follow, and are also informed of your current ally count when this happens.  This gives you fair warning that things are going south for you in the area, and that people may be planning to kill you.

The bug causing stale bell tower locations to be passed down through many generations has been fixed.

#191 Re: News » Update: In Perpetuity » 2020-05-12 19:07:05

FYI, I'm not trying to "stop bobo"

But I am trying to give you, the players, a way to deal with him.... if you want to.


It should not be impossible for YOU to stop him.


It kinda was in the past.  I don't think it is anymore.

#193 Re: Main Forum » New idea for killing » 2020-05-08 19:34:11

Am I stubborn, or am I just good at ignoring bad ideas?

If you think that all of the ideas that I don't use are excellent, then it looks like I'm stubborn.

But you know, everybody and their brother has ideas about how this game should work, and what should be added to it.  I can't listen to everyone, obviously.  There are people who are still begging me to remove curses and d-town.  People who wish life was longer than an hour.  People who wish the game was single-player.


When someone suggests a really good idea, I'm not stubborn at all.  I snatch it up and use it right away---I'd be a fool if I ignored really good ideas.  I'm on the phone several times a week with my designer friends, asking them for ideas... throwing problems at them and seeing what they can come up with as solutions.  They're probably pretty sick of me calling over the past 2+ years, and I owe them big-time for their willingness to bang their heads against tough problems in my game.

I even ask my family (in real life) for design advice.


But please understand that there's no promise or guarantee that I will listen to your idea or advice.

I guess you can get mad about it, if you want to.

#194 Re: Main Forum » New idea for killing » 2020-05-08 19:15:51

Dantox, the question is relevant because you are complaining about how long it is taking to get it right.

You've never tried it yourself.  If you had tried it, you'd know that it takes a long time to get a new, unprecedented multiplayer design right.


What seems obvious to you from the outside.... is... well...  just not as easy and obvious.


Experience counts for something.... not as an appeal to blind expert worship.... but, you know, I've done this 19 times.  That means I've faced difficult design problems a bunch of times and found ways to solve them, eventually.

I've seen what works and what doesn't work countess times.  I've tried and FAILED countless times, and learned from each failure.


You've never tried, and thus you've never failed, so you don't know how common failure is.  From where you sit, I look like a bungling idiot who just won't listen.


But the truth is that this is what world-class game design looks like.  You're watching it happen, live.



I'm sure, if you ever made a game, you'd get everything right the very first time, and everything you designed would work correctly, and players would behave exactly the way you'd predict they would behave, every time.  The difficult design problems would be easy, and the impossible ones solvable.

If so, you're a way better game designer than I am, and hundreds of millions of dollars are yours for the taking.

#195 Re: News » Update: In Perpetuity » 2020-05-08 16:27:25

If you're a male, it finds your oldest, closest relative.

It does this tier by tier.  First, it finds the oldest person who is the offspring of your mother (your oldest sib, or oldest niece/nephew, or grand niece/nephew).  If none found, it finds oldest person who is the offspring of your gma as you (your oldest first cousin, or their offspring).  Then it finds the oldest person who has the same ggma (oldest second cousin, or their offspring).

One thing I just realized is that it doesn't consider your ma, gma, etc. if they are still alive (if you die young).  I think this is probably okay, in practice.

#196 Re: Main Forum » New idea for killing » 2020-05-08 15:53:51

Are you forming a posse, Lightning?

Arcurus, I'm a quantum computing skeptic....

#197 Re: Main Forum » Is there a way to see how many followers one has? » 2020-05-08 15:43:39

Damn... forgot about color blindness when I designed how those badges work.


There's a full color blind mode in Primrose, if that's any consolation...  smile

#198 Re: Main Forum » New idea for killing » 2020-05-08 15:39:00

Also, the people who say that I never take suggestions from the community are just expressing sour grapes because their favorite idea wasn't used.

The leadership system was pretty much designed entirely by Kinrany.

The life tokens by Twisted.  Also the idea of homelands.  And probably bottles, somewhere along the way.

The non-infinite map experiment (Rift) was inspired by Dodge.

The idea of tying killing to the leadership system came (this week) from StrongForce

Liquid Refreshments were suggested by DestinyCall (like the milk and broth pouch)

The food overhaul was designed with input from Fug, Twisted, and Miskas.

Way Stones were proposed by SirCaio



Remember, it's up to me to decide which ideas should be included in the game.  Also, if you call me an idiot every other post, or keep harping on the same idea over and over, I tend to stop listening to you.

#199 Re: Main Forum » New idea for killing » 2020-05-08 15:27:48

LunyTerror wrote:

Why not add a feature that allows leaders to target a griefer as in making them "wanted as a criminal" which let's everyone who follows that leader kill this griefer without a posse.

That's exactly what was added this week.  Exile 'em and then bag 'em without a posse.


Dantox wrote:

How is that, after almost 2 years, are you still working on making the core game mechanics function properly?

How could it take less than two years?

Dantox, how many persistent online multiplayer games have you shipped?  How successful were they?

Game design is hard.

This is a brand new design space, unlike any other game that ever existed in several ways, which means there are no ready-made solutions to the problems that we're facing.  I can't just copy how Rust did things (an excellent multiplayer survival game), because in that game, everyone lives for a full week, and you don't have complete strangers getting "born" right into the middle of your private base, begging for food.

Yeah, let's copy the combat mechanics of HoMM, which is a single player, turn-based game.  Let's make that work in a multiplayer, realtime game.  Let's stop time every time combat occurs...?

A LV 11 GRIEFER APPEARS

Even the best-sounding ideas don't often work in practice, once implemented inside a persistent multiplayer game....


I spent 11 months tweaking The Castle Doctrine after launch.  It was also a brand new design space, but quite a bit smaller and simpler and easier to wrangle than OHOL.  After 11 months, there were certain problems that simply could not be solved.  Every once in a while, all these years later, a little idea about TCD will pop into my mind---a solution!  But then, upon closer examination, I realize it won't work after all.


And I'm pretty sure there are fundamentally unsolvable problems in OHOL too.  The idea, in the face of such problems, is to find the best possible solution.  It's like trying to find the best polynomial-time approximation algorithm for an NP-hard problem.

#200 Re: Main Forum » Is there a way to see how many followers one has? » 2020-05-08 15:08:55

Not currently.... hmm...

When you issue an order, you get an arrow to your closest follower.

Visually, you can look for people who have your same badge color.

I'll add it to the order confirmation DING:

Currently says
AS KING JOHN SMITH, YOU ISSUED AN ORDER:

Will say
AS KING JOHN SMITH, YOU ISSUED AN ORDER TO YOUR 12 FOLLOWERS:

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