a multiplayer game of parenting and civilization building
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Gederian wrote:Azrael wrote:I find it funny how me being honest makes people not wanna read my whole point as if thats a good excuse.
It's the condescending attitude that makes people stop reading.
I can understand that, but that's because we talk over text, in reality, I'm just as passionate as anyone is who makes the initial post. I'm confident that Jason can fix any and all problems that arise if we work together, that being said, sometimes I disagree and an I can get a bit TOO passionate. That's never the intent, but I'm sorry if it rubs off that way.
But that still isn't an excuse to not read the point, if I'm being rude, it's usually because I have a hard time understanding what the initial forum poster meant in his/her post. In this post, I really believe that Floofy is misinterpreting a major part of the game. That is that the environment, the NPCs, the biomes, heck even the mechanics of the game, are working AGAINST you. Birthing isn't supposed to be fair, because life isn't fair, I know many people who wanted girls/boys and didn't have or who wanted biological children, but could not. The point is to be as unfair as possible, and equality? The game gives you an equal chance at everything, believe it or not, all women have an equal chance to give birth (depending on if they're fertile and their temp). Really it's how we interpret the girl-less lineages and how we teach our last-girl-named-hope, that determine if we are successful.
Tarr and I and many others have accepted that sometimes no matter how good you are or how hard you try, your lineage won't always be successful, and such is life. If we put our minds to it, after enough eve runs we WILL be successful, it's just the act of getting there are understanding game mechanics to get there.
And YES! I HATE overanalysing mechanics, I HATE making a simple game more complicated than it really is. But when we talk about the game versus you, the mechanics are what make starting and continuing a lineage so difficult. So yeah, Jason might give us bananas and a good temp biome.... but he makes sure to add mosquitos and make bananas not respawn. Balance is key if everyone could have multiple females and could give birth, where would the balance be? If every eve civ worked out and NO lineages were lost to having fewer girls... where would the difficulty lie? Nowhere!
Overall, the game is supposed to be hard, it's supposed to be impossible and unfair, and as realistic as possible, soon we might even see stillbirths for older women that DON'T reset the birth cooldown. It's all about balance.
Yep. As I previously pointed out in the "Griefer Guide" thread Floofy made you historically took your vendetta a bit far beyond just rude from a bystander's perspective... Having said that this post and the post before it in this thread are more respectful of differing opinions and I can detect that you're not just butthurt about someone trying to contribute because you do evidently feel passionate about these things. You're right about the unfairness of life and it being reflected in game however a lot of things can be gamified in a more fun manner. There is a lot of value in respecting the philosophy that seasoned players develop regarding futulity etcetera and just enjoying things that you get to experience that you alluded to - no doubt about that.
It's important to understand that nothing lasts forever - but a system not necessarily verbatim from Floofy's pitch but modifications to put fairness into consideration in the interest of maintaining people feeling slightly less of an uphill battle could be good food for thought both for Jason and members of the community - after all once Jason retires on this project it's up to the community to take the source code and pay attention to fan demands to give the game a second life... Which I reckon it really deserves because of how neat a social experiment the concept is.
Yeah Tarr that was my impression on what would be the extra credit from this neat little guide, I can't wait 'ti l I get to try it out!
Hey Pein, I just want to say thanks for being such a great community member. You seem genuinely interested in helping others succeed. Even when you disagree with people you keep it respectful. We need more people like you.
Hear hear!
I want to be pein when I grow up ![]()
How is poking bears as baby in anyway "play it as designed"?
Poking caves to summon bears is playing as designed, as if you have a coordinated group of archers you can tile your town with bearskin rugs. I've seen it done before and it's quite neat when accomplished. Now, a baby doing it is not the intended way. Which is what I was alluding to the fact that it's exploiting the system.
Griefing is a legitimately part of the game. Jason had that conversation with other developer friends and in listing all the roles a friended pointed out that the missed job was griefer. Jason's made it clear that he agrees and while we have something like Donkey Town as a deterrent the recent nerf on the punishment of it is indication that Jason knows that it is better to have a revolving door of players who are like this to some extent. Abusing the bear summoning mechanic as a baby is not the intended design but it's one of many tools people can use to grief. Unlike using a knife to kill another player, or hiding tools which is actually a bigger pain for savvy players because the hiding spots are almost limitless, meanwhile - bears can be lured away and are harmless for those who wait it out - actions that won't help at all if another player comes at you with a weapon. Those more destructive griefing methods are locked behind needing to be a certain age.
As much as I hate to say it, griefers are apart of the game and the game would not be as much "fun" without them. Like easy backpacks around the border of the town, someone that you feel good about killing. breaking up a griefers camp and finding all the knives and arrows. so much drama
In essence, this a thousand times.
