a multiplayer game of parenting and civilization building
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oh my god it still not only lives but thrives. Here's a pic I took of the original spot, before I set up camp there for my eve-mom and sisters:
And here's a pic in nearly the same spot now:
Sad thing is that even modern women's jeans have super shit pockets compared to men's. I can't even keep my phone in my pocket these days because "lul muh purse sales" or whatever convoluted bullshit reasons they've got for cucking us in that regard.
Like I'll happily throw all my money at a decently priced jean company that produces womens jeans with good pockets. There's definitely a profitable business opportunity there, I'm telling you!
This story starts with the son of an eve. Eve Wilson II. She raised me in the wilds, and brought me and my sister back towards what was meant to be our home.
Three ponds, distantly scattered among a small patch of swamp. Tons of banana trees- great food, but wouldn't last long. I found my brothers, doing.. whatever they were doing, I suppose. No kiln, no camp. A few pieces of adobe and nothing more to call our 'home.'
I'll admit I was a bit blunt, maybe even rude, when I said "bad spot" "this place sucks lmfao" "few ponds not enough." Mom wanted to stick around because of the bananas. Plenty of food! I knew it wouldn't last though. They were a stopgap. Once they ran out, we'd be screwed.
So I traveled east a little, to a spot we had passed. 6-7 ponds in a close setup, bordering the large grassland. Very close soil pits. About 7 berry bushes close at hand, easily within sight of camp. It seemed perfect!
And so I got to work. I don't know what my family was up to during my first 20-25 years of life. I'd pass my sisters now and again in the woods, surrounded by branches and string. My mother showed up rarely, toting a cart- found abandoned next to a corpse- of bananas.
I set up a kiln, put together basic tools, and got our first fire going. I fired bowls, and planted the first berries, along with carrots to sustain us through til then. I hunted rabbits, having to swipe the snare from a sister I later learned was brand new to the game, and made bellows. I did this all on my own.
My mom brought my sisters to the camp I'd built from the ground up. Rather than be bitter for the lack of help, I welcomed them. My work would be for nothing if we had no future, and they were our future.
I ventured off to find iron, and ran into.. a boy.
At first I thought he was one of my brothers- pale skin, blonde hair. I moved past him without speaking, but he yelled out for me to wait. I paused, and realized.. he was completely unrelated.
We spoke a little. His name was Murdock Destro. He'd been out gathering iron, and was all that remained of his family. An unfortunate, yet common, occurrence. I invited him to my camp, where he met my sisters and told his story. They welcomed him with open arms.
After that, I saw him regularly. He spent a lot of his time out, bringing back baskets full of iron, supplies we desperately needed. We put it to good use, crafting our first tools. A hammer. An axe. A shovel. A hoe. From there, he helped gather up adobe, for an early sheep pen.
I was growing old. It came down to me, him, my sister, and her daughter. I passed my backpack onto him, my final request being to get the supplies for mouflon. We needed sheep, to carry us forward. It was too risky for my sister and niece- they were the future of our family, after all.
I checked in, moments ago. 43 generations. Our hard work paid off.
And the best surprise of all... We were no longer the Wilsons. We hadn't been, since a generation after my death. A single niece of mine was given the name Lilith Destro, perhaps to honor the young man we'd taken in. And that was the name that carried through, for the following 40 generations.
I think the idea is better than the crazy ones that were being spitballed before, but it still brings up the question of.. Why?
Why would I make a property? What items would I put inside this property? What reason would I ever have to make these items my property, and hoard them in my own space, rather than give the entire village rights to it?
You've solved the issue of means, but you've yet to touch upon motive. If we're to have private properties, we need reason for such. Currently, there really is no reason whatsoever that I should have a private plot of land. The only reason that comes to mind is, like others have mentioned, housing weapons- and griefing.
If you're determined to have personal ownership become a thing, you need to also give us a reason for it. Right now our own reason would be literal griefing- withholding these items from everyone else, for no reason other than to disrupt and harm them. Hoarding food so nobody else can eat. Hoarding iron so nobody else can make tools. Hoarding tools so nobody else can grow food. Me, as an individual, has 0 need for any of these personally.
In fact, myself as an individual is unimportant in the grand scheme. That's the entire premise, isn't it? We are a small part of a greater whole? We must cooperate with anonymous strangers to build a future for our family?
It's not a single-player game, but this addition is a single-player concept.
Edit: Fixing a phrase and some formatting
Dammit, JK, you broke it!
