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a multiplayer game of parenting and civilization building

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#426 Re: Main Forum » I'm sorry, Eve Pie » 2019-04-24 11:48:47

All villains have an excuse.
All villains are the hero in their own story.
You were tempted, and this was your choice.
Many other people would not have chosen to become a griefer in similar circumstances.

But you chose to join the Dark Side.

Your family's forgiveness will not change that.

(Sorry if I sound condemning. I'm just trying to be realistic. I've read many griefers' woes on this forum, and the one thing they all have in common is that they all feel justified in their schemes.)

#427 Re: Main Forum » JASON MADE THE CURSING SYSTEM BETTER! » 2019-04-24 00:01:23

But - if we did manage to create a fence around the town, and perhaps label it as the town's outer perimeter, it would be cool if we could excommunicate people. A way to force them out of the area, and revoke their access. As an alternative to killing, and also cursing perhaps.

#428 Re: Main Forum » JASON MADE THE CURSING SYSTEM BETTER! » 2019-04-23 23:52:47

jasonrohrer wrote:

Fences must be upkept once per hour.  Someone walks the perimeter and does it, once per hour.  It doesn't take a whole life.  Not sure what the problem is.  Gates never need to be upkept, as long as they are inherited.

Griefing the gate by blocking it could be a problem, but that's a universal problem, not unique to gates.


As far as the bother of assigning people to the gate, if everyone assigns their kids to it, that's all that's needed.  I.e., the burden can be spread.  Or you could grant people leave access as-needed.  Most kids don't need to leave the village early.

Big fences are hard to maintain. They will likely be built at different times as the village expands, so they will deteriorate at different times. Sometimes, you have to go around the fence and hit it from the other side, because something blocks it on the side you're on. And sometimes the village is hit with a famine, a lack of some resource, or just a drought of daughters, and people will be too busy to uphold a large fenced area.

As for granting people access, in a mid-sized village there should be at least four gates, and truth to be told as a mother I can't always keep track of how many kids I've had, let alone remember their names.

Maybe it would be worthwhile if we had a 'clan gate' command to assign a gate to everyone, like "family owns this" to let all descendants from one Eve pass through.

But, as others have pointed out, the real threat still comes from within, not without. So all in all, I feel it's better for villages not to bother with outer fences.

They can still be good for smaller projects though.

#429 Re: Main Forum » JASON MADE THE CURSING SYSTEM BETTER! » 2019-04-23 14:54:12

jasonrohrer wrote:

Hopefully, your inter-village antics will encourage people to fence the whole town and keep your ass out for good.

To be honest, it seems too much of an effort to keep that many fences from decaying, and adding family members to the gates one by one.

I think the curse system for the most part works well as it is. Maybe there could be a difference between cursing killers and cursing non-killers. If Twisted didn't murder anyone, but still got a bunch of curses within one hour, perhaps those could count for less? Or maybe curses given in a different location, say 1k tiles away, could count for less?

#430 Re: Main Forum » Why there are no wars » 2019-04-03 08:55:44

ruanna wrote:

- you mentioned caring about your 3 children - you only have 3. I have had hundreds of kids across my many ohol lives - of course I stop caring about them, because who can keep track of hundreds of kids?

Also, there are so many baby suicides.

Fewer kids would be great.

Perhaps if being born itself was more of a boon, something to value. Perhaps if we were stuck on the log-in screen for a while, with the message: "Searching for available mother", we would treasure life more.

Perhaps if spawning in as an Eve was something you had to earn through your other lives, so there was a reason to stay in a town and help.

Perhaps if mothers were able to decide when to have a baby, they'd care more about the ones they got.

And perhaps, if you could have a say in where you're born, like a checkbox for "I prefer cities" or "I prefer wilderness" that would increase the chance of said life, there would be fewer suicides and thus fewer anonymous babies for mothers to worry about.

Also, I agree with Ruanna's other points.

#431 Re: Main Forum » Other off-the-wall ideas for "making you really care"? » 2019-04-03 07:19:56

One hour is a very short time to develop relationships. And if it's hard to survive, less time is spent on getting to know your family and more time is spent on doing the chores that brings food on the table.

Relationships need time to build. They come from time to talk. Time to give gifts. Time to teach. Time to do things together.

I truly believe that if survival was easier - if ropes were more accessible, if the bushes didn't need all that watering, if sheep ate less berries, if a sweater didn't need that much wool, if there were other and simpler ways to make backpacks even if the simpler version had smaller carrying capacity, if there were baby carrying devices so we could do things with the baby - then lineages would be longer and people would have time to care more about their families.

