a multiplayer game of parenting and civilization building
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Is there any way to find out what my total curse score is? I've never griefed a day in my life, but I butt heads with griefers often and they usually curse me in retaliation, or I get cursed by a rando after stabbing the griefer. I'd love to know how quickly the lifetime score accumulates.
I'm with happynova in that I doubt this is going to be a problem right now, but over time the lifetime curse system is going to hurt people who play the game more often.
Just hopping in here because my name was mentioned and Léonard is absolutely right about many things. Simply removing the ability for players to disconnect with the mod is going to result in griefers. The fact that so many people use this feature (and I'm talking as someone who has had some lives recently where maybe three of my eleven to fourteen children don't suicide) proves that the current slash die function doesn't meet the needs of a fairly sizable player base.
So I'm here, like many others, voting for a combination of both options one and two. The disconnect issue needs to be fixed because it makes fertility kind of pointless while someone with the mod is looking for a specific life. They keep getting born back to the same highly fertile mothers, wreck their cooldowns, and in the end leave them with pretty much the same number of babies had they not been yum chaining and staying warm. Mind you this is a guess as to why some of these lives have been so rough with disconnects, so if some mod users could chip in and tell me if this is happening to them, that would be great.
I think there's no harm in extending the timer on slash die to two minutes after birth, for those who have slow computers or who's mothers didn't show them around town right away. And let them slash die when their mothers aren't holding them. So many people are already in the nursery with a wet nurse by the time they spawn in game that they can't use the feature properly.
He is heavily invested in this game for his channel. It is not uncommon for developers of games to pay YouTubers to promote their game. When you look at this guys views compared to the average population of the game it would make allot of sense if he was actively promoting it. I even recall him complaining in some earlier videos about the apocalypse but now he seems to have different view points.
EDIT: Odd I just saw he also posted a Steam review after the latest influx of bad reviews from the update. Looks a bit like "Damage Control" to me.
I wouldn't be so quick to claim the dev is paying him for damage control. He's been pretty vocal about not liking any of the recent updates since they've added nothing to the core gameplay. Now that we have an update that changes gameplay dramatically, it shouldn't come as a surprise to anyone that he's enjoying it.
Not saying he's not being paid by the dev. Just saying that his enjoyment of the most recent update seems pretty consistent to me considering his previous complaints.
I would also like to report lag and disconnect issues this afternoon. Tried playing with two other people today and we kept disconnecting. We're all in Ontario.
seriously what is with the name obsession?
it's really not a big deal.
I do name all of my kids, though sometimes it takes a sec cause I'm actually doing things
Right? Sorry kiddo, but if I just lit up the forge and you popped out of me, you're gonna have to wait a bit for that name. It doesn't mean I'm not going to take care of you.
On a side not, stop hand feeding babies who aren't abandoned. At first I though all town were filled with berry griefers, but I'm coming to the realization that there are a lot of well meaning newbies hand feeding babies who are doing just find on their mother's breast milk. If I run from you while you're trying to shove a berry in my mouth, it means I'm not hungry.
I'm with you completely on this. I don't mind big complex machines being added to the game, that's kind of the end goal, but right now we're not progressing up to them. Not only do we not have a reason to make them expect out of boredom, half the time you can't make them because nobody is tending the berries, the compost cycle has stopped, or you don't have any iron. Most of the towns I get born into these days are on the verge of collapse in some capacity because nobody wants to spend every life doing the same three jobs over and over again.
We need to automate these basic town necessities, or at the very least make them easier. If we want to move on to more complex machines, those machines need to be worth the complexity involved in making them. Why spend multiple lives making a car when one person can slap together a horse cart and still have time to spare to take care of the rest of the town's needs? Why make a radio at all?
Give me a tractor. I'll happily try putting together an engine if it'll make farming faster. Give us bigger kitchens with stoves and large ovens that let you bake whole trays of things at the same time. If these are the types of complex machines that we're getting, people are more likely to feel a need to make them.
And for the love of god, give us bug spray!
