a multiplayer game of parenting and civilization building
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it's 2 am where I am right now. I'm sitting alone and drunk.
Wasn't playing a long time, dunno if anyone even remembers me, but this doesn't matter.
I've been around since the beggining of the game and watched it evolve. I have never felt so... connected to the game before.
However, I stopped playing, then I stopped lurking on the forums and today I decided to check if there is any new stuff.
From what I can see here, on the forums, not much has changed. This makes me sad. This makes me sad because now I can clearly see why this game will fail eventually.
Jason wants to solve the many problems that OHOL has, but he's unable to. He is unable to do that, beacuse if he wanted to solve the major issues - he would have to delete the game entirely and shut down the servers. The players are the problem. The ones who decided to spend their hours and hours of free time to just fuck with other players.
This makes me sad not because I'm upset with people messing up with other people. It has always been a thing, not only in games, but irl too. This makes me sad because they grew in numbers so much, that the game seems unplayable in the long term. And it was a fun game. It was a game about helping each other. Now I can see that it was a naive child's dream.
Well, that is a pity. Hope some of you guys are still having fun.
Take care.
I'm playing since April 2018. I was following the forums right away, but started posting just a few months ago. Not playing much these days though, I had some rough time recently IRL and didn't have time. When I do have time, though, I also try out new games as well, so I only play OHOL from time to time.
I belive Toxic said something like that in recent thread.
I have no experience in coding whatsoever, but I kida know how it works in general and why sometimes you can do something and why sometimes you can't. But I am curious if what Toxic said is true and why.
And if this really is a mess, can you repair it somehow? Or would it require to write the game from scratch?
Hot coals are used in many recipes, but they are pain in the ass to make, because you have to wait for two minutes, and in the meantime some dumbass can add firewood/kindling.
The only thing that actually feels like real tech development is water source. We have no ways (and no need right now, I guess) to advance in methods of cooking, hunting and making tools and pottery.
Bowler hat and top hat can be found in early village, because they are very easy to make, which feels a bit odd. Especially when you think about making advanced clothing, which these hats should link to.
People get very angry about digging graves.
The towns lack consistency - you can wear fancy clothes and enter the industrial era, but still use clay bowls and adobe kilns. To make a sword (which is pretty basic tool irl actually) you need newcomen tech first.
one plox = one prayer for storage
plox
How about we make handcuffs out of steel? This won't allow wild eves randomly catch players that are outside the village. Still, quite accesable and affordable way for small villages/towns.
I know that you could just catch a normal person and ruin innocent person's game, but actually, I think that with the handcuffs/nets we should establish some sort of a trial mechanic. Maybe not a game mechanic, but rather a way of dealing with griefers by words. Maybe add a judge's hat or something. If there is no proof, the person is set free - the villagers should agree on that. I think that major griefings would be reduced by this, as catching the wild eve that slaughters everyone in the middle of the village doesn't really need any proof to make her a prisoner. Of course you could catch another player, but without any fair trial nobody will really trust the kidnaper and would just free them. If there is a person whom everybody knows that they were griefing, then that won't be an issue to just lock them down. Also, if somebody locks you outside the village, then you can just starve and this works just as being killed now, only takes a bit more time. There might be however, a very dedicated griefer who's goal is to make you suffer as long as possible and comes back to feed you, but I don't think that it will be major issue or if it will happen at all.
We could work out something like "F for food" but with trials - common way to deal with a problem, that's easy to use. We should get a tool for disarming and trapping players to get to that. It is already known, and was mentioned in this thread a couple times - we can't solve the griefing problem, we can only soften it, so there will be victims of every anti-grief mechanic. We just have to count advantages and disadvantages and decide if it's worth it. For me the nets/handcuffs are worth a try.
lots of text
Spoonwood, I have to admit that I really respect you. You used to really piss me off with your tone in every discussion but recently I came to a conclusion that you are very solid about your arguments - you don't just complain about things but always try to justify your claims. And I respect that very much.
