a multiplayer game of parenting and civilization building
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My concern? I didnt buy a video game. I bought a key for server access. Now the parameters of that access are changing? Poor form.
Unpaid beta testing, but with "fun"
My bad haha, havent had a chance to play new update. Just looking it over, but the initial ossue topic is still relevant i think. The consumed bowls are themselves still clutter, even if moved to a new location or kept inside a cart
Dividing the effect of this bowl creep by making then more containable does not solve the issue that the bowls thenselves are cluttered inside and unusable. Making consumed bowls storable by 10s just means it takes 10x as long to notice bowl creep, not that you solved clutter, Jason.
An option to empty many of those 'stuck' vessels will be nice
Exactly
Putting bowls in boxes unclutters the ground. Not the bowls themselves. Bowls are still "cluttered" and useless. Hiding clutter does not fix it. Sweeping the dust under the rug only makes your house look cleaner. It is still as dirty, you just cant see the dirt.
One of the problems with trade in the game is how homogenous the landscape is. This is compounded by a homogenous technology path. Trade requires an imbalance in commodities that this homogenous set up does not allow for. One path to correct this is to add some parameter that will give a family a surplus to the point they can never use all of it. Meanwhile a family in a different location will have a surplus of more than they can ever use of a different resource. This is the dynamoc necessary for both trade, and war.
My proposal is something floated before, but presented now for the benefiys it will have towards the games direction.
The Mega Biome.
A biome so big that it almost can never run out if properly mnaged. Potentially five major biomes could be made to be mega biome eligible: grassland, prairie, swamp, badlands, and jungle.
The point of the mega biomes being that by rarity of a mega biome, there is only one in a very large area. And a new eve will be stuck with whichever is near. If other eves spawn nearby, they will also want the goods, and will fight or barter for them. If a family wants the benefit of another mega biomes rrsource bounty, its a long exodus, and there may be another family there already. They may defend it as harshly as your family would defend yours. So perhaps they want all some of your furs and you would like some of their logs?
Obviously some notes about some things that would need to happen to make a mega biome function work would be:
-eves never spawn inside a mega biome, possibly nearby one, but maybe never knowing what direction.
-mega biomes should be large enough that proper stewardship by making fenced areas to allow resources to "replenish" without ever running out for long
-mega biomes never spawn springs. Only mega swamps have water, by way of geese ponds
This will force towns to remain outside, with journeys into the biome and returning with goods requiring its own exchange network, or careful planning
-mega biomes are rare, but tied to eves, meaning 80-90% of the map remains unchanged
Humans make amazing walls and structures in places where they dont need walls and structures to keep out animals or defend from the elements. In these places they can even be freed up to create them better than they would out of necessity. The great pyramids werent necessary, but theyre still great. Maybe make building compelling for its own sake? Its essentially a human instinct to build
Legitimately who has the time for all this? Youre wasting your own time and jasons time lol
Eves spawn with a kind of no clip, long enough that they either can cross a fence, or the fences area is garanteed to be survivable
Few things worth doing are easy
Id like to present my idea for a solution to have players self regulate their /die use: add a Youth Death/Elder Death tally on the "get reborn" screen.