WomanWizard wrote:By the way, since it seems you were confused about the quit button, it used to do exactly what the force quit feature does now. It was causing problems with babies dropping dead in their mother's arms, ruining their birth cooldown, and ending lineages as a result. It's actually the whole reason slash die exists in the first place. Jason changed it so that the quit button would keep your character in game so that people couldn't use it as a suicide method and would have to use slash die or otherwise run.
This doesn't make sense either.
As you said, if the mod shortcut wasn't there and people couldn't /die out then they would suicide (aka running baby).
Why waste a bunch of time making people trying to starve themselves or find a bear instead of simply allowing them to die instantly?
You might as well give them such a tool because they would end up dying anyways without it.
That's WHY this shortcut exists in the first place.
It was also put in place so that people could reconnect after disconnection issues, so I wouldn't call it broken. Jason thought long and hard about this issue before he put in slash die. We had this same discussion about a player's right to suicide and the griefing that would come about if that right was removed before and Jason chimed in with all of his points on the subject, eventually deciding on keeping characters in game even if the player leaves, and allowing them to suicide within rather strict limits with the slash die feature. As many have pointed out, these limitations are a little too limiting, causing players to search out better options.
But it's important to remember that the way players want to play the game isn't always coherent with a game that actually functions, let alone functions in the way the dev intended. Jason wanted to make it harder to suicide because he never wanted babies to be able to suicide in the first place, but he knows he can't stop them, and runners and force quitters were wrecking everyone else's experience by putting their moms on cooldown. He came up with a solution that allowed players to suicide, removed the birth cooldown, lineage banned them from that family (because in most cases they were trying to find a specific type of location and this would speed up the process), and wasn't ridiculously easy.
He believed that it was simply the culture of older players that was causing the suicides, and he didn't want the newer steam players to develop these habits by making it too easy for them.
But as was already pointed out a couple times, and as I logically concluded above, runner babies are exactly the same thing and yet this is not fixed.
Except they aren't the same. Runner babies take a while to suicide on their mother in most cases. They can't just force quit a second after being born, then do the same thing rapidly to a whole bunch of mothers throughout the game until they find the place they are trying to go. Not only does this frustrate the mothers, what happens when most of the mothers in game are on cooldown because more than one person is trying to use this feature at the same time? They put all the moms on cooldown and can't spawn into the family they are trying to spawn into because some other mod user put the family they wanted on cooldown. On the other hand, the runner takes longer to suicide, meaning mothers have time to reset their cooldowns before the runner baby makes its way to them.
The mod feature works, in theory, so long as only a few people are using it. But the more people use it simultaneously, the more lineages they wreck collectively, and the longer it will take them to find the family they are looking for. They might as well have used slash die if they were given the option (aka, mom picked them up in the first year of their life,) otherwise, the more people use this feature, the more they step on each other's toes in the process. It's a feature that gives the players what they want, without properly considering the game design and functionality of things in the long run.
On top of those issues, when it's too easy for someone to suicide, they are more likely to do it. I know, a whole bunch of people are going to chime in here and say that that's not the case for them, but remember that you are not all the people who use this mod. When more people have access to a feature like this, even if they were not among the group of people who asked for it, they are going to use it. It's available and makes things a little too easy. However, when they know it's going to be a few minutes, between running off to die and potentially spawning into another situation they don't like, more people are more likely to take the time to really consider if they want to be where they are currently, instead of dropping dead on the mom who left camp for a second to grab a few branches for the forge, simply because they didn't take the time to let that mom show them the camp that's only a few screens away.
This isn't just a dev issue. When the player base wants a feature that the dev is against adding in an open source game, it then becomes up to the mod creators to decide if the feature is actually a good idea. I do agree that Jason should have another look at slash die and make the conditions a little easier to trigger, but this mod feature, as it currently is, also needs to be reworked to at the very least reset birth cooldowns if possible (and as someone who only has the most basic knowledge of programing, I can't tell you if that's possible,) otherwise we'll be right back where we started before slash die was a thing.
I also apologize for my long posts. I like writing a little too much, oops!
WomanWizard wrote:I agree, slash die is not perfect, which is why it should be up to Jason to fix it instead of having someone else undo one of his updates with a mod, to bring back an age old problem that was already fixed. This mod feature is a step backwards, not a solution.
