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#376 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-06 19:19:29

Zihil wrote:
sc0rp wrote:

You've missed "run away" part.  Chasing somebody is barely doable up until you get hungry.  When you need to divert to get some food, there is no way to get back on track.  Heck, you sometimes lose sight of your mother, that does not want run away from you at all.

murderers run slow

We were talking about griefers.

#377 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-06 18:13:02

Zihil wrote:
sc0rp wrote:

- makes it easier for griefer to avoid curse (run away + drop dead behind tree)

you can target things behind trees

You've missed "run away" part.  Chasing somebody is barely doable up until you get hungry.  When you need to divert to get some food, there is no way to get back on track.  Heck, you sometimes lose sight of your mother, that does not want run away from you at all.

#378 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-06 17:29:06

Zihil wrote:

curses only work on corpses. (visual indication on cursed bones)
-incentive to stop the griefer before cursing
-makes it easier for everyone to curse the right person

- makes it easier for griefer to avoid curse (run away + drop dead behind tree)

#379 Re: Main Forum » Public access to all life log data » 2018-07-06 15:12:56

jasonrohrer wrote:

The nextPlayerID is not stored in a .db file, but in a straight text file that is fully closed each time it is written.  I'm pretty sure that closing a file causes an fsync.

No, it doesn't - writing lots of small files would be extremely slow if it did.

http://man7.org/linux/man-pages/man3/fclose.3.html
       Note that fclose() flushes only the user-space buffers provided by
       the C library.  To ensure that the data is physically stored on disk
       the kernel buffers must be flushed too, for example, with sync(2) or
       fsync(2).

If you creating new file you must fsync parent directory as well:
http://blog.httrack.com/blog/2013/11/15 … out-fsync/

#380 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-06 13:57:00

MaliaPlays wrote:

Is it possible to curse a dead person? I can see a situation where a griefer sees that the villagers are going against them and just quits the game. They then avoid being cursed.

I think that plan was that you can curse somebody up to an hour after his death.

#381 Re: Main Forum » Public access to all life log data » 2018-07-06 08:47:32

jasonrohrer wrote:

So....  April 16 was the day that a bunch of servers were rebooted by Linode without warning.

The server is supposed to save the next ID to disk constantly as it is updated, but during a hard reboot, I guess this didn't happen for some reason.  Maybe the reboot happened right at the moment it was trying to write the file.

There is no single fsync in the whole KissDB source, so it's not written to disk constantly.  Once in a while, maybe twice a minute.  Depends of file system used.

jasonrohrer wrote:

Weird that it happened the same way for a bunch of servers on the same day, but there you have it.

It's kind of expected - without fsync write happens when OS and file system feels like it.  Also KissDB overwrites existing data on updates.  There is no journal or anything.  Corruption is only matter of time on partial writes during OS crash or power loss.

Straight form KissDB docs:
"""
It's also probably not a good choice if you need a long-lived database for critical data, since it lacks recovery features and is brittle if its internals are modified. It would be better for a cache of data that can be restored or "re-learned," such as keys, Bitcoin transactions, nodes on a peer-to-peer network, log analysis results, rendered web pages, session cookies, auth tokens, etc.
"""

#382 Re: Main Forum » Current idea for cursing/blessing » 2018-07-06 05:39:15

Kinrany wrote:
sc0rp wrote:

Curses ARE real as long as cursed person knows about being cursed and believes that it works.  Placebo effect can and has been measured.

AFAIK placebo effect is mostly statistical artifacts and flawed research.

(Shamelessly off topic since the thread is too old anyway.)

Doesn't seem so:
https://en.wikipedia.org/wiki/Placebo

Pain

Placebos are believed to be capable of altering a person's perception of pain. "A person might reinterpret a sharp pain as uncomfortable tingling."[8]

One way in which the magnitude of placebo analgesia can be measured is by conducting "open/hidden" studies, in which some patients receive an analgesic and are informed that they will be receiving it (open), while others are administered the same drug without their knowledge (hidden). Such studies have found that analgesics are considerably more effective when the patient knows they are receiving them.[23]

Depression
[...]
Another meta-analysis found that 79% of depressed patients receiving placebo remained well (for 12 weeks after an initial 6–8 weeks of successful therapy) compared to 93% of those receiving antidepressants. In the continuation phase however, patients on placebo relapsed significantly more often than patients on antidepressants.[27]

