a multiplayer game of parenting and civilization building
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Crazy thought here. What if instead of blocking movement, a fence would only trigger slow movement on a person crossing it? People climb fences in real life all the time.
It still would allow for some interesting defensive fortifications and if you didn't like the slowed person coming in, hopefully it will make it easier to target them.
The_Anabaptist
When in doubt, strive for a literal definition:
"a multiplayer game" ergo us paying Jason to play a game he is creating...
"about parenting" that allow Jason to raise a RL family...
"and civilization building" and afford a house, a car, and whatever else...
Everything else that we've associated with the game has been our imaginations running wild.
The_Anabaptist
I left the following on another thread just a couple hours ago. It seems that it is appropriate to leave it here too. I have submitted a negative review on your site. Considering that it has a 94% positive review rating, I'm not sure why you are complaining about a review bomb. I know nothing of your doxxing or other woes, lest somebody try and associate me with that. I recommend that you spend a period of time reflecting on your own choices.
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Yup. Just got to experience the new darker game for the first time as I haven't previous run into another non-speaking group since the update.
Born to an immigrant black mother? Although I think she claimed we were the indigenous people? Rest of the population was white and no relation (Su family) I grew up. I went out and gathered a big pile of firewood to show that I was helpful. Then I took an unused rabbit snare and filled a basket with rabbits. Returned to town and was unloading them in front of a group of people when an elder woman (Jesse Su) decided to war sword me. Nobody lifted a finger to try and medicate me or curse Jesse. I was just a dirty little girl to them all. I was young enough that I couldn't even curse Jesse if I had wanted to.
I no longer consider this a "fun" game. This game might as well be labeled a training tool to radicalize the youthful players into thinking hate is acceptable.
The_Anabaptist
Yup. Just got to experience the new darker game for the first time as I haven't previous run into another non-speaking group since the update.
Born to an immigrant black mother? Although I think she claimed we were the indigenous people? Rest of the population was white and no relation (Su family) I grew up. I went out and gathered a big pile of firewood to show that I was helpful. Then I took an unused rabbit snare and filled a basket with rabbits. Returned to town and was unloading them in front of a group of people when an elder woman (Jesse Su) decided to war sword me. Nobody lifted a finger to try and medicate me or curse Jesse. I was just a dirty little girl to them all. I was young enough that I couldn't even curse Jesse if I had wanted to.
I no longer consider this a "fun" game. This game might as well be labeled a training tool to radicalize the youthful players into thinking hate is acceptable.
The_Anabaptist
Well, if the existing system is basically a congrats you have a baby because the lottery says you met the warmth + yum fertility requirements, then why couldn't that be changed to a baby bump instead. Then you are put into a queue for the next login. This might lead to some weird nearly instant babies vs some extended labors, but it still would give some mothers a chance to get ready for their bundle of joy. Which would be an improvement imho.
The_Anabaptist
You all have it wrong. The pregnant belly is so the men folk can strut around and think they are contributing!
The_Anabaptist
Why can't /die have a counter. Every time you /die you increment the counter. At some point a counter starts to equal 5 years off your maximum life. Once you have lived to your new maximum life, a set number of counters gets removed. This could allow for a couple /dies, but makes it diminishing returns after the first x of them.
The_Anabaptist
I don't know how many uses it had, but I just experienced an exhausted pump. I immediately started looking for the nearest natural spring site. Unfortunately, none were particularly near the town. I did what I could to start building a road in the direction of what I felt was the nearest one. I can only imagine what will happen if you increase the distance between them.
I predict the loss of a pump will be quite traumatic for many a town in the upcoming weeks.
The_Anabaptist
I like what you are proposing. I don't think I would want the near certainty that going straight in a cardinal direction will allow me to find another town however. It would be nice if there was a little wiggle room variance in the spring placement.
I actually don't think carting water is all that difficult. I had to do this for a town a couple weeks ago. A cart with four buckets and a bowl in my backpack and I could drain the swamp and keep the town alive quite easily. I think it would make for an awesome meta if enough people started doing it.
The_Anabaptist
Don't many RPGs purposely use 3D6 to get a bell curve effect? If you roll a 3, then it breaks. If you roll an 18, then you find something awesome in that pile of dung you were scooping!
This tier thing seems rather complicated in comparison.
The_Anabaptist
Good to know! As a baby I was very sad to see my coordinated outfit get swapped out. Fortunately I got over it and by the time I was 60 was quite happy with how the blue shirt looked on me.
The_Anabaptist
Was it you that stole my green shirt and gave me the blue one instead at my birth? I was Curt Fluty in this family tree.
The_Anabaptist
@Pein
If the point you are trying to make is that once you are identified in this manner then getting out of it is going to be really hard because nobody will give you another chance, I'm willing to concede that point.
However, that would indicate to me that some sort of visible marking upon return from donkey town would make a much more effective deterrent to anti-social behavior than anything we currently have. If any given player knew that they ran the risk of significant shunning by the general public because of anti-social play, then maybe they would actually think twice before doing it. Sure, a few will probably do it anyhow "just to stick it to the man", but I expect they will be the exception and not the rule.
