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a multiplayer game of parenting and civilization building

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#176 Re: Main Forum » Best Eve Names... » 2020-05-20 16:31:58

Klinckingbeard is best, i got a list of very long names

#177 Re: Main Forum » Coming soon: more loose speech character limits » 2020-05-20 16:30:56

a small thing, but it's nice

the rails can be also good toys now that they won't break so often

#178 Re: Main Forum » Started a B R E E D I N G Program » 2020-05-19 14:40:48

DestinyCall wrote:
Arcurus wrote:
pein wrote:

keep 2 tiles social distancing

yea wonder how he manages all this breeding while keeping the social distancing....

As long as everyone is part of the same household ...

still, how you got a breeding room without a breathing room?

#180 Re: Main Forum » What is currently the main reason families die? » 2020-05-19 00:29:46

twisted is a golden egg for Jason, even if it's a goofball. If you played 100 hours and you still like him then it's quite upsetting, his generic gameplay and roleplay is quite boring. He still holds a grudge on me but doesn't even remember what he lied last time.

I think a higher food value and 2-3 chains of 10-15 would be okay, could have other rewards. Kinda unrealistic to have 60 bonus food and you don't have to eat 20 years at all cause you found an exotic onion.

Also would make more sense focusing on the overall variety in the city, not personal long chains
real variety would mean that the city can produce like 10 different foods constantly, not that you make 30 foods, but from that only 5 is constant, the rest is just 3-5 portions for some chosen people, I would be really curious how these yummer cities compare on resources used for their "effectiveness"

#181 Re: Main Forum » Best Items to Scavenge? » 2020-05-18 22:17:04

you can put tires on wheels and put 4 in packs, uses slots but you can afford as a scavenger, or end of your life use saw on logs and convert half of it to wheels

any kind of steel, scraps, springs, knives
maybe shredding board
ropes

latex is kind of always needed, I don't think sulfur worth it, also more than 2 glasses kind of questionable

wear a bow or make oe with rope and wear that way

#182 Re: Main Forum » Since gene score is now so important some thoughts to it » 2020-05-18 21:31:09

it's not really something that you control so it shouldn't be something to control you

I'm having a hard time getting any score and enforces a dumb playstyle I don't like, force-feeding people and doing nothing but watching others do stupid shit
also, a good way to get cursed by interacting with dumb people and mentioning their mistakes

sad that it hit veterans who like crafting a lot while having zero benefits on teamwork, slots have failed and they are annoying, anyone who denies it, doesn't even play the way that he would be useful on tech and long term sustainability, enforcing your views again on short term stupidity

how is that those veterans who are 10 times faster are worse players than these noobs who live their life within 30 tiles? how that is civilization building? that's mere survival
but the benefits go for people who don't care for slots and others are screwed with the tool slots
th cap was also bad, at least playing more games pushed your score up a bit
I don't even think that farming score is an exploit, it was a good feature, slot limits make life boring and you can't help others without showing them first, so quite dumb to limit slots, it enforces stupid tools you wouldn't use otherwise, all the farming and food making tools seem to be more important but committing to those makes you iss out on building and tech. artificial slowdowns are dumb and boring.  not like you would need to make 50 fires or 200 wheels in a life so tools are not equal and enforcing to choose is a dumb limitation.

#183 Re: Main Forum » Gloves » 2020-05-18 20:22:15

you could add belts and neckbands on top

Innogames the west had so similar sprites to ohol, it's kinda scary, even the picture sizes.

Would be fun even if it's just décor, lot of people just do clothes for their look

#184 Re: Main Forum » What is currently the main reason families die? » 2020-05-18 19:14:47

yum was my idea, that's why I hat how it perverted into something like this

basically I had the idea from stronghold and tropico
in stronghold you could produce apple or cheese or both, maybe some grain, but that required a production line and quite a lot of space, which could lead to fires inside the castle and use up your population. the 4th was meant which you got by hunting, but you barely had any levels with a few stags or none at all, so either from start or from the late game you had to buy the meat.

