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#276 Re: Main Forum » OneTech is not the answer » 2019-11-13 01:13:53

ryanb wrote:

One reason the wiki works well for Minecraft is because you have more time to tab away to another screen. OHOL is time sensitive which makes it very difficult to use a guide outside of the game as you need it.

I would like to see a single player sandbox mode where players can experiment with the game in a safe environment that is not as stressful. I realize the point of the game is to learn from others, but some players like to come a little more prepared.

As for OneTech, I lost a lot of interest in developing it when the content updates stopped. Also I have a newborn baby and am working more so I don’t have much time. I will try to keep up with critical issues and plan to continue paying the hosting costs.

There is a cool feature that is only half complete that would make it easier to look up recipes but unfortunately it may never see the light of day. If anyone is interested in developing OneTech please fork the project on GitHub and submit pull requests.

https://github.com/Kazetsukai/onetech

Hah! Thought I recognized your username, my coworkers and I at previous companies were always big fans of railscasts you provided/provide a great service! I'll try to take a peek sometime soon, could you point towards that feature you mentioned? Or maybe make an issue for it?

#277 Re: Main Forum » What happened to danger in this game? » 2019-11-13 00:57:50

My own experience with it is that it's very much missing instances of combat right now but I'm hoping that the current combat system is a placeholder. If this is as good as it gets then pvp combat should really just be removed entirely because it's only a griefing tool right now outside of pve.

But yeah survival is for sure too easy at the moment. The only reason families end typically is because of griefing. You can often see at the end of a family tree that the last few children were killed by a relative.

I was proudly watching my descendants (sugar family, i was the 144th generation, it got up to 160 something iirc) for hours on the site tree tool and they were crushing it until finally this morning I find that they were murdered by a relative and it was just like wow... One can be so much more impactful as a family-killing griefer than as a good mother, why am I wasting my time with the meme score when the world-impacting path is clearly only through griefing when everything just continues effortlessly otherwise? Effortless progression isn't interesting. Strife is interesting. The only path of strife is griefing, therefore the only interesting path in the game is griefing after things have settled. It's a griefing sim til combat gets a facelift QED

#278 Re: Main Forum » Completely bonkers food rework idea » 2019-11-08 17:59:22

jasonrohrer wrote:

I wish there was one giant, super-clean way we could deal with griefing once and for all, so that every design innovation didn't have to tiptoe around it....

It's like with chopping down trees.  The deepest option is to let you pick how many to chop, anywhere from 0 to "all of them," with some middle amount being optimal, and it's up to you to figure that out.  Then along comes a griefer who chops down all of them.  Then I have to insert some arbitrary limit on the upper end....


In Poker, no limit with the deepest possible stacks provides widest skill spectrum.  More possible choices, more gradation, more room for error.  The lowest-skill variant is one-chip poker, where your only decision is whether to go all in or fold.  The great thing about poker is that there's no such thing as griefing.  Poor play is punished by huge financial losses.  Go ahead, try to shove all in on every hand.  That kind of "broken" strategy is easy to beat long-term.  Players who play that way either weed themselves out by running out of money, or keep coming back with more money, which any sensible poker player would welcome.  It's a self-solving problem.

But in OHOL...  there's just no cost to the perpetrator for sub-optimal play, nor no benefit to the others...

Although this is easier said than done, to me the obvious solution to griefing is better combat and raiding dynamics. If there's a better sense of trespassing than simply slipping in when some kid opens the door, more reliable ways to end intruders, and to balance, a way to force one's way in through a property fence with greater effort than it took to build it (basically everything about attacking being greater effort than defending) then it means griefers can be defended against just like any other opponent.

It should be easier to sub-divide a town also with things like the ability to use a locked gate without the ability to give anyone else access to it. That way individual subclusters in a family can have their own food stores so they only have to worry about their own children turning into griefers, and to watch for anyone trying to break in via balanced raid dynamics.

My point is that it seems like combat and raiding have been pushed to the sidelines because it's not really a game about combat, but these are essential tools in civilization to keep people in line. The trick will be how to make that complexity approachable within the one hour window...