Totally disagree.
Jason does not think much about his updates, which brings in many failed ideas. And thanks God for that because if he would, game would be developed much slower.
This is our role, the community, to point out failed updates and to propose others. Jason introduced many suggestions from the community already.
But, there are different way to point out, there is something to do: this forum, Reddit suggestion board, GitHub requests, Discord, mail.
In urgent areas we have also Civil disobedience. Exploiting mod dying and destroying others birth cooldown is such a thing. I used to type /DIE, but now I am going to use only Ctrl Del, to hurt other players and highlight this issue. I invite everyone to do so.
Yes! I was actually going to write up a little something about how using this mod feature and the resulting uproar will make the issue more visible and increase the likelihood of Jason doing something about slash die, but it didn't seem relevant to anything I was saying at the time. This is the exact reason I'm here to talk about my issues with it and my agreement that slash die needs some fixes as well.
So yes. It is a solution, just not the final product, hopefully.
So how am I defending ctrl delete? I just read all my messages in this thread and I cannot see the connection. If I have issues with /die it doesn't mean I defend ctrl delete, does it? It shouldn't!
Because my main point is that the way some people are using this one, singular mod feature, is kind of ruining the game for me and others. And you are arguing with me over people's use of this feature. You keep saying that without the feature they'll find other ways to die (which while true, they were doing this before the mod feature was added and it wasn't causing the same problems,) which to me looks like you are defending the use and inclusion of this mod feature. I'm sorry if this is not the case and if my responses came across as hostile, but that's just the way it looks on my end.
By the way, since it seems you were confused about the quit button, it used to do exactly what the force quit feature does now. It was causing problems with babies dropping dead in their mother's arms, ruining their birth cooldown, and ending lineages as a result. It's actually the whole reason slash die exists in the first place. Jason changed it so that the quit button would keep your character in game so that people couldn't use it as a suicide method and would have to use slash die or otherwise run. Now the option to do that is back as a mod, and with it come the same issues we had before slash die was a thing. Admittedly less severe, since babies still have the option to slash die and we have a higher population of players than we did back then.
And if the mod didn't have the option of ctrl delete, wouldn't they just % to quit?
No, because this does not kill your character. If you % out of the game and come back in to try and spawn somewhere else, you will just pop back into the afk body you left behind, assuming someone has been feeding you.
WomanWizard wrote:Don't ask a modder to undo his updates.
???
EDIT: I think I got it now. You said "If you have a problem with a game feature, bring it to Jason and let him decide that it's something that fits his vision of the game." which made it sound like you=me, but you meant people who asked AWBZ to bring back the feature of ctrl delete, right? I wasn't one of those people and I wish Jason's /die was the best solution there was so modders didn't need to make their own quick buttons. But Jason hates the whole "decide your life" thing so I was really surprised he even implemented /die in the first place (glad he did though).
Yes, it's a group you, but I did intend to you include you personally in it since you are defending the feature (whether you claim to be or not) and are pointing out all of the issues you seem to have personally with slash die. I agree, slash die is not perfect, which is why it should be up to Jason to fix it instead of having someone else undo one of his updates with a mod, to bring back an age old problem that was already fixed. This mod feature is a step backwards, not a solution.
As far as I can see in the life logs for the last 7 days, disconnects are responsible for about 1.5% of all deaths. My ballpark guess based on my own babies would be maybe one in twenty. WomanWizard, are you really sure about your numbers? It's very annoying when it happens, I agree, but I think you are hugely exaggerating the effect of that mod feature.
Sorry, I should have been more specific. Half of my babies who force quit are doing so in my arms. Not half of my babies total. I still get at least one runner and one slash die a life, sometimes more. Maybe it just seems higher for me since I'm putting the effort in to increase my fertility, so I'm birthing a lot of the same person who's force quitting on me?
That's the real problem, I said before. Not the fact that this shortcut exist, but the reason WHY it exist.. the /die isn't working optimal and it punishes people. A /die with an option to then choose "I don't want this lineage" would be better, because then 1. the mom don't get birth cooldown and 2. a person using /die isn't punished by getting out of a lineage (a reason I for one use it). A /die who you can use WITHOUT BEING IN YOUR MOMS ARMS UNDER ZERO is an option, because then this shortcut wasn't needed. But /die works on very, very specific ways and thats why this shortcut is there in the first place. Because people had asked for it, because /die didn’t work.
