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#326 Re: Main Forum » Reasons why some amount of griefing is inevitable and important » 2019-05-15 10:16:25

FutureBird has a very good point. We can't discuss this on a constructive level until we know we're discussing the same thing.

To me, griefing is not pvp. Although pvp can be part of it. To me, griefing is trolling.

What if we substitute 'griefing' with 'trolling' in Jason's original post, does it still make sense?


jasonrohrer wrote:

I've joked before about the list of important roles in a village including "troll."  That was actually my local designer friend's take, and he was being serious.

I agree with him, but at Dodge's urging, I will try to make my position clear on this matter.

First of all, why is trolling inevitable?  Why can't I just disable PVP, or design the game so that trolling is impossible in the first place?  Why do I "allow" it to occur at all?

If you stop for a moment and really think any of your anti-trolling designs through, you will quickly discover that they all make the problem worse, not better.  Remove PVP?  What are you going to do when someone slaughters all your wool sheep before they regrow fleeces?  What are you going to do when someone burns all your rabbits?  Turns all your steel into the wrong tool?  Hides all your baskets?

Removing ability X removes it from the troll's playbook, but also removes it from the good guy's playbook too.  If a troll can't get rid of you... you can't get rid of a troll either.  Since the good guys are in the majority, PVP helps them and hurts the troll.  Removing PVP would hurt the good guys and help the troll.  2HOL, which removed PVP, was a troll's paradise.


Second, why do I feel like a bit of trolling is important, and that the game would be worse if there were no trolls?  Because it gives the good guys in the game something to fight for.  It gives them a villain that they can all agree on.  And it motivates certain pro-social behavior and organization.  After all, there is safety in numbers, but safety from what?  It allows people to forge relationships of deep trust, which are only possible when not everyone can necessarily be trusted.  I don't trust you because it's impossible for you to harm me.  I trust you because you are fully capable of harming me, but you choose not too.

And this is doubly true with the new war swords and language update.  Here is this outsider who can't necessarily be trusted.  You can't even communicate your intention to them directly.  But if you can establish a trusting relationship with them, that trust will be very deep and meaningful indeed.  That is a place where the human spirit can really shine through.  I've built an enormous wall for the two of you to climb over.  If you can forge a friendship in the face of those odds, it will be amazing.

You can't have a full emotional spectrum without the darker elements.  Trolls are the yin to society's yang.

That said, a little trolling goes a long way in this regard, and I don't necessarily want you completely overrun by it.  But I don't think the game has ever really been overrun by it.  I'm still skeptical that Donkey Town is necessary, though I do also acknowledge the reincarnation problem...

To me, this just doesn't make any sense whatsoever. Trolling has no place even in Jason's vision of including the part of the darker aspects of humanity into the gameplay.

And the reason is that what it seems to me that Jason tries to accomplish, is for real stories to emerge from our play. What is a story? It's a question everyone alive probably think they know the answer to, and yet if it were that easy, there wouldn't be courses at university level trying to explore the topic. What is a story?

A story is when conflict happens because of a reason, and the characters involved reveal who they are when forced to face this conflict.

There is no reason behind trolling, other than someone having fun detached from and outside of the world we're building together.

What if you sat down to watch Romeo and Juliet, and in the first scene Mercutio stabs Romeo, then proceeds to kill his whole family, and the story ends with Mercutio gleefully shouting "Haha, killed you all!"
Not quite a satisfying experience, is it?
To be fulfilling, there has to be a build up. There has to be a chain of things happening and choices made that leads a person to do the deeds.

Trolling is bad because it breaks the immersion. It takes away the deeper, darker aspect of the game because there is no reason behind it. It makes people less involved with the world and their lives, not more. It's a constant reminder that "oh yeah, this is not a real world, we're just a bunch of people playing a game. This is what I have to expect."

