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a multiplayer game of parenting and civilization building

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#276 Re: Main Forum » Necessity od day/night cycle or seasons » 2018-12-17 22:12:10

Eh, it's a massive change for a small problem.  I'm not sure it would fix it either.  You teach by showing, and you can't teach how to farm if you're huddled in a building at night.  Teaching only works if the game is easy, or if the player actually survives and does what you've shown.  The reason I don't teach anymore is the student either

A) Immediately starves after I leave him alone.
B) I teach him how to do a task we need doing and they don't do it even when they know it.

I do sometimes teach during girl death, it's sometimes more fun than the existential blood bath that usually follows xD

#277 Re: Main Forum » Having 0 daughters is a major problem » 2018-12-17 21:20:15

Unless there is something you want to explain tell me, yes it would.  And since you haven't brought any additional knowledge, while I'm just building off the logic of the rest of the topic which I have read, I think it's your job to explain here not mine xD You might also want to read the rest of it too tongue

Edit:  Incidentally, this sounds like players can take matters into their own hands by taking advantage of the reverse.  If you want to save a big town at night time, you /die out of it and murder every small town.  They'll die out in a few generations anyways since it's dead hours so there's no real moral dilemma there and eventually the murdered people will be born into the big city, so at least you can save one city overnight.

#278 Re: Main Forum » Having 0 daughters is a major problem » 2018-12-17 19:55:29

Yeah that's true, ultimately population death likelihood is proportional to (birth rate / lineages).   

That said, the question isn't what fixes it, that's extremely obvious: you just stop spawning eves at a certain point, runaway girls can cause issues but only so much, and I'm sure there's ways of detecting and dealing with that.  The question is why isn't it done? 

The answer I think can only be that jason believes city life is boring and "fixing" this issue means people play in a boring setting more often.  IMO the answer there is just making city life more interesting by giving murder griefers more leeway to do as they will, so if your city fails it's not due to some unstoppable metagame it's due to your own city's incompetence.  Additionally, right now, the game balance "difficulty" is weighted so the more advanced your civ, the easier it is.  There's no reason it has to be this way, it can be reversed in a number of ways, although that is a more time consuming issue to solve.

I guess another reason might be the lineage ban: Eve is the only answer to someone that /dies out of everything, so "just stop spawning eves" is tricky for this case.  Personally, I think the answer is just allowing people to choose the family they want if they weren't murdered, but most people think that's heresy.  The alternative might be just not giving a lineage ban on /die, and only allow Eves if someone died of old age or there is no fertile females.   The reason most people chain /die many times is either trying to get to a family, trying to get to a city, or playing Eve.  If Eve is no longer a possibility, they will stop doing it.

Right now, this really sucks in a number of ways.  Want to know the best way of griefing an entire server right now?  Make successful eves and runaway girls exclusively every single life and /die until female.  This A) drains females from large towns.  B) increases lineages.
You will kill every single lineage at any time of day.  By yourself.  Want to know the best way to help your family if you're born a male and that family has a well run town with plenty of iron?  /die and stop playing for an hour and a half (or I guess just die before 30).  Not even kidding.  Think about it.

The current system is a real monstrosity that needs to be solved eventually.  I think the game would have been a lot easier to manage if it were less ambitious and there was only one city and one family at a time, but it is what it is sad

#279 Re: Main Forum » Infant Mortality, Nurseries, and Newbies (TIPS) » 2018-12-17 01:12:44

lionon wrote:

The main issue I have I turned to asking kids if they are new. They say "N". I ask them if there is anything they want to learn, they say "N". Then they run off at the age of 4 and forget to put food in their mouth.

"Can you smith?" tends to be a better question I've found for this purpose.  It's an irrelevant question, but gets better results in determing newbieness.  xD

#280 Re: Main Forum » To make the game even harder, it needs to be made easier. » 2018-12-16 20:43:04

CrazyEddie wrote:
Greep wrote:

I think the solution most people use is to just chain /die out of it until they reach a city for their rest of the time playing OHOL

Perhaps, but that's certainly not true for me. I actually greatly prefer the challenge of getting early settlements running, and right now I'm very bored in big cities.

To each their own.

Well like, I said, for me as the game gets harder it just gets easier.  It's a full time task getting the branches, soil, carrots, and wheat that your partners will not do.  And it's not enough to get enough ingredients for a few tools and compost, a town doesn't really thrive until it has a dozen compost piles so it can have milkweed or a few redudandant tools so people aren't running around yelling "where's the hoe?" This is mostly a small village issue. Gen 2/3-10.

Eve and to some degree offspring of eve is slightly different and in a decent spot.  You have a lot of tough decisions, # of babies, spot choice, etc and a lot of them are settlement specific.  Like sometimes you wanna go for iron straight away like if there's 10,000 bananas nearby, other times you wanna focus on bushes, etc.  And you can fail, you're making a lot of decisions and doing a lot of different tasks at least.

