#Quest Progression

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coral stream
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If you have thoughts on this you can let us know here

thick hound
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A lot of bold text there

solar scroll
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the 30 minutes reset timer is a too short imo , but those are some great changes ^^

coral stream
timid coral
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would be cool to have random faces/outfits for npc's if u want to make more of them

shrewd lily
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sounds awesome. i feel like I missed a whole lot when I joined my friends and they already had all the NPC's in the main base

coral stream
glossy shoal
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Sounds all great. Glad that's gonna be optional stuff as I quite like it the way it is now with the progression.

I look forward to the future of the game :)

timid coral
empty solstice
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however, bosses, even for a group of players, bosses are whipping toys. You need to add an option to make the game more difficult.

azure dune
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please please please first person PLEASE save my eyes from suffering most of all my brain

it's very very awkward to build in third person 😭

lament basin
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We noticed that if the server resets, you can actually do the quest again for the person that didn't get to complete it. So that is our workaround at the moment xD

livid vector
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i think the respawn time would be great to have as slider option especially for solo players

and quests should be doable without locking other players out.
doesn't mean there shouldn't be progress without all players there, but they should have the option to repeat the quests if they weren't there while others finished them. Other than that, i don't think the world should remain static so it respawning is actually neat imo
maybe an option for more shrines would be great for groups with more than 6 players, but i'd tie that to player count tbh

topaz prism
coral stream
# topaz prism we gonna know soon which suggestions accepted for the future or like a roadmap (...

if your question is "will we update suggestions as we implement them" the answer is yes. If the question is "can we get an answer for the 2500 questions so we know what's in store", the answer is "it would take an insane amount of time and most of these things we won't be able to find out whether they're 1 a good idea 2 actually possible without blowing up the game's hardware requirements before we actually start looking into them seriously" fell_giga

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and since we're in the business of not making promises we can't hold...

topaz prism
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Ok just a roadmap then xd

timid coral
woeful kraken
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Roadmap and please keep in mind what suggestions tell you... We need so mucho QoL improvements

topaz prism
# timid coral ^ there

yeah i follow that almost every day
But, theres many suggestions, a roadmap make you understand what coming soon for specific stuff for example in spring 2024, like palworld did for example ''new islands, new pals..''

coral stream
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as we said up there, we're excited to tell you more soon... but it won't be a road map "this in june, this in july, this in august" because a lot of stuff we'll have to explore before committing.

limpid radish
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Is using the player level to lock them from gear (Player lv x gear lv) be an option to perhaps help on the whole individual progression feel?

coral stream
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and we've seen what happens to roadmaps in other early access games we loved... we don't want people to get upset deercat_sadthumbs

tidal cobalt
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Is there an easy and quick way of showing the total of quests? cuz for me Ive done 68/68 but some people has up to 75? its hard to keep track on if you cant see theres more.

limpid radish
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I wanted to reroll a new character but I don't feel the replayability would be there fully if I could just get the best gear from my stuff.

limpid radish
glacial grotto
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No need for specific dates or such. But possibly having a wide timeframe like things that are "coming in the near future" or "planned", possibly even "up next"

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for the roadmap

dim rain
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If I’m reading this correctly your not changing the system of quest progression

wary cypress
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The mention of updating the journal to track quests... Perhaps in addition to that, using the map to show what has been completed either on server or individually with some simple iconography would be even more helpful.

azure dune
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My depression will be cured with first person XD

dim rain
scarlet yoke
dim rain
solar orchid
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i had an idea how to make people on both parties happy, leave the server-side quest BUT if players want to make quest once again they need to create for example a special "mirror" that allows you to cross to alternative world in specific place where this quest is still available (but only to this part of the map that quest is, the rest is covered in red shroud) after beating boss or get special item you get exp and you can go back to "mirror" to get back to real server world

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but i believe it would be super hard to achive

scarlet yoke
# dim rain I’m not disagreeing with them there systems works well with private hosting your...

