a multiplayer game of parenting and civilization building
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Do we have dads yet? Those would be good. It’s a parenting game about families and survival, I can’t see it being complete until I see dads.
Genetic stuff, families and survival sounds like genes would be involved with the cool family tree stuff in place.
Making things more intuitive and less absurd, like emotes being triggered by special texts like /yoohoo, swords as weapons (weird, hard to explain functions), crafting guide, tutorial stuff, ”I join you” ”You own this” stuff weirdness and magic (speed bonus etc), property fences (why don’t I have an option to not respect some random’s twig fence? Where is my choice to not respect their property and stupid sticks?), better system for well grid stuff, improvements to anti-griefing etc.
Lastly moving to the next level of machinery and tech.
Although race restriction stuff and tool slots are awful imo and I’d demolish those things. Why are gingers snow people? Jason knows about Eskimos, right?
RNG and curiosity were what drove me to buy the game and play it regularly for half a year. As a need? Need to know, maybe?
Where will I be born? What will be my name? Will I be a boy or a girl? What will my life look like? Will my mom raise me? Can I be of help?
I don’t think there were other needs involved.
I got hooked on the randomness of each life, testing out new things, passing on knowledge to players and some awesome co-op experiences with good players.
Being the skilled last girl many times who ensured numerous lineages carry on longer. My value was sky high for others in the game. I knew I’d do great in any life, and I did.
MultiLife, what you describe in your "story" life and your "reality" life IS the same story. You're describing your real time third person thoughts compared to your later-on full consideration of the story that actually played out. Your "reality" life is a bit more cynical i would say. I don't like to participate in a lot of elaborate, contrived roleplay either. I put myself into the first person while i play, and while I play as myself, i will add in details that i find help with my immersion, such as talking about events as if i was experiencing them in reality. Personally I've played for genetic fitness since it was introduced, and before that lineage depth, and i would say these approaches are complimentary to one another, as emotionally investing in a life seems to help inspire more players to play their best.
Yes, they are the stories of the same experience, but the real in-game experience is not as great as the story is, that’s why it’s cynical. That was the point. The story sounds more epic than the experience ever was. Same situation, but it’s just not that great in-game.
The third person thoughts show how bland the experience feels in-game. Forgetting the purely gameplay related things and reworking it into an experience outside of the game creates an epic story. Some craft the story while playing and some do it afterwards, but I feel like the majority don’t do either much, so they get bored or disappointed with the game and leave. Hence the talk about retention and player types.
Surely putting in some effort on the emotional investment side gives motivation to some players, but at the end of the day, it won’t be enough to make the game appeal to masses. I’m trying to think if we could see with the brains of an average player, who leaves after few hours; would they stay if the game dropped them into a life of a raider or into the arms of an angelic mother? I’m curious how the epic stories don’t match up with the in-game experience, and people say they ’just get the boring lives’.
I think a lot of people dislike "RP'ers" because all they associate it with is people who go around killing others or destroying things and then call it RP. What I call RP is doing things in-character for that life, for example being a loving mother or taking up a job when someone tells you it's your destiny. IMO, RP isn't necessarily a drama-filled experience. It's creating an emotional bond with what is going on around you, whether that is positive or negative, eventful or not.
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Edit: I guess the difference is that to me, RP is a result from an existing scenario, instead of me creating the scenario myself. Obviously there's some decision making in how I want my character to act/react, but in general this happens automatically.
I'm the kind of player who's in it for survival and challenge, and mastery. Occasional heart warming stuff and praises helps keeping it from going stale. I'm the player who is happy to work on stuff on my own, and receive a "thanks uncle" after it, I don't need more. Chatting in-game is tiresome.
I've played along as a daughter of two roleplayers (marriage RP), but I didn't enjoy it. The peeps were sweet but I just get nothing out of it.
I'm the type of person who dislikes fake things and pretending, like acting. So playing a role makes it fake for me. I don't care about the made up character you're living through, I care about people, players. Having a filter in between as a "my character does/think" makes me disinterested. I think, I say, I do, with a slight accent of RP due to family ties being part of the game.
Me talking about murder RPs was an extreme example. Negative RP is easy to use to point out stuff, but don't worry that that's the only view people have on RP.
