a multiplayer game of parenting and civilization building
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I don't have a solution, I'm just here to state the obvious, because I've been playing for three hours, three Eve lives, and it's annoying that each of those civs never got going because the people who play this game don't really want to play this game. They just up and leave the second they don't see a massive town.
Thinking about it, I suppose the opposite probably happens with certain people instant killing themselves in towns too. You could probably get rid of the problem by making a preference option to spawn as Eve, to an Eve or into an older bloodline. Sure, it's outside of the philosophy Jason has described for the game, but there's only so many dead-end starts I can handle before I have had enough. At some point, you have to compromise a little for quality of life things. After all, we're people, not machines.
Last edited by Cecil (2019-01-06 10:48:51)
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Just asking, have you named yourself? When I'm born to an eve which obviously is to newbeish to name her self or even name me, I go suicide...
EDIT: Same, when I see the farm is started in the middle of greenlands...
Last edited by lionon (2019-01-06 10:50:14)
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The only thing that annoys me with suiciders is the runners. The /die command is there, but not all people use it - sure Jason wants it to be a sort of a hidden thing but when I see the third baby run, I can't help but get miffed.
Anyways, make sure you are good at picking a location if you want people to stay. Nobody really wants to sacrifice an hour to contributing to a deadend camp. If it's cold, has no water, no soil or wild foods around, that place is gonna die sooner rather than later.
A bigger thing than your kids surviving is you surviving as an Eve: live to 60 and die to old age (with home marker set?) and your camp/death location is saved. Then when you spawn as Eve again in the future, it may bring you back to your old death spot at your old camp.
That's what gets civilizations going, not a granddaughter or two. Which is quite funny, in a game like this.
Notable lives (Male): Happy, Erwin Callister, Knight Peace, Roman Rodocker, Bon Doolittle, Terry Plant, Danger Winter, Crayton Ide, Tim Quint, Jebediah (Tarr), Awesome (Elliff), Rocky, Tim West
Notable lives (Female): Elisa Mango, Aaban Qin, Whitaker August, Lucrecia August, Poppy Worth, Kitana Spoon, Linda II, Eagan Hawk III, Darcy North, Rosealie (Quint), Jess Lucky, Lilith (Unkle)
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Hm, yeah. I name myself early, and I'll walk for ages until I find a spot that has everything before I settle. It feels like the effort I'm putting into finding a spot and living there to 60 isn't really worth it though.
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I get that situation as well.
I find a decent spot and name myself. Everything is going great but there are no children to help out. They either run or /die and those who stay die of starvation when the food is just next to them ! Those who /die or leave are usually girls for some reasons ...
I don't have anything against new players, but most of my kids can't run five tiles to find all those bananas just ... there ! I fed my daughter while she had a disconnection, prepared six plates of eggs and planted berries and she even came back. Just in time before I died out of old age. She starved.
Starting a new civilization is hard.
The one and only Eve Kelderman
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It's always hard to start a new lineage because it's rng on rng. My last feral life I had five kids - Four girls and one boy. Out of them only two of my girls survived and one died at 27. If the two who stayed were boys it would have been instantly over at gen 2. I crafted the kids every single steel tool minus a pickaxe before I passed and you know how many generations the line lasted?
Five. You can give your children all the tools to succeed but if they don't want to farm/work/whatever there's nothing you can do about it. So you need competent players, players of the right gender, and they need to eat a good mix of food otherwise they just get out birthed. (Foley family specifically died out yesterday because no children).
fug it’s Tarr.
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Get your yum up to have more kids. It's a numbers game, the more kids you have the higher chances you'll get a girl that gives you granddaughters. And you don't really need that high yum anyway, most women in civilization keep theirs low to avoid having their work interrupted by babies.
Last edited by Potjeh (2019-01-06 14:16:21)
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[...]Foley family specifically died out yesterday because no children.
Was it this one? http://lineage.onehouronelife.com/serve … id=2695216
Or the one that LydiaVDH told us about here ?
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Tarr wrote:[...]Foley family specifically died out yesterday because no children.
Was it this one? http://lineage.onehouronelife.com/serve … id=2695216
Or the one that LydiaVDH told us about here ?
It's both the family in the story and both of those links. Three adult women in gen 15 had zero children between them. Obviously the eldest woman died at 27 but that's just terrible that new players are now a hinder if they choose to eat poorly. As the saying use to go "Even bad players can give birth to good players."
fug it’s Tarr.
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It's both the family in the story and both of those links. Three adult women in gen 15 had zero children between them. Obviously the eldest woman died at 27 but that's just terrible that new players are now a hinder if they choose to eat poorly. As the saying use to go "Even bad players can give birth to good players."