Pitbull grief is inferior. Boars dont die of old age, and also require a knife. Boars are the superior grief
I far prefer the system of each lineage developing a unique language, than an enforced creole. Language only developes through the interaction of people, and forcing a hand is taking away an opportunity from players for some intriguing interaction. Tribes learning to communicate with each other could be a fun experience. As far as a third party not being immediately in the loop, it also makes some sense. Alone with either of the others, the barrier would be smaller, but the more people are added, the more a game of telephone is being played, possibly to a wacky end
So there will be more than two languages? You've definately made it fancier than expected. Seems interesting now, even if there are some things that are tripping points, like radios being more difficult(on the other hand, morse is universally understood), and signs being written in a universally shared language (maybe you have a plan for that?). I'm interested to hear how my bo equals rock example works out if there are three parties with independant languages instead of two
Ps almost forgot name preservation (names arent really subject to syllable changes by language. In german the pronounciation is still "left" even if the german syllables for the orientation "left" are different)
How about that universally translated sign? Sure is lucky everyone has the same alphabet and letter sequence to written word despite spoken languages being different
So if you figure out what the unrelated tribes word for "rock" is, lets say its "bo" you know this through the context of them pointing at a rock and saying "bo". You like communication and are a facilitative soul so next time you need a rock you ask for the "give bo". Meanwhile even though you know youre speakig their language, they hear "jugo ri" because this language confounding only works on the surface
What about names? Names are usually preserved across languages. Though the spelling may changed to fit the new dialects alphabet and means of reaching the same syllables, the syllables are largely maintained. If our speech bubbles are meant to be speech and not writing, names should be preserved somehow
How would this be affected if speaking over a radio?
The compatability score may be a good direction to go. There are two ways currently for us to try to remove unwanted players: murder and curse. Perhaps a murder is a -1 decrease, a curse is a -2, and a combo would be -3. In this way cursing is still an important way of showing loss of faith in another players actions.
As some side effects and notes:
- a griefer murdering you will only lock you from lineages started by the griefer, which may be unlikely or undesirable anyways
-this would make "policing" viable, as you would be locking the person you deem a criminal from any lineages started by you, saving them from having to deal with the griefer
-this could lead to different lineages slowly becoming differentiated as various playstyles are selected out, causing variation in towns
-the lineage lock out could be temporary and scaled like curses currently are, to allow grandfathering in current curse accumulation. Or add that only kills that are preceded by a curse cause the lineage lock out, to make it more balanced/ allow murder without complete banishment
The removal of donkey town in favor of a system of tracking murderer/victim interactions. When a player murders another player, the murderer adds that victim to a list "blacklisted players". A victim will never spawn into a murderers lineage (being defined as a lineage started by the player that executed the murder).
It's likely that a griefer will be murdered in more lives than an altruistic player does, and that altruistic players are more likely to start lineages. The net effect of this is the altruistic player base slowly weeds out undesirable players from their lineages. Eventually players that get murdered enough will find themselves unable to spawn to very many lineages.
The removal of donkey town in favor of a system of tracking murderer/victim interactions. When a player murders another player, the murderer adds that victim to a list "blacklisted players". A victim will never spawn into a murderers lineage (being defined as a lineage started by the player that executed the murder).
It's likely that a griefer will be murdered in more lives than an altruistic player does, and that altruistic players are more likely to start lineages. The net effect of this is the altruistic player base slowly weeds out undesirable players from their lineages. Eventually players that get murdered enough will find themselves unable to spawn to very many lineages.
What about something like a mix of the tiers, crafting and the timer? Adding at first the one item to make a middle stage between vein and the stanchioned mine, by adding a 'Mine support'. Each iron vein can be pickaxed to get iron ore, until it depletes, at which point it is an 'unstable vein', in danger of collapsing. But use of a mine support consumes the support, and transitions the mine to a "stabilizing mine', which after some time can be pickaxed again. the addition/upgrade of the stanchion kit could could remove pickaxe usage, extend uses before depletion, or decrease 'stabilizing' time, or any number of the aforementioned
Smithing has been one of my favorite parts of this game since I started playing near independent release. Here I hope to explain some of the finer points of smithing, the required material to go from Eve to steel, and the process of crafting the knife. Obviously this will contain recipe spoilers, but this first paragraph, will simply be some general tips. In general, I have found there a few good practices every smith should use, and other players should respect. The smiths toolkit is a basket, containing the chisel, file and smithing hammer, within the forge should be the sealing adobe, an empty basket, a long shaft, tongs, plate(s), bowl(s), flat stone(s) and a round stone Store sealing adobe on the space right above the forge/kiln , "tucking" it behind, this universally signals its part of the forge equipment. A good supply of fuel is important , somewhere close to the forge, pile kindling, and firewood so that you can feed your forge as well as Maintain a communal fire this is important so you know you can light the forge when needed. Keep three bowls, three plates and three flat rocks as soon as possible , these form the components of the crucibles, with three being a good number for efficiency. Rush a steel axe as one of the first tools this is a huge ease to the strain of maintaining a fire and feeding the forges. After initial camp set up, Expanding to two kilns in the smithy can increase efficiency by allowing one to alternate kiln and forge modes.
