a multiplayer game of parenting and civilization building
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It took this Spoon lineage http://lineage.onehouronelife.com/serve … id=7249130 to drain a newcomen pump, deep well, and shallow well.
I don't think there's enough water for this game to scale to maximum player population.
And one reason why players rush making technology lies in that water and other resources run out so quickly.
Danish Clinch.
Longtime tutorial player.
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In reality water changes would likely throw of the balance with the current player count. I do think balancing for a higher player population is necessary for this game to survive. That said it would be best to implement water and buff changes with a population serge and adjust around them. Buff water, food, or any time giving resource before a sale, run stats and adjust where it necessary. Currently the game is no doubt built around the 20-40 total player pop since those numbers where the ones similar the last time balancing was adjusted. Damaging playstyles only have the influence they have because recovery is harder than messing stuff up. So figuring out a balance where recovery and damage is equal in effort while support is there for increased pops. It would buff lower pop environments in total but thats not necessarily a bad thing since taking a chunk out of that effort will be harder while the server is weaker.
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Though i do think a system that is population dependent would be best. Similar to biome restrictions and etc, when the pop is below a certain number the variables change. A gauged system that balances around player pop would be strong and enable growth. I do think things need a strong balance so destruction and recovery equate the same but some type of population based buffer would likely have the most impact in terms of playability and player retention when a surge happens. Evaluating the stats for each zone and balancing for each instead of the game being statically structured around a specific population.
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Just don't make low pops have even less water keep as is and add.
Open gate now. Need truck to be more efficient!
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Though i do think a system that is population dependent would be best. Similar to biome restrictions and etc, when the pop is below a certain number the variables change. A gauged system that balances around player pop would be strong and enable growth. I do think things need a strong balance so destruction and recovery equate the same but some type of population based buffer would likely have the most impact in terms of playability and player retention when a surge happens. Evaluating the stats for each zone and balancing for each instead of the game being statically structured around a specific population.
Yea, I think this sounds like a good solution.
Danish Clinch.
Longtime tutorial player.
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Another solution could be to reduce the range in which wells tap out so towns have more opportunity to expand to neighboring water sources. I forget what the current range is but its likely too far to reasonably expand into. Adjusting that would enable some interesting growth surrounding towns. It would enable families to subdivide while still being close enough to find each other. The subdivision would likely make killing off families harder. Currently i think the main issues with family death and resource management is the dramatic spread we get between families and water sources. Those items have not been adjusted since they were first implemented and they're worth experimenting with.
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Another solution could be to reduce the range in which wells tap out so towns have more opportunity to expand to neighboring water sources. I forget what the current range is but its likely too far to reasonably expand into. Adjusting that would enable some interesting growth surrounding towns. It would enable families to subdivide while still being close enough to find each other. The subdivision would likely make killing off families harder. Currently i think the main issues with family death and resource management is the dramatic spread we get between families and water sources. Those items have not been adjusted since they were first implemented and they're worth experimenting with.
Tapout, all tapouts iron, water, and tarry spot, are bad.
I had an Eve run as a white Eve the other day which first took me a while to find a spot. After I had placed 10 stones for a ready well site and made iron, I made an axe and shovel. I go to the ready well site, and one of my children has moved stones from it. That sometimes happens early, as someone wants a sharp stone. So, I drop the shovel, and go find stones. I come back, and place the stones, but the shovel is gone. I end up dying not having dug up the well. I get reincarnated, and now there's a dry well site. I die at like 1, as my mom didn't feed me in time, and maybe I waited to say 'F' too long. I walk there from another village, and find someone has dug up a well in the middle of nowhere in the *jungle* (not mountain) band.
A few days later I find a white town with *only* one mine, yet having muddy iron veins left on their fault line. What happened? It seems that someone dug up a spring in the nearby jungle band, planted a few crops there, and caused iron veins to collapse, which reset or something. Pseudo Eves *are* going to happen, because that's how some players are.
I probably wouldn't move over 500 tiles away from my starting spot as I often do, sometimes even over a 1000, to find a decent location, if tapout just didn't exist. Having two iron mines would be a fairly simple matter. People spending a bunch of iron on their sprinkler project or some extra engine also wouldn't be a concern ever. And make no mistake, this is a multiplayer game, where optimal play of the group is *never* going to happen.
Water tapout and oil tapout also have similar problems.
Last edited by Spoonwood (2021-04-07 21:22:22)
Danish Clinch.
Longtime tutorial player.
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Thank you for your response Spoon. Those are certainly some of the most heart breaking lives. When you're invested in a lineage and everything is stacked against you. It feels terrible but it also shines a light on how countless people must have felt in our species past. Not saying its good mechanics but that anguish and heartache is something interesting to reflect on and a major part of what attracted me to this game. That being said games are rarely built upon making you feel bad. In fact they are mostly built of feeling the opposite. An escape from reality where you can feel fulfillment. I would say thats a major factor in terms of what this game is lacking. We all want to make a difference for each other. That includes people who grief though it be oriented negatively. Making a difference is no small task but i find in the games current state its too inaccessible, especially during a surge. Balancing the good with the bad and making things healthy in terms of effort to results would go a long way. Especially when countering opposition. Its not a matter of fencing or maintaining an "in" crowd but giving the players a platform to preform in the opposition of those who would choose to damage their effort. Too much weight has been placed on outside resources to bolster the lighter sides of the game. Stuff like phex and the discord which maintain a balance and diminish overall communication and learning through raw gameplay. Those elements could be easily bolstered by simple adjustments in the games structure and i hope we see them experimented with soon. So much effort has been poured into the game and its about time we saw some effort to support those individuals who pour themselves into it. Most anger and stress we see that is evaluated as a toxic community is just people who are trying their hardest to make a difference despite overwhelming adversity. Its about time we gave them a break and give them an opportunity to thrive along side old and new players.
Last edited by Gremlynn (2021-04-08 03:25:34)
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