a multiplayer game of parenting and civilization building
You are not logged in.
So im sure that i and so many others have been a victim of greifers
I know, everybody looooves corrections, but it is "griefing" not "greifing". Just saying since you repeat it over and over. It comes from "grief" as in sorrow.
1. Carry and know the locations of weapons: Having all of the knives in possession of someone who can be trusted can go a long way into preventing greifing outright, and chances are if the person wants to do any greifing, they will be having to ask you personally for it, or if you are perceptive enough, catch them making bows, arrows, and knives at the smith.
Carry one weapon, yes. Having all knives in possession of someone to be "trusted" is exactly the wrong way. First who gonna watch the guards? Second that certain someone can also be shot by one arrow and now all the weapons are in the hand of griefer.
2. If someone asks for a knife, ask them more questions in return: For example someone wants a knife, ask them first what for, then if at some point they slip up and say something that you know doesn't require the use of a knife, then you can pretty easily assume they are new, and a greifer.
Seriously no. If someone asks for a knife and I've seen them being productive, and I currently don't need it, just give it to them. There is a little trust, and if weapons are spread out, they could kill only a few anyway before being stopped and cursed.
3. Listen to what people are saying: Did Timmy just curse out Lila for no or little reason? If the argument isn't resolved in about thirty seconds you can probably assume that one of them is going to find a weapon to kill each-other with, not all the time, but usually the one who started it out of the blue will be the guy most likely to start greifing.
Giving attention to people who seem to deliberately want to rise drama. However you never no what "out of the blue" means. They might have a reason. You seem to be too focused on killing as "griefing". Only noob-griefers go on a rampage. There are many "better" ways. I posted exactly because of this.
4. Do jobs that require knives: If people are asking for knives to slice bread, or kill sheep, or kill snakes etc., you need to take it upon yourself to use the knives you have in your backpack and slice the bread they want, or kill the sheep they want, because giving other people you dont know knives is dangerous, you need to compensate for the lack of people who have them and start filling those roles. Otherwise people are gonna start making new knives or even worst try to kill you because you wont respond.
Well if you have one, you certainly do the jobs for them. Especially if they pile up. But otherwise this doesn't have to have much to do with "griefing".
5. Cooperate with trusted villagers: Most people in the game are nice and wanna help advance their civilization, to enrolling their help can be a big boost to the safety of your village as a whole. Most trusted villagers will be older and have been consistently making progress in one or more aspects of the village. For example, are they making lots of pies? are they building roads? Are they a doctor? Doctors especially are probably the safest bet as anyone that would just sit around with a thead and wool pads waiting to heal someone are probably your safest bet. Also since you wont be carrying 4 knives in your backpack since you are sharing them with someone trusted you have more room for tools and food.
Someone who just stands there with a pads is dead waste. Seriously. And it could be griefer too who fills the role of the "doctor". I'm not all too found of doctoring in the game general. First players who are too inexperienced to keep running into snakes/boars/bears are weight to town anyway, why waste resources to safe them? People who got into a fight also only perpetuate the drama when saved.
6. Pretty much never give the knives away: Yeah i know its inconvenient for only one or two people to be hogging all the knives, but the alternative is unregulated use of player killing tools which always at one point or another ends in disaster. So unless you know the person you are giving it to like a friend, dont just give these things away willy nilly. You may just be giving a greifer what he wants.
Same as one. Wrong. You are already doing what they want by putting them into a pile.
7. Have a plan for when you die: If you die with 4 knives in your backpack in the middle of a populated village, you are basically dropping a set of ak47's in the middle of the US stock market, shits gonna get bad real quick so make sure you got a person you can give your knives to when you die. This usually helps if you got a trusted villager that already has a knife or two as having to question a random guy whether or not he would kll the village whilst your on the brink of death is usually not a very good combination. You gotta also make sure to tell whoever you are giving these knives to to tell who they give their knives to the same deal. By doing this you are continuing to make sure that only trusted villagers will have the means of protecting the village. Maybe even make a check list of what you think is a good villager before you hand them out.
Thats why it was a stupid idea to start with.
8. Make a medic station: One way or another, no matter how carful you are, greifers are still gonna stab and shoot players, that doesnt however mean they are gone forever. Before all that happens you gotta make sure to get a medic station up. Knife and bow wounds require needle and thread, wool pads, a knife, and a fire. If you have sheep you can make one of these stations in about 10 or so minutes. So even if somehow a greifer manages to get a knife or bow, you will be ready to heal those in need.
see 5.
