a multiplayer game of parenting and civilization building
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You're asking the dev of the game to help translate the game for the people that copied his game?
Yes, Tramax, I didn't think of a "boss superior" like Floofy rightfully disagrees with, but someone who tries to keep the big picture and reminds of critical things..
Or also someone people could come to to ask like "where do I find rabbits..." etc.
There is a difference between some sort of boss that tells everyone their jobs, and gently reminding someone of a more urgent need. As an example, yesterday, i was focussed on getting rabbits (key step in going for iron tools) since we already had a farm. Nobody else was doing that job and it was truly needed. But when i came back, some dude told me "Hey bill.. we really need help with food right now" because they just had a big baby boom and were very low on food. So i temporary helped them out by getting some bananas.
I feel like at the core, the idea behind the game looks like this:
Eat base resources (garlic, wild carrots, wild berries) until you get to farming. Die if those resources are depleted before you can reach farming.
Manage your farm using existing water until you can build wells. Die if all water is depleted before you can get shovels.
Manage your farm using soil deposits until you can build compost. Die if all soil is depleted before you can do compost.
Manage your wells and compost with tools using existing iron, until you can have a horse cart and get iron from much further away. Die if you run out of iron before this happens.
I see 3 issues right now:
1) There are ways to actually have a line last for a very long time without actually having to evolve the technology. A good example is to find a spot close to 10+ ponds, and live off omelettes. The game feels a bit too forgiving in that regard.
2) Most lines don't actually end because of the reasons stated above. They end because at some point in time, one generation get too few daughters, and the few ones they get die to dumb mistakes.
3) Once the civilization does reach top tier tech... well... the game is really easy.
Here is my idea to fix each 3 points:
1) Possibly have the timer on naturally existing resources increase with time. For example, eggs in ponds aren't supposed to be a source used over many generations. So i'd say every time an egg is picked, cooldown could be increased by 20%. Same thing for other natural ressources such as cactus fruits, bananas, etc. When your on gen 38 you should no longer be able to rely on existing cactus.
2) Ideas for this have already been suggested. I think its ideal for lines to end because they actually hit a real starvation, not because RNG gods wasn't with the tribe and gave them males only, or simply too few kids.
3) Quite simply, the dev needs to add new techs, but also new long term difficulties. Just as an example, clay plates and bowls could decay after a really long time (say 100 uses), but eventually in later tech you get access to glass plates and bowls which doesn't decay.
Floofy wrote:AlanB wrote:Yesterday, I found an awesome spot as an Eve. A mix of various biomes. A lot of water. Had everything going real quick. One issue: had all boys.
And, I like the fact they were all boys. That's part of the game.
When a game starts getting 'tweaks' to make things easier/predictable you start losing emergent gameplay.
My favorite/most memorable moment was when I had a 'newb Eve' pop me out as a girl, then a few moments later another girl. Our Eve mom died shortly after due to starvation trying to support two of us. We were both still infants, but I grew up just in time to find a nearby berry bush and save myself and my little sister.
We ran around as kids, barely surviving, helping each other until I was 17 and had a baby girl. Then... a wolf got me. We said our goodbyes and my sister grabbed the baby. Went on for a few generations after.
These types of moments will get ruined if the starting/Eve mechanics were to change.
IMHO, it's the unpredictable moments (even in village building) that makes this game good. If things become more predictable and 'easier' then it'll kill the meaning of the game. Which, IMHO, is about the struggles and not the need to build a super-civilization.
I remember a moment where i had a single girl, and that girl actually had ZERO childrens. In my case, i had the opposite feelings as you. I just felt like the game wasted 40 minutes of my time. What's the point of building a town if you're gonna have 0 descendants?
I do agree with you struggles is fun, but when its just IMPOSSIBLE to have descendants because the game decides you get no daughters, that's not fun imo.
Heck, i agree the game should be hard and i'm all for making it harder (especially at later stages of civilization), but it should be hard for the right reasons (for example, the little starving story you described), not because you get all boys. That's not "hard struggle", that's stupidity.
What time? Perhaps there just wasn't enough players on.
I believe it was before the jungle update. Most likely caused by that, since ZERO children for my daughter was really weird. (in my case, i had this daughter and a few more kids).
Yesterday, I found an awesome spot as an Eve. A mix of various biomes. A lot of water. Had everything going real quick. One issue: had all boys.
