a multiplayer game of parenting and civilization building
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I saw a movie like this a few weeks ago. Can't remember what it wall called.
It's Avengers Infinity War, as killing villagers to aid village is Thanos style
Until Jason will make shovels, hoes and rocks also weapons , as I suggested. It is not a matter of game balance. But about mechanic constraints, as having so much tools deadly IRL you are helpless.
sammoh gave an interesting idea: phantoms. With them, within current game engine constraints, we can have objects depending on their area and other objects.
Phantoms would be invisible, not direct interactive objects/animals, which are performing certain tasks. I will discuss it with wells behavior.
Each time well's counter elapses it is increasing water level. My idea is, to spawn well phantom instead.
# Well is not watering itself. Instead, it is spawning a well phantom
# well's algorithm
if well's timer elapses
restart timer
spawn fragile well phantom
# Interrupting water leveling is happening on 2 levels. 1st, if 2 phantoms are present at the same time, following are disappearing because of the the preceeding phantoms presence
# fragile well phantom's algorithm
if no other well phantom in the area
change to watering well phantom
else
disappear
# Simulation of communicating vessels. It is also reflecting water level in the ground. Always the lowest well's water level is increasing
# watering well phantom
water nearest from lowest water level wells (including parent well)
change to resetting well phantom
# 2nd way of interrupting. Also reflecting Real Life Physics. It is working, if no simultaneous phantoms present
# resetting well phantom
reset timer of nearest well from highest water level (excluding parent well)
disappear
Jason once said, he cannot simulate underground water. Now we see, he can
This is just the first idea how phantoms may be used. With this behavour, you will not meet any more well spam. Multiple ciesterns are possible, but in the end it turns out, the farm output will be limited by single well output.
My main thought is to simulate ecological values, so farmed plants are no different rom wild versions. Every living form will eventually die, but may have a chance to spawn offspring, depending on available resources. This resource may be even accessible area.
Reddint link:
https://www.reddit.com/r/OneLifeSuggest … /phantoms/
The lineage ban is needed, it could use some minor tweaks, but without it the suicide baby epidemic was plaguing the game
There are things you see and things you don't. This ban just moved problem of suiciding kids to army of naked Eves. New problem was created by resolving the old one. Yesterday I wanted to practise smithing and it ended ten times with Eve or Eve's child searching for snakes. And twice as civilezd kid failed to be cared.
Jason refuses to add spawn options and that is the problem. Players are wasting their time trying to be spawn in certain situations. And it does not even matches his original idea of child stage as a common experience. We now get naked Eve in the wilderness as a common practise
The idea here is to save time. Some players just want to try out a certain role in game and are forced to kill themselves right after spawn, if situation does not match them.
However, it should come at cost, so current ingame mechanics should still be favorable.
Also, in real life when you expect a baby, you are usually helping it with your mate's help. Currently this game does not allow it to. And there are no father-kid relationships. This is drawing drama, immersion fun away from this game. I know some people with missing dad syndrome. Every time I play this game I remember their sorrow.
Your points about "breed chat" are viable, maybe something straightforward, like "Lets have a baby x" is better. But you did not reasoned less options for spawning.
I think, spawn option would benefit this game greatly.
1. Choose if spawn as adult. If so, one hunger tile less.
2. Choose spawn sex. If so, one huger tile less.
3. Choose location: wild Eve or civilization. Little hard to code (maybe check for spawns characters presence of other players?). One hunger less if any option choosed.
4. In game option. Allow flirting chat to have greater chance of kids. Lets say one fertile woman, many mans in tribe, waiting for kid. Increase this by saying to characters close "I love you x" "I love you y", "I love you too". Or first "I love you", "Love", "Darling". Flirt option after touching somebody else (interaction left mouse). Random babies still possible, but longer term games would save girls and at least one man.
