Enshrouded

Enshrouded

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风轨 28. jan. 2024 kl. 19.45
2
Complete failure of the base-building system
20 hours of game time, character level 11, solo player

I don't mean that the system used for building itself is bad, but that the act of building bases creates a conflict with player incentives.

The methods used to incentivise players to build a large base in most base building games include:
1. the need to produce basic resources in the base
2. advanced workbenches that cover a larger area
3. inefficient workbenches to be built in large numbers

And in Enshrouded
1. base materials can't be produced except for agriculture (I've unlocked copper mining, but I still have to farm stone and flint myself)
2. workbenches don't take up a lot of space and are extremely efficient, NPCs can make products instantly
3. there is no direct item interaction between workbenches and storage chests

This results in production areas not needing to take up a large base area, and eventually, most players will realise that having all the workbenches, NPCs, and storage containers in a small, dense area is an efficient way to play. In addition to the "Work Area", the player only needs to create a "Sleep Area" to get the full functionality of the base building.

In this case, building a bigger base would make it look even more empty and useless. Especially in single player mode, it's pointless.

Therefore, I propose the following
1. Some low-level material production buildings should be unlocked after obtaining high-level material, for example, with copper ore you can build flint mines in the base
2. Add some "minion" characters to move freely in the base, and let them do production or farm activities.And you need to build like "sleeping area" for them to improve their work.
3. Decrease the efficiency of the workbench, add some decoration modules to increase the efficiency of the workbench (the total amount of materials needed remains unchanged).
4. More functional modules, e.g. armour weapon racks, scarecrow targets.

Overall, this game needs more and more functional modules to motivate players to build a large base
Sist redigert av 风轨; 28. jan. 2024 kl. 19.54
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Ewspne 28. jan. 2024 kl. 21.32 
Yeaaaah I was setting up my base for loads of furnaces, kilns and grind stones. Really no point to it.

Recipes or setting a que would be beneficial. Or upgradable (versions) of workbenches would help flesh out a really boring base.

Building feels good, but the extra stuff that makes a base a base is meh.

Lots of decor, yaaaaaaay. Anyways about those NPCs...
Kai 28. jan. 2024 kl. 21.39 
I suggested a township system so that building proper buildings with proper roof and stuff would give bonuses, and that adding in generic npc to live in your town means you have the responsibility to make it work and look nice, and in return you gain a lot of benefits to make your job as a flameborn easier.

Create an inn that is high comfort, and you will have innkeepers and cooks who will supply you with rations and will buy your food materials for runes.
Create a smithy/armory and blacksmiths and armorers will come back to further improve weapons and armors beyond what you currently have, and will buy materials you give them for runes too.
Create a clinic and doctors and chirugeons will be available to sell you potions and buy plant materials for runes.

The township system would also generate dynamic quests daily and consistently for players to have something to do, through a request board for NPC asking for items.

You build up goodwill which functions as experience points for the town, to allow you to upgrade facilities and add new content to it.

As flameborn are a fusion of Ancient and Human, you basically are special and is needed to rebuild the world, hence it is important for the building parts of the game to be as important as the combat and adventure.
Sist redigert av Kai; 28. jan. 2024 kl. 21.42
Vermilion Knight 28. jan. 2024 kl. 22.14 
Opprinnelig skrevet av 风轨:
20 hours of game time, character level 11, solo player

I don't mean that the system used for building itself is bad, but that the act of building bases creates a conflict with player incentives.

The methods used to incentivise players to build a large base in most base building games include:
1. the need to produce basic resources in the base
2. advanced workbenches that cover a larger area
3. inefficient workbenches to be built in large numbers

And in Enshrouded
1. base materials can't be produced except for agriculture (I've unlocked copper mining, but I still have to farm stone and flint myself)
2. workbenches don't take up a lot of space and are extremely efficient, NPCs can make products instantly
3. there is no direct item interaction between workbenches and storage chests

This results in production areas not needing to take up a large base area, and eventually, most players will realise that having all the workbenches, NPCs, and storage containers in a small, dense area is an efficient way to play. In addition to the "Work Area", the player only needs to create a "Sleep Area" to get the full functionality of the base building.

In this case, building a bigger base would make it look even more empty and useless. Especially in single player mode, it's pointless.

Therefore, I propose the following
1. Some low-level material production buildings should be unlocked after obtaining high-level material, for example, with copper ore you can build flint mines in the base
2. Add some "minion" characters to move freely in the base, and let them do production or farm activities.And you need to build like "sleeping area" for them to improve their work.
3. Decrease the efficiency of the workbench, add some decoration modules to increase the efficiency of the workbench (the total amount of materials needed remains unchanged).
4. More functional modules, e.g. armour weapon racks, scarecrow targets.

Overall, this game needs more and more functional modules to motivate players to build a large base

Build "Flint mines" in the base? Are you crazy? What's the point of exploring and gathering the resources???
Minions that produce farms for you??? Just .... make one and let it grow?
PLUS there is a magic chest that allows you to craft items from it so long as it's in the base radius.
Decrease the efficiency of workbenches??? Bro what? They do just fine we don't need them to do LESS.

It sounds like you just want the game to be automated so you just sit there and do nothing.
Ruges 28. jan. 2024 kl. 22.21 
The incentive for building large bases is the comfort level. which increases your rested bonus timer.