RP can be reacting/acting to prompts, but RP is oftentimes a way to create prompts. Such as trying to get married to start marriage RP and get marriage drama and family roles. It's a made up scenario to make way for roleplaying. I'd like a game-driven scenario.
It's interesting that you say that to you 'roleplay is not so interesting', but also '[...] if I make a dramatic realistic story of it, it's epic and inspiring'. Do you mean you create that story after the fact? Because tbh that's exactly what RP is, you just live the story _while_ playing. If I chase a griefer, I do it because my character would. I don't (have to) turn that into a story afterwards, it's already there while it happens. Therefore the experience is as great as the story, since effectively they're the same thing.
Only after. When I play, it's me. After I have played and I write things down, I extract myself and look at the shadow I left behind, and make them a character. Now everything that happened turns epic and awesome, while in-game it was a stressful click fest. I get a great story, but I don't want to live it again. If I didn't even get a story out of it, it'd have been a complete loss of time.
So yes, my difference is that when it's AFTER the experience, I have the epic story. I have no interest in storytelling during the experience. I have no need to make a character during the experience, so I do it after, and that's when I get joy out of it. If I act during the story, I feel fake. I let the experience play out and then look at it and what I can make from it.
I live a life of Tim Quint, but I don't try to act as Tim Quint. I act as myself, and then tell the story of Tim Quint after.
That said, I've also been that blushing wolf hat girl who has been gifted a white dress by an in-game childhood friend, and said love yous. I tend to adapt to others to enhance their experiences, it's part of my personality on the social sector; this means I play along, if I feel like it'd be the best option so they have fun too. I want the player's best, after all. It was nice to see someone try devoting their time to someone in-game, even if it was RP. I appreciated them and what they brought to my in-game life, and felt appreciated. These things fuel my interest when the game's challenge and survival starts losing its charm.
MultiLife wrote:But all those stories sound way better than actually playing and experiencing them.
I definitely recognise this. As someone who is fairly into RP, most the stories I tell will have to do with that (I rarely tell anyone about how I crafted something or w/e unless I'm talking to someone who knows the game and how high tech or important it is). The RP makes the game sound really cool and interesting, and I get a lot of friends saying they want to try it too. However, when they play themselves, they often think it's a bit boring ("nothing like that ever happens to me, I just farm berries").
I guess the thing is that you, the player, are vital in making these stories interesting, both to you and to someone else listening/watching. Some people probably never get to that point, which is why they get bored as soon as there's nothing 'important' to be done anymore or they dont know how to do that thing.
Yeah. I think it's really shining a light on some areas of this game and player experience. And retention.
We do know that OHOL attracts attention but only minority stay. The stories and other players' experiences sell very well, and there are aspects in the game that draw in people. But it seems that the loyal players are the ones who can make their lives interesting or the ones who want to master the game. Then there is the big slice of people who feel like crafting is hard and give up, then those who get bored before getting to interesting stuff; people who felt like the game wasn't as epic as it sounded after all. They couldn't quite pull out enough entertainment out of it, and/or they expected the game to offer them more.
To me, roleplay is not so interesting. It's players playing pretend to humor themselves. I don't want to have to pretend and craft scenarios, I want the game to spur them for me. Made up challenge like roleplaying a murderer is just not good enough for me. It feels cheap and imaginary instead of an actual challenge to conquer. It's not a must-do, so whoever does it, seems quite crappy.
I hate chasing griefers, but if I make a dramatic, realistic story of it, it's epic and inspiring. That's how my fan art happens. The life might've been crappy and stressful, but if I extract the story, I could animate a whole movie around the scenarios. Yet, I don't want to live a life chasing griefers ever again. The story is great but the experience was crap.
Will Wright said that people attach a whole bunch of story to a simulation. We give reasoning and thoughts to things even if the simulation is something very simple.
In Sims, they made a game where simulation was vague enough yet detailed enough to appeal to majority. It could attract a lot of loyal players with never ending drama you would deal with however you'd like to. Some details were left for the player's imagination to fill to give them some room for interpretation, but players could engage with things to spur game side challenges for them. The game may have offered a limited amount of scenarios, but every time it'd be different because the character or the player is different.
