a multiplayer game of parenting and civilization building
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That is why I´m revealing myself as a protester.
/Die should just go down a list
A Race > /die > B Race > /die > C Race > /die > D Race > /die > A Race
This at least cuts down normally people sidding instead of the sort of mess we have right now. If you're locked out of a race/family then you would quickly realize because you'd be going from A to C then D which means someone has you cursed in the B family.
No one wants someone constantly using /die on them, and no one wants to be constantly spamming baby bones on someone expecting kids. I personally feel like life tokens are just a failed idea because as soon as people realized they could abuse them we returned to the state of people returning to their families anyways.
So once you use the /die command the game should bring up a screen that shows a surname and you just click it then boom. No more needing to annoy people with mass sids or these false start lives where people get stuck picking up the same players bones repeatedly.
I disagree on this idea. The /die should go:
A Race > /die > B Race > /die > C Race > /die > D Race > /die > DONKEY TOWN with a hard lock for the next 10 minutes.
You get a chance to play on any family you want as long as you are not currently locked out for being a cursed.
Jason reply is nonsense, people don´t mass /die to eve Jason, people mass /die to go into a specific race and they are not bright enough to realize someone has them locked out because of the cursing mechanic. Since we have 24 tokens (a ridiculous number tbh) you get like 12/20 tries for free.
This has been proven true on the sid side from me and fug, we have been born to the same mom while doing mass sid. Something is broken, you don´t get locked out of a mom for siding to her and you don´t get locked out of her linage nor close zone either. If you mass spam repeteadly chances are you will start jumping beetween two famiies over and over repeating moms. You can be born to A and still see your corpe if you sid to be reborn to her relative.
Given that the number of camps alive at each time is so low (4 or 5) the number of max lives per hour is incredibly high (24 +1 each 10 minutes).
If the curse system blocks a player of the camp he wants in he gets 10 to 12 tries for free before giving up.
In my opinion the number of lives should be 6 max with +1 each 10 minutes, with a hard lock on each rejected mom for the next 10 minutes, and a soft lock out of a rejected lineage (set the lineage at the bottom of the searchlist for that player). That would make siding more meaningful because it is unlikely a player using sid to reject a mom or town is going to be helpful to them anyways.
Individually if I had to classify the game in a scale from 1-5 for how hard it can be i´d say we are at 3.
Key problems:
- Players got used to free food in the wilds. Forever. It didn´t matter how bad the situation was in town, you could just run to a green patch to get berries. Same but a little more elaborated with eggs. Basically the full life diet for free if you moved around a bit.
- Players got used to the same diet. Forever. It didn´t matter where, just plant those damn carrots and green lollipops and you all good. Sometimes we had so many dead rabbits that we rather roast them to get rid of the clutter. Nowdays you better be making a pie with it.
- Players got used to "teching up" as fast as you can. I don´t have the complete details, but at least 2 towns where starting engines about 6 hours after server reset. With no oil, just for the heck of it.
- Players got used to feeding all their babies. That made the population jump too high at generations 3/4. With infinite free food that didn´t matter. Now it means your tribe jumps from 3/6 people to 9/18 in a heartbeat. And it is all over because it soons starts to make the water scarce.
- Players got used to put their own interests before the survival of the tribe. Afterall with free food you can start that nice building project and someone else will farm for you. And it is ok if you use four rabbits furs for you insulation instead of making a backpack for someone else, afterall everyone can catch his or her own rabbits. If you have so much water, may as well start making some fancy tech. Or even better, you can start a milkweed farm in town instead of looking for milkweed fifty tiles away. Want a nice suit to look cool? No problem! just 12 berry/carrot bowls, you can feed the shorn sheep and let the poop decay, we have too much mutton anyways.
As you can see it is all about adapting. Make better choices. Prepare good food in advance. Slow down the tech climb, you don´t even need metal to farm/hunt/bake and support a small tribe of 4/6 people. Learn to use flash fire instead of playing depending on the fastest axe in the game at 7 or so minutes. Hold down the tech because after the full metal set you don´t need the newcomen so fast, don´t get greedy on the iron. Stablish a solid cooked food base to support your tribe: pies/stew/bread/mutton/rabbits/milk/turkey/carnitas. Limit the niche veggies to a minimum (tomato, onion, pepper), control the carrots and berries and keep pumping those buckets full of milk and the corn peeled. Make smart and compartimented buildings for bakery and baby room, make yards for smith.
I believe a smart player can produce enough food to support about 8 players in total along his or her full life in terms of pipe consumption on average conditions (minimum clothing like hat and rabbit pants). Even if the 7 players standstill and do nothing at all with no fire. Even with the full 0.5 foodscale.
