a multiplayer game of parenting and civilization building
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Right now, one of the problems with griefers is that they can come out of nowhere and chase you down with a bow pretty easily, especially if they have a horse and cart. Or if you are distracted, or unable to run (because you are a baby), you have basically no reaction time to deal with a griefer. So what if you had an extra hitpoint against human attacks, and require a fresh [gasp] timer in between wounds? I feel this could at least give others a bit more time to realize that there's an actual threat, and give you a chance to get help. Being wounded slightly wouldn't make you drop anything, but if left untreated, the wound would deepen over time into a proper wound.
Thoughts?
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If you get shot/stabbed by one person you absolutely deserve to die. The only time you are going to get run down by a single person is if you're a baby or you're manually clicking to run around. Last time someone tried to attack me solo I took their sword, knife, and then the arrow from their bow while essentially dribbling a rock around.
If anything we really need a new snowball weapon to make people drop stuff, slowdown and prevent item pick up for like 10 seconds or whatever the emote timer was. This solves issues with people running around on horses (if you get close enough you can stun + stab) It also makes combat a bit more interesting as then it's not a dumb game of deadly tag and instead about who is actually armed to properly fight.
BRING BACK THE SNOWBALL
Worlds oldest SID baby.
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Most griefers tend to come in pairs these days. I've had plenty of experiences where one charges in close with a bow while people are busy, target someone, and before they can escape the range of it they get shot. Then the inevitable shenanigans proceed where one griefer heals the other, and the killing continues.
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Just remove auto aim. Most experianced players don't griefe and tended to have an above avreage comabt skill. Back in the day before auto aim griefers for some reason always sucked (other than that one time Tarr raided villages to show jason that the WAR SWORD was broken). That's easily explainable since if you all you do is kill people and griefe you have very few in game hours
of which most are probably spend in DT so you stay rather bad at PVP, while even your avrerage player picks on it from every day experiance. Also the auto aim has really made combat dry and boring. Like if you get targeted you don't have ANY other choice than just running away and hiding in an inhospitable biom. It's just a game of tag, boring
Last edited by Tipy (2020-02-06 19:07:42)
Build bell towers not apocalypse towers
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Everything you try to do to the griefers, they will do to you, in spades.
Those surprise attackers get an extra hitpoint too, so they can continue terroizing you longer. Also extra time to heal if they've got a friend (or can make one)
If someone can still use their hands, can they self-treat? If so you'll see people running around in aprons, or just stashing stuff outside town.
They could also wound people without medical supplies, putting them into a doomed state. I guess it is better than current, since you still have some time to do a few things, pass on your stuff, and perhaps wound them back.
https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more
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I still like the idea of making it so only exiled players can be murdered, and only people with followers can exile. There can still be griefer packs, sure, but no more rogues. Plus the badge would make the griefer packs easier to identify and you could rally against them medieval style.
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Right now, one of the problems with griefers is that they can come out of nowhere and chase you down with a bow pretty easily, especially if they have a horse and cart.
Jason recently said this:
Regarding "the spirit of the game," the only spirit present is what is embodied by the mechanics themselves.
https://github.com/jasonrohrer/OneLife/issues/529
Griefing is using a game in unintended ways against other players. https://en.wikipedia.org/wiki/Griefer But, the only spirit provided by the designer present in the game is whatever the mechanics themselves allow, and *all* player actions follow the game's mechanics. Every player action is consistent with the spirit of the game. Thus, how could one use the game in unintended ways?
Everyone, apparently, plays inline with the spirit of the game. So, why have we been so sure that griefing has or ever will exist in OHOL?
I don't think it quite a happy conclusion that no such thing as griefing exists in OHOL, but I certainly don't know how to avoid it at this point in time.
Danish Clinch.
Longtime tutorial player.
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Or maybe the actual conclusion is that Jason himself is the biggest griefer in OHOL ....
But I pretty much guessed that back when he said that locks were added to the game so we could build our own prisons.
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Or maybe the actual conclusion is that Jason himself is the biggest griefer in OHOL
Given that griefing in OHOL exists, Jason would have to play the game a hell of a lot more to be the biggest griefer in OHOL. I mean, if such exist it should theoretically be possible to measure or at least estimated by in-game play, and since Jason doesn't play much, his griefing level won't end as the highest. That certain things he does may annoy players more than in-game griefing though, is another matter.
Danish Clinch.
Longtime tutorial player.
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But Spoon ... Jason is everywhere. He doesn't need to play OHOL to grief us. He IS the game.
He is bigger and stronger than any griefer, because he doesn't need to play the game to cause grief. He just needs to give us the tools to do harm (locks, pitbulls, warswords, etc) or take away the tools to do good (tool slots, languages, racial restrictions, etc). We will take care of the rest.
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no such thing as griefing exists in OHOL
this but unironically
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