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#1 Re: Main Forum » A way to punish trolls » 2018-03-12 21:14:52

33Spectre wrote:

Best solution for now is maybe some creative community punishment that doesn't go too far. But, you know,  stones are easy to throw when offered...

I think this is the intended solution, from what I understand.

#2 Re: Main Forum » Eve's Story » 2018-03-10 16:14:44

Thanks, Portager!

It's more like the sketch for a fan fic story.  I had just been spending some time thinking about the type of civilization I'd like to see us have (one based around a dedicated matriarchal caste that centralizes births in one location and sends grown adolescents out to outlying villages for specialized work) combined with one of the common themes of "how do we deal with Troll attacks" ?

I imagined a situation in which Trolls killed off the core population of the civilization, but we were able to recover by respawning on the outskirts and climbing a ready-made "ladder of technological recovery" with prebuilt stations that led back to the center.  I really think something like that is what we should aim for (and shouldn't build infrastructure that almost immediately falls apart in the absence of people to maintain it, even briefly) and thought maybe a story would illustrate the idea better.  Needs work though.

#3 Main Forum » Eve's Story » 2018-03-10 03:29:22

xoomorg
Replies: 2

Today is my birthday. Today I join the rest of the new Birth Mothers in the Cradle, at the Flowering ceremony to welcome us into our new roles as caretakers of the young.
Being entrusted with the welfare and upbringing of the next generation is one of the greatest honors that the People can bestow
(other than being named an Elder Matriarch, of course) but I am excited for another reason: Today is the day Mother returns from her travels into the World,
to take her place among the Matriarchs and to witness my Flowering.

All morning I have prepared for the ceremony, checking the weave on my dress and hat over and over despite knowing that everything is perfect.  It has to be perfect. 
Because Mother will be there.  It has been years since she left to visit the Outer Villages, to check on the progress made by the crafters and builders sent out to carry out the Plan.

A Messenger arrives to tell me that it is time, and I put on my ceremonial clothes and make my way to the Heart of the Cradle.  So distracted am I in my excitement to see Mother again,
that I fail to notice the lack of Guards along the way, the ominous quiet of the courtyard and gardens.  Even the workshops of the Tinkers that line the courtyard have fallen silent
-- and Tinkers are never silent.  Suddenly noticing that something is not right, I look around -- but it's too late.

The Trolls have arrived.  Men, always men -- but also not men.  Possessed by twisted spirits of the Otherworld, these are creatures bent on nothing but destruction and death.

I try to run but they see me, rushing in from all entrances to the garden, knives in hand.  I feel the blade pierce my belly, a bright red stain spreading along the white cotton dress
as I cry out "Why?"

Darkness, and the Void.  A glimpse of the Otherworld.  Time passes and I know not how long, but I know what comes next.

I am reborn.  A Wild Eve I have become, my spirit returned to the World in a body not much older than I had been in my current -- no, my previous life.  This is me, now. 
Not Eve of the Cradle, honored daughter of an Elder Matriarch, but just a Wild Eve, naked and cold.  Then I remember:  The Trolls!

I must make my way back to the Cradle, to retake what is ours from those who would defile it.  I look around, but find that I do not know this place of my rebirth.
I must be in one of the Outer Villages, and by the looks of it one that has long been neglected, for there are no Waystations, no caches of supplies.  I cannot lead a charge to the
Cradle now; I would surely starve before I got there, or would in any event be no match for the Trolls.

No, this will not be a quick recovery.  This will take time, and planning.  Already a child is born to me, restless spirits from the Otherworld, so many from that place seeking rebirth
in the World.  I must provide for them, until our numbers are greater.  I must climb the ladder once again, rise to the level we once held and shall hold again.

I find a farm nearby, its store of supplies sparse but adequate.  I take an inventory and settle in, planting my first round of crops.  And beginning my work.

Before long, I am blessed with a child, but without the support of the other Birth Mothers or the comfort of the Cradle, it is hard.  We barely survive that first year, waiting for our crops to ripen,
living on the meager stores left behind at this place, this rung on the ladder to recovery.  I curse the Farmers who failed to properly stock this settlement, I curse the Messengers who failed to
impress the importance upon those Farmers of maintaining places like this for just such an eventuality (for this is not the first time the People have had to rebuild from the shock of a Troll attack,
nor will it be the last) and finally I curse the Matriarchs and Elder Matriarchs who failed to direct things as effectively as they should.  As hunger took hold at points and I feared for my very life
and the life of my child, I even cursed the Plan as being nothing but a fool's dream.  But deep in my heart, I knew better.  I knew that the Plan had gotten us through situations worse than this,
and would get us through this current trial.

