a multiplayer game of parenting and civilization building
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If it weren't role play we'd just have usernames and not call each other "mom" and "son" or have things like graves in the game or...
I mean I think you get this point tarr I think there is a kind of stigma to "role playing" l blame the SCA and comic cons...
I don't know why some people use it like it's a slur "that's just role play" -- role play is integral to this game it make no sense unless to some degree you take on your "role" as mother or worker or whatever.
I think people use "role play" to mean "talking a lot and not working" -- but if you totally opt out of role play you are -uh- "playing optimally" you need to give your kids a reason to stay, you need to name them, you need to think about the need of your town and family. You need social skills to really be pro. Git gud. Make some friends, help people they will respond by helping YOU. That's RolePlay with a capital R and P.
Really many good games have elements of role play it helps you to identify with your character and "really care" Maybe Jason rejecting that he's made a role play game is part of the reason he has trouble getting people to "really care" -- that caring the stories we make up about what happens in the game while playing it are classic roleplay.
feelings are roleplay
I don't know if you noticed but this is a role playing game.
Dodge wrote:That's not in the spirit of the game to let you chose your life.
You can´t force a player to play this one life.
You can't stop the tiny handful of people who are abusing /die by using it more than 40 times a day from playing though and that would be a net improvement in gameplay for the majority of players.
I was born in to a town with no fire, I guess my family just found it. People were working... but it was clear I'd be gathering wood ... again. UGH!@!$ I just couldn't take it anymore. I wanted to make kerosine and I wanted to grow milkweed...not cart wood forever... so I added a kiln (with my son and daughter's help!) to the oil well zone and I had the perfect place to:
-grow tons of milkweed as there was natural soil and a cistern! (nice!)
-make kerosine
-keep warm and keep kids warm
The bigger idea is if you are in a large town *with a low population* don't insist on keeping the fire going if no one wants to stand by it. Ideally, the person at the fire would be making pies. But, if you want to do something else put the fire where you find it most useful.
I don't know if the next gen will keep the outpost going. It's not really needed they have enough milkweed and oil and charcoal and water to make kerosine carts and buckets for a long time.
It's just a nice option if, like me, you get annoyed with the fire going out.
It's not a nice to do this if there are enough people to keep the main fire rolling --kind of a waste of wood. But, it was so nice to get a lot done for once and not feel like I had to go in to detention in the nursery. Or make 1055789290 trips.
side note:
The train cart was a nice idea. But, I never could find a way to make it useful. A cart is more versatile and can hold more. Now if I could "call" the cart to my location it might be a little useful. Then I could have sent the kerosine up as I made it, but too often using a track means:
-walk the track to check that it won't de-rail
-call the cart to the side that you need
-fill the cart and send it
-LOL walk to the other end and reload it yourself...no one else is using the thing.
It looks cool though.
Wow pein you really are amazing.
That is a really sad life. Thanks for sharing the story. I wish people posted more of their game stories like this.
I wouldn't care if it didn't impact *my* game. But this re-rolling has an impact on all players. It makes births seem less important. It makes mothers indifferent and annoyed by having kids. So is it worth it for this one person's idea of fun?
And if, they are trying to do this to become Eve it's not even that effective for *them*
It looks like the trees cut down in the swamp didn't come back.
Cap it at 15/day, make it count. You get +5 every +50 years old life. Thats pretty lenient, we are just used to choose where we play in the most abusive way.
This seems very fair.
Since Jason seems busy at the moment I have an idea to slow this. If you get a string of dead babies type up a message like "Using /die won't help make you Eve, right?" and try to engage and inform these people. If enough of us do it maybe they'll notice and calm it down a bit. Some one hit /die over 230 times yesterday. That's just spam.
Just ran some numbers about 4.5% *of players who use die at all* account for 38.1% of the deaths! This even isn't counting the players who don't use die at all...
Just 1.9% of players who use die account for 24.2% of the /die babies!
So even among people who use /die at all these are people who are abusing the system to an exceptional degree.
Cap the number of /dies at 40 a day. This would reduce the number of die babies by 25 percent. Put up a counter. If you use them all up you just can't play. This isn't going to reduce the number of people playing because it's so few people who are doing this.
