a multiplayer game of parenting and civilization building
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Everything on the server seems to have become frozen in a time loop.
I pick up something on the ground, place it elsewhere, and then it vanishes.
It reappears back where it was. This occurs for all plants and items, everything but people.
What is very confusing about this bug is that the sprites do not update until you interact with the tiles again.
So, it will look like I still have that object placed on the ground, but can't pick it up.
Then, I place something on that tile, and the object's sprite updates showing it is no longer there.
I pick a banana from a banana tree and can eat it. A short time passes, and I can pick that same banana from the banana tree.
I was in a village where the server captured a container full of pies. We could just keep taking out more and more pies to eat.
The pies would vanish if we placed them anywhere, but we could hold them and eat them.
I think this bug has been mentioned several times today in different ways of explaining it.
Best Regards!
I don't know why Jason would implement a punishment system when he can stop it happening in the first place. And making countering or avenging easier doesn't do a lot since the murderer can get the first kill anyway.
If murdering/griefing/low-level playing is a problem, just make it impossible. Disable murder, remove "wrong stage" of milkweed, forbid eating when they aren't hungry enough for it, allow dried ponds to refill, etc. You can balance this by raising difficulty on the different aspects.
Of course, these would make the game less hardcore or complex, and some players may feel their pride taken away.
Jason, eventually you have to choose between wants of you, griefers, hardcores and casuals.
Personally, I'm not too embarrassed to play a less-fallible game and don't hear too much voice insisting the necessity of allowing "obviously wrong" choices.
Just a personal voice.
1) Countering/Avenging stops the murderer...... you obviously don't have experience on towns getting wiped, or that players actually think it is worthwhile to sac themselves for their civ's survival.
2) Making no "wrong stage" kills casual as well because learning becomes pointless. Arguably, removing killing is like removing a "wrong stage" as it removes the experience and content around that already developed, and removes the ability to kill someone shoveling the berry bushes.
3) It's not about pride, it's about flow states in gaming and you are wanting to remove frustration completely, which renders it boring.
4) Games don't pick one player type exclusively, especially multi- to massively multi-player games.
Also, Martial arts trains unarmed fighters irl.... just saying, because it feels so dumb to have 10 players scared of a slo-mo bloody killer with a knife who all scatter to make a bow or something as their village collapses. Hell, give me a 50% chance to die grabbing his bloody blade and I would do that instead of abandon my life’s role to go make an arrow.
I really like that you can speak now as you are dieing.
Several things that will help murder issues:
1) Even better communication—some tech or dieing state that loudly broadcasts the murderer’s identity several screens away. Or, a semi-permanent message in blood a victim can write.
2) ‘Police’ tend to waste loads of resources just patrolling and players with cocked bow and arrows freak me out running around town (which happens to be what murderers also do..)
Part of that need to patrol comes from the lopsided combat rewarding initiative still where first to act gets an easy easyyyy target, and if they miss they run like crazy nearly imppossible to counter. If they succeed, a victim has zero way to counter directly still—I even made a knife myself being suspicious of a guy, and when he turned out to be killing the town, I arrived only to be stabbed by him without the ability to simply take my knife out and stab back. Hope the remaining villagers were competent enough to get the knife I told them about in my backpack, and not starve to famine... Anyway, making some way to parry an attack, or counter would make police better fighters, and not make victims helpless and lost causes. Police would not be required to strike first, and would ‘train’ villagers a bit more explaining and teaching how to fight.
3) Marking players. If there is a resource-cheap way of marking a player (blue or red powder? Indigo + bowl + round stone, stored as is or in pouch) then villagers and ‘police’ can coordinate loads better. It would also be a fun mechanic for laughs and cosmetics. Dyeing of skin or otherwise, colored powder to throw, tattooing with needle/small sticks.