The issue isn't about your arguments and claims though, they mostly make sense and you point out some good things (not always IMO, but that's why we have these forums in the first place - to discuss things). It's about your attitude and your utmost negative tone about every single thing added to the game. You are exactly the person who this post was adressed to. You tend to straight out insult Jason for his decissions, when you really shouldn't.
The ability to train dogs to defend the town from dangerous animals and hostile non-family. Guard dogs could be stationed at the outside perimeter of a town, and if a dangerous animal or non-family member got within range they'd start barking. If the threat got close enough they'd attack. This would hopefully also make it easier to defend against griefers luring bears into town, rogue boars suddenly running into the town's swamp biome border etc. They should only attack the humans wielding weapons, because we don't want to automatically kill peaceful people, but the barking would notify the town that there was something going on and that they should check it out.
+1 to this. Love the idea - we need to give doggos a purpose!
That was a terrible way of asking. Instead of saying: "Do you want the game to be predictable?", ask "Wouldn't the game just be predictable?", if you really have to even drop in a sentence like that. I really dislike when people ask in a way which heavily implies assuming and that makes me disinterested in discussing, as I feel like I'm gonna be talking to a wall which reflects my sentences intrepreted already in their own ways as it seems to be prone to assuming. So, let's see if I can explain further.
Well, that is your interpretation of my words. I can only assure you that this was not my intention to idicate that you are in any way not interested/unconvicable. I am not sure however if your intension is the same, as you keep picturing me as a person who not only is deaf to any arguments but also tries to make others seem less reasonable than they really are. I will loose any interset in further discussion on this topic if the tone of this discussion isn't changed.
Nobody here said they are not behaving like in real life and indicating that's the issue. They are not behaving like weapons in this game do, for magical reasons. They had to be made to behave differently to force in new kind of conflict. 1: I believe this was a terrible way to encourage conflicts in an attempt to have players favor their families over others, 2: randomly a weapon was given special powers and now it adds into the mass of inconsistencies this game has. Explaining new players how sword behaves sounds absolutely ridiculous. And I repeat, to me, that's just bad design, bad choice. And thus I critique it, and see it as an example of "things you wouldn't expect", as it doesn't really make sense at all. I would for sure expect conflicts and swords, but not a sword which "only hurts people not related to you and has a different cooldown and can be dropped and...". It's still going towards a good direction.
Originally this thread wasn't even supposed to be a discussion about war swords good/bad. That is the reason I misunderstood your first comment. But as we are speaking of war swords, it seems that in your opinion the main flaw of the war sword is it's inconsistency related to other weapons in the game. We have to ask ourselves a question if we really want weapons in the game to always work the same? We already have snowballs (they are considered as a weapon by many), which have little to no relation in behavior to any of the weapons present in the game. I think it is the actual point of the new weapon to work in different way than any of these that were before it. Otherwise it gets repetive, and nobody likes repetive things. Saying that it now has some magical powers is strickly negative and teased way to define it. This is where my argument about gameplay relation strikes - we do not need strict consistency about things like weapons.
Sure, but there are so many discussions about this, I wasn't expecting to go over these things again. I came in to say that while there is a trailer and there are things to be expected, people have different expectations and things such as apocalypses and weird swords will certainly cause issues and make people confused over expectations. That's all.
And yes, ofc saying "I don't like it" is not enough, it's not real critique, but literally everyone who has been vocal about their dislikes have offered plentiful explanations and options, ideas and suggestions.
And the reason I came in was to review the trailer/description to check if the people who reffer to the trailer as if they were promised something different than (in this case) swords were cheated. I wanted to check if they are right to say that they feel cheated. And I came to a conclusion that they are NOT, because neither the trailer nor the description say ANYTHING related to that issues, and is very vague itself. So we cannot justify our complainments by saiyng that we were promised something else than we got beacause we WERE NOT.
