One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#426 Re: Main Forum » Possible way to deal with the murders? » 2018-06-11 22:56:02

@Rose

it's useless to ask for any change regarding murder with OHOL

i asked for empowerment of the victims since i registered here at forums, two months ago
but no such luck
all the players who enjoy the free easy ride with murder will always shot down every such suggestion
& since Jason backs only the agressive part of the players' base, so if the game ever becomes famous then surely because of it's unfairness, lol

what all that killing has to do with parenting & civ building ? i have not the faintest idea

#427 Re: Main Forum » Whoops! Actually, muder rate is betwen 2 and 6%, not 16% » 2018-06-06 19:00:14

that clarifies it then

i was last killed on mai 27th, i was one of those insignificant 186 kills, it's mere 1.63 %

since emotional involvement in the gameplay is not intended, so looks like there's no need for me to be upset then
no need to change anything also, everything's just fine

how bureaucracy puts everything in the right perspective !
i feel much better now, thank you

#428 Re: Main Forum » Dark secret: the murder rate is 16% » 2018-06-06 15:26:13

@jasonrohrer

jasonrohrer wrote:

I just ran some stats on the lineage server.  If we count people who lived past age 20, the murder rate is a whopping 16.8%

Roughly 8000 murders out of 48000 people who lived past age 20.

For the last 24 hours, the murder rate for those over 20 was 21%.

Yikes!

This seems a little high to me, what do you think?

& there are not even all those murders included on babies, kids, teens & young mothers holding babies
i mean actual murders by attack, not "just" left for dead babies, those are a different story

& whom do you even ask ?
the only players left are those ready to accept cheap OHOL life & willing to kill in return
there are no peaceful players left, all fled, as IRL is happening in violent areas

i wrote meantime my negative review of OHOL
i didn't play the game since over a week
& i am not intending to play until substantial improvements are made about the victims

3 general suggestions from me, a non killer & a multiple victim :
1. empower victims (& i mean here, not to make them offenders themselves, ok)
2. make murder harder (no more easy kill with one click)
3. classic karma (killers respawn as animals, life span 10 minutes, killable)


- - -

#429 Re: Main Forum » Confessions of a carrot plebe » 2018-06-03 15:51:47

carts & boxes are also helpful to a town,
both still need rope, so milkweed is needed
& backpacks oc, clothing in general, here milkweed too or as of new is wool better, so sheep

#430 Re: Main Forum » I'm sorry Tim » 2018-06-03 15:36:09

maybe at least those cases of accidental killings move Jason to reconsider including something to empower the victims,
because unintentional killings or killings of the wrong person, by mistake are quite numerous

if my suggestions were already implemented, Tim could have been saved or he would have been able to save himself

would to kill a person be needed two strikes & not just one, then Tim would have lived
would there be medicine in place for Tim to use or for somebody else to administer, then Tim could have been saved

#431 Re: Main Forum » Jason's Murder Problem Thread » 2018-06-03 15:23:08

Kinrany wrote:

Recovering from vandalism can be implemented as making almost all actions reversible. The more numerous party wins if they spend exactly as much energy as the less numerous party attacking them.
Note that to revert an action, it's necessary to know about it in the first place. For example, finding hidden items is harder than hiding them; footprints could help with that.

Recovering from murder is a harder problem because a) respawns are free, b) death is irreversible, c) the attacker has the initiative and could manage to kill two. When the attacker is born in the same party she attacks, there's also d) resources wasted raising them.

One way to fix this is to make homicide resource-intensive, so that there's a necessary resource gathering step. And those actions are reversible.
For example, there could be a slightly VtMB-like humanity system:

  • Humanity meter that doesn't reset on death.

  • Fighting costs humanity.

  • Zero humanity makes one break down crying and starve to death. Or turn into a bear. Or both.

  • Shouting burns humanity to decrease someone else's humanity.

  • After 50 years humanity starts to regenerate and can be given to others.

By the way, here's another kind of griefing. Raiding is using superior numbers to destroy already existing villages by spawning there or nearby. Defending should probably be easier than attacking, and that's why in the above list humanity regenerates only after 50, but that's just a half-baked sketch of a solution.

