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#776 Re: Main Forum » Having Fun and Messing Around is NOT Griefing » 2018-08-20 09:41:41

hihibanana wrote:
MultiLife wrote:

Purpose of an argument is to sit down to listen to two sides, hopefully learn both stances and then continue to disagree peacefully or come to a conclusion and agreement. Truth is not the same to other people.

You're talking about mediation (to make things peaceful) and compromise. There is nothing to mediate nor compromise here, and therefore the purpose of these arguments is to find truth.

You are proving me right: your "truth" of what an argument is is already different from mine, so looking for "truth" is going to go nowhere in this discussion. You are expecting a split of "people who are wrong" and "people who are right" but in this case it is not so black and white. It rarely is.
In this case you should take your truth and listen to other people's truths. They are different and will be different. There won't be any ultimate, above others truths. Except the truth that people will always disagree.

#777 Re: Main Forum » Having Fun and Messing Around is NOT Griefing » 2018-08-20 09:05:22

Purpose of an argument is to sit down to listen to two sides, hopefully learn both stances and then continue to disagree peacefully or come to a conclusion and agreement. Truth is not the same to other people.

#778 Re: Main Forum » Is there a reason for letting people swap & dress old people? » 2018-08-19 14:56:00

I'd also like to know why exactly it is a thing. When I got told people can swap my stuff off of me as I get old, it just made me stress out when I am getting older: I have to be alert in my elder years so I have enough time to pass my stuff on: I'm usually still busy and riddled with work at 40-50 years and I have to stop things to spend time finding the good people.
Currently my reasoning to this swap thing is that you are weak enough to not be able to struggle if someone undresses you or steals things from you. Something realistic but also something I don't really appreciate in games but that's the only reasoning I have right now.

#779 Re: Main Forum » Don't Curse Needlessly and Don't just do what someone tells you » 2018-08-19 14:43:56

Many of my curse tokens go unused, sadly, due to me demanding to know more of the killings that go down. Overall if a player has been around for a long time and kills once or twice, I won't be suspecting or cursing them, especially if they talk about what went down.

Generally if one is planning to kill someone, it is good to talk about it to others. I will happily feed anyone who has justified their murder and kept the town going through their lives.
If no one talks about their intentions, I have nothing but my glimpses of the person to base my judgement on. This often makes me the sort of villager who looks at the scene, sees who survives or if none survive (meaning the starving 'killer' and the bleeding 'victim' die), and walks away, not to make more weapons but to continue their projects.

Once I did 'forget' to curse an old woman who stabbed my character, a 41 year old hard-working male. I suspect her reasoning was the crown which had just been given to me and some sort of roleplayer bitterness. Her name was Prince after all, but I had the darn crown. So yeah didn't even curse her, I was just more like "aaaallrighty then. Next life." than "omg someone avenge meeee". She just took down a 41 year old male, that's all. The old woman ran away to avoid the gathering people; usually quilty players are like that, running away instead of reasoning and staying put, vulnerable to everyone.

#780 Re: Main Forum » Why do people feed other people's kids? » 2018-08-19 14:01:18

Some women think the babies
...got abandoned
...had their mom run out of milk
...never found their mom
and feed them, some just have the standard of "raise all kids no questions asked".

It has happened to me once (when a kid I didn't want to keep was fed); I gave birth to baby who jumped off me and ran when I was trying to name them, then I told a nurse to not feed my girl (we had plenty) as she was being suspicious, the baby got offended by this but was raised anyways (the nurse didn't say anything at all), glad the baby wasn't a griefer (afaik) but she did die to the first bear.

#781 Re: Main Forum » Future implementations to the game » 2018-08-19 13:22:15

hmrka wrote:

Would be nice If we could tame wolves (into dogs) maybe you would have to give them goose or some other meat?

Then you could make a leash (with rope and something other) and put the dogs near rabbit holes so they work like snares and kill rabbits.

Also they could be named

I like it a lot, dogs being like extra snares. As long as they don't require a lot of food to live. If they ate rabbit and goose bones that'd be great. I wouldn't mind if they ate human bones too, as bad as that sounds.


Roblor wrote:

Wolves should spawn a new wolf each time they kill a player or if they land on a tile with a dead rabbit or mutton that item should be automatically consumed for the same purpose.