You are still drawing players to your idea. You can swap one hunger less to one hunger more for different options. There is still a lot of place. Currently, determined players are killing their babies avatars in order to get proper sex and location. Don't waste time of suicide babies and their parrents.
do you guys think it might be overpowered to be able to carry a stack of items? Or should it just be limited to 'stack of 3 plates' on the ground?
It would be awesome! I like to see pile of irons there, pile milkweed stalks over there and so one. Imagine how immersive it would be
Remember suggestion here https://www.reddit.com/r/OneLifeSuggest … for_stuff/
I would enhance the idea.
There is already a deep well with stanchion kit. You can left click it or right click it. Left click is lowering the backet (put some fancy animation here) until it hits the water lever, with splash sound and no more lowering animation. To get it out you need to click the same times right click, possible with the same animation, until you gut a deep well with visible bucket full of water.
Shallow well will be one water take possible. The water table lowered and is unaccessible for now. You have to wait for it to replenish.
This way:
1. Shallow well never dry out. But is still horrible, as it allows only one pick in long time.
2. Numbers of lowering bucket are the indicator of current well state. Something we miss very much.
The idea completely independent from greater bucket storage and deep well drying out and area effect I suggested here.. Just a quick reminder: with area effect nearby wells may affect each other. Spamming wells close to each other would be a bad idea.
I don't like where this is going...
Rebalancing the same thing for the n-th time...
Game balance is just like optimalization...
Joriom is right. Jason, you are trying to rebalance the game all the time. It is tedious both for you and us. The best option to not bore players is to add solid foundations. There are many great examples in this thread how to do it. And how to force people to move to next technology stage (like, abandon those carrots and start farming wheat instead!)? Every new variant of technology should give significant bonus
Here I will float a previous idea in a new form. Soil is a bit of a problem already, as you can destroy it through griefing or mistakes, and it feels a bit artificial how it's used. What about making soil space limited instead of having it artificially limited? Like this:
1. Using a hoe on bare green and yellow tiles produces a tilled row. (don'Using a hoe on bare green ground produces a tilled row. (don't think you should be able to plant in snow, swamp, desert, rocks. Possibly the yellow ground in addition to green?)
2. Some step of the farming cycle has a chance to turn the ground infertile through the usage system (could be tilling, planting or harvesting, not sure which is best). Infertile ground could be implemented as a type of Floor, so it stays in place, you can put things there, but you can't grow there again.
3. Later on, compost and fertilizers like manure or ashes could provide ways to reclaim infertile land.
I will rework this idea and post separate thread and suggestion on reddit. This is almost exatly how it works in real life! Tilled rows cannot be moved. You are still limited by amount of work, water and eradicated tiles.
For example, an obvious next step is some kind of pump well, maybe a hand pump, and then maybe a wind pump, eventually a motor pump.
Aqueducts! The hole water management thing will be posted in another suggestion. Especially informing, how swamp ponds works, how deep wells are better than shallow. And a new thing, springs, should be present only in badlands
My mind is still hung up on animals needing to eat too <3
I thing, the need to eat, at least for herbivores, can be area dependent. Take example:
Mouflons are running in random directions, but never too far from badlands. There would be 2 timers applied: baby born and death (after maybe 10 timers for baby elapses). Each time baby born timers elapses, it checks the area, like 15 tiles in every direction, if there is already another mouflon. If not, new baby can be spawn. The same can be applicable to rabbits and horses. I think, it is much easier than adding new plant objects or changing tile biom type because of pasture.
The hole system is planning to be described in another thread, along with reddit suggestion. Stay Vigilant!
Underground water should be detected with an Y rod
It does not work.
But other things still worth consideration
Jason, the main issue I see is you are refusing the idea of items affecting each other in the area. I think this is a key for further technology advancement and managing even current state. With area effects you can make things dynamic, self-managing and focus on farther development.
Example how it may work: Tree.