Perhaps we really should move to a separate thread.

you concentrate again on the murderer
the game is unable to distinguish between someone who kills & someone who kills a killer, or someone who kills by accident
so also those who killed a killer or not intentionally would lose their humanity in your scenario

your suggestion is already proposing a certain kind of morality, not even i would want it this way in the game
i prefer to concentrate on the victims, empower those
& not on the murderers, not to punish or weaken those

- - -

#432 Re: Main Forum » Dear Ash- FU I LIVED AHAHAHAAHA » 2018-06-03 06:15:45

@Feldspar

no idea why you gloat
Ash died from old age, so he was able to live a successful life as a murderer to the fullest
your life on the other hand was determined by that very killer as well,
even if he didn't kill you directly you praise his doings by singing a song of his "bravery", to stand up alone against a village & murder at least 3 persons
he has even a proud place in your lineage, next to your place
he doesn't even suffer any disgrace & an actual lineage ban !

would it be that detrimental to your gameplay if there were options to prevent murder, options to protect against murder & options to cure a victim after an attack ?
what if the attacks of Ash were not always successful but some of them would misclick & he wouldn't be able to kill his prey ?
what if he needed two clicks to murder & his prey would had a chance of running away because not even injured ?
what if there was a cure after Ash would have injured someone & that person would have recovered instead of dying ?
what if one of his attacks backfired & he would be injured or even killed by it, just like that ?

#433 Re: Main Forum » Jason's Murder Problem Thread » 2018-06-03 05:44:05

@aowen

i think your suggestions & your line of thinking are great !

maybe players & Jason will be able to think past griefing after we have dealt with that occurance & have added more options to react & do something about that
& maybe then finally we will come to the hard realisation, that direct murder is not just griefing & needs a special way to be addressed
atm, everybody's vision & judgement of the murder problem, Jason included, seems to be clouded by acts of griefing

i am not playing anymore not because i lived in towns & settlements where griefing took place but because i was successfully attacked by another player & was unable to save myself
because i have no options of prevention, no options of protection & no options of cure
because murder happens in an unrealistic way, with one click, because it never fails & because it never backfires
all my suggestions, everything i am asking for is always rebutted by the same argument & same "solution" - "it will also benefit the killer & griefer, so we don't want it included - suffer alone & play the game of revenge instead"

#434 Re: Main Forum » Bye Masha the killer/griefer! » 2018-06-02 23:25:15

i would like to know what becomes of the player behind Masha

in stories like this the autor always forgets that this is another player, not some AI, gone & never alive, this is another human being, not the NPC bear
doesn't anybody ever think further than the first act of killing ?
cause with that the story is not at all at its end
the next act might be even more interesting, who knows, but it will probably enable the player behind Masha to become better skilled in surviving attacks like this & be more efective at killing, so probably also harder to kill next time

was this the intention ?
or what was the intention behind this story ?

#435 Re: Main Forum » Jason's Murder Problem Thread » 2018-06-02 23:02:57

Glassius wrote:
breezeknight wrote:

the life itself in OHOL is less worth than any work done, any possession built
& that's just not a good foundation

When you are multiplying as bacteria, your life matters the same as bacteria's? smile

But you are right. We do not have to put any effort into having kids. So, why should we value them?

yes, there is lots of balancing needed & some radical general new ideas to be implemented

i would suggest to spawn new players more as childless Eves than anything else, either they learn to swim & survive alone or they will drown
cause i think only a player who values the ways of survival is of any actual help to any settlement, every other spawn is just a burden
but that's oc only my opinion

i would also limit the options to perform advanced technologies only to those players who managed already the survival as childless Eve, that limitation would be frustrating as hell, but it would enhance radically the value of life & being alive at all

kids & lineages should be spawned first to an Eve after that Eve managed to survive several times from scratch to 60, plus after she managed to go through all the tech tree available alone building in singleplayer mode an own settlement life after life spawned in the same place

kids would be in that setting true treasure, something extremely precious
kids would enable the prolongation of a lineage, to be able for a player to be not only an Eve but finally someone else
kids would be a reward for the skill learned & would be earned the hard way

i would also suggest at first to spawn male babies to Eves & first after that kid managed to survive to 60 as well, then to reward that Eve with a female kid
family & lineage would become that way a reward as well & not something to count the numbers to hit the record score


btw
bacteria as any other high populace species with a short life span doesn't value the quality of life highly, at least i suppose it doesn't
the amount of persons counts, not the quality of life, for humans it's rather the opposite, so we shouldn't try to copy bacteria or fruit flies or mold, cause those don't build human civilizations


- - -

#436 Re: Main Forum » Why suicide.....? » 2018-06-02 22:40:44

Glassius wrote:
_______ wrote:

What are some reasons why you would suicide as a baby?