I understand where you're coming from in wanting this but it's really not going to change any time soon.
The nature of online games is that every feature that can help people who just want to play it as designed can be used in some way to grief, and there are people who will exploit it for that purpose.
If we removed things that helped griefers we wouldn't have much. It's the curse of an online game.
Perhaps a recipe like hand cart with tires + 1 wheel + boards + 1 wheel + 2 rubber tires = wagon, which can be climbed into - someone riding a horse then can click on the wagon - which puts them into the driver's seat.
Neato burrito, I like texture options.
Well the issue is, every noob can run away anyway into suicide...
Well yeah, but /die lineage bans you (usually). Running away means you can spawn back into the family anyway/
When /die was implemented Jason said "we need something that serves as an out for experienced players but isn't something a brand new player uses without understanding why they would want to"
Point being, only after you've experienced lives in various environments should you know running away is not the only option.
make 12 pies to become a baker for example, this is a goal for a newbie but shouldn't be a goal for play, then some harder to master it
you cant measure by points how useful is someone, real heroes just plant milkweed and get firewood or retrieve items others lose or forgot
Yeah I think this is a nice idea too. Perhaps a good compromise is that the point system is invisible and at certain thresholds different titles are earned such as apprentice baker once the most points you have in a specific genre is past twelve points - upgrading to baker then master baker the more you specialize. On top of the basic titles hybrids such as renaissance man should be obtainable. Naturally you don't see the point values in the family tree either - just the titles.
No thanks. I hate almost dying because I picked up my son. It doesn't sound fun dying because you picked up a rock or used a hoe.
Nah blue, it encourages a player killing over petty things. Then someone who sees everything goes down kills the initial murderer... Then someone with no idea what's going on sees the second murderer running away trying to get someone to feed them so they kill Wegener feeds murderer number two... etcetera etcetera
Honestly, Floofy needs to CEASE the forum posts, each post he makes, a part of me dies a bit.
This is NOT how you grief properly at all...
Doesn't that make him successful?
You seem to log into the forums just to try and undermine him. Six of your last seven posts are about him after all. You seem...
T R I G G E R E D
Or maybe you're in love?
Release or lock the sheep up.
Extra credit: lock yourself into the fence pen holding the adze after you hid all the mallets.
I went ahead and made a corresponding post on the suggestions subreddit, because this needs to happen. Be sure to upvote it pals so the chances of Jason seeing this are high!
Damn son that's efficient.
Wisely put Tarr
I agree Rebel, and it shouldn't be anything more than those indicators I reckon.
Perhaps there was a stealth update of veins being upped. Saw a stream where there were 4 veins in the same place today.
Basically have the town center in the jungle, because of bananas. Fair enough, I agree.
Well... Sort of. If you had it in the literal center it would quite quickly become messy. The other thing is that you would have a lot of people walking through all the time, which is counter intuitive as it's distracting and far from private.
We all love the jungle biome.
But what I reckon could be nice is if people used them for setting up talking trees.
Places you can go to to discuss the direction the village is going in, to teach someone how to do something or to explain why you killed someone.
It would also be good to have town libraries in the jungle as eating bananas is a great way to sustain any avid readers. A good banana grove would sustain a librarian indefinitely and a chest or basket of pies could be put aside for visitors. Please consider encouraging such a practice in your lives so the potential can be realized!
Well what if the top priority scores had a weighted probability within them? That way the shuffling of scores mean that the third highest woman may just have a child instead of the highest priority and you can cry into your cup of tea as it happens.
When you quote him you can see how he did it.
When I quote you I see you aren't actually linking an image, you're linking a website.
You can tell this because what you're saying is with [img ] tags around it. What you should be typing is
![]()
Try quoting me to see the difference!
I managed to get the .png file by right clicking the image on the website and selecting open image in new tab - checking the adress bar I could see that it ended in the proper file type extension.
I figured it would be a feature.
Savannah has carrots, squash, beans and wheat in it too - all incredibly important secondary and tertiary crops to grow. Not only that but they have juniper trees which are essential for getting tinder. Finally, they also have rose bushes in them which are handy for fishing.
Deserts have horses too and are a good source for big and flat rocks.
Tundra has seals which can be clubbed for sealskin furs, other than that you only need to worry about it for sauerkraut.
Rockland also has wild cabbage, great for sauerkraut.
Swamps have clay which is really worth noting.
Forests are incredibly necessary because they are the only way to get soil. On top of that it's where berry bushes, stakes and milkweed are found which are the building blocks of every civilization in game.
Azrael why you mad though?
It is a tweak not an overhaul... It's the equivalent of being able to make a basket at the foot of some reed stumps.
The idea isn't to guarantee a female child at all - as I said before correctly implemented it wouldn't be uncommon to have five boys no girls.