now you had 4 options to food: half, normal, 2x or 4x ratios, they ate more but you gained a morale bonus for it, obviously, has a cap
now the bonus also was applied for each type of food you got. for 1 you get none, for 2 you had 4, for 3 you had 8? and for 4 you had 12?
since you were buying the meat, you had to actively make and fill extra granaries with it, and reducing the consumption overall, was good so you get the bonus longer, so a low food witth high variety was better than a normal with low variety, ofc high amount with high variety was better but unsustainable

Tropico had similar, it had food types, corn, papaya, pineapple, banana, fish, meat, milk then some processed like canned food from fish, meat, fruits, then juice and chocolate, the advanced ones didn't count as required, more like covering the other basic level ones
the same downside, more workers needed, more space needed, more pollution and less beauty, the upside was overall happiness, communist faction happiness, avoid starvation and droughts, increase fertility, obviously top cap maximum 100 but around 80 was good enough

now obviously you got online players, you don't need to simulate morale, maybe we could have negative morale to make garbage and dead bone disposal more important, maybe even some décor to increase fertility within range, but you can really simulate that

so I think the main idea is decent for yum, chaining the foods to get bonus

but the original problem was berry munching, somewhat fixed meta while having 30 foods to balance so that all of them is viable
that's kind of impossible, oxygen not included has like 12 and they can't balance it well, some of the later foods need a very specific requirement fulfilled so it's almost dead content

it was interesting to abuse the yum system once or twice, but people realized it does not worth spending a life just to eat, at least most of the smarter ones
but then this idiot playstyle emerged, where the selfish players abused summing for a personal bonus, even on the cost of wasting resources, and abused the fertility bonus with it, actions like walking 400 tiles to eat wild food in advanced cities or making one single special food for themselves
spending way too much time and disregarding all the city work that would be important long term

this is all due to not having a top cap which would mean any x of the 50 foods of what we got, instead of longest personal chain for yourself
ideally, you could make 10 or 15 foods for all the city and 4-5 types that would cover one or two more bonus, we would still be in a good shape with 1/3rd of the food types
also, there is no balance nI regards of cooked food vs raw food which is way simpler to make and still have a bonus

now there is a cap but it's inactive, but the latest changes made any single food very low efficiency so yum is kind of mandatory
I can't imagine anyone having fun keeping track of what they ate, it's not the end goal it's just a means to an end. forcing this for everyone is a bad design and without a zoom mod feature, I wouldn't be able to do it myself.
Also, it's quite a bad design saying that food is more important than anything else in the game, building or organizing or smithing, and gives a very bad time for those who like doing other types of activities. People who got the skill to gather and smith and advance in tech are important, and they would deserve to get enough varied food from the others, can't even compare how much more important is to get the resources and how easy it is to process them.

but hey, let's fuck up veterans with slots and races and nerfs, and let's promote the game for the useless streamers and make low brain capacity gameplay much more viable than it should be

#185 Re: Main Forum » Systems within systems » 2020-05-18 18:03:33

removing skill-based duels was the biggest problem of all time, it removed a huge chunk of the game
I still believe that skilled players should have an advantage over noob griefers, experienced griefers will still find their way anyway

the other problem is that he is not adding anything to the game, bored people killed a lot of others since that triggered some emotions and gave some meaning to their lives, at least way a weird story

cursing was abused many times before, instead of having a skill-based honourable duel system, we got these judgy noobs who think they should have the power to tell what others should do, the worst griefing ever is going around and convincing others to curse others, no one will accept any way that he was wrong and no one will say that he deserved what he got for it, I don't see any scenario where I would let someone live that I would curse, petty curses are just useless and dumb, it just made me communicate even less, it's rewarding for these butthurt lazy asses and sneaky idiots who just want to ruin others gameplay for no real reason

#186 Re: Main Forum » Gloves » 2020-05-18 17:16:36

110% is way worse than 95%
any heat source heats you and you would need to discharge that heat if the insulation is absolute which would be quite dumb

#187 Re: Main Forum » What is currently the main reason families die? » 2020-05-18 17:14:44

any source why you say the forced females does not apply?

