SLG-Dennis

SLG-Dennis



08 Jul

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Biomes currently only shift with increased temperature.

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Originally posted by Kel4597

New to the game, just bought it with the latest steam sale after being prompted by my brother for months. Over 80 hours played in less than 2 weeks. Very little of that is afk time.

More in-game customization sliders and better explanations of what the current ones we have do. I’ll use stockpiles as an example. The hard limits on stockpile capacity of a single stack (ex. 5 dirt in a normal stockpile) is crazy restricting given just how much terraforming is often required. Combined with the tediousness of small carry limits (Whoever made BigShovel mod is a hero), I can see this one factor alone being enough to turn people away from the game.

Shouldn’t have to mess around with game files and potentially break things to have an enjoyable experience. Shouldn’t have to scour Internet forums about the game with hope that someone somewhere at some point rifled through the files and found the exact line I need to edit or delete.

Yeah yeah, not every game has to be ...

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We've lately been adding a lot of such sliders and we'll continue to do where we see the need and compatibility with our design goals. For the Big Shovel specifically, that was actually once part of Eco, but we removed it on purpose, as it didn't fit our design goals. Every slider we introduce also means additional source of problems, more problems with players seeing unexpected stuff and maintenance. Hence some things we leave up to modifications that will later be displayed on servers and move them into a specific 'modded' category on the list.

I know that you might find the shovelling tedious - but that's exactly what we wanted you to feel in the beginning. And we promised to our kickstarter backers that we are developing the game of our vision - not adapt to a mass-market, loosing things we think is important for giving a specific idea. We've already integrated lots of options to adapt the game to your liking, but unfortunately not everything will make it to the base ga...

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Originally posted by lifezoned4

A faster new content generation loop would be a good start. So much good ideas are planed but they so far away time wise at current development pass.

More social community pressence like youtube or twitch would be nice too. Also promoting and blogging on offical server cycles would be nice. More press more people intressted. This game is so good. The world need to know about it more!

We do work on a lot of features at the same time, but most of those projects are bigger ones where different people work on different tasks, hence our major updates (9.0, 10.0) are typically the ones with major reworks, while the minor ones contain a single feature, bug fixes and adjustments, depending on the effort required for features. That being said we are working towards getting our internal management into a state that would allow a different approach and I personally prefer e.g. ONIs approach as well.

As for social presence that is stuff that is typically considered Marketing and it might surprise you, but we've on purpose been reluctant for active Marketing, as our priority at the current time is to use our resources on the game development itself. What I can tell you is that we are going to take a look on options for that towards release of 10.0. We currently don't have staff that could do this and the budget is mostly used for actual development.

I've alw...

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Originally posted by LankeNet

Figure out how to make people actually interested in economics and political theory. Right now people know nothing about money, and they think politics is a team sport.

Do you have an idea? :)

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Originally posted by WorldWarRon

Simplifying the mechanics of crafting. They overengineered the crafting at some point and it made the game slower. As someone who played through a few times it lost me when I came back to that update. Haven’t played in awhile now

Mind to go into more detail? Our goal actually is to slow down the game, so what you describe is not necessarily bad in my view.

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Originally posted by M0nzUn

A curated server list for new players. There are SO many bad hosts and a bad first time experience will have players not coming back at all.

That is planned but relies on a whole new master list system and the decision on if we want to make servers register with a SLG account (as we think about introducing server achievements) and if we expand it so far that players can rate and report servers (which they can already do via mail for ToS violations). People working on that would also be mostly from the backend team, which is extremely small, so that's a major feature.

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Originally posted by PlayerOneThousand

Lots of QOL things that have been bugs or just ignored for years (elevator desync for example). We only just recently got in/out for stockpiles but we still can’t filter them (not search filter - I mean “output item A to this stockpile, and item B to that other stockpile”).

It seems like the devs don’t seem to listen or when they do their priorities are different from the players.

The elevator desync has finally been fixed in 9.6. As far as filters go, that is planned but still in design phase, as it goes into a bit of automation, something we only want to have in Eco very low-key and probably at cost. I do fully understand that to you that might only be a simple QoL feature, but in terms of design it's a bit more than that.

I can also assure you that we are aware of pretty much every public post (as I actually read all of them), but that we indeed need to prioritize things based mostly on internal factors and that we do have a planning scope and a roadmap of the things we want to do. Not every issue that to one seems like a major problem does actually to the majority of players either and we are still in a position where we sometimes will need to decide if we put one more person on developing a feature or on fixing issues.

As I mentioned in a different post, we are mostly integrating player suggestions when we actually work on features the s...

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Originally posted by Tess-Tikler

For me it would be more approachable servers. I played about a year ago and got left behind in a server because I couldn’t be on it 24/7 like some folks in the server were.

