Posts by SLG-Dennis

Hello Eco citizens, today I’m going to talk about the super-fun world of Demographics.
I bet you didn’t know that demographics are fun. It sounds like a really boring word, probably. One of my favorite things about Eco though is that it connects things you think are boring to a wider system you’re engaged in, and suddenly they become fun. Taxes, for example, probably one of the least fun things there is, is one of our most interesting features. I once saw a server even implement parking tickets, which to me sounds incredibly fun.
Here's an overview of the Eco 9.0 blogs so far:
  1. New Government system: Constitution
  2. New Government system: Elections and Elected Titles
  3. New Government system: Demographics and Wages (This blog)
  4. New Government system: Laws Part 1: Using the system
  5. New Government system: Laws Part 2: Taxes, Ownership, Property, and Wealth
  6. New Government system: Laws Part 3: Tour of different actions, and Executive Actions
  7. New Government system: Districts
  8. New Crafting: Work Parties
  9. New Craf...
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Alternatively open up users.eco in the config directory and add either your slg or steam64 id (or both) there:

"Admins": {

"System.String": {

"$type": "System.Collections.Generic.List`1[[System.String, mscorlib]], mscorlib",

"$values": [

"slg8xx92",

"765611xxx46384382"

hitzu

Because devs would rather implement the 5 branch government no one asked for for ten players because severs can't handle more rather than fixing basic mechanics and performance issues. Yield is broken, fertilizers are broken, biomes are broken.

I'm able to handle 50 players quite well, it's not that broken ;)
You get the point for performance, though. But that's part of 9.0.
Farming is something we want to revamp entirely in a future patch, hence it's not being touched at the moment. I don't see where biomes are broken, though. Might want to go into more detail there.

SatsukiShizuka

That's just the item's icon background. You'll need to wait 12h for it to properly decompose. And since 8.3, it does become compost rather than garbage, now.

It's actually intended to show if its compostable, but it's not correct for every item.