I was suiciding myself multiple times. Usually, because I wanted to play a certain role, like shepherd or smith. Because we have no spawn options, I had to waste my time, my Eve mothers and all my kids, when I became female smith. And we are doomed to wasting time, because of involuntary budding.

yeah
wouldn't i be preoccupied with my main problem of the helplessness of a victim
then i could pine for lots of needed changes to the way a player spawns

but i suppose Jason is against any intentional spawning mechanism & prefers to throw players randomly into whatever situation, which makes for exchangeable lives, exchangeable persons,
i can deal with that but if i wanted to actually build something in OHOL, like a family, a town, a lineage, which would mean something to me, then randomness is surely not the road to satisfaction & long-term motivation

#437 Re: Main Forum » Servers as a karma ladder? » 2018-06-02 22:31:09

jasonrohrer wrote:

One question remains about a lineage ban for everyone (where you can only be part of a given family once):  will the lack of new blood doom a thriving village and prevent longer-term group projects?  How likely is a village to simply "run out of babies" because they run out of new players to participate in their family line?


I just ran some stats, and daily unique players for the past 3 days (Sunday, Monday, Tuesday) are:

1044
906
889

Considering two days together, Monday and Tuesday, there were 1280 unique players over those two days.  Thus, there is churn of 300-400 players each day.

If a village has 20 people in it which need to be replaced every hour, then it needs at least 20 fresh players born to it every hour to keep going.  If there are 900 players to go through, the village can survive 45 hours before running out of people.  Given that this is close to the all time record for a family line to survive, this seems pretty good.  Add to that the churn of 300+ new players each day, and at the end of 45 hours, they should be have about 600 new people available, letting them go another 30 hours, at which point there will be 300 new people available, taking them another 15 hours, for a grand total of 90 hours.  These are all back-of-the-napkin calculations.

And all this assumes that they don't ever go on a quest to recruit a new family line to their village (ring the bell, or whatever), which of course would let them extend their village as many times as they want.

Sounds pretty good.

And maybe there could be a glacial 24-hour cooldown on this effect, which is too long to wait out with an "I'll come back later" attitude, but would still allow you to "make the rounds" tomorrow and revisit villages you were once part of long ago.

jasonrohrer wrote:

Lots of good points here.

The thing about needing to let babies die to avoid overpopulation is true, so aren't you "wasting" babies if there's a lineage ban?  Well, with this change, the influx of babies to your village would change too, because the same people wouldn't be getting born to you over and over.  I.e., way less "baby spam" in general.  Especially later in the life of your village, a baby being born might be a special thing that you're waiting for.

I am worried that this would make long-term civilization much harder than it already is...  that's not the point of this change, so I'm trying to avoid that.

I thought that I maybe did the math wrong for maintaining a pop of 20 and how many new people you need per hour.  But I'm pretty sure it's right.  If you want to maintain exactly 20 people, there will be 20 people dying every hour, which means you need exactly 20 babies born during that hour to replace them.  When grandpa dies, a new baby is born.  So you cycle through 20 new people per hour to maintain your population.

Everyone wants to play in the big city, sure.  And that means that people suicide to escape from primitive life, which means that no other cities develop.  No one has to help build other cities, if the big city is always available through baby suicide.  Why do so many fledgling camps die instead of growing?  It's impossible to get something off the ground if your babies keep killing themselves.

The idea here is not that everyone will be stuck in a primitive life forever, but instead that multiple cities will be growing in parallel, all at different stages of development.  The very best players will be working in all the cities, over time, instead of all focusing on the top city only.

Forking is a problem.... I do want people to be able to walk out and start a new village.  I'll think about that more.  Could be based on location instead of family line.  You simply can't be born too close to where you were born before.