Eventually, my little farm began to produce a bounty, and I had more children, three in all.  As they grew and as we reached out to the nearby farms and hunting camps we expanded our reach until
we found a Waystation.  My eldest son, no more than a boy himself but still old enough to hold a bow, led the charge.  We found a road, well-maintained and made our way to the Fortress surrounding
the Cradle.  Along the way we found other Wild Eves and their families, shared weapons and supplies and made our plans.  We would gather at the Fortress to give other Wild Eves a chance to arrive,
so that we might take the Trolls in force.  By now they would be old men, but still dangerous.  We passed raised Farms and Waystations along the way, signs of the destruction unleashed by
the Trolls.  Fortunately our buildings were too many, too widely spread over the World, for them to do any permanent damage.  We would rebuild.  We would prepare.

For a year we waited at the Fortress, preparing ourselves, scouting the perimeter, making more plans -- and expanding our forces.  Our raiding party would consist of nearly a dozen Wild Eves
and a dozen more of their children, all armed and clothed and well-fed.

We attacked.  It was quick, and decisive -- but at great cost.  We won, but had lost more than half our numbers.  But we won.  The Cradle was ours, once again.  The task of burying the dead from
our battle was made all that much harder by the fact that the Trolls had never bothered to remove the corpses of those they had slain in their initial -- cowardly -- attack. 

I found Mother's bones among those remains.  I could recognize them by the clothes left behind, the dyed wool overcoat that she wore to protect against the cold.  Her boots.  I cried, but did
my duty and removed her bones to the graveyard, and buried her next to the other honored Elder Matriarchs, as she would have wanted.

As we set about our inspections of the grounds and assessment of the damage, making plans on what needed to be rebuilt first, the eldest among us, the Wild Eves first reborn in the aftermath
of the calamity, had our discussions.  We would continue with the Plan.  As the first to be reborn, I was named Eldest.  Mother would have been so proud.

We prepared the Cradle for the new Birth Mothers, warning them to watch for signs that the Trolls may be reborn from the Otherworld, to be wary of any children showing the signs.

When the first new child born in the reclaimed Cradle was presented to me for my blessing, the first thing I noticed was that she was a girl. 

The second thing I noticed was that she had a sparkle in her eyes -- the same sparkle that I remembered, from Mother.

And so the cycle resumed.

#4 Re: Main Forum » Help is welcome » 2018-03-09 20:36:50

I haven't played the new update yet (been busy with work since it came out) but I have been seeing in a few other threads where people are trying to come up with new tiny farm designs that could work.  Honestly, composting sounds a lot more resource-intensive than I'd hoped (taking berries and reeds and I don't know what else) and so I worry about it.  I may shift my focus to trying to create tiny milkweed plantations and/or tiny trapper/furrier camps, to make sure we can cover the map with plenty of clothes.

The way I look at it, if I can live long enough to create even one tiny settlement before I starve, that's a "WIN" for me.

Imagine how much easier the game would be (or maybe "less impossible" would be a better way of saying it big_smile ) if every time you spawned as a new Eve, you could run in almost any direction and stumble across a supply of clothes, some food caches, a tiny farm (if we can figure out a new design) or such.  And from there, once you'd "caught your breath" and felt secure enough that your basic needs had been met, you could branch out and start looking for forges or bakeries or other slightly-more-advanced (but still small, and widespread) settlements.

#5 Re: Main Forum » Thoughts on new March 8th, 2018 update » 2018-03-09 20:31:25

Oh Laura, I'm sad to hear that.  I am planning to get back to playing this weekend, and am nervous about what I'll find.  I really hope this increase in difficulty is a temporary thing -- meaning that we will (collectively) overcome it and figure out how to build sustainable settlements again, not that the changes will be reversed.

To be entirely honest, the seven-plot-farm strategy I had been using had almost become TOO easy.  I can understand why Jason would want the changes he made.. and that (given the "everything runs out" philosophy) this increase in difficulty was probably always the plan.  The game is about the struggle, not about playing in "Creative Mode" (ala Minecraft) and just building cool villages.

I think (hope) we can get things back to how they were, with time.  Please don't give up!

#6 Re: Main Forum » Thoughts on new March 8th, 2018 update » 2018-03-09 20:23:01

So I know this will drive the Milkweed People up a wall... but nearly every time I've played the game, I stay naked the entire time and don't bother with a fire.  Why?  Because with one of my tiny seven-plot carrot farms (which I can usually build as a new Eve pretty quickly unless I spawn in a truly terrible spot) I very quickly was producing so many surplus carrots that I ran out of baskets.  Food was never a concern, so I really didn't care that I was getting hungry 3x as fast.  If I happened to come across clothes I'd put them on, but all that would do is make it so I was generating carrots even faster, and I'd spend a lot of time placing them one-by-one further and further out from my farm.  Or... I hate to admit this... I'd just eat them even if I was full, to make them go away.