Lets say tree is trying to spread sprout around every 15 minutes and lives for only one hour before becoming a dead tree (which will also eventually disappear after another hour). When timer elapses, it will search the nearby area and choose by random place that is at least 4 tiles far from every other tree and is of matching biom tile.
Possibilities:
1. You can still screw everything up, for example by chopping the last tree in green biom.
2. Even without complete eradicating area, the scarcity of resources will make villagers die.
3. You can take an epic mission with repopulating areas with certain tress, rabbits.
4. Farmed plants can use the same models as wild variants. They will check area, see there is already to much in densed place and spreading sprouts on random far from current farm. This will make game more immersive. And, no infinite carrot farm, as grown carrot will be the same as wild carrot (maybe also wild carrots should have more than 1 root).
5. You are applying the S-curve of population growth for all resources. Such a dynamic system is much more fun to play. Immersive, intuitive, but tricky to manage.
6. In future, you can make bigger structures, like power plants, oil and water supply network. These things may affect each another in close area.
7. No more well spam.
8. Explosives with big area effect.
9. You can build a factory with production line. Without it, everything will be always hand made, even with tools.
10. Volcanoes, lava, swamp poisoning gases, rabies and animal hunting each other
However, there is very important question to Jason: do you consider area effects ever, applied also by objects? If not, managing the hole game will be always a little counter-intuitive and un-ummersive, but it will help us all understand what is possible to do, and what is not. We will be making better suggestions. I think, the area effects will also gain their own suggestion on reddit
@breezeknight
https://www.reddit.com/r/OneLifeSuggest … ntswounds/
On the suggestion list there is already a topic about it, even with Jason participating there. While most of my suggestions were posted there (more violent tools, system of wounds/poisons/bleeding in place of instadeath or 2-hit death, medicines and first aid), reddit seems to be a bad place to discuss it (tracking is more common here, no cooldown on responses).
As Jason proved to implement things requested by many players, we must be vary: implementation of decay was little too strong. I think, this thread here is better to describe mechanics. It's sure, Jason will not implement stretches (travois), bandages, first aid, injections, X-Rays, all tools lethal, fist attacks, armors and so at once. Implementation of wounds should be flexible enough to be able to include all these cool features in future updates. We can start making list of must-have features you like. Just put ideas, I promise to organize them. My points
1. bleeding/wounds/poisoning in place of instadeath. It does not prohibit to die from particular strike. Just don't make it a first strike, or randomize damage output
2. More ways to hurt others: rocks, shafts, axes.
3. More ways to treat others: bandages, stretches (travois), medicines (psylocibe mushroom?), antidotes
4. Give male some superiority in dealing/managing physical damage
5. Implement crawling (slow speed) and lying helpless, waiting for rescue
I just want a kind of drama, where I run to tower bell with friend and I step on rattlesnake in the age of 54, just a few screens away from it. I wish, I will be dying slowly from poison, while there are antidoes in great world. I would say her "Leave me, there is no hope for me. But you! You, my friend, may still see the bell wonder! Go, just go! And remember, never *last gasp*
Medecine, heatlh recover, health points. I am sorry dude but this is bs. I have been killed only once since 2-3 weeks by a knife but still killed griefers
All your points are true. Griefer may hide all medicines, bandages, knifes, arrows. But he cannot hide everything, as some tools are used and keeped in hands (shovels, adzes, shafts) and he cannot steal fists. A mob with regular tools should be able, with casualties, to fight back the griefer.
However, this is not the point of combat system and it was not thought to counter griefers. This is just a background to add more social interactions and complex behavior. There are no diseases in the game. There are (almost) no wounds. Only hunger. And near death of starvation character has the same physical output as fully feed one. As you can see, this in fact is not a combat system: this is a wound system. It allows to apply severe wounds from bear attack, poisoning from snake, diseases, lying helpless waiting for help. A village with shaman/doctor may try to prepare for such an event, an individual before going into forest may take to backpack a snake antidote. You, as a naked Eve, may find a fully clothed brave male hero lying helpless on minus bar hoping for rescue. And you can rescue him. Or smash him with nearby rock and steal all his equipment.