Negative effects
See also: Nocebo
[...]
Withdrawal symptoms can also occur after placebo treatment. This was found, for example, after the discontinuation of the Women's Health Initiative study of hormone replacement therapy for menopause. Women had been on placebo for an average of 5.7 years. Moderate or severe withdrawal symptoms were reported by 4.8% of those on placebo compared to 21.3% of those on hormone replacement.[33]


https://en.wikipedia.org/wiki/Nocebo

Pain:
Verbal suggestion can cause hyperalgesia (increased sensitivity to pain) and allodynia (perception of a tactile stimulus as painful) as a result of the nocebo effect.[17] Nocebo hyperalgesia is believed to involve the activation of cholecystokinin receptors.[18]

Anthropological usage:
Some people maintain that belief kills (e.g., "voodoo death": Cannon (1942) describes a number of instances from a variety of different cultures) and belief heals (e.g., faith healing). A "self-willed" death (due to voodoo hex, evil eye, pointing the bone procedure,[21] etc.) is an extreme form of a culture-specific syndrome or mass psychogenic illness that produces a particular form of psychosomatic or psychophysiological disorder which results in a psychogenic death.
[...]
Writing from his extensive experience of treating cancer (including more than 1,000 melanoma cases) at Sydney Hospital, Milton (1973) warned of the impact of the delivery of a prognosis, and how many of his patients, upon receiving their prognosis, simply turned their face to the wall and died a premature death: "there is a small group of patients in whom the realization of impending death is a blow so terrible that they are quite unable to adjust to it, and they die rapidly before the malignancy seems to have developed enough to cause death. This problem of self-willed death is in some ways analogous to the death produced in primitive peoples by witchcraft ('pointing the bone')" (p. 1435).

#383 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-06 05:14:59

Randomname wrote:

How would cursing would work if there was more than one person with the same name?  The reason I ask is because in one of my lives all my grandkids were called Gary.  If Gary A was ebil (she wasn't) and I cursed her, would that also curse all her siblings?

http://lineage.onehouronelife.com/serve … &id=424734

Current Jason's stance is that you should kill Xanthe and all her kids, 'cause she's a griefer.  But I don't like this solution.  What about accidental duplicated names - how am I supposed to know if there is no another Tom in family?

#384 Re: Main Forum » Curse Colors .... » 2018-07-06 05:05:31

I think nobody will object to pink text on neon-green.

#385 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-06 05:00:08

adrian010886 wrote:

[...]

This topic is about generalized griefing that cannot be detected automatically, not murder.  Murder received so many nerfs that it shoudn't be a thing now.  If it still is, please post specific scenarios.  And window like that will induce knee-jerk reaction to kick any player that killed somebody, whether warranted or not.  May as well remove knifes and bows from the game altogether.

adrian010886 wrote:

as well as adding a quality of life update for your family. ( I hate wondering if little Tommy is still alive after he went searching for milkweed )

You know, like IRL, before self-phones.

#386 Re: Main Forum » Curse Colors .... » 2018-07-05 22:56:01

TrustyWay wrote:

I would love to speak in white in black bubbles, I could roleplay a depressed emo

<3 People like you make this game fun smile

#387 Re: Main Forum » Current idea for cursing/blessing » 2018-07-05 22:38:53

Anshin wrote:

Ya, but it still wasn't real. There are no witches or witchcraft or voodoo. Curses aren't real, they didn't actually work.

Curses ARE real as long as cursed person knows about being cursed and believes that it works.  Placebo effect can and has been measured.

#388 Re: Main Forum » Current idea for cursing/blessing » 2018-07-05 22:37:11

jasonrohrer wrote:
kubassa wrote:

Now this idea....... LOL. If this garbage was in the main page video explaining the game i would have held onto my $20.

kubassa, please email me for a refund.

I'm kinda late to this thread, but I just want to nominate this as best answer ever.  Now he needs to shut up or ask for refund and be gone from the game. Win-win wink

#389 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-05 21:07:42

grhmhome wrote:
YAHG wrote:
sc0rp wrote:

: cursing only works on people from your lineage

This way we can still murder all the foreigners

I like this idea because you could have tribal feuds and tribal warfare
>be born to a group of barbarians >expand and help fellow barbarians >grow up and work on the farm to feed the towns people and the soldiers that raid other nearby towns

That's the goal.  I want raids back. (We need closer towns though.)

