a multiplayer game of parenting and civilization building
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At times I feel like everyone is jumping on a hate bandwagon, but then I realize this is the only outcome that could have happened by adding something thats only purpose is a weapon. I just don't know how to fix it, I don't think there is a way to get around it. Considering how many uses a knife has had with the introduction of rubber and timing belts, that every town needs to have at least one bow somewhere for sheep and geese, we had ways to deal with undesirables, and when you did it, people have to help you survive afterwards unless you had really high hunger/yum. If there was an unwarrented stab, you could not feed them and they will potentially starve... The elephant in the room is the sword, it came too early in the games life.
I would love to see more bootstap into permanent features of the game. Kind of like how you can look at an adobe oven base pen, and use half their work and convert it into an adobe wall, and then someone else can then finish it into a plaster wall. I understand you want to keep some real maker feel to the game, and it does feel nice at first, but then quickly becomes tedious and obsolete. I think what feels missing is, cheap non lasting materials that can either fade away or be improved. Kind of like how for simple construction you use cheap, fast growing light woods versus hardwoods or concrete/stone.
What stops said griefer from running up and shackling you with one sitting around? What stops them from wandering into a new town with multiple shackles and start slapping them on whoever they can get close to. I'd rather be stabbed. Also if you are force fed you can't die, and are at this point an actual prisoner. I think this happened in Ark, players would get captured and log off, only to log on hours later and find that they had been fed and are still trapped against their will. Murder with bows and knives works in the game because it removes them and bans them, and makes it clear who did the act because of slowdown and inability to drop the weapon immediately.
Or lovey dovey parenting all the way where everyone on server eventually sings Kumbayah together
Nothing wrong with that, not every multiplayer game needs to have conflicts baked into them. Having to struggle against the elements AND other players creates a helluva environment thats for sure.
More times than not when I have attempted to teach new players, they just don't listen. I am trying to talk you through the steps we are about to do, and you just run up and light the kiln and try using your hands to heat up iron when I was trying to show you how to fire the wet bowls then cap it for charcoal and THEN show how to pound out iron. My first and only thought was always would you stop trying to think and do, and just listen/watch. It lengthens the teaching process to the point that it feels fruitless, so therefore I just kind of gave up on it. Few are even willing to admit there are things they don't know, and their confusion clouts their ability to absorb information. This is why I hold you in regard for going into education Future, I couldn't do it. Even in a kitchen setting I have preached, just take a breath and do what you know how to do and stop overthinking everything and making yourself look like an idiot.
https://www.youtube.com/watch?v=uZZdRy_GGwk
Can't believe I actually found a chance to post a video of Tom Cruise as a Samurai and it fit....
Why would you keep living such a life except to plot to kill the people keeping you penned up?
Well said, definitely would end in revenge killings. If was by player choice maybe. I want to join your village, you can't understand me and are worried. I "shackle" myself and show you that I can't arm myself to put you at ease, sure. But not in favor of someone being able to force that on someone.
It's so small, yet there is a huge percentage of total elitist assholes.
I feel compelled to say thats pretty logical. With a small playerbase, it only takes a small amount of asshats to make that percentage be higher. Sure I was super pissed when someone just came up and stabbed me earlier while I was trying to make an engine. I did nothing to provoke it, was barely typing, shit don't even think I made it to 15yrs old that life. I was at a glance being way more productive than those around me, so they thought it would do most damage, because thats how they get their rocks off. The group of three women doing absolutely nothing, talking about juvenile topics and phallic jokes, naming kids Thanos... I knew it was a ticking time bomb and sure enough 10 minutes later my screen was flooded with red chat bubbles. The thing is though, they weeded themselves out pretty quickly and another 15 minutes later the village was peaceful. It's easy to get discouraged, and you might have just burned yourself out.
I do think how these players are handled could use a change. Donkey Town was created to get rid of destructive griefers that were breaking pens, hiding tools, locking rooms. The punishment was/is fairly steep as a deterrent. I don't think that is working anymore. I think cursing needs to be lightened up as more of a timeout instead of a prison sentence. Lower the curse limit to end up there, make the stay shorter at first but moves up in severity linearly. To stop people from abusing it, change it so you can only be cursed once per hour. If your past three lives you were doing stuff that really rubbed people the wrong way, have fun being in donkey town for 30min-1hr. I am not particularly happy about it, but my curse tokens have been burned like its my super special ability in an RPG - if it's up I am probably going to use it. Do I want to condemn someone to multiple hours of confinement, No. Do I want to remove them from the server for a brief time for myself and others and potentially make them log off for the day, Yes.