#279 Re: Main Forum » whoever made the fort in the northeast part of map on snow... » 2019-11-08 00:42:10

Yeah, even very anything-goes conservative game devs tend to not permit this type of stuff because of the German law stuff. Even posting images of it in the forums is risky in terms of getting the game into some legal heat in German courts if anyone in Germany is paying for it (they probably are) so just don't be a dick and draw dicks instead

#280 Re: Main Forum » As much as i hate to admit it » 2019-11-04 01:54:24

fug wrote:

So by stealing/killing/whatever you prolong your own lineage for an hour or two before falling victim to all the spawning Eves who will siphon babies away from your lineage during the open Eve window.

Ending the arc is easy. Learning to work together to prolong the inevitable is hard.

So what you're saying is... the -real- challenge is ending the arc and persisting the family past the eve window since it's something never been done before.

#281 Re: Main Forum » 20+ babies? » 2019-11-03 16:56:54

Kaveh wrote:

Condoms? Men don't have anything to do with this.

Female condoms are a thing. How long after planes did birth control meds come? Maybe this game will turn into a birth control dosage consistency sim where your genetic fitness score starts plummeting if your character gets drunk and forgets to take them and a few dozen babies slip through

#282 Re: Main Forum » Ummmm.... What? » 2019-11-03 08:25:35

I hope there's someone out there who experiences this all the time and thinks it's a game about farming potatoes, which I guess it actually partially is.

#283 Re: Main Forum » Why Jason...Jr » 2019-11-03 08:23:33

Lum wrote:

I don't understand what you're trying to get at? Your perception of "close family" just isn't necessarily the one put forward by this game. If he was born when you were alive, he's family, and you should be caring for him, that's all. Just because he's not your direct descendant does not mean he's less important to your family as a whole, and thus to you. You just seem misguided as to what constitutes the relevancy of an individual to you.

That eliminates the purpose of how they're related to you though doesn't it? If closer dna means bigger effect then mothers, sisters, daughters are all a bigger deal than fourth cousins 5 times removeds, which seems more aligned to how it is in real life.

I guess the whole binary your family / not your family aspect of the game does throw it off quite a bit. I wonder what the game would be like if whether someone was part of your family was a spectrum somehow... Like if eves were all sisters that happened to have different last names basically.

#284 Re: Main Forum » Who the hell is Tarr and why is their name everywhere? » 2019-11-01 07:01:30

Stormyzabeast wrote:

Old Greg?

Old Gregg's Downstairs Mixup one hundo p needs to be the top town in the next arc.

#285 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-11-01 06:57:04

Total tangent, but does anyone have a favorite game that achieves a similar goal?

Braid immediately comes to mind for me. I don't want to say too much and spoil it but one of the primary themes of the game ends up being -very- aligned with your internal experience as you're trying to finish it and it's just... goosebumps. Non-interactive art can achieve this also, but not to that degree, and much more indirectly.

#286 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-11-01 06:38:22

jasonrohrer wrote:

Coconut, solving the problem of artistic coherence in video games is the whole point of OHOL and of my entire career.  I get that most people just want to play games for fun.  And most people just want to blow off steam at the end of the day with a mindless TV show, or read some romance novel on the beach.

But that doesn't mean there aren't TV shows or books that serve other purposes.  We can have both Avengers Endgame and Synecdoche New York.  We can have both Fifty Shades of Gray and Lolita.  We can have both Perfect Strangers and Twin Peaks.  I REALLY love Fifty Shades of Gray and Perfect Strangers.  On the other hand, Synecdoche New York and Lolita are absolute masterpieces and sky-shattering sublime art.

Whatever Lolita is doing, and whatever purpose it serves, we don't have many video games that do something like that or serve that purpose.

My career is about figuring out HOW video games can do something like this by leveraging their own unique capabilities.

You're probably tired of reading my pedantic messages and I'm sure this will sound kiss-ass and I'm sure you've heard all this before, but you are seriously my game design hero and I absolutely love your approach to it all, how you think it through, how you open source everything even your internal process as you share it all as you're doing it (how???), how you really care about getting the above described things right.

