

The problem is that a simple wrong click will ruin your game, besides that you are not thinking about the beginners who did not understand how it works. If we would do something else, this game would not be Eco. We take player feedback serious and often implement suggestions and QoL features - but the game design and direction is already set. Eco was always meant to be a unique game with a specific vision and design. It's a simple thing of target groups and goals. I guess that's also the reason why people play simulator games simulating their day jobs after their job. I understand that you may not have fun with a game like this, but lots of people, including me have. Of course we can't make everything totally realistic, but we do make design choices to make the society simulating possible - and respeccing skills makes it impossible, as it affects economy very badly. Stuff is meant to be as realistic as it can be. The goal of Eco is to simulate a society based on the design pillars of economy, ecology and government. It is not fun to simulate a boring and tedious life, so there are games. This game is promising, but if the priority is what the developers want instead of the fun of the players, it will continue to decline. It is never good when you take the idea literally. You can't just give yourself amnesia whenever you feel like it. Originally posted by ProspectBill:This game is a life simulator a teaching tool.
