Interested to hear what other players would say the game needs to get a bigger audience
External link →Interested to hear what other players would say the game needs to get a bigger audience
External link →Some direction and a fire under the devs asses, lol. Don't get me wrong, I love Eco, but this game has been in early access for more than 4 years with a couple updates here and there and lots of grand ideas I'm still waiting to see fleshed out. At this point it doesn't feel like a game that will ever reach it's end because it doesn't know what its end should be. It's a common thing I hear from players.
We actually openly state that Eco is not intended to have any kind of 'end'. Also, that fire hurts! :D
I wouldnt even waste your time. Hearing from kye, who showed me 14 working mods last year while helping me with my server, couldn't even get eco mods to listen. And were talking the reason most ppl play is cause of kyes mods.
I'm in touch with Kye personally pretty regularly - that also applies to Monzun, Nid and any other interested modder that reaches out or that I notice needs help.
I'm not a wizard, but I'm doing my best to support them. They're actually all extremely helpful and friendly to me as well and even supporting me with changes at their mods that I use on our official servers. (And test in playtests) I think we have a very respectful, friendly and mutually beneficial relationship there (I'd just call them friends), so my view on that is severely different.
Random question that doesn't apply to context of OP but
Where would be the best place to chuck "ideas for the game"? I may or may not have been cooking up some ideas (still fleshing some of them out tbh) but I have 183 lines of text for Ideas (lmao) possibly knowing that some of them (maybe even all of them) conflict with current idea's for the game that the Dev team have
For suggestions our suggestion tracker is what ultimately has the highest chance: https://github.com/StrangeLoopGames/EcoSuggestions
It will likely be replaced by a different system in the future.
How it basically works is that we're picking a few smaller and QoL suggestions every Update to address and whenever we work on a new feature we're searching it for user input that has been made that is relevant to that feature, then we line the featureset out.
So yes, it is not very likely we're introducing a major game system someone suggested based on just that suggestion, but it's likely we're weaving suggestions around game systems we in some kind have already planned into them.
Pvp
That's one of the few things we're categorically not doing in the traditional sense, but there is mechanics that support such mechanics in economical and political competition.
Maybe not combat, but I could see the appeal of competing companies, competing economies, competing governments.
That's already possible and 10.0 will also add the last mentioned point.
For me it would be more approachable servers. I played about a year ago and got left behind in a server because I couldn’t be on it 24/7 like some folks in the server were.
Loved the concept, loved the game. Just can’t be arsed to sink some time into it when I know I’ll get left behind.
I know there’s dad speed servers but for the wider audience of people who know about this game, they also know it’s a time sink
That's what we introduced exhaustion limit feature for, but it's not used as much as we thought. It's always difficult to bring together people that wish to play a lot with people that wish to play limited times - basically only respective servers can solve that and the options for that are there.
Lots of QOL things that have been bugs or just ignored for years (elevator desync for example). We only just recently got in/out for stockpiles but we still can’t filter them (not search filter - I mean “output item A to this stockpile, and item B to that other stockpile”).
It seems like the devs don’t seem to listen or when they do their priorities are different from the players.
The elevator desync has finally been fixed in 9.6. As far as filters go, that is planned but still in design phase, as it goes into a bit of automation, something we only want to have in Eco very low-key and probably at cost. I do fully understand that to you that might only be a simple QoL feature, but in terms of design it's a bit more than that.
I can also assure you that we are aware of pretty much every public post (as I actually read all of them), but that we indeed need to prioritize things based mostly on internal factors and that we do have a planning scope and a roadmap of the things we want to do. Not every issue that to one seems like a major problem does actually to the majority of players either and we are still in a position where we sometimes will need to decide if we put one more person on developing a feature or on fixing issues.
As I mentioned in a different post, we are mostly integrating player suggestions when we actually work on features the suggestions were made around rather than introducing completley new systems based only on a suggestion - we already have a hell lot of things planned ourselves, it is hence not always obvious when player feedback has actually been implemented, as we adjust our features when we develop them around the feedback that has been given in regards to such or similar features.
A curated server list for new players. There are SO many bad hosts and a bad first time experience will have players not coming back at all.
That is planned but relies on a whole new master list system and the decision on if we want to make servers register with a SLG account (as we think about introducing server achievements) and if we expand it so far that players can rate and report servers (which they can already do via mail for ToS violations). People working on that would also be mostly from the backend team, which is extremely small, so that's a major feature.
Simplifying the mechanics of crafting. They overengineered the crafting at some point and it made the game slower. As someone who played through a few times it lost me when I came back to that update. Haven’t played in awhile now
Mind to go into more detail? Our goal actually is to slow down the game, so what you describe is not necessarily bad in my view.
Figure out how to make people actually interested in economics and political theory. Right now people know nothing about money, and they think politics is a team sport.
Do you have an idea? :)
A faster new content generation loop would be a good start. So much good ideas are planed but they so far away time wise at current development pass.
More social community pressence like youtube or twitch would be nice too. Also promoting and blogging on offical server cycles would be nice. More press more people intressted. This game is so good. The world need to know about it more!
