a multiplayer game of parenting and civilization building
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Every update dooms update lineages by design. There NEVER has been any vision for families can survive for all times for this game.
There also has never been any vision for how lineages could survive if the last potentially or actually fertile female didn't have human players as children.
Last edited by Spoonwood (2020-11-19 08:50:48)
Danish Clinch.
Longtime tutorial player.
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It would be pretty simple to fix that, if a lineage dies to an update or because there wasn't any player available to be a baby and continue lineage (lineage dying because lack of players and not in game circumstances) then the next player connecting would be an "Eve" from the same lineage.
But honestly with how the game is currently it really doesn't matter if a lineage dies, another Eve will just spawn to replace it, the lineage dying hasn't any importance or meaning watsoever except maybe for the one player that started that lineage and maybe cares about some personnal high score.
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Towns and spawns have moved over 3k in the last day.
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Baddicks resettled, I think it was Alice's old village. Browns died out twice during the afternoon, once about an hour ago, at least within the past 24 hours. Maybe more. The resettling right is some of why it seems like spawns move fast, since it spreads families out more.
Close spawns contributes significantly to resettlement. Loss of a family in no way implies loss of a town. Or, as happens often enough, Eve camps on a shallow well with trucks, engines, kerosene, loom clothes, and all that.
Last edited by Spoonwood (2020-11-19 11:05:47)
Danish Clinch.
Longtime tutorial player.
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I had to move over 20 sets of loom clothes 3.4k from a previously active town to the new settlement that had moved in less than 24 hours.
Is there any reason families should move that kind of distance when there are massive amounts of resources in between. I passed over 8 untapped tarry spots, an engine, a sports car, 9 pipes, and 40 empty tanks. Not to mention over 20 sets of dyed clothes between the old town and the new. The distance was 3.4k, that's almost a 10 min round trip in a truck.
Last edited by Eve Troll (2020-11-19 11:56:44)
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The road is seeing a lot of use! I'm glad. Be sure and extend it if it runs out, y'all.
Also, I'm convinced the dev has taken up a similar development philosophy as Blazeball: that the developers are antagonists the players must "defeat" by succeeding at the game
Last edited by NoTruePunk (2020-11-19 12:16:22)
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What road are you talking about?
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Also, I'm convinced the dev has taken up a similar development philosophy as Blazeball: that the developers are antagonists the players must "defeat" by succeeding at the game
Interesting attitude. So, knowing that I have only watched the first 5 minutes of this video https://www.youtube.com/watch?v=93kpVcgA8uI regarding what I assume you are talking about, Blazeball being a game and not a name of a developer, I have to wonder what the situation was between the users/players and the developer(s) of the game. Seems like it could be an interesting story, and, being a little short on time to do research on it myself, I'm wondering if you can go into detail a little more as to what happened between the dev(s) and the community.
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There is no vision, get born, then die in an hour. Congratulations, you beat the game.
I'm fish, deal with it or don't, idgaf
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