Eco

Eco Dev Tracker




17 Feb

Comment

Originally posted by SLG-Dennis

The claim isn't false - you are assuming that most other players would think like you. But that isn't the case. It ultimately is a game - which means players can join and leave whenever they please. There is no way we could give people a real sense of urgency that would make their thoughts adjust to it as if the same happened in real life (and then we'd honestly only have looting and crime, at least in my opinion), if they aren't already willing to do so. And it's simply a matter of fact that the absolute vast majority of players do not adjust to roleplay that setting and behave in a way that you would expect people to do when faced with this knowledge. They build up a very normal society, without the meteor controlling their thoughts in the meanwhile and focus on it once they are ready. Panic at most comes up when the timer is nearing the end and they're having difficulty to get together the last needed materials.

Funny side note: There absolutely is meteor denial, it's ac...

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And again over the limit:
The point I really want to make is that there is no such thing as generalized players. I have real life friends that only touch Eco out of support for me as they only play games with triple A graphical spectacle - what they do being rather irrelevant, fully fine if playtime is only 8 hours for $99 and a slog during that, then they are finished. Yet, we have players already not happy about the animations we do have so far, as they value efficiency over atmosphere.

I don't care about graphics, I mostly play sandbox and roleplay games. I would never buy most AAA titles and have the rule of a game must provide 1 hour of playtime per buck or I don't buy it. I don't have any more time as my friends (and neither have family responsibilities yet and all work full time). And it's been a problem to find games to play together for a while, because despite us mostly playing at the same time, we tend to play different games, just sitting in TeamSpeak toget...

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Comment

Originally posted by Edward_Tank

First of all I want to thank you for the detailed response regarding the intentions of the creative team, I can respect the wish to make the game you want to see made, and I wish you all luck for it. I truly hope that I end up being wrong about my concerns, and regardless I hope you all find success and enjoyment in this, and truly if I didn't care about the game's success, I would not offer any critique or compliments on things in said game.

However I do have some issues with some statements you've made.

The claim that no this is just like IRL wrt the doomed state of the planet is. . .False. Like, from the entire *point* of the game, everyone knows that the world is doomed. Literally everyone when they log onto a server can look up and see a timer saying when the meteor is going to impact. There is no 'meteor denial', there is only the cold hard fact of 'Meteor coming in X amount of days'.

You *all* know the world is doomed if nothing is done about it. This...

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The claim isn't false - you are assuming that most other players would think like you. But that isn't the case. It ultimately is a game - which means players can join and leave whenever they please. There is no way we could give people a real sense of urgency that would make their thoughts adjust to it as if the same happened in real life (and then we'd honestly only have looting and crime, at least in my opinion), if they aren't already willing to do so. And it's simply a matter of fact that the absolute vast majority of players do not adjust to roleplay that setting and behave in a way that you would expect people to do when faced with this knowledge. They build up a very normal society, without the meteor controlling their thoughts in the meanwhile and focus on it once they are ready. Panic at most comes up when the timer is nearing the end and they're having difficulty to get together the last needed materials.

Funny side note: There absolutely is meteor denial, it's ac...

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Comment

Originally posted by curious__gal__279

ugh so in other ways there no solution and this game has been out for so many years......and they haven thought about fixing it

We haven't thought about fixing it, because it is not a bug and working as intended. If it is very distracting for you personally, not picking up rocks until while mining is a easy solution. I added your request to the internal suggestion we already had about this by three other users, but given the number of requests is very low I can't make you any hopes that we'd change anything about that soon.

Comment

You cannot and it doesn't work like that - to get the exact same world again you need the exact same WorldGenerator .eco file, just saving the map seed will not give you the same world. If you haven't generated a new world since you created this map the file will still be the same. You find it in /Steam/steamapps/common/Eco/Eco_Data/Server/Configs. Note that you can only generate a world via this file by starting the dedicated server manually, as trying to start a new game with random seed from within the game will overwrite whatever it currently contains.

If you just didn't get your settings right, you can just create a new world (and backup the file above if you want for the future) and reconfigure the settings - these will also apply when loading your old world, as settings in Eco are not per world.


16 Feb

Comment

Originally posted by SLG-Dennis

Well, because we are in Early Access and not all features we want are yet implemented.

