a multiplayer game of parenting and civilization building
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The game just got launched. Let the community or Jason patch it in time.
jakeinmn wrote:So, if I spawn as your grandson, and find an abandoned city with tenfold the wealth of the camp you started and carrots I'm just supposted to live your legacy? Whose to say the legacy doesn't start with your grandson restarting a dormant city.
So here is what happened. Me and two other people have build a wealthy little camp. Unfortunately I was born as a boy and my mother has gotten too old to produce more children. Eventually we all died, but we made sure to leave the camp in top notch condition for other people to continue on with our camp and try to make it even bigger.
The next day I logged in, I was lucky enough to be born at that exact same camp again. There were a bunch of people, atleast 10 or so. But as soon as I took a look at the farm, I was already baffled about how it looked so much worse compared to the state at which I and my family have left it. So I tried my best to save the farm by taking control of it with whoever else was helping with it. Me and a newborn told people to leave some carrots for seeds. But there was that one guy... that one motherf***n guy that just wouldn't stop picking carrots from the field. We told him many times to take the carrots from the baskets, but he just wouldn't listen. He basically fk'ed the farm over. At that point I just given up on the camp. It's pissing me off to no end when people just wont listen to you.
Now I know better. I learned to make seed fields somewhere outside the camp, somewhere hidden. That way it's less likely that newbies are going to fuk you over with your farm.
Also, if you happen to find a huge camp while being at a little one, then be it. Go join the huge one. That's all up to you.
Either way, both camps are going to profit from your usefulness.
Sounds like a perfectly good use case for a knife. Also sounds like you're too attached to a game where you shouldn't be attached to your character's stuff.
So, if I spawn as your grandson, and find an abandoned city with tenfold the wealth of the camp you started and carrots I'm just supposted to live your legacy? Whose to say the legacy doesn't start with your grandson restarting a dormant city.
Cool. Its useful.
People can't edit and build onto your PDF. Consider a Google Doc that people can add to. Js.
Thanks.
I need to talk about money.
I have literally given hundred hours of my life to this amazing game.
Its open sourced, and anyone can contribute to the Github for Jason to approve your development.
The fans are getting to be diehard loyal as development is constant. There is a plan for development, and we keep throwing fixes and our ideas that are listened to.
... and folks are salty because its not what they signed up for.
So...
How can I put more of my resources into this game and lovely community? Time is all I got.
Thanks.
In principle I like that, though I have yet to murder or be murdered. One thing to consider though: In a colony not all people know all people (which imo is a flaw in how the game works right now, not necessarily a flaw of the players' interactions), so a foreigner comes, murders one of yours, one of yours murders him, but has now red hands. I am pretty sure most of the time these defenders of the colony will get seen as murderers from their own people who don't know them well enough most of the time. Voila, you have created a potential murder spree by just killing one player...
Maybe a work-around would be that you don't get red hands when killing a murderer?
I lived to be 50+ three times today as the cities blacksmith, and each one was cut short when I was murdered with my own knives. Three for three. I produced over thirty knives I'm sure, but its going to ramp up. I'm a cause for sure, but you'll experience a murder soon enough.
I think that people will get smart when dealing with a murderer that is calm. They'll have time for a trial or questioning if a player drops a knife after a murder that says they killed them because they stole a cart or ate ten carrots in a row.
But the killing mechanic needs major attention. Should be Number 1 on the todolist that won't be implemented for another week.
I've been killed several times just due to paranoia: OMG THEY HAVE A KNIFE!!! No, Just moving it to stockpile/harvesting. No time to talk. Implementing above might solve confusion for a bit.
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But consider this 100% legitimate life:
You spawn and grow to adulthood by yourself. You find a nearby city, walled even, and you covet what they have as you grew up with nothing. You're 100% fine with murdering everyone there (they're not your own kin), and you take it over and birth your own babies. The carrots left behind will provide for your babies, and you start a dynasty because they neglected defences. I think this is 100% reasonably justified, but the city dwellers NEED a mechanic to defend or avoid the yakkity-sax running around combat PVP shitshow.
