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#126 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 07:25:44

Kinrany wrote:

Yep, sounds like a good idea.

There could also be an arrow pointing towards your current leader.
1. Easier to find them to discuss something
2. Can be used in mass migrations

You could also just directly message your leader, but this could be abused since following is one-way. But you could mute the exiled followers.

Please no on arrow, would for sure be used to track targets after following them... Unless the leader could opt-in to being tracked by followers for the next few minutes with some command

#127 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 06:46:07

Punkypal wrote:
jcwilk wrote:

Edit: nevermind it's 11 to switch leaders and 15 to have no leaders, both only in the condition of inheriting a leader. Doesn't make sense to me... Switch leaders sure, 11, but why the longer delay on flying solo?

I follow me

If that is allowed it would be what, ten to follow yourself?

unfollow

That would be eight?

Maybe such things should just be a /command that can be done at any age. You could unfollow by saying the words or doing the /command. Whichever way suits your fancy.

I meant that iirc "i follow myself" is the way you unfollow your leader

#128 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 06:26:02

Spoonwood wrote:
jasonrohrer wrote:

This might seem ripe for abuse, but remember, you can't pick your followers.  They can only pick you.  And they can dump you in a heartbeat if you're bugging them too much.

The first statement is correct.  But the second is not.  How quickly you have forgotten how your own system works.

You want people to care for their offspring.  To care for the children.  But, apparently you're having a rather hard time keeping OHOL offspring in mind here.

I don't think this would be hard to abuse:

A leader could just ding a child who have inherited the inferior position a bunch of times.  The child doesn't have a recourse to get out of the relationship.  But, someone keeps on dinging them.  And next thing you know you have that child murdering the leader.  That might sound alright, since the leader was a bad one to that child, but others in the hiearchy might not feel the same way.  So the grown up child could get easily targeted for death by the followers.

And such a scenario isn't people playing for their lineages.

Although I think you're exaggerating on the severity of this, I agree that it's a little weird that you can't opt out of this for a full 15 minutes... Like why? I get that you don't want people to pop out of the womb and switch leaders, but how about at least giving kids the ability to stop following on birth. "i follow myself" was it? Seems pretty harmless if they're being annoyed by the leader and just want to stop seeing exiles and  monthly proclamations (I'm making this a thing)

Edit: nevermind it's 11 to switch leaders and 15 to have no leaders, both only in the condition of inheriting a leader. Doesn't make sense to me... Switch leaders sure, 11, but why the longer delay on flying solo?

#129 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 06:14:50

jasonrohrer wrote:

I mean, for this, you'd want some royal trumpets or something, I suppose.  But I don't have any trumpets around here.  That ding was made with a chime I have at home.  Bell tower was made by slowing that chime down.  Curse sound was made by making a discordant chord with that chime.  Hunger sound was a chord on my Uke.

Maybe a sped up chime with a cutoff or something to not make it too earbleedy? I feel like speech notifications usually have a light airy ding to them, trumpets seem like it would be difficult to not make them annoying after a dozen messages.


Also, possibly limit the frequency of messages to like 5x as slow as the normal chat limit which is... like a second or something? One proclamation every 5 seconds seems reasonable, which translates to about a month of stimulated time so it could be the king's monthly proclamation!

#130 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 05:28:38

Yes please, I was imagining something like this down the line but if we're jumping straight into it - great! Another area to keep in mind is property, I really think if this structure ends up working then tying it into property fences -somehow-, or another improved version of property, could really push us closer to trade being a thing.

And re: thematics... we could just say that in the simulated weeks that passed over the few irl seconds of typing our king was busy making rounds and delivering his messages personally to his dukes. OHOL is a high level abstraction, generally speaking, right?

#131 Re: Main Forum » Pumpkins and Pumpkin Pies » 2019-12-14 05:01:18

jasonrohrer wrote:

These are Hostess Fruit Pies, my good man.  They are magic, because they have a Magician on every package:

https://live.staticflickr.com/3278/2423 … e9874f.jpg

They do not, I repeat, DO NOT come in pumpkin flavor.