I still think it would be difficult to make it flow properly.

Regardless of a dedicated or private hosted server, if one person unlocked the carpenter NPC with his first tool, how should that display to another player who hasn't unlocked them yet? I can think of three options, either they are completely invisible and uninteractable (which could cause issues if you are building stuff - could cover over the NPC without realizing it), or they are visible but you cannot interact with them (like I mentioned in my comment), or else you can interact with them as if you had unlocked them (the current functionality)

scarlet yoke
normal wasp
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The one thing I would be most excited about is after Ive enjoyed most of the story so far (not done yet tho!) I would love to have the option to get a creative mode for building all I want. It's really making me enjoy my time, for im in a burnout, and I prefer not to go modded, as it could affect my play with friends.

Is there anything or any time coming up (or is it confirmed somewhere) that you will implement this?

Love what you guys are doing and am excited for future updates! <3

dim rain
# scarlet yoke I still think it would be difficult to make it flow properly. Regardless of a ...

We found a solution to this problem.. we bounce back in forth in each worlds to help maintain the same progression for everyone so it almost like all quests individually for them but my issue you can’t remark the location for a completed quest.. yea I know we’ll just reread the journal to find the name of the place but I do get side tracked when helping a friend so maybe that’s my issue

scarlet yoke
dim rain
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I’m more concerned but other issues then the quest progression

dawn python
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You dont have to reincent the wheel. Questprogression player based and if they decide to play together they can wait for each other and both finish the quests

proven yoke
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Having a distinction between serverwide and personal quests will help a lot. For those who don’t mind building but want to do the main quests. It’s not that there are server quests it’s not understanding which ones are and the impact of them for people who aren’t on.

magic trout
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And for the map part: a cartography table like in valheim would be amazing, also the option to switch between your personal progressed world map or the actual progresses world map

scarlet yoke
magic trout
scarlet yoke
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I think many of the quests could still be done even with the NPCs already unlocked

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It basically comes down to whether you want a more open playstyle or locked down playstyle

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making quests optional vs forcing people to do them

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The main issues right now is that people are electing to want to do the quests, right? So if they were optional (you could do them for the rewards/lore if you want) but you otherwise had access to the NPCs already, I think that would satisfy many people

magic trout
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I mean, if you got a new character and you enter an endgame world, wouldn't it be cheating to have every mat unlocked and npc?

mystic finch
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Allowing multiple groups to build in different areas that don't share base upgrades.
Let's say 2 of my friends want to do a build together but I want to do my own thing. I can't for a while until they unlock it for the server. Not a fun progression. Each player should be allowed a base system

scarlet yoke
magic trout
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No haha that's not what I mean

scarlet yoke
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If you join a minecraft server that has been active a long time, then you also would have access to everything

magic trout
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Okay let me explain a bit better, maybe my English is just too bad 😅
So given you are lvl 5 and just started the game, you don't even know what's to come. You go to the world of your newly found friends that are already lvl20 and close to endgame. Now, why would you be able to craft for example eternal fireball, doesn't make sense, you still don't have the armor nor the skillset to use it "infinite"

scarlet yoke
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I think that's something that the people you play with can easily explain to you

magic trout
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But the quest progression helps u to unlock , and as the progression is server based, you can't do the quests anymore if I understand right?

proven yoke
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I don’t mean to be rude but maybe have a DM discussion about it? I think it would be more helpful leaving this for feedback and making it easier for them and others to go through.

magic trout
scarlet yoke
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true 👍

I think we are saying similar things anyways haha

tidal cobalt
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You guys are using the wrong chat for the discussion tbh. He asked for feeback for the "news" :P

magic trout
minor cave
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Will there be updates to the combat system? Better immunity frames? Diversity of weapons and attack patterns? What about nerfing the one hitters like Matrons and stuff? Also the skill that allows you to shoot arrows in mid air is broken. You instantly die when you touch the ground. Also also haha 😂 this is the best game ever made with all the best features from the best games and we absolutely love the work your doing! Should perhaps consider a patreon or discord membership or other ways to get more involved. If you ever need a voice actor, im your guy 😉

still widget
dim rain
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Feedback wise the quest progression works well for a sandbox game (like enshroud )and non dedicated servers

glacial grotto
dim rain
glacial grotto
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That is, a bit meatier than what we've gotten so far.