This would be such an easy way to grief. Griefers would steal mutton meant for pies and steal rabbits to make wolf hordes in badlands and then iron retrievers and scouts would die on their runs as the wolves would spread, possibly reaching towns, unless someone was always ready to kill them with a bow. It's just an easy way to grief behind people's backs.
Overall yes animals should respawn, trees too, or there could be ways to respawn each biome's wandering animal by leaving their favorite food around (excluding bears as those are not roaming ones). So as an example, if someone kills all nearby moufflons, someone could go to their biome and leave berries and carrot bowl there until a new moufflon spawns and consumes it. I'd like rabbits to move back in too if food is left near the abandoned burrows for long enough time.

#782 Re: Main Forum » Different in-game players » 2018-08-19 12:11:45

My observations:

"Burnout Pro"
A veteran player who has played a bit too much, has lost their patience and turns into the angry, kill-happy player who may start a purge out of frustration (cough instead of leaving the place cough because they feel they deserve to dictate who gets to enjoy it cough because they most likely worked a lot for it cough and can't let go of all that coughcough). Guys, just take some time off if you are getting frustrated or bored. Seems that quite a few veterans just go over the limit and have a murder-vacation on populations instead of playing another game for a while...

"Gossiper"
Is eager to spread their opinions over others even as a child: sometimes useful so others can be cautious of seemingly innocent people but sometimes can cause chaos due to over-analyzing a situation they experienced.

"Quietly suffering newbie"
Quietly suffers and tries to teach themselves, asks for help maybe once and if ignored, never asks again and continues to run around trying to create things. Guys please just ask few more times, I will teach you if I have time, especially as an older woman. If no-one has time to teach, just watch others and ask what people are doing so you can follow them a bit. Usually people can drop you a hint or two if they realize you are talking to them. I watched YouTubers and learned through them mostly so I was never a clueless player, I recommend that too.



Extra, me as a player:

Male: observes for a job, asks for a job, prioritizes important male jobs like rabbit hunter, boar/wolf hunter, smith, fetcher (iron, clay, soil, branches, short shafts, kindling, firewood, rocks, flat rocks, saplings, forgotten tools etc.), builder (relocator for bad baking/smithing stations, Eve roads), won't roleplay (debatable, just straight to business -type), busy, keeps an eye on the village and helps out in areas that fall apart (berry/wheat/carrot fields, skeleton janitor, compost, emergency soil retrieval). Likes to disappear sometimes to scout if times are good. Dislikes crowns. When necessary, takes upon himself to lead bears away. Doesn't make more weapons or clothing (rather leaves 'backpack ready' fur piles). Often unarmed and naked, temperature running (unless stumbled on dead bodies to loot). Loves to have a cart, is very careful in the wilderness, tends to live to 60. Doesn't build buildings. Proper and productive but bad at defending due to disliking drama and chaos. Appreciates helpful players and thanks them often.

Female: stays in towns and near camps or farms, baby tests ruthlessly (also lets runners run), baby tours promising and talkative babies, won't feed cursed children, won't feed twins/triplets/quadruplets if no food, aims to keep out of drama incase ends up as a last woman (often does), farms, retrieves clay/baskets/eggs/branches/kindling/firewood/seeds, cooks/bakes, tends fire, cleans, organizes, teaches if possible, names unnamed kids especially if owns a surname, gives jobs and tries to keep updated with town needs. Dislikes crowns. Rarely takes part in killing. Clothes herself whenever possible. Minimal roleplaying, mostly just being sweet to sweet players. Smiths only if necessary, and can be a bad mother at that time due to prioritizing smithing, sorry. When menopause hits, sometimes goes to teaching or male jobs. Grants her weapons to good players, closely related or not. Tends to live to 60, in famines lets herself die as an old woman (if not Eve) so next gen has a chance to live on. Doesn't build buildings. Proper and productive. Appreciates helpful players and thanks them often.

#783 Re: Main Forum » Some interesting statistics » 2018-08-18 12:24:55

tana wrote:
TrustyWay wrote:

Dying at 60 is kinda a lost of time and waist of food, better die between 55 and 59 ofc

jord1990 wrote:

Yeah I always let myself starve from 54+ and I know for a fact many others do it on purpose aswell.

your barely usefull and a huge food drain past 54. Its selfish to just keep eating in my eyes.

i kind of disagree on that one, although i understand the logic.

if you're clever about the yum bonus, you can pretty much spend your end of life without eating.
I like to work till the very end, plus i usually eat only berries or popcorn so the waste is minimalized, i'd like to think that the work i keep doing kind of compensate the bit of waste of food.