I think I'm going to use the "boiling a frog" approach here, and start by testing out a small lineage cool-down.  Even a few hours would work wonders to stop repeat griefing of the same village and make baby suicide spam less effective.  Also, I'll have it scale with population, so this will have no effect on low pop servers, and also won't be a great burden during slow times late at night.  For the time being, coming back tomorrow will mean you get to live in the same villages again.

Anyway, if it works well, the cooldown can grow over time as people get used to it.


FeignedSanity and kubassa, stop fighting please.

those are the relevant quotes about lineage ban

for me it has nothing to do with what bothers me in OHOL

for me those are some mathematical gymnastics, which might or might not have some positive effects on the distribution of players throughout the maps or mostly "the" map on server 1, since that's where most players are most of the time, by far & where they probably are building most of the biggest towns
that's also where oc most of the murders take place
but it doesn't mean at all that murder doesn't take place in small settlements, beginner settlements or is not performed by Eves
it doesn't mean that the helplessness of a victim cannot be experienced everywhere, throughout the whole game randomly, now probably even much "better" than before the lineage ban

the idea of karma or karma ladder was originally i suppose about consequences of actions
negative consequences for killers & griefers & positive consequences for constructive players
lineage ban is oc way simpler to include into the game than any karma system
but has nothing to do with consequences, it's just a dispersion of all players, though i doubt it that it's even working since most players are on server 1, more or less all the time, it's at best a dispersion of players on server 1 tongue

#438 Re: Main Forum » Jason's Murder Problem Thread » 2018-06-02 14:08:48

i think the main problem with this murder problem is
that players, Jason included, are more afraid to have options which benefit all, even the killers than they are afraid of being killed
they are even more afraid of being griefed, means to lose their in game possessions than to lose their in game life
& they are willing to sacrifice the peaceful gameplay because of that fear

in the current state of the game there are no options included to play in a peaceful way
all suggestions which point in that direction are always rebutted with the same one argument - it will benefit the killer & griefer
nobody is ever thinking about the peaceful gameplay which would be enhanced also, everybody is stuck in the killing loop & the fear to lose the easy way to kill the griefer

& that is probably a basic problem of this game, a game where you have exchangeable names, exchangeable faces, exchangeable families, exchangeable lives - did you lose that one life ?, there is always another life around the corner, so why bother ? why regret that one life lost ?

the life itself in OHOL is less worth than any work done, any possession built
& that's just not a good foundation

if life was more valuable in OHOL then maybe players would be more inclined to save it
so far to kill is more worth than to survive
the life, one life should be more precious & not a dispensable multipack good


- - -

#439 Re: Main Forum » Jason's Murder Problem Thread » 2018-06-02 13:30:47

TrustyWay wrote:

Medecin can be good, that is a viable suggestion. It is more about gameplay preferences. I really like that when somebody get stab he goes crazy, It would make me sad see on most lineage trees ''GET THE MEDECINE QUICK''

but it doesn't make you sad at all to see murder, even multiple murder in every lineage

#440 Re: Main Forum » Jason's Murder Problem Thread » 2018-06-02 12:19:03

TrustyWay wrote:

...
And medecine, murderers would keep the medecine hidden before kill. So it will rather be a murderers item. It would even promote to murders with a buddy. Big slaugthers.

so because killers would have easier to kill
that's why all innocent & peaceful victims are let bleeding to death

that's the civ we all need
to protect easy killing of everybody
what a game sad

#441 Re: Main Forum » If your a new player, DO NOT LISTEN TO THE FORUMS. » 2018-06-01 12:35:38

TrustyWay wrote:

You don't like tie people up ? We all want slaves :,(

you can have slaves after i have my prevention, protection, cure + random misclicking, unsuccessful attempts, backfiring while killing wink

#442 Re: Main Forum » If your a new player, DO NOT LISTEN TO THE FORUMS. » 2018-06-01 10:02:31

@AstroTitan

first you accept the way how OHOL deals out death while being killed, ALWAYS with only one single stroke & ALWAYS 100% successful
& then you criticize my formulation
this is not helpful

i do not wish for injuries in OHOL
injuries in OHOL will add - yes, ADD - even more suffering into the already overflowing pool of victimization of players
injuries will add another opportunity for aggressive violent players to make other players suffer at whim

same goes for your next suggestion - to tie players up, adds another opportunity for more griefing by, again, another addition of another option to victimize players


you assumption that OHOL is a historically acurate game was rebuffed by Jason, he meant that it's not the case
it's probably easier for him to just add what he thinks fun instead to look up how it actually was happening
also your opinions how things worked in stone age & "primitive societies" are pure speculation, please just talk about what you know for sure how it works IRL instead to speculate while you just imagine things as it pleases you, i rather doubt you are an actual archeologist or anthropologist, so it's pure speculation without even any solid knowledge behind