What people suggested and what I suggested needs to promote safety in numbers. Holding a branch or a club should stun a player and cause them to drop their stuff. Throwing a stone, in mass, should allow people to stunlock and or harm a player if done rapidly in succession.
You work for 6-hours a day. This will give explosive growth to the community, to the game's development, provide for more time for you while incentivizing people to actually help develop the game with you.
Consider my programming and management background, and have studied decentralized currencies' collaborative open-sourced environments.
What is working is that the community votes and sets feature with a bounty that when they get implemented, the contributor gets a financial incentive.
Really, its hands-off for you, Jason. You just deal with the pull requests.
Given the explosion of users, collaboration, and eagerness you can see where this is going.
Everyone wants to put in their Two cents, but adding a framework to have folks post and vote on what they want most will invite people to activelly collaborate on it and make it happen.
This would, in turn, come out of a budget from sales. Allocate 10, 25, or 50% of sales to be allocated into a fund. You're already public with the stats.
The labor market and the players will want development to happen at the fair prices, and the fans be fiscally responsible to get development done. You have a role to veto, approve, or create whats on the bounties. Even a $100 bounty for a developer to "implement X, or fix Y" will take hundreds of hours out of your daily grind.
This framework will bring with you top performers over time. You will create an incentive for people to study the codebase, promote development, and have more hands on Github.
Thoughts? I'd love to work on this for you and execute on the plan. Just shoot me a message.
What I laid out at the end will substantially reduce the level of griefing and murders, while promoting substantial levels of cooperation and inter city bonding, while adding another level of depth to the game that promotes the game's core message.
But before I get into it, let me say whats happening because of the update.
In the last three lives I had under the update, it was fashionable to have a murdered corpses and knives mass produced. I saw two boxes of knives, and murdered graves in "shrines". It gives a thrill to murderers who knew they were rewarded with a neat new texture for a kill. And people crafting them know You either butcher animals or people...
This is addressing SOLO troll. Two people that form a warband promotes social interaction and what I suggest will promote this. What is being suggested is only for Solo trolls and will deter random murderers.
Consider this: The player who wants to to do the action to harm another player FIRST has the only real major advantage in PvP combat right now. Everyone else is equal. Whoever stabs first wins. No rebounding from a troll and no recourse. Then theres the yakkity-sax running around that is incredibly annoying to deal with once the village finds a murderer, arms themselves, and people just end up dying because no one is tending the farms.
Consider another point: Something has to be done or at least thought up to solve the glut and excess of knives, but a major update won't happen for a week. I just built about ten knives in a life, taught three others the whole process who will obviously teach others. Soon there will be tons of knives and lots of pvp happening as a consequence.
Consider a third point: Implementing a backstab state would be the easiest way to solve the murdering epidemic. A backstab with a knife (tier 1 weapon), should put the victim in stasis with the knife in their body. The killer can't retrieve it. This gives the village time to recouperate and know that theres a murderer that is unarmed. Put the killer and have them literally have "red hands". Putting a knife in red just says this is a murder weapon. Putting a person in red, unarmed, puts them in a state of helplessness momentarly.
Consider a fourth point: Caring for people has been a pre-prehistorical trait. Medicine will be implemented in the game, I'm sure of it. But even herbal medicines are still prevalent today. Consider introducing a plant that when boiled makes an unreliable way to treat a person who has been stabbed. Maybe a uniform 10-25% chance of success since its a tier one medicine, since a knife stab is basically fatal.
Consider a fifth and final point: With murders shooting arrows and harming players, we should not be giving them enough stimulus as a victory. They see a neat wounded artwork, and lose their knife. As of right now, killing helpless players with no climax produces an anti-climax, but adding a lot of "artwork" and mechanics for the murderer to experience should be avoided. I'm reconsidering not adding "red hands" as a player state since people might want to see what red hands would play like...