This would inevitably breed a lot of toxicity and would take an even larger step towards opposition. Player confinement and control might sound fun on paper or over a 5 minute conversation, but not as game mechanic that would or could get used too often.
Quite a few of these have been mentioned already and have been talked about extensively. I'd like to break down a few of those points
Tractors/Machinery
Would be cool of course, but I also don't think we have towns large enough to need that level of food production. It's pretty easy to spend 30 minutes being efficient and feed a LOT of people in the current state. There is a reason most stew plots are just 3x3 - That itself can make stew faster than it can be consumed by a long shot, especially if people are eating diverse foods and not solo eating one type of food.
Tutorial
I do wish more time was spent on teaching slightly more advanced things. Most of the tutorial is very basic mechanics, but that also lends to the teaching aspect of the game. Jason wants players to teach each other things beyond temperature, hunger, how to harvest wild foods and to light fires. I will give you that its not often that nannies double as teachers. Back in the day I liked to try and teach newer people, but these days there is so much work to be done that it gets really hard to do both. Most of your veteran players that know things inside an out, are carrying a lot of weight especially with the necessity of higher tech like pumps. Having say a tutorial room that has all the newcomen machinery in it so you can make an engine could tread on the satisfaction of learning from trial and error in a live environment, or having someone teach you (either talking about each step or simply just watching them) Basic agriculture would be nice such as how to plant a berry bush, but then again once you understand you plant from seeds the rest comes pretty naturally, with slightly different steps. In the game engine the difficulty of higher tech is just longer series of steps, resources like onetech if you are a little familiar with game can really get you up to speed. Simply searching Bowl of Whole Milk and looking through the tree visual will get you from the first step of shooting the bison with calf all the way to getting the bucket of milk you fill it from. Spoon feeding that information would make the practice in game rather mundane in my opinion. Also the tutorial is in the game world on the server, once you break out what you can do it completely open. If you are determined to learn in game without being around others you technically can do all of the things you are asking for inside of there. I taught myself how to pump out as many tools as possible in one firing of a kiln there.
Specializations
Very slippery slope. Best analogy would be property fence gates. How frustrating is it to not be able to open a fricken gate because someone hasn't come up and said you own this? I am not a master baker because someone came up and said "I pass on my knowledge..." I am a master baker because I learned how to make anything and everything that can come out of an oven. I don't need perks to tell me I am good at it, I spent the time to teach myself as a person to be good at it, an artificial barrier is not fun. A good farmer isn't someone who gets an extra berry or so from a bush, a good farmer is someone that knows how to organize and manage the berry farm, get stew plants from the wilds and make compost.
Not ragging on you, you are right, the learning curve is steep. Games with steep learning curves can be tough as nails, but also are way more rewarding when you get yourself above that curve. Adding bonuses isn't going to magically make people less bored, they are bored in the first place because they aren't attempting to challenge themselves to continue fighting the curve.
The existence of zoom mod is kind of spoiling my fun today. I want to play without zoom, but knowing that other people are playing on the same server with zoom mod? That's hard to swallow when I'm spending years just to find 1 iron, and I know it's so much easier with the zoom mod.
And them finding iron will also make it harder for me to find iron, because they've already taken it.I would like server side-verification that people on Jason's server are not using the mod, but that may not be realistic.
Either way, I will not play with zoom, and just try to forget about it. (Even though zoom sounds really good, because it will make the game, and making progress a lot easier, I think it will quickly become mundane. Achieving things by cheating just doesn't feel as good)
Not sure about this logic, the competition with iron isn't the act of finding it, its how much is actually there. I know some people see the mod at cheating, not trying to enter in that debate.
What I ask is for you to think about the scenario you are painting. You are dissatisfied with the difficulty in your game, so you are wanting to change other peoples game. This is not a competitive game that needs a level playing field to be balanced. A large part of the reason you are not finding iron is not because some cheater is taking it all, there isn't much around because of all the towns that have gone through and picked the area clean, mod or not.
I guarantee that taking the mod away from any and everyone using it, will hurt the playerbase AND your game a lot in a way. Towns would be even messier and disorganized, and lack of resources brought in would take a pretty heavy dip. There are plenty of challenges in the game, and they exist regardless of how much you see at one time. Being determined to play the game the way you want to is fine, wanting to change how other people are playing it out of spite, is not a good thing.