I believe the primary issue right now that is contributing to some peoples frustration with murder rates is the number of active players on official servers. With 60-90 simultaneous players average, when one lone person decides they feel like murdering picture people they are now able to kill 5% of the population directly and 20% indirectly over the few hours they decide to play. Considering people are habitual animals I'm willing to bet those that are complaining the most just happen to play regularly during times when the frequent murderers do. With less than 100 people playing only a few murderers can essentially ruin the game for everyone else. If there were thousands of people playing regularly I think everyone would have less complaints about murder rates even with the current system. But until populations increase it would be nice if one dude didn't have the power to ruin the game for so many others.

the complete lack of options to deal in a peaceful way with violence & aggression is the issue here & not the number of players
the number of players doesn't change OHOL's bias leaning towards empowerment of violent players at the expense of helplessness of victims, the receivers of that violence

it's not the number of how often a player is being killed
it's the fact that a player is helpless when facing a killer & that a murder takes only one strike & is always successful

there is no options of prevention, protection & cure
also no options of random misclicking, no cases of unsuccessful attempts to kill, no backfiring either




& there is also another matter
maybe there is a misconception here at work


one cannot want to have a peaceful game while not giving every player, even those violent & aggressive players, the freedom to protect themselves against the violence of players who think they have the right to be aggressive & violent

actually just protection works only both ways, not one way

either everybody has the right to protect themselves or the whole system is unjust, skewed & corrupt


- - -

#443 Re: Main Forum » Jason's Murder Problem Thread » 2018-06-01 08:47:24

@SimonK.Icyy

your suggestions deal again only with the killers & focuss on them
the usual complaint about it is also the same as always
just because players killed griefers & initial killers doesn't make them killers themselves, they see themselves & probably even are the protector of civ, to mark them as serial killers won't be helpful to the development of civ
same goes for your second suggestion, it will mark those who helped the settlement by killing killers in the same non-distinguishing way

#444 Re: Main Forum » Servers as a karma ladder? » 2018-06-01 07:10:23

@jasonrohrer

there is a traditional RL karma belief

people committing crimes are believed to be born in the next life as non human

we have bears, wolves, snakes, pinguins, sheep, seals & rabbits already in game

how about the inclusion of the traditional karma into the gameplay ?
every player who kills will be reborn the next time as an animal either near an already populated by other players area or other players being spawned nearby afterwards
that animal life will either end after one hour or by being killed by the humans
one could also either disable the suicide option for that life or not

by the inclusion of more options to animals & more animals in general this wouldn't be even that of a punishment but more of an alternative gameplay

additional could be a marking system included, a player will be spawned as an animal next time if marked by three different players
this could develop into an anti griefers tool, at least i hope so

-

that's just a suggestion about the negative consequences of being a murderer & killer
i am still actually more interested in the positive consequences, the reward options for playing OHOL in a constructive way
one has to encourage & reward the positivity

-

@all
you all can vote here for or against this suggestion
https://www.reddit.com/r/OneLifeSuggest … an_animal/

#445 Re: Main Forum » Jason's Murder Problem Thread » 2018-06-01 06:50:40

@jasonrohrer

jasonrohrer wrote:

Yes, that is also true.

Obviously, this game is not real life.

However, I have to be careful not to build the solution into the game and "solve it for you."  Like a karma system would do that automatically.  People would no longer have to think about it or come up with their own solutions or have guards.

I want you to solve it, in various ways, because that is interesting.  The game is full of problems for you to solve.  That is all it is.  Problems, and their various solutions, make for interesting stories.  Problems are at the heart of drama.

On the other hand, if it's actually impossible for you to solve, that is a huge problem.

Respawning is non-trivial in this game, so we're already way better off than pretty much any game operating in this space.

