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a multiplayer game of parenting and civilization building

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#1 2019-05-29 12:48:00

sigmen4020
Member
Registered: 2019-01-05
Posts: 850

Can SID kids be removed from the family tree?

Now that the SIDs has increased in the newest update, due to the skip function, could the SIDS finally be excluded from the family tree? They are taking up more space than ever on the family tree. You sometimes have to scroll quite to get to the kids that actually with their mother.

Here are some examples I found on the front page to illustrate the problem. (These are not my lives):

http://lineage.onehouronelife.com/serve … id=4636786
http://lineage.onehouronelife.com/serve … id=4637153
http://lineage.onehouronelife.com/serve … id=4637163
http://lineage.onehouronelife.com/serve … id=4637210


For the time being, I think we have enough content.

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#2 2019-05-29 12:53:25

futurebird
Member
Registered: 2019-02-20
Posts: 1,553

Re: Can SID kids be removed from the family tree?

Agree.


---
omnem cibum costis
tantum baca, non facies opus

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#3 2019-05-29 13:11:05

sigmen4020
Member
Registered: 2019-01-05
Posts: 850

Re: Can SID kids be removed from the family tree?


For the time being, I think we have enough content.

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#4 2019-05-29 13:29:39

Guppy
Member
Registered: 2019-03-14
Posts: 202

Re: Can SID kids be removed from the family tree?

Maybe not remove, but hide? Like a spoiler where you can extend it to see how many SID babies there were

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#5 2019-05-29 13:45:10

sigmen4020
Member
Registered: 2019-01-05
Posts: 850

Re: Can SID kids be removed from the family tree?

Guppy wrote:

Maybe not remove, but hide? Like a spoiler where you can extend it to see how many SID babies there were

That seems like a great solution. It would probably be easier to implement too.


For the time being, I think we have enough content.

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#6 2019-05-29 14:21:40

JonySky
Member
From: Catalunya
Registered: 2018-05-13
Posts: 686
Website

Re: Can SID kids be removed from the family tree?

Jjajajaj someone told me some time ago that SID was not a problem ...
that was a good thing for the game !!

No, it was not a problem, they were many problems!

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#7 2019-05-29 14:42:54

BladeWoods
Member
Registered: 2018-08-11
Posts: 476

Re: Can SID kids be removed from the family tree?

SID means slash die?

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#8 2019-05-29 14:52:39

JonySky
Member
From: Catalunya
Registered: 2018-05-13
Posts: 686
Website

Re: Can SID kids be removed from the family tree?

Sudden Infant Death

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#9 2019-05-29 14:58:54

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

Re: Can SID kids be removed from the family tree?

I hope people learn fast that they are cycling through the same families, otherwise moms will get burdened with suicidal kids again and again.
Hidden SID kids in family trees sounds good.

JonySky wrote:

Jjajajaj someone told me some time ago that SID was not a problem ...
that was a good thing for the game !!

No, it was not a problem, they were many problems!

Please explain.


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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#10 2019-05-29 16:31:26

JonySky
Member
From: Catalunya
Registered: 2018-05-13
Posts: 686
Website

Re: Can SID kids be removed from the family tree?

MultiLife wrote:

I hope people learn fast that they are cycling through the same families, otherwise moms will get burdened with suicidal kids again and again.
Hidden SID kids in family trees sounds good.

JonySky wrote:

Jjajajaj someone told me some time ago that SID was not a problem ...
that was a good thing for the game !!

No, it was not a problem, they were many problems!

Please explain.

