a multiplayer game of parenting and civilization building
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Okay, I take your point. But even so, it's still a terrible experience for new players - they won't know to do any of those things, or be able to do them well, and thus will still spend many of their spawns watching their mother run away while they wait to die.
Bad new player experiences are bad for the game's survival and bad for Jason's income.
None of that has anything to do with being born and immediately abandoned, or with too many babies arriving simultaneously and thereby overwhelming the mothers. Those are the two issues I'm complaining about, and are the reason I've suggested increasing the baby cooldown period during this period of newbie influx.
(Not sure if this thread is still relevant, but I think the idea is still viable and is a good one, so I'm commenting.)
I've avoided doing this mostly because of a duplication of work issue. If I have 6 biomes, this essentially means 6 primitive tech trees that can be explored in relative isolation.
But now that I'm thinking about it more, I'm seeing another huge problem:
One biome WILL be the best one. The optimal one. The preferred one.
People currently wander around until they find the best intersection of biomes and resources (desert near the swamp or whatever) and start their village there.
[..]
Why would anyone start in the arctic if they didn't have to? Just for the challenge?
In part for the challenge, and in part for the variety. If there were six (or seven? Jungle!) biomes, each capable of supporting an Eve start-up and with a feasible path towards township, and each large enough to make finding the perfect combination of biome borders infeasible and/or annoying, then I think people would absolutely enjoy trying to make it work in each of the seven biomes - even if some of them were obviously easier than others.
Currently, people search for "the best" starting location because certain features are so important right now that anything else is very nearly unviable. And the game doesn't provide any indication that players should consider alternate starting locations. There is a continuum of bad-location -> meh-location -> good-location, so naturally people will view "starting location selection" as a skill to be exercised and will attempt to choose a spot as high on the continuum as possible. Whereas making each biome separately viable would provide seven discrete choices; seven different levels each to be attempted and conquered. And starting-location-selection will still be a skill, you'll simply exercise it within each biome using different criteria, rather than across all biomes using a single criteria as is done today.
You'd be turning OHOL into seven different variants of OHOL, with seven times the number of tech paths to master in the early game. That would be great, but it may or may not be worth all the effort that it would take to create those paths. That was your first problem with this suggestion, and it's valid. But your second problem - that people would avoid all but the best biome - is, I think, not a problem at all.
I have the same issue happening off and on. I also have occasional crashes; the crashes seem to only happen when I'm typing.
What can I do to help troubleshoot these issues?
If I were born to someone who would only keep forum readers, I'd rather die than play with them, even though I'm a forum reader.
I also try to keep all my kids. If you teach them to stay warm and to only ask for food when needed, if you only feed them when they ask, if you tell them to forage and send them away from camp, and if you teach them to farm, then they will a) be a very light burden when babies, b) be a very light burden when children, and c) be an asset when mature.
If you abandon your children then you suck as a teacher. If you abandon your children because the players are new then you suck as a player.
Most of us don't resent the influx. We WANT new players. We just want them to pay attention in the tutorial and apply a little critical thinking instead of just eating the berries and planting eight million bushes.
As a new player I for one appreciate that sentiment, and to the degree that I'm an experienced player now (I can forage! I can smith! I can farm! I can make stew! I can make roads!) I feel the same way. But I will also note that experienced players (in all games!) tend to expect too much from new players, even when being charitable. They forget how bad they were when they started off, or they're hardcore gamers and learned better and faster than most people ever will.
I can only speak for myself, but I use the private server to practice surviving and crafting on my own, so I can figure out basic survival and camp making without being inundated with babies or messing up the plans of more experienced players.
For anyone else who might be reading this: You can do nearly the same thing without having to set up a private server just by playing on one of the official-but-unpopulated servers. Most of the time you'll be free to play as Eve without anyone else spawning in. Go to http://onehouronelife.com/reflector/ser … ion=report and pick a server with a small population, then manually enter that in the Settings menu, checking the "Use Custom Server" checkbox.
Some subtle cheating on the odds would be nice, so that it still feels like 50/50 but in practice gives you a better shot at preserving the lineage. A "safety net" as Tarr put it. Start at 50/50, but for every boy you've had shift the odds 10% towards girls, and vice versa. This would increase the chances of having an evenly split mix of children - which is not what the actual probability would result in, but it's what most people think should happen (since people are generally ignorant of probability), so it won't ever feel like it's wrong.
Everyone complains when they're a statistical outlier (seven boys!) but nobody ever notices or cares if they never become a statistical outlier. Nobody will ever say "Gee, in all of my games so far I've never had seven boys, even though that should happen once every 128 times... something's wrong!"
So we might as well just reduce the chances of being a statistical outlier in the first place.
The idea is to build cisters so that you can empty full wells into them, this way they start refilling earlier and don't get their timers reset each time someone gets water from it.
