a multiplayer game of parenting and civilization building
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Just built a small property fenced-off recovery area stocked with food and firewood to recoup between marks and killed a vanilla-flavored family one at a time to see how it felt. It felt good. Bring on the chocolate!
DestinyCall wrote:Serious question ... can that be added to ALL doors?
Maybe in far future when we can advance so far like in ohol trailer, there will be automatic doors that will open and close whenever someone tries to walk through them.
I mean, time is passing by at a extraordinarily increased rate so our character opens and closes the door faster than can be physically perceived amirite
jcwilk wrote:I mean, we talk a lot of shit about the combat system but damn... Someone's able to get shit done apparently. I need to up my knife game
For what it is worth, she seemed pretty surprised that she survived. I'm betting someone healed the wrong person.
ugh god you're killing me... one of you please upload that precious video
I mean, we talk a lot of shit about the combat system but damn... Someone's able to get shit done apparently. I need to up my knife game
Gomez wrote:yeah i was gonna propose killing off a brown family since there are three...uncertain of mechanics involving eve spawns exactly tho...eliminating families would do it?
pretty cheese that for progress we gotta axe a family?
soooooo..... I did end up killing off the Rodney family they had three females and with the help of my nephew Alexander we ended them. I died of old age an sent him to end the last three females in our family the Mary fam. I'm really hoping that will be enough for the other families to over populate an starve an then the eve window to open. I'm sorry for those I killed.
ethical griefing... I love this so much xD please turn the replay into a video and upload it, pretty please
What you are is a kiss ass who hides behind Jason's leg even if he doesnt want you there.
Ngl, got me there xD Don't think he's a fan after I disappeared awhile back and came back with big ideas built on out of date experience, not that he has time to care about individual players.
We're mostly in agreement but you and spoonwood seem to do a lot of "well I know what players in general want which is not what Jason thinks they want and this game would be so much more popular if he just X, Y, and Z" which is the main bullshit I pile on against. I put effort into tying my pedantic shit into his stated goals, not into the goals I think he should have, but the reasons he's given for the changes he's making. But sure I'm sure there's some of my own shit woven in there too. How about we both agree to put aside our perceptions of what makes a good game, what the playerbase really wants, what really makes sales, what success really is, and instead stick to his stated goals around features he's releasing and iterating on. Surely that's not too jcwilk-oriented?
Players will always find a way to play the way they want to. Even if it hurts them. What you seem to want is a system that forces everyone to play the way you want them to. Get off your high horse and have some respect for those around you and the visions of the developer of this game.
Christ, chill. I'm not, nor am I able to, force anyone to do anything. All I can do is have opinions and argue them with logic, same as you.
However, I could not care less about what other players want, what the majority wants, what you want, unless they can argue that it aligns with Jason's stated high level goals for the game better than what his current direction is. I happen to generally be in agreement with (almost) all of his high level goals, and am generally pleased with how he approaches them, even if his process isn't what my process would be (and I'm humble enough to know that in all likeliness his process is way closer to ideal given how many amazingly intriguing games he's pumped out over the years flying solo, it's truly incredible). I enjoy spending time on these forums and following his game for these reasons, and if he sold out and started stuffing the game full of softcore gacha microtransaction co-op garbage to satisfy and suck in as many sales as possible I would most certainly not be here, but that's not the kind of game designer he is.
So yeah, I'm just super confused about why there are all these super vocal people that seem to hate his goals and methodologies yet still spend a ton of time on the forums and playing and excelling at his game. Like why can't you guys just be positive and support him in his efforts? You think it's easy to go day in day out by oneself supporting a family ignoring piles of complaints everyday to keep producing what he believes in? He's a goddamn superhero and you guys have nothing better to say about it than "gee i wish you cared about the things I cared about"
How about read what the game is about from him, decide whether you're in or out, and quit whining about your own irrelevant shit. I'm not the dev, you're not the dev, he is. So help him refine things towards his goals or why are you here?
Oh I see, customers opinions don't matter if you don't like them. You just tell people to stop playing if they don't like something. Yeah, not a good policy there and rather disrespectful.
I mean... You know I'm a customer too right? I just spend too much time on the forums I don't work here xD it's super normal to penalize heavily for people abandoning mp ranked games, generic score is currently, perhaps inappropriately, doubling as a rank. If you want an unranked option then play on a local server or one of the secondary servers I vaguely remember something about it not being ranked if there's not enough people playing?
Same rules apply otherwise, including:
Suicide babies affect their own score but NOT their mother's score. This only works if the /die
Babies that die of other causes (other than /die) affect both baby and mother scores.