I am glad that we agreed about the critique though
People are asked to refer to the trailer to understand the game. However, people get certain expectations from it. You were going through point by point how the trailer sets up an expectation people should see. So I came in and said that things like apocalypse understandably flips a lot of players' expectations of the game, and causes uproars of confusion and disappointment, which causes outcries in forums. I do not feel cheated personally, as I have understood I do not understand Jason's vision and design choices. But I do feel dissatisfied with certain choices that are made. And I am dissatisfied with certain explanations certain things get. Some players do feel cheated, and I came in as a messenger to explain why would that be: expectations, misunderstandings, and visibly odd things added which go against the game's own rules (weapon behavior).
And a bad design choice can't be stamped with "it's just a game" stamp, imo. HOWEVER, Jason is free to make his decisions. His decisions do come in unexpected and that way cause commotion. And that commotion happens because players care for this game.
I also (belive me) feel dissatisfied with some of the decisions. But I certainly do not have any thoughts of being "cheated". This was the whole point of this thread, once again - to make a summary of what things we should be feeling cheated or lied about and what things we shouldn't be feeling that way. You refer to some players that actually do feel that way, when they actually shouldn't be. I can clearly see your point now, and I do understand that you are trying to justify that group of players (even if you aren't a part of it) who feel cheated, by pointing out certain events throughout the development of this game. But you also have to see my point, that in the light of the trailer their complaints are groundless, as no hoax was commited in advertisment (at least in that case).
If you were standing in defense of players who feel cheated by the "100 craftable objects every" week quote (I now know it was changed on steam, but it remained the same on YouTube), I would be standing right next to you, because they actually would be right. Nobody really complains about that thing now, because most od us have huge respect to Jason anyway, though (Dunno if that's the issue here, it's just my guess).
I'm sorry for calling people whiners and tryhards.
IRL though, I am used to the very strong language that I use and all these name-callings here on forums are actually pretty soft for me xD
They aren't for everyone as I can clearly see now.
@Multilife
You are right about the first sentance of this topic making me sound hostile and some people might think that I am instantly assuming their opinion is worse than mine. I'm sorry for that, should've used some better words. For justification I can just say that I was posting it really late and I actually was very tired. However, I am trying to be as polite as I can during the further discussion and actually get to something with talking.
Now, for the other things, I don't really made a statement that you want the game to be predictable. I ASKED. I asked after saying that I don't understand your point. Of course I don't think you want the game to be predictable, but I do want you to explain your point of view about this.
Also, you didn't really say that the sword behavior is broken. You said that you don't really see how you'd expect magical swords to be added/how'd the magical swords fit in the game. I replied that, first - as you say, it's crazy that someone wouldn't expect swords in this game. Because it really is, and by saying that I'm not trying to implify that you are stupid by not expecting them, I'm trying to implify that you actually MUST HAVE expected them. Second - I'm trying to justify the swords "magical" characteristics connecting them to the gameplay issues. I'm not responding "it's a game" to every argument. I'm responding "it's a game" when someone says that swords do not behave like they do in real life and I'm saying that if they would behave like they "should" it would ruin the game.
I do respect that others may not like every update I do. I actually said that "I understand that you don't like the apocalypse". But I do not like when someone makes such statements without any explanation. It's really hard for Jason to develop the game with responses like this: "I don't like that and that and many others don't like it either".
Of course the critique is very important, but every statement has to be explained somehow.
Also, the whole "whining" thing was actually reffering to recent topics, where people actually got very salty and did not preserve the level of discussion as it should be. Also, apologies for that if it touched anyone here.
I am aware that you cannot justify anything by saying "it's just a game", but sometimes you can. And in my opinion, in this particular case, you can. I explained why ealier, don't want ro repeat myself.
