a multiplayer game of parenting and civilization building
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Server one has 70 people on at the moment - the lag is worse than I've ever seen and the game is barely playable if even.
All interactions are currently taking up to 6x as long as they should - so things like metalworking are just not feasible.
Player clients are de-syncing, you try to pick something up but it was actually moved long ago and the map suddenly updates with all items on the floor switching places - I have asked other players and everyone seems to be having this issue.
I'm not sure what the server specs are, but I don't think we've ever even gotten up to server 5 - but the other servers are still suffering greatly from overload.
TyrantNomad wrote:I'll strongly disagree with number 3 and give you two reasons why it makes more sense for it to stay as it is.
A - The logic is that you are applying whatever it is that is on your hand to the other thing - it makes no sense for you to beat a round rock with a stick and end up with a stick stuck in the ground and a rock in your hand.
If you read the entire thing you know I said switch it around so your grab the rock off the ground first after klicking it and then apply the crafting, so you would still hit the stick with the rock, even if initaly you had the stick in your hand!
TyrantNomad wrote:B - This os what allows you to have asymmetrical recipes - you assume that X + Y = Z therefore Y + X = Z is something set in stone, but it's not a mathematical operation.
You have much more freedom to set and alter future item combinations if you do NOT assume every interaction is symmetrical.
I think you have a point here, and i initialy did not think about this, however i am sure that in 90+% of the time this will not be the case and only 1 of the 2 options will be used. So i simply sugest that for every item that does not have a 2e option (other way around) it automaticly does the swapping of items and then crafting it, and if it does have the option it is applyed how it is now with the thing in your hand the main inisiator. so you still have both options but 90% of your game experiance will be more smooth out
For the first part, I had read it... but it still doesn't make much sense for it to automatically swap on left-click spam.
Plus, you can swap carried items with ground items with a single click already, assuming that they can be swapped.
That initially seems like a good choice but it actually reduces clarity and makes learning harder - if you make it so 90% of the recipes become symmetrical, a portion of the playerbase will grow to assume that that's the nature of all recipes. "Oh I can just use this huge log on this fire bow drill on the floor" "oh I can just put the tinder on the burning leaf" and then they wrongfully learn that all recipes behave that way.
The way it currently works, you are taught that there are strictly correct ways to use each combination of two items - and that most things actually do not work if you do not do them right order. I'm sure Jason will find a healthy balance between symmetrical, asymmetrical & unidirectional recipes.
If you feel like you can learn things by yourself (looking at crafting recipes, trying and figuring it out as you go etc) - I'd say that living a few lives building a solo base with a farm is essential for you to learn how to live in larger villages.
Currently, most villagers rely completely on the base for sustenance - but it's actually very hard to progress only off of local resources. Villages suffer from rapid entropy and are better off if most of their citizens are actually constantly traveling, taking care of themselves, and bringing resources back to the base.
@TyrantNomad
Berries do not Replenish faster with 1 or 2 berries missing.
Source: link
Hmmmm that's surprising - I could bet that bushes that were almost full always seemed to have a new berry whereas solo base bushes remained empty. Probably something to do with perception bias.
I'd still advise people not to empty the goddamn bushes though
I recommend on top of that that, that you play as a nomad-collector.
Pass by bases, take away with you duplicate items that are just littering the place.
If there is a food surplus (many baskets filled with food) always take away berries in baskets because they disappear.
If you get to a big base, think to yourself - is this place going to grow?
There are many stagnant bases that end up attracting and wasting player's lives because they already have a lot of items built - but the thing is that many of them are in locations that make it impossible to further growth or to develop there.
So players spend their whole lifetime walking back and forth through 20 screens to build a wall and a half, or to make half a steel tool.
If you are young when you find such doomed villages, set your home marker and take those items away with you (requires cart).
Find a new home for them - a newly founded base in a better location, maybe an established farm that could use the boost.
If you do not find a suitable place by the time you are middle-aged, turn back and bring them back (you can do an elliptical route so you don't have to walk the same way twice).
I'll strongly disagree with number 3 and give you two reasons why it makes more sense for it to stay as it is.
A - The logic is that you are applying whatever it is that is on your hand to the other thing - it makes no sense for you to beat a round rock with a stick and end up with a stick stuck in the ground and a rock in your hand.
It's not "use X with Y", it's "use X ON Y" - which sometimes is the same as "use X with Y", but the important part is that it doesn't HAVE to be.
B - This os what allows you to have asymmetrical recipes - you assume that X + Y = Z therefore Y + X = Z is something set in stone, but it's not a mathematical operation.
You have much more freedom to set and alter future item combinations if you do NOT assume every interaction is symmetrical.
Law 2 is not only for ponds, although it is more strict for ponds.
It seems that the closer something is to max capacity, the faster it replenishes.
This is also true for berry bushes - I have not tested it for fertile soil & clay.
Empty berry bushes refill at a much slower rate than those with only 1-2 berries missing.
It's one of the main reasons why villages with huge berry farms still fail - as soon as they're all empty, it doesn't matter the size of the farm, they're not coming back for a GOOD while.
That's one of the main uses of baskets and other containers, you organize item storage with them.
During my long walks, I noticed (as we all probably have) that the vast majority of all settlements - including the original larger ones - seem to have started on green-land biomes.
I'd like to start a movement to prevent this from happening as green-land biomes offer very little benefit compared to wetland or even rabbitland biomes (it's still better than stoneland though!)
You see villagers taking minute-long treks for measly 3 water pouches, or long journeys in search of clay and adobes - even making a simple basket is not possible.
I have built a few smaller clay buildings in single lifetimes simply due to the resources being not 20 screens away, but two.
A single farmer can tend a doubly-sized farm when there's plenty of water around.
The original berryswamp base was the biggest one for a while - before falling repeatedly due to overpopulation.
What are your thoughts?
More experienced players, what are the reasons for staying in green lands?