You can experiment with chairs, tables, and shelves. Those are all rather inexpensive and can add up where you can even use multiple items to boost up the room points.
The 1st piece of furniture counts at full value (usually just a single point... but not always). The 2nd piece of the same exact kind is 75% of the value and it drops from there. That is why you should use different kinds of furniture if possible.
Also, other than some higher end kitchen items which might need tier 2 or tier 3 materials, I don't know of any piece of household furniture which needs any more than tier 1 materials. That may have changed in 6.4, but I can't play that version right now because my computer won't run it (I've already submitted a bug report with details). I doubt it has changed though from 6.3 to 6.4 other than the difficulty of putting skill points into various professions.
You can also have more than one room of the same type, again where the 2nd room has 75% of the value of the 1st room. Keep the room points for this 2nd group of rooms similarly balanced (aka the same point value as the 1st group of each room type).
It will show up precisely how many points are allocated for each room and how much each piece of furniture is contributing right on your nutrition bar.... where hour house points also show up. Put your mouse over the house point value for a detailed list of points you are getting.
There might be other rooms than those I listed above, but I haven't seen them made from any experiments by other players. 50+ points is really not all that hard to get though.
Extreme specialization works in massive multiplayer games where you have hundreds or thousands on a server. That way, if a single person gives up or doesn't want to work in their area of specialization, others can easily step up as well as give an idea for new players what kind of specialty they might want to get into.
I could imagine that this sort of extreme restriction might work in a classroom setting where teachers would even assign professions, but that doesn't sound all that fun to me.
Typically in Eco you are on a server with about 4-5 active players... maybe. On even a very busy server is only a little over a dozen active players and another couple dozen people who occasionally show up but aren't committed to the community. That might change with Steam, but then again I see standard 100x100 worlds getting crowded very quickly in that situation too. Most worlds can't hold over a couple dozen people.
The largest problem I've seen with coins though is rampant inflation from people who mint the coins instead of doing any work like harvesting raw materials to help out.
To be honest, unless you have a very well organized server or are playing with very close friends dedicated to building the community and cooperating with each other to support specialization, you are still essentially playing solo.
Forcing specialization in this way and adding major penalties for training skills outside of your primary specialty does make it very hard to play. At the very least, you may have at most one or two other people you cooperate with that help you out and everybody else leeches off of you on a public server.
Yes. You can change several settings in the server for skill rate cost including reducing or even eliminating the penalty for switching to a new tier of skills. Call it a mod perhaps, but the changes are minor and don't need programming... just changing the configuration files with a minor tweak.
I am reminded by this video:
If you want to see how you can start with absolutely nothing and make stuff, that is a video for you. And it isn't even a game. I agree that if you want to have a bootstrapping going on from people to start with, it would be tools like the one made in the above video.
Other videos by this same person show how to make bricks, a simple kiln, and other really interesting devices completely from scratch and only with tools you make from raw resources like a really hardcore wilderness survival experience.
Where I have the problem is simply getting the game to recognize that a room is a room after a server reset. That is the super buggy aspect, and I think it is a larger issue than just housing (which I think is by itself working just fine). I've had similar issues with the carpeter's table where the sawmill doesn't get recognized until after I take it out with a hammer and put it back down.
Similarly a room under my house made of bricks holding my blast furnace kept bugging out where again after a server reset I would need to take a brick out and put it back simply to get a batch of steel to continue getting processed.
Also, if you have a tree growing through a wall, it can do some screwy things with what might be a room or not. That may have even been the source of many of your "super buggy" problems too.
I'll admit it is a complicated programming challenge to recognize that a room is in fact a room in a 3D space in real time. I'm impressed that the devs got it there, but one thing I really don't think they've screwed up at all is the housing point system itself as long as a room is recognized as a room. Since you do need so many different rooms and random stuff (of all types, not just housing furniture) bugs out from time to time, it can impact the house value.
Oh.... one more thing I forgot to address: Every "room" needs to be on property you've claimed with claim flags under your name. Sharing a house with another player means they (or whoever has the room) gets the housing points and not you. You can have separate "wings" of a "base" where you have common equipment shared like a workbench, blast furnace, etc. , but the housing stuff must be on claimed property that you personally own. Plan accordingly.