It's so, so hard to find a successful game designer who actually gives a shit about the art of the games they're making (beyond the visual art, of course) and isn't just following the dollars. If my brain was less chaotic and I was able to get my shit together I'd be doing my best to follow a similar path, but it's really encouraging to see people absolutely crushing it in ways far beyond that which I could hope to.

So yeah, hopefully my pedantry comes off as giving a shit about your creation rather than being an asshole. It's a fine line :\ Go Jason!!! *cheerleading commences*

#287 Re: Main Forum » Something strange happened... » 2019-11-01 06:05:22

Would love it if there was a test server and a main server, but jason is only one guy so I get it... Fracturing server deployment/maintenance is overhead where there's no room for overhead.

Maybe it could be specified when the rift will be in place until so that players don't give up waiting as, while it's totally understandable why it's being done for tomorrow (which is valuable!), it does kinda ruin the experience today (which is demoralizing as a fan).

#288 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-31 06:26:00

One thing that would be really compelling to me and make me a lot more motivated to care about my children would be is if there were features around tracking their progress after death, it's really difficult to find any info about it through the site... Maybe mostly due to performance issues of the tree display, but like, just to imagine an extreme, if there was a mario-kart-split-screen type of thing after i died and it kept getting more and more split as more and more of my descendants multiply I would be absolutely captivated and probably watch it for like 6 hours haha. Even seeing a "living tree" on the death screen where i could see which of my babies are alive, which died, why they died, and as they die and have babies of their own it keeps it updated would be really great.

Not trying to dictate features here or anything like that, just trying to give input on some types of experiences would make me personally more invested in my children. Hm if the data is all public access I wonder if that kind of tool could be built externally *thoughtful chin scratching*

#289 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-31 00:07:36

jasonrohrer wrote:

It is also, I imagine, a bit harder for players to reason about when they are looking at the numbers.  "Last week, having my baby live to 60 brought in X points, but this week, it brings in much less..."  That is already the case as your score goes up, but this is yet another complication on top of what's already there.

So explain it on the death screen. What all the factors were, how much they affected their score and why. Plus it'll shove their rating in their face and give them a goal to work towards. Maybe even have a full log of their rating history either in the main menu or as a tool on the site like the family tree inspectors

#290 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-31 00:03:23

jasonrohrer wrote:

I'm currently patching the "kill your mother" exploit by making it so that Ma and GMa and GGMa count toward your score, if you are over 3 when they die.  So you'd want to do everything in your power to save them and help them live to old age.

I mean... What's a 3 year old going to do that's born into a starving village or nomads stuck in a wasteland? Waiting until a couple years after they can use basic tools to start blaming them for their parents death seem analogous to real life, right? Like i think no one would blame a 5 year old for their parents dying. Main age it needs to def be earlier than is when they can use a knife I guess

#291 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-30 21:36:49

jasonrohrer wrote:

Yes, this is intentionally in the game.

See The Act on Hulu, which is one of the strangest true stories from the past decade:

https://www.youtube.com/watch?v=Y_5fqDZCjQo

This game is supposed to allow all aspects of the human condition to emerge.  Given that it is A GAME and not REAL, there is no moral peril in allowing such things.

Hmm i seem to remember a certain reluctance in allowing men to participate in reproduction for ethical reasons despite it being a game ;P

#292 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-30 21:29:06

I mean, except they can just /die right? I must be missing something

#293 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-30 21:18:29

Dodge wrote:

Unless you lock them up in a prison and farm them for genetic score lol

Omg 1000 times yes, something like this should me the first step in bringing on the apocalypse xD

#294 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-30 20:28:54

miskas wrote:

BUT Your opponent is not the BB, your opponents are the previous mothers of that BB.  You don't win against the BB you win against his other mothers.

This seems interesting... I wonder how that would work, technically it could mean that if you're a baby's first mother and you do a shit job and then the next 10 mothers do a great job with that baby then your rank could subsequently drop even long after the relevant life. I'm guessing that would break the transparency issue though

#295 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-30 20:26:15

Kinrany wrote:

As I understand it, genetic fitness is a way to incentivize players to do the correct thing. There's no point in comparing players to each other, right?

