12 days
ago -
SLG-Dennis
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It's a default moderative action to lock a thread when it is to be expected the moderative notice won't be followed or commented on, which mostly happens when someone insists on bringing real life politics into a debate, attacking other people on the basis of that. You are generally welcome to open new threads for any locked ones, we just generally try to avoid to use content deletion as a moderative action, so people can make their own picture. That would have been the only other remedy in that case to stop people interacting with that comment.
Given you have - in opposite to the other thread - asked about specific changes, I asked my colleague working on balance to comment here, which he'll do as soon as he gets time. Please note that other thread was not specific to profession intertwining to begin with and had tons of different matters discussed, many of which weren't related directly to game mechanics either.
Eco being a multiplayer game is also never intended to be an excuse for anything, but just a fact that seems to sometimes be forgotten when changes are talked about. We have these constantly communicated three design pillars all our development revolves around in addition to the base premise that players are a vital part themselves in managing their gameplay through the governance systems and communication - especially where issues arise due to the action or inaction of other players. We do constantly mention that, so players know what they can expect for Eco's development, which I think is only fair.
That does also include keeping things as configurable as possible for server admins to make their own unique experiences on their servers, as Eco also wants to be a framework for exactly that as that is the best way to allow the most cool things to happen in a society simulation. Such things are purposefully not set in stone by gameplay mechanics but intended to be dealt with by communication. We specificially implemented the discord tutorial step so communities can organize and always recommend to actually do that. An out-of-game communication system should always be used, it makes things much easier.
Given you have - in opposite to the other thread - asked about specific changes, I asked my colleague working on balance to comment here, which he'll do as soon as he gets time. Please note that other thread was not specific to profession intertwining to begin with and had tons of different matters discussed, many of which weren't related directly to game mechanics either.
Eco being a multiplayer game is also never intended to be an excuse for anything, but just a fact that seems to sometimes be forgotten when changes are talked about. We have these constantly communicated three design pillars all our development revolves around in addition to the base premise that players are a vital part themselves in managing their gameplay through the governance systems and communication - especially where issues arise due to the action or inaction of other players. We do constantly mention that, so players know what they can expect for Eco's development, which I think is only fair.
That does also include keeping things as configurable as possible for server admins to make their own unique experiences on their servers, as Eco also wants to be a framework for exactly that as that is the best way to allow the most cool things to happen in a society simulation. Such things are purposefully not set in stone by gameplay mechanics but intended to be dealt with by communication. We specificially implemented the discord tutorial step so communities can organize and always recommend to actually do that. An out-of-game communication system should always be used, it makes things much easier.