a multiplayer game of parenting and civilization building
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Im not even gonna rant right now
But you do realize people that run to bear suicide cause they dont wanna be in that civ. They wanna be somewhere else, it may actually be because youre so advanced but really you feeding your kids has no correlation to why they suicide.
We cant make more players disappear magically. You have less kids cause less people play simple as that, nothing special to it.
If you wanna quit im not stopping you and neither is anyone else.
Azrael wrote:Besides the definition of griefer has changed recently. Nowadays a griefer is just anyone who pisses you off if they say something bad to you? GRIEFER! If they use something in town that you wanted to use? GRIEFER! If they made a house where you wanted to make a farm? GRIEFER! It really makes the term redundant, it has no more meaning, I hate when people use "good" and "bad" guys. As if you can decide that yourself, some people play differently and think some a certain person is a griefer or not a griefer when in reality the opposite can be true. It's all about how YOU think, there is no objective definition of a griefer in this game, yeah you can say the definition in response to me.... But that is not any meaning you can use in-game, where anyone and everyone is griefers.
I agree, thats why I put on the effort to give a definition of griefer at least for this thread. It's all about the intention. One same action may be genuine stupidity/noobness or grieving, you can tell when watching a person a little longer and/or how they react on interaction about it.
As said, it's analogous to "troll". I absolutely hate it, when people call everyone in an online discussion a "troll" who disagree with them. Having a different opinion is not "trolling". Being stupid is not trolling. Having a strange opinion is not trolling. Trolling is the intentional act to stir up others and make any meaningful discussion impossible. Trolls don't care about any topic, they will just take and flip sides whatever suits their intention to divide and cause grief.
A griefer is one who's intention is to cause grief.
The definitin you just used is fine, its good even... but its not applicable in game.
People in the game cause grief all the time, i know someone who killed 6 people in one life and each person he called a "troll or griefer" even thought he killed them for the slightest of reasons.
For example, basically imagine leaving wheat out and not making Adobe or a basket, the wheat will disappear but what if you dont know that? This man killed people for this mistake and many other small things that new players simply dont know.
The thing is, he cause grief, but he doesnt call himseld a griefer. And really neither do i, he did what he thought was right even though ingame he might be interpreted as such. And while i dont agree with his methods or his justifications, he did cause lots of grief but wasnt sent to donkey town.
There just isnt a global definition, anything could be grief anything could be detremental to someone, that guy killed 6! Hes a griefer right? But he said he KILLED griefers?? But who did he kill, they say someone else is a griefer! And so goes the cycle.
Really the term is honesty not gonna do much good, a griefer is intentional, but even if i grief i can justify it in such a way where im not cursed and i get to be spared. What is intentional? That dude killed 6 people intentionally for reasons i dont understand, he must be a griefer? But then the people he killed... they are noobs but did they intentionally leave wheat out? How do we know?
We dont. We should stop posting about this, its all pointless cycles and it gets us nowhere.
I'm giving this game a time because of griffers.
They have made the game experience very unpleasant.
In my opinion the goal of the game is try to "save the town" or make the generation-run long as possible.
This give you a sense of do something useful to help.And is waaaay easier to do griffer things.
Simple things can be done in seconds and cause a lot of damage, and take so many time to repair.Griffers right now don't seems to care about any penalty. They are almost inexistent.
Trolls right now seems to be very pleased to what they are doing. Griffing become a form of gameplay.This post kinda help, but is like drying ice.
The gameplay is not "spot the mafia".
This is not Town of Salem.The number of trolls and racist right now are epidemic. They are in almost every 'rando runs'.
We now have to play, hidding knifes, and trust-no-one.Here a bunch of ideas:
- harder penalties (like 20x harder)
- you can curse someone after die (on family tree site)
- bless system (oposite of curse) for 'veteran-players' become a "moderator like". And kick/ban/mute people.
- Perma ban racism.
- Curse work as a child (can type after /curse) (fix)
- Cursed players should be exposed (everyone know he's a cursed player) (rollback the black chat feature)
- Cursed player is banned from doing
- pick up knife and bow
- pick up shears
- pick up carts, BP and baskets
- pick up axe
- pick up mining pick
- pick up any expensive item (not even a black-list, just a small white-list)
- Cursed players cannot lure Bear.
- Cursed players should have move speed lowered by half or even lower
- Double the time as baby form. (helpless until 6 years)
- cursed players should have half of food bar.
- cursed players should be muted.