If you carry them in your backpack, they will be more like a bag of cobbler when you go to open and eat them.

The are best carried to Soccer Camp and eaten on the bus.

Haha I knew you were going to talk about individually wrapped pies, time to add plastic to the recipesss

#132 Re: Main Forum » Pumpkins and Pumpkin Pies » 2019-12-14 04:41:07

jasonrohrer wrote:

The pies can't be stored because they are custard.  They are soft and mushy.  You can't put them in a backpack or whatever.

Makes sense, i usually leave my pumpkin pies at home and toss a few berry pies into my backpack before hitting the town irl since crust is a hermetically sealed barrier against forever destroying said backpack

#133 Re: Main Forum » What happened to danger in this game? » 2019-12-14 03:02:10

Spoon, stop necroing old random threads. Just make a new thread and link to it or else everyone sees a thread they're not familiar with, starts reading through it, realizes it's all horribly out of date and skips to the end to see some comment that really didn't require any of the earlier messages to exist.

It is kind of funny though to be reading a post in the thread from a month ago and being like "who the f is this pretentious asshole" *looks at the poster name* "oh, it's me. I'm the pretentious asshole. Cool, cool, cool, cool..."

#134 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-14 01:27:18

jasonrohrer wrote:

JC, if you are messing with people like that, only your followers hear the noise.

At that point, they'd probably lose faith in YOU, right?

All they have to do is stop following you and the noisy line is snipped.

How did you get these followers in the first place?  You didn't gain them by being a noisy idiot.


Wouldn't it be funny if the president of the US got on national TV and mooned everyone?  That would be the best prank ever!

But that doesn't happen because it takes enormous effort to get yourself in that position, and the position is to valuable to just throw it away for the sake of a gag.


In OHOL, if you are in the position to annoy lots of people with your power, that powerful position was hard-won.

This is only valid if the followers are able to figure out who did it. If there's a chain of 6 people above them then good luck figuring that out even if you spend much of your life trying to sort out a single exile. If there's one or two tiers then yeah sure.

Does it at least have similar behavior to cursing, like that you need to be nearby (is this a restriction on cursing or am i making it up) and it shows up with color when you say it and all that? If so, then it should be very difficult to secretly exile.

#135 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-14 01:13:54

DestinyCall wrote:

I think the more important question is why would you mess around with exiling someone multiple times when you could just kill them and get rid of the problem immediately?

Exiling a griefer seems like the slowest and least efficient way to get rid of them.   And if you hate them enough to exile them, why stop there?   Finish the job.

Subverting the exiling system and dumping buckets of noise in to drown out the signal means that your town loses faith in its accuracy and it can't be used against you.

Also just as a general zero effort zero risk way of fucking with people

#136 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-14 00:51:48

jasonrohrer wrote:

Currently, as I have implemented it, you must be wearing chest clothing for your badge or exile status to be visible.

Hard to pin a badge to bear skin.

And the X could be on bare skin, but then it's like a tattoo or something?  Maybe I will add this if it becomes a big enough problem.  Yeah... I guess I really need to do this now.  So the X on an exiled person shows always, even if they are naked.... okay, hmm...

I was thinking that it could just be the case that nakeds can't be trusted so much, and griefers would run around naked to avoid detection, which would be cool.

But I also want to give this system the best chance of actually working and being valuable to people, so.


And yes, you all are correct:  following the king directly won't make you a Duke if you have no followers yourself.


And I did implement DUBIOUS status (where someone is still following a leader who has been exiled by someone you trust.... they know their leader is exiled, but they haven't jumped ship).

And I did implement downwards redemption, where a higher leader can undo the exiles of a lower leader.  If your higher leader keeps messing you up by doing this, then you can stop following him, right?

