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Other option is they will leave Early Access before it is a polished game and without fulfilling most of promises. It will not be surprising if they just do some improvements to animals and say they are finished with Early Access while everything else remains the same.
yeah. friends and I tried it ehh for about a week. I'm no pro, but logging looks unfinished. Hunting is a joke...most animals don't flee and fishing is god awful. you can touch a fish without reeling and you get it lol
not to mention they go so deep into farming...like super realistic...then randomly state you don't need water...? i have to worry about locality and moisture...but i don't have to water?
fertilizing should be farming...waste of a point. and what does it have to do with making ponds?
you cannot trash everything in game, which they want it to be realistic...but again, there are so many unrealistic things with this game....so why not?
list goes on to be honest. I also don't like how your specific skill needs other skills to function. i figured the point of this game was to become a professional at something to help the community, but looks like I need 3 other players to even get started with my skill. Looking at cooking and smithing mainly.
This is a concern I share regarding development 'thinking'.
There is great progress on points that absolutely do not interest me, such as electoral interactions between players.
But as of version 10 there have been no changes regarding the role of water in the ecosystem or related to overall terraforming.
The list is indeed long, elevators which are not designed to stop at one floor, constructions authorized on the high seas but no pump to empty large quantities of water or conversely no possibility of filling a hole to create a new pond.. etc..
But this is not a bug, but a way of seeing the game during its development.
I disapprove of the arrival of a market where I am asked to pay SIX euros! for a simple 'custom' wooden panel while I can always cross a bison which is just a featureless sprite.. Besides, we must preserve the environment to allow the species to grow, but no baby animals , no male/female differentiation, no breeding/feeding/etc. areas.
I am keen to think that ECO does not just want to model Minecraft to sell goodies in its market, but that on the contrary, it wants to be THE reference for community management of an ECOSYSTEM! ;)
For developers:
When we explode the meteor 40 times, the lifespan of ECO is based on the experience of solo players / with friends who manage a planet and not just a short mission.
My personal server is set to 1000 days, having construction sites modifying areas of 30,000 blocks, roads that go around the planet, an inhabited area in the open sea disbursed down to layer 1, etc.
And all that ruins the experience are those little things that are 'poorly thought out' at the start when launching a feature.
for example, why can't you take more than 3 blocks of earth with an iron shovel, but you can take FIFTY blocks of earth from the reserve with that same shovel?
I still have to say that this game is really great! but I seriously doubt the commercial turn that is taken before refining the details of the game.
At 25€ ECO is a golden game!
At 1000€ and more (for those who want to buy the store), ECO calls for criticisms that I would never have allowed myself to make before version 10..
Which makes you think why am I paying for something that only works on custom servers?
At least that's my experience in SLG-Giant Panda.
Just as with all other settings, the official servers aim to provide a basic variety of different options for marketplace settings so players can choose on their own what they prefer. Here's an overview:
Coast Redwood: Marketplace enabled, Trading Marketplace items enabled, Using Marketplace items without owning them enabled
Dusky Robin: Marketplace enabled, Trading Marketplace items disabled, Using Marketplace items without owning them disabled
Dusky Robin: Marketplace disabled, Trading Marketplace items disabled, Using Marketplace items without owning them disabled
Sea Otter: Marketplace enabled, Trading Marketplace items disabled, Using Marketplace items without owning them disabled
White Tiger: Marketplace enabled, Trading Marketplace items disabled, Using Marketplace items without owning them enabled
This should not be the case. There is a config option that can be enabled to allow this, intended for servers that prefer the pre-boat experience, but that isn't enabled by default. Maybe you are playing on a server that has this option enabled?
You can vote on water physics and (suggest) other features you'd like to see on https://feedback.play.eco. There is also one for elevator stops. Unfortunately neither are currently planned.
Trains have always been communicated to be very unlikely to be added during Early Access. They are still up for vote and planned for some time after the release: https://eco.canny.io/admin/feedback/feature-suggestions/p/trains
Then there was the interactive road map, "Eco Tree" that existed for years. That was removed because of a "bug" with the introduction of the new microtransactions back-end system. We were told it would be back soon, whatever happened to that?
Mostly recently we were told that full release would come late 2024/early 2025. Is that still the plan?
Then again sea level rising and destruction of stuff is demoralizing. So maybe make the impacts drop resources that people need badly for a t6 style stuff needed to destroy the main one.
Make the ending in stages is all I'm saying with randomness added to it. It'll keep people interested.
Also allow us to add a slider or ability to adjust ore deposit densities, sizes etc. Add more types of rock (Marble, Quartz) and gems for decor etc.
That was a poll to gauge player interest for internal purposes at a early development stage about different, already planned features and did not in any way decide order of development nor was intended to do so - the feature scope was already determined, the poll helped us with internal decision making. When looking at implementation of different items from that poll you will notice that they have been all implemented out of order in a way we deemed fitting for the needs of the game, taking care about different interests to keep a balance about the different design goals of the game. Eco wouldn't work at all with just boats and trains, but no economic features that were voted rather low.
It is why I noted that trains are still a planned feature (in opposite to other features on the suggestion tracker, which also has the purpose to gauge interest but does not mean any specific feature will be implemented at all or next; even though we intend to implement most of the top-voted suggestions at some point) - already back then it was communicated that trains are unlikely to happen in Early Access by my predecessors, and by me since 2018. The desire for trains is understandable, but they are a major feature that requires notable changes to the gameplay to be of actual value to the gameplay, as the mass transportation they were intended for is currently simply not necessary. (If talking about actual trains as on the top of the list back then, not minecarts)
That is still coming back, but as mentioned before has low priority compared to other tasks our web developer needs to handle first.
Yes, though I already communicated last year that the exact date is unlikely to be possible to hold. There is however only few (~ 2-3) minor updates missing before the final major one that introduces Animal Husbandry.
And 2-3 minor updates needed... an entire skill rework to allow infinite star spending, pipes for oil drilling, and new disasters to keep endgame interesting. In addition to other promised stuff like new vehicles, polluted water actually having impact, and placing items anywhere. The skill rework alone should require months of testing, unless it is rushed out. We will be lucky if this is released by 2027 based on current pace of development.
I was just looking for it myself today. What a shame as I was going to recommend to our server group but without a roadmap and evidence of the devs working on it there's no chance they'll bite.
Its a great experience playing this game time and time again. don't like the game settings, or any items configurations ect, there are loads of mods to address this and build a world you would like. Or just go edit some files and place them in the user code folder, just make the correct folder and rename them from Coal.cs to coal.override.cs )e.g.)
At no point does the OP attempt to speak for others, but instead they are sharing their personal opinion and experience.
This statement is pretty funny, because it's literally speaking for others, while telling someone they can't speak for others.