I don't think this is it.
By making harsher penalties on griefers, fewer people will want to play in the long run. Imagine a noob player who made a silly mistake, like taking the pies to his workplace. People think he's griefing but he's clearly just moving a basket of pies, in this case, he would be cursed (most of the time) just for doing something that is not considered griefing from his perspective. This player accumulates more and more curses for either very strict reasons, or for stupid beginner mistakes.
Eventually, he gets sent to donkey town, which is not even that hard to be sent to if he makes only one mistake, the whole town can curse him off. With all these penalties, or even just a few of them, he losses motivation and stops playing the game. It's not even funny how demotivating donkey town can be if you are sent there. Even if he burns off the time, he will now think that everyone is out to get him, what kind of community are we if we just punish people for silly mistakes in such a manner?
Even if he IS a troll/griefer, these people are essential to the game. What's the point of a knife/arrows in your bag if everyone won't ever be "disrespectful" or start griefing? No combat or drama at all makes the game stale. Some people would rather to have the game like this, but trust me, in the long run, it is never good to have too much of anything, too much "fair and kind" gameplay will make the game get boring even faster than having griefers on. This is just my opinion, however, but I've seen the results of grieferless societies and it really ain't nothing special.
Besides the definition of griefer has changed recently. Nowadays a griefer is just anyone who pisses you off if they say something bad to you? GRIEFER! If they use something in town that you wanted to use? GRIEFER! If they made a house where you wanted to make a farm? GRIEFER! It really makes the term redundant, it has no more meaning, I hate when people use "good" and "bad" guys. As if you can decide that yourself, some people play differently and think some a certain person is a griefer or not a griefer when in reality the opposite can be true. It's all about how YOU think, there is no objective definition of a griefer in this game, yeah you can say the definition in response to me.... But that is not any meaning you can use in-game, where anyone and everyone is griefers.
I'm an idiot
For once I can agree with you!
A griefer complains about hate about griefers and not "taking a blanced approach", while hate is what griefers are all about. What a surprise.
Thats irrelevant dont fit me into your narrative this isnt at all about defending griefers, you've made posts before about things that arent important and now youre saying that I'm only doing this because i grief now and then?
Ridiculous.
Azrael wrote:just hate towards griefers.
Thats what they are going for anyways. So why the surprise?
Why even post this. I swear everday its something new and everyday it gets worse. I cant wait for the "huge MAJOR problem discovered! How it is a problem and how you're wrong"
Thats the future, more stupid posts like this. Take a break if you want to, no one stops or encourages you. So why even do this? Raising awareness to a non-issue? Griefers arent an issue if you can grief them back. Clearly you dont have the capabilities to do that so honestly please stop filling forums with this nonsense.
Griefing an eve camp is definitely a big dick move. I've never seen that happen before. Griefers usually do that to big cities.
Hopefully that shovel spammer wasn't inspired by my earlier post. I feel like you got pretty unlucky, i don't encounter griefers that often.
Lol trust me your post didn't encourage griefing. Most of the time the players dont uave discord/forums and don't even bother to read posts if they do have it.
These are isolated events of noobish griefing that i definitely wouldn't do, not to a small camp anyways.
Anyways why is this a big deal? This post doesnt bring up discussions not two sided, just hate towards griefers.
Azrael wrote:This is realistic and it's a feature that's existed for a while, you simply can't convince me or anyone else this feature is worthwhile because of your one bad experience. Hundreds of players have played this game and it is not a big issue right now.
We're really going in circles here, and if it's tiresome, yes.
realistic -> it's not. A newborn running of at full speed of a grown up into a bear cave pulling out the bear is not realistic. That due to gamefication we may not want to force babies to crawl is another story, but the combo is just not realistic.
this feature is worthwhile -> what is actually the "feature"? Not having the feature?
one bad experience -> as I said multiple times, I didn't even have that bad experience myself.
it's not a big issue -> must each suggestion be a "big issue"? Can't we also talk about the tiny things now and then? Similar like the post that complains that chickens are shown in carts face down? Do you also tell them, it's no big issue, hundreds of players have played this game... etc. It's not. It's still something improvable.
Sure lack of a feature whatever floats your boat. And yes, it IS realistic that kids can goof off and touch the wrong things. But why even complain? Like you made a WHOLE post for this??? attention mongering much? DO we need a post about caves and babies?