I think that SID generates 3 problems at the same time

the first problem is that it is used to travel from city to city, this does not make any sense in a survival game where we have to adapt to the situations we find ourselves.

the second problem is that it reduces the chances of an EVE or mother to continue with the lineage (because although the cooldown time is restored, the 60 minutes of life remain the same)

the third and most serious problem: all family connection and sensitivity with the children is lost (I have had lives that I do not care about my lineage, I do not care if they survive or not because I can not do anything to prevent my children from committing suicide. .. it does not matter if I try to have the best city or camp early if my children finally decide to commit suicide and I will finish alone)

This is serious because the game goes to the family, to survive in family, to worry about your children and your family ...
what's the point of fighting against invaders with a sword if your family does not care about anything

Do you know what will happen now with the new system of the / die and the reappearance of the eves ...?
As the system does not penalize the suicide, the players will continue committing suicide until they return to the city where they have just lived and finish the projects in progress or they will continue committing suicide so that the killer of your family reappears as your son and can end the slaughter. .

but I do not think the problem is with Jason, nor with the current system of the / die ...
The problem is with the players, the selfish attitude of each one of us

Last edited by JonySky (2019-05-29 16:41:05)

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#11 2019-05-29 16:40:07

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

Re: Can SID kids be removed from the family tree?

JonySky wrote:

I think that SID generates 3 problems at the same time

the first problem is that it is used to travel from city to city, this does not make any sense in a survival game where we have to adapt to the situations we find ourselves.

the second problem is that it reduces the chances of an EVE or mother to continue with the lineage (because although the cooldown time is restored, the 60 minutes of life remain the same)

the third and most serious problem: all family connection and sensitivity with the children is lost (I have had lives that I do not care about my lineage, I do not care if they survive or not because I can not do anything to prevent my children from committing suicide. .. it does not matter if I try to have the best city or camp early if my children finally decide to commit suicide and I will finish alone)

Do you know what will happen now with the new system of the / die and the reappearance of the eves ...?
As the system does not penalize the suicide, the players will continue committing suicide until they return to the city where they have just lived and finish the projects in progress or they will continue committing suicide so that the killer of your family reappears as your son and can end the slaughter. .

but I do not think the problem is with Jason, nor with the current system of the / die ...
The problem is with the players, the selfish attitude of each one of us

I see.

Yeah I'm not super confident with this "cycle again" thing. Now for sure people will go through families at least once. Before, you'd take a risk leaving behind a lineage. Now it's like "eh, didn't lose anything, it'll reroll".
I hope the lineage/area ban keeps murderers out, but I'm not sure how it works anymore. And well, a woman of the same family may birth the murderer back if she is outside of the area or the murderer went to starve before hitting 30.

It kinda starts to feel like the system "behind the curtains" is a bit of a mess.


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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#12 2019-05-29 16:49:09

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Re: Can SID kids be removed from the family tree?

Tough problems to solve, indeed.

You're right about the risk-free re-rolling.


UGGG, I just can't win with this issue.  It's like pushing the bump in the carpet down in one place and having it pop up in another.


BUT HEY, there were only 97 Eves instead of 1000 today.

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#13 2019-05-29 16:56:25

JonySky
Member
From: Catalunya
Registered: 2018-05-13
Posts: 686
Website

Re: Can SID kids be removed from the family tree?

jasonrohrer wrote:

Tough problems to solve, indeed.

You're right about the risk-free re-rolling.


UGGG, I just can't win with this issue.  It's like pushing the bump in the carpet down in one place and having it pop up in another.


BUT HEY, there were only 97 Eves instead of 1000 today.

Yes Jason !, I am very happy with this update (although my English does not allow me to express it very well ... hehehehe)
I think this update of the / die has managed to calm down the murderous EVES !!

I agree that it is a complicated problem to solve because ultimately any system can be exploited by players in different ways and to get a nice system for all is difficult

let's see what happens with this new update!

thanks for working on this problem! and with good work!

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#14 2019-05-29 17:03:09

futurebird
Member
Registered: 2019-02-20
Posts: 1,553

Re: Can SID kids be removed from the family tree?

I also like this update. I think the people using /die will calm down a bit when they realized they can't use it to become Eve anymore.


---
omnem cibum costis
tantum baca, non facies opus

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#15 2019-05-29 17:13:00

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

Re: Can SID kids be removed from the family tree?

jasonrohrer wrote:

Tough problems to solve, indeed.

You're right about the risk-free re-rolling.


UGGG, I just can't win with this issue.  It's like pushing the bump in the carpet down in one place and having it pop up in another.