Wound system actually adds more drama and I think it will please many players. Nice ones (crafting medicines, helping wounded) and griefers.
EDIT
he doesn't want it to become pvp.
It already is pvp
jasonrohrer wrote:But a society that sends their women to war loses every chance at a future.
Jason. No. What? *sigh* OK!! This is part 2 for why i explained above- you don't want to mix genitalia with societal roles
Genitalia are not only visual markers and sex toys. They produce hormones, thus resulting in differencies amoung sexes. Males are on average faster, bigger, stronger and more violent than woman. Just take a look at hyeanes societes: females have more testosterone, are stronger, more aggresive than male. They rule. This is the same true for human societes where violence plays a strong role in social hierarchy. In human societies woman can be equal in rights only, when males are holding back their violence.
While this is true an individual woman can be stronger and faster than individual man, this is the average rule and always-present-rule for elites. Bellow curves for number of individuals according to physical performance
This applies to sport. This is why women do not compete with man. This is why individual woman can be a great driver outperforming a very good driver
Sabine is better driver than Jeremy
, but they are not present amoung Formula 1 drivers. This is so true, that even sex change operation is giving a great difference. Mack Beggs was originally a woman, but hormones made his body a man. Because of Texas law he cannot compete on equal rules with man, this is why he is griefing woman in wresting, dominating them.
It is strange Jason worries so much about individual differencies rather than average. There are adults slower than 1-year kid. Jason did not count it. Fat people are able to survive longer on starvation than thin. Jason did not count it. The game is just a simplification and adding difference between males and females seems to be fair.
my major argument here is the gender shouldn't determine your role in society. I think Jason is hinting at that males should possibly get special warrior privileges/women getting anti-warrior -- and no one would have fun with that if you're super mad at someone in game and are some how rendered un-able to get revenge based on gender.
What he'd really want to do is give incentives to stay home by the fire- and they could still get some work done by the fire while they feed babies--- and apart of that is pure "but there's not enough space or storage options"
This is a little feminazi point of view. Giving sex difference does not mean he forces us to play certain role. I think there will be no storm lightning to female for leaving kitchen fire. If sex difference is small, you can still play all roles in game.
Point 2 of tweaking from my suggestion about more ways to harm others ingame covers sex differencies.
If you still want to give males advantage over woman without combat: make them running 3% faster. That would be enough to make males valuable in community
‘This is not a weapon. This is for killing people,’ he said.
‘Uh, most weapons are,’ said Inigo.
‘No, they’re not. They’re so you don’t have to kill people. They’re for . . . for having. For being seen. For warning. This isn’t one of those. It’s for hiding away until you bring it out and kill people in the dark.’
Vimes and Inigo in The Fifth Elephant
In Jason's topic about murders I put many ideas. It seemed just too many, so I want do split them into seperate topics and after discussion post them as suggestions on Reddit (or support already existing ones).
In every game I play I like immersion. I believe, adding real world mechanics wolud not only adress players like me, but also will create more complex world. More ways to achieve the same goal will make the game less tedious and force players to think about their choices. Now people are looking for meta and repeating the same steps every time.
The first topic is violence. Today the only way to hurt others are bows and knifes. It is a little counter-intuitive, as we are able to club seals, we have axes, there are rocks around, everybody got fists. But it could be stupid to kill a person with a single swift of short shaft. Even 2 swings seems stupid. This is why we need a basic combat system instead of killing system. I will explain how violence was popular among our ancestors, how it might look in the game and what results it will give.
There was once a tribe ruled by king Leakey. After his death Humphrey took the power, but brothers Charlie and Hugh didn't like it. They established a new tribe just South from the old one. The bloody war for dominance emerged between 2 groups. It lasted 4 years and ended with annihilation of Southerns.
