a multiplayer game of parenting and civilization building
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Kaveh wrote:Condoms? Men don't have anything to do with this.
Female condoms are a thing. How long after planes did birth control meds come? Maybe this game will turn into a birth control dosage consistency sim where your genetic fitness score starts plummeting if your character gets drunk and forgets to take them and a few dozen babies slip through
My point stands, won't help w/ this immaculate conception bizz. Birth control is the only option because the miraculously fertilized egg won't be able to nest
Ty for the rubber. I cut a tree out west but couldn't find a bucket lol.
Was born to Eve Cola in my next life and she went to this town too, but it's super chaotic so I left and found another well (THEY EXIST) with a cute setup but no farm yet. Had a bunch of babies there and my family seems to be doing okay living there now, though there are some bears closeby and we might be getting some overpopulation soon. Sadly my granddaughter Yarin died around the time I did, and she was the one who took up the early smithing. Not sure if someone is making stuff for the deep well now, which is definitely needed cuz the shallow one is almost dry.
Thanks, whoever was Levi Not! Seemed to have started up the place or at least helped out a lot <3
@Gomez you should call it The Hunger Games and write some books about it
One well per family sounds like a top notch idea. Could have more than 6 families spawn in then, since families can live together.
If I see a baby boom happening, I don't even try to play another life. I'll wait until it's over.
Ye, we should be able to craft condoms.
Condoms? Men don't have anything to do with this.
For real though, baby boom should mean the end of an arc. It just means there's not enough fertile women left, even if there's still two families.
Hmm.. I just had a revelation that we could create a makeshift town message board by building a slot box with notes and a sign above it. I might try it out next time I play.
I've actually seen these before (exactly the way you describe it), but haven't seen anyone actually use them. Generally it's just a box with a bunch of paper in it w/ jobs that don't need to be done anymore because it was written 8 generations ago. If anything, it needs a rubber ball & pencil included in the box so people can actually rewrite things. What happens now is that eventually someone takes out all the paper, drops those off on the edge of town, then moves the box to store carrots or w/e.
It's cool a cool idea, but doesn't work if nobody else joins in. You'd have to tell everyone about it and tell them to tell their kids etc. Even then I doubt it'll be used much, tbh. People will take up the job 'baker' without looking at the job board, then someone looking for a job sees 'baker' on the board, goes to the bakery and finds a baker already there. They might not go back to look for another job on the board, because it's simply more efficient to look around and see what's actually needed.
Fire on stuff is so good
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I think matters cuz he was born before you died?
But yeah, would be nice if closer family members are more important. But on the other hand, this is the furthest your genes got, so maybe THAT should be most important. Hm.
Ahh yes, don't mess with God.
Reminds me of the time I was walking around looking for big rocks and the stones started talking to me, and then a few turkeys spawned. P cool.
Seems like people desperately want the arc to end. Murder everywhere, tryna kill all the girls. I got a bunch of water after someone stole our last tank of kerosene. There's an active newcomen well still in an abandoned town, but it's almost empty. Haven't seen any oil though, didn't look.
Recently people have been talking about jobs/roles a lot, especially concerning the new tool slots, but I personally don't really like the idea of that. I don't want the game to tell me what to do, nor do I want to be forced to do one thing my entire life.
It's true that objectives like that can be helpful for newer players if they don't really know what to do, but it's always fine to just ask another player. Ask one of the elders what needs to be done in town, ask a young adult to teach you how to do what they are doing. Some won't know or won't want to, but there's usually a few more around who can help. Your town should survive because someone realises an improved well needs to be built soon, not because the game tells you so. Are you the person who realises something like that, but you don't have time to do it? Tell others, especially babies! This stuff works both ways.
Objectives are cool, but the way it works now makes sure there's a challenge for the group (not just for yourself) AND it gives you the freedom to do what you want.