I absolutely agree with this. I always thought that slash die was a little too strict in it's requirements, but at the time there were no other options and it did what it needed to do. Now, unfortunately, the mod has brought us back to where we were before, without taking into consideration all the issues we had before slash die was an option.
It's great that so many people are using this feature as intended and with good intentions on top of that. But unfortunately we can't control how all mod users decide to use this feature, and they aren't all using it right.
I suppose you could argue that both the mod and the slash die feature need a change. People want less strict suicide conditions, but force quitting isn't the answer to that.
Players can force a quit with or without a mod anyways, can they not? Just because there is a shortcut doesn't make a mod the bad guy. Sadly /die has crippling design issues which makes ctrl delete the better choice for many. It's faster, and it shouldn't be that way. /die should be faster but it's not.
Anyways, I'm not ctrl deleters' spokesperson, so I'm not gonna defend them. I am however AWBZ mod user so I won't sit and listen to Cecil's threats.Oh and I hate that Jason added yum to baby distribution. Never wanted that.
Also no matter how long a baby assesses a situation, they won't stay. A ctrl deleter is on a mission to get back where they were, so split second or ten seconds won't matter in them thinking about it. They are browsing through, they don't care about moms on cooldowns. As Tarr said, them slapping cooldowns around is actually beneficial for them - which is honestly a game design issue.
You're making a lot of assumptions about how and why people are using this feature. Half of my babies force quit in my arms almost immediately after they are born. These babies could have easily used slash die and given me the option of having another baby right away, but they choose to use the easier force quit option that their mod offers them, wrecking the cooldowns of multiple mothers in multiple lineages in rapid succession just to get wherever they are trying to go. I don't mind if they're trying to come back as a girl, but they almost never do, because they just put their mom on cooldown.
On top of that, there are lots of people who have lots of different reasons to suicide. If I'm naked in the desert gathering cactus fruit because I want to increase my fertility, and a baby is born to me, they might think I'm a naked scavenger who has nothing going for her. If they'd take the time to let me carry them back home, which usually only takes a few seconds, they might see what the town has to offer and want to stay, because that might have been the kind of town they were looking for. I'm naked because it's hot in the desert. I don't have a backpack because I'm farming and gave it to someone who actually needs one for their job. But in that split second I look like a bad player and lose a baby and potential other babies because someone force quit on me while I was grabbing a snack. This quick die option allows babies to decide on a whim that this isn't the mother for them, without knowing much about her situation or skill level. And they do it rapidly to multiple mothers, which is a problem.
Babies will always have the option to kill themselves, and I have no problem with that. But they shouldn't ruin the playthroughs of other people in the process, which is what this mod feature is doing.
And yes, this is an issue with the mod, because the mod undid an actual update that removed this feature and implemented slash die for a very valid reason. There has been a noticeable difference in the number of surviving children (at least in my game) since this feature was added, so I'm pretty confident in pointing fingers at it. If you have a problem with a game feature, bring it to Jason and let him decide that it's something that fits his vision of the game. Don't ask a modder to undo his updates.
I'm not saying the mod has to go. I'm saying that this particular feature needs some adjusting because right now it's being abused in a bad way.
For sure, which is why I think it's high time for Cecil to swallow that fact instead of witch hunting and holding mod players responsible for all his grief...
I guess we humans are prone to "finding the scapegoat" or a pattern in things that are just luck based.
Also if your staying kids keep getting killed by wildlife, you're not hunting enough or your settlements weren't as good as they should've been. Or your kids were newbies. It's not so black and white that "if mod players stopped ctrl deleting themselves I'd succeed!!"
I get that you want to keep using the mod, and I have nothing against that, but keep in mind that this particular mod function is undoing a fix that was officially implemented in game to prevent the exact problem that we are having right now.
