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Topics - GavJ

Pages: [1] 2 3 ... 7
1
I am considering making a multiplayer sandbox game. I am currently thinking about an economy, which I would like to exist exclusively among players if possible and be actually active and realistic. I would also like to avoid side effects of the economy causing too much hoarding or concentration of power that can collapse the game/society.

The chief enemies to this plan are, as far as I can tell from experience:
1) Accumulation of junk in the world. Fancy terms for this are "inflation" and "deflation" but both are bad and both are because of different kinds of stuff accumulating, it is all the same problem.
2) Isolationism, I want people to actively trade, and have to trade, to get by. Minecraft is a good example of this utterly failing -- 99% of what you need makes no sense to trade for ever.

I'm wondering if I can run some ideas by people to see if you've heard of these being used before and if so, whether they worked or not, or if you think they will if they haven't been done.

ACCUMULATION OF JUNK
Unlike a typical RPG where stuff is generated (monster spawns) and destroyed (armor breaking and disappearing) all the time, I would plan to have my game would use a closed world -- no magical creation or destruction of matter at all. However, the resources begin locked away in the earth, so as people mine them, it still effectively leads to more and more accessible junk accumulating in the world. More building materials, metals, fuels, etc. The problem with this is that new players entering with nothing would be at an increasingly severe and de-motivating and stagnating disadvantage.

Some solutions I have considered to address this. Basically, all of them are aimed at not attempting to stop accumulating junk, but just making it less biased:
1) Fairly high taxes, property/income/sales. Then some central government (which doesn't do much else besides this) hands out fair shares of available tax dollars to new players and/or to dead respawning players + new players (you might also be able to will your next self some money, but there would be a death tax as well). Thus, as the game world progresses, newbies get dynamically more to begin with depending on how rich the world is, so they're never too far behind for when they started. Then just don't worry about accumulation too much.
2) Doing complicated things in game requires the help of other people, so people with ambitious projects pretty much have to hire employees and pay them to do gameplay stuff.
3) Have each new player have a special resource that you can't make more of, and that you need to do certain things. Similar to #2 but this is more like a passively applied resource. More advanced things require more of it than one person has, so they have to lease this resource from other players to do ambitious projects. Think of something like "psionic energy" for example (although that has nothing to do with my game as yet, this is an abstract idea) -- can't manufacture it no matter how rich you are, can only pay people for theirs. The richer the rich players are, the more they can competitively afford to offer for leasing, so newbie hel scales with wealth of the planet.
4) Crazier idea -- player avatars have limited lifespans, and also have children, and when you die (from accident or old age), you spawn into a randomly available (NPC at first) child via some set of rules, and get perhaps an allowance or something, then eventually inherit whatever the parents had when they die. This distributes wealth periodically among players, but not among families in the game world. This sort of interestingly gives players an incentive to make their COMMUNITY better off on average, to maximize their chances of spawning next time into a richer family. Need some way to avoid children murdering their parents all the time... also creates issues if too many people join too quickly. Also is bizarre.

ISOLATIONISM / FORCING TRADE
It's not an economy at all if you can get everything you need yourself. But this is rampant in all sorts of games. Minecraft as mentioned, but also RPGs like WoW, people trade a bit, but not at all routinely.

Solutions:
1) Clumpy resources - not every material and mineral is within 25 yards of you at any given point... Some things may be miles away from other things. In fact, routinely so. It may not take very long for you to personally travel such distances, but it still matters for trade because:
2) Bulk materials are difficult to move. No carrying of 40,000 metric tons of rock as in minecraft, for example, in your backpack. You want to move a traincar full of granite, you need an actual train car. So you as a person can run around and meet other people and do things without feeling like you are isolated, but your RESOURCES WILL feel like they are isolated... economically.
3) Moving a lot of bulk materials requires infrastructure that requires an upfront investment. This is important. #1-2 alone don't encourage trading. Sure, it might take a lot of effort to move materials, but if it takes just as much effort for some other guy to move rock to your home as it would you, there's still no reason not to do it yourself. But if infrastructure, like roads and railroads, is required and expensive, then that changes things. Me building a railroad form my house to every mine for everything I need is prohibitive. But me building one railroad to the nearest town with a market to move everything I need and everything I have for sale is affordable. I.e. a hub and spoke system costs much less in infrastructure than a cobweb of roads, and this forces trade.
4) Similarly, it should take a decent amount of capital to set up mining, so it's more feasible to have one guy with a mine for X who sells X to everyone than 15 redundant mines for X for each individual. You just can't afford to mine everything yourself (unlike 5 seconds in minecraft to make a pick to mine anything), but even a fairly new player can afford to mine SOMETHING fairly early on.