BUT HEY, there were only 97 Eves instead of 1000 today.

Hahah, yes indeed. Well, we gotta see the bumps happen before we can come up with better ideas. There are some absurd rules to the rebirth craziness (like the starvation before 30) that translate in weird ways, making loopholes and such. Perhaps we can figure something out as we go.

Glad stuff is happening anyways, it's still an upgrade.
Interesting shift with the Eve numbers. Eves and rebirth are the oddities of this game, always testing where they should be and how they should fit.


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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#16 2019-05-29 18:11:33

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Re: Can SID kids be removed from the family tree?

I just forced myself to be Eve for a few lives, to see where I ended up (not by exploiting, but by a server-side setting that lets me be Eve for testing).  I think I played 3 lives as Eve.

Two of the lives were right next to the same established town.  In one life, I migrated into town, and they eventually killed me without cause.  In the other life, they accepted me and my children.

The other life, I wandered around and saw some signs of life, but couldn't find a town.


But yeah, a TON of SID babies.... hammering over and over.  There's definitely an uptick there, I think.

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#17 2019-05-29 18:23:58

Wuatduhf
Member
Registered: 2018-11-30
Posts: 406

Re: Can SID kids be removed from the family tree?

Is it time to implement the pregnancy thing and force babies to have 45 sec. spent watching the mother's environment before they get a chance to SID?

That, and/or the other thing I think you mentioned a while ago, where repeatedly SID'ing would add a wait timer before you had a chance to be born again might be the next step. It's probably annoying to have to tackle the same problem in different forms, but I think this was a long time coming and something that wouldn't be easily solved with just a single change. Props to you for continuing to handle it and adding more ultimately-necessary features!


Avatar by Worth

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#18 2019-05-29 18:27:19

futurebird
Member
Registered: 2019-02-20
Posts: 1,553

Re: Can SID kids be removed from the family tree?

Pregnancy preview where the baby watches the mother's life for 20-45 seconds and she has a pregnant belly? People could use /die during that time and the mother isn't bothered, just a little disappointment about the bump going away without a kid. I think it'd be important to make the baby be born 45 seconds old to keep the wait time till you can play about the same for everyone.


---
omnem cibum costis
tantum baca, non facies opus

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#19 2019-05-29 18:46:14

Keyin
Member
Registered: 2019-05-09
Posts: 257

Re: Can SID kids be removed from the family tree?

futurebird wrote:

Pregnancy preview where the baby watches the mother's life for 20-45 seconds and she has a pregnant belly? People could use /die during that time and the mother isn't bothered, just a little disappointment about the bump going away without a kid. I think it'd be important to make the baby be born 45 seconds old to keep the wait time till you can play about the same for everyone.

I like this idea... like a kill cam, but literally the opposite. Instead of seeing the actions of the person who ended your life you see the actions of the person starting your life.

It may be difficult to change clothes appearance/the character model for a baby bump, so I suggest a sort of visible 'pregnancy glow' instead.


I think a 10 second server ban or cool down on /die would help stop people from spamming it.

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#20 2019-05-29 18:49:29

Dodge
Member
Registered: 2018-08-27
Posts: 2,467

Re: Can SID kids be removed from the family tree?

I think SID's are part of a deeper issue that involves, travelling to other villages,having an infinite map and constantly losing every progress you make in the game also wanting to be eve in some case.

If you knew that the village you're making is going to last a long time and not disappear in a couple of hours, if the map wasn't infinite and you could head in any direction and have a much higher chance to find a village, if there was a recipe or shrine that you could make in this life to increase your chance of being Eve in one of the next lives.

Would you still /die?

Right now there is not really long lasting civilisations, cities and travelling system like big roads that are forming, why?

With the tile reset thing (maybe set to 24 hour instead of 8), is there still a point to have an infinite map?

Since if the map is big enough, a sufficiently large part of it will reset, making it new and giving the impression to have an infinite map (no map border and going around the world) while having the advantages of a finite map where travelling and better village interaction could develop

Without having the villages necessarly forced together.

