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#326 Main Forum » Help? » 2018-12-21 22:47:21

Crumpaloo
Replies: 1

having trouble figuring out how to show images in the forum itself instead of its URL and i cant understand the guide for the img tag, anyone know how to do this?

#328 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-21 21:36:17

Gederian wrote:
Gederian wrote:

If you abandon me as a kid I will probably murder you if I grow up. You tried to kill me, i'll kill you. I don't care if you're the Pope.

Booklat1 wrote:

You are one very special snowwflake if you do this and you should feels disgusted. People won't always raise you, it's not their obligation. Grow the fuck up.

Wait, you're choosing to murder innocent babies AFTER THEY ARE BORN because it's inconvenient and I am the one with issues?

Don't you understand the purpose of this game is an experiment on how you treat others? You just got a mark in the naughty column smile

Bruh theres a difference between actively stabbing people, and passivly ignoring a child that you dont wanna raise, if they REALLY wanna live they can just go to another villager and press f, people gotta understand that having and keeping kids isnt 100% optimal at anytime you are playing the game, thats why 90% of eve kids die...

#329 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-21 21:31:28

Psykout wrote:
Greep wrote:

A bunch more time passes as the town grows.  Brown haired girl says the town is boring.  Several times.  I say "maybe you're the boring one" she says "maybe"

I knew that daughter was no good... She kept coming up to me saying its boring when I was in the middle of restarting the compost cycle. The town was loaded full of stuff, could have gotten a car going easily if everyone was doing their stuff. Sad to see the lineage cave because of the murders, I was the eve that spawned into the dead town and restarted it, tried to name all my kids Jake StateFarm but only got state as a last name so it didn't continue long.

Yeah i was the first one to die in the muder chain, 4 people in total died, two left, one died of old age, and i think the only girl left went crazy.

#330 Re: Main Forum » Suggestion: Irrigations system Part Two » 2018-12-21 20:14:52

lionon wrote:
Crumpaloo wrote:

Oh! so i guess this is also a good time to make my toga suggestion post? jk the insulation on that is too op imo.

I suppose the roman cities would have worked without togas just as well.

Yeah, i just like the idea of irrigation in general, not like so every village can use it, but like only the ones that get advance to a certain point that way they can focus on doing other stuff on the tech tree then having to take care of a big farm when everyone is driving cars.

#331 Re: Main Forum » Suggestion: Irrigations system Part Two » 2018-12-21 08:30:24

lionon wrote:

I'm onto for everything that includes aqueducts!

The roman pinnacle of civilization building.

Oh! so i guess this is also a good time to make my toga suggestion post? jk the insulation on that is too op imo.

#332 Main Forum » Suggestion: Irrigations system Part Two » 2018-12-21 08:07:18

Crumpaloo
Replies: 14

So i looked at my earlier post and thought i could do better so i made some more parts that i thought would fit with which im gonna resummerize for those that didnt see the original one.

So this is a pretty rudimentary showing of what i think it should look like

FMi7JVj.png

Heres the new one i made except using cisterns:

zesRpIe.png

Like i also said i created other parts for the irrigation idea here:

4 way Irrigation Pipe:

z6Ss4Wo.png    tO9Txkh.png



Irrigation Pipe A:

6wzr6sX.png    AheEzRS.png



Irrigation Pipe B:

q76PEXn.png    jnz9w1u.png



Irrigation Pipe Corner TR:

nTIr53P.png    AhrYn8M.png


Irrigation Pipe Corner BR:

vHAxukr.png    4oI4GMb.png



Irrigation Pipe Corner BL:

VLeIzpQ.png    Lmki7HF.png



Irrigation Pipe Corner TL:

5FvTvAj.png    GaKJIM6.png



Irrigation Pipe 3 Way Up:

KJlJ8Lw.png    QmplFDQ.png



Irrigation Pipe 3 Way Down:

lZvyALn.png    WpSn4EN.png



Irrigation Pipe 3 Way Left:

dY2TrVF.png    nYHUO9C.png



Irrigation Pipe 3 Way Right:

1VxykTA.png    RYzfNDi.png



Cut Irrigation Pipe With Bow Saw:

JmeJ5yW.png



Irrigation Pipe Half A:

ndKhQFz.png



Irrigation Pipe Half B:

cB3bJqJ.png


Heres a list of item combinations to go along with this idea:


