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A rather silly comparison. Minecraft is designed purely for building. A combat system is practically non-existent, while in this game the combat system is highly advertised.
But you seem to be one of those people who only think about themselves. I said extra OPTIONAL. Why does it bother you that other people might use this option?
We get it, you don't want them. Cool. Click create new world. Raids? Yes/No? Play.
The issue we face is how open ended our building mechanics are. We really wanted to encourage creativity with our game, and as a result our building is largely unrestricted. But as a consequence this means that if we had a raid mechanic, it would be extremely easy to cheese and trivialize. And even in games with much more strict building mechanics (like Valheim), base raid mechanics are still often very trivial to beat with very easy strategies.
The issue we have run into is that, for experienced players these mechanics are trivial to deal with (and thus not fun), but for casual players they are often frustrating and annoying, which again isn't very fun.
We are looking into potential mechanics to replicate the "feel" of base raids, but currently it's still in the ideas phase and we likely won't have anything like that right at launch of early access, but maybe later down the line!
I got a solution, if you can find a way to add in treasure chests etc, and have an npc to trigger the raid, i've seen such system in Conan Exiles, it makes it accessable and optional.
I don't think that's actually a solution to the problem. It avoid one aspect of the problem, but the main challenge remains. Actually ensuring a good flow- and challenge of combat when one cannot properly anticipate how the player's base will be built. It is very difficult to make the experience rewarding then without truly investing considerable time and resources into it.
I think an average player won't "abuse" the system like a pro gamer would. Building walls, towers. some stationary weapons and assign NPCs to them would be awesome.
Another idea would be to have raids only in areas with some building restrictions. The task could be to defend an altair and we have to build a base around to defend it.
its an action adventure, that also has base building,
but its not the focus.
I've been playing a survivor horror title called "7 Days to Die" where every 7 game days (7 is the default setting) a horde of zombies comes FOR YOU. The way the NPC AI works is it looks at the "block" of the world you're standing on then, within some behavioral guidelines, does every thing it can to get adjacent to that "block" you're standing on in order to make a personal attack on YOU.
As a player you prepare for this onslaught by building a "horde base" where you try to funnel the waves of zombies into a "kill box" of your own design then when it comes you're hunkered down in your base trying to survive the night.
The zombies don't care about your crafting stations or other items of abode you've made, they just want to get next to you and attack. So it doesn't matter how your base is built in terms of any AI's over-arching 'Sun Tzu' philosophies such as, "Hey if we destroy the guy's forge he can't make any more weapons" or "Go beat on that wooden gate over there and that'll distract him into making repairs". If they HAVE TO beat on a door they will but they don't care. I think the AI just plots out the easiest way to path them closest to your map "address" (that world block you're standing on) and THEN if they need to break something down they try.
This is what allows you the player to strategize your "kill box", and then those structures the NPCs put themselves in (to get to you) are the ones you need to beef up - so wood might not last long, but concrete and steel will. You have to develop your character in order to be able to produce these materials on up to forges or workstations; whereas with wood you can craft on day 1, with your hands only and no forge or workstations.
I'm not claiming this is the end-all solution for the Enshrouded developers as they perhaps wrestle with your worthy point, but it puts a focus on what a player could prepare for plus eliminates the dev's from having to incorporate all combat knowledge of West Point's war college with strategies from siege warfare to guerrilla tactics.
If they take this "kill the player" goal in mind then make it triggerable by the player when he's ready I would think a good balance could be achieved.
P.S. I know zombies have no brains (but just want to eat yours). Zombie is more horror than it is fantasy genre, although I guess even Gygax's Monster Manual had zombies in it, I think. But remember the orcs at Helm's Deep in Tolkien? They weren't too sharp either.
Honestly as long as there are respawning dungeons to explore and get loot from that would suffice.
Valheims problem is the swap dungeons dont respawn and they are the most fun thing to explore/grind in that game personally.
Please make it to where you can opt out of base raids. I can't stand that mechanic at all.