There is one hundred percent a change in how many babies are quitting on their mothers since this feature was added, because they are not lineage banning themselves and being born to the same mother multiple times, ruining her birth cooldown. In the past week I've noticed that an average of two of my children will make it to adulthood now, no matter what town I'm born into. And this is with me taking every advantage I can with the fertility mechanic. I'm birthing eight to twelve kids a life in reasonable towns with good food, moderate clothing, etc. and I get maybe three who choose to stay if I'm lucky, and I'm luckier still if they make it to adulthood. Imagine if I was a newer player and didn't know how to use yum properly. There's a good chance I'd end up with no living children, game after game. Is that the kind of experience you want people spawning into when they first get the game?
When players have the option to quite in a split second, they aren't taking the time that's actually needed to assess the situation they are born into, causing more deaths to good and bad mothers alike. And as long as the mod is undoing official game fixes that make the experience worse for unmodded players, it increases the likelyhood that some kind of crackdown on mods is going to have to take place, ruining the experience for people who are using the mods without taking advantage of that exploit.
I was Marcoantonio Trinca yesterday!
Died of old age and passed the tail end of the job I was doing to my niece, Lola. Then I came back for my next life in the other line as Serenity Trinca IV where I was able to be there as my niece from the previous life finished off the project I'd given her. We had to deal with a griefer first, then she started to tell me how an old man tasked her with... and I went, "That was me!"
After Lola died, she came back as my grandson, suicided to be a girl and came back again as my daughter. I named her Lola. I saw quite a few young people in that town trying to tell others that they were there before. Those are the benefits of a two lineage town!
This might be a silly question, but how does one family assimilate into another one..? I'm really confused as to how that could have occurred, haha
Babies get the last name of whatever adult names them, allowing for adoption like situations where a baby is abandoned (or in some cases kidnapped) and cared for by someone who isn't their mother. They end up with a new last name, in this case the name of the other lineage in town, and pass that name on to their own kids.
when twins first came out i was super excited to raise them and see how it turns out - here are the ones that stuck out to me
1. a set of triplets abandoned by their mother at birth. i was a male and fed them anyways. they were good kids but after i died they went on a murdering rampage
2. a set of twins (born to my sister who i warned about the dangers of twins) who ended up killing the lineage
3. a set of triplets who i raised in an eve camp (first time trying to raise multiples in an eve camp) who sucked up all the wild food in the area. one died early so the others suicided at age 6, leaving all my girls to starve
4. a set of twins who ate up all everything in camp and force fed all the adults, resulting in a faminethe issue is that with coordination this kind of shitty griefing is possible. recently ive seen good twins who do a lot to help out the family and i understand that but when you have a small line its a big risk to just hope that the multiples you are raising arent assholes. there needs to be a special method to deal with twins - maybe making it so that when one is on a murder cooldown both of them are stunned would help. either way, ive raised more shitty lineage-ending twins than good ones so i'd rather be safe than sorry
tho i wont stop others from raising them after i abandon em
On the flip side, I feel that I've raised more good twins than bad twins. The ones that stick out the most to me:
1. A set of quads that were born to a dying mother that we worked as a family to keep alive. I brought their adoptive mom food while she cycled between feeding them and they grew up to be appreciative and incredibly helpful around town. I gave one a hat and called him the chosen one and he rolled with it for the rest of his life. When one died, the rest stayed because they were sure he could spawn back in fairly easy. When things I needed went missing, they were quick to try and get them back where they were needed.
2. A set of triplet sons I raised in an Eve camp. I was nearly old but took them back to camp anyway and made sure they made it to childhood. When I didn't have any surviving daughters they stuck around to mess around camp and experiment with things. They were polite and appreciative and when I checked the family tree they all lived to old age even after everyone else was gone.
3. A pair of abandoned twins that were born while I was putting together some sheep food. I paused in my task to take them somewhere warm, named them Remus and Romulus and they grew up to be incredibly helpful. I gave one of them a wolf hat and the other found one as well. They made sure to let me know that I was a good dad. They also had a younger brother named Mike, who I also cared for.
