a multiplayer game of parenting and civilization building
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Keep fires lit continuously.
Cut all tule and then pick it up and drop it on its own tile so it decays.
I did those things and I even wasn't griefing.
That is about all I got right now. I prefer murdering and Jihad to pure grief as the latter isn't very
confrontational. I only really like to murder and Jihad when the town is one of those decadent super
cities with 30 crocks of soup and endless everything.
What I usually notice is a bunch of above thing done first and then mass murders. Nobody can deal with the killings because everybody is trying to figure out how to fix dozen of problems at the same time. And people are mass starving left, right and center. It's easier to acquire a knife too, just stay nearby to someone who has one, chill out and eat a pie. Chances are high he'll starve sooner than later.
But back on track. Any idea how to defend against ANY of those things? Or we have cities only because no griefer is playing at the moment?
That's a novel view, which I hadn't considered before, scOrp. I hope you get the professional advice from griefers that you are looking for. Cheers!
Thanks. When I was reading your comment first time, I finished the sentence "I hope you get the professional advice from ... the doctor, preferably psychiatrist" - oh, another person is really mad at me
Thanks for the laugh.
*Face Palm*
You write a greifing guide... and you don't even know how to play the game, Yep this sounds like the current state of greifers.
So it's crappy misleading guide and nobody will be able to grief using it. Where's the problem?
And I never been a griefer. But I've been griefed many, many times over. And I seek for advice how to defend.
(If there is rope for a firebow, make stakes out of it.) makes no sense.
Thanks for catching it. That's a typo - should be "a snare". Fixed.
Greifers don't need anymore encouragement.
That's not encouragement for griefing. It's main purpose is to come up with strategies to defend against it.
How about teach people how to play the game rather than ruin it.
Please read recent Jason's posts. Bad guys are here to stay. He wants criminals in the game. And you should be able to defend against them. If you are not, that's something he needs to fix. So that's legitimate way to play, fully supported by game designer. Instead of crappy NPCs, you have fully sentient opponents. Makes for way more interesting play, if balance is right. (It's not ATM, but it's my personal opinion, and I may be wrong.)
And I'm not ruining the game. I'm pointing out the balance issues I see, hoping they will be addressed somehow. Those are things that griefers did to me over time and I have no faintest idea how to defend. I don't believe in security by obscurity. Only hoping that nobody will use them on me doesn't work.
I've been reading recent Jason's posts carefully. And I had an epiphany. This game is not MMO version of Minecraft. It's bigger, better version of The Castle Doctrine! You're not fighting vs environment. You are fighting vs bad guys (griefers, criminals, however you want to call them). Yes, you can toy with environment and have fun with it. But the main purpose of environment is to set the stage, and to place a limit on budget you can spend on defence. Pure genius! No, I'm totally serious.
At first I wanted to write "How to defend from griefers effectively - a strategy guide". But let's be honest. I don't know squat about it. I've been on receiving end of griefing many, many times. But I have no clue how to defend. On the other hand I know precisely where all the pain points and weak spots are. What's most difficult to recover from. So I now start "How to grief effectively - a strategy guide" and just hope that some experienced griefer will write contrary guide, about how to defend properly.
So without further ado, let's start with first chapter.
I. How to grief properly at Eve's camp - a warm up.
So you have been born at Eve's camp. Great! You'll be really, really helpful kid. You can start very early. You can't pick up things yet, but you can help already. Jump out of mom's hands when she want to hold you. She's so busy, you don't wanna bother her. You may be scolded for doing that. That's good - any time she's teaching you, she's not building a camp. You cannot overdo it, or she may stop feeding you, though. The perfect moment to jump out, is when she's back to eat something. She may pick up again instinctively and drop dead from starvation. It was bad place for a camp anyway. Screaming "F" more frequently than you need is helpful too. Just don't overdo it, to not raise suspicion.
When you are weaned off, you can be much more helpful. First task is to stay alive, so go forage. Go to the closest onions and eat them. In free time make a sharp stone and pick burdock roots and eat them too. It's tough to stay alive. Watch you hunger meter carefully. Every time it drops a bit, eat next berry. On more distant bushes you may also pick some berries and drop them - hopefull they will decay before somebody finds them. Don't forget to check cacti too.
It's time to be more helpful at home. To not raise suspiction, bring some food with you - the most useless one. Two berries and a sharp stone will be perfect. Mom will be happy to see you. What a clever child! Mom already made adobe kiln and few wet bowls. Cool! When she goes away for a while make a surprise for her. Take a round stone and make instead lots of plates - we'll need them for pies. Food is important! Also we need to help with the fire. If you find hatchet, make kindling. A lot of. Preferably from long straight shaft and small curved shaft that laying nearby. Mom will be delighted.