What if I was playing The Witcher III, a game I adore, with deep characters, surprisingly meaningful encounters, a world I'm able to feel like I'm part of, and what if I was going to talk to my mentor and discuss the latest clues about the whereabouts of my missing loved ones. Before he got to say a word,  a random naked villager boy ran up with a knife, stabbed him, and now he's dead. Maybe I'm able to kill this naked boy. Great. It begs the question though - where tf did this boy come from? Was he an assassin? Was he on drugs? Is something going on here that I need to pay attention to?

No, he's just a troll. Moving on.

It takes you out of the world instantly.

It creates boredom.

It's a bug, not a feature.

My grandfather was a twin. His mother gave birth to twins twice. She had ten kids I think in total, and all of them survived, but many in those days weren't as lucky. My grandmother had two siblings who died as children I believe.

I bet that my great grandmother never, never looked at her four twin babies and thought: Hmmm, my kids seem to be sick. They're making strange noises, and their faces are green. They're probably griefers, I'd better not feed them just in case they intend to destroy me and my family when they grow up.

It breaks the immersion.

Trolling is lame. Griefing is lame. It has no place in OHOL.

And yes, I agree that unfortunately griefing can't be eradicated. It will always exist in some form. But we need to acknowledge that it is detrimental to the game if we at least are going to be able to have a good conversation about it.

#327 Re: Main Forum » Potential Solution for Abandonment » 2019-05-14 22:49:55

Solbusaur wrote:

Do not do a rope and a basket. The amount of mistakes people would make when doing milkweed runs

Haha, you're right smile

Maybe
Reeds + rope
Or
Straw hat + rope

smile

#328 Re: Main Forum » Potential Solution for Abandonment » 2019-05-14 22:41:33

jasonrohrer wrote:

This has been a long-standing request, for more than a year.

I'm VERY hesitant to add this, because I want babies to be a pain in the ass.  Taking care of one should involve sacrifice.  Right now, it's already too easy and not interactive enough to just stick clothes on them and plop them by the fire.

If you're out in the woods, you should be faced with a tough decision when the baby comes.  That creates amazing dramatic tension, and I can't imagine myself undercutting that aspect of the game.

(Even though we used slings with all three of our babies---I think it would make the game more boring, less challenging, less meaningful, and worse).


Well, I humbly disagree...


Usually, when I give birth in the wilderness, the tough decision is whether I should bring my basket home with me and have my baby run after me. Usually I just leave my basket.

In one life I decided to keep building a road even after I became fertile. I took a horse and went searching for flat rocks. All babies born in the wilderness /died before I could even pick them up, so that issue solved itself.

To me, the dramatic tension in the game comes from whether there is enough food around to provide for a baby. That tension will still be there, even if we can carry our babies with us. Yes, I can see how the game might become easier, because surviving alone is not a problem. The challenge is building a camp quickly enough so that your kids don't starve before the local food supply is spent. But if it becomes too easy, I'm sure there are other ways to tweak the difficulty.

It would feel more meaningful, and interesting, if as a baby instead of being placed by a fire my working mother brought me with her.

It would feel meaningful to bring my own baby with me when I had to leave the nursery for whatever reason.

I would feel like I got to know my babies a little better, if only for a few more minutes of game time.

I would feel a lot more like a real mother, if that makes sense.

#329 Re: Main Forum » Potential Solution for Abandonment » 2019-05-14 22:04:55

I would love this.

A piece of cloth would be enough:

https://lifehacker.com/turn-a-long-shaw … 1603736759

Not doable for early camps though. A rope + basket might be better.

#330 Re: Main Forum » I apologise to everyone who I have griefed » 2019-05-14 13:03:55

Toxic wrote:

Now killing is not always defined as griefing, the term griefing is used in OHOL for someone who intentionally without any reason to do so kills people, hides stuff or ruins the fun of others.


Good definition.

