Eco

Eco Dev Tracker




11 Jul

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Originally posted by Traslogan

Ah interesting. Found that file and it hasn't got that line by default in ours. We'll try adding it and restarting. Cheers!

Nitrado tends to be a bit outdated on configs. Just keep in mind that bigger stockpile ranges are pretty performance-heavy, especially the bigger the server is.

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    SLG-Dennis on Steam Forums - Thread - Direct
Can you post a screenshot?
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    SLG-Dennis on Steam Forums - Thread - Direct
That indeed is not a bug, but intended behaviour so items dont change owner when eviction happens.

09 Jul

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Originally posted by M0nzUn

If you end up trying, remember to lower draw distance. It has a massive performance impact before 9.6 (not yet released).

Turning off Global Illumination will also help with some issues.

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Originally posted by Mei_iz_my_bae

Even gaming laptops? I run it really well on RTX 2060 Ti i7

Yes. Our recommendation is simply due to us not being able to guarantee for it to even run on those, we don't do any testing on mobile hardware at all. Happy it works for you and I guess it will for many others, but official word is always most cautious.

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It's below our minimum specs and we generally don't recommend playing on laptops, but you can always find out and refund - the requirements are set higher than necessary, as we don't have the resources for intensive testing at every Update.

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Originally posted by DonaIdTrurnp

It’s not uncommon for taxes that work off of a quotient to mess around with decimal places past the second, which sometimes leaves a displayed balance of 0.01 that can’t be spent because it was rounded up.

We have a lot of taxes on WT, but I haven't seen that issue lately. As I said in another post, we implemented a mechanism rounding such stuff to the full value latest on a server restart, I guess this isn't working for everyone?

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Originally posted by gjsmo

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Let me be more precise:
I'm not aware of any issues still happening with that, most of these issues have already been closed and I just closed a few more that are already fixed. (We don't use GitHub anymore for issue tracking internally)

The system actually rounds currency to two digits in the background since a while, as you can notice by some of the server log entries for that. The only one I've been able to reproduce is getting account values, but those are autofixed on a restart. That issue would be considered very low priority, which is why I assume it's not tackled at this time. I can't tell you the reasons for that, though. I'd assume changing the saving type requires changes that make it not desirable to do so and is hence avoided for other solutions.

But that ultimately is so detailed developer related, it's not part of the information I have. When I get a chance I can ask, though.

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Originally posted by DNedry

Ah the mechanic no one asked for yet were getting all the same. Yet we still can't keep the client open for more than an hour without extreme performance loss. Super concerned with what you guys prioritize for development. We need real bug and performance fixes and for the dead professions to be fixed and balanced. Players drop after the first few days because only a couple professions have actual mid and end game. But sure this fridge looks cool...

Actually, it's been one of the most often requested mechanics (after boats, trains and animal husbandry for the major ones) and is part of Eco Infinite adressing the issues you're describing. A major issue on every server is the point where several professions just stagnate, as everyone bought what they needed. Upkeep costs work against that.

As for the performance I can only state what I've been stating before: The people working on performance do not work on features and vice versa, as the required skills are vastly different. Hence features don't take anything away from that.

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Originally posted by SickWittedEntity

Yeah i'd prefer to see more focus on player retention for servers in the coming updates more than this kinda stuff but maybe it's to prepare for mechanics that will focus on improving player retention, like food rot.

Ssssht, don't spoil it for them.

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Originally posted by Revolt244

Better yet, make a table that is 12x12 like a LLY and have it be a boxing ring. 2 or more players join and you have a friendly PVP match.

Allow other tools to damage animals. If they going to get in the way and take calories you should at least be able to yeet them away.

As I've stated before, we don't intend to have any kind of that type of PvP in Eco - sorry.

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Originally posted by gjsmo

/u/SLG-Dennis This is great but when can you fix the currency to not use floating-point numbers?

I'm not aware of any plans to change that, unfortunately. I'm also not aware of any problems caused by that either, though. Anything specific you stumbled upon? At least I've not seen currency exploding on any of the officials.


08 Jul

Comment

Originally posted by Kel4597

Thanks for the response. I appreciate how active y’all appear to be - here on Reddit, and other forums I found while searching for information about the game.

I also appreciate the commitment to your vision of the game. Ultimately I do believe games suffer more often than benefit when catered to the “mass market,” but as long as players retain the ability to edit files to customize their games (which I’ll reiterate is pretty easy with just a bit of googling, just hella tedious), I’ll be content. I’m having a lot of fun with what you guys have done so far.

