Eco

Eco Dev Tracker




19 Mar

Comment

Originally posted by Kumagor0

Relevant reminder: when adding all types of logs, don't forget saguaro ribs (the only type of logs that doesn't have "log" in the name).

Tags are not by name, but by what the items are.

Comment

Originally posted by Quilusy

Great! Thanks Dennis.

Both buying and selling btw?

It's always for the whole store front, so that shouldn't matter. People need to be aware that some people may not want to play roulette to get something from a tag, especially for building, could lead to much decreased sales. When buying that is your own decision that you don't care what you get, but going somewhere else to get something you might not want that, if you search for something specific. So offering tags is something I'd not recommend even if we allow it.


18 Mar

Comment

Originally posted by a_lot__bot

a lot /ə ˈlɒt/ n. 1. a large number or amount; a great deal: there are a lot of actors in the cast | they took a lot of abuse | a lot can happen in eight months | we had a lot of fun.

alot /əˈlät/ n. 1. a fictional mammalian creature with brown fur invented by Allie Brosh, the creator of the webcomic Hyperbole and a Half. The creature was inspired by the common grammatical error writing the phrase 'a lot' as 'alot.'

rude bot

Comment

I get the idea, but the ultimate goal of Eco is not to make the meteor hit. You can of course do, but we won't do any supporting measures to that.

You might not know, but once back in Kickstarter there was a tier that could make a nuclear weapon to the destroy the earth as antagonist, which seemed like a fun idea back then, but was taken back on the valid players backleash. Since then priorities have been shifted a lot and while we want to introduce new disasters and other challenges, we don't want to enable players to actively do stuff other than ignorance to speed up the destruction. It's not a PvP game in that sense.

Comment

Originally posted by iiztrollin

Remeber you are on the games specific subreddit everyone here is bias towards the game. Though it is great get read steam reviews mainly the negative ones with good content for the review along with the positive ones

Well, there is critic people here.

Comment

Originally posted by WayandLuciano

The problem is i cant stop playing, it is actually f**king up my grades, my love life and job :)

Well, both education and love life could be transferred into Eco. Not sure about your job, though :D


16 Mar

Comment

Originally posted by Teagan_75

How do you regulate prices with the law system?

You can set minimum and maximum prices, if those are not kept, sales don't work.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We are aware of this but are unable to identify one specific issue, it rather seems to be a conglomerate of multiple issues that all are hard to track down indidivudally, so a lot of debugging tools need to be written. As I stated elsewhere I do not expect this to be fixed completely in a clearly forseeable timeframe and hence a ETA would be untrustworthy. We can only fix issues one by one and hope to find what exactly causes the problem in the end.
Comment

Originally posted by compugasm

Undercutting is a valid strategy in the real world, because products can be marketed to differentiate themselves from similar products. Features such as, different colors, "heavy duty", lighter construction, faster, etc... But there is no marketing in Eco, and everyone sells the same medium rug. There is no market segmentation which makes one medium rug worth more than another.

Price wars kill the servers because, in order to make prices ever cheaper, the producer must cut job opportunities out of the marketplace to become more efficient. For example, eating scavenged free foods eliminates buying foods from the chef skills, therefore cutting chef labor from participating in the economy. This is why undercutting is a failed strategy long term.

In a healthy economy, prices should be slowly rising. Falling prices is the sign of a recession. Long term drop in prices due to module efficiency, competition price wars, and reduction of labor costs, creates a depression.

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Read more

That might be very valid, but the vast majority of participants in the economy in Eco do not agree to that and is even willing to sell at a loss, just to undercut. Hence, some regulation is required to make it work.


15 Mar

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can protect roads via districts and laws.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
He doesn't want a personal, but a global marker. And that can only be set by elected officials that have that specific permission - so you need a government office that can do that and hold it.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
No, that's not currently possible afaik.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Tophul: I'm not certain but i think it would have to be done via contract for you to work on someone else's workstation for their project
No, if he has normal authorization on the deed or the table it should just work out of the box. I can't reproduce this behaviour. Are you only a resident? That won't work.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
The 64-bit server is available in /Steam/steamapps/common/Eco/Eco_Data/Server/, but is not compatible with singleplayer, hence you'd need to set it up and start it manually as a normal server. This will increase RAM usage, though.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Not really, but we're working on make them less like rabbits, lol.
Comment

Originally posted by DuxDucis52

Loans and bonds just seem really risky because there is a chance a player will leave. You can set reputation checks in contracts which can be good. I've seen servers have central banks through the government which seemed to work and I have also seen very punitive banking laws which basically gave loanies land/assets to loaner. Short of a non risky regulatory environment I would keep margins high and just market your services. Or maybe invest all that excess cash you have into buying vehicles to rent out or skill houses (is renting in yet?)

Yes, that's something that needs to be fixed by governance. On Tiger in such cases the Federal Bank reimburses the private bank loaning the money and will sue for getting back the loan, that can include convictions of land loss, e.g. seizing, then done by government. Works similar to collateral, just more security for the players loaning, so they dont have to deal with it. Of course you can keep the courts out and just do it via government directly.

Yes, renting is in, but only partially yet.

Comment

Originally posted by compugasm

should only cost what it takes to replace the good (which should go down with efficiency modules and excess work stations

It would be better if the modules were not factored into the price, and prices were not lowered. Because continually lowering prices benefits long term players, by making markets unprofitable for new ones. You create a monopoly this way. Once you get the modules, you should create jobs with excess wealth. You do this by paying more for inputs than they're worth, so players will transport them too you. Also, by building big ashlar mansions which consume a lot of resources. Prices in a healthy economy should go up, not down.

That's where government should come into play to find solutions, for example with subsidies paid by the very taxes the long-term players pay. Of course no player itself will want to loose out on profits when they can make much more by just lowering their prices a bit so that others can't keep up but they still have a larger profit margin and the others.

Comment

On Tiger both percentages are typically well below 5%. We do work with those systems a lot though, so we have a big audience for them and train the audience to use them.