Babies cannot jump out of mother's arms for first year of life.
At some point in the future, I might work on abandoned baby detection, where if your mother really never picks you up, your own score doesn't get dinged. The fact that you can't run away for 10 seconds really helps here.
Thanks for the detail, yeah the temporarily immobile baby has been a very nice addition compared to how it used to be. Any chance of getting a 2x multiplier on the penalty for the baby for suicide? It's so annoying when they're obviously just trying to game themselves into a better situation rather than helping you get out of yours... Would be nice to have as much gentle pressure against that as possible.
The game has an expansive crafting system that people who have hundreds of hours don't even know fully. The tutorial is very short considering that. Plus it's skippable, and has optional parts. A simple farming guide won't be too much. Just how to make plantable rows, put seeds in, and how to water it. How to tend berry bushes would be really helpful to. That's it, I'm not asking for a guide on every plant, Just hoeing, planting, watering, and berries(possibly pls)
Teaching baking and composting will be so much easier if I didn't have to stop in the middle and teach them how to plant and grow everything for it.
That will really keep the survival (and player retention) rate up. They can focus on moving up the tech tree since they know the basics of all tech.
IIRC there's a tree making part of the wall boxing you in to the tutorial area and I wondered if it was possible to make a steel axe in time to get out and do other stuff out in tutorialworld but I never bothered going back and trying, might be rememebering wrong too. I remember feeling like the tree was eyeing and judging me as I fumbled to remember where everything was
Ok, here's the thing. No one has the right to force someone to live a certain way. Just because it bothers you it doesn't give you the right to take away choices from people.
This is factually incorrect, it's why we have child protective services. It's literally not a right to choose to let your child die (medical reasons excluded, etc etc) or to kill yourself (why we lock people up in a rubber room, not to say that we should or shouldn't, but we do... and helping someone kill themselves is a crime). But that has nothing to do with what we're talking about, just thought it was funny that you used the exact opposite of the truth as a segue to your point.
I'm giving you the benefit of the doubt that you didn't mean that Jason has no right to do this or that with his game, which would be entirely out of touch with anything resembling a shared reality.
If someone wants to be a shitty mom i think they should have the right to do so. Having kids die is enough punishment imo. If they dont care they are truly a sociopath, and guess what, we have people like that irl too. The beauty of this game, and why i love it so much, is that it capitalizes on the human element better than any game ive ever played. By limiting the ability for people to express themselves we limits the overall diversity of experiences, good and bad.
Eves should still be random, its not easy to get a lineage and town going from scratch and most often they die off. If the eve is truly unfit, let that trial by fire be the testament.
The main thing that makes things impossible to Just Work in OHOL like they do in evolution is that genes are -not- passed down from generation to generation. The genes, which is to say the things dictating the behavior and fitness of an OHOL human, are the user. Users can't be spliced together and mutated like they do in evolution, and they can't multiply. My point is that you have to just walk away from the idea of trying to make it exactly like evolution because it's simply not possible. Survival of the fittest as an organic mechanism that just naturally arises (rather than being explicitly represented in an abstract way with programming) like it does in real life is not possible. Making things kind of in some ways similar to the context that evolution takes place will not make evolution Just Work unless you pick the exact things it depends on, which are absent here.
However, we -can- still judge genetic fitness via other means, and we can still use genetic fitness as a guide for surfacing survival behavior to the front of the pool. We just can't do it using the same mechanisms that real life does. It's not about, or perhaps it shouldn't be about, judging player behavior as good or bad, but rather as judging it as competent mother capable of giving players a good experience (starving as a baby is neither interesting nor challenging) or not. If they don't give a shit about children, great, they'll end up having fewer of them and won't have to bother with starting a whole new family of them.
But yeah as is, it's kind of situated as more of a judging the player about their behavior overall and punishing their overall experience accordingly, which I tentatively agree is no good... However, it does kind of in a weird way mimic instincts. Instincts can be ignored but there will be internal consequences that your brain will impose on you with the memories of what you did, as with the punishment mechanisms, you can ignore them and while it may slightly nerf you, you'd still be perfectly able to play and if you're mostly just fucking with people it's unlikely you'd even notice the tool slot penalty. The family specializations thing is trickier but that's another thread.
But yeah we're just looping at this point. You don't like games with constraints, I get it
Is there a penalty for a player suiciding? If so, then the system disrespects players trying to live on terms of their own choosing, including but not limited to when real-life things come up mid-game.