Long Wood Shaft + Newcomen Bore = Irrigation Pipe

Irrigation Pipe + Bow Saw = Cut Irrigation Pipe With Bow Saw

Irrigation Pipe Half + Irrigation Pipe Half = Irrigation Pipe Corner

Irrigation Pipe Half + Irrigation Pipe = Irrigation Pipe 3 Way

Irrigation Pipe + Irrigation Pipe = Irrigation Pipe 4 Way

North/South Stakes + Irrigation Pipe = Irrigation Pipe B

East/West Stakes + Irrigation Pipe = Irrigation Pipe A

Stone + Irrigation Pipe 3 Way = Irrigation Pipe 3 Way (up/left)

Stone + Irrigation Pipe 3 Way (up/left) = Irrigation Pipe 3 Way (down/right)

Stone + Irrigation Pipe 3 Way (down/right) = Irrigation Pipe 3 Way

North/South Stakes +  Irrigation Pipe 3 Way (up/left) = Irrigation Pipe 3 Way Up

East/West Stakes + Irrigation Pipe 3 way (up/left) = Irrigation Pipe 3 Way Left

North/South Stakes + Irrigation Pipe 3 Way (down/right) = Irrigation Pipe 3 Way Down

East/West Stakes + Irrigation Pipe 3 Way (down/right) = Irrigation Pipe 3 Way Right

Floor Stakes + Irrigation Pipe 4 Way = Irrigation Pipe 4 Way (Is built on the ground like a floor in this version)

Stone + Irrigation Pipe Corner = Irrigation Pipe Corner (TL/TR)

Stone + Irrigation Pipe Corner (TL/TR) = Irrigation Pipe Corner (BL/BR)

Stone + Irrigation Pipe Corner (BL/BR) = Irrigation Pipe Corner

Noth/South Stakes + Irrigation Pipe Corner (TL/TR) = Irrigation Pipe Corner TL

East/West Stakes + Irrigation Pipe Corner (TL/TR) = Irrigation Pipe Corner TR

North/South Stakes + Irrigation Pipe Corner (BL/BR) = Irrigation Pipe Corner BL

East/West Stakes + Irrigation Pipe Corner (BL/BR) = Irrigation Pipe Corner BR

Adez + Any Irrigation Pipe = Taking The Pipe Off The Floor



Now that that big load of combinations is outta the way i wanna talk about where these pipes should be carrying water from and thought of two possible options:

1. Newcomen pump

2. cistern

Both have potential to generate large amounts of water into the pipes themselves fairly easy and i cant really think of any other methods unless you guys got any ideas.

If you like this idea upvote it on subreddit thanks: https://www.reddit.com/r/OneLifeSuggest … g_recipes/

#333 Main Forum » Test: » 2018-12-21 08:05:46

Crumpaloo
Replies: 0

Testing a post

#334 Re: Main Forum » Suggestion: New Punishments for Greifers/troll etc. » 2018-12-21 01:29:41

Azrael wrote:

I see, well I've seen many ideas flourish and many explode.

The game has its phases were Jason will take input for critical issues and fix them. The community dies down and everything is good for a bit, then things rile up, Jason reads comments, and so on.

Basically, I know you didn't know about the karma system thing with jason, but if we are gonna rile up this community we are gonna need some constructive ideas.

You asked for my input, and I'm thinking that we start small, the problem with so many posts like yours is it's very very specific, and people such as myself, will find flaws in it rather than solutions because it's so geared to a perfect scenario or it's not realistic. Basically, we need general ideas for this, and I think I might have one.

I don't have a perfect godly plan that will "abominate" the curse system, but I do have a basic concept.

Instead of cursing people, and sending them to donkey town to rot and basically not learn anything but wanna quit. I suggest a more motivational idea, kinda like the curse system but life-based. So basically people can "curse" a person in that life they live in and only in that life, so basically, in the next life the "curses" won't carry over. But to get "cursed" you would need fewer points since it's per life.

So what happens when you get "cursed"? Well, I'm thinking that when you die, your next life you are an eve, but not in donkey town, a normal eve. In this eve life you live you basically have a smaller threshold for "curses" so if it was 4 per life normally, it's now 2 per life. Your goal is to die close to 60, not exactly, but close to it, without getting "cursed" more than once. This is a system that not only teaches you how to play but rewards your progressive life with being reintroduced into society without any issues.