As for crafting you have the:
Crafting Bench
Grinding Stones
Laboratory
Alchemy Station
Forge
Smelter
Kiln
Charcoal Kiln
Table Saw
Oven
Fire place
Beehive smoker
Seedbed
Drying rack
Tanning Station
Loom
Hunter
Smith
Alchemist
Farmer
Carpenter

And stuff like the Smelter While you can get by with one. I found it easier to have 1 doing Copper, one doing tin, one doing bronze and one doing iron. And I am pretty sure this is not even all the stations. Have not finished the game yet. But your not going to have to small of a room with all those crafting stations. Plus you need to fit all your comfort items in. And if your playing with other people having some walk ways are nice. Not to mention your storage. And at the end of the day you can build it as small and cramp or as big and spralling as you want.
Blue Hasia 28. jan. 2024 kl. 22.32 
This is Skyrim and minecraft.

the building system is fine, it is more about looks. which is a nice change.

and yes i love factorio, modded minecraft

let this game be different
Rous 28. jan. 2024 kl. 22.41 
30 years of experience playing survival and construction games. This is the best base building game out there for me.
There is no simple base but little creative mind. In this game you can do wonders...
Balloonicron 28. jan. 2024 kl. 22.51 
Opprinnelig skrevet av Rous:
30 years of experience playing survival and construction games. This is the best base building game out there for me.
There is no simple base but little creative mind. In this game you can do wonders...

7 Days only tops it because of how many unique pieces they have.
Brokn 28. jan. 2024 kl. 22.54 
I like the base building, its a little off early game, once you hit level 20, you dont really use the workbench and campfire and that much, instead the upgraded versions, which auto make stuff, but they are a little slow. which is fine. inventory space, even with large chests is poor though. i appreciate the magic chest idea. but having to have 20 chests, that you cant label, is a little silly. id increase stack sizes, by like triple, or double the chest capacities. some automation would be cool to see though, like the npcs, passively producing materials or something, or be able to produce mining equipment or something.
风轨 28. jan. 2024 kl. 23.00 
Opprinnelig skrevet av Vermilion Knight:

Build "Flint mines" in the base? Are you crazy? What's the point of exploring and gathering the resources???
Minions that produce farms for you??? Just .... make one and let it grow?
PLUS there is a magic chest that allows you to craft items from it so long as it's in the base radius.
Decrease the efficiency of workbenches??? Bro what? They do just fine we don't need them to do LESS.

It sounds like you just want the game to be automated so you just sit there and do nothing.

Once the player has unlocked high level material, the player should no longer to waste time continuing to farm low level material, and a more efficient method should be provided.

Magic chests can only be called up directly from NPCs and toolbenches, but you don't get to drag ore into a furnace directly from a magic chest, or retrieve metal ingots from a furnace

The workbench itself is less efficient, but by building more decorations, the efficiency stays the same and the resource consumption stays the same, with the end result being that the efficiency remains unchanged and the base becomes better looking in appearance
Sist redigert av 风轨; 28. jan. 2024 kl. 23.07
upuaut2 28. jan. 2024 kl. 23.01 
i dont agree i think the way they did it is perfect. it feels very skyrim like. i love that you really need to explore and find things yourself in order to get them. medieval dynasty is basically what you want. and trust me, that game gets BORINGGGG way too fast.

i agree with you that they should add things to make it more interesting and even more skyrim like in solo mode.

what about adding more npc? what about romance quest? a princess or prince trapped? they can also unlock special items and ofcourse give us quests.

what about adding a shepard, or a butcher? yes he would let us tame those cute sheeps we see roaming around, and let us use Wool as a new resource, more outfit options.

taming animals that we could use for our base would be so much fun too.

anyway im surprised by the amount and depth this game has atm. quite addictive btw
Tha_T1p 28. jan. 2024 kl. 23.42 
Sorry but when you build a nice base and can get a rested bonus of over 50 minutes, theirs definitely a need, and desire to build a cool base. "big" who knows, but I dont feel the need to cram anything like I did in Valheim because of the tiny resting bonus radius, this game allows a much bigger area for that so you can actually make a base.
Caldrin 29. jan. 2024 kl. 0.08 
The only issue I have with base building in this game at the moment is that its basically pointless other than the resting buff.. everything else can just be placed outside as nothing attacks your base..

Hopefully that will come in time tho.
Ashlantir 29. jan. 2024 kl. 0.19 
Opprinnelig skrevet av Rous:
30 years of experience playing survival and construction games. This is the best base building game out there for me.
There is no simple base but little creative mind. In this game you can do wonders...
THANK YOU!! Someone with a brain! This game has amazing building and crafting. There are instant crafts but there's also plenty of stuff that takes time. I have had several smelters and mills and stuff with minimum of 4 hours to get the materials I need. And thats just to get started. Honestly the progress I have made is nuts and that's just because I have 5 friends going to collect materials for me while I do the assembly and crafting. We got to end game gear in less than 2 days but it was crazy doing so. We had 2 doing quests, 2 gathering and then me building. I have honestly not played a game that I've enjoyed this much in goodness knows how long. And the fact that we have other people hopping in to check it out while we do it all. It's amazing that a survival game with the ability to drop in and out with more than 4 players and a good exploration and combat system.
Ashlantir 29. jan. 2024 kl. 0.21 
Opprinnelig skrevet av Caldrin:
The only issue I have with base building in this game at the moment is that its basically pointless other than the resting buff.. everything else can just be placed outside as nothing attacks your base..

Hopefully that will come in time tho.
Honestly I doubt that any exterior threats will be much to worry about. They said the whole point of the game is to explore. If you have to keep going back to base just to defend it, it would be really hard to go out for hours and explore the world. I feel like if you want a base defense, they should have areas that are more risk to build in. That way you can choose if you want to more traditional survival game or if you want to be able to see the world.
Karabeep 29. jan. 2024 kl. 0.35 
only bad thing about the base building is that the Devs said we could build anywhere theres no limits, there is loads of locked out areas you cant build, i wanted to rebuild a corner of the Capital city but its a no building allowed zone.... this makes it pretty much pointless to ever build second bases... this meaning the only use for the other flames you can place is well nothing more then for fast travel exploiting
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