a multiplayer game of parenting and civilization building
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Any chance you could add cactus to have fruit when generated and rabbit holes to be family from the get go? Quite annoying having to explore an area and wait until the rabbits turn into family rabbits. Untouched wilderness should have had time to fully grow these two.
Not exactly, rabbits would move out and be hunted/die of illnesses. Cactus fruit is there to generate other cactus etc... Might be possible to have small % of those spawn in different state though, but generating random numbers takes itself lots of computer cycles. Maybe use % (that is, like 1/10 cactus have fruit and second one flower etc...), that is fast for server to do.
I thought this was one life, not baggage from other lives (like babies having to carry stuff from previous life is just plain NO). For color gained through lifetime well why not. The griefing players usually pose no real threat and do it b/c are not able to play well. Not even as well as I, a newbie am.
A capable griefer is able whatever the town/city has, to a certain extent IF no care is taken. Why not take steps to stop griefing from being succesful if worried ? I often do. Eve/small town grief is just stupid proving their incapability, not "evetowniers". If I ever grieved I'd either help in near-evetowns or just /die immediately...
futurebird @Twisted yay !
Yup, wrong. Keep the tools outside, it is waste of time for ppl to come by and ask for them.
Always return tools to where you picked'em up, in your case to forge where you made them, or better yet at community farm or such. Cursing was not called for though.
Edit: you wasted many peoples time for each to fetch tools instead of wasting one persons (yours) by borrowing them from town.
I do teach basics (that's what I know) every now and then, but I think just adding being basically helpful, not burden on town is enough, rest should be taught by players in "real" situations. Or learnt.
Stuff like eat berries only at very start, it is ok to ask for help, (tutorial to compost-making and maybe even farming basics). Then new ones have enough foodbar to follow/ask for teaching. Most helpful thing I've found is to say it's ok to ask for help, it has no negative side-effects and many ppl do help/teach in the game. Mostly true.
Only adding bit of map-creation tweak and three items idea SOLVES: TRADE, MAPPING
Biomes stay as they currently are, but are generated in, say, 500x500 "tiles" (or w/e size).
Each "tile" has every biome game currently has. Each of these "tiles" has one special-resource containing area (say, one desert has like oilwell-kind-of-thing: for example desert so no need to check every tile on that "tile" of all biomes).
Two items needed to create, say, (whatever) printing press. Say, ink and special clay for letters (yeah bad example). Extracted by kind of oilwell, adding pipe gives couple more "special items". So one cannot just walk and collect both items easily. And add special items later on is easy...
Map: some pole (from tree branch), can show the 8 directions and contain one sentence, plantable and can be cut down with axe. Like, "This way to next horse fence 11 (screens)", next to it plant a pole "will guide town having INK 25".
This wouldn't change gameplay as we know it, no need to rebalance or create lots of items etc etc... Fast'n kind of dirty fix.
@grim, why return to home marker every time ? Why not after going SE, go N, and return to home marker SW (the NE home marker route), saves time and gives extra area searched (if you want to use that pattern).
But sry, have nothing to add-except was born to wannabe-eve w/o bowl but with pies and such, the place looked so bad I seeked out (after making some bowls and fetched carrotseeds to her and new kin) where she started from- it was nearby, two old ppl there I guess they quarreled or something). Finding the large camp was rather easy then. I don't know how to search by name or anything the like so didn't even know if I'd find anyone alive.
I read J's post, so "where you are born", make small camp to prairie and voila' you have a kid there.
Anyhow, making double (or something) by being born on biome X could be good.
Offtopics:
I've been thinking on trade-posts, you put x items on cart (has to be special color or something) and anyone touching it can see what is wanted in exchange. i.e. cart has 12 iron, four baskets - to swap carts bring one containing (minimum) 4 copper. Otherwise trading just takes too long with chats and thiefs etc... ofc this would be bit trouble with hiding keys to inherit items etc
This would make radios important too, to inform others, but there is still the problem of finding where to go.
About "Ownership", by coloring items only their some wood-colored parts could maybe be easily installed ? Instead of drawing everything you could just tint every piece of item with color X that was pure wood color. No need to draw new sprites...
Yup, the coloring of items was talked already before cloth update, but I think J tested it and things looked too odd or something (I haven't tested tinting sprites since 80's I admit lol). If the wooden part could be colored (before making item even, better after) it would work easier I imagine w/o need to check every item in the game for what happens when color is added to an item - obviously non-wood containing items wouldn't be owned. Or even saddle would be good.