Now the specifics are vague, but overall, I think it's way better than sending people to donkey town so they rot and learn nothing. Have them still with everyone else in same servers, but make them live a cautious and invigorating life where they learn and grow to be a better player.

Overall, the details are wack but the concept is general.

I think its just more to that fact that if someone wants to be critical, its not that hard to find a fault, specific or vague no offense. For example, there is a chance that normal eves can spawn next to a town, so even if you got the whole village to curse him, he could spawn as eve right outside a village and start killing people again because donkey town wouldn't be a thing. If eve that greifed in a past life has a one curse limit she cant go over, she could raise 2 kids, kill one at any age, and then kill the last one at the end of her life, sure the first guy might of cursed her, but if she kills another kid when she is close to death she can spawn back in a village and have her curse limit reset, negating any more curses that the kid may do after he is old enough in another life. Keep repeating the cycle of, greifing a village, die, may spawn nearby another village as a eve, if not raise kids, kill kids when they get older to make the troll more satisfying, die before your second child can curse you, spawn in another village, repeat.

But while i did poke a bunch of holes in the idea, that DOES NOT mean that it cant be fixed, like for instance, dont put greifing eves in donkey town but DO make it in the coding to not spawn right next to a village. As for the whole cant curse until you can type it thing, just allow to click on the persons avatar you wanna curse and then click the curse symbol in the bottom right of the screen. See i dont think any idea is optimal out of the gate, which is why i was asking for feed back on the post, i get im not the first person to make the karma suggestion, but i was asking for feed back not immediate dismissal of the ideas as a whole, im open to changing somethings about them to make it a better idea but i dont like scrapping it all together as that seems pointless and backwards.

#335 Re: Main Forum » Suggestion: New Punishments for Greifers/troll etc. » 2018-12-20 22:00:35

Azrael wrote:

This won't work, simply put, Jason won't implement a karma system.

People have tried, MANY before you, he's not doing it.

He doesn't like the idea and if he doesn't wanna put it then it won't happen.

I like the making of safety weapons and disassembling them but... in the long term? It won't matter, very soon I'm talking VERY soon, more weapons will be added to the game, at an alarming rate things will speed up and knives and bows will not matter, also, having those abilities to ruin weapons can be beneficial to players who wanna grief, or roleplay extremely, or be righteous in all the wrong ways.

Overall, the curse system DOES suck, but this is not a solution.


Never claimed to have a fix all, just wanted feed back and other ideas, and while criticism is helpful, id prefer some ideas on how to improve on them or even new ideas in general. Like  for example, you could do xyz to improve on the idea of saftey items so they are harder to be used as a greifing tool. As for the Karma score, if Jason isnt for it then he needs to be coming up with other soulutions, like you said the cursed system sucks so its no wonder other people and me are trying to come up with better soulutions to the problem. Its not enough to just dismiss any ideas on the table, you gotta be actively trying to foster them so that eventually we can figure out the best option.

#336 Re: Main Forum » Suggestion: New Punishments for Greifers/troll etc. » 2018-12-20 21:26:56

CrazyEddie wrote:
Crumpaloo wrote:

However i think its a horrible idea to get people that shouldn't be cursed to sacrifice themselves like a reverse lottery just because of a few bad apples.

Any system will have both false positives and false negatives, i.e. some people who get cursed but shouldn't have been, and some people who should get cursed but don't. And while you can make adjustments, anything that reduces false positives will increase false negatives and vice versa.

What I'm saying is that I'd be okay with making cursing a little easier and a little more common. Not much, but some. That will reduce false negatives (so fewer people who deserve curses will escape being cursed) but therefore it will also necessarily increase false positives (so a few more people will get cursed that didn't deserve it).

The curse system is all about checks and no balance, if you make the checks of cursing someone easier, that makes it for EVERYONE to get to donkey town easier, not JUST greifers like you said, so in that sense nothing really changes, the same people that grief on a daily bases will still get cursed, sure there will be less false negatives but like you said all systems will have them. The only thing that would be noticeable is the increase instances of innocent people getting cursed easier and longer, and being there no balance as to who can curse who, and the only acceptation of a two hour waiting blip, slews of trolls can systematically instant curse anyone thats smart enough to stop what they were doing, leaving only new people that dont know how to defend themselves. They can even use new comers that arent use to the game as a tool for cursing people themselves, they could just as easily make up a story about being killed, then teach the new player how to curse that person, and if cursing were easier, that would require less newbies to convince to type a short message with your name on it.