Very imaginative player would relish with their imagination and interpretations, always crafting stories with all kinds of people and scenarios.
Average player would find enough things to do and learn, finding things they enjoy, while the game pokes at their sparking imagination.
Not so imaginative player would find the challenges of living interesting, scanning the game and trying out everything, then creating their own challenges.
Maybe this could all somehow help OHOL to become more hospitable for everyone, so it caters to more player types than "I love RP" and "I love challenge" and "I love trolling".
The song known as the Benny Hill theme is titled "Yakety Sax" and was written by Spider Rich and Boots Randolph. Not sure who performed the version used on the show, but it was Boots' signature tune. The original idea came from the saxophone solo in "Yakety Yak" by Leiber and Stoller.
Okay, will call it Yakety Sax, I've heard that before but tend to revert to calling it Benny Hill theme.
This makes me think, the game can deliver great stories, but perhaps the experience rarely holds up to the level of awesomeness the told story has.
Let's see. As a story:
"I was born into cold little camp as a boy whose mother wanted to kill a nearby town and wanted me to join her in her plan. My mother wouldn't clothe me, keeping herself fully clothed. Not a single rag was given to me. The moment my mother birthed my little sister, she left me on my own. I couldn't trust her to come back to feed me before I'd starve, so I ran. I was so cold and I was starving. But I managed to find wild berries and then fences and a road, which led me to the town my mother had told me about. There were farmers farming, children running around adults who were talking and a man selling drugs from a cart. Unnoticed, I made myself at home, ate their food and grew up there, nobody questioning me even once.
I tracked my mother's camp as a teenager, and as she was nowhere to be found, I stole her knife. Now she couldn't kill anyone with it. I hid it in a forest near the town, behind some trees.
I visited my mother's camp again, this time I saw her remains. Suddenly, a wild boar ran in, stopping right before me. I realized that boar had killed my mother. ...Good. The boar ran back to the forest.
Then a warmly clothed woman walked to the camp, with a small boy in her arms. I realized it was my little sister. A bit worried if she was like my mother, I carefully asked her about things. We'd exchange our stories, and I realized she was against my mother as I was, fortunately. She wasn't in on the plan of murdering the town. We decided we'd move to another town further away. A nice and quiet northern town.
I bumped into a teen girl on my way to the northern town. Out of nowhere, she asked me about "the plan"; how was it going. I realized it was my mother reincarnated. Swiftly, I pulled out her old knife and stabbed her then and there, and she died on the road, far from everything.
In the end, I never really kept in touch with my little sister, instead, I focused on writing poetic things, and started getting highs from mushrooms to add some excitement to my life. I died telling a small girl to not judge me for my choices, as I held onto my last poem."
In reality:
Oh great, this type of mom. I don't want to kill a town, it's stupid. I'll stop her when I'm older if she goes after innocent players.
Damn it, I'm not old enough to eat, and I'm in a tundra-swamp area, I'm gonna starve as she probably doesn't come back in time. I have to run now or it's gonna be too late, let's try south, maybe the town is close.
Phew, wild gooseberries, and hey, that's a fence and a road. Oh nice, a town.
Great, drug roleplayer, whatever.
Okay I'll just yoink a few clothes and start working.
Hmm, I wonder if mom is going to attack, I'll go see the camp.
It's empty, but there's her knife. Yoink dat shiet. Hide it, I don't have anything to hold it in. Yeah Yew tree should do it.
Ok round 2, is mom here now? Huh, this random boar probably got her, nice.
Oh that's my little sister, I wonder if she wants to kill the town, playing along with the roleplay murder-mom. Oh nice, she's cool, great. Her son is cool too.
Well maybe now I can do some paper. Wait who is this teen girl, oh of course, mom reincarnated, UGH, well she doesn't know I'm against her so insta STAB, nice, she is down.
Okay NOW I get to do paper. I'm almost dead.
Yay paper, I'll write some crazy stuff and do shrooms. Haha I look like a unicorn.
Aaaand dead.
They knew it was a game but were like "what game is that?" and were very impressed of all these crazy things that happened. Can't remember which lives I was telling them about, it was over half a year ago.
