a multiplayer game of parenting and civilization building
You are not logged in.
A ran a few tests days ago and got some numbers.
Here are the results and why they matter.
What I did was first, started as an Eve and found the most balanced temperature tile I could find, then I got some times with a stop watch between the loss of a few food meter pips: 21.3, 21.5, 21.7 seconds. Average, 21.5 seconds per food meter pip.
Then, I ran to the middle of a tundra biome, where the temperature was coldest I could manage and got some times: 2.4, 2.9, 2.4, 2.4, 2.7, 2.3; average, 2.5 seconds per loss of a food meter pip.
This on it's own should be valuable enough when you consider how much of each of your lives is spent running around for food, working to get farms going and maintaining those farms. Every settlement generally ends in either the losing of the fight to keep food around, or the chain of murders that often occurs when people get frustrated that someone is eating more than they worked for, or, eating the last of the food. The rest of the reasons I'll leave you all to argue over in your posts.
So, a vast amount of our time is spent producing the food we are constantly consuming. But just little food could we consume if we maintained a balance temperature and how much do we burn through when those temperatures are most extreme?
I decided to use the carrot as the unit of measure because of the time it represents and, is the most commonly produced and consumed food throughout the life of a settlement.
One carrot fills 7 food meter pips. The numbers, 24 vs 180, assume ideal scenarios, where you do not waste food by overeating, it also does not take into account the first few years you are breastfeeding, but treats them as though you are consuming carrots worth of food.
In one hour there are 3600 seconds.
For extreme temperatures:
3600 seconds / 2.5 seconds per pip = 1440 pips, gained and lost through your life.
Originally (with the numbers used in the picture) I rounded some numbers and did the math differently, but now I see it may just be worse than illustrated.
1440 / 7 = 205.7
That is 205.7 carrots consumed in one hour.
Instead of trying to explain how I got 180 carrots per hour, let's use the same method to determine how many per hour with balanced temp.
3600 / 21.5 = 167.4 pips, gained and lost through your life.
167.4 / 7 = 23.9 carrots per life spent at balanced temp.
So here I've been telling people about how a balanced temp is (180/24) 7.5x more efficient than an extreme one, when it's more like (205.7/23.9) 8.6x more efficient.
However, we don't often live at either of these extremes, although, we can be warm more often than not by building and spending our time on or near the edge of the desert. What is more likely is that we live, and spend most of our time, deep inside a biome, as the shape of our civilizations and the farms they include, are not likely to take on the same shape as the edge of a desert biome. Instead, people often decide to build farms, forges and everything else, where grassland meets swamp, and as the two share the same base temperature, along with all other biomes except desert and tundra, they can be treated as one temperature zone.
I'm sure many of you have noticed, in passing, that praire, grassland and swamps are colder, than the desert is hot. It's not as big a deal as the variation between the extremes and having a perfectly balanced temp, but it is significant when you look at the numbers and consider just how hard it is for people to not live long enough, as a family, to see their settlement grow and survive multiple generations, but to maintain that settlement for every generation that comes along after the Eve and her children are gone.
For these numbers I have to make assumptions based on the position of the temp meter's arrow, as well as the shape of the slope I assume can be drawn between my two measurement; I assume it's linear. In the picture I give the numbers 5.0 and 9.0 for the seconds per pip in the desert and non-desert, non-tundra, biomes. 9.0 seconds per pip, lost in desert, 5.0 seconds per pip, lost in the others. But, with the new slope based on the 205.7 carrots consumed at extreme temperatures, the number consumed in the colder biomes (beside tundra) is probably more like 10.0.
So people working in grasslands, swamps and prairies; on farms, at forges, and doing anything else, are burning through calories twice as fast, as those doing the same jobs deep in deserts. Factor in clothing and it's not so bad, better in the cold and worse in the desert, but we come into this world naked; Eves and her children, have to build their settlements from scratch, without clothing. Doubling the food consumed by people building the settlement and working on the early stages of a carrot farm; on mothers juggling children, is a heavy burden on the rapidly dwindling food supply of the area, and more stress we are placing on the farmers to maintain the carrot supply.
What does this mean for game play?
As an Eve, you are free to build your settlement wherever you like, but if you want others to enjoy it with you, you may want to consider taking a little extra time to find a decent patch of desert near water and the other resources, and settling on it, instead of that nice open area at the center of the grassland or on the edge of grassland and swamp, if you want you do not want to put any more pressure than they already have to go through. Do we like working hard and the satisfaction it brings? Yeah, to an extent. Do we like coming back tot he game a day later to find people still choosing to inhabit our settlements? Most would say yes, for sure. So why not increase those odds as best we can?
Do I want you to quit on Eve's that settle anywhere else? No. I'd rather none of you ever suicided on your mothers, and none of you mothers ever had to abandon your children, for any reason. So, at the rate that things are going, if you spend an extra five minutes as an Eve looking for a desert to settle on, with a surrounding area that still meets the requirements to get a settlement started, you may wind up with two to three kids before you even settle down. So, if you can't find desert to settle on, or your Eve mother isn't on one, don't give up. We've been building without desert, and succeeded in getting multi-generational towns going for a long time, and there will be plenty more. However, if the opportunity to settle, on desert, presents itself to you, I would encourage you take that opportunity.
There is a lot more to take away from these numbers, Temp vs Food Consumption, a lot of other things we need to consider and make each other aware of. But rather than just say "balance temp" a hundred times a day, I figure it'd be more productive to provide you folks with some actual numbers.
If you are so inclined, feel free to run similar experiments yourself and share your results. If you're familiar with C++ and can make sense of the server.cpp file or any other files that may be relevant, share what you can from them. I only took my numbers from my own experience in game, although I did notice some things in the server.cpp that may be relevant, like
static double minFoodDecrementSeconds = 5.0;
static double maxFoodDecrementSeconds = 20;
but how those and all the other variables and functions intertwine to produce the actual results we get when we play, I'm not certain. Like I said, I just used a stop watch, got several results, and did a little math. Something, anyone, can do.
Ocean, river, lake biomes pls.
I really want to say woolly mammoths would be a great addition for multiple men to get together and hunt (can be women too, just not as easy to hold a bow, spear, sling or torch if you're juggling it with a child) but Jason has stated this is not a past scenario, it's a future one.
Something has happened to our world and we are starting over, if there is a story unfolding there we'll learn about it in time, but for now, try and imagine what present day creatures might be capable of filling the role a woolly mammoth once filled 10k - 100k years ago. Dealing with bears in much the same way would be nice. Be nice if they were a little more useful in terms of the hide, meat and bones. Maybe some elephants are still around? If we're far enough in the future, maybe some of the animals are survivors of genetic experiments, zoos and theme parks. When I was a kid they had a lion/tiger hybrid at Cedar Point, what sort of hybrids might we breed in 100, 1000 years? With genetic engineering maybe people combined Rhinos and Elephants? Crocodiles and Turtles?
