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a multiplayer game of parenting and civilization building

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#301 Re: Main Forum » Having some trouble with farmed food design » 2018-06-05 01:12:53

I still think that berries should have a limited lifespan, like a generation or so. Their downside could be that they don't leave hardened rows, ie soil used for them can't be recycled. Also this would mean that if you're not quickly harvesting and watering you're being inefficient with soil by getting fewer harvests than you possibly could. This would naturally place a limit on berry farm size.

#302 Re: Main Forum » Having some trouble with farmed food design » 2018-06-04 22:20:51

Maybe instead of generic hardened row each crop could leave different stumps, and you could vary the time it takes the worms to recycle different stumps.

#303 Re: Main Forum » Having some trouble with farmed food design » 2018-06-04 22:11:52

Sounds like a decent way to limit the berry meta. But IMO the main point of differentiation for crops would be how they're used rather than how they're grown. In a game that revolves around eating and crafting, complex food recipes are a natural way to go. These can be made useful by having them consume extra resources from other production cycles. For example, you could make carrots great again by implementing carrot pie which would be a sink for all the extra wheat you get farming straw for compost and baskets. But then you'd need eggs or butter which would leave you with an excess of their own, so another recipe can come in to be a sink for them, etc. I do worry about the design space for different recipes, though. There's only so much you can differentiate with containers, bite sizes and numbers of bites. Maybe consider temporary status effects from different foods? For example chili peppers could increase your temperature so you'd eat them when exploring snow biome, and watermelon would cool you down so you could more easily explore desert. Or fatty food like bacon could reduce your base hunger drain rate for five minutes. Or heck, go crazy and have healthy food like olives postpone aging (you still die at 60, but the timing of losing pips of max hunger is more towards the end).

#304 Re: News » Update: Small Farm » 2018-06-04 20:42:41

I just want to say this was an amazing update that fixed so many crucial things that needed fixing. I'd still prefer it if wells were finite and had to be rebuilt every two or three generations, but the current implementation works too (a shame well building is restricted to just a couple of generations, though). And if this is supposed to be a small update, I can't wait to see what a big one is.

#305 Re: Main Forum » I'm sorry Tim » 2018-06-03 16:14:41

Chill dude, it's just a bit of friendly ribbing. I thought the smiley made it obvious.

#306 Re: Main Forum » Goodbye wells near the baker, berry/wheat/milkweed farms. » 2018-06-03 15:45:14

You're assuming the pop will grow expnentially, but there is only so many players. If everyone kept all babies that'd mean a lot less babies per mother.

#307 Re: Main Forum » I'm sorry Tim » 2018-06-03 15:39:35

I knew I shouldn't have given you that knife tongue Just out of curiosity, did you stab the dude that was messing up your smithing? I wanted to tell you not to do it, but I starved before I finished typing.

#308 Re: Main Forum » Goodbye wells near the baker, berry/wheat/milkweed farms. » 2018-06-02 12:46:54

You're right for the most part, but I disagree with the birthrate thing. It's simply impossible to give individual kids any sort of attention when you pop out 10-15 of them. Every time I'm trying to teach a baby something or show it where stuff is, another baby pops out mid process and I have to cancel teaching to take care of the new baby (I only abandon if I'm a fresh Eve looking for location and I'm already holding one baby).

#309 Re: Main Forum » How to learn the game as a new player? » 2018-05-29 14:46:26

Find a place with lots of berries to feed you so you can experiment with recipes without worrying about food. Don't raise any kids. Just get various items and tab through the crafting hints and try stuff that looks interesting.

#310 Bug Discussion » Respawn at same spot » 2018-05-27 22:08:02

Potjeh
Replies: 1

Yesterday I was playing as Eve and started a little family which died out in a couple of generations. Today I got to play as Eve again, and not only did I spawn in the exact same spot, I even somehow inherited my old home marker.

#311 Re: Main Forum » Tweaks to hinder murderers » 2018-05-27 20:16:08

Knives and arrows should break when used for murder.

#313 Re: Main Forum » "Everything runs out" - maybe it actually should » 2018-05-24 12:20:39

A game can't be balanced without testing it, and an MMO can't be properly tested without releasing it. I'm pretty sure every other MMO has had worse balance problems at release. It's just that they have teams instead of single developer so they can do both balance and content simultaneously, but of the two balance is clearly the more important one.