Yes, I don't mind dying at 40-59 if I am in a camp that struggles with food as that's when you will be a drain, BUT! In good towns, with Yum bonus mastery, I think I should live as long as I can because I often teach others or tell all important locations like iron sources, bunnies and such to the next generations. At 55-60 I usually still save bushes and only sit in warmth and make sure to pass my knowledge on and I always make sure I work more than I eat (and I too feel like I have some rights over the food in the fields I have tended throughout my life).

And as an Eve in a good base, I totally want to live to 60 so I can keep spawning there and have people spawn in again too.

#784 Re: Main Forum » Awful Players - The Curse System is NOT Working » 2018-08-18 11:34:19

Honestly, I don't think it would be too much to ask for a buff to the curse system, if it is, then okay, but I still think it could be better.
I personally am not asking to solve issues for me, I am voicing in on an opinion of a system not quite doing its job and could be boosted. I still like the 'Eve life punishment option', give the toxic players more cooldowns and cut their chain of spawning to cities and towns, I think they deserve that.

Overall I think it is just a question of balancing a 'newish' system: I think it could demand a bit less to activate and have a small punishing side to it to slow down toxic players.
For example, if I'd get cursed like five times and "doomed" to some Eve rounds, I wouldn't even mind as a normal "I play the game anyways" person, so if people would "over-curse", normal players would probably be quite okay (but I don't believe people would curse more if the cursing demanded less to activate, honestly).

Also, I baby test like a madman, and all the time I see others raising all babies at the other parts of the town. I don't have time to patrol the place and teach mothers to play differently, nor expect that to even work. Many mothers would probably just get angry at me for trying to dictate their gameplay or ignore my pleas.

Anyways, as I said, buff or not, I will still play, but I still think the system needs some balancing and would love some ways to isolate problematic players for some time to slow them down.

#785 Re: Main Forum » Any working railways yet? » 2018-08-18 11:17:59

I am quite concerned about adding railways before making iron and trees infinite. yikes

Will the shovel give back steel and planks when used on the rails?
I like that they can be used to move stones but they are really spread out so a track would need reconstructing all the time.

(Now that watering and farming was mentioned, watering systems could be amazing additions. Could help separating berry fields?)

#786 Re: Main Forum » Meaning to all the game time invested. » 2018-08-17 12:03:49

I like it but with many lives, it would need to be quite limited or it gets messy with all of the people touching and using items. But sure, it would be fun to see how many ate from all of the berry bushes you watered last, who used tools you made or helped making, how many ate pies you baked etc.

#787 Re: Main Forum » Awful Players - The Curse System is NOT Working » 2018-08-17 11:39:08

Yes. I've been passive about the anti-grief systems as I've wanted to gather more experience and ideas before criticizing anything. I agree that the curse system is way too weak. And the black speech bubble is the beacon for attention some crave and want to have so they threaten and kill until they get it, as usually someone will raise them anyways. Having something special, even infamous, makes people desire it. Attention, uniqueness, reactions...

I like the "forced to Eve life" idea, or anything that renders griefers immobile or limits them. I have thought about a banishing system so enough curses and you are teleported to the wilderness (even if you are sitting inside a locked room). The demands for curses should be less for sure.

Matbat wrote:

Cursed baby and elder doesn't want to knife it? smash it with a straight branch.

Oh my god, so brutal, and I still laughed out loud at that. But honestly I like the idea that you can kill cursed players with other tools, maybe even rocks, BUT, that may push the griefers to hide and trash stuff even more, most likely... Well it still sounds better than not having it.


TL;DR: curse system is truly too weak, I like "forced to Eve life" idea. I also like "attack with tools if cursed" idea. Anything that makes griefers weaker than others is good.

#788 Re: Main Forum » to my dear twin sister cleopatra snow » 2018-08-16 20:20:36

Were you real twins? Like you played together with a code?
Tomas, your nephew here! The one who buried Cleopatra (my mom) and also you!

I have no idea what happened, we had a bear attack and maybe Cleo got shot accidentally? Why was that man stabbed? Someone was releasing the bears constantly.
aojXnAM.jpg

Here is Cleo's grave, I buried you right by it after you died:
3udaYka.jpg

The town had so many bear attacks. Nobody blocked the bear caves, but at least we got them with bows.