Maybe some of the nuclear tests done in the deserts of North America have let to the genetic mutation of snakes into Dune worms?
Yeah, I think some giant creatures would be great for us to have to deal with, only problem is, we killed off most of the interesting ones in the past, or, they were long dead before hominids evolved on this planet, like non-avian dinosaurs.
There really is no story, yet, far as I know. So Jason could take this where he wants, when he has the time. We're always down for more content.
It would be cool to have seed settlements! We could trade fresh furs to the center cities for a sheep!
It would be a good trade or other things, like a cart of baskets of iron for a cart of mutton pies <3
The city would also be lacking in wood for the forge, perhaps there would be other things maturer cities could have to trade as well, maybe soil?
Rocks are good trade goods too, they end up getting picked clean. The forages always out hunting for more goods.
I don't know about trade and all that yet. I just want to curb the murder, neglect and abandonment issues, and one way to do that is to present people with the condition where they are needed and most likely to contribute. At the moment that is not when women are standing around a fire doing nothing but picking up and putting down babies, gossiping about who stole what tools and snatching up weapons stating they can't trust people while 50x50 meter area is covered with all sorts of items and 100 projects half completed.
The most productive times are 2nd to 6th generation, when gatherable resources are fairly close; pleanty of natural soil, clay, reeds, wild carrot seed and berries in the surrounding area to support people who are out gathering them. When people can see the need for basic things like; a basket full of pouches to help water the farm, a steel hoe so people don't need to keep remaking stone ones, and an axe and shovel to help clear the immediate area of swamp and pine trees, and remove rocks and stumps so people can path easily, especially into swampy area where they have to go deeper and deeper to find ponds.
The most people are happiest and most productive in those times of a settlements existence.
There is something for everyone to do and new players can also see others producing goods, combining items, and climbing the tree. It's the most ideal situation for the greatest number of people. If someone wants to expand the wheat, berry, carrot or milkweed farms, it's a perfect time for them to see their contributions, double, triple, or even bring a nonexistant farm of those types, online and be responsible for providing something to the colony that did not previously exist. Same goes for so many other things, making tools, making a sheep enclosure, domesticating muflon, bringing in baskets or carts full of rabbits, making the first pies. All these opportunities and more are there to keep the players busy and the children in demand, while people continuously check up on the carrot farm.
Trade might be nice, but the best thing we can do is give gifts. We already do this as families, I don't need to trade the rabbits for pies, I give the rabbits to the colony and maybe make myself a back pack from some of them in the process. If I've already made myself all the fur clothes, I will give them all to the colony, knowing that someone, will be thankful that someone, dropped them off, and made them available for anyone inclined to process them into packs, fur clothes and pie. It's satisfying enough to provide for ones family without bartering or trade.
I can see a little detachment creeping in, if a person from a neighboring seed colony comes in and takes the ax of yours, or you feel less inclined to drop off a cart of rabbits to a neighboring seed, but most people will be unaware or not inclined to travel such great distances to take things from their neighbors if their own resources surrounding their home haven't been significantly depleted.
For now I see a few problems that are keeping us from ever reaching the point where those are regular occurrences. We need to have communities capable of supporting that many people AND have that many people playing in that community AND have that community supportive enough of the players that come and go through it to feel inclined to be productive and not begin to feel the trappings of envy, covetous, sloth or gluttony, taking over themselves or others.
We're still learning to walk together in this game and we're tripping up on the same rocks, time and time again. We need to clear them off our path before we even get to them, so we're not looking to blame each other. This is why I do forgive you folks who have abandoned and let starve, your children in the past, but also why implore you to look to the future; there are better ways. Ways to avoid these problems, if we can just get enough people to be so bold as to rekindle the fire that starts with each Eve's journey. To take it upon ourselves, to ease the pressure, when the time comes.
This is not a responsibility you should feel the need to order another person to take upon themselves. That'd be wrong. But if you feel that time has come, if you feel it looming on the horizon, it wouldn't hurt to share your feelings with your children or someone else, so that they know you feel it, and if they feel it too, maybe your combined recognition can give them the incentive, the motivation, to be the one to set out on that journey.
It's a lot to ask, but it sure beats seeing you starve your children when I'm pulling carrots and you're not.
I don't want to see you giving up on your children anymore.
I don't want our family to be in the position where you even consider that an option.
I'm willing to carry you to full term, I'm willing to give you a tour around the village so you can see how far we've come, and find clothes for you and give you a job if you like. Just know that if your next sibling comes out short of all that, I still love you and I want you stay busy and work hard, for all the people who have done so before you, and will so after. And if you want to come along as I give your sibling the same tour I started giving you, asking me to feed you while you still have hair, I'm not going to turn you away.
This is good, only thing is yellow is horrible to read on white.
IKR, I should have used light green and dark green, instead of yellow and light green. Why most of the third child/knowledge/prairie stuff is either written in orange or brown as well.
Or, red, orange, light green, light blue, dark blue, purple.
Or a light grey canvas to type on, but it was a quick graphic I wanted to illustrate, not an infographic a plan to add to a portfolio. XD
And Death Shall Have No Dominion
by Dylan Thomas
And death shall have no dominion.
Dead men naked they shall be one
With the man in the wind and the west moon;
When their bones are picked clean and the clean bones gone,
They shall have stars at elbow and foot;
Though they go mad they shall be sane,
Though they sink through the sea they shall rise again;
Though lovers be lost love shall not;
And death shall have no dominion.
And death shall have no dominion.
Under the windings of the sea
They lying long shall not die windily;
Twisting on racks when sinews give way,
Strapped to a wheel, yet they shall not break;
Faith in their hands shall snap in two,
And the unicorn evils run them through;
Split all ends up they shan't crack;
And death shall have no dominion.
And death shall have no dominion.
No more may gulls cry at their ears
Or waves break loud on the seashores;
Where blew a flower may a flower no more
Lift its head to the blows of the rain;
Though they be mad and dead as nails,
Heads of the characters hammer through daisies;
Break in the sun till the sun breaks down,
And death shall have no dominion.
The solution to a food shortage is preemptive expansion, not abandonment, starvation, or murder.
Every child is potentially a new player, you should accept this and welcome them into the game with a positive experience.
There is no argument against this that isn't also an argument against the growth of the player base and a growth of the game.