I recognize the long-term importance of clothes, and the benefit they bring.  It just wasn't my thing, and given the particular way I played, clothes weren't really helpful at all.

** EDIT:  I used the past tense wrt "the particular way I played" not because I've stopped playing, but because with composting and soil exhaustion being a thing, I expect my playing style will need to change.

#7 Re: Main Forum » Help is welcome » 2018-03-09 20:17:59

I would suggest focusing on building tiny settlements of the sort you'd like to stumble upon if you were a wandering Eve.. because next life, you might.

Even a small improvement to the world can pay off big in the future.  If we all focus on doing this (instead of trying for more advanced technologies right now.. which is just not going to be sustainable yet) then soon the map will be filled with such locations, and a wandering Eve can get started on something more productive, right away.

I don't think this "look for one small thing you can improve before you die" strategy is permanent.. it's just until we have enough of a safety network in place.  Once it gets to the point that you're saying "well I can't build any more tiny farms / trapping camps / milkweed farms because all the good spots are taken" then that would be an indication that we're ready to move on to the next phase.

#8 Re: Main Forum » Thoughts on new March 8th, 2018 update » 2018-03-09 20:04:33

Matok wrote:

Build farms closer to ponds so the water trip doesn't take long with a bowl to offset the fact you can only carry one at a time.

Yes.  This.

Also:  sorry for any water skins I've used for these purposes.  I'm pretty dedicated to the carrot farming role, and honestly don't know a lot about the fur/clothing tech tree.  I didn't realize water skins were so expensive to make, relative to clay bowls.  I got into the habit of using water skins because they could be stacked, but since I've moved to a "put the farm directly next to the water ponds" model, I never need more than one water carrying device anyway -- so a single clay bowl works just as well as a single water skin.

#9 Re: Main Forum » Thoughts on new March 8th, 2018 update » 2018-03-09 19:21:09

Portager wrote:

The biggest thing that parents need to start teaching their kids how to do is composting.

Note:  This is true in real life as well.  big_smile

#10 Re: Main Forum » Thoughts on new March 8th, 2018 update » 2018-03-09 19:13:42

denriguez wrote:

... it's pretty tough to "dig in and advance as a whole" when you play for 2 hours and barely have a chance to support yourself, much less a family or a small village, because you die as a starved infant 90% of the time. I look forward to a few tweaks to bring a little more balance.

With the big caveat (again) that I have not actually played since the update (busy with work) from everything I have heard and what I've been thinking, this just seems like experienced players have essentially been reduced to (somewhat of) a newbie status.  And it's going to take a while for people to figure out how to build a suitably robust safety network again.  But we WILL reach a point where we have sustainable farms and other settlements, and people can get back to raising babies.

I'm not sure the "balance" we need is to tweak the game.. we may just need to tweak our playing style, and rebuild that safety net.

#11 Re: Main Forum » Thoughts on new March 8th, 2018 update » 2018-03-09 17:59:35

Matok wrote:

In this case, I really recommend building on the edge of swamp areas, where water is within a single screen distance.

That works too.. the closer to the water, the better.  Every time I spawn in an established village that's in the forested biome, I work the fields long enough to build up a surplus of food (doing my part for the common good) but then will immediately start carting off soil to the water, and re-establishing the farm there.  It's just too frustrating (as a farmer) to constantly be begging people to bring you water -- and if I leave to get it myself, the seed carrots are inevitably gone when I get back.

I have been thinking of these resource-networks as being like molecules built from the smaller atoms of ponds, rabbit holes, etc.  Every pond should have a tiny farm next to it.  Every rabbit hole should have a tiny trapping/furrier camp.  Once all the "free radical" resources have been captured by these micro-establishment "molecules" then we can start combining THOSE into even more complex structures.  But I think these need to be location-sensitive... the farms need to be as close to the water as possible (and yes eventually we need to chop down the wetland trees to make that more feasible, reduce dependence on berries so people don't care about being in the forest, etc.) and the trapper/furrier camps need to be next to the rabbit holes, etc.

People complain about newbies draining ponds or killing rabbit families or destroying milkweed -- so let's focus on those resource tiles!  Don't build structures far away from them.  Build the structures right next to them, so we can keep an eye on those vulnerable tiles!

