a multiplayer game of parenting and civilization building
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I really like the fitness update and I've been having fun with it, but I think that some players are going around feeding people more often now. Has anyone else noticed this?
It could also be that there is a lot less trolling now so people who have a need to troll are reverting to older ways to be annoying.
3 lives in a row I had my chain broken...
Have you tried playing since the limited lives update?
I think the simple solution would be to make it so you can't feed someone who isn't starving.
pipe + saw = small metal tubes
small metal tubes + string (or ball of sting) + flint chip = small metal tubes with wicks
small metal tubes with wicks + hammer = 3 empty lighters
3 empty lighter + bowl of kerosine = 3 full lighters
each can be used 15 times to light kindling on the ground or in a stove...
Well if you needed a wheel chair and someone could make one for you and then you could keep doing stuff that'd be neat.
But if it's capped at 12 I don't think it would encourage non stop playing. I imagine most people are only down by about 3 or 4 lives so in one or two game you are maxed out. Nothing more to do.
Pein can you stop building engines for like a week so other people learn? I strongly suspect that all the engines on the server are built by you and maybe two other people.
Meh. I got my $20 worth of entertainment out of it but I think I'm done.
I played a bunch when the game first came out. It was kind of fun to catch bunnies and run around with a backpack and one shoe. The infamous basket decay update pretty much killed my interest.
Baskets don't decay anymore.
I personally like the idea of still earning one token for every hour not playing, but have them get one every 30 minutes of play time.
Same. This would mean that paying and playing well would generally keep you topped up nicely instead of avoiding playing just to get the number to it's maximum.
I also agree that doing a poll to find out why people die is a good idea. I suspect there is something that none of us have mentioned here. Or maybe not, but that's the only way to know.
I'm using unity for my first game because I'm really rusty with programming and unity is a good crutch, but I think I want to make my own engine for the next one. Unity kind of shapes what you can do and pushes you to making games with a certain feel. It's working OK for my current idea. But I think generally speaking making your own engine, if you have the skills will make the game cleaner and give you more control.
I'm curious if most of the people who don't feel like they have enough lives are new players who die young more often, long time players who don't die at an old age mostly, and if this is just the "anxiety" I wrote about in another thread. A substantial minority of players don't feel like they have enough lives. Would be very valuable to send a survey to ONLY a sample of those players (say 60) and ask for an open-ended reason why? I've been guessing the reasons but I don't really know.
Is it that they want to Eve?
Is it that they are still learning?
Is it that a number that always goes down makes them anxious (might not be a bad thing)?
etc.
60 open ended surveys with an option to "skip" should produce 20-40 responses, many will be short, but there might be something we have never once discussed in this forum.
Was that the Bossard familly ? If so, I turned a lot of your iron into steel, helped at the end of my life by a young boy. We were indeed so rich !
But... we were only boys, no girl left, familly is dead. Bye bye our work !
Aw that's too bad. Perhaps someone will find the town before it vanishes. Nonetheless it was still a wonderful life.
I was in a typical gen 4 camp. I decided to farm some milkweed and noticed my brother making a bunch of carts. So I helped him and we made like 5. Then I decided to go exploring and I found not one, not two, but 3 iron veins very close together. When I got back my brother was churning out buckets and and he got the stanchion kits together very quickly. We decided to go together for the iron and both took carts since there were so many and got to work on the veins.
But, my brother said he'd go make baskets and never came back. I was very sad since he was still rather young ... perhaps all the boars got him. But now I had to bring back 4 carts of iron all alone. And I was getting old.
I didn't even bother to take the iron out of the baskets when I got to town. The veins were not close, it was about 5 biomes over, but I made the trip 3 times ... I didn't get the last load.
It was a very simple life but a good one in many ways. It's so nice when you find someone who is on the same wavelength about what needs to be done. I died unloading the last cart, the towns was swimming in iron and milkweed and carts when I died.
Thanks brother for making that life wonderful.
Lovely!
Your brother had the soul of a bear! That is a strange bug!