We are actually going to change logistics to require manual intervention in a way similar to what you talked about. Inventory transfers will be limited to very short range transfers and require calories that only allow sorting compact facilities, mass transfers and big sized goods are supposed to require vehicles to transport. We had a post on that a good while back with shelves, containers, forklifts and container ships - and if we did trains, they would be used for exactly that as well. Stockpile elevators as you are probably known to currently are actually an exploit resulting from the fact that we couldn't make this possible yet. We never intended for players to creatively chain link a mechanic that is intended for short range inventory access and sorting to be used as an efficient transport mechanic. But we also see no reason to do something against that until we have our logistics o...

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Given my text space went out, there is one more thing I wanted to note:
Eco, contrary to potentially popular belief, was never made to depict a specific way of how things should be done. While many of our team would probably classify as people that would appreciate getting to a Star Trek society, Eco was developed with the idea that players figure out themselves what works and what does not and we don't judge at all when a dictatorship works best for some people or if they use the most weird economic systems. The point is offering many different options on how to found a society. And depending on who plays on any specific server opinions can vary massively and so do majorities. Settlements were also introduced to allow like-minded players to get together more locally, making governance easier, as multiple systems can co-exist and only need to compromise on more global matters. We're not here to judge how players approach the goal, on if that is a utopian approach, a fully capi...

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Comment

Originally posted by Edward_Tank

Then why abstract the ability to transfer resources from stockpiles at all? If you want to build something you should have to carry each and every resource there by hand until you've built a crane.

Is it because it would make the game tedious? Unfun?

How is having to pick up a grand total of 3 clods for the majority of my play time not tedious and unfun? I'm still having to *dig* them up, I'm still having to shove them in a wheelbarrow or cart, I'm still having to haul them around. It's literally just removing the excess busywork.

I respectfully disagree.

Edit: In a world where we either all work together or we all die horribly, I don't really see the point of money or labor contracts. If it's for the potential survival of the planet, Why should I seek pay? Why should anyone seek money when you can work together to ensure everyone gets what they need in order to save the planet? This isn't like RL where there's idiots who *Swear* the planet will be t...

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Well, because we are in Early Access and not all features we want are yet implemented.

We are actually going to change logistics to require manual intervention in a way similar to what you talked about. Inventory transfers will be limited to very short range transfers and require calories that only allow sorting compact facilities, mass transfers and big sized goods are supposed to require vehicles to transport. We had a post on that a good while back with shelves, containers, forklifts and container ships - and if we did trains, they would be used for exactly that as well. Stockpile elevators as you are probably known to currently are actually an exploit resulting from the fact that we couldn't make this possible yet. We never intended for players to creatively chain link a mechanic that is intended for short range inventory access and sorting to be used as an efficient transport mechanic. But we also see no reason to do something against that until we have our logistics o...

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Comment

Originally posted by VexingRaven

I have literally never seen somebody create a labor contract for digging. Is this a White Tiger thing?

I just don't see how you can reconcile the disparity between being able to pick up 5 whole blocks worth of rock with your bare hands while dirt is not only 1 at a time but also totally totally removes your ability to do anything else while you carry it.

Well, all personal experiences, including mine, will be solely anecdotical. I see that regularly on the servers I play or visit, which is mostly bigger and economy focused servers. Digging contracts even were a nice early game way to earn money quickly for newer players and I tend to have my basement be digged out that way as well. White Tiger itself actually doesn't do that anymore, as we have UBI and just spawn the government basements.

With the second part of your post the problem is the assumption that this would need to be reconciled, which it doesn't as the difference is fully intended. Digging and Mining are different activities, with the latter being in much higher demand throughout the whole cycle and being a much more lasting task compared to Digging (when not terraforming, which is not intended at early stages), so it also can work differently. It also doesn't use a tool to pickup or hold materials. Shovels have always allowed to transfer the maximum amount quick...

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15 Feb

Comment

Originally posted by Edward_Tank

Honestly I think they should just change it up.

Upgrading your tools increases the amount of X resource you can carry, otherwise there's really not much of a reason for upgrading things like the hoe/sickle. Abstract it by saying since it's sharper/more efficient you can get less of the stuff you have to get rid of by hand so you're just able to carry that much more of X resource, be it 'carried' or in the pack.

Please for the love of god let me actually use a shovel to pick up ten clods instead of 3-5 until late game, without needing a mod.

The change to give them more carry capacity lately already was a compromise we made requiring at least progression, given many in the team (me included) don't think that should be possible at all - we ultimately agreed on that players at least shouldn't be able to pick up that amount of stuff from the start without machinery. Terraforming, often used as a absolutely valid argument for it, is just specifically not supposed to happen that early as of the design intention of the vanilla game. It is one prime example of what should feel really hard to do until you get into later game.