Psykout wrote:Got mauled by a bear today because of the shift thing, new to using it, so I ended up getting too close for comfort.... way too close. Is there a way to make that just for player targeting and not for animals?
It is just for player targeting, animal targeting is the same as before.
Odd it really felt like the arrow was not going off, maybe due to all the transitions of the hungry bear, but never felt like I had so many problems shooting one before. Granted don't use bows often.
Money has already become too much of an impact on our world, I would rather not having that be in the game world as well.
I am also very sad to see fresh start camps leave the game, only to get replaced by reviving old towns, watching any other eve that strolls by wanting to do the same get slaughtered because paranoid players and lack of communication. Getting anywhere near the old feeling as JK stated takes you wasting half your fertility, thus leaving your children with an even harder game to play than before. You have so much less time to do anything, I don't want to run and run and run, just so I can make a few bowls and plates before getting old, hoping my kids make something of the pile of dung I attempted to hand them. Branching off is lackluster as well because there are ruins everywhere, iron dried up to lost civilizations. People used to accept the challenges of spawning in an eve camp and sometimes stay, now you are guaranteed to lose 90% of your kids because too many want the hard stuff done for them by someone else, and its very easy to attain that compared to before.
It is never a good idea to hack away an entire stage of the game, it only damages things. Perhaps in the far future, when tech has risen considerably, but not yet. Limiting Eve's down to a handful will only exacerbate the feeling that we are just living and dying over and over around the same walls.
I don't know exactly how to fix this without rolling back an update which is also not something that should be done. There are radical ways to approach it, but that also leaves a lot of room for concern.
I think the island idea, or oceans makes the most sense. Impassable terrain that needs higher level of tech to break through, a port/ship, a diesel powered drill to open up tunnels through mountain passes. Give Eve's a small chunk of map space, 400x400. If one of the towns in that slice matures and lives, techs out of there, the rest of the server can access them. Rather than having this gigantic proc genned map that NOBODY sees, the giant map is a quilt of player efforts. Something that has the chance of maintaining the feeling of sharing the world, and the feeling you can make something out of nothing.
Got mauled by a bear today because of the shift thing, new to using it, so I ended up getting too close for comfort.... way too close. Is there a way to make that just for player targeting and not for animals?
Not trying to get into that life v.s game debate, but I learned enough spanish to fully communicate every need in a kitchen in less than a year, and at times find myself thinking in spanish. I think siempre way before I think always/all the time mentally because of immersing myself in using the language as an example. If you make it take your whole life, that means you will never get to functionally communicate with someone. This will only end up with people not talking to outsiders, not accepting them, and killing them, as we see now. Considering its not often that people type back and forth regularly in the same family, it makes the language update feel more like, only your family are worth effort or care. Thats why I think it should be closer to 60-75% flip to learn. Gamers will very often take the most efficient route when doing things. Taking time to sit there and talk, AND have to manually remember words that only have value for the next 30-45 min or even less, is not something many will do. Its a steel enforced brick wall of a barrier.
Psykout wrote:I agree, the real estate thing is annoying. One thing I do like about dry ponds, its like a cistern for bowls of water. If you ever have been trying to run a pump and all the buckets are partial buckets, being able to empty one by dumping it into a pond is nice, but that is extremely low on the totem pole in my book.
Wrong. Please don't waste water by putting it back into ponds, as you can and actually often will lose water doing this. It's not a static storage item like buckets. It's RNG based.
Every time you take water out of a pond, there's a 20% chance for it to go down a use, with a total of 5 uses- similar to tools. The last use if 100% chance to drain it. You definitely DO NOT want to be putting buckets of water into a pond because of the very real chance that you won't get it back. The only time you're guaranteed to get it back is if you put a single bowl of water into an empty pond.
Oops forgot about this, not a common practice, only in those frustrating moments when someone takes the bucket I was just using to run the pump and move to the cistern, and taking bowls out with little ways to get a full or empty bucket. Been a couple times that I was sitting there with 2-3 partial buckets and getting an empty one to take on the last bucket from the pump to dry it turned out to be a hassle. PSA leave an empty bucket near the pump so it can be used to run the pump and fill cisterns...