9: Be prepared to kill preemptively if you think someones about to greif: Not everyone has the strength to kill a greifer who hasn't done any greifing yet, but you gotta be willing to see it from the right mindset, if you think someone is about to greif and you dont kill them and they start murdering villagers you have failed to see the signs, or failed to go through with your actions. Either way you gotta be willing to pay attention and commit to what you think is the right choice as it may just cost you and your village dearly.
Yes, yes "war for peace", "f***ing for virginity".. etc.
10: Be prepared to get called a greifer: Even if the person you just killed was a knife away from greifing and even admitted it, you may still be branded as a greifer yourself. People dont actively see the signs that you may of seen because they could of been making pies and only saw you with a bloody knife, explain the situation right after you stab the person otherwise you may just be killed and cursed outright. With all of that you could still be killed and or cursed because people could assume you are just making up excuses and if they stab you in return just go ahead and say you greifed, this will make people that see the guy that just killed you seem like a hero, and stop anyone else from killing him that would perpetuate a murder chain.
I repeat you are drastically reducing the griefer to the noob-griefer. This is all wrong.
I agree with agree with Azrael that this rules are almost identical to griefing, but do not come to his conclusion it is because there isn't so much difference. No it's the way, because this all bad advice. And yes, there I agree with him again on the surface, being genuine "clumsy" is not that much different to a griefer who does this on purpose. The difference is in who to deal with them. Genuine people generally can be talked with, griefers cannot.
Actually I like the idea, I can't see any harm in it. Instead of "love" I'd call it "praise" tough. In a lifetime you can praise one person and both the praising and the praised are listed in the family tree. It has no other in game effect (please don't make it a "karma" thing) other than bragging rights on the forum for being praised a dozen times.
Well, the idea here is that what you are doing in EVERY life should really matter.
In late-game infini-towns, nothing you do matters much. There's a kind of listless feeling to living there. If you screw up, and the town dies out, it will be revived by some Eve.
Well to some degree this is only natural the larger the city goes the more it can survive over certain individuals not contributing anything. However it gets funny if their amount gets too big and it fails. I've seen big cities with nobody farming, or nobody doing compost or nobody taking over baking, nobody notices for a while everbody doing their little vanity projects and suddendly everything falls apart.
One idea, regarding fertility, is that towns are supposed to be competing for babies. If all the fertile women huddle near the fire, they will swamp the heat weighting and "attract" babies. I will also add yum bonuses into the mix here (the women with the highest yum bonus will also have the highest chance of having a baby).
Yes yum bonus might be a good idea, but has been discussed to make eve camps harder, as a city can easily do better yum.
However forcing too much competition between towns make the game awkward as people are switching teams all time. At the end it will result people just trying to sabotage the other towns to make "theirs" succeed.
How about instead of lineage ban a server ban? As long "your" lineage is alive you cannot play on this server before the 90 minutes are over, but are handed on to other servers. This way you do not play on competing teams in your other lives.
Well ultimately solving the nocturnal infertility would just ends up making infinitowns on steroids, right?: Keeping a town alive is very easy if you have experienced people coordinating, which is what would happen during night hours without any lineage banning as inexperienced players quit. With chain eveing, it's mostly relying on one or two people to not get ultra bored of their town and also not slip up and starve at age 58 (which happens a lot due to the hunger bell not chiming in old age heh).
Wait, you consider a group of experienced, coordinated players doing everything right to succeed a problem? IMO you got it wrong. If people keep doing everything alright then they should succeed! The issue with current midnight-wipes is that the wipes are because of the wrong reason (unlucky RNG draw).
Probably the only way of killing off infini towns while also giving a sense of meaningful town contribution is regular server wipes every week or so. A week is probably more time than a current town gets anyways.
Again just making it worse.
That said, I've always thought the bigger towns were more interesting because people actually have time to talk and organize to do more "fun stuff". Like you're not going to see people making two full time guards for their religious ancient banzai tree in the temple as a suburb plays capture the flag with it in a pre-pump town xD And even then, half the town needs to be maintainers. In a pre-pump town, 90% of the stuff you're doing is soil/water/fire/compost/farming related. It's "important" but quite boring.
Exactly I agree, the upstart spend half of your life making a backpack runs also get tiresome after a while. Thats why don't like eve camps too much. They are all the same, everything over again.
I think the big towns with the top-tier tech are continuing to exist because they have bells and you tightened the Eve spawn spiral so people are spawning closer to them and are making the journeys to repopulate them from scratch. I think that means it's working as intended.
I disagree, bells do virtually nothing unless you spawn as eve really close to a bell tower...
But anyway, since kids are distributed equally between amount of alive females (and some heat chances) travelling to a bell tower as female does hardly do anything. Either you have to spawn quite close or you have to steal a horse or even car do have a chance to get there while still fertile... and even then you probably will lose or have to abandon half your children on the journey.