We are okay struggling through difficult games, it's not okay when 9/10 times players are finding themselves abandoned because you are not good enough, or were not prepared, to keep them alive.
The solution is to be prepared, as an Eve, and as a member of a burgeoning settlement.
Because I know some of you are not native English speakers, I will retype this message here so you can use a translator to read it.
As an Eve, it is your job to find the ground for you and your children to start a settlement.
keep them alive and each one of them can help you to, not only, build a strong foundation, but to, grow further and fill out the tech tree.
As a first child of an Eve, it is your job to pay attention to the landscape your mother is exploring. Note where you can help her to prepare the trunk of the tree so that all the branches can grow out. You were probably in her arms while she was exploring the area, you know where the forageable food and branches are, where the water, reeds and clay are, where the wild carrots and rabbits are. You can begin to prepare the tools and make the fire so your family not only has a good foundation, but survives to the point where you can begin to fill the tech tree.
As a second child, your job is similar to the first's, but you will have less information about the surrounding area. I twill be your role to put what your family brings to the settlement to use; shape the adobe into a kiln, lay out the soil to prepare the farm, shape and fire the clay into bowls for water. Build any basic tools your family may be missing; stone hatchet, firebow drill, snares. Put what your mother, and first sibling, has brought to the area, to use. Explore as far as you need to find food. Make at least one basket for yourself and bring back clay for bowls and plates that will be used to forge iron into steel and to make pies. Gather up the milkweed stalks for rope and thread, and gather branches to be used for tools, kindling and charcoal. just make sure your family has the soil out, the seeds int eh ground, the water ready, and the farm up and running.
Third child, while your role includes what your mother and first and second siblings have not yet had the time or opportunity to do, you will have almost no information about your surroundings unless your mother shows you around. Be sure to set your home marker, travel with food, most forabeables will be depleted around the settlement, and be wary of your temperature. If your mother has started the settlement on desert, it may be best to stay warm longer, so you can run faster and have a larger food meter, when it does come time for you to travel to gather resources.
All future children, grandchildren, and descendants; your roles will be to fill any missing branches of the tree while insuring there is a strong food supply. When a strong base is established and the majority of the tree is filled out, it will be up to one of you to go out into the world and scout for a new expansion. You will come to know that time when you see it. Ideal places for seeder settlements to grow are the same as those where Eves settle; you want a patch of desert near a swamp with ponds and reeds, and a grassland nearby where you can find branches for kindling, charcoal and tools.
As children come into the world naked, it is best to have your settlement on desert where they can work in their early years without having to travel far and eat often. The carrot farm and forge should be placed on desert tiles as the temperature they proved is 2-3 times more efficient when it comes to rate the food meter is depleted based on temperature.
Ideally clay and soil are also close by in the swamp and grassland. A source of natural soil is a must for a new settlement.
Over time, the distance traveled to gather resources may drop with each new child, as farms get up and running and people find themslves born into settlements with enough resources to keep them busy for a lifetime.
If you find yourself in a settlemt that has steel tool and a fairly stable farm, consider being a seed yourself, for a new settlement where there are enough resources to support a family for several generations.
As a young man you can go out and lay the foundation for a new settlement, as though you were an Eve, and then, when you have a strong base ready for children to branch out into the tech tree for that settlement, you can come back to inform any young woman that the ground work has been prepared.
As a young woman, you can do the same, but you will have less time to find and prepare the foundation before you begin having children. Finding a warm desert where you can place your children while you gather resources helps to extend your food supply quite a bit.
These are the stories I like to read, you put in the effort to keep your children alive, and you get positive results.
Every child can fill a role in the world, and those roles double and triple as the land our settlements occupy expand with our populations.
We can keep our children alive and we don't need to sacrifice anyone for the sake of a finite set of resources. The world out there is full of everything we need. It's just waiting for the hands of your boys and girls to shape it, into the future.
With this sort of attitude we will get things right and everyone that joins us can fill out our families as new farms spring to life. Our networks radiating out across the land like the great circuitry of life; roots and branches, extending out, to those locations where warm deserts, sturdy maple trees and fresh water combine to create the perfect conditions for the seeds of new settlements.
New people, avoid these qualms.
Spend your lives providing for your family and don't squabble over small stuff.
60 years in 60 minutes, if you're good and lucky, never waste a second of it on an argument.
Learn to take care of yourself and give all your excess willingly to your kin.
If there is any question that the food situation in your town is not stable, run for the hills, sustain yourself on foragables and bring back food and carrot seed if you can.
Always provide for your family, never argue in game, time is too precious.
Spend as much of it as possible being productive and you will be rewarded with satisfaction.
Well, yes. And maybe some people have no better place to give their love than to random strangers in a game. But to build a game on the expenditure of a precious resource that can probably be put to better use seems kinda... wrong. Games already suck up time and effort; now we're to throw in emotional energy, too?
I mean, I found helping people in OHOL mildly satisfying, but it still felt like I was wasting my life.
Luckily, I've deleted the game already. Wonder if I can do that for this account?
We're closer to the other side. People on bonding via the internet rather than going to bars in their local areas, rather than hook up with people at work, we are finding people on the other side of the planet who truly share more in common with us because of interests and values have aligned through art, media and education.
Don't be afraid of it. People dreamed this sort of thing would be possible before the internet, that they could just travel thousands of miles from home and happen upon someone who they could love for a lifetime, but rolling the dice by just relocating from Russia to Brazil, or Canada to Malaysia, and hoping that wherever you arrive you will find someone you can meld with, it doesn't work as well as bonding remotely.
Now thats RL stuff.
How about this game stuff, these parenting simulations like The Sims, they attract caring people, and allow them to bond overtime, like guild members in the highest rated WoW guilds, they become more than just random players to each other; they become friends, lovers, extended family members. Do some of the relationships not end so well, sure, you hear a story about lovers that run guilds who's breakup tears the guild apart. It happens, but it happens outside of video games, outside of the net as well. Major companies have been splintered and liquidated over couples who, after a time, just didn't want to be with one another.
This is life.
One thing is sure. We are all gamers. We all know this game, and we all love something about it enough that we're here.
Over time a community may arise, like the communities of players around other games, but, adding parenting to the conversation, there is a greater potential for a generational conversation. I don't know how old you folks are, but I've been playing electronic games for almost 40 years, and I have met many people who are married thanks to video games as well as several children who are a result of their parents communicating via the games and the forums.
Would it be better if people married their elementary school sweethearts? Their college partner? A business partner? Someone they met at the pub maybe? These are all potential places but to say anyone is better or worse than another is a little silly. Same goes for people who bond via social media sites, dating sites, MMOs or forums for bird watchers.