#789 Re: Main Forum » Feeding other adult characters » 2018-08-16 17:07:24

Yum chain: can it be made so that if the food is fed by someone, it doesn't affect a Yum bonus?
Griefer's force-feeding: can't really come up with much, the switch that was mentioned by AltyBagU was good I think. Something to use to refuse food incase a griefer strikes or if someone is building their Yum chain.

Personally I don't mind if my Yum bonus is intervened, only thing that bothers me in the feeding is just the chance to grief, but I haven't even personally experienced that yet so it must be really rare overall: it is a tiring way to grief, and not even flashy, so it's probably one of the last choices griefers take. I'd vote for the switch (which could be toggled on/off after baby years).

#790 Re: Main Forum » The most annoying thing » 2018-08-16 16:54:22

Annoying things, smaller and bigger:
- people covering a kiln instantly with adobe, not giving me any time to dry pottery (just few seconds, please! I am standing right here with the wet bowl!)
- people standing in smithing area/raising babies in smithing area/talking in smithing area (many have to rebuild smithing areas due to this)
- roleplayers who cause unnecessary chaos due to them wanting to roleplay (spreading rumours and killing due to rp reasons... once I was a target of a "jealous wife" with a knife, another time a "crazy woman" just killed men)
- female character players who insist to go hunt, scout or get iron etc., when there is no need to (and then die out in the wilderness) - please let willing males or old females do these jobs firsthand, just ask around first! You might doom a small town when taking risks like these, dying to a snake or a boar etc.
- moms who force me onto too hot tiles

Usually speaking up has solved issues related to blissfully unaware players. But issues like moms and hot tiles are so difficult to explain when you can't say words (sweating effect when?). The "roleplayer griefers" are perhaps the most annoying ones, borderline plain old murderers/griefers, but thankfully they are rare and you can avoid them. Unless they are the type to hunt you down to fill in their story or something. Acting out an insane character etc..

#791 Re: Main Forum » Preferred Gender » 2018-08-14 19:42:04

I thought long and hard for this and this is the conclusion I came to:
it depends.

I have way more female lives under my belt, maybe because females are raised more often than males.

When I'm playing as a female character, my train of thought and actions are constantly interrupted by children being born, and I have a tendency to demand a lot from my babies (baby testing) so they stop me for a while each time they are born. On the other hand, I consider myself a very capable player, so sometimes I end up being the only surviving fertile woman (knowing tricks of avoiding bears, being careful with snakes and boars, managing to get backup food before a famine strikes...). I know the value of me playing a female character and can carry my "responsibility" with ease and I know what jobs are ideal for the women and I enjoy most jobs anyways. I also enjoy observing my good kids and looking up how they ended up in the family tree, and any special fun chats with them are always great (doesn't apply to "just my kids" of course, but I do have to spend a lot of time with the kids I spawn).

When playing as a male character, there certainly is the freedom. No need for baby testing or stopping. I can teach, I can observe, I can go away from the city whenever to scout for stuff. My death is nothing major (unless I'm the only carrying force in a small base). I feel important as I can fetch stuff for people who can't. But then, I am helpless as I can just watch as a town runs out of women due to newbies or accidents. It's probably THE downside of the male characters.

TL;DR: as a woman I am constantly stopped by baby births, as a man I cannot spawn players when others fail. Error 404, preferred gender not found.

#792 Re: Main Forum » Some interesting statistics » 2018-08-14 19:12:10

JonySky wrote:

Today in the morning I have reviewed this data and I have created a graph showing all the deaths (any reason for death), this is the result
(image)

finally I have decided to count from 55 until 59
The figure is very high !!

I have also changed a graph because the data was not understood correctly

Oh my god the drop from 55-59 to 60! big_smile That must be the alarm sound stopping, or then people dying mid-sentence due to the small stomach. I think most 55+ players are aiming for 60 so I want to believe that the majority were truly going for 60 but starved accidentally.

Maybe sometimes they are giving their items to someone in cold or hot area and far from village's foods (safer to give the items to the other player when far away from the town) and can't make it back in time to eat.

Thank you for the graphs! Fun stuff!

#793 Re: Main Forum » Anyone else losing their faith in humanity? » 2018-08-14 18:46:18

In games, there is this interesting balance of fantasy and real life. Some games are made for escapism. Some games are somewhere in-between escapism and realism. And some games deliver really raw and real stuff, I think "Papers, please" is around this side of the scale: some players enjoy it, some get sad and stressed out (too much is too much).