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#21 2019-05-29 18:51:50

Amon
Member
From: Under your bed
Registered: 2019-02-17
Posts: 781

Re: Can SID kids be removed from the family tree?

Birth cam... hehe

Though maybe if you die too often too soon (Cutoff timer should be a time where/people get invested in their life) it boots you to a less populous server.
If you're new that experience could be used to experiment and try survive and learn...i guess. It's a bad idea.

Last edited by Amon (2019-05-29 18:54:40)


My favourite all time lives are Unity Dawn, who was married to Sachin Gedeon.
Art!!

PIES 2.0 <- Pie diversification mod

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#22 2019-05-29 19:04:19

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Re: Can SID kids be removed from the family tree?

Well, that would definitely slow people down.

Right now, I just cycled through a few times, and indeed, there seem to be only two families.  And the name log confirms that.  There are actually three families:

1426717 EVE CUMMER
1426731 TEA BLONDIN II
1426688 EVE ISMAIL
1426736 SANDY ENGLAND
1426737 LEON BEE III
1426735 PRECIOUS BEE II
1426739 TARAS BEE
1426728 JOHN BLONDIN IX
1426729 LIVELY BEE
1426741 ALEX BLONDIN V
1426713 JAMES BLONDIN VI
1426720 GENIA BEE
1426751 LUNA BEE III
1426749 CATALAYA 
1426748 SOPHIA BEE III
1426740 BILL BEE
1426750 KANON ENGLAND
1426754 OLIVER BEE
1426746 NATE BLONDIN IV
1426753 NASIF BEE
1426752 MOMOKA BLONDIN
1426764 LEO BEE II
1426763 PRECIOUS BEE III
1426765 ATHENS BLONDIN
1426762 KATARA ENGLAND
1426767 ELI BLONDIN
1426769 YASURI BLONDIN
1426766 ANNE BEE
1426770 SONIA BEE
1426772 YUVIA BEE
1426774 LINETH BEE
1426773 BONNIE BLONDIN
1426768 LUCY BLONDIN III
1426777 BOY BLONDIN III
1426779 ANIKO ENGLAND
1426786 DUNYA BEE III
1426781 ZUKO ENGLAND
1426789 MARIE BEE II
1426798 TOURE BLONDIN
1426797 VERONICA BEE
1426799 EMON BLONDIN
1426800 JACOB BLONDIN II
1426790 LAURA ENGLAND
1426808 ALEIYAH ENGLAND
1426788 GRACEE ENGLAND
1426813 WENDY BEE
1426816 CHARLES BEE
1426805 NILE BEE
1426817 SAVANNAH BEE
1426818 MAX BEE III
1426827 MYA ENGLAND
1426815 JENNY BLONDIN III
1426834 ELIAS BLONDIN II
1426830 SIMON BEE
1426829 ZI ENGLAND
1426828 ZO ENGLAND
1426801 BABYGIRL BEE
1426846 JACOB BEE II
1426863 ATHENA BLONDIN II
1426861 RED BEE III
1426865 CASSIE BEE
1426870 JUNE BEE
1426836 CEASER BLONDIN
1426867 JOHN BEE VII
1426883 BOBBI BEE II
1426884 GEORGE BLONDIN III
1426862 PADEN BEE
1426887 KHALID BEE
1426899 HIBA BEE
1426898 ARTHUR BEE II
1426892 DUNYA BEE IV
1426900 ABSHIR BLONDIN
1426917 GEISHA BLONDIN
1426908 DELTA BEE
1426902 CHANCE BEE II
1426919 SLEVIN BLONDIN
1426918 DZIRE ENGLAND
1426927 ALEX BEE II
1426920 LEONORA BEE II
1426914 GRACE BEE
1426926 PATIENCE BEE
1426946 CINDY BLONDIN II
1426945 SINIYAH BLONDIN
1426947 MERCY BEE
1426952 DZIRE ENGLAND II
1426957 JANUARY BEE
1426958 TADEO BEE
1426965 BUSTER BEE
1426964 DUNYA BEE V
1426966 PRUDENCE BEE
1426972 EMMA BLONDIN II
1426971 BART ENGLAND
1426975 HOPE BLONDIN XI
1426960 BARRY BLONDIN II
1426959 HARRY BLONDIN VI
1426961 HIYAN BLONDIN
1426962 GARY BLONDIN
1426968 DANIEL BEE III
1426988 GIRL BLONDIN III

So, that's a pretty huge change.  I also imagine that these families are lasting a lot longer.  Blondin has been going for 18 hours, for example.