I think a lot of you are really good people, and you deserve the chance to find good people like yourselves, wherever you go.
-
I just can't get over how potentially beneficial it would be for people to talk more about parenting, just in general. And with all the digital distractions we are presenting ourselves with these days, and in the future, it wouldn't hurt to talk about the subject via mediums. A lot of us around the world have great parents, a lot of us don't. Why such a great divide between families? Why so many neglected children turn to crime, live unsatisfying lives and go on to reproduce people born under the same circumstances, and can not help their children to truly lift their family out of that cycle?
Meanwhile their are great families, moms and dads who stick together, children that go on to Universities to become doctors and lawyers and have great families of their own. Families that take in six, seven, eight figures a year like that's just the way it is, always has been and always will be for them. They have massive family sections at the cemetery, they know their ancestors going back 500 years or more. They care; about themselves, their children, and their elders.
And they are damn successful at life.
Where is that for us?
How do we cultivate that in this new world?
Adding this element to our games, I think, is vital.
We're not going to divorce ourselves from games. Most of us will game will we die, some already have. There is obviously something very attractive about the purpose games give people. We can try and shy away from it, and condemn it, or we can live WITH it and find the balance; make it work, with what we already know is happening.
No one has gotten it right yet, what this present means for our future. Every book, movie or game, that attempts to foresee the future, fails to incorporate key aspects of human behavior.
Often times it's the desire to care for others, that, while not distinctly human, is certainly a trait of life, we have exploited to our greatest advantage, and it's one of the most powerful that dystopians overlook. Cry about problems all you like, but if you're not giving solutions, you're not helping. And love, really is a solution. It raises families out of generations of poverty, it inspires people to take great risks for great rewards, and it relieves tensions that can otherwise lead to wars, suffering and death.
-
I'm not saying you are bad people for murdering your children in this parenting simulator.
You ran an experiment, you got your results.
Now lets try to care for our children more than we ever have, see where that leads.
I can already say that if you are the mother of three kids, and those three know the tech tree, know how to watch their temp and to eat food farther away from your central starting area as possible, you are certain to have a successful settlement.
Same goes for a town of ten players, if you give birth to three more kids, and those 3 all know how to prioritize jobs; they can see the need for a smith to make hoes, the need for seed, the need for soil, the need to EXPAND IF NECESSARY, then you and they will live good lives to old age, if you so choose.
However, the odds of these scenarios drop if you replace just one of those three children with a new player.
So what do you do if it happens that all three of your children are new to the game?
They just got done watching a streamer play the game, or saw a video and decided to give this a go. What is the best thing you could do if you are given such a child, or, have three at a time, all incapable of lifting a finger to help you, at once?
If you have been reading my posts you shouldn't have to ask; YOU TEACH.
I'm not talkin, fuckin, formal education here. You don't need a chalkboard and textbooks, grab a stone, crack it on a rock, cut some reeds, make a basket. Go through the motions, let them know that this is what we do to climb the tech tree to stability. Demonstration through a let's play or stream is one thing, being in the game and having someone do it before your eyes, another. And doing it for yourself, feeling that power grow in your hands as rocks, turn to hatchets, turn to axes; baskets become carts on wheels; wild carrot seed becomes pie, and all the while these, steps, are building up in the players memory...
I am an educator IRL, well, was for many years. This subject brings tears to my eyes. For greater reasons than you may suspect if you aren't also an educator and interested in subjects like evolution, anthropology or philosophy. These are all subjects that have weighed in heavily on the value I place; on reproduction, and education.
I almost value the way information is passed on memetically, as it is genetically.
We couldn't have had this, though, without language; sounds to represent nouns, pictographs, alphabets, Fortran...
I'm sorry.
Love your children, mind your temperature.
Oh dear, people are going to be persecuted for being pro-abortion.
May the Cactus God protect the innocent Mothers, the wombs of our future generations.
It's gone too far with some people and it can't be allowed to be the norm.
If it was 1/10th of the time a child was not afforded the opportunity to know life, that would still be too much, but at the moment, it's more like 1/10th of the time we are given an opportunity to live.
It's an unacceptable number and this behavior has become too normal.
It should never have caught on.
...thanks, I guess, for your blessing... Cactus... Cleric? Friar? Lama? Swami?
What do you folks title yourselves?
As a desertphile I could see getting behind a practice like this. I'm not really into the whole religion thing, but if there is any biome that deserves love for the warmth and food it provides, it certainly is the desert.
Come to think of it, maybe I should start my own cult... If I did it would be something centered around the use of these balanced temp tiles. I can't stress enough how little people take advantage of them, but I love that many of you are repeating the lesson to others and catching on.
I did do the math and balancing temp is 7.5 times more efficient, all other factors aside. It's the difference between 24 carrots worth of food consumed in a life and 180 carrots worth, but 180 would be naked in tundra or clothed in desert, which, so many desert farmers are guilty of; farming in full fur.
Far as the cult thing, I don't know, maybe runner. Desert Runner? Desert Hopper? Jack Rabbit? Desert Jack? Desert Fox?
I'll think about it. Doesn't even need to be cultish, just a name that reflects someone who takes advantage of the bounty of the desert (specially those temp tiles) and isn't afraid of snakes. Did I mention that? I respect the snakes, but I'm not afraid of them. While I do keep movement held down, I'm pretty quick on the cursor and haven't died to a snake in a long time.
Maybe, oh my, what is this... xerocole!
What a word!
Xerocole means desert animal, any desert animal, that has specifically adapted to those conditions.
https://en.wikipedia.org/wiki/Xerocole
xerocole... Zerocool, I know , maybe a little cringy, you, older folks know what I'm talking about, but just the name Zero Cool, as in, No Cold, or perfectly balanced calmness, like a clear head. Not to hot and angry, not cold and heartless. Just right.
Even though the temp meter is 0 = cold, 0.5 = balanced and 1 = hot.
Maybe this is not the place for me to be going on about all this... meh, like it matters.
Just mind your temps folks, and love your kids. All I ask.
for now
KucheKlizma wrote:Being unable to distinguish between a video game and real life is alarming. Seek help if you're experiencing this.
This is my problem with the game in general - that it seems to rely on people having emotional connections with random strangers that would be better spent on real-life relationships. It seems to encourage unhealthy behavior.
It's a lot less unhealthy to love random strangers than people wanting to kill random strangers, or abandon random strangers that appear as children in their life.
If we play like we care, and we do; many of you have given me my best memories through the parenting RP, then we can stand the test of time and Jason can tweak things as he does to make things easier on caring mothers; more reasonable for them.
