Original Post — Direct link

Just finished private 60 day server run being the main miner/smelter and have some thoughts on the mining gameplay especially. I love mining in games in general so I know it's repetitive/grindy process in the end, but mining in Eco is another level.

First I have to say the crafting tables for mining are really well done, especially the modern ones. The whole process of ore extraction and transformation to a final product is the perfect amount of complex/engaging in my opinion. Now for the headaches:

Mining rocks in general

Stone breaking into yellow chunks is a feature devised in hell. It makes Lucky Break talent mandatory and doesn't have a real purpose other than adding +1 pickaxe hit to get 4 rocks.

My suggestion - give all rocks +1 hitpoint and remove yellow chunks from the game. It would make the +1 damage talent more useful in the early game and free up Lucky Break talent to something else.

Talents

There's always a better option atm. Sweeping hands (not sure about the name) on lvl 6 doesn't always work properly. If rock breaking described above is implemented, this opens up lvl 6 options and makes lvl 3 not as one-sided.

My suggestion - let Sweeping hands pickup 4 rocks automatically on the stone break. Practically the same functionality as it is currently. Other talent option could be faster pickaxe swings or carry multiple rock types at the same time (or higher carry capacity).

Tools

Pickaxes improving damage/durability only doesn't motivate much to get the modern pickaxe as shovel does. Shortening the swing time or autopickup on rock breaking would be nice QoL features that would motivate me to get the best gear possible. Sickles/scythes have autopickup on default and iirc it has AoE effect too.

Logistics

Daisy chaining stockpiles is the fastest way to move anything from the mine and feels lame. I like to use elevators but these usually come up late and require proper roads to function too.

My suggestion - conveyor belts. Make both mechanical and electrical variants, make it build as 4x1 ramps to balance it out. It could just have recipes that eat 20 rocks and produces the same rocks in the end, setup in/output stockpiles and we're golden. Great QoL feature that fits the game and removes 'cheesy' stockpile setup.

Vehicles

Tractor scoop is nice, looking forward to use it in tandem with explosives.

Skid steers and excavators both feel clunky in how rocks interact with the bucket - having to collide with the rock introduces some glitchy behaviour. Skids still feel great, but excavators are the worst, it's so underwhelming to use it. My suggestion would be make the collider trigger only and slightly bigger than the bucket for continuous mining experience and let the excavator mine with the backside of the bucket too.

Also let me mine one block below with tractor/skid steer if I press some key. When building ramps, I have to constantly get out of the vehicle to mine out block lower manually.

Misc

Since 11.1 and object maintenance, industrial elevator loses durability faster than generators, even though I don't use it that frequently.

If I want to mine/smelt for copper mostly from the start, I can't without going through the iron first to reach lvl 2 Smelting. Doesn't motivate to specialise in this way (and I'm so tired of living in the deserts :D).

Overall I think mining in Eco has a great potential, but currently it's just hurdle after hurdle and makes the grind very frustrating. If the changes I mentioned were implemented, I think it would be in-line with the game's core and it would be fun and rewarding system, which all games should be.

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21 days ago - /u/SLG-Dennis - Direct link

Thanks for the feedback! I've noted a few things from it :)

I guess you already know, but for the mining talents they are intended to be used by two players in tandem, e.g. one does the mining and the other the sweeping. Merging the sweeping into the mining action is certainly convenient, but wouldn't fulfil the intention, as such we are rather unlikely to do that - we generally want to put a collaborative focus on more talents in the future as well. The extra rock has always been a debated topic, I personally like them as they give a in-world representation to the "+1 hit" that feels more lively - but I get that others see them as tedium instead. Design-wise, we'd rather have the livelyness than hidden numbers.

Stockpile chaining is indeed something we want to get rid of generally, but better options that are convenient enough aren't there yet. If that would be conveyor belts I don't know - I think we have made clear in the past that automation is not going to play a big role in Eco with lots of focus being on manual interactivity; but we're open to smaller, limited (especially for area) solutions that mostly add comfort in the late game. Your suggestion seems like a simple A to B transfer, so that looks quite fine. There is actually a suggestion for that on our feedback tracker already as well that you could vote on: https://eco.canny.io/feature-suggestions/p/conveyor-belts

Would love to hear more feedback when you combine explosives with your experiences so far - there has been some nice feedback around and some people used it for quick tunnel building, which was cool!

And, we'll take a look on elevator durability :)

20 days ago - /u/SLG-Dennis - Direct link

Originally posted by Harst-greist

The solution could be some kind of mine cart. A little train with a pumping motion made by one or two players to operate in a chosen direction following rails and special ramp with rail, set on the floor, the other wagon are considered by the game as kind of stockpile.

Could be manual interactivity, produced by an other job, tier system with materials (wood, iron, steel). To me, it seems a bit complicated to implement, like a big update. But in the spirit of the game, useful for every job, and i'm pretty sure most of the players would love it.

There's a suggestion people can vote on for that as well: https://eco.canny.io/feature-suggestions/p/minecarts