The only requirements for the players are to eat good food, don´t waste water and not to block the working player.
I don´t know if it is true or not, but about a week ago while playing in Thinn town (the ginger town that lasted forever) I saw the engine and the pump valve both in property fences separatedly. I asked why was it that they were there (I was more surprised about them being separated tbh, it didn´t make any sense). What I got from two separated players ingame was that Jason Rohrer himself had made those property fences as character ingame and had forced the players to keep the engine and valve locked for protection. I would love if someone could confirm if this was true or false.
I think you are all wrong. The problem is the hard communication system between players. It is a general consensus for every player that has been in the game for more than two months that berries and carrots are part of the bottom of the food scale for the players. And yet we fail to communicate that simple fact to a new player in a full lifetime.
I have started a new trend for my new players as mom. I dress them but I refuse to teach them any craft at all. Nothing. Instead I take them to the farm and tell them everyone the same speech: "Listen I can´t teach you right now, the game is complicated. You can take your time to learn everything on your own. BUT you can´t eat berries and carrot from the farm. I don´t care if you stay still in the fire for all life or if you make mistakes or anything. You can do whatever you want, as long as you eat good food. Berry and carrot are bad food because they are sheep food. This (picking a bowl for a stew or broth) is good food. This we eat. -Then to the kitchen. Same speech. Again. And show them pies.- Good luck and have fun."
Actually, I think he would prefer if we do not adapt. It would save him the trouble of cutting food values again. It is tough work, staying one step ahead of his players.
We gotta give it to him this time, he was ahead of the players.
So he basically played for over a year for free..
That's just fucking ridiculous on his end no matter how you put it! He got more than his money's worth of play.. So I don't see how the shoe analogy does not work, he literally used and abused the game many times over.. It's fucking scummy as hell to even asking for a refund after this long. Speaks volumes about his character as a person. IMO
Relax, I agree with most of you say. However, acting scummy or not as a good person doesn´t mean you are not right. I repeat: I don´t have the full knowledge in this situation to justify the legality of the problem.
This is not about how much did someone play in a time lapse. The game offers extended lifetime access to the servers and that is being put to question.
The shoe analogy doesn´t work because this shoe is not getting less value out of it by someone using it. If the game was so good that the playerbase started growing and the accounts started going up in value one could even say that by playing the game and helping find loopholes Toxic increased the value of his subscriptions.
I am not going to keep this exchange for sake of sanity, I don´t know the details. All I´m saying is:
It´s not so straighforward as saying "this is right or wrong".
Coconut Fruit wrote:You played this game for about a year, I don't think you can get a refund, and it's mean to even ask for it in this case.
Not just mean but highly unreasonable and I would not be surprised if Jason refused a refund..
Toxic, you have had this game wayyy to long and have clocked in many many hours on it.. You loved it enough to even purchase more accounts.. Just because over a year later you are not happy with the update, you decide to ask for a refund, refunds do NOT work like that!
That's like trying to get a refund on a pair of shoes that you have worn for over a year and once they are no longer new, shiny and comfortable, you decide to try to return them.. lmao It just don't work that way!
I am quite sure the pair of shoes analogy doesn´t work here, the software Jason provides is still the same wheter you use it or not. Not that it matters anyways because what he sells is access to his severs (afaik) and that has actually changed given the new updates and game restrictions. I have no idea about this legally, but I think it is not so straightfoward as you put it.
I agree asking for a refund over $20 is unreasonable if you played more than 3 months tough.
I played there today and since fishing is not my thing I made that awesome four cow milk factory with some boards. I recycled some stuff from the main town. It is a pretty big noobtrap atm, there is literally no food or buckets there, people go there to die.
I got a horse and upgraded with some tires, collected water and farmed some basics. After some mild exploring around went to the browns and made a map, they were just starting, gifted them a knife and turkey. Blacks are just too far away atm and I can´t find whites. Next time there I could go east and get some iron and steel but I think it is not even worth it, there is still a shallow well south.
Unless it gets severely raided that outpost can survive forever.
It´s not a fact for everyone else if you can´t prove it or show reasonable evidence.
The game has already turned into mass farming and making food, and big cities will never die for lack of resources at this rate anyways.
Nobody cares about oil because 1 decent player can secure a water supply for the whole server that lasts 2 hours.
If we want a decent challenge for the survival of the fittest type of game we need a factor scale of 0.25 or 0.2. As Leonard says, veterans will figure this out in two days and the game will have exaclty zero change. Even with the iron nerf and hungry work at least 2 towns were making engines 6 hours after reset.