At the moment I find a distinct advantage to raising all kids as an Eve, so long as I find a warm patch of desert to place them on where they consume as little of their own fat store as possible, see; computeFoodDecrementTimeSeconds.
Yet you who feel the need to neglect children are turning people away from the game. Some of you pretend it's some wise, calculated, choice you've made. When it is, in fact, the gravest decision you can possibly make for the future. You only exist because the game allows you to come back, and someone eventually cares for you. As a new player, that is how it is, 9 times out of 10, and the 10th time you get to try as an Eve. Well what can these new players do as an Eve, having known so much abandonment? Even the ones that stand in the cold, eating berries, but still raising children, are more likely to give rise to settlements that stand the test of time; a day, maybe? heck, at this point, I think 10 generations making it 2-3 hours is a pretty darn successful set, compared to all the Eve's who have died running wild.
As for the model, the solution, address that; we need to expand more once we are successful. That should be the norm. For those of you that have already begun to do this, your cities have been the greatest, and I thank you, Brave Mothers, for taking the initiative and not falling for the trappings of sedentary life as a brood mother, wearing fur, standing on bear skin, over desert tiles, by a blazing fire eating berry+carrot+rabbit pie faster than I can burn through a single berry on a bad day.
Thanks, fire cows, who think because they wear a gold crown, they get to dictate what gender child OTHER PEOPLE get to keep.
Those are the real problems. Dish and others like him, are only hastening your civs demise because it's obvious YOU are playing wrong, if YOU want to go about saying your decisions are for the sake of the future.
-
I know, all you ever wanted was to be born to a child with your own name. You thought, by maximizing the number of girls, you maximized the chance of that, and that's all you ever wanted. But now you have Justice to deal with for your neglect, and it's not going to be pretty, I assure you.
I'd also like to clarify one thing real quick. I understand that killing babies is needed, especially in overpopulated or struggling towns. There is a difference between doing what is needed to save a town and needlessly letting them when you have a massive surplus in most things.
It's not needed, what is needed is a certain amount of labor for the upkeep of a civilization.
More people require more food, more food requires tools, water, soil. Tools require iron, charcoal, branches. Trees are needed within a certain range, but people cut down those trees for firewood, increasing the range people need to travel for branches. People only need 24 carrots or so worth of energy in an entire 60 year life, IF, they could maintain a perfectly balanced temp their entire lives, 180 carrots worth of energy, if they aren't wasteful, but do neglect their temperature. But, since we cannot, at this time, maintain a balanced temp, and have the freedom to travel as we'd like, as we need to, we use more, sometimes a lot more. Factor in overeating and overfeeding, and a person that could be living a full life, in terms of time, on 24 carrots, is burning through 240 carrots worth, especially if they are a woman just standing by a fire, in fur, eating pies, gossiping for a half hour about who killed who as she throws children in and out of the fire like they are sacks of mindless potatoes. Those kids, who haven't seen labor in the camp, don't know a caring mother, then grow up, wandering about, not wanting to commit to any job, because they don't feel attached to the place, not wanting to trust anyone, fighting for dead peoples clothes and not cleaning up anything.
These are all jobs attentive mothers could assign to kids, all problems that are escalated by bad routines and arrogant attitudes.
It's ridiculous how many problems are in this game, because of bad solutions the players have tried to implement that may have succeeded in the real world, but won't in a game like this because WE DON'T DIE, the characters do. The benefit of a death penalty in real life would be that the person who was the threat, is removed, but in a game, where you kill someone for feeding pie to babies, or, for pulling a seed carrot, and that person just comes back, in here THERE IS NO BENEFIT TO EXECUTION. There is, however a magnified benefit to education in a world where minds do not die with bodies. Where love and the expression of care, compassion and concern do carry over from generation to generation. When you love your daughter, and speak to her as though she is the greatest thing to happen, and then she goes on to give birth to you, and showers you with what feels like even greater affection, that is beautiful.
We really are a small community, and the littlest things ripple rather quickly.
A little less encouragement of discrimination and infanticide would be nice.
Some good points among the salt here. Here's what I'll do, I'm going to dedicate some time to trying to help towns even if they piss me off.
I appreciate that.
I still think killing every boy is a stupid idea.
It is, and you can do whatever you like to fight against it, however you choose to do so.
I know you are not a troll, you mean well, really, we all do, we just see some paths as easier, more satisfying or as more valuable.
I would rather reason, and exchange reasons; it's far more rewarding for and will leave you with a clearer conscience, than levying accusations or harm.
Males can work for a whole life without adding more strain to the population.
It's really not a gender issue, it's a player performance issue. Being born female is giving lazy and uneducated players a pass into a lazy and uneducated society that thinks culling people is the solution. It never is, they will always fail because those making the decisions are the same ones standing around fires contributing no work and only raising children, who are then more likely to go on to do the same. They cannot see that they are their own problem, and will not see it until they are condemned by everyone else that plays and understands. If you want to try and reason with them in game, you become a part of the problem as well, as words cannot be shared without the passage of time, and with it, a consumption of energy, generated by food, that is not being replaced through labor and the value that work brings to a society.
I dream of Animals requiring pasturage so there is a reason for a horse tribe to roam <3. Also they can use their bows on horseback ..
Also they can use their bows on horseback ..
bows on horseback ..
..
Weather.
It'd only occur near players.
A lightning strike. Could hit dead trees, starting a fire. Useful for nomads, potentially harmful for cities, might damage tall structures like the bell atop the monument.
Rainfall. While not very useful to nomads, could accompany lightning in moister biomes. Puts out fires but waters crops. Would go great with a wet meter, that could drench players making cold temperature worse. Drying clothes becomes a thing.
Snow. Piles of snow that collect in tundra, can be collected and warmed for water.
Not weather but: Some kind of large leaf, think rhubarb, that could be used as a one time water collector. This would make it easier for Eve's and nomads to start a single patch of farm, but not maintain it. It can't be placed down and hold it's contents unless maybe placed in a bowl to hold it's shape, for, some reason.
Lavaflow. Touch a stick to it, starts on fire, cools over time, becomes useless as fire, but can be mined for obsidian.
Wind. Could modify movement by a small amount +/- 5% could be useful for a nomad, just travel with the wind's direction to cover more ground. Could also be a useful mechanic later for spreading pollen, wind mills, wind turbines, or flying kites. When was the last time you flew a kite? Little bonus. Something fun. Heck, the kite could even be used as a way to signal nearby players; the more string you add to your kite, the farther you can get from other players and they still know what direction you are in.
An ocean biome where things wash up on the beach. A man can dream.