RUNNING OUT OF MATERIALS
A possible risk of doing things in the above ways is eventually just plain running out of stuff for people to mine. Solutions:

1) It costs more to move things further distances, to a significant degree, even after the infrastructure is in place (due to fuel, etc.). Early in the game world, you pretty much have to build an ironworks somewhere near a supply of charcoal, flux, AND iron ore if possible. But later on, you have more materials to fund further exploration and far flung industries, so you naturally expand out over time from the absolute best sites to the areas in between, in a sort of self-regulating way.
2) There are different grades of ores and things available, just like in real life. At first you have easy nuggets just lying around on the ground, but only in small quantities. Then people have to start digging a bit but not far. When they do, the seams will be more plentiful than the nuggest were, but require more processing (lower % per ton rock, even though total amount is higher). Later, you need to dig really deep, with expensive, collapse-prone mines and complicated machinery, and poisonous gases and heat and you have to process much larger volumes of ore for the same amount of stuff (or maybe veins are still rich, but harder to find them down there more wasted shafts).
3) #2 is discouraging to new players who may not have the know-how to design complex mining operations. This is a problem.
4) Recycling is fine too. Matter is not destroyed, although old machinery full of oil and unknown random crap and wiring and mud may not be as cheap to re-purify as the ore was.

2
This is not based off of planepacked or dwarf fortress, but the extreme number of tiny illustrations that make up the whole seems like it may actually EXCEED the number of decorations in something like the planepacked description:

http://www.boredpanda.com/an-illustration-made-of-illustrations/

3
I'm trying to design some homemade solenoids for my pipe organ I'm making, and I don't think I'm understanding the concept well enough to make efficient decisions. Maybe there are some electricity folks out there in the forums.

So Ohm's law is I = V / R
And magnetic flux = wraps * I

Let's say I have 1 volt and effectively infinite current capacity from my power source, and I wrap a wire 10 times, with a gauge of wire that = 1 ohm for ten wraps.  My current will be 1 amp, and my flux will be 10 amp-wraps
If I now wrap it 20 times instead, the resistance doubles since the wire is now twice as long, and with my same supply voltage, my current drops to 0.5 amps. 0.5 * 20 = flux is now 10 amp-wraps

So it doesn't seem like it should have any effect on magnet/solenoid strength...? But when i test it empirically, it clearly does have an effect. As in, just winding more times with the same power source and same wire type very noticeably increases the power. Why?

4
DF Dwarf Mode Discussion / Nobody ever freaking attacks me anymore in 2014
« on: November 18, 2014, 01:59:06 pm »
I don't know what's going on. I do not have invaders turned off in init...

I embark on several forts at this point, in places that clearly indicate lots of neighbors, one of them was even at war with both humans and elves and hostile goblins all at once.
I make millions and millions of created wealth. That same fort that was at war with everybody was cranking out like 20 superior adamantine serrated discs a year just to try and get invaders.
I am just in a regular old foresty area, not on a weird mountain or anything inaccessible. And these civs are within a few tiles of me on the world map, not right at the edge of my range.

Yet 5 years, 6 years in, nobody, nothing. Not a single wimpy goblin sieges. Not even a baby snatcher. Titans and forgotten beasts flow in like water, so the wealth is definitely working on one leve. I've killed a dozen in each fort. I also get plenty of traders from any civs I'm not at war with, no problem. yet NO INVADERS.

The hell?

5
EDIT: After further discussion, I don't think quantum stockpiles everywhere are best, nor pure classic stockpiles. Instead, a compromise is more realistic than either and better for gameplay than either, probably: using the existing volume data and the existing volume-packing algorithms for containers for tiles as well. Divide cubic centimeters by 10 or so to account for non-rectangular shaped objects and shelving issues, and then allow that many items in a tile.

So 60,000 cm^3 statues -- you can fit 10 of them in a 6,750,000 cm^3 tile using the 10x modifier for stacking and shape. Which seems totally reasonable. In other words, total tile capacity = ((volume of tile) / 10) -- then fill with up to that amount of objects based on their cm^3 values.

At first, it would be helpful even just to implement this for normal manual stockpiles and nothing else. I.e. just add a total volume parameter to the stockpile tiles, and chuck a couple lines of code to check agaisnt it when a dwarf is deciding whether that tile is available during haul pathing.


Previous post:
Spoiler (click to show/hide)

6
What it says on the tin. Right now, if you build close to the edge of the map, the view refuses to go beyond the edge. The consequence of this is that every time you want to select ANY unit or building you have to start way the hell off to one side where the center of the map is, and scroll over like 40 tiles of empty space to get to it.

Instead, it should let you center on your fort even if it's on the edge. Simply show black tiles beyond the edge, not a big deal.

This can be avoided by using a tiny window, but I hate not playing fullscreen. It breaks immersion.