Loved the concept, loved the game. Just can’t be arsed to sink some time into it when I know I’ll get left behind.

I know there’s dad speed servers but for the wider audience of people who know about this game, they also know it’s a time sink

That's what we introduced exhaustion limit feature for, but it's not used as much as we thought. It's always difficult to bring together people that wish to play a lot with people that wish to play limited times - basically only respective servers can solve that and the options for that are there.

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Originally posted by Morphray

Maybe not combat, but I could see the appeal of competing companies, competing economies, competing governments.

That's already possible and 10.0 will also add the last mentioned point.

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Originally posted by Revolt244

Pvp

That's one of the few things we're categorically not doing in the traditional sense, but there is mechanics that support such mechanics in economical and political competition.

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Originally posted by Birphon

Random question that doesn't apply to context of OP but

Where would be the best place to chuck "ideas for the game"? I may or may not have been cooking up some ideas (still fleshing some of them out tbh) but I have 183 lines of text for Ideas (lmao) possibly knowing that some of them (maybe even all of them) conflict with current idea's for the game that the Dev team have

For suggestions our suggestion tracker is what ultimately has the highest chance: https://github.com/StrangeLoopGames/EcoSuggestions
It will likely be replaced by a different system in the future.

How it basically works is that we're picking a few smaller and QoL suggestions every Update to address and whenever we work on a new feature we're searching it for user input that has been made that is relevant to that feature, then we line the featureset out.

So yes, it is not very likely we're introducing a major game system someone suggested based on just that suggestion, but it's likely we're weaving suggestions around game systems we in some kind have ...

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Originally posted by MercysquadWpgJets

I wouldnt even waste your time. Hearing from kye, who showed me 14 working mods last year while helping me with my server, couldn't even get eco mods to listen. And were talking the reason most ppl play is cause of kyes mods.

I'm in touch with Kye personally pretty regularly - that also applies to Monzun, Nid and any other interested modder that reaches out or that I notice needs help.

I'm not a wizard, but I'm doing my best to support them. They're actually all extremely helpful and friendly to me as well and even supporting me with changes at their mods that I use on our official servers. (And test in playtests) I think we have a very respectful, friendly and mutually beneficial relationship there (I'd just call them friends), so my view on that is severely different.

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Hey Citizens,
a while ago we introduced the Storage Silo for all the mass storage needs of our valued farmers.

In Update 9.6 we're expanding on that and adding the Industrial Fridge that can store high amounts of food items which will prove very useful for all the cooks among you.

Not only that, but they will actually cool the food, which we'll shed more light on in a future post. For now, let's take a look on how the Industrial Refrigerator will look in your kitchens.

https://preview.redd.it/4xpg3i9v5ea91.png?width=1920&format=png&auto=webp&s=cf46b569a3170891cbbe83b9c7c41d857103c9f3

External link →
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Originally posted by Wiggitywhackest

Some direction and a fire under the devs asses, lol. Don't get me wrong, I love Eco, but this game has been in early access for more than 4 years with a couple updates here and there and lots of grand ideas I'm still waiting to see fleshed out. At this point it doesn't feel like a game that will ever reach it's end because it doesn't know what its end should be. It's a common thing I hear from players.

We actually openly state that Eco is not intended to have any kind of 'end'. Also, that fire hurts! :D


06 Jul

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Originally posted by minimeowsketeer

The one at the end of your original post.

"/link/vp21fr/video/hu3jb0npuy891/player" takes me to https://www.reddit.com/link/vp21fr/video/hu3jb0npuy891/player

Is it supposed to be an embedded video? Maybe it's a mobile issue?

I indeed can't see or find a link in that post. I uploaded our video that is also on our other channels, it's at the end. No issue here either on mobile or desktop.


05 Jul

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    SLG-Dennis on Steam Forums - Thread - Direct
Yes, we're all alive and working.
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    SLG-Dennis on Steam Forums - Thread - Direct
No, multiple governments are a feature of Update 10. Currently a second capitol is only able to overthrow the government of the first if the building is more prestigious.
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    SLG-Dennis on Steam Forums - Thread - Direct
If I don't misremember the Steam Engine once provided mechanical energy, so we probably just didn't rename it. I think there is some long-term thoughts to have it provide both, toggleable.
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    SLG-Dennis on Steam Forums - Thread - Direct
Generally we highly appreciate people answering on a bit older topics as well, but this one is dead for more than four years :D

04 Jul

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It doesn't fulfull any of our minimum system requirements - we set those pretty high on purpose though to be safe safe than sorry, as due to all the changes all the time we cannot really yet set specifically clear and tested requirements, so you'd need to try. But I don't think this specific thing can do it.