towns die cause too many newbies
water runs out super  fast, some people can't even use the cisterns
it's still a very common thing that fire goes out, the town is disorganized and people aren't able to make any other food than berries and eat up carrots, leave the rest and starve to death

most activities don't worth the work, but people keep playing the game the same way as before

yum is not fun in vanilla, overall food values is way too low, yum is way too high

its like two games in one: newbies are confused by the mechanics and they are useless, their activities are low efficiency
all the tedious grind is for veterans and they need to carry others
jasons view of what makes you a good player is a complete bullsnap

#188 Re: Main Forum » Systems within systems » 2020-05-18 16:48:19

jason: every player reads updates, understands the mechanics and knows how they work
also jason: veterans will do it
also jason: kill every mofoker within 30 generations
also jason: griefing is part of the game
also jason: you not allowed to defend yourself from it

#189 Re: Main Forum » Gloves » 2020-05-18 15:28:38

doesn't matter, any type of heat source, if you would enter a desert with 100% insulation or a mosquito byte you, 100% insulation would be the death of you

#190 Re: Main Forum » Unclaimable wells leading to abandoned towns en masse » 2020-05-18 15:27:16

it's Jason's intention, he didn't even understand or cared about cistern water, he intended you to claim a well, but touching it will not o anyhing, you got to use it. While it's the sensible action to fill cisterns with water, so you can do the tech upgrades faster, it can make it harder to claim for eves. but you need to look around, another well activates nearby and you still can be within homeland range to an abandoned town

it's just hard to claim a Newcomen well since there are no resources, and engines get  stolen or destroyed when a family dies out. when you see no oil or iron left, don't take the city, is a noobttrap

the town on that picture is -500 -500 from a huge brown family, there are several wells and resources nearby and SE, one must be exhausted other is not.

You see in this picture where is brown an family, not sure but might have rubber left
black latifi had horses
o and p are the oil spots
that new well is near a town thatt was taken over by gingers few days ago

pgga5Cf.png

#191 Re: Main Forum » Build Cisterns: Economic Stability of Water Storage » 2020-05-18 08:19:53

I was the one reviving that town with the nameless black family, just realized after seeing the triple cistern on the top

#192 Re: Main Forum » Gloves » 2020-05-18 07:13:08

100 would fry you since you walk near ovens and kilns

#193 Re: Main Forum » Build Cisterns: Economic Stability of Water Storage » 2020-05-18 07:00:10

n4seOfV.png

You get the logic soon:
-well has the Newcomen on the right so you got to go around that, so you can place it either left or top, probably bottom will be farming area, if you can, floor it down so they won't do that stupid well on middle setup, that is only good for the  first average 134 bowls of water which is a very short time, after that you are using buckets, and having stupid bushes in the way, won't help on the long stage which is Newcomen era
when it has two spacing, you can simply dump water to the next cistern, takes 20 clicks to send it further

it is possible that you will require outside help so a horse fence is useful nearby, maybe you want to help others, that's also a possibility, or carry water for the oil making

I would definitely put one close to bakery, one for engine makers, maybe one for milkweed farm, those are also good cause noobs won't find them and advanced players can have some water hidden from bushes
any case you want a fence next to each cistern

And ofc if you want to build 20 of them, here is a good system:

s1Gt369.png

As I always said, if it blocks movement it's a wall, if it's a wall it can make a pen big_smile You don't have to but might as well, place them in a circle and connect up with hitching posts, first just one for each three on corners then connect all up. Or a fancy way, put gates on sides, then that opens and you can 2 clicks unload water from a hitched horse
has to be 4 wide or you can't put gates near cisterns, that would be 2 step more to unload

#194 Re: Main Forum » How to make Roads and Railroads more useful? » 2020-05-17 19:10:44

you only get iron once, no babies outside homelands

horses are just stolen from each other, they never increase and the whole town wont have a horse for themselves

#196 Re: Main Forum » How to make Roads and Railroads more useful? » 2020-05-17 16:03:50

to be fair the recent changes make travel obsolete

you are forced to stay home, forced to stay within the homeland, slowed down so you won't really make a profit from gathering from afar, no more iron nearby, no reason to go outt without a horse, no horses

when we sit in a virtual box, might as well be a real box, a rift was bad for all families but might work with a 300x300 family map, maybe after the eve makes the well, reenter around it and limit, but in exchange make some ways of fast travel, like space portal, minimap with several dots as cities and a way to jump between them by upgrading one single point of travel, just like aeroplanes, go in one side, exit another side, this would also make redundant cities easier to delete and families to be closer without actually being near each other
less theft since you would be limited on what you take from others and possibly trade later on with a similar trading post

