a multiplayer game of parenting and civilization building
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DEED ??? - Sheep killer, radio stealer, and baby snatcher. Was Toni Custard and Layla Earnest recently. (if anyone knows the second half of the nickname please add it, I was a bit distracted lol)
SHIP FOAM - Bear griefer, and smart enough to hoard knives and arrows. Wiped out most of Pickens town as Vanya Pickens. Fathia Lownes on the leaderboard.
I like most of this idea, but one of the major issues I have with the racial specializations as they exist now is that white people have universal communication and not one of the other races. Like IRL English is spoken in a lot of the world because of a history of colonialism and imperialism, so it feels uncomfortable to have that reflected into a game where (afaik) those things don't exist. So as long as we're talking about changing race restrictions, why not have the dark group be the universal translators?
(although what would white people do then lol)
ETA: honestly though the whole race restrictions system feels like an reflection of IRL societal biases into a world where it doesn't make sense for them to exist. Like yes players will bring their own biases in with them, but why entrench them into the fabric of the game?
jasonrohrer wrote:Destiny, somehow, all across the server, people have rubber. It's not supposed to be something accessible to a new player. It's a challenge for the experts, to save their town long-term, by solving this problem. There is no recipe for solving this problem, so no, it can't be taught to a new player, classroom-style.
Teaching new players is fun. Learning how to do useful things is a lot of fun. Not being able to do anything to save your town because you are too new or too white is not fun.
I'm a fairly new player (had the game for about three weeks), and I agree with DestinyCall on this. I really like learning how to make new things and be useful to the town. It's also satisfying to know that I've learned something well enough to teach it to a newer player. I think if you're looking for interaction, this kind of community is more important than forcing trade and related interactions.
If I'm in a town with an exhausted deep well, I can't solve that problem because I don't know how to make an engine. But, I'll go around asking people for help, or to teach me how, or to let me help them make it. However, if I'm in a town with an exhausted deep well and no gingers, I won't even try to solve the problem because we might build the engine, but what good does that do us if no one can get oil?
I think the complex crafting creates better interaction than "trade" does. And I think using the restrictions that are fundamental to the game (you only have an hour, and crafting is complex) to create situations for interaction are less frustrating than more artificial ones (tool slots and race restrictions). For example, let's say you want to build a room with plaster walls - it takes time to get the adobe and limestone, and someone needs to build the walls, and cook the quicklime, and get water for the plaster. This would take one person most of their life, and they might not live to see the project finished, and the unfinished adobe walls might crumble. But if you collaborate with other people, you can finish it in your lifetime. In this scenario, you're interacting with other people to convince them to help you craft or gather things: you have to convince them that your project is worthwhile, and that's an interesting interaction! Or, you have to convince your descendants that your building is important enough to finish. Or, your town only has one cart, and you need to get the person who's out collecting eggs to let you use it for limestone instead.
I have a lot of interesting interactions when I'm learning or teaching or collaborating. When my town is out of rubber or oil, and we don't have all the right races to get them it feels like there's nothing we can do about it except hope that we find someone or someone finds our town before we all starve, and that's not fun.
Lol for real?
I opened an issue on the OHOL github https://github.com/jasonrohrer/OneLifeData7/issues/639
(Should this be in program issues instead of content issues?)
Same issue here, between one and four pips from everything I ate. My son got to 19x multiplier before age 30. The yum bonus is also very small relative to what it should be. Everyone I talked to had this issue.
Hello yes I have a very serious and important suggestion for the game:
We would trigger the caves, and kill the bears, just so people couldn't intentionally trigger them.
The cooldown was like 6 hours, which meant you could play a life in a town, kill the bears, 3 hours later you'd probably spawn back in that town, bear free, lots of warm rugs, and you could get something done and not have to worry about them.
What's the current bear respawn mechanic? Do people have to trigger the caves for more bears to show up, or will they just appear?
The really impressive number isn't how many bears you killed in one life, but how many bears you befriended.
Back in the days of rift, I had an army of eleven bears. We rode across the land, like a furry stampede, and took back my home town from the people who killed my family. It was glorious.
Wow that's impressive and also a concerning number of bears
I'm a newish player and I learned how to use the bow and arrow a couple days ago. Today I killed three bears in one life! (One of which had killed me in a previous life lol). For you older players, how many bears have you killed in one life?
I've been playing for a couple weeks and have a question about water. On the wiki (link), it says that shallow and deep wells regenerate water, and that accessing the well resets the regeneration counter, so it's best to empty them into cisterns. Is this information current?
I've noticed that people tend to build a Newcomen pump as soon as the deep well runs dry, even if there is a decent amount of water stored in cisterns. If water does regenerate in deep wells, and your town is small enough to subsist on that regeneration, is it better to avoid upgrading the deep well and becoming dependent on rubber and later oil?
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