a multiplayer game of parenting and civilization building
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I think having more coded mechanisms for communicating ideas like this is great imo... It's important to remember that because time is so sped up there would presumably be many, many more interactions in the analogous full length life so things like keeping everyone in sync about direction and values and such would be happening many times every second. A second is basically a bit less than a week so imagine trying to communicate as many things as need to be communicated across the span of a month in 5 seconds or so... It's just not possible, so it makes sense to have the game facilitate some of that data syncing between humans to bring it slightly closer to how in sync humans would be at normal speed
God these ideas are terrible.
What if the leader is an idiot? They have no idea what they're doing? You being the only person against them is going to result in you being murdered. People are fucking stupid as fuck, and they'll follow people just cause they asked them to. Also what if they threaten you? Follow me or I stab you? Just yuck.
This is such simple stuff dude. I can't handle it anymore.
I mean, what you're describing sounds a lot like how political systems work in real life xD
I have been a Real KING Without wearing a Crown, here is my feedback.
During the noob apocalypse, I was doing nomad runs. What was this?
I was leaving the cities and I was leading a small group of offsprings around, to survive under my commands.
Commands as: Run, follow, Eat, hunt, gather X, feed, stay, give me X, built/craft X.In my most successful run, I had a sister with me. I didn't have any tag or crown but I was managing a group of more than 10 people in the end and we were building our own camp to this point.
At the end of my rule, I had 3 skilled and 2 new players that were asking and obeying me to organize their actions.
By being born to a nomad group and seeing that your mother and others obeying a certain Person you are more inclined to do as well.I acquired my leadership through, leading, effectiveness and via group mentality ( if others follow him I will follow him).
I could Hold this authority cause it was easily visible to the group that I HAD this authority.THIS system might be able to present exactly that, which one is the most respectful and eligible player to follow and cooperate with.
IRL titles of Respect are very important for group organization and might become very important in-game.
Because as my example showed, when this Respect is apparent among the group, the group gives to certain players the authority.JASON plz add an access transfer command for in-group members as MY PEOPLE USE THIS
Think as if food storage has a fence-gate and someone gets exiled, now exile and being part of a group is a big thing right?
Mechanic:
My people USE this gives Access to your subordinates
My Duke, Kind, etc own this, gives Access to your current duke king, etcwe transfer Access, not ownership!
if a king exiles a duke. this Duke and all his subordinates lose access.
A Duke exiles a king, the king will lose access to gates owned by this Duke and duke's followers.
A Duke leaving would mean that he and his followers would lose access.
Making this system work for property fence access in some way sounds like an amazing idea, getting exiled would be very impactful indeed
jcwilk wrote:Maybe I should start doing ethical griefing, where I declare I'm going to attempt to end the family then give them a 10 minute grace period to prepare (as long as they don't simply surround the whole town with a single fence since that's a broken, undefeatable, uninteresting mechanic as-is). I think I'll do some experimenting with this and if I find something that works I'll post a guide on how to go about it in a (subjectively) gameplay improving way.
It's nice for people who might enjoy that contest to warn people like that. I can see that as honorable to some degree. But, it's a threat for anyone who doesn't want that contest and has no way to say 'no' to such a game. Thus, I don't think it's as ethical as you seem to think it would be. People would need to have the ability to say 'no' and get you to not play that game for it to work out alright.
I agree with Destiny here and repeat his request. Please don't do that. Especially not in a context with the chaos of bigserver2 and new players all around.
Yeah tricky balance between making things exciting and overwhelming. Decided against griefing cause I was born into one of the bell towns, and presumably wouldn't be able to do much damage even if I wanted to but I'm not trying to end bell towns.
Did end up making a small area of property though because people kept grabbing the wool I was producing before I could even get to a huge ball so i hoarded the stuff I was working on in there. A few people walked by and seemed a bit puzzled but not much they can do about it since property fences are pretty op. Eventually some boy from another family slipped in before I could close the door so i slipped right back on out leaving him in there to starve before returning to continue, no knife required and thank you for the backpack.
The way people kept grabbing anything and everything without warning was pretty annoying but property fences do seem to do the job, airlock design is the key... I was lazy and a poor child paid the price. Moment of silence
Nintendo games are not full of emptiness they are actually entertaining...
If all villages are 8 k apart and only gingers and blacks can make bell towers but only after x hours do you not see the issue?
Now that interfamily interaction is needed...