So now you introduce two models:
The regular purchase of the game which lets you bank 18 lives.
The Freemium model where you can only bank one life, but can pay $1 for another life after that. New players would also get to start with the 36 intro lives, to get them hooked of course.
Smart idea heh. No really, it's not a bad idea at all to let people just try it out.
Some of the time when you get a few in a row it's the same person I think. And some people may come back to the game after a break and not know about the new rules. I haven't seen many more /die babies since the increase to 18.
It's not all bad I found a whole town that was super tidy just recently. It was lovely and I did a bit to keep it that way...
The big problem is noise. Many people won't care about the questions and will click a random response just to get back into the game. How do you filter those responses out so they don't drown out the valid responses? Ghu knows, I've given random answers to survey people in the mall, just so they'd stop bugging me.
This is one advantage of using a sample over polling the whole population. You get better engagement from the people you do poll since they don't see the poll all the time, it's rare and special so people take the time to read it.
I also think asking open-ended questions is very important. And obviously you'd want a sample for that. Some of the time when I've run polls I've been asking the wrong question and only found out thanks to an open ended question...
More data aren't always better than rich data.
Toxic which recent changes do you think are making the game less fun?
People make buildings with doors, so I thought the point was to have the fire inside in a nursery, but I've been seeing very few indoor fires. I think the issue is nurseries are boring and if the fire is outside near the smith and bakery you can bake or smith while raising a kid. Been seeing much less of the woman by the fire and everyone just dumps the kid there. I think that's because there are fewer kids.
But, the side effect is the fire isn't ever indoors and most tows just feel... provisional. Fire is in some random spot outside, near the center of town. It's useful for the smith and baker and working moms but are there any ideas on town design given the new mechanics?
People still also seem to want to stand by the outside fire so they can talk to and watch people who are working. Being in a nursery is boring. I never stand in a nursery I take my kid with me and maybe stop by the fire with them to find out what's going on. Since we have a more reasonable number of kids now and very few /die babies this feels much better.
But the design of towns feels off.
I used to be very opposed to having the fire in the bakery since too many people and clutter (and baby bones) would make the space awful. But it's not so bad now. Since it's hard to build a functional indoor smith maybe it's time to go back to the old bakery/nursery designs? No real point building a little room just for storing kids anymore.
What do you all think?
Nice! I hope you share some of the results with us. I've always been curious about the difference between the polls some of us post here and what might happen if everyone was asked about various game features.
I'm personally most curious about how people feel about the level of violence, in the game.
OK one more. This is from last week. Stabbed at age zero in a cluttered chaos hole of a town. I was having a bad time. Note the plate of sliced tomatoes. Nothing makes clutter quite like salsa. It's the worst.
And just to cheer you up after that here is a happy life. I doubt this town ever wanted to milkweed. Not after my milkweed madness life.
I'm really just posting this because I'm curious if anyone ever finds the massive milkweed patches I make. I've made a few... never found one from someone else though... yet.
I think there is something to the idea that a family is somthing that you have to *join* rather than just being automatic. It's always seemed odd to me that I can curse and use the sword with people with my last name who live in another town who I don't know about existing or care about but the 2nd family in my home town whose mother helped nurse me, who talked to my mom... whose name I know isn't "in my family" due to the technical way that names work.
No matter how long two families live in the same town in peace, they are still deeply separated by game mechanics but your bloodline on the other side of the map playing psudo-eve *is* connected. That feels off to me.
Working together, sharing, caring for each other's kids, dressing those kids, all of that would count for something in the real world.
As would being absent, not helping, etc lead to a possible rift.
At least we can learn languages. THAT feels very natural and correct.
Maybe the curse system and swords should be tied to languages?
Nothing annoys me like plates left in the prairie... except for maybe people who just take the rabbit and leave the trap!
Great, now the rabbits won't re-spawn for anyone else! Just take the trap off the hole and leave it to the side how hard is that to do... OMG.
Not exactly clutter, but sheeeesh.