Issue is identified and will be hotfixed.
OK But what about the balancing? You didn't actually make Fish useful. you still need tallow to make the stew. You took away the money making mid game products tailor makes and require industry in order to make the end game tailor items. How are you supposed to make enough money to afford T3 building materials and epoxy on that? Once the skill books are made the cloth has no use to any other class except tailor. It appears you want to cubbyhole Tailors to becoming Butchers/Hunters as well.
You shouldn't adjust stuff and then make them irrelevant. Tailoring is worst off as a profession now then better off.
You know what would make Hunting a relevant profession? Giving fish an actual use.
The last update was in January are you saying we will have to wait 3 months for the Tailoring to finally get balanced? Hunters finally get balanced in 3 months form now. What is regular updates? Monthly? Bi-weekly? quarterly?
The fish is actually a dev-tier submitted addition by a user we just took in as it was there. Fish was no focus at all for this update. We had a bit of cool content ready and gave it to you.
In regards to the tailor we will need to see how it plays out, which we will definitely see with White-Tiger starting tomorrow but at the current state we do not agree with the sentiment of making the Tailor useless midgame. We feel what he has to offer is useful and he will be doing fine. I'll be happy to take a review on that after this Tiger cycle :) As I said, we feel Tailor is better off now.
The last update was in January are you saying we will have to wait 3 months for the Tailoring to finally get balanced? Hunters finally get balanced in 3 months form now. What is regular updates? Monthly? Bi-weekly? quarterly?
We don't currently do regular updates. I wished we did, have been pushing for that several times and we even tried a few tim...
Read moreI just wanted to thank you for answering these posts. This kind of transparency regarding the state and process of development is refreshing and very welcome. All the best!
Thank you. I prefer the honest way, even if that causes valid backleash. It's the better thing long-term.
Giving you the honest answer:
Yes - we will continue to introduce and improve professions in smaller parts over time, especially when in minor updates. This allows us to introduce content much more regularily and adapt stuff in steps, taking player feedback into account. I can understand why you don't like that, but that's how it currently is.
Tailoring is something that will get expanded again in 9.4 and the following Update, but we don't want to hold back stuff that is done, useable and new interesting content until everything is done, as that simply doesn't work with the development flow we use and includes several focus points in an Update. From the past it also seems that is what the majority of players want.
We feel the additions are meaningful and work and that both professions are balanced better now - but of course they aren't done, that wasn't the goal, though.
Overcrowding is massively reduced, not disabled. The mechanic in game is in use, just nerfed for now.. I have confirmed on my server there is an overcrowding effect through testing.. Currently it reduces grow time by about 10%. There is no yield difference, but I hypothesize this will change.
To answer your question: each plant has a "shrub space" value. Look up ecos wiki for the plant. If there is not that much empty space around it, you're overcrowded.
This is true. (Wiki is outdated, though)
No, voting is currently only working in the browser.
Make sure the server host has opened port 3001.
Server Ads on the main page are prohibited, please read the rules. Post removed.