It's not the softest nicest solution but I don't see how spamming us all is helping them get what they want and it's annoying everyone.
I die if I have the lastname JO, PU, or PIE any common name I'm so sick of the same names.
Using over 30 /die commands in a day doesnt make any sense for under 6 families total.
It makes no sense I kind of wonder if people are using modded clients or bots and doing this just to be annoying.
Damn. The title for the 2nd chart should be "Percentage of DEATHS due to each range" NOT percentage of players... Ima fix that... hold up.
UPDATE
mistake corrected.
Hm. As I suspected a large chunk of the /die babies are due to a very small number of players who are using it a whole lot. They don't make up the majority. Lots of people use it just once or twice.
But over 200 times? That's just abusing us. It's spam.
Why would currency need a practical value?
Irl currency works because everyone agrees to use it since it's more practical than trading bags of rice for a house for example.
Because, in human history when currencies are first born they start as portable items with practical value and a long shelf life. Later a lord or government says they will only accept certain kinds of currencies for taxes and that gives them intrinsic value. But, I'm hoping that process or something else I have not imagined can happen in the game rather than just saying "this is the currency of the game" I mean it might work because in games people will hoard anything that can be hoarded. But that's the game giving the value not the gameplay or the players?
Thanks. I'll have something up shortly. But ... um in the future can you use pastebin.com like a normal human being please?
multilife can you send me an email? I have some questions to ask you. futurebird@gmail
I don't play on steam, but you should still have a settings button you can select a server there. Otherwise you'll be sent to the big server with some very rare exceptions...
I really don't like the idea of an invisible currency or ... menus in the game. There are not menus now, you just do things in the world.
So if we want money we just need a rare item that can be carried in VERY large numbers. I posted an idea about a purse some time about and a way to mind coins from gold. The purse could carry up to 20 of any kind of ingot or gold coins (you'd get like 5 from a gold bar)
In order for this to work gold would need some practical values... such as if it were used in medical supplies. Something every town could use. (require a golden needle for stitches? gold needle and thread can't be used for clothing... maybe gold foil for pads to make them portable?)
--
By the way did you see my idea about having some tech tied to the generation of the lineage? It could be essential tech, but for example:
-after gen 5 you can kill a bear with two arrows
-after gen 10 you get a little more iron from a mine
-after gen 20 you can make pies with 5 bites of food...
things like that.
I want to be an Eve, but I don't want to spam /die to get it lol
Same. Though I did get to be Eve today once. I like to be Eve maybe 1/10 games ... that's enough for me. It seems a little more rare than that. But if you just forget about it and play when server pop is going up you'll hit it with time.
And BOY WAS I EXCITED when it happened.
I'd like to see how many times *individual players* have used /die. Just a simple distribution. I strongly suspect that it's a small number of players using the command literally 100s of times at this point because often you get a kid who /dies in the same way several times in a row... it just feels like the same player again. And not everyone reads the forums or update notes so there may be a few "Eve Only Gotta be MY name" players who just don't get that spamming isn't improving their chances. (best chance to be Eve is wait till the server population is climbing)
Anyway it's not as big of an issue since the bone spam isn't so bad, but I do think it make mothers indifferent and grouchy.
"You wanna live?"
Is no way to greet a child. But I've done it when I get like 4 in a row ...
This is a known issue. Same family can show no relation after about 20 separations. You still shouldn't be able to kill each other with swords.
Well one was "JONES II" the other was "JONES III" So either two people picked the same name as Eve or someone is still spamming /die until they get Eve just to name-space all the families.
If it's the later it would explain all the /die babies. I mean if you spam it long enough you will get Eve... but not *because* you spammed.
I'd like to look at some numbers. I feel like using yum and standing near (but not on! you have to bounce) the fire give you more kids but not as many stay. I feel like the kids I have while hunting rabbits stay most often. The kids I have while getting iron stay the least (I don't use a horse for long trips when in the fertile years)
Even kids who I have when using the hose seem to stay more than nursery kids.
Also leaving town can help you get around the area ban and you'll have kids you *can't* have in town, namely people who lived in that town for years and love it.
So, I don't know if it's that simple.