Hard and challenging is good, travelling a sea of emptiness in a random direction in hopes of finding something is not, it's basically RNG at this point...
So you feel the main thing missing is that people are too far apart? I agree that interaction is too difficult. An interesting approach that Salem took was having a safe city that you start in that you can't build anything in, can't fight in, can just buy and sell some things and trade with other players. Like ohol, there was no trading mechanic so it relied on trust, but unlike ohol, characters existed for a long time and grew reputations that meant people would trust them to not rip them off as they were putting things on the ground to trade.
Anyways, point is, you were able to magically teleport back and forth between your household and the one city to facilitate interaction with other players since encountering players in the wild was obscenely dangerous, so the city was sort of a Switzerland.
Obviously magical teleportation is nobody's favorite... It breaks immersion and circumvents interesting travel gameplay, but because you could only use it to go to and from your household and the city you still ended up having to do a lot of traveling, particularly initially when you're finding your place to settle.
I wonder what would happen if we could teleport to and from bell towers rather than just get pointers... A bell tower city would become a switzerland of sorts. It's a nice mechanic because it means you can keep your household location trivially secret while still interacting with people. I have a feeling Jason wouldn't go for it, but it would sure make the game more appealing to me since trade would suddenly be super viable. Also imagine how interesting the bell tower city would be, there would likely be people attempting to take control of it, and anyone controlling it would define the laws of city behavior
Or maybe ... if the game is boring you that much ... take a break. Please don't grief the game because you are bored.
Strange as it might seem, there are still people who enjoy the simple pleasure of growing well-organized rows of carrots. Plenty of games provide deep combat mechanics. Very few games have the potential to allow multi-generational cooperative building.
I'd really like to see this game's true strength developed instead of continuing to up the "hardness", making all forward progress feel extra grindy and tedious.
I have a difficult time thinking of how to enhance (without ruining) the core of the game which I'd define as being both that you're always born to a player and that there's no direct long term ownership of anything given the one hour life and lack of spawn stickiness, and then the mechanisms around those limitations/themes to make them work. What do you feel is missing from the true strength of the game, and do you define it differently?
I didn't mention crafting/tech cause I see that as subservient to making multigenerational play interesting, the crafting isn't interesting enough to me to constitute worthwhile gameplay in a hypothetical single player mode, for example, but that's very subjective.
And yeah I haven't been playing lately, been trying to force myself to volunteer some work on OneTech but I keep not quite having a long enough block of focus time to sink my teeth into getting the dev environment set up etc.
jcwilk wrote:DestinyCall wrote:This game wants to be Nintendo hard. It isn't about having a good time while playing, it is about dying a hundred times on the same jump puzzle.
This game is not Nintendo hard. It only takes a handful of tries to live to 60, it's even conceivable that you might live to 60 on your very first try.
I didn't say it IS Nintendo hard. I said it WANTS to be Nintendo hard. That seems to be the ultimate goal of all the recent restrictions and artificial barriers. To make is very very hard (but not impossible) to keep a village alive for the longterm.
Unfortunately, this has the expected result of making the game less and less accessible to new players and also less appealing to many modern gamers. Not everyone has the right constitution to hit their head against a brick wall for hours.
Fair enough, though even the changes he's implemented are pretty small potatoes, I don't see them edging it towards that kind of difficulty level until actual survival becomes difficult. For now it's just the nice-to-have bigger picture goals that are difficult, and big picture goals in a sandbox mmo are absolutely essential to be almost impossible because of it was in any way trivial then people all over the map would be doing it and it would lose meaning. Endgame stuff should be endgame, not everyone is supposed to reach endgame, in mmos very few should. The early and even midgame though takes only a few hours of playing and studying to more or less master as-is.
Also his weird aversion to doing anything with combat other than throwing it completely under the bus is not indicative of a desire for extreme difficulty.
This is why it's so easy and tempting to grief, there's no pressure to stay alive. Being in an established town, from a desire for challenge perspective, is boring. The only interesting thing to do aside from spam things for future people is to grief. Running out of water is like a saving grace from boredom, at least now the family will be on the run and have a baby or two picked off by bears rather than it just be a tepid non-memory of gathering clay and firewood or whatever banal task you get stuck with, if you're lucky enough for the town to be organized enough to have need for tasks so you don't have to spend half your life nagging at zombies about what they need more of.