Why is it that players such as yourself, decide to just parade and think everything that's in the game is wrong, and needs changing, and is a bad system etc. I have not seen ONE post appreciating the game or discussing cool mechanics, only criticizing and suggesting "better" features that are not better.
I swear, I have never made a post discussing how the game's features suck or how we need to remove this because blahblahblah. too much, and too pointless.
lionon wrote:Including babyhood/childhood and elderhood you only have about 15 minutes of that hour you can freely move as woman.
Just wanted to point out rl quick that you have way more than "15 minutes" of the full hour-long life to move around freely as a woman. Your fertility only lasts 25 minutes, from age 15 to age 40. You're also tied to your mother for food for the first 3 minutes of life. This leaves you a full 32 minutes for the rest of your life to move about as you wish- which is just about half.
Personally my opinion is pretty neutral on the topic at hand. Yeah it's annoying, but it's not the biggest problem in the game or one I encounter often with a bad outcome. Bears are simple enough to deal with if you know what you're doing. As it is, I wouldn't be against removing either.
Also, can't we just talk about the actual topic and not devolves into a personal bickering mess? C'mon guys.
I somewhat agree with what you're saying, even though I think you're fertile from 14-39, still 25 minutes, but I think that the feature is necessary.
By that I mean, why remove something if it's not broken? Can you imagine if Jason removed all non-essential things from the game?? It would be literally just, farm, iron, smith, compost, sheep, wells/pumps. There wouldn't be anything extra, small features like this are needed to give the game some colour. If we remove all "meh" features we get a boring and simplistic game that is not to the standards it is now.
Why do we want to change all game mechanics?
It's REALLY hard to be civil here when the suggestions in these posts are so ridiculous. This is realistic and it's a feature that's existed for a while, you simply can't convince me or anyone else this feature is worthwhile because of your one bad experience. Hundreds of players have played this game and it is not a big issue right now.
Yesterday following thought occurred to me. I played one of these dull female lives in a larger town. Even before I could set of to make a backpack I started popping out babies like crazy. So I went to the bakery and spent most of my life nursing for the kids and some backing. It was boring and the kids constantly interrupted getting anything useful to do. But on the other hand, I did get that family line on, yes? No! Looking at the family tree none of that many kids that I had to care of and kept interrupting me made it to become an adult, only one guy made it to 30. Everyone else died before 10. A life utterly wasted.
Now the taught is, suppose the amount of players online stays about roughly equal. How many children should I have as a female? Actually only two. If every player would be fertile, everyone would have to have about one child if the playerbase stays constant. But since only half of them are, females should get about two. However how many did I get? Six. Why? Well guess because only 15-20% of the playbase got a clue, everyone else seems to spawn in fast cycle life after life and dying young. Which soon ends them up as Eves further damaging established towns taking away players.
How about as female we're at least guaranteed to have 1 of our kids to have a clue? Preferably if the family line is thinned out a female? Easy way to judge, did they in their last life became an elder or died young (skipping suicides as death before 4)
Hm... that won't work, here's why:
As annoying as having many kids for a big civ is, this is simply the job of a caretaker, if all the kids in the town were concentrated in one place, it means that other players and women, for example, can live a relatively sound life away from all the crying and feeding. It is simply necessary to have a caretaker or a nurse for many children in a big civ, because more players are concentrated there, more kids pop out, and that's just how it is.
The number of children you "should" have is, as before mentioned, not up to you and is frankly the game's decision for now, but I get your point. Even though the whole "playerbase that has a clue" is confusing because how do you expect to judge a player on how good they are based on how long they live??? YES, people who live long are usually good players...?? except that's not always true. At this point we need to acknowledge sponges exist, and that many new players will ride on other player's achievements all the way to 60. What if they were born in many advanced civs and just ate food all day? Or what if a pro player has to go and leave the game, or is accidentally bit by a hidden snake/boar or is bitten by some mosquitos, or what if the advanced player decides to die early not to waste food in their old age? (Seen it happen loads of times)
You simply can't just judge a player on how good they are based on the age they reach, also, what if they're murdered/murdered a griefer and got stabbed or starved. Lots of factors make pro players not live to 60 and make noobs live to 60.
While it is annoying to have lots of kids that aren't successful, the best you can do in that life is to raise them, help them if they ask questions, and GIVE THEM A JOB! That's so very important for ALL players. Usually, they don't receive any kind of job or task and end up "doing their own thing" or just goofing off. Being a good parent makes sure that your kids can be useful!
