Original Post — Direct link

With the new update 10 playtest we have run into a total food storage. To the non-farmer, the obvious reason is because wild crops are not as common and we are more reliant on farmers who aren't doing their job.

In reality, farmers are prevented from doing their job by the new settlement system. We have a very limited amount of claim papers, and farming outposts are no longer allowed. If you didn't pick an initial good spawn point, you are stuck with a small amount of semi-fertile land.

At this time when farmers are needed the most, they have been nerfed significantly to the point their job is almost impossible unless you pick the perfect starting point and are playing with friends who give you some of their claim papers.

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10 months ago - /u/SLG-Dennis - Direct link

Originally posted by DNedry

Ah the settlement system, something no one playing ECO even remotely asked for. Paper milling, oil drilling, cutting edge cooking, are all still incomplete messes, countless QOL concerns, load of bugs remain, but sure, lets add this convoluted settlement system that only 5% of servers will have a use for...

Actually a lot of people have asked for this feature in some form or the other over the years, the second most after boats. (And before trains)

Explanation could be trivial though: Allows you to make your own local government, showing the middle finger to former global government which seems to be something commonly liked by existing players, where trains is more something new players would like to see.

Nontheless, settlements feature (or very early Multi-Government, then Towns & Nations) was planned since the start of development of Eco, so it's not based on player requests, but was part of the game vision all along. (And will be extended even further)

The system changes the core gameplay of Eco (intendedly so) quite notably, by the way. So every server will ultimately use it, which means every player outside of singleplayer does, with the occasional purists. It's actually the biggest change to Eco's core gameplay since I work here, which is five years. It's no longer about having "use" for it (which is the whole point we did this), but being a core part of gameplay for everyone. (So it's no longer something you may have use for, but something you need)

I fully get the rant, but as usual in game development singular people are always missing the whole picture, as they do neither have access to the data nor the full plans for the game. It's yet another part of Eco Infinite, after all and links the civic system that was for many people an oddly outstanding thing a required part of gameplay, incentivizing collaboration massively even further. And the occasional bit of political PvP with the annexations.

So where there was no use until now, there now is one for everyone. And that's the whole point, next to the gameplay implications that it has. Keep in mind Eco didn't want to be some random sandbox. Players founding their local settlements, getting hands on geographically limited resources, dealing with how they will take that advantage and deal with others is all part of the Tragedy of the Commons, just as resource shortages. Players, as always, decide themselves on if and how all players on the same server can have the most fun by their behaviour and collaboration - or not, and just annexing whatever they can. Failing due to missing cooperation or noone stepping up to get stuff sorted locally and helping others out is a intended and not rare part of Eco. It's up to every single player on the server to not only care about themselves, but everyone if they want to maximize their success. Has a bit of real life, eh?

10 months ago - /u/SLG-Dennis - Direct link

It's a bit too early to judge this, for several reasons:

  1. Players mostly went in fully unprepared and did nothing to adjust their gameplay, while Update 10 needs most adapting since years. Those that already played on White-Tiger found a totally different situation, given the nature of the server.
  2. Our official servers typically have a different land distribution, something that we didn't do for this test.
  3. The world size is a bit too small for the amount of players, but given all earlier Playtests on vanilla settings it was impossible to predict it would just get as many people initially playing as on WT, as it's never even been 50% of that before. Normal official server cycles have way fewer players and the size always needs to be fitting the player count, but guessing that is sometimes not that easy.

Once all that is resolved, it'll become easier. The first town was founded in like 90 minutes and you need two people to do so. (That is one random person aside of yourself) Getting land really isn't that difficult. Being limited to one area and needing to negotiate with other people elsewhere if you want a spot there is fully intended though.

10 months ago - /u/SLG-Dennis - Direct link

Originally posted by Rokmonkey_

My buddy and I made up a low collaboration server with 10.0 playtest. We also went in unprepared.

We are struggling with gaining culture in our town, so we can expand the town borders to actually claim the land. Is 10.0 balanced yet with low collaboration servers? If so, do you have recommendations for that?

Is there information listed somewhere that explains how 10.0 playtest mechanics work? We have been unable to find information on how things like outposts table, or other mechanics work. The ingame ecopedia has a lot of placeholder text for individual buildings, and we don't seem to be able to generate much culture with only two.

No, Update 10 currently is solely intended for our official playtests. Singleplayer will not use the new mechanics at all, which applies to two people as well.

10 months ago - /u/SLG-Dennis - Direct link

Originally posted by t6jesse

Hmm. I guess I'd have to try it first to judge if it's better than the abandoned homeless camps we had before.

Does the new system prevent farming completely on unclaimed land? I always just made ninja farms anyways because even back then I needed more land than I could claim

No, it does not, but as usual they're not safe from interaction by other people.

10 months ago - /u/SLG-Dennis - Direct link

Originally posted by Difficult_Tough4270

The only way to get new land now is to join a group and ask the leader of the group to give you some of their claim papers. The leader determines who gets the claim papers. The larger the group, the more claim papers the leader gets to distribute. Solo players are stuck with their initial claim papers.

You only need _two_ people to form a town, so a group is not necessary at all. Just a single potentially random person on the server you start working together with, then starting to organize how you could grow further. Incentivizes the opposite of pre-made grouping.