SLG-Dennis

SLG-Dennis



Comment

Originally posted by IpsoKinetikon

To an extent, sure. But overcrowding can be a thing, too. When no one can do anything and they leave because of it, server owners tend to use bigger maps.

It's basically a choice between losing the challenge of pollution, or losing your entire population. And as you've already noticed, most people would rather give up the pollution challenge.

I never mentioned a specific server, this is something I see on a lot of servers. There are some that get like 10 players and then die, but there are several that get a huge crowd, then it dies down, then if you're lucky a few people will join in the late game. You don't see the same issues on official servers because you're always right there on the front page of the worlds page, so you tend to get more late game joiners. For most server owners, retention is a lot more important than it is on the official servers.

Overcrowding is one of the challenges to solve with the governance systems. If players do not want to deal with a specific challenge, then of course admins can make changes as they deem fit for their audience. And it is pretty easy to solve as the problem isn't that big, especially since the spawning UI distributes players around.

But I personally find it a bit weird to remove multiple challenges purposefully for the audience and then complain the challenge isn't there.

Ecologic challenge comes from density, so does overcrowding. Both in the end are ecologic problems.

//EDIT: The assumption that official servers would get more late joiners unfortunately is wrong. In the opposite they suffer a typical "switch to the next official server on next friday" syndrome, so are even more affected by the hard drop after the starting week than most community servers. This results precisely in a big amount starting out and then the dropoff hits heavy, as your example was...

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Comment

Originally posted by donald12998

I always use a 4KM map (200x200) and it always works great BTW.

Depending on client and server hardware power you can even go beyond that, we just don't offer support for it, as it working great cannot be guaranteed by us and the gameplay notably changes from the intended when using sizes bigger than the recommendations we have depending on player count.

Comment

Originally posted by IpsoKinetikon

But then you have 200 people squeezed into a medium map for the first couple of weeks. Most servers use large maps out of necessity. Otherwise there aren't enough trees to chop, and not enough land to mine under.

That is not a problem either, but intended. See the official servers, space constraints and managing space are part of the intended gameplay. There is still enough space for all that you mentioned when using the recommended sizes as per the criteria I noted.

Actually the official servers fit pretty exactly into the player count and development you mentioned on a average cycle and additionally ban unclaiming of property for inactivity when the user isn't fully abandoned (either 5 or 7 days, not sure currently) in the rules, yet there is still plenty of space left, which shows there is no necessity for bigger sizes with a bit of space management - they use 1km² with default world generation.

Maybe you refer to some specific server - I don't know too many servers that have cycles where there is a "first couple of weeks", which hints at a long-term server. Experience there may differ, as those tend to naturally focus on core players after a while and to my experience of...

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Comment

Originally posted by IpsoKinetikon

mostly the server having chosen a fitting world size for the audience.

Trouble is, it's pretty typical for a server to get 200 players over the first few days, and then end up with 15 actives in the late game.

That is no problem, the server size recommendations are based on the amount of active players in the second week, respectively whatever the typical point for the respective server is when the bunch people that didn't continue playing after the start is became inactive.


Yesterday

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Not to hunting directly, but the last major update before final release is about Animal Husbandry that also covers a rework of general animal behaviour, including predator behaviour and animations.

We are also once again looking into aggressive behaviour of predator animals against players, but I can't say yet on if and in what form that may make it into the game. We had predators attack players before, but that despite being requested regularly turned out very unpopular once released and was removed to keep the desired relaxed experience. Also, most animals depicted in Eco in real life do not show general aggressive behaviour towards humans, as such it wasn't realistic either. It might come back as a rare defensive behaviour instead of flight and / or as an option that needs to be toggled, depending on if that is possible with the animal calculation moving to the client.

26 Dec

Comment

Originally posted by FaithlessnessOk9834

How are you supposed to power your house?

If you are refering to housing objects that require electricity, you do not need to have a generator on the residential deed - the most common approach is a local or even global electricity grid from power plants in multiplayer, otherwise producing it on the separate industrial deed and transferring it over works as well.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We don't support sizes exceeding 2,56 km², if you still want a map with that size, you need to create it with the dedicated server instead of through the client. You can then try to load the generated world in the client as well, but as noted we do not offer support for worlds of that size.
Comment

We don't support sizes exceeding 2,56 km², if you still want a map with that size, you need to create it with the dedicated server instead of through the client.


18 Dec

Post
Hey Citizens,
we have just released Hotfix 11.1.6 to address the following issues:

  • Fixed: Worlds with a distribution station that contained specific items couldn't be loaded anymore after they were shut down.
  • Fixed: Dynamite could be picked up after it was ignited, leading to the dynamite being preserved and the explosion still happening.
Additionally, the ingame news have been temporarily disabled due to maintenance on related backend services, it will be re-enabled once that is finished in a future Update next year. For the meanwhile you can find relevant news here on Steam and on our discord[discord.gg].

With the year nearing i... Read more
Comment

It's unfortunately not uncommon for Eco to be flagged by some antivirus software after an update for a while, it's a false positive.

My Windows Defender is not triggering like yours and VirusTotal also looks fine: https://www.virustotal.com/gui/file/db508018185bb1d8c71d7935feac671b1fb10b07dbe385b48655132dae8ec04b/detection


17 Dec

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
As mentioned, the talent isn't broken, but has never been implemented due to the talent system not supporting it well enough. Over the course of development we have decided that talents should have a different design purpose compared to now and as such the vast majority of current talents are not planned to be part of the new talent system - as such there isn't really any need to bridge the gap, as there is no gap.