Switch on and off from being a caretaker to provide for your noob children, teach them something, make them do something, create usefulness in a field of sponges. That's how we thrive!
Can't find it sorry tried for at least 20 mins. It's possible cause I stumbled across a small dead civ, but it was recent... doubt you can find it now, but good luck to ya.
I get everyone's points about fairness, at some point it becomes ALL about luck and you're stuck with no girls.
The reason I kept trying to refute that is that in theory, Jason's system works well, 50% chance of male/female and a possibility to have a female from every fertile woman. The problem is how it's executed, did you know that two of the characters aka skins in the game do NOT follow genetics? The pale ginger woman and very dark male are both skins that since their other skin colours for the opposite gender of their class were not added yet, they don't have normal spawn mechanics like a dark/light person would. Another problem is the lack of skins that are female, many people spawn in looking the same with limited flexibility in that aspect, not that having no skins significantly affects the problem, but it is there. The result is that Jason will add more in time.
But the main problem with the system that has existed for months! Is the lack of players. Babies and spawn mechanics, only apply when a player joins a specific server. We're looking at 40-60 people on a top server at average, but no people at all or barely any at the lowest rated servers! This problem existed way before steam release, and at midnight in my area, at MAX we would have up to 30 people... in all of the servers!
Lack of girls is what made the last few months before release hell. Players were leaving left and right to such an extent that I could feel the community dying, luckily the steam release was soon enough so that new players learned and some old ones rejoined to help. At first the new players were screwing civs by themselves from "too many girls/boys" and yes I'd say majority civ failures were from that. As more players leave and more players learn the result is that the same process that existed beforehand will affect the game again, this time it will be slower, but you can feel that many steam players are putting the game down already...
SO what's the solution? Well, we can't magically "make" the players join the server we need the most help in, if they're using custom, and I already think the game does a fair job in distributing the players evenly on each of the servers. What do we do?
I got an idea, well not my idea, but... let's picture this first. When I joined the community in late March, the game was very different, yes by mechanics and yes by the items in game, biomes, players attitudes, skill, but one of the things that MOST changed were the spawn mechanics. You see, back then we didn't have lineage trees or names for people, or "your mother" or "your first cousin" we didn't have titles. What we had were advanced civs (at the time) and many eves spawning left and right, all people in one jumbled area, I would say that people spawned on old civs all the time, so much so and so closely that I would say within 1K you could find every person in that server all jumbled up.
Jason eventually changed this with the addition of lineage, he made eves so far away that no one could stumble into another civ... He eventually adjusted it and more recently, he HAS paid attention to your cries, because he changed the eve proximity spawn range from 500 ~> 250 tiles. This is huge! And I notice more eves spawning closer in an advanced civ. Really, Jason is reverting the game kinda to what it was before.
Overall, I don't know of an immediate solution but I can give facts
Azrael wrote:I find it funny how me being honest makes people not wanna read my whole point as if thats a good excuse.
It's the condescending attitude that makes people stop reading.
I can understand that, but that's because we talk over text, in reality, I'm just as passionate as anyone is who makes the initial post. I'm confident that Jason can fix any and all problems that arise if we work together, that being said, sometimes I disagree and an I can get a bit TOO passionate. That's never the intent, but I'm sorry if it rubs off that way.
But that still isn't an excuse to not read the point, if I'm being rude, it's usually because I have a hard time understanding what the initial forum poster meant in his/her post. In this post, I really believe that Floofy is misinterpreting a major part of the game. That is that the environment, the NPCs, the biomes, heck even the mechanics of the game, are working AGAINST you. Birthing isn't supposed to be fair, because life isn't fair, I know many people who wanted girls/boys and didn't have or who wanted biological children, but could not. The point is to be as unfair as possible, and equality? The game gives you an equal chance at everything, believe it or not, all women have an equal chance to give birth (depending on if they're fertile and their temp). Really it's how we interpret the girl-less lineages and how we teach our last-girl-named-hope, that determine if we are successful.
Tarr and I and many others have accepted that sometimes no matter how good you are or how hard you try, your lineage won't always be successful, and such is life. If we put our minds to it, after enough eve runs we WILL be successful, it's just the act of getting there are understanding game mechanics to get there.
And YES! I HATE overanalysing mechanics, I HATE making a simple game more complicated than it really is. But when we talk about the game versus you, the mechanics are what make starting and continuing a lineage so difficult. So yeah, Jason might give us bananas and a good temp biome.... but he makes sure to add mosquitos and make bananas not respawn. Balance is key if everyone could have multiple females and could give birth, where would the balance be? If every eve civ worked out and NO lineages were lost to having fewer girls... where would the difficulty lie? Nowhere!
