Originally posted by Cautemoc: Is there an Eco dev timeline anywhere or plan? I'm just curious what you are planning to add in professions.No timeline, but our Eco Tree: https://play.eco#tree
Originally posted by Cautemoc: Is there an Eco dev timeline anywhere or plan? I'm just curious what you are planning to add in professions.No timeline, but our Eco Tree: https://play.eco#tree
Read moreYou just said what I was always wanted to say somewhere but always thought that it will be pointless and most of people would count as whining. But I would like to support your oppinion! I think it's valuable but I don't know who is the recepient of this knowledge.
I am working in software development near 15 years, and I can see how product management skills could help to organize a server. I think the same knowledge can be used from marketing of any product. I mean - most of server admins doesn't make self-reflection and don't analyze fail runs. Not gathering feedback, not counting retention and attrition.
They just constantly run fresh again and again with small changes in desire to adapt and fix those issues. But i see that it's not enough and it require more practical skills from marketing to solve that Fermi paradox filter in Eco.
From my point of view, Eco need a mechanism where players need more time before then can commit into the server session, b...
That is a interesting concept, but I wonder how big the sh*tstorm would be if we enforced restrictions on how many servers you can play. Server-Admins would need to change at the same time, as they typically reset pretty arbitrarily as well so that I do not actually think many people have 5 player profiles at any given time.
Read moreWelcome to the microcosm of simulating human civilization. On a server which I recently played there was significant debate over how to handle these issues. That people can just quit was certainly an issue, but it's a game...
Overall your post is thought provoking and right on, however I disagree completely regarding players catching up in late game specialties. What I observe is that rapidly an oligarchy of early players with immense resources develops, and they can crowd out or eliminate competition for later techs they want to take. When their competition falls behind, they just quit. This reinforces the lack of competition.
My buddy and I actually drew up a system of laws and made a proof of concept server which was modeled on a system of Guilds which could address many of these issues. Given I haven't the time to play it through currently, perhaps I should post the bylaws.
I haven't seen a server which had the time to grow a government organically, and ...
Coast-Redwood and Sea-Otter have shown they're capable of creating functional governments that at least stays for the lifetime for their servers. It's not always the case, though, as it depends on who plays that cycle - it needs people to go forward with it.
Read moreI 100% agree that being able to exit is a problem in eco but I actually think you are targeting the wrong people with your solutions. I run into this problem alot nowadays because I'm an adult who has a full time job and responsibilities, I'll play for a few days because the economy is fair or at least appears fair and it is peak demand for everything. As the game developes there becomes a clear pecking order because there are players that will play 24/7 to get the next upgrades and will team up to make everyone else obsolete. If you can only play 2-4 hours a day and people with your skill can play for 12 you will be outcompeted very quickly.
I have talked to Dennis before about this on the discord when it came to the old skill system, in the old system you had a fixed amount of skill points you could get per day (crafting and actions didn't contribute to skill gain) based on housing and food. This meant that players who couldn't play all day still felt like they were advan...
I'm watching all channels, including this one, but that doesn't mean that we agree with every statement. The old skill system was widely disliked on all channels and the new one is simply more popular, it's just a matter of fact that I cannot change. Players want to be able to progress by doing something, not solely by time passed. The character XP itself is still limited on your playtime. And I do fully agree with that. After all it's a game, we shouldn't be punishing players that can or want to play more with the game they purchased - in the end every server admin has the ability to limit players playtime and even without an admin the community could do so at any point by a law.
As we need a playtime restriction feature for educational use, we'll also have an official feature for this in the future that you can use as well. The skillsystem get's a few changes, mostly to be more efficient when someone 'trains' your skills, requiring community interaction from people alread...
Read moreSure! Go ahead. Since this post I’ve made the skid steer, excavator, wooden cart, and a couple of the workbenches like the lathe and machinists table.
Feel free to post these as well ;)
Thanks for being the first to also post in the megathread and good luck with your sever, looks nice :)
Ad not posted in Server Advertisement mega thread as well, hence removed.
Originally posted by Heleman:Compost is a diggable block, so make sure its a "stockpile" and not just a chest.Originally posted by SLG-Dennis: Make sure both waste filter and storage is claimed and in the same plot, there is a known issue in regards to that.
its on claimed land its hooked to every possible storage i can build (is there a specific storage needed?) it has power... and still i keep getting the error: no room left for filtered wast
Topic removed, as no ad was posted in the Server Advertisement Megathread.
And can someone tell reddit just two pinned posts is not enough? XD
I guess the intention wasn't really clear, so just a heads up:
Please post your ad BOTH in the megathread and on the main page starting March 1 if you want to post it on the main page. Ads that are not at least as well in the megathread will get removed.
(Rules were adapted as well)
External link →Only if they have access to your mint.
Originally posted by phitrus:Read moreOriginally posted by Eagle: I'm a solo player and I've encountered the same issues as you OP.
A server starting with 35 people on day 1 and after a week there's always the same 8 people playing.
Among those 8, 5 are together and hoarding tech and not putting anything on the market, thus slowing/stopping the others from teching.
People are playing this game like a competitive trade game when it's a co-op one.
What this game needs is a server wit...