#314 Re: Main Forum » A Look Into Inbreeding coefficients » 2018-05-24 00:09:59

Look at the shape of family trees, though. Single woman bottlenecks are very frequent.

#315 Re: Main Forum » "Everything runs out" - maybe it actually should » 2018-05-23 16:03:46

jasonrohrer wrote:

What about finite with increasing capacity?  While the natural things regrow over time, albeit slowly, maybe the man-made things do not?

That is the current difference between a carrot farm and a wild berry bush.  The berry bush produces food slowly forever, and you have no control over how many you have access to.  The carrot farm produces 5 carrots per row, but that's it, and you can have as many rows as you want.  After a row is gone, you have to build a new one, which slowly consumes resources over time.

So, this is the version of the well that is like a tank with 50 water in it.  Once it's empty, it's empty.  Build a new one, or upgrade it to get 100 water.  A cistern becomes useless (because a well is essentially a cistern that starts full), though a cistern is still useful for ponds.

The question with higher and higher tech shifts from "how many people can you sustain" to "how long can you last?"  This gives us a lot of design flexibility, because we can tweak these numbers a lot without breaking anything.  We can easily give some higher tech 100x the capacity of lower tech, which just means it lasts 100x as long.  (On the other hand, if we were to give something 100x the production rate, that would support 100x the population, which would effectively mean the resource is unbounded.)

We can also be much more generous with natural sources, if they run out in the same way.  If a pond produces X water per hour, our hands are tied, and we have to keep X low, so that higher water tech is worth building.  But if a pond simply produces X water total, then X can be whatever we want it to be.  No matter how high we make X, it will eventually run out, and people will need to move on to wells.

For carrots, this would mean that putting fertilizer on your carrot row would make the same row grow 10 carrots instead of 5, and using a deep plow first would make the same row produce 20.

The problem is that it kinda feels weird for some resources, and runs contrary to real life expectations.  Real wells don't have fixed capacity like this.  It does make some sense for the highest tech, because a petrol pump well would eventually run out of fuel and need refilling.

This seems like the most robust and the most fun approach. Wells etc. running out can be justified by collapse of the actual man-made structure instead of the underlying resource.

#316 Re: Main Forum » "Everything runs out" - maybe it actually should » 2018-05-22 10:52:08

You guys don't get it, you can't build a straight house on crooked foundations. This isn't so much about the concrete examples as it is about principles behind adding new stuff. What's the point in getting new things if they're useless shit? Show of hands, who's ever seen a main server town using an actual iron mine? Or a town with a significant number of non-dry wells? The only things that get some use (but still very little) are pure cosmetics. Is that what you want from future content - nothing but letter stocks and wool dyes?

#317 Re: Main Forum » "Everything runs out" - maybe it actually should » 2018-05-22 00:58:48

Iron change is spot on. Water is a huge improvement, but I'd still prefer it if wells had to be rebuilt occasionally (like once in three generations) just so we can continually have that sense of accomplishment that we get from building one. Farmed milkweed really needs a buff because we just need so much of it for everything.

Berry bushes can be screwed up by doing something, and they get screwed up almost constantly. Somebody picking a single berry from a bush renders it useless for a generation, and taking the last kills the bush. Berries are the prime example of having to teach kids not to do something rather than teaching them to do something. And it totally makes sense to give bushes a finite number of harvests. IRL a gooseberry bush is only productive for 12-15 years. Aging with use rather than with time makes more sense gameplay-wise, though.

As for carrots, I think it'd just be more intuitive if all crops always consumed soil. It'd force newbie farmers into learning the full growing cycle rather than them just mindlessly watering and picking everything and never learning proper soil management. Also, I think that not consuming soil makes carrots just OP and doesn't leave much room for other crops. Wheat is kinda shit in comparison because it always uses soil and it takes so much work to process. It'd be a bit more even if carrots didn't have the soil advantage. And the easier composting that this change to carrots would require would also make it balanced to go back to five seeds per row. Currently, the main problem with seeding is that somebody taking a single carrot from a seed row is effectively ruining almost half of the soil in the plot. And it's super easy to pick that single carrot by misclick. If somebody takes second, well, seeding that row is a huge waste and so the farmer will just pull it all out. If the soil was always used and the number of seeds was equal to the number of carrots, it wouldn't really matter how full the rows you're seeding are - at most you'd be losing some space efficiency. If tilling tools are the issue, they can be easily included by requiring tilling of freshly placed soil before it can be planted in. I mean, realistically, you'd need to work the compost into the ground IRL.