Things like safety knives and cutting the string off of bows are passive efforts that dont knowingly sacrifice the freedoms and enjoyment of other players and are meant purely as a effort of coming up with safe ideas that limit senarios that people can get a knife in. Now will people still try to grief anyways? Of course, and no amount of micro fixes could ever 100% stop it, but trying to adjust a system whos sole mechanic relies on the good nature of everyone, including the trolls, isn't realistic or logical.

#337 Re: Main Forum » Suggestion: New Punishments for Greifers/troll etc. » 2018-12-20 18:18:42

CrazyEddie wrote:

Reading some old posts, I get the impression that griefing used to be a lot worse than it is now. Implementing Donkey Town for cursed players apparently made a big difference.

Honestly, it barely registers for me. Now and then there's some murder, and sometimes things are annoyingly difficult because a tool has gone missing, but mostly my game experiences have been overwhelmingly positive.

I wouldn't object to doubling the curse tokens, even if it means a few additional people get cursed who don't really deserve it, even if sometimes one of them was me. I don't expect to get cursed often (I don't think I've ever had anyone curse me at all, actually) and if I got sent to Donkey Town through a misunderstanding I'd shrug my shoulders and ride it out.

I'm not sure your ideas would add much to the game.

Well im sure with the implementation of donkey town at least some measure of antigreifing is better than none whatsoever, so that makes sense that it would have some affect. However i think its a horrible idea to get people that shouldn't be cursed to sacrifice themselves like a reverse lottery just because of a few bad apples. I think the system for punishing greifers has to be more complex then just curse tokens if we ever really wanna nip these problems in the butt.

#338 Main Forum » Suggestion: New Punishments for Greifers/troll etc. » 2018-12-20 17:50:39

Crumpaloo
Replies: 16

So i know curse tokens are a thing but there is almost never a point in which enough people in a village are able to curse him enough to the point where could be sent to donkey town. And the only REAL punishment that ever seems to have any merit whatsoever is to KILL the person whos done you wrong. Only problem with this immediate soulution is that no matter what kind of offense it is its gonna result in death, and to be honest, death is whats needed less in the game, or atleast death thats not of old age. In one life my daughter kept stealing my pie mush bowls to make compost, i called her out several times and got zero response. On the 7th time i was seriously considering stabbing her to stop her from stealing but i didnt wanna start a chain of "oh your a murder so now im gonna kill you" with someone then shortly after saying "hey you just murdered that murderer so now your gonna die."

In my last post a greifer stabbed me, then my son stabbed him, then a greifer accomplice stabs him, then another villager stabs her, FOUR PEOPLE dying within the span of thirty seconds all because one greifer decided she hated me so much she wanted to stab me, thus causing a chain reaction, and its for that reason and so many others, that i ask Jason for a new type of punishment for less serious offenses. People getting cursed doesnt work, and stabbing people for minor reasons because talking wont work seems way to extreme for some of the minor things these people are doing. So, i have came up with a few ideas that would work best to quell these issues, they arent perfect, which is why im gonna need your guys help to figure out the chinks in them:


1. Karma Score: This is essentially a simple mechanic that acts like a moral compass, this would introduce a new option, that instead of just cursing tokens, you could have karma tokens. So if someone was really a hard worker, or good at RP, or in general was just a nice person, you could reward their efforts by saying "thank you (name here)". This would give certain incentives to players that earned enough, like for instance if your karma score was at 10, you would have a 5% increase chance for something favorable to happen when you are born, maybe even have a specific item that only players with a high enough karma score could wear. I.e horns for bad players, halos for good, alternatively one could put their cursor on the player and question which would reveal their karma score to consider whether you want to keep the bad child or not. And because anyone with such a negative karma score would almost certainly get abandoned by their mother, id also suggest a cooldown time for good AND bad karma tokens, that way someone that doesnt wanna greif can be redeemed, and people with positive karma cant go around stabbing people.


2. Safety knives: This wouldn't replace the regular knifes but would take up a few of its role. So the role of safety knives would be to do simple cutting jobs that dont require a really sharp knife. That would make it very useful for the kitchen, things like bread, turkeys, and other kitchen needs could use the safety knife that dont require that much force to cut with. HOWEVER the regular knife would still need to be used for things like skinning and killing animals since a safety knife would be too dull to work on them. This could be crafted but using a flint chip on a blank blade to get a dull blade which could be combined with a short handle to get the safety knife in question. This would cut down on the spaces where a killing knife would be suitable and thus proactively prevent greifing or accidental stabbings.

