a multiplayer game of parenting and civilization building
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I'd suggest there should be a way to opt-out of this feature in your settings.
I mean, some people like it, others don't. Let's give them their own preferences.
EDIT: Looks like we all think the same way
Last edited by Mr.XIX (2020-12-02 21:14:42)
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I'd suggest there should be a way to opt-out of this feature in your settings.
I mean, some people like it, others don't. Let's give them their own preferences.
EDIT: Looks like we all think the same way
This really should have been the choice when originally adding life tokens instead of choice. It seems weird to have to /die to opt out but it also seems weird to need to /die 8+ times to return somewhere.
Worlds oldest SID baby.
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Reminds me of the old suggestion to isolate all families and to only let one spawn once in each family, plus once for each child.
That way having children would be the only way to come back and continue your project later.
Last edited by Kinrany (2020-12-03 21:08:34)
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A little thought:
One of the old ideas was that of people sacrificing everything to help their kids survive. But if you sacrifice yourself, you won't live long enough to enjoy the benefits of your child surviving.
This has already taking a small hit - the new player bonus, while a great advance in keeping new players alive and stabilizing the game as a whole, has removed one touching moment - we used to give our clothes to our new kids because they *needed* it "OMG mom just gave me the clothes off her back!". Now a vetern player needs the insulation more than a new child.
https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more
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