a multiplayer game of parenting and civilization building
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How do these people become leader? XD
can i b leder?
then some goofball grants it to them thus making things frustrating for others.
That's not been a thing for a while. Current system basically goes:
1). Get born to a mother that you aren't blocked to either by curses or by imposing a ban on yourself (aka using /die.)
2). If all families are blocked (you have used /die and banned yourself from all families or you are blocked due to curses) randomly select an open family.
This is how people /die cycle back to their families after death. Once you've banned yourself to all families it's just cycling until you randomly roll the right color.
Yeah, when you've played this game as long as some of us you gotta at least know how to somewhat read the code.
It happens again. White lives 2-3k away from others.
What if... a leader can arrange a voting? 'Your leader Sylvia Knox propose family migration'. You choose by typing /yes or /no (can slash be use like this?) or by commands 'I want/don't want to migrate'.
If everyone would choose yes, then family well is abandoned and we can pick another spot. It can be used after reaching some generation.
Yeah, lets move where we can't have iron unless our neighbors or a bunch of failed Eves existed around the spot previously. Iron really should be loosened up because at the end of the day we're still not using diesel picks which was Jason's goal. Iron would be so exhausted you'd be forced to use kerosene to get it and instead we're just looking all the failed Eves of the day to get the stuff instead of reaching that point.
Yes, the dead space crops are a fun noob trap.
I hope we get some wider application for them soon.
I mean to be fair this week is some tweaking for foods and supposedly meat rub + other new foods that couldn't get squeezed in last week.
Why not just make it easier to move lineages next to each other?
We seen yesterday you can transplant a lineage next to an older town and both lineages thrive.
I was the gen 3 Summers female that moved the Summers as close as possible to the Mae family in order for lineages to actually be able to interact with each other. It wasn't an easy start but things eventually did work out pretty well once things settled down enough.
If I was going to take anything away from this it's that the iron nerf was really unnecessary as we're STILL not using diesel picks like Jason wanted and instead it just works as a means to slow down iron production instead of making iron precious.
DestinyCall wrote:Trees are kind of problematic because they are too tall and most people can't see behind them. So when you use trees to make a pen or define a space, you lose a significant number of tiles due to the leaves blocking the tiles behind them.
That being said, I do like to see people being creative. I wish that walls did not auto-orient. That "update" really pissed me off because it breaks a lot of unique artistic designs.
People learned making so tight towns, that we must care about every single tile. That's another thing that makes every town look the same, they all are super tight. Tho if they weren't, super short sighted people (vanilla users) could have hard time finding things.
Yeah, I never liked auto-orient thing too.
Too much reeing about ugly buildings. Plus Jason really disliked how I would build rooms (even when the focus wasn't on being an eyesore) because the quickest room design is all horizontal walls which I at least think looks nice compared to all verticals/all corners.
The problem is IMO iron. You can only get iron from the first homeland you make, which means two things:
1) If your family settles in a suboptimal place it's as good as dead which moves the spawning further west.
2) You can't build outposts of any kind to make the distance less jarring by building towns between primary homelands.
The iron revamp introduced so many issues to the game without really adding anything interesting. It was supposed to make iron valuable and precious but it kind of did the opposite - every new family creates more iron, and families die more often because surviving is more difficult, which means surviving families get to scavenge iron from dead families.
I actually tried something like this today. I moved the ginger lineage right next to the tans and our only source of iron was one of their veins. Right now things aren't looking very good but I'm going to at least spend a few hours trying to make the place somewhat livable.
was thinking about how it would be if we could create offspring villages with different races:
like if you get a baby there is a 20% chance that the baby gets the race of the closest biome
then one eve could in theory create all the races for all the biomes....
Babies used to have a 10% chance of spawning as a different skin tone than their mother which was removed because we can't have nice things Instead, now we get villages where two different colored families get stuck with one female model per generation (ginger/black.) Shit is whak.
You can't live near each other due to homeland mechanics and even if you could by trying to settle close you can't get iron unless your neighbor gives it up. Which then of course is made worse by not being able to understand others because the language system wasn't designed with this sort of thing in mind which leaves us with a bunch of mechanics clashing with each other. Also, settling close causes you to be starting on potentially ravished lands.
Basically unless it's server reset people can't be close and even if they are it's possible for Eves to kill each other by making a well...
I mean easiest is to look at your temperature bar. If you are wearing clothes and are indoors (in a proper sized room) you will almost always be within the center.
While it is possible to get indoor bonus without the perfect temperature (room is too big for example) it's almost always a flaw in building design to do so.
Also as Twisted said you can hover over the bar and it'll tell you your indoor bonus.
mrbah wrote:honestly, the new leader feature means nations are becoming more viable.