#318 Re: Main Forum » "Everything runs out" - maybe it actually should » 2018-05-21 16:52:20

jasonrohrer wrote:

This other problem I'm facing is that making these kinds of changes, which are necessary in the long run, makes players very angry in the short term.

It's hard to implement a "boiling a frog" approach with some of this stuff.  Though most of it is trans-generational (ponds take a long time to refill, milkweed takes an epoch to regrow, etc.), so most players wouldn't notice.

That's why you distract the players with shiny new things. Make new content OP on release and nobody will care about nerfing old content because they're all too busy fiddling with the new stuff.

My friend says that only the top level tech should be infinite at any stage.  So, for example, ponds are infinite at first, but then once I introduce wells, ponds become finite, and wells become infinite.  Then I introduce infinite hand pump wells, and the old wells become finite.  Then I introduce combustion engine pumps, and the hand pump wells become finite.

BUT... I feel like any kind of achievable steady state is boring.  Once you get there, there are no more decisions to make.

I really want every civ to crash, in the end.  Not as a certainty, but as a looming and growing pressure across generations.

That sounds like a perfectly reasonable approach. Mind you, all that's needed is practical infinity (ie enough of a resource to last an active town 24h), not theoretical infinity. Going back to my wells suggestion, if they gave like 20 water on average for shallow and 50 for deep, and you could recycle half the stones from an empty deep well, there'd be no excuse for running out of wells before the town naturally collapses.

And yeah, you're right on steady state. I hate it when I'm born into a town that has sheep, it means there's nothing I can do to significantly improve the civ on my own. IMO the best moments in the game are crafting a fire set for your Eve mom and making the first bowls, or smithing the first axe. Such large meaningful achievements become scarcer as civ advances. There's enough big projects to do, like making signs or wells or walls, but none of it is of much practical benefit, you're mostly just doing cosmetic stuff. If wells were a must and there was a need for every generation to build a couple, at least there'd be something impactful to do.

#319 Re: Main Forum » "Everything runs out" - maybe it actually should » 2018-05-19 16:12:28

That is precisely the point. As stuff runs out you shift to different techs, instead of always doing the same water runs in every village.

#320 Main Forum » "Everything runs out" - maybe it actually should » 2018-05-19 14:37:42

Potjeh
Replies: 58

Despite the everything runs out philosophy, there's plenty of core resources that are infinite if managed properly. Initially I thought this was kinda cool, but the more I play the more I realize they're just creating tedium. From the very start where you're standing around waiting for milkweed to fruit to the late game where you're carting around water from faraway ponds because wells suck. And some technically finite resources borrow this scheme, which just creates headache (carrot seed plot management for example). It also decreases child life expectancy, because the natural job for a kid is farming and in anything but the tiniest settlement the nearby ponds will be low so kids will have to trek out for water and this is when most of them starve. And I think that gameplay that is about not doing something (draining ponds, picking seed carrots, picking non-fruiting milkweed) is inherently less fun than gameplay that is about doing something (making an axe, building a well, baking pies). Plus, the whole reliance on having a ton of ponds makes it too hard to find a good spot as Eve. And finally, because the early resources are infinite later stuff has to be kinda crap for balance reasons, which is why instead of getting a productivity increase as tech advances we actually get a productivity decrease. This means that the push to advance tech isn't as strong as it should be to fit Jason's vision here. So I think that the game should be changed so *everything* runs out and tech advancement replaces some jobs instead of just adding more. Some ideas on how it might work:

