a multiplayer game of parenting and civilization building
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I'm just gonna drag out the elephant in the room on this issue. The main issue I see, and have seen for a long time, is simply the constant fluctuation in player count, and constantly trying to accomodate for wildly different scenarios as a set rule, which always influences one positively while impacting the other negatively. In this case of course, I'm referring to the balancing act between ensuring families have enough babies to maintain them, while also not overwhelming players with too many children.
I also propose that there should be a max limit of the number of babies a mom should have, this will allow other moms to have more kids, even if their conditions are worst, or even let more Eves be born to start new families. (often we only have one family of each of the four speciality families)
Normally I agree with this sentiment, of having more families and more diversification in places to be born. Except, the population numbers come into play. We've all seen it: When there are two competing families of the same race, inevitably one dies shortly after the introduction of the second. There is simply not enough player base to maintain more than 4 families at any given time, nevermind having more than that. But the harsh reality is that this game is likely never going to see the population numbers needed to feasibly maintain that quantity of families.
So in summary, do I think your suggestion is a bad one? No, but I believe that in the game's current state (which is not likely to change), it would as others have stated, further lead towards family death due to a lack of fertile players. As it is, famlies are dying left and right and its not always due to neglect. There's a ton of factors that lead to a family's demise, and a modified cooldown would only worsen the state of that, in my opinion.
Another point I would like to address, regarding SIDS. You may already know this, but the biggest reason it exists is because without it, said children would become "runner babies" instead of using SIDS, which is equally just as bad of an experience to players if you ask me, except worse as it tanks your gene score (if you care about it). I do however agree that it would be nice to prevent the same baby from being born to the same mother they have already /die'ed away from.
I also agree that the sling is not really the long term fix to the issue, as it only acts as small buffer and doesn't solve the larger problem as a whole.
Pros and cons to approaches on this issue:
1. Add cooldown to births, as OP suggested.
Pros: More time to breathe between children, even if not perfect, a slight chance to at least interact with each individual child somewhat.
Cons: Effectively locks down the potential list of mothers, depending on the timing of things. Could lead to situations where there are no valid places to birth if everyone is on cooldown, unless...
2. Allow for additional Eve spawns when birth rates are high.
Pros: More diversification in areas to be born. Sense of identity to a family beyond color. Allows more players the chance to experience Eve.
Cons: More Eves = more families = an already small player count being even further split and increasing the odds of families dying due to lack of players/fertiles. Only really practical in a high player count situation.
3. Cap the number of babies a mother can have.
Pros: A hard limit could certainly give much more flexibility in spending time with children.
Cons: Again, could run into situations where there are no more valid fertile females, which could lead to either approach #2, or players having to be artifically made to wait before being born.
Anyways, I'm rambling at this point. Hopefully this post brings a bit more insight on things, and emphasizes the fact that there is no quick fix or easy solution to this issue, and would likely require some degree of overhaul on the system as a whole (which, again is not very likely at this point).
Long time no see Testo, good to see you. Yeah this is a game that just pulls you in time and time again, haha.
I think I have to agree with forman here - There are definitely many situations where a sudden overtake of male births leads to the demise of a town. I have seen this plenty of times myself. I think the issue might be less so the ratio of male:female births, but rather the criteria that leads to such a wave of male births.
From my experience, males tend to start popping up when there is a sufficient quantity of fertile females available. However, what I believe might be an unaccounted factor (just based on my experience) is how close said fertiles are to becoming infertile at 40 years old. So for example, take into account the twins/triplets/quads system. Suppose a town has a quad birth, and all four are female. This would make a "ticking time bomb" of infertility, where up until the group gets old, the game might think there are still plenty of fertile females, and continue to push boys into the family. Then, when the quads turn 40, all of a sudden we transition from plenty of fertiles to little to none.
What I can suggest is something like this - a system that not only takes into account the quantity of fertiles in a town, but also takes into account the average amount of time left before all current members of the family are infertile. So for example, say we have an average town of 10 people. We have 4 males, and 6 females. Most of the females are in their 30's, and one maybe in their 20's or younger. There might be a lot of "fertile females", however the average remaining time left of fertility would be skewed to be low, therefore serving as another potential trigger for more females to be forced into the family.