And the last case - about that "feeling cheated" thing. I made a post that was reviewing the advertisments of the game and checking how much of that was really implemented. Most of the thoughts in the given traler/description is very vague (especially considering items). Then you replied that you still don't see this and that to fit in the game. First thing I thought is that your reply was pretty much off-topic as you were mentioning the specific things not fitting in the game. Then I thought that maybe you just feel cheated by Jason promising something that he didn't fulfil - these specific things being something against of what the game was promised to be. But they are not, as I replied, so you shouldn't feel cheated. You the replied that you don't actually feel cheated, so tell me what was your point in the first comment? I am not trying to prove you wrong about the apocalypse right now, I just don't understand the reply and why it was posted under this specific topic.
Somebody mentioned, that we should have some NPCs inviding villages from time to time, once (don't remember who that was, sorry). It would be like the hounds in Don't Strave.
I personally think of the barbarian Eves as the hounds, who come back to attack players, forcing them to set up some defenses. It's a funny thought, dunno if we really want the things to look like this in the game, but it's funny
WalrusesConquer wrote:If you talk to them enough they can learn yohr language but they have a bit of an accent:
For example if a note says: Do Not Kill
They may pronounce it as
Do Nit Kilt
Understandable, kindaWait, now you can understand other families after some time?
Yes, you can learn the other family's language, but only before you hit the age of 3. They have to talk next to you so it gives you a chance to remember some of the letter clusters, leaving others as it were. This can lead to some funny accents, like when you hear "I am your mother" in other language a few times you will eventually hear something like "I an yowr madher". They will experiance the same thing when you will start talking later. After you are 3 years old you can't learn more.
In addition, when you have your children later, they keep everything you have learnt and they can learn further, so the accent disappears eventually.
@CatX
What you are saying makes sense and it makes me feel kinda dumb for beliving that griefer's playstyle is focused only on killing. Maybe you are right that their goal is to specificly ruin someone else's experience... didn't really think about that.
I have to admit that I have griefed a few times in the past lives. The first one was to check what it feels like and it gave me some adrenaline actually. The feeling of being chased, of trying to make so much harm before I am revealed. It actually felt pretty good. I prefer building though, so I'm pretty much done with griefing, but I always thought that the griefers grief for that feeling and adrenaline. Now they can experiance that WITHOUT killing off THEIR families and eventually kinda contribute to their families' survival. I thought it is win-win situation. That's why I liked the sword update very much.
But what if you are right and they want EXACTLY THEIR FAMILY to die? I don't think we can have any possible defense in the future. It is just impossible to avoid them this way. It is very sad and what is even sadder - it pictures the human selfish nature. We can't bash developers for players being dicks, because there is nothing they can do about that.
On the other hand, if I am right, and 'most' of the griefers actually just want to kill people for fun, then we should see huge decrease of in-family sabotage in the coming days. I actually experienced less family griefers (I though that they still are out there, but instead of hiding tools they grab a sword and invide other villages) this week, but I can't make statements about current state of the game based only on my personal experience.
@MultiLife
Well, it sounded like you felt cheated, especially that I was talking about fake advertising in the topic.
I don't really get your point. Do you want the game to be predictable? I actually like to be suprised by these things. I liked the apocalypse, even though I certainly did not expect it to be in the game. Does it make it worse that we would not expect it to be there?
Also, I don't see how anyone could not expect swords or any other weapons coming to the game about human civilization. Talking about them as some "magical" thing isn't very fair, though. There are many things that aren't working as they do in real life, because, once again, it is a game. Swords only allow you to kill other kins because of the gameplay issues. Imagine how would the forum look like right now if the sword could kill anyone...
MultiLife, your argument doesn't make any sense, because you could link that to basicaly every single thing in the game. How I'd know magic cameras that take paper and convert it to images on the webside would be added? How I'd know to expect magic property fences that only people I choose can open to be aded? You wouldn't. I think that it is the entire point of the "new stuff" we are getting. One can argue that some of the things are "magical" and don't make sense, but note that this is a game. If you wanted, you could describe 90% of the items in game thit way.
