a multiplayer game of parenting and civilization building
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sc0rp wrote:: cursing only works on people from your lineage
This way we can still murder all the foreigners
Yep, but people from your town will be able to curse you for that. You actually will need to go to the other town to kill somebody without punishment.
[...]
Looks good. Just one nitpick: cursing only works on people from your lineage - so we can have legitimate warfare with war atrocities and all (I know towns are too far apart now, but it'll change someday).
The map is sent to you in chunks of 32x30 tiles, or 960 tiles (960 database reads). But if that chunk contains a lot of containers, then worst case is 17x32x30, or 16,320 database reads.
You're getting just few bytes each time, but you're burning enourmous amount of CPU cycles to do that. KissDB does fseek+fread per query. Even if everything is cached in RAM, it'll cost you ~1k cycles * 16k = 16M cycles to do. I've proposed solution that will remove 99% of overhead in "Could ruins vanish slower" thread:
https://onehouronelife.com/forums/viewt … 015#p21015
Side effect of this optimization will be that you can safely keep ruins for around a year, instead of a week.
Being born next to the bloody corpse with people screaming "Who is the killer".
No, I lowered the cap today after some people reported lag during peaks. Thus, load balancing kicks in earlier now.
I think 90+ players on one server is too much.
Do you have any performance traces? 100 people per server seems really low (~5 towns max).
Nothing here?
YAHG, isn't this what you were dreaming about?
Just give us some time Jason. We need to parse this stuff into something usefull, etc. and we are not working full time on OHOL ![]()
Okay, fixed. Email hashes now use a secret salt. So even for a known email address, you can't determine whether someone owns the game or their play patterns from this list.
If it's single salt you can use rainbow tables to try to get around it. Safe way is to have separate salt per user.
[Just paranoid view - I know nobody will spend time on it.]
I think having to balance the system by manually adjusting parameters is a design smell. It means that the system doesn't actually guarantee good results in any way. At best it can improve the situation on average.
That's why I'm advocating some kind of exponential effect in the system. We only want to drive away repeated offenders, not harm players that do some stupid random shit once in a time. With low penalty plus exponential in place people can deal harsher and harsher punishments until griefing is curbed to managable level. It should self balance around some equilibrium. If griefing is rare, I won't feel like spending my time to curse somebody. If griefing is rampant and I encounter it almost every game, I'll take time to curse griefers, so I can have some nice games later today or tomorrow.
Hi guys. Pein, what do you mean, points on gear?
I think he means bb that instantly bumps repeatedly into backpack or arrow or somesuch. For me it's like 90% probability it's a griefer. Wait your turn, kid.
sc0rp wrote:That's too frequent IMO - once per day seems reasonable. We should aim for curse to be used for exceptional situations. I'd like to make it hard to be used for "He took my basket! Curse him!". I think the best way to rate limit is to require some kind of ritual that will take like 5-10 minutes to perform. You need to hate somebody a lot to want to waste your time like that.
How a griefer destroy a town?
First, he kill a good people. Town lose 1.
We know him do that again. Some one chase him, some one find weapon. Town lose many time.
Child die because not enough food. Some of them is good man. Town lose more.Griefer destroy a town by make us lose many time. If u make some kind of rituale take 5-10 mins to only curse a griefer, you will destroy town and help griefer more than he can do.
I think you have your assumptions wrong. You base frequency of your curses on current level of griefing. But with curse system in place it won't be that common. The whole goal is not to "punish" grieferes, just to deter them.
Ideally, from griefers POV is should look like this: I messed with a lot of people, they've cursed me, I find it really hard to grief for an hour. Once curse wears off I can start griefing again, but I'm on probation. So this time if I grief and people curse me, it will last for a day. If tomorrow I start griefing again, curse will last for a week, etc.
So being griefed by dedicated griefer should be rare occurence. And for fixed price of 5-10 minutes of your time, you can deal larger and larger penalty, depending on how "bad" griefier you stumbled upon is. That may not help that particular town, but will definitely help the whole civilization - your next town has higher chance to be griefer free.
You won't elimintate griefing completely from the game. Anybody still can do stupid crazy shit once in a blue moon. But this just adds spice to the game experience. I only care about stopping people that currently grief all day long, every day. So maybe people on probation should be marked as such. You will be more inclined to spend time to curse them. OTOH it's opens another avenue for abuse, so maybe not. If somebody is being PITA to lot of people, he'll eventually stumble upon someone willing to spend time to curse him.
If you have better idea how to stop cursing people over petty stuff than making it cost some time, please let us know.
sc0rp wrote:Let's make weight of the curse depend on your own karma. The more it's tarnished, the less people care about your opinion. If you're below threshold, your opinion doesn't matter at all.
If we make that plus you get cursed a bit too if you cursed. That could be interesting.