It's evaluating their family survival fitness. Suicidal genes make for bad family survival fitness. Play a single player game if you want no consequences to blowing off your family when their survival depends on you. Ffs heaven forbid you suffer through the tiniest bit of accountability and take responsibility for your own life irl
Just saw you mentioned you pushed a map wipe in another thread, thank you!
Are we going to get a map reset in before a bunch of new players get dumped into ghost towns full of legacy tech and biome glitches?
What's the rule on suicide? Can suiciding babies take a heavy penalty to their own score and no penalty to the family, if that's not already the case? Can babies be made to not be able to escape from their mother's arms until a certain age? A mother should be able to physically overpower a suicidal child until a good few years into life no?
I agree. I don't think I would mind genetic fitness as much if it didn't directly effect gameplay. Having a low score is incredibly limiting, having a high score is better but its still very limiting. Personally i wish it would just go away. I find it more annoying and i have yet to have it aid in my experience.
Like DestinyCall mentioned it reminds me that im in a game and breaks immersion. Every life we live is unique and its up to us as the player to evaluate if it was a good one or not, not some clunky score system. It forces players into a playstyle and limits freedom. The life limit already encouraged people to not /die but with genetic score ruling over all /die is off the table if you want to keep your tool slots up.
It does serve an essential role though, it seems pretty important to the overall flow of the game to make shitty family members less likely to be eves... The existing cobbled together system seems to achieve that adequately (as far as separating the top 10% from the bottom 90%) even if there isn't a clear path to getting eve as player due to the unreliability of it (terrible at separating the top 20). But yeah, it shouldn't be used as an overall OHOL competency rating as is and players shouldn't have non-birth gameplay degraded for blowing it off.
I mean the tool slots thing does generally make sense, no one can master all the skills required to run a village in one lifetime, nor would there likely even be a personality which fits into all those roles, but yeah limiting it further based on your motherly fitness is odd at best.
So we would see people hauling carts full of pies that were baked before they were born to be dumped in the distant wilderness so that they could replace the pies in the kitchen and by the fire with pies baked themself to game the system and boost their own score?
No, because it's more time efficient to find a missing need and fill it than it is to grief a village into needing something and then filling it. Plus if you only baked the pies then you'd only get one step credit out of the many step credits involved in creating a pie. It would be just as many points to find a missing need at any part of the pie pipeline and fill it as it would to do the last step, probably more points since baking pies is a few clicks per pie compared to setting up a water or oil pipeline, or creating tools which is many clicks but which will put your name into many, many items.
Also, it doesn't pay to piss your neighbors off. If someone sees you throwing tools away and remaking them or something like that then you're gonna get kicked to the curb hard. Go find the posts about optimal play for genetic score and tell me that any part of that is better than risking some selfishness over tools.
And the current generic score system does absolutely not cancel out over time, there are many complaints about people grinding endlessly to get it up only to lose days of progress from one shitty griefer baby. That's what happens when you only use one limited metric to measure overall competence for something as critical as playing eve.
That's probably exacerbated due to Jason's choice of algorithm for the scoring system though. I was trying to talk him into thinking big picture and start with desired results rather than starting with a solution and trying to force it to work via surface level tweaks but he wasn't interested in hearing it, and now we're stuck with the top 50 players being determined by fleeting luck until he gets around to redoing it.
I really do like the idea. I worry though that it might be a huge headache to implement something so complex. My main concern is that so much time and effort is being put into these systems that may or may not add to the overall experience of the game. Even potentially taking away experiences that make the game great. I know thats subjective but i think with the level of outcry that has resulted from the last few updates its a potential that the changes have threatened what others enjoy about the game. At the very least i know it has for myself.
I would really like to see more changes in progression and time put forth to refine those aspects instead of systems that limit players and potentially damage the experience of the game. Every hour jason works on these systems digs us deeper into the hole. If he goes too deep we may never get out. Its selfish to expect him to throw all his hard work away when hes devoted weeks to tool slots and family specialization but i do think its the best route. The further we go into this rabbit hole the more likely we are to be stuck in it. It may not be fixable and it may never be as satisfying as the previous version.
Yep, all valid points. I could imagine it being straightforward to implement but I could also imagine it requiring countless code backflips because of how many things it would touch... So yeah, pretty unlikely to come about but it's nice to dream.