Edit: why wooden ? Less work, only tint the brown part of every wooden item by painting one. It does leave some items out but it is conceivably easier to install.
I almost quit the game right after I got it b/c the game was so hard to learn from the ingame tooltips.
This is solved by teaching newbies. It is in everyones interest. Why not teach ? I admit it should be easier
-J gets more income b/c newbies give good reviews and thus J has ability (cash) to improve the game
-we get increasingly better game
-I do sometimes spend a lifetime of teaching, many a time I see nobody bothered to say even "say F for food"...
-many newbies are afraid to ask help still, you don't believe how much I've had thanks for asking if any newbies around I can help basics
How to solve: we need a faster way to teach. Maybe even make a profession per life you may/may not want to add. If you are teacher by profession (in front of your name) I am more inclined to bring food nearby, also other materials. Not everything needs to be too advanced, when basics are taught it gives new players incentive to learn more (by themselves too)-and I mean bare basics.
Edit: of course newer players are not so afraid to ask for help from a teacher ! I think atm they are afraid they will be used if they reveal being newer... As happens in most games.
There is a reason to make it this way, I have no doubt it will be fixed later on. For now it's testing purposes, which is fast if you have lots of material.
This has been repeatedly done, and I see Jason's point in doing it-get some kind of possibilities what is done and then fix it. If he were to make it bit by bit, it would take a lot more time and effort to balance it out !
So, I see nothing wrong. Go test, and if you don't like to, take a pause in playing. But basically it is good design because: J's time is precious and this way he can have testing done in fast !
Also, this thread hasn't had many ideas how to fix, why not concentrate on that. Someone will gather them with reasons WHY etc and things will reach near-optimal solution faster than originally limiting stuff IMO. This has happened in other occasions and if you refuse to see the pattern it's on you.
MY SUGGESTION: make very hard to destroy gate that is always open, can never be closed until destroyed. It's faster to limit size of bloated berryfarms and help ppl to stick around the game long enough to learn and compliment it so more newbies buy the game and give J some income...
Spoonwood wrote:-snip-
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Then there are the ones that do not bring back rabbits (or anything much I guess), just found two dead with *load of skinned rabbits in savannah, while town was rather new and hungry... rearmed traps, took rabbits and the caught ones near town, just my part of janitorial duty. Also told others in kindergarden where to find traps and those, dropped my cart and told it was free.
Might be a good idea to start adding a cistern too.
I think that's overkill, with some buckets it should be fine. I mean, someone is bound to bring water-filled bucket to milkweed farmer I think. Need to test a bit more, just did small one-I'm still doing communism mainly.
I like farm wide and just few tall, so usually when I have enough food bars to go adventuring the way I like I have three or four composts somewhere anyhow. Also, I thought dropping wooden box at bakery when picking up a pie-basket nice thing. Also, it is nice griefer-safe area basically so things to basket or two, got some items in mind Need to test how long dry non-watered three sis, carrot or such last just as precaution. Top row I go now plant trees...
It will be interesting to see what these couple of families are doing, I've seen large areas fenced and (non-smithy) having iron tools like they belonged to them just lying around not being used-nothing we didn't expect though.
Nice, and worthwhile stuff right there ! I will try to make something like that too, maybe saying to make one bucket (never have enough, for what anyone wants to do with them) and one/two ropes for their own (nefarious purposes . Milkweed usually limiting factor.
Also if you make so much extra food fast new players are not able to learn how to bake. "Entitled advanced players" just take stuff and not help much colony as it is-although usually leave some organized stuff alone if its not in,say,bakery. I basically don't want basic foods nerfed ! Also please players just let some stay raw-I can do it so why can someone else not. I pick up basket and take it from bakery to teach even newer player than me to make some foods. They are then more interested to learn than just going grab grub from full bakery.
Edit: teaching might help on /die problem too, as new players now have teacher/learn something!
I do not shy away from Janitorial duties, especially if some new person is on. Teaching them to make compost then plant is what keeps them playing, and is satisfying enough for me (and them to start) usually. Also next life they know something and wish to expand-or if I am forty I can teach whatever with basically no time limit and feel it is worth it.
Offtopic: maybe teach-mode like whisper so others won't be bothered-you could whisper longer sentences or such to someone or paste from outside the game (client problem then), but imo we need a bit longer sentences to teach. Naming fenced area "school" or something-we really have no good system to name, even in larger towns where libraries are they're very limited.
