a multiplayer game of parenting and civilization building
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Pine doors being new or not isn't the point. Their widespread usage is new. Before they were made cheaper they were effectively never used. Since they were never used, this problem went unreported. Now that they're then standard, they need to be lockable.
I mean, what magical properties do pine doors have that makes it IMPOSSIBLE to install a lock? It's unrealistic, silly and clearly not working as intended.
You can't install springs onto pine doors either, are you going to tell me that was also intended? No, there's no reason not to let them spring open and shut other than it being an obvious oversight.
There are plenty of silly, unrealistic things in game which should be addressed first.
However, having a type of door that can't be locked is a good thing. This allows having a type of door you install somewhere to prevent the whole locking fiasco from happening even if door replacement is simple as can be.
Locks have been terrible since they were released. The only time I've seen them used properly was for keeping a diesel engine safe instead of being whisked away to the abyss or shoved onto a shitty car. Basically, it's better to have options than to not.
Lock sets don't work on pine doors.
This is clearly an oversight with the recent changes to pine panel carpentry.
We need home security, Jason pls fix.
This is actually not an oversight though. In times of massive door griefing people specifically built the expensive pine doors to ignore locks.
Spoonwood wrote:JasonY wrote:Be too easy if you could just do everything yourself.
But you can... or at least some of us can. Just go on a server which isn't usually all that populated and Eve chain.
Yeah, that's why I said too easy. If even a noob like you can do it.
If you still think the games easy, go play on big server.
Pretty sure you confused tedium with difficulty. Oil isn't hard to do at all and has only gotten more tedious over time.
It's not hard to convert ore, it's not hard to fill buckets with pond water or from wells, and it's definitely not hard to make charcoal.
Rubber isn't difficult to make, steel rods? Nope, nor is drilling the proper hole into them.
Most of the game isn't exactly hard either. It's mostly a tedium simulator where you eventually throw your hands up and get off this bumpy ride.
Buildings take up space and nothing is needed to be done within the interior therefore buildings are just an aesthetic thing. That of course isn't even bringing up the issue with twats locking them, stealing the springs, or anything else.
Walls make access to a village ass and make you prone to door griefing which at the moment is easy enough with way stones. Plus you need other lineages so putting a giant ass fence around your town is a deterrent for the people you need to slide on in to make the place functional.
As is both can stay underutilized as far as I'm concerned as neither adds anything useful and in fact both are negative to a towns overall health.
Kek, at least it shows exactly what happens when you let little shits run rampant.
People just quit no matter how active they were in the community. Rip future.
DestinyCall wrote:Well, I have a strong need to organize geese into wooden boxes. This game satisfies that urge better than any other game I've played.
+1 Goose jail
I'm still mad how he changed geese stored in boxes/carts. Back in my day they used to sit up right and look like they were sitting in the box/riding around in the cart. After a change they got made to sit face down like they currently look stored which looks a lot less cute.
No lineages will die out due to an update this week.
Dumb content. You should feel dumb. Merry Christmas dumb poster.
None of the large low pop connected towns with a road structure projects would have fit inside of any Jason's Rifts. Not the first one with the 10,000+ road. Not the rebuilt one post-Jason wipe pre-Rift. And not the post-Rift one going on now.
I didn't play in The Rift at all. Why would I? It was a bad system from the very start, and had too many flaws.
The only good things in the rift were the strong families. Everything else was ass essentially.
Legs wrote:Players are usually much better at a game than the devs are. It's a different skill set. The dev builds the world but doesn't inhabit it. I wonder how many engines jason has built in-game. At the same time, he's written thousands of lines of code.
Devs focus on abstraction while players are practical and creative. That's where the potential to grief comes from. Waystones blocking movement is intuitive, it's a huge block. Them being difficult to remove makes sense, they're important markers. He probably thought about how they could be used, but not about how they could be abused. That comes later after players get a chance to try the new tools.
I'd cut some slack if this was the FIRST time that a permanent blocking object was used for griefing. But this has happened repeatedly. It should be immediately obvious that it would create a problem by now.
This isn't a surprising and original abuse of a new mechanic. It is a highly predictable one.
I mean this basically. It's not his first mistake and likely won't be his last. As he has said elsewhere everything he adds needs to be balanced around the ability to grief with the new addition because if its possible to grief with, it will be.
fug wrote:He isn't removing murder because it's basically needed.
Nonsense. Murder isn't needed for anything. The map is huge. Families can work around destructive griefers in a town or migarte. No murder, and griefers can't kill a family on the run.
It's dumb as fuck that you'd leave a whole town (like how everyone fucked off when Jason played 2HOL) instead of just murdering the cuck.
No murder plus blacklists would likely work however, but we know that's not how it'd work because "muh interesting grieffin"
Punkypal wrote:So lets be realistic. Jason isn't going to remove murder from the game ever.