Subjugating a smaller Family and making them pay tribute (their native ressources) for relatively few of your own or otherwise traded (for them) foreign resources sound like a good prelude to an independence war.Doesn't work like that buddy a lot of people that play this game are extreme pussies and will just call you a griefer if you tried to do any of that.
Such rich language for a 13 year old.
someone else necrod this thread and than deleted their comment (i saw it yesterday)
spoon made a comment after the necro comment, this was a trap for spoonwood
Now I feel bad for reporting his comment. Jord I'm taking it back, I'm not calling all those people anymore.
>necroing a nearly three year old thread.
>not wanting an RTS based off of ohol.
I don't know man that could definitely be a fun time.
Ahh shite, we're gonna get cheeseburgers since what else would you make pickles for?
Kinda agree. I would hate it without Hetuw... I feel sorry for vanilla users. Tho, Twisted is doing pretty good without mods. Not super efficient but still good.
As for talking, we don't really need to talk with other races. Just help them. Last life when I played as a black, I made many bowls and filled them with sulfur. There is about 30 bowls of sulfur in the black's town, any fam can feel free to take as much as they need, blacks can always get more and just share.
Browns can help the same way. Gingers too, tho they need more help from other families and more skilled players. Blonds are pretty much useless.
I mean I think it's sort of dumb how we took a complete step back in the language department. I didn't like languages when they first came out because it leads to a bunch of gibberish but when Jason added language learning it became a bit more endearing and cute to watch families slowly start closing the gap.
Now we're back to gibberish speak because the language update was created with the idea that lineages actually live together/interact frequently enough to bridge it. Instead, we're stuck constantly losing progress or not gaining any because you essentially need other colored males coming to your town to talk to babies since you can't bring or have babies near other lineage towns.
Just some stuff I think could be touched on after coming back.
The game really needs new character models and like a bunch of them. While I understand it's hard to just crank out a bunch of good looking characters the homelands update makes towns look really bland any time you have a decent population. This is definitely seen most in black + ginger families as every other generation is basically the same female model (for those who don't know female characters can't birth same models).
It frankly makes everything feel bland especially when compared to the times we had multicultural towns in the game which felt much more lively compared to this.
I think the combination of hungry work + devaluing foods feels terrible when doing certain things such as mining iron. I got stuck on iron duty my first life back and even with a 28 yum chain that felt awful. Without completely removing either systems I think hungry work shouldn't be a static number or without a doubt there should be a hungry work free alternative besides the diesel engine.
Basically hungry work + lowering food values feels bad. However, yumming does feel better due to lower values though so it's not like just losing food value per generation is all bad.
Language learning system really needs to be fixed. It's currently not viable to learn languages due to how homelands work in combination with how language learning is supposed to work. You can only successfully pass down language if your branch of the tree continues while also requiring you to have a different lineage around you to teach the new generation to speak your language.
For this to work you'd essentially need males of different families living with off color families as a means to teach as if you do it the other way females will be infertile (another issue with the homelands mechanic.) We have two clashing mechanics that make something interesting (language learning) completely unviable which is pretty lame in my opinion.
The tutorial is going to need a revamp (again) due to how many unintuitive systems are plaguing the game right now. I couldn't imagine trying to let any of my friends play the game in its current state because you're never going to know how some of this stuff works without either looking outside of the game or having it completely explained to you.
The classic version of this is when you either see a failed eve camp near ponds (but no well/well site). You'd assume you're supposed to build a camp/village near water sources and ponds are the first sources of water you can use in game but of course the veterans can put up wells quickly so they don't need ponds. However, new players being unable to just poof a well into existence create doomed camps not knowing any better.
I know everyone is craving content at this point but these things do need to be looked at eventually to make the game feel better.
TL;DR:
new models and/or homeland restrictions cleaned up
Change hungry work to be a changeable number instead of static
Fix language learning
Game tutorial needs a revamp.
DestinyCall wrote:We already have a war/peace mechanic in the game. It could be linked into the posse mechanic to allow different rules of engagement between warring tribes.
Although, speaking honestly I find the entire idea of "going to war" with another family deeply distasteful and pointless.
yea its kind of pointless...
how does the war system currently work?
I am old fart find another old fart and say war.
We are now at war which does nothing besides enable war swords to be used on the enemy family (still requires all the posse stuff.)
As an old fart I decide I don't like this so me and another old fart say peace in each others language we are now at peace.
All families start neutral until changed to peace or warring state.
Basically it does nothing besides enables people who want to be silly the ability to spam dings.
fug wrote:Sword in its peak overpowered state: https://www.youtube.com/watch?v=cAYdtRkFFIw
Sword after the original nerf: https://www.youtube.com/watch?v=WTOOas0JH6g
And I don't think we have any videos on the third state of the sword.
lol, actually even in the second video they managed to defend, which actually sounds much better then with the current posse system...
i guess a 1 second gap before you can attack with a new pulled out weapon plus a simple instinct based auto run away from people with weapon would have saved nearly all. Yea zoom is really a big advantage, at least one or two more tiles view if attacked, and or and "!" mark warning sign in which direction people with weapons are could help a lot.