Sometimes a game can be ruined if it goes "too real" and introduces imbalanced negativity and issues of reality; it doesn't filter enough things to make room for the positivity of the escapism side and reminds the player too much of reality. Some games make remarks of real world issues, but often they are shrouded in fantasy or the issues distance themselves from the player far enough to not get them stressed as they play. Some games make sure to explore the realism throughoutly and worry little over the stress they may cause with the exploration of really serious issues and sad times.

The point I am making is that there is a peculiar imbalance in OHOL. The game would undeniably be great without the grief, murder, distrust, racism, hate - all reality issues - as the escapism side is "tarnished" by that. It's just not harmonious in a way; the issues of reality like racism, hate etc. are things brought from outside of the game: from players, real humans of the real world. The game doesn't express these things by itself, it merely has the tools to have the players express them. That's the thing of multiplayers. There is little to no ways of balancing out the things brought in by players. The reality issues keep on pushing onto the escapism side where many people would love to hang out without reminders of the negative reality but can't as the sides overlap constantly (meaning the escapism players keep encountering the negative reminders of reality in an environment they don't want them in).

I dislike the company of impatient, immature, negative, angry people: that's why I avoid them in real life. In games, I expect to be able to do that too, but multiplayers can't give you that power unless you, holding power from the outside, use that power you have and take your leave. Yes it is sad how that's the solution, but people are people.

Have I lost my faith in humanity? I'd say so (not because of a game), as I don't want to bring kids to this world. I think a merciless world creates merciless people. The world is depressing (no I am not depressed!), and while people make many things worthwhile, they also ruin many things. This is why I have only so much energy for ANY multiplayer game. People make them fun, AND ruin them. big_smile

LaughAtlantis wrote:

... what's keeping you in the game?

I enjoy how different my lives are, I write down all of them. I still need to experience a life of a boar and wolf hunter. Currently my favorite has been a rabbit hunter life (wonders and dangers of wilderness paired with the calm and silence of the non-populated areas of the game world while being important and appreciated upon returns). I also get the dopamine rush when I know I have done well, saved a farm, city, someone else. I also like the idea of providing other people a game session; a life in an environment I have helped keeping up. Sort of like "I did so well, enjoy!". The heart warming kindness of other players is just the cherry on top, makes the cupcake sweeter but I don't need it every life. smile

#794 Re: Main Forum » List of Jobs » 2018-08-14 18:17:28

Potter? Is it considered as a job still? It's really important at Eve camps but as the pottery doesn't break, the importance drops quick. Getting clay is good though, I think?
Janitor? It'd probably be pretty close to Undertaker, but people talked about janitors to organize the mess of cities, like animal corpses of free roaming farm animals and such.

#795 Re: Main Forum » Younger Players » 2018-08-14 18:05:28

Ticking a box of family-friendliness to have family-friendly sessions would require some sort of automatically executed server rules, some sort of moderating or some sort of managing. Censoring. Ways of keeping out people who would target these places especially as they include people who are tried to be kept safe. It's almost like a flag of "this place has all the people you want to bully for maximum reaction and damage" as that's the kind of people we are dealing with in the extreme side of the spectrum. Without rules that are forced onto players, it's just another territory for griefers and bullies to target.

I wish I could play on family-friendly servers. I'd love to play with people who just love to play and build too. It's people who get tired, bitter and annoyed who I want to steer clear of, no matter how pro they are. I want to experience teamwork, explore and learn without having to read speech bubbles of immature talks about sex slaves... I've witnessed sex roleplay too, ofc to me, an adult, it looked idiotic, but a kid really shouldn't have to witness that.

While it is great that there is the reality check of the world for children, as it can build strenght too, I'd probably not let my kids play this game as it is: they are playing with anonymous adults mostly, and well, I've been on the Internet long enough to know where that ends all the time, as sad as it is. But I am not a parent. I just don't trust people enough to let children play with them. Multiplayers be multiplayers... in good and bad... There are ages when children can be affected tremendously in negative ways so I'd probably feel like I'm risking a bit too much for it to be worth it. Kids will learn about the world through other means, we can teach them, no need to let them run to the mouth of the bear when you can bring them up without questionable game communities.

TL;DR: I'd leave kids out of the playgrounds of anonymous adults, just in case they experience something that affects them in a negative manner due to their age. If the game manages to develop ways to ensure it's safe enough, then it'd be more okay to me.