Overall, the game is supposed to be hard, it's supposed to be impossible and unfair, and as realistic as possible, soon we might even see stillbirths for older women that DON'T reset the birth cooldown. It's all about balance.
I find it funny how me being honest makes people not wanna read my whole point as if thats a good excuse. The reason I said what i said is because maybe people need to have a different mindset. Thinking that there is a fundemental issue with the game and not an issue with your play style is very common nowadays. You'd first blame game than blame how you play.
Also, those two examples of you failing as eve cause your kids werent adult females is kinda how the game is supposed to function. There never is a perfect eve spawn; you cant expect to spawn in and have a long lineage. The point of the game is to try to fight against luck and chance to have a near perfect civ. Suggesting a way to make the game easier because you cant have a long lineage while you eve is frankly ridiculous.
For example, Tarr, a long time player, makes sure to eve as often as he can, and since hes so knowledgeable with the game, i can always see at least one tar family active during nearly every time i play. I dont see him complaining about birth mecahnics because he doesnt worry to much about thise things, he can have a successful lineage against all odds because hes played the game enough to know that things like birth and girls are random, the best you can do is try to have many fertile women at good temp in your civ.
The point is that when you suggest a new idea to replace or improve and old one, its usually because the old idea has severe problems with it. Yet i dont understand why jason should fix something that isnt broken?? The system has flaws sure, no one is guranteed a girl that stays, but are we really considering changing it because it makes eveing too difficult?
The few times i eve, my civ always gets far, could be my luck, but i really think the quick decisons of an eve is more important than any birth mechanic.
That sure was fun
Floofy the point of the game is that no one can truly know when a civ will fail and wash away. Or when a lineage is halted and withered. That's a huge factor to this game, you don't get to come in here and suggest new ideas based on how YOUR experience is and how YOU think it's unfair.
The game is supposed to be unfair, Jason's original concept of this game when playing was supposed to be a one-time thing like you buy the game, you play it through one life, and you put it down. The game is hugely based on luck, this is true, chance is what we encounter on an everyday basis though. It's how we react to this luck that decides how good of players we are. If you're in a bad spot, be creative, an experienced player will know as an eve where the most optimal location is, even if he spawns in a really bad area. Having a lack of females is just how life is, preparing for it and trying to create an atmosphere in which babies are born more regularly (finding a good temp), or try to keep more females close to home so that they can have a higher chance of living longer and therefore have a higher chance of having more kids. Even just letting babies suicide in your arms when they want to leave is more effective as it lets your birth countdown reset.
Also, more "realistic"... that makes 0 sense. First of all, there are no 'adams' meaning that women can only have babies randomly by chance, there is no "she is older so she is more ready" when "the spork" gives you a kid, you take it. Since there are no sexual partners the whole "if she has more kids she should have a chance to have less" also doesn't work, as again, this is a primitive game about how children randomly 'pop' up out of nowhere. There is no reproduction (yet) it's SUPPOSED to be based on chance, it would be less sense if the game worked by those mechanisms as there are no "marriages" and no "partners" nothing that can halt or increase childbirth in that sense.
From 14-39 a woman has the same chance of having a kid boy/girl at her youngest to her oldest age. The only realistic option you can add at this stage of the game is to make "stillbirths" a thing, and to make them more common for older women, even then that DECREASES children born and does not help your case.
I would just try to focus more on what you're doing wrong with a lineage versus how Jason made his game not intuitive enough.
Hm this list is very subjective and situational.
For example, tilled rows, what if someone wants to get points so they take all the hoes and use them to make tilled rows, as well as using the soil. This creates turmoil and the town has no resources to maintain a farm which results in no crops which results in no food and starvation occurs. You get it?
And Feeding a lamb, let's say you want to accumulate points so you mass feed the lamb, you crowd the pen and make it impossible to do anything in that space so the sheep are momentarily useless. Then let's say you find a way to clear the pen, was it worth it? You may say you got mutton for pies! But think about it... all those berries and carrots were stripped from their places to be made into feed for lambs, and what happens from that? No compost, no berry/carrot pies, therefore no wheat and no dough, which means no pies for you! Catching on yet?
