Eco

Eco Dev Tracker




15 Aug

Comment

Originally posted by Smudgius

Any (even distant) plans to finally add trains? In terms of mass shipping of goods and people, as well as being the most feasible eco-friendly mass transit solution likely to happen in game (planes and buses both being highly problematic for different reasons) it is such a natural fit. Plus you have a lot of different parts required for them, in addition to needing to plan for the tracks - so they add another area where both players and towns are encouraged to work together to provide something beneficial to the whole.

Not before release from Early Access - the latest survey we did was in favour of Animal Husbandry. We also don't think there is too much senseful use for trains in the constraints of Eco's worlds for them to deliver notably fresh content for players design-wise currently. They're definitely still on the plans, but currently even selling electricity did surpass it on the feedback tracker - so they are not in any active development.

Comment

I think I hit the mark quite well.


14 Aug

Comment

Originally posted by scrstueb

I think part of the issue too is that thanks to companies like Epic, EA, and Ubisoft; the term “microtransaction” is presumed to be inherently evil.

If it isn’t in any way a pay to win kind of deal in this type of game, then I’m all for the concept of it. With testing and iteration, it’ll be better. I agree maybe they could have had a whole stream dedicated to talking about it and answering community questions, but they didn’t.

I mean it's not a stream solely on the Marketplace, but it's there: https://www.youtube.com/watch?v=6NxDXp6hUu4

Comment

Originally posted by nathancrick13

Do we have to start a new server for each update or will everything in our current one update? I only ask as I play a few other games like 7DTD where we have to start a new server every time a new update comes out.

Migration between Update 10 and 11 should work fine in most cases.

Comment

Originally posted by Le-Sten

Yes, I know coming with ideas (polls can help too, let us get crazy 🤣) and being creative is not a problem, but balancing them can be quite the headache I understand.

Though I'm sure that, along with some marketing, it should be a great update !

We have a feedback tracker for that: https://feedback.play.eco

Comment

Originally posted by Le-Sten

Hello Mr., I had a simple question that is not related to the update, I recently had a thought about the role of the meteor in the game. Fact is that it's way too easy to handle it on average. I have more than 800 hours in the game, it almost never last more than a few days (6/7 days top).

I feel like the meteor is not the optimal incentive for progress and just to keep peoples engaged. Is there a plan to offer in the future more than just one (sorry for the term but that's how I really feel it) measly crisis like a meteor ?

That depends a lot on the settings and how well they are adjusted to the participants of a server. But yes, more disasters of different types are something we'd like to do - though they'd not primarily be any sort of "endgame goal", but rather variety in challenges that players need to deal with on the way there (or after).

Comment

I usually try to target around ~ 15 CE(S)T for releases since I'm responsible for them, but this release requires staff from multiple areas to work together due to the deployment of fully new backend services (plus website) - hence I'm not able to commit to a clear goal time for this specific update. It's more of a it goes out when everything looks good, which makes the time a bit flexible. I'd guess anywhere between 15 and 21 CE(S)T.

Comment

Originally posted by CuteLilPuppyDog

That sounds like a great idea for new game mechanics as WT players are some of the most dedicated players that love to break the game and push it to its limits. But on the flip side, the most dedicated players may not be the best to gauge reception to microtransactions as they are probably the most willing to pay and engage with the marketplace. 

Read more

White Tiger actually only serves as civics, technical and stress test - given the server is modded (and gets things during release builds that may make it into the next game update), it's not suitable for all cases of game mechanics testing - it's also a very concepted server, but the popularity resulting from that makes it the perfect choice to find as many bugs and issues as any possible that any server could stumble over when doing whatever we didn't forsee.

While the marketplace is specifically targeted towards existing players wishing to support the game, I can assure you that the feedback on it was just as mixed as everywhere else - though that was expected to begin with.


