a multiplayer game of parenting and civilization building
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Goodness, thank you so much!
I'm less scared to learn how to smith...
I've been playing since March on and off, and I've been able to create a forge and charcoal successfully. Now I can just bring active smiths all the materials and make sure they have food somewhere nearby. I'm just afraid they'll get grumpy with me haha.
One of my best lives was when my mom consistently provided positive feedback and asked politely for me to work hard on the farm.
She was so fun to work with.
Hi All,
I would also be interested in learning how to do this.
Have a good day!
The consistent glitches I have experienced might be due to my poor internet connectivity.
-ghosts standing and not doing anything. (I tried to feed a relative standing by a tree because I thought they may need it or that maybe they were away from the keyboard.)
-I believe this is lag, but everyone onscreen just stops, including me.
-being picked up as a child and ran with... but the screen doesn't load properly until she/he sets you down... jiggy jaggy back and forth display issues... kind of like you're looking out of a moving car in the passenger seat but it just loads the moving scenery back and forth.
-dying of disconnect but it says I've starved.. . really I'm just bumping endlessly against a food item and the lag kills me.
I tried to do this recently but I don't think my Eve mom understood the concept yet. Everyone ran around trying to not starve and I didn't think to tell them to stay put for a few seconds... It's hard teaching a new person. It can be even harder teaching a new Eve, because she is going to be in charge of so many kids and might panic.
Well and then there's my adopting idea, where someone else could name you and adopt you official. Your adopting dad/mom could than name you.
I still really like the idea of adoptive fathers.
This game unintentionally promotes nihilism. There does not appear to be a goal here. As such, people have attached themselves to the idea of lineage like a baby gorilla to a mommy gorilla.
Men having the ability to adopt and name unwanted children legitimizes male roles in society.
Ah, that makes sense.
I know we have a lot of new players, and maybe they don't know how to optimize food use yet... but last night I had a son who said "F" every 10 seconds when he was on a balanced temp desert/grassland tile. Is it that hard to only say "F" when the food bell is chiming? I mean, come on!
When people annoy me I get nonverbal sometimes... this was one of those times. I don't trust myself to be constructive. There's too much negativity in the world as it is.
Since he had hair, I ended up taking my newborn daughter south and foraging for a while. I think he died off? My daughter was a much better player.
Hi guys. Pein, what do you mean, points on gear?
I abandon children when I have them in the badlands and have no base to return to.
if you cant run a city dont bitch about others doing it
+1
I like coming up with cool names but I'm not very good at delegating tasks. Something I need to get better at...
Sometimes I find a great spot, and all my kids wander off to die anyway.
Sometimes I have too many kids, and sometimes I have two.
Overall, I think being Eve can be a huge relief if you've had 15 spawns of "sorry baby, no food".
Incentives to play in a productive manner... hm...
I love this train of thought. How to brainstorm more incentives... I think you're onto something here!
I personally feel that keeping all your kids is a good and productive thing, as long as I am not going to starve everyone by the influx. I am giving more players a chance to be in my area. I like the social aspect of playing with other people. I never leave my little boys to die if I can help it. Who knows, I might spawn in a sheep master like pein? I have no idea. Why not raise my chances of being able to play with a veteran? Why not raise my chances of being able to teach someone new and get some joy out of their "Ah-Hah" moment?
Keeping all your kids is a complex thing. It depends on so many factors. Personal philosophy... resources at hand... whether your kid who spawns is experienced at bootstrapping if necessary... or something super basic such as knowing how to click on themselves to eat on their own...
Having all your kids live past 10 sounds great in theory, but what if you have an aunt/sister/other village lady chasing you around telling you to stop keeping all your kids? The "Not enough food" problem. Even if there is actually enough food. Even when you say you're moving far away to start another camp, and she proceeds to chase you across biomes exclaiming "Let them die". What if you have a child abductor that you are powerless to stop? People are very passionate about playing a certain way. Disagreements in game are bound to happen.
Marking a grave with a rose seems like a good way for villages to vote productive players back in. That sounds fantastic. It gives a sense of agency to the survivors, and promotes bonds between players. That's a solid incentive to contribute to the village.
How would exempting people who made it to 55+ protect against a vulture/carrotsponge/random crazy person who steals a village cart to live in the wilderness?
Thanks for being so involved with your community!
~ 3 months after launch, still asking important questions, having great dialogue.
+1 developer!
Have a great day and keep up the good work.
I like the larger biomes. I like the proposed idea that each biome should be able to sustain life independent of the other biomes. However, I have an alarm bell going off in my brain regarding crops...
If the biomes are larger and it it takes about 30% of your life to nomad to your favorite biome, I feel that it would be way less cruel to make it so certain crops have an affinity for certain biomes, not 'wheat can ONLY grow in savanna'.
if domestic wheat can ONLY grow in savanna, we are going to be even more screwed as Eves. You send your 15 year old kid out to find wheat seeds and never see them again...
I instead propose that domesticated wheat would have an affinity for savanna. For example, wheat farmed in the forest only gives one sheaf (like it normally does right now). However, wheat farmed in savanna could have a 25% chance of giving two sheaves upon harvesting.
