a multiplayer game of parenting and civilization building
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Well, I'm just having another life right now. And the problem is still there.
Unfortunately, I can not provide a vid but I am sure you already have some footage.
It is not only teleporting back and running in place. Often it is also repetitious running back and forth. Ilka previously described that in his post here, too.
It does not always happen but in my case I would guess it happens at least 8/10 times when I hold down the left mouse button to move. So for me it is a code red issue for sure.
Edit: If it got hotfixed in the meantime, disregard this post. Only checked it this morning CET.
I use the mouse buttons and my character runs forward, then turns back where she started, and runs again where it should.
In short, he runs back and forth which makes the game very difficult.
Yes, same for me. Either I get teleported or my character runs back and forth.
The problem still persists, btw. Hope I can properly play the game again soon
Also, thanks for taking this issue to github!
Heyo,
Game became pretty much unplayable for me since last update #91. I can not move properly anymore.
I am not having game server connection issues in general, e.g. losing connection with retry to connect window, but my problem at least feels like a connection or networking issue. I can not tell for sure though.
Problem: When I move by clicking and holding down the left mouse button at the edge of the screen, I get teleported back to where I started or a few tiles back and run in place. I run in place forever until I issue a new move command by releasing the left mouse button and click again somewhere to move.
When I move by clicking constantly without holding my mouse button down, I don't have any issues. But I really don't like that. I click items more often then giving a move orders, which is annoying. It's also way less convenient to play.
I don't have internet connection problems on my end in general as far as I know and no problems with other games or such. It is also only occuring since last update #91.
If anyone could relay this onto github, it would be much appreciated.
Thanks! Hope I can play again soon.
We will see if you say the same once taxes are implemented and due to your king.
But I just want to enjoy my milkweed and have freedom!
As far as I know, the special biomes do not belong to certain families but do belong to certain types of families. Or „races“ if you want to call it that way. So why would you gain general access to a race specific biome only because you understand the language of one single family of that race? Or are languages race bound instead of family bound?
Also, there is no direct connection between speaking a language and being able to survive in environments. For example, just because I speak Nigerian, it does not mean that I can survive in an African desert.
I like the basic idea though that you can somehow achieve the ability to access those biomes either over time or by doing something special, e.g. wearing an astronaut suit.
Do you necessarily need copper lids to store and carry organs around? ...then I have been doing it wrong all time!
You mean, at what point do you become more of a burden than an active help to the village.
I guess that would be as a baby as you need attention, food and clothing by others while oneself can not contribute anything yet during that time. Even for a couple of years afterwards you can not contribute to full potential as you can not use carts, knives, chop trees, communicate decently etc.
Therefore, the question should not be „Is it always worth to get to old age?“ but rather be „Is it worth to be born in the first place?“. And the answer is: Depends on what you are going to do with your life: Will it be of use for civilization? Will you personally have fun playing the game? If one of both is given, go for it!
Well I thought that for instance a heat wave could be simulated rather easily. Because there is already a temperature mechanic integrated in the engine and maybe you would just have to change a parameter from 5 to 10 for example (with the variable being the temperature level for a certain biome, of course).
But then again, I dont know the code so I could be totally wrong. Does not prevent me from dreaming though. After all, thinking outside the box can sometimes lead to interesting new ideas. Just disregard it, if it is not feasible.
Ye alright, I was just brainstorming, you know.
But if not dead lambs, what about human corpses causing pollutions? Would give a reason to bury them and it is less susceptible to griefers. Moreover, what if the genetic fitness score also has an impact on how strong your immune system is, determining the base time that you resist against a epidemic disease? Griefer who tend to have rather lower scores would kill themselves first by triggering such an event while others have better chances to survive. Maybe you dont have to necessarily die from a disease and instead it only halves your food pips. Or you just get very bad diarreah from it that attracts lots of bears to the town.
And if not trees, what about...umm. Ok, you got me on that.
Ok, I get it: It is a justified concern that once a big civilization is established, long term motiviation suffers as there is not really anything vital or new left to do anymore. The game becomes too easy and is a bit boring for all players with a lack of phantasy and role playing capability. A situation that is problematic and not easy to solve.
So how to face this problem? How to keep us pro gamers busy? Two obvious ways: Add more content on a regular basis than the players can discover or make the existing game more difficult for the players. Well, one single dev can not catch up with us players content-wise and hiring 20 more guys for content creation is expensive, so that leaves only one option: Difficulty adjustments.
The apocalypse, several restrictions, general nerfs etc. are all attempts to keep us at bay. Some good, some questionable. How about this one: Destroy everything the player has accomplished and built up so far with natural catastrophes! Wuuuah! Ok, seriously, hear me out first, because I can already see the steam reviews in front of my inner eye saying „it is good until there is a tornado that destroys all progress which sucks and I hate it and I have bad grades at school and I am confused about my sexual identity as recently I discovered new hair at...“ well and so on.
