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a multiplayer game of parenting and civilization building

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#51 Re: Main Forum » Having 0 daughters is a major problem » 2018-12-18 13:40:34

Or I could try to explain, to see if I understand. tongue Basically, every time you appear as a boy you ban yourself from that lineage, and when you appear as a girl you steal your mothering potential from that village, at least slightly hurting their chances of survival. Basically you can rapidly steal one girl from every other mother who is not on cooldown, then when you get an Eve you actually work to try and start the lineage, thus diluting the number of further births the lineages you have been banned from will receive. then of course you continue the process, even trolling the villages you have just started. So first you manufacture a girl shortage, then you chip away at diluting the overall spawn rate. Sounds like it could hurt. The limiting factor would be that while you are starting your new lineage, other lines get a breather during which to recover somewhat, but you have already done them substantial blows by cutting one girl per available mother (each fertile mother not on cooldown), plus multiple people cooperating on this could cause more damage. I would guess it would only take two-three people, assuming one person isn't enough.

Seems pretty shitty. You haven't tested this have you? I always feel nervous discussing thing like this because I'm afraid someone will take it as a cue to start doing it.

#52 Re: Main Forum » To make the game even harder, it needs to be made easier. » 2018-12-18 12:07:33

Gabby wrote:
Dodge wrote:

Quitting the game because you get yelled at and stabbed lol , that's some snowflake shit

They will eventually get better and be able to contribute more to the village/early camp, it's already much more manageable than after steam release, it was chaos at that time XD

It's a multiplayer game, so the community and interaction with other players matters a lot. If people think the community is so shit that they are unable to work at anything because they are stabbed when still learning, of course they will leave. A game is supposed to be enjoyable, and being unable to play because other people won't let you isn't enjoyable.

Sometimes people won't respond to you even if you are trying to tell them what to do because they are paying attention to something else, like trying to learn a recipe or simply not starving.

It is concerning that you think leaving a game because people don't let you play it is "some snowflake shit".

I think it comes down to  how many times it happens to you, and how many similar experiences you have. If someone overreacts and leaves due to one experience then they are immature and not really capable of giving the game a fair chance, and they will probably have the same experience with other games and maybe even in real life until they grow up more. On the other hand the community of the game has some responsibility for its success in the form of striking a compromise between their personal enjoyment and that of learners. And of course not all learners are the same. And of course it need not always be a compromise, sometimes cool moments come together or someone gets matched to the right person and interesting stuff happens.

From what I've seen there's an ongoing debate regarding what the game is "about", centering around the fact that different players enjoy different aspects of the game, and the fact that it is very hard to reconcile the approaches these players enjoy. The RP vs skillplay debate. I think these two sides are bound to have disagreements because these orientations are largely hardwired in a person's personality, and personality changes (to the degree it does at all) over years, not one-hour-one-lives, and doesn't necessarily change in the way YOU would like anyway (whatever camp you happen to be in). It's a very hard problem, but usually it's much more functional for both sides to engage in some sort of dialogue and debate, and hopefully with the shared knowledge that this communication is useful in the long run if it doesn't break down and need not be mere bickering. Compulsively hard workers also do an unequal part of the work in real life, some of which allows for the incredibly reliable infrastructure that gives creative types room to flourish (and also to be ungrateful).

I think actually that this clash may be part of Rohrer's design intent. After all, he's the one who made the game force players into a social relationship AND a survival challenge at the same time. In part I'm sure he just wanted to see what would happen, maybe learn something. It's part social experiment, much like The Castle Doctrine appeared to be (I haven't played that though, so this is just my impression).

I might make a post laying out my thoughts in more detail sometime. Not that I'm sure they're super important or insigtful, but may as well throw them out there.

#53 Re: Main Forum » Crashlands similarities? » 2018-12-18 11:08:09

Oh yeah I considered checking that out once. Don't know if it ever made its way to my wishlist. Thanks for the reminder.

Edit: I seem to recall what made me hesitate on it was a lot of reviews describing it as a grindfest.

#54 Re: Main Forum » PSA: do NOT drive a car or horse if you're new! » 2018-12-18 10:01:30

hmrka wrote:

Yes! I was the Eve, but sadly not your daughter. I got reincarnated in my family a few generations later, and finished making engine, started doing the wheels for car, but died from old age. I had also got a lot of daughters and made compost so It was a pretty good life.

me, reincarnated: http://lineage.onehouronelife.com/serve … d=2417605&

But please make a new thread for the story! Its so interesting to hear other ppls stories, and If jason likes it he might add It to the User Stories category big_smile

Agreed, I quite like reading people's stories in dynamic games like this.

Okay, done. Give it a read over here: https://onehouronelife.com/forums/viewt … 636#p40636 smile

As I ran around with Wisdom looking for the car, I said, "You gotta be this tall to drive." I wonder if they will see one of these threads.

