No, there is no way to do this.
You could either shutdown the server via automatic schedule (though time does not go on, which probably is wanted for limited playtime) or manually set a password whenever the time is over.
No, there is no way to do this.
You could either shutdown the server via automatic schedule (though time does not go on, which probably is wanted for limited playtime) or manually set a password whenever the time is over.
It's unfortunately not, but one of the many new law possibilitites in 9.0.
If I may ask, why are we forced to use a web interface to perform in-game functions in the first place? It's slow and inefficient, and (seems to me) could just as easily be performed via an in-game UI. I'm having a hard time understanding why this was ever considered a good idea.
This is due to Eco being originally developed as an educational game only, where the WebUI is very useful for school use. Actually, the creation of laws will be moved to ingame in 9.0.
Yeh, that's Eco. xD
I think my point is not many people really know what’s going on, and that it feels like the devs don’t listen at all, since large features that are heavily wanted don’t really get addressed. I mean clearly it’s not just me that thinks that, quite a few posts here discussions on the game are about how the roadmap is ignored. It feels like there isn’t much to do, and almost every game goes the same as the last one, it feels like there isn’t much to discover in the game, or mechanics to really play with.
I still don't know which large features you are talking about explicitly, despite boats which for sure have been asked for since a long time, but i also already stated why those are not top priority right now. We're constantly developing the game and constantly posting updates about what we are working on and thinking. Scrolling through the posts i also do not find anything else than boats being an obvious shared request.
9.0 will definately expand your options in gameplay quite a bit. Keep an eye out for more news on it in the following weeks.
You are doing nothing wrong, this is a bug that is fixed in 8.2.
And since my other comment was deleted for no reason I quit. Started with hope, ended regretting.
I did not remove any comment. The last removed comment as of mod log was from 28 days ago, which was a mere advertising post. I know that a comment is missing though, as i actually replied to it this morning with my response being gone, too. No idea where it has gone, i'm not experienced in reddit, so i don't know where i could look that up.
I know it was about you wishing us good luck, considering there is an exit button for games when they become boring and there is no way to give feedback to reallife or something like that.
I pretty much responded that we're aware of this, but if that would stop us from developing the game, we could have done one of the 20 minute round games, which we didn't. I also said, that thankfully not everyone is bored by the mechanics we implement.
All in all, as i stated - the game is not for everyone but it is clearly communicated about what the game is. I'm sorry you don't like to seem the direction, but i'm glad that a lot of ...
Read moreRead moreThe false advertising perception comes from calling it a roadmap even though it neither follows no particular order of popularity nor is anything even guaranteed. Just because it doesn’t say the listed items will be in the game doesn’t mean that anyone viewing it would infer that it is. It seems heavily implied that these features are going to be in the game, especially given the screenshots descriptions, and it seems to me it’s not just me that initially thought that. The roadmap was one of the reasons I bought the game, because the most popular voted things on there were things I thought would be fun to play with. I don’t understand the point of a roadmap if you’re going to do it in the order that the game devs want to and seemingly completely ignore all the things the people want. I get having a plan that you want to follow but pleasing the community is important for retention, but I doubt there’s even a strong plan, I remember seeing an old video from eco of an orca in the game...
As i said, i'm also quite unhappy with how it was named, but that was long before my time. I've forwarded that feedback and we'll see what the people caring about it will decide for it for the future.
But you also need to see that this roadmap does not state dates for the features anywhere like a normal roadmap would do. I'm sorry that your decision to buy the game was mostly due to the roadmap and two of the top-most voted features and that those are not yet in the game, but i'm still wondering how people could get the feeling that the only thing we do is working the roadmap from top to bottom, we never communicated we would do that. Actually, at least i didn't even think people would expect that, as i never would myself. When i started playing Eco and saw the roadmap, i read through the points, found a lot of them interesting and some not, voted for my favourites (which are all more to the bottom of the page) and forgot of the roadmap. I never saw it as something that tel...
Read moreGood luck with that. I just remind you that in real life you have no exit button as an option to leave boredom and giving feedback to life kinda makes no sense.
That's totally clear. But if that exit button would be a reason to stop us, we wouldn't have needed to develop Eco at all but could instead have made some kind of 20 minutes lasting game. Thankfully, the systems we implement are not boring for everyone.
They might be something to look forward to, but he called it an optional feature, like it’s not confirmed
The list on the roadmap is a list of things we ultimately WANT to have in the game, not what WILL be in the game. It seems this is not clear enough, so i'll make sure that our web developers adapt what the roadmap says for this to be understandable.
The roadmap is there to show you where Eco could head to, what we think that we want to implement over the course of development - not only early access, but in general. Eco will never be stopped to be developed and get more extensive as long as people play it. You likely see new major features in five years, just like now. There is unlimited possibilities on what you can add to Eco given it resembles real life and real life is limitless. Trains are a thing we think is cool and want to have in the game. But it's also one of the hardest and most time consuming things to do. But that does not mean it will be in the game soon or at all, nor does it mean it will never be in the game. And as far as i read the roadmap it's not stating...
Read moreRead moreOh, don't please use the "realism" argument in the game full of cubes, when the ecosistem we should learn not to destroy happily destroys itself, the game where you have to build robots in order to make a light bulb, where the mass magically appears or disappears based on the skills of whoever turn the ON button on a workbench, where the law of energy coservation doesn't work, where some animals population reproduces in the seconds after raid hunting, where the more people observe the rocks the more they forget about gravity and solid surfaces, where human footprints traverse through layers of rock and soil from the deep underground to appear on the surface, where the world depth depends on the ocean depth, where the planet's curvature doesn't depend on its size, where water can be basically dug out, where wild plants can grow in hostile environment but the same cultivated plants can't, where all gases and liquids can travel any large distance trough pipes, but only if the pipe is ...
