a multiplayer game of parenting and civilization building
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Hey! I was Alex, you were my little brother in game actually!
https://78.media.tumblr.com/cc7fa94ea8b … o1_540.png
I was the one that kept trying to give Donna the apron to wear so she could store some extra food in that much coveted extra inventory slot! I died not long after you guys left, I saw that interaction of you all deciding to leave- it was pretty interesting, I was curious how you guys had fared!
Haha I remember that!
As of right now, it seems that they're still going! Mary had one daughter, Annie, who carried on. http://lineage.onehouronelife.com/serve … _id=378174
I'm going to try to spawn into it to see if I recognize the place.
I just finished my first life in Stormville. I was Trowa: http://lineage.onehouronelife.com/serve … _id=378174
I convinced a small number of people, including my brother Wayne, my aunt Tye, and her daughter Mary, and her other daughter Donna (who barely knew how to eat) to strike out with me and start a new town in a big grassland north of a big prairie due east. We took a couple of carts, some steel tools, and other supplies and headed out. A few died on the way, but I know Wayne, Mary, and Donna made it.
Immediately we cleared some land and Wayne and Mary started a farm. Donna, bless her, gathered berries, while I started a fire, ventured for squash and beans, kept things organized, supplemented food, and built a forge. Donna starved as I was trying to teach her how to make a snare. Wayne went off to find seeds and apparently starved--I never saw him again.
I died before I could say goodbye to my family. Mary, I hope your daughters lived. The last time I saw you, your milk had dried up.
That was much more rewarding than getting fat on pies and stew in the city.
Why doesnt the last name stick?
Because somewhere along the line a Nameless girl is the one to continue the line. It seems to have happened here: http://lineage.onehouronelife.com/serve … _id=375821
Name your kids, people! Your girls, especially!
Make crop types dependent on environment. That way Eves have more choice over where to start camp, and you get different foods arising from that choice.
Seal meat and pemmican are great if that's what's available in the arctic ... but you dream of burritos ....
EDIT: It would make different lives actually different, rather than trying to force people to have to do everything in one life.
Yes, I've said similar things to this in the past. There needs to be more variation between the biome--not just what occurs naturally there and how hot the biome is, but what you can (and can't) actually do there. To me it seems absurd to grow carrots in the arctic (not that anyone does currently) or berries in the desert, but beans, corn, and (eventually?) chiles should *thrive* in hotter climates. If you wanna build your town in a desert biome so everyone stays warmer? That's great, but you can't base your food on berries or carrots.
Or maybe just make things more expensive to grow in different biomes. Maybe growing berries in the desert is technically possible, but it'll cost you 2x water. Climate largely dictates cuisine IRL anyhow--why not mirror that?
I've said somewhere else before that it'd be cool if different servers had significantly different mixes of biomes, so they effectively act as different continents. That'd make for more unique challenges each life. What if water was super rare, or rabbits, or soil, and it's not simply a matter of traveling a long way to find them? It'd make for different strategies and play styles depending on your server.
Mother, you named me and all of my siblings LeBron. I enjoyed your banter around the fire as I grew. However, you and your sisters weren't exactly careful about population control, so by the time I was a young man, it was quickly becoming apparent that we were about to have a carrot panic.
My brother LeBron and I decided we'd remove ourselves from the farm for awhile so that the girls could live a bit easier. We roasted some rabbits and headed west to start a milkweed farm far removed from camp, as furs were in abundance, but there was no thread to be found. We traveled for some time before we found our first milkweed, but soon we found an abandoned farm plot with some basic tools and some empty rows of soil. LeBron and I managed to plant a sizable milkweed farm, trap and roast more rabbits, and manufacture some backpacks for ourselves, all while dodging bears from the north. In time, we grew to love each other. We were practically finishing each others' sentences by the time our milkweed was planted and watered.
Our task complete, we decided to head back to town to see who, if anyone, had survived. To our surprise, we found that a few young girls were still tending the farm, which had expanded and was doing well. They had also (hilariously) planted a milkweed farm much, much closer than the one we had planted. I raised a baby boy to hair age when his mother seemingly abandoned him. An older woman, Fable, told my brother of a vast field of rabbits to the southeast. LeBron and I again packed up, ready for a new adventure.
