Improvement Suggestions

You can use this form to suggest an improvement to an existing feature in Eco - please make sure to only suggest one single improvement per request.
To keep economies buzzing
Too often folks rush to upgrades and then are able to corner a market and stop purchasing more items, especially Tier 2 and 3 building materials. I suggest we remove the upgrade system from making production more efficient and instead have upgrades pertain only to speed. What would make work more efficient would be the tier of the room the production table is in. For example a Glassworks would still need their tier minimum to produce glass, but advanced upgrades won't make them more efficient, a nicer room would! This would encourage more building and more trade further into the game rather than small bottle necks of upgrades necessary to progress. Then we can combine the upgrade system with the room tier system - you max out when you have a good room AND get the upgrades, not just rushing to an upgrade and calling it done for the rest of the game. To build on this idea, we should integrate more support options to room tiers, especially Industrial ones. These could be items made by other works that find a lull between their labors, to encourage a more diverse set of specialties as well as a more unique recipe pool that are useful. Think the same way Decorative or Carpet or Bed are categories in their respective rooms: just make more of them, make them made by diverse specialties, and have impacts for the rooms the industrial products are in. I think these changes will make the game more exciting and interactive and more varied rather than folks making a lot of tier 2 and 3 items that go unused because they aren't "needed" for an extra star. Make buildings do more than just give XP!
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Options to configure storage stack size and slots to be used
Especially when working with items that can spoil (anything food-related), I find setting up shops and production is really very difficult. Shops/production tables love to put the same item in a new slot if there is space and the shelf-life of the new item is significantly different than that of an already existing one. In addition, both the number of slots and stack sizes tend to be way too big for the number of active players on a server. I'd love to have the option to reduce <sic> the stack size a certain storage accepts (e. g. tell one icebox to only accept max. 50 items, another to only accept max. 10 in one slot). Otherwise as a cook you are really tempted to only ever produce 2 or 3 base items, because micromanaging the multitude of different food items (including the shop configurations) is just very painful... In addition, it would be great to also be able to reduce <sic> the number of slots a storage actually fills. While you can achieve this to a certain extent by filling slots with trash, it is somewhat difficult with food-related storage as those do not accept the non-stacking items that are commonly used to block slots (tools etc.) Which then means that if you happen to click on the 'sort' option when viewing your storage, all the nicely 'sorted' storages then have plenty of free slots (because your plant fibre/spoiled food now only occupies a single slot instead of 10) which your autoproducing tables then happily start filling up... (back to a couple of hours of micromanagement) Thank you so much :)
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