a multiplayer game of parenting and civilization building
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I think it's very teidious to make large amounts of charcoal, maybe that's part of your problem?
It's not all bad I found a whole town that was super tidy just recently. It was lovely and I did a bit to keep it that way...
not good enough, you can put two long straight shafts and two curved branches onto one spot.
we can not see the image, as we do not have it.
I'd like to know if twins are always identical, (appearance and sex).
Does Jason plan on adding non-identical twins, either for players deciding to get born together, or for players deciding to get born at the same time?
jup, it showed up after my life.
https://onetech.info/707-Antarctic-Fur-Seal
Clothing: Chest
Insulation: 0%
I am posting this here because I don't have a github account.
Horses are cared for, bred, and (though not shown in game yet) replaced by their offspring. At the moment it happens "behind the scenes". Also as a more valuable asset people take so good care of cart it will last long time.
hungry horsecart:
needs 1 carrot, will decay into handcart if not fed within 5 hours
Decay is weird, you have a handcart that will last 10 hours and then turn into an old handcart, which holds three rather than four large items and can't be upgraded .
During the initial 10 hours you can upgrade the hand cart into a hand cart with tires, which has ten hours before becoming a regular hand cart.
If you upgrade a hand cart shortly before it becomes an old cart, you have essentially bought that item twenty additional hours of being in working condition.
The problem is: there is no way to tell which item is how old.
If you have three broken steel tools and you don't know which one of them will dissapear in a few seconds, you might waste half an iron. if you have two tires right now and two hand carts, you have to guess and then make another set of tires before the cart breaks down.
Players can't make educated decisions, because they can't see the data, meaning the most optimal strategy would be for players to pass on the knowledge.
(by the way, a horsecart will never dissapear, is that actually intended? How is a horsecart more longlively than a hand cart?)
thanks for fixing the problem so swiftly.
Also thanks for extending the lives, I never even gotten down to 12, but there is something psychological about knowing you might run out of lives if you are very unlucky.
First the Odd numbered servers. They enter what is called "Children of Men" mode.
Children of Men mode means nobody can have babies. Everyone is infertile./url]
How does that explain how i was able to have one singular kid, is spawning with a kid as an eve different from getting a child after spawning into the game?
Also does this explain why my old character just dissapeared? I can't find him in my lineage.
So the servers crashed.
how does that cause everyone to not get children? because everyone is already playing as an eve?
when I tried to reconnect after a dc, I was spawned as an eve with a little girl.
(aproximately 55 minutes ago)
Neither of us had any kids
Now that I have died, it seems like a lot of eves died recently, was there an issue with the server?
Did I not play on bigserver2?
Edit:
in my previous life, i was of the family omega.
I can not find a record of that life. I am going to assume that there was an issue with the server? or was it because of the Disconnect?
speaking of disconnects, i keep having disconnects at 02:00 CEST or shortly after.
I can usually disconnect, but it's an issue.
I wonder if displaying that a player is disconnected makes sense, so you can feed them.
I usually don't but when barbarian eve was the meta I was born to a noob eve who soon died, so I had no living female family.
I searched out the closest village and did what I could to earn their trust (we could understand each other), fill their bowls with wild berries, bring some scavenged crowns I found, but a woman saw it fit to chase me with a sword, not only out of town, but for at least a minute outside of town before killing me.
I respawned as an eve nearby and spent a lot of time making a bow to get back at her told my kids what she did.
By the time I entered the village with my kids, she was nowhere to be seen, and I didn't want to kill any innocent relatives. However when one of them stabbed my kids with their sword, I swiftly shot them.
I think i died shortly after from hunger, but I got some kind of revenge.
Edit: the woman who killed me told the other villagers to kill all whites, and I was a shade lighter than her.
very good update as far as I am concerned.
It seems really easy to mix up families when multiple families have the same name.
I imagine that when an eve names herself, checking if someone had the last name in the last X hours (maybe 24 hours), and if there has been a person, pick the next lastname out of the list, that wasn't in use.
That way, family names would be unique enough to distinguish.
mrbah wrote:BerrypickerAF wrote:if people don't like changes made to the game they can cancel their subscription.
That sounds like a negative.
I think his point is that unhappy people can't complain that they were sold a defective product if they are purchasing a service.
if you bought on steam, steam offers refunds under certain conditions.
if people don't like changes made to the game they can cancel their subscription.
That sounds like a negative.
It was infuriating to watch her play, but all of her mistakes are absolutely understandable and ultimately show design flaws/beginner traps. Big issues. Player holding item does not realize what item they are holding, possibly a graphical UI segment would solve this.
Picking too much food and wasting it to get rid of held food. (?)
difference between soil in basket, soil in bowl, berry in basket, berry in bowl, water in bowl, water in bucket. honestly, watering a gooseberry bush with a bucket is something the engine could support with no problems, as I understand it.
Difference between items with similar functions sharp rock, flint stone, bow drill, bow.
Not being able to do a lot of actions while holding an item is the main source of clutter.
Honestly if there was a visual indicator showing what kind of object you are holding, along with a short decription of what it's useful for, the game would be easier to pick up.
One small note:
When you are clicking a cow, the first recipe is how to poison it. How is that useful, the first recipe should be how to feed it.
does the engine allow for categories ensuring that every item with the "thread" tag can be used to produce a specific item?
just implement a scoring system and don't tie it any rewards/punishment yet.
Announce that the scoring system will use the current score once implemented and without any work you have significantly improved the player experience.
make it so a person can only throw a snowball every so often.
a group of people could still snowballstun one person, but you would need four or more for one single target.
Baskets full of snares/bone needles etc will appear empty, it would be usefull if hovering the basket displayed what's inside.
different pies look the same, makes trying to yum off them needlessly difficult.
Another problem:
Lineage showing "Ancestor unknown".
What is the cause here? I played yesterday night and during a few minutes I could not log in, is this related to that issue?
Another problem:
my brother tried playing the game, and he apparently died trying to swap the sharp rock in his hand with a dug up wild carrot/burdock root.
Is there a reason that doesn't work as he expected? couldn't that transition just spawn an object laying on the ground, rather than an object you need to interact with while holding no objects?
How would you like us to report problems? just make a thread on the forums? File a bugreport? In a collectivized thread?
I will add something I experienced last night:
Information that is rarely required is forgotten.
We were walled in with property fences in a town that had three exits. we were distracted with a griefer and didn't spot it in time, but ultimately, the griefer only established shaky property fences. I have never knocked one of these down and apparently neither did the rest of the city. we tried to break out via a different method, when all we needed was an axe or hatchet.
So a whole lot of players evidently didnt know how to knock down shaky property fences.
the game used to run on smaller servers, until jason modified something or rented a bigger server to allow him to stuff all the players into one large server.
The other servers are active for people who like to play on low pop servers/chaining eves and the likes.