I was born and killed several times in a place that only had girls, I decided to make it my next target. After a few attempts I was finally born there as a Girl.
As soon as I grew hair I started stashing stuff stuff behind trees. The Blacksmith noticed her tools missing and the baker noticed her pies going missing, no one suspected me tho.
By the time i was older I had hidden stockpiles of pies and weapons. As I predicted many people started to starve to death, made my job eaiser.
Funnily enough I witnessed a women starve right next a cluster of hidden pies. With thr village weakened and all the weapons in my possession I finally revealed myself and killed the survivors.
I appreciate this, but I do want you to understand, there are better ways.
Letting children die has gone too far.
Killing children, is unacceptable human behavior, even in a game.
Two things can change here; the game we play, or the way we play the game. The first is up to Jason; something can be adjusted. The second is up to us.
I think we could, and should, reconsider the way we are growing.
Experienced players should be able to recognize when a civilization is reaching the carrying capacity of the land around it, and take it upon themselves to create satellite settlements, a lot of you already have picked up on this and I strongly believe this is the way to go.
It can happen anywhere from 2nd generation on. As a player that does not sacrifice his children, that is willing to do what it takes to keep every child alive or die trying. I often go by the name Sol these days, and my children are named after the planets, moons and Greek and Roman gods (though the name list doesn't recognize several of the names I choose) and I have made it my mission to fight against this urge to let children die for my own sake. While I am generally most productive as a male born to a semi successful civilization, I enjoy being an Eve most of all.
While I am pretty good at finding great starting locations by exploiting the "temp lock" and using every berry worth of food to it's fullest potential, I've not yet mastered climbing the entire tech tree as fast as possible. I also take great risks with my food meter at the cost of my own life, and if you were my child, new to the game and depending on me to return, I am sorry. I will often go off and 'wake up' cacti and rabbits, when I should really be making fire, farming, or simply being more attentive to you, left on that warm patch of desert edge near the ponds.
Apologies out of the way, let's break down this greater problem. We are losing players people.
Jason has made a point of this; something like 10,000+ people have bought this game and yet we rarely have more than 100 playing on the public servers most of the time. While it is nice to get to know some of you in this way, via your gameplay and posts, I really want a larger player base, especially because I love to teach almost as much as I love to learn, and new players means new opportunities to pass on good lessons. But when new players come into the game, the last thing they need it for their first experiences to be those of a helpless child abandoned by their mothers as they too struggle to survive.
Those of you experienced enough to have the idea in your head that you should abandon children for the sake of starting a settlement, or, are under the impression that it's a good thing to let players born male go unfed when you have enough resources that your village can easily seed expansions, should also be smart enough to understand this point: the shorter the life of this game, the shorter OUR time together, as a community of players. New players are the children of our civilization and if you really love this game you should be welcoming every child into the world, indiscriminately, because many of them, are those new players, and as our towns die due to neglect, so to will this game, and all the worth of all you have contributed to it.
We, gamers, we really need this game. We need this lesson in our lives. Many of us are not getting it because we choose to spend more time with our hands on keyboards and mice than we do other people, and I'm concerned that a lot of really good lessons are going to waste on a lot of people, when they aren't actively considering the joy they could bring to a child's life; the lessons they have learned and can then pass on, to the future of mankind. But who am I to say if the world will be better or worse if the gamers of the present don't pass their genes on to the minds of the future?
I think the time will come, as times do, when we will look back on these days and see where we made our mistakes. But know this now, it is not too late. It's not too late for us to be better players of this game and to each other. It's not too late for the game, for us to be a part of something great that leaves a lasting message on the world, as so many great games do. It's not too late for humanity, and for you as an individual to find someone special, doing something you both love, to bring new life into this world and leave it better off than you found it.
Sob stories out of the way, how do we do that?
1. Teach more. I am finding a lot of players are new players, and they are struggling to learn the game. Some are regularly switching back and forth between the game itself and wikipedia recipes, trying to learn the tech tree. Keep an eye out for these players. It's pretty easy to spot by their actions. Help them out. If you can tell what they are trying to do and what ingredient they are missing in a recipe, bring it to them, and show them how and where you got it, if you can.
2. Care more. Is that cart full of rabbits really more valuable than the player you just gave birth to? I've been teaching a lot of people how to use temp lock to travel long distances without stopping to eat as often, this is also extremely useful for when you give birth far away from home. Find a nice warm patch of desert edge, spend 10 seconds asking your child to lock their temp and follow you, a minute to teach them how if they don't know, or, you can just leave the rabbits and take the child home in your arms. This is one example of any of them I could choose from, but human life, at this stage in the game, is exponentially more valuable than anything else. Everyone has the potential to be the seed of a new home. It's not just the lineage we leave behind that makes a village, but the tools and infrastructures we pass on through the works of our hands that give future children a foothold on the world.
3. Grow more. And I don't mean carrots, I mean colonies. Just as every child is the bud of a family tree, every new satellite that radiates outward is an opportunity for a lineage to carry on. We don't have the numbers worked out yet, but we need to figure it out. Could 10 satellites radiate out from a central town, and that town still maintain itself longer than any has yet? Maybe not, maybe communication at that point would be too difficult and struggles over surrounding resources would guarantee hardships. Our mission is minimize that difficulty and strike the balance as best we can. But right now even one satellite does people a world of wonder to release the travel time between resources, and their central gathering place. Somewhere on the horizon is always a place where life would be easier. Right now I'm getting the feeling that that place is more inviting every 3-6 hours of a settlements existence. If you spend a life as a hunter for a town that has filled out the tech tree, and you find a swamp with ample ponds, near a large food source, consider bringing a few basic tools there and starting another settlement as a mother in a future life. You can almost just as easily do this straight away as a young girl born to a prosperous town, as people become fairly sedentary once a strong farm is in place. If you are gifted a backpack, and are comfortable living off foraged food, it's almost as easy to have the ground work for a new colony ready by the time you may begin to have children, as it is for an Eve with a much larger food meter. In some ways it's a lot easier. Just don't abandon your kids if they come out a little too early for your liking. If an Eve can do it from nothing, you can do it with the headstart you've brought with you. But knowing that such a place exists where a start would be easy, that is best done as a male, in a previous life, as you don't need to abandon children or give up the search because you've had one.
If you are a competent player who can have three kids and still start a civilization plunging blindly into the unknown, then it is your duty to be the seed of a civilization on the brink. Accept that role with my blessing and may no snake hide on your path.
I want beaches.
I want rivers, freshwater lakes and oceans.
I want to fish.
I want sand.