So wells regenerate water, but only if they're not being used? Is that right?
I like the 50/50 ratio; anything else seems like it would be an artificial and arbitrary decision not in keeping with the game's aesthetic.
I like the idea of lineage-conscious players developing norms around protecting females and risking males. That's part of the emerging-gameplay / social-experiment side of the game.
I'm not crazy about the fact that the norms that have emerged include "abandon male babies".
No one is going to use birth control even if Jason adds it, because it will always be easier to simply not feed your children.
Yeah, babies are plentiful and I feel no sadness when abandoning them. It's an adult on the other side, it's a game. It will never feel like real life; I will never see an in-game baby as something precious or love them like I would love my real child in real life.
I barely even get to build relationships with people in-game due to the whole speech limitation.
When I play, I have a sense of internal role-playing, like I really am an abandoned baby, like I really am having a baby and trying to keep something precious alive. Even the tiny bit of verbal interactions between players that we get ("I love you, mom" etc) reinforces those feelings. It's minimalist, but it fits with what I think Jason is trying to do with this game - make it feel like you are a small part in a big picture, with a limited view of the past or the future, knowing only what you know and doing only what you can in a single short life. Not everyone is going to feel that way, and that's fine, nobody has to. But it's working for me.
I think it would work even better if there was a way to make babies more practically valued and not just sentimentally valued.
Note that having fewer baby spawns necessarily means that there will be more Eve spawns.
Jason once pointed out that having too many Eve spawns is a problem. He used an example like: if there are 30 players on a server and three Eves, each town will have ten players. But if there are ten Eves, then each camp will have three players, and that's not enough to sustain a town so the towns will all die. But boy, let me tell you, right now that is NOT an issue. The servers are littered with failed Eve camps and it's not because they didn't have enough people to sustain a town. It's because they had TOO MANY BABIES for the skill level of the current playerbase. Fewer babies and more Eves is exactly what the game needs right now - specifically, more Eves who have fewer babies and therefore have more of a chance to explore and discover and learn and practice.
I think it's utterly ridiculous and frustrating that 50% of the time you are born to an eve or a foraging mother in the middle of nowhere and they just leave you there to die... and then another 20% of time you're born in a village where they dislike boys and/or have too many babies and they take you away to die. If we're trying to play the "I was this kid born in this situation, but I eventually grew up." - according to game description then every kid should be wanted instead of 70% of kids being discarded.
Jason has said several times that he wants babies to be seen as precious.
This is NOT happening, and it's become even worse with the influx of newbies. Babies are seen as a burden - which they are - so much so that most of your spawns are simply a waste of everyone's time as your mother throws you away and you sit there waiting to die. This is monumentally frustrating for the players, and runs directly counter to one of Jason's design goals ("babies are precious").
Increase the baby cooldown. Make babies less of a burden by having fewer of them at once. Make babies more precious by having fewer of them in each generation. Make spawning less frustrating and wasteful by increasing the chances of being born into a family that doesn't have too many babies already.
When the playerbase is more experienced and can better handle a baby boom, start shortening the cooldown again.
I'm trying to understand the logic here.
People were running off to die a lot because they didn't like their spawn. So then mothers could force-hold them to keep them from running off. But then only for one minute, and during that minute the player could /die anyway if they didn't like their spawn.
So as things stand now:
If you don't like your spawn you can run off to die. Unless your mother wants to keep you, and is fast enough to grab you first, in which case you have to wait until she lets you go, or until one minute passes, whichever comes first, and then you can run off to die. Or, you can say /die when she grabs you, and then you don't have to run off. But you can't /die unless she grabs you; if she doesn't grab you you have to run off.
What is the point of all of this?
I'm all for improving the player experience--it *sucks* to die as an abandoned infant over and over and over again. But I think the answer to this is increasing the general skill of the player-base, not in substantially altering how many players get to be born to an individual mother.
As the playerbase skill increases, various dials can be turned to crank up the difficulty and thereby keep the playerbase engaged. Jason is already doing this - he's talked many times about "boiling the frog".
My thesis is that the playerbase skill just took a MASSIVE nose-dive, and the dials should be cranked down accordingly, QUICKLY, so as to retain as much of the new playerbase as possible.
THEN put the frog pot back on the stove.
Looking back on this thread now from the other side of the Steam release it seems like a discussion from Bizarroland.
I came in with the Steam crowd. I occasionally see a baby run away from its mother. The first few times it happened I was utterly puzzled, but I eventually realized "Oh, okay, they don't want to play this particular scenario." I still see it happen, but it happens so rarely that I would rank this maybe #11 in the top ten problems with the game right now. The pressing issue now is not baby suicide but rather baby abandonment. I've shared my view on this in another thread.