Try the /level command, but do a backup before playing with it.
Performance Improvements are in 9.0, which is not yet released.
No, but in Update 9.0 there will be one.
XP can already be configured.
Greetings all Eco citizens! This week’s blog will be presented by Eco dev Todd Glenn who works on game balance and helps with some of the design aspects of Eco. We will be focusing on updates to the technology tree, which is the progression of items in the game that players get through research and technology. We’ve added a ton of content with 9.0 with a few goals in mind: encourage more interaction between the professions, make advances in technological advancement feel more impactful, and expand on our end game content.
Here's an overview of the Eco 9.0 blogs so far:
  1. New Government system: Constitution
  2. New Government system: Elections and Elected Titles
  3. New Government system: Demographics and Wages
  4. New Government system: Laws Part 1: Using the system
  5. New Government system: Laws Part 2: Taxes, Ownership, Property, and Wealth
  6. New Government system: Laws Part 3: Tour of different actions, and Executive Actions
  7. New Government system: Districts
  8. New Crafting: Work Parties
  9. New Crafting: Labor System...
Read more
That hasn't been an excuse, just a statement of accepted scientifical fact. We've been commenting on the performance issues earlier. They are being worked on, but you'll never get to run Eco at 100 FPS with mediocre hardware, it's just too cpu heavy to achieve that and there is little that can fix that. The whole stuff that can is still in preview state in Unity and we depend on the engine.
I'd also ask you to not state false facts. Noone denied anything. I've been very open about performance issues everywhere, still i'm entitled to facts and my own opinion nontheless.
We're all aware of the situation and our number one goal is to remedy it. But there is limits by design, available software and other things that we can't turn off. Our goal in EA is to have a playable state for the majority of players. And for the majority a minimum of 40 fps is acceptable, as it's playable very well. Final Optimisation in EA games is usually the last task before release, we're not that far yet, so ... Read more
Eco is not a reaction heavy game, anything above 40 FPS is playable very well usually. (Just like RPGs and other games)
Not a known issue, but some AV softwares tend to block internet connection for Eco or other stuff every now and then, not much we can do, those companies are not very cooperative.
That's what we plan for them to do.
Dear Staines,
even though you deleted your post, i'll answer to it anyway.
I did listen to your concerns and i also did explain in very much detail that i do see those, but also why i don't agree with the results presented. If you are misunderstanding me, i beg for the bonus of english not being my native language.
In the end Eco has a specific vision and it's our job to get the vision into the game while making it playable and useful. Some changes are more important to be done earlier, some are less important to be done.Hundreds of factors play a role. Some changes can't just be made like some people want without hurting the vision. That's why we state Eco is made for multiplayer - multiplayer with a medium to large sized group of people. If we could make the game complete and perfect in a simple snip, we would do it. Unfortunately we are a little indie game company and need to distribute our resources where they are most needed. And where they are most needed is a mix of game des... Read more
@Staines:
No, that is not what i said. Boats are a planned feature, but one that has low priority at the moment due to the reasons i have stated. I also never stated there would be no people that feel the same like you. I know there are. But you need to understand that this still is not a majority of people.
I was just stating that i don't feel like boats missing is something like a bug (which some people requesting boats seem to state) - they are not a required feature to me which would cause it to have highest priority. For connecting early settlements we usually do a simple thing in just under an hour: Craft ramps, place them in a useful manner and build a basic bridge out of hewn logs over water. That enabled everyone on the servers i play on to trade with everyone in no time, travelling through the wilds and i actually see this happen on a lot of public servers. (Given i personally dislike unplanned roads and things like that, i notice it immediately) This is not much differen... Read more
Hey both of you,
i'd like to join one of the server you play on in the future, i feel like there is very little use made of the features ingame, as you just told me if i ever have seen the road builders tearing down the forests - no, i actually haven't. (Though we never do roads with hewn logs, people don't get paid for using those - regulations) I play on a high population server with even more than high collab setting (and therefore even higher player loss) that is medium communicative (but STILL does only play 30 day cycles and actually it dies off way earlier, too!) and where people discuss where roads are going to be and lay out a district and road-laws in planning. I have the feeling you don't use these tools?
We usually pay for the infrastructure projects by government - that's a good reason it is there for. The people planning to skill in cement and basic engineering ususally start from day one with roadmaking and earn their money through that, so roads are pretty much comp... Read more
Hello Staines,
i can understand your opinion, but actually do not have the same feeling.
Building bridges and transporting things with the goods with vehicles work very good for me and the players on my server.
Do you probably play on especially big worlds with low playercounts? When you choose the recommended world sizes for different player counts you usually should not have a problem with transportation and bridges indeed are a big project, but nothing too hard. Building infrastructure is also something we want to encourage.
Boats are a feature that require massive changes, from implementing water physics to adapting world generation once again - making old worlds no longer compatible - for in my opinion little benefit. The only point in time where i ever thought of boats being useful for me (and i have at least 1500 hours actually played this game) was the early-game, when no roads are established and boats could be used for early game transportation needs. In the later game boat... Read more
Hello Staines,
the only roadmap we have at the moment is this one: https://accounts.strangeloopgames.com/roadmap
It displays what is in progress at the moment, as in what the focus for the next update is. (In this case 8.2) We don't have a long-term roadmap at the moment, the listed points below "In Progress" are things we all want to do and want to know your opinion on, but they do not represent the order or likelyhood of if and when they get into the game - that is also stated on that page.
Boats aren't cancelled, but - as we've been stating since quite a while - will come later. Don't expect them in 9.0 or 10.0.
The focus on 9.0 lies on a new mining concept (see our social media for more details) and improvements for the law and government systems. Other notable changes will include fleshing-out work on professions, balance, recipes and several other smaller features. Read more
Streaming on the test server is not yet allowed, so that won't net results that could be posted here.
Why shouldn't it work?
Eventually, for now you can just extend the range by placing something that requires power, like a Street Lamp.