Free of charge, at that! Happy to be of service o7
Guppy wrote:I really like the idea, but how would you fix problems such as: No badlands nearby because biomes are so big, so eve camps wont ever get iron, etc?
that's why every biome need to able to house people independently… having unique recipes that are individualize to the people that live their... such as a bone arrow for the plains and a harpoon for the tundra... and as I stated on top biomes will have to work together for them to advance.... in the teck tree
Jason already answered you why this wouldn't work. We're talking about dozens of new items- items that have taken him, as the sole and only developer of this game, months to include to the point we're at now.
It'd take a LOT of time to give every single biome a viable variation of necessary items. It's not a simple "two click, new item!" process my dude. He's the only one doing this. Having to make 6 variations of every necessary item for survival in this game would take much, much too long- and require more work than I'd imagine he'd like to put forward into this single concept.
As much as I like the idea, it's too big for one person.
I feel bad for your plight, I truly do. Not all twins are griefers, and it sucks that we have to punish innocents to avoid the guilty. In some cases, bad seeds can affect the entire crop, and it's unfortunate that this is currently the case.
What's upsetting is that, this will continue to be the case, until Jason takes action to nerf twins so they no longer are capable of griefing as easily as they do. Currently, I suppose he doesn't see it as an issue, or at least, not one that's very important. But it definitely should be important to him that players are being driven away from his game, due to the mechanics that allow these bad seeds to do what they do.
For the time being, I'd suggest joining the official discord. There's currently a few players willing to keep twins if they verify who they are on the discord, so that we have a better idea if they're griefers or not. It's not really a solution, but currently it's all we've really got.
Been playing for at least 7-8 months and my deepest roots were 6 days ago.. Dunno whether to be disappointed or happy lol.
Quick query. Does the "Deep Roots" section have to take in generation into account? We already have a section dedicated to generation, it feels mildly annoying that this does too.
For example, I had one of my most successful eve runs in recent times a few weeks ago. 36 gens! I'm proud of it, but it's nowhere to be seen on my all time Deep Roots.. all because, instead, it favors a "gen 40, lineage depth 4" life I lived instead, one that already appears on my Long Lines because gen 40.
yessssss finally bless you Jason
I agree with Twisted on this one. One of the main premises of the game is the fact that you never know where you'll end up. Every life is different, unique, special. Some lives are better than others, but that's part of the game. And while some people would prefer to stick to the same town for hours at a time, others wouldn't.
This would also enable griefers to spawn into the same town over and over with no repercussions- something that the lineage/area bans helped prevent when they were implemented.
I think, if you did implement family locks, you'd have to be able to balance it out. Return lineage bans rather than area bans, and have murders and SIDS continue to lineage ban. This would enable us to get rid of griefers from the lineage, and for players to have the option of opting out of that family.
I do think it still has too many disadvantages, however.
As for the burial returns.. I love this idea. It'd be a great way to enable us to return to a life we enjoy, without being able to truly abuse it. The idea that it'd be out of our control, and in the hands of our family, seems to fit this game perfectly. It reminds me a bit of the "blessing" concept that cropped up when curses rolled around- a way for other players to reward someone, as well as a way for us to return to a scenario we enjoyed.
Ryanb, I love the idea of the burial enabling return.
Right now, you should see names when you mouse over a tombstone, but only for people who were alive during your lifetime, and also (I think) only for people who die near you (to prevent relative long-distance coordinate leaking for far-away graves).
The server doesn't currently send you a complete name history of every person who ever lived on the server. When you first connect, it sends you names for the living, and then after that, it sends you additional names for new babies as they are given (You are Jane).
So, you don't know the name of your g-g-g-g-grandfather, who died before you were born.
Nor is the server specially tracking every grave on the map. It lets the clients know when someone dies, and who it was, and in what spot, and then tells the clients whenever a grave moves. So all of the tracking of the name on a grave happens client-side.
Otherwise, there would be an endless build-up of this information on the server, and a need to transmit more and more of it to each client upon connection.
I really like the idea of burying enabling return as well. It turns a useless, borderline griefing mechanic in the game to one with incentive to do, because it might mean more children for your village, or for previous players to return.
I do think, however, there should be some sort of way to mark a grave with their name, so that following generations know who was buried. Currently, there's a major disconnect between the grave and those who follow.
Why should I care about this grave that I have no idea who was? For all I know it could be some suicide baby that a noob buried!
Here's some spitball ideas:
-a "rest in peace" mechanic. Saying such could cause the nearest grave to become marked, or maybe 'honored' or something, and have the person buried there's name on display until it's either dug up or culled.
-a "Here lies xxx" mechanic, that 'names' the nearest grave, similar to naming kids. Only downside to this is that you could end up naming them something completely different from their actual name, which could be confusing.. And wouldn't allow for Eve graves.