#796 Re: Main Forum » Hall of Shame for Bad Children » 2018-08-13 20:38:27

Lotus wrote:

That might have been me MultiLife. I had a family emergency and had to leave. Sorry about that. sad

Aw man, if it was you, I wished you would have afked for a while, I'd have fed you, all those berries sitting in the bushes. I suspected that the daughter may not have known they were last fertile girl there, but yeah, I do understand if it was an emergency. It was just very disappointing as she went out with a "K bye" before I could realize that she was actually going to disconnect. hmm I also considered that maybe they thought their son was a daughter, it was the blonde boy after all.

Here is a pic so you can check if you were her:
Lp1jxaL.jpg

In the end, it is just a game, and I am not angry about it or anything, it's okay. smile

#797 Re: Main Forum » Some interesting statistics » 2018-08-13 20:21:18

JonySky wrote:

CAUSES OF DEATHS:
first I discovered that there are very few players that reach 60 years and that the murders are far from being the first cause of death in the game

A chunk of those murders are probably the good people killing the murderers?
I wonder what the ratio is, "one murderer kills approximately x amount of people before dying" sort of deal.

So many old people starve after the hunger alarm stops ringing, we could have so many more Old Age deaths. Many starve while talking or explaining things.

Thank you for these observations, very interesting thread. If people want to compile some stuff here, I'll be lurking.

#798 Re: Main Forum » Your best children » 2018-08-13 20:06:37

Youuu are one of my best kids Neo, Lacee! big_smile Lana too. Loved Lola also. Story in one sentence for people who don't know: Lana and Lacee killed two griefers, saving the town.

I can't help but love all my Eve-camp/early camp smith-kids, I have a habit of hauling food for them as an old Eve/mom. They are always so hard-working. Wesley Gala from my Eve Gala run for example (his last words make me laugh every time: "Why do you need clothes on desert", poor boy was being pestered by some newbie :'D).
In a non-Eve run; Ramses Thanos and Magnus Thanos, Mila Thanos' sons come to mind. Very effecient duo in smithing in the early camp, helpful all around.

There was also Stanley, my son who got reborn to the small town he had been to. He helped block the bear caves with walls, built an Eve Road, had a sheep pen project and so on. Productive, and also shared a small chat with him. Sorry I didn't notice we ran out of food in that dying camp.

There was also a sweet grandson in one life, Andre. Rewarded his hard work (composting like a mad man) by granting him my knife, so he could butcher sheep by himself after I was gone. He was keen on burying me, instructing me to my grave space. :'D Thank you!

I hope I am not forgetting some awesome kids. There have been so many good ones, with some I just have the extra time and chance to observe them more than others so they stuck to my memory.

#799 Re: Main Forum » Hall of Shame for Bad Children » 2018-08-12 20:08:13

Apart from murderers/griefers...
...my daughter, who was 30 years old and the only fertile female in the town, said she had to go and disconnected, leaving only one son behind. Thanks...
It baffles me how people know that one session takes maximum of one hour of playing and still end up having to leave mid-life. Usually I am not too bummed if a town runs out of women but this just grinded my gears a bit as it was such an unnecessary end, like be a noob or have an accident but just leaving like that... hmm

#800 Re: Main Forum » Question on the Direction of the Game » 2018-08-11 17:31:01

I am also interested in knowing where the game is supposed to go towards to. I started playing last month so I wasn't around when people could spawn as their own grandkids. There is some cooldown, lineage block if murdered and I am still unsure how it is functioning and how it should be functioning in the future. Like, are players supposed to have no chance or minimal chance to get back in few tries or are they supposed to "move on" and help other families?
The baby runners ruin so many small families. sad But if people could always get right back, how much would that affect getting new places up and running? Would people stick to the biggest towns they get in or would they use it for setting up more towns? I personally don't like big cities so I wouldn't want to spawn in one place constantly.

I checked the poll, I'd say I'd vote for "2.5" or 3. I'd hate to spawn a griefer right back to the place. But then I think it would be good that players who want to get back in their places could up their chances so they wouldn't have to do the baby running from other families. Maybe a blessing system to up their odds or whatever YAHG's suggestion was.

Anyways in my experience I have spawned into my old Eve village as I died to Old Age with my home marker set. It took a week of some playing hours (wasn't trying to get back) until I spawned to the familiar, now crumbling town and repopulated it, so there's that. Just in case I've lived some Old Age lives if there is any chance to spawn in "not-my-Eve-camp" places too but I think that is impossible currently.

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