a multiplayer game of parenting and civilization building
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Easy quick fix - Make White Pine Tree with Needles, White Pine Tree, Dead Tree, Bald Cypress Tree, Willow Tree NOT hungry work.
I do think this is worth looking into once you get back from PAX though.
How long is the screen supposed to be white?
I don't have the stdout file since this happened a while ago, but last time I encountered the apocalypse the fullly white screen lasted for at least 12 seconds (maybe even longer, but I died after 12 seconds from starvation). There was the apocalypse noise, the screen started getting brighter, and 18 seconds later I was dead from starvation. It seemed kinda long at the time, but I just assumed that's how it was supposed to be. I also heard a horse walking around right before I died - I assumed it was my horse cart running away, but it might have been a wild horse?
I have it on video in case it helps, timestamp 50:20 (https://youtu.be/NDdgBIHgb-8?t=3020). No mods whatsoever, running through Steam.
IMO I think all trees being hungry work is fine. The real problem is the small amount of firewood and logs we get per chop. One tiny log and two firewood per tree is an incredibly small number when you consider the fact that you're chopping down a whole tree!
The problem is that the literal only use we have for pork [dogs are NOT a use] takes over 64 steps and 2-3 bowls of corn to prepare.. per individual pork. The animals themselves give us FOUR pork per animal, INCLUDING WILD ONES.
+1
The only reasonable thing to do with pork currently is ditching it far away from the town so it doesn't take up space. When throwing food away is better than actually cooking it there's a problem.
One question: would the larger fam have more chance of high warmth and YUM fertility bonuses than a small fam?
Getting a high Yum is fairly easy if you know what you're doing unless you're in an Eve town. I usually have one consecutive yum chain from age 3 to age 60, and I only have to eat ~16 foods per lifetime, depending on the warmth of the clothing I'm wearing.
Berry, Berry Bowl, Carrot, Popcorn, Corn, Mutton, Mutton Pie, Rabbit, Rabbit Pie, Stew, Bread are eleven foods that are readily available in almost every town you'll ever spawn into as long as you're not an Eve or her kid. You only need to get ~5 other foods to have a life-long yum chain, and that's fairly easy to get since you don't have to worry about it until age 40 or so.
Warmth is mostly provided by clothing (buildings are completely irrelevant for warmth IMO), and if you don't have clothing readily available in town the first thing you'll do is head out with a snare and a needle+thread and get geared up. You'll probably have a full set of clothing before the first baby pops out no matter how lucky or unlucky you get with the rabbits.
TL;DR, most towns have the same warmth and yum potential, the only exception are early Eve villages.
It must feel somewhat unsatisfying to KNOW that whatever you make will be lost in 24 hours. I'll make an engine here, but it will be lost. Players have expressed this frustration to me endlessly, of course. But Twisted, are you not particularly affected by it?
Exactly, I don't care that the engine might be lost. It's probably going to last for several hours, and it will help my descendants, which is the entire reason I made it.
Yeah, that town is probably going to be gone ten hours from now. But it might not be! I might spawn back into it, and that's going to be a cool moment. It's a cool moment because it's a rare moment. If I knew that I was going to spawn back into that town later I probably wouldn't work as hard to improve it, because I'd know that I have a second chance to finish my work.
I know that most towns will die, and I know that I did my small part in helping that town have its own unique story, and that's why I play his game - for the unique stories. If everything I make lasts forever then that's not very interesting, and I don't really have the motivation to make more stuff.
Besides, the rift doesn't help at all with things being lost. Every single thing ever made inside a rift will disappear within a few days. That doesn't change. The only thing that changes is that the rift has less potential unique stories to tell, which is why I don't enjoy playing in it as much. The only unique stories happen in the first ~12 hours, and I'm probably not going to play during that period as I don't play every day, so why even bother?
Full disclosure, I initially liked the idea of a limited playspace and the possiblities it could create, but after playing inside the rift for a few weeks I think it was a bad idea, and no matter how much work you put into it it's still going to be less enjoyable that an unlimited map.
A problem that I see with the rift is that the game stops being as enjoyable long before any of the previous end conditions trigger.
If it goes on until there's no more resources on the map, it's going to stop being fun long before the last hidden oil spot is depleted.