Tarr wrote:While swords and language are meant to turn people on each other
That is not the intention. The intention is to make interacting with another village non-trivial and clearly distinct from interacting with your own village.
I.e., so the whole thing doesn't just melt together into an indistinct mass of people. So when you migrate to a different village, you don't just think/feel, "Ho hum, this is pretty much the same as living in my old village." No, it's different in a few very important ways.
I don't know why anyone would think language differences would "turn people against each other." There are hundreds of languages around the world! If you pick a random person in the world, it's highly likely that they don't share a spoken language with you. But humanity shines through that barrier, and makes it all the more special when it happens.
Two examples in one life. Was born to a actual starter camp, a struggling one at that. An eve came up right as I was born, so I started learning her language right away, quickly understanding TEAM and FRIEND and HELP and PEACE. My mother, she had no idea about the language update at all, thinking the Eve was Irish or something, asking repeatedly for the person to speak english. She wouldn't let go of the idea that we must kill her, asking all the kids to make a bow. When we, the kids said no, because we spoke both languages, my mother started to mass eat berries and then kill herself, leaving us to pick up the rubble.
When searching for iron, I found a settlement a minute away further ahead slightly than us. The last female died to a bear right as I got there, her baby girl starving before I could feed her with food. I thought that was everyone, but one middle aged guy remained. When I saw him there, while I was pillaging their stuff with my sister, he armed himself. My sister immediately wanted to run in fear but I held my ground and we attempted to communicate. Almost nothing got through but he eventually didn't see a purpose in shooting. I convinced the family to move to their spot, gathering all the kids, bringing everything we could and migrated as a group. When we got there, we started to live there, slowly shuffling things over. It was a rather short distance, just a couple biomes away, less than a minute walk in a straight SW line from our camp. It felt messy, which was cool and scary at the same time because of how close it was, and how cumbersome it was to get the kids to stop and listen. It was a really great moment, one of the better I have had in a few updates/weeks. The saddest part was the one person we lost, that wasn't a part of our story, the guy we moved in with. The language barrier was too intense for the adults, we didn't have time to struggle through and be able to maybe get a word or two across. I don't think there was any new kids that could have learned his language quick enough to translate to share this with him. He just got absorbed, quickly becoming the outsider as we were the majority. He died probably with no idea what was going on, alone among strangers that all were watching him out of the corner of their eyes.
Perhaps the language has too harsh of a barrier? I really really like it, but its so gibberish in nature that it is a mountain to climb. In a real life setting there are so many other ways to start building communication beyond language, text is really one of the hardest ways to approach this gap. Imagine taking spanish class as a teen in school, but the language is never visualized well or spoken, its all from a texbook, not very productive. I think it needs to be a little easier to start to learn a language from someone, and that it didn't completely mangle the words. If you are a kid and people are talking around you often it feels right, but later on... Not a chance, which is why people just choose to kill. You can't ask them any questions, they can't give you any assurances. Even if some just say screw it and get to work, many stop working an obsess about removing the outsider. Part of me looks down on them, the other part understands with how much blood has stained the game recently. Swords and Language should have been weeks apart from each other, and also awareness to changes needs to be higher for those that don't use forums/discord or even go to the website. My mother literally thought the person was speaking Irish or Icelandic or something, and it was too hard as a child to tell her what was being said. Jason you have kids, you know once they start talking they sometimes keep going forever. Having to wait such a long time to even spit out one complete sentence worked before, but feels really bad when you realize that you are the only bridge between the two families and you can barely get out FR-IE-ND DO-NT-KI-LL PL-EA-SE.
I know what you want to see, actually reminds me of the old movie starring Dennis Quaid called Enemy Mine. Sworn enemies of different species, stranded on an harsh alien planet together. They are forced to work together to survive against the odds. Slowly learning eachothers language (obviously primarily english learned by the alien) they become best friends and rely on each other saving each other from death multiple times. It took years of living essentially on an island struggling against the elements and for food to get to this point. When the alien dies in childbirth, he makes the human man swear to teach his/her (asexual hermaphrodite species) the alien language that has been shared, to allow the child to join its people by reciting its ancestry in native tongue, a right of passage. When that Child brings forth their own offspring to do the same, its' name is added to it's people - Willis Davidge, the name of the human that saved the Child and completed the deathbed oath.