3. Cut bow: This is an option to use a flint chip on a yew bows string to make it harmless. This not only would allow the safe disarming of one of the hardest wounds to treat, but would also allow for use of the rope cut from the bow to use it for other things like making wood boxes or buckets, etc.

Would love to hear some feedback and or other ideas, thanks.

#339 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-20 16:03:53

Uncle Tensticks wrote:

see guys, look at the story and dialogue we got out of this!!!!!!!!!!!

Just like real life, there is griefing and then there is "crying wolf" and calling everything bad that happens to you griefing.

I was running around a town yesterday getting all of the bakery stuff ready. I had some little helper following me around. We couldn't find the sharp stone. Within 5 seconds of the two of us being a little lost and wandering around looking fore the sharp stone, my little helper says "griefer".

Suddenly, everyone who saw her say it is standing around looking at eachother. The stereotypical long brown haired knife chick shows looking for someone to stab and our community is on the brink of extinction! Don't cry wolf!


Sorry but id rather have no problem and continue to play the game, then have to create a fourm post about why people are actively ruining the game for me and so many other people, being on the receiving end of these is alot more irritating then talking about it happening to someone else, and if your whole point was not to be so quick to judge someone that i know for a fact stabbed me for such a petty reason then i really cant see that perspective at all.

#340 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-20 06:06:02

Sylverone wrote:

I'd say if someone roleplays a criminal, then its reasonable to treat them like one. They chose the role, your tokens are yours to decide what to do with. That doesn't mean you get a free pass to do whatever and not be judged or criticized for it (that's greifer/criminal style thinking), but things even out somewhat in the long run anyhow, because responsible people learn from the experiences.

Maybe you could have done something different when the new child was born. Drop them off with someone else or something. "Could you be godmother for my daughter?" It does seem to me that your dismissal of them may have contributed to the situation, even if their response was out of line. They might have picked a different target at least. They didn't stab you because of your teaching, but because of your treatment of them (to the extent they weren't just lying which is unknown).

The way I see it is while I can communicate my problems with others which can and does help, in the end I am responsible for reducing ill will and and responsible players' vulnerability to attack to the degree I can. I am not responsible for others actions, but my actions influence their decisions and the character of the situation.

I dunno, it seems like overall you made good use of that life, and I applaud teachers, I've benefited from their help a few times already. But greifers don't pick their targets 100% randomly, so avoiding small slights can be wise when possible. In the end it was their choice though. Humor can also be an important defense, as well. After all, it's your emotions that greifers and trolls are targeting. So I wouldn't be to harsh on Greep. His story helps with understanding the whole situation.

The pattern of most greifers i interact with is that they no longer stab someone with no warning, they try to create a false pretense for killing someone, I.e "oh he stole my boards" or "he abandon me" In neither of these scenarios is the greifer being directly threatened with his life as to retaliate with stabbing someone to death. Yet they do it anyway, and try to justify it later, sorry but no amount of excuses could ever justify killing another player for any reason other then they're life is at stake. The shoot first ask questions later mentality that some players have is petty and only results in more needless deaths.

#341 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-20 00:30:05

Greep wrote:

This all makes so much more sense.  The crazy girl who survived the whole thing, before hand was saying "murder plot".  Which I'm assuming is your daughter, the brown haired girl, and Tiffany, the one who thought she was your daughter and ended up stabbing you, were talking about killing you.

That said, you might want to take this less seriously.  You took part in probably the best story I've lived through xD  I'd have found this whole thing very amusing.

I can brush off a random stabbing, but stabbing me for the reason of me wanting to teach a new person is low and any kind of satisfaction you get from that is pathetic. Thats the thing with greifers, they're sole purpose is to get fun out of ruining others, and for that they're all pathetic and not worth the energy.

#342 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-19 23:08:44

lionon wrote:
Uncle Tensticks wrote:

You got roleplayed.

No, this is seemingly the new meta among griefers since a few days now the "subtle sabotage with plausible deniability" days are over (maybe thanks to my post about it), the new meta is using the slightest excuse to cause drama and then claim your not a griefer, because of the "justified" drama...


