a multiplayer game of parenting and civilization building
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Hey! So I got to thinking about what would make a super chill server, and I realized that if hunger went off of actions rather than time, you could just hang around and talk if you wanted to without worrying (until you hit sixty, of course). I got it working and really like it.
I don't want to run a custom server myself right now, but if anybody is interested, here's the patch to server.cpp:
Some notes:
* it really makes hunger increase by actions as well as by time, so to use as envisioned, edit minFoodDecrementSeconds.ini and maxFoodDecrementSeconds.ini and set those to 10000 or something
* examples of "actions": pulling a berry off a bush, pulling a branch off a tree, converting wild tules into a tule bundle, pulling a tule bundle off of harvested wild tules, crafting two tule bundles into a basket
* examples of non-actions: eating a berry, dropping/picking up a pulled branch, putting a sharp stone in a basket
* the number of actions it takes to increase hunger is heat-based, so there's still a motivation to create clothing
* however, there's no longer a need to set babies by the fire and feed them (assuming you turned off time-based hunger); they can check out the camp freely
* the number of actions it takes to increase hunger ranges between 1.0 and 4.0 by default, but you can create new settings files to override this: minFoodDecrementActions.ini and maxFoodDecrementActions.ini
*** setting minFoodDecrementActions < 1.0 probably has an effect of setting it equal to 1.0. To fix this would require more invasive changes to the existing code
* I've only tested it on a private server with one player and haven't advanced "civilization" very far, so there could easily be bugs
If anybody actually uses this on a custom server, let me know. I think it would be more fun and less frantic.
netstat --wide | grep 'members.linode.com:8005'
(... which is kinda a lazy answer because you still need to figure out what server??.onehouronelife.com is a CNAME for the linode server...)
I think this game is fatally flawed in its current form. It requires a level of lasting cooperation and effort that is hard to drum up among enough people. People have better things to do than rebuild fake civilization without actual survival to motivate them.
As a game, it's supposed to be fun. If it's too hard to be fun for many people, it will go over to people who have fun in easier (usually destructive) ways.
Essentially you have a problem with the core mechanics of the game and are unwilling to find creative solutions given the tools provided?
There's always going to be a practical limit to what can be accomplished on a server based on the tools available, the number of players on the server, and the willingness of the players to spend time and effort on the game. The developer can always make the game arbitrarily hard, to the point where nothing can be accomplished without third-party mods (in which case "the developer" is no longer "the developer").
In other words, for a given problem, there might not be a creative solution. I'm not saying we're at that point yet, but I don't think you can just assume a complaint is due to a lack of creative response.
Go! Bwah! wrote:I don't know what public servers y'all are playing on, but I've only been killed twice by griefers in all my games, once by knife and once by bow.
When you play are you in fairly large civilizations or just ones that are tiny and peter out themselves. The more thriving a civ, the more likely it is to give birth to a griefer/murderer.
I'd say "fairly large" pretty often. Maybe I've just gotten lucky.
I don't know what public servers y'all are playing on, but I've only been killed twice by griefers in all my games, once by knife and once by bow.
Party in the spawn trap!
It could even be a suspended-animation machine, where you can quit and come back hours or days later.
It will be interesting to see if the game ever gets to that point. It'll take a giant pyramid of players to support that one player; will your average carrot farmer keep working because he dreams of becoming that person, or will he just keep quitting and replaying until he gets born to the family? (Which is essentially walking off the job and if enough people do it, the pyramid will collapse.)
Babsy wrote:(if you water all, the soil will disappear after the carrots turn to seed):(
Wait, what?
I didn't get this one.
A guy said something about this a while ago, when I was watering the seeded soil. I asked what he ment, but he didn't specify.
When it seeds, the soil dissapears, we all know that.
But.
How else do you grow carrots without watering them?
How else do you get seeds, without first growing the carrots?
Is there a way to get seeds without destroying the soil?
If not - then why was that point even made, seems obvious for whoever have been doing farming.
He was talking about the case where you're about to die and leave an abandoned farm for the next person to come along. Dry-seed so that it's easy to start up, but don't water, die, and then have the whole farm go to seed.
I'll even leave filled water containers nearby, if I can manage it. And lots of baskets full of carrots, of course :-)
Or, even worse, entire fields of carrots going to seed and eating all the soil.
This annoys me too, but I kinda enjoy how harvest time is a frenetic race against the clock, just like in real life.
Why is it that everything else is complex, but mass murder can be carried out in one step (grab a knife and click)? It is illogical when looked at within the context of the greater game. Mass murders should have to work for their kills just like everyone else works hard at building society.
In real life, it takes about ten times as long to create something as it does to destroy it, so insofar as this game is meant to reflect reality (including the social structures required to hold things together), it seems about right.
That said, since it's a game, maybe it shouldn't be as frustrating as real life. Or maybe it should - you can exit a game with few consequences, after all ;-)