#197 Re: Main Forum » Sumary of thoughts about balancing the updates and long term game play » 2020-05-17 14:38:15

I had this idea of having multiple upgrades for wells and mines. It could be also linked to population, so each unique person can upgrade them once per life, and require multiple upgrades.

They would produce renewable resources instead of a limited amount. Now you got 134 bowls, 330 bowls and 41x4x10=1640 water expected
the main strategy is still the same: store in a cistern, rush through it
This is a horrible design since the first 2 steps can go organically, slowly using the water for farms, while the food has decent values
possibly on advanced well, you are able to afford some ropes
the third level is tedious and out of your control if you got the wrong skin colour
the fourth step is reversible so its a matter of time your engine gets destroyed by a troll

back before we had that town reaching the fourth level can be revived, now that is out of the question
towns reaching 3rd level would of been too much work compared to starting somewhere new

a good system would account the work of people and provide a steady income, even if its lower than now
let's say you get 4 water on the first level but every 20 minutes. that counts even with the 134 bowls in 11 hours. It won't provide enough food for people anyway.
the second level could be just 4 more, third with 8 more etc.
This would still require people to do job real-time to not lose the water.
Now comes the solution for the overproducing: other techs would use the water production to boost their own production.
An iron mine could be washed out with water to help the production, so it would use up part or all of your water production but providing more iron.

The iron could be used directly or indirectly to increase well levels and provide you with more water. So you would have a choice: ave no water at all for the next 20 minutes or have no iron for the next 20 minutes. This would put the focus on choices, work and player choices.
level 0 iron would provide a small stack of 4 like now, to make the first tools, then level 2 would provide 1 iron per 20, level 2 would give 2 per 20, level three would give 6 or something. Increasing exponentially but would need more and more water, generally, a level of 3 would use all the water from a level 3 well, level 4 use all the water from level 4, and so on. So you would have to switch left and right to increase the production.
This would make that you would have iron issues or water issues, not just water issues, and since there is a direct conversion, their prices would directly convert to each other.

Of course, it would be even better with more than 2 resources, at least 4. In strategy games, you got like crystals, gas and time, or food, wood, iron and stone, gold more advanced browser games had food, wood, stone and metals, some of them having clay or wine or silver

this can make more combinations of industries, with equal parallel systems that matter more or less throughout the game

just look at the wood system we got: you chop down a tree, you get firewood, butt logs which hopefully won't be converted into stupid shoes or burned, it takes a few seconds to chop down a forest if you got food, 20 minutes to move it all, 2 minutes to convert logs into lumber. then the trees get too far from you, and planting them is a pain, you got to be less than 30 and survive 30 minutes to water again.

the stone: you collect big rocks, flat rocks, stones, you eventually get so high distances that it doesn't even worth it
same with clay and bowls and plates are quite commonly lost or stolen and the lack of them can generally mean that even if some actions would be more profitable than others like eating carnitas and omelettes, it won't be possible without extra plates.

Quite weird that farming has timers, but other resources got instantly crafted, so really, you got to grind collecting them, and cities are good for collection, they aren't really needed for producing or converting items, like why you would need to bring butt logs in a room? or would you be able to produce more logs with better tech? no

I'm not sure how others see it, but i don't think there is value in cities, steal the engine, steal the iron and they don't worth shit. All those generations building it, all those people working, what is the reward?  Look at real-world history. Roman camps turned into a city, som cities are naturally better at producing different things or better defended, or some advantage, but in most games, you advance, it means it becomes better, not worse.  right now we got no value in exploring, no value in cities and enforced to produce less and less until you die.