Let's say this was my fort, and this was the ENTIRE embark.
I would have to start with my cursor in the undug space so far, and always scan over to the left to do every single thing ever, because the view won't let you center over the actual main area of the fort off to the left:


7
DF Gameplay Questions / corpses not being taken outside
« on: November 05, 2014, 08:17:59 pm »
What am I missing here? I have corpses in the halls from dead enemies. I have a refuse and a corpse stockpile outside, "dwarves gather refuse from outside" is also turned on even though it shouldn't be relevant, nothing. I also tried dumping them with a garbage dump outside. Nothing.

8

The goal of this project is to have a 3rd party application that generates geologically realistic worlds for all sorts of voxel-based games like dwarf fortress or minecraft or others. The worlds will have actual plate tectonic history, volcanism, sedimentary stone that actually comes from eroded sediments, etc. This would be a very significant departure from any games I'm aware of, dwarf fortress included, which tend to just use fractals and maybe half-hearted shuffling of materials in lieu of actual geology.

Why? Two main reasons:

1) I believe that any game is much more fun, stimulating, and satisfying when the player's skills lead to success more so than the character's skills. Realistic geology means that people can actually prospect resources in their environment and gain advantages and overcome challenges through real scientific approach and cleverness, not by having a level 30 prospector or by dumb luck from clicking a lot. To a lesser extent: following veins intelligently, knowing what landscapes may be more or less stable for cave-ins (if a game simulates it), etc. This sort of thing seems like it should be a primary goal in any game revolving around digging and mining, and I'd like to enable that.

2) Realism and attention to detail have value in their own right, in the form of both better immersion in a role playing environment, and inspiration to learn and explore (whether it be actual or fantasy geology / geography).

I am running a devblog of the project at the link above, amongst other things. The list of posts specifically related to this dwarf fortress-relevant project, though, I will maintain here:

          Part 1: A Geology Simulator for Game Worlds
          Part 2: Geology Simulator - The Shape of the World
          Part 3: Geology Simulator - Plate Tectonics
          Part 4: Geology Simulator - Minerology and Petrology Systems

This is a thread for updates relevant to this community, but also by all means please provide any feedback you have! Share any ideas or whether you care about some features more than others, things I may be doing wrong or inefficiently or whatever, etc. I'd love to hear and discuss any of it.

10
General Discussion / Tectonic Plate confusion
« on: October 01, 2014, 09:47:19 pm »
Wondering if anybody out there has some answers about confusing tectonic plate stuff (for a world generator I'm making, see signature).

I'm wondering what happens when a LARGE tectonic plate gets surrounded on all sides by divergent rifts? All other situations seem like they have straightforward consequences, but this one confuses me. Such as the African and Antarctic plates on Earth today. The African one especially, since it's also making yet another divergent rift in the middle (presumably due to a new convection plume):



Where does all that rock/pressure go? I have several possible thoughts, but no idea what might be correct:
1) It eventually cracks somewhere and starts subducting under itself (i.e. new plates).
2) It just buckles up in the middle and either forms an interior moutnain range (at a hypothetical weak spot) or just very gradual thickening everywhere (if all ~equally strong)
3) One of the rifts overpowers another one. For instance, maybe the Atlantic rift is stronger and closes up the Indian ocean one and Africa slides east. This seems unlikely, since it is currently forming new rifts which appears to be the opposite of closing them up.
4) All the convection cells get tumbled up and the whole system shifts into a new stable state with all kinds of stuff different?

or something else?

12
First, right off the bat, spoiler alert: my end conclusion here is going to be that we don't have enough data available to know whether getting most vaccines is harmful or helpful, specifically in 2014 in America, to either the individual or to society as a whole. It is neither pro-vaccine nor anti-vaccine, so don't get your bustle in a bunch just yet.

Edit: In terms of "so what?" the actual bottom line here is that "people should stop being dicks to each other about personal vaccination decisions, when in reality, neither of any two people arguing about it has sufficient data to actually know who is making the correct choice, for themselves or society."

Anyway, this is how people SHOULD be talking about vaccines and making decisions about them, in a rational, scientific world:

1. The simple method you should consider when deciding to undergo ANY medical treatment - risk vs. reward.

I trust that this should be an uncontroversial starting point: You should undergo medical treatments that have a higher chance of helping you than they have a chance of hurting you.

Long version:
Spoiler (click to show/hide)

2. What are the known benefits of vaccines?
Short version:
Looking at death rate as a representative subset of total risks and benefits, and using measles as an example, the benefit to you over your lifetime of a measles vaccine in 2014 in America is in the ballpark of a 1/60,000,000 chance of it saving your life from a measles death.

Long version:
Spoiler (click to show/hide)

3. What are the known risks of vaccines?
Short version:
We don't know, because clinical trials only use ~2,000 people at most for vaccines, which obviously can't tell you about hypothetical death rates in the neighborhood 1/60,000,000, and even giant observational meta-studies (setting aside inherent weaker causal claims) don't have enough participants, use odd statistics, and also tend to focus only on thimerosal and autism to the exclusion of what you should care about more, which is "all risks (including current example of death) from any causes."

