a multiplayer game of parenting and civilization building
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There is activated Nosaj in the jungle next to town with 3 bells and you are looking for remote walls being constructed?
Yea. Why wouldn't I?
No more warnings happening? Any remote walls being constructed somewhere? I secured three endstones, but have seen at least 8 Nosaj activated. Still a lot of stones floating around out there.
At this point apoc in BS2 is a pretty good deal, most towns are low pop or death and even having all the food and water available you can´t still even work on long term proyects because of tool slots and specialization. Man, restrictions kill this game.
And how many tool slots do you expect to have after an apocalypse?
Most towns are dying because they are poorly placed, and poorly built towns. So let them die. No reason to reset. Towns that are well built still have plenty of resources.
Jamie wrote:I hope that you guys aren't the ones killing off brown families.
I doubt it's you directly but I think people read this thread and used it as an excuse to grief browns.
Could be the apocalypse-starters themselves who are killing off other brown people to stop them from interfering.
I suspect that actually. While working on stopping the endtower I two times was witness to a brown mother just running in the wilderness in circles leaving every child to starve. If that was the tower builder making a vain attempt to keep anyone from being able to get to the tower, it was a foolish waste of their time. I hope they keep employing such a strategy. Maybe next time it will work.
Looks like it's been up and down since the first ring went off this morning.
I have eliminated the endstones from this location, but there are more out there. I've seen more than three Dark Nosaj activated. Be on the lookout for more sites under construction.
Basically we need some people to step up and every time they are a brown race male, get a horse, shovel, ax, chisel, and 2 mallets. Go out and find every Dark Nosaj, and surround it N/E/W/S with a stone pillar.
If anyone can locate where an endtower is being constructed (no matter what race you are at the time) please post the coords using Wondible's map (see my signature line below for the link), so someone can go out and deal with it.
Someone is building an Endtower in the North East in a Jungle plot. Halfway through. Thought you might want to know before you continue to build roads.
In the town that has two belltowers in the northwest you have to go 1400 North and 3100 East, should you want to end it. He's got one door, and the rest is stonewalls so I suggest locking and hiding the key somewhere far.
Can you look on Wondible's map and post the rough coords? https://onemap.wondible.com/
Punkypal wrote:With such a town layout you have essentially left B and D towns unconnected
In essence, they are connected.
Punkypal wrote:Players would just run direct, rather than take the long, long route.
By no means do you know what every player will do.
Punkypal wrote:With limited tool slots doing this pretty much takes up an entire life.
Huh? You just talked about running around. Running around doesn't require any tool slots.
Punkypal wrote:In one full life I could have just laid a complete branch road of about 150 tiles. If that isn't enough to complete fully connected then with light spacing someone WILL complete it if that town is active.
There's no movement speed bonus from the light spacing. And why are you using flatties anyways if it's just suppose to be a connective path? Just use branches, flint chips, and all the other materials lying around.
Punkypal wrote:People don't naturally help on a snake road, It isn't clear where it's going or what the plan is. Others will generally leave it alone and not help.
Pretty sure that ollj would say otherwise here.
Punkypal wrote:The longer a continuous flat road is the more players feel a desire to work on it.
So now it's about having a longer road, instead of connecting towns? That doesn't sound consistent.
Punkypal wrote:I simply could not achieve this with a zig zag snake highway.
I don't think you know any such thing. You don't speak the same natural language as some others who play. And you simply don't know what the next batch of new players will be like.
Based on many of your responses, I begin to wonder if English maybe ins't your native language? Or you really are actually dense. Just a quick reply. Yes, people will take a most direct almost every time if given two options. It's the way humans work. This is proven from countless behavioral science studies. It's known facts. -- It takes tool slots to make waystones. If you use up slots on that, then you can't use axes/shovels + stakes.... oh my bad, I forgot, you don't care if your roads look like a drunken wino made them. You don't ever clear an obstacle. -- I have proven that when a broken path of flat stones is set in place, townsfolk WILL complete the spaces is short order and then you have a complete road. Laying branches or other garbage in a line never results in a finished road. -- Ollj hardly plays, and I never caught him helping on any rando roads. He didn't even help much on the main road, preferring to make his own little detours and side paths to nowhere. The fact that one player still liked to do his own thing does not disprove the dozens that do help on a flat and straight road. -- If a flat road has a need to be long because the towns to be connected are far apart, then a snakelike road would have to be long too. I'm saying that as the need for a longer road happens, the easier it is to get people to help on it because it becomes a major landmark that attracts people. A winding road will never ever stand out the same way. -- Lastly, the proof is in the pudding. I will leave 400-500 tiles of broken road, and come back half a day later and someone or someones will have completed that. Meanwhile as I run from where I am born back to the job site I will pass the same winding roads in nowhere that remain unchanged and unfinished for a week. But you are right, the "Next batch" of players might all be a bunch of Spoonwoods that just arrived on Earth recently and don't behave as normal humans do. There is a statistical possibility of that happening, as extremely unlikely as that might be. If you knew anything about statistical modeling you'd know that could be safely eliminated as a possibility, but it seem you don't so there we are.
