a multiplayer game of parenting and civilization building
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To be honest, I love seeing a bit of murdering action in the game. The fact we never know what can happen in the next life, either a peaceful one or one with a potential murderer or two, makes it more exciting and can add good drama. A murder (or more) occurs about one third of my lives, which I find is a reasonable amount, and the murderer/s do tend to get caught, cursed, and killed, if the town is crowded enough.
From that, I personally hope there's no limit in how many people someone can kill--it adds to the challenge of being wary while playing.
Wagons carrying multiple people would be amazing. I'm curious how the mechanics of such a feature would work. I just worry that people will have too much fun with that that it will lower a town's productivity. I don't see it as a way to carry items since I think it'd normally hide what it contains if you mean those wagons with a roof.
Normally if I'm attacked out of the blue, and I ensure to let everyone in the village know who did it, and then ask them to help me curse the individual. Then I stab back, or someone else does, if it's known to them that the suspect is indeed a murderer or griefer.
In my last town (Bell Town or Megal Town I believe), a lot of wine was made. I brought some to the town a few hundred tiles to the east too.
That makes sense! Thanks. Good catch on the Eve's final words, too.
I was born as a girl called Evie Lucky to an Eve called Eve Lucky, who was a ginger.
We were alone in the wild, and we had traveled for a few years until we stumbled on a town belonging to the Burns family where I would later be born in, in a future life. The Burns had a dark skin tone, and among them were a few brown coloured individuals--another foreign family. My mom and I were relieved to find a new place to stay. However, nobody could understand our language, and we could not understand anyone else's, for we were the foreigners in these lands. My mom and I both worked hard to help these families to show that we came in peace. Sometimes I leaned towards objects in front of others as a way to communicate, and they understood.
After my mom died, I was the only ginger in town, and I was growing old with no children to further my legacy. Two members of the Burns family eventually came to me and tried to explain a few things which I did not understand due to their unknown language. One of them later handed me a piece of paper that I could finally read and understand: "Follow". They wanted me to follow them, and I did--They lead me to a snowy area just west of the village. They stopped by the edge of the snowy biome, and I knew exactly what they wanted me to do: They needed a resource that only I, a person with the right skin tone that could withstand the cold, could get. As the only ginger in town, I had a sudden role to play to eventually save the village.
Travelling in the snow, I found a Tarry Spot, which I assumed was what they needed, but sadly I did not have the materials needed to experiment with it. I couldn't communicate with the villagers to ask for help on that, and it was almost my time. I passed away back in the village before I could fulfill my role as the only ginger capable to bring them the resources they needed.
I felt bad, but I was happy I tried. It was one of my most eventful lives yet.
The Family Tree: http://lineage.onehouronelife.com/serve … id=5570790
I was born in the Burns family a while back as Victoria Burns, and when I looked at the family tree, I realized that the first generation's Eve was called Eve Sorrows instead of Eve Burns. How can a family name change from generation 1 to generation 2 like that? Any idea?
The family tree: http://lineage.onehouronelife.com/serve … id=5571110
I have to agree, there are no other games like this. With this much potential, I can only see it get more improvement. It's a concept that should still be mined before someone or some game company makes their own version with their own quirks to popularize it.
I understand the idea behind it now, though I think it would be more realistic if wide rivers or ocean tiles could replace it, like that they could potentially be crossed at some point higher up in the tech tree. For example: Having the option to build a bridge over one-tile wide rivers.
I just came back to playing the game after months of not getting on to see what's new, and I realized there's this rift that prevents us from exploring outwards. Why is that a thing? And is there any way to pass through it?
I'm not sure how I made a double thread, someone will have to delete this one.
What I would love to see is the option to live a little longer. I'm not sure if lifespans are strictly planned to be 60 in the long-term due to the game's title, but cramming in some extra years in there, with the help of good yum chains throughout your life, could be a neat way for a person to degrade a little slower with good dieting and variety. The average lifespan (at least here in Canada) is 82 years, so being able to reach 70 or possibly 80 in-game that way could be a little more realistic. Then again I don't know how realistic the game plans to be, but there are often times I wish I had a little more time to live in towns I grow fond of.
