a multiplayer game of parenting and civilization building
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Backpacks. If I could wear two, I would put a baby in the front one.
The_Anabaptist
Nice to see a thought out and useful forum thread. *claps*
The_Anabaptist
I always preferred a 3 x 4 format myself. Gave me a tidy place to keep seed bowls, farming tools, a fertilizer pile. I would even put a nice horse fence on the sides and top, leaving the corners open to discourage random foot traffic and animal attacks. But I could never get it to catch on with the masses.
The_Anabaptist
Considering that Jason has already resisted a simple option to say Eve or Not Eve in the past. The more you add to the solution, the less likely it will be considered. I would think a simple added statement of "if you didn't get your choice, it wasn't available." on the selection page next to the race checkboxes would suffice for the majority of /die situations.
The_Anabaptist
Maybe the game just needs an intro screen where you can checkbox which race you want to spawn as this go around.
The_Anabaptist
I found this post on reddit where the player wants to avoid becoming leader:
"I hate being the leader. I play this game to relax...
Well, I think I found the Reddit poster's first mistake.
But seriously (no, not really) only ANTIFA supporters use /die to escape their authoritarian responsibilities as the glorious leader of the proletariat. Who will ration the goods for the masses if not you?
The_Anabaptist
Apologize for the dev all you want, but:
If it looks like a duck, swims like a duck, and quacks like a duck, then it probably is a duck.
Six months and counting to complete a move? Color me skeptical.
The_Anabaptist
I realize I haven't played in a while, so I'm not up to snuff on leadership and succession. Can one not follow / unfollow leaders anymore? Isn't this as simple as having two leaders & two distinct family subgroups?
Time to scrap another outdated system?
The_Anabaptist
a multiplayer survival game of parenting
and civilization building
Too often we define this as completing the tech tree, maximizing our yum, or some other mechanic.
If you were to Eve in your next life, what words of wisdom would you impart to your kids (and instruct them to pass onto their kids, etc) to promote a unique tribal identity? Not necessarily game play tips like "don't just eat berries", rather something waxing more philosophical in nature that will set your tribe's culture apart from the rest. (hopefully for the better, and not the worse)
The_Anabaptist
The_Anabaptist wrote:This thread has really made me wonder how many people are out there IRL doing the exact same things as being done in game with the exact same lame excuses.
"Hehe, I'm going to move/hide all the office supplies, lock the bathroom doors, and then blame it on the minority custodial worker who trying to hold down three jobs to feed their kids, just to piss off anyone who actually gives a fuck just because I think none of it really matters."
No wonder the world has gone to shit.
The_Anabaptist
boomer detected
Gen X actually. I'm going to bet that you are on the young side of Gen Z from your weak sauce banter.
The_Anabaptist
This thread has really made me wonder how many people are out there IRL doing the exact same things as being done in game with the exact same lame excuses.
"Hehe, I'm going to move/hide all the office supplies, lock the bathroom doors, and then blame it on the minority custodial worker who trying to hold down three jobs to feed their kids, just to piss off anyone who actually gives a fuck just because I think none of it really matters."
No wonder the world has gone to shit.
The_Anabaptist
Jason,
Please clarify:
1) If you are born as a boy and live to 60, you will be reborn back into your family tree? Any limitations? Like say your mom birthed only brothers, would you be reborn to a cousin?
2) If you are born (boy or girl) and live to 60, but no other children in your immediate family lineage is of birthing age, would you be reborn to a cousin?
The_Anabaptist
I have ideas for how a weather system would work ever since the rift, but ever since bands I have reworked that idea so how I see it working is that we have invisible vertical bands, moving from left to right these bands could be called "clouds" and it will role a random cloud setting like this
50% sunny
30% light rain
10% light snow
5% heavy snow
5% heavy rainbut you could even take it a step farther, and have each band in the cloud have its own cloud status like this
Desert band :
70% sunny
25% light rain
5% heavy rainTundra band:
50% sunny
30% light snow
15% heavy snow
5% snow stormJungle band
40% sunny
30% light rain
20% heavy rain
10% Lighting storm (+heavy rain)
Or you could keep a single set of percentages across the board, but swap the effects. Snow in an arctic biome is a sandstorm in a desert biome, or a monsoon in a jungle biome, etc.
The_Anabaptist
As Jason's family proceeds with their cross country move, he has pointed out some differences between the locales.
My question for the day is: How do you imagine this change in locale will impact Jason's development priorities in the game? Will endless vistas of ever changing clouds inspire more weather mechanics in game? Will all those help wanted signs in storefronts mean that our meeples will require more defined job roles in the future? Let's hear your ideas!
The_Anabaptist
On a related notes ... we need shoe piles.
On a related note to a related note ... we need to be able to throw shoes at each other.
It is practically a universal insult and thus another excellent way to generate drama. And more effective than just 1/2 building a floor to generate drama.
The_Anabaptist
One Hour One Life
I've always interpreted it as One Hour (maximum) One Life. Unlike Spoonwood, I would love to see it interpreted as One Hour (maximum) One Life (maximum).
Don't like your birth mom, birth town, birth race, whatever and /die? Great. Log back in One Hour from now.
Die because the game was too hard, mother was incompetent, whatever? Great. Log back in at the end of One Hour.
I think the game would be savored by more players if the option to just start again right away was curtailed.