That you drop your weapon if missed can be fixed very easily by not dropping stuff if you hold shift for attack.
I think all in all the combat system could be fixed quite easily.
What is now the difference between knife and sword?
They lost 15 people to get me though which was the problem with the sword.
Knife has a 60 second cooldown with slowed run rate and you can't drop it.
Sword has a 15 second cooldown with slowed run rate (now but in the video it had zero slowdown.) but you can toss it effectively making weapons you can juggle (which doesn't really matter with the current posse system anyways.)
And being able to defend 100% made the combat system better. You can distinctively see me fuck up and rearm myself via snowballing someone with a sword (as the sword was the much better weapon because of hit and run status.
My melee combat has always been rather sloppy but my bow + snowball is much cleaner as it was about luring people into specific tiles due to how autopathing works.
Jason is definitely not going to swap back to the more thrilling version of pvp and by extension anything other than killing as a means of griefing/anti-griefing is dead with it.
We've had wars in game that weren't Jason's version of one guy killing a whole town before as you can see if you look up any stories about the town ducks. The issue is people need a reason to fight and there's currently no reason to do it besides to be an asshat.
skill based sounds great, not like a problem
for new players, some kind of instinct auto run away could help a lot if one is attacking them.... also more hitpoints would help to escape....
>New players killed the good players because KILLING BAD.
how could they kill them, if they dont know who to fight back?
What was the problem with the war sword? that it had no cool down?
UPDATE
Looked at the last dance update.I think the problem is, that it removes all skill from the combat, instead of just leveling it out.
If one enters the range of the attacker the target it hit 100% no chance of escape....
I think it could work if the attacker would MISS the target if not in range and then have a short cooldown of 1 sec before he can attack again. Still bows seems to be overpowered this way, since they have lot more range....
In regards to the new person thing they would essentially just stab you while on murder cooldown because they saw someone was stabbed and instead of asking anything they would stab and almost always say something to the tune of killing is bad. They attacked because they saw you with a murder weapon.
Skill based would definitely be better but that's not what Jason wants. He doesn't want a guy with a snowball disarming bad guys (it was a great solution to an idiot holding a loaded bow in town).
In regards to the sword it has existed in four states.
Super overpowered: It could stab someone repeatedly with no cooldown which lowers your injury stagger and kills you in four seconds instead of the normal sixty while also having no murder cooldown.
Overpowered: It got nerfed to only let you stab every 15 seconds but you could run full speed with the thing thus allowing you to hit and run down an entire town.
Strong: This version has murder slowdown for 15 seconds or so but you can toss the weapon this allowing you to basically juggle swords and stab people. If this didn't have the juggling aspect it would be much closer to balanced as you can technically use defense tactics to defend people on cooldown.
Useless: This is the current version due to the posse mechanic. The sword is rightfully a dead meme after all the crap we had to deal with.
Sword in its peak overpowered state: https://www.youtube.com/watch?v=cAYdtRkFFIw
Sword after the original nerf: https://www.youtube.com/watch?v=WTOOas0JH6g
And I don't think we have any videos on the third state of the sword.
JonySky wrote:...
idea discarded by JasonUsing turn based combat in a real time massive online game doesnt sound like a "intuitive" solution...
I think the combat like it was before where you need to guess where the other is moving sounds quite good, what was the problem with that?
Additionally giving some more hitpoints could help to make the fight little bit more tactical.
The problem was it was skilled based.
Idiots killed all the new players because they couldn't fight back
Good players killed the trolls because they were better
New players killed the good players because KILLING BAD.
The real problem with combat came from Jason added a broken ass sword which was completely unbalanced which lead to myself having to show him how disgustingly broken it was along with Wuat. Instead of coming to conclusion that a butter knife (after accidentally adding it twice having to fix it on vacation) is too broken for the game he came to the conclusion that combat was broken.
Thus we got the last dance update.
Easy mode: Just put fences in front of bear caves. This passes down eternally through the leadership system and unless your leader is specifically going around giving access as long as the family lives it's not possible to release bears (since the gates are passed per generation and no one should be going around to dismantle them lol.)
Hard mode: Hunt all the bears down and only worry about bears at server reset not that towns last long enough for this.
Eve spawns are bugged therefore no city can (once again) get to oil tech. Just an unfortunate issue with having racial restrictions in game.
fug wrote:It could literally be anything.
Jason intervening out of spite?
Jason has murdered people with bears before so an act of god definitely isn't out of the question.