I wouldn't be so sure. He called the 2HOL people bold for removing murder. Also, he wasn't able to kill off a lineage there when he tried to grief them a while back.
He isn't removing murder because it's basically needed. However, he has backtracked on very certain updates and if something sucks dicks he should do the same.
I don't think there's a problem to adding fluff updates to the game but sticking your head up your own butt and expecting some magic to occur because of it is silly. Anyone who plays knew the update wouldn't do jack besides add to the arr-pee.
It's okay to have roleplay updates.
It's okay to have useful updates.
It's just plain dumb to expect roleplay updates to shake up the game.
fug wrote:Why not solve the actual issue with why people /die instead of punishing people for using it?
Well you could do that. As you put it, /DIE is a solution to a problem. But it is a solution that is also a problem, setting up a situation for a very tasty problem sandwich!
People overusing /DIE can thus be solved from either side, either addressing the reasons, or discouraging it's use. Now, addressing the reasons seems like a tricky task to accomplish as the reasons seem many-fold, almost too numerous to fathom. Yes, a "life choice" screen may solve many of these problems (and I'd support such an option), but it can't solve all the reasons people overuse /DIE.
Case in point: I notice I have babies /DIE way more often if I'm outside of a town than if I'm in a town. They don't even wait for me to say anything. I could literally be two steps outside the town limits picking a wild berry and they just assume I'm a homeless drifter in the deepest depths of the wilderness. IDFK. I always laugh and hope they did /DIE because they wanted to be born back into the town that was literally one screen away and they killed themselves and went to an Eve out on the edge of the known world instead. Losers!
On the flip side, reducing the number of times you can do /DIE, or as I would prefer, just a sliding scale of discouragement, would equally address all uses of /DIE.
Prevention or punishment? The age old question. Prevention is so very much harder to pull off, and fear of punishment just doesn't work on some people because they are stubborn mules or DGAF. Punishment is quick and easy solution and has the side benefit of feeling good, because humans enjoy it when people who do things they don't like suffer! BUT often when you use punishment as a deterrent that often leads to other unforeseen side problems. It's a wack a mole game.
But sometimes when you play "wack a mole" you get enough tickets to get that cool rainbow slinky at the prize booth. Who doesn't like a rainbow colored slinky?
I mean clearly punishment doesn't work otherwise we wouldn't see so many sids deaths in every lineage. Look at a fresh eve or look at the bottom roots of every dead lineage. You almost always see 75%+ of the deaths solely being sids deaths.
Either there needs to be a real reward for living a life such as the ability to be reborn to an area, or something ignoring meme score since that'll just be abuse (I myself have been first multiple times for just knowing how to cheat the system + it's going to be cheated as long as exploits exists/tools are tied to it.)
Just limiting /die won't suddenly fix the issue with babies killing themselves as instead of bunch of bones spawning you'll have people kill themselves as babies then quit if they can't get what they're reaching for. When /die isn't attractive you see runner babies and generally speaking the runners are worse for everyone.
We currently have some sort of reward for not dying for normies (you get points!!!111!) but clearly this isn't something shiny or great for people who are smart enough to abuse the system.
Players are usually much better at a game than the devs are. It's a different skill set. The dev builds the world but doesn't inhabit it. I wonder how many engines jason has built in-game. At the same time, he's written thousands of lines of code.
Devs focus on abstraction while players are practical and creative. That's where the potential to grief comes from. Waystones blocking movement is intuitive, it's a huge block. Them being difficult to remove makes sense, they're important markers. He probably thought about how they could be used, but not about how they could be abused. That comes later after players get a chance to try the new tools.
Of course players are better than the dev. The fact he thought reintroducing the same weapon bug on purpose was a good idea shows... Oh wait, he did that on purpose so people would use fences :^) (and for anyone who doesn't know, they didn't because fences could easily be griefed hence the "Tarr says fences are useless thread."
Jason lives in lala land when he pictures what the game could be.
Veteran players live in lala land because we cannot see what new players see.
New players live in lala land because they cannot understand what the game is.
Here's to hoping Jason's next game isn't fundamentally the same game 2 years into live updates.
The only good reason i can see for this would be as a deterrent to people excessively using /die. You have 24 lives, get down below 12 or whatever and there is a chance you'll get some disability. At only 1 life out of 24 there would be 100% chance born disabled.
If this is added only to make the game harder without any corrective or positive think connected, I think we can do without. I really have no need to add a Russian roulette "what game am I even playing this time" aspect to the game.
If you want to make the game harder for you, think of your own creative ways to do that on your own. Feel free to play the game at home with one arm tied behind your back, or tape a piece of wax paper over your screen. Maybe turn the sound off. Better yet, everytime someone murders you in game, just slam your face into a wall. Mmmmmm'kay?
