a multiplayer game of parenting and civilization building
You are not logged in.
Pages: 1
Toxolotl wrote:Genetic score counts for almost nothing and relies on having competent players as kids. You can spend almost all your life with a new player, teaching and taking care of them but leave them for a few minutes and they die, bringing down your score.
How about assign best players to best moms, everything based on genetic score? This will naturally distribute players to similar playing people.
What if genetic fitness was similar to an ELO where if a player with a much lower genetic fitness than you dies, then it doesn't effect your genetic fitness as much.
Damn... I'm going through the 5 stages of grief and loss.
I don't run Catalina, so I would appreciate ongoing support for older versions of macos.
I'm a new player to this game. Indi or "underground" mmos with small player populations have been my main thing for about 20 years. I've been lurking these forums for a while, and I want to say nothing I've seen here seems to be unusual.
In my experience, there is usually tension between developers and the more experienced player base. So, in that way, the interactions between Jason Rohrer and experienced OHOL players don't seem unusual to me. I've played many games (long-term) where developers and the majority of the most vocal player base did not appear have a good relationship. I've been one of those frustrated players in other games. Imo the frustration came from me being overly attached to the game as I imagined it was, or how the game could potentially be. I've come to accept that it's more peaceful for me to just allow developers to take the game where they want and not insist on any specific game design. Now, I just play the game and let the developers take me on a journey over time. That being said, I suspect that a vocal player base can be a helpful part of the development process especially when the developers have good boundaries.
I relate to a lot of the challenges mentioned by other community members in this thread. I have yet to successfully crack the more advanced technology, such as that requires oil or newcomen engines. It is very hard for me to figure out, but now that I have the knowledge to overcome basic survival challenges I'm slowly able to devote my attention to experimenting with these higher technologies. So, in that way I'm not sure if the learning curve is a problem. Either way it will be interesting to see how things evolve.
More rarely, I've played games where there is less conflict between developers and the vocal player base. That's interesting, but it's just one of the types of relationships that can emerge. In the end, I've played very fun games with either type of relationship.
I guess I'm just saying I don't see anything wrong here, and want to commend everyone (players and developers) for their good work here. Game on.
eajorstad, I was that young lad wearing the red dress who you gifted your Santa hat to! I'm glad you liked my pathetic little "ho," as it was the best I could do at three years old.
I was so confused when the random murder happened. I demanded to know why such violence was happening. I have to say, when the murderer explained "that was my twin and it's my right as a twin" to murder them, it seemed a legitimate enough explanation.
So, I went on with life and I made my efforts at a sustaining compost, carrots, and firewood. I was able to complete two rubber tires and get a 6 slot hand cart going. However, the early life murder experience I witnessed scarred me. Any time someone exclaimed "SANTA!!!" I felt compelled to bring them coal as a present. I'm horrible I know, but I was traumatized. It was such a delicious waste of coal.
I was playing a long string of lives in the Ave family at the time of our interaction. I was either Broadus Ave or Brent Ave at the time. I was both, but I can't remember which life I got the santa hat. Do you remember?
Pages: 1