It‘s still gotta be fair, right? Maybe the catastrophes would happen for a reason. For example as a consequence of people’s behaviour. So chopping down trees in a too big extent will cause climate change, leading to a long massive heatwave that grills all berries and carrots in a big radius. Or make them some sort of public events, that are scheduled beforehand on fixed dates so players at least have the chance to prepare for the desaster. For example, by hauling all food indoors before it happens as only outdoor food is affected. That would attract a lot players into the game on those days and everyone would need to work together to survive. What about epidemic sicknesses that spread out because there are always dozens of dead lamb lying around in the pen and nobody throws them into a trash pit ever? Insect plagues? Earthquakes because you dug too deep for oil... lol.
At least one more smaller thing would be much appreciated: Allow us to stack two shoes to one pair of shoes. Thanks.
Yeeees, right? That’s what I meeeean. I could elaborate so much more on this but I thought I give you guys the gist of the idea first, before I end up with a 132 page long master thesis on why this approach to implement specializations is so much cooler than the current one.
You know, I actually like the idea to have specializations in the game. For various reasons. However, while the basic idea sounds great, it got poorly executed in my honest opinion. It just feels cheap and lazy to simply restrict the access to certain biomes for certain family types. Yes, I know it is not strictly restricted but come on, nobody wants to go into a jungle if you are not brown, right? And even if you are brown, you just get in there quickly, grab what you can and then get out of there asap before you will either get a heat stroke or the mosquitos eat you alive. But browns should actually feel at home in there shouldn‘t they? Isnt that what they are unique about?
Once I was born as a brown Eve and my first thought was „ok, im brown, so lets settle in a jungle because it is my home biome“ but then the realisation set in immediately. It is simply too hostile there, but come on, just make me as a brown immune to mosquitos and give me a bit more heat endurance and voila: Berries as the standard getgo food just got substituted by bananas (in a bit weaker form for balance). But nooo, special about me is only that I can pass the invisible wall in front of that biome for abstract and non-comprehensive reasons, and which also only sums me down to being one single thing: a rubber providing donkey.
Of course other families would need to be able to survive longer than 2mins in the jungle as well and be able to pick up and interact with items in general. But of course without the family specific advantages and still with the inabilty to harvest special goods like rubber or oil. So there would still be a lot of communication and interfamily interaction going on.
With changes like that and the removal of the invisible barrier in front of half(!) the biomes that exist in the game, specialization could be and developed further into such an interesting and unique part of the game other than just being an annoying necessity to overcome at some stage in the game. You know, at least when your deep weel went dry and you need rubber all of the sudden. Moreover, people would actually have almost twice the size of area to play with because you would not have to avoid those specific areas at all cost anymore but would rather be interesting and unique first lines of new stories to tell.
General teaching advice:
After telling him how important it is to always eat(!), first ask him what he wants to learn. So you will start off with a topic or mechanic that is especially interesting for him. It should still be rather simple though, so don't start off with building a camera. Small goals are easier to achieve and give positive vibes faster.
When explaining, you should let him do most of the actual work while you only give verbal instructions, imo. This way, he is not only watching but actually playing and learning by doing. Besides giving instructions, you can of course do some of the more tedious work for him which is also often involved, such as finding items in the cluttered mess, bringing him stuff, shoving food in his face, pointing out items by basketballing them on the ground and so on. Also be patient and don't take everything too seriously. If he rather likes to learn on his own, point out onetech, the wiki or YT to him.
Other than that, it pretty much comes down to what Destiny Call already said. Depending on how creative he is and how willing he is to climb steep learning curves, he will like it or not.
I just can't be helped with: I like to imagine to wander through a thick, foreign, hostile and hot jungle and then encounter an ancient tribe of brown people there, along with their settlement.
Wouldn't it be cool if you encountered family types and their towns mostly where they are actually supposed to be? I mean, according to current game design, of course. So browns would often settle in the jungle. And gingers in the snow. And blacks in the desert. And whites in...umm...[insert adequate biome here]. I don't know but I just like the idea of encountering and settling in the actual "home" biomes of family types.
Currently, all the specific biomes are pretty much hostile and can't be lived in properly. That would need to change obviously in order to implement such an idea. Well maybe, by giving the corresponding kind of family reasons to live there. Like in form of special benefits, such as being immune to mosquitos for browns or black people can endure the heat better in desert and so on. Maybe they have a speed/food/speciality bonus. Maybe they just settle there because other family types have disadvantages to prevent a war in the home town. The list can go on and on.
Also, other family types would not have the inability to pick up stuff in general but only the inability to process special goods and tasks, like farming rubber. That way, families could still interact with each other and the restrictions to limit certain production lines to certain families would still be there.
Yes? No? Maybe?
Bug fixes
boooooo!
For real, c'mon we already had two updates dedicated for that recently. It's time for something new. Like cherry trees! Or job boards! Or cheesecakes!
This is how it goes: Guess on what Jason is currently working on for the next weekly update. What do you think is its content? Win huge (imaginary) prizes if you're right!!
So the last update was about curved rails. Something you could've been able to see coming if you saw how active Jason was in the thread "Jason's Pattern update has accidentally made Curved Rails viable" by Wuatduhf. What do you think is next week's update about?