We do work on a lot of features at the same time, but most of those projects are bigger ones where different people work on different tasks, hence our major updates (9.0, 10.0) are typically the ones with major reworks, while the minor ones contain a single feature, bug fixes and adjustments, depending on the effort required for features. That being said we are working towards getting our internal management into a state that would allow a different approach and I personally prefer e.g. ONIs approach as well.
As for social presence that is stuff that is typically considered Marketing and it might surprise you, but we've on purpose been reluctant for active Marketing, as our priority at the current time is to use our resources on the game development itself. What I can tell you is that we are going to take a look on options for that towards release of 10.0. We currently don't have staff that could do this and the budget is mostly used for actual development.
I've always been part-time Community Manager and in that role specifically my job is to take care about our existing players and channels, deal with official servers, modders, community servers as well as customer support and any kind of business requests. That's already a lot, but I also am responsible for everything educational related, involved in Quality Assurance and several other things I need to do all at the same time, hence typical "Marketing" or "Content Creation" tasks are not part of that. Additionally, since half a year I'm working full-time, but mainly in Production as Associate Producer.
This "Jack of All Trades" thing is pretty common for supervising staff at indie studios, doing several roles at once. We'll definitely look out for dedicated people for that in the future, once we feel Eco is ready for that.
I'm also personally not a marketing guy, I prefer to talk openly and as part of the community. But as I said, we got something coming for that.
New to the game, just bought it with the latest steam sale after being prompted by my brother for months. Over 80 hours played in less than 2 weeks. Very little of that is afk time.
More in-game customization sliders and better explanations of what the current ones we have do. I’ll use stockpiles as an example. The hard limits on stockpile capacity of a single stack (ex. 5 dirt in a normal stockpile) is crazy restricting given just how much terraforming is often required. Combined with the tediousness of small carry limits (Whoever made BigShovel mod is a hero), I can see this one factor alone being enough to turn people away from the game.
Shouldn’t have to mess around with game files and potentially break things to have an enjoyable experience. Shouldn’t have to scour Internet forums about the game with hope that someone somewhere at some point rifled through the files and found the exact line I need to edit or delete.
Yeah yeah, not every game has to be for everyone. I agree. But that’s what sliders are for in a game of this genre. You want smaller carry capacity and stockpile stacks? There should be an option for that. There should also be an option to increase both.
We've lately been adding a lot of such sliders and we'll continue to do where we see the need and compatibility with our design goals. For the Big Shovel specifically, that was actually once part of Eco, but we removed it on purpose, as it didn't fit our design goals. Every slider we introduce also means additional source of problems, more problems with players seeing unexpected stuff and maintenance. Hence some things we leave up to modifications that will later be displayed on servers and move them into a specific 'modded' category on the list.
I know that you might find the shovelling tedious - but that's exactly what we wanted you to feel in the beginning. And we promised to our kickstarter backers that we are developing the game of our vision - not adapt to a mass-market, loosing things we think is important for giving a specific idea. We've already integrated lots of options to adapt the game to your liking, but unfortunately not everything will make it to the base game - we always welcome every modification though and love when people use it, even though I would never use any of the 'easy mode' mods myself, as I'm personally convinced that the 'grind' is innate part of Eco, as is it's multiplayer focus on societal issues and the skill system requiring people to specialize.
I do not have any idea how to do that. Better primary education system maybe?
Given Germany alone has 16 of those - one for each state, I fear that will be a hard task.
Thanks for the response. I appreciate how active y’all appear to be - here on Reddit, and other forums I found while searching for information about the game.
I also appreciate the commitment to your vision of the game. Ultimately I do believe games suffer more often than benefit when catered to the “mass market,” but as long as players retain the ability to edit files to customize their games (which I’ll reiterate is pretty easy with just a bit of googling, just hella tedious), I’ll be content. I’m having a lot of fun with what you guys have done so far.
It was always part of our vision that you can use Eco to make whatever you want with it, so the ability to modify nearly everything will never go away. We just need to find a balance between what do we actually add as 'official option' and what do we not.
That is also relevant for our achievement system in Update 10.0 - both for players and servers. Some settings will disqualify the server and the player from getting such achievements and "Big Shovel" would certainly be one of them. Of course we could add additional systems to specify what official options exactly give eligibility for what achievements, but we always try to keep things as easy and straightfoward as possible to start with.
I also do totally understand that many of these things we need to think about aren't public knowledge and hence cannot be taken into account by players when they make their ideas - the achievement system for example hasn't gotten any public information so far, as it's simply in a very early phase still, but a lot in Eco is connected with other systems and so we need to take a look at the greater picture with every decision.
Better yet, make a table that is 12x12 like a LLY and have it be a boxing ring. 2 or more players join and you have a friendly PVP match.
Allow other tools to damage animals. If they going to get in the way and take calories you should at least be able to yeet them away.
As I've stated before, we don't intend to have any kind of that type of PvP in Eco - sorry.