#55 Main Forum » [Story] Berette Giovanni: Wheat Farmer » 2018-12-18 09:54:03

Sylverone
Replies: 0

Eve Giovanni begat a girl and named her Bearslayer, but Bearette is what stuck. While Bear never learned how Eve arrived at this abandoned village, it was quite large and impressive (though a mite dilapidated). As she grew up she heard chatter about a legendary car, the pinnacle of human achievement at the time. Even into old age she never laid eyes on it, but her mother's last words revealed the likely reason: "Make car cus some noob lost it. Good luck"

In any case, once she was old enough to tour the village, she noticed no compost operation, so she slowly set about gathering the supplies needed and learning where materials were - between sessions of sustaining the berry bushes with existing batches of finished compost and water from the diesel-powered well. Some of the aged farm plots from the former residents hadn't completely wasted away, so she used those to begin planting wheat meant for making baskets and more compost (the straw was the real resource here, there was plenty of old wheat laying around).

Somewhere along the way she had some children, the first two being stillborn. The third survived. Bearette named her Wisdom, and she lived to a ripe old age. The fourth was born just as Wisdom grew into childhood - an idiot who ran away from her mother at full speed and died. (Is this why real babies are born helpless?)

Wisdom was very keen from the time she could talk on the idea of finding or building a car: In fact, there was reasonable suspicion that this child might have been Eve Giovanni reincarnated, but communion with Eve's spirit in the afterworld has since determined this to be false. Alas, lacking the knowledge to build a car and knowing compost would be needed, Bearette opted to continue focusing on that for the time being. She succeeded in growing one round of wheat and getting the next started, in addition to starting a couple compost piles. She knew she was slower than others, but proud of the achievement, knowing she had taken up an important task.

In old age, satisfied, she took leave of her work to announce to the others the need for a new wheat farmer as well as a carrot farm for continued compost. At the end of her life, a cousin of some strange kind asked her to follow him for a sacred death at the monolith he had discovered amidst some trees. So she followed him down the road and stood behind the monolith. At the end of her long life she said "Peace", and died.

Her own line, through Wisdom, lived to the seventh generation. The Giovanni family lasted to the seventeenth.

-=-=-

Had planned to maybe post this story anyway, but was pleasantly surprised to find that Eve had already started a thread (linked above). Hope you enjoy.

#56 Re: Main Forum » PSA: do NOT drive a car or horse if you're new! » 2018-12-18 08:43:09

xclame wrote:
lionon wrote:

Maybe cars should come with keys...

No, please no, keys/lock in this game are nothing more than griefer tools, that would include car keys/lock.

It seems like you'd need lockpicks to counter griefed locks, but then you've countered your own legitimate locks with a new tool for griefing. I don't want to say much because I don't know how door locks work yet, but my intuition is that if you need a specific key for a specific lock, then having some high-cost way to make a lockpick might be good. Hard as in time-consuming and too obvious to go unseen for a griefer to attempt, but much faster for a groups of player cooperating to stop a griefer or undo their damage. That said I'm a newb who hasn't tried forging yet (aside from one item when someone was teaching me).

#57 Re: Main Forum » Nocturnal Infertility » 2018-12-18 08:31:37

Hate to be the resident necromancer, but this thread is interesting. Has anything been done to combat this? I think someone said keeping your satiation bar full increases your chances of being picked for a baby when a player joins. Is that a myth? (I think that was a comment on one of HoneyBunnyGames' videos.) Maybe not a strong effect, but it could give a person some control. I would hazard a guess it's not strong enough to defeat this cyclical problem, though.

Maybe we can hope that once (if) the tech tree proceeds past modern age we get suspended animation/sleeping pods that let people go into stasis and wake up to continue the same life the next day (assuming the pod hasn't been destroyed during the time between). That would be something else.

#58 Re: Main Forum » The People You Meet In This Game » 2018-12-18 05:52:03

CrazyEddie wrote:

If someone gathered or made something with a purpose in mind, you should respect that. There are many projects that require a complex set of inputs and operations and are time-sensitive, and if someone takes one thing away you have to stop your project and replace it... and by the time you replace it, many of the other things you have gathered will have been taken, and your project simply fails.

The problem is that it's not always easy to know when someone has gathered specific things for a specific purpose rather than simply having gathered them to add to the general-use inventory.

The more experience you have, the better you will be able to recognize when someone might be using something even if they don't have their hands on it right this very minute.

In the meantime, it's very easy to ask, and asking is always the polite thing to do.

Agreed on all points, and I would add that as an extra layer of defense if you know your present situation is vulnerable to people taking stuff for some reason, you might want to consider repeating a polite statement that you are using them for something. This is also easy, since you can type it once and just press up to say it again. Of course not everyone will heed you and you have to be aware that greifers might take it as a challenge. It just returns to your point that being able to read the situation well is the real key. Paying attention.