The actual first round officially starts now and is about the update for week 27th Jan - 2nd Feb 2020
My guess (or maybe better said my hope) is that some numbers will be changed for the leaderboard score calculation. Maybe a revamp even? Who knows! Not me! ... I'm just bored.
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@Jason: You could easily spoil this game. Feel free to do so or not to do so. Up to you. Maybe you restrict yourself to just saying warm or cold, idk. Also, don't feel pressured or critized or anything like that by anything in here. It's just for fun.
And I'm just sitting here and wondering why a cherry tree is suggested instead of an apple tree. Sure you could also do marmelade with cherries which is kinda nice, but isn't the apple tree a bit more common in general and also think about the apple pies! mmmhh...
Better ingame tutorials or more obvious instructions on third party websites would also help a lot by taking a lot of the load from the ingame teacher itself. Teaching ingame should still be a big important thing though.
The ingame tutorial could be divided into several "chapters" for example. One to generally survive and basic game mechanics, one for farming, one for smithing, one for clothing, one for keeping animals, one for oil drilling, and so on... Not so detailled so that the "being-thrown-into-a-sandbox-feeling" vanishes but enough to handle situations like today.
There is no need for a fixed feature in terms of a job board or job center, imo. All you need is a feel for the town and its people to see what's needed and what not atm. Or simply ask.
A determined feature would just force you to use it and would take a lot of the freedom away.
I always teach my kids or even random people, especially when they're new. But I just had a game as a female and had like 5 new player babies at once who all had their very first game. It's just too much to handle at the moment with the game being on sale.
The game is on sale now. There no harder job than being a mom at the moment. Raising score is even tougher with new players popping left and right.
Ya, maybe the numbers need to be adjusted. Young death penalties weigh too much compared to bonuses from elder deaths.
I can't raise my score anymore, even though I try my best to contribute and teach others.
Hello Community,
I just signed up because I would like to share and describe a troublesome gameplay experience, regarding the leaderboard score system and the connected tool slot system.
I like the game. So I play it quite often. Consequently, due to plenty of playtime and experiences, I climbed the steep learning curve and became quite good in surviving and contributing to civilization. Accordingly, I also climbed the leaderboard steadily. That was the case before and after the recent score reset. Everything was good so far. Up until today when I dropped from a score of 50+ to around 40 in one single instance.
Personally, I don't really care what rank I am on the leaderboard. For the same reasons why I bought and play the game. After all in my opinion, the game in its core is not about competition but about cooperation. It is about the mutual creation of something bigger, so boasting or comparing individual performances is not of interest to me. But okay, everyone has a different taste and reasons to play the game differ, so I'm sure there are a lot of players who want to express something or themselves with that, so why not let them have it. Moreover, such implementations make personal progression transparent in numbers and I can imagine it also allows an identification of player groups to react accordingly in terms of development choices and so on. So it's a good system in many ways, I guess.
Anyway, while I don't care about my rank and respectively don't care about my score in the first place, I do care about my tool slots. The tool slot system and the connection to some sort of progress tracking systematic such as the leaderboard score is actually quite a good idea for players like me in my opinion, because it is a mechanic besides the score competition aspect that rewards the player and gives incentives to game on. At least, it felt very rewarding to me, to see that I was able to contribute better and have more freedom in designating my lifetimes. I also get the bigger picture that it supports communication, co-work, and the feel of being one part in a bigger chain. I think the tool slot system is a nice design decision.
However, the tool slot system in connection with the current score system is very susceptible by the influence of players with harmful intentions towards other players progressions. I just dropped down by many points as a result of one single griefer/troll/murderer in the town. You can check my progress on the leaderboard by checking the name "Maeli Mauseth". It is a hard work to incrementally climb for more slots, mostly by +0.20 steps from elder deaths at 60. You feel better and better as tool slots increase but then you get crushed by a sudden drop of -10.0 just by having one or two lives with a troll in town. It's simply frustrating, because it is not even one's own fault.
Sure, I could go after such players, trying to curse, counterkill, exile or whatever. But often it is just easier said than done for various reasons (e.g., players being afk in wilderness neglecting babies, kidnapping babies, luring bears to fresh towns, taking items away etc.). Also, such players live of the attention that you give them so by going after them, they will have even more "fun" to play the game their way. I guess they have a right to play the game their way but then it shouldn't have so much deconstructive impact on other playstyles, such as the I guess "normal" initial intended playstyle by most players, including me. In the end, the tool slot system has a big impact, I guess especially for veterans, as they know more stuff that you can do with the variety of different tools.
I hope that I was able to describe my problem with the game I'm having at the moment. It's quite substantial for me. If further details are needed or inspiration for solutions is appreciated, let me know.
Now I'm curious what you guys think.
Edit: I forgot one more thing to say: Those setbacks, that you receive by trolls, feel even more impactful now than before the score reset and its update, because the leaderboard scores have a much smaller range now. I was in the 140s before the patch so it didn't feel that bad because I still had a big buffer.