Eco

Eco Dev Tracker




16 Sep

Comment

Originally posted by Iseenoghosts

Cooperation towards a common goal is the point of the game. Currently the only thing creating conflict or a reason to work together is the meteor. I think this would be interesting. I can understand why the devs dont want it in their game.

That is the point that creates least conflict, the way getting there is plastered with conflict though - economic, personal, governmental, area wise with settlements. Eco really has plenty enough conflict as is and introducing the option to just shoot your neighbor to "resolve" conflict is definitely not what Eco was made for.


15 Sep

Comment

That value is the debug value that appears if there is an error - the error causing that is fixed in 11.0.5.


13 Sep

Comment

Originally posted by JuliettDeltaBravo

I was wondering about that, since I was able to unclaim vehicles when I was an admin some years ago. Now I am an admin again and tried to remove a cart which glitched into an underground cave. Which commands can I use to solve that problem? The cart is still inside the cave and I reimbursed the player for now.

Just smite it with the devtool and replace it, or use nid's PlayerManager that has a vehicle rescue command.


09 Sep

Comment

Originally posted by jocktor

I think Wurm Online had a similar issue with vehicle ownership on server cross (same as entering a new town/country) they had to set the driver to the owner each time you would cross. This way the owner was always the person last driving it and they could always be transferred back + Settings allowed you to set it to friends, village use etc.

With some default settings, you could make it so the owner can set these town/friend use to default on. That might be a workaround to the issue that better than straight up saying no transfer.

This should at least make town assets a possible thing and enable some multi-user vehicles for the time being till a better solution can be found. I never heard of any issue due to letting friends use boats in wurm as the player had the agency to not do it at all, so when they did it was to trust people who would hand it back and that was a none reset base world with boats costing 5-30silver (5-30e if bought silver) or a lot of time.

...

Eco works a bit different to that, with settlement legislation being able to override any "settings" a player makes purposefully, as they are governmental actions - that means that things that are against the will of a player are specifically intended to be possible. Hence every settlement has a specific jurisdiction that applies either based on location or on who owns something and if they are a citizen.

Given vehicles aren't stationary the location based approach that is generally the case for deeds (as you can have deeds in a town without being a citizen) would be extremely abusable, as you can easily get into a jurisdiction without noticing and the law will apply instantaneously once you are there and you could suddenly be thrown out of your vehicle when you cross the border and find your truck has a new owner - most frustrating experience.

It's why if we change that the citizenship of the owner would likely be the determining factor on who can interact with a v...

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Comment

Originally posted by PlayerOneThousand

The player base might grow if the official servers weren’t so toxic. SLG have a bad reputation in-game, whether it’s making well-known toxic players admins, or the SLG staff themselves. It encourages more toxicity. The players who would help the game thrive/invite more players in/keep people playing because of a good community vibe, end up leaving and playing small custom servers until they stop because they don’t want small population servers, or they just flat out leave due to a bad experience encouraged by staff.

If there was just one reason why the game will die it’s this. So many people I’ve spoken to about this game think the same way.

Fully expecting some shitty responses but it’s not just me who has this experience, the more people I speak to the more I realise this is the normal Eco experience - if you play it enough then you’ll end up finding the same.

They need a community manager to work on this but they don’t have one and it’s a big job to rev...

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Eco at its core is a social experiment all about players finding together and dealing with different personal opinions, goals and behaviour - including all disagreement about them. The society building necessary due to that is inherent part of the gameplay and as such to be expected on a vanilla server - the whole law system was specifically created as the means to deal with undesired behaviour by self-policing based on majority opinions on a given server.

Toxicity is a generally very subjective term, my personal experience for more than 15 years is that the term has a wildly varied use that makes it hard to talk about it, as one can't actually know for sure what the other person considers toxic to begin with. I often see that people simply unhappy about something express a sentiment of others behaving in a toxic way (often at each when in dispute) despite there not being any objectively classifiable misbehaviour. That often also includes admin actions, no matter if they...

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Comment

Originally posted by Morphray

they might be planning to abandon the game and run with the money,

Or "finish" the game and leave with the money we gave them for a fun game.

"Eco is our forever game, something we plan to continue growing and expanding indefinitely."

That is a dumb thing for them to say. But game developers should not be expected to support a game forever if it isn't making money.

I wish they luck on their next game!

I don't think that's dumb to say - that's exactly what we plan, Eco has always be intended to ever expand similar to a live service game, just not in the form of seasonal content, but permanent content. There is so much one can add to a game like Eco to explore.

Of course that is a plan - means it depends on if people are even interested in more stuff coming later to play with and if and how long we can do it financially. Many games that aren't subscription based or even have any other cash flow than new sales add more stuff after release in free patches, we always wanted to do that as well.

Comment

Vehicles cannot be transferred anymore, their deeds are not linked to any specific settlement and as such no settlement has jurisdiction. This prevents the abuse that some towns did where people lost their vehicles as soon as they entered the town. We do want to look at this again in the future (mostly because this is also the reason why taxation of move-in fees and rents for vehicles doesn't work), but the result would likely be that only the town that the vehicle owner is a citizen of would get jurisdiction. For now it's working as intended.

Comment

That's some big number, congratulations - and you seemingly haven't even made use of architecture ratings yet!

Comment

Originally posted by GERChr3sN4tor

Don't forget the fact that they gave us Offline play with this upfate. They kind of removed the necessity of logging into their auth servers to launch the game. This means that you can play offline now without the devs needing to maintain their auth servers all to much probably.