#331 Re: Main Forum » Language » 2019-05-14 12:30:53

If I understand it correctly, a parser changes the words they speak on your screen so that they seem to be talking a different language. But what they see is English. Likewise, when you are speaking, your words are translated on their screen so that it seems to them that you speak a different language.

People learn it by writing down words on paper, for example "hi", and when they get an outsider to read the paper, they can then see how the parser translates the word.

#332 Re: Main Forum » WE NEED TO BUILD A WALL » 2019-05-14 09:25:25

RedComb wrote:

@ Jason Rohrer -- please see the segment starting at 6:45 of the following 2017 GDC presentation by Raph Koster discussing responses to harassment in virtual realms titled Still Logged In: What AR and VR Can Learn from MMOs

Thank you RedComb, that was a very interesting talk.

#333 Re: Main Forum » Dreams Deferred » 2019-05-14 07:18:38

Another thing I'd love to see:

A berry picker!

https://ik.imagekit.io/raymears/abs/htt … icker1.jpg

Compost. Poop. The new clothing. I dream of not having to pick berries one by one.

#334 Re: Main Forum » Love my triplets » 2019-05-14 06:50:49

... But yesterday I let down my ancestors and my other kids when I as the last female let my twin boys live...

Sorry, family.

I understand why some choose to kill their twins as quickly as possible.

Griefing is a bug, not a feature.

#335 Re: Main Forum » I apologise to everyone who I have griefed » 2019-05-14 06:42:19

????

/shock

?????

wow

Now that's what I call subversion of expectations.

Welcome to the Light Side I guess...

...

/love

#336 Re: Main Forum » If you are Eve and could get ONE item to start with what would it be? » 2019-05-13 15:26:33

If I could pick any item, it would be a baby carrying device. A shawl or a backpack with room for one baby.

I'm sure human civilization was built on the invention of freeing the mothers' hands so they could be more useful.

#337 Re: Main Forum » Why do you hate griefers? » 2019-05-13 15:07:39

I don't hate griefers. But I do find them disruptive.

Griefers are like those little kids who haven't learned yet that there are social rules at play for a reason. So they hit other kids, or break stuff, or steal, or behave like little nuisances because it makes them laugh and have fun. Then, one day they finally realize that while they're having fun, the other kids are not. They learn empathy. It's a phase I think all kids go through, and usually it doesn't last that long.

That said, please refer to Futurebird's definition of what griefing is. I'm not advocating removing all conflict from the game, not at all.

#338 Main Forum » Love my triplets » 2019-05-13 11:26:58

CatX
Replies: 1

Love my triplets, and all my other kids of course. But the family tree tells about the drama that seems to have been quickly dealt with thanks to my daughter, a triplet.

http://lineage.onehouronelife.com/serve … id=4434415

Twins and triplets are often viewed upon with suspicion, but in this case they were the sweetest daughters you could imagine, so I thought I'd share the love.

(This was an instance of an inside griefer, btw. Since the update, I've had no problems with outsiders. Every non-family member I ever met have been kind and generous. I thought perhaps griefers would leave their home towns and go find strangers to harass, but no, all the drama I've experienced since the update have been by bad eggs turning on their own for no apparent reason. In other words, not much have changed in my experience.)

#339 Re: Main Forum » Late village life is really good right now » 2019-05-12 23:20:02

Since milkweed has so many uses, it definitely deserves some rethinking.

#340 Re: Main Forum » Dreams Deferred » 2019-05-12 23:06:18

BlueDiamondAvatar wrote:

It turns out the swords are a great sign that I don't want to live in that town.  I was gifted a backpack with one as a baby, and suicided in my twenties becuase the town was becoming an "adolfo" cult.  That's the only town I've seen more than one sword in.

I was in a town where a builder was frustrated because someone kept making swords.
It's a way to grief. It doesn't necessarily mean that it's a bloodthirsty town.
I'd encourage you to stay even if there are swords around.