Goodbye civilization building, game name should be "one hour, make food".
testo wrote:- There is a decent amount of people that don´t want to play on Eve camps.
Moods of players do shift from wanting to be in developed, or non-developed areas. To play out various stages of development. Trying to cater or not cater to that, causes problems either way. As does giving players the options to choose the stage they play at, or not. It wouldn't be too hard to cater to more scenarios, if there were more people and playing on different servers was a more attractive option, but, for now, if you want to be with people, you take the state they are in, not necessarily the stage you want to play at the moment.
I'm not a fan of removing the early stages from those lists of options, but others are fans of rushing stages. What can we do, if we both want to exist with others?
I agree with you and I have no solution. I am just stating what I see.
@Elsayal:
The thing is, I´ve played a few times with Spoon and I know he loved the game at some point. And I understand his repeated complains can be seen as toxic, but at the same time I´ve seen many people come and go with expectations just to get ignored at every step of the way. I think there is no real solution here.
A few things that I´d like to point at:
- In the rift Eves had no untouched land in like 6 hours. Probably less. Given the lack of wells and new updates a rift would probably limit the playable city places to 6 o 8 tops.
- In the rift there was hardly any mistrust to other families, what everyone had to deal with was feral eves and griefers (from your family and outsiders). Some familly raids took place but those were the less compared to lone attackers.
- Wars in this game won´t ever be fun because of autotarget and posse. Jason killed the only "skillful" approach to a battle dynamic and it is his word that the game is not supposed to have a battle system. Wars are simply not part of the equation.
- Expert waystones are needed because wandering around 1k on foot in the wrong direction is boring. Even wandering around a 400 square to the corners of your closest natural springs on foot to check if there are dry springs is a waste of time and only one race has access to horses. Even with horses is boring if you just take a direction randomly hoping to find someone. Even if you find someone you have to hope it is the race you are looking for. And even then, you have to hope, that maybe, you will find someone willing to help you. Thank god for expert waystones.
- People don´t start from scratch because it is useless to keep moving west when there are so many resources left in the dead cities. Cities dont die because of lack of water, iron, oil or food. Cities die because people get bored and there is not enough content to make it interesting to stay in a city. Lola town died with no less than 3 full cisterns and enough iron for at least another engine (I took the one in the well), there is still a horse there. It was a brown town. With not even a tattoo shop. That is one of the several cities I can name. I´ve yet to see a city to die because of lack of water, I believe no city has ever used a secondary pump at this point. (In this map cycle).
- There is a decent amount of people that don´t want to play on Eve camps. You can experience that mostly with white camps, but it happens to every race to some extent. Either because people want to be somewhere else or they dont know how to help in a new settlement it is a fact that people /die more to eve camps when there are advanced cities around. And some players don´t even /die because some other players have started to curse persistant SID babies because SIDing to a town doesn´t block you from going there again and again, even to the same mom. So some players just play 5 minutes, go to the wilds at more than 200 tiles and die.
Someone moved another brown Eve to Koch town.
They lasted two gens, her kid went afk. You should have more trust.
*yawn*
"The game need this and that. I'm not happy with the game as it is."
Since I'm not a total moron, I'm sure that if I don't like a game, instead of complaining like a douchebag, I will promptly leave it and do some other thing. But it's just me, I don't know.
I have to say I sort of envy Spoonwoods and Leonards resilience to abandon this forum. It is pretty clear they don´t even play they game anymore and yet they take their time to come back to explain things and their point of view in a logic and organized way.
I have a tendency to dodge Spoon threads because all the hate he gets distort the discussion heavily, and Leonard comments come in a more isolated fashion so a lot of his posting gets lost. But I am completely sure they voice a lot of frustrated people that have left the game as you suggest, with the same burning feeling about the game simply not delivering what was promised.
And that is the one thing you should show respect to even if you don´t like them, because these guys don´t come here with the "I don´t like this game, this should be so and so" mentality, but with a "this was offered and not delivered" mentality. If you take the minimum amount of time to read them in a constructive manner you will see they never, ever deviate from trying to elaborate a logic argument based on what Jason has said and done and not on what they want the game to be.
testo wrote:Dodge wrote:You're paranoid
Good arguing with you. I´d like to point though that for some odd reason you choose 6 meat instead of 8 for double the food for sheep. But hey! its all about the dung and dead lamb, no nerf at all. At least Pein admits it is a disguised nerf. Keep the ad hominem and loling big boy no logic at all needed for you.
I said 6 or more...
You're paranoid AND you cant read.
So 6 is because...? Why no 8 from the start *if you are going to feed the sheep twice*?