In summation: Introducing a wounded state, where the knife or arrow gets lodged IN the victim would deter a lot of solo trolls and murderers. The attacker loses their weapon, and the victim may have a mechanic to get brought back. Introducing herbal medicine would give the wounded a chance to unrealiably get bought back and introduces a foundation for depth to go deeper in the timeline.
Copypasta from the "Griefer" thread and slightly edited after some thought:
Greyhammer wrote:Here is an idea: Dogs.
Some problems. What if your put your heart and soul in the settlement only to have a baby pop out that eats ALL of the food maliciously. So you end his life, get marked, and your kin's own dog eats you b/c murder.
- Hungry babies should cry : Anyone under age 3 should automatically cry if they only have 2 hunger squares left. I find it weird when I spawn in as a baby and my mother forgets me or dies and I, as a baby, sit there smiling as I die of hunger.
>Baby should cry on two squares or if saying a unique character. I still dont get the crying mechanic, seems to be random after being a newborn.
- Posted coordinates : Lists your coords somewhere on the screen so maybe you can go back to a town where you once lived in a previous life, can find your town without a home beacon, or tell people exact locations of things or places they find. The map is probably really big so do the something as Minecraft and have coords in the negatives like -379,97.
>No. Not yet. The point of the game is to avoid overly committing to the character. You're thinking too much into Minecraft. One you die, you should respawn anew with only luck to guide you. If you got murdered somewhere, then you know who killed you, then it'll devolve into call of duty bloodlust.
- Sex : If a male and female get together they could maybe click on each other or something and have the next person to join the game be they're child. It makes the game a little more realistic and helps continue a civilization if no female has a child at all.
(at one point I played in a small family as a girl with a sister and brother and neither of us had children and I lived to 58...before losing connection)
>Should be implemented as the immaculate conception is still pretty funny. Even funnier is when an Eve spawns in your fortified city and kills your children. True story,
- Posted age : Shows how many years old you are on the screen so you're not thinking you're 40 with grey hair when you're actually 18 with blond hair. Just don't put a timer in the game that will ruin it, just mark the age you are maybe even month if you feel like it.
>No. Your body ages. Its obvious.
- Child naming : Mothers (or fathers who help with the sex idea above) can name their child after birth by right clicking on them, and the name they are given should be displayed over their head when you put your mouse over them or their grave
>This could be done. All the items have a name. Moving your mouse on them displays them. Having a character produce say a string including, "name is" would set their name to the next word or something. Babies can read item names, so its not that much of a stretch to say they can read people's names.
- Chat ideas: put numbers and emojis in the chat boxes, also maybe if you type XD your character starts laughing, or :'( and they start crying even as an adult or just let people type it above their heads'
>Wouldn't be a fan of this. I'd prob have the emoji just produce a facial expression if theres an artwork for it, and remove the emoji in the text. Connentating strings to do this would suck.
- Move with wasd and/or arrow keys
>pressing the buttons could be mapped to an mouse click in the appropriate dirrection. It could be done.
- Maybe weather : Rain to water plants if you wait or to fill water ponds, wells and anything similar. Snow in snow areas. Sandstorms in deserts (makes you hungry faster). Rain would be a bit too OP so it should probably be every 100-200 years and and last 10-30 seconds
>I see a lot of artwork required for this. Rain should be implemented to refill ponds just in case they dry by a few charges. Not much.
- Microphone communication, babies have their mics cut out almost immediately after hitting the mic key
>Too much work for a developer.
- Every tile could hold 3 items like a basket, 5 if its seeds
>I can see this being confusing: Which items are small enough to fit five in a basket? Why does this thing only fit three? Its easier to keep it universal.
- Bows could go over shoulder, not in the backpack but could work with backpack
I think that would work well, but its a good incentive to avoid murderboning by not having it be wielded. However, knives can be backpacked...
