The term competitive IS used correctly. Both specialties provide the same function, food. No one was buying baking food because it was "worse" than cooking food. It was worse because it had lower values assigned than Cooking did. The stomach has limited capacity, so people must make a choice what to buy.
Baking was "buffed" to become more in line "cooking". Now more people sometimes buy baking food in stores instead of its competitor, cooking food. Both are useful now, so the buff was successful.
I get you want to bring the game closer to its design goal. I get you don't want to encourage competition. That there is such a long response that completely ignored the simple example says a lot. There is nothing to be afraid of using these words when it applies. You could just say you don't consider the brick change to be a nerf.
I did not, I did acknowledge in the very first paragraph that the baking example can be called one.
Originally posted by boggler: I have the same problem, game starts normally, but as soon as I want to enter a world, I have a CTD.
This happens after the world has been loaded to 100%.
The problem only appears with version 10.
Graphics driver is up to date, graphics settings are set to default.
I have deactivated all special features in the settings (Twitch and so on)
Started the game with admin rights.
Reinstalled the game several times, deleted old files in the appdata and documents folders. Verified installation files.
The only thing that works is a rollback to the 10.0 versions.
I am now at a loss and grateful for any tips.
I agree, it doesn't make sense to try and fight this industry term, a term that is applied to all different genres of games.
At one point Baking was buffed to be competitive with Cooking. How was it buffed? Some numbers for food values for Baking was increased. One specialty was made better to be more competitive with another that fills the same role.
Feel free to call that an "adjustment" and not a buff, but everyone else understand that is what a buff is.
You are entitled to your opinion, but that doesn't make it a fact :)
The term "competetive" is not used correctly. We don't adjust things to be competetive, but to be fleshed out and usable, given we have tons of WIP stuff. The game is not about competition. We make changes for the game to take longer in general (as some people noticed correctly and which is not a "nerf" - if it is for you, expect tons of nerfs coming, though) and for gameplay to work out as we intend. There is no thinking about something is too "weak" or too "strong" with very few exceptions. We only assess the effects it has on gameplay time and interlinking mechanics. I'd agree on changes for baking being such exceptions, as in that case they were specifically changed to give them more use. In the long run baking recipes will simply be required for other things, though, so this was a simple bandaid. How that could apply to pickaxes, no idea. They must be used, there is no need to incentivize them and no ...
Read moreWhat does MMO have to do with anything?
Buffs and nerfs are how you balance any game. For example nerfing charred food? Buffing other foods?
I guess it makes no sense to ride the horse to death on terms. We don't use these terms and don't feel them applying, they are a fit for MMO's and competetive multiplayer games - not for Eco.
Our balance does not revolve around any kind of competetive advantage, singular player perception or "strength" that needs to be brought in line, but solely around the concept of interlinking mechanics to facilitate the necessity of cooperation on the scale of a "default" public server. Of course you are free to call that 'nerf' or 'buff', I don't think it fits.
I'm hence not even sure what you would mean with "nerfed" pickaxes. I know we fixed the modern axe and the chainsaw, as one was intended to be optimized for cutting logs and the other for felling trees - but that wasn't the case. If one now is "worse" for the other purpose you probably would call that a nerf. We don't use that term. It is now working as intended.
In Features.eco: "SettlementSystemEnabled": false,
Note that this does not work for servers started via the client, e.g. singleplayer and that it cannot be changed on any world that had settlements enabled at any point, those saves will otherwise corrupt.
Not true. Some of the pickaxes were nerfed. Do I need to list more examples?
This is not an MMO, we don't nerf things.
Oh so this was an intentional change from the 9.x style of ore generation?
Update 10 itself changed ore generation from large clusters not well distributed into better distributed vain form, it was mentioned in the release notes.
Isn't map gen configured via a text file? Could servers like Ecoville simply be using an old mapgen config file? OP might have generated it locally from a fresh install.
That would be the cause, otherwise its impossible to get the old generation.
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