If there is a rope for fire bow, make snare out of it. Food is important! You can go hunting or wait for somebody else to do. But it's better if you go yourself - there is a lot of wild carrots to eat. Once you have a rabbit, it's time to start making clothes. It's cold out there! Make sure any milkweed and thread is safe - hide it. And everybody always have a problem with finding needles when they need them. So let's make sure that it's not an issue. Cook rabbit, eat it, and take rabbit bones. Start at the outskirts. Put it down, pick it up, rinse, repeat. Go closer and closer to the farm. Do not miss any tile. Oh, finally somebody picked up the bones to help you? Don't worry. Take a flint and turn each rabbit bone into needle. They won't disapper after 4 minutes. They will last eternity. We surely can make a lot of clothes.
At this point somebody will go to make a bow, so you may as well help them and make one too. You remember where you put all the thread, don't you? Before you come back to play "who will starve first, long distance running with armed bows" game, I highly recommend to check whether there are any bear caves nearby. If so, poke a few and bring in the circus to entertain your family. Show them what tricks bears can do.
Now you should be done with all weak Eves. Only the stronges ones remain. We can help them improve village security in 3 hours. If you failed at some step, it's wise to pony up 20 bucks for additional license, so you can continue helping them earlier. Remember, they'll miss you. So don't let them down.
sc0rp wrote:It now requires 8 uses to plant milkweed to make a replacement.
If milkweed is a problem, pile the soil in groups of two and then you only have to till once.
I'm not sure about this solution (wasting half of the soil). It again raises a bar for selecting spot as Eve. It needs to have plentiful soil close by in addition to dozen of other requirements (scattered desert tiles close to lots of ponds, lots of reed, clay, plenty of food in large green biome, close badlands with iron, lots for rabbits not far away, ...). Without large close amouts of soil it'll spiral down into famine pretty quickly.
If Iron is plentiful and the smith can keep up, sure, make those iron hoes and till a single pile of soil twice,
I'm talking about 1st/2nd gen. You must have second very experienced player to pull off smith at this time, so it rarely happens. Setting up food/milkweed farm is full time job.
Never really worth tilling piles of 3 soil.
Shouldn't be allowed IMHO. It's mostly done because somebody doesn't know better or for griefing.
If you don't have a bowl yet to split the soil up, you probably should be making fire, kiln tongs and clay bowls and not messing around with soil just yet. I notice a lot of people wasting 1 soil tilling piles of three, only to stand around waiting for bowls to water them...
They just don't know - it has been introduced few day ago. And I start by making kiln and bowls, before I bring first basket of soil. No reason to plant anything before you have means to water it.
People are too egoist to run away and remake new settlements, [...]
Sometimes you just have to wait but nobody does and the game is looking like nothing (but not in a good way)
You're not being fair TrustyWay. It's not being egoist. It just doesn't work. I have my own share of Eve runs. And when I spawn in town, you propose that I should do Eve run as well, only harder, because a lot of resource are used up around. That's get boring pretty quickly. And most common failure for Eve is that you don't find good spot. So you'll run for 10 minutes and then die. As a male it's even more pointless.
Going in the wood, making a bow and getting back to take revenge doesn't work either. It takes half a lifetime to find required milkweed around the town. And when you finally get back to town, you find that griefer killed everyone he could and already logged out 10 minutes before you returned. And you seem to be the single male there. What an epic story! Griefer logged out! Can you imagine? ... That's why I'm not doing this anymore. Running bush to bush for half an hour is not fun. And coming back and finding nothing is neither.
as i show, tweaking murders is even worst because griefers will grief even more easily.
That's true. But other ways to grief are already there. And they need to be balanced or the game will perish.
Bear in mind that every recorded game will start at 0,0 so you won't easily be able to combine map information from different game recordings.
Yeah, I'm aware of this. It's not trivial, but kind of simple to solve (find overlapping areas). More difficult may be to handle partial wipes of map, where some areas match and some suddenly change. Anybody knows how wipes work? Are terrain tiles affected, or only items?
Recorded games store all the messages that client has received from server (along other things, like all messages sent, all mouse positions and clicks, etc).
What you need is simply parse all the messages that provide, update or otherwise modify map. Quite detailed documentation with full list of messages client can receive from server as well as their format and how data is packed is provided in protocol.txt in game source files.
Thanks a lot, will take a look.
Weapon used to be stuck in your hand and make you slow for 30 seconds. Now it's 60 seconds.
It would be nice if you could actually aim at someone hiding behind tree, etc. (the same way you can pick up a hidden item). Killers frequently hide to wait out the cooldown and then stab again.
Man, you just described why we need more tools to act as weapons. You tried to make weapon on your own? Griefer prevented you from it. If a few farmers agreed and him a few times, it would be a great warning.