4. A pair of twin girls that I gave birth to after my bloodthirsty mother had died. They mostly stuck out to me because my mother had been stabbing all the noobs and I'm sure they would not have survived had they been born just a bit earlier. They were newish, but worked hard to keep the town going and I was able to give them and their kids a medicine demonstration before I died (I got one to stab me and the other to heal me.) It was great being able to tell one of them that we were starting soon and have her inform me that her sister was almost back at camp. Plus, one was able to go out and gather while the other stayed back to take care of the kids.
As for griefer twins, the only set I can think of that really stuck with me was a pair of boys that I think went on to murder people after I died. But that town was swimming in griefers to begin with, so for all I know they were cleaning up the mess. They were quite polite in game, but also in love with the number of people I was having to stab that night, so.... it's hard to say.
The thing about twins is that they are more obvious, so you are more likely to remember them when something goes wrong. When they grief it's sticks out more because one, they are twins and that's unusual, and two, it hurts more because they are often more coordinated. But being more coordinated can also be a great thing when they work together to help the town. I feel that many of them grief because they're treated like garbage at birth, which is true for non-twins as well. Unfortunately the twins are more likely to be able to do something about it.
Your newbies are also far more likely to survive if they are paired with a twin. I've been playing with my brother after getting him the game for Christmas and being able to stuff a pie in his face while he's audibly worrying about starving to death is surprisingly helpful.
I'm going to go against others and agree with you about talking to people before you give them a knife. Ideally though, if you have a knife you will be watching the town well enough to know who you can trust to give it to when needed. If I have a knife in game and I'm not actively using it for any jobs, I always check the big knife needing jobs to make sure they have one and pass it on right away if they don't, preferably with my apron as well if they don't have one of those either.
But yeah, don't hoard knives. Pass them around if you have more than one and other people have clothing they can store it in. If more people have knives, they are more likely to stab the griefer next time they show up.
Also, if you preemptively kill griefers (I stabbed a guy last night who was completely failing to stab others, but clearly trying to) be prepared to die. Others aren't watching like you are and for some reason would rather stab you in a second rather than talk it out. Just don't be rude to them, and don't tell anyone you are a griefer. It may prevent the other person from getting stabbed, but increases your chance of being sent to Donkey Town (I guess if there's only a few people in town there isn't much risk, but I'd rather be safe than sorry and keep my total curse score low if possible.)
The big one you're missing with your med station: Know how to use it, and keep it clear. I had to play doctor last night because of griefing and as soon as someone got shot or stabbed suddenly the med station was swarming with people, making it hard to click the right person and put things down when needed. And when the griefer showed up to dirty all of the pads, there's were people standing all around so stabbing him without accidentally stabbing someone else was going to be tricky. It kind of defeated the purpose of me guarding the station in the first place, once again solidifying the idea that doctors are completely useless in the game.
Hide some pads in a bowl behind a wall if you have an active griefer. Show trustworthy people where they are.
So for those who don't know meds. Stab wound: use a sterile pad on the wound then stitch it up with a needle and thread. Nice and easy. Arrow wounds: Pull the arrow out with your empty hands, use your knife on a fire to sterilize it then click on the wounded person to open them up. Then somehow put your knife away without stabbing the twenty people also trying to help your patient, and click on them again with bare hands to pull the arrow head out. Clean and stitch it up as normal, then get shot by a noob for "stabbing" someone.
Whoops!
Yes, I screwed up the race flags on the new characters. Will fix this week.
Thanks Jason!
I just browsed through the family tree again to see what's going on in there (I was in the Ginger family and birthed many daughters, so there's a lot to look at.) The black girls seem to be able to be born from all other females in the game, and they can give birth to brown, white, and ginger kids, but not the black boy. It looks like they are coded as white, as in the brown haired and blonde girls, which means going in either direction for skin colour would allow them ginger and brown babies, but not black.
So the poor little black boy is still all alone in his own category it seems.
As for waiting to fix it, if I'm not mistaken the game chooses skin colour before gender, right? If so, that explains why we were having so many girls in my gen. With the addition of the new girls, that particular skin colour is now highly female leaning, making for more daughters. I certainly wasn't complaining at the time, but it does make things a little unbalanced.
I was just one of the new black girls and noticed that genetics don't seem to be working the way they were before. Basically all of my family members were white, ginger, or the other black girl. Didn't see the black boy once.