But there is currently no notification when you are exiled by someone.  If they are your leader, you will see yourself as exiled (or dubious, if your leader is exiled).  But if they are not your leader, you won't know.  This is fine, I think, because the exile operation is so cheap to perform.  Any idiot can exile you at any time, and you won't really care.  No reason to bother you with that information.  And if you're exiled by the King, you'll figure that out soon enough.

That is why it's so important that higher leaders can redeem you.  If someone in your chain of command exiles you, you won't know who did it.  But if you go to the top and make your case, you can be redeemed.

The other way is to go follow each leader up the chain of command in turn.  Once you get "over the head" of the guy who exiled you, you will stop seeing yourself as exiled.

What happens if your duke exiles you and then his king redeems you, but then the duke exiles you again? Does it override the king's redemption? What's to stop a duke from exiling you over and over if the king can't tell who's doing it aside from some of his subjects saying that someone is doing it?

Also isn't it rather inefficient that he can't see that you've been exiled by one of his lieutenants and one of the lieutenant's subjects has to point it out? Seems like a lot of running around and fussing over and over without any ability to see who's exiled who aside from indirectly. Declaration of exile should be a very nonsecret process right?

#137 Re: Main Forum » Feeding problem when becoming old » 2019-12-13 23:36:54

Or maybe... You can breastfeed if you've had a baby in the last X years or you've breastfed in the past Y years.

Presumably X would be however long it takes for a baby to pick things up (3 years? Can't remember)

Y maybe 1 year?

Purpose of Y is so a mother can continue being a midwife at a nursery.

Would probably need to have some kind of special face on the baby when it begins to feed so the mother can tell if she's still juiced up

#138 Re: Main Forum » Possible Update? Role for Dogs » 2019-12-13 23:10:36

Plus pets are just rad in mmos. I have fond memories of running around with a small troop of timbre wolves in Ultima Online. They would by default follow you after you successfully tamed them and you could make them stay, follow you, follow others, attack a target, might have even been able to get them to guard, can't remember... Was great fun though. Had to keep feeding them now and then otherwise they'd go wild again.

Sadly Jason never played uo, lots to learn from that game... They released it with a fully dynamic ecosystem but had to quickly nerf how dynamic it was because players would just kill everything always so the ecosystem would get decimated and bald over and over otherwise xD would be cool if there was a more dynamic ecosystem in ohol though, there's not the same issue of having predefined heavy traffic areas so worst case things would die out around a big town but that kind of tension is desirable anyways.

#139 Re: Main Forum » Possible Update? Role for Dogs » 2019-12-13 21:25:03

DestinyCall wrote:

I think ya'll are having a silly arguement, but regarding the question of food chains, I can share some insights. 

It is common misconception that humans  are at the top of the food chain.   This is technically not true, even if it is a widely believed science "fact".    Food chains (and food webs) are used to describe the movement of energy within an ecosystem.   

Typically plants are at the "bottom" of the chain, followed by plant-eating organisms, omnivores are found somewhere in the middle, and lastly predators are at or near the "top".   This is because energy enters the system via photosynthesis and travels up the food chain as each organism is consumed for energy.     The relative position of an organism in the food chain can be ranked using trophic levels.   This system looks at organisms and their diet to determine where they rank in comparison to other animals.  It is usually used to look at animals that live in the same natural environment, but you can also compare animals across various environments based on trophic levels.   

Primary producers, like plants, are eaten by primary consumer,  secondary consumer eat primary consumer, tertiary consumers eat secondary consumers, and so on.  Since most animals are willing to eat a variety of other organisms, it is possible for a mid-level consumer to eat (and be eaten) by other consumers.   Apex predators are at the "top" of the food chain, because no one eats them, but they can and will eat the organisms in the levels beneath them.   They have no natural predators.   Lions, crocodiles, killer whales, and many other large predators are considered "apex predators", based on their diet and native ecology. 