And, I like the fact they were all boys. That's part of the game.
When a game starts getting 'tweaks' to make things easier/predictable you start losing emergent gameplay.
My favorite/most memorable moment was when I had a 'newb Eve' pop me out as a girl, then a few moments later another girl. Our Eve mom died shortly after due to starvation trying to support two of us. We were both still infants, but I grew up just in time to find a nearby berry bush and save myself and my little sister.
We ran around as kids, barely surviving, helping each other until I was 17 and had a baby girl. Then... a wolf got me. We said our goodbyes and my sister grabbed the baby. Went on for a few generations after.
These types of moments will get ruined if the starting/Eve mechanics were to change.
IMHO, it's the unpredictable moments (even in village building) that makes this game good. If things become more predictable and 'easier' then it'll kill the meaning of the game. Which, IMHO, is about the struggles and not the need to build a super-civilization.
I remember a moment where i had a single girl, and that girl actually had ZERO childrens. In my case, i had the opposite feelings as you. I just felt like the game wasted 40 minutes of my time. What's the point of building a town if you're gonna have 0 descendants?
I do agree with you struggles is fun, but when its just IMPOSSIBLE to have descendants because the game decides you get no daughters, that's not fun imo.
Heck, i agree the game should be hard and i'm all for making it harder (especially at later stages of civilization), but it should be hard for the right reasons (for example, the little starving story you described), not because you get all boys. That's not "hard struggle", that's stupidity.
But the thing is yellow fever isn't dangerous if you know exactly what you're doing. It's the same principle as why people get mauled by bears in the middle of a city, if you don't know how to counter a bear you end up dying like a goof ball.
If infected with yellow fever - Go stand on an object just like you would with any other animal trying to attack. You just stand on the item and wait out the fever then return to whatever you were just doing before the bite. Once you know how to deal with yellow fever you'll realize that it's incredibly weak.
Neither the food drain nor the fever raise your temp to any sort of dangerous levels while in the jungle. It's more comparable to being naked in the middle of any of the normal biomes which isn't harsh at all. The only time you should die of yellow fever is if you kept your food bars super low which is just silly since there's so much food in the jungle.
Once players learn how to deal with yellow fever the deaths will become rarer as you shouldn't be dying to it in the first place.
The point i'm trying to get accross is, your main point is a civilization could live off only on bananas. The point i'm trying to get across is such a civilization is extremely likely to die off since most players die to yellow fever.
Is it possible to avoid it? Absolutely. But can we expect most players to avoid it? Absolutely not. Currently, most people constantly die to boars and snakes, and imo, those are easier to avoid than yellow fever.
Floofy wrote:I mean, you guys are complaining jungles are deadly AND they give too much food. I feel like this is exactly the intention of the dev -> create a biome where food is much better, but which is much deadlier.
Currently, most good players rarely die to wild animals except for the occasionnal mistake. But yellow fever is a real threat.
I feel like its fun to get a biome which is higher risk reward than the other zones.
Yellow Fever isn't very dangerous, it's just a slight annoyance. As long as your food bar is decently full when you get stung you'll be fine, even as a child.
Let me see if i can find it, but i had a game where literally my whole family died to it.
Let's be clear... don't base yourself on 1 game where YOU managed to avoid it. Judge it by how the average player deals with it when living for a long time in the jungle...
Personally as a player i never felt the need to have someone tell me what to do. Its generally fairly obvious what we need. But i can see that a lot of players could need that. The most annoying thing is when we badly need a tool, and i am smiting it, and there is like 3-4 people just WATCH ME do it. And they don't even assist me, all they do is either move my tools around, or stand on it to hide it.
I'm very creative so i name my babies "Hope" since nobody else does that, ever.
The other idea I had for villages and towns... as mum in my fertile ages I often rarely get to do anything but raise my children... give them a tour... only to later see them to have died soon after in the family tree (I am a bad mum?) Most times one of them gives a short second generation.
As a general rule, if the child dies as a baby, i would tend to blame the mother (usually). If the child dies once he reached child, and there was enough food around, then i definitely blame the child. Unfortunately, a lot of players are so bad you would literally need to feed them berries their whole life to keep them alive.. and even then they would probably die to wild animals.
YELLOW FEVER EPIDEMIC!
Holy crap- this has to be fixed. I have played since the dawn of the game- and I got sick 7 times. And eventually died of it.
