a multiplayer game of parenting and civilization building
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I guess you COULD threaten to stab people to get them to go into jail. Works irl.
The reason I suggest tossing babies in there is because an adult can self feed. If they just run away, they can survive in the wilderness. A baby cannot. Babies really don't get a choice: they die, or go in the cell. An adult could run.
Pein, you made an interesting remark earlier that seemed to be essentially creating a self sufficient farm in this prison. Do you stand by this, or are you subscribing to the idea of milkweed - or a combination? The size of the building should be kept in mind. I haven't found huge buildings to be too common place, as stone is so cumbersome and Adobe decays. Also, a fantastic griefing method in a prison town would be to find a way to release prisoners...
I think that the plantation is a great idea and very viable without cuffs, indeed. I'd still be shocked if restraints are never added to the game. I think the fact we didn't skip the topic is beneficial to anyone reading this. I think it was very informative to have made the points you did. Just remember, eventually most griefers will be marked. As long as they are named, it will become more and more difficult for them to continue their training. Still, perhaps you are correct in that the only viable solution to creating cuffs which cannot be abused at all by griefers is keeping them for slaves - I mean the marked...
Here's my final point until there's a new topic all about cuffs: if griefers have no agency to grief, the game loses some flavor. I agree that griefers have a distinct advantage, but this will not always be the case.
OminousBladeBlank wrote:Not a bad point. However, if all it took were a few hits from a file to break them, then this is a rather easy counter to a griefer trying to hinder relief efforts, yet still impossible for a lone griefer to avoid the cuffs without an accomplice.
Then steal the file first, put handcufs on guard and doc, stab somebody. Before anything can be done, victim is dead and murderer off the cooldown. A little less coordination from rest of the folks and both doc and guard starved as well. Pick the knifes. Now the whole town is totally helpless. You've designed a griefer's paradise. And that's for a single griefer.
If a griefer goes to the trouble of acquiring enough sets of handcuffs to handcuff all weapon holders, steal all the files, remove any means of creating new files, handcuffs the only people able to stop him, and also gets a knife and enough food Management to do as you say, I'll quote pein "you deserve it"
I think this task would be easily spotted Midway through by any decent player. It'd be an awfully conspicuous setup without a town being essentially braindead.
Still, not a bad point
Not to mention: people complain that there's nothing to do in A big town. Eventually as the tech tree grows, towns will get bigger. Perhaps it's soon time to have multiple guards be a more common thing.
Also, having one doctor isn't something I've noticed. Most big towns will have a dedicated doc, but if he is killed or tied up, other people can easily use the meds instead. If there's only one ball of thread, what the heck is going on?
Griefers will always be able to use the tech against a civ. But with meds and now curses, I believe it will become more challenging. If someone is running around cuffing well known useful members, that's noteworthy to anyone.
OminousBladeBlank wrote:I've killed many griefers with few witnesses, and about 80% of the time can convince the town I did them a service. If people don't know you're a good guy, you didn't work hard enough. If you can't talk them into freeing you, you have no social skills. I am rather new, but I'm good at the social aspect of the game.
I'm just saying that it need to be carefully designed and all obvious loopholes for griefers fixed before implementation. You go with bowl for a water and come back with handcuffs kind of thing. Or putting handcuffs on guard and doctor, before stabbing somebody.
Not a bad point. However, if all it took were a few hits from a file to break them, then this is a rather easy counter to a griefer trying to hinder relief efforts, yet still impossible for a lone griefer to avoid the cuffs without an accomplice.
pein wrote:give him one wheat, one carrot seed, one basket of soil and some water, a sheep and let him live in a doubble room
or just water berry and some soil, empty bowls, let him out for 10 full bowlsOh, an extended pen idea - a reeducation center next to sheep. But task may be too complicated for convicts.
Yes, I have no real evidence to back this up, but I assume griefers tend to suck at the game.
OminousBladeBlank wrote:If a griefer cuffs you, run into your town and get fed and released.
You must be new here
Of course he'll run after you, screaming that you are the griefer. It's hard to prove it either way.
I've killed many griefers with few witnesses, and about 80% of the time can convince the town I did them a service. If people don't know you're a good guy, you didn't work hard enough. If you can't talk them into freeing you, you have no social skills. I am rather new, but I'm good at the social aspect of the game.
Yes, griefers could abuse cuffs. But what if there is an unmarked who's griefing? Cuff em, pull them away, question them, kill them. If they keep trying to escape, let em. They'll run away and die if you can't feed yourself. If a griefer cuffs you, run into your town and get fed and released. As long as you have a civ (and cuffs would be in the steel tech, so there'd likely be some people) a griefer could hardly abuse it effectively.
Also, I think handcuffs are a fantastic idea that Jason should totally add. Or at least bindings of some sort that allow others to move you as if you were a baby, and slow your movement. You can still jump out if someone is tugging you, but you can't feed yourself and you are slow to move.
Milkweed is a baller idea. It could totally work. Instead of individual cells, make the whole building one large cell. Put the airlock at the entrance, and employ a guard to bring the goods in and out and kill any who seem up to no good. They have something to do better than being eve (arguably) and they provide an often vastly needed service.
killing a blessed player could be an auto curse, or blessed players could curse more often. mmmmmmm. prisons.
Neo wrote:Interesting idea but wouldn't this ultimately be a waste. You're essentially letting griefers live off there curses while not needing to work and having to feed them.
There are plenty of wasteful things that people still do. Dyed clothes? Roses? Stew?
J/K Stew is crucial.
But maybe if we add some forced labor... Hmm... We just cannot overdo it - they still have a choice of being Eve.
