a multiplayer game of parenting and civilization building
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Settlements are not unsustainable. But pre clothing the food demand is more than doubled and you need to keep returning to a fire to maintain temperature, which slows progress and makes it easier to grief towns into oblivion.
It is definitely enforcing an extended nomadic playstyle for the early game. Eves don't necessarily want to be making kilns and starting farms anymore. Sure, if you find a goldilocks spot, go for it. But you really just want the fire to keep hunger costs for kids low, so they can safely age up and start foraging. Farming with skewers and stone hoes, getting milkweed for snares and rabbits. Using the radiant heat of the fire. Hatchets break, but they're easy to replace.
It is a much harder life, but rushing a kiln may not be the best bet for eve runs now.
Well, he said temperature blending was an unintended consequence, so the shock change from biome to biome accords with removing temperature averaging. He can code something in without knowing exactly how its gonna turn out.
I love living dedicated lives like this sometimes. Just seeing how much you can add to a village in a certain way. Like making multiple carts and baskets, or building cisterns and wells.
Mass rabbit hunting is a super good contribution. It's so nice when you get born to a village that has a load of backpacks. If they don't it's usually the first thing I start to do when I get old enough to travel safely.
It's always nice to be in a village that has food variety sorted. Last night we had a stew crop with extra corn for popcorn, wheat for compost and pies right next to the sheep pen, with the berries and carrots separated into their own farm in the corner. It was a really good design. I should have built a second well off to the side of the stew and wheat farms, but we had chronic bowl shortage and I wanted to build wooden boxes for the bakery so I spent a while carting and doing other things.
I also brought in a load of bananas and people were slowly getting through them. It's difficult to teach all this stuff to newbies. The tutorial is okay but there is a lot to take in and most players are going to be focused on trying to build or farm basic stuff.
I agree food isn't exactly scarce so resource inefficient foods aren't necessarily the worst thing if people take advantage of food variety. It is waaaay worse to be in a village with 20+ Berry plants that are all picked dry because of griefers or newbies not knowing how to do anything other than eat berries and use up all the soil and water expanding the patch.
Have also been here twice but never saw any drama. Mostly just tried to make diesel engines, had babies, showed them around proclaiming how lucky they were to be born in the megacity.
I don't think adding a bunch of features to make the Donkey Town a better place is a good solution. It would incentivise griefing. The idea is that you are not dealing with other players in the game in good faith, as judged by those players. Therefore you are cleaved from the player base.
We don't just have cops in real life, and people don't follow their directions just because they have guns. We have a justice system. Punishment scales with offence. If every crime results in death, there is no scale. Banishment to donkey town goes beyond death. It should be the worst outcome unless you want to ban accounts.
The curse system acts as a peer review, but most players have incomplete information about the scenario and relying on witnesses to the event introduces problems around bias.
A good justice system relies on good information and an impartial arbiter for accurate, fair decision making. That can still be other players, but the systems we have for evidence to transcend a given incident are incomplete.
The murder debuff is a solid example of the right way forward, I think. It brings witnesses together and provides time for explanations and judgement.
The more pernicious forms of griefing don't have that dynamic.
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