I am of course open to critique on this idea. This is just a rough draft of a potential change that could be made to improve the chances of families outliving the "male curse" as I like to call it.
Simple solution: Convince current developers to stop supporting/updating Awbz and Hetuw, and the game will surely die. I have not a shadow of a doubt. Let's end this madness.
While what destiny said is 100% on target I do wonder if I could come up with some new designs in future artificial towns. I’ll have to give it some thought as I agree that while 3x3 is efficient it’s also stale.
3 or 4 months ago i tried to be "nice" to be a better guy in the game and all the ppl rejected me but that was ok for me and i continued being "nice" making clothes making roads engines etc farming cooking all the things u can imagine but the ppl still rejecting me and i was tired so i just start grienfing again and here i am ... so u cant tell me to be nice cuz i already try it but my name Hailerm/Younghomie is too hated and im ok with that ... so yeah griefing is bad but im a griefer thats what i am in this game and i cant change that ...
You wonder why you're hated.
I was the one who killed you in the white family just now. After having read this post, I figured I'd give you the benefit of the doubt, and tried to reason with you about using the whites' ONLY engine to make a paver. You know as well as anyone else that's a bad idea, they cant pump water without it. And yet, you persisted, and took it anyway.
I'm all for if you want to pave, but next time make a seperate engine so the family isn't screwed out of pumping water. This is why you're not liked Hailerm. You don't listen to reason and work with others around you. Instead, you choose to take actions without thinking of the repercussions that will fall back on the family you took from. That effectively becomes griefing of its own right.
Until you decide one day to change and work with others around you and be more thoughtful, you will remain on my curse list and I will continue to kill you on sight.
Lame as an adjective (slang):
Failing to be cool, funny, interesting or relevant.
Examples:
"He kept telling these extremely lame jokes all night."
Sure, pathetic may be closer to the meaning I wished to convey, but I feel my sentence stands just fine as it is.
We really don't need to dissect our sentences to enforce 100% perfect English usage, do we? Let's try to stay on topic.
Bring a shovel. Walk a fair amount. Make a well inside your homeband. Get babies to continue the line.
Most probably the new well won't unlock iron mines. (Only one set of mines can be unlocked per family.)
But you can plant the old fashioned way. Skewers and wild soil. (You can also bring some of the main town's iron while you are fleeing.)
Just enough until the killers die.
Make weapons (bow and 3 arrows) as they might come after you after they finish slaughtering the people who stayed in town. (Remember they can find you through numerous ways: new baby notification, /leader, etc.)
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Only tricky thing with doing that is the necessity for lots of yum availability in higher gen families, you almost need an established area with lots of food to support even just a few children. Farming will generally only provide things that have likely already been yummed. But yeah, still beats sticking around town.
Unfortunately as long as the developer views griefing as a legitimate playstyle, this trend will continue.
The biggest problem I have is that the griefer pair isn't using traditional methods for killing a town, the are exploiting and abusing non-intuitive and vague systems in order to be able to freely kill as they please. I'm actually a lot more tolerant of say, your typical sheep or bear griefer, than I am this nonsense. At least bears you can prepare for, deal with. Sheep, you can repopulate easily. Leadership system grief is beyond lame.
Edit: I should clarify that I'm NOT saying I tolerate any form of grief, I'm merely saying that those are much more predictable and, probably intended, ways to grief in the game.
Honestly you would probably like Rust, griefing is actually a core concept in that game and expected. I recommend it
Easily solved if families had a population cap. More families with less people creates a more stable experience.
This, this, THIS!
I think this is a good example of good application of the curse system. From what I understand, the curse system is intended to be used for players whom you don’t want to play with. If I was leader in that situation, I may have stealth cursed them, but I agree killing should be reserved for people who are clearly unproductive AND causing grief and/or attempting to kill others without justification.