BladeWoods wrote:

What annoys me is people who take all the baskets in town to store carrots or pies. Really. Other people need baskets to actually get things done, that basket only saves you two tiles. If there's excess baskets, sure, go for it, but if other people wanna take the baskets for baskety things don't complain.

And if you like baking baskets and there isn't excess, when you're done with your current baking tend the wheat and make some, or ask the farmer if they're willing. I personally like the feel of rapidly baking a bunch of pies from baskets I've lined up around me, but I also get your point. It's not like I automatically DESERVE those baskets just because I like them. My feelings on the issue aren't that strong or important. I was however quite impressed by the bakery in one town, to the left of which were four or five wooden bins for storing baskets of ingredients and finished goods. If you can reach that point, cool.

#59 Re: Main Forum » I'm feeling creative » 2018-12-18 05:26:28

Aurora's reminding me of Shook from the Bay 12 forums in this thread. wink

#60 Re: Main Forum » Infant Mortality, Nurseries, and Newbies (TIPS) » 2018-12-17 09:36:42

I just want to mention how cool this discussion is. It speaks a lot for the uniqueness of the game, how well it creates a microcosm of real life in some ways. And I find it absolutely remarkable how cooperative this game is. After give or take twenty lives so far (including early deaths), I can't say I've experienced or even witnessed much ill will or belligerence. Could be luck of course, but the towns I've seen chugging away suggest it's not all luck.

One line got taken out by a griefer (last words, "what have I done" lol, at least they roleplayed it), partly because I was too nervous about taking quick action (was gifted a knife by mother earlier) without knowing what was going on for sure. I should have acted when my family first said "kill him", but at least it was a learning experience. Probably better than being the stab happy type of noob, though I feel for the other players I let down. I'll crank up the "stab happy" gauge by one notch. I recall the griefer's name was Bambi, any idea how I could find that line again to get to my family tree?

On the counterbalance to that, one of my mothers (Adorable Passante) became barren with no surviving daughters. We'd been living at this abandoned village she found, and population dwindled to just her, me, and one other son. While we were talking, she tried to do something and accidentally stabbed the other son. We were all shocked, and after clearing the confusion it turned into a touching moment of farewell. After he died, she demanded that I kill her that she may atone, but bid me travel far north, to try and rejoin the rest of the family. I gathered a cart and wandered the wilderness the rest of my days before starving, but the only sign I ever found of another's presence was a single cut reed patch. My only regret is, for roleplay I wish I had said "Forgive me mother, I just can't do it!", dropped the knife and ran off to the north anyway, then finished it off with some lasts words referencing my search for the other family.

#61 Re: Main Forum » PSA: do NOT drive a car or horse if you're new! » 2018-12-17 08:20:06

Hey, wow! You were Eve Giovanni right? I was your last child,"Bearslayer" aka Bearette. By any chance did you reincarnate as one of my children? My daughter, Wisdom, was very keen on finding or making a car. She asked if I wanted to help, and I sort of did, but I felt a bit too new to take the plunge, I guess, maybe out of my depth. Maybe I should have for the hell of it, but I was in the process of restarting wheat and getting compost going again, and it felt safer doing that.

If you were my mother, I'll post the record I wrote up about my life here, otherwise I'll make a new thread. It was one of my more interesting lives so far.

Tree:
http://lineage.onehouronelife.com/serve … id=2415779

#62 Re: Main Forum » Infant Mortality, Nurseries, and Newbies (TIPS) » 2018-12-16 16:05:59

Yeah, I'm new-ish and have been puzzling over the clearly common problem of girls dying off. It seems important maybe to emphasize that each girl is potentially crucial to the village, so they know that keeping theirself and their children alive are more important than anything else, barring situational emergencies. Obviously some productivity is ideal, but if the choice is that or village death.

As it is I only mostly hear about it when a line is down to one girl. Some players might mention it if they specifically want *their* children to have a line, but this is less common as far as I've seen. It seems to me like an interesting scenario might involve having one or more mothers managing the berry farm while also serving as an information hub. If at least some of the other villagers reported in occasionally about the state of things (especially locations of resources and new village features - and any signs of griefing so they can survive), then the farm or nursery could become a doubly useful thing. Has anyone seen anything like this?

Of course I realize discrepancy in skills, smarts, and intent might make this difficult or nigh impossible to pull off and maintain. Ideally you would have a message each generation received, maybe elders would be tasked with "reading out" a basket or two of notes to the babies at the farm. After all, important info gets lost in "verbal" telephone games. Just fun ideas to think about, I don't know if game society is stable enough to support that sort of thing.

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