Yea, that's what I've proposed one post above it:
https://onehouronelife.com/forums/viewt … 322#p18322
Of course, untill you are the worshipper of ideology: I have weapon good, others bad
Nah, I'm just searching for a way to have wars with other towns/tribes. Not mass killings within families.
sc0rp wrote:Yeah, when you want to do something with them one by one. But I've never had a problem to put down hammer, because one poppy seed fallen to the floor.
Really? Never had that happen in real life?
Only when I ate a lot of them first ![]()
Which seeds are a problem
All of them. The more of them, the problem gets worse. When it was mostly carrot seeds, they got reused. With large number of different seeds, each one nearly invisible, nobody looks for them - just tries to harvest new ones. So they accumulate everywhere.
and why?
Because you can have only one per tile. Especially bad are those that you acquire by accident. You misclick and suddenly you have wheat seed in hand. What I'm supposed to do with it? I wanted berry from berry bush, cause I'm starving. Just throw them on some empty tile (which may be screen away, so you die).
They are all containable in baskets.
Three at a time. And baskets are luxury item now. Reed doesn't regrow and cannot be planted. Wheat is ultra important for composting, which is ultra important for everything. And once you fuck up, there is no simple way to restart it, so wasting two straw for a basket feels like griefing. I see like 10-15 baskets total in town. Getting 4 empty baskets to put on the cart to bring soil during famine is a challenge. (And in one of them there is obviously single seed you cannot see, which prevents you from getting soil until you deal with it.)
Cabbage seeds are the hardest to see, but they are insanely small and hard to work with in real life (about the same size as poppy seeds, and round, so they roll all over the place).
Yeah, when you want to do something with them one by one. But I've never had a problem to put down hammer, because one poppy seed fallen to the floor.
For example: baby ban prevented baby suicides. But players have enough of being Eve. After death in big city, like me, we leave game for this day. Also, some players like breezeknight are not playing and monitor the forum. They also have enough of eveeing. They look forward to rejoin, when civilization advancement will be enabled further.
That's very similar to what I'm doing. I try to play once, meet griefer instanly. Then I stop playing, because the chances are that we'll both be respawn in next biggest village/town soon. And I'll keep meeting him until I'm Eve or Eve's child, which is kinda boring. Either camp is badly misplaced and I can't fix it. Or if I succeed and there are 10+ people, griefer will be born there as well. So it's kinda pointless to play if even one griefer is playing on the same server at a time.
sc0rp wrote:There is a lot of comments that griefer can reborn into the same town quickly, which is not true anymore.
Unless this is big city, like founded by West family, which contains 3 different lineages
And unless they don't use more than one account. Which they do, as my griefer son told me, when he respawned to finish a queen, who killed him just a moment ago. He succeded this time and proceeded to kill me as well.
It used to be that basic tiling equipment was basically free. Run around, gather 4 milkweed, sharp stone, straight branch, and you're set. It lasted for about 18 tilings, was good enough. In emergency you could just bring soil to plant food, no need to tile at all.
After milkweed nerf getting emergency hoe started to be a little bit problematic. You had to find 4 soil, or have another one that could be used at least 4 times to plant milkweed for new one.
After recent farm changes stone hoes started to break like matchsticks. It now requires 8 uses to plant milkweed to make a replacement. When you are setting a camp as Eve situation is kind of horrible. Hoe doesn't last long enough to plant milkweed for its replacement in 3% of cases. I doesn't tile completely (twice) first addtional row in 8.5% cases. It breaks after you tile 1.5 rows in 16% of cases. On average, after you set up four milkweed rows for replacement, you can tile fully only 5 new rows (8+10 uses).
Feels like nerfed way too much.
# of uses vs probability of stone hoe breaking table:
1 0.00%
2 0.00%
3 0.00%
4 0.16%
5 0.67%
6 1.70%
7 3.33%
8 5.63%
9 8.56%
10 12.09%
11 16.11%
12 20.54%
13 25.27%
14 30.18%
15 35.18%
16 40.19%
17 45.11%
18 49.90%
19 54.49%
20 58.86%
21 62.96%
22 66.80%
23 70.35%
24 73.61%
25 76.60%
26 79.32%
27 81.77%
28 83.98%
29 85.96%
30 87.73%
Does anybody have information how to get map data out of recordedGame files? Or I have to just "read the source, Luke"?
Yay, we've got life extension tekknology! Will we get 61-year olds by repeated stabbing?
On serious note: Thanks. I would prefer ability to mob up against griefer using common tools, but maybe this change would do.
Awesome update! Thanks ryanb!
Why I always get griefer in my first game? This is some kind of cruel punishment? If so, I don't know for what. I just got born, my mom fed me once or twice, took a knife, killed Sophie West and let me die. WTF??? Now I'm on lineage ban, so no West town for me today... Fucking griefers...