You are terrible at concealing Dodge. Bye.
testo wrote:Dodge wrote:You basically said the same thing as me except replaced the 6 meat with carrot.
Then you say i nerf but suggest double poo for compost, so basically double iron usage...
If i'm terrible then you're the worst
Clearly I wouldn´t change sheep at all Dodge, and while im open when I say this is a nerf you hide it behind a "fix" the same as Pein.
You can lol all you want, we all know who the ones pushing for more restrictions and resource scarcity are. At the very least be open about it, you both want mutton and fleece to cost more and all the rest is just bullshit around.So yeah, sheep doesn´t need a change at all, if poo is a problem make it decay faster if not in a bucket. Dead lamb a problem? Just make it decay faster.
You're paranoid
Good arguing with you. I´d like to point though that for some odd reason you choose 6 meat instead of 8 for double the food for sheep. But hey! its all about the dung and dead lamb, no nerf at all. At least Pein admits it is a disguised nerf. Keep the ad hominem and loling big boy no logic at all needed for you.
testo wrote:Dodge wrote:It's a fix for all the poop and dead lambs, meat and fleece can be buffed to give more...
Man your "fixes" are terrible disguises for hard nerfs tbh.
Too much poo? Make compost use double poo.
Too many dead lambs? Make sheep$mouflon don´t have lamb until you feed it a carrot, decrease sheep food to bowl of berry.
Same solution with a nerf on poo because it is too abundant. And way simpler.
You basically said the same thing as me except replaced the 6 meat with carrot.
Then you say i nerf but suggest double poo for compost, so basically double iron usage...
If i'm terrible then you're the worst
Clearly I wouldn´t change sheep at all Dodge, and while im open when I say this is a nerf you hide it behind a "fix" the same as Pein.
You can lol all you want, we all know who the ones pushing for more restrictions and resource scarcity are. At the very least be open about it, you both want mutton and fleece to cost more and all the rest is just bullshit around.
So yeah, sheep doesn´t need a change at all, if poo is a problem make it decay faster if not in a bucket. Dead lamb a problem? Just make it decay faster.
testo wrote:Dodge wrote:There could be 6 meat per mutton or even more and at least we wouldn't have pens clogged with dead lambs anymore.
Man your idea is even worst than Peins, you want to pay double sheep food per new sheep. Thats not only double cost of meat but double cost of fleece too.
You guys are hard pushing all the worst nerfs, they have zero impact in the game dynamic except making it harder, may as well double the hunger rate if you want to push this kind of nerfs. They are useless because they just create scarcity, they don´t influence the relationship between players at all.
It's a fix for all the poop and dead lambs, meat and fleece can be buffed to give more...
Man your "fixes" are terrible disguises for hard nerfs tbh.
Too much poo? Make compost use double poo.
Too many dead lambs? Make sheep$mouflon don´t have lamb until you feed it a carrot, decrease sheep food to bowl of berry.
Same solution with a nerf on poo because it is too abundant. And way simpler.
miskas wrote:Dodge this will double the cost of meat pies , and cooked muton will be less efficient than berries.
just let the poop decay faster.
There could be 6 meat per mutton or even more and at least we wouldn't have pens clogged with dead lambs anymore.
Man your idea is even worst than Peins, you want to pay double sheep food per new sheep. Thats not only double cost of meat but double cost of fleece too.
You guys are hard pushing all the worst nerfs, they have zero impact in the game dynamic except making it harder, may as well double the hunger rate if you want to push this kind of nerfs. They are useless because they just create scarcity, they don´t influence the relationship between players at all.
Wait. Pein arent you suggesting basically a hard nerf? Pay two times to reach regular adult sheep with the middle pay giving only fleece and no meat or poop?
Seems like an awful trade.
After /DIE, the last mother who had you is blocked for you, ensuring that you don't /DIE-cycle back to the same mother again and again (not even in lowpop). If there's only ONE mother available, doing /DIE one time will cause you to spawn as Eve. Note that if there is more than one mother, you will cycle between them with /DIE. The only change here is that you will never return to the same mother over and over, without other mothers being tried in between. Fixes #549
https://github.com/jasonrohrer/OneLife/ … 84b4f6c174
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A fast SID-er usually takes around 0.070 years old to 0.160 years old.
If that player is not able to spawn in 1-3 of the other towns (there are usually 4 towns active), it is possible that it is the same player, maybe, cycling through all the moms in your town/fam. Or it could be 2 or more players and you were just unlucky.
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This has been proven not working as intended by several players including me. If you spam /die repeteadly you wil be born to the same player eventually, even more than 2 times on different players and the same town.