SLG-Dennis

SLG-Dennis



21 Nov

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Originally posted by Divinion

Costing me under $50 with all the upgrades available. So it looks like it's an Unofficial Official server for us NA folk. I posted the info in the Server Advertisement Megathread.

See my answer to Kyxoan7 above, whenever people just state dollar amounts and some "upgrades" instead of rough hardware pieces I'm not sure what they are actually buying and assumption goes to being at a GSP, so saying anything concrete would just be speculation.

Feel free to keep me updated on user numbers, though. Unfortunately this reddit post didn't get a lot of upvotes either, which could have been a measure of interest as well. (Plus make sure that you don't mimic the official server names and description too closely, that is violating our ToS and has gotten servers removed in the past that tried to deceive people)

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Originally posted by Kyxoan7

It is weird that the price is so expensive for you. I can host a 4 player server for 5$ a month. scale that to 100. $125 a month if you even needed that many slots. Not really expensive, unless I’m missing something?

That calculation seems off, it seems to assume we could use some Game Server Provider that offers 'slots' - we do generally advise against using such GSP's, but rather use some that give you guaranteed hardware. The best offer that PingPerfect for example has (which caps out at 8 GB memory) will be able to host - free of issues - about 30 people online at the same time on a medium sized world, if people don't use a lot of civics - it costs around 100 € already. Unfortunately it doesn't allow us full server access, which we need, as we do use custom builds and settings for official servers.

Our official servers are hosted on dedicated bare metal servers with Ryzen 5950X Processors, PCIe 4 NVME SSDs and lots of memory. White Tiger uses around up to 32 GB of memory typically, when it's 100 people, mid-game and lots of civics it can easily be another bit more. That's numbers a GSP - especially offering slots - does not give you, they share much weaker servers with multiple peop...

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    SLG-Dennis on Steam Forums - Thread - Direct
If it says that, your Steam account was indeed already linked to a different SLG account.

19 Nov

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    SLG-Dennis on Steam Forums - Thread - Direct
Disappearing objects (it does actually not only affect stockpiles) has been a super plaguing issue for us. The problem with it is that we cannot reproduce it till today, even if we join on a server where the owner currently has it - cause the stockpile for us is there. We'd need to be at the players computer that just experiences it and have the development environment open to debug, which is extremely hard to do. Hence we try different approaches to fix such cases by idea and extending logging, but that has not brought ultimate success yet, unfortunately. We continue to work on it.
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Originally posted by Divinion

Anyone who is outside of the East Coast of the US will absolutely have a ping over 200, there is no way around that. But I would say that there is sufficient interest as a majority of your community based servers are US players on US private servers hosted in the US. As there has been more eyes on it of late due to word of mouth and content curators reaching the US audience.

Granted it is totally up to you guys to say if it's worth giving it another go and see how it works out. From my point of view it'd be a good time to try 1 server again and maybe make an announcement on Steam too so everyone can jump in on it to give a good idea of the interest, or the lack thereof. I may be a little addicted to this game and eager for a true vanilla experience on an Official Server. (Got the game on the 6th and already at 208.5 hours. I'm disabled so this helps me feel like I am working again, but enjoying it.)

I can of course only tell of data we have and my personal experience - west coast players on White Tiger did not tend to exceed the 200 ping notably, neither on the other official servers. Exceptions will very likely exist.

You also state that the US players mostly play on community servers - that's what they did when an official server was available as well, which was a major part of the reason the official was not being used. I still see lots of them on our official servers as well, though, just as before on the EU officials even when the US one did exist.

It is unfortunately very unlikely there will be another official US server anytime soon though - we do not get many requests for that (yours being the third I noted for this year, I got more requests from australian players) and the US population seems to be pretty happy with their community servers, especially considering the use you described, because US players do make the biggest single sales group of Eco, ...

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Originally posted by BinniesPurp

I'm an Aussie I basically can't play on any server with 200+ ping which is all of em loI rubber band back and forward and can't shoot/aim

The game works fine on a local connection tho but a bit hard seeing you need 10+ for a game

Well, that does fit with our state of knowledge and my experience. (There should be two Aussie communities, though?)