But only depending of your cursed point. Imagine good guy who farmed good point cursing hard somebody.
As I wrote in other posts, it shouldn't be possible to farm good karma. I.e. blessing can only undo curse in this lifetime, has no effect on its own.
If we can stuck people in the cursed loop I will do it. Nothing better than killing ''bad'' babies all day long. I don't mind karma system, seems pretty easy to avoid for old players.
Let's make weight of the curse depend on your own karma. The more it's tarnished, the less people care about your opinion. If you're below threshold, your opinion doesn't matter at all.
I never get caught while doing bad things and love to give responsability to others (lies).
It happened to me so many times, before griefing, accuse somebody even if nothing happened. Start doing your ninja shit and the guy gets killed. It happened to me so many times.
That's why I want for "punishment" to by very light/short, but exponential for repeated offenders. So you cannot abuse it like that (unless you have a way to stalk somebody across lives - but I'm not aware of any method to do it right now).
Maybe you can't keep cursing someone who is already showing up globally as cursed? They have black speech already. Leave them alone.
+1
You will have a lot of prejudice already. He drilled a hole through a disk? Definitely a griefer - curse him. You will never check that he made spindle to stop wasting thread.
Well, if curses are more limited, you wouldn't necessarily want to waste your curses on them.
If you gain 10 points each time you curse, and only clear 10 points per hour of play, you can't curse more than one person per hour on average without going over yourself. If you gain 20 points each time you curse, you can't curse more than one person every two hours on average.
That's too frequent IMO - once per day seems reasonable. We should aim for curse to be used for exceptional situations. I'd like to make it hard to be used for "He took my basket! Curse him!". I think the best way to rate limit is to require some kind of ritual that will take like 5-10 minutes to perform. You need to hate somebody a lot to want to waste your time like that.
We can set the threshold as high as we want to make it feel just. 100 points too low? Make it 200 then. That's 20 people who though you were a real pain.
Please consider making punishment very light, but exponential for repeated offenders. Like: curse lasts an hours with one day probation. If you get another during probation, it'll last two hours with two days probation, etc. We want to stop serial griefers, not punish harshly something stupid someone does once in a blue moon - that actually adds fun to the gameplay (horse child rapist, anyone?). I definitely don't want some "chilling effect" to stop people trying things like that. It's meant to only stop people that are long term PITA.
10 out of 10 Doctors wrote:TheRedBug is the bestest there is and a complete part of any town. Get yours today.
While supplies last!
^^
How you know what is mistake and what is crime?
I think we need a signal to know who is newbie. We will not curse them. Maybe a birthmark.
I think it's enough if curse affects new players less. Either by them starting with higher karma or by hitting them with less points in first X hours of play.
Mayhaps add a system to forgive someone you've cursed (Within' the same life.)
A bit of a fail safe for someone who makes a legitimate mistake and makes amends or people blaming innocents for nefarious purposes.
Bless to undo your curse or somebody's other. Rate limited and used only to cancel curse during lifetime - no way to stack it upfront.
I think an individual labelling system is the safest, even if it's just a good dot and a bad dot. Then I can label a griefer who just stabbed me and when I see a bad labelled player, I can avoid them, kill them first, tell other people, etc.
The problem with this approach is that too fragile. If there is a group of people that trusts you and you mislabel one player (by accident, by malice or you just read some situation wrong), he will be chased by the whole group.
Just because someone has been "cursed" by someone else, doesn't mean that the curse was warranted or that I agree with it, but if I can track my own labelling, then I know that a lablled player is someone I already identified as someone to avoid.
And vice versa, if I grow to trust another player and put a good dot on them, and they later tell me "I have a bad dot on that player" I'll probably believe them.
There could be a way to value somebody's judgement more or less. It shouldn't be enough that one person labeled somebody "bad" to go after him - that's too error prone.
Some thoughts for global karma:
- the game isn't free, so new players can start with slightly positive karma
+1
Either that or curse should affect them much less in first X hours of playing.
- the game isn't free, so it should be possible to recover from negative karma
Free doesn't matter here. It should be possible to become good again, period. We don't want to end up with bunch of players that have no way to get back to society.
- recovery shouldn't be automatic, to avoid cycling through multiple accounts
It may be automatic - after all IRL people forgets/forgives misdeeds of others over the time. Way around multiple account may be to make it exponential. E.g. curse lasts for an hour with 1 day probation time. If you are cursed again during probation, it lasts for few hours with few days of probation, etc.
- it shouldn't be possible to hide a large amount of negative karma by saving or farming positive karma in advance
+1
On another note, it would be nice to manipulate karma with in-game actions, not commands.
I think it may also be a good way rate limit it and avoid using it over petty stuff. It may start with some text (you have to choose who you are cursing), but then some kind of ritual needs to be performed (think: staking vampire through the heart). Ritual should take like 5-10 minutes in game time, so you really need to hate somebody to waste that much time. It should not require some advanced tools, so you have a way to perfom it, if you have to flee the town.