Why not solve the actual issue with why people /die instead of punishing people for using it?
Putting up a life limit may have stopped people from being like me having 150+ deaths in a day but that was due to a bunch of different things such as helping otherwise bypass bans, playing in places invested in, and other reasons.
I think if he would have just went with the life choice screen people who wanted random lives could have ignored it just like they ignore spamming /die.
I'll chime in here and also say waystone griefing needs to be addressed by Jason ASAP. It literally was the stone that broke this camel's back. This whole fiasco made me quit the game for now. Seriously, one of the biggest blunders I've ever seen in any game.
While I don't disagree that waystone griefing is complete aids I don't think its the worst blunder. Though yeah, hopefully that's on the top of his next week when its bug fix week.
Roleplay update was a roleplay update. Who would have thought making people get titles for essentially pressing a thumbs up did nothing?
Probably should think through suggestions through the lens of how the game is played and not artsy fartsy ideas.
Merry Christmas.
give one tribe the ability to move over the rift
There's no rift, just a pseudo rift mechanic where everyone has to be near everyone otherwise nothing can actually get done.
And this is why stuff like tiny tree sprites exist/holey tree sprite replacements exist.
fug wrote:testo wrote:I don´t get it, you get 0.75 points for living up to 60 and I get 0.07 for the same (I am way way behind with like 50 total points). Also your kids give you way more points compared to mine, I even have a guy that made me loss points fot living to 49.8
You likely have high age expectancy which basically kills your point gain. If your average age is 60 in 10 lives you gain no points what so ever iirc which is why people were abusing the tutorial to keep gains high and thus allowed them to sail to the top of the leaderboards.
Always remember to abuse early and often.
This is pretty ridiculous, I don´t care about leaderboards, but he tied it up with tools which is the way of saying "I´m gonna make you like this think even if you don´t". Also there is a huge disparity in points from relatives, how can I lose points because someone lived to 49.8?
Why do you think people abuse the system? No way would I ever want to play this game with low slots because it makes the game feel assey. Damned be the meme part of it LOL.
But yeah, if other people have high life expectancy such as the person who died at basically 50 then you'll lose score anytime they aren't reaching their average. Basically, if you get a noncheater baby who dies without using /die you can potentially drop quite a healthy chunk of points.
People who specifically knocked down their own life expectancy also had an effect on anyone who were lucky enough to raise them since the game pretty much thought they were braindead and granted both them AND anyone they could grant score huge leaps each life (older siblings, moms, grandmas, uncles etc.) I'd say wipe the boards again but:
A). The game plays like ass and requires a bunch of time grinding....
B). There's already another exploit lined up.
As long as tool slots are tied to meme score other people or myself will find a way to cheat the system. Meme score has been pretty much broken ever since he let it scale infinitely but at least we can have a decent amount of tool slots.
I've seen waystones used to point to towns on the low pop server I usually play on.
That said, of course, griefers using them destructively is much more of a concern, and I don't anticipate why low pop players would move waystones around if they could do so easily.
I agree with fug about immovable structures.
Adobe walls also requiring water to destroy could be problematic for wells via springs, since all local ponds can theoretically get drained without them being able to get dug up into wells. The water system is too fragile to griefing.
Adobe requiring water is a thing because otherwise people would smash adobe walls like stone which would then require more adobe to fix. There's no problem with adobe requiring water (minus the fact you can drain ponds by spamming water on an adobe wall, same with wells and everything else.)
Why?
Every time I hear disability suggestions I question why you'd play that life. Just kill yourself and get a normal life where the game isn't screwy.
Yes, it turns out making something easy to set up but annoying to take down leads to people letting things go ancient. Who would have thought? Any time I've played I've only seen the things used for arr-pee or griefing instead of the intended use.
It's posted to github to either make it so they don't block movement (thus rendering them useless except for griefing tiles such as in front of kilns) or made easier to rip down. In fact, I don't think any ancient structure should be permanent.
Walls should be removable either way because people are bad at planning.
Bell tower bases should be able to be ripped up with an elder notice + extra timing. (if it's complete then I don't really see the need to rip it apart vs stages.)
And way stones can get bent. They're too easy to set up and too annoying to take down.
I don´t get it, you get 0.75 points for living up to 60 and I get 0.07 for the same (I am way way behind with like 50 total points). Also your kids give you way more points compared to mine, I even have a guy that made me loss points fot living to 49.8
You likely have high age expectancy which basically kills your point gain. If your average age is 60 in 10 lives you gain no points what so ever iirc which is why people were abusing the tutorial to keep gains high and thus allowed them to sail to the top of the leaderboards.
Always remember to abuse early and often.