Also, a side note: What would replace the home marker recipe in the other biomes? Are there going to be lots of saplings everywhere, regardless of biome type?
Seems to be a lot of people asking the same question:
https://onehouronelife.com/forums/viewtopic.php?id=1737
https://onehouronelife.com/forums/viewtopic.php?id=2171
https://onehouronelife.com/forums/viewtopic.php?id=1998
https://onehouronelife.com/forums/viewtopic.php?id=779
https://onehouronelife.com/forums/viewtopic.php?id=905
How many times do we have to bring this up as a player base for it become a reality?
Family originated in private ownership.
Can you elaborate on this? Sorry I don't quite understand yet.
I agree with the adopting, not with the proximity based conception.
Although, being spawned as Eve with Adam would be a great help.
I agree!
I found this game by watching a few videos by GrayStillPlays. He's an interesting smaller youtuber.
Most of my "died of starvations" have been me standing by a berry bush humping the air for 10 seconds... ha!
* at least some of the things made should display who made the last step, would indicate who might be a griffer
That's interesting. I wonder if it would be hard to code? Hmm.
Valences42 wrote:JackTreehorn wrote:-Make threshed wheat like tinder
like, chaff that you can burn?
As in, wheat sheaf + curved branch = straw, grain and chaff?
Yeah like that, but no chaff. Instead the straw is then able to be lit on fire with ember leaf or firebrand.
The only problem i could see with chaff is that it's only use would be as tinder and might add to the litter.I was thinking this could help when all surrounding trees are chopped and you are trying to remake the fire.
Seems like a fair compromise, Lose the wheat that would be used for dirt or basket to gain tinder. Tinder is essentially worthless, until late game where it can be really hard to find close enough for it not to despawn in time.
I like the idea of extra tinder for when the juniper trees get chopped down, but I would like for all three things to show up. Maybe it's because I'm stuck wanting basket/compost material... lol. I do see your point about clutter though.
Roads can be made of stone, right?
+1 biceps!
Just kidding. +1 dad post.
Legacy building seems to be an important and intriguing feature, I just feel like it might need more development to combat the nihilism springing forth.
Things are slowly improving with each update:
1.) I feel that the progression from random sprites to named people was a good step in the right direction.
2.) The family tree and last words function was a good thing to add. People love chatting here about their shared experiences. I like reading the stories here. I keep playing in hopes that I will get a good story to share with folks here.
3.) The progression from unnamed graves to named graves was a good thing.
Some things that are feeding the nihilism:
1.) Making Men Matter. Power gaming villages dominating with male infanticide; causing famines with the overpopulation of fertile women. Please consider allowing males to adopt kids and name them. I know it sounds like a little thing, but trust me, people will adore the role-playing opportunities.
To clarify, I completely agree with the random spawning mechanic. It's very interesting. However, being born as a boy into a ladies only village is dis-empowering and could make people (esp. new players) turn into greifers as a result. How many times would a new player have to be starved or verbally assaulted as a male baby to just quit all together? It doesn't leave a very good taste in your mouth. I had a mom call me retarded and left me to die recently. I shrugged it off and started a new game, but what if that happened to a new player? We literally have no idea who we are playing with.
I know you can't stop people from being jerks, but I feel like fatherhood would be a great addition to the game. It would provide further incentive for mothers to keep their sons, and for uncles to adopt unwanted children. Who to better teach an apprentice than someone who is NOT going to pop out babies constantly? I feel like I've learned the most from my in game uncles, to be honest. Also, the dad jokes are real.
2.) Communication. I agree with the current character limit, as it simulates growing up... but I was wondering if multiple options on input might be more optimal. I have to stop running around foraging to type at my brothers and sisters... while I am doing that, I slowly starve trying to teach them or ask questions. Would it be possible to also have a voice-to-type option for those of us with microphones available? I apologize if this has already been inquired upon. Or perhaps, we could still type to talk, but then move with other keys on our keyboard? That may be a better option.
3.) Making murder harder was a good thing, in my opinion, but it has the potential of making backwards-playing greifing even more prevalent. What a tricky thing to code... I know you're doing your best.
4.) People want to matter. We want to feel good about what we are contributing. Right now, some people get attached to things/projects, while stomping on other people. I feel like this is definitely fighting your vision. A way around this might be some way for the deceased player to view the progress of their settlement somehow. This would help them see more of how their actions impacted others. They may be more inspired to do more in the next life.
Maybe a "great granddaughter Cindy Boots and grandson Alastair Boots created the first stone house together" kind of thing? Achievement lists could even be entered by the players themselves into the family tree. Wouldn't that be something! Celebrate the tech tree, don't just endlessly grind through it.
I like them all! I'd pick the third one though.
I didn't have enough time for the banana tree, sorry! Working on the coracle.
The temp meter and it's role in food consumption is too easy to overlook. It's so inconspicuous down there in the bottom right hand corner and the food meter is the one hogging the spot light. It doesn't get wider as we get old, like it probably should as we develop fat stores as we age which can regulate internal body temp and homeostasis.
I love that suggestion. Maybe somehow keep the icon the same, but weight things somehow if the player is well fed vs malnourished?
Or maybe a lack of indication would be similar to the mysterious well mechanics of earlier iterations of the game...