@Staines:
No, that is not what i said. Boats are a planned feature, but one that has low priority at the moment due to the reasons i have stated. I also never stated there would be no people that feel the same like you. I know there are. But you need to understand that this still is not a majority of people.
I was just stating that i don't feel like boats missing is something like a bug (which some people requesting boats seem to state) - they are not a required feature to me which would cause it to have highest priority. For connecting early settlements we usually do a simple thing in just under an hour: Craft ramps, place them in a useful manner and build a basic bridge out of hewn logs over water. That enabled everyone on the servers i play on to trade with everyone in no time, travelling through the wilds and i actually see this happen on a lot of public servers. (Given i personally dislike unplanned roads and things like that, i notice it immediately) This is not much different from boats that also just use any river to get to somewhere, with no fixed "sea-roads" made. This limits the slowdown you are reporting massively.
On the world sizes i deem optimal for specific player counts this worked like a charm. When using bigger sizes, people need to take infrastructural needs into account when they choose where to place their starter camp - but that also is actually an intended feature, not a bug. It's totally intended that someone that lives at the other edge of the world has a hard time getting to other people - encouraging collaboration by settling down near each other.
Probably we have different views on what is an optimal world size?
@Mlaaan:
I don't think i'm fortunate to be able to, given i host my server myself (you're welcome to play there) and play on the official servers as well as the bigger community servers sometimes. Those are also the servers i'd recommend players to play on. It's a lot more of fun to play on servers with active admins caring and people being organised. But just to be clear, i do not have a single friend of my regular playgroups playing Eco.(Which is sad, but they have no creativity and rather play Battlefield …) My server has some permanent residents, but playing mainly with "publics" is intended. Publics, that won't be there for the whole cycle and may are never seen again on the next cycle. What i want to say: Neither my server nor i myself have a fixed group. It works nontheless, given some people being very invested in making concepts. And that actually is part of Eco. Mostly the admins do that. Of course playing on some random server where noone - not even yourself - is planning or using laws at all will feel odd, but that is one of the ways you can experience Eco. If you don't want that - start to plan yourself or visit a server that does the planning for you. Yes, that might need some tries, but you'll find one, i promise you.
I'll also be very honest: First thing when i get a new game is searching a community to play on. I'd personally never play on a random spawned server with probably first-time admins, given i'm administrating gaming communities for more than 15 years now and know that this not the best thing to do in any game out there. (And yes, i even did that for shooters back in the times they still had community run servers. Servers where agreements like you don't shoot someone when he pulls out the knife were a matter of honor! Those times are gone since at least the time where most games made knifes one-shot-wonders)
As for the water, that was a suggestion. I personally don't like those big oceans at all.
Regarding Sea-Otter: Those wastelands are typically. My server does have some basic constitution laws from the beginning, but none that would prevent that. Having a mess of stumps and pulp is totally common and not hurting. I don't see the problem with that. Later on, people will remove that stuff given they get paid for by a law.
It's just the fact that you state the early game would be a problem in Eco which i don't agree. I feel exactly the opposite - the late game being the problem, as of it being inexistant. And that's the experience i've been gathering more and more over the course of the six months i'm Community Manager, over the one and a half year i've been hosting one of the biggest eco servers out there and even more time in just playing the game. Sure, this cannot resemble how things are on random servers, but as i said - Eco is best played on community servers, no matter if you are or want to be part of that community. (And actually, most players on multiplayer DO play on the bigger community servers. Yes, there are way more random servers [most of them being empty]- but the player counts of the non-random servers are 6 to 10 times as high as on those "random" servers) There are enough community servers out there that love "publics".
Server choice matters. In any game. Especially in Eco. And yes, we'll have a lot of improvements in 9.0 for how to find the server you want to play on!
Also, please don't assume my opinion comes from the fact i'm the Community Manager. It's actually the other way round. I've been playing this game for hours, hosting a presumably cool server and been asked if i would like to do that. I've not studied community managment. I've actually agreed cause i love the game and do this next to my main job. I'm still a normal player - like everyone else.
All in all, i rather have the feeling that there is a big problem in server rating and choice that we need to care of, given how fun Eco is is largely dependant on the server you play on.