We were only able to make one rabbit trip before I began to grow old. I hunched over, an old man, as we were starting our third rabbit roast together (this kind of became our thing). Soon LeBron was also an old man. We said our goodbyes, proud of all that we'd accomplished together. Highfive, LeBron.
It means, "I tire of life; please feed me to a bear."
Yes, this is the true meaning.
The think the idea of decay is nice, but it's far too fast. I think it would be best if it activates faster if the town has been without people for a certain period of time. Otherwise it should take a few generations to start decaying.
In real life a good basket can last for a long time. Any anything if maintained, can last. If the town is active and being maintained, it shouldn't be falling apart after one generation.
I liked the idea that the game was pitched iwth, building on what was already there and advancing as we build more. But now nothing we build lasts. When restarts happen and we are forced to log out, we can't continue at the village that was thriving. So it's a constant state of starting over. I miss being able to be reborn in a village I worked on and seeing it. I know it's not easy finding balance, but repair should be possible and decay should be slow in active villages. I would like if eves could spawn near 'abandoned' villages to attempt to rebuild. Coming to it ruined is fine if it can be repaired. Bringing back an old civilization sounds like so much fun!
Yes. I had this to say over on the suggestions subreddit a couple of weeks ago: "[W]hat if items only decayed when they haven't been interacted with? As soon as an item is set down, its decay timer starts. When it's picked up next, its timer resets. This would allow for the natural decay of lost settlements while limiting the amount of stuff that just crumbles while you're holding it. If one minute = one year, let's at least assume that I'm maintaining my axe while I'm out in the field for a year chopping down trees."
Mom!! I was Joy!
We didn’t stay at the village, just one of my daughters and one of April’s sons did.
I did what I said I was going to do and stole things from the big village. I stole a cart of tools, a horse some food and some clothes for the children.
I was sort of a mailman who would pop in to our village on my horse and give people whatever they desired.
On my last trip they asked for food. I abliged. But when I came back everyone was dead and gone, and with me being almost 50 I couldn’t have anymore children so our village died.
...Hope it was interesting to read what happened after you died.
Love, Joy
I was hoping I'd find one of you! Yes, super interesting to read what happened, but shame on you, Joy, for stealing that fine town's tools and horses. I raised you better than that.
I was an aging mother raising two girls--April and Joy--on a modest farm when we heard the bell. I was too old to have more children, so I knew that my time was limited. I told Joy, my youngest, that I would look for the town until I had run for what I estimated to be half of my remaining life. I vowed to return, regardless.
I found the town not three minutes from our little farm. I returned home, nearly getting lost on the way, and we soon set out as a family, saying a sad goodbye to my elderly unnamed brother who had devoted his entire life to farming carrots, When we arrived, I married April off to a handsome single man, and he promised to care for my family. I died soon after giving my clothes to my granddaughter.
April and Joy Lintz (my mother named me Boolean Linux), I hope you did well in your new home.
A moose once bit my sister...
No realli! She was Karving her initials on the moose with the sharpened end
of an interspace toothbrush given her by Svenge - her brother-in-law - an
Oslo
dentist and star of many Norwegian movies: "The Hot Hands of an Oslo
Dentist",
"Fillings of Passion", "The Huge Molars of Horst Nordfink"...
Mynd you, moose bites Kan be pretti nasti...
I wonder how well this actually works. Theoretically the idea of splitting off and creating new cities and stuff is very good. However, since there is a limited number of people per server and you spawn to random females, aren't you kind of competing against your old town for babies? If you actually split into several towns, then some of them will definitely die do to population drop, and it isn't necessarily the one that is doing worse but whichever has less people.
Yeah, I saw the same mentioned in another thread. Hadn't considered population caps.
Oh man this is such sorely needed advice, especially what to bring. A pouch and a needle are super simple but cost quite a bit of time when you're bootstrapping. That's terrific advice. I'm actually surprised that more players don't strike out and make new settlements, and that more villages aren't actively encouraging this to preserve the family line. If one Eve raises three daughters and they all stay put, it's somewhat likely that soon that village will either encounter a food panic when the daughters start having babies, or will birth a griefer. But if even one of those daughters strikes out with a young boy to start a new settlement, that branch of the line has a chance to avoid whatever fate might befall those who remained on the homestead.