#341 Re: Main Forum » How hard would it be to give this game WASD controls as standard? » 2019-05-12 18:27:50

At the bottom right of your post, there should be a menu saying "Report Delete Edit Quote"

#342 Re: Main Forum » Making the sword visible and fixing the akward PVP at the same time. » 2019-05-12 14:31:50

I would like to see a change where if you try to place a sword in your backpack but misclick, you stab yourself... wink

#343 Re: Main Forum » The Race War/Genocide/Xenophobia Update » 2019-05-11 16:12:33

breezeknight wrote:

this game becomes increasing unsympathetic

you won't meet me in game anymore
but who cares, right ?

- - -

/sad

#344 Re: Main Forum » Jason, are swords broken? » 2019-05-11 15:16:22

jasonrohrer wrote:

In fact, I just walked 3K to a bell town.  Finally met people speaking a different language.  We had a brief exchange before they pulled out two swords and laid me down.  I was stabbed about a dozen times.  It was hilarious and amazing.


Were you male or female? Did you bring weapons?

#345 Re: Main Forum » Dreams Deferred » 2019-05-11 15:12:23

I dreamed of automated watering systems...

#346 Re: Main Forum » Everything About Food (Theorycrafting Guide) » 2019-05-10 11:39:39

Ferna wrote:

When everyone has a chance to look through the Tilling comparisons, the results might come as quite a surprise! It turns out that 1 x Tilling only typically saves around 5 - 18% on Iron consumption, with less impact any time additional tools are needed (e.g. Shovel for Compost Cycle, Shears for Tortilla Chips). This is dramatically less than the 50% savings that you might intuitively expect when considering how to plant a single crop, but it comes as a direct consequence of the increased Compost usage when you pick that farming strategy.

Does that change where you stand on the Tilling debate or reinforce your thoughts about which is best?


As long as compost is something that can be produced, while nearby iron runs out eventually, my feeling is that 1xtilling is still better.

#347 Re: Main Forum » What's a sword between neighboring towns? » 2019-05-08 16:51:40

Twisted wrote:

"Weelcome too Eeve toown!" is 8 letters + 3 letters + 4 letters + 5 letters, so it would become something like "Thorniss mod Veld Nagan!"

Interesting.
Then how does learning new languages work?

#348 Re: Main Forum » What's a sword between neighboring towns? » 2019-05-08 16:01:14

Twisted wrote:

I don't see how spelling errors would circumvent this? It would still be indistinguishable to the other person.

Weelcome too Eeve toown!

(The parser wouldn't recognize the words, so they would be readable to the other player.)

#349 Re: Main Forum » Hardships form close bonds » 2019-05-08 07:12:24

BerrypickerAF wrote:

Looks like Jason has been searching for ways to increase bonds within families, and I think we're overlooking a root cause of human bonding while trying to find ways to 'make' people care - tragedy and hardships.

I think natural hardships would be way more interesting than griefing as a mechanic to add some drama to the game.

If every now and again winter descended on the OHOL world, communities would have to prepare and fill their storage rooms with food while plants were still growing.

There's a chance too that during years of winter, there might be more raids by families who failed to prepare, and the towns who got raided would be more aware and ready to protect their belongings.

Of course, Eves would have a hard time surviving if they spawned in during winter, but life is harsh...

#350 Re: Main Forum » Having a child should be a moment of joy... not like getting spam » 2019-05-07 21:51:45

What if you had the option to open a 'birth preference' page before you hit the 'login' button.

Questions could be which gender do you want, which generation (1-4, 5-9 etc), mother's yum, maybe even mother in close proximity to a well, a loom, a car, mother with no murder bodies nearby...

The catch would be that the more boxes you check, the longer you have to wait to be born. Players who don't have any preferences get their mothers selected randomly, and they enter the queue before players who are very specific.

That way, you could either get born very quickly, but you have no idea where you end up, or you have to wait longer while the system searches for a suitable mother.

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