Whenever I actually made a bell run, I mostly born 1-2 kids in the receiving town.. and they usually die off in the next generation.
Anyway, I consider this topic a little akward reflecting the discussions over the last weeks, there seems to be quite a consensus that nocturnal slack times y-chromosome RNG dishes are a problem, yet I've not heard one complaint about this "issue" of Eves restarting towns.
PS: Restarting a town can be a challenge on its own... especially if a end-time-griefer has for example killed all the sheep, hid all the iron and you don't have natural fertile soil patches to start it all up like you would normally, nor is iron in reasonable reach without horse cart.
PPS: Actually there is one thing that a bell does, that is inform you there is a town, so if you want to see it you can /die until you are there. If you born as girl this effectively almost the same than travelling there, only much, much faster.
There is another issue that /die force eve-ing that can be solved in one go. The issue is "nocturnal infertility", that is many players complain their lineages die out too soon out of the wrong issues. The base of this are too many lineages spawned on the peak hours by players that /die too much and thus dilute all exiting lineages by spawning too many, when the slack hours arrive the average lineage size goes to I guess somewhat 4-5 persons per lineage, and thus the likelyhood of only boys is way to much (1 in 16 when 4 players / lineage) deduct from this about at least 50% of playerbase who die due to not being able to put food in their mouth that is all around them.
Solution for this and the eve-spawn exploit issue:
When the player is lineage banned from n (say 5) lineages on the server and thus forces an eve start they are redirected to a lower number server. They still can play as eve, they still will likely be joined by like-minded players who enjoy the early upstart more... Their lineage is only more likely to be on the hit list for slack hours (unless people /die there also too much, then they will even join there).
no its not that much, i could do the whole car alone if there is enough kindling and iron or a cart and i can find some and people dont mess up the setup, i did it a few times so far, the next person had to do like valve and the pipes, cook a belt and cut it, tire station, planted trees and enough buckets make it possible for on single person, 2-3 people could make 2 engines quite fast
we need an assembly line.
The industrial revolution cannot be without productivity explosion by the "pin factory":
What I consider missing in this discussion about a game that is about "civilization building" less than "civilization living" is you need to have some "resetting" mechanic. Thats why I suppose Jason made the "Armageddon" thing into the game, only the disabled it when it was over/misused and realizing due to nocturnal wiping it isn't needed.
Nevertheless I get the impression most people here agree that wiping is too fast and civilizations have not enough time to really build something up. We do have the weekly force reset with the update, maybe thats not enough, but how about make it somewhere in the middle...
I guess the basic issue currently is, there are just too many separated lineages started on the "rush hours" instead of growing existing lineages so when the slack period comes most are reduced to very few persons where the random number generator picks most off by a lottery. Which is the other issue, it's not skill of the town players, it's not that the better prepared or better planned town survives, it's in fact just pure RNG.
So why are too many too many lineages spawned? Well the only thing that comes into my mind is the /die command and artificial lineage ban. Otherwise there would be about 3-4 lineages per server, since even when playing 31 minutes until natural lineage ban would kick in, after 90 minutes is lifted so every 4th game would turn around to the first town again.
A better mechanic would be, players that force watering down by too many lineages by repeatedly using the /die command are those that should be handed down to higher number servers as those lineage are to be ones on the shortlist when it comes down to having to reduce them when player numbers recede.
I've realized that posting hashed email addresses is probably not a great idea:
https://freedom-to-tinker.com/2018/04/0 … addresses/
So I'm going to take the data down now and re-work the format to use something else as a unique, per-user identifier.
Hmmm ... 2 things:
First:
http://lineage.onehouronelife.com/serve … front_page
you can check anyway if someone with a given email owns the game and when they play... Which I consider not so cool
Second:
Since as far I get you are using the same salt for everyone I hope it is big enough to make brute force guessing the salt unreasonable. Since one can figure out their hash key and one uses their email it's just a matter of brute-forcing trying out combinations for the salt (if it's too short)...
I suggest everyone to receive a token on their email, just something randomized and that to be used as key without a connection to the email. hashed or not.
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.
I'm onto for everything that includes aqueducts!
The roman pinnacle of civilization building.
Nominating for worst and most unfit topic title of the week.
The issue is simply, "animals" are at the current stage of the engine actually items that move around and there is no such thing as multiple items on a cell.
The solution would be to have animals be their own layer. Or to share the layer with the players.
Possible, sensible, not trivial
Just wondering, are snowballs now a permanent thing or are they a seasonal thingy that gets deactivated with another update in near future?
there's less griefers than people think.