I understand that it is unfortunate that a few professions have diminished talent options, but that is pretty much the case for all others as well, as there is nearly always an obvious choice, which is another reason for why the talent system needs to change drastically. It unfortunately makes no sense to rework it twice just to add a talent that will be removed later on again.
Comment

Should be fixed in 11.1.5.

Post
Hey Citizens,
we have just released Hotfix 11.1.5 to address the following issues:

Civics:
  • Fixed: Claim papers and stakes would convert to their generic versions instead of being removed when the player that led to their creation left the settlement.
  • Fixed: When trying to create a bank account after having reached the limit of 20 bank accounts the player was disconnected from the server with an error message.
  • Fixed: It was unintentionally possible to list pictures for sale in stores.
Interaction:
  • Fixed: Claims wouldn't be highlighted with supported items & tools when switching to them from a hammer.
  • Fixed: When placing specific items, their shadow placement wouldn't disappear despite the item no longer being held.
  • Fixed: Occupancy of the Small Shipyard was wrong, leading to placement potentially being blocked ...
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Comment

There isn't too much difference anymore since the discounted multi-packages are no longer offered, licenses on either Steam or SLG can be linked to the respective other. If you purchase on our website we voluntarily provide a slightly better refund option of 14 days with no matter the amount of time played (compared to 2 hours on Steam for most countries) - but only if the account was not yet linked to Steam. (As we can't easily revoke Steam licenses)


16 Dec

Comment

Originally posted by JigglyFeather

In my humble opinion, the default setting should be that pollution is based on the active player count. That is easier said than done, but I think it would reflect better what people want, like in the questionnaire.

Currently CO2 offset is based on the amount of trees in the world. It could still be part of the calculation to make it appear more real but the amount of active players would much better represent the challenge that you are facing in the game. Just my two cents.

The CO2 offset of plants is the factor we're going to make flexible based on world size to have a better representation even with over-sized worlds, also removing the cap to allow players to actually have impact by adding new plant life to the ecosystem, having a different means than pollution restrictions to address issues. Additionally all animals are supposed to actually remove plants from the world as part of their diet, which they currently don't do - so basically make sure that your fields are fenced in or there might be some losses, especially if there is no natural plant sources left. Without any food around, the animals will die, though.

Basing it on active player counts is unfortunately neither simple to do to begin with nor easy to balance, so that's not something we're planning. It would also partially remove player agency in pollution, if adjustments were simply made based on how many players are around instead of players actually being the cause of issues tha...

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15 Dec

Comment

Originally posted by TheIronNoodleTTV

42/55 people seem to agree that pollution isn't hard enough via the vote.

And that's no surprise given what I already noted.


13 Dec

Comment

Originally posted by Deeevud

Would you mind linking to this on the wiki? I can't find it, and am curious what the settings should be for about a dozen players.

https://wiki.play.eco/en/Server_Configuration#Change_World_Size

12 players is still coop, so default size.

Comment

Originally posted by TravUK

pollution is already a core challenge with real consequences

Ehhh not really. I think it needs to be dialed way up. I know people who have hundreds of hours in the game, myself included, who can count the number of times the sea level has risen on one hand, for example.

And how often did you play on a server with a world size that supported the player count and that did nothing against the problem? E.g. comparable to the official servers, not going beyond 1km² if there isn't at least more than hundred people, staying on 0.52 km² if its notable less than 50?

Also, it's kinda not the goal of Eco to have the world flood - data for official servers suggests the occurance is of a frequency as we expect it. We are not however responsible for the configuration of other servers - it's understandable and fully fine if those value other needs higher, but it has never been a secret or unknown that the world capacity needs to fit for pollution to pose any threat.


12 Dec

Comment

Originally posted by JigglyFeather

I agree that all mechanisms are in place, but it doesn't feel that way when playing the game. I have spent over 1k hours playing Eco (bought this game in December 2023) and have found that pollution is just a thing that happens on the side IF someone is polluting deliberately.

To expand, what I mean by "Yes! – Make pollution a core challenge with real consequences." is that you would have to put in a SIGNIFICANT amount of effort to have no effect on the environment as the game goes on. At the moment, you don't need to do anything because in order to cause any serious harm to the planet someone has to deliberately pollute and overproduce. And even if such player exists, they get banned for doing so disregarding that this IS the 'core challenge' of the game.

I may be playing on the wrong servers or bought the game at the wrong time (when pollution was nerfed) but that's my experience. What's hard to quantify in Eco is because based on the server peop...

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That's exactly what I was saying - you are likely playing a server that isn't using fitting configuration for their player count. We've been constantly repeating and it's noted on the wiki that the ecologic part of Eco only works when the capacity of the world for handling pollution is in balance with the player count, e.g. mostly the server having chosen a fitting world size for the audience.

That unfortunately is not the case for many servers, as many communities value a higher space higher and opt for large servers despite lower player numbers. When the world size is selected fittingly for the player count pollution absolutely does play a role without anyone needing to pollute on purpose. That is well visible on many of the official server cycles, multiple per year ending in a flooded world. White Tiger requires laws to restrict pollution levels, otherwise it would drown just as well - it's a constant heated topic there, as the measures that tend to be taken are restrict...

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Comment

The question is a bit odd as it seems to be missing context, as pollution is already a core challenge with real consequences and can be handled with systems like courts and laws when servers use the correct settings for their player amount, which barely any do.

I nontheless voted "Yes! - Make pollution a core challenge with real consequences." as the next minor Update happens to contain changes to those mechanics making them harder and trying to automatically adjust some things when servers were not configured correctly for the player count.