I wish that when a foreigner showed up it was terrifying, as-is it's more of a zoned out non-response as one waits to see if the foreigner is going to chase you around idly, steal stuff you aren't particularly emotionally attached to anyways, or join in on endlessly fetching and combining things to permit future descendants to have an even easier and more boring time.
Maybe I should start doing ethical griefing, where I declare I'm going to attempt to end the family then give them a 10 minute grace period to prepare (as long as they don't simply surround the whole town with a single fence since that's a broken, undefeatable, uninteresting mechanic as-is). I think I'll do some experimenting with this and if I find something that works I'll post a guide on how to go about it in a (subjectively) gameplay improving way.
This game wants to be Nintendo hard. It isn't about having a good time while playing, it is about dying a hundred times on the same jump puzzle.
This game is not Nintendo hard. It only takes a handful of tries to live to 60, it's even conceivable that you might live to 60 on your very first try. Yes it's difficult to get to the end of the tech tree but that's only one facet of the game, in general it's rather softcore with very little emphasis on pvp. Go play haven n hearth or Salem if you want Nintendo hard mmo wilderness sandbox survival with brutally challenging crafting, trading, town building, etc. Sadly, Nintendo hard scares off modern gamers so the fact that there's a population at all is thanks to it not being properly Nintendo hard, despite how much I wish it was anyways
To be fair, Jason already turns off a lot of "features" on low-pop servers to make them more livable.
In a perfect world, he'd make a true solo-play option for the game, so people who want to play alone or with invited friends could do so without needing to deal with a bunch of mechanics that don't work without other people. Making it an official part of the game would also help remind him that those kind of players exist, so they don't get wrecked by multiplayer-only changes. Having a bunch of empty servers works too, I guess, but isn't really the ideal solution, in my opinion. I mean .. what if we suddenly got a lot more players and people actually started playing on those servers?
Yeah but making it a bit complicated and non obvious about how to switch servers and run your own server etc means more people sort of by default fall into participating on the main server which means there's less painful low pop situations. Maybe it's possible that having a single player option could keep them interested longer and ultimately play on the server more in the end but that doesn't seem to be a given.
Yeah if I remember correctly there's a little wiggle room on exactly where the home marker can be in the case of needing to rebuild and redestroy, so just put it roughly where it's pointing at and it should work. It used to be that it had to be exactly in the right spot but I think that was fixed awhile ago
Towns are currently way WAAAAAY too far apart as of the bell town living and Eves spawning further and further from it.
http://i.imgur.com/1vPBa1D.jpg
Taking a peak at the server population (really off hour but the point stands) we have four families which seems pretty good except we have some MAJOR problems.
-Two of the families are ginger, one is white, one is black. No browns at all on the server which means the tech tree can't be climbed any further than deep well. Once the whites/west side gingers run out of water they've got to move or fetch it.
-Holy shit are people way too spread. Pika gingers live 10k~ west of the bell, Fran whites live about 8k~ and Dobbie blacks + Kontz gingers live at or very close to the bell. How in Gods name are people supposed to trade or do anything if the needed specialty family (in this case dobbie or the nonexistent brown family) are that far away? Even once a brown family spawns the blacks are too far away to help them do anything and the gingers/whites are useless on their own basically.
If you're gonna push the idea people are dependent on other lineages you can't have people spawning a lifetime+ away from each other.
My suggestion is to have the Eve Spiral (I'm not calling it an Eve Zigzag that sounds stupid as fuck.) reset itself back to 0,0 after going at least 3k out. According to Pein the lineages are moving around 1200 tiles a day with the current spiral which is about 5~ minutes walk meaning after a few days the Eve spiral would soft reset back through towns and areas already built up.
If you dislike the idea of the spiral always cutting through the same town areas then I recommend just having the zigzags shift every time it would reach the end. Start going west then once it hits 3k shift north from (0,0) then east, then finally south, then repeat. About every 2.5 days or so the spiral would shift naturally while leaving players still able to make towns outside of the spawn area.
Basically the game shouldn't be balanced around needing others if they're a 50 minute walk away.
Sounds like it's time for another vanilla purge *grips his knife tighter, drool pooling*
Kinrany wrote:DestinyCall wrote:What do you suggest as an alternative?
The first step is to find a precise definition of griefing
We do have a clear definition of griefing. A griefer is a player in a multiplayer video game who deliberately irritates and harasses other players within the game (trolling), usually by using aspects of the game in unintended ways. Someone who takes pleasure in creating grief for other players via various cheap tactics. The problem is that the griefing itself can take many forms, in-game. The intent is the same, but the tactics tend to vary, depending on the options currently available to bad faith players.