Oh right. Sorry. I got confused, because I found a second Foley family started by the same player before that one. Anyway, the reason for that family to end wasn't bad Yum management, but the reflector again. See the server pop thread.
By the way: is it possible to link to a specific post on another thread?
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The timestamp just above the post on the left-hand side is a link pointing to the specific post. Link to that URL and you will link to the post.
Like this: https://onehouronelife.com/forums/viewt … 031#p42031
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The timestamp just above the post on the left-hand side is a link pointing to the specific post. Link to that URL and you will link to the post.
Like this: https://onehouronelife.com/forums/viewt … 031#p42031
Huh! Thank you!
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By the way: is it possible to link to a specific post on another thread?
or embed it into a word by doing:
[post=42031]OP[/post]
Morality is the interpretation of what is best for the well-being of humankind.
List of Guides | Resources per Food | Yum? | Temperature | Crafting Info: https://onetech.info
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FWIW I agree with this and think it’s gotten worse recently. I am a good Eve. I don’t pick obviously awful campsites, don’t build farms on cold tiles etc. I always send the first child to forage so I can yum chain. I generally expect to have ~6 kids which would be a great start if they all actually played.
Instead, 3 will suicide, 1 will be a newbie who starves, and the whole camp will fall on 1 or 2 hero children who actually stick around and work. And it’s harder for THEM to survive and have babies because they have to do everything by themselves.
Oak Emberson (lineage lasted 26 gens!) and Sparkle Emberson I’m looking at you. You guys were awesome.
I don’t have a good solution for this at all but if this is going to continue to be a thing, Eves should have an inherently higher birth rate or something to compensate. Because 50% of the players born to them will instantly bail. It’s gotten at least that bad if not worse.
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I don’t have a good solution for this at all but if this is going to continue to be a thing, Eves should have an inherently higher birth rate or something to compensate
The problem is obvious. Eveing is hard.
Experienced players, who want to shepherd, smith or build machines know that. It would be nice to help starting settlement, but people's time is limited and it is better for them to roll trough infant deaths to the developed city. Newbies are screwed, as it is impossible for them to learn in Eve's camp. The only chance Eve's camp have is the will of experienced players to help.
It happened to me last time. Newbie Eve built a camp in grassland despite proximity to desert. She said the kiln and small berry farm were already there, so she assumed it may be a good spot. I convinced her it is bad and it would be nice to quickly change place. This was the last thing I made, because of toddler limitations.
There may be many solutions:
1. Make Adam spawn first, then the Eve next to him. Two elders with long, full hunger bar, especially when one of them is not popping children, would have better chance to gather, settle and possible learn from each other.
2. Increase number of wild food. As wild food may slowly regenerate, it will help early settlement without atfecting elder cities.
3. Make every biome able to sustain people. It may seem similar to point 2: more food, but aim of it is to make settlements in different biomes possibly. Not only grass/swamp/desert edge.
4. Spread early tech level tree. Let people eat seals, bisons and boars at beginning of the game. Boars are currently unedible, because you need a high tech knife, the others are not possible to butcher. Let people skin bisons and boars in order to make clothes and backpacks. This one is effectively an implementation of both points 2 and 3.
5. Add flint (or flint knife) a possibility to butcher. Right now it is possibly only with knife, which means this food is not accessible for Eves.
I am personally all for Adams, skinning and butchering with flint. It will add the new stage to the game: paleolithic hunter gathering, where Eve carries a child, Adam a basket. They are making temporary settlements only to cook hunted prey. They are also trying to craft backpacks and clothes. When the whole family is equipped, they can use all their exploration knowledge to proceed to the next stage in the best spot: neolithic farming.
I think, I will make a suggestion for it. Stay vigilant to support it!
Suggestions: more basic tools, hugs, more violence, day/night, life tokens, yum 2.0
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I mean yes, Eve starts are hard. that’s why I think the leaver thing is a big issue; it makes them even harder and even more likely for people to assume it’s a waste of time and bail.
The reason eves are important is because without them there is much less diversity in cities and camps players could spawn in. Less opportunity to help set up a sheep pen or make a pump when everything is already built. And anecdotally I seem to be running into a lot of players who only know how to contribute when the basic infrastructure is there already.
I keep spawning in the same 2-3 towns with buildings in dumb places and terrible road layout and major reource problems and that’s not super fun either.
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I do like the idea of Adams or introducing some new early game mechanics if only for the novelty to motivate more players to stick around.
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