Chances for us to do that are hence currently near-zero. (And then we'd need a mod to revert it, as multiple of the bigger and more economical collaboration focused servers consider this easy-mode and detrimental for the economy that also works off manual labour contracts, including official server White Tiger.)

I think with the progression based compromise and the ability to use a mod for...

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Comment

Originally posted by sex_on_wheels

The private groups who don't participate with anyone else on the server?

But they would win ... SCNR.

But, no really, what would this change? You can already coordinate with other players to fight them economically or with annexation. Any tactical warfare system would just require resources as well and hence require the same coordination with which you can already fight them within the existing system.


14 Feb

Comment

Originally posted by coolfarmer

The next big version will be 1.0, not 11.0.

While possible, that is not yet planned.

Comment

As with most games, servers hosted by the community are managed to the liking of their owners. We're not responsible for nor monitor community servers. Our ToS applies to Eco servers just like it does to any player. (Means mostly no-zero-tolerance policy content, no exchange of money for any kind of ingame advantage, etc.)


08 Feb

Comment

Originally posted by grahamfreeman

So if my current install is in C:\Eco I should download the new server and unzip it into a new folder called (for example) C:\Eco2 and move my config files (without overwrite) into the file structure in C:\Eco2 then start the server executable within C:\Eco2?

Rename your current install to \Eco2, download the new server into \Eco, then copy over the configs and storage directory from \Eco2 to \Eco, without overwriting the configs when asked, so the templates of the new server stay.

Comment

Removed for rule 4 - the post solely serves as information about a server, people being given the join details in the comments. No actual help of any kind was requested that could be given via reddit itself - hence classified a try to circumvent rule 4.

Comment

Download the new server and move over your configs (without overwrite, to not override the templates) and storage directory from the old, then start the new one. Monzuns approach can leave files around that should be gone, which can include the web directory and is generally more time costly.


06 Feb

Comment

Originally posted by PicardOrion

The tax rates on White Tiger are insane though (15% + 15% on luxury goods). And they hardly use that tax money. I tried buying, transporting and selling stuff because people tend to be lazy. But that is impossible without bankrupting yourself.

Also they do not let people build dirt roads on their planned street districts. That means like in the first 5-6 days you have to build alternate roads outside of the planned grid. By that point nobody needed the planned streets. They were actually more of a hindrance.

That's not insane but average european taxing, especially given endgame recipes need to be funded - next to other countless projects WT has. Sales tax doesn't apply to flying traders without skills at all. Everyone gets universal basic income that is untaxable. Also, you are free to try reaching the goal with lower taxes by going into politics - they are not set by the administration. Insane taxation much rather applies to groups with lots of differing skills, but that's the point of the system.

Only N-S and W-E highways are pre-districted and need the respective title from the Federal Government to work on them. This cycle they don't exist though, as winning the domination victory led to the winner choosing them being replaced with boat canals for this cycle as the victory reward.


05 Feb

Comment

Originally posted by Raccoon5

The obvious is Minecraft servers with economics, factions, and governance mods. There is less progression and more creativity, but it hits similar notes especially when a server is reset for a new version.

That's where I came from to Eco, though you missed the ecology mods.

Post

Hello there,
this is the third megathread for server advertisements, replacing the former one.

You can post an ad for your server once per reset (or once per 30 days if you have resets that happen less frequently or do not reset at all) as a direct comment to this post - please remove your old ad when you post a new one. Alternatively you can edit your existing ad at any time. Your server MUST be on the current release version, servers with earlier versions or develop versions are not permitted.

Direct comments to this post that are not server ads or server ads that were posted again before the server has reset at least once are prohibited and will be removed without comment. Please use the report feature to report such comments.

It would be great if you took a bit of time to make a good and informative ad, you can use the template for our discord #serv...

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04 Feb

Comment

Originally posted by ThePiachu

Well, ECO can have economic PvP, just look at some more hardcore servers like White Tiger :D.

If you want a slower game about building, grinding and so on, maybe Life is Feudal?

Other than that, I'm looking out for Hytale.

Am I the only one not calling White Tiger hardcore?


02 Feb

Comment

Originally posted by Axoliien

I am a dev so have a github account, but why are we making every person create a github account in order to create an issue? I'd bet 90% of players hit that and nope out.

You can also send them via mail, but given we used GitHub for development in the past and still for our Dev Tier users, many players (and people in general) already have an account there - in opposite to any other solution that would also require creation of an account. We don't have the resources to make custom software for that.