#12 Re: Main Forum » Thoughts on new March 8th, 2018 update » 2018-03-09 17:46:26

I haven't actually gotten to play since the update, and while it upsets me to hear that my efforts in building sustainable tiny farms are now basically for naught, in principle I support the change.  I think this was probably always the intention (that soil "run out" as well... EVERYTHING RUNS OUT) and we were just given a free pass for a while, to make it easier until people were more experienced.

I don't think the current difficulty is permanent -- and I admit my opinion on things may change once I actually get to play again (probably this weekend.)  But I think we just need to focus even more on building sustainable ready-to-go farms (and trapper/furrier camps, milkweed plantations, etc.) so that a wandering Eve stumbles across something that can help them get established.

Stop building large settlements!  That did not happen in real human history, until we had spread out.  It should not happen in this game, either.  First we should seed the land with ready-to-go tiny settlements.  THEN we can focus on building more advanced ones.

I think of a tiny farm as a kind of renewable resource.  Just as properly managed ponds will refill, properly trapped rabbit holes will repopulate, properly harvested milkweed will regrow, we should start constructing tiny farms that will renew themselves.  But not larger.  The smallest self-sustaining establishment possible -- and spread them all over the map.

With a farm, the limiting resource is the water.  Everything else forms a closed loop.  If you build a tiny farm next to some ponds, then so long as the ponds refill the farm should be simple to revive.

#13 Re: Main Forum » Thoughts on new March 8th, 2018 update » 2018-03-09 17:38:39

Matok wrote:

We might be just running ourselves ragged on water trips by farming massive carrot farms now.

I don't understand why people build farms away from water.  Just build them on the same screen as the ponds.  Then there's no need for multiple water pouches (one is sufficient) and the farmer can keep an eye on both the fields and the ponds, and can easily get the water themselves without having to take their eye of the fields.

#14 Re: Main Forum » Does this game work using an iPad? » 2018-03-09 17:08:59

I can't figure out how you could've downloaded the game on your ipad in the first place.  What did you do exactly?

I doubt this would work in iPad, or that it could even easily be ported given the way the controls work.

#15 Re: Main Forum » Thoughts on new March 8th, 2018 update » 2018-03-09 14:55:21

ned wrote:

Jason also updated domestic berries to give us more food than wild type. When they're taken care of, they can live forever, right? It seems like incorporating domestic berries into a growing farm will have to be the way to adapt to the carrot seeding problem.

The key phrase there is "when they're taken care of" since that is NOT going to always be true.  However, it's also the case that abandoned carrot farms will eventually turn to seed and destroy the soil as well.  So really might as well go with berries, there's not as much of a penalty as there was before, relatively speaking.

#16 Re: Main Forum » [Suggestion] Tutorial » 2018-03-08 19:05:59

Daebak, I have been pushing the idea of having the more experienced players build "ready-to-go" tiny farms all over the map, to ease things for new players.  This is an example of one I built recently, intended as a viable farm that can sustain a new farmer and let them expand a little if they want.  Also note the baskets of carrots ready to keep you fed while you kick-start the farm.

DlfmoQF.jpg

Would that meet some of your goals as a sort of more hands-on tutorial?

#17 Re: Main Forum » Wetland Farms » 2018-03-08 18:57:39

Medoria wrote:

One thing I do is before I set up a thriving community or if I'm born into it I start a small carrot farm for seeds a few screens over. This way I can reseed the farms when someone ends up stealing all the carrots.

I recommend doing this near the water source, if possible.  For some reason, most people build farms on forested land and then shuttle water back and forth from ponds in the wetlands.  As a farmer, I feel that I am constantly asking people to bring me water (when I'm not yelling at them to stay away from the seed carrots.)  And if I leave the farm to go get the water myself, then guess what happens to all the seed carrots by the time I've gotten back?

If the farm is built on the same screen as the water (and four ponds to seven plots of land seems to be sustainable) then the farmer can keep an eye on the ponds and farm at the same time -- and doesn't have to go anywhere for water.

#18 Main Forum » Advancing Civilization == Starting from Fresh » 2018-03-08 18:49:26

xoomorg
Replies: 7

There will always be situations where we're starting from fresh.  The first Eve on a new server (or newly restarted server) or everybody scrambling in the aftermath of a murder spree by Trolls -- whatever it is, we need to plan for starting fresh.  For most players in fact, in the current gameplay environment, that is the reality.  You're lucky if you're born on a struggling farm, but often you're born to a wandering Eve or are one yourself.  That is the norm, and we should plan our collective strategy around that.