I'm thinking this wasn't intentional, but correct me if I'm wrong.
Great story! Don't let the haters bring you down with their meta play. I just officially logged in for the first time to support you and your story. First post.
Back to my berries.
Many thanks, fellow berry peasant!
You do not need a crown for this.
Anyway, from my experience crowns are not totally useless, they are nothing but trouble, as it gets into people heads.
Correct, a crown isn't needed for a leadership role. It's use in this case would simply be to help people identify the leader, since most people aren't paying attention to what's going on in town and don't know who to listen to. But like I said, this is almost never what goes down, rendering them essentially useless.
I've seen it happen properly though, so I just wanted to point out a potential use for them. That's all.
Thanks all! I'm definitely with you that crowns are pretty much useless. Though I'm going to go against the grain and say they aren't one hundred percent useless. A good king/queen is able to observe everything that's going on in town and tell people what needs doing the most. Ideally they will also do a bit of labour here and there. Unfortunately this almost never happens, rendering crowns nothing more than role-play toys.
Artur looked like he was at least trying to fill this role, though how well he was doing is up for debate. It's one of the harder jobs to do right, and almost always ends with mass stabbings.
A nice story, even touching. Even so, I think that crowns are the least useful items in the game, and kings are the least useful people.
I agree completely, and normally I don't bother with them (I think I've made a crown once in all my months playing.) But role-playing a loyal peasant certainly made the ever tedious berry farming task far more interesting.
I was Justice.
Justice Honor the third, that is. I was born to a woman who was gathering stones in the desert. She would put me down, toss some stones in her bag, then pick me up and run off again. Maybe it wasn't the most efficient way to do things, but I couldn't judge her, she had a baby to feed after all. I was simply grateful that she was willing to do both.
When we came home, I saw that we had a pump but no cistern. Maybe that was what mother was doing, I thought. I would help her when I was older, but for now, I needed to tend to the berries.
As I worked the fields, a young girl was crowned queen. Queen Julia the second. The people praised her and I thought, what a sweet moment.
I returned to my berries.
As I continued to work the fields I heard a child scream. I ran to investigate and discovered Queen Julia with an arrow in her chest, her uncle holding the bow. "A child can't be queen," he said. He was quickly stabbed.
Julia's grandmother came to her aid with a sterile knife and some quick patchwork. The Queen was saved, but she was in shock, seemingly terrified by the ordeal. She removed her crown, saying nothing while putting it on the ground. Then she ran away and killed herself.
Devastated, I returned to my berries.
As I grew older I figured it was time to continue my mother's job. I hadn't seen her in a while, and I didn't see any cisterns being made. Maybe she had made a well, I did't know. But the pump needed a cistern, so out I went with a basket to gather stones.
As I was building the cistern, Queen Julia's mother was lamenting the loss of her child. She was wearing the crown and talking about needing an heir. As she worried, she birthed a son.
I returned to my berries.
Not long after the birth of her son, The Queen ran through town. "Maybe a change of pace," she was saying. "Not a queen, but a King!"
"Yes!" I cried. "A king!"
Others echoed my cry and The Queen placed the crown on her young son's head. "The King needs a name," I told her. "A kingly name."
The boy was picked up by a man. "You are Artur," he said.
"Yes, a strong name," I replied. "King Artur!"
The baby seemed pleased, so I returned to my berries.
As Artur grew, he seemed a little entitled. His first command was for someone to... um... pleasure his cousin. It was an odd request, but not wanting to anger my king I came running to help. As we sorted out what needed doing, his cousin ran off. Was I that ugly? No matter, I had shown my king that I was loyal and willing to do anything for him. That must count for something, right?
I returned to my berries.
Artur grew into his role a little better over time. As I blossomed into a young woman and started birthing children, I noticed that The King's orders were starting to make a little more sense. "Make wells," he would say. "Breed more children!" He wasn't doing any labour, but he was watching the town, which was a good thing, I figured.
Unfortunately, I couldn't seem to follow his last command. I had very few children. The first was a boy that I didn't see much after he grew, then a daughter ran off the moment I set her down. "I have failed you My King," I said to Artur. He didn't respond.
