Well, ECO can have economic PvP, just look at some more hardcore servers like White Tiger :D.
If you want a slower game about building, grinding and so on, maybe Life is Feudal?
Other than that, I'm looking out for Hytale.
Am I the only one not calling White Tiger hardcore?
I am a dev so have a github account, but why are we making every person create a github account in order to create an issue? I'd bet 90% of players hit that and nope out.
You can also send them via mail, but given we used GitHub for development in the past and still for our Dev Tier users, many players (and people in general) already have an account there - in opposite to any other solution that would also require creation of an account. We don't have the resources to make custom software for that.
Usually a reconnect fixes this. When you get it again, can you please send your logfiles to [[email protected]](mailto:[email protected]), you can get them like described here: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-f...
Read moreAh, my misread then, thank you.
Or my misvoicing - not my native language, sorry for the confusion!
Isn't the poll kind of cheating? Those that watch your live streams know you're working on animal husbandry already ;)
Not sure what you mean, at least currently we are only working on animal AI and behaviour.
Please send the full server log and the savegame (.eco and .db) to [[email protected]](mailto:[email protected]) so we can have a look.
This means your antivirus software has deleted the server executable, that unfortunately tends to happen with updates to some people until it understood it's fine. Add an exception for Eco in Windows Defender or whatever software you use and then verify files in Steam to get the executable back. It doesn't affect your save games.
Read moreYou are likely absolutely not
Is that in reference to needing more than a large lumber stockpile for 200 bricks? We absolutely are at the moment.
1 brick = 1 wet brick + 4 mortar
4 wet brick = 3 sand + 12 clay + 4 wooden molds
3 mortar = 1 sand
∴
1 brick = .75 sand + 1.333 sand + 3 clay + 1 wooden molds
200 brick = 150 sand + 266.666 sand + 900 clay + 200 wooden molds
200 brick = 417 sand + 900 clay + 200 wooden molds
Large lumber stockpile has 100 slots, and both clay and sand stack to 10, so 1000 capacity for sand/clay, of which we need > 1300.
A large lumber stockpile cannot fit all raw ingredients necessary to craft 200 bricks.
The above assumes no upgrade modules, the 267 sand can be cut in half by them since the masonry table takes basic upgrades, but bricks are a prerequisite for advanced upgrades which is what the kil...
No, that was in regard to "I suspect that I'm not in the minority on this among the small-population servers".
Oh wow. I did not realize there was that much customization. I have only played a small amount and figured it was mainly world generation. I just imagined a slider for settings like other games but given the number of things that can be changed, I can totally see that being no worthwhile task. Again, the explanation was appreciated!
Those sliders we have as well, but it's config options - I assumed the whole thread was about modifications, and those start at modifying .cs files which already allows you to do tons of stuff - like changing all recipes or adding your own, or removing some. Or move them to other tables, or whatever else. Basically you can edit nearly every single item.
And then there is mods that download files for new content (though tons of stuff can be added without that as well, it's only required for assets) - those we can easily identify and display in the future, but showing you a good overview of all those manual changes admin can make is hard. Some servers have 200+ files changed to balance the game to the amount of players they have and the typical playstyle of people playing there.
Wow! I can honestly say I appreciate the response and feedback to my lowly comment. The ability to see the modlist would be very welcome. My response to the small server file challenges would just be that it would be great if those changes didn't have to happen to the file and could be visible in game in some sort of pre menu, again helping gague ones experience if one is looking for maybe specific server settings. All things said I enjoy the game thus far and look forward to what the future holds.
That's near impossible to do with any senseful UX, as admins can change every single file and recipe - all of that is considered a modification that will ultimately change your experience. It will show in the recipe tooltips on the server anyway.
Why mods? Because Eco isn’t polished yet. There are missing pieces to professions everywhere. Eco is also a HUGE freaking grindy game that hardly gets better endgame. It always requires human input and people stop playing cause it’s too grindy. You will find most of the hardcore players on official servers. The rest of us try to help with the ridiculous grind.
That's a very one-sided view I don't want to let stand uncommented. Not debating Eco is a grindy game given manual labour is supposed to be depicted and valueable in the economy, but while it's true there is many servers that just make things easier (or even into what I'd _personally, not as staff_ call "cheat mode", which is great for those for who it's fun, as that is all that matters), there is many servers that make things even harder and just rebalance things to fit better together, especially the high population ones to ensure good economy and fairness. Those, as all servers do, adjust things - but not for reducing the grind. And hardcore and casual players play there alike, like White Tiger - which comes mostly from support programs and good laws supporting casual and less experienced players through the help of more experienced ones. It always needs a full server concept to make things work the best possible way, but that doesn't need to include reducing difficulty or grind...
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