-I feel like eve graves should be special in some regard. They are the forerunners of the lineage, after all. Without their efforts, the village wouldn't exist. Some way for descendants to recognize an eve's grave would be really cool, I think.
The lack of wars in this game is a symptom of a larger problem, I think. There's also no long-term trade, no long term culture, no policy-making, treaties, etc.
...
Quiz: Your family is running out of food, and your last girl child is about to starve to death, resulting in the end of your family line. Nearby in the same town, there's an unrelated family that has plenty of extra food. You ask for some assistance, but they refuse. You have a knife, and they don't. What do you do?
...
In that moment of desperation, people are barely motivated to resort to desperate measures. Where's the heated town meeting where we decide to load up the covered wagons and strike out for greener pastures? Where's the heated town meeting where we load up the bows and arrows and decide to raid the next village?
Where are the town walls and gates?
This is where, personally, I think your idea of the game is... deluding? clouding? the reality of it. It becomes particularly noticable in that 'quiz' you tried to pose to us, believing that it's even a scenario.. We are talking about the same game, yes? In what case would there ever be two families in the same town with separate, private food supplies lmfao. Even in separate towns, when would there ever be a scenario where you'd have to ask permission, when their food supply is there for anyone to take?
And you want to know why there aren't meetings, or policies, or treaties.. lol. Your idea of the game, and what the game is, are like entirely different creatures.
I can answer though. It's because they're irrelevant, entirely, to gameplay. They're a waste of time, a waste of effort, and chances are they'll be forgotten before your 60 minutes are even up. Simply put.. we don't have reason for it. Nor do we have ways to enforce it.
Why should I spend 10 minutes- a sixth of my lifetime- coming up with a policy with other players, when there's no way to enforce it? When chances are that the 'policy' won't even be remembered a few generations from now?
Most people focus on things directly gameplay related. Things such as creating tools, raising their babies to toddlers, making food. Things that have a direct impact on my lineage's success.
Policies, traditions, treaties, cultures- that has no affect on my gameplay, or my lineage's success. They might be entertaining little aspects of roleplay, but little more. I can entertain the ideas, I can crack jokes and such, but at the end of the day- I'm trying to survive, and ensure the following generations survive, and that roleplay has little place in that.
Your game will likely never have these aspects to it unless they become truly relevant to gameplay, and we have both ability and reason to enforce them. We can barely enforce the few ideals we have now, let alone your fantasized policies and treaties. Give us the means and the motive, and they might be carried out. Until then, you're not really gonna find any of these things in the game. Not as it currently is.
Open your eyes, Jason.. See your game as it is, not as you want it to be. You'll find the two extremely different in comparison.
Added note, I'm not hating on the game. I enjoy the game, and still play rather regularly. But it definitely isn't what's envisioned in this post, nor will it ever become such without some major mechanic changes.
So I lived a life last night, as I often do a few times a week. It was an early town, gen 4, the type I really enjoy playing. Being around 6pm in my timezone [or 9pm EST], it was getting a little late in the US, so understandably there weren't many people.
It was just me and my mom, as far as I could tell. My mom seemed like a very capable player, and had that slightly pessimistic attitude I've come to associate with veteran players. She complained of her village of idiots- now corpses- and considered whether it was even worth it to raise me.
I got to work pretty quickly. We had a small bit of iron, but no tools. She tended the farm a bit, and I started smithing, getting together a hammer and an axe fairly quickly to keep our fire going, while easily staying alive thanks to the two crocks of stew near the smithy. There was a beautifully sized stew farm nearby, easily enough to sustain a small population.
After receiving a backpack thanks to mom's hunting forrays, I ventured out a bit in search of more iron and some rope- specifically, enough for at least a shovel, so we could start an adobe pen. Preferably enough for a chisel and adze, for the slightly better tower base pen.
I returned to find my mom's bones. Apparently she got hit by some mosquitos while also out foraging for iron, and made it back to camp only to find me missing. Unfortunate.
I eventually found iron, and settled down to craft the 7 pieces I tracked down into tools. I had two boys while I forged, both who instantly /died, likely before I could even pick them up [thus not resetting my cooldown.. yay.] Had another girl, who ran immedietely and suicided on a boar. Double yay.
I was 38 years old, assuming this would be the end.. despite the three crocks of stew I'd made, all the tools I'd forged, and the decent sized farm- this place was doomed.