I mean, that's easier said than done right? How is "the correct thing" defined? Why would we not want to incentivize people to do better things than anyone else is currently doing, rather than just "a correct thing"? If it's used for something like eve selection then the question it's answering is basically "which player among the available players is most capable of doing the correct thing" rather than "which players among the available players generally behave correctly". From Jason's reply above it sounds like he's wanting to chiefly differentiate players:

jasonrohrer wrote:

So here's the thing, though... we say, "Do we want the good player to always have a higher ranking than the bad player?"  Yes, it seems like we do.

That being said, yeah the elo chess thing is a bit of a stretch since this isn't direct competition, but it's still competition because players are vying to prove themselves to be among the most capable and worthy for whatever reward the genetic fitness ends up awarding... So I think it still fits, but again I'm a little out of my element with hard statistics and game theory.

#296 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-30 20:05:56

jasonrohrer wrote:

The problem with talking about percentiles is that it depends on how good the other players are, right?

Yeah but that's the whole point isn't it? To differentiate a player who is better than everyone else from everyone else. If we overfocus on "a player who can get 80% of babies to age 60" then all those calculations go right into the trash the minute it's decided that living to 40 is the new living to 60, or if a change to the game made it where reaching age 60 suddenly became super difficult. So if we abstract it a bit and say "there's some kind of behavior that roughly falls under the umbrella of 90th percentile excellence, what should being a 90th percentile player look like in terms of how the rating responds? How about when they up their game and get to 95th percentile?" I'm sure most of us have gotten really good at some online game at some point and experienced the way its rating system worked as you got closer and closer to the peak, and whether that was terrible and frustrating like sisyphus or appropriately scaled and rewarding.

Focusing on that experience first and then looking at the numbers after we have an idea of what things -should- be, even if they're handwavy and difficult to nail down like "90th percentile" means we can say things like "well 90th percentile players should take 20 births to reach their appropriate rank, and this algorithm makes it so that a mother that keeps her kids alive 80% of the time ends up taking 20 births to have their rank settle down. Is 80% survival of children a 90th percentile behavior?" then it can be scaled from there accordingly. 90th percentile could even be translated precisely into a baby survival rate from the current data if you so desired.

Edit: and then if later after changes to the game 90th percentile behavior was actually a different baby survival rate then you just need to scale it to match it up again with the percentiles, or perhaps you could build a mechanism into the game that does this automatically, or perhaps the algorithm would be agnostic to this somehow. How the algorithm works is less important than how well it achieves the goals, though I agree that making it transparent will also be important... But there's more than one way to make something transparent, of course. Having extensive details about your rank, how it changed, and why on the death screen would go a long way I imagine.

#297 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-30 19:45:38

jasonrohrer wrote:

Maybe looking at 50,000 babies was misleading a bit.  For 100 babies, we still have huge overlaps in these bands, which isn't great.  But maybe K doesn't need to go up to 320.  What K balances overlap with accurate averages over 100 babies?

Well let's take a step away from the math for a second and answer some questions, even if they're not 100% perfect answers (since it's hard to know what the perfect answer is without seeing the big picture) it might lead us to a good-enough algorithm:

How many successful (let's step away from 60 year old for a moment since in another thread it sounds like you were getting on board with a lower age being considered successful, 40 in that case but others were leaning towards 20, so let's just say
"successful" for now) children should a new player need to bear in a row without any failures before they make their way up to being correctly rated in the 90% percentile? (putting aside what being rated in the 90th percentile looks like for now)

How many failures in a row should an established 90th percentile player endure before their score dips to match that of a correctly rated 80th percentile player?

If an established 80th percentile player suddenly turned into a 90th percentile player, how many successes in a row should they need before they were rated as a 90th percentile player?

Should "established" be a flat state once you reach it or should one continuously become more and more established and rigidly ranked?

How many births should be required before someone is fully "established", or in the case of continuously progressively established, how many births should be required before it "feels" like it's slowed down significantly?


If we can nail down some line-in-the-sand answers to those questions then the process of finding sliding K values to fit should be trivial.

edit: adjusted language to be "should" to make it clearer

#298 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-30 19:24:26

jasonrohrer wrote:

The averages are perfect, so that's good.