I understand that you don't like the apocalypse, but do not try to enforce the statement that you were cheated in any way, by Jason adding it to the game.
As for the joking part, thanks for correcting me. Guess I can't hide behind Jason's words in that issue.
The point of my post was to sum up the advertisment of this game and to check if it really suited what we got, actually. Not what Jason later wrote on the forums.
However,
I've noticed something interesting:
People were NOT playing for the sake of their familes survival before. One piece of evidence of that was multipurpose newcomen engine technology BEFORE the pump overhaul update. Jason made a good step by changing it so that the oil rig makers and diesel engine makers didn't need to change their playstyle to be useful to their families. He worked WITH how people were playing the game.
Isn't it the same with griefers and swords? Griefer's playstyle was focused on killing - now, they can continue killing (playstyle is not changed) but other families and invadors (contributing to the family line). I might be wrong, but after playing a bunch of lives after the update I've noticed a decrease of in-family griefer attacks. Haven't seen anyone to be cursed in a week. I think that it exactly is what Jason wanted.
What to us is SUCCEEDING is to the griefer FAILING, and what to the griefer is SUCCEEDING is to us FAILING.
That might be a huge obstacle in building towns, but once again - it is based on the choice we are given. Wanna kill your entire family? Here's the knife! However, remember that they probably will fight back, and that they are given tools to fight back. What is that...? You don't want it anymore? Well, grab that axe and go chop some trees.
I know that everyone would like to remove griefers from the game, but that is not gonna happen, because it's PEOPLE on the other side of the screen. And people tend to be different. Soo, if we can't do anything about that, then maybe let's actually start to treat them like a feature of some kind?
The Steam version of that second trailer was changed to say DOZENS instead of ONE HUNDRED.
And on average, there have been dozens, easily. On average.
We're at a point right now where the problem is not too few objects, but other major glaring issues with the game, so I'm spending time working on those.
I apologise, I wasn't aware that it was changed in the steam version. However, I bought the game before the steam release, so I hope you can understand that mistake.
Anyway, it was not the main issue I wanted to adress, really. The recent topics are about the war and "strange vision" of yours and some people claiming that the game isn't the game it was advertised as. In my opinion they are wrong, but we are here to discuss this.
I am getting so tired of this toxic mixture of whining and tryharding in recent weeks, so I got a great idea! Let's clarify what this game is about by checking it's advertisment texts and definitions. Here we go:
1) THE TRAILER
I would like to divide this for some sections, cause I don't really feel like quoting and commenting it whole, step by step. So... in-game Jason says about:
- getting older -> one minute = one minute inside the game, and you live just one hour (it's the core assumption of the game, so do not expect any longer lives in the future) - checks out
- rebuilding civilazation from scratch on server full of untouched wilderness -> also a core assumption of the game, we start as bushmen, and advance in tech to proceed and develop, also checks out (eve camp -> small village -> big town)
- being a one small link in a very long chain -> we are dependent babies, we grow up, we have babies of our own - it's just one generation of for example... 60 generation family (quite smol link I assume)
- contribution based on the "time" you are born into -> when you are born into Eve camp you make steel tools, set up kitchen, etc. When you are born into mid-game town you set up an oil rig, bring cows, etc. No further explanation needed
- "I will be one step ahead of them [players] by adding new stuff to the game every week" -> this. The most controversial part of the trailer so far. There have been people wanting a refund for lying in the advertisment of the game focusing primarly on this part. Jason isn't really adding new stuff to the game every week just how he promised, is he? Or... maybe he is. Maybe we should count bug fixes as "new stuff"? Well, I actually do count it in. It requires the same (if not more) ammount of work to implement these changes as content updates. I do not really agree with people deffending Jason by saying that "He's making this game on his own, have some respect!", because nobody really told Jason to do this on his own. It was his choice and he decided not to change/remove the original trailer anyway, so this won't justify him. However, I don't really think that he deserves being bashed for this, as we are actually getting new stuff every week. New code is implemented every week, so what's the issue here? Nobody lied, unless you count those few weeks off that were toatlly deserved IMO
- "As we rebuild civilization together, who knows where we end up?" -> Will it be utopia? Will it be total destruction? IT WILL DEPEND ON US, THE PLAYERS, WHERE WE END UP. We are given the resources, the tools to make this "new" civilization. We are also humans, who THINK. We can use these resources and tools to build, we can also use them to destroy. We have tools, which purpose is focused on either (builidng - hoe, axe; destruction - war sword). Don't you really think that it is really magical that we are actually given a choice how we want to play this game, with only advice being "who knows where we will end up?"? People tend to complain that it is Jason fault that the game is "breaking" because he added something like property fences or swords, but actually we, the players, are the ones to be accused. The developer gave us THE CHOICE, and we either FAILED or SUCCEDED based on that choice. We choose to make a water pump and save the village or make a bunch of knives and kill ourselves. This is exactly why Jason said that the griefer is important in the village. It represents the choice we are given on every single field of this game.