#390 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-05 21:04:51

Small nitpick after rereading Jason's proposal: it's the other way around.  You gain one curse point per 2 hours, but it decays at faster rate of 1 point per hour.  So with 10:1 non-griefer to griefer ratio, we need curse to be used properly in 20% of cases to stop serial griefer. But it's still low bar IMO.

#391 Re: Main Forum » Simplify childbirth rules » 2018-07-05 20:41:00

Kinrany wrote:

Yes, both changes are obviously ridiculous.  My point is that they're mostly thematic, they don't really change the core dynamics.  If these changes are ridiculous and at the same time they don't really change much, it means that something is already broken.

Nothing is broken.  They support immersion.

#392 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-05 20:37:23

subria wrote:

Jason did not say that good guy have 15 curse tokens every 2 hours.

15 "good guys" in town have collectively 15 curse tokens every 2 hours.

#393 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-05 20:34:21

I don't understand your arguments subria.  I'm just saying that if it works on average even in 5% of cases, we can stop serial griefers.  That's very low bar to pass.  I we cannot manage even that, we're are doomed regardless of the system used.

subria wrote:

Wiith curse system 3, we will have new meta.

I was half joking.  It's very hard to pull off more than once.

#394 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-05 20:18:41

subria wrote:
YAHG wrote:

How would the game ever know who is good or bad?

The game do not need know. Just let good guy always win.
You will ask how.
1. If bad guy use curse to destroy game or curse for fun. He can curse in 10 games but not same person. He take 100 points and other person take 15 points. Good guy win.
2. If good guy curse bad guy, he will not curse all game. He only curse in the game bad guy destroy town. He take 10 points when bad guy take 15 points. Good guy win.

But it's already there.  Bad guy has 1 curse token every 2 hours, good guys in town have collectively 15 curse tokens every 2 hours.

#395 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-05 20:09:31

subria wrote:

I see when a person back to town and say name of murder, some one will not care. Some one ask: Are u sure? because they know griefer can lie.

I haven't yet seen a griefer asking somebody to stab him and then running to the town blaming somebody else.  But I may be new here... wink

INB4: New griefing meta coming.

subria wrote:

Do you sure that villager will curse the name what you tell them? Maybe they use their token. Maybe they want save token.

The beauty of this system is in herd immunity.  With non-griefers outnumbering griefers 10:1, and 2:1 ratio of curse points to curse decay, to stop serial griefer it's enough that 5% of people will believe you.

#396 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-05 19:39:29

YAHG wrote:
TheRedBug wrote:
YAHG wrote:

Witchhunt Meta

READY THE PITCHFORKS!!!

We gonna get black text after we murder them all though.
The only reason they don't feed us is cause they racists!

<3

#397 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-05 19:26:57

subria wrote:

I never go to somewhere with someone have weapon. They bring weapon and kill me when i busy to build town. If I know they kill me, I will run. But if I use all time to run, how i can play this game?

We try to make a system to deal with the most troublesome, destructive. Why we can accept a backdoor for griefer use it?

I don't consider it to be backdoor at all - it never happened to me.  What are you doing when you are more than 1 minute away from town and somebody just comes by and stabs you?

#398 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-05 19:06:48

subria wrote:

Just think about a situation.
A murderer kill me. No one else see that. He take all my item. I curse him and he take 1 curse point. But he back to play game and i die. After two hours, 1 curse point disapear. You can see a murderer crime but have not to take any consequences. How is this fair?

You have full minute to relay this information to townfolks.  If you're willingly going to middle of nowhere with someone having weapon in his backpack, then well... it may hurt you IRL too.

- Doctor, it hurts when I do it.
- Then just don't do it.

#399 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-05 18:51:11

YAHG wrote:
sc0rp wrote:

We can add exponential punishment later on.  But first I'd like to see how it works without it.

Give a mouse a cookie..

Aww, you're just teasing YAHG.  I've already told that killing is nerfed too much, so you can be pretty sure that I don't want to overdo this one either.

#400 Re: Main Forum » Implementation plan 3 for the curse system » 2018-07-05 18:41:49

TrustyWay wrote:

Jason, we got somebody who kill everybody everyday, it might just slow him down but I think super mean and harsh people should get something that stay way longer.

We can add exponential punishment later on.  But first I'd like to see how it works without it.

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