So it's interesting that this is the true steady-state of the game (two families) without a bunch of artificial Eve-ing and self-imposed lineage banning.

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#23 2019-05-29 19:22:20

happynova
Member
Registered: 2018-03-31
Posts: 362

Re: Can SID kids be removed from the family tree?

Amon wrote:

Though maybe if you die too often too soon (Cutoff timer should be a time where/people get invested in their life) it boots you to a less populous server.
If you're new that experience could be used to experiment and try survive and learn...i guess. It's a bad idea.

I'm not sure if it's a bad idea or not.  It's one I was thinking of, too.  Well, a variant on it, anyway.  Like, if you /die your way through every possible family, you get to be Eve all right, but you do it on an otherwise empty server where you don't get to grief anyone who hasn't also /died their way there.

The problem with that, I guess, is that you could just /die on that Eve run, and then what?  Maybe you're required to spend a full hour (real-time?  game time?) before you can come back to the main server.

I can't help thinking there's got to be a flaw in that idea, though.  Well, there's the obvious fact that people could avoid it by running instead of using /die.  That's usually the fly in the ointment of any otherwise good-sounding idea on this subject.  Amon's idea of it happening for any early death avoids that, but forcing newbies who haven't learned not to die a lot yet into a full hour of solo Eve runs sounds rather unkind.  And annoying even for the rest of us, if we have a run of bad luck with bad moms.  Hmm.

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#24 2019-05-29 19:32:43

futurebird
Member
Registered: 2019-02-20
Posts: 1,553

Re: Can SID kids be removed from the family tree?

I really like that the families are lasting longer it will be exciting to see of one of the new eves can start another. It's not like there aren't eves it's just a BIG DEAL if you get to be one. Make the most of it!


---
omnem cibum costis
tantum baca, non facies opus

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#25 2019-05-29 20:20:01

Keyin
Member
Registered: 2019-05-09
Posts: 257

Re: Can SID kids be removed from the family tree?

jasonrohrer wrote:

So it's interesting that this is the true steady-state of the game (two families) without a bunch of artificial Eve-ing and self-imposed lineage banning.

Yes, it actually makes perfect sense that over time the number of lineages converges to just two. I wouldn't even be surprised i]ft it converged to just one family. This is an example of genetic drift. Even if survival in each family was equal, by random chance(who got the most daughters that stayed) each family's share of the player base will change.


Simple genetic drift simulations use asexually reproducing creatures as well, which makes drawing comparisons even easier.
With a small population like 100, it is easy to see why it would happen. Especially during times with shrinking populations, not every woman is going to get a girl, and some will get a couple of girls.

So basically what I am saying, by pure chance eventually you'll end up with just one family.

Here is a link to a simulation, with N is set to 100(players) and allele frequency(portion of population in family) is set to 0.5. http://phyletica.org/teaching/drift-simulator/

So, based on this simulation assuming a stable population of 100 players, you'll usually end up with one family after only a few dozen generations. With a shrinking population, it should be quicker and growing population take longer.

This doesn't take into account area ban, but the family that is best able to spread out should eventually win out (they are in enough towns that you cant be lineage banned from all without murder) vs a family that stays in one town

Also doesn't take into account underdog effect, where people will see one family shrinking and thus they try harder to keep that family alive vs the #1 family.

Last name extinction is also an interesting related topic. Mathematically most last names should become extinct, as by random mating will result in the most common last names taking up a larger and larger portion of the population.

Last edited by Keyin (2019-05-29 20:23:40)

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