'You just die'? I've personally survived yellow fever plenty of times without anyone around to save me, while wearing clothes. As a kid it's basically impossible, but being older and especially having a lot of yum can save you easy. Gotta be careful as a kid, but as an adult it's not that bad at all. Always keep your yum up (will help while traveling anyway cuz you won't have to eat as often) and just stand in a cold biome close to some food (in a diff biome) so you can feed yourself asap after recovering.
Also, I kinda like how hectic things get when someone with yellow fever walks into a town. It's one of the only things that actually makes a lot of people drop what they're doing just to help another person.
I do like the idea of vaccines though! Make/take one before venturing off just to be safe. Vaccinate your kids so you know they won't die to that at least. Sounds pretty neat.
Are fences really cheaper than arrows?
Depends on how many gates you want. Fence around entire town is just 1 straight branch, but for each gate you add 4 milkweed.
Assuming you already have a bow+1 arrow, you'd need 2 more arrows for the bear. 2 skewers, 4 milkweed, 2 goose feathers, 2 flint chips.
Assuming someone ran off with the bow and arrow and shot a bison with the one arrow then left the bow on the ground in the middle of nowhere, add 1 skewer, 6 milkweed, 1 goose feather, 1 flint chip, 1 yew branch
In theory, making 2 arrows is cheaper than 2 gates. If you need more than that, it isn't.
The thing is: fences/gates generally stick around much longer than the bow/arrows would cuz they keep getting lost, meaning in the end you're gonna make a loooot more bows/arrows for protection against bears.
I definitely prefer the fence, especially when well maintained (so it also keeps strangers out). I'm personally someone who likes to build walls around town, though, so people won't have to worry about the fences anymore (and cuz it looks pretty). Fences can be somewhat annoying, especially when people don't look after them or don't make them in a straight line (making it harder to maintain), but I think they give more of an advantage than disadvantage. Just make sure everyone has the gate, i.e., if you have a gate, say 'my family owns this' if you're passing through anyway. That way nobody should have to ask.
Ingame learning is super inefficient. Tell them about onetech.info and that they should look at what they want to do there then do it ingame.
Much less frustration on timed stuff + good overview of items needed
Consider this: some people learn better from teachers, some learn better from books. Onetech is the book in this situation. Definitely not efficient if I need to pick up that same book every time and stand around for a few minutes just so I can do the same thing again, if someone telling me would've made me remember forever.
I agree that onetech is good for super advanced things, but please don't send a player there if they're asking how to build, or make some pies, or if they're trying to use a bowl on a cistern.
I think a lot of people dislike "RP'ers" because all they associate it with is people who go around killing others or destroying things and then call it RP. What I call RP is doing things in-character for that life, for example being a loving mother or taking up a job when someone tells you it's your destiny. IMO, RP isn't necessarily a drama-filled experience. It's creating an emotional bond with what is going on around you, whether that is positive or negative, eventful or not.
It's interesting that you say that to you 'roleplay is not so interesting', but also '[...] if I make a dramatic realistic story of it, it's epic and inspiring'. Do you mean you create that story after the fact? Because tbh that's exactly what RP is, you just live the story _while_ playing. If I chase a griefer, I do it because my character would. I don't (have to) turn that into a story afterwards, it's already there while it happens. Therefore the experience is as great as the story, since effectively they're the same thing.
Edit: I guess the difference is that to me, RP is a result from an existing scenario, instead of me creating the scenario myself. Obviously there's some decision making in how I want my character to act/react, but in general this happens automatically.
But all those stories sound way better than actually playing and experiencing them.
I definitely recognise this. As someone who is fairly into RP, most the stories I tell will have to do with that (I rarely tell anyone about how I crafted something or w/e unless I'm talking to someone who knows the game and how high tech or important it is). The RP makes the game sound really cool and interesting, and I get a lot of friends saying they want to try it too. However, when they play themselves, they often think it's a bit boring ("nothing like that ever happens to me, I just farm berries").
I guess the thing is that you, the player, are vital in making these stories interesting, both to you and to someone else listening/watching. Some people probably never get to that point, which is why they get bored as soon as there's nothing 'important' to be done anymore or they dont know how to do that thing.