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Originally posted by BinniesPurp

I'm confused by the "lag is unlikely to be caused by your ping" part lol

Is it not basically the definition of what that means

Come on this is about money more than cultural diversity homie bahahah

I've not seen any US players having a ping surpassing 200, and that is absolutely fine to play Eco without noticeable issues. Peeps I play or have to do with also do not report any issues due to ping of that value. There is several of server side lag issues though that will be prevalent, but are not ping related. (See the Steam announcement on what we are working on)

Where ping kicks in was mostly the australian players at 600.

And as for the edited in money comment: We do plan a whole culture feature for Eco and bringing people from different countries together on the same server is super interesting. US and EU players on the same server typically give a good fight about taxes and governance.

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    SLG-Dennis on Steam Forums - Thread - Direct
Welches Fenster meinst du? Den Chat? Mit "C". Ganz schließen geht nur wenn in den Optionen der entsprechende Modus aktiviert ist.
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    SLG-Dennis on Steam Forums - Thread - Direct
This is an intended change that adapts tree farms to the restrictions of natural world generation and removes the overlapping by tree farm trees. This should be done by the trees actually dying instead of a message, but that was not an option for a quick fix - which was needed as tree farms as done before cause severe performance issues for anybody nearby.

You can change the value "MinTreeSpawnDistance": 4 in EcoSim.eco in your server configs folder if you want to change the behaviour, but this is on your own risk and your game might be considered modded for any issue reports about performance.

In the future this restriction will fall and be replaced with a natural approach as mentioned above and the distances will be reconsidered then as well to mainly fulfill the purpose of having a distance that makes sense for tree growth.
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There could be if there would be sufficient interest, which is not there at the moment. We had an official NA server, but that was barely used with people instead playing on popular community servers for the region. Hosting there is also five times as pricey as in the EU and most US players have fine ping to our EU servers (the lag issues are very unlikely to be caused by your ping), so we decided to discontinue them. We also noted that despite NA server available, a good bunch of US players still chose to play on the EU server - which is something we encourage as well, as people from a bit different cultural backgrounds together is great for playing Eco.


18 Nov

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Originally posted by xartin

A that long-time linux user

once upon a time tinkering with openmosix and vertical supremacy was fun but moore's law spoiled the fun :)

I prefer the old ways, lol.

I occasionally get blank stares from tweeners when i start speaking in crontab. you and I both hehe.

I did have such a monitor as well. Back then I was a kid and got my first computer. The next already was a flatscreen, haha.

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Originally posted by xartin

I suppose docker could work just as well. I dont use docker or microservices all that much personally.

The eco game server performance two years ago due to reliance on mono perhaps caused some people to to believe the "cloud" buzzword meta could provide a golden ticket solution when really at the time that didn't yet exist.

A that long-time linux user that does not use docker a lot? That's new. I'm still getting hyped by others for that every day and my friends tell me how they put EVERYTHING into docker containers for easy deployment. I prefer the old ways, lol.

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Originally posted by xartin

It was already a personal goal of mine that we do have linux servers fully supported now.

The fully supported linux server was single handedly one of the best resource investment decisions. other software developers have sustained needing to rely on mono to run windows apps with linux but it's never as good as native software even if you have to use dotnet.

I've maintained gentoo packages such as radarr that used to require mono to be usable on linux but radarr developers moved to builds relying on dotnet and the difference is magnificent even if those builds may not truly be designed from a historically pure native c or c++ linux software development perspective.

There used to be clickbait wiki or help advice posts offering instructions to run eco servers in docker as if that was a functionality upgrade but really before the linux server support that also just required mono and wasn't that much better two years ago.

N...

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Ah boi, that was long ago - we already had to do with each other in the past, haha! I must sound like a repeating disc to you.

As for Docker I'm not sure what was there. We made those docker containers for cloud worlds specifically (which we have discontinued by now) and never supported those either, but they'll stay around. They should work as well as native linux now, though?

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Originally posted by DonaIdTrurnp

In addition, a larger world will have more trouble moving between biomes.

And even the challenge for space is intended. That's why we try to keep our official servers at a number that balances out all intentions. Nontheless, you can use any size you want, that's why we have it. I just feel that some people would probably have a better experience if they got away from that seemingly very prevalent "Bigger is better" feeling that I absolutely exhibit myself when playing games. I always find myself to use the biggest map with the most resources, just to find I never need them. (In Sandboxes) I still do it.