Straight road are better on bs2 on low pop the direct way is better imo since you don't have to keep up with the eve front
Exactly. My case is largely dependent on Jason's design mechanic. If he had Eve's expanding outward in all directions, then a main East/West road likely would have no advantages.
Basically genetic fitness is broken and I now completely ignore it. I used to never use /DIE but now I do almost every time I play because I prefer to be male. Birthing other players is now a PITA that has zero upside.
Latest example of why it doesn't matter what you do. I just lived a life where my mothers sister (my aunt) had thirteen (13!) children. Every single one she left somewhere to die of starvation. There is nothing I could do about that to affect my genetic score. she ran off God knows where on a horse most likely. Even though I lived to 60, my score dropped nine points. Mom likely took the same hit.
Next life I could die as a baby and my siblings and their kids all could live long lives and I'll be back up nine points. I just adapt game-play to assume I'll always have six tool slots. Right now our #1 player is at score 50. I think that gets you seven slots total? And they got there via zero skill in their play, but dumb luck.
Who cares, there is no genetic fitness score. It's about as pointless as family war. Ignore it.
Well Spoon, all I can say then is your road design is horrible and I'm glad you aren't on BS2 making roads.
With such a town layout you have essentially left B and D towns unconnected. Players would just run direct, rather than take the long, long route. You only got 33% more efficient but basically left out 25% of towns. Not a very good trade off.
You also lose any "landmark" effect you get from having a long flat road that's easily recognizable. If a player gets born to a mother running around in the wilderness and wants to make it back to a real town, and they do come upon one of your roads, it has zero stand out effect. Is this the main road or just another winding path going nowhere? When you move down a long straight road and you come upon one of the branches going off to a side town, a player that's been down that way before will recall that branch and where it leads based off the biomes and other player made markers at that location. You will know where you are for sure regardless of bells ringing or now. This can happen with a winding snake path, but it's much harder to remember. Waystones can assist with this, but now you need to add in the effort needed to make the maps, run to the stones, set them up. It isn't much time, but it's still time, and that cuts into any efficiency gains too. With limited tool slots doing this pretty much takes up an entire life.
In one full life I could have just laid a complete branch road of about 150 tiles. If that isn't enough to complete fully connected then with light spacing someone WILL complete it if that town is active. Boom, I just got a free helper. People don't naturally help on a snake road, It isn't clear where it's going or what the plan is. Others will generally leave it alone and not help. If they are road builders they are just as inclined to work on a road project of their own that may well duplicate efforts going to the same spot.
The longer a continuous flat road is the more players feel a desire to work on it. It's the same reason a big town will last and see people always building on it, and a tiny camp will get abandoned and nobody wants to take it over. If a project looks piddly and random, nobody wants to be part of it. Because of how logical my roads are, I compound my efforts by gaining helpers, sometimes too many. Because of this I can get far more road laid and more places connected. I simply could not achieve this with a zig zag snake highway.
Spoonwood, I try to use visuals to show I suppose.
here look, you have four towns
A
B C
D
Your method:
A
/ \
/ \
/ \
B_ _ _ _ _ _C
\ /
\ /
\ /
D
18 segments needed to connect towns using diagonals for your way
Now my way:
A
l
l
l
B_ _ _ _ _ _C
l
l
l
D
12 segments needed. 18 is more than 12, 50% more actually. It takes the SAME amount of time to get between A & D and B & C in both methods. With your method, getting from A to B or C or D to B or C is twice as fast, but again, at a COST of 50% more materials. And this is only with 4 towns, The more towns you try to ad into the equation, the greater the additional cost.
