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a multiplayer game of parenting and civilization building

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#1 2018-09-22 17:51:13

Auner
Member
Registered: 2018-03-10
Posts: 131

Embracing low-end griefers to enhance game-play

As much as I hate the lowest of grieving-- when people grief in a way that adds to the game--- well it adds a lot to the game! Before the curse system was implemented, it was obvious a huge hunk of grievers were just doing it out of boredom.


So here's an idea-- instead of a cursed player being born to anyone (but also assuming they haven't been cursed into donkey town)-- they have to be born to another cursed player or they are eve. This pressures them to either play nice and get along to make a base and then, after death, get closer re-enter with the rest of us- or get cursed by cursed folk right into donkey town.

This would make ringing a bell double sided- you can call near-by eves but also a cursed village to come attack your town.

Basically-- how to use game functions to make grievers more of an antagonist role that adds to the game instead irritating and pointless sabotage?

Edit-- then there would be a reason for walls! and raising the priority on completing a structure would be welcomed- a lot of ambitions are left unfinished sad

Last edited by Auner (2018-09-22 17:53:29)


Once upon a time there was a lizard who wanted to be a dragon...

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#2 2018-09-22 18:02:00

MultiLife
Member
Registered: 2018-07-24
Posts: 851

Re: Embracing low-end griefers to enhance game-play

Auner wrote:

As much as I hate the lowest of grieving-- when people grief in a way that adds to the game--- well it adds a lot to the game! Before the curse system was implemented, it was obvious a huge hunk of grievers were just doing it out of boredom.

So here's an idea-- instead of a cursed player being born to anyone (but also assuming they haven't been cursed into donkey town)-- they have to be born to another cursed player or they are eve. This pressures them to either play nice and get along to make a base and then, after death, get closer re-enter with the rest of us- or get cursed by cursed folk right into donkey town.

Isn't that how it works atm? Cursed->Cursed Eve->Cursed kids=Donkey Town. Then curse is lifted off->back to normal.

Auner wrote:

Basically-- how to use game functions to make grievers more of an antagonist role that adds to the game instead irritating and pointless sabotage?

Well. Not everyone yearns for antagonists, like me (I rather have PvE elements). People who roleplay or like PvP or Sherlock Holmes gameplay want the action of hunting antagonists.

But you'd like to have game mechanics which would add spice to the game without being annoying sabotage? I think griefers want to sabotage, they don't want to entertain others. They are just people who want to bother others with big and small annoyances. They are not roleplayers looking for ways to make interesting stories, they are players who are there to maximize damage to a town.

If there was a way to play the "bad guy" in a good way, I can only imagine roleplayers doing it. But "bad things" are things that either mess up others' work or cause troubles for others, otherwise they wouldn't be considered bad.

Last edited by MultiLife (2018-09-22 18:04:44)


Notable lives (Male): Happy, Erwin Callister, Knight Peace, Roman Rodocker, Bon Doolittle, Terry Plant, Danger Winter, Crayton Ide, Tim Quint, Jebediah (Tarr), Awesome (Elliff), Rocky, Tim West
Notable lives (Female): Elisa Mango, Aaban Qin, Whitaker August, Lucrecia August, Poppy Worth, Kitana Spoon, Linda II, Eagan Hawk III, Darcy North, Rosealie (Quint), Jess Lucky, Lilith (Unkle)

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#3 2018-09-22 18:04:31

Jk Howling
Member
From: Washington State
Registered: 2018-06-16
Posts: 468

Re: Embracing low-end griefers to enhance game-play

That's... basically how it is atm. That's what "Donkey Town" was- a set of spawn specifications. They only spawned as eves, far away from normal players, or as the children of cursed eves. Now they just have their own server to do this on rather than the public servers.

Also walls are kinda irrelevant as you can just walk right past them through the entrance. There's no gate system, unless you want to deal with the future griefers that come with locked doors. So walls are basically just decoration, and for actual buildings.

There's still uncursed griefers out there and likely always will be, so don't worry about it. You'll get your chance to deal with them eventually.