What I would love to see is the option to live a little longer. I'm not sure if lifespans are strictly planned to be 60 in the long-term due to the game's title, but cramming in some extra years in there, with the help of good yum chains throughout your life, could be a neat way for a person to degrade a little slower with good dieting and variety. The average lifespan (at least here in Canada) is 82 years, so being able to reach 70 or possibly 80 in-game that way could be a little more realistic. Then again I don't know how realistic the game plans to be, but there are often times I wish I had a little more time to live in towns I grow fond of.
Actually I'm very intrigued at the idea of being able to be reborn in the same community if buried properly, after being murdered.
That does sound easy to exploit though for those who want to stay longer in the city they've built.
Maybe I'm mistaking and it's about bringing someone back from the dead (being revived) at the exact same age the person died at? That could be interesting too: Someone who got murdered could return back to life and resume work from where they left off if buried properly, but at the cost of being patient. Like how there can be miracles, where the dead either comes back or not. In this case, players could either be brought back if they stayed on the 'You have died' screen during their burial and hope for a second chance, or miss miss out on that opportunity entirely by getting reborn or leaving the game.
I accidentally killed the only princess of my village. She was the village's only hope as her and I were the last women, and I stabbed her to demonstrate how healing pads worked, but that ended up killing us both: I forgot that we can't patch someone after stabbing. We both died, I from hunger and her from bleeding.
http://prntscr.com/n5po1s
My steps to know if a baby is likely to be cooperative and the best:
1. Doesn't initially runs away
2. Responds "H" or "Hi" to my own greeting.
3. Replies with yes or no (Y or N) to questions about their knowledge.
4. Is honest in saying if he/she is new to the game if I ask them
5. They reply with "K" or "Ok" if I tell them what the city needs at the moment
6. Knows to get near fires while I'm not holding them.
7. Bounces on clothes to remind me they need clothing, if I had yet to dress them.
8. They ask for "Job" or "Job?" the moment they're able to talk more.
The confirmation is when I see them be efficient as they're old~
...Jesus, I sound like a Mom now after typing this, when I'm just a male college student. This game knows how to teach good morals, and I love it.
I love the idea of having a means to activate an apocalypse in-game, as it gives some sort of end-goal. When it was first implemented, it was interesting, but it was too easy for some to activate it. Hopefully down the line it'll require many more generations to make one happen.
I like the Watering Can idea. Being able to water plants consecutively for a few times rather than going back and forth to a bucket could save some time.
Fascinating, so I'm assuming the benefit of this is to be able to use the crock without the need to use up kindling for a fire?
I actually love the idea of a civilization failing to due the bad chances of only birthing boys. The more a city is populated, the higher the chances of girls being born, and that I believe should be the best way to lower that kind of extinction~
I find it odd that stone blocks or oven bases are used as pens. Hopefully wooden fences become the primary way of containing sheep at some point, for a more realistic feel. That, and at least seeing long shafts a tad easier to obtain for that.
I honestly expected old western-like wagons being pulled by horses to be the first vehicle in the game. It would be nice if lower techs still are still created even after newer tech are added over time.
Personally I find the zoom-out mod to be unfair for players who don't use it, since it's not built in the original game. It's why I don't use it.
But what would be great is a GPS feature higher up in the tech tree that could be some official tool to see far beyond our view.
Love the new stack-pickup feature! It really saves a lot of time.
Do you think it'll be possible to build wooden tables? It could serve as a means to store/hold every type of prepared food, since they don't stack (omelets, or bowls of cooked food). It could be easier to organize everything if we could hold more than the amount of pies baskets can hold.
Then again I suppose wooden boxes serve that purpose, but such an object like a table could add to the variety and potentially be able to hold more.
Now this is awesome! It will really help organize things when no one has time or no one is around to ask questions to. Enjoy your vacation Jason, you deserve it for your hard work~
Can't wait to try it out when I get home.