Feature Suggestions

You can use this form to suggest a completely new feature for Eco - please make sure to only suggest one single feature per request.
Leaderboard System
It would be really nice if there was a way to track statistics on players as a small competitive aspect to the game or to just see how much some players have achieved currently. Examples of listable stats. Total Rocks mined Total Trees Chopped Total Clay Scooped Total Sand Scooped Current Food Bonus Current Housing Bonus Current Total Bonus Total Experience Earned Across All Skills Total Calories Consumed Total Transactions Made Total Money Spent Total Stumps removed Total Garbage Picked Up Total Pollution Generated Number of Animals Killed Most Liked Paintings Then the addition of a Leaderboard Structure craftable in the Town Settlement as a way to display. The leaderboard could have a settings feature to display similar to how Laws are setup where you can add requirements. An example of some settings you could enable on the Leaderboard Structure. Must be online with the last 7 days. Must be within your town. Only display the last 10 results What this could allow is each town could display their own highscores or put competiting leaderboards next to each other. This can also give more objectives within the game or goals for players to shoot for. The display could be something like [ <<<< ] - Viewing Highest Housing Bonus - [ >>>>] #1 - Player1 , 152.4 Housing Bonus , Town: No Settlement #2 - Player2 , 148.9 Housing Bonus , Town: SomeTown8 #3 - Player3 , 89.2 Housing Bonus , Town: NeverTown6 #4 - Player4 , 73.7 Housing Bonus , Town: AlwaysTown4
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under review
Bone and Shell Ash Fragments to create Crushed Limestone and Quicklime through additional methods.
Why I made this suggestion: I played a server quite a long time ago that had Bone Ashes used as an alternative Quicklime method. I decided today to look at Primitive methods for making Limestone, Limestone Putty, Quicklime, etc.. and found a possible way we could integrate these methods into the game without going as crazy as those methods consisted of but allowing several skills to partake in a highly demanded resource. Overall Goal: Clams have minimal usages, but are very easy to obtain for all players thus creating an easy entry to obtaining the first stage of this creation process as there will be a cooking process of them to generate Ash Fragments. Animal Carcasses will now provide Bone Fragments giving Butcher's an additional resource to sell which can aid in lowering their cost of other materials like Hide, Wool, and Meats or Raising the amount they pay for Carcasses which in turn creates more opportunity for players to hunt for them or alternatively keeping food prices lower which is needed on servers. Campfire Cooking will have a primitive way using their Campfire Station to create Ash Fragments which will be more cost efficient for Shell Ash Fragments, but less efficient for Bone Ash Fragments and overall significantly slower compared to the Masonry's method of doing it. Campfire Cooking Recipe - Level 4 - Campfire Station 16 Shell Ash Fragments - Requires: 32 Clams , Craft Time: 20 minutes 16 Bone Ash Fragments - Requires: 16 Bone Fragments , Craft Time: 20 minutes Masonry Recipe - Level 6 - Kiln 12 Shell Ash Fragments - Requires: 32 Clams , Craft Time: 5 minutes. 12 Bone Ash Fragments - Requires: 16 Bone Fragments , Craft Time: 5 minutes. 4 Dried Crushed Limestone - 24 Ash Fragments , Craft Time: 5 minutes. Butchery Recipe Adjustments Small Creatures now give , 4 Bone Fragments Medium Creatures now give , 8 Bone Fragments Large Creatures now give , 16 Bone Fragments Masonry Recipe - Level 4 - Pottery Station 1 Ash Quicklime - 3 Ash Fragments , Craft Time: 5 minutes. Masonry Recipe - Level 6 - Blast Furnace 1 Ash Quicklime - 2 Ash Fragments , Craft Time: 12 seconds. Let me know if any tweaking that might be needed I tried to make the "cooking times" a bit longer so the quantities used had to be higher to suggest there was a length cooking/drying process involved.
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Customizable Flags and Flag Poles for all Levels of Government
For a game that has such a rich focus on government and politics, I was very surprised to find out that flags are not something that you can make in Eco. Flags are a big part of government and politics because they give a symbol and identity to an otherwise very abstract thing. This is why every country in real life has them. They give communities something to connect with and be prideful in. Introducing customizable flags and flagpoles would allow players to design unique banners that represent their government, whether it's a small local council or a large national body. Players could create and fly flags for different levels of government—settlements, nations, federations—giving their political structures a visual identity. Implementation Features: Flag Customization Interface: A flexible design interface allowing players to choose colors, shapes, patterns, and symbols, allowing a great deal of creativity in designing flags. Tiered Government Flags: Different levels of government (local, regional, national) could have distinct flags, reinforcing the hierarchy and helping players visually distinguish between political units. Flag Recipe Items: Players would have the ability to create a flag recipe that can then be applied to a blank flag, ensuring standardization. This would be particularly useful for groups, governments, or organizations that want to maintain a consistent flag design across different locations. Multiple Display Options: In addition to flagpoles, players could display their flags in various forms, including short and long banners, trifolds, buntings, and other decorative formats. These different displays could be placed on buildings, along streets, or used in ceremonial locations to further enhance the game’s immersive government and community experience. Interactivity: Flags could be raised or lowered during events, giving players more opportunities for roleplay or symbolic actions (e.g., celebrating new laws, mourning events, or showing solidarity). Flags for Alliances and Guilds: In addition to government entities, players could design flags for groups like trade unions, environmental organizations, or alliances between governments, adding another layer of immersion. Culture Implementation: Flags could contribute greatly to culture and serve as a decorational outdoors piece.
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