May legit start going around and killing people that are cursing out other villagers, these days its just one step away from someone getting stabbed. Thats what i contemplated doing to the daughter when she started talking down to me, i knew she had ill will i just didnt know how far she was gonna take it, so if thats the only way to protect myself and others, i got no problem being cursed to preemptively stop a suspected greifer.

#343 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-19 23:04:50

Gederian wrote:

If you abandon me as a kid I will probably murder you if I grow up. You tried to kill me, i'll kill you. I don't care if you're the Pope.


Ok:

1. Just because your mom doesnt wanna feed you doesnt mean you cant just ask someone else to feed you

2. Moms that dont want anymore kids can as it turns out, STILL HAVE KIDS, so when they dont want anymore, they dont actively try to kill you with a knife like you just said, they just dont feed you, either understand and get reborned, or if you REALLY wanna stay, go to another mom and press f. These petty excuses for roleplay murder are just intellegent greifers and its gotta stop.

3.If your mom actively wanted to kill you, id just pick you up as a baby and run you so far out of town that theres no way you could find another mom in time, thats not what i did in this case, i just didnt feed her at the village, so in this case, im sure you can understand that actively trying to kill your spawn, and simply ignoring them are two entirely different things right?

#344 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-19 22:09:24

Fae wrote:

Okay...no. That isn't 'you got roleplayed'. That is just somebody being a dick. I've gotten ignored by my mother's PLENTY of times - it doesn't make me be decide to kill them. Sometimes that person is just busy and it is clear.

That person may have very well been trying to stir the pot, as it was. Sorry that had to happen to you.


Yeah i get uncle is trying to look at it from both sides but this was a one sided attempt to ruin mine and others enjoyment of the game and no amount of rationalization makes it ok, and saying things like that feeds into the people that do this.

#345 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-19 22:00:40

Uncle Tensticks wrote:

If you look at it from a meta game stand point, no roll-playing, she was definitely in the wrong and it was very nice of you to help a new player. We need more of that. Someone spent most of their adult life teaching me to bake once- and now I pass it on.

But from a roll-playing perspective, you abandoned this child, scarred her for life and she had twenty years to stew about it before deciding to end your life.

Well from what you just told me looking through my "meta lense" i should:

1. Not teach new players for fear of getting stabbed OR

2. If i do wanna teach people i need to stab my other children preemptively so they cant retaliate and

3. Basically stab anyone ive ever gotten into a argument with just because of the fact they can use that as roleplay ammunition for when they find a knife to kill me with and after

4. Role-play any greifing that i wanna do so it looks more sympathetic to the people it doesn't directly affect

5. Kill anyone with a knife if i dont know them personally

6. Kill the entire village so that anyone that could use a knife on me is dead

7. Go server hopping and kill everyone and greif so that way i cant be stabbed

8. Keep greifing until the game is dead and no players are left to try to stab me


So if you wanna talk about roleplay and meta perspectives, theres your meta perspective that im getting from what you just told me

#346 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-19 21:47:03

Uncle Tensticks wrote:

You got roleplayed.

Roleplay? Im sorry but last time i checked, people whos parents abandon them dont usually STAB THEM TO DEATH IN REAL LIFE. This was less roleplay and more of a attempt to get a kick out of hurting people.

#347 Main Forum » Getting Stabbed for Teaching New People » 2018-12-19 21:37:08

Crumpaloo
Replies: 45

So just a couple of lives ago i started out in a familiar village, i had been born to a eve who had just found the abandon village and together we had loads of kids and managed to revive it. One of the kids i had, a boy, said as a matter of fact without me asking him

"im new... can you... teach me.."

Me: "yeah is this your first time?"

"yes"

Me: "well okay what do you wanna know?"

"everything"


So i started teaching him basics, how to take care of a berry farm, how to make baskets, how to make compost, fire, etc.. Somewhere in the middle of all this explaining i had a kid. Seeing as how the village already had a good pop and i was in the middle of teaching someone i just said "sorry bby teaching." She ran off somewhere and at the time i had presumed she just starved to death.

Was in the middle of showing him the stuff you needed to create compost when the girl came back as a toddler. She said stuff like "you shit" and "bby too". Probably the only funny part is when i was teaching him how to make it and she kept adding on that i needed to add sh*t and that thats what i was. She picked up a few things i was using to teach him but eventually just wandered off.

