Here's an idea for the evolving skill increase problem. Like what was stated before, a lumberjack cutting down trees and leaving the mess simply to acquire the extra skill points involved does create several problems but I think it's still a viable option with a couple tweaks to the idea. First of all, let's not give them the skill points right off the bat. Instead, only give them the skill points AFTER they clean up all the wood pulp and the stump and store the logs in a stockpile. Doing this should give them incentive to not waste what they used purely for skill points and even if they do just plop a stockpile down and chop down every tree in sight and gain all those skill points just to have them, it should be a fairly small amount. That half is geared towards preventing server performance issues caused by this particular mechanic. The next half should help allot with players draining the resources from the planet entirely. For lumberjacks the biggest problem would be the lack of trees left to cut down after everyone has gone around leveling the Amazon lol. To help alleviate this, they should be awarded with a substantial skill bonus to the relevant skills for replenishing the resources they used. For example, logging will give you a minor bonus for cutting down trees and cleaning up the mess but a hefty bonus for replanting trees. It should encourage players to replenish what they may or may not have used to advance in whatever specialization they chose. Just a couple of thoughts on the idea. Let me know what you think. I find that in this game you need to find a way to encourage the players or give them some kind of incentive to do something without unbalancing the whole ecosystem.
Edit: Doing this may actually encourage carpenters and lumberjacks to grow tree farms to support their skills and be better for the environment while possibly leaving the majority of the naturally generated forests on the map mostly untouched. For this I would suggest making the drop rates on tree seeds a little higher though.
I think the cost inflation should be done for individual skill trees. Instead of investing allot of points into survival for the early game then realizing skills in carpentry are extremely high cost even for the first level, have them calculated by tree so higher level skills in survival cost more points while your basic skills in any other tree aren't affected right off the bat. The system now is setup to make players feel like they need to be a jack of all trades which in turn encourages a solo play style rather than the team based survival game it was advertised to be. By no means am I saying this will solve that problem, but it should help to ease the suffering when picking late game skills like electronics, industry, and computer science doesn't require you to wait 3 days just to have enough skill points to spend on a single skill and having to get hit with more inflation costs as you specialize in that particular tree due to having to get so many prerequisite skills before it.
They should integrate an automatic updater into the launcher that checks for updated versions before the player even logs in. I often find that allot of servers just disappear for no apparent reason and it turns out it was just an update to the game that unless you follow the forums or check the website regularly, would be extremely easy to miss. At the very least, give the player a pop-up window that asks them if they would like to update the game to the latest version if there is one available.
i would like to have that ability by law.
we made a tax on harvesting trees after the 50th tree and give money for cleaning the debris. it's a workaround, but so far it's working out pretty well.
but the law system is pretty annoying in that you can use 4 different types of stone rubble - but not tables or claims for rules to include in law. if they would at least give the full item lists, you could make a lot more out of laws
The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a Cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a Fighter or your seventh level as a Cleric.
We have changed that (or similar) Character Advancement rules in our house rules to fit description I've written before.
According to d&d rules leveling up with SP inflation in Eco would be close to each other or the same, but making it a house rule like stated in previous post makes leveling bit easier, but there was a price for it in proficiency level.
So this way our multiclass system allowed us to level up above maximum level with a cost of increased XP for each level above.
You have maxed Chef profession but still want to progress through and level up another profession so You will have to pay a double XP to level up another class level above maximum level You currently have.
Which means that You can develop Your main profession without negative impact but each another class level You take beyond maximum proficiency level will dramatically increase XP cost.
There will be moderate challenge to max out Your main profession, but to max Your secondary or third one will require twice or quad amount of XP to level up.
So if maxing Chef skills cost you lets say 500 SP, then maxing butchery will require 1000 SP and 2000 for farming...
Thanks for the ideas, law enforcement is a tricky one as we dont really want to turn the game into a first person shooter, something like you mention could be interesting. I'd like to tie it to governments and getting evidence for who committed a crime.
For food, I think we should increase the cap too, so you can get quite a bit more skill points by end game, the balancing will be ongoing through beta but definitely want to make tech have a big impact on food.
That is pretty much how land disputes were settled pre government. Trap the land you wanted until they gave up/died then take the land. Gov helps that by making areas that can't be blocked in eg roads. You just have to get a gov setup and get communal planning.
If it's a completely solo game you want then unfortunately you either have to play on a private server or deal with griefers alone. No two ways about it. Griefers are easier to deal with as a group than solo.
We've actually got 'districts' on the docket for features, Marjie is going to be working on that for beta, and its almost exactly like you describe.
I'd like to add more details to our representative democracy, let you build more complexity with it, but that will come after beta sometime. Having voting based on location would be very interesting (I predict gerrymandering)