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Originally posted by xartin

Happy to report after checking again this is the first occasion this game has worked natively on linux since launch without the puke pink rendered display and using Gentoo Linux install built by a 19 year veteran. Whichever knob on the payroll you guys adjusted did something really productive :)

I emailed you a client log to assist. if you find it useful for future reference that's great.

The native linux client looks noticeably more crisp and vivid than windows does. using a ryzen 9 5900x and a evga 1070 ftw2 graphics card with nvidia drivers version 520.56.06. vulkan support is native userland enabled in mesa at build time.

The pink issue actually wasn't there for quite a bit longer than you stated, but that is barely any relevant, as it was there for way too long :)

Our current main goal is to keep the builds generally working, but living with the fact that some stuff is off or not working well, as we're missing the resources to fix that up. We have no linux users or people with dedicated experience outside of devops in the company, no testing means and - I know Linux peeps (and those so far tended to be some of the most helpful and welcoming people in their communities I ever met, as a former system integrator and using linux for all my servers) hate it when I say that, but potential users for Linux is under 1% economically. There is often the 'more support would make more users' hen and egg problem, but I'm not in a position to make decisions on that and as a indie game studio funding is always an issue, so I can only tell you that I personally would love to give you the full support you de...

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It saves every 60 seconds and on shutdown, if that is done gracefully. The game runs on a dedicated server, so it's not like any singleplayer game.


17 Nov

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The default size of 72x72 is fully sufficient for 15 players. Any higher size for that amount would not provide the game experience we intended, at least.

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Originally posted by Transparent_Turtle

I'm very glad to see the running animation will be addressed next patch!

I'll look for the git hub info so we can have people report there. I'll check your discord for a link.

I'm not surprised that people are asking for boats since there it's such large oceans. I don't understand the use or need for them not when there is literally so many other things that should be higher up on the list. At least though you are listening to the player base though if that's what they are asking for. Albeit as silly as it is I suppose people just wanna run around and say I'm the captain now till thier hearts content.

I'm sorry, I forgot to post a link to you, you shouldn't need to search for that: https://github.com/StrangeLoopGames/EcoIssues/issues

Trains are also extremely popular, actually number 2 in feedback and requests, also before bugs and performance. It's always a juggle to fulfill peoples wishes. (Especially as Eco's playerbase is very diverse with people having totally different interests and motivations why they play.) I have stated before that new features sell the game, while fixing issues keeps the existing ones. That wasn't very popular the last time I said it, but it's true. We need to balance both things to survive as a company, even though I can totally understand reque...

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Originally posted by Transparent_Turtle

Hopefully it helps. For me the recent animation changes were a hindrance not a help. Motion sickness and constantly seeing my character walk around with thier knuckles on the ground like a primate when I have no tool.

Like at least performance needs to be fixed. The animations didn't need to and they are much worse off for having been "fixed". Going from semi smooth animations to feeling clunkiness consistently with a dash of nausea was a downgrade in game play performance. Things like this effected at least 30% of your player base but boats higher up on the list?

For the animations the only reports about motion sickness we have gotten was the running animation, which is going to be addressed in the next Update. There has not been any notable reports about such issues with animations in general, as such the effect on population is deemed very low aside of the mentioned animation.

Multiple animations still need polish, as that was only the first pass, but at least issue wise there is nothing out of the ordinary to be seen. Please feel free to describe your issues on a GitHub issue, priorization and what we look on also always depends on what feedback we get from players and typically using that feedback gives a good approximated overview for what issues are there.

Complaints for animations were rather that they slow down some things compared to what people were used to, but that was a fully intended effect and food animations have been adjusted to address complaints during playtest. No doubt that still isn't good enough for so...

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Originally posted by xartin

I tried this game again after a long time. perhaps at least a year and was dissapointed to discover the game is still utterly unplayable on linux. the game world view just renders as a single puke pink color resembling pepto bismol liquid nausea medicine using nvidia drivers with a 1070 or an amdgpu graphics card.

Even tested on two systems. Perhaps that will be fixed someday.

We don't support the Linux and Mac clients, only the Linux server. There is no active development on these builds currently, we unfortunately don't have the resources to do so. The pink issue has been fixed in 9.6.4 though and we had confirmation from linux testers on GitHub for that, have you tried with that version? If you still have it there as well, we can take a look if you send us your client logs to [[email protected]](mailto:[email protected]): ...

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