Original Post — Direct link

Am I the only one that things 3 byproducts are dummer than one especially if u can't do nothing with them

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almost 4 years ago - /u/SLG-Dennis - Direct link

Originally posted by ColCrabs

I made a similar complaint not too long ago and the response was basically “play on public servers with more people”.

All they need to do is add in resource sliders to change the game for smaller collab groups. The game is obviously directed towards big groups and collaboration while small groups just have to grind.

The thing that bugs me is that the resources you need are the same, regardless of your group sizes (with the exception of food). That means the logistics needs are exactly the same as well which makes 5 or fewer games massively tedious.

We added that "resource slider", and a "crafting time slider" on top!

Eco is about a collaborative playstyle in a society, it's best played on public servers and developed with that in mind - hence the addition of labour. Of course you can play solo or in small groups, but you will need to adapt the configs we deliver to do exactly that. It's impossible to have a default option for every possible playstyle. We have a lot of people that play solo without changing anything, being fully fine with the "grind".

almost 4 years ago - /u/SLG-Dennis - Direct link

Originally posted by SickWittedEntity

They said slag is going to be used for road building etc

That's correct.

almost 4 years ago - /u/SLG-Dennis - Direct link

Originally posted by DarkStreets56

The dev video that came out with said its only going to be a byproduct

That's true for some of the new pollutants, but not for that one.

almost 4 years ago - /u/SLG-Dennis - Direct link

Originally posted by CryptolockerMD

My very subjective opinion, because of other voxel based games I have played like 7 Days to Die or Empyrion Galactic Survival:
1. Eco is not even in the same ballpark performance wise (both server and graphical) to support the idealistic, "societal" population of public servers as the "default" type of playstyle.

  1. From what I've seen of higher pop private servers, it is usually the "social" work of the admin and friends that are drawing and keeping players there, and not because of any in-game mechanics that actually help that along. Quite the opposite in fact, with the way the default chat setup works. Pressing C, then muting crafting spam, is not exactly intuitive, and messages don't stay up on the screen long enough for newcomers to notice without the chat log up.
  1. We're not having issues with that on our official servers. The local performance issues are well known and improved a lot in Update 9.0. I don't know either of these games (and 7DTD is comparing apples to meat), hence i don't know what their maximum slots is, but if its 64, Eco can do that with the correct server setup. Supporting more is something we'd like to do, but don't think is actually required. Obviously, such stuff is done at the very end of development as well.
  2. That's partly true, but actually intended. Forming a society requires interaction by humans, not by some UI. Humans use the game mechanics, that includes admins and their settings, thinking and concepts to provide a unique experience. Your comment on the chat is correct and the chat has been improved in 9.0 and will get further improvements later on, but we also do have Vivox Voice Chat and we recommend that every server admin actually creates a discord and we do provide ways to advertise these on the servers in the tutorial and the server description. Eco is best played on servers that have a discord community running, hence the ingame chat is actually just a fallback solution. Even when you're not currently playing youre part of that world and decision making and talking needs to still happen.