But all those stories sound way better than actually playing and experiencing them. Majority of the stuff in the stories are dramatized by imagination and story-telling skills. Even just saying "I killed three murderers and saved the town" makes a way cooler image in my head than how it actually was: me running and clicking on a sprite flailing around tile to tile, default smile on their face, occasionally eating berries and running in circles like Benny Hill theme was playing in the background.
Once I told a foreign lady about the racists in the game and she was quite glad people get to feel how it feels to be attacked by a racist. Even if it's inside a game, where it's not really personal.
OP:
Someone who has been with the game for a long time as a member of the community. They tracked down bugs, tested and broke in-game stuff to point out things for Jason to fix. Often a voice of wisdom and always ready to debate about changes or design choices.
Did you forget the part where he left the game? That's why there's a monument. Because he allegedly left.
Well Tarr said they'd lurk in the forums and in the community, they just got their fill of the game and took some distance from it, never saying they wouldn't come back or anything.
MultiLife wrote:An odd, dare I say, magical limitation is blocking you from learning more tools even if your uncle is using the tool right under your nose.
I don't think it's magical, I think it's quite realistic. There's only so many things you can learn in real life. I've watched my dad reroute electricity a bunch of times but I don't think I'd be able to do it myself. On the other hand, I can translate a text to English but he can't get his grasp on that at all, even though he's seen me do it. Sure, we could take classes or read a book to get better, but there's a finite amount of things we can learn in life.
If it's about survival, you'd learn whatever is needed, whatever it took and how long it'd take. The example of a smith trying to find a child who can chop him kindling sounds pretty ridiculous.
Instead of some hard limit, which to me, is magical, it'd make more sense if things just took time and your life would run out before learning the 7th item or so.
If I know how to hit things with a hammer and see someone hit things with an axe, I should be able to do that. Maybe not as well but I certainly wouldn't hold the axe by its head.
If I know how to draw and see someone create code, yes, I wouldn't be able to just do that.
Eves mass producing stuff with niche tools sounds about right.
Steep learning curve getting steeper sounds about right.
It sounds quite unintuitive. An odd, dare I say, magical limitation is blocking you from learning more tools even if your uncle is using the tool right under your nose.
Wasn’t there a thread about this just a while ago? Skills and such.
Not gonna stay and be the party pooper more but I’m sailing on the same boat with fug and Spoon and Legs. Gonna see this through Twisted and Cothfotmeoo.
Questions included:
Do you still play regularly? How often?
If so, what keeps you interested in playing? If not, what caused you to stop?
What are your favorite aspects of the game right now? What are your least favorite?
What do you think could improve the current gameplay?
Answering here because google wants me to log in for that and I am not going to.
1. Once a month or less.
2. Possibility of getting a wholesome life. Playing less due to weird design choices which I have no interest in (such as Rift).
3. I like PvE, I like to help out towns and families, I like teaching, I like teamwork/co-op, I like simple peaceful lives.
I don’t like genocide, magical property fences and magical swords, I don’t like rift, I don’t like apocalypse.
4. Removing rift (if we can break out then it’s fine, like an island), removing apocalypse, adding a save slot for player’s own camp so they can have a personal project or a way to get it back, adding more PvE like diseases or infertile land, fertilizer and farming where the plant gets better through generations of farming, making biomes valid for survival, better animal AI, tracking and different ways to hunt and make traps.
Please don't make it so that we have specific skills or perks that are tied to a profession. That'd just make us feel like we HAVE to do the thing we got skills in. I want to decide for myself what I'll be doing and my real life knowledge of the game will determine how efficiently I will be doing it. I think the best long term goal in OHOL is learning everything and becoming a master of everything (crafting and survival). That mastery of the game carries over to every life and we have something we can conquer and keep forever. Taking that away from me, even for a moment, is just annoying.
I don't want to be appointed with a gift nor do I want to choose my gift. I do whatever my town needs and want to be as good as anything as I am regarding the mastery of recipes and quick mouse hand.
I like the puzzle idea but it'd lose its charm reeeeal quick.