To build a forge as an eve will require the materials for fire (hatchet, bow drill, long shaft) hunting and cooking a rabbit (snare, hot coals) and then building the Forge (clay, bellows, flat rock). To start make the Eve tools, hatchet, bowdrill and snare. Each one needs a rope, in total you'll need 14 milkweed, 4 straight shaft, one curved shaft, a sharp stone, and access to the leaf/tinder trees as well as kindling supply. After crafting up all this take the snare and go find your rabbit, skin with a flint chip and cut skin into pieces. Collect skewer and start your fire. Once the fire is hot coals, cook the skewered rabbit. From the bones you can collect a small bone, using the flint to make a needle. Sew your tiny rabbit fur pieces into a pouch, and save this for later. Now collect up 6 clay, turning 4 into adobe, and making one nozzle with a skewer and clay. Using a round stone turn an adobe into a base, then add adobe until it is a kiln. Use the flint to create two sets of tongs from straight shafts. Use a round stone on the 2 clay to create a plate and a bowl. Light the kiln and use the tongs to fire your plate, bowl and nozzle (seal the fired kiln) if you have time. Add your pouch to one of the tongs, and add the nozzle. When this bellows is put on a kiln, the kiln becomes a forge. Hopefully by now you've encountered a decent source point of iron, but to get things started, about 8 iron ore will suffice. To begin, make some charcoal by removing the bellows (if attached) and lighting the kiln, but putting adobe on to "seal" it, the result will be charcoal, which can be moved with a basket. With some charcoal piles on the ground, a filled forge, and some piles of iron, you're ready to go. Fire the forge, picking up iron ore with tongs, heat with forge, then placing on hot iron bloom on the flat stone, hit with round stone. Place this wrought iron in a bowl with charcoal, and cover with a lid(plate). This unforged crucible will have to be fired in the forge, and cooled. After removing the steel ingot, use tongs to heat it and place it on a flat rock, using the round stone to create a smithing hammer head, which becomes the full article with a short handle. Using the steps from ore to ingot again, at the point of hot steel ingot on flat rock, use the smithing hammer instead of the round stone to craft steel tools like the hoe, axe and shovel. This is a basic and functional smithy.
Crafting a knife is one of the Dark Arts of blacksmithing. I reckon you're either near alone in the wilderness and starving, or in a town where you could get got at any moment. A bow is required to get knives from Eve state, but a bow is unreliable, and in the end, you'll need the utility of a more sophisticated tool anyways. To begin complete the basic forge setup, having three steel available. You'll need to craft the aforementioned bow and arrow, requiring a rope, yew shaft, a string, skewer, arrowhead and fletching. Craft it up. Find a pond with goose and shoot the goose. Skin it at home, using another skewer to cook it over hot coals (you can light kindling with a fire brand to get a short lived fire separate the communal). Remove the cooked goose and set aside at smithy. Light the forge and smith a chisel and File blank. Grease the file blank with the goose, and add the chisel, hammering with the smith hammer. Next smith a Blade blank, using the file on the blank once to get a knife blade. With a short handle this becomes the knife. If a file already exists in the smith kit, then making a knife is as easy as smithing the blade blank and getting the handle. The chisel and file are required for other smithing tasks like the production of shears, bowsaws, and the other dark art, locksmithing.