2) WEBSITE DEFINITION (steam is very similar):
- This game is about playing one small part in a much larger story. You only live an hour, but time and space in this game is infinite. -> it was already explained in the trailer
- You can only do so much in one lifetime, but the tech tree in this game will take hundreds of generations to fully explore. -> well, not in the current state of the game. Jason probably did not expect the players to be... that fast. If we count the appocalypse as the final tech tree step though, it actually would take more than a hundred generations to complete. Still not very convincing... Maybe some day, when we get much more high tech it will become possible.
- This game is also about family trees. Having a mother who takes care of you as a baby, and hopefully taking care of a baby yourself later in life. And your mother is another player. And your baby is another player. Building something to use in your lifetime, but inevitably realizing that, in the end, what you build is not for YOU, but for your children and all the countless others that will come after you. Proudly using your grandfather's ax, and then passing it on to your own grandchild as the end of your life nears. -> Some may complain that istead of this we are getting six thousand SID babies every life. Some like to exaggerate. I isn't the complete exaggeration, though - we get many SID babies and it could sometimes end our lineage, however it, once again, is based on the CHOICE we are given by the developer. Jason gave us the choice to stick together as intended, but many do not listen. This attitude can contribute to lineages dying. On the other hand, should we ask ourselves - do we prefer the game forcing the player to stay and contribute, possibly ruining his experiance, or the game giving the same player a choice? That is very complex topic.
- And looking at each life as a unique story. I was this kid born in this situation, but I eventually grew up. I built a bakery near the wheat fields. Over time, I watched my grandparents and parents grow old and die. I had some kids of my own along the way, but they are grown now... and look at my character now! She's an old woman. What a life passed by in this little hour of mine. After I die, this life will be over and gone forever. I can be born again, but I can never live this unique story again. Everything's changing. I'll be born as a different person in a different place and different time, with another unique story to experience in the next hour... -> Based on the stories posted by other users this is actually true. The best proof to this one, is that even the hardest critics on this forum, still DO play the game. It is the most unique experiance that many of us have ever had in gaming and it is this game's strongest thing.
3) TEN THOUSAND CRAFTABLE OBJECTS:
- "one hundred new craftable objects every week" - ok, this one isn't really true. Even if we count bug fixes as "new stuff" these definately aren't craftable objects in-game. And we definately do not get one hundred content objects every week. Sometimes we get more than 200, sometimes none, sometimes 50. It depends on the week. I know that this game was supposed to be made more than one person at start, but the video wasn't deleted after change of plans, so we could count this as fake advertising. Jason would be justified if he actually deleted the video after taking the steer by himself.