#198 Re: Main Forum » New Iron System Boring; Old Iron System More Interesting » 2020-05-17 13:46:26

to be fair, I'm amongst the players who don't mind a bit of extra hardness to the game. and there are some others. now you can talk about Dodge, but i had runs where overpopulation was killing people, and the only person doing useful work was dodge, and picked him out of 30+ people to inherit my shit, not even once, but twice in a row without knowing who he is.

Most of the alternative modes offer an easier gameplay which is not necessarily good.

Most of us wants to play with many others, its more fun that way, sure it can be a problem having too many people, i remember things like clayton family had 97 people in the same place, it was crazy, stupid, but also hilarious.

any mod requires quite a lot of technical knowledge so people won't get here by accident, i mean the main server just drops you on bs2 and chances are everyone else is there, you just fire up the official game and start

the other thing is balancing, most of the modders still use the same engine, it's only capable of doing the same thing as the original client, quite funny that discarding parts of the game makes it better
still you would need to re-learn the game for all the new food and items and such

i still got high hopes for PXshadow, he has a different client and might have extra options, and he listens to good ideas

#199 Re: Main Forum » How Iron Works Now: The Whole Process » 2020-05-17 13:30:44

the three soil is for special biomes, you cant till one soil in desert/jungle/ice, well ice has no reason really, maybe distance, the desert can have glasswort plantation (we did a lot of glasses in Killian town) and jungle can have rubber plantation (sugar doesn't worth it) since you can use trees once, might as well chop them up after used

it applied to one soil till vs two soil till, was already better to till one soil twice after the compost was nerfed to 7 uses and the conversion rates on mine pick and water engines, so its kind of obvious that using 3 soil is not a good action. tool usage was like 0.07 water or something like that, 2 extra soil is half water. since compost produces 21 bowls for 5 water used its roughly worth 0.25 water per soil (berry bowls 2x, 2 carrots plus seed, 1 wheat, 1 water on compost, tool usage), water is the most important component

you can and should get wild wheat, maybe even wild carrot, or use water for a group of wild bushes, but that's not something you can always guarantee

#200 Re: Main Forum » How Iron Works Now: The Whole Process » 2020-05-17 05:41:31

it's only infinite on infinite, sure it seems a lot but it's a slow process over time, I still saw people throw broken tools in pits or leave outside the camp
also it doesn't help you that you got 8 iron and you can make 8+4+2+1=15 shovels out of it, if you need a new engine, you need more than that, and some extra for tools, so its not an instant double it's a slow return for a specific case, requiring work, tool slots, time

when I asked Jason why grapes are so shit even compared to berries, he said that they don't require soil and shears got double the uses so it would be too op (previous update, 21 pip for berries, 5 for grapes)
actually not requiring soil is a 25% bonus on water, since in water worth roughly 4 soil calculated from composting (wild soil is better but gets too far over time)
so a small number only saves a small number

shears having 2x uses but return half the steel since they require to double the investment, the problem is that they got so many dumb uses with no guarantee on return: shearing goose, trees, tortilla or hats and clothes
axes will always chop something, hoes will till a soil, that's final, that has value

the cut even around 30 shears and 30 hoes, after that, shears are worse regarding to iron.
not sure how many shears a city uses, I remember very long lineages had around 8 used up? based on the small broken tools and hard scrapping that needed marking bowls and a tool slot
you won't really make 30 shears, you probably can break 2-3 hoes per hour alone
the funny thing, we got so many water mechanic nerfs, tilling more soil vs tilling less twice doesn't even worth it, it won't save the tools cause the tilling cost is lower in comparison than the soil value you save, also making compost requires water and the soil produced will also need water, so you can actually have too much soil, that's how off-balance we are, back before it was a thing newbies can do, now is a low-efficiency job that is mainly for convenience, if you get soil from afar, it's higher efficiency and you should be able to keep up with water production
too much focus on efficiency kinda ruins the game when viewed trough experienced eyes

I was talking about breaking chisel
not broken, just crackling. The tools get crackling 3x? after the third stage you got one single use and turns into a broken tool
Now, you either take it home so others see that is breaking (and let them break) or break it and take home or break two combine them and store in a pack

in case of chisels, you see it's almost broken, you should use it for the iron mine pick,y ou don't have to use fully new ones, even try to use them a few times before using on the mine pick

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