If it goes on until people are dying en masse, players are going to stop playing once they realize it's impossible to survive.
Griefing is only part of the reason while the long rift was bad, it was also not enjoyable because of the lack of progression for most of its duration. We reached technological peak within a few hours, and there's not much to do after that point. Towns also quickly became a massive mess with various hard to use bowl items scattered everywhere. And if you spawned in as an Eve, the person who is supposed to start a new civilization, the only thing you could do is go to an existing town and live there. And going to an existing town is easy - since the map is so small, you only need to walk in a random direction for a minute or two and you'll find a settlement.
These things led to each life after the 24 hour mark feeling incredibly samey, at least for me. Every time I'd spawn into a big town with a big fence around it, we'd have plenty of food despite griefers attacking us from the inside and wild Eves wielding swords on the outside. The town would have all the technology it needs, and the only thing left to do is to either deal with griefers which is very dull work, try to clean the place up which is almost impossible, or make pies and other foods which is kind of unnecessary since everyone else is already doing it.
When the rift comes back, along with a new end condition, we need a bigger map (not infinitely big, but something that takes more than two minutes to run across on horseback), and ideally some kind of progression system for civilizations so that we don't reach endgame within hours. I still find it very weird that you can go from nothing to a town with Newcomen Engines during the Eve's lifespan.
As for the end condition, I think it should be something that can be influenced by players so that the world ends while it's still enjoyable and leaves you wanting for more. The world should fail because the players failed to keep it going, not because it's so bad that it can't support life any more.
I saw the suggestion of photographs taken extending the life of the rift - a world that is worth taking pictures of is worth saving, after all. I kind of like this idea, but I do think it's a bit unintuitive.
I also had the idea of counting the bones laying on the ground. If there's ever X bones in the world, the apocalypse triggers. This would encourage people to bury their family, something that I always thought was super weird that we don't do. If the world turns to war and too many people die and there's no one to bury them, that world might not be worth saving. Bones decay on their own (and they decay more quickly when buried), so it's kind of a dynamic timer. If people start dying too young there's a higher chance of the fail condition happening.
I don't think it should be permanent - I think every time you curse them they get blacklisted from your baby list for an additional week, with no cap to the max time.
Let's say that there's a person killing sheep, and the village elders decide it's either Mike or Sally and they kill them both. If the blacklist lasts forever, what do you do? You either curse both of them, locking out one potential good player from your baby pool forever, or you curse neither, leaving the bad apple in your baby pool. If you just curse both suspects every time you're going to run out of potential babies that play in your time slot sooner or later. And when that happens, your account is basically ruined.
It's also important to keep in mind that most people in a town are not your children, which means that if there's a troublemaker that's on your list they can still spawn in your town. This means that most of the time you can just extend their blacklist time, and if they keep causing trouble they'll slowly get blacklisted from everyone. Once they get the ability to spawn back into civilization they can keep causing trouble, which means they'll quickly get kicked out again, or behave properly.
Let's say that you have the ability to magically add one new system/mechanic/item to the game with absolutely no work required. You click a button, and poof, it's in the game and working fine, no bugs, no effort, pure magic! You can choose anything, but only one thing! What would it be?
For me it would probably be a brand new animal system, switching animals from being just normal items that move on their own to them being entities actively tracked by the server. This would also mean they're on a different layer, so tiles could hold both an animal and an item at the same time.
Wild animals would have babies, grow old, and die, all on their own without player intervention. Some animals would roam around, some would stay close to their nest/den. They eat wild foods that regenerate, and if all the food is destroyed by players they move to a different part of the map in order to survive.
Domestic animals would go through this same exact cycle, except they need to be taken care of by the players. If the players don't take care of their animals and don't provide them with water and food, they die. You gotta fill up their through with water and give them some hay or slop, or take them out to graze.
One animal wouldn't require that much care on its own, but don't expect to get a lot of milk if you only have one cow. Long gone are the days of exploiting one cow for a thousand years to get infinite milk, which is something that always bothered me. We would also need to come up with new and interesting pens!
What would be your dream addition?
Clearly Eve Yellow was part of a griefer nest.
I agree. I went back to that town as I spawned in the Sheer family next (the town to the northwest), and the town was completely destroyed, all the sheep dead, fences broken, and everyone was dead with a time of death within minutes of mine. I looked at the family tree and the names Eve Yellow, Eve Cata, and Eve Lukes pop up, all of them having a bunch of starved babies. It was definitely a coordinated griefer Eve raid.
