a multiplayer game of parenting and civilization building
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This might not be a popular opinion, but I feel like
a) if you don't want to figure out the game through its normal mechanisms (or if you have bad teachers, which is understandable)
b) if you can't piece together the recipes (which can take a couple hours but pays big dividends in the long run), or
c) if you can't read the wiki (a really good starter guide exists there), then
you probably won't enjoy the game in the long run.
That said, if your goal is to have a "stable" life, you won't be very happy either. The fun comes in the struggle to survive, not in the automation of mundane tasks. It's like the dark souls of survival games, imo.
I agree that the camera can sometimes be annoyingly off center, but if you move around a bit it resolves itself.
He's addressed WASD controls before. They're not likely to come. A recent code change, however, made it so that clicking and dragging doesn't activate an object, which was incredibly annoying for walking long distances.
https://onehouronelife.com/forums/viewtopic.php?id=141
I don't personally have any qualms with the speech portion. Sometimes when I don't have as many characters that I want, I look at the time and realize I'm not as old as I originally thought. Normally when you're young, you're taking orders anyway. So I haven't had much trouble with this or being more concise.
I do agree that something should be done for the item management. While your particular problem can be prevented by having baskets dedicated to only carrots, I think an easy fix to the basket problem could be just to use a mouse wheel to scroll through container contents. There have been other forum topics about this, too. Personally, I'd like to see backpacks clickable through hair before being able to scroll through basket items.
Sorry, I don't mean to be a downer on all your points; I share those frustrations. But honestly, I've found they can add to the game sometimes, requiring you to adapt and adjust.
Cryptocurrency. Ugh.
Sometimes the local storage goes away for some reason. I had this happen to me once a few days ago, and I just re-entered my info.
ned wrote:(I hate the real-world implications of this question, by the way, and completely disavow the merits of such a strategy in real life... though I hope that goes without saying).
OMG yes. I worry that some of the things I suggest in these forums will be taken out of context, portraying me as a raging sociopath.
THE STRUGGLE
ITS REAL
Letting a disabled baby starve just means that player will respawn anyway -- hopefully as an able-bodied female (or perhaps just as some other village's problem.)
The real reason. Plus, how many players would rather starve and respawn as an able-bodied person than be unable to move or see or eat gooseberries?
(I hate the real-world implications of this question, by the way, and completely disavow the merits of such a strategy in real life... though I hope that goes without saying).
ameliewilde wrote:... It is also pain in the ass for some reason, to pick and put stuff back to a backpack.
Especially if u have "LONG Beatifull Hair" that almost Completely Coveres ur Backpack (soo u almost cannot Click it(backpack), much less See whats IN it
)
I too have experienced this annoyance. It is very annoying.
ned, Goateelord, I'm not talking about transgender people. I'm talking about intersex. By some estimates, that's about 1.7% of the population.
Ah, I see what you mean. Though to be fair, that estimate ranges from 0.05% to 1.17%, and some syndromes, like Klinefelter's, make up the majority of those diseases. Reproductively speaking, this mostly manifests as infertility. Maybe two changes could be made like a small proportion of males having breasts or some females being infertile, but that would probably confuse players more than educate them about the conditions.
Care to elaborate what you mean by no room for disabilities? As in you think it won't make it into the dev list or it won't add any gameplay value?
Oh, sure. I mean it in the worst possible way, just to be glib. It would definitely add gameplay value for certain people, but I'd end up leaving any disabled kids to starve because I wouldn't have the experience, time, or knowledge to provide the care necessary for them. Imagine if a kid can't walk. The only way this kid will move effectively is either me carrying it, or when it gets too big, a wheelbarrow/cart. I don't have those resources, nor that time, and if I'm part of a village, taking away a cart to raise someone who adds little due to a disability will surely be destructive.
I like the allergies idea, though.
In general, I could see disabilities working as a normally-distributed sliding scale value of attributes. Different people could have slightly different max hunger bars, walking speeds, basal body temperatures, etc.
I'd leave them to starve. Little room for disabilities right now.
In terms of gender binaries, people are still born physically male or female. Obviously there are exceptions where humans with both genitalia are born, or times when physical sex does not match genetic sex (such as Swyer, XX male, and hell lets add mosaicism, too). However, most of the time, genitalia matches secondary sex characteristics, while gender identity may not.
