7 months
ago -
Ice Forge
-
Direct link
Hey!
I can give a bit of a summary about what is going on and address maybe some of the general issues here.
1. Food preservation
It was never directly related to the implementation of food decay(meaning decay would happen regardless of the state of preservation as the goal was to make farming/food production have an active component requiring attention) as a whole you have storage alternatives that help prolong the life of food items and it is true that we want to add ways to deal with some of these things over long term like the cannery mentioned in the end of your post.
However it has a lot of complicated issues that needs to be resolved in way that fits well within the game in terms of usability versus item bloat (which is a phrase used to describe meaningless accumulation of copy pasted identical type entries that just does the same thing really) we have some ideas on how to approach this but prioritization happen very fluidly and unfortunately some things just happens to end up on a back burner due to more pressing matters that needs to be fixed/added.
2. The mining changes
The mining node changes were done for a whole series of reasons, yes one of those are related to new mining methodology for alleviating the grind of mid game transition over into late game as we want players alternative approaches from just pickaxe day 1 to pickaxe day 20 but that was only 1 reason.
The more prominent reasons for this change was large issues with non exploration or exploitative environmental aspects and "you only needed to find 1 node and you are set for life" situations which was very contrary to what we are going for in terms of land ownership, resource conflicts and so on.
Another reason is that we need to test out changes especially big ones such as these prior to adding external aspects that dilute the feedback surrounding these changes as we have more plans to add new ground materials to reduce the dependencies of just plain iron/steel combo for all modern and mid game equipment but we still want iron ore to be common enough that it has proper viability which is why we reduced deposit sizes but at the same time we also significantly reduced the ore required to get the same quantity of iron out.
3. Attachment durability
The vehicle attachment durability drain was absolutely necessary as it was a stage of completely removing all tool decay from all farming activities as you progressed meaning it was no longer needing any repair or input at all which was not super optimal and could almost be considered a bug fix rather than a new implementation.
4. Demand for crops, crop changes
In terms of "Demand for crops" i presume you are referring to the addition of plant related ingredients in crafting progress blocks and materials giving farmers a well needed boost and overall increase in their use and integration in the economy.
But on the general crop changes and world food reduction the whole 9.x had way too much crops all over the place and our main received input across the board when it came to food was unilaterally "Chefs have no use, Farmers are useless" and so on across all our feedback channels due to everyone could just pick gathering themselves and never have to plant anything really as things just regrew and overpopulated with plants.
That all said these are still balance values that are being revised, tweaked and looked at continuously and most definitely not to be viewed as "final values, is complete" kind of thing but at the same time the default balance for a lot of these things can also be very disproportional biased depending on the size of the server, the population of the server and how active it is from the off set and potential player drop off during the cycle and a lot of other external factors we have no control over such as administration, mods usages and so on.
But we still try to form a baseline where servers can work from in changing configuration setup to fit their group/playstyle and if you have any suggestions for something you feel is missing or want to see added please add it on our canny suggestion/feedback tracker https://eco.canny.io/
p.s. We are also ramping up the rate updates are deployed as we work towards our 1.0 goal on the roadmap and as for general feedback and playtests i would suggest diving into our discord as it is a great place for discussing some of these topics and have more frequent information updates as i generally post teasers or discussions in there.
I can give a bit of a summary about what is going on and address maybe some of the general issues here.
1. Food preservation
It was never directly related to the implementation of food decay(meaning decay would happen regardless of the state of preservation as the goal was to make farming/food production have an active component requiring attention) as a whole you have storage alternatives that help prolong the life of food items and it is true that we want to add ways to deal with some of these things over long term like the cannery mentioned in the end of your post.
However it has a lot of complicated issues that needs to be resolved in way that fits well within the game in terms of usability versus item bloat (which is a phrase used to describe meaningless accumulation of copy pasted identical type entries that just does the same thing really) we have some ideas on how to approach this but prioritization happen very fluidly and unfortunately some things just happens to end up on a back burner due to more pressing matters that needs to be fixed/added.
2. The mining changes
The mining node changes were done for a whole series of reasons, yes one of those are related to new mining methodology for alleviating the grind of mid game transition over into late game as we want players alternative approaches from just pickaxe day 1 to pickaxe day 20 but that was only 1 reason.
The more prominent reasons for this change was large issues with non exploration or exploitative environmental aspects and "you only needed to find 1 node and you are set for life" situations which was very contrary to what we are going for in terms of land ownership, resource conflicts and so on.
Another reason is that we need to test out changes especially big ones such as these prior to adding external aspects that dilute the feedback surrounding these changes as we have more plans to add new ground materials to reduce the dependencies of just plain iron/steel combo for all modern and mid game equipment but we still want iron ore to be common enough that it has proper viability which is why we reduced deposit sizes but at the same time we also significantly reduced the ore required to get the same quantity of iron out.
3. Attachment durability
The vehicle attachment durability drain was absolutely necessary as it was a stage of completely removing all tool decay from all farming activities as you progressed meaning it was no longer needing any repair or input at all which was not super optimal and could almost be considered a bug fix rather than a new implementation.
4. Demand for crops, crop changes
In terms of "Demand for crops" i presume you are referring to the addition of plant related ingredients in crafting progress blocks and materials giving farmers a well needed boost and overall increase in their use and integration in the economy.
But on the general crop changes and world food reduction the whole 9.x had way too much crops all over the place and our main received input across the board when it came to food was unilaterally "Chefs have no use, Farmers are useless" and so on across all our feedback channels due to everyone could just pick gathering themselves and never have to plant anything really as things just regrew and overpopulated with plants.
That all said these are still balance values that are being revised, tweaked and looked at continuously and most definitely not to be viewed as "final values, is complete" kind of thing but at the same time the default balance for a lot of these things can also be very disproportional biased depending on the size of the server, the population of the server and how active it is from the off set and potential player drop off during the cycle and a lot of other external factors we have no control over such as administration, mods usages and so on.
But we still try to form a baseline where servers can work from in changing configuration setup to fit their group/playstyle and if you have any suggestions for something you feel is missing or want to see added please add it on our canny suggestion/feedback tracker https://eco.canny.io/
p.s. We are also ramping up the rate updates are deployed as we work towards our 1.0 goal on the roadmap and as for general feedback and playtests i would suggest diving into our discord as it is a great place for discussing some of these topics and have more frequent information updates as i generally post teasers or discussions in there.