Tbh, I still yearn for things to be rewritten a bit. 8 Curses = marked, 12 curses = banished to Donkey Town. That way we get a mix of things. You still have the drama and fear and antagonism of black-text babies being born in a town, but the worst of the griefers get exiled. Win-win.

Last edited by Jk Howling (2018-09-22 18:06:36)


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#4 2018-09-22 18:19:44

Auner
Member
Registered: 2018-03-10
Posts: 131

Re: Embracing low-end griefers to enhance game-play

MultiLife wrote:

But you'd like to have game mechanics which would add spice to the game without being annoying sabotage? I think griefers want to sabotage, they don't want to entertain others. They are just people who want to bother others with big and small annoyances. They are not roleplayers looking for ways to make interesting stories, they are players who are there to maximize damage to a town.


While I agree there are grievers and their mission is sabotage- for those who are simply bored- a new set of end goals to entertain them - ie the role of the 'bad guy'. They can develop a town of horses and weapons and take off for the regular towns

And then for the regular players-- their city planning has to evolve to protect from outsiders-- now if you want a bell, you'd pretty much want to encase your city first.

The need for security in the community adds significant game play without really too much additional content. The necessity of security against external treats- pressures players for more team work- and in real life this is largely what borne kingdoms.

In reality this game has PvP options, so PvP will happen---- I really wish Jason recognized the need to try to atleast implement the most obvious steps in an attempt to balance it. PvP is a really hard thing to truly balance so that it's fun for both players. Right now, we're in a fortunate place where grievers are becoming less and less of an internal threat.

Also TIL that was how it works. *shrug* I take breaks when im bored of the game


Once upon a time there was a lizard who wanted to be a dragon...

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#5 2018-09-22 18:28:01

Sovietico21
Member
Registered: 2018-09-15
Posts: 30

Re: Embracing low-end griefers to enhance game-play

Auner wrote:
MultiLife wrote:

But you'd like to have game mechanics which would add spice to the game without being annoying sabotage? I think griefers want to sabotage, they don't want to entertain others. They are just people who want to bother others with big and small annoyances. They are not roleplayers looking for ways to make interesting stories, they are players who are there to maximize damage to a town.


While I agree there are grievers and their mission is sabotage- for those who are simply bored- a new set of end goals to entertain them - ie the role of the 'bad guy'. They can develop a town of horses and weapons and take off for the regular towns

And then for the regular players-- their city planning has to evolve to protect from outsiders-- now if you want a bell, you'd pretty much want to encase your city first.

The need for security in the community adds significant game play without really too much additional content. The necessity of security against external treats- pressures players for more team work- and in real life this is largely what borne kingdoms.

In reality this game has PvP options, so PvP will happen---- I really wish Jason recognized the need to try to atleast implement the most obvious steps in an attempt to balance it. PvP is a really hard thing to truly balance so that it's fun for both players. Right now, we're in a fortunate place where grievers are becoming less and less of an internal threat.

Also TIL that was how it works. *shrug* I take breaks when im bored of the game

They wont, just listen to the post of those who exploite the game for their own porpuse, they want to play the game their way, and Jason give them tons of consessions, no one would risk to piss anyone off because that means being banned, and have to stare the game without doing nothing for hours.

Donkey town is now worse than a ban. The cost is so high, that no one will risk it, probably the ones who do not post in the forum and got to donkey town already quit the game.

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#6 2018-09-22 18:39:53

Auner
Member
Registered: 2018-03-10
Posts: 131

Re: Embracing low-end griefers to enhance game-play

Sovietico21 wrote:

They wont, just listen to the post of those who exploite the game for their own porpuse, they want to play the game their way, and Jason give them tons of consessions, no one would risk to piss anyone off because that means being banned, and have to stare the game without doing nothing for hours.

Donkey town is now worse than a ban. The cost is so high, that no one will risk it, probably the ones who do not post in the forum and got to donkey town already quit the game.

I do enjoy not having to freak out over a satanic urban-hellion brat spawning from my character's well shaven vag.

Blah, I really do like the idea of a larger issue of out-side threats. I feel it would allow players to live the life the want more- i mean it would be fun to have armor and to scout for near-bye eves to protect

Pulling from Two hour one life from yester-year- maybe make it so you can chose to play as a bear?  Have a bear colony- but you cant cook so you have to ravage near-by towns-- or politely ask for food and try to grow human allies?


