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So don't play any MMORPG. I don't know any MMO where not - after you killed your 20 wolves - wolves respawn. Or ore and other ressources. If not, then at one point you have no more ressources, all gone and you are stuck.
You can buld about 20 "bases/areas" with a very large perimeter in which NOTHING respwan, so you can alter quite a bit of the world permanent.
Chests respawning when you log off makes collecting weapons and other resources trivial, since you can just go to all the hot spots, grab the loot, then re-log to do it all again. =/
Maybe make it configurable on Game creation?
Don't post on any forum arguing your point then because not everyone agrees with you on that point. I am sorry to break the news to you but this game has a single player option as well. Your play style that you claim is the only possibility is not even close to a fact and isn't forced upon everyone. And by your comment you never played their other games which have persistent worlds and function just fine. Have you ever heard of Valheim?
That game is fun, enemies re spawning is way different then chopping the same tree down over and over. I would rather chop a tree down and replant the tree from a seed that grows over time. As for dirt, stone and other minerals I think there is more than enough on the entire world to prevent the resource from running out for a hand full of players let alone a single player.
Unless you are like some of those crazy streamers who spend 9000 hours digging up an entire map just because they can for views.
As for the save file size over time becoming an issue I also disagree. Space Engineers doesn't seem to have any problems on my end. I have put holes in planets and moons and asteroids and managed to go to and fro without noticing my hard drive getting remotely close to being cluttered with game save data.
Voxel technology is hard to implement in a way that performs well across large 3D areas. Ever wonder why blocks are so crude and bulky in Minecraft? Making each block twice as detailed would result in eight times the required storage space, similarly affecting render workload, multiplayer network traffic, and data that needs to be synchronized across every player in a multiplayer session.
Voxel games usually have to sacrifice world size, detail level, or multiplayer functionality in order to find a good compromise between game playability and persistent world detail.
Games like Valheim don't have this problem because they're not voxel based. Valheim uses a heightmap to store the height of each terrain coordinate on the map. With heightmaps, each terrain coordinate can only have a single height, which means that the world landscape must be completely convex, lacking features such as caves, tunnels, arches. Valheim fakes caves and dungeons by using prefabricated mesh objects that are not part of the terrain system.
True voxel games like Teardown, which support physics-based realtime destruction of the landscape, often don't support multiplayer because it's just too hard to synchronize all that voxel data across multiple players in realtime. Someone created an authorized multiplayer mod for Teardown, and the performance was painful. Even Minecraft, with its super humongous voxel size, has problems with multiplayer latency unless players are playing on a server that is finely tuned for multiplayer.
Any game that must implement extremely difficult multiplayer synchronization code must be programmed primarily as a multiplayer game first, and as a single-player game second. You can't just take a good single player game and then throw some networking code onto the game to support multiplayer, for games like Enshrouded where the technical complications of data processing are so challenging. I'm personally very impressed with the trade-offs and sacrifice that Enshrouded made in order to deliver such a well-performing game. It's one of the best-performing, best-looking, and most immersive voxel-based game I've every played.