I don't have too strong of an opinion about what directions he takes or how he prioritizes, cause it's his baby, only thing is it's kind of a bummer to see that content progression has been pushed so far down the list when that was one of the biggest promises of the game, continuous content. But I also feel like the non-content parts of the game are unfinished and the content may suffer from the mechanisms beneath it shifting down the line if/when things get better balanced/incentivized... So it's real tough, I certainly don't envy having to see complaints about me every day I know that much lol, his skin must be half inch steel by now
I think the core of the problem I have with "genetic score" is that it is trying to force a play-style, rather than rewarding optimal play, whatever that might be.
I think these two things are exactly the same thing, just worded differently or more or less strongly. Nothing's being forced though, players can do whatever they want if they don't care about being one of the rare eves, etc. Ultimately the question that's trying to be answered here is "how do we select which players should be eves?" and perhaps also mothers, women, etc. There's a huge portion to being a great family starter that is simply unscored in the existing system. This proposed system doesn't perfectly solve it or anything, but it seems like it would be a huge step closer compared to simply looking at life durations.
Jason wanted us to value our immediate family more than our neighbor's family. Not because they are our virtual family and we care about our family in real-life, but because our own fake children were really "worth" more to us than another person's fake children in the game itself. That was the original purpose of genetic score. It gave a value to how well you took care of your kids so a "good mom" would have higher score than "bad mom".
BUT .. it feels like cheating. We still don't care about keeping our family alive for in-game reasons. The genetic score is an external value that shouldn't mean anything to our little villager in his little village within OHOL. It feels really artificial to me and reminds me that I'm a gamer, playing the role of "villager" in a computer game, rather than a part of my own little village taking care of my little family. Genetic score is not part of the game world, but something that is force into it from the outside.
Like the a laugh-track during a sitcom, telling me when someone said something funny. I really don't like it.
Prepare to get your mind blown, but we have mechanisms like this in real life - instincts! Instincts punish us by making us feel terrible when we're being bad family members and reward us with warm fuzzies when we're keeping our children and parents and siblings safe. It's not altruism or being a good person, it's instincts manipulating you. These same instincts don't give a shit about, or not nearly as much of a shit about, little squiggly characters on the screen so we need analogous mechanisms to guide the player community, on average, towards what human instincts would normally guide family members towards.
But that's just if you give a shit about earning the right to be eve and whatever else, someone who just wants to build civilizations and doesn't care about family or birthing or anything like that doesn't have to give a shit about any of this, and the system will politely lower them in probability of participating in those things accordingly. If you -do- care about those things, you don't even need to think about the scoring system, it will automatically raise your probability for participation in family mechanisms due to your good family behavior with or without your knowledge of it happening. Or, if you're the kind of player who does like chasing scores then you'll coincidentally be performing as an exceptional family member in the process.
Its a sensitive balance to promote work without making it exploitable. If picking up wild iron gives points someone could just go around picking up and dropping iron to catalog it to themselves.
Well the key is that you only get credit for it if it's eaten, specifically by genetic relatives. So if you go out of town pop out a bunch of babies and feed them all wild carrots created exclusively by you then you'll get some points for that yeah but then they're probably going to die because they're off in the woods, or their kids might, and family survival should still be the backbone of your points... Maybe the production bonus is like a multiplier?
Maybe whenever your relatives die the amount of points they give you from their long life is multiplied by some value derived from how much of what they consumed was from you, something like that, so if you produced every single part of every thing your 10 kids consumed across their 60 years of life then you ought to get a pretty handsome reward for that, likewise if you have 10 kids but you barely do anything aside from sit around afking and they end up having to keep you alive then you should get less points for their survival since none of the stuff they consumed had your involvement at all. Same if you drop a baby off in a foreign city, they might keep it alive but no thanks to you. Still deserves you some points but not as many.
Maybe something that promotes diversity could be good. Perhaps each diverse task checks a box for your total score bonus each life. An issue i could see with this could be that it doesn't promote specialization. So if you exclusively farm, bake, or smith you wouldn't be optimizing your score.
Well, I think that diversity in what a player does is less important than having the player fill an unfilled need... Whether that's many different needs or one critically missing ingredient that many other things are waiting on, and then once it gets filled your other family members/villagemates will make a bunch of things with it that will work back to rewarding you if your family members are among the eventual recipients of the end products. If you spam too much of something that there's already plenty of then it's less likely your immediate family members will be the ones to consume its end products originating from you.
So like, imagine if a town was running low on water how quickly an eve-desiring player would scramble to supply it when they know that pretty much everything that is produced will involve water somehow. Once there's plenty of water there isn't genetic score incentive to keep spamming water anymore cause they'd be competing with the existing water stores for which one gets used so it's better for them to work on more urgent, underserved resources, as they should anyways.
