a multiplayer game of parenting and civilization building
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I can defend my mine, but after im dead, its gone no matter what. I have tried every single possible solution and nothing works. People say just build a fence around it. I need to give perms to someone and what if my kid is a greifer which basically always happens. The main people who steal engines are apart of your family. I don't want to worry about staying on for hours guarding our source of iron when it can just be in there forever. I tried this "fence solution" about three times, moments after I die its gone. I spawn back into that same village an hour later and its no where in sight. Jason please Make it permanent im begging ive gone through seven engines and they all managed to get stolen/greifed. One might ask 'since newcomens aren't perm, aren't the engines safe?" No there not. All a person has to do is find an abandoned exhausted well and its gone forever(this happened to me twice). A mine can not last through generations and its been tested. Its only practical if their permanent please Jason do it.
Everyone is just to close together there needs to be more space so villages have time to develop.
No a person made up a lie that a neighboring village had knives so she started spamming knives to kill them. When we arrived they didn't have knives and were peaceful but she set a chain reaction.
yes I did My family actually went out and killed other families - Just fam -
It ended way too fast... It should last at least 2 days. And it was pain to survive with that large families, people popping up babies like crazy. Many people don't want to play as eve so they die, that's why it ended so fast.
The eve window closes you cant play as one, and my village had moderate babies, a significant boost from before which is good.
That's literally it. The rift already reset lol. This is why in my solution I had eves respawning after families drop from four.
Lmao I just spawned into a town that's been here since the beginning of the week
So maybe it will end in 3 hours. We shall see what happens.
Over the past rift-free week, the longest family has only lived 11 hours. Stuff has been getting "lost forever" over an over all week, even though there haven't been any arc ends happening.
But there's no collective story or turmoil or tale. There are a bunch of separate, isolated stories.
Maybe families haven't been surviving since the only thing you changed was the rift, they're were too many families outside multiple times during the honor arc which played in the downfall of all families. Also, the notion that everything was lost in that week is wrong. Several times during this arc over several days I spawned in the same city under a new family or a another old town I recognized. There were belltowers in the major cities anyways and the major cities were also mostly connected by road leading to the monument.
Also, ideally there shouldn't be an end condition there should be content at the end of the tree that will help players escape the rift(that's way harder to make then the diesal) . This would motivate players to work more efficiently if they know if they stay in the rift too long there family will die out. This will also add a sense of progression for since the rift stagnates in about 12-24 hours. The "end condition" should be the update to the game every week. Unless four families make this object to escape, the world will reset will occur since the majority of the rift will go barren after a couple of days. This would put the reset in the players hand opposed to yours.
Yes totally agree but people are fine with playing one family the end condition should not be five families it should be three, putting it at five risks culling a world that is still doing fine while at three the effects of resource depletion are felt
In fact, it did work that way for a little while....
I do want SOME kind of collective failure condition, though, and my current best guess at that is "too few families left".
It's pretty easy for players to prevent families from dying out, if they put their minds to it. So it's clearly a "the ball's in your court" situation. People could be on Discord talking about which family is about to die out, and how to save it, for example.
The other "player stat" failure conditions are much more abstract and outside of immediate player control. For example, not enough fertile mothers.... it's not like you can travel across the map and "fix" that problem.
But if one family is about to die, you could travel across the map and help them.
I've tried to save families like this before, but the problem is that once you play in that family, your locked out of it which is unfortunate. I also think the underlying issue is the baby distribution, a town go can very well, but since there's ten other families running at the same time, the last female gets a boy and goes infertile. If you want a "the ball's in your court" situation maybe putting more of an emphasis on yum chains to get more kids or cutting the families down which by default should help families last longer.
I reckon that is because you have been playing the game wrong, granted that perhaps by no fault of your own.
I see you (and a lot of people) treating as if it was minecraft:
1. Ability to respawn in the same village after you die;
2. Huge focus on building projects like parks, monuments, buildings, etc.
3. New shining blocks to build with;Even your main complaint seems to be about not having enough things to build. And the assertion that is what makes the game repetitive and boring.
As I interpret it the game is about having experiences.
How you relate to others, how you as a community relate to external threats or opportunities. Relationships you form during your life, the laughs, the rage, the disagreements, the overcoming of challenges, the failure to survive and feed your children, the fuzzy feeling you get inside when you work to clothe your child and she smiles as thanks, or when a new player is super happy for being able to plant berries and make compost.
That moment new players (probably in their first game without instant dying) experience their first child being born and for a moment they just stand there staring dumbfounded at the screaming baby, half lost, not sure what to do. Picking up the baby, giving them a name and seeing the baby do the /love emote or smile. Sometimes they even try to emulate the telling of the story the town, give them a tour like they got, or brag to the babies about what they are doing with a sense of pride. How they die of old age surrounded by their children right as the song ends (very awesome touch Jason, that song is spot on, always gives me the feels!).
