Enshrouded

Enshrouded

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MeGa Feb 12, 2024 @ 4:10am
Multiple bases and limited NPCs
Im 60h in with a main base hosting all the npcs, crafting stations, magical chests etc.

But im also building more bases in other biomes, and wondering what to do with the npcs, keeping them all together or splitting them.

Ideally I would like, like in other games, to have more than one full functioning base, but here you cant have a blacksmith more than in one place.

Wondering if maybe I could use the summon wand to pop em at every base, or just leave a main hq with all of them and rest of bases "lifeless" and purely decorative...
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Showing 1-15 of 20 comments
SylenThunder Feb 12, 2024 @ 4:17am 
Unless you feel like dragging the materials around every time you move them, it is best to just have one main crafting base, and then the rest are decorative.
GER | ThePunisher Feb 12, 2024 @ 4:23am 
3
Quote: "Finally we are always looking into further improvements, such as server rights management or allowing to have the NPCs in each of your bases."

;-)
Storm Reaver Feb 12, 2024 @ 4:30am 
Why cant we just have them in all bases? Where we set their positions per-base.
I just have the one base, and use the rest of the altar capacity for fast travel points near important resources. I always leave one open for a temporary bookmark when exploring or dungeon base camp.
finalfantasy Feb 12, 2024 @ 5:36am 
Originally posted by Storm Reaver:
Why cant we just have them in all bases? Where we set their positions per-base.
The question "why" is pointless.
The Devs said, they want the game to be a cooperative one. Where players cooperate and share their ressources, so even in multiplayer: One base for all players, not a separate base for each player.

Additionally the fast travel system makes multiple bases useless, because you can fast travel from ever to where ever you want whenever you want. So it doesn't even matter where your base is located.

You can build multiple bases, but not fully functional as the can only be in one location. It is at it is, nobody except the devs themselfs can answer this question.
Technically i think it would be possible, but somehow still pointless.

Anyway it would be nice if you could populize bases with further NPCs, even if they do nothing. Who knows, perhaps we can even rescue more NPCs when further content drops.
frillen Feb 12, 2024 @ 5:57am 
Originally posted by finalfantasy:
Originally posted by Storm Reaver:
Why cant we just have them in all bases? Where we set their positions per-base.
The question "why" is pointless.
No it is not pointless, our group playing on a dedicated server want to each have their own base, design it however they like, we probably still would share stuff between us if someone needs something, I know the game is supposed to be a coop experience, but that shouldn't mean that we share everything, lots of games have elegant solutions to this, Enshrouded no matter its potential, isn't great in this aspect, the days of old school "share and experience everything with friends" coop games is not that practical anymore, especially when it is sometimes hard to find a time where everyone can play at the same time on a dedicated server.
Last edited by frillen; Feb 12, 2024 @ 5:58am
finalfantasy Feb 12, 2024 @ 6:37am 
Originally posted by frillen:
No it is not pointless,
It's pointless because only the devs can answer it, and i doubt they will do here.

Originally posted by frillen:
lots of games have elegant solutions to this, Enshrouded no matter its potential, isn't great in this aspect, the days of old school "share and experience everything with friends" coop games is not that practical anymore, especially when it is sometimes hard to find a time where everyone can play at the same time on a dedicated server.
It's a game design desicion the devs made. And it's an overal desicion having much more effect then just separate bases. Currently Enshrouded supports 16 players, but only 8 flame altars at max level. So technically you can't put more than 8 bases and you probably don't even want waste 8 flame altars for 8 bases because you want to have some free ones for fast travel anywhere.

As i already said, with fast travel, multiple bases are somehow pointless anyway.

With the server side progression, the whole game is more or less designed to players should at least mostly play if everybody participates. At least i don't se any sense in joining a random server which already has progressed and i would also loose interest in a server if other players do massive progress without me.

So yes, i get your wish you want multiple bases, but almost the whole game design as it is right now speaks against it. So the devs deceided this, and they already stated that they won't change this (most likely in the "quest progression" news).
So most likely if having multiple bases for multiple players is mandatory for you, Enshrouded probably is not the right game for you.
Last edited by finalfantasy; Feb 12, 2024 @ 6:38am
MeGa Feb 12, 2024 @ 6:38am 
Originally posted by SylenThunder:
Unless you feel like dragging the materials around every time you move them, it is best to just have one main crafting base, and then the rest are decorative.
Yeah thats the dilemma.

In every other survival each base has all the crafting stations, so its self sufficient.

Here I cant do the same. Its either a big base with all the npcs, or anything else is less efficient.

Maybe being able to have a copy of each npc in each base would fix it, but wouldnt be very loreful.
Skywalker Feb 12, 2024 @ 6:45am 
Originally posted by frillen:
No it is not pointless, our group playing on a dedicated server want to each have their own base.

