StrangeLoopGames / EcoSuggestions

Repo for storing Eco game suggestions, separate from EcoIssues
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~ List of suggestions for ECO ~ #1686

Open Gosti-FR opened 2 years ago

Gosti-FR commented 2 years ago

Greetings everyone !

I propose here elements that aim to improve the Eco experience. If you like it, do not hesitate to put a thumbs up, it helps to gain visibility. The idea is to improve / exchange on the different elements in order to help the Eco team as much as possible.

To avoid confusion and waste of time, I don't want to talk about MODs, or talk with conservatives who are afraid to make things better. (There it is said ^^)

Please excuse me for my English and if there are any confusions about the meaning of what I wish to translate here and also if my way of writing is impolite, I use a translator. So don't hesitate to ask me or correct me.

In my opinion, the main reasons why players leave Eco are the following: (In its current version: v0.9.7.9)

* The difficulty to take in hand: The main menu does not support the player enough. There is a lot of information about the game and too often the player does not know what to do or what profession to go to during a game.

Solution (proposal) =

* The meteor: Although the concept is fun, the meteor is a real trap for Eco. A majority of players refuse to join the servers where its deadline is already too advanced and if the meteor is already destroyed or if it is not active on the server, for lack of objective / fun challenges.

Solution (proposal) =

Here is the idea of ​​the new concept:

How :

List of the various possible problems concerning the other planets:

List of the different possible resources received by the other planets:

* The star system (Level of the player): The idea is interesting but remains a trap for the progression of the game and has no more interest during the progression.

Solution (proposal) =

It's too frustrating to be so dependent on other players for our progress or to wait days for a solution. Solution: Reading the skill page allows you to completely unlock the profession but with a minimum of advantage, the star allows you to completely unlock the bonus progression. This means for example that if a player has read the "Carpentry" page without using a star then he is able to craft carpentry items but in a difficult way. (the number of resources, calories and crafting time is very high: for example = 10 times longer and more expensive than a player who used a star for carpentry). Also if a player wants to fix a tool then they are able to do so if they have read the page but it costs a lot more to fix it. This way it balances fun and strategy.

Here is a list of suggestions that aim to improve the Eco experience:

* General improvements/modifications:

* Additions/changes to professions:

* Add DNA system:

* Upgrade/modify workbenches:

* Improve/modify the mod system:

* Improve/modify talent system:

* Add personal (player) and world (server) reputation system:

* About the food

* Additions/modifications of objects:

* Added cosmetics/item skins:

* Vehicle additions/modifications:

* Improve/modify the construction system:

* Improve chat:

* Improve administration tools:

* Additions/improvements to the custom main menu key mapping system:

Good reading

And congratulations to the Eco team for this magnificent game!

jordy48 commented 2 years ago

What a post full of ideas and proposals!! Being a new eco player not so long ago, I agree that the game does not support new players enough and I thank the community for supporting me throughout my session. A little more support would not be too much, in particular as said in the post by developing the ecopedia. Another thing, once the meteor is destroyed, there is not much to do and that makes us abandon the game a bit. I find these innovative ideas in the sense that it brings more gameplay to durability in particular.