This is a bit delusional, there's a massive ocean of gray area that you're sweeping under the rug. Many players enjoy pvp, the process of mind battling with real humans over things that each of them care about, even if one of them only cares to fuel the pvp, can be deeply stimulating. Therefore, waging war against other families or other parts of a family, or against the family itself, can all be stimulating ways to approach the game but all will get labeled as griefing by someone even though the intent isn't necessarily to ruin gameplay for others.
Instead of "how do we get rid of uncooperative play and players" why not "how do we add counters against cheap tactics, how do we empower carebears to build defenses against raiders rather than just spinning on their thumbs and crying about murder?" there's already property fences but no one bothers to use them. Perhaps if there were auto opening and closing doors they would be more useful
Please no. We need a more sophisticated combat system not a simpler one. It's not in line with reality at all to limit people to one kill, in reality it's more likely that most people have never killed but a few people have killed many (cops, military, etc). How about more ways to attack than simply immediately killing them, like some way to slow them down, some way to sap their hunger, some way to de-horse, some way to disarm, make it complex, interesting, and high skill curve and make it so that a group of people can meaningfully work together rather than just grouping up, chasing faster, and managing to get a kill in.
Property fences need to be breakable somehow also but that's another discussion
I was Eve Burns. A random child wandered upon me and my kids so I named her. Ended up giving her my last name
Did you get genetic credit for the child? That would be an interesting approach to pumping up one's genetic score lol, sounds like it might only work for stealing eve babies though, too bad
Maybe I am projecting the way I behave onto others, but... I fully expect someone I meet who is griefing/annoying in one life could be super helpful in another, so I usually exercise caution when cursing. After this update, much more so.
Nuanced perspective? That's not welcome on these forums GTFO
Joking aside, yeah it's a bit screwed up to let a handful of active players curse someone into nonexistence for a full month...
Would be more interesting and amusing if they were born with devil horns instead so mamas knew to abandon it for the good of the village, but maybe her sister would greedily want the meme score and feed it then the village would debate about which sister to seek justice in favor of, etc etc so on and so forth.
Or maybe you can see which players you've specifically cursed before, so you might be the only one that really knows they're a griefer and can't actually prove it to anyone else
Spoonwood is the alpha and the omega (bringing the topic back on track, you're welcome) they are the truth shining like a beacon from the deepest darkness. They are our gateway to an alternate universe otherwise unreachable. We can learn from them. Nay, we must. Venture forth JasonY, lesser of Jasons, and expand.
+1, would love 5-10s second pregnancy. Mama could start talking to bb during that time if she chose also. Technically the pregnancy should be 45 seconds long to match 9 months but I guess that would be a bit boring for bb
Yeah last night I was getting intermittent lag frequently but not constantly and had to reconnect a few times which I don't remember happening much prior to the sale. It didn't quite prevent me from playing, probably lost a bb to it at some point though. OTOH it saved my life once when i was in the last second before starvation waiting for my hair to grow out since my mother was intentionally letting me die so I didn't gobble up their berries, got hit by a disconnect, came back in and I was still alive and with hair, proceeded to gobble up all their berries before running off and pretending to be an eve.
The descent into the swarm didn't go so well, I got quickly tired of explaining things over and over just to have them run off when I slip away for just a moment to grab something. Good thing I don't care about my genetic score
Hey I'm not judging I'm praising xD
10/10 would read again, pages flew by
Just to be clear, I'm not just letting the slow kids starve. The game itself kills them with its intense hunger drain.
I recommend raising your children in the wild. They learn survival skills and you can live by migrating from berry bush to berry bush like an adorable pack of locusts.
The ones that can't keep up with the fast-paced life of a berry grazer will die out in the forest where no one will be bothered by all the bone piles. Which leaves you with more time to focus on your remaining children.
I love this, it's like a passive form of griefing. Killing them with high standards rather than knives xD but yeah I'm one hundo p gonna give that strategy a go this very moment wew first time descending into the new swarm of locusts
Question: If scores are uncapped, does that mean playing more = higher score & rank on the leaderboard (as long as you go up on average)?
Cuz if so, shucks, there go all my hopes of ever reaching #1
In other games they usually factor in a limited daily or weekly bonus so that you don't have to ignore your job and family to compete, hopefully after things settle from recent changes a similar approach is taken if needed
Awww the other solution was so much more fun though...