13 Aug

Comment

Originally posted by Exadv1

My main concern on this feature would be that these block sets and furniture items are effectively transferable by having the DLC owner place the blocks. They also can exist anywhere in the world (seemingly without limits). This does give advantage to players who partake in the competitive/casual artistic aspect of building things.

In contrast, clothing items can much more readily be made completely non-transferable and only wearable by the DLC owner. (Also, clothing like this is rather limited in scope to the player itself and cannot exist arbitrarily in the world.)

Edit: I do understand that there are business needs to ensure ongoing funding for development. However, I do want to push back on the statement "there is no gameplay advantage" since that requires strictly narrowing the definition of gameplay as 'tech tree advancement'

Eco revolves around playing with a large amount of players and also friends - the only way to reliably prevent players from placing blocks for others would be to disallow them to do so on any property that they don't own (and transferring any property they own) - which isn't viable and detrimental to the play experience. We also want players to be able to share their cosmetics with friends, as it is usual in other sandbox games - like Space Engineers. That is especially relevant for the share of coop players, but no less on multiplayer servers.

When we talk about gameplay advantages the scope naturally is always only the game mechanics. Eco doesn't revolve around any competetive artistic aspects as you mentioned, such activity results from personal player goals and interests of formed communities, but is not relevant to success in regard to the game goals, as such there is no gameplay advantage. Players can also have extremely different personal goals - not rarely such that...

Read more
Comment

Originally posted by CuteLilPuppyDog

Zataku Table gives 3 room value while a regular Lumber Table gives 2.5

I am assuming this is a mistake?

Yes, of course, it was reported in playtest and already addressed in a PR yesterday.

Comment

Block shapes are made specifically per blockset, so they already have differences for most base sets. The introduction of paid skinned variants of base blocksets also doesn't mean we wouldn't add some shapes to base sets every now and then, as we have done in the past.

It is correct that we do consider these variants to be cosmetic. The gameplay value in the building mechanics is created by the economic and tier value of the base sets and the necessary requirements of having a specific tier and the linked material cost. Paid blocksets will always be variants of a base set with identical properties - not introducing any form of new crafting material or having a different tier - they are hence mechanically identical. How they look or how many shapes they have is not relevant to the gameplay loop, but solely cosmetic.

We had no plans to introduce additional blocksets to the game without them following a function, given that is their actual purpose and for the current g...

Read more
Comment

Originally posted by padmanek

just a little PSA: you can enable crafting of all marketplace items for free in the server config

That should not be the case, the setting is just for allowing using items you have - but do not own the blue print for.


07 Aug

Comment

Yes, you can completely turn the marketplace on your server off, if you don't like it. You also cannot trade marketplace items or use them as non-owner unless you specifically enable either of the options - which is displayed to the user on the server list.

As for the reasoning I refer to plenty of other threads all around to not circle through all the same arguments for and against again.

Comment

Originally posted by Jheda

I played on the Ember servers that did this and it really did encourage more play for a longer amount of time during seasons, so I'm excited at the prospect of this being natively within the game!

Mind noting in detail what parts they did and how they implemented that via current systems? (I guess some manual admin interaction would be part of that?)


06 Aug

Comment

Originally posted by szaybus

OK so I powered up the PC to write this one and I hope I don't get downvoted into oblivion.

To mitigate solo players tryharding into one advanced field and creating a monopoly we could:

  1. Make research and unlocking skills consume more time and resources. Even the basic resource skills would require research.

  2. Create an modifier to research speed and amount of resources required based on a settlement cultural value (culture bonus for nice architecture plz), ecological impact, population, mechanical power, electricity and other factors you can think of to make researching while being citizen of an settlement attractive.

  3. Make knowledge transfer organically from the first person that unlock it to his settlement and beyond. This way the tech will not get "locked" until another person researches it again or buys a skill scroll. The more goods made with that skill you sell the faster it becomes "common domain". After reaching some thr...