Great video! I've never made an engine before as I just couldn't wrap my head around it, but after seeing it actually done step by step it just clicked, and I made one in my very next life!
Don't worry...
It will be back soon!
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Amazing news, thank you so much from taking the time from your vacation to adjust the game.
I see what you're going for with the rift and a limited playspace - permanence can create more interesting stories than when there's no permanence - but at this stage it just makes the game not very enjoyable to play. One day though!
I love it
Yes, all these things are at odds with each other, right?
I mean, players want permanence and long-term meaning.
But it's hard to have that without stagnation.
Endlessly spiraling out and culling the center keeps stuff fresh and churning forever, and there's no stagnation, but also a general feeling of long-term meaninglessness. It also doesn't really feel like what the game promises (a growing and changing civilization over time).
Yes, but there has to be some kind of middle ground, right? We went from an infinite map with numerous towns and cities that all had their own personality, to a tiny map with only a few settlements that are all exactly the same. Civilization grows and changes even less than before, and I think that's a bad thing. There can still be a map that allows for people to interact with different villages if they want to without putting everyone a minute away from everyone else. Let small villages grow over time and let them evolve at their own pace, and let them eventually connect to other civilizations on the map.
You know, an outsider to the game often asks, "So what age have players reached so far?" The answer is a disappointing, "They're in every age in parallel in constant churn."
If someone asked me this I would tell them that players are still in the stone age, but they have the ability to make diesel engines. The tech tree is weird and too short for an arc that lasts several days. During the previous arc players reached the end of the tech tree in about five hours and then spent the next 200+ hours stagnating. That can't be a good ratio of development & stagnation.
As a simple example, I was orphaned as a male in the rift a while back. My life wasn't meaningless. I lived as a hermit, but I KNEW that my hermitage would be discovered and used by someone else someday.
Pre-rift, I probably would have just killed myself.
Why would you have killed yourself? Pre-rift, even if you were the last person in a village, you could walk in a random direction and you'd find another village almost every time without fail. I did that exact thing a bunch of times. Heck, one time I kidnapped their girl and went back to my village to repopulate it. I think you overestimate the distance between towns pre-rift.
Also, later on, I followed the diagonal roads to the center and found the monument. Holy crap, it was amazing. Other people traveled there as well, and I ran into them at the monument. That's another example of the "permanent, meaningful player creations" that are possible when there's a permanent, central world.
This is cool the first time you see it, sure. But it's one thing, and once you see it once the luster goes away. Pre-rift there were a bunch of places like that, big towns with bell towers that lasted several days. Finding those was always a great feeling, and I'm sad that it's gone.
My two cents, the game was a lot more interesting pre-rift. Spawning into a cluttered world with everything already made every single time gets old fast. I miss sometimes spawning in small early camps and sometimes spawning into a big sprawling city. I miss exploring and finding lost camps and cities, or making a long trek to a bell town.
Thank you for the reset, Jason. That arc went on for far too long. I think one of the reasons we haven't hit the family limit is because there's just not enough players to get up to 35 different families. Even if there was 0 food whatsoever there would never be enough people to spawn 35 Eves.
I'd wager that the reason for the declining player average is not solely due to mass griefing (although that's definitely a factor), it's because lives in the rift are all very samey. I played a lot less this week specifically because of that.
Pre-rift you'd never know what kind of life you'd have, but post-rift (with the exception of the first ~10 or so hours) there's only one type of life - you spawn in a big fenced-off town with plenty of resources and all the tech, and said town is being attacked both from the inside by sheep griefers and from the outside by wandering Eves. It's not really a unique situation generator anymore when you know exactly what's going to happen before you even spawn in.
Wait I thought the rift was 707x707 tiles?
Yeah, it's 707 tiles wide and tall, so 354 tiles from the center to edge. I looked at the github and the rift size is denoted with the radius there so I used that number. Sorry for the confusion, I should have been more clear.
I feel like the world is much less enjoyable to play in in its current state compared to pre-rift and the early rift days. It's just a mess of murders and griefers and discarded items everywhere.
