Original Post — Direct link

I just downloaded Eco for the first time, and started looking for a server. I've come to notice almost every server (or at least every populated server) has a bunch of mods.

My question is, is there a way to experience the vanilla game? I'd really like to be able to do that without playing some server some dudes gamified by giving you free packs, their own quirky systems, and all that nonsense.

When I play other games that allow for having your own public server that you can mod, that always ends up happening, turning the game into some abomination, but in those games you can usually just find another server or play solo and you're fine.

With Eco, it seems to be a game where you need as many people as you want, so if all the big servers are heavily modded, you're kinda out of luck to experience the game the way it was made?

I know devs have said each server is it's own unique experience, and that's fine and all, but I really like to try out a game in it's vanilla state before bogging it down with mods, I think I might be in the minority in that sentiment though.

Thoughts? Advice? I typed this up while waiting to join a server, so we'll we how it goes, would love to hear back.

EDIT:
I just found the Official Servers, I assume these are vanilla?

EDIT 2: Got some good feedback, as of now I'm planting my roots in an offical server, going to enjoy learning and grinding through the game and see where it goes from there!

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10 months ago - /u/SLG-Dennis - Direct link

Originally posted by M0nzUn

Doesn't the other official servers at least run Chronicler?

All official servers run Chronicler, DiscordLink and parts of the Nid toolbox. They don't contain any gameplay changes though, aside of White Tiger and Dusky Robin.

10 months ago - /u/SLG-Dennis - Direct link

Originally posted by duplo52

One of my biggest gripe is that you cannot sort for non modded servers. Makes it very difficult outside of the few officials to find a server that is guaranteed vanilla.

Most modifications are simply changes to some server files, so it's hard to even show you what was changed in any specific capacity. We plan to display mods in the future (mostly anything that downloads), but not simple changes to core server files, given we consider that to be _necessary_ to be done by admins anyway, to adjust the experience to the specific server population. The idea of there being one vanilla experience is one that people shouldn't fall for - that vanilla experience is only suitable to a specific corridor of player amount and time usage. I can't repeat often enough that Eco is mostly a framework that admins can use to make their own experiences that work with their server population. They're doing god's work and it is necessary for a good admin and server to think about this.

10 months ago - /u/SLG-Dennis - Direct link

Originally posted by Teagan_75

Why mods? Because Eco isn’t polished yet. There are missing pieces to professions everywhere. Eco is also a HUGE freaking grindy game that hardly gets better endgame. It always requires human input and people stop playing cause it’s too grindy. You will find most of the hardcore players on official servers. The rest of us try to help with the ridiculous grind.

That's a very one-sided view I don't want to let stand uncommented. Not debating Eco is a grindy game given manual labour is supposed to be depicted and valueable in the economy, but while it's true there is many servers that just make things easier (or even into what I'd _personally, not as staff_ call "cheat mode", which is great for those for who it's fun, as that is all that matters), there is many servers that make things even harder and just rebalance things to fit better together, especially the high population ones to ensure good economy and fairness. Those, as all servers do, adjust things - but not for reducing the grind. And hardcore and casual players play there alike, like White Tiger - which comes mostly from support programs and good laws supporting casual and less experienced players through the help of more experienced ones. It always needs a full server concept to make things work the best possible way, but that doesn't need to include reducing difficulty or grind to work out for most people - often that actually reduces longevity for big population servers. What makes people able to coexist from hardcore to casual is a server concept that enables and supports that, makes everyone feel useful and giving everyone the opportunity to pursue their personal goals, no matter what others do.

But I also have good news: We will both add a XP catchup mechanic and extend the exhaustion feature in one of the next updates to be much more usable for those who want to limit playtime to an area they are comfortable with for all players on their servers.

10 months ago - /u/SLG-Dennis - Direct link

Originally posted by duplo52

Wow! I can honestly say I appreciate the response and feedback to my lowly comment. The ability to see the modlist would be very welcome. My response to the small server file challenges would just be that it would be great if those changes didn't have to happen to the file and could be visible in game in some sort of pre menu, again helping gague ones experience if one is looking for maybe specific server settings. All things said I enjoy the game thus far and look forward to what the future holds.

That's near impossible to do with any senseful UX, as admins can change every single file and recipe - all of that is considered a modification that will ultimately change your experience. It will show in the recipe tooltips on the server anyway.

10 months ago - /u/SLG-Dennis - Direct link

Originally posted by duplo52

Oh wow. I did not realize there was that much customization. I have only played a small amount and figured it was mainly world generation. I just imagined a slider for settings like other games but given the number of things that can be changed, I can totally see that being no worthwhile task. Again, the explanation was appreciated!

Those sliders we have as well, but it's config options - I assumed the whole thread was about modifications, and those start at modifying .cs files which already allows you to do tons of stuff - like changing all recipes or adding your own, or removing some. Or move them to other tables, or whatever else. Basically you can edit nearly every single item.

And then there is mods that download files for new content (though tons of stuff can be added without that as well, it's only required for assets) - those we can easily identify and display in the future, but showing you a good overview of all those manual changes admin can make is hard. Some servers have 200+ files changed to balance the game to the amount of players they have and the typical playstyle of people playing there.