Humans are rarely at risk from predation, but that alone is not enough to qualify as an apex predator.   Diet is a major factor.   And on a global scale, human society has a diverse diet that includes a large plant component.   This omnivorous diet lowers humanity's trophic level to a mid-level consumer.   Richer countries tend to eat more meat, but even those countries are not primarily meat-eating.   And we rarely feed off secondary or tertiary consumers.  Our diet is mostly plants and herbivores - primary producers and primary consumers.   

Interestingly, fishing villages that primarily consume meat-eating fish rank at much higher trophic levels, than farmers and city-dwellers.  But the ocean includes a number of large predators that are willing and able to eat humans, given the chance.   I'd argue we are not at the top of the food chain on land or sea.

Long story short, we are smart omnivores, not apex predators.   But we can build flamethrowers and tanks, so if it comes to a fight, we will beat the killer whales. 

I'm sure of it.

Sign me up to watch flamethrowers and tanks vs whales with The Wall synced to it

#140 Re: Main Forum » Hair & Faces » 2019-12-13 21:18:16

schmloo wrote:

As well as aesthetic properties, hair could also have racial benefits. For example, gingers grow more facial and body hair to help them cope better in tundra than other races, however this causes them to fare much worse than currently in desert and jungle. Black people on the other hand grow very little body hair to help cope with deserts, but work similarly to the above in tundra biomes.

This could also be extended to gender and the transition to adulthood, with men’s natural resistance in all biomes being much better after reaching 14, allowing their lack of food consumption to make up for the fact that they can’t carry on a lineage.

Men irl typically consume more food though... But they're also  typically stronger, faster, etc which jason will never be open to implementing, so maybe consume less food is a reasonable token replacement, though even that he probably wouldn't be open to. Inb4 "but wimminz n kiddiez in boatz!!1!"

#141 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-13 12:16:18

Gogo wrote:

So if there's a griefer, and he/she won't follow anyone and screw up with something, he/she won't be exiled. So everyone won't be suspicious about that person...

OR after a while anyone outside the hierarchy will be seen as a threat?

OR they will just give up their clothes pretending to be a person that cares about kids to be warm. tongue

Why no marks on naked characters? How about a paint?

I think if the griefer got exiled everyone following the exiler would see that the griefer is exiled, although i think the griefer might not know... And I think since the griefer wouldn't be wearing a tunic it would have to be mouseover'd by any follower of the exiler to see the exile. I suspect jason will implement -some- way for the griefer to know they've been exiled, maybe a sound... something like that probably. do you hear the curse sound if someone curses you from far away? or oh right i think you have to be near to curse right? maybe it'll work like that

#142 Re: Main Forum » Possible Update? Role for Dogs » 2019-12-13 07:19:39

Leashed dog could be a weapon too, range of 2 tiles away

#143 Re: Main Forum » Possible Update? Role for Dogs » 2019-12-13 06:55:01

Or be able to turn them into clothing.

Fluffy disturbing the smith?...

#144 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-13 06:16:18

Sopbucket wrote:

So, one thing is still not clear to me.  If I'm a lone traveler, and I walk into a town with a pre-established hierarchy that goes all the way up to King, and I choose to follow that King directly, does that make me a Duke?  If so, then I forsee this being a problem - most people are going to want to be as highly ranked as they can in society, which is going to make it harder to keep multiple tiers in an organization and the robustness that comes with it.  Also, when a Duke dies, do all of their immediate followers become Dukes suddenly?  That's not how titles are supposed work.

If this isn't the case already, I would say rank should always depend on the tiers of followers beneath you, and should be independent of the rank of your own leader, who is more like your point of contact in the organization.  If you follow a King, you are just a follower, but you can still recruit followers beneath you and become a lord.  You probably don't want to follow the king then, because if he dies you're no longer part of the organization.  This means that you don't have the strict branching hierarchy of all lords under a baron, all barons under a count, etc, but I don't think there's anything wrong with that.