- WATER. Ponds shouldn't regenerate, at least not on a timer useful for a village. Regenerating after 8-12 hours might be necessary to allow reclaiming failed towns. Instead the main source of water for fourth+ generation should be wells. And since ponds are nerfed, wells can be made a lot better. Of course, they should still be finite to keep with the everything runs out philosophy, but they should have a lot more uses. What this means is no auto recharge on wells and hence no waiting for them and guessing if they're ready. Instead there'd be a number of uses than you can freely take whenever. Perhaps a well has two or three stages of fullness and there's a random chance to drop to the next emptier stage whenever you draw water. Of course, with these changes empty wells should still be upgradeable or we'll run out of stone way too soon. But to prevent permanent loss of space and give a sense of urgency to well building, maybe dry wells should collapse into a pile of rubble in half an hour or so. You can mine the rubble to reclaim some stone, or it disappears in another half an hour. Even with reclamation and upgrades stone is eventually going to be scarce, so we also get a niche for a stone quarry tech tree in advanced stages.

- SOIL. Composting makes this one infinite, so composting has to be fairly complex for balance's sake. While I like the general idea of composting, I think the current implementation just takes too much time and is a bit too complex to effectively teach to others with the limits of in-game communication. So I think the process should be simplified (just straw and poop for example, no extra berries or water), but a bottleneck should be placed to limit composting by resources and keep the everything runs out theme. I'm thinking sheep are a good point for that. What if instead of constantly spewing lambs sheep had to be given a piece of salt to spawn a lamb? Salt can be a stone/desert gatherable, and we can have a while salt mining tech tree later on. But I digress, my main problem with soil is actually the carrot management, it's just not fun and gets you pissed off at other players constantly. IMO it'd be simpler and more consistent if carrots consumed soil even when harvested before seed. This makes farming more newb friendly because active measures (getting soil/making compost) are more interesting to them than preventive measures (not picking seed/picking non-seed on time). Of course this massively increases soil requirements, but simplified composting should balance that out. Though we'd likely need a pre-sheep method of composting that's fairly limited, and I think thule reeds fit the bill. Just make the alternate recipe reeds and bowl of berries.

- RABBITS. Same deal as with water, no regeneration on a practical timescale. Because it's not fun to have to go snaring to gear up no matter what stage of civilization you spawn in. Give us rabbit hutches instead so we can farm rabbits.

- BERRIES. I'm kinda torn on this one TBH. Wild berries (and cacti) can be crucial for surviving famine, but they break the everything runs out rule. I think we should turn a blind eye here. There's a concern with wild bushes making sheep feeding a bit too easy, but in reality I've found they're mostly never full anywhere near town. As for domestic berries, they're a whole other thing. I'm not a fan of the current berry farming where you basically create a resource that's infinite if properly managed but the management is a nightmare because damn kids keep eating and not watering. I'd turn this whole thing around, give berry bushes finite number of uses (high chance to advance a stage in aging whenever watered), but make them faster and more resilient. Something like no drying out after harvest, you simply need to water an empty bush and it produces a harvest in a couple of minutes.

- IRON. This one is technically finite, but practically it's not. Your average stone biome has way more loose ore than a town can reasonably use in 10-20 generations (which seems to be your average town duration). The consequences of this is that mines suck and are pointless. IMO it'd be better if there was very little loose ore but mines were more common. Getting the initial tools would be harder, but as long as you're smart and make pick as your second or third tool getting iron should be more fun than it is right now.

- MILKWEED. No respawns, so no more standing around waiting to fruit (unless you're going after seeds). Wild milkweed can respawn on same scale as ponds and rabbits for reclamation, but farmed milkweed should be single harvest. Because it's no longer infinite, milkweed can be buffed so you can farm some thread in a reasonable time. I'm thinking something like two or three stalks instead of one out of a milkweed farm tile.

#321 Re: Main Forum » Help me plz » 2018-05-18 14:24:02

Check your mail, download link should be inside.

#322 Re: Main Forum » Any way to free trial the game? » 2018-05-14 13:28:01

The game is open source, you can compile it yourself https://github.com/jasonrohrer/OneLife
Without buying you can't join official servers, but community servers should be fine.

#323 Re: Main Forum » High rate of low tech/Eve spawn » 2018-05-11 10:20:58

I'm having the opposite experience. Keep getting born into the same city over and over again, and I'd very much like to be an Eve or Eve's child.

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