#281 Re: Main Forum » Value System (and village growth) » 2018-12-16 10:17:54

Well, reeds are basically farmable: straw is pretty much the same thing so just farm it excessively.  Kind of annoying dealing with the wheat clutter before bread, though.  I think the only difference is you can make hats with straw, and skirts with reed, and compost with straw.  If you're reviving a dead town, massive wheat fields is the first thing you do for that reason.

As for the value system, it's kind of age related right?  Like I'd give baskets, sharp stones, and rope a 9+ in eve towns.  But you can just grow milkweed in advanced towns if you're short on rope.

#282 Re: Main Forum » To make the game even harder, it needs to be made easier. » 2018-12-16 09:36:17

Well my thoughts are more that less people should have to take that bullet, ya know?  Games are supposed to be fun. It's nice to want to make a game that's "hard because survival is hard"  but difficulty doesn't translate well into multiplayer cooperative games.  It usually just ends up making it more difficult in the "office guy who does the work his coworkers won't do" way.  It's worse here, because lack of experience in a very complex game means a lot of people don't even realize they're forcing another player to do all of the boring work to keep a town running. 

Yeah, advances to early age tech could help, but honestly just making it easier so we can have more fun with the early tech era would be great.  How many early games have you seen where people have had little tribal wars with bow and arrows or people having fun making less meta food, like burritos?  Almost zero.  You can only do that if you have at least two or three good maintainers.

Edit: To be clear here, I'm not annoyed by having to fill a variety of roles.  I'm annoyed by having to fill the core foundation exclusively (carrots, wheat, soil fetcher, branch fetcher) resulting in extreme monotony, if I care about the town survival.  And it's only just until recently that I've realized I used to be one of those dudes that wasn't doing what was needed to keep the town running, the town just "mysteriously" dies out while I'm working on the next tech level like carts or pumps, doing something like baking or smithing because I (mistakenly) think I'm the only one who can do it, or just having fun.  Which as I've said, mostly just makes me want to /die out of there so I can experience the better parts of the game, as higher tech that already have horse carts and pumps are more efficient and already require less foundation work. Just straight up having a less hardcore game would mean less "maintainers" which would mean you would only have to pick up these roles occasionally.

#283 Re: Main Forum » To make the game even harder, it needs to be made easier. » 2018-12-16 07:37:58

Glassius wrote:

Unfortunately, it seems Jason is now pushing the technology tree towards, because he promised to develop this game only for 2 years. He may not find time to apply changes to early tech tree. It saddens me a much sad

Well, this isn't a feature issue, so much as a tuning issue. Engineering-wise it's a 5 minute task, maybe a few days if you want a lengthy change.  It's the designing here that needs to be thought out and resolved.

#284 Main Forum » To make the game even harder, it needs to be made easier. » 2018-12-16 04:39:46

Greep
Replies: 28

Right now, early civilization is quite difficult.  Two experienced players can keep afloat a village of 8 people or so, but usually there is one and it is you.

Unfortunately, if you have any experience with the game, nine times out of ten your job isn't smithing, it isn't baking, it isn't composting, it isn't defending.  It's farming carrots and wheat.  And more carrots and wheat.  Sometimes milkweed.  And telling people to do it doesn't help so you're doing it.  Oh and sometimes you dump some of the dozens of completely untouched fertile soil mounds because people rushed to compost when they have soil sitting virtually in front of them.  And telling people to do THAT doesn't help.  Or hauling straight branches in carts.  Most intermediate players try to do a job that's complex and sit around yelling at people to get them resources when what they need to be doing is making those resources.

Thus: because the early game is so hard, it is in fact extremely easy:  You have one or two very basic things to do that must be done to keep your town afloat and since you are the only one doing it you have to constantly do that.  Occasionally you build a well or a cistern or build your city's first axe.  Those games are precious and rare.

I think the solution most people use is to just chain /die out of it until they reach a city for their rest of the time playing OHOL:  After farming carrots and wheat for the 1,000,000 time they are just done.  The more experienced you are, the less interested in the "hard" life you are.  Which ironically makes it worse as the early game is even more newbie dense.

Contrast this with the city life:  Most of the time, people are actually having fun.  People are setting up silly religions, making absurd traditions, doing mass smithing, etc and every life I've lived in a populated city has been fun and unique.

Right now, I think a lot of griefers and roleplayers do not mess with early civs for this reason.  They know even a stiff breeze can destroy a town full of newbies or even one with one person with experience.  And so this become even more monotonous and dull.

I think the solution is to have more finite resources on hand and somehow making predators not kill off all your newbie girls so easily.  Things like slightly more regeneration of food and branches, making hot coals not require kindling, maybe fire scares off animals etc.  This way, as your city grows, you are forced to go up the tech tree, but the pressure is not quite so absurd.  Or just making it not so easy for newbies to disrupt the wheat and carrot seed process.

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