Hard server assignments would also help.  Suppose you are assigned to a server for an hour.  If you die before that, you get assigned to a different one.  If you live the full hour, you stay on that server.

i think the obsession with killers while forgetting the victims completely, even that obsession sipping into the victim part & poisoning it with the fear that killers & griefers couldn't be killed easily if they had the option to heal, to prevent being killed, to protect themselves from being killed is a big part of the problem here

the murder & killing problem of OHOL is not about killers
that problem is about the victims - the victims alone & their complete helplessness

not giving victims peaceful ways to protect themselves against being booted out of the game BECAUSE killers could use that same method is not the right way
knives are made to be used in a peaceful way & they can be used to murder, why was this not any of your sorrows preventing you from enabling murder in the first place ?

also there are no "various ways" to solve being murdered, being a victim
there is only one way - run away

give players actually a pool of civilizatory options of peaceful protection, prevention & cure & you'll see an immediate improvement of interest in the game

if you want players to be creative in the game, then you have to provide opitions & tools to be creative, like medicine, magic, profession ...
those are not solutions, those are options
the current gameplay options are just not enough to be able to form something useful other than a general survival & some bits of a basic farming & crafting without any development of purpose, satisfaction, gain, enjoyment, reward, creativity
the best one can do is some pretend roleplaying, because the actual options are just not there, sorry



- - - - - - - - - - - - - - - - - - - - - - - - - - -

breezeknight wrote:
jasonrohrer wrote:

...
You do have walls for a reason, to control access.  If you're worried about a griefer planting the wrong crop, put walls around the farm fields.  Only let the farmer in and out.  Post a guard by the door.  Tools getting stolen?  Do you leave your tools in real life laying on the ground?  No.  If you did, they would get stolen too!  So you put them in a tool shed.

The king always has a wall around his garden in real life.

But walls won't work if you can't threaten someone at the gate with violence to make them go away.

Gates in real life usually have two guards for a reason...


After thinking this over more, I think that most of the tools to solve these problems are in your hands, and a few more (like locks) will come in the future.

And these ARE the problems that civilization needs to solve.

Even modern civilizations are still trying to solve these problems.  Lots of murders in real life go unsolved.


I will work on the "can't stab a moving person" issue.  Running around shouldn't be a form of defense.

i would be very happy if there were farmers in OHOL, for now those are random people, looking like everybody else, maybe even nameless, how should i know how skilled or trustworthy ?
i really hope some day we'll get actual professions, IRL not everybody can just waltz in & be a farmer where carrots are

similar is with guards
i have still first to see a town in OHOL with actual guards, so far everything is chaos, stuff scattered everywhere because people just try to survive
but i am already happy if there is no murderer running free & killing people

IRL there are options against murder, violence, assault,
in OHOL it's just running away, which might be the same dangerous as just getting killed, because of bears, snakes or lack of food & clothing in a cold biome
i am not against murder in general in OHOL, i just want options for the victims, the kick for killers in OHOL is to kick out other players out of the town, out of the game,
it's power, they shouldn't be that powerful, they are more powerdul than the kings & queens, killers are the most powerful in OHOL, followed by griefers, what civilization can come out of that ?

#446 Re: Main Forum » Sad » 2018-05-31 08:10:15

Eclipciz wrote:

Threads like this are for fucking sheeple to gather and go against something that rarely ever happens because they think they get everytime, but they don't. They remember the time they got murdered but don't the random "good life" they had.

- Eclipciz

that's the spirit !!!

just insult your opponent party if you're out of intelligent & truthful argumentation lol

just brush over a described imbalance with generalized statements, this is the way !
tell them Eclipciz how wrong they are, insult them & tell them how right you are !

because you know it, if something occurs seldom that means it just doesn't occur at all - that's the logic to lead the way !
just swipe the injustice under the carpet & cover it with all the good moments those "fucking sheeple" have to remember, cause clearly you're right, the many good lives just outweigh the one injustice ! ... or two ... or three ... those "fucking sheeple" have to shut up while being led to slaughter

#447 Re: Main Forum » New Players Are Getting Left Behind » 2018-05-31 03:18:44

FounderOne wrote:

...
But there are baby machines that spit out and rais every baby they get. There are people just eating all day long and there are people role playing 24/7 providing nothing. Maybe all of them not knowing better.
...

i once was in a town where someone was roleplaying doing nothing for the settlement or future generations, that person got killed then
that was not the worst case of a killing, lol


- - -

also
i have one question

are all those new players paying the 20 bucks to play & just waste it on dying ?