Curses last 90 days now so it may be quite a long time...depends if those who cursed you are online at the time. Did you intentionally get people to curse you?
Honestly, I don't think we actually need them.
I just think y'all *want* watering cans.If that's the case, we should fight for something we actually need.
I think it would be more of a QoL update, since it would reduce the need for buckets and bowls in the farm if implemented well.
I think this thread is more of a fun thing than anything
I made the same mistake but was able to forgive lol
I have to apologize skotch, I saw a person with your name luring bears to town and stealing the engine and accused you. Sry my bad. I'll talk to Px so others can't impersonate others.
According to him it's not possible to take someone else's name.
And I’m sure he’s correct, the main issue is this: bpskotch is my base username on discord. Around the same time I started playing OHOL and joined the discord I also joined the forums, using the same name. After playing some time I found it funny that the game turned the name “Hope” to “Hopelynn”, so I jokingly took up the name on discord, and it stuck, so I ended up keeping the name and that’s how the community knew me. I quit for a while and recently came back, but I haven’t bothered to re change my discord alias back to Hopelynn, but when I saw that hetuw had made a naming system, I went with Hopelynn so that others might recognize me from the past.
You can see where this goes, a singular user cannot own both usernames simultaneously, so no matter which I choose, someone can decide to impersonate. So, sorta a conundrum of my own creation.
Edit: Also no worries, I already kinda figured someone just wanted to troll and try to give me a bad rep. People will be people
I was thankful to get both my names as having people impersonating other members of the community is sort of an issue.
Hindsight 20/20, I was too trusting to the community I guess. It's a damn shame. Thankfully I didn't see them saying anything bad or trying to give me a bad rep, but still...
I'm not sure why you did, or would even feel the need to, but it's not amusing. The user behind that name on hetuw and I are not the same person. I took up my old alias on that chat, Hopelynn.
I would appreciate it if people wouldn't try to impersonate another person.
I wouldn't necessarily say it's "reasonable" to acquire these items as an eve, or in an eve camp, but to my knowledge a craving does not hurt the player in any way, and they can continue to yum like normal. Additionally, as generations pass with the craving unfulfilled, it will get stronger, and as a result will provide later benefit once contact is established with other towns. So I would say, it's reasonable to get cravings every few gens perhaps, but certainly not always in one life, or multiple in one life for that matter.
Edit: I would say that a player shouldn't expect themselves to be able to get a craving fulfilled, but rather treat it as a bonus if you happen to get it. Although, I could picture cravings being more critical as food values go down in late gens.
bpskotch wrote:3. If you die of old age at 60 years old as an Eve (for the record, Eve is when you spawn as a just barely fertile girl, not as a baby), your next eve spawn on that server will be in the same general location.
If I recall correctly, this actually depends on the number of fertile females currently on the server. I think it's less than 4 fertile females on the server, and your next Eve spawn will be in the same general location. There's an exception in that if there's a baby without a living mother around, then you'll start as an Eve near that child instead of your Eve spawn, though that situation is rather rare in my experience.
Otherwise though, nice comments and what you said seems correct.
I've played a lot of low pop, at times with multiple friends, and have yet to encounter an eve spawn that didn't work the way I expected. I know if there's more than one fertile female online, you won't be able to force eve spawns, but otherwise it's always worked for me personally. Either way like you said, sounds like a rather rare exception that virtually never happens.
And thank you, I try to be accurate and concise in what I write, and hope it benefits other people.
I registered here just to say that (not that the review is mine):
I bought the game yesterday but coulnd't play (problem with the servers?) and because of that I browsed this forum and the steam one.
And god, yeah, it's overwhelming for new players like me.
I was playing as twins with a friend, and after two lifes (first: dead of hunger at 4, second: everyone in the village was too busy to explain to us stuff and we were expected to do things) we nearly gave up.
But, because I browsed the forums, I knew we could change servers and jumped into an empty one to test and learn different things.The game lacks singleplayer (well, I understand it's not easily possible) or server browser included.