And then it happened. I had a girl! Ecstatic, I quickly scooped her up, and clumsily typed out as fast as I could: "please stay!!" She remained in my arms, living and breathing, and I let out a breath, then continued on to explain: "It's just me. Every other baby suicided. This place is good. We have food. Please stay."
She agreed to this, luckily! I held her close and stayed near the fire. I named her Zinnia. Zinnia Radish.
"Wh/at Do/es Th/at Me/an/?" she asked in clipped baby speech.
"It's a flower, I like naming my girls after flowers."
"Wh/er/e do/es it co/me fr/om?" she continued on. This question confused me. "Is it Eng/lis/h?" she clarified.
"I think so," I responded. "Not sure. They're very pretty though."
I became old in the midst of this conversation, but quickly set her down in the berry field and started hand-feeding her, telling her to F when she was at 2 pips. We talked a bit more, and she grew hair, signifying she could now grab things on her own.
I showed her the tools I'd been working on, explaining that they were nearly finished. I just needed some straight shafts. Then we could get started on the sheep pen.
"I'll get sha/fts" she chirped. I hesitated at this. She was my only girl- our entire lineage was hinging on her survival. But we had some maple trees, just a couple screens east of camp.. there were wild berries there, and it wasn't far, and there weren't any animals in the area that would bother her.. She'd be fine, surely?
"That'd be helpful," I responded, sending her on her way.
And then: nothing. I fiddled around camp for a minute or two, waiting for her to return with the shafts. But she never did. Worried she'd ran into some fate I hadn't foreseen, I checked the information tab of the Awbz mod.
0 Fertile relatives.
0 Related Girl Children.
I was pissed. At the same time, I set out in the area I'd sent her in. A small part of me prayed that maybe the mod was glitched. At the very least, I might be able to find bones, see what killed her..
Nothing. No bones, no animals, no picked branches. No sign that she had gone there, even though I'd very clearly seen her do so. I thought, at the time, that maybe she died behind a tree. I gave up.
I typed a very angry message as my last words, and ranted a bit on the discord. You can find the rant easily if you search for "fuck this game" from:Jk Howling. Scroll down a bit and you can even see where I'm briefly confused by why it didn't show my final daughter, who survived til hands. I figured maybe it was lagging, or maybe she had actually survived, and didn't take much notice.
Now here's for the creepy parts, added up:
>She didn't appear on the awbz mod. I can't confirm if she did before she vanished, but she definitely wasn't showing up after she went off in search of shafts.
>She didn't appear in my lineage. Every other baby I had [all suicides] did.
>She doesn't appear in the family tree. At all. Searching up "Zinnia Radish" only one appears, and that's from over 3 weeks ago.
>No bones, no body, no sign that she'd died when I looked for one.
At this point I have 3 theories, in order of what I think is more likely:
>Jason was fucking around with me with some VOG shit
>I dozed off and daydreamed it [at 6pm. Right after dinner. I usually go to bed around Midnight, for reference]
>Both the Awbz mod and the Family Tree fucked up at the same time, in that single instance, and the girl starved behind some tree for w/e reason
Worst I've seen: Hard to think of the worst. I've seen so many... Two lives ago I watched a guy build an oven like 3 steps away from the forge, said "food" as a reason why, then starved. I suicided about 5 minutes later when I realized that eve camp was in a horrible spot, and I was male regardless.
Worst I've done: Well, a life ago I was born to a certain Eve Winter, who found an abandoned town. I spotted a seal skin coat and went to lead her towards it [I was about 2]. Instead of following and putting it on, she yelled at me for jumping, ignored my attempts to talk to her, and let me starve.
I guess I learned my lesson! Don't try to show your mothers things as a baby. Because being the esteemed players they are, they'll scream at you for jumping and let you starve Should've just waited til hands and taken it for myself.
It's working for me from the real client, both on and off steam.
Can you test it again on your end?
Did it ever work for you from inside the client? Like, before I changed this?
Is there any chance the capitalization of your email address in your client is off from the one you have registered?
I just tried it with your email address from inside the client, and I can see you lives.
It's never worked for me from the client- tbh I didn't even know it was supposed to work that way. I just thought it was a quick link to the front page of the family trees.
I figured out why it wasn't working though!
Fsr there was an extra @ symbol at the start of my email. It must've been there for literal months and I never noticed... wow. It doesn't help that the email box is too small for my email address, so it just shows me the end of it, not the beginning. It's always logged in just fine, and I never knew about the Family Tree button linking directly to your own lineages, so I never questioned if there was something wrong.
I must've accidentally hit the "enter @ symbol" button months ago without knowing... damn.
Edit: Forgot to clarify, it does work fine now. Sorry for the trouble and my own oversights lol.