- "Paid alpha coming soon" - always note that this is an alpha version of the game, so being toxic about any experimental updates isn't very fair IMO
4) SUMMARY:
I am really trying to be objective when trying to sum up things with this game, even though I really love it. And me being objective forces me to note the fake advertising, but it also forces me to bring up one thing people tend to forget: Nobody really said that the civilization rebuilding will be peaceful. Nobody said there won't be wars. We were told that we will get unique stories and only cooperation will help us make it through. Last updates may have brought less efficiency, but they certainly brought many interesting stories, that I as the player, was promised to get and experiance. I am greatful for that. Feel free to disagree and discuss these things here.
EDIT: And do not get me wrong, I DO think that some critisism is needed, esepcially in alpha versions, but let's try to maintain some leve of the discussion here. And most importantly, let's stop forcing people to play the game the way we want them to, because they never will. There was no single update that forced players to change their playstyle- the updates were always only giving a choice and I do love that. Maybe except the temperature overhaul, but this one messed with the core mechanics of the game, so I don't really think it should count.
Dodge wrote:Spoonwood wrote:Nope. That woman could have produced more if she hadn't made the property. The rope is a bucket, say for milk. Also, I doubt that you used up all closeby springs. That's really late for a diesel engine. And making a diesel engine before oil just isn't good to begin with. Your experience doesn't tell much about late village life in general, more like a late village life with inferior players.
Three pipes? Are you that slow are using the roller and bore Jason, or was the family out of iron?
Oh hey... a loom before oil also. Making that also consumed water earlier that could have gotten used to get oil up. And a sword. I don't blame Dodge for 'testing' it, but it does indicate a problem, since he was clearly NOT playing for his lineage there, when you experienced the water crisis later because of him NOT playing for the sake of his lineage. Really, Dodge's comment should clue you in that this update worked AGAINST the goal of people playing for their lineages. Oh... and Dodge was a woman, wasting water and wanting to go to war. Fertile women dying doesn't contribute to lineages also.
The abundant resources had an aesthetic effect that was more pleasing. As someone else said it made it feel like you were out in the wilderness instead of in some picked over teenage wasteland (alright, the person I've parphrased... I think it's Psykout... didn't say 'teenage wasteland').
STOP HAVING FUN!!!!
You have no serious refutation, let alone a comment, on anything I say, so you end up resorting to some silly meme in the hopes that it distracts from the points I made.
Man, I think that you have some serious problem with this game/Jason personally. Dodge's comment is summary od your forum activity. You just bashed a guy for "not contributing to the linage" beacuse he was just having fun. The reply wasn't about to refutate your arguments, it was just a riposte. Pretty funny IMO
Stop forcing people to play the way that YOU like them to. And stop whining about it when they don't listen. Spoiler: They never will.
Remember fun? Check it out sometime...
I was the ginger lady who stabbed you
We couldn't understand you, but it was something like this. Wasn't sure if I got it right.
Nothing personal there, I was following orders of my captain. Our family was very imperialist and raided multiple villages before, successfuly repopulating them later.
Long live the gingers!
You guys certainly have some points, but I would really like to see a great wall around some towns
Maybe huge amount of gates would help prevent blocking? Also, a full-time guard that walks around it from time to time? The only sword in the family, passed through generations, because one is enough (no more wasting steel).
Can't really help the inside griefing, however it wouldn't be much different than what we have now, would it?
This update gave the property fences use for sure, I don't now if it's good or bad yet. Today a Tori family succesfuly raided the bell town and killed everyone there. They had very little or no property fences and couldn't hide.
https://youtu.be/ZGSAhNZnisk?t=62
step 1: set a stone wall around your city
step 2: leave 2 property gates at each side
step 3: give access to every family member of yours
step 4: leave open box with lock outside the wall
step 5: have key to the given box
step 6: if any foreigner comes by and wants to enter and they are armed, they have to leave all of the weapons in the box and close it, only then they can enter
step 7: after the visit you open the box for them and close the gate so they can leave with their stuff
step 8: you just set up a border control
step 9: ???
step 10: profit
seriously though, if any of the bell towns ever emerges, the guard will become the new full-time job
I would really like to see some successful trading system in the game in the future, however if we want it to be successful, then it cannot feel too forced and artificial.