Honestly currently there is far less than used to be a week ago. And yes I think that is since people got more aware of that. However.
Some players legitimately want to make a bunch of tires for carts and horsecarts. And what happens when they die? 5 buckets with garbage.
Well this is usually a question of "are you stupid are you just acting like?" Honestly it doesn't matter, if someone fills up all the buckets (5!) with latex without having the sulfur and oil ready, they are troubling the town..
Especially if they then come up with a bullshit story for needing this for horsecarts.. as these don't work on horsecarts!
And as said, especially if this is combined with other "stupid"-behavior.
About tacos... well first make the buritos before you make the carnitas and everything will be fine. Fill a ton with carnitas before having the borittos you are making trouble.
EDIT: Actually the difference between genuine idiot or griefer *does* matter as in the way to deal with them. What doesn't matter is that something needs to be done.
This positive "karma" idea is popping up again and again, and I don't think it works out as people suggesting it think it will, because they aren't mad-minded enough to understand how it will likely be misused.
The thing is, griefers will be more focused on it to counter bad doings as normal people.
First griefer friends will always karma-cycle each other. Then they might trade things against karma. Want that backpack? Karma me first! Want to know where that key is to that house I put all towns stuff in? Everyone karma me!!! Or they might even go into blackmailing people for "good karma". etc.
About cursing... it is enough if two people curse a real griefer during it's life, the curses will build up and they will end up in donkey town. IMO from what I understand the redemption is a bit too fast/forgiving. Thats the only thing I'd suggest a change.
Regarding safety knifes / cut bows. No this would exactly make things worse. There are many ways ill-minded people can harm a town and a way getting rid of them is important.
The main issue is people have to meta learn in the game, whenever they see a murder to gather more info what happened instead of noob-assuming the killer must be griefer and needs to be killed... Then they are puzzled why someone kills them for being a killer etc.
As long there a lockable doors people may be locked in the game against their will... even if this unwalkable right side of tower thingy gets fixed.
I'd like to see the /die command working forever and always, being a "hearth attack" in the game, if you're fed up with being locked in and want to spawn a new life.
Cursing is basically jailing. Spawning lives.
Due to the fast pacedness of the game and one live by itself is rather worthless anything else wouldn't make much sense.
I don't get it, you say you cared for the carrots and all that, yet there were carrots seeding while their seeds would count toward clutter because you had enough seeds already.
Why the eve where they seeding when you cared for carrots?????
Lol, if children could pick up babies you could make people stacks.
to the moon!
In any case, it's funny when someone thinks people are just griefers when there are potentially good reasons to all of their actions.
The thing is same as with the "griefer signs detected" post, it's all about the pattern. Sure not everyone putting latex in a bucket is a griefer, there are certainly good reasons to do so. Someone filling all the buckets with latex, and all the bowls with other difficult to clear stuff and sharpens all the stone, etc. is a griefer. Watch them a little and you'll see the pattern.
However in the recent times, this kind of of "plausible deniability" sabotaging has gone done and now those have gone over to willing full stir up as huge drama as possible because of every tiniest excuse.
For this particular case I can't tell, as I wasn't there.
I disagree getting abandoned by your mother is a kill-reason. First you would have respawned just right ahead, so what you lost? Second, if this would be the norm, nobody should rescue abandoned kids, because that would just create drama further down the road. Honestly it's stupid to hold a grudge because of that.
And yes there is an issue in the game mechanics trying to teach someone things while popping out more and more babies. I wouldn't abandon them, but just but minimal feeding care on the additional ones while I tend to the newbie willing to learn.
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...
Thanks all! I'm definitely with you that crowns are pretty much useless. Though I'm going to go against the grain and say they aren't one hundred percent useless. A good king/queen is able to observe everything that's going on in town and tell people what needs doing the most. Ideally they will also do a bit of labour here and there. Unfortunately this almost never happens, rendering crowns nothing more than role-play toys.
You do not need a crown for this.
Anyway, from my experience crowns are not totally useless, they are nothing but trouble, as it gets into people heads.
That's why you need to keep ringing and get a third line there ASAP to balance it out.
Doesn't matter how many lineages there are. As soon some people see "unrelated" on someone else in their town their mind seems to make a short circuit and they go on murder rampage.
Or also seen mothers who refused to feed a 'F'-begging child next to them, because it is "unrelated".
Whenever I ring the bell, usually someone comes along into the camp and eventually murders me or someone else in the camp. That's the true meta of the bell.
Sadly enough I once travelled to a bell town and really made it, while still having 2 children there, one of them also got it in his mad head, he needs to murder everyone not related ... *sigh*