Pretty sure it's already as you're requesting, number of levels beneath you is your rank

Edit: here's the quote:

jasonrohrer wrote:

Text Labels:

  • Your direct leader is "Your Lord John Smith" or "Your Lady Eve Smith" on mouse-over

  • Leaders with sub-leaders beneath them become Barons, Counts, Dukes, Kings, Emperors, High Emperors, and Supreme Emperors, depending on how many tiers are beneath them.

#145 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-13 00:39:09

Kinrany wrote:
DestinyCall wrote:

Also please point me in the direction of an organization that gives you money to join.    In my experience, it is usually the opposite.

I mean, salary?

But you pay taxes to governments, hm.


[Hook]
Cause I'm the taxman
Yeah, I'm the taxman

[Outro]
And you're working for no one but me (Taxman!)

#146 Re: Main Forum » Long Lineages or Longstanding Towns? » 2019-12-13 00:35:31

Spoonwood wrote:
jcwilk wrote:

And different people have different definitions of acceptable behavior... Like IMO i think random killing is fine, roleplay a family killing sociopath. Make the village band against you. Hell is other people. Not that roleplay is a requirement either.

Fouling up buildings and destroying resources is pretty hard to justify though...

I would have probably just shrugged at the first paragraph, if it weren't for that justify sentence.  You think it's fine.  O. K.  But where's the justification?  Just feeling that something is alright isn't a justification.  You need a reason for that something.  I don't see any basis for random killing in terms of expected benefit in terms of parenting and civilization building.  I don't see how them banding against you would enable them to build better.  Yeah, you don't have to agree with parenting and civilization building as meaningful concepts in order to play the game, but those concepts can provide reasons for doing things in the game. 

Seriously, what reason could there be for random killing?  "The killer feels like it" isn't a reason.  It's just an indication of the killer's emotional state.  And the killing doesn't have a pattern either.

jcwilk wrote:

Fouling up buildings and destroying resources is pretty hard to justify though... It's not fun to do, it's not fun to fix, *there's no challenge* [emphasis added] and no (reasonable) defense against it, so it's just shitty.

I said yesterday to some people that destroying adobe walls was the hardest thing I've ever done in OHOL (I built the building where I destroyed those walls... did have a little help, but I was the person with the Eve spawn in that town).  Not the most complex, but the most difficult.  Kind of strange in a way.  The first time I tried it I succeeded.  But, I got a little off in terms of technique, and I failed a bunch of times shortly after that. 

Also, let's say that someone were to try to block off the well in the center of town, with say full adobe walls, with the additional goal of not getting caught.  Do you think there would be no challenge in doing that?

Things in life (real life, not ohol life) are, by default, fine. It's a very, very steep climb to claim that doing anything in a video game is not fine in terms of ethical human real life behavior. All things are shades of gray though, so it's more "how fine" is it, rather than is it fine or not. Which is to say, is the intention and effects around a particular form of gameplay inside or outside your threshold of ethical human real life behavior you're willing to participate in.

Is it inside your threshold, is it inside the average human's threshold, is it inside the average ohol player's threshold, is it inside the developer's threshold... The answers to these will often not align for a particular form of gameplay so you have to decide for yourself about what you think the answer to each one is and whether you're okay with that. Do not let some rando internet stranger dictate your ethical reality, always define your own, own it, and face the consequences... Both the consequences to yourself and your knowledge of how it will affect others.

Anyways, yeah sure blocking off a well involves a certain amount of challenge I guess, but it's more of a gamble on whether anyone's paying attention to the well or not... Like there's no real victory in succeeding unless someone is like actively hunting you down as you're doing it, and then yeah sure it's more interesting I guess but I think most people doing that kind of thing are going the "while no one's looking" route. There's nothing exciting about fixing a well surrounded by walls though, so it just seems kind of blah... Uncreative, unexciting, low skill, low personalized touch... Just blah. Direct confrontations are at least a gauntlet being thrown down, albeit without much time to react.