Long version:
Spoiler (click to show/hide)
4. Conclusion for individuals' risk/benefit for taking the measles vaccine regarding chance of death

You simply have no way to know with current data. Knowing benefits but not risks is equally as useful as knowing no data at all. Therefore, the only way to make a decision is gut instinct or intuition, and I see no scientific basis for telling yourself or anybody else that they are correct or incorrect about their decision in any objective sense. At this time, in the U.S.

(We BARELY even have enough data to be sure that current measles vaccines help more than they hurt even if we had the same infection and death rate as in 1960 pre vaccine!)

5. What about herd immunity? I.e. calculating based on societal risk/benefit?
Short version:
One, this is a pretty unethical basis for making policy. Two, even if we ignore that, we don't have enough data anyway to know whether the benefit to society is greater than the risk to society.

Long version:
Spoiler (click to show/hide)

13
DF Suggestions / Pigeon messenging system
« on: August 28, 2014, 03:46:52 am »
A plausible fast communication system. Useful for lots of features, like military communication, important news from the capital, trade queries if/when a real economy exists, sending immigration policy updates sooner to prevent or encourage migrants, etc.

It could be an initial good (mountainhome pigeons) you can bring on embark, and an ongoing trade good brought by caravan. Capable of flying back and giving migration policy updates or any number of other things.  You could also breed them and trade them to others to allow them to send news and exchange trade updates later on back to you, etc.

Short-ish distances (maybe 30 world tiles) might be close enough that you could have ongoing two way flights. In real life, this works by feeding a pigeon in one place and having its mate in another. Obviously you can't hold it in the non-food location for long, but as long as it can make two trips quickly enough between meals plus rest, it's a short enough distance for 2-way communication.  Longer than that, and you can only have the mate back home, won't work the other way because you'd have to feed it at its destination.

14
DF Dwarf Mode Discussion / Super easy volcano + steel/sedimentary
« on: August 27, 2014, 02:12:54 am »
Just occurred to me a couple of days ago:

1) Go into your raws, and find "inorganic_stone_layer" and also _gem and _mineral text files
2) Swap all instances of SEDIMENTARY in tags with IGNEOUS_EXTRUSIVE. A find-replace is helpful, though you will need a 3rd placeholder name to do so (all A > C, then B > A, then C > B).
3) Go embark on places with volcanoes and have fun. All the rock immediately around them will be sedimentary, iron/coal/flux-rich rock layers.

And if you're worried about realism, it isn't even really any less realistic. Actual caldera volcanoes would have a bunch of sandwiched sedimentary + igeous extrusive layers, because eruption -> sits for awhile building sediment -> eruption -> sits for awhile -> eruption...  And coal and stuff might very well be there too, since plenty of plants grow on the slopes of volcanoes. So neither one or the other alone is particularly less realistic than the other.

(The REST of your world won't make any realistic sense, but if you always like to play on volcano sites, what do you care?)

15
DF Modding / "Poll" - Best modding project to work on
« on: August 25, 2014, 05:25:22 pm »
I have 3 main interests for potential modding projects, but not a ton of free time. I am wondering what you players would enjoy the most to help me decide what to actually dive into. Not a literal poll, I care more about contentful commentary.

Option 1) Comprehensive, more challenging and realistic food and industry mods -- The goal is first and foremost making starvation a 14th century-level realistic risk, with it being a rare event for dwarves to NOT be hungry on a regular basis, and needing to devote maybe 40% of your population to agriculture as an ideal goal (meat and eggs and crops etc. all made equally more difficult, no cheating by alternate food sources). Along with much more realistic crops and climate zones of varying difficulty and style. Possibly also updating other industries (wood, metal, ceramics, glass) to have more balanced uses and more challenging and realistic production trees. More details in spoiler:

Spoiler (click to show/hide)

Option 2) Realistic geology engine -- Basically, a 3rd party utility that would simulate an entire world using actual plate tectonics (this happens at a coarse resolution, like 1/4 of an embark tile or something). Then when you embark at a location, the application further simulates the tile-by-tile detail of that site, and completely overwrites the entire embark map using dfhack to make it fit the realistic geology of the greater world. See spoiler for specific details of what kinds of things:

Spoiler (click to show/hide)

Option 3) Economics simulator -- Working out specific economic principles like supply and demand and survival versus profit goods and trade networks and markets, with an eye toward how a fully implemented economics sytem might work in DF. Then implementing this either as a proof of concept or (if dfhack can do the necessary things) as a plugin that actually makes such a system in game.

Details of this are easier to get a feel for from this thread, if anybody cares that much:
http://www.bay12forums.com/smf/index.php?topic=142045.0



Thoughts?

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