a multiplayer game of parenting and civilization building
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All joking aside, having a really hard time trying to figure out how to maximize my score.
Lets say I have one child (or at least murder all the others while their still babies), just need to keep that child alive till I turn 60, and that would give me a perfect score?
Wait, wait, wait, wait, wait.... wait, wait, wait. Wait. My genetic score has nothing to do with the total quantity of progeny I have, nor the total number of generations which come from me?
Ok, how do I actually go about getting a better score? Working theory: Take all the village pies, lock them in a room with my children and throw away the key?
"Last surviving female". [Needs to watch Children of Men].
Encouraging players to cling to every life desperately = awesome.
Implementing life token system = I think you will find its a null effect (unless you do the unthinkable and take your game from pay-to-own all the way to Farmville timers and pay-to-play-more).
Instead consider: rewarding players with a meaningless metagame stat based on their average life span. For example, The stat is simply the average of all your life spans. Thus 60 would be a "perfect" score, while someone who /die's all the time might have something in the single digits. Show the player their own meaningless stat when they log into the game, on the home screen, before starting a life. This has the best kind of effect, it gets the player valuing what you as the game designer intended/hoped for them to feel/value.
Huzzah! I'm totally down with making clothing/rooms good. And with making "the wilderness" harder! But some points.
1. Clothing/buildings now cool you off in hot areas? Wait HUH?
2. DOORS. Doors are the most annoying mechanic in game. Annoying enough to just not build buildings. Also, many traditional buildings (long houses, teepees, huts, etc) don't have doors.
3. The main reason villages are built at a multi-biome interface is to have access to the resources of all the biomes. Temp optimizing on a border was just an extra bonus of that strat and only used by mothers and babies.
4. With the current resources/crafting, it doesn't matter how much of a penalty you take for crossing biomes, players will still have to do it constantly just to build a village. It would be awesome if crafting became flexible enough to build single biome villages (eg. like how a water pouch can substitute for bowl). But that's still a pipe dream.
5. "Exploiting" a multi-biome interface for optimal temp was really cool emergent behavior. It never felt gamey, just the opposite, it felt organic. I hope future patches can build on what we have now until new emergent behavior is possible. But it feels like we're getting shoehorned into playing a single "correct" way or whatever. Ironic since IRL mankind has come up with so many vastly different solutions for how to survive and thrive. Including remaining naked. Nevertheless, I think we are hopeful that more pieces of the puzzle yet to come will help make this update make sense.
Just to clarify, I'm cool with harsher temps, sounds good.
But it does seem like my player's body has no thermal mass any more, as like JoshuaN mentioned I instantly go from freezing to boiling in a single tick of the game. I think that is an unintended bug.
The DC'ing is also a bug, but I regret bringing it up on this thread since its a totally off topic from the title. Sorry bout that.
Same. Also getting constant disconnects from the server. I think everyone is dc'ing cause we're all spawning as eve's and eve-children.
There are both macro and micro-climates throughout the world that defy the premise of "temperature bands". Nevertheless, I like your ideas.
I love the idea of certain biomes not being close to each other. Along with the idea of biomes being much larger, journeying to non-adjacent biome types becomes a serious undertaking. It makes the tech tree more meaningful when you can't easily gather together resources from all the biomes in one place.
I love the idea of progression from easy areas to hard ones, with Eves starting in easy (relatively easy, but probably still gosh hard). It gives more advanced civ's some kind of a goal to strive for, to equip themselves and explore parts of the map that are actually treacherous, and perhaps eventually tame/domesticate/develop them. "Wow, today I was born into an oil drilling arctic city!"
More radios. :( Still love the game though. And Jason's dedication is amazing.
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