Enshrouded

Enshrouded

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Simpson3k Mar 31, 2024 @ 4:37am
Persistent singleplayer?
As much as I treasure the ability to return to main menu and load to repeatly open nearby chests for better weapons, it would be nice, if world reset would be an optional feature a singleplayer could trigger by intent than having it happened everytime i exit the game. At least if that would mean that cleared shroud wells stay cleared and free of shroud, same for other destroyed shroud roots. Right now I always have to repeat killing every single enemy on my path of exploration when ever i have to exit the game. That makes progress very difficult, while people who play on a server, can just continue as the server stays persisent until the server restarts, right?
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Showing 1-15 of 15 comments
OctoberSky Mar 31, 2024 @ 5:07am 
Single player persistence can even open a different dimension to the game which is multi-character play. When I was still learning Valheim, which has world persistence, I found my feeble combat skills were driving me to rage quit and deliver a scathing rating. No fault of the game, it was just me and my slow learning curve. But with world persistence I could actually exit the game with a character skilled in sword and come back to the same fight with a character skilled in the bow. This actually got me through enough of the sticky parts of the game until I could finally and genuinely solo the game. Imagine the same dimension in Enshrouded. Train a melee fighter, a ranger and a wizard, even a trickster and beastmaster and bring them together to chip away at the wispwyvern or the mobs in the Hollow Halls. Gifted players and multi players certainly would not need this ability but for some of us who enjoy the game but find a few of the fights a little more than we can handle solo perhaps this could help?
lilalur Mar 31, 2024 @ 5:08am 
I can't talk about the multi-part but I think its pretty much hold as long as the host stays. Its not an MMO you organise your own session, others can join. Can kick ass together, build up stuff in that world then once the host is off the world resets.

You can put down "savepoints" for yourself almost anywhere (flame altars), and can open up quick travel points in the towers where you can glide almost anywhere. If you are really up to farming a place you can set a flame altar nearby and you can get there in a blink but it's rare you really need that.
Rüdiger May 13 @ 4:33pm 
The game is not built for it. Your ressources would be limited. This is not minecraft where you have endless minerals in the ground. you have little mining spots that are based on the respawn system. Which means you would either play with limited ressources in your world , or they would have to make a complete seperate map with way more depth and ore veins. Very unlikely to happen. Not to mention the lagg you would get.

Enshrouded's good perfomance is because of the respawning system.


But i would prefer a different system to the current fire one. As in every block placed creates a zone that is permanent. Which would allow to build a random bridge or anything somewhere without wasting a teleporter slot.

I too miss the opportunity to build a deep mine but i know other Voxel games, like 7days2Die whose world is permanent like minecraft. but its laggy af due to exactly that.

There was a reason why they decided to make Minecraft so basic in graphics.
They locked the other thread on this haha. Sore spot I think. I checked the store page and it looks like any mention of voxel has been removed. Only right seeing as I bought the game on that basis and feel misled.
There is Valheim if you want that.
Originally posted by Hunk Survivor:
There is Valheim if you want that.

Yes, indeed. Valheim is a better game. So is 7 days to die which pains me to say, as the devs seem to be so anti player. I use the alpha 19 version.
At the very least, they were what they said on the tin when I purchased them. I'm happy the game description has changed, my review will remain the same.
Oh yes the ever present thread of persistent voxel game world that would torch every PC that dared play the game after some hours pickaxing every rock, chopping every tree down, mining everything, the world would become a hole devoid of trees and grass hehehe. Would be great but i guess its impossible.

Valheim is not voxel btw, its layers, the world is an illusion to make you think you are digging a hole or something like that, great game both of them btw, not bad mouthing Valheim here, just parroting what i learned in another thread about the same persistent desire people had.

Let me see if i can find the answer that convinced me Enshrouded is as good as it can be, well, until Quantum CPUs are not here.
Last edited by Sgt.JESUS; May 13 @ 8:20pm
Sgt.JESUS May 13 @ 8:23pm 
Here it is, credit to a guy name Death of Hope, apt named to his answer i suppose hehehe, who gave this explanation:

People who have high expectations about Enshrouded's terrain modification system should keep a few things in mind.

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."
Last edited by Sgt.JESUS; May 13 @ 8:27pm
TechReaper May 13 @ 11:52pm 
The Fun Pimps are about as scummy and incompetent as it gets, yet they manage it? I don't care for fanboy excuses and second hand information. When you promise a voxel game there comes a level of expectation that this stuff will be present. I'm over this game, got it on sale, took it on the chin. I'm just happy they appear to have removed it from the marketing, hopefully it will avoid other situations like mine.
TechReaper:
If you dont care for second hand information.... why are you in the comments section? Every piece of information here is second, third, fourth hand information...
It seems you have not actually taken it on the chin bud, but I do hope you find what you are looking for - games are to be enjoyed and it seems like Enshrouded isnt your cup of tea, and that is ok. Just dont deride and attack others simply because they dont see things the way you do.
Best of luck in your search =)
Last edited by Snowlock16; May 14 @ 7:56am
Skywalker May 14 @ 10:24am 
Originally posted by Simpson3k:
As much as I treasure the ability to return to main menu and load to repeatly open nearby chests for better weapons, it would be nice, if world reset would be an optional feature ?

Each chest has a loot roulette with a pool of items. If it would be persistent, and you get the first time not your wanted item, you will never get it?

Solution for you: Just don't open a chest a second time?
Simpson3k May 14 @ 11:55am 
Originally posted by Skywalker:
Originally posted by Simpson3k:
As much as I treasure the ability to return to main menu and load to repeatly open nearby chests for better weapons, it would be nice, if world reset would be an optional feature ?

Each chest has a loot roulette with a pool of items. If it would be persistent, and you get the first time not your wanted item, you will never get it?

Solution for you: Just don't open a chest a second time?

Nope, if it would be persistant, a looted chest would stay open and empty. I would happily accept to not gain infinitive ore and items from a refreshing game if it means that i could make the world permanently safer for every human by permanently remove deadly shroud and shroudroots.
Originally posted by Sgt.JESUS:
A well reasoned, understandable post about technical limitations and design

Yeah, this isn't going to change the people who post reviews and then live on the forums for 2 weeks afterwards, seemingly with push notifications on their phone for when anyone enters the conversation.

I appreciate the effort though. :stardrop:
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