Last thing i taught him was how to make a fire, during this she came back as a adult and said stuff like "why did you treat me bad" to which i responded "because i was teaching" which i already said when she was born, and you know what she said? "no excuse". around the same time the same person approached me and the guy i was teaching with a knife, i quickly ran away assuming they intended to use it on me, but that i also needed to get juniper tinder to get the fire going.

After i got back with the tinder i told him what to do in a certain order to get the fire up and running. After a min or two he got the fire going, a few seconds of celebration later i had realized i just got stabbed by my daughter. My little sister, who was also a adult was saying something along the lines of how i shouldnt treat my daughter that way and how i was a terrible mother when i didn't want the kid to start with. My son who i was teaching, grabbed a knife and stabbed my daughter who had just stabbed me, with both of us dead by the end.



So my question for whoever stabbed me is what were you thinking? Im taking time out of my day to teach a new player, which by the way, was his very FIRST life, how to function so he doesnt get frustrated and quit the game, and you guys are gonna stab me just because i didnt want to take care of children while teaching him? Its bad enough that theres no good video tutorials for this game, but now you are gonna actively deter people from teaching their kids just because your mother wouldnt feed you? As to go so far as to stab her? If i had a dime for every mom that, wouldnt feed me, dropped me on mosquito's, and dropped me off on the other side of the map for me to starve to death id have enough to just buy another game. Ive even lived those situations and NEVER thought of trying to retaliate on them, why? Because revenge is a vicious cycle, entire villages can be wiped out just because people see someone with a bloody knife and assume they greifed when they could of just saved the village from one themselves, and then these people are gonna stab me just cause i didnt feed them? Outta my face with that bs.

#348 Re: Main Forum » Guide: City Planning, Interactions, and Effeciency of Villages » 2018-12-18 14:48:41

xclame wrote:

I also don't totally agree with your central spot for raising children, unless there is a babysitter it's a waste of the mothers time and waste of the towns town, you can easily take care of your baby while you do your work, the only one that can be a problem is smithing, but you can do much more good that if you see the smith has had a child in the middle of active work, you take the child and take care of it for the smith while they finish their current active job.

Of course, im not suggesting taking your kid and dropping him off there with noone to feed him, im simply saying that, while not debilitating, if a mother can find someone to take care of their kid in a central location, and maybe later down the line other babys are born that can be taken care by alternating nurses, that can take a load of mothers who would otherwise abandon their kids AND increase interactivity within the village.

#349 Main Forum » Guide: City Planning, Interactions, and Effeciency of Villages » 2018-12-18 05:46:06

Crumpaloo
Replies: 12

Prologue:

Very often ill find villagers on any level of the tech tree wandering aimlessly, sure they could have a plan of what they want to do, but unorganized towns and misplaced items can hinder a villages progress alot more then you may think. This goes along with another issue: communication. Most people are running around and wont see you asking for the location of a certain item, and more often than not the people that arent running about are at bakeries and smithys, who probably havent moved from that spot in the last ten min and would have just a good of guess as you to where that axe is at. But if all that wasnt bad enough, you could have a kid while trying to look for that axe, so now instead of doing whatever you were gonna do when you got the tool, you gotta spend precious time taking care of a kid when you much rather be getting back to helping the village. So how do you fix all this? Well i got a idea...

Solution:

A "center" a 5x5 or up to 7x7  functional area with boxes of tools, food, firewood, and clothes, with roads on all 4 sides connecting to productive areas around the village, with the entire center itself being situated in the most active part of the town. There are 3 things this idea will do good, with all of them focusing around interactivity with other players in the village respectively.


Mortality of children:

With the introduction of a "center" or city center if you wanna call it that, any villager that has a baby can immediately identify where their child can get the best care, and thus save them the cumbersome task of dragging their child around with them while they try to half do their job, and half feed their kid. Even better the center can contain food and clothes for the mom and her newborn making it a more appealing option in more ways then one. While the mom is there, she can talk to other people that are at the center taking care of theirs and other childs, maybe even people on their way from one part of town to the other. This is because of the second outcome in this whole idea...



Localization and Connections:

Now, the "center" or city center being self explanatory, is meant to be as close to the middle of all activity in the village, the ideal place would be between or right next to both the bakery AND the smithy. By establishing a center between both these hubs of productivity, people going back and forth between the two will end up one way or another in the center, allowing for more convenient interactions between players, and with the center doubling as a nursery, those people have even more of a incentive to stop, and chat with the nurse or the babies being taken care of, maybe even a little RP. With this going on, the next outcome allows for even more incentive to come to the center...