Rarely, people do get benefit from asking for someone to teach them how to smith or such. But usually the smiths and oil drillers are busy saving the town. And I'd rather go to Onetech than bother people in-game. It's horrid when you sit and wait for speech bubbles, trying to explain what the "bit" part is in a rig to someone and how to make it. Or why the bellows can't be placed on empty kilns before charcoal. Or why there are no watering cans and why you need a bucket for a cistern. Inconsistencies and oddities and no patience for explaining.
Also you can't just make chatting/socializing/talking give you boosts or perks, or people will be going like "LALALALALALALALALALA" around the place to get the boosts.
wondible wrote:The screen goes dark, and in the dark voices appear.
"WEST DEEP WELL IS OUT OF WATER"
"HOE BROKE"
"PIES ALMOST READY TO BAKE"
"JOHN BOOTS HAS BEEN GATHERING ARROWS"
"THERE IS A BEAR"
"WHERE"
"TO THE WEST"
"I WAS OUT WEST, DIDN'T SEE A BEAR"
"LOST SQUASH, NEED NEW SEEDS"
"DO WE HAVE A SHOVEL?"
"I WAS DIGGING ROCKS TO THE SOUTH"It would sound more like:
"YOU ARE GAY"
"NO U"
"UGLY"
"NEED MORE BERI"
"ANASTASIA YOU DIED SO EARLY, AT AGE ONE I LOVE YOU SO MUCH"
"THANKS FOR SAVING ME I BURY YOU IN MIDDLE OF THE CITY"
"THAT IS MY SKIRT I GONNA KILL YOU IN TWENTY MINUTES"
"HE IS A GRIEFER FOR NOT GIVING ME EVERYTHING FOR FREE"
"CURSE YOU PHILLIPINA FOR TAKING MY STONE HOE"
"DON'T NAME MY BABIES"
"WHO WANTS TO JOIN MY CULT"
"NO WATER, I GO SUICIDE"
"KILL ALL BOIZ"
Yep, and then we want ways to skip sleep mode or find ways to get rid of it.
But we'd need to talk to do these things, and talking is a huge waste of our extremely limited time. Just try making a diesel engine while chatting with other people.
Yeah, I’m not a chatter. You’d need to have something really important (knowledge/item) for me to stop to talk. But everyone has everything and it’s hard to get people to talk when wells are drying out, last shovel breaks, gate owner has gone missing, someone is being murdered and fire is going out.
No perks, boosts or any reason to talk except when you feel like work is not fulfilling you.
I do adore random praises, little friendships and gifts in-game. Those are always worth words and emotes.
I’m glad to hear you have realized the bads of your behavior. It’s important to stay critical over our choices and actions - we don’t need to bully and hurt each other. We can have good and bad days but we shouldn’t channel that negativity onto others. We should make this game popular and not bully each other and force each other to quit.
We all love the game anyways, we are in the same boat.
We can agree and disagree, but we should work together to make the game fun for everyone. Respect each other and let’s have fun without taking away from someone else’s fun. Let’s figure out ways to make it possible.
And everyone should remember that just because there are hundreds of items to craft, those might not be fun or meaningful to everyone. It’s not an answer, just a suggestion.
But a fact is that some people should take more breaks when playing OHOL.
Yeah, I know that like 50% of the players would love to be Real Eve every time and start thriving towns. Everyone wants to be the matriarch of vibrant family tree.
But you can clearly see why that is impossible and not sustainable, right?
If everyone wants to be a root, who's going to be the leaves and branches?
That’s why I said you’d need to pace it. Figure out how often and why, then see what you could design around that. Maybe pseudo-Eves start working if they can have their own surname or special split in the family tree.
Personally I don’t need to Eve to enjoy the game but I would like a chance to Eve once in a while. Others might want to Eve more and are ready to fulfill requirements for it. Such as ’playing to old age adds to your Eve probability’ and you playing in many families is beneficial to you, always, because it always plays into your Eve bank or something. Just an idea. I know you don’t want answers so I’m stopping here. Think what players you want to support and how you could accommodate them and make them useful for everyone. Not everything is possible, yeah. Shrug.
I'm still working on this (the end of the arc IS boring, I know), but a few thoughts:
1. If you don't like the town you're born into, and you're a woman, just leave and start a new town. There's plenty of empty space around, right? That is essentially the "Eve game."