I tried a quick exit as a late-20s female and convinced a teenage girl to come with me. We were in a village where only the matriarch seemed to know what she was doing--she was forging, but the carrot farm was nothing but seeds. We stupidly took three pies in one basket and three carrot seeds (?!?) in another. We were briefly separated after a long run east and the young girl starved because I was carrying all the damned food. I made it to a decent spot and had a boy before I aged out, but he didn't last long. I died eating my first harvest of carrots, alone, in a swamp, dreaming of the village I'd left behind.
then the griefers will made these bushes into kindling by an axe.
Sure, it's only one additional step, but it might buy some time to get rid of the griefer and save the berry farm. Right now once a bush is dug, it's as good as kindling. Maybe replant + water on a timer, else the bush dies.
I will say, with this new spawning apocalypse vision that you have, you are going to have to seriously nerf griefing (or give us armor, watchtowers or something). The bottom line is that no family tree can last sufficiently long at the moment, because of griefing. We just need a way to fight back. Then we can really fulfill the true vision that you outlined here, multigenerational families working towards the advancement of our societies.
Yes. Very much this. I'm 100% on board with the vision, but murder griefing should be much more difficult. I look forward to inevitable resource raids, intergenerational feuds, and clan warfare, but we at least need a chance to defend ourselves and save our family line if that's to continue to be the focus. IMO a knife should kill in two hits, not one, with a shorter cooldown than it has currently. This would give victims a chance to run, defend themselves, or carry their only daughter to safety as the victim bleeds out (some fun, dramatic RP possible there). I'd even be OK if arrows still killed with one hit--that'd be the weapon of choice for warfare--but close-range instant death by knife is unrealistic and can be absolutely devastating for a bloodline.
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All servers wiped at once: DEFINITELY NOT. (Bonus: Can you imagine how diverse and unique all the servers could be? How they could each have their own civilization and values and really have a story and a soul of their own? This update is the perfect opportunity to greatly expand the potential of this game)
I had the same thought re: diversity of the servers--we might get an interesting trend in development that mirrors that of how the different continents developed IRL.
So, I have this question: are we to imagine the servers as different *universes* or as different *continents*? If universes, one apocalypse shouldn't wipe out all servers. If continents (albeit ones that will never make contact with one another), the one apocalypse should wipe all servers, but servers should have distinct traits that shapes how the tech tree develops on each. One server is primarily a desert biome, one is primarily grass, one is tundra, etc. That would be *so* interesting.
One worry I'd have, though, is that a nuked server might be simply abandoned by those who switch servers manually, so I totally understand the rationale behind wiping all of them. I was there for the first apocalypse and it was devastating in its enormity and exhilarating in the fact that I was part of that shared experience.
WELP. Server 3 just got 'pocalypsed.
I was that girl. That town got griefed pretty hard later on. Gotta admit, though, having the name DEADRIAN was pretty badass.
I've noticed lately that I'm being abandoned less and living to old age much more often. Is there any way to track the average life expectancy? I'm sure it dips when the servers are busy and more players spawn in random areas to naked Eves, but when it's a little quieter, like it has been tonight, there aren't as many population explosions and carrot panics and folks tend to live longer. I'd love to see a graph of life expectancy over time.
Yeah bruh your mom hit menopause. No more milk. Anyone can feed you actual food, but an Eve can't breastfeed you not long after her hair starts turning gray.
Semi-related rambling:
If you're going for the record of most generations, isn't it dangerous to keep the whole family at one location? Isn't this "putting all your eggs in one basket"?
Rather than killing "excess girls", why not have someone carry them over to a nearby village and start a "backup village" nearby? Wouldn't this give a bit more resilience and redundancy to the family line?
Forking your bloodline, in software parlance.
To the old lady who, when I insisted that 6-wide carrot rows without gaps for baskets is inefficient, said "LOL R U RETARDED USE MORE SPACE FOR CARROTS" and shot me with an arrow, and who killed me again when I immediately respawned in the same place to accuse her of murder one baby letter at a time: have fun spending your lives running across farms carrying single carrots to likely full baskets. Also: you're a mean person.
Mother, you were the last woman in our village of three. My brother stayed behind and farmed, you were baking pies, and I set off with a cart to bring back a girl. I traveled many miles and saw incredible things, but I did not see another human for years. I was eaten by a bear.
Maybe griefers are bears spawning in human bodies.
mindblown.gif
Oh! I didn't know this. Thanks for the correction!