a multiplayer game of parenting and civilization building
You are not logged in.
Pages: 1
I think this is a great idea.
Vengeful infants will do it to get back to mothers who abandon them or they just did for shits and giggles.
There is a little trick for dealing with bears, They can't get you if your standing on an occupied tile. If you ever try to hunt bear you should just stand on a rock or something and shoot it from there. Besides that the only other way to deal with them is to lure them away but that only works for so long.
I wasn't abandoning the baby. I was trying to feed it, so no need for vengeance.
Yes, that's good advice for bear management, but not useful in this context since I had literally just put down soil, had no bow and arrow, and no time to think.
It's very likely that the person is a new player and was clicking things that looked interesting.
No. This was not the case. I know what that looks like, and I know what this looked like.
Me and the baby were the only ones there. This wasn't even population control. He suicided and took me with him before there was a population.
I don't complain often about griefers. I understand that some set of players are thrilled to destroy what other people enjoy building, and I consider it part of the game. The catch is that in order for there to be things to destroy, those griefers have to allow some things to be built up in the first place. They can't destroy what doesn't exist, so there's an in-built check on it. And I see this as a kind of natural challenge, like animals and resource scarcity, that you can manage and work-around. IOW, it's one of the challenges that makes the game more interesting for me. I like killing a griefer. It maybe the most satisfying element of the game for me. I regard this as "productive griefing" that forces people to get better and smarter at the game.
However, I just got set up as an Eve and was trying to start a farm. It was an unusually good spot with the only drawback being a nearby bear cave. I figure future generations can easily deal with the bear if they have a fine farm, etc. Then my first baby pops out and purposely runs over to the cave, pokes at it until the bear comes out and promptly kills us both.
I don't really see any purpose to this sort of griefing. There's some sort of challenge in screwing up an established town, such that the struggle of it entertains. But this was pointlessly ruining someone's paltry attempt to set anything up. I had nothing worth destroying and this person simply prevented me from playing at all. I call this "preemptive griefing." This is griefing that prevents any game play and this kind of griefing I can't abide. It makes *any play* of the game impossible and is not "all in good fun." It's mean spirited and, if done with any level of frequency, would make the game intolerable.
It seems to me that in the now long time I've been playing that I've seen a gradual but undeniable move from "productive griefing" to "preemptive griefing." If this trend continues, I won't play anymore and I don't see how anyone else will either. I'm less interested in game changes to prevent "productive griefing" and more interested in those that address this.
I'm going to kill you in another life, Azrael. I promise you this.
That was a powerful grief, Azrael/Susan. But I did manage to save my daughter, Grace, in the forest and we returned to clean up your mess and restart the carrot farm.
Unfortunately, Grace was barren, so you won out in the end. Sigh.
I was just born into this city and lived a fairly unremarkable life there. The crazy/cool thing for me is that I founded the original city as Eve Balram several days ago. I thought my descendants had all died off, and assumed the city had also vanished. But it just turns out the Peinado's resettled it. Between the Peinado's 25 generations and Balrag's 20, that makes 45 generations (between two lines) in the same town that I mostly settled just because I was about to starve and wanted to stop running. Of all the places I settled as an Eve, this one did not seem promising, but it's been the most prosperous. It was very fun to wander, forty-five generations later, around the berry grove that I planted (as Eve) in the moments before I kicked it.
Pages: 1