Eco

Eco Dev Tracker




15 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Ah, yeh, that looks correct, that message also applies to local games.
Comment

Originally posted by Pear-Proud

Woot! Although, it seems like the auth servers are dead? (none of us have main menus upon launching the game)

The problem is that they were up, but erroring internally - that prevents offline mode to kick in, which will be fixed. Turning Steam to offline mode can circumvent that as well. It should now work.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
1) Where is that text noted? -steamTicket is only supported for local games, e.g. when you have Steam and client installed on the same machine and start through the client.

2) We'll fix that.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Try again, should work now. Otherwise please provide a screenshot of what you see.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by AmberGamingDE:
Originally posted by SLG-Dennis:
Always! But backend systems only ever get their live test when they are live, which is since 30 minutes :)

You guys know you can even test backends internally before publishing yeah? Even a noob in development like me knows that...

We did for a month, nothing is comparable to live.
Comment

Originally posted by Smudgius

I suppose that's fair - I personally think they could add a lot in terms of gameplay, but I am only a single voice. I also have to admit that I desperately want to see both animal husbandry AND selling electricity - I love the idea of being a utility baron. Thank you for the reply btw!

I think you responded to the wrong comment :)

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by AmberGamingDE: Wouldnt a Developer fix Gamebreaking Problems before releasing "Updates"?

Always! But backend systems only ever get their live test when they are live, which is since 30 minutes :)
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
The release notes noted a new backend is deployed alongside the update and that issues are expected. Please give us a bit of time to fix all appearing problems :)
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
All official servers have migrated to Update 11. We are currently iteratively patching problems with backend services we see with bigger player amount, so they might not be visible for a while. Please give us a bit of time :)
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.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
No, worlds should migrate fine in most cases.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Now.
Post
Hello Citizens,
Today we are launching Eco 11! Features include:
  1. Expanded Culture – Deeds can now be rated just like pictures, providing culture for cultural deeds and housing xp bonuses for residential deeds.
  2. Painting – You can now create paint from dye and paint building blocks in a large variety of colors.
  3. Outdoor Rooms – You can now decorate your deed's outdoor areas and gain additional housing experience, as long as you don't use industrial machinery on them!
  4. Maintenance – Most crafting tables now require a constant supply of maintenance materials to run, ensuring a steady demand of resources.
  5. Repairs – Items can now be repaired with multiple different objects and only have a limited amount of repairs until they break for good.
  6. Marketplace – Eco Marketplace is now here, allowing players to support the development by purchasing cosmetics. Proc...
Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

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
    SLG-Dennis on Steam Forums - Thread - Direct
As noted before, there was an issue identified that is in the process of being addressed.