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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.
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.
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.
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.
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."
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 =)
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.
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.