It is a real story from Gombe Stream National Park. It describes chimpanzees watched by Jane Goodall, which started fight in 1971. While total war between apes is unusal, the aggresion between and in groups is rather common, often lethal. It was also common in our ancestors. Modern hunter gatherers are a bad study, because while maintaing old lifestyle, they have to obey new law from modern societies. For example, Maasai people had puberty ritual with killing lion. Before Brits they were killing other warriors. Precolumbian Amazonian tribes are believed to have violence death rate about 30%. In Germany, 30-years war is believed to result in death of half of population in certain areas. Even if they procreation rate will only cause sustainability, it results with 2% of population dying every year. WW II has this rate at 1,3%.
Therefore I think violence should be enabled since the beginning of the game, with rocks, fists, hatchets. This is how proposed combat system may look:
Every weapon after strike (with things like rocks being possible to throw) is giving insta decline in hunger gauge, while changing few others rectangles red. It is bleeding (also internal, bruises), resulting in quick decrease to remaining black rectangles.
Eating should replenish rectangles at normal rules, however the new rectangles should remain red untill the hole bleeding meter is used (as seen with knife use, where bleeding meter is longer than the hole hunger gauge). This simple mechanics can be tweaked with few others
1. Stepping on rattlesnake instead of bleeding causing poisoning. Rectangles should be green (mortality rate for untreated red rattlesnake bites is only 25%, we should not be punished with instadeath by stepping on bastard hidden behind the tree after lag).
2. Because man IRL are better in fights than woman, males can have perma armor. Every time black rectangles are vanishing through fight, males are loosing one less. This way males would be more suitable for combat. Ingame societies would now care more about them as future protectors, because male characters will now have at least one advantage over woman. This is changing ingame choices: leave male kids in case to sustain village or raise a fighter to protect what was already built. Giving just one more hunger rectangle to males seemed strange, as woman (higher fat rate and less muscle rate with less calories consumption) are believed to survive starving longer.
3. Future update may include medicines and bandages, making game even more complex. This would also suit implementation of diseases and result in new necessary role: doctor. Also, overcrowded villages may be more affected by diseases.
4. Low hunger gauge may be resembled by moving speed. While injured people should run faster because of adrenaline kick, around 3-4 rectangles speed should be back normal, with 2-1 rectangles should be slow as child (crawling). It may even a have minus hunger gauge, where a person is just lying waiting for rescue. 10 minus rectangles may result in death, but for people not waste time, allow them to die on wish (press 'k' key to die or wait for rescue)
5. The same mechanics should apply to animals. The wolf behavior on bow would be the same, while bear can have massive health rate (animals are currently not eating). 3 arrows may still kill it, just not instantly.
6. Bleeding victims may leave behind blood marks. Let's track this wolf!
7. Add spears, one of the first handcrafted weapons. Allow us to hunt bears, wolfs, griefers with that Maybe rabbits, geese and... fish?
Usually griefer is stealing all weapons and starting the killing spree. Just like IRL massacres are done on unarmed citizens in gun free areas. Attacks on armed citizens are ending faster and with fewer casualties. Now an angry mob would be able to actually fight back the griefer. Because griefers, while very efficient today, are still a minority, combat system will be countering them. Enlisted tweakings would add more immersion, make game more complex and less tedious.
This is the end. The next essay is planned to be about sustainability. Not everything is running out, but it may happen.
So sad But I loved your story
Maslow's triangle is about the needs of the individual, not about how those needs are met. The triangle implies the necessity of cooperation when given any serious thought.
But there is no need for serious thought. After building sustainable village there is no more to do. This is why Jason is making it harded. But it implies less and less role play with every update.
From the Maslow triangle comes the order: basic needs -> security -> allegiance -> feeling rewarded and needed -> self expression
We are between 2 first steps. There is no allegiance: no city names, no history, no wars. Only survival. If we get epic missions, or necessity to actually cooperate, we would feel as the part of the community. Other MMO's are making it by trinity tank/dps/healer. Everybody is needed and you actually really urges to cooperate. There are some approaches, like 3-shot bear or watering adobe wall and bell tower.