#448 Re: Main Forum » If your a new player, DO NOT LISTEN TO THE FORUMS. » 2018-05-31 02:43:57

AstroTitan wrote:

Considering OHOL is meant to be analogous to real life (with artistic interpretation), why don't we see how murder is dealt with in real life:
1. Protection from murder? A robust legal system discouraging it and the ability to arm yourself for self defense
2. Prevention against murder? Its called properly raising your kids to know murdering is bad, or if they still think it is good then medicate them heavily and lock them away (Asylums existed for a reason). Also a legal system that waves consequences in your face.
3. Cure for murder? Umm your already dead...
4. Consequences for the murderer? If you get caught, penalty under the law can be severe. But a surprisingly large fraction of murderers get away with it with no consequences at all.
5. Helplessness of a murder victim? Absolutely helpless unless the victim is armed or within earshot of an officer of the law or a heroic individual.

OHOL is designed as a society/civilization building simulator with extremely unique gameplay that AFIK has zero truly comparable games so just throw away your preconceived "killing game" vs "non-killing game." The only murder protection, prevention, consequences, etc. that exist in real life are those developed by members of that society. Hell "Thou shall not kill" is one of the ten commandments from "God" yet murder is still a daily occurrence even in the most devoutly religious societies.

Jason fully intends us members of society in OHOL to create these systems of law and consequence to deal with the murder problem. Unfortunately the state of the game currently is not conductive of this kind of complex social organisation because everything is word of mouth atm. Once we start getting a robust long term communication solution, like books, the implementation of such a legal system might be more feasible. Until that happens, concealed carry ftw.

first off
IRL people are not born recalling pleasantly successful killings from their past lives & do not proceed doing the same as soon they can hold a knife stolen

ad 3. NOPE
murder is performed in OHOL always in the same easy way
one stroke & the victim falls from perfect health to being dead, this is not how it happens IRL
IRL not every attempt to murder is successful, some even backfire, some people attacked don't get even a scratch, many survive because they were of robust health, trained, easily healing, got help & medicine in time, could protect themselves, had immense luck etc etc
nothing of all this is included in OHOL, if it was, i wouldn't be here writing

& why most posts about murder are about killers & what happens to the killer, about what happens after the murder ? why nobody of those who write about are talking about the victims ? is this some kind of a blind spot or a tabu ? is it too painful, to scary to talk about lives not lived ? or are victims already forgotten because they are dead ? what sort of civilization is this which doesn't care what happened to the life taken ? why bulding a town where nobody cares about the life not lived because everybody cared for the killer ? what ethics is this ?

ad 5. & following - NOPE
i am not a helpless victim IRL, even if someone would try to murder me, i have many options to protect myself, starting already with prevention, with far from being in any sort of danger to be killed
i don't even need a whole society to care for my survival, i am surely now not trained enough to survive easily in the wilderness, but if i would have to, then i could take precautions even against idiots with bow & arrows trying to hit me

a society cannot develop & thrive if there are no prevention options, every society will wither if danger is present on a daily basis
just look what happens in countries where unrest, war, coup, gangs, dictatorship or other sorts of violence become a daily normal, the society stops working, half of the populace flee if they can & if the violence persists, then civilization stagnates & doesn't progress
civilizaiton needs peace, the only civs without peace are depicted in fiction, there is not one RL example of a civ which managed to thrive without peace, every society blossoms after violence is reduced to a manageable, marginal occurance - compared to RL is OHOL's violence out of hand, would this be happening IRL, people would flee out of country - just like i did from OHOL & like players already did by fleeing either to private servers with murder disabled or to unpopulated servers or just leaving without wasting additional time to talk about it


- - -

#449 Re: Main Forum » If your a new player, DO NOT LISTEN TO THE FORUMS. » 2018-05-31 01:56:38

Eclipciz wrote:

Murdering is over-hyped and it rarely happens when I do my own peaceful lives. 2 months ago WAS the peak of murdering. Even then the percentage is super low, 100 fucking hours it would take if played each life fully to get murdered. It's not as common as it's hyped out to be. I don't get your point.