- Auto message : there is a space next to the typing box where you could click and it pops up some sentences that are already written like: "stay by fire" "these are for seeds" etc. I don't really care about this idea but I think that it would fit.
>No.
- Same race kids : white moms have only white children, black moms only have black children, unless father (from sex idea above) is opposite race
>Posted below. Genetics isn't a feature yet. I don't know whos my children after I walk away when they are babies. They should look like the parent with Eves being the randomness or nearby fathers attributing their player model.
I posted everything in order of what I personally would like to be put in the game first to what I think would make it better but I don't care for that much
I know you're just one guy and some of these ideas sound difficult to do, but if you do somehow run out of bugs to fix and want to make the game just a little bit better then this is a good list to look at. Also if you do take the time to read all of this I would like it if you could give me your opinion on this list or at least let me know that you've seen it.
>Study the github. You can contibute to it. I'm considering even though I don't know Ruby.
PurpleEarth wrote:- Same race kids : white moms have only white children, black moms only have black children, unless father (from sex idea above) is opposite race
Weird. This would increase your enjoyment of the game?
It would. Think about it.
That way you would see brothers and sisters of the same hair color. When you stumble into a village, and everyones different, you don't see that immersion of ancestrial unity. Whos whom's kid. You just get a mixing pot of all the character models.
If theres a family tree, there doesn't seem to be anything supporting any genetic makeup.
Its easier to identify mom because she looks like you. This would be further compounded in usefulness if there were much more than 8 character models.
Hi folks, just a couple of less direct trolling methods I've observed while playing:
1. Dirt seed-jacking - you've got your carrots going gangbusters and the right balance of mouths to plots. your tilled row is ready to go but, WTF, someone's decided to throw down with a malicious gooseberry, or worse, milkweed seed.
Maybe someone's been inspired by Johnny Appleseed or maybe they're f*cking with you.
2. Carrot seed sabotage - this one's a bit less obvious because it's so easy to have your farm gang going all over the place, or just newbies and starving folks scrabbling desperately for nourishment. But sometimes despite repeated warnings that you're reserving seed rows, someone keeps targeting them and leaving only one or two carrots to seed inefficiently. They're like those horrible people at buffets that decide to grab up the crab legs and only leave behind salmonella sushi.
All in all OHOL is great fun, but also a stark lesson in man's shitty behaviour to people and environment! I can see sociologists writing papers up one day.
1. Introduce Fullness. If a person has eaten to full then they get fat or have a delay before eating again. People overate to build fat to satiate hunger, but that would cause people to destroy stockpiles just for an extra minute of foraging.
Introduce Karma as a mechanic. Murders respawn as a rabbit or sheep. Problem fixed.
I think the idea was eventually towns need dedicated guards
I tried this, but three things happened that made this difficult as is.
We had enough food for a surplus for two dedicated guards. We were fully fenced in, but someone spawned as an eve inside and killed folks.
The largest thing is the difference in character models. A character that looked like myself ended up killing me once.
On top of that, when you have a dozen villagers running in and out, you need to have a chokepoint or defensive item of sorts. But adobe walls don't do anything for arrows for either. Having some sort of parapet or embrasure for a guard or player to fire from without getting arrowed will be useful in defense.
I wasn't sure what the shallow wells needed to turn into a deep well. Clicking on them with an open hand or hovering mouse over it should introduce the recipe list like everything else.
Seriously enough, murdering is happening as cities can support raiding. I started as an eve, and murderboning is happening because some kids are getting bored. Take into consideration what the Game Rust did to show murderous characters. I could have had some time to run if I knew. Consider adding some quick fix to a knife or arrow tip to be covered in blood if its been used to murder. When running into people in the wild with full kit killing left and right, it gives some information if they're murderboning. A little red tip on the knife or arrow tip would work wonders.
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