2. Beyond (1), what your'e asking for (lots of Eve camps or young towns 24-7) is not long-term sustainable, unless all towns die out in short order. That is in fact what used to happen, for the most part, which is why the game was more exciting before. In order to "make room" for a viable Eve camp in the player population, an established town has to die out. There are only so many babies to go around, and if babies are going to an Eve camp, that means they're not going to an established town.
(2) means that everything you build is lost in about a day. I'm guessing that most people don't like that too much. People are currently complaining that everything is lost in 5 days at the end of the arc. "EVERYTHING WE BUILD IS POINTLESS!" But, you know, before the arc, everything you built was usually lost in less than 24 hours.
Unless I'm missing something, I'm pretty sure it's impossible to have it both ways. Permanence and Novelty fight each other. If it's permanent, you're going to encounter the same thing over and over. If it's novel, well, then it's new, and it must not be permanent.
(Note that if you exercise (1) and are successful at starting a new town, you will suck babies away from an existing town and cause it to die out...)
(I also realize that (1) is not a pure Eve game because even the wild areas of the rift are somewhat settled and explored.)
1. I think the point is to have your surname on a family and find your corner in the world, being proud of the spot you seeked out from the vast wilderness. Pseudo-Eves just aren’t Eves for Eve fans. You’re not the gen 1 who sets the family off to the future. You’re not the beginning, but some random gen 53 lady.
And what Twisted said; it just doesn’t work in the Rift. Nothing is untouched. Valid spots run out. Nearby towns can drain the lands and steal your stuff. All banana trees are empty. Milkweed is nowhere to be seen - and not for natural reasons.
2. I never had an issue with the ’spread thin’ stuff and families running out of babies. Families with low babies should, though, get chances to birth a girl (the baby weighting is FINALLY in the game now) and if enough girls SID, tough luck. If you are annoyed that your Eve spot got cut short, then you should be given a chance to return to try again later, if you’re that attached to that specific spot. It took ages to find some of the most amazing spots on the mega map so no wonder Eves whined about babies.
Eveing could also be gained when you live to old age in other lives, to pace it a little. Anyone could be Eve if they play enough. Now it’s just some lucky few, the few who are waiting to dive in when arc starts.
(2) The culling time changes were random, and the change where walls were left behind. But people worked towards saving some towns even as group efforts. San-Cal and Casino Town were revived, killed, revived, griefed, revived etc., until totally wiped.
Mods were made to find coordinates of these places to keep them from being culled. As long as even one person wants it to be there, they’d run for it. 8h was too fast. It should be so that if you play every day, you can go to the place to keep it from being culled, so 24h should’ve been better.
It’s one thing to design a feature to do a thing, and another to confirm if it actually does it.
Twisted also had good points, so, those.
MultiLife wrote:I played two lives during the weekend. Just as I grew hair I got shot with a bow. Great waste of 3,5mins for me.
Didn't you get a notice before someone tried killing you?
Is the shock face not evident enough or is the time to run not enough or both?
Maybe 3 seconds is not enough to run and also the shock face should be replaced by a terror scream or at least a face that looks really affraid.
Didn’t see my toddler make any faces, or got any notifications. I was changing a shirt when a guy next to me shot me. Could be just me focusing on the shirt and missing any indications but I don’t remember hearing anything or seeing any facial expressions change, on me or the murderer.
Toddlers are slow, aren’t they?
The next life I got plenty of notifications from the three people trying to kill me.
I feel really disheartened to hear that people resort to griefing to make the game enjoyable for themselves. I feel like the arc is not truly serving any player type. Eve fans can’t Eve, so they may just actively try to end arcs to get their chance at it. Early game fans can’t do early game, because the early game is so shortlived and there are no more valid spots left in the arc, so they may just try to end the arc too. Peaceful players can’t play in peace because someone always wants to end the arc. And the End times of an arc is just man hunt and the sides of that wanting different things: to play in peace vs starting new arc. With some random ”I just want to kill” players sprinkled in there.
I played two lives during the weekend. Just as I grew hair I got shot with a bow. Great waste of 3,5mins for me.