It's stated right up front: the game's about cooperation and child-rearing.
Of course it is not I mean, it is, by the first time somebody raises you to adultthood. It sometimes happens you are raised by caring mother. I was talking to my kids 'I love u', as kid. I typed 'Mum' as fast as I could. Then I died, because all this caring-communication leaved no time to eat. Most caring persons are newbies without clothes.
I was succesful in OHOL only when I neglected communication, when everybody knew what to do and did not talk, like in sweat shop. Jason even aims in making it more sweat shop to give players challenge. There is less and less place for caring about others.
U know the games theory? Optimal strategy is when everybody communicates and they care about community. But evolutionary stable (in OHOL) is only to care about own business. Kids? Valuable only if they know mechanics and will contribute to society. Type Q or feed the snakes
And if those are indeed the priorities of the designer, neglecting the necessity of in-game communication will be entirely the least successful way to play.
Of course it is not his aim. He wants to put there emotions and drama. Mostly about bad situation, but:
1. We don't care
2. If we care, we die. You say you care? You raise all your children? You don't eugenic boys? How succesful are your villages?
3. Go back to point 1.
There is clearly no game design. OHOL is a social experiment, not only because nobody know what strategies players take, but also because game designs depends very heavily on players suggestion. And we should be very careful what we want, because some of us lobbed for decay
I love your sleep idea, I've thought of the same thing myself. If I need to walk away and take a dump, I have to accept that my character is going to die
It's not mine. I've read it on Reddit.
You don't want people sticking things into the bush (like stones or dead rabbits). Also, there are other things, like the draining pond, which is really nothing like a container
Why not? Why not hide knife in the bush? Why not pollute water with all this beautiful dung we put so much effort to produce?
Hi guys, only been
And players are failing at this ridiculously. Even in the most sophisticated settlements I've been born into, when I was old enough to ask "what do I do" the only answer I got was "help."
It is a waste of time to communicate 5 letter words. Waste a time to wait to read 6 lonely words making a sentence.
The point is Maslow piramide. We are all at bottom: fighting for sustain. Except for city dwellers: they are one step higher, fighting the griefers (the next step will be wars and allegiance, but it is impossible in current game state).
When people have to choose their time: communicate or do anything useful, when there are so many things to do, nobody will choose to communicate. Solutions:
1. Jason has to add voice chat and allow all players to fully communicate via keyboard chat
2. Jason must apply some pause system, where we can stay longer chatting in no rush for eating/gathering. Something like sleep mode, resting in tent, night. At least sitting
Without that, only people coordinaded outside of game, like 111 gen Discord group are able to achieve anything.
What is about salt and digged bushes?
& we would need finally something to carry either the baby (baby sling) or the basket (balance on head)
also would be nice to have a reed/wheat alternative to the rabbit skin backpack, less durable but otherwise working the same
I think update will add riding kids in carts. But hunter gatherer style is called "travois", the low level version of carts.
Now with decay system and tool breaking it would be reasonable to add low level tools doing the same as high level, but faster to break.
This way hunther gatherer way of playing (something I enjoy currently) may base on something more than just eating everything and moving away. It is rare to be able, as hunter gatherer, to craft backpack and bows/arrows and actually hunt. I believe almost no one was born to such a family, who leaves farming and can sustain itself for like 3 generations. This is of course because of lack of milkweed. It is little annoying running trough resurcefull bioms and searching for milkweed stalks, which are so rare. You need extreme luck to find 12 stalks essential to sustain basing camp, not even talking about clothes...
But the most primitive tools don't usually need rope nor stalks. Ideas:
a). Fire
1. Fire sticks. Use flint chip on skewer to make firesticks. Use firesticks on leaf to make ember leaf. 3 uses before break.