So what right does he have to keep the pie he baked using village resources entirely for himself alone?
I'd argue that he contributed to the making of the pie and he does deserves to eat. But so does everyone else in the village. They all should be able to eat the pies that were made possible by their combined efforts to bring the village water, wheat, plates, kindling, firewood, knives, mutton, compost, carrots, berries, iron, and clothing.
Without everyone contributing to the village in their own ways, those pies wouldn't exist. The baker's contribution was important, but was it really any more important that the smith who made the steel hoe that the farmer used to plant the carrots that the shepherd used to feed the sheep that provided the mutton which filled the baker's pie?
This changed a bit after I replied, but my last message is basically answering this anyways. Yeah, exactly, every person in the chain should get some genetic score credit when their own family is benefiting from their work, regardless of whether they were the first or the last person in the chain, and proportional in some way to how involved they were.
In order for the baker to "own" the pies that he bakes, he would have to buy the plates and all the ingredients he used to make the pies. And pay the village for the water he used. And either buy or lease the property where his bakery is located.
Chances are very high that he didn't do any of those things in a typical OHOL village.
So what right does he have to the pie he baked using village resources?
Lol not sure how we got to capitalism, but getting back on track... I was imagining that every time you execute a recipe it would store your id in the resultant item(s?) as well as the ids stored in the ingredients, perhaps it would even display this information somehow. So a more concrete example:
##
pick up stone A from natural spawn point (drawing the distinction here between picking from nature and picking from a box in a village, which should not award credit): stone B (natural stone A gathered by jcwilk)
use B on big rock: sharp stone C (stone B sharpened by jcwilk (natural stone A gathered by jcwilk))
use C on buried wild carrot: wild carrot E (unburied with sharp stone C by jcwilk (stone B sharpened by jcwilk (natural stone A gathered by jcwilk)))
##
So basically in this case I took part in 3 out of 3 steps involved in producing the wild carrot, so I would get 100% of the production credit for someone eating it if that person is a close enough relative. If someone else did the last step then the data might be like: wild carrot E (unburied with sharp stone C by DestinyCall (stone B sharpened by jcwilk (natural stone A gathered by jcwilk))) - in which case DestinyCall would get 33% of the possible production credit if DestinyCall's family member ate it, or I would get 67% of the possible production credit for it if one of my close family members ate it, or if we're close relatives we'd both get our shares if a close relative ate it. It would likely be a very small amount of points for the individual carrot being eaten so it's not really enough to motivate people to go way out of their way to hide a little food, but it means if your gameplay is directed around producing essential things then you'll be rewarded many times with small amounts.
And to be clear I'm not suggesting that wording exist in the game, or that it necessarily be visible at all... Clarity is certainly a challenge here, it would be super awesome though if you could see a breakdown on the genetic history screen somehow of how many points you've gotten from carrots, from pies, etc...
(edited nesting to make it easier to read and clearer about the structure)
Basically the "best scoring behavior" becomes something like... pop out a million babies, keep them alive, figure out which village resource is lacking (ie, no competition) and fill as many of those resources yourself and get them into the village pipeline asap and instruct your children about how to use those resources to maximize the chances of them being utilized quickly. That seems -way- more compelling of a top tier player behavior in terms of best genetic score than the current behavior, which, in an already functional village is basically... try to clothe them and keep the afk ones alive but otherwise cross your fingers.
People being selfish or doing things for their own gain are a liability for society. Hiding pies for example. Unless you made the every facet of that item (plates, bowls, soil, berries, carrots, wheat, rabbits, kindling, adobe kiln) you are essentially borrowing from society. To think you have the right of ownership because you put in a small percent of effort in that process is naive.
Yeah I was thinking what % of the process you were involved with would be your "share" of that pie, so if you did half the steps you only get half the benefit as if you did all the steps, so you get no benefit from stealing pies outright, some benefit from kinda stealing pies, and the most benefit from not leeching materials. Keep in mind this is in addition to many other factors, so there would only be a small additional incentive to be family-greedy.
Likewise, if you're the farmer for the whole village then you'll automatically get a portion of credit for all the food eaten by your family. Same with water gatherer, etc. The most essential ingredients that are for the most things that will get used quickly (ie by your immediate family, not your distance descendants) would earn you the most points. You're more motivated to cook and grow ingredients for a village where your family resides than one where they do not, and you're very motivated to keep your family alive in a village you've invested heavily in since as they survive they'll not only give you survival points but also consumption points.