Enshrouded

Enshrouded

Statistieken weergeven:
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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16-20 van 20 reacties weergegeven
Origineel geplaatst door Blue Hasia:
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.
Yep, similar to what I suggested here.

So they are not really clones, but summoned whenever you get nearby, allowing for multiple bases with npcs
Well you could make a Dwarven smithy like location and a full on fancy farming/garden area, or a wizard tower like I did and spread them out that way. That said, I think it would be a nice change to allow them to exist in multiple locations. You should do the feature upvote thing for it.
https://enshrouded.featureupvote.com/
Origineel geplaatst door MeGa:
Origineel geplaatst door Skywalker:

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.

This right here. I like this.
Origineel geplaatst door The Big Brzezinski:
Origineel geplaatst door 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?

No One Survived is one for example on a co-op/ multiplayer. dedicated server allows every player on it to craft every work station for themselves. So if there is 6 players, that is 6 bases and 6 sets of work stations.
That's a requested feature that is coming eventually. The entire player base agrees with you.
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16-20 van 20 reacties weergegeven
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Geplaatst op: 12 feb 2024 om 4:10
Aantal berichten: 20