"Hunger gives flavor to the food" - Amit Kalantri
The_Anabaptist
I remember requesting the addition of rats to the game a very long time ago. Not really a race without the rats.
The_Anabaptist
The_Anabaptist wrote:I'm sure that if I root around the forum long enough that I can dredge up some quote from Jason how his engine can handle billions (ok, maybe just millions, but I had to go there) of sprites.
So you would show that he can say such a thing, and that's enough for you?
This is a lighthearted thread for the upcoming holiday Spoonwood. I expected nothing to come from it, but maybe some laughter. Why so serious?
The_Anabaptist
That seems wildly implausible to happen in the future.
Graves aren't unused content also.
I don't think such would work at all on a server with a full population and 90+% of them new players.
Have a little faith Spoonwood. I'm sure that if I root around the forum long enough that I can dredge up some quote from Jason how his engine can handle billions (ok, maybe just millions, but I had to go there) of sprites. They might as well be zombies.
The_Anabaptist
And bears are just were-bears that help kill the undead while your busy dying.
The_Anabaptist
For Halloween we need a gameplay mode where if you don't bury a corpse within an hour, it reanimates as a skeleton, zombie, vampire, etc. It then proceeds to be a danger to the living. Maybe skeletons just guard dead towns from would be looters, while zombies shamble towards living ones, and vampires are just wicked fast and you better hope your not its next victim.
The_Anabaptist
Arcurus wrote:The_Anabaptist wrote:As I see it, we have a game that produces tension / challenge by:
1) Balancing risks of depletion vs surpluses via crafting / tech advancement.
Except that at some points, tech advancement will run their course and all that is left is depletion of resources and death of the civilization. Good or bad, it is the final end state for the game.
2) Encouragement of variety over monoculture living.
At one time, you could expect to live a full life eating nothing but berries, or cactus fruit, or whatever single item. Current yum and craving mechanisms encourage variety. This is a reasonable extension of 1) in my opinion and enjoyed by much of the experiences player base. (Newish players may beg to differ?)
At one time, families could intermingle easily and build cities in relative harmony. Current birthing mechanisms keep the families in their own towns for the most part. This is the opposite of 2) in my opinion and generates a lot of harmful results. Without scrapping the current system, could this be fixed by having an elder "adopt" a non-ethnic woman into the family and have them continue to birth her ethnicity or random spawning of the two ethnicities?
3) PvE vs PvP
The actual environmental challenges are limited to a couple wild animals. Leaving most of the challenges being generated up to the players themselves once a food surplus is met. Additional environmental challenges that have the potential to impact the entire family in my opinion should be introduced to reduce the amount of drama introduced by certain players.
The_Anabaptist
yea for sure more challenges then starvation or griefers are needed.
And yes the family homeland restirction does lot more harm then good...
How reliably can you travel on foot to other towns using the default client? I still die occasionally to a wolf or boar even with Hetuw's red indicators. I had it happen yesterday that I ran up and left, and the wolf ran up and right and it's path crossed mine, resulting in me getting bite, apparently, after I had already moved over that tile. Lost three backpacks worth of rope and a clothing piece, because of that.
Most players who choose to stay close to town will not be impacted by wild animals unless somebody lures them back home. While a wild animal may present an occasional challenge to the dedicated traveler, it typically doesn't impact the community unless you were bringing home that one critical resource needed to save the town. Hence my suggestion for any/more environmental challenges that cause the collective town or towns to come together to overcome it and maybe forge some teamwork behaviors along the way.
The_Anabaptist
As I see it, we have a game that produces tension / challenge by:
1) Balancing risks of depletion vs surpluses via crafting / tech advancement.
Except that at some points, tech advancement will run their course and all that is left is depletion of resources and death of the civilization. Good or bad, it is the final end state for the game.
2) Encouragement of variety over monoculture living.
At one time, you could expect to live a full life eating nothing but berries, or cactus fruit, or whatever single item. Current yum and craving mechanisms encourage variety. This is a reasonable extension of 1) in my opinion and enjoyed by much of the experiences player base. (Newish players may beg to differ?)
At one time, families could intermingle easily and build cities in relative harmony. Current birthing mechanisms keep the families in their own towns for the most part. This is the opposite of 2) in my opinion and generates a lot of harmful results. Without scrapping the current system, could this be fixed by having an elder "adopt" a non-ethnic woman into the family and have them continue to birth her ethnicity or random spawning of the two ethnicities?
3) PvE vs PvP
The actual environmental challenges are limited to a couple wild animals. Leaving most of the challenges being generated up to the players themselves once a food surplus is met. Additional environmental challenges that have the potential to impact the entire family in my opinion should be introduced to reduce the amount of drama introduced by certain players.
The_Anabaptist
Why don't we have each ethnicity be able to domesticate only one specific animal type. Then when you are thirsty for milk, you can jog over the the "nearby" white village for some. Want some mutton based products? Then clearly you need to visit the highlands and find some of them ginger shepherds. Hankering for some carnitas to go with some huevos? You get the idea.
This could be the greatest "walking sim" ever! Forget that other guy's game...
The_Anabaptist
Gee... I don't know what is more shocking: 1) That I posted a review 14 months ago about the hating and racist play and mechanics on Jason's website reviews. 2) Said review points out that I haven't played the game in 3 months already!
And yet here I am still fuming on the forums. I really need to break up with this game for good...
The_Anabaptist