Considering just one primary road builder stopped making roads for about 4 days and there are zero towns connected and the road situation is a mostly incomplete chaos I'd say shortage of labor and materials are the bottleneck. Maximum efficiency of all connections is a luxury that can't be paid for. So YOUR way it turns out actually results in 5 roads that aren't (ever going to be) finished. It actually takes longer to get between towns on a road that isn't finished, than it does to get between towns on a road that's a longer, but actually complete. So my way technically is a faster route and less materials.
Do you get it now?
Diagonal roads take fewer flat rocks than a road that runs straight and has a corner in it.
Again, NOT of you are trying to connect many towns, only of you are connecting TWO towns. If you are connecting many towns (that are slowly moving mainly Westward) the one main road with branches uses less stones because many travelers from whatever town, from A to B, or B to C, or C to D, ect will utilize the same path (the main road part). If four towns are connected, the common main road part of all of the network has 4x value. If five towns are connected, the main road part has 5x value. It also makes the road less likely to become obsolete. If one town in the network dies out, then only the branch section of the road becomes unused, not the entire road.
This all is made true due to how Eve's move westward and how far player towns spread. East/West they can be 4-5K apart, yet North/West usually less that 1k apart. If Jason's design was different, an actual spiral perhaps, then one main road may no longer be the best design for material efficiency, but because it is the way it is, then a main road is far and away the best design to get the most bang for your buck so to speak.
LOL, sorry to disaapoint, I'm not a griefer.
Was just gonna say...its easier to just kill the bears....since they don't respawn.
I support this town....made at least ten cisterns there. XD
I thought bears respawed after 24 hours. It that old way that isn't anymore? Many of those caves at least were blocked before any bears game out. Every settlement I've ever started, as an Eve or otherwise ALWAYS gets nearly destroyed because on of the first 10 children born will awaken and lead back every bear. My town was not going to have to deal with the 6+ bears at once plague per planning, and blocking cave is much easier than killing a bear. I can block a cave in about 20 seconds. I cant put three arrows in a bear that fast.
Hey just to confirm something road related. It is better to go through harsh biome and keep a road straight than to go all the why around them, right? By piling up stones there and letting someone else finish it. Is anyone else getting a little frustrated with some of the crazy curvy roads? Or is it best to avoid things like jungle cause of the bugs? Anyways this is a plied for straighter roads!
And yea I agree that the new bell tower is fantastic! I think the best way to improve productivity is to have things organised in this game. No one wants to work in a messy town. But man when I see stacks of plates in the kitchen I just get that inch and I gotta fill them with pies!!!
I look way ahead and know where jungle is. I use that to help decide if I should move a road one direction or the other to go around bear caves, goose ponds, or berry bushes (I do not remove the latter two). I go straight through all other biomes and think straight roads is better for a long main grand road. Winding roads are cool for short roads. Anyway, If I get to jungle and have to cross a little of it, I take the time to "herd" all the bugs out of the smaller side of what's being crossed and build stone walls so it becomes safe to cross. This takes time and effort but it's part of the fun of the challenge of doing this to keep road straight.
----------------------------------------------------
Rose, I like the cow pen. I will add that as a needed "structure" to my design. I forgot that when I was in design phase. It's a good spot, near the kitchen.
I have been building a master planned bell town. I just started ringing the bell so people can come to it (I was working to keep people out until I "finished").
I have work tomorrow, but road construction shall begin soon.
0 is the top limit of the zig zag, not the center. -500 should be around the center.
Are we certain this is current? I checked life data on the three Eve names I know since the Apocalypse. One was born around -800, and other arounf -300, but one was at +900. When I do a search by name on the map, it shows where they were born, right?
Also, why does the lineage tab sometimes work and other times doesn't? Is it normal to have to fiddle with and reload multiple times to get the data to show properly? That's why i'm so confused. Often I can't figure out how to work the map because so often it just isn't working.
The apocalypse is triggered by players and wipes out all player made items and changes the world seed. All players online in the world at that time stay in the world, still alive, just now naked and on new landscape, but still at the relative same coords as they were before apocalypse (for instance, if we are both at the same latitude but 1000 tiles apart on longitude when the apocalypse happens, in the new landscape we will still be on the same latitude and still 1000 tiles away on longitude).
When Jason resets things, like when a major update is released, generally the map stays intact but he has to bring the servers down to update them, So he stops any new player births until finally everyone has died (60 minutes max). He does the update and then brings the servers back up. All the player made things and the landscape is still the same, except all family names will be gone and the first players to log back in will be Eves that will spawn at Even spawn locations, which will usually be a bit west of where most all player towns and such are. At times like this an Eve does not really need to start from scratch, but can just run East for a bit and discover everything that is already in existence.