Once upon a time there was a lizard who wanted to be a dragon...

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#7 2018-09-22 18:45:52

boggers
Member
Registered: 2018-08-17
Posts: 207

Re: Embracing low-end griefers to enhance game-play

Sovietico21 wrote:

Donkey town is now worse than a ban. The cost is so high, that no one will risk it, probably the ones who do not post in the forum and got to donkey town already quit the game.

You can build all you want in Donkey Town. It's only "worse than a ban" if all you want to do is destroy, and if that is the case then it is exactly where you belong.

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#8 2018-09-22 19:14:26

MultiLife
Member
Registered: 2018-07-24
Posts: 851

Re: Embracing low-end griefers to enhance game-play

Auner wrote:

While I agree there are grievers and their mission is sabotage- for those who are simply bored- a new set of end goals to entertain them - ie the role of the 'bad guy'. They can develop a town of horses and weapons and take off for the regular towns

And then for the regular players-- their city planning has to evolve to protect from outsiders-- now if you want a bell, you'd pretty much want to encase your city first.

The need for security in the community adds significant game play without really too much additional content. The necessity of security against external treats- pressures players for more team work- and in real life this is largely what borne kingdoms.

In reality this game has PvP options, so PvP will happen---- I really wish Jason recognized the need to try to atleast implement the most obvious steps in an attempt to balance it. PvP is a really hard thing to truly balance so that it's fun for both players. Right now, we're in a fortunate place where grievers are becoming less and less of an internal threat.

Also TIL that was how it works. *shrug* I take breaks when im bored of the game

I don't know what Jason's intentions with PvP is, as all I know is that it was implemented as anti-griefing mechanic which lead to some wars. But as PvP is a pain to balance and build, I have some suspicions if Jason wants to emphasize PvP anymore than what we have.

I dislike lives where I have to act as a guard, I dunno if others enjoy that. It feels like babysitting and listening to drama and people accusing each other of whatever. I don't really want to play police in this game, but that's just me.

Jk Howling wrote:

Tbh, I still yearn for things to be rewritten a bit. 8 Curses = marked, 12 curses = banished to Donkey Town. That way we get a mix of things. You still have the drama and fear and antagonism of black-text babies being born in a town, but the worst of the griefers get exiled. Win-win.

I'm probably the only one who doesn't miss the drama at all. big_smile I disliked having to stare at a baby for a minute or two to wait for their "F" or "HI" to check the gosh darn speech bubble. It makes my life so much easier and nice when I don't have to do that anymore. Also many expressed their dislike over new moms raising everyone and not "baby testing" at all which caused friction.

Last edited by MultiLife (2018-09-22 19:16:17)


Notable lives (Male): Happy, Erwin Callister, Knight Peace, Roman Rodocker, Bon Doolittle, Terry Plant, Danger Winter, Crayton Ide, Tim Quint, Jebediah (Tarr), Awesome (Elliff), Rocky, Tim West
Notable lives (Female): Elisa Mango, Aaban Qin, Whitaker August, Lucrecia August, Poppy Worth, Kitana Spoon, Linda II, Eagan Hawk III, Darcy North, Rosealie (Quint), Jess Lucky, Lilith (Unkle)

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#9 2018-09-22 19:57:04

Sovietico21
Member
Registered: 2018-09-15
Posts: 30

Re: Embracing low-end griefers to enhance game-play

boggers wrote:
Sovietico21 wrote:

Donkey town is now worse than a ban. The cost is so high, that no one will risk it, probably the ones who do not post in the forum and got to donkey town already quit the game.

You can build all you want in Donkey Town. It's only "worse than a ban" if all you want to do is destroy, and if that is the case then it is exactly where you belong.

The point of the game is to build a legacy, you cant by playing single player.
The core features of the game are taken away from you in donkey town.

