@WRY.A Town looks truly awesome. It’s fine if you wish to play solo for the most part. But in the previous system, the only way you can do that is by frequently starving children. So we created the private servers, for people to play solo or in small groups without making the game worse for others.
On public servers, it seems people who like to build great towns fear unknown players more than they hope for help and companionship. I am trying to change the system so that the opposite could become true.
I have yet to understand what it is in my suggested design which you think will “on average” make the game worse. But I did post it so that people could point out flaws. I don’t understand which flaw you are pointing at though? Could you make it more specific through examples or something?
Thanks for getting involved. I appreciate it and I am just trying to get as much value as possible out of your point of view.
@Maengish
That’s 1 generation you have created as an Eve, so that’s 1FP. Also, you have raised 1 person to adulthood (age 14), so that would have been an additional FP for that, except it’s the same person in this case.
Or it might be that for balancing reasons, we need to make it 10FP for 1 generation, so we can have rewards that are smaller than the reward for one generation.
I mean something like someone cutting down trees that you planted even if they didn’t mean to grief. Or let your farm die just because there are more than enough food. I’ve started families several times to know that it happens often. They threw away tools and hides crowns. Most of the time people are not griefers, and we just think differently. With players that I know, they would respect my work and this kind of things never happened.
@WRY.A
Being able to get reborn in a family where you have played with most players before, should make the situation you mention less likely to happen than it is now though. And when a new player joins, there are more of you who can take the time to explain to the newbie. So it looks like an improvement to me?
I am one of the few Eves who have a big family and insist on raising children. I think I have a certain voice. But during this time, I feel exhausted. When you have more things, there was a big fight in my home last week. My children killed all my sheep. They even wanted to kill me with their bows and arrows. They brought my carriage with the key of the door lock to the unknown place. I think even if the mechanism was modified, griefer. Behavior still exists. Eve, who I know have beautiful home, are all very good person. Not having children really gives many players a bad impression, but when they go to other families, they are often willing to help their mothers. Our family had been established long before the appearance of private clothes. Neighbors helped each other and established deep friendship. If you have any suggestions, we would like to try our best to improve, and you are very welcome to join us. It must take a long time for you to think about this mechanism Chris,but on behalf of Eve players who in ep2 and us,I hope you can think about it for us a little more. We really really love our home .
@974975893 I feel as if we are speaking past each other here. Let me try to paint the picture of your situation as I understand and then you can correct me if I am wrong?
You have built a place you like - your home. You do not wish to lose it.
The current way to keep coming back to this place is to a) respawn as Eve, by doing a baby suicide marathon until you become Eve; b) live to 60; c) Since there is a risk that someone can kill you, it’s safest if you don’t play with others and that you let children starve; d) you can never take a break from your “home” play, because then you could lose your way to come back.
Correct, or did I misunderstand?
Now I wish to replace the Eve respawn logic. Among other things, I want a solution which
doesn’t give any reward for suiciding
gives you a reward for raising children (but doesn’t punish you if you don’t)
doesn’t demand that you survive to 60, so you don’t have to fear children or other players will take away your chance to “respawn”
allows you to play in different families, but still allows you to go back to your home afterwards
It seems everyone would be a winner, including you? Help me understand why you don’t think that would be the case? Thanks.
What about times when there are only few players? If it does happen, I’m the one left to clean up the mess cause random players are not as invested as I am like I said. It wouldn’t be fair to let me face that kind of situations. Someone threw away (or lost idk) a key to a wooden box and I couldn’t open it ever since cause it would be troublesome to try out all lock&key combinations. Those players, like me, who dedicate to build large developed towns with high tech should not to deal with all these. We’ve already came up with design to prevent respawning inside our town, lock picking and blocking doors. With the new system we are basically inviting potential chaos into our towns. I’ve met people like Amber, Charlotte, Heidi in eu2, and I would love to raise them as kids but definitely not random players. Can’t take the chance. They can cut down tree in just one second and it take me two generations to plant one.
I honestly don’t know. I’d prefer the eve spawn mechanism now unless with the new system I can have control of whether a player can stay in my town even if I raise them up.
Can u keep the exsisting servers and create some new servers for corporation things. The point is, we don’t want to lose our towns which we dedicated so much.