Your lack of perspective is concerning.
History is written by the victor.
Try to think for yourself for once.
I know you struggle with thinking.
Just do your best, okay kiddo?
"Thinking for yourself" when you have no education is like "cooking for yourself" when you have no ingredients. It's clear your refrigerator is empty.
"History is written by the victor" is an especially stupid thing to say, especially from you (which really is saying something) because Germany and the German people still exist, and those "defeated" people have contributed significantly to the writing of the history. "History is written by the victors" is why we don't usually read stories about how allied troops committed war crimes, executed prisoners and such. It does not mean that the history about what the Nazis and the SS did are not factual.
Hitler did NOTHING wrong.
How old are you child? You know if you lived in Germany under Hitler you'd be dead, because they killed people with mental disabilities, and then we'd all miss out on your brilliant comments.
Oh come off it. Some little shit kid didn't make it because he wanted to celebrate an aesthetically pleasing tribal design. Amazing they never make any of the other variants or a reverse swastika as shown in your little linky. Never a repeating pattern either, Nope, always seems to just be one big symbol of the Third Reich and Nazism.
What are you, an interior designer or tile layer? What cause do you have to give two shits about any design? Never seen you posting much about the herringbone or houndstooth, but now all of a sudden defense of the swastika is on your agenda. Don't be that obtuse prick.
It's not jut SJW, it's offensive in all of western society, and everywhere else on the planet that suffered directly during WWII, and has been so long before SJW was even a concept. Once the swastika was an innocuous symbol. Not anymore. Unfortunately it was co-opted by a fascist regime that went about systemic genocide and other atrocities, and plunged the entire planet into a world war that caused incalculable amount of destruction and loss of life. If you don't see the issue with celebrating what that symbol has come to stand for TODAY, then you are either a white supremacist or an ignorant child, or have the mind of one. Good day.
Apoc was around 17:08 (5pm) UTC, so I tweaked one of the map update checks to 17:30; once again it takes some time to run, and this one is going through a CDN, so checking it too soon may cause the old data to get cached for a little while.
Are you talking for life data, or structures? I'm confused what this means
When are you saying any kinda data should be searchable? I'm simply doing a search for the Eves that appeared after the apocalypse and they still aren't coming up.
I personally think Jason should take a little action of some type on this, because if I was a gaming reviewer/reporter I'd absolutely eviscerate Jason over the lack of any moderation or censorship of highly offensive material. The is no blocking of people using the N-word. I have found where someone made a giant swastika with road tiles. Things like this should get reported and Jason should be able to look up who did these things. IDK if he can track typed words in the past, but if someone reports "Korman Boots" was using the N-word, Jason should be able to log in as a spectator and follow that player when they are on and monitor them. I've found they don't say it just once. They say it 1000 times until someone stabs them. If Jason is online and gets a notice right now that someone is being offensive, he can go right then and see. It would be in his best interest to ban such players from his servers.
As for someone who builds a swastika, I'm sure he can see what account placed the tiles. That should be a perma ban right there as well. This isn't even a moral issue. If a player doing this is located in Germany or Austria they are actually committing a criminal act. As the creator of the game that makes it possible to make such things and display them to the public, he bears some responsibility in regards to it.
Maybe there just needs to be a rule that the account that triggers the apocalypse can't login for "x" days afterwards? Make it "hungry work" IRL.
The_Anabaptist
As long as we are spit-balling things that won't ever happen, how about each account can only trigger it once EVER? If you started one and want to do it again, cough up another purchase of the game. I can live with bad things a little more if I know they are helping pay to keep the game running.
I have found that most people still don't use all their slots. Especially many new players that just focus on something easy like farming. If I need something I know I'm only going to need one time, like shearing a bunch of sheep, I will ask someone to do it for me. If you have the shears and the sheep all ready to go and make it easy for someone to help, they will 90% of the time.
This is what Jason wants us to do. I do this and I find I hardly ever have a tool slot shortage. Of course, it helps knowing what uses a slot and what does not. It is hard to plan out what you want to use slots on when there isn't a way to check what will use a slot and what will not until after it's too late (for a new player that doesn't know all this that is). That's what I'd like to see implemented. Some spot on your info bar that you could click and a pop up would appear showing you what you know and don't know, and how many slots still unassigned. Then when you pickup or mouse over an object, it should say (learned) or (unlearned) next to the object name, if it's something that takes a slot.
Easy right? So easy Jason probably won't ever do it.