I remember a lot of my first lives, how many times I died for not being used to hunger, that time I tried to plant berries by digging a wild bush out of the ground (I asked someone how to do it) and carrying the dug bush to town asking how to replant it next to the others. (I'm sure to the great amusement of quite a few people)
I remember finding lost relatives in the wild, one time even a full family, and bringing them back to town, the joy everyone had, the reencounter with old friends, finally not having to be hungry again, not having to live going from berry bush to berry bush, finally having clothing for your children and a fire to place new ones.
Another time two sisters on their 50s exchanged happy greetings for the first since their teens because one of them left to explore and got lost, only to be found by us by accident and being brought back just in time for thjem to say their goodbyes.
That time we had one girl on awbz but didn't have any girl on the village. I managed to find her using a horse and a lot of luck, brought her back and everyone was ecstatic for town not dying after all, the hope of our village, only for the girl to randomly die 2 minutes later. That amused resignation as we cleaned up the town in hopes an eve would take it over someday.
That time a stranger helped our mother survive in the wild and find us a town and then helped us settle in. To be hailed as a hero and mourned by our mother after she came back as my baby. The town thriving and the tale of the hero being passed to past generations. A grave with history, visited by many.
That moment when people get stabbed and already gave up, saying their goodbyes to their loved ones only to be save at the last minute. Being able to continue with their lives in everyone's company. Where a dark hole was forming, only the scar of the trauma remains, but a happy experience all the same.
As much as people like making many engines and then bragging about it, or making huge monuments, buildings or parks, the only lasting thing you can really take out of the game are the memories of the experiences you had.
Not saying we couldn't use more content here or there, but I think it's important to keep focus on what the game is for (at least for me).
You misunderstand the reason I posted this thread. Of course I have had countless experiences in this game ,I have played the game in all the reasons you have listed and more. I started a nomadic tribe, I clothed all my kids had countless experiences which all I remember fondly with great detail. But your reminiscing. I am talking about the present while you talk about experiences from the past. Ive always been invested in family legacy and longevity, I was obsessed with genes until the rift update. Ive spent several hundred hours with each life being different. Were talking about how to make the game better now regardless of the memories we have had with the game. The present, the now and in the now experiences are null and void when everyone town feels the same, has reached the end of the tech tree, and the majority of the village huddled up by the fire just talking and doing nothing. Of course there's long term goals when in the rift you know exactly which town you are and where you died in your previous life. Accomplishing things along the tech tree have had to be some of the best memories I have made. Building the engine which saves our villages water, building a loom to cloth the children, hearing the gushing sound of oil as everyone celebrates in the progression of the village. Experiences are made from content in the game, the things you can do, the plane you build with your cousins and kids to escape the rift, all experiences all from content. The more content the more memories we form and the greater the game gets. And no, nowadays I don't do long term projects but live my life cooking yum/exotic foods (or on the forge) for the people of my village,
While changes are being made to the game, I do wish we got actual new things to build. Its boring building and doing the same things over, and over again. It gets repetitive and boring. Although the replayabality of this game is super high, There hasn't been new things added to the tech tree in a while. And I feel like a lot of us would enjoy mastering a new item to create and would give us a break. Just my thoughts though.
This is a solution to the eve problem not the rift. Anyways my solution would be exemplified and encompass the rift if the area was increased.
The best idea is to only open the eve window If the families dip below four. Keep the eve window open for the first two hours then close it. The remaining families should have longer depths and if it goes below four open the eve window for an hour or thirty minutes. Four families will give players the diversity of families and will prevent rampant eve spawns which create too many families.
The best idea is to only open the eve window If the families dip below four. Keep the eve window open for the first two hours then close it. The remaining families should have longer depths and if it goes below four open the eve window for an hour or thirty minutes.
I think the rift was an interesting idea which was executed poorly. But it did force players to work harder and faster for there villages survival. I think once the Diesel Mining pick gets fixed, the rift will be a habitable and fun to play in. I also understand why it was made so the plane was unable to leave the rift, But once the tests are over, I think they add a great way of progression in this game, because its like prestigiing. Starting a new in a bigger, better area with unlimited resources at your disposal but it requires a lot of cooperation and teamwork from your village to get to that phase. The plane made the rift work because it gave an incentive to climb up the tech tree and prevented stagnation. I think once the plane works, the Newcomen blocking gets fixed, and the diesel mining pick becomes perm, I think the game is going in the right direction more specifically the rift.
Lava wrote:jasonrohrer wrote:Again, you can see how different goals fight each other.
We do want some permanent stuff and ancient ruins around. But permanent stuff can be abused.
(Well, I suppose that once the tower stuff is fixed, this won't be a problem.... in general, there should be no custom-placeable object that is not removable somehow. Ancient walls aren't custom placeable, because consensus is proved by the time they become ancient.)
Making Mining picks permanent is only in the right direction since the keys get either scrapped or lost. Right now what I'm noticing is only the players who are coordinated bring iron to the rift, while regular players don't know what's happening. Making them permanent is the best solution because it will allow common players to also use and remember where their iron mine is sort of like a well. If we have a permanent source that will not move after one life, the people of a village will be able to protect the engine from grieving to ensure the survival of their village since they most likely use that mine often.