I had to leave town for a skewer- and thus my deadly adventure into the jungle. Not to mention the whole village has 2 people sick every 30 seconds because those bugs will hide behind trees easily.
Honestly there's too damn many bugs- no way to kill them. This isn't a good representation of indigenous life in the Jungle (at-least pre-2018). People don't get sick 7 times before the age of 12. It also massively limits resource gathering outside of town.
If you're set on keeping bugs- atleast give us bug-catchers and a way to make us immune to yellow fever.
Another option is to stop all the blood shed-- and make the bugs instead eat any domestic plants planted on the biome. Please nerf bananas first.
I mean, you guys are complaining jungles are deadly AND they give too much food. I feel like this is exactly the intention of the dev -> create a biome where food is much better, but which is much deadlier.
Currently, most good players rarely die to wild animals except for the occasionnal mistake. But yellow fever is a real threat.
I feel like its fun to get a biome which is higher risk reward than the other zones.
Tramax wrote:I like the idea but it would ultimately lead to more kids being born to mums who are on the cusp of menopause. Wouldn't it be better if the 50th percentile of ages that are fertile have the highest priority?
IMO the menopause just shouldn't immediately go hand in hand with the inability to breastfeed. Have that go 5 years later and it be fine.
Yes this is a good idea imo. A bit annoying to get a baby at 39 and you can't feed him.
tbh i played more jungle tonight and i now disagree with OP. Sure, jungle are amazing for foods. But newbs literally CONSTANTLY die to yellow fever. I was an eve, i managed to put like 10 bananas in our base but they all died of yellow fever. And then, after whining a bit about that, i myself died from it.
The point i'm trying to make is, jungle is nice early on because its best food source, but its by far the most risky biome. I actually think they are well designed... nice early game help but kind of risky for late game.
Regarding standing on a corn kernel to ward off a bear, that is correct, and it is really dumb.
How many players can dance on the head of a pin, though?
Judging from my family trees, PLENTY of people die from wild animals. I do not think its a good idea to invest time into making them deadlier. Having a skill based way to avoid them doesn't feel like an issue to me, even tho its not very realistic, i don't think this game is supposed to be a real life simulator.
Not saying i disagree with OP, but i wanna point out you can reach a similar effect when close to a large swamp biome. You can easily feed a big ammount of people just from eggs.
Overrall, i agree bananas probably need a nerf... i'd say maybe make the respawn time longer.
One annoyance we have currently in the game is how some mothers who want no childs get spammed of them, and some mothers who desperately want childs gets none. Many solutions have been proposed for this (birth control, etc). I want to propose my own one, and if its liked here, i will post it in main suggestion sub.
The system would work like this: when a player clicks "login" to join a game, the system scans for all fertile mothers currently alive, and he is born under the mother with the highest score.
The score system works like this:
Age of mother - 5x -10y
x = Number of boys born under that mother (sudden death doesn't count)
y = Number of girls born under that mother (sudden death doesn't count)
For example, let's say we got these 2 mothers:
Clara is 38 and only had 2 boys (score is 28)
Sarah is 14 and didn't have any children yet (score is 14)
In this case, Clara will get the next child in priority.
There is 2 main objective to this system.
1: Increase everyone's chance to get at least 1 daughter
2: More babies when you're older and more ready to actually have them.
thoughts?
The main issue isn't so much that people plant and eat berries. Berries are a good food source. The issue they eat ONLY berries. Its very important to vary what you eat because the yum bonus is really worth it
Some subtle cheating on the odds would be nice, so that it still feels like 50/50 but in practice gives you a better shot at preserving the lineage. A "safety net" as Tarr put it. Start at 50/50, but for every boy you've had shift the odds 10% towards girls, and vice versa. This would increase the chances of having an evenly split mix of children - which is not what the actual probability would result in, but it's what most people think should happen (since people are generally ignorant of probability), so it won't ever feel like it's wrong.
Everyone complains when they're a statistical outlier (seven boys!) but nobody ever notices or cares if they never become a statistical outlier. Nobody will ever say "Gee, in all of my games so far I've never had seven boys, even though that should happen once every 128 times... something's wrong!"
So we might as well just reduce the chances of being a statistical outlier in the first place.