I'm not even trying to play another game. I'm nearly sure griefer will be reborn there soon.
Sorry..
I will learn how to edit as soon as my ,,teacher,, returns form holiday.
You have edit button/link at bottom right corner of your posts.
Even better if we could use all those stones and sticks only to kill the killer.
Definitely not. Or you have to provide some other defence against griefing for early camps. For example I had a griefer in 2nd gen camp (practically 1st - Eve just found the place, I've setup everything else there). Girefer just picked up rabbit bones and littered all over the place making any work difficult - it's just two clicks per tile, way more to cleanup, as you have to find empty distant one. Hard to eat, as you have no free tile to put down thing you are holding. No bow yet and she first stole all milkweed I've planted. I've managed to steal one of the rabbit bones, she just made another in my own campfire. I waited to steal another, but I've run out of food first and she could continue. Finally someone run to distant biome, to gather mikweed, make bow, arrow, chased her and killed. Took like 10-15 minutes to deal with. And that's quite inept or benign griefer. You can easily totally wreck Eve settlement in few minutes. It shouldn't be that 6 people around can only watch it being wrecked. If you piss off a bunch of people, they should be able to stop you.
I don't think anything should carry over into another life. Even the lineage ban is a necessariy evil in my eyes. I think griefing needs to be handled within the context of a lifetime. My proposal that I voiced months ago was to be able to use simple items to incapacitate an individual, but only in such a way that it takes more than one person to do it. This way the majority (good players) has the advantage of numbers over the griefers, who predominantly work alone.
Well, I've since gone and coded this myself, and it works a treat. If one player hits another player with a stone, nothing happens. But if a different player then hits them within a set timeframe, that player can't move, can't eat, can't use items for the same amount of time. And once they are incapacitated, it only takes one person to keep whacking them with a stone to keep them still until they starve, so the good guys can take care of themselves and get rid of the griefer as well.
I agree that something like that may make karma not necessary. But the ability for just two people (and then one) to starve you is too OP IMO. Insta kills are not fun. Not being able to do anything is neither. I would prefer for effect to be small, but compounded by number of people doing it. I proposed something like that before:
"A crowd with axes, hoes, hatches, stones and fists should just ROLFstomp one guy with a knife. Even tiny damage with each of those items with long cool down would dispatch griefer instantly. Allow people to lynch."
Care should be taken to make it hard to do accidentally. So I like very much your idea, that it should take at least two persons in short time for any effect, even tiny, to occur.
INB4: Would we get kids in nursery smacking their youger siblings in the head with stones to starve them? Maybe only adults should be able to do it (like with bows and knifes).
We wont have new neighboors, game's mechanic have been tweak to remove nearby neighboors so you wont have as many villages around as before. 2000 tiles or 30 minutes between each eve I don't remember
Has been tweaked one way, can be tweaked in another. Can be tuned down e.g. to 15 minutes/5-7 minutes by horse and it becomes viable. Especially if you have reason to go there (scarce resources) and must meet the other townsfolk and can't coexist peacefully with them (too little resources to support both towns).
I don't think that Jason wanted to prevent interaction between towns. The intention was to prevent Eves simply going to nearby town. That can be handled by having transportation methods that are not feasible for Eves.
sc0rp wrote:Wouldn't it be better, if people had incentive to raid other towns, not kill their own relatives?
That would be nice, I still think https://onehouronelife.com/forums/viewtopic.php?id=1406 would be better
I read the whole thread, but kinda got lost. There is a lot of comments that griefer can reborn into the same town quickly, which is not true anymore. And you've adjusted the ideas along the way, so I'm not really getting what you are proposing. Could you make amended version that has whole proposal in one post with things that are no longer relevant removed? That would help greatly to disscuss it.
Perhaps we need new challenges to compensate
+1
I would love the game to go in that direction. Some problems (like water, soil, food) should become mostly "solved" in bigger towns. But in exchange you should get bigger, better problems. The following is just illustration of what I mean. It can be anything that is complete non-issue when you have small camp, but becomes very important once you have thriving town:
Imagine you have water, soil, food problems solved in town, in a way that it's not much work to support it. But that tech requires resources that you just run out of locally. And they happen to spawn just in the middle between big towns. Enough to support one town, but not both long term. There is clear incentive to go raid the other town. You need a dedicated army, horses, carts, etc. And it's multi generational effort to pull off. And griefers have very important role there to play. And you would bless Pein for building graveyard wall around the town, so that enemy cannot attack you just from any angle they want.
Would you like to be part of that story? I would.
I think that some karma system is needed to pull it off. Or anything else that will make it so: killing you own folks bad, killing other town's folks good. Otherwise people will just spawn in the other town and kill everybody there. No real challenge.