Enshrouded

Enshrouded

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Helljaeger Jan 26, 2024 @ 8:39am
World Reset outside of Altar
I think the world not staying persistent outside of the base altar is a huge flaw of the game. If the Player has no impact on the world it slowly loses its connection to anything the player does and makes everything feel meaningless. Maybe making instanced based areas that always reset would be okay, but you cant even create a road or path ANYWHERE. I understand save-bloat, or memory leaks and maybe it has been discussed before, but I think it will kill the game long term. At least it should be off by default and be allowed for single-player worlds. Sorry but I was actually really enjoying the game until I realized nothing I did was permanent except my base.
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Showing 1-13 of 13 comments
swooptie Jan 26, 2024 @ 8:41am 
^this
Hazel Jan 26, 2024 @ 8:43am 
I don't think it's a flaw, I think it should be an optional feature to swap between the two styles though.

I think most of the changes people are saying "NEED TO BE THIS INSTEAD OF THIS"

should be optional toggles instead of changes for everyone.

I really don't mind the world not resetting I just like running through it.
Lycian Jan 26, 2024 @ 8:44am 
+1
Blue Hasia Jan 26, 2024 @ 8:48am 
I think also what we do should presist. but as said it is EA but also we have no idea what kind of performance hit we would take loading in so much custom data.

7D2d is a good reference to compare as it is a massive CPU bound game while enshrouded is not and is GPU heavy.
Last edited by Blue Hasia; Jan 26, 2024 @ 8:48am
BoogieMan Jan 26, 2024 @ 8:48am 
It would be an issue for servers where not everyone is around and online at the same time, imagine if all kinds of stuff was already mined out, and the chests were empty and the enemies were all dead.
Blue Hasia Jan 26, 2024 @ 8:54am 
Not sure how that is an issue with servers. seems like it will have to do that any ways in multiplayer since people will be mining in a game sessions and some one logs in will need the updated data of the altered world for the time.
Last edited by Blue Hasia; Jan 26, 2024 @ 8:55am
Shiana Jan 26, 2024 @ 9:02am 
i don't think it will matter for multiplayer servers, since there is no pvp, and all players share the available flame altars, and quest progress anyways, so no new players joining some long running servers, but only groups of friends playing together all the time.
Helljaeger Jan 26, 2024 @ 9:04am 
I agree it should just be an option but I think the option should be toggled off by default and if memory issues are concerned it could be turned on. The game is great, but in my Opinion would be better with player impact remaining.
Hubi Feb 2, 2024 @ 11:39am 
@Helljaeger: exactly what i feel too (i realized today) - consider to stop playing .... :(
Vela Darney Feb 2, 2024 @ 11:58am 
Originally posted by BoogieMan:
It would be an issue for servers where not everyone is around and online at the same time, imagine if all kinds of stuff was already mined out, and the chests were empty and the enemies were all dead.

I mean - that kind of thing works fine for Valheim? You can just mine stuff and put it in chests so others can use it, too?
william_es Feb 2, 2024 @ 12:09pm 
It's going to cause a performance hit eventually, to record all the terrain deformations.

Enshrouded is _not_ a voxel game, like minecraft or 7 days die. In a voxel game, every single block has a distinct status, and it's all recorded. Changing a block changes the permanent record, and in a voxel game everything is being constantly updated on every tick, over and over and over. It's the same overhead to render the world, regardless of what you've done to the block.

This game just terrain deformation, and it resets so that it doesn't have to manage an increasingly long list of alterations. Resetting of terrain is pretty common in some game. No mans sky is the one where people complain the most I've seen. People dig underground bases, come back to find the base is now filled in with terrain. The solution is... don't build underground bases.
Subsonic Feb 2, 2024 @ 12:15pm 
You do NOT want the cumulative effect of constant building/terrain changes. You really don't. The game mechanic is to retain changes around flame altar that you place, the "base building" mechanic. Any alterations away from a base--mostly terrain changes--revert. Works great, keeps bloat down, helps with resource gathering over time.

And yes you can build underground, you just need to do so within range of the flame altar. Unless you ran into bugs with it, maybe that's the case, but in my base I've had an underground area beneath buildings and it's behaving just fine. It's also within range of my upgraded flame altar. Just not seeing the problem, I guess.
Last edited by Subsonic; Feb 2, 2024 @ 12:22pm
mumblebrainz 🧠 Nov 25, 2024 @ 3:49am 
+1
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Date Posted: Jan 26, 2024 @ 8:39am
Posts: 13