This does feel like a good idea. In addition to this, i can't think of a good way to do that, but i wish moms would always get given at least 5 babies each.
mx_owl wrote:I can only speak for myself, but I use the private server to practice surviving and crafting on my own, so I can figure out basic survival and camp making without being inundated with babies or messing up the plans of more experienced players.
Most Eve camps don't make it far enough to practice the more advanced skills anyway. On a private server, I just keep respawning in the same location every time I die, so it's easy to pick back up.
Also, TBH, reading the comments on this forum about how many people resent the influx of noobs makes me hesitant to try too much on the real game, or do much besides what I already know. Practicing by myself means nobody is mad when I make a mistake or waste something or whatever. But that's me. I have a real life mother who resents me, so I don't need that in my free time!
(Edited for copyediting, not content.)
Most of us don't resent the influx. We WANT new players. We just want them to pay attention in the tutorial and apply a little critical thinking instead of just eating the berries and planting eight million bushes.
I personally don't mind a player that eats berries and plant bushes. My issue is when there is berries everywhere but yet they still die of starvation or die to wild animals. Or worst... they live, but simply do nothing other than eat the berries.
Sometimes you roll real unlucky on your births. I've personally had a lineage killed at Gen 2 multiple times where all my children were just boys. It didn't matter how good or bad the camp was, how many children I kept, or how mismanaged everything was. The camp was doomed from the time I hit forty because of seven children every single one of them were male.
Bad rng is bad rng but it does happen. All these times where I get super unlucky end up sticking hard instead of those times where I got all girls or nearly got all girls. There probably should be some sort of safety net for mothers and especially Eves to not just get a doomed lineage from just bad luck.
Exactly. And when you get like 10 childs during action hours, the odds of you getting all males are extremely low, and i can live with that. But when you only get 2 childs... the odds of getting 2 males are too high. I think a safety net like you said is a good solution.
No issue, it's a bit strange I know but the reason for it is so me and some friends can learn the game on our own in a private setting. We don't have a ton of time to play, and not many people want to support quadruplets or are able to, and spawning in as 4 Eves is uncommon. I understand that a lot of the appeal to the game is building up a society with a long lineage but for us we have had trouble learning how to play in that setting. So I wanted to set up a private server where we can spawn as Eve's together as 4 or even more and learn together without hindering others or relying on the birth system.
I'm not sure what the solution is, but quadruplet is indeed a problem. I've rarely seen 4 quadruplet all survive, even if they spawn in a decent civ.
Sorry to highjack the topic but what's the point of this exactly? You're gonna play with friends on the private server? Or you got a lot of people willing to play on it? How do you get a player base for it? Did you mod the server?
Sorry to be the bearer of bad news but lines don't live forever even if everything is perfect, the reason is updates and server clean ups. When the new update hits you will see lots of Eves, the towns may still exist but the family that lived there before will not have been given any children to get ready for the changes.
If the update that is being predicted is a new biome everything will have to change, meaning all camps will be deleted. I think the longest lines now is 40-50 gens.
I mean If jason has to update the game that's fine... but there is roughly 2-3 new gens per hour. If he updates the game approximately once week, this still gives plenty of room to have really long lines
Floofy wrote:CrazyEddie wrote:I like the 50/50 ratio; anything else seems like it would be an artificial and arbitrary decision not in keeping with the game's aesthetic.
I like the idea of lineage-conscious players developing norms around protecting females and risking males. That's part of the emerging-gameplay / social-experiment side of the game.
I'm not crazy about the fact that the norms that have emerged include "abandon male babies".
If you look at my example, there was no abandonning of any males. They managed to keep almost all babies ( 6/9 ). But their lines still ended because they got unlucky to have so few babies, and them being all males.
50/50 would be fine if there is enough babies being born. The game shouldn't be a lottery to know if the lone baby you get is a male (end of your line) or a women.
This is a probability issue. Just because the odds are 50/50, you won't wind up with an even mix; it all depends upon the random rolls. If I flip a coin 10 times, I'm not guaranteed any heads, but the odds are good I'll get some.
That's the point of my post -> IT IS a probability issue. The game should be hard because its hard, it shouldn't be based around loto-women.
Booklat1 wrote:The idea is to build cisters so that you can empty full wells into them, this way they start refilling earlier and don't get their timers reset each time someone gets water from it.
So wells regenerate water, but only if they're not being used? Is that right?
From what i understand, the timer for refilling starts once its empty. Is that right?