But the variance is huge.  It's pretty bad that the 0.1, 0.2, and 0.3 players all make it to the very top of the leaderboard.

I think that we might just need to adjust the K factor, which is currently 10, and see how that changes things.  Bigger K means less jumpyness.  The formula is:

new_score = old_score + ( ( lifespan - old_score ) ^ R ) / K

This is the Elo update formula, with the extra R factor.  R is currently 1, so has no effect (also, there's a tweak in the code to preserve sign if R is 2).

Agree, sounds good. Bumping up the K value and then taking a look at the first few dozen could be useful too (edit: ie, before they've settled since that's the biggest downside of a high K value, unless you want to gradually raise the K value the more they play which is I think how chess usually does it)

#299 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-30 19:22:56

jasonrohrer wrote:

So here's the thing, though... we say, "Do we want the good player to always have a higher ranking than the bad player?"  Yes, it seems like we do.  Having only 1/10 of your BB die will eventually get you to the very very top of the leaderboard with a score of 59.999.  Of course, it will also take you down to 31.16 sometimes too.

Lets look at the ranges for other BB death rates, though...

Baby death rate 0.1, Lowest score seen = 28.411339, highest = 59.998843
                     Overall Ave = 54.068327

Baby death rate 0.2, Lowest score seen = 20.184815, highest = 59.861929
                     Overall Ave = 47.764049

Baby death rate 0.3, Lowest score seen = 14.330883, highest = 59.788322
                     Overall Ave = 41.950563

Baby death rate 0.4, Lowest score seen = 10.048529, highest = 56.575497
                     Overall Ave = 36.128236

Baby death rate 0.5, Lowest score seen = 6.213488, highest = 53.046858
                     Overall Ave = 30.123685

Baby death rate 0.6, Lowest score seen = 3.630818, highest = 51.230885
                     Overall Ave = 23.924169

Baby death rate 0.7, Lowest score seen = 0.504421, highest = 47.674427
                     Overall Ave = 17.880723

Baby death rate 0.8, Lowest score seen = 0.185903, highest = 41.280818
                     Overall Ave = 12.095610

Baby death rate 0.9, Lowest score seen = 0.002793, highest = 30.551247
                     Overall Ave = 6.038323

These are all over runs for 50,000 babies, after an initial warm up run of 50,000 babies to let the scores settle.

The 0.5 run seems undesirable, they shouldn't get a rating of 53 when their average is 30... But the highest number across such a wide range of randomness can be deceiving, maybe the second run which is the measured run should only be 100, maybe do a few trials of each and average the highest and lowest values? I'm a bit out of my element here with stats, but having "good player should always be higher than worse player" as a starting point is something. Maybe we can keep working towards more goals like that and then rally the coders/mathies in the community to come up with an algorithm that fits

#300 Re: Main Forum » If genetic fitness actually matters, is life limit still necessary? » 2019-10-30 19:10:31

jasonrohrer wrote:

JC, I will re-run the experiment with true randomness instead of cyclical pattern.

Here's the results after 50,000 babies, with 1/10 babies dying at 0 and 9/10 babies dying at 60, ordered randomly.

Lowest score seen = 31.160344, highest = 59.999215
Overall Ave = 54.108404

Yeah but you're only looking at the average, that's not what I was talking about... I mentioned concern about whether someone who was consistently better than someone else would consistently be rated higher than they are, or whether their rating would wildly fluctuate. Like look at the numbers in the last 100 or so babies in that 50k trial, my guess is that it dips quite low in some points.

Edit: oops, missed the lowest,highest. Yeah I mean rating of 31 for someone who on average has 54 is not great right? 54 is quite high out of 60.

Edit edit: Depends on where it happened, but yeah i feel like the first 100 births and last 100 births of a long simulation are going to be the interesting bits. Maybe it would be worth defining how long it should take to get to 55, how many babies in a row need to die in order to drop someone below 50 after being a long time 55er, whether losing 10 babies in one life is as bad as losing 1 baby each life across 10 lives, etc

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