SLG-Dennis

SLG-Dennis



14 Aug

Comment

Originally posted by scrstueb

I think part of the issue too is that thanks to companies like Epic, EA, and Ubisoft; the term “microtransaction” is presumed to be inherently evil.

If it isn’t in any way a pay to win kind of deal in this type of game, then I’m all for the concept of it. With testing and iteration, it’ll be better. I agree maybe they could have had a whole stream dedicated to talking about it and answering community questions, but they didn’t.

I mean it's not a stream solely on the Marketplace, but it's there: https://www.youtube.com/watch?v=6NxDXp6hUu4

Comment

Originally posted by nathancrick13

Do we have to start a new server for each update or will everything in our current one update? I only ask as I play a few other games like 7DTD where we have to start a new server every time a new update comes out.

Migration between Update 10 and 11 should work fine in most cases.

Comment

Originally posted by Le-Sten

Yes, I know coming with ideas (polls can help too, let us get crazy 🤣) and being creative is not a problem, but balancing them can be quite the headache I understand.

Though I'm sure that, along with some marketing, it should be a great update !

We have a feedback tracker for that: https://feedback.play.eco

Comment

Originally posted by Le-Sten

Hello Mr., I had a simple question that is not related to the update, I recently had a thought about the role of the meteor in the game. Fact is that it's way too easy to handle it on average. I have more than 800 hours in the game, it almost never last more than a few days (6/7 days top).

I feel like the meteor is not the optimal incentive for progress and just to keep peoples engaged. Is there a plan to offer in the future more than just one (sorry for the term but that's how I really feel it) measly crisis like a meteor ?

That depends a lot on the settings and how well they are adjusted to the participants of a server. But yes, more disasters of different types are something we'd like to do - though they'd not primarily be any sort of "endgame goal", but rather variety in challenges that players need to deal with on the way there (or after).

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
As noted before, there was an issue identified that is in the process of being addressed.
Comment

I usually try to target around ~ 15 CE(S)T for releases since I'm responsible for them, but this release requires staff from multiple areas to work together due to the deployment of fully new backend services (plus website) - hence I'm not able to commit to a clear goal time for this specific update. It's more of a it goes out when everything looks good, which makes the time a bit flexible. I'd guess anywhere between 15 and 21 CE(S)T.

Comment

Originally posted by CuteLilPuppyDog

That sounds like a great idea for new game mechanics as WT players are some of the most dedicated players that love to break the game and push it to its limits. But on the flip side, the most dedicated players may not be the best to gauge reception to microtransactions as they are probably the most willing to pay and engage with the marketplace. 

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White Tiger actually only serves as civics, technical and stress test - given the server is modded (and gets things during release builds that may make it into the next game update), it's not suitable for all cases of game mechanics testing - it's also a very concepted server, but the popularity resulting from that makes it the perfect choice to find as many bugs and issues as any possible that any server could stumble over when doing whatever we didn't forsee.

While the marketplace is specifically targeted towards existing players wishing to support the game, I can assure you that the feedback on it was just as mixed as everywhere else - though that was expected to begin with.


13 Aug

Comment

Originally posted by Exadv1

My main concern on this feature would be that these block sets and furniture items are effectively transferable by having the DLC owner place the blocks. They also can exist anywhere in the world (seemingly without limits). This does give advantage to players who partake in the competitive/casual artistic aspect of building things.

In contrast, clothing items can much more readily be made completely non-transferable and only wearable by the DLC owner. (Also, clothing like this is rather limited in scope to the player itself and cannot exist arbitrarily in the world.)

Edit: I do understand that there are business needs to ensure ongoing funding for development. However, I do want to push back on the statement "there is no gameplay advantage" since that requires strictly narrowing the definition of gameplay as 'tech tree advancement'

Eco revolves around playing with a large amount of players and also friends - the only way to reliably prevent players from placing blocks for others would be to disallow them to do so on any property that they don't own (and transferring any property they own) - which isn't viable and detrimental to the play experience. We also want players to be able to share their cosmetics with friends, as it is usual in other sandbox games - like Space Engineers. That is especially relevant for the share of coop players, but no less on multiplayer servers.

When we talk about gameplay advantages the scope naturally is always only the game mechanics. Eco doesn't revolve around any competetive artistic aspects as you mentioned, such activity results from personal player goals and interests of formed communities, but is not relevant to success in regard to the game goals, as such there is no gameplay advantage. Players can also have extremely different personal goals - not rarely such that...

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Comment

Originally posted by CuteLilPuppyDog

Zataku Table gives 3 room value while a regular Lumber Table gives 2.5

I am assuming this is a mistake?

Yes, of course, it was reported in playtest and already addressed in a PR yesterday.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by André: Tried on Windows X64 and Linux Bazzite (Fedora)

Log is from Eco_data/server/log

I try to play completely offline. No cable or wlan. Truely offline.

Can you also post the exact Windows version tried with build number?
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    SLG-Dennis on Steam Forums - Thread - Direct
Thanks! We identified an issue that will be addressed for release.
Comment

Block shapes are made specifically per blockset, so they already have differences for most base sets. The introduction of paid skinned variants of base blocksets also doesn't mean we wouldn't add some shapes to base sets every now and then, as we have done in the past.

It is correct that we do consider these variants to be cosmetic. The gameplay value in the building mechanics is created by the economic and tier value of the base sets and the necessary requirements of having a specific tier and the linked material cost. Paid blocksets will always be variants of a base set with identical properties - not introducing any form of new crafting material or having a different tier - they are hence mechanically identical. How they look or how many shapes they have is not relevant to the gameplay loop, but solely cosmetic.

We had no plans to introduce additional blocksets to the game without them following a function, given that is their actual purpose and for the current g...

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Comment
    SLG-Dennis on Steam Forums - Thread - Direct
If you switch your language to english, does it work? We'd otherwise need your logs sent to [email protected].
Comment

Originally posted by padmanek

just a little PSA: you can enable crafting of all marketplace items for free in the server config

That should not be the case, the setting is just for allowing using items you have - but do not own the blue print for.


12 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can start a new world via "Host a World" or load an existing one via "Your Worlds" - "New Game" button goes to the server list which is not available in offline mode.

11 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You also need to ensure that Windows Firewall and any security software isn't blocking the ports and that your ISP allows Port Forwarding to begin with.

10 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can send your logfiles to [email protected] after finding them via the instructions here: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-server-and-client-log-files-for-local-world

That allows us to take a look. I'm not sure where the map size came from (guess you two play on the same server?), but the maximum supported size is 2.56 km² - so playing on a world of that size is unsupported.

09 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can find most commands here: https://wiki.play.eco/en/Chat_Commands
/skills levelupuser as often as you want to have stars should do it, you could also try /skills giveskillpointsto - but that is a QA command I don't exactly know how it works, so have a backup of the save before trying that.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Ah - we don't have any plans for such a mode. You can just use a command to give you all specialties though, if that is how you want to play or adjust settings to a progress speed that is more to your liking than the default.
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    SLG-Dennis on Steam Forums - Thread - Direct
Do you mean a creative mode? That is a planned feature, but not yet on the roadmap. You can already kinda emulate it with commands and the devtool, though.