Murdering CAN be a problem, but it's not about 99% of the time. You are excluding raw data even though a bit old (it's worse than what it is now). I think more publicity into the process has caused outcries like this entire comment section.

This forum is extremely extremely against ideas outside the normality. When proof is giving against them they retaliate.

I get you aren't complaining???

Also, it's not too hard to kill a slowed/bloody murderer. If you are responsible hide every single weapon that is made.

You must realize by doing this you hinder the ability to make other tech. I guess that's a sacrifice that most of these people would take.

I do not care how you have been murdered, I'm wondering if you took the time to look at the family tree afterwards. Let me guess: Most of the time the killer died soon after.

I don't get it, I seriously don't get it. Why the hell are threads like these a breeding ground for people to dramatize and exaggerate situations they've been in.

It's a fucking game (I hate to play this card) and when you die you get to spawn again. You get stabbed you can spawn again and have another 99 lives before being stabbed again!

- Eclipciz

i do not care what becomes of the killer - NOT AT ALL
i care that i have no option to protect myself from being killed while killers have all options to kill in multiple ways - that's gameplay imbalance !
i have tried to ignore killers, i have tried to reduce my gameplay to the most safe (no females, no babies), killings come in all possible sorts & those are many while there is only one gameplay way to protect from being killed - RUN AWAY - & if you're a baby, then even this option won't succeed

& if you do not care for that one hour of life you are in one game then what do you play at all in OHOL ?
exchangeable lives ? throw away lives ? thanks

why should an unfeeling way to deal with killings in a game about parenthood & civ building be the norm & not the protection of that one certain hour of life ?
why should unfeeling superficial ignorance be the norm & not sensitivity & care ?

my most tragic life was taken from me already, described here
i cared for that one life very much, i bet my mother did also
this opportunity was taken from both of us by some other player for their fun - THEIR FUN, my sorrows
i care for the things & i care for the time i spend doing something
but i can stop caring for a game which tries to make me a killer while pretending to be about parenting & tries to victimize me while pretending that it's about civ building

how many of those killer stories happen in OHOL, stories where players wanted to live a life but were killed ?
how many of those stories count as enough to make players & Jason aware that it is not right what happens & not right how it happens ?
why do i have to put up with even ONCE being killed without warning, without protection & without cure ? WHY ?
in a game that claims to be about parenting & civ building, not one single word that killings take not only place but are performed easily with one stroke on helpless victims,
that i have to promote protection of life in the forum instead of just playing a civilized & civil life in game

i do not care about killers but i care about victims
it's not about the killers & so it's not about retaliation, revenge & avenging - it's about the loss of a life taken !


- - -

#450 Re: Main Forum » Sad » 2018-05-31 01:07:12

sc0rp wrote:
breezeknight wrote:

it's even worse than an actual PvP
in an actual PvP both sides know there will be killings & the game is full with options to kill as well as to prevent being killed, to protect against being killed, to cure near death & the killing is not instantaneus with just one stroke, from 100% health to 0% & being booted out of the game

+1

I immensly enjoy games where the whole purpose is killing you opponents.  But those games have good balance.  If there were proper ways to deal with the griefers in game I wouldn't have any problem with them beeing around.  Complaining about them would be like complaining about rushes in Starcraft.  If you got rushed you just playing it wrong.  Scout, see what is coming, prepare, easily fend off and if the rusher doesn't quit a this point you, with all the advantage in economy, easily kill him in next 2 minutes. Easy win.

In OHOL: griefer is born into your settlement as your child, eats your food, uses you resources to make a bow, lures in a bear, and shoots fleeing people in the back. Any viable defense startegy for that?  It's early settlement.  If I start making bows and arrows for self defence instead of other usefull tools, I most likely starve before griefer shows up.

exactly

OHOL is highly imbalanced
it wants to be a peaceful game while it is made artificially hard & all protection not there while disruptive players have a free pass
not to give players options to protect themselves while killers & griefers have easy options to destroy is just a no-go
it's neither an openly violent game nor an actually peaceful game which makes it in fact extremely violent & unjust


btw, there is still another scenario to your story
you try to get a bow & arrows made, someone thinks you're the killer & points the actual killer towards you - you're dead, the killer chuckles & kills off everybody else lol

Board footer

Powered by FluxBB