What sort of things make you loath living in a place. I don't think delayed dies like that are a problem because you gave the place a chance. For me it's if people are unsupportive or directly obstruct
I don't loathe janitorial duties either. Usually don't die, but setting a limit might bite sometimes. Got one daughter today to live by grabbing on to her repeatedly, had ready txt "No you dont get away that easily" worked for once, even got a smile out of her then. Many ran nevertheless. Town had enough ppl to support my behaviour hence I saw it as ok.
One thing I don't get is why, when I got directly to double-eves one kid grieved, as if starting isn't a challenge itself. Probably b/c it is easier. Even when computer crashed later and hence (I think) I cannot follow up what happened later on, I think that evecamp had it good by that time, it was in OK way when I left. Also, taught them to feed me (hopefully others) only when asked...
When map is created/apocalypse, do macrobiomes (MB) (one is 3000 x 300 or whatever tiles) ?
Each MB contains:
-every biome currently in game
-one mountainbiome/whatever per MB (one biome, so you do not have to check every tile) contains one (renewable, slow, like a mine or smthng) resource needed to craft some new item to be installed in game, whenever J installs a more advanced item.
So, start with, say, two different kinds of MB, and two resources, needed to build a new item. Boom: TRADE, probably. Thing to do to you veterans, go around search this one mountain spawning its slowly renewable resource.
Doesn't bother us newbies too much since we won't be doing that advanced item (way to copy a book, anyone`?) nor does it mess up current biomes. Gives veterans something bit challenging. Something worth protecting even, maybe, conflict.
Also I do not have to teach compost/such to newbies over and over again, takes a lifetime to teach one/two kids that, farming or such... Nor does it change those dynamics J doesn't want touched.
Well town probably everything, hence nobody wanted to be around. And lure of even larger town prolly.
http://prntscr.com/n94stt
Hence I didn't take one of the horsecarts to grab needless piles of iron, there are some though.
Anyhow, cleaned after me once again, taught a bit-that's what is good about abandoned towns you have time to teach new players whatever they want.
Yup, I seem to go middle road here.
If no more fertiles, if I am young I tidy up a bit. Make it ready for someone, even newbie. Couple of baskets of food and I craft basic tools.
If I am older, I have ties to the place, I sometimes continue until I die, cut roses for relatives graves and such (after tidying the place up) just thinking what might have been.
One can take advice from this article or not. And I think all randomness is due to people, there probably is no "hard" random number generator, just seed that gives always same environment, and next seed. Not sure, might be J picks up a millisecond someone dies and uses that as a seed to an area, none of my business nor interest.
S.
great bloodlines are extinguished by players who decide to commit suicide without waiting for a name and find out if they are the last women of the lineage
Hi, never found if small bro found another camp with cartful of food, looks like not... Anyhow town was left waiting, no eve wandered into town at my watch...
Jina Milk
Thing that hasn't been thought of (in trade)-free radios. Not current ones, but such as "our town has 12 steel,4 pies,cart,four baskets (or whatever) tied to this "radio" now (will disengage in three hours), who wants it swaps it to cart,8 gold,4 rope or more". However I see no way to implement this... Also, the message should of course give distance and arrow easily, next to home-marker. It could be faster to implement than most suggested stuff (excluding rare biomes), but thinking about population online at any given time I wonder if large scale wars (as suggested) or such are feasible. This could be, as one single person could collect a cart and bind it to free radio.
Marking roads: easy could be fill backpack with sand, poke a hole in it and it dribbles and leaves a followable trail.
Other thing I like is earlier idea: making travelled tiles have "health" and if not road/such built just darken with RGB or such.
Between infinite magic hat and none, how about a hat you could load with "charges" for, say, road. You would load more building materials into it and give it to your progeny.
If you were born with one, it would just add to the problem of infant-deaths. At least I do not like half my progeny dies within a second of spawning.
Cannot +1 so I say nice. Now just people, try to find problems with this ? Programming on serverside its "only" adding one more property to an item.
Edit: please move copy to here OP: https://www.reddit.com/r/OneLifeSuggestions/
I love the knives-thing going on. Now, how to make stuff inherited without knowing to whom you give it to. I wonder why key copies are not used on town centers/bakeries, I think that was the idea behind those items.
Edit: oh, game already counts (I think 8x8 rooms), so implementing like five ppl in one room, all above age 50, saying "my build power to Jason" would give an amount of "free" walls/8x length road by cost of one ? If not done, nobody would have any "wall building" power.
S.