Game now:
- Born 4 out of 5 times in an advanced town of the same people.
- Do not create drama or you will get cursed.
- If you do spawn on an eve encampment, its always doomed, 5 of the 7 babys will run, cause they are probably playing with the servers feudal families. (its very easy to suicide and spawn in these towns)

How to fix:
Since the game changed direction and now it punish unwanted behavior by design, and since the game spirit is to live a random life and not to choose one.
Then we need a method to punish running babies and curse them, so they are forced to stay and help his mother if she takes care of them.
This will solve the issue of "i want to play in my own/friends town" and actualy live a random life.

Last edited by Sovietico21 (2018-09-22 19:57:41)

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#10 2018-09-22 20:06:00

Joriom
Moderator
From: Warsaw, Poland
Registered: 2018-03-11
Posts: 565
Website

Re: Embracing low-end griefers to enhance game-play

Sovietico21 wrote:

The point of the game is to build a legacy, you cant by playing single player.
The core features of the game are taken away from you in donkey town.

If you really play to build a legacy and you manage to end up in Donkey Town anyway - there is something really wrong with the way you try to build that legacy. Basically - people don't like you. Its up to you to figure out why. Maybe next time you get cursed, ask why?

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#11 2018-09-22 20:08:53

Sovietico21
Member
Registered: 2018-09-15
Posts: 30

Re: Embracing low-end griefers to enhance game-play

Joriom wrote:
Sovietico21 wrote:

The point of the game is to build a legacy, you cant by playing single player.
The core features of the game are taken away from you in donkey town.

If you really play to build a legacy and you manage to end up in Donkey Town anyway - there is something really wrong with the way you try to build that legacy. Basically - people don't like you. Its up to you to figure out why. Maybe next time you get cursed, ask why?

I am not in donkey town... you are assuming that. I started at donkey town because i was cursed when the patch was implemented, i was cursed because i asume a rol in advanced town, like a lunatic or messiah, and build altars to myself, people got mad and i got cursed.
You did not adress the point i make in the previous post.

And please feel free to replay, if Jason is to have so much power over the lives we live online, then why he is not giving us the ability to curse fleeing babies, they are against the spirit of the game as it is expressed in the main webpage

"I can be born again, but I can never live this unique story again. Everything's changing. I'll be born as a different person in a different place and different time, "

Last edited by Sovietico21 (2018-09-22 20:12:36)

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#12 2018-09-23 08:36:20

boggers
Member
Registered: 2018-08-17
Posts: 207

Re: Embracing low-end griefers to enhance game-play

Sovietico21 wrote:

...
- If you do spawn on an eve encampment, its always doomed, 5 of the 7 babys will run, cause they are probably playing with the servers feudal families. (its very easy to suicide and spawn in these towns)

How to fix:
Since the game changed direction and now it punish unwanted behavior by design, and since the game spirit is to live a random life and not to choose one.
Then we need a method to punish running babies and curse them, so they are forced to stay and help his mother if she takes care of them.
This will solve the issue of "i want to play in my own/friends town" and actualy live a random life.

I play single player by choice sometimes, chain spawning in the same spot by dying of old age as Eve. Was up to about 8 or 9 generations today before I forgot to eat at 58. I've gotten pretty good at it.

But chain spawning Eves doesn't work on the main server. On the main server today I had an Eve run. Got lucky with a great spot for a town and died of old age with steel tools, clothes and plenty of food.

Problem is 4 of my 8 kids disconnected before they were even born on my screen.

3 more of them ran as soon as they were born.

The only one who stayed was male. He starved young but there was a ton of food in and around the base since I was solo up to that point. Maybe he quit once he saw there was going to be no linage.

I don't think cursing babies will change anything, you'll just end up with more stillborns. I want to know why there is a minimum age on the linage ban in the first place? That was brought in before my time so I do not understand the logic behind it.

I think babies would suicide less if there was zero chance of spawning back where you just died. If it were up to me lineage ban would be area based so that each time you are born it creates a radius where you can't spawn again for a couple of hours. I think several of the kids I spawned today were probably the same 2 or 3 players trying over and over for the spawn they want, ie 4 stillborn in rapid succession then 3 runners in a row a little while later. Or maybe it was fallout from a daisy chain of murders in the city.

Last edited by boggers (2018-09-23 08:37:36)

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