Apparently this is a hot take but I understand getting vengeance after being harshly abandoned by your mother. Carrying a baby outside and then closing the gate??? Jeez. It's definitely different than just your mother walking away because she's in the middle of nowhere or not picking you up cuz she's too busy working on something. This person went out of their way to make their baby die of starvation.
Whether or not you want to go out of your way after that, to treat them the way they treated you, is personal preference. It's not a 'killing rampage', it's part of their life. Would've been great if you understood their language so you could've said something like "YOUR BABY SAYS HI" before stabbing her.
Great story.
Also:
If they don't purposely drag you out of civilisation and then ditch you there's no reason to go for revenge
That's exactly what happened!
As a streamer I notice this a lot, since people often join in mid-story AFTER I mentioned it's OHOL (which doesn't seem to happen as much IRL). They're like "What? I missed a bit, what happened? Are you okay????".
If people don't know I play OHOL a lot, they generally think I'm either talking about real life or a movie, depending on what happened in the story. Thing is that I often mention 'my kids', but people know I don't have kids so they get confused lmao. Usually they'll just ask though.
Screenshot from when I was playing/streaming OHOL in my Discord:
I assume you play with some mod where you can always see the players name (without hovering over)? Cuz otherwise I don't see why a mark would help, it already says "your daughter" next to the name when I hover over.
Don't need oil w/ all them ponds around. They don't refill very fast, but there's SO many of them. Horse & cart with a bunch of buckets can get you heaps of water even if it takes some effort to fill them.
I don't like the idea of taking up a specific task/job for my entire life. More often than not I'll be like "This life I'll be a baker" and then notice there is like no compost so focus on that instead (since more people seem to know how to bake than how to make compost). This can definitely happen halfway through a life as well. If I would've taken that initial baker job, the opening would be gone but there'd still be no baker.
The tool slots make sure you think about what you want to do, but also allow for a bit more diversity in your life.
Plus, what if griefers just constantly take all the job openings but don't ever do anything? It'd mean putting effort into the jobs place and then nothing happens.
I've seen job slot boxes before, with pieces of paper w/ jobs on them. Half the jobs are already done (as the paper was made 3 generations ago), the other half are things barely anyone wants to do. Oh and there's usually one piece of paper about Korean men too. Nyeh.
I'd add adze for stone/floor builders because you gonna go thru a LOT of mallets
If roleplay just a little I actually start caring
More incentive to roleplay would go a long way to increase the uniqueness of the life
For sure, RP makes me care about the other players a lot more, whether they're family or not. Having a visual marker for family would be an easy way to push RP a little bit more.
What about a little heart on their chest (that also shows over clothes)? Was gonna say a little floaty heart above their head, but /love exists so ye that'd just be confusing.
Aw man I love Adventure Time
Inspiration is there
Water is soda? (Fanta?)
Lollipop skewers?
Whipped cream... something? With cherries on top?
jasonrohrer wrote:I'm currently patching the "kill your mother" exploit by making it so that Ma and GMa and GGMa count toward your score, if you are over 3 when they die. So you'd want to do everything in your power to save them and help them live to old age.
I mean... What's a 3 year old going to do that's born into a starving village or nomads stuck in a wasteland? Waiting until a couple years after they can use basic tools to start blaming them for their parents death seem analogous to real life, right? Like i think no one would blame a 5 year old for their parents dying. Main age it needs to def be earlier than is when they can use a knife I guess
Agreed. I often go looking for food immediately if I notice I'm in a (new) place where food is scarce. Getting a basket, sharp stone and a few wild carrots can definitely take more time than the <60 seconds between me setting off and turning 4, especially if the food sources close to camp are already depleted. No way for me to rescue me mum of starvation in that case.
Even in a more developed town, if my mom gets stabbed I may not be able to find meds immediately, just because I haven't had the opportunity to look around yet (ty all moms who purposely or accidentally show me the town so I know where to find things and what's needed).
Allowing 1-2 mins of free play before being 'guilty' would be coo.