A core part of Eco's identity has been its status as an economics simulator, where players choose professions, set up shops, and engage in trade. Currency systems allow for various strategies to control money flow. However, a key issue has always been coordinated groups dominating the marketplace by sharing specialties and a single bank account, essentially acting as a single entity with all specialties unlocked. Some servers implement rules to govern group dynamics, such as restricting how friends can collaborate and banning players from using multiple accounts.
However, with Beta testing Update 10, the game feels like more of a social simulator with economic elements. Players are encouraged to form groups through in-game chat. Setting up shops and participating in the marketplace has become more restricted, with additional limitations on transporting goods and the removed ability to set up proxy shops near major trade hubs.
This shift seems to prioritize group dynamics, making communication and initial group formation critical for success. Unfortunately, pre-made groups will always have an advantage here over random groups. My hope is that a "classic" version with all the new content but old property system will still be supported post-Update 10, and that we could have a chance to playtest it before it is released.
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