The reset condition of ~34 families is almost impossible to trigger any time soon with the current playerbase. I think it should either be reduced or reverted to one of the previous reset conditions until Jason gets back from his vacation and has time to brainstorm and implement a new end trigger.
But then again, if the world is reset, it's going to end up in the same state after ~30 hours and a lot of people will be asking for a reset yet again. If the world is reset I think the rift size should be increased drastically and then we can compare the two play experiences.
The largest rift radius was 1000, but we only had that for a few hours. I think if it was increased from the current 354 tiles to 1500 (a drastic increase), just for one arc, we'd get a significantly different gameplay experience, but one that would be more enjoyable to most players. We'd still need to wall off our cities and establish rules, but it would no longer be a non-stop murderfest.
I was Elly Williams, the elder who (probably) shot your nephew.
I was making a backup sheep pen at the edge of our city when I saw your raiding party. I quickly ran to the town center and yelled that there's raiders approaching, armed and dangerous. Everyone quickly picked up their weapons and went to the south gate where we had an airlock. A young boy foolishly ran out and tried to take you himself, but he was quickly stabbed and we didn't heal him in time.
I was 55 and I knew I would die soon, so I decided to sacrifice myself to kill one of you and give us greater chances of survival - after all, it's better the raiders kill an old lady than a young fertile girl. While I was bleeding to death I stood outside the gates and tried to count you to tell my family how many raiders they still had to deal with.
All in all it was a fun experience defending from actual raiders compared to the average Eve griefer.
Shift-clicking with a weapon locks onto the nearest person to where your mouse pointer is. It works like that so it's easier to target people jumping from tile to tile.
I agree that it looks normal, but that's the closest I ever felt to someone being faster than me so I figured it might be worth sharing?
This one looks weird to me though! Another bloody bow comes flying out from the girl twisted stabbed. The girl was already holding a bloody bow to begin with, how was she able to shoot twisted with it?
https://youtu.be/-rbGEHHJKVc?t=2187
Then if you watch by the fire after twisted runs up for pads, the griefer is standing there and the bow disappears.
I was shot by Eve Gaylord on the right side of the screen, but yeah I definitely agree that there's something weird happening. Eve Jack gets stabbed by me, she drops the bow and also keeps holding it, but mousing over her doesn't display the wound. She runs around at normal speed, and a few seconds later the wound appears and she slows down. Meanwhile Eve Gaylord runs slowly but appears to be carrying a bow and arrow still. In the end Eve Jack dies, I die, and someone (probably Eve Gaylord) gets stabbed/shot as well, so the end results seems to be correct - my guess is that the animations glitched out on my end.
I don't need a recording, but at least a video showing someone running fast would be nice. I've watched a lot of videos, and NEVER seen that, and never heard anyone mention it before in 15 months. Twisted, you ever seen someone running consistently fast?
I figured it was just lag or me running inefficiently, but the person in this video ran away from me really easily. Maybe it's related to this issue? I was also unable to shift click on them for some reason (even if you don't click directly on them it's supposed to assign the closest person to your click, right?). Timestamp 40:51 - https://youtu.be/bW3iz3QVKEQ?t=2451
I played one life with the new rings and I do have to say that I really like it so far. I do agree that some rings are very thin though.
I'm not sure that it's easily doable with the current map gen code, but what if you stuck with the rings for swamps/grasslands/prairies, and have the final circle area be one of the remaining biomes at random.
So you'd have four distinct heightmap areas instead of the seven that exist now. One is swamp, two is grassland, three is prairire, and every contiguous fourth level is one of the remaining biomes.
This way every village could have a different origin story. Village A might have easy access to bananas for early food, but at the tradeoff of having to go further to find iron. Village B has a snow biome nearby which means everyone will be wearing sealskin coats. Stuff like that.
Twisted wrote:The problem with the Kerosene Pump is that it still has the 5% chance to exhaust, same as the regular Newcomen pump, so you're going to need a Diesel Pump sooner or later either way.
I did mention that problem earlier. All you have to do is move the pump to a new spring site. That doesn’t cost extra iron.
My bad, I completely missed that part. I do agree that with moving it's more efficient iron-wise, but it's a very awkward thing to do and I can't see most people moving the well around every time it exhausts. Seems like a clever thing to do once you get the chance, but unlikely to ever become the meta.