It was always part of our vision that you can use Eco to make whatever you want with it, so the ability to modify nearly everything will never go away. We just need to find a balance between what do we actually add as 'official option' and what do we not.

That is also relevant for our achievement system in Update 10.0 - both for players and servers. Some settings will disqualify the server and the player from getting such achievements and "Big Shovel" would certainly be one of them. Of course we could add additional systems to specify what official options exactly give eligibility for what achievements, but we always try to keep things as easy and straightfoward as possible to start with.

I also do totally understand that many of these things we need to think about aren't public knowledge and hence cannot be taken into account by players when they make their ideas - the achievement system for example hasn't gotten any public information so far, as it's simply in a v...

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Originally posted by LankeNet

I do not have any idea how to do that. Better primary education system maybe?

Given Germany alone has 16 of those - one for each state, I fear that will be a hard task.

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Biomes currently only shift with increased temperature.

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Originally posted by Kel4597

New to the game, just bought it with the latest steam sale after being prompted by my brother for months. Over 80 hours played in less than 2 weeks. Very little of that is afk time.

More in-game customization sliders and better explanations of what the current ones we have do. I’ll use stockpiles as an example. The hard limits on stockpile capacity of a single stack (ex. 5 dirt in a normal stockpile) is crazy restricting given just how much terraforming is often required. Combined with the tediousness of small carry limits (Whoever made BigShovel mod is a hero), I can see this one factor alone being enough to turn people away from the game.

Shouldn’t have to mess around with game files and potentially break things to have an enjoyable experience. Shouldn’t have to scour Internet forums about the game with hope that someone somewhere at some point rifled through the files and found the exact line I need to edit or delete.

Yeah yeah, not every game has to be ...

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We've lately been adding a lot of such sliders and we'll continue to do where we see the need and compatibility with our design goals. For the Big Shovel specifically, that was actually once part of Eco, but we removed it on purpose, as it didn't fit our design goals. Every slider we introduce also means additional source of problems, more problems with players seeing unexpected stuff and maintenance. Hence some things we leave up to modifications that will later be displayed on servers and move them into a specific 'modded' category on the list.

I know that you might find the shovelling tedious - but that's exactly what we wanted you to feel in the beginning. And we promised to our kickstarter backers that we are developing the game of our vision - not adapt to a mass-market, loosing things we think is important for giving a specific idea. We've already integrated lots of options to adapt the game to your liking, but unfortunately not everything will make it to the base ga...

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Originally posted by lifezoned4

A faster new content generation loop would be a good start. So much good ideas are planed but they so far away time wise at current development pass.

More social community pressence like youtube or twitch would be nice too. Also promoting and blogging on offical server cycles would be nice. More press more people intressted. This game is so good. The world need to know about it more!

We do work on a lot of features at the same time, but most of those projects are bigger ones where different people work on different tasks, hence our major updates (9.0, 10.0) are typically the ones with major reworks, while the minor ones contain a single feature, bug fixes and adjustments, depending on the effort required for features. That being said we are working towards getting our internal management into a state that would allow a different approach and I personally prefer e.g. ONIs approach as well.

As for social presence that is stuff that is typically considered Marketing and it might surprise you, but we've on purpose been reluctant for active Marketing, as our priority at the current time is to use our resources on the game development itself. What I can tell you is that we are going to take a look on options for that towards release of 10.0. We currently don't have staff that could do this and the budget is mostly used for actual development.

I've alw...

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Originally posted by LankeNet

Figure out how to make people actually interested in economics and political theory. Right now people know nothing about money, and they think politics is a team sport.

Do you have an idea? :)

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Originally posted by WorldWarRon

Simplifying the mechanics of crafting. They overengineered the crafting at some point and it made the game slower. As someone who played through a few times it lost me when I came back to that update. Haven’t played in awhile now

Mind to go into more detail? Our goal actually is to slow down the game, so what you describe is not necessarily bad in my view.

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Originally posted by M0nzUn

A curated server list for new players. There are SO many bad hosts and a bad first time experience will have players not coming back at all.

That is planned but relies on a whole new master list system and the decision on if we want to make servers register with a SLG account (as we think about introducing server achievements) and if we expand it so far that players can rate and report servers (which they can already do via mail for ToS violations). People working on that would also be mostly from the backend team, which is extremely small, so that's a major feature.