This has to be the dumbest idea for this game. [...]
Let me just quote few insighfull posts made before by kubassa:
"Ya ok idiot......................
This has to be one of the stupidest things i have read. EVER."
"Who gives a fuck retard.....? Grow the fuck up and walk away till that person is not in your screen. You don't have to read or even converse with them. How dumb are you idiots? You idiots trigger yourself thinking you're the boss of peoples SPEECH......
GROW UP!!!!"
Let me lay out an alternative plan:
Everyone starts at 0 global curse points.
Everyone loses 10 global curse point an hour of play (time alive), stopping at 0.
Saying I CURSE YOU RON JEREMY adds +10 to both you and Ron Jeremy's global curse points.
Saying it a second time does nothing.
Ron Jeremy cursing you back does nothing.
Anyone who has >100 points at the time of their birth has a black speech bubble with white text, seen by everyone.
Anyone who has >200 points at the time of their birth has a black speech bubble with red text, seen by everyone.
This would be implemented separately per server and not tracked across server resets (at least for now, to keep the implementation quick an simple)
There is serious flaw it that. Getting over 100 points is basically death sentence with no way to recover. If one person will on average kill such kid 90% of time, having just three people around raises this probability to 99.9% (with independent random decisions prob. of survival is 0.1^3=0.001=0.1%). Getting full hour lived will be almost impossible. Even as an Eve, doing nothing wrong, you can be cursed by your kid to just reinforce curse.
That's it, no blessings, nothing else.
I think that blessing is necessary for non obvious cases. If somebody is cursing pein for making sheep pen out of graves, I want to be able to bless him, to undo the curse. But blessing shouldn't be used as general way to move karma, i.e. you shouldn't be able to buff your karma doing good deeds over multiple lifetimes just to go on free killing spree. Bless should be used only to cancel one curse done by somebody else in current lifetime.
+10 and >100 are used instead of +1 and >10 because it gives us some flexibility on "how hard" it is to curse someone. It could be +15 for you, +10 for them. Or +5 for you, +10 for them. How many people can you curse before you yourself become cursed? How many people can you safely curse per hour?
I could make it +34 for you, +10 for them. So then you'd really want to save it for the right occasions.
Or even higher. Being able to curse once per hour "for free" is way to frequent - it will be used for petty stuff. I would aim for once per day.
And don't nerf legitmate warfare plz. If somebody is raiding other town, horrible things can happen and everything should be allowed IMO. So you should be able to curse/bless only people in your own lineage.
Every time I "find" an empty town, it is because i spawn directly in it.
#metoo I never stumbled upon town ruins or even old village. If I find old town, I'm spawned directly into it.
If you live to old age as Eve, the next time you are born as Eve, you will spawn near where you died of old age.
Only last old-age Eve, or all previous? Cause I sometimes spawn in the middle of town ruins and I don't think that's the town that I've founded in the past. Definitely not in recent past. There is usually also locked building filled with gear and food prepared by griefers (to simplify next killing spree). Maybe bell attracts Eve spawns?
I wish I could easily make the data public, so that other people could run analyses.
Having access to lineage data would be great. I considered scraping lineage web site, but time resolution is very poor there ("starved 2 days ago"). And there is no connection across lives.
The problem, currently, is that the accounts are hooked to email addresses. Those are the userIDs that connect one life to another.
I'd need to replace those with hashes or something before I released the data.
Hash of (email + secret per user salt). No way to connect even known emails to accounts. People still can be somewhat deanonimized (you can look up their other lives), if e.g. they linked to their lineage from forum.
I guess I could do that nightly, as a cron job, and just copy the hash-replaced data files to a web folder for people to access as-needed.
Would be interesting data to look at.
How's quitting the game going buddy?
Going fine. I've played two-three games in a week. With some slightly better protection against griefers I'll be definitely playing more. Maybe I'll recommend it to few friends. Game is still amazing, but griefers are too PITA to honestly recommend it ATM.
First they ignore you, then they laugh at you, then they fight you, then you win.
-- Mahatma Gandhi
This. For goodness sake I feel bad for Jason and most developers. So many vocal whiney babies. I'm not saying no developer should ever get criticized, but I swear five people spam about one thing they dont like while everyone mostly ENJOYS a video game.
I play this game quite often and have been murdered maybe 6/100 lives. I've seen racist swearing kids maybe 2/100.
Maybe some people should take up knitting in between playthroughs and calm the fuck down.
So many vocal whiney babies. I swear five people spam about things they like while everyone mostly HATES it. And how doing anything to curb griefing, slurs, hitler jokes will kill all joy.
Maybe some people should take up knitting in between reading the forum and calm the fuck down.