Ocean can be it's own entire biome. The water is salty and unusable (for now) as freshwater. Beaches found on the edge of oceans with sand. River biomes that connect Tundra to Freshwater Lakes and Oceans, and Freshwater Lakes to Oceans. The Freshwater Lake biomes can be used as a water source. It never runs out, at least, not until we get into some post industrial civilization that can extract VAST amounts of it, or some kind of seasonal or greater variation would be added that would raise or lower water levels based on a simulation of rainfall and snow that would bring variations to annual precipitation levels. The River biome would be vital to this as well, and we can eventually dam the rivers either to slow the drainage of lakes, or for hydroelectric dams we can build on, or near, the river.
If the river cannot easily be made to appear to connect the tundra, lake and ocean biomes, than it should be a made like a Marsh or Swamp. Another option would be to make the entire hydrologic system; Ocean, River and Lake, into it's own entire biome. But in the long run I think that would be a bad idea. For now, tackling the way biomes are generated to make it so Oceans, Lakes, Tundras, Swamps and any other highly precipitous biomes are connected procedurally, is important.
Ocean biomes should be 90 - 95% Salt Water, 5 - 10% Sand, on the edges.
River biomes could be tricky, but it could either be generated like any other biome with 5-10% water and the rest it's own type of hybrid grass, forest and swamp, maybe with beavers and it's own type of flora. OR The River biome can be 100% freshwater and coded so that it follows a divide between biomes. It would act like the ocean and lake in that the water level would never deplete, for now. A flow would be important for transport later, boats, but for now it would increase or decrease movement speed depending on the direction of travel.
Freshwater Lake biome should be 50% water, 45% hybrid grass, swamp, forest, 5% sand. I want to see small freshwater lake beaches.
Ocean biomes should be large, but they do not need to be uncircumnavigable by foot, in a lifetime. They should surely be seen as great barriers however, and if they are so formed that the other side may even be visible on a single screen, but that the wings of the ocean are so large on either side of that narrow channel, that it will invite people to want to explore around, to find a way to get to the other side. An invitation for boats and bridges later.
A lake should also be seen a large obstacle, but one that, for now can be traveled around in under ten minutes, surely, maybe even under 60 seconds, so, they too will be large.
I understand representing such vast features may be quite challenging. We want to create representations, not recreate the actual scale of the obstacle, at least, not in a game like this, as it would be quite imposing and restricting at this time, especially on such a small community of players. But I do want to see representations of these features in the game as soon as reasonably possible. With at least some reply from Jason as to what scope he is willing to take on them.
Water is the most important ingredient to life. It has been vital in the role of every, every civilization. Maybe someday we can incorporate plumbing into the game, I certainly would incorporate plumbing into my civilization if I had to start things over. Are we going to start pooping and pissing and having to deal with our own waste? We don't have to go that far yet, if ever. That can all be implied. But we do already have crops, and we are going to have farming, and we may as well plan to have automated water transportation systems to save time so we can spend more of our lives working in labs and factories to create polymers and circuit boards (please just put copper in the game already) so we may as well have a new, greater source of water now.
This is, afterall, a reboot of what people would do, if we had to start over, and we would certainly migrate to large bodies of fresh water to provide irrigation for our food, as is evident by every successful Eve's, every successful civilization's, actions already, in regards to the ponds and eventual horrendous well walls we are making.
PS before finishing this comment, I started working on a picture to illustrate what I was trying to say about the biomes, before I considered one entire hydrologic biome may be the way to go to capture the entire hydrologic system in a single biome. It is really crude, but I will share it anyway. Just note I really underscaled what I think the size of the ocean biome, if it was seperate but connected from the rest, should be. Oceans should be larger in size than the largest example of a biome generated, you have come upon yet, and I have ran across some really large biome regions of all types, as I'm sure you have as well.
Getting terrible 'lag' on all servers.
Any idea whats up?
Even the ones with no one on them.
Every other life I am dying due to lost connections, and half the ones I don't die due to that reasons specifically, it's because a snake, bear or wolf hits me when the game is laggin.
I thought it might be on my end, but every other service online is fine, so, not my connection, but I assume it may be something with my version or my files, I really don't know. Just saying I'm having this problem atm and it's making trying to play really difficult.
This game is not a historical simulation.
If people didn't make backpacks in ancient times, that doesn't matter.
There will never be a bronze age in this game.
This is a game about modern people starting over from scratch.
SPOILER ALERT PLEASE!
First thing that came to mind: https://www.youtube.com/watch?v=jW9iKDxpsWw
Second thing: https://www.youtube.com/watch?v=HqwSul5YmJ4
I'm a simple man.
More, because I want to remember this moment.
When so many other people are turning on the game, I want to feel what Jason is trying to do with it, and that's not going to happen if we give up now that things are getting harder to maintain.
Our lives are so easy, IRL, when you break the average life down to 60 years, at least, for those of us in the developed countries of the world. Yet, 10,000 years ago, people would not have had this sort of luxury. But even today, try summing your average 60 year life down to 60 minutes, and the milestones will be the moments you overcame struggles.
It may be hard for you to compare replacing baskets breaking down with repairing and replacing your car as it breaks down, but that is kind of the way I see it. We have to repair and replace our computers every 5 years or so, if that is the way the game works in a year, that we have progressed to the modern age and every 5 minutes we need to order new computer parts with the money we made working at Taco Monument for the last minute, that would be a little weird. But I completely understand the direction Jason is trying to take this, at least, I think I do, and I'm willing to stick around to see things change.
While I'm comparing the game to real history of mankind, (10,000 years ago) I really wish the game wouldn't already have steel. For the most part it feels like we are somewhere between a million and ten thousand years ago, except where steel is concerned. In that respect we are some where between 3,000 and 1,000 years before present. I really wish Jason would follow history a little more closely, at least, for the average person living:
1,000,000;
900,000;
800,000;
700,000;
600,000;
500,000;
400,000;
300,000;
200,000;
100,000;
90,000;
80,000;
70,000;
60,000;
50,000;
40,000;
30,000;
20,000;
10,000;
9,000;
8,000;
7,000;
6,000;
5,000;
4,000;
3,000;
2,000;
1,000;
900;
800;
700;
600;
500;
400;
300;
200;
100;
90;
80;
70;
60;
50;
40;
30;
20;
10;
... years ago.
or,
10;
...
100;
...
1,000;
...
10,000;
...
100,000;
...
1,000,000;
...
10,000,000;
...
100,000,000;
...
1,000,000,000 years into the future.