Right now, we build our villages near water sources because they are important for early food production and build walls to protect the village from griefing. If it was possible to build a village around an iron mine, we could have mining outposts that act as a way to protect the iron supply. Right now, it is rather challenging to accomplish, because finding a water source close to an iron source and an oil source is pretty difficult.
Unfortunately, a village built on top of an iron mine won't protect it from internal griefing and such a village will be the target of so much focused griefing it probably won't survive in the current gamestate regardless, but it is an interesting thought for possible future meta.
South east town when the rift was up, had a n iron mine within their city walls. Its very possible to wall off a mine so players can see where it is in town. This SE town was in one of twisted video's and they had it walled off to include it in there town. Unfortunately the engine got stolen then grieved, but it can very possibly work like the walled off city meta, Just extend the city to encompass a mine.
Which multiplayer video game does not have griefers?
I mean, unless I implemented some kind of draconian report-and-ban thing, and then I'd have a full-time job going through reports and passing judgement on people one by one. Forever.
Do you know how many angry letters I still get about donkeytown?
"I paid for game and now I can't play, waaaahhh. This game promised that I could do anything but then you make it so I can't grief everyone. Who do you think you are, bad dev."
Imagine if there was actually a perma-ban function.... sheesh. I'm pretty sure that would be against Steam's policy, at least.
And before you say, "JUST REMOVE PVP," .... uh... pvp has nothing to do with it. Cutting down every Juniper or slaughtering every sheep isn't PVP. PVP is the only tool you have to stop such things from happening.
I never said PvP should be removed I think its necessary in a game like this. I'm just saying you should do more things to give players the advantage in the fight against them. its very easy to grief and I'm sayin it should be harder. Things should be harder to do like you shouldn't be able to duel wield war swords etc. Rather than targeting the grievers, cause obv that's never going to happen, Steps should be taken to make grieving harder.
Also don't think there is a consensus to keep ancient wall perm in this game. Walls are inconvenient to break anyways since they cost a pickaxe. You are also forgetting the fact that engines can be put in wells, towns that have been long abandoned, and there gone forever. The only solution is to make the Diesel Mining Pick permanent so they don't get removed and can be supervised and protected by the players rather than a coordinated group on disc.
Again, you can see how different goals fight each other.
We do want some permanent stuff and ancient ruins around. But permanent stuff can be abused.
(Well, I suppose that once the tower stuff is fixed, this won't be a problem.... in general, there should be no custom-placeable object that is not removable somehow. Ancient walls aren't custom placeable, because consensus is proved by the time they become ancient.)
Making Mining picks permanent is only in the right direction since the keys get either scrapped or lost. Right now what I'm noticing is only the players who are coordinated bring iron to the rift, while regular players don't know what's happening. Making them permanent is the best solution because it will allow common players to also use and remember where their iron mine is sort of like a well. If we have a permanent source that will not move after one life, the people of a village will be able to protect the engine from grieving to ensure the survival of their village since they most likely use that mine often.
The planes were the win condition. Its like prestiging and it adds to the progression
Grieving has gone in this game for far enough now. What seems like obvious issues that can be fixed are shadowed by you saying that wild foods are a problem. Their not, the reset condition was impossible to meet no matter what. We post screen shots of tons of tons of iron blocked by towers, we post about juniper cuttings, your response?
You guys should protect them! You always avoid grieving and accept it as part of the game. News flash grieving is never fun. I wonder how the Pax Players will fare when we have a community of grievers on discord who manage to cut all the juniper trees, Take most of the iron in the rift, and steal and diesel mining picks we have. Its not our fault the ease in grieving the game right now. We cant escape, And now were just stuck with no iron because its been grieved. But of course you never blame the grievers, its our fault right? Its the players fault that two people can slotter twenty with duel war swords, its all our fault. Its never the trolls fault, but its our fault because we fail to defend against them and we just have to accept that grieving is apart and allowed in this game freely with no consequences what's so ever.
We already lost two engines that I know of and plenty of iron due to Newcomen blocking and its gone forever. Make the Diesel mining Pick permanent because we are tired of this grieving. Its not fun, its not exciting, merely just tons of time wasted because you cant fix a damn object. I'm tired of you speculating why this update isn't going so well when your the type of person to play the game for twenty minutes and come up with a farce conclusion. We can put hours into this game and tell you issues yet you still speculate and im tired of it. Fix the newcomen, and make Diesel mining picks permanent and the next arcs will run way better.
I think the engines should be able to move from where they were placed, but it should be difficult to move ...
If we think about it, in real life we need a workshop crane to be able to lift an engine and a powerful vehicle to transport itcurrently building an engine is difficult, and I think moving it should be difficult too
I partially agree with you on that, But what I'm saying is that once an engine is placed in a mine it should stay there forever since they get pulled out like immediately if no one is watching, and then hidden by grievers only to be inaccessible forever. Make them act like diesel pumps Jason, Too much hard work gone in minutes!