Eco: Global Survival is an EARLY ACCESS game.
The way game design traditionally works is in an iterative process where you start off with the barebones mechanics of the game you’d like to make.
Then you iterate onto it, adding more mechanics you promised to the players or backers.
Then you iterate onto that, adding more mechanics and making tweaks based on feedback.
Then you iterate onto that, adding more mechanics and polishing things.
Then you iterate onto that,
Then you iterate onto that,
Until finally you are at a state in which you can release the game.
Have issues with water mechanics? Bring it up as feedback to SLG and wait patiently.
Have issues on the marketplace? Bring it up as feedback to SLG and wait patiently.
Have issues on not seemingly being heard about your issues? Wait patiently.
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Game Design is iterative.
SLG is not going to spend time fixing water mechanics when they still have to implement a promised feature or tweak a crucial important feature or tweak and polish an existing feature. Water mechanics are in their mind to be worked on, but they are not priority.
The marketplace isn’t perfect, as it’s being released on Thursday without any real info on pricing and stuff for features until the marketplace actually is officially in early access.
Block sets are being iterated on steadily. (Remember when Hewn didn’t have all those dock pieces??)
Most people don’t seem to understand that in early access, SLG is dependent on your feedback as players in order to tweak the game to something everyone can be content with.
Don’t get angry with them for “scummy” practices when you haven’t even directly given them feedback about the scumminess. Call them scummy if they don’t make changes despite what the playerbase wants and continue with predatory practices.
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