I'm more a fan of tricking people into doing things they clearly shouldn't do myself when it comes to these things cause I enjoy the psychology of manipulating people's reality and then snapping it back on them, were it real life such a practice would be condemnable indeed, but they die, respawn, and continue just as they would have in 20 minutes anyways as it's not real life. And next time they don't get tricked so easily. And no, I'm not feeding new players misinformation or anything like that

#147 Re: Main Forum » Bring back multi racial babies? » 2019-12-12 22:25:24

sigmen4020 wrote:

A really simple way to make males more competitive when compared to females would be to simply give men more tool slots. Like a bonus 2 tool slots on top of everything else.

This would also enforce the males' role as the hard workers of a village.

Heaven forbid we do anything to suggest men have value, get your ass in-line with pop leftist values or else /s

#148 Re: Main Forum » Problems with killing: Destruction of a town & genocide of a clan. » 2019-12-12 22:18:14

Punkypal wrote:

So I just got to witness a town wiped out and the Winter clan destroyed by one greifer killer. What follows is why the game often sucks.

1) The system to kill someone is awkward and clunky. It makes no sense. Sometimes you shoot, sometimes you don't. You always run around toward your target instead of just standing still. Killers use biomes to their advantage in this way. When you try to kill a murder greifer they hide in a biome you can't enter and you drop your weapon trying to even target them, Why? Because STUPID is why.

2) People who make killing all they do know how to better use this stupid awkward system. Average players don't. This gives killers an extreme advantage.

3) It takes tool slots to even use a weapon, which might make other players helpless. More advantage to the killers.

4) With all the confusion, language barriers, not being able to say many letters if you are young, all this plays to the killers advantage.

5) With a boundless world, is cursing even doing anything? People never curse someone unless they see them commit a crime, no matter what is reported. Most people who see the crime either can't curse at the time because they used theirs recently, don't know how, are too young, or just don't bother. A guy can wipe a town and maybe pick up two curses. Big deal! You're more likely to get cursed for picking up someone's rag hat they left in the middle of nowhere without asking.

For the record. I killed this guy. He was named Tim Winter. But the system is such a joke I couldn't do anything before he had already done his damage. Having to search the sea of junk for weapons, eventually having to go to another town to get bow and arrow. Took so long that in the end he's won. They always win, that's why they keep doing this. I imagine all these murder griefers are pre-pubescent fatties who suck hard at Fortnite. They don't play any game where others have a real chance to fight back because they have zero skills. Hey, if you want these losers to ruin your game that's your call Jason. People don't much enjoy being fish in a barrel.

2 - practice makes perfect

4 - living with families besides your own being complicated and precarious is the point

5 - yeah cursing needs a buff, it's way too soft at the moment and is not at all an effective incentive to behave unless you really, really want to spawn in the biggest city and can't stand running 5 or 10 minutes to get there when you spawn nearby instead

#149 Re: Main Forum » Long Lineages or Longstanding Towns? » 2019-12-12 21:45:27

And different people have different definitions of acceptable behavior... Like IMO i think random killing is fine, roleplay a family killing sociopath. Make the village band against you. Hell is other people. Not that roleplay is a requirement either.

Fouling up buildings and destroying resources is pretty hard to justify though... It's not fun to do, it's not fun to fix, there's no challenge and no (reasonable) defense against it, so it's just shitty. I don't think it's against the rules though, the dev has a very laissez-faire attitude about these kinds of things particularly given his last game The Castle Doctrine (the whole game is about trapping, stealing, and "griefing" in a way).

So yeah don't put too much weight in other people's values, do whatever stimulates you... It's a game after all, doing things we can't or shouldn't do irl is part of the point.

#150 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-12 21:26:37

Would be great if the web family trees page/tool thing showed who the person was following at time of death, even better if it also showed who was following them but that gets trickier since it could be 20 people. Ought to show the title they had on death too.

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