From a logical and immersion point it is pointless. The NPC are unique characters in this world and don't have five or more evil twins? So one carpenter is logical, many of the same carpenters in one world is ... weird?
Last edited by Skywalker; Feb 12, 2024 @ 6:46am
Originally posted by MeGa:
In every other survival each base has all the crafting stations, so its self sufficient.
I've never seen this done in another co-op survival game. Even when satellite locations are necessary, they usually only built up enough to fulfill their main function, like a bed and fire at a waystation. What game are you playing where you have to build full on home bases over and over?
MeGa Feb 12, 2024 @ 6:50am 
3
Originally posted by Skywalker:
Originally posted by frillen:
No it is not pointless, our group playing on a dedicated server want to each have their own base.

From a logical and immersion point it is pointless. The NPC are unique characters in this world and don't have five or more evil twins? So one carpenter is logic, many of the same carpenters in one world is ... weird?
They are summoned by us using a wand tho, so they are semi magical, no?

I think a loreful fix would be, instead of having them be always visible, as in, 5 blacksmith clones in different bases, have them placed but only visible when you visit a base.

So when in proximity, play the "summon" effect, and have them visible when you are around, and vanish (like a hologram) when you leave.

So you dont effectively have many npc twins, but instead, see them materialize one at a time wherever you placed em. As in, the flame altar manifests them when you are close.
finalfantasy Feb 12, 2024 @ 6:53am 
Originally posted by The Big Brzezinski:
What game are you playing where you have to build full on home bases over and over?
Not over and over, but e.g. in Conan Exils with my friend, both built our own bases. We wanted somehow separated progression and different build styles, but just occasionally do quests together. So it was a free decision to do it this way. Basically you could say, we both played half the game singleplayer but just on the same server/map.

Even if we could do this in Enshrouded from a base build point of view, it would still be pointless, because the progression is server side. So the other way round, in Enshrouded we even decided not to make progression solo.
Last edited by finalfantasy; Feb 12, 2024 @ 6:54am
frillen Feb 12, 2024 @ 9:21am 
Originally posted by finalfantasy:
Originally posted by frillen:
No it is not pointless,
It's pointless because only the devs can answer it, and i doubt they will do here.
You are absolutely right that they likely won't do it here, but it seems like they already are aware that players want a little more freedom, especially when playing several together on a dedicated server, it just isn't always possible to find the time to play all together at the same time.
Also some may want to build in their own personal style(that was one of our big problems)
Here is a few quotes from the devs about "On Quest Progression"
https://steamcommunity.com/games/1203620/announcements/detail/4064004735513448549?snr=2___

- We want to offer an option to be able to personally complete every quest. - We want to improve the Quest Log to better communicate the state of each quest in terms of server vs personal progression.

Finally we are always looking into further improvements, such as server rights management or allowing to have the NPCs in each of your bases.



Originally posted by finalfantasy:
Originally posted by The Big Brzezinski:
What game are you playing where you have to build full on home bases over and over?
Not over and over, but e.g. in Conan Exils with my friend, both built our own bases. We wanted somehow separated progression and different build styles, but just occasionally do quests together. So it was a free decision to do it this way. Basically you could say, we both played half the game singleplayer but just on the same server/map.

Even if we could do this in Enshrouded from a base build point of view, it would still be pointless, because the progression is server side. So the other way round, in Enshrouded we even decided not to make progression solo.
We also decided not to make progress solo, but the biggest problem for us was that we felt restricted in too many ways.
Yes we know it is a coop game and that progression is based on the world we play in, but then again I think we would be happy if we could just have a fully functioning base each, instead our server is pretty much empty and very rarely being played on, they each either play solo or stopped playing.
Personally I have a singleplayer character that is max level and world that is pretty much fully explored, so I off course started a new character along with the rest for the server we rented.
We are all adults with family, children, work and other real life obligations which makes it hard for all to finds time to play at the same time... That is a different story though, the topic of this thread was to be able to have more than 1 fully functional bases, and I hope the devs find a way to make it a little less restricted in its coop.

We all have met each other through Conan Exiles and played pretty much like you and your friend, sometimes in clan but with each our own bases and progress in our own terms .
Maybe some of us were a bit colored by the magnificent way Conan Exiles handle clan/coop on dedicated and private servers, just general work or explore together when we felt like :)

I do not expect Enshrouded to ever have the same replay and group play value as Conan Exiles or any other similar survival games like it, but I do hope they loosen up a bit on the coop and progression system so that it may have some replay value once it is finished :)
Last edited by frillen; Feb 12, 2024 @ 9:22am
AbraCadaver Feb 12, 2024 @ 9:31am 
I dont have an answer....more just here to agree with you. I dont understand some of the decisions the devs made either myself, but, reading some of the comments quoting the devs makes me feel a little...uhh...hopeful i guess would be the word
Blue Hasia Feb 12, 2024 @ 9:34am 
i had a thought that we should place a summon pad for the NPC so when a player gets near it it will summon the NPC automatically. and if in use at another base it would give feed back as in use and will summon when not in use.
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Date Posted: Feb 12, 2024 @ 4:10am
Posts: 20