Next life I wanted to provide springs for the town doors. It took all my life to create another smithy with an oven for hardening the springs, and at 40, I was finally about to make a bunch of springs. Uhh nope, another family starts killing everyone and chases me to the end of the rift.
Grrreat. I also have enough stress irl that if I can’t escape to play my session in peace, then I won’t play.
Well that sounds just.. like it's a must to be in a voice chat.
So a posse is some amount of people who shift click a guy at the same time?
I birthed a griefer son one life, and made sure to announce the town his name, what he was doing and that I would kill him. Few other elders were now after him too. However, nobody knew where he was so we split. I found him North, got him to stop to talk and stabbed him.
So posse system wouldn’t have helped there at all right?
How about a solution that doesn't involve weapon, like a vote system ? Someone could launch a vote "should we kick XX from the family ? yes/no", with a majority of yes XX is killed instantly and can be born to another family. If no family available, because XX has either been kicked from all families either been cursed everywhere, he goes to DK.
This is the magic I’d like.
However, I'm really hesitant about proscribing specific punishments. I don't have specific ideas in mind for how I want players to play this game, or what the "right way" is.
Surely it is not the right way to play to abuse loopholes and make others' experience miserable? I'm fine if someone wants to play this game to kill but I am not fine when they get to have overpower with things like juggling war swords, first growl kills, zoom out kill trigger and so on so forth. I believe you are making a game of parenting and civilization, and someone spamming suicides to get back to destroying others' work surely cannot be the right way to play? It's not fair and it's not part of the game to abuse things like these with no consequences.
That's why I like this new system better. You get to define "right" and "wrong" for yourself. If someone bugs you, you can easily curse them (you get one token every 30 minutes), and you will be VERY unlikely to see them again for the next week. They can't spawn w/in 200 tiles of your location. Yes, they might be able to find you, but it will be difficult. The rift is big. It's easy to walk from one edge to another, but much hard to explore the whole thing.
And even if they do find you from 200+ tiles away, you've got a fence, right?
So they're more likely to go after other people than you, in other families, and get cursed by them too. If they bug enough, they will be blocked.
But each person can define what "bad" is for them, without me imposing any judgement.
I like that we can be the judge but I don't like how it makes newbies and passive players leak in players we blacklisted. I'd also love to blacklist people for life, not for 7 days. And I'd love to be able to run to the horizon however far I want and never see a fence again.
When I got my dose of griefers before the Rift, I'd just run into the wilderness and seclude myself, remove myself from the toxic people. But now I don't have that freedom, and boy does it suck.
Looks nice! Fixes the big design flaw of tiny clickable objects and the item search is something I always wanted: feels stupid to search for an axe for years of your character’s life. This also strikes griefers under the belt nicely.
I'm not sure what path Jason is on, but as for the current game mechanics, this is my impression of why various elements were introduced:
- The Rift is a solution to people being too far apart.
- The apocalypse is a way to reset the world when it becomes boring.
- Killing was originally to be a way for players to deal with griefers themselves, and to create more interesting stories.
- The curse system and Donkey town are ways for people to deal with griefers.
- The war swords are a solution to people not feeling like their family matters more than strangers.
- The property fences had several functions: As a defense against warriors, and as a means to encourage trade. I believe they were also meant to make people spend more time with their closest family.And it seems to me that the current plan is to refine these elements until they function together in such a way that most people find most lives to be interesting in some way.
Personally, I wish he would have dropped the Rift and gone for an open world with simpler road building including a way to produce flat rocks as well as nerfed war swords/peace mechanic instead.
And genetics were added to make your close family’s survival beneficial for you gameplay wise, basically (imo) better way to make your family matter than war swords.
This is a good list of Jason’s implementations and what he meant to achieve with them. Also resources running out seemed to be in his vision too, so at some point you play in like a dystopian future of doom and gloom.
I also wish the Rift got scrapped, or limited to some server. I tried playing two lives over the weekend and it was basically being trapped inside the Rift and inside a property fence which owner was running in the wilderness, never to be seen. Listening to some people chant about war and how they lived in the other family and now want to quickstart a new Arc by killing off the other family. Had to kill an annoying griefer too. Otherwise had fun saving the family from famine and being useful.