Jason is talking about banning some of the recipes from making by specific tribes/buffing recipes for them to cost less raw materials for specific tribes. I stand in great opposition to the first option (not just me, but many others, too) because it would be major pain in the ass. Even Jason admitted it at some point I think, correct me if I'm wrong. I am in favor of unlocking new recipes, only available for certain tribes more, but balance them in a way that they are not crucial in early to mid-game, and very helpful later.
So here's the idea: why don't make it possible for different tribes reach a certain point of development without trade, so their village becomes sorta kinda self-sustainable, but then, it's further development is halt/very slow/very costly/nearly impossible without trade? Talking about "self-sustainable" village I mean the state of the game as it kinda is now:
- have some iron, but to get more you have to venture further and further to the point it is real obstacle in survival
- have "unlimited", single water source (kerosene pump)
- have all of the recipes crucial to the survival unlocked for everyone
- have access to most of the raw materials, with limited number (sulfur, wood, ores)
The thing is, while you develop and reach a certain point, it should become really hard to proceed. Here comes the trade with other villages, from which only certain tribes can handle lack of some of the resources:
- Chinese can produce gunpowder and explosives, which can be later used to dig out the collapsed iron mines and get far more iron from them
- Arabs can get an upgrade to the oil rig, so it has higher chance of succeding and produces more oil (maybe make the oil go out after some uses, and for Arabs the number is much higher?)
- Jungle tribes can plant jungle trees (palms, bananas, and maybe make rubber tree only one use, after which it goes dry?)
- Desert nomads can make a sulfur mine near hot springs
- Caucasians can set up a coal mine, etc.
These are just some random ideas of mine for the tribes and specialties, but I think you get the point. I just think that survival without trade shouldn't be impossible (there were examples of self-sustainable towns throughout the history), but it should be very hard and unefficient long term (why would you go 827498147 miles away for a basket of iron if you can just go the Chinese and give them some oil for it? You got plenty of oil anyway, cause you are the member of Arab tribe!).
After the industrial revolution in Europe the colonial empires, such as GB traded more food from the Eastern countries, which had very little/no colonies. Was it because Britain couldn't produce food for itself? No! It was because they wanted to focus on the development, so they transformed their society, so it became less agricultural. Also, they had neighbours with plenty of food sources, willing to trade it for new goods. Why should I make my own food, wasting time, effort and land, if I can just buy it from other country for some colonial good that I have plenty of? I think you can clearly see the pattern here.
The idea also opens a new war possibilities - why should we trade the coal from these darn Caucasians, if we can just invide them and take the coal mine for our own use, like we already did with that Arabs and their oil rigs? War over resources I smell.
I hope you get the same life as I did.
I was born as a last girl in Ro family. Made ton of steel during my childhood and soon I would start getting babies.
Everyone but me was dead and then I hit adulthood with boosted temp and 10x yum chain.
Then I kept getting suicidal babies. They kept using /die and out of FUCKING FOURTEEN KIDS only THREE stayed. But it wasn't that simple. I also got the same person being constantly reborn to me as a girl, and FUCKING RUNNING AWAY insted of using /die. I followed her and tried to explain that she can use /die instead of ruining my cooldown, but nooo. I know it was the same person because they did exactly the same thing - run away while writing "S R Y". Fuck you. You succesfully ended my lineage with only three BOYS deciding to stay by refusing to /die three times in a row. I suicided when I hit fourty, leaving my sons, who wanted to prepare the place for future, potential Eve. I didn't feel like, cause my game experiance was ruined by then.
What is funny that even one of my boys tried to get reborn to me as a girl when I was 38. He did it 3 times and all of them ended by him being a boy...
Can we get a new mechanic, so when you get 35-39 the chance of getting a girl is higher? I think it would save lots of lineages, which die out without their fault.