We did that because it was a common request and with the necessity to create a new backend system with the old one regularly falling apart it just made sense to implement that when we start from scratch anyway.

Comment

Originally posted by MarcusTailor

You are missing the point.

The point is: Choice.

I can Choose to support the devs with X amount.

I can choose to support server hosts, by their chosen way: Pateron - Paypal -> Donations. like everywhere else. Supporting server upkeep with donations already has a well used and oiled infrastructure.

Same goes for streames. I want to support a Streamer? I’ll sub. I’ll donate. But I can choose to support only them.

I wanna give 25$ to the devs? I can’t. the money will go to a server owner. the money will go to a streamer. My money is not used for what I gave it for. (Not reaches the targeted audience)

But as said the devs confirmed the server owners /streamers will not get a monetary CUT, so they will still have to rely on donations.

edit: Grammar + misstypes

I think it might not be very obvious that credits don't actually cost us that much to give. We still retain the money that a purchase made aside of the shares we spend on charity and systems where credits can be used to interact with third-parties (like hosting, which is not there yet), the vast majority of the spent money hence remains with us.

Comment

I'll just comment on those with quotes:

them removed the update tree from the website(which was the main way to see what they were working on)

The tree on the website broke a good while ago after it became outdated from a technical standpoint over the years of backend updates, it was no longer possible to view the details and as such it was removed until we have the resources to fix it up when we released the website update for the new cloud backend. I'm pretty sure I said that elsewhere. We only have a single part-time backend and web developer that currently needs to take care of the cloud integration and still has multiple items to bring back, given we said in the release notes of Update 11 that the new backend is rolled out in stages (Tiers, Tokens, Icons, etc.), so that will still take a while.

The last News on the website is from Jan 2023(v10 reveal) but they did add a way to purchase the new eco credits.

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06 Sep

Comment

The relevant metric is the clock speed (and the CPU being recent), the server doesn't make much use of multiple cores outside very few tasks like the world generation. It is specifically recommendable to use common high-frequency desktop cpus.


03 Sep

Comment

Originally posted by berkfoliage

Hello u/SLG-Dennis,

I know you guys are busy. I've sent the problem from the mail and in-game bug report; maybe technical problems have been issued.

I was able to reach some of the Devs and John itself. They said that they will look at it. But of course, I would love you to have a look at it as well. I have opened a Github issue as you said. I have linked the video to it.

For instance; I have tried resetting the player log but I've sent you the log before trying it.

Link: https://github.com/StrangeLoopGames/EcoIssues/issues/25131

Reporting a bug from ingame does nothing else than creating a GitHub issue, but given there was none before this manually created one, something went wrong. We received no mail either. Sorry :( But now it's tracked! :)

Comment

Hey berkfoliage,
sorry you weren't able to reach us - unfortunately I can't find any support mail nor a bug report relating to this problem.

Please note that while we are pretty active in Discord, we don't actively monitor it, the official way to receive support is [email protected]. Please send your client logfiles there as noted here: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file

You can also sen...

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Comment

Originally posted by GPRatcliffe

So in order for this method to be viable you'd need at least one settlement on the server that can sell this to you then?

Yes, but if you play in a way where noone creates settlements, the server should have the option for outpost stakes and claims on reading a skill scroll active.


24 Aug

Comment

Originally posted by missouriburns

Yea as soon as I looked at the update I saw that. Curious you know how to get claim papers without going through a settlement? Only really 4 main people play on my server, and we are all friends. I've tried to do the unlimited command but it still makes my plot overburden

Difficulty.eco, set to your desired values, set by default on Low Collaboration:
"ClaimStakesGrantedUponSkillscrollConsumed": 1.0,

"ClaimPapersGrantedUponSkillscrollConsumed": 5.0,


23 Aug

Comment

Please reach out to [[email protected]](mailto:[email protected]), they'll be able to collect necessary information for investigation.

Comment

Originally posted by Nietha23

Have you fully closed the game and relaunched it? There's a bug on 11.0 where if you don't fully reboot the game you'll get stuck on the loading screen.

That issue has already been resolved in Hotfix 11.0.1, something else is happening here.

Comment

The Marketplace is available only when in a local game or on a server by pressing ESC -> Marketplace, in the top right.


22 Aug

Comment

Originally posted by SirFoomy

According to the description, SkillCostMultiplier doesn't fit my needs. I'm playing alone and thus want to get faster stars, in order to learn a diversity of professions faster.

I have to admit, I don't really understand SkillCostMultiplier. How can a specialty cost less than one star?

It's just two different approaches.

The SkillGainMultiplier increases or lowers the XP rate you have to get the necessary XP towards the next star.
The SkillCostMultiplier increases or lowers the XP necessary to the next star.

There hence is not a lot of difference between the two, just that they work opposite ways - both make you gain stars faster or slower depending on your settings.

The advantage of SkillCostMultiplier is that it can be used for much more fine grained balance, as the SkillGainMultiplier also affects housing and food xp automatically, not just the base rate - a change there hence has multiplicative effects due to the systems increasing XP also being affected.

If i remember correctly, SkillGainMultiplier also wasn't used in the presets before Update 11, but SpecialtyCostMultiplier which is the old name for SkillCostMultiplier. So technically, nothing changed - we just don't want to display the average user two things that effec...

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