We can't share our stories with people outside our family easily enough, so it doesn't happen. The best you can hope for is nervous peace and maybe a couple words here and there. This I believe, causes conflicts and paranoia that is plaguing the game right now.
I agree, the real estate thing is annoying. One thing I do like about dry ponds, its like a cistern for bowls of water. If you ever have been trying to run a pump and all the buckets are partial buckets, being able to empty one by dumping it into a pond is nice, but that is extremely low on the totem pole in my book.
Baker wrote:I hate that the trailer has a lot of stuff that seems like we'll never get at this stage.
I think towns have been relatively advanced these days, actually... Plenty of bell towns and a lot of cameras, a few radios too. I remember that it was far less advanced when the hoeing update first came out and we lost our soil monopoly.. and then it was followed by having to put soil on berry bushes, compost wasn't as easy, we lost a lot of monopolies and everyone was annoyed because cities weren't bouncing back at first. City life has improved since then in my opinion, because we got used to it. The people who don't like the new updates might adjust to them too, and of course Jason might have other updates in store that will change the game again.
The ultimate grief, condition people to only know how to live in a cities that countless lineages have been in. Trigger the apocalypse, 75% of the playerbase doesn't know how to start from scratch. Obviously an exaggeration, but early game and big parts of mid game have been completely removed from the game.
My thoughts on weakest aspect of the game, a large part of the game has been made invalid - pioneering new settlements.
Because spawning is linked to where players are, it would take a huge effort of a decent size of people to shift the spawn area of the server. Maybe instead of wiping it, weekly or bi-monthly the spawning shifted. The center of the spawn area when this happens would shift, so the big towns would end up on the edge of the box/circle. Everything would still be there, but as time goes on if you wanted to renew the old ruins of previous civilizations you'd have to travel a bit to do so. Essentially flipping what is happening right now, to reach untouched wilderness you have to travel thousands of tiles away. This would also solve the problems of Eve's respawning near civs and griefing over and over. The longer a town lasts, the less likely it is to get Eve's popping up.
Yesterday my first sign in was this pic.
No biggie, was a failed Eve camp (decayed baskets) that had another Eve that had spawned maybe 2-3 minutes before me. When I went to look for iron nearby, after traveling less than one minute I ran into this.
This makes play very hard, direct competition for resources and possible conflicts. There were three other decayed settlements within a 2min radius of my spawn. I really miss early game, its just gone now. There is a reason people of old used to venture out to the wild west, opportunity. There is very little opportunities when starting off right now. You can't afford to spend the time to travel that far and actually make a worthwile camp before going infertile and then croaking. It's also shitty to put that on your kids, put them out in the middle of nowhere and not even be able to help them really get started off, so they /die left and right.
hmm, don't think i'd ever go... none hosted in the mid-west sadly.
I feel you, if you live in the midwest, everything becomes a cross country trip, not much happens here. All I get are summers that get up to 100 and winters that get to -20, thanks to you Minnesota.

Not a single person in town thanked me from what I remember, or helped move any stacks. It will take a large communal change an effort to get people to want to say "Okay, this life is just for being a lumberjack and most of my hour is just moving wood" Even though in the larger sense this is something that towns really need. Someone that spends their life making cisterns and running pumps, while the engine maker does their work.
I feel like it will just be used in towns. Spending 10-20 iron to attempt to connect a resource to a town still doesn't feel viable. In the time you could build the track you could deplete and haul the resource with a cart. If anything making tracks use wrought iron instead of steel would make them a little cheaper. Still you would run into the problem of, linking an iron mine to the town thematically makes the most sense, so you would tap a mine just to use it all on the track... I think we really need mine tech similar to pumps. Chance to exhaust the mine but could use tech to keep at them to make a track viable. Seems odd that we can hook up diesel engines to water sources to pump water from the ground, but as soon as our couple beams and bucket on an iron mine runs out, thats it.
Hard to have a system that can recognize low pop + excess food though. If you don't have food around gettong a bunch of girls can burst the bubble. Back when eve camps were a thing i liked having the first few kids being boys because population was stable until we were ready to expand. That is if the boys end up being workhorses, if they aren't providing its better to have a girl that can pop out kids in 15min
These days when I am born as a boy and the town doesn't need water tech I set home marker and head out. Don't come back till i have a horse cart and supplies. If town was a cluster, un organized, stuff planted everywhere with no rhyme or reason, i bring what i dind somewhere else. You can't throw a stone without finding something or someone.