2. Fire bow drill: use at it is. I don't know if it breaks, but breakable fire bow drill creates need for something more durable
3. Fire striker: combine high coal steel fire striker head (crucible with rough iron and 2 charcoals, the rest like regular steel tool heads) with flint chips. May last very long. May be used directly on tinder instead of ember, to simulate how fast it is to start fire with it
b). Axes:
1. Celt stone hatchet without ropes. To attach sharp stone (or shaped sharp stone: use rock on hard stone) to short shaft, use flint chip or hot coal to make hole in the shaft (Primitive Technology YT channel shows both ways). 5 uses
2. Stone hatchet with ropes: more durable version which needs rope to craft, leave as is (maybe add need for shaped sharp stone). Moderate numer of uses, like 15.
3. Steel axe. Leave as it is
c). Knifes:
1. Flint chips and sharp stone: make breaking fast
2. Flint knife: to honor Ötzi, who possesed it along with bronze adze. All the uses as knife (including killing), but much less durable than steel knife. 12 uses
3. Steel knife: leave as it is
This way a group of hunter gatherers is actually able to wear clothes, make fire, raise kids and move from place to place, using only low number of milkweed (for snares and bows) and sustain this way of living. I think it also would match philosophy "everything runs out". How do you think? Post it on Reddit?
I disagree. As Nimue said, female can choose not to raise kids or even kill them. Overpopulation in only female city is not the greater problem then sex mixed city, when citizena already care about sustain.
There is no point in being man during current mechanics. Only roleplay.
I put some suggestion about making man actually useful in other thread, but it requires combat system.
First posts are always the longest. But it covers some suggestions you pointed out, like karma (positive and negative) and mob strength (which is a double bladed sword, but griefers are minority, so it would support mostly peaceful town folks). It even covered your grief method (stealing container carts) and... Common survival method from your Eve guide. Why raise boys afterall, as woman can do all the same? You should be satisfied finding the supporter, even if you dislike most of his ideas.
The last point to my countryman: idź już spać Rodaku
Hi guys! As casual I am stunned how are you guys missing simple solutions (not all of you!) that might improve current imbalancies and give more freedom to us, players. And even more: add immersion trough realism!
1. Make murders and griefing not only an option, but a very valid way trough karma system (after reborn we share memory with previous life, why not the soul?). Catching players on lassos or putting them in front of court is counterproductive. Griefer may log out and it would be silly to punish him with ban while he paid for the game. There is still the way to give karma by players, not the game: blessings and curses. Like in Bible (this game have many religious motives) it was Cain's blood what called God for punishment. Therefore, by blessing /curse (one action per life?) system we can award players to give them marks (maybe visible only after reborn?). This way we may have... Prophets with aureolas! True rulers that may overcome (the possible tyranny) of current kings . And Cain marked kids who should be born to other Cain mark holders. Enough curses may give ability to canibalism, which can produce entire tribes of savages rampaging whole cities out. Griefers will not be only bored endgamers trying to prove something out. Karma should also go back to neutral every reborn, so prophets and cannibals are not too easy to create. Maybe add some hysteresis, so simple threshold would not clear previous guilts? Easy to catch cannibal trait, little hard to remove it?
Realism aspect: some people have charisma and are natural born leaders. Aureolas may be a way to give some people this trait. Also, cannibalism was popular in prehistoric tribes and in XX century was accepted only in savage tribes.
2. We can't have NPC guards? Of course we can! Lets domesticate wolfs. They are so many possibilities!
- guards on doorstep. May attack anyone but the owner who steps in. Tied to skewer (fence? tree?) may protect also surrounding tiles up to 10 tiles (including middle). On owner request (Rex sit! Rex stay! Rex guard!) can allow to bypass strangers trough city gate (this would require the first guy holding a puppy to give it a name, which creates pernament owner-dog connection)
- can dogs bark on bears, wolfs and Cain mark holders? Or only at fresh murderers?