I can't think of anything you could have someone do while confined to a single building other than perhaps smith. but that seems like a terrible idea. Perhaps baking?
Listen people,
Famines wil lhappen no matter what. The only way to avoid it is to either:
Have a very VERY reliable line of authoritarian rulers who understand the game very well and know just how much population your food production can support
or
make a saferoom, lock that shit up, stock it with food when times are good, have a keeper hide with the fertile women in there when famine hits, let the world outside die, make a smaller more sustainable population that will go out and continue work. This way, food shortages that WILL INEVITABLY HAPPEN will not end a civ, it'll just end a lot of lives. I've seen it be very successful - but dangerous if there aren't at least 3 keys in circulation.
Bonus: lock up yo weapons in there and griefer proof your life.
Maybe even make a prison in there too... ;D
I still think it maxes at 10, because I couldn't curse someone who was already cursed. However, it was just one experiment on Server 12, so someone can try it again to confirm.
This is how it goes - someone is marked in THEIR NEXT LIFE if they surpass 10 during a life. So once you pass 10, you are marked until you have fewer than 10 curses, starting the next time you live. Once marked, you cannot be cursed again until you are below 10 curses. this system does allow for one to be brought well above 10, provided they acquire them before they become marked.
John has 0 curses.
John is cursed 18 times in life A.
John is marked in life B, not in life A.
John will be unmarked in about 8 hours of gameplay.
John cannot be cursed again until he is unmarked next - in about 8 hours.
Life Y - John has 8 curses and is therefore no longer marked. John can once again be cursed.
John is cursed 3 times in life Y - he now has 11 curses but is not marked yet.
John is marked in life Z, not in life Y and will be unmarked in about an hour of gameplay.
Interesting idea but wouldn't this ultimately be a waste. You're essentially letting griefers live off there curses while not needing to work and having to feed them.
Would be simpler just let them die as intended.
Indeed it would be simpler. But imagine you're a player who made an actual mistake - like killing the wrong person, or you got blamed for something someone with the same skin did, or you're a reformed griefer and you want to live off the curse. I don't think it's letting someone off that easily - especially where the alternative just leads them to being spam abandoned until they hate the game and don't play. being locked up for 45 minutes at a time until you are redeemed seems like enough to make a griefer reconsider. Also, having a place where the marked are accepted could be beneficial to the PLAYER, allowing them to be bored brainless while also knowing that this is probably the best they can do if they are marked.
Interesting idea but wouldn't this ultimately be a waste.
I dunno - maybe right now there aren't any real reasons to do it other than that I want to. Is it a waste to put griefers to some sort of use? The most efficient way to play the game isn't necessarily the right way, or the most fun.
ChaosDawg wrote:I have been lenient towards cursed babies. I had two yesterday,
Damn. I've be fighting for karma system for month and a half and I still didn't have my cursed baby. Life's not fair!
Hah! I had three in one life!
Today I ran into this issue where my game tells me it's downloading an update (I already have curses), it downloads, restarts, and then tells me its downloading an update, to then download and restart in an endless cycle. Why? Please help.
OminousBladeBlank wrote:GOOD TO KNOW. So there's a max of ten which means you can only be marked for an hour at a time? Now that seems a bit underpowered.
Nope, that's for the next life.
jasonrohrer wrote:Assuming that marked babies are usually killed, clearing a curse will usually involve playing as Eve for an hour. But it will depend on how badly you are cursed. If you really make an entire village mad at you, you might get 15 points in one life, meaning you have to live 5 hours before it wears off.
Furthermore, once it finally wears off, you are back to being unmarked, but you still have 9 points. That means that going back to griefing, and angering 10 people, will push you up to 19 points, requiring 9 hours of play to clear.
BTW. How do you change topic title? I've tried once to fix typo, but couldn't find it.
I just edited the post and it let me change the topic.
I'd say the only thing this idea has in common with a prison is not letting them leave, and the name.
But it's more like someone being born, everyone immediately knowing god hates them, and locking them in a sad room to be made fun of. Other than locking someone up, how can you be sure they won't grief? The only difference is now we know who is prone to pissing off the world. It's at least a bit more creative than murdering them. I'd love other suggestions too.
YAHG wrote:I think it is dumb you can curse people who can't pick up things yet.
You could name people who are cursed like you gonna let them live and then have the whole village curse em...
Would you keep playing if you had 20 hours irl time to pay off?
I think you cannot curse already marked person. At least the plan was to make it impossible, to prevent spiral down into endless curse:
https://onehouronelife.com/forums/viewt … 960#p21960jasonrohrer wrote:4. Cursing an already-marked person has no effect (token not spent).
GOOD TO KNOW. So there's a max of ten which means you can only be marked for an hour at a time? Now that seems a bit underpowered.
At least most can choose what to make to be taken. A slave gets both no choice and no compensation, not just no compensation.
I think it is dumb you can curse people who can't pick up things yet.
You could name people who are cursed like you gonna let them live and then have the whole village curse em...
Would you keep playing if you had 20 hours irl time to pay off?
Yes, it sucks, but there needs to be some way of determining who're going to be the slaves. I wouldn't grief to rack it up in the first place.
I think that making prison cell as an alternative to Eve's run is really creative. After all they don't have much choice. They cannot just suicide to be born in better place anyway
That's my thinking. Of course, a cursed baby could easily refuse to enter the cell - but what better alternative is their really? If you're griefing, you're probably a shit Eve...
That's great idea, but maybe for the future. Currently they are so rare, that they are treated like celebrities. The whole village tries to keep them alive, giving stuff for free, even knifes
I disagree. I've had three babies today that were cursed, and I just let them starve. I have yet to run into this curse glorification phenomenon - interesting.