I returned to my berries.
When I finally birthed a little girl who didn't run, I clutched her in my arms, naming her Maude. I took the baby to The King. "This is King Artur," I told her. She immediately got angry.
"No," she told me, when I told her to respect him.
Dejected, I put the baby down. How could I fail my king again? But Maude was persistent. She asked for food, but I would not pick her up. Artur demanded she be sent to the dungeons. "You need to respect our laws," I told Maude.
Maude apologised, and against my better judgement, I picked her up and fed her. Artur praised me for being a good mom, so I must have done the right thing.
I returned to my berries.
Maude grew into a curious child. "Where are the dungeons?" she asked me one day.
"We don't actually have dungeons," I replied. "Stabbing is our dungeons."
"I will make some," she said.
"Yes, so that Artur can send people to them," I replied, skeptically. I didn't trust that a child could go from hating the king, to willingly building the very dungeons that he'd threatened to send her to as a baby. But it was not my place to pass judgement. I was a simple peasant, after all.
As Maude grew she wanted to know the history of the crown. I didn't know much, only what I had witnessed as a child. I told her about the Child Queen Julia and her would be assassin. I told her about the crowning of King Artur and she looked on with wide eyes. "Wow," she said.
I returned to my berries.
Maude came to me in the fields one day. "Mom," she said. "Why aren't you queen?" I didn't know how to answer that. I was not born to royalty. I certainly couldn't be queen! "You should be queen," Maude went on. "Because you're white."
Wait, what? Where did Maude get such a terrible idea? My brother and I were the only white people in town. MAUDE wasn't white! I chased after her, running past the king as I did so. "Are you racist child?!" I called after her. This may have been a mistake.
Maude had escaped my sight. I didn't know what to do, so I returned to my berries.
Then I heard screams. I ran north to find knives and blood everywhere. I don't remember who all stabbed whom, but I remember watching in horror as my brother plunged a knife into King Artur, claiming that the king was racist.
I panicked. I didn't know if King Artur was racist. I certainly hadn't seen him say anything to indicate that. My own child, on the other hand... Had my brother misheard me as I was calling after Maude? Was Artur being racist when I, his most loyal subject, was out of earshot? Did I give the king ideas?
I didn't know. What I did know was that my king was bleeding out. I rushed to the medical station. There was only one wool pad left, but our king was dying, so I grabbed it. I did my best to frantically clean his wound, but the only needle and thread I could find was in someone else's hands and he was not stitching up our king! Devastated that I had failed my king once more, and this time more terribly than I had in any past instance, I lunged for a bloody knife that I had spotted on the ground.
My fingers slipped at first, but eventually I managed to grasp it. I was Justice, and it was time to live up to that name. In a cold rage, I plunged that very knife into my brother's stomach. "Why?" my brother asked.
"He was our king!" I cried.
I stood there, sobbing, as my king crumpled to the ground. I didn't move. My brother screamed at us all, calling us idiots and cursing our king as he died. He may have been in the right, I didn't know. I didn't care.
As I stood next to Artur's body, a small hand grabbed the other knife off of the ground. I looked up to see Maude standing above me, holding the very knife that my brother had used to kill Artur. We stared at each other for a moment, before she lunged forward, driving the knife through my chest. She said something about killing kin, though whether she was talking about her killing me, or me killing my brother, I didn't know. I could barely hear her over the pounding of my own wounded heart.
Artur was dead.
And I didn't want to live in a world without my king.
That day, I did not return to my berries.
A lot of what you posted indicates that there has been a griefer at some point, not necessarily that there is one in town right now. In order to call griefer, you need to be actively aware of what's going on in the town. If you see these things piling up as you play, then yes, probably an active griefer. If no, then the town was griefed at some point, but is probably peaceful right now.
This used to be a thing a while ago. Basically Jason didn't add a transition to healing so just having the thread + needle made it so you could skip using pads (required six uses of the ball of thread or using two milkweed to produce a single thread.) I'll have to remove that as it's no longer in game.
Aw, I was really hoping that wasn't going to be outdated information, but it did seem like an oversight so it makes sense. Would have made Eve runs a lot easier though.