- as followers may be bodyguards attacking the killer
- maybe help hunting? Fetching catched rabbits, gooses? Would it require rabbits and gooses to wander around hide spots, so only fast dogs may overrun them and catch for owner?
- may carry items in dog sledges? Improvised stretchers, usable also by humans? They may be low-level carts with only two basket allowed to carry. This would also support low lewel nomad tribes, because backpack is actually quite advanced technology
- tracking dogs, which can catch the smell of murderer from fresh, bloody grave/body. This way, you can remove unnatural slowing effect and weapons which cannot be dropped for a while from murderers. They would need to wash themselves and their clothing after homicide in order to loose dog follower Maybe only cloth change?
- to counter such strong ally, they would need to eat. May they even be tricked by Kentucky Fried Goose to make them peaceful meat eaters for a while?
Realism aspect: dogs were domesticated before horses and sheeps. They also have all the features mentioned above and many more!
3. Make shelves. They may have higher capacity then carts and cannot be just dragged away by griefer. They may also be little more easy to craft, as furniture is simpler then vehicles. This is much better for settled down community. Realism aspect: this whole point.
4. Give weapons semi hp feature. Each hit may drag some hunger instatly out while giving bleeding effect on view others (maybe bleeding only on sharp weapons?). This way, stabbing with knife may be lethal, just not instantly. Just like arrow shot wolf. Possibilities:
- adrenaline kick so victimc can eacape. Much more realistic than slowing shock on attacker
- give males perma armor, so attacking them takes always 1-2 less hunger bars away? This would also fix a little the male useless issues. Now young male baby would not be a burden usually left by Eves in wilderness. They are future protectors! Realism aspect: woman survive longer on starvation so giving them shorter hunger bars is counterintuitive. But still, on average they are shorter, weaker, slower. Permaarmor would reflect this difference and give men at least one advantage over women, so they are not abandon so often
- bleeding citizen may search help. Maybe we can add craftable bandages? Realism aspect: medicine!
- this would also support animal attacks. Wolfs are usually hurting their prey and following it during bleeding. Snakes instead of permakill may poison victim. Craftable antidote may be a new feature. Bear victim may survive a little under bear attack with no escape possibility. Others may kill the bear and help attacked one. Realism: medicine and semi combat mode. Because some people survived bear attacks
- can make all tools and even fists a weapon. With blunt damage giving no bleeding, while sharp tools may cause some bleeding. They can be much weaker than knifes and bows. Realism aspect: there are many events were mob was able to stop a rampage. If killer IRL want to make massacre, he goes to gun free zone: usually school, univercity, music event. The Russeau peaculf tribe man is a myth. Allow me attack others with a rock!
The last realism aspect: our ancestors lived in rich environments, which are now agricultured, leaving for current hunter gatherers barren bioms. Despite that, they usually work only 2 hours a day to sustain themselves! The biggest challenge for hunter gatherers and first farmers were other people.
Chimpanzee homicide rate is 30%, Amazonian savages around 15%. 30-year warr carried away more Germans than WW2. In total numbers! There is really no point in removing violence from the game. In fact, it would be even more amazing to raise the kid in so unfriendly environment!
The last point, directly to Jason: you are running in place while trying to make village sustaining a challenge. Add soil crafting, nerve it with finite worms, make seeding carrots remove soil, add diggable burdock root. IRL sustaining the village was easy and possible even without depleting resources. This is other humans who were making survival hard. I have more points connected to your 'everything runs out' approach i hope to tell later. Also, violence and thus war, is stronger connected with long journeys than scavenging the area And longer journeys of Eves unable to sustain their children after one of patches is the thing you enjoyed. But, it pisses people, especially casuals like me.
Guys, thanks for reading the whole post. Basing on the feedback, I may put these suggestions on reddit, or support already existing threads. I am sorry for every mistake, but I am writing from mobile, not even in my native language. To not trash this thread with grammar nazi: please inform me about language errors in priv.