I presume this is unfinished since right now I quite literally cannot see my family tree data whatsoever. Not via email, as you blocked that. Not via clicking the "Family Tree" button from the client. The family tree page on the download link works, but that's the only thing that works atm.
You shouldn't be deleting anything to update.. it's automatic lol. Literally log in after an update rolls out and the system will do it for you. Doing it your way, no, there is no way to prevent it from resetting the tutorial.
Reminds me of the Dick Church that came into being after me and 5 other adult males realized we were all that was left of the town haha. My mom'd been building the church originally for actual religious reasons [she even screamed at me to repent when I was born lmfao], and after all the girls died we kinda just took over.
Tried making children out of lambs and changing our genders and all sorts of weird shit lmao. It was a great time.
One thing I've learned over time of playing this:
Never assume someone else is doing something without asking them to. Chances are they aren't.
Happens with quite a lot of things: Compost, sheep pen, carrots for sheep food, gathering iron, smithing tools...
It isn't solely for going back to a project, but for a majority of players, they have a specific play type that they enjoy. Take myself, for instance. I really dislike city play, because almost everything is done and there's little to do that feels like it matters. I consider myself fairly good at the game and often like to put my time into early camps and help give them a better chance at getting off the ground. Thus, I'll /die out of larger towns and lineages.
The problem with the 2000-tile radius of the area ban, however, is that it doesn't just ban me from larger towns.. it bans me from any nearby eve towns as well. The eve spiral is 250 tiles. /die'ing out of a single noob eve lineage can quite literally ban me from 7-8 nearby eves!
I can quickly get stuck in eve hell solely from /die'ing out of towns and a single noob eve. I got stuck in eve hell the other night because of this, after quite literally 4 /die's [3 towns, 1 eve camp that was settled near quite literally a single pond (I was male)].
In a similar fashion, people who prefer larger towns over early camps might have the opposite issue: they might not realize there's a large town within 2k tiles, /die out of an eve camp, and then get banned from that city as well, something they would've happily lived a life in.
Until Jason either reduces the area ban radius [preferably to something like 250-500 tiles, towns are rarely larger than this] or overhauls it completely, I'm better off running than /die'ing and ending up stuck as an eve.
I approve of this name.
I mean, I didn't even notice. Personally I'm glad there's a decay timer on them [appears to be 5 minutes, according to onetech]. Finally, no more seed clutter every fucking free tile around the farm!
Also, "early camps can't afford a surplus of bowls" isn't really that true. While yeah, you're not gonna have thousands of bowls, is it really that hard or time consuming to simply fire a few more bowls than you usually do..? Clay's not exactly uncommon in swamps, and more bowls/plates does nothing but help your town later down the road.
jasonrohrer wrote:Well, they did offer me a cut of the money. They always have. They still are offering me a cut. They want to be the official mobile port.
er......I through they don't pay you the money......And I insult them with words and give a 1 star on taptap.
but if they do... then some of the problem is fixed....you worry the most is Chinese player don't know who the creator is you.
I am super sure many of them know, because they need to know what update you are doing.
They offered him a cut of their profits from the beginning. Jason didn't accept it though. From my understanding, his only concern is proper credit and player confusion, not profits.
...
in my eyes, the group hijacked the server but that's just my estimation of the situation, i have no saying what Jason has intended
if i am wrong, then ok, i will reevaluate the game since i've been playing it the wrong way, being a random unknown spawner as a random person to a random area & random family
& i've been telling other players that this is the right way to play OHOL
if i was wrong about that, then i want to get that clarified now
It's a game. There is no single "right" way to play, nor should there be. We play how we play depending on our personal interest, using what we're given. Killers can kill because there's weapons in the game. Roleplayers can roleplay because they're given a public chat to communicate with. Super-tryhard survival players can happily work away for an hour without even speaking to another soul. And yes, tese smaller discord communities can do what they do because the system allows them to do so.
Playstyles exist in every game, regardless of the intentions of the creators. That's the wonders of the human race- not everyone thinks the same way or takes the same actions. Creative freedom is what gives a game flavor and keeps it from growing stagnant.
There is no 'right' way to play this game, and they're definitely not playing it 'wrongly.' Just as players who abused the heat of desert edges, and those who were eve chaining on the main servers before it patched, weren't playing wrongly.
If Jason dislikes it, he'll fix it eventually- as is within his power and his rights to do so, being the game's creator. But he shouldn't have to hold our hands and tell you what is okay and what isn't for it to be 'right,' nor should you be able to dictate what's the 'correct' playstyle.