The system can also be damaging towards a society. Let's say we got a top tier city with all the most advanced things, and babies spawning left and right, plenty of food, everyone's need taken care of, paradise!....But then think what would happen when the bored players decide their lives aren't fulfilling enough and want to gain the most points possible in their lineage. The players start rapidly, planting as many seeds and feeding as many sheep as they can, doing all the things that could potentially add many points to their overall score. But wait. Someone just used all the carrots to feed the lambs, and you can't spam compost anymore? What do you decide to do? You fight! Creating havoc and resulting in death and cursing vigorously from both sides. This effect will butterfly and soon that advanced top tier civ, turns into a post-apocalyptic wasteland (ironic right?).
Even if Jason can make this system avoid all these problems, what's the worth in a system like this anyways? Now we are judging every player on how good they are based on which things they can click on and do the most? Not even a very intelligent system either, because someone plants 100 berry bushes all together and I only plant 4 by 4 bushes in certain areas, I'm the worse player? What if someone makes 50 batches of compost but I create 1 deep well that can sustain the society for much longer, is he the better player because he made lots of compost that can be used up quick? Even if my well can sustain generations? These things are trivial and do NOT create an effective system that you might've had in mind, it's frankly ridiculous and I HIGHLY HIGHLY doubt something like this would even work.
Keep trying Floofy, maybe one post will be decent
Yes, they are, but if they get stabbed for letting twin girls die cause "they might grief!1!!" then they deserve to be killed.
What world do we live in where guilty until proven innocent applies? what if those twins would've been the best thing for that village? When if they never intended on griefing?
You can't discount them from the beginning it's ignorant and honestly not your decision to make when your civ needs more people, someone else will feed them.
Why invest the resources of raising triplets instead of 3 separate kids, that don't all suicide if only one of them happens something.
If people want to be accepted as twins and triplets they have to stop suiciding over each other and just play a minesweeper or whatever until the other finished to start another game.
Minesweeper? Bro they'll suicide if they want and if you dont feed them your ass is on the line not ours.
So have fun getting stabbed for not feeding you last 2 fertile females.
tana wrote:and if it is true we'll suicide if one of us die
Yes and that alone makes me abandon twins from now on every and always. First it's a way higher risk it are griefers and those that aren't are way more suicidal.
Stop being so ignorant, people play as twins to have fun TOGETHER. thats why jason inplemented it in the first place.
If your friend or twin or triplet dies, then why keep playing if your friend is gone? You lose the purpose of working together. Just cause youre lonely and dont have anyone to twin with, doesnt mean someone else doesnt have to have fun.
If they grief they grief, twinning is not the only way to have communication with someone better than the game allows, there are discord vc and twitch streams that do even worse than twinning with someone.
If you leave twins to die just cause they're twins, then maybe you deserve to get griefed honestly with such a stupid mentality.
Did you completely miss out in my prior post? This griefing guide feels more like a "correct my mistakes" guide because i see more people criticizing and correcting it than i do appreciating and utilizing it.
This is not a mindful post at all, and it is NOT a guide. Please learn how to properly play the game before you make such a ridiculous forum post that only props up the discussion that you have a poor grasp on ohol griefing and a poor understanding of effectiveness.
Just remember that forum posts are supposed to be important and useful towards the community. This is just another misleading post that doesnt get very far at all.
Honestly, Floofy needs to CEASE the forum posts, each post he makes, a part of me dies a bit.
This is NOT how you grief properly at all...
Ok from a certified griefing person.
I can say this guide is trash, except for the wild animals, the rest of it is too subtle and not effective in comparison to a whole town against you.
The best way to grief is to make the town grief themsleves, social engineering and manipulation will confuse and divide a town to the point where you can easily break up a town and concentrate your attacks.
Dont fill bowls with sulfur, its obvious and obnoxious. Much more noobish than griefing there.
This is a rant, unproductive, useless, and your experience based on one life? What if they were a new player? Like you once were not too long ago?
It's so pointless to continue this discussion when nothing useful is coming out of it, and you're defending your rant?? Your one time experience is apparently valid for all players and now we have to take this bs?
Nah, delete this post, it's just ranting and mindless babble on your part.
Writing it down lol no don't do that, just accept the fact that Jason won't give us more than that small tab bar. other than speaking to ppl, watching them, and the tab, thats all the ingame help you got.
It's not a possibility to be able to include such a link, not possible as in Jason simply won't add it anytime soon.
So take a day off or an hour, and memorize the wiki or onetech, get familiar because that's all we got.