The_Anabaptist
Mechanics for positive game play are Jason's prerogative. There have been many threads in the past with many suggestions for various positive mechanics. Either Jason doesn't like them or something else in his to do list always takes priority over them.
Breezeknight, to lay blame on the good players for not organizing is a red herring argument, and I for one reject it.
The_Anabaptist
No point giving the inmates work, as they will just stand around and call you names until they die. But a work farm would be funny, if just to hold out the promise of clemency if they would only produce a couple ropes first.
The_Anabaptist
It would be nice if we could build a feeding trough and that the lambs would know enough to go eat rather than starve.
And in the piggy feeding trough, any food should be able to go in and feed the piglets.
The_Anabaptist
I haven't seen griefers this bold since ever. I think this deserves a second chance in some form, whether it be text or a special character marking. Anything to reduce repeat bad actors.
The_Anabaptist
Back when I first bought the game, I thought I read somewhere that kids would be born with a scarlet letter if they had been to donkey town or cursed too much? I've never seen this occur in game play, is there any truth to this vague recollection?
If not, I would request that it be implemented that anyone whom goes to donkey town when subsequently born back to civilization have their names clearly marked in a distinctive color for the next RL week. Then its on us good folks to decide whether to raise these hellions or not.
The_Anabaptist
Yesterday, after reading this, I thought "I think I'll go off the rails like Futurebird." So I logged in with the intent of being a griefer. Was born into an established town with remarkably few private areas. There should have had a lot of players for the time of the day I was playing in, but I found myself one of the few kids. By the time I was independent, I could tell the town was already in significant decline. Carrots that had been left to go to seed. Lots of decayed or abandoned buildings. Huge areas of random clutter.
In the end I came to the conclusion that by simply not doing all the typical things that I would normally do: make the compost, prep the meals, fetch the kindling, etc. Would make me more of a griefer than killing the last sheep, depleting the wheat, or some random killings.
I can say that I honestly don't get how some players prefer to wreck a town rather than renew it.
The_Anabaptist
I've been thinking along Dodge's lines lately, so I will happily second this idea. It could work in many ways.
Gatherers who have harvested x of an item get extra resources from a harvest after a while.
Smiths have to learn a progression of skills, must fire x clay and/or something else before being allowed to work iron or more advanced projects.
Bakers have a risk of ruining things in the kiln or an open fire until they have made x attempts.
Tailors with advanced skills can repair old clothes
Advancing to the modern era requires skill specialization within the population. Who knows, maybe this would lead to guilds, unions, schools?
The_Anabaptist
Most cold tribes should be fishermen and big game hunters. But without oceans and seas nor no bear or seal meat, that probably isn't going to happen.
The_Anabaptist
Step back and think what this change would devolve into: Towns huddled at biome boundaries. An ideal spot would most likely be at the intersection of with two other boundaries. Then the interior of those great big biomes would be mostly ignored.
I wouldn't mind to see biomes increased in size to a degree in context of the current game only.
Since this conversation revolves around trade, ask yourself: when did trade truly take off historically? It wasn't in the cave man era. Even in the early middle ages the vast majority of people stayed in their hometown and visitors were mistrusted unless they were a relative visiting family from the village next door. Trade as we think of it today requires greater travel, not less of it.
Why did Europe go to such great lengths to trade for spices? It wasn't because they were starving, it was because they hated eating the same bland food day after day.
The_Anabaptist
As far as furniture goes, you don't need either glue or nails to make even the fanciest of them. Carpenters have been doing it for millennia. See Dovetail Joints and Dowels as examples.
However, I'm game for boiling horse hooves for glue.
The_Anabaptist
A better solution:
An Options checkbox when starting the game that says: I want to Eve / I don't want to Eve. And then remove /die from the game.
If 99.9% of the players decide they always want to Eve, then so be it.
The_Anabaptist
First, I'm surprised people are thinking of a vertical layout when I was thinking a horizontal layout.
I'll take a shot at making a text grid without outside walls/doors.
X = Tile
B = Box
T = Basket with Tools
U = Bucket
K = Kiln
S = Kindling or Firestick
1234567890A
XSSSUTXXXXB
XXKXBXXXXXB
XXXXBXXXXXB
XXXXBXXXXXB
Rows 1-4 Bakery = Should be plenty of space to hold kindling, set down basket full of uncooked pies for a full baking. Honestly, I think it could be done in three columns, but I figured there would be too many objections. Completed foods get moved out. I envision completed food / fire to be outside this setup to keep people from hanging out. If they aren't hanging out, they aren't dying and dropping clothes as often.
Row 5 = Boxes and Bucket/Well = This is for the prep room to place filled uncooked baskets and for the bakery to retrieve them. Bucket should allow access back/forth between sides.
Rows 6-0 Prep = 6: baskets to fill, 7: flour bowls to get wet, 8: piecrusts to fill, 9: bowls to mash, 0: baskets of mashable items to unpack
Row A = Boxes filled with extra plates, bowls of flour and baskets of mashable items waiting for processing.
It may not be perfect in this form, but its a good start to what I'm trying to achieve with this meta thread.
The_Anabaptist