#433 Re: Main Forum » Why there are no wars » 2019-04-02 06:33:28

jasonrohrer wrote:

But I'm still asking probing questions about WHY these things haven't emerged.  To say, "We just don't have time for it," is an easy, dismissive explanation.  "We don't lock our houses, and pass the keys on to our children when we die, because the keys get lost."  What?  Keys are just as easy to lose in real life.  There has to be another reason.  It's because houses don't matter, and property doesn't matter, and "children" don't matter.  If such things really mattered, the key would be a huge priority, and it would not be lost.

First I would like to point out that there IS war in this game. Lots of it. It is between griefers and decent people. And apart from there being more decent people than griefers, it still feels like the griefers have the upper hand. They decide when there's a war, and how, and why, and when they're around what they do affects everyone. 'In the game of griefers you win or you die...' Also, it's a war within family lines - you never know when one of your own kids turns out to be a griefer, born with the intention to destroy your town and your lineage for no apparent reason. And if your kids are griefers, they'll wreak havoc your town, not the neighbor town. It does break down the family structure quite a bit, because in the end, you'll feel more familiarity with strangers who are decent people than your own kids if they're there to destroy everything.

As for passing on items to new generations:

Children get lost.

I've noticed that in large towns, I'm usually able to find my mother, because she looks the same as when I was a baby. But my kids, if I've had many - I have to place the cursor on them to see their names.

If I'm old and want to pass on a key, how do I find my kids before I die when they're out and about...?

These suggestions might help:

- Let us be able to put kids in backpacks. This means it's easier to carry the kids with us, instead of placing them by a central fire. All women can't be nannies at the same time, that would be a waste. So the central nursery encourages people to be less connected to their kids.
Kids in backpacks would also make it easier to move a family. Sometimes I've wanted to move, but decided not to because I knew I'd start getting kids soon. Also, kids in backpacks makes it easier to teach new players how to do things.

- One of the joys in life is to give clothes to your kids. Make it easier to make clothes, and make the clothes more distinguishable. If I could give my kid a sweater with a woven star pattern, when I see an adult with that sweater, I would instantly know the kid was mine.

- And as someone else suggested, let us zoom out a little, so that it's easier to find our family and see what they're doing.

#434 Re: Main Forum » What do you consider fair game? » 2019-03-11 13:22:45

Kids need clothes in real life.
They should get clothes in the game.
They should get baskets and backpacks too.
If there's not enough clothes to go around, there probably is a problem with game balance / game mechanics, not with the players distributing (or not distributing) clothes.

Fixes:
- Easier to make rope and skirts
- Easier to make yarn for sweaters
- Seal coats: Do seals respawn? If not, then seal coats shouldn't decay. (According to the wiki, seal skins don't decay.)
- I'm fine with rabbit fur clothes decaying, but there should be an option to make clothes and backpacks from cow/bison leather.

#435 Re: Main Forum » (Not quite) infinite iron suggestion » 2019-03-09 08:45:38

GreatShawn, people are different. Some, when presented with a problem, immediately try to come up with a solution. It may seem like they're trying to parent you, but actually (often) it's just a personality trait. smile

I think your idea is a good one. Another change that could help us save iron would be to have tools break like now, but without destroying the iron part. A shovel should be fixable just by adding a new shaft in my opinion... And it is a little sad when people are encouraged to not use tools to make graveyards or other 'non-essential' tasks because we need to save iron.

#436 Re: Main Forum » Quality of life suggestions for the game » 2019-03-09 08:26:57

When an item lies behind a tree, you can see it by hovering your mouse over it.

Perhaps the same should be possible if an item lies behind a person.

However, this could be confusing if you're trying to click on the person, e.g. if you want to pick up a baby. (BTW I wish there was a way to drop the item in your hand without finding an empty tile first. Clutter is stressful when babies are born...)

How about if we could press "shift" to see the outline of items behind other items?
It would also help in the case where griefers have hidden away tools.

#437 Re: Main Forum » Open Letter From the Mobile Developers » 2019-03-07 17:38:35

CrazyEddie wrote:
jasonrohrer wrote:

Eddie, if you look at that Twitter PM chat with the journalist, did you see anything misleading there?  Again, I open the conversation by explaining that the game is in the public domain.

Yes, I did. You say to him:

"I have decided that what they are doing is no longer permitted."

But you don't have the right to make that decision. You gave that right away when you put your work in the public domain.

If "copyfraud" is a thing - and it seems it is (https://en.wikipedia.org/wiki/Copyfraud), then I disagree. Jason has not given people the right to claim ownership of his work.