In the game, if you really want to get into this, say whatever gender your character identifies as. Perhaps shears could allow us to cut hair in the style of our identified gender like in ARK. Unfortunately, there wasn't much else for intersex people to do about it back then, especially when you have a dangling penis or milk-filled breasts.
Right? If we had a counter for this, we could really see just how bad this issue was.
Title says it all.
By the time you're reading this, you've probably joined me in the afterlife.
I'm sorry to have left you suddenly. I was eaten by a wolf. I know you must have thought I abandoned you, or that I didn't love you, and I feel so sad about that. Please don't hate me for my careless misfortune. Oh, what I would give to be reunited with you.
Your mother loves you, and I am proud to have known you for those brief years. You both are beautiful girls and very hard workers. I just know that you will raise beautiful, hard-working children of your own. I just know it. The settlement I founded, and your grandchildren, and their children are in good hands with your love and work.
Oh, I see you now. My, how much you've grown! So beautiful and wise and strong. Ella, my oldest. Nola, my youngest. My girls.
Men can already carry more because they don't have to carry babies.
The idea that males are useless is ridiculous, unless you think that the only useful thing to do in game is sit around and pop out babies and nothing else.
Without children, settlements don't continue. With 1 parent/ 1 child rules, a small matriarchal hamlet of 3 to 4 people can operate with remarkable potency and stability. When I raise a boy I remove that stability. He can't reproduce, so he puts more strain on the women to reproduce. The autonomy gained by not having children is negligible, as many mothers can still do the work they need to between intermittently feeding the child.
Until reproduction is sexual (or at the very least requires a male and female to be close to each other), I will continue to disregard male babies, because they are literally inferior to female babies. Even when I'm born a male, I run off into the woods to be eaten by a wolf or starve. Xoomorg said it well:
Since culling male babies both cuts the birth rate effectively in half AND tends to favor always having young/fertile females around, it kills two birds with one stone.
I promise it regrows. I've seen stumps come back up that were harvested before I was born.
I could only see oceans or rivers working if there were obvious drawbacks to using them in farming. Otherwise it ruins the scarcity of water. For instance, if you used ocean water for crops, you might ruin your tilled row due to hypersalinity. Could be fixed with salt purifiers?
Rivers would certainly be interesting. Would that create an impassable barrier though? Would you have a "wet" modifier if you decided to pass through it, which could increase hunger depletion when cold?
Granted, its something to think about that pretty much every successful ancient civilization was placed next to a river or ocean.
I think crafting a bow first thing is a bit much, as those resources, especially when milkweed is scarce, may be better spent on fire-making tools or water pouches. Once a semi decent farm is put together, I usually try to have a bow and some arrows to protect from bears (since, at that point, I have something I actually need to protect).
Indeed. Perhaps towns can begin to make a practice of having bows and arrows every screen or so, so villagers can quickly react to seeing a murder.
I'm of the opinion that, because this is a game, what we do in it is purely transient, existing only in our minds after we log off. Further, this game does a great job at showing just how fragile human communities are. Poor management can wipe out civilizations just as effectively as raiding trolls. When they survive those factors, Time will destroy them all anyway.
History has its way of dealing with murderers, just as it does with bad leaders and thieves: capital punishment. A town would greatly benefit by having technologically advanced defenses, such as guards with shields, armor, hot oil, pit traps with spikes, etc. that everyday bandits could fall prey to but not make use of (until maybe siege equipment).
In the erstwhile, I agree with lonewarrior811. Other people, even your own children or parents, are simply more elements in this survival game. In fact, they're the most unpredictable elements, just like in real life.
The most lag that I've encountered has been waiting a few seconds for my command to be followed. Sometimes my character will disappear from the screen and catch back up, but its nothing close to what you've been experiencing. Most of the time, connection interruptions are barely perceptible for me.
This coming from a guy with a Intel(R) Core(TM) i3-7100U CPU @ 2.40GHz, 2400 Mhz, 2 Core(s), 4 Logical Processor(s), 8G RAM. 30Mbps internet connection.
Could this be the game seed slightly remodifying itself (see quote below) when Jason's code updates are sent to servers?
Per his response to a Steam question
When I want to post an update, I type one line on my server and the update goes out to everyone. I've got all sorts of scripts written that pull the latest data from GitHub, bundle it, and post it, and restart the servers, etc.