It's important that I listed all those because I want you to keep in mind, there will be being, doing, things, millions, billions, potentially even trillions of years into the future, or more, and these scales, are things that most of us wonder about from time to time. They inspire great games and have inspired great thought in some of the deepest minds throughout human history. Be they great leaders who employed military strategies to insure the future of their civilization, great explorers looking to expand civilization, great businessmen looking to exploit new resources and markets, great scientists looking to bring new energy and technology to their people or great religious and cultural figures who want to bring peace of mind to all known peoples.
Great minds cannot escape great time lines, whether they intend to play their roles in history for millennia after their existence, or not. The great battles between genes and time have been played out for billions of years and the battles between memes (ref. Dawkins) and time have only just begun, when compared to the grand scheme of life itself.
Sorry, so hard not to ramble, whenever I get typing.
The answer is more, maybe not more the way I did the first week I played (April 2nd to, well, the apocalypse update or so) but I'm thinking more about the game these days, in the long term, with what I've learned over the last few months of seeing people play, and the last 21 days of playing the game myself.
More, more, more.
I know you are all getting bent out of shape because your towns are not thriving.
You all care too much about your farms, and not enough about the players.
There is almost no reward for a new player to be stuck in a life farming when what they want is to know how to play the game for themselves, first. Give the players that knowledge and when your consumption exceeds your seed production, the player base will not shy from the wild. They will be comfortable enough away from the carrot farm, the berries and the pies to make it on cacti and other food they can find away from town, while the seed stock is replenished by dedicated farmers.
I've read all the posts on these matters, I've played this game almost every day for the last three weeks, many of you have been my children and learned from me in game, some of you have even taken to naming your children names I've given you and your siblings in the past; the Roman leaders, the planets, star and constellation names, Greek Titans and Gods. I've seen most of your cities, I've never murdered you, I've worked my ass off to try and keep every one of my boys alive while you leave people to die and expect people to be happy with it. You complain about boys when your daughters say nothing as they pick up and put down kids by the fire unnecessarily too often. Leaving your communities full of uneducated daughters who will produce more, uneducated daughters.
You're not educating new players enough. Forget your city, forget trying to leave the Rome or Cairo of the game, the world works because of the billions of people that do not live in big cities. In much the same way the whole player base of this game will rise as one, for every player that understands the game itself, for themselves. Your attempt to create giant towns is only leading to people who know nothing but that to stay alive they must stay close to the farm and eat.
This was the problem before the apocalypse, this was why when I was born in any of your big cities, I ran away, especially if the first thing I saw of your town was you starving boys to death and then you, praising me for finally coming in as a girl. I will not live in such a community. I discourage this behavior where I am born and I encourage you to accept all children, wherever you give birth. This discarding of babies is insulting to the players and it's insulting to our species. Show that you love all your children and are willing to die with them all, knowing that we will all be born, give birth and struggle to survive together and you will foster a more positive and determined to survive player base that you will find can bring you the lasting legacy you want to see each time you come back to the world.
We have to stop perpetuating these terrible ideas; the discarding of children is not acceptable human behavior.
Keep in mind this game has the potential to change in whatever way Jason wants to change it. This practice of neglecting children because you feel they might slow you down as an Eve, or, that they won't pass on your last name, that is the real problem becoming acceptable behavior in this community. If the players make it an acceptable behavior, then Jason will have no incentive to change that. It may be cruel to your dream of a perfect city layout, to let boys live knowing that if they do not add more than they take, that your entire family could die there, but it is far from the only solution and it should not be accepted on morale grounds. You do not need to leave your humanity behind, anywhere, in any game, in any moment of your real life.
If you don't see how this attitude developing in this game, and internet games in general, is bad for us, then I am afraid our civilizations in real life, may be as similarly doomed as those in this game.
Never let someone take what respect you have for humanity away from you.
It's like you're all a bunch of victims of the Stanford Prison Experiment, and you won't realize how much games are fucking with our collective heads until...
We don't have to fall. We could forgive our ancestors and move on, carry on the great deeds without towing these anchors until they snag on something at the bottom of the ocean. We're not bad people, no one ever was.
I forgive all of you that ran away as Eve's when I was born.
I forgive all of you who refused to feed me because I was born male.
I forgive all of you who turned to murder.
I want to see what great machines of civilization we can build together.
I want to find the balance with you, between growth and renewal.
If this game ever has rockets and other planets, I want to bring them to life, with you.
But for now, I want to bring the life we can to these worlds, each server, and find the balance together that includes every player; ever man, woman, daughter and son.
I'd also like to see a bandage and at least an injured state where the bandage can be applied.
Not only for pvp reasons but for accidents at work, on machines, or making arrows or knives.
You accidentally cut yourself making a knife.
You burned yourself working at the forge.
You sprained your ankle running over a rock.
When the tree fell, a branch flew out and struck your shoulder.
You could be as creative, or as simple as you like with it.
You are injured.
Then from there, add simple, cure all, items: bandage, and flesh it out from there as people are standing around, working in factories, injured by steam engines, electric drills, laser cutters. You stepped into the 3d printer to have a jet pack printed on your back, and the machine fused it to your body and now neither work so you need to have your head transplanted to a cyborg or donor body. Accidents happen. We could use a little time to deal with them and a solution in the meantime.
An argument against this, it's 60 minutes tops, you get in a car accident, you die, you restart, twenty minutes later, you're back in a new car working the vacant shift at the factory your death left open, no biggie. Problem with these disposable lives, our first five minutes we're so useless, we're a burden wherever we're born, which is fine, it works wonderfully to give people the motivation to maintain food supplies, knowing they could be reborn in that society where their labor and infrastructure, affords their mother the opportunity to raise them until they're able to care for themselves.
However, we put a lot of effort into these lives, each time. You may be thirty, you have made all your own clothes using the town snares, and milkweed you spotted yourself looking for rabbits, then as you take your first cart out to gather water, you instantly die because of a snake bite. Or, as is the subject of this thread, you get stabbed with a knife or shot with an arrow, and it's just always 100% fatal, no, flesh wounds, no shot to the knee, it's just, every shot, every stab, fatal.
Please, add cotton, add loom, add cloth, add bandage, or, at the very least, let me use rope to make a tourniquet and cut my movement speed in half so I can at least get this water back to my village. They had no idea I went out that far. A snake should not have the power to starve an entire village to death.
Just be willing to sacrifice your potential megalopolis once in awhile to teach a new player some basics when you meet one.
Otherwise we will not hold onto many new players for long and the time they do spend in game with us will be less productive, if not destructive, to all we are so quietly busy to maintain otherwise.
If you don't take a minute or two of a life once in awhile to show someone how to build a fire, how to make and cook a pie, or how turn iron and wood into a steel tool, you're missing out on one of the greatest rewards you can get from a life lived in this game.