YouTube asks for some official statement from the game devs saying "it is OK to record Let's Play videos" or something similar.
An example for Minecraft is like this:
It would be nice if something similar was for Eco
Here is a simple overview of furniture:
There are five kinds of rooms: A living room, a bathroom, a bedroom, a kitchen, and a "general room".
A small table designates a room as a living room
A latrine makes it a bathroom
A bed (there are several) makes it a bedroom
Most cooking stuff (except the fire) make it a kitchen. An easy one to start is the Butchery Table and doesn't cost much in skill points to create
A general room is a room with none of the above
Each of these needs to be in its own "room", meaning something with four walls and no openings larger than two high by one wide on doors or a couple small windows one block high. That means separate rooms. Also don't mix furniture like what goes in a kitchen and add a latrine... as that destroys the room bonus. Also, don't put in "industrial" stuff like a blast furnace or bloomery and put those in yet another room.
To balance the house, you simply need to make sure that the point total for furniture in each room is roughly the same. Sort of like the nutrition bonus.
Doing all that, you can easily get to 50 skill points per day for just your house. That goes a long way and really helps avoiding the dire need of relying strictly on nutrition for skill point gain.
I wish there were more ways to do this like having skill points for clothing or as I mentioned being on a road network. This is something which really needs to be expanded a whole lot more so food prep isn't seen as the only way to get those skill points.
I hope that helps to understand. And it is indeed possible to make this very useful.
In fairness, the aspect of being able to gain skill points from building furniture in your house is a part of that detachment process you are talking about. I hope stuff like that happens in the future with other aspects of the game.
Indeed, I'm seeing people do that AFK stuff to get skill points right now while neglecting their house, and I'm racing ahead of them in terms of skill point generation. It was a whole lot of work to set up a house, but it was very much worth the effort.
And no, building a house with multiple rooms and putting in furniture wasn't a late game feature. My house was complete with 50 sp/day by the end of day one on a vanilla server (no special features turned on and no scrolls/books given to me either). It took me a week to get to that level with food.
Like I said, I hope more features like a home bonus get added to the game. I don't know precisely what they could be or how to encourage other professions to get some credit besides cooks or carpenters, but something specific like building a road to a road network and getting bonuses from being "connected" to a neighbor might be one of them where perhaps even the quality of the road (dirt vs. asphalt) might make a difference.
There are some alternative ways that skill points can and should be generated.
When doing an Alpha? Perhaps. I'm not talking about an untested alpha pre-release candidate here. I'm talking about what needs to happen when it goes into Beta or more importantly because those on Steam really don't care: it will be a major public release.
You say it shows how much lack of experience in the field I have? I guess I don't have much in the way of game experience where stuff like this can slip and perhaps people at a place like Electronic Arts doesn't give a damn about its customers. Instead, I've had to program stuff for millionaires that simply don't give a... heck... about your job if you screw up with stuff like this. You simply get it right the first time when they have to use it. You do quality assurance testing on multiple levels and if needed you even do proof of the algorithm.
Should I report some of these bugs? Perhaps. I don't have access to server logs or save files since these aren't my servers I'm using. And BTW, consider THIS to be a bug report as well. If the devs don't read these forums, they should shut this forum down instead.
I'm not expecting Eco to have the same quality of performance as perhaps a piece of medical equipment or something in aerospace, but I am expecting something of perhaps a bit more quality than what I'm seeing here. If you want to keep this in Alpha and keep the community smallish who can work through bugs on this level, then go ahead and keep the existing practices and standards that I'm seeing. It won't be good for the game or Strange Loop Games if it continues on like this for the Steam release though. If you don't want to pay for quality assurance testing, then you get what you pay for too.
You are expecting a whole lot from unpaid volunteers to be demanding they do anything. Perhaps I might submit a formal bug report after digging through a bunch of pages to find out where the devs might be wanting to see that bug report. The harder it is to do that, the less likely I will be to make such a report.
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