On this thread, I'll add my voice to those imploring Jason to give up trying to force players to play a game they don't want to play. I completely understand the aesthetic he is shooting for; I love that aesthetic and admire him for creating it. But Jason, please consider this: your aesthetic is lost on those players who are so desiring of playing only Eve, or playing only in a small camp, or playing only in a big town, or playing only a boy, or whatever, that they will spend life after life killing themselves in hopes of eventually getting to play the game they want to play. You can't force them to play your game your way; more importantly though, you can't force them to appreciate the game you want to make.
But at the same time, your aesthetic will not be lost on those of us who do appreciate what you're trying to do... even if you make an optional UI that caters to those who insist on the perfect spawn. The rest of us will just ignore it and keep on clicking "Get Reborn" and take the hand that fate deals us.
And without such an optional UI, the game is worse off for ALL of us. THEY have to go through the tedium of spawning and dying just to get to play the game they want to play, and WE have to deal with babies popping in and then running off. Better for us if they never spawned near us to begin with.
"Pick your own birth location" isn't going to happen thanks to the lineage ban. People are never going to return to their old town to keep it going. You've fixed that already. What's left is "Pick your own birth circumstances" - Eve, small camp, big town. Just offering those few choices - as options for those who want them - would likely be enough to satisfy most of those who are riding the suicide express to find a satisfying spawn.
That said, I feel like this is a small problem. It apparently was a big problem before Steam, but Steam releases have a way of changing your entire world.
One way to think about the issue is this: spawning a baby that will be abandoned is functionally equivalent to not spawning the baby at all - except that it frustrates the spawned player and annoys and/or scares the mother's player, which means that it's strictly worse than not spawning at all.
This means you should want to tweak the spawns so that the kept-baby/abandoned-baby ratio is as large as possible. And if that means more Eve spawns, then so much the better.
Not one person you're saying "Are you new" to knows what you mean by "new".
Everyone has their own idea of what "new" means, and the perspective of a new player (I'm not new, I've played five times and I know how to eat berries and feed babies) is different from that of an experienced player (You're a noob until you can start a camp, make an axe, and live until 60).
from A to E how new are you?
This isn't going to be any better.
That at least shows they have some sort of common sense "oh I'm cold I better get warm!"
This is not "common sense". This is something that people have to be taught. Don't use it as an excuse to blow off an inconvenient player; use it as a chance to help someone learn something valuable.
I agree with others in that I don't think it's very helpful to give blanket prohibitions on things like eating corn or putting a flat rock on the last fire.
I disagree with the others, strongly. Commandments such as yours are very badly needed, even those that might have exceptions like corn and flat rocks. And contra Elsayal's suggestions, phrasing them in short, strongly worded absolutes without elaboration or explanation is important.
If you're lucky, the average interaction with a new player will consist of ONE utterance from you, which they may OR MAY NOT even notice, let alone pay attention to. Regardless, this kind of information HAS to get out. It has to propagate. It will not propagate if you spend more than ONE sentence trying to explain why the "commandment" is important or what all the odd edge cases are where it makes sense to break it.
Be prepared to go into details the moment anyone expresses even the slightest bit of interest about what the rule means or why it's there. That expression of interest could be as simple as "WHY" or "YNOT". Now you have someone who wants to listen; go ahead and explain it to your receptive audience. Teach them. Help them learn.
But in the meantime, start spreading one-utterance simple rules as often as you can.
Here's one I think is badly needed right now: "Don't overfeed, wait for F". Every time I spawn in a town I'm surrounded by moms who pick me up every three seconds, wasting their own food bars (and thus the town's food) like crazy. I'm starting to partially run away from them now to keep them from overfeeding me. But I can't tell them to stop because I only get two letters at a time. So if you start nursing and see other moms nursing as well, be sure to spread this commandment:
Don't overfeed, wait for F
Selectively ensuring that new players have a bad experience (spawning and then being abandoned is a BAD experience) is about as dumb as picking berries but not fetching soil. You'll make your current run more satisfying to YOU, but you'll starve the game of new players and cut off Jason's income source.
This moment, right now, is the one and only time that this game will launch on Steam. There will never be another chance to bring in new players like this. This is the WORST possible time to make the game MORE difficult and frustrating than normal, but that's exactly what's happening BECAUSE of the influx of new players.
Jason can compensate for this by dialing up the baby cooldown timer. That will create fewer spawns as unwanted baby #4 and more spawns as Eve. That is vastly more preferable for a new player. They may die soon as an Eve, but they'll at least be given an opportunity to explore and discover. If they spawn as an unwanted baby they can do literally nothing; all they will do is spend a minute or two waiting to die.