Especially with the current Eve distribution, how are new players supposed to discover things like milkweed resprouting if picked while fruiting? Doesn’t seem to be any normal mechanic ingame like an old milkweed farm to observe much now. I don’t like depending on vets to educate or telling them to ‘read the wiki’—just doesn’t feel like authentic knowledge from the roleplay sense.
Heya!
Thanks again for an awesome experience. Just know that once a player has gotten such a huge amount of time in a game, they have assuredly recieved the value of purchasing your game. I have already reached that point myself, and am excited to continue to support this game through the community and enjoy the updates.
With that said, I do understand the frustration people feel when they put time in something they thought would be permanent, and then it turned out not being the case. I too lost some sense of ‘Gilgamesh’ purpose with this update placing eves more wild. You lost a bit of the sense there is a metagame to work on with civilizations. Perhaps that metagame was never intended, but I wholeheartedly loved making roads and markers that felt like they always served purpose beyond my short life. The wilding of eves has brought more existential dread to my actions, whether or not they will ever help anyone if I stray far from base.
The Apocolypse brought a sense that there is a doom switch to try to reach or try to guard, which was neat, and I expect that to be a taste for new roles and experiences to come. The wilding of eves did make me more aware of the precise tech leap from no water to water via bowl or pouch, and how important that first rabbit bone is—and humorously easy to replicate when you have it!
My assessment of the game currently is, firstly, it lost metagame a great deal (civ and road legacy), becoming less appealing to vets and mixed bag for newbies (less babies accepted, less time to learn, more beginning purpose, more early responsibility). Second, more appealing to explorers (hopefully ingame tools to come to relocate ruins without ‘cheating’ for coordinates). Third, less incentive to grief (yes family lines more vulnerable, but way less bored griefing and ability to raze lands). And fourth, a much needed refresh of the environment, along with expectations on how to possibly communicate or run across strangers. Also, it’s become painfully more apparant with more time pressure felt that communication is really bottle-necked between players not being near each other, a kid vet trying to advise an adult, trying to rapidly show a new player the ropes as another new player’s small mishap wipes your lineage, and mothers not naming griefers or inability to mouse over a griefer running about to ID them and relay info to town. I remember seeing that phonograph in the trailer, and I really reallllllyyy want communication tools.
I look forward to navigation tools bringing a new metagame of town trading via horsecart. I saw that inkling before the wilding of eves, but it is currently beyond the development of 90% or so of my plays now.
Thanks for reading, and I hope the game has much growth in community to come!
Monolith seemed active to me...
I don’t believe it until I spawn in a town with steel tools again.
I spawned just a few clicks south of the monolith, and built a doublewide thick layer of adobe wall around it before I died to a hungry bear I lured to it.
Thus begins my holy calling of digging pits, making walls, and general razing of the land near monoliths.
Who else will join me in this charge as a Knight of the Apocalypse?
Ideas on stopping the next Apocalypse?
(Tallies another kidnapper I killed on my belt of antigrief)
As a prenote: I love this game and it is awesome.
Are crowns useful in any village??
Three times I attempted to play in this village I named Frodon, and every time I am killed.
The first time, I was born to a mother who crowned me Tomas the Great, and immediately my Aunt swore to kill the crown. My mom seemed super peaceful and talked with my Aunt before that. And, she told me to take care of the town and help finish building the walls.
So, then I was in exile the rest of my life as a crazy Aunt with a knife hunted me. I hid the crown in the outskirts of town.
I was reborn later and made sure to talk to whoever had the knife now, and it had passed to her son. I asked if he had a knife and he said he is guarding against someone. I said ok, and went exploring the town. I explained that I could bring the crown back as I was here before, then some little girl with a knife killed me.
Way way later, I returned reborn again and brought the crown back during a peaceful village. I had my first kid and as I was nursing, some cousin insisted I give him the crown. I said no, that I am watching over Frodon; he promptly ran offscreen, came back with a bow, and shot me with my kid.
Players here are a bit extra special about crowns to the point I think it has negative value.
I will never myself wear the crown again. Perhaps use it as bait for griefers.
What do you all think?
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