Cooperation towards a common goal is the point of the game. Currently the only thing creating conflict or a reason to work together is the meteor. I think this would be interesting. I can understand why the devs dont want it in their game.
That is the point that creates least conflict, the way getting there is plastered with conflict though - economic, personal, governmental, area wise with settlements. Eco really has plenty enough conflict as is and introducing the option to just shoot your neighbor to "resolve" conflict is definitely not what Eco was made for.
That value is the debug value that appears if there is an error - the error causing that is fixed in 11.0.5.
I was wondering about that, since I was able to unclaim vehicles when I was an admin some years ago. Now I am an admin again and tried to remove a cart which glitched into an underground cave. Which commands can I use to solve that problem? The cart is still inside the cave and I reimbursed the player for now.
Just smite it with the devtool and replace it, or use nid's PlayerManager that has a vehicle rescue command.
I think Wurm Online had a similar issue with vehicle ownership on server cross (same as entering a new town/country) they had to set the driver to the owner each time you would cross. This way the owner was always the person last driving it and they could always be transferred back + Settings allowed you to set it to friends, village use etc.
With some default settings, you could make it so the owner can set these town/friend use to default on. That might be a workaround to the issue that better than straight up saying no transfer.
This should at least make town assets a possible thing and enable some multi-user vehicles for the time being till a better solution can be found. I never heard of any issue due to letting friends use boats in wurm as the player had the agency to not do it at all, so when they did it was to trust people who would hand it back and that was a none reset base world with boats costing 5-30silver (5-30e if bought silver) or a lot of time.
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Eco works a bit different to that, with settlement legislation being able to override any "settings" a player makes purposefully, as they are governmental actions - that means that things that are against the will of a player are specifically intended to be possible. Hence every settlement has a specific jurisdiction that applies either based on location or on who owns something and if they are a citizen.
Given vehicles aren't stationary the location based approach that is generally the case for deeds (as you can have deeds in a town without being a citizen) would be extremely abusable, as you can easily get into a jurisdiction without noticing and the law will apply instantaneously once you are there and you could suddenly be thrown out of your vehicle when you cross the border and find your truck has a new owner - most frustrating experience.
It's why if we change that the citizenship of the owner would likely be the determining factor on who can interact with a v...
Read moreRead moreThe player base might grow if the official servers weren’t so toxic. SLG have a bad reputation in-game, whether it’s making well-known toxic players admins, or the SLG staff themselves. It encourages more toxicity. The players who would help the game thrive/invite more players in/keep people playing because of a good community vibe, end up leaving and playing small custom servers until they stop because they don’t want small population servers, or they just flat out leave due to a bad experience encouraged by staff.
If there was just one reason why the game will die it’s this. So many people I’ve spoken to about this game think the same way.
Fully expecting some shitty responses but it’s not just me who has this experience, the more people I speak to the more I realise this is the normal Eco experience - if you play it enough then you’ll end up finding the same.
They need a community manager to work on this but they don’t have one and it’s a big job to rev...
Eco at its core is a social experiment all about players finding together and dealing with different personal opinions, goals and behaviour - including all disagreement about them. The society building necessary due to that is inherent part of the gameplay and as such to be expected on a vanilla server - the whole law system was specifically created as the means to deal with undesired behaviour by self-policing based on majority opinions on a given server.
Toxicity is a generally very subjective term, my personal experience for more than 15 years is that the term has a wildly varied use that makes it hard to talk about it, as one can't actually know for sure what the other person considers toxic to begin with. I often see that people simply unhappy about something express a sentiment of others behaving in a toxic way (often at each when in dispute) despite there not being any objectively classifiable misbehaviour. That often also includes admin actions, no matter if they...
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