I propose that building tiny farms, trapper/furrier camps, etc. near the resources they require (e.g. ponds, rabbit holes, etc.) over as much of the map as possible, should be our initial goal.  When starting fresh, you should be able to run in any direction and quickly find a cache of carrots (or berries, or more advanced things as we eventually progress in overall technology) sitting at a tiny farm ready to be kick-started.  That will ease the boostrapping phase.

Once we have that basic sustainable survival network in place, we can progress to building more and more advanced micro-settlements in the same fashion.  Ultimately, we can build some central urban core with truly high-tech development.

But I don't think the path is to try building the large central settlement first.  That has to come later, after we have seeded the land with simpler micro-settlements that serve as the steps in rebuilding society.

Basically, we should plan for the situation where a lone new Eve appears into the world.  How can we construct an infrastructure in which she can reasonably advance all the way up the tech ladder and reclaim the high-tech urban core -- within one lifetime?  Bear in mind she may appear randomly anywhere in the world... so we need to leave a path that has starting points everywhere.

#19 Re: Main Forum » Please add crypto payments » 2018-03-08 18:30:36

ned wrote:

Cryptocurrency. Ugh.

We should be able to unlock the cryptocurrency tech in-game, once we have computers.

#20 Re: Main Forum » Wetland Farms » 2018-03-08 17:56:45

Oh TLyon that's great!  I am glad I could help make your introduction to the game more enjoyable.  What you experienced (thriving for a few generations and then somebody eats all the seed carrots) is pretty common, and is pretty much the issue that we're trying to address.  Rather than focusing on building larger communities that require coordinated, complex interaction and cooperation between players to thrive, I'm thinking we would do better to create as many of these tiny farms (and elsewhere:  tiny rabbit-trapper-camps, tiny berry orchards, etc.) as possible, so that any wandering new Eve will stumble across one right away and be able to get started.

Even if people end up eating all the seed carrots and the tiny village dies, the plots of land will still be there, the ponds will still be there, the baskets will still be there, the water pouch should still be there, and it should be straightforward either for a more experienced player to get the tiny farm going again with minimal effort, or to restore it to "ready-to-go" status (all plots seeded but not watered) for the next wandering Eve.

#21 Re: Main Forum » [Suggestion] Birth Defects/Disability » 2018-03-08 17:37:33

ned wrote:

(I hate the real-world implications of this question, by the way, and completely disavow the merits of such a strategy in real life... though I hope that goes without saying).

OMG yes.  I worry that some of the things I suggest in these forums will be taken out of context, portraying me as a raging sociopath.  smile

#22 Re: Main Forum » Game Pricing is unfair for International community, Let me explain: » 2018-03-08 17:35:29

Related to having a more international audience:  Right now, most players seem to speak English.  As a native English speaker, I find this convenient.  Communications in the game may become more problematic, with a wider international player base.

Other games I've played have dealt with this by automatically translating chat messages (with mixed success, but generally it works) though given the other restrictions on text in the game (e.g. number of characters) I don't see how that could be applied here.

On the other hand, different languages may simply be an interesting feature of the game, making it more reflective of the real world anyway.  But it's something to consider... the difficulty that people in other countries have in buying the game does help keep the language issue at bay.

#23 Re: Main Forum » [Suggestion] Container interactions » 2018-03-08 17:31:08

I have found that it's easier to interact with the backpack if I only right-click to add/remove things.  In most situations, accidentally right-clicking on the wrong thing has fewer unintended side effects than left-clicking.  (Backpacks and other containers for some reason allow you to put objects in either by left OR right-clicking...)

#24 Re: Main Forum » [Suggestion] Birth Defects/Disability » 2018-03-08 17:27:52

Goateelord, I agree with your "every life can potentially add to the village" philosophy in general, but given the flood of newbies in the game, it really seems to me that every new baby is (on average) more a drain than a benefit.  To survive, we need to optimize.  Letting a disabled baby starve just means that player will respawn anyway -- hopefully as an able-bodied female (or perhaps just as some other village's problem.)

This is something where I think people will change their strategy as the mix of new/experienced players changes, over time.  Also as in-game civilization progresses.  At the moment, given the struggle just to survive, nobody can afford the chance of that disabled baby also being a newbie.

#25 Re: Main Forum » [Suggestion] Birth Defects/Disability » 2018-03-08 17:19:20

Yeah, I think maybe sterile females would be the easiest and least-confusing the add to the game (since sterile Eves may wonder why they never have babies, but it at least isn't "breaking" game mechanics in any way) and fertile males might be funny in the context of the game, but could be too confusing.  I don't think special avatars would be worth the trouble or confusion, and would probably just provoke trolls to be childish.  (Actually, I'm surprised I haven't encountered more racism, given that for some reason we have two different color avatars even though that seems to add nothing to game mechanics.)

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