Read more

So you basically want to avoid the "hard" gate in server progress that the idea has? I guess it could be possible to balance spread mechanics in a way that power players are sufficiently migitated, but I think that would be very hard - especially when thinking of the system needs to work on different server sizes and with different compositions of players.

The general idea of knowledge spread between settlements is something I also considered, though, so thanks for that feedback :)

Comment

Originally posted by Atron_mmozg

You post here under the label "SLG Staff", but you constantly use your subjective assessments as a player and state that your position is not official. Then what is the point of our communication? I'm not interested in having a conversation about monetization and its methods with someone who sees nothing wrong with what I consider to be blatant abuse. You clearly aren't interested in my opinion because you keep claiming you have statistics and they are more important.

I'm not arguing that statistics are more important. But I don't understand why we're having this personalized conversation then. Just keep an eye on the stats. Right now your game has the lowest online since the release of Eco 9.0. For the first time in the history of your game, user ratings have collapsed. I'm convinced that the reason is the announced business model, even though you think it's harmless.

I will also try to influence the stats from my side. After all, it is important, as we are both co...

Read more

I have that tag because I work for SLG, but that does not mean that everything I say somewhere (especially when I specifically note "I" instead of "We" - I cannot on demand turn that tag off, unfortunately) is a direct SLG statement just because I work for it. Many members of our staff are around on some channels and engage with players on a regular basis, much of that interaction happening in our free time. Providing some insight and personal opinions by people working on a game can be very interesting to players, even if it is for some reason not for you - Reddit is ultimately a discussion platform, one of its very purposes is to exchange opinions. You posted an interesting thesis, I was intrigued and asked to find out what is behind. You asked me questions - I answered. I asked you questions - you answered. You brought up feedback - I made sure the team hears it.

I am not sure what your exact expectation was, given the company stance has been provided long before our dis...

Read more

05 Aug

Comment

Originally posted by Fun_Personality_7766

Do you plan on making hydroelectricity a viable option for power? From what I see, you would need way too many water wheels to actually be able to power things

Water wheels create mechanical power and only in low amounts - you are supposed to switch to a steam engine later on and then over to the electrical power generators. A way to convert electrical to mechanical and the other way around is planned. (And then you can profit off wind turbines and solar generators)

As for hydroelectric turbines there is unfortunately no such plans. You can add it here, though: https://feedback.play.eco

Comment

Sorry to hear you are disappointed by that. Have you tried using aqueducts for your project? We recently fixed some wrong behaviour with aqueducts in Update 10.2, they should be pretty viable for most projects - though there is a few more issues tracked and also a task to make it easier to fill those up completely without needing to resort to some magic trickery as is sometimes necessary.

As for general water behaviour there is unfortunately no current plans to expand that beyond the capabilities it already has, which are similar to minecraft and for the purposes of Eco with the aqueduct available were the goal. We did discuss about a few concepts how that could be expanded, but for now decided against that in favour of other development goals.

Comment

When it's already up for debate, let us know your opinion specifically about some of the parts, if you want to:

  • Global and personal tasks that provide towards global research progress and could replace tutorials and help people that are "What am I supposed to do now?"
  • Research being dependant on whole server progress and freely pickable once unlocked for everyone
  • Different things contributing to research progress - raw production, cultural efforts, ecologic state, economic power and potentially positive diplomatic interaction (which was not mentioned in the original post)
  • Settlements as option to specialize on specific kinds of production, granting boosts to them and penalties to others
  • Victory Conditions (including hidden ones) based on the achievements of the whole server
  • The ability of the system to naturally make maximum efficiency and rush at singular people less valuable, also incentivizing them to focus on other thin...
Read more
Comment

Originally posted by TravUK

Appreciate the response as always Dennis.

Also - please feel free to hit me up if anything ever feels weird to you via DM or whatever way you prefer. I certainly do not want to confuse people and the situation of me working effectively two jobs at the same time is definitely not great - but if you hint a mistake or improvement option at me, I will most certainly try to improve.