That's not my argument but the reason for the choices we make and therefore i need to make this aware to you. I cannot refrain from telling you this, given it's the exact reason why we do some things. Our design is based around realism, with simplifications of course, but many of them over the course of development will be gone, too. Obviously for different reasons some parts are more realistic while some are less. The sweeping hands talent for example is as unrealistic as the carry weights - but still way more realistic than other games offer. The production chains is something we want to make more realistic than other things, giving the benefit of a use for a lot of different professions and the economy and the impact for ecology - which are two important pillars of the game content.
Sure, you don't need robots to make light bulbs, but in the future we are going to introduce different tiers of machinery to do things. For the ore processing we'll introduce that and have s...
Read moreI live in a city founded on extensive mining. There are huge mine dumps, and of course they are ugly and very little grows near them 50 years later. The rivers downstream are polluted still. Every so often a dam near the mines breaks and kills more of the environment.
There are entire companies whose sole job it is to transport the tailings and waste from the mines.
Don't worry, you have the realism quite well modeled.
And it's still a lot of fun.
That's what i see working best ingame too. On some servers i play on some players that are loving mining, mine stuff, sell it and offer tailings storage as a company for the whole server. That works best and the miners are mostly rich given what they sell the ores for and take for the tailings. Still, i'm totally aware not every server has such dedicated people that are into mining anyway and don't feel any tediousness, so we'll surely try to balance it out so it is fun for most people.
I think the problem is that they have a roadmap suggestion and haven’t bothered to work on the #1 thing on there
We just can't. The game is not in a state where it could support the fast chunkloading that would be needed for trains - it was clear to us that this will be one of the last and most optional features of all the things we want to do, no matter how many votes it gets. Votes alone don't decide what is implemented, they tell us what people think would be really cool. And trains would also be really cool for us. But there is no way to implement them at the moment, that is something you might see after the end of early access. I've already told our web developer that he might want to clarify what the roadmap is - a way to show what you find most cool to us and a way to show you what we plan to implement from us, not a vote on what we do next. I'm quite sure that will be part of the website relaunch that is planned for the future.
Thanks for the information about the roadmap. The part I don't like about the new ore system is that you would have to spend a lot of time building stuff just to get rid of the waste. That is super boring with tailings already. It feels just like smelting except you have to do it over and over.
Eco is meant to simulate real life to a certain degree and ecology is one of the basic game pillars. I know that it can be very tedious for players to store those things away, but on bigger servers that ususally works quite good with multiple people collaborating. For sure, in singleplayer we'll give you the option to adjust resource needs and therefore waste production, but in the end there will be a use of storing the new waste products - because in opposite to tailings they WILL be dangerous and not storing will cause major problems.
Sure, we need to balance the game between fun and realism and we do that - but waste is a major problem in real life and there just is no way for the some of the new waste products to be used. In the end it is supposed to be tedious to make you think twice if you really need that much of a specific product. I know that given the professions and goods not being nearly completed it doesn't feel like that in the moment, but in the end it hopef...
Read moreThe roadmap is showing what we currently work on and a voting page for all the features we plan to include in the game until final release, the order of the items does NOT represent if or when they are implemented into the game - that's also written on the roadmap page. We don't have a long-term roadmap, we are introducing the planned features for the next patches via our dev-newsletters. Decision on what is implemented next takes serveral things into account, not only the roadmap votes. We also regularily put in small stages of one of the roadmap items, so quite some of them already have a lot of it implemented, but not everything.
Sorry to hear you don't seem to like the new ore concept - it'll introduce a lot more things to do and new professions. Eco is a game that tries to resemble realism, which the new features offer.
For fixing tediousness for single player, we'll have new configuration options for resource needs and crafting time, too.
That's an issue with the room calculation that is marked as fixed for 8.2.
It's not coming out before June 10, but until then it should be very ready to ship as fast as possible.
Yeah... Factorio and the Wube team really spoiled me. Quelle dommage that their workflow and attitude is not the industry standard for early access games. I feel kinda trapped in the position where I should excuse but I don't quite understand for what. For my playstyle? For not being in the paid QA team to properly report bugfixes and not understanding what bugs are resolved for what version and what bugs are proudly considered features? For not finding concrete and up to date information from all the sources including personal responses in Discord, Reddit, the Forum, and ever-wrong wiki, (not mentioning that it's nearly impossible to google something with "eco" prefix and get the game related information) rather than from one reliable source like devlog? Or maybe I should excuse for that SLG cannot hire a professional community manager?
You don't need to excuse anything. It's not like we are doing most things as of business standards and i'm neither the person that decides what will be announced in a newsletter or blog post - that's decided by different people. My job is to communicate with you and give you the answers for question you ask for and cooperate with people, admins, modders and projects from the community, giving your feedback back to the developers. Your feedback was given to them.
And even though i'm not a professional community manager - which some people do like way more than a professional person, btw, given a lot of our former community players didn't even regularily play the game - i feel i'm doing a good job in that. I'm sorry if you don't feel the same and i'm happy about any suggestions you have for me to improve.
But i'm not the guy that decides where the game heads, how the game is developed, when bugs get fixed or how big our Quality Assurance team is, despite i'm having so...
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