If I didn't knew we could go to empty servers I don't think I would have played this game much more.
New players shouldn't spawn as Eves or not at places that are overcrowded with newborns (I had 2babies and my friend 3or4 in our second life).Anyway, my friend and I will surely go back to an empty or lowpop server to learn differents things before joining other players.
The learning curve steep, certain things are not logical for new players (e.g.: why can't I have rabbit bones aside by cooking it right? Can't I let it rot? No? Can I eat burnt rabbit even for a lower hunger fill? No. WHY???), but it's kind of fun. Sadly the game wasn't prepared for the discount and the arrival of new players.
First and foremost welcome to the game and the community, I hope you stick around for a while and have some good experiences
That being said, I am thinking you might have found my thread addressing new players, and if that's the case I'm glad it helped you discover low pop. It may not seem it at first but you can actually have a genuinely great experience playing single player on low pop servers, or even with a few friends if you decide to go that route. Here's some unwritten rules you may not know about low pop (which constitutes as a server with 15 or less players online):
1. There are no racial based restrictions. This means any race can access resources in any biome.
2. No tool slots. This means no matter your gene score, you can use as many tools as you like over the course of a lifetime, meaning you can be quite the jack of all trades.
3. If you die of old age at 60 years old as an Eve (for the record, Eve is when you spawn as a just barely fertile girl, not as a baby), your next eve spawn on that server will be in the same general location. This allows you to replay the same location over and over again to continue development in a singular location. Beware though, if you die of any other cause (starvation, animal, etc), you will lose your Eve spawn and may struggle to find your home again.
Otherwise, considering the state of the game as it stands, you're on the right track IMO. I also learned on low pop even to the point of making diesel engines, pumping oil for kerosene, etc. (you will discover later how important these things are).
I 100% agree though, the game was not prepared for the influx of players (well rather, new players in general), and I do hope Jason makes tweaks in the future to be more newbie friendly (ESPECIALLY re-vamping the tutorial)
...
This pretty much takes the words out of my mouth. You pretty much summed up the entire problem right there. 10/10
DestinyCall wrote:Call me crazy, but shouldn't this game be playable by new players? Is that too much to ask?
When I complain about stuff being too hard to understand or poorly documented .. this is why.
How many people have complained about the game being poor to new players before? I seem to remember dozens of complaints, and I think even dozens of different people saying such before. Heck, I'd guess it's a clear majority of players have thought or said that about this game.
I think you worded this pretty well once...
That signals such as a longstanding problem.
Oh, there exist things Jason could do.
Bear in mind spoon once again, I speak under the presumption that Jason will not change anything, which is pretty likely. I mostly speak of things that we, the playerbase can do, rather than dwell on what Jason could/will/probably won't do. If you will, a "play the cards your dealt" perspective. At the end of the day I agree that these things should be tweaked, especially for new players. The idea of decreasing the pip drain for any new players is one I support, for example.
Yeah basically I'm just trying to reach out to the new players, although I don't know how many are actually going to read the forums, but I figured its worth a try. I hate to see lots of newbies discouraged because of the steep learning curve and chaos/difficulty of the servers right now. Granted, I still feel like it'll become survival of the fittest, where only the most stubborn players will come out on top as future vets. It's a shame, we definitely need a better system to handle large influxes of new players so we can more easily help them adjust to the game.
I was on server 2 for a bit and did manage to walk one person through a lot of the beginning steps quite nicely, I hope to have more experiences like this in the coming days.
Thank you both for the information. I already knew that an update =/= wipe, but with every new spawn being an eve town I suppose I just assumed there could have been one. I'll adjust my post to reflect this a bit more accurately.
@Rookwood, you have to forgive me for how I reacted to you. I suppose I had thought established towns would have held up a bit more to the wave but I guess nothing does right now. Sadly this kinda just confirms what I've thought for a while, that Jason's updates cater to the vet crowd and them alone, leaving the new players in the dust.
I guess at the end of the day the only real solution is the new playerbase getting more proficient. Still think low-pop is the way to go for that one personally.