I'd even suggest tweaking the spawn algorithm to increase spawn frequency in established lineages and decrease it - dramatically! - in new lineages. Expose your new players to towns; even if there's increased baby pressure because of it, they will at least survive to early childhood because noob moms will feed them. And if towns collapse from the pressure, the new players will start to learn WHY the towns collapse (no berry maintenance! no branching out to other foods! no basic tech and tools!), and that learning experience is an important part of the game.
But even more important is decreasing the number of babies born to Eves. Noob Eves need a big, big break from baby pressures so that they can spend time exploring and learning about how to start camps. Right now if a noob spawns as Eve, they have a fighting chance to learn something and survive for a while; but when they get their first baby, they are basically doomed. Now is the ideal time to relieve that pressure, at least a little bit... Now, while the new players are flocking to your game.
Reading over the older forum threads, I'm getting the impression that prior to the Steam launch the spawning dynamics were different (and I don't just mean the change to the Eve spawn distances).
My experience as a new player from Steam has been frustrating. And I get that the game is supposed to be frustrating to a certain extent, but I don't think that what's happening now is what Jason intended.
My experience is that most of my spawns are either as a baby that gets abandoned by Eve, as one of four babies that Eve is trying to keep alive and so Eve and babies all die, as Eve who then gets four babies and so we all die, or MAYBE if I'm lucky I'll spawn into a town that's getting hammered with babies but is doing well enough that some of us can live to an old age.
I know that baby booms have always been a part of the game and that they put stress on a town deliberately, but what I've been seeing seems pretty devastating. Couple that with the fact that almost all the players are new and have no idea what they're doing, and you can pretty much guarantee that few camps will survive to become villages and that few villages will survive to become towns.
But what's worse is that this is a vicious cycle. Baby booms leave the experienced mothers with little time to teach new players. Failing camps and villages means fewer stable towns for new players to spawn into, where the pressures are light enough that they can learn basic skills that would help them in camps and villages.
Perhaps the mother-baby cooldown time should be lengthened. That would lighten the load on all players at every stage of the game, giving everyone more breathing room to explore and learn about the game. It would reduce the pressure on Eves and lead more of them to raise their kids instead of abandoning them. And it would lead to more Eves (because there would be fewer opportunities to be born to an existing mother), which is good, because being an Eve (without the pressure of babies) is where you learn the most important survival and camp-building skills. And paradoxically, it would also lead to more towns, because with the pressure lightened camps and villages will more often survive into the advanced stages.
Because, let me tell you - the most frustrating thing about this game is the sheer number of times that I sit there as an abandoned baby with nothing to do but wait to die. This is not fun. This is anti-fun, and I am hard pressed to imagine that this is part of Jason's vision.
I bought the game on Steam a few days ago, after Jason sent an announcement to his mailing list. I watched the trailer and then bought it instantly.
I started the game blind. I played the tutorial, which was excellent. Being a curious and ornery sort, I decided not to pet the rattlesnakes and instead found the optional challenge. Using the challenge (which is also excellent!) I taught myself how to make fire, pottery, and steel. It took me four lives to get up to steel ingots before dying of old age, and even at that I didn't get the tools to break free. I was a little curious, so I did a quick search and discovered that it's possible to break free in under nine minutes!
The challenge was lots of fun, slowly figuring out how the game works and what some of the recipes are. And being ornery, I kept retrying the tutorial, saying "Okay, I did better that time, I just know I can beat it this time!". But when I learned that I was close to beating the challenge but nowhere near doing it as fast as experienced players, I decided that was a good time to go ahead and start playing for real.
I decided early on that I didn't want to look up the recipes and tech tree online; this felt like a game that would reward learning through exploration and discovery. And I was right!
Everything I've learned so far has been through trial and error, observing other players, and being explicitly taught in-game. Occasionally, after I've been exposed to a basic concept, I'll check the wiki or onetech to fill in details I might have missed or gotten confused by. But I try to minimize that so I can maximize the fun of discovery.
I taught myself firemaking, pottery, and forging (but not smithing!) with the guidance of the tutorial. I learned berry bush replenishment after spawning into a large, well-run town with a big berry farm. In a different town, one that was struggling, an elder patiently walked me through more advanced farming. I learned omelette-making by watching someone do it and then taking over from him. Later I used my firestarting, plate-making, and eggsmithing skills to pull a small town back from the brink of collapse, which felt *awesome*.
Just from being in the game and seeing what's been built by others I'm starting to get a sense of what's possible in the game and a vague idea of how the big picture works. But I can tell that I've only just scratched the surface, and that's *great*.
Right now when I spawn as Eve I'm working on my foraging and start-up skills, and when I spawn into a town I try to teach what I know ("GO PUT SOIL AND WATER ON THE BERRIES!"), practice what I've learned (carrot farming, pottery, and forging), and learn what I don't know (stews and pies next, I think, plus well-making).
"See one, do one, teach one."
It's fun.