I really don't see why people have a problem with Jason't request. He's not saying that people can't make a new version of his game. He's saying (it seems to me) that people using his work should honor the fact that it is open source, and not claim ownership of it.

I wouldn't have a problem with playing an "unofficial adaption" of an open source game either. I fail to see why that label should hurt the mobile developers at all.

#438 Re: Main Forum » Open Letter From the Mobile Developers » 2019-03-07 01:08:30

Christoffer, if I may offer another viewpoint:

It seems to me that your main concern, and your main reason for inaction when it comes to Jason's request, is that you feel you did nothing wrong.

But sometimes, things go wrong even if everyone involved do the right things. This seems to be such a case.

If you take steps to make the necessary fixes, it doesn't mean that you were wrong all along. Nor does it mean that you bent to someone else's demands.

It only means you righted a wrong.

#439 Re: Main Forum » TFW » 2019-02-26 08:52:39

You can use a flint chip to get the squash out of the ground, so the sharp stone is not strictly needed.

#440 Re: Main Forum » The Door Problem » 2019-02-22 23:09:47

Someone in a different thread suggested that bear rugs should be available as doorway covers as an alternative to doors. That sounds like a great idea to me. All the bear hunts this would lead to! Bear luring griefers would be celebrated, not cursed. wink

#441 Re: Main Forum » The Door Problem » 2019-02-22 16:08:16

You're on your way through  an open door from across the room. Suddenly someone closes the door. The game automatically tries to find a path through a different open doorway, instead of letting you continue to the door and stop in front of it. Very annoying.

#442 Re: Main Forum » I hijacked a temple and turned it into an omelette station » 2019-02-22 11:15:31

voy178 wrote:

Sometimes I wish there was a crock + rope + bowl combo so that people wouldn't be able to bring the stew bowl with them and had to leave it next to the crock.

Yes, or to be able to attach a ladle.

#444 Re: Main Forum » I hijacked a temple and turned it into an omelette station » 2019-02-22 07:53:14

Yeah, I always run around in towns and look for things that were there minutes before.

It would be great if we could have tables. They could work like boxes, but with the ability to put filled bowls on them as well as small sized tools. Then we could use them either as food stations (a great way to show new players which bowls have edible foods) or as work stations. Items would still go missing, but experienced players would be able to notice in a glance that something was wrong and help keep the work station operative. Maybe the table could occupy two tiles, but have space for four items, thus help reduce the clutter in town as well. A stew work station for example could have a round stone, a flint, a plate, a bowl.

#445 Re: Main Forum » The instant-suicide mod » 2019-02-21 20:48:13

For a prison to be a prison, there must be a way to apprehend someone, and currently that's not possible in the game. Even kids can jump out of your arms.

What we have with the doors, walls, and locks are traps, and I've only seen them used by griefers who lock up unsuspecting innocent people. Like a whole room of mothers and babies.

#446 Re: Main Forum » To RAGE or whoever you are » 2019-02-21 20:05:40

If you don't have a backpack, then it can definitely be easier to survive alone in the wild because you can carry your basket with you. In town, someone sees the basket, takes your spare food and moves the basket somewhere else. In town, it's not 'my' basket. Without food to carry with me, I have to rely on my knowledge of where food most likely is when I need it. But, suddenly there are only raw pies in the kitchen, there are no berries or vegetables where I expect them to be, and there is a lot of stew but no bowls in sight... Maybe the solution for me is to eat more, and earlier.

#447 Re: Main Forum » The instant-suicide mod » 2019-02-21 16:49:42

Fragility, I have a lot of baby suicides in the nursery as well as if I'm out and about.

When it comes to lacking last names, I've noticed from the family trees that many originate from Eves who do have last names. It would be nice if we could somehow choose to reclaim the original Eve last name if it got lost on the way through the generations.

#448 Re: Main Forum » The instant-suicide mod » 2019-02-21 16:17:35

I would also like to chime in and say that people are going to find ways to play what they want no matter what. So perhaps giving them a little more say in the circumstances of their births from the log-in menu would result in fewer baby bone piles.

#450 Re: Main Forum » Just had the best experience! Also new player question. » 2019-02-20 18:43:56

That's a great summary.

You might also want to check the water supply.

Kids sometimes ask me for a job when I'm a wet nurse. The problem is, as long as I'm more or less locked to one spot raising babies, I have no clue about how the rest of the town is doing. It would be great if more village elders came to the nursery to die. They could give quick instructions to the new generation about what is needed where.

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