Decreased Down Time for Players Looking for Tools:

So, adding on the nursery, the centralization of the "center", AND the roads around the village being connected to the center, there is yet another and final incentive, and that is, essentially, turning the center into the added option of a sort of "Lost and Found" for tools. Basically, create wood boxes in the center, and start picking up unused tools that arent related to a bakery, or a smithy, I.e, axes, shovels, saws, etc.. The idea is by using your centeralized center to your advantage, and placing unused and misplaced tools in the center, anyone wanting to do a bit of crafting but doesnt wanna go on a scavenger hunt for it instead just has to walk to the center of town, and grab it out of a box. This creating yet another incentive to come to the center, and by proxy, fraternize with the other players there.


Conclusion:

So to wrap things up i just wanna outline a ideal scenario that this structure and methods could create:


So a villager just has a child, in the middle of smithing she does not have time to breastfeed her youngling and plans to take it over to the center to be taken care of. While there she spots a nurse, and a couple other babys with her. Being the center of town people are frequently heading in varying directions with varying tasks, yet all coming through this part of town to stop, say hi, and carry on with their day. Everyonce in a while, someone will take a tool out of the nearby boxes, and on the rare occasion, see someone put one back after they're done using it. All happening in  a area the size of a 5x5.


This is basically a post boiled down about the issue of communication in OHOL and the ideas ive come up with on how to not fix, but medicate the problem, if you have any similar to that of my owns, feel free to post about it and maybe ill make another post trying to combined them all.

#350 Re: Main Forum » Infant Mortality, Nurseries, and Newbies (TIPS) » 2018-12-17 03:03:49

Glassius wrote:

There are basically 2 things to consider: diurnal temperature variation and amount of light available. My proposition: 3 minutes day, 0.5 minute dusk, 2 minutes night, 0.5 minute dawn. With temp food in halfway from the worst to the best you got an adult to survive 4 minutes with full hunger gauge at beginning. Kids with 4 bars would survive on it from 10 to 80 seconds, depending on temperature. Adding some safe margin, it means newborns would need to be fed once-twice per night, and adults after breakfast may survive up to the evening without food.

1. Diurnal temperature variation:
http://apollo.lsc.vsc.edu/classes/met13 … 4.free.gif
Which means, temperature can be rising between 6am to 4pm and decreasing the rest of day with a constant rate. This would make a time window: 11am - 11pm the above average temperature work period. This physics also explains, why people evolutionary developed preference for just after dusk activity rather than right before dawn.

Such an implementation may be neutral to total calories consumption if people stay outside the whole day and night, thanks to linear dependancies. But the usage of shelters, bed, tents or bedrolls for the around dawn time would help to keep temperature perfect, keep people together and make chit chats. This would mean a less effort on farming with increased time for talking. And even during night, very determined player can keep playing. Full rabbit/wool outfit would be recommended for sure.

2. Available light.
https://i.imgur.com/AcdqMMJ.png
Thanks to twilight, we can enjoy sunlight for extra 2h24m every day, though much weaker. This would make 50% of time a daytime, 10% a twilight and only 40% a night. And even then, if dusk is at 6pm and temperature is decreasing from 4pm to 6am, you've got still around 40% time of night start when temperature is over average.

Personally, I would enjoy if night would mean only a small circles with our char or nearby light sources be visible. The rest should be covered with black smile

What does it mean? People would like to stay in building early morning, this is time to make food and consume before rest of the day. After dusk and twilight, they can still be active, at temperature above average, although only near light sources. Such a concept would introduce an extra cycle, more fun crafting (beds, bedrolls, tents for explorers) and increase ingame communicating, as staying still and talking sometimes would be a new meta.

If this were all implemented the way you are saying, i definitly think it would slow down gameplay, and maybe then people would talk to eachother more, only problem is that also slows the rate at which towns and villages get more advanced. Say i wanted to have a RP chat with jimmy my 4th cousin 3 times removed, if i spend 5 min chatting with him im wasting 5 min i could be doing anything more productive, i guess if hes a noob and im telling him how to do stuff thats helpful, but directly productive in comparison to farming butt logs is debatable, although i always aplaud the teaching of nooblets.

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