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They can do both.

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A rough roadmap (as an image), and also a state of the game blogpost that is a bit more detailed.

acoustic gale
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I would love to see a dev blog, and a roadmap if they're possible. Knowing where the game will be going instead of just sitting and waiting for the unknown keeps the hype going.

Though thoroughly understand if neither are possible due to the hectic and wibbly natures of game development.

Also, thank you for finally addressing the biggest pet peeve of the community.

❤️ keep up the good work, Team!

glacial grotto
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The state of the game one could be once they are ready to reveal details about the next biome or other major whatevers.

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Roadmap for showing roughly what to expect and roughly when

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short/long devblogs with things coming soon or regarding specific things (such as the one we are commenting under)

dim rain
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I would love see more weapons (especially spears)

coral stream
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Quest Progression

craggy shell
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Suggestion: Why not use a 'guild' style system for this? People could create a server party/guild/team/whatever and then everyone in that group would progress together- and that's all it would impact.

This way, people who are on a server but want to pursue quests separately would default to that, and people in this 'guild' structure would automatically progress quests together :)

main saffron
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Also consider making it possible for each person to have their own building area. A lot of people would like to have their own space or be able to build with a small group of people.

A way to do this would be by adding in Cinder/Flame/Ember Obelisks. these would replace flame altars for community builds. Then have the Flame Altar for each player. only allow players to be able to place one Flame altar each and allow them the ability to add people to their base and change their permissions through a GUI menu at their Flame Altar.

I feel that this would further improve personal progression while not taking away from the community feel.

wary cypress
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Maybe they could just have a per character option to update quest progress when you join a server.

livid vector
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yeah without ristricting access to npcs or anything. this can be done with a tiny bit of self control in case someone really wants to.
sounds like the easiest way to do that, tho I'm no programmer so i can't tell

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cause npcs you can't interact with kinda suck imo, that why i suggested without restrictions

glacial grotto
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Could have a limitation of max one of each npc at flame altar though.

merry pond
# craggy shell Suggestion: Why not use a 'guild' style system for this? People could create a s...

That's what I commented in the feedback page of Personal Quest Progress. A party system would solve most of this as it will provide an option to progress with your friends by opting to join. At the same time, add an invite option to sync to current progress of your friend.

Dedicated servers is where I find a problem in this co-op system. 8 people and above are just too many to sync up continuously. It becomes pointless to rent a server when you can just directly host from the game when needed.

wary cypress
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Maybe they should just ditch quests altogether. Make everything discovery based. Have the NPCs just teach you stuff when you find them or train you for a price. Then all progression becomes personal which fits the ability to take a character to any server a lot better.

glacial grotto
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I say keep quests, but make it more optional. Let the quest serve as guidelines for progression but not required for progress.

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Though I kind of like them for a bit of story and lore.

tidal cobalt
glacial grotto
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Personally I don't mind the current system, but different people, different tastes.

tidal cobalt
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Cant see how you would progress further without doing the quests... Would it be just running around doing nothing?😅

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Quest system seems fine, just bit buggy.

glacial grotto
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It would certainly be more sand-boxy. Leaving people to do whatever they feel like without being hampered by some npc needing to tell them what to do.

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The game is mind of light on then story as it is, a lot of it is left up to people to find books and notes.

tidal cobalt
glacial grotto
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That being said, finding some of the progression/quest items without the quest might be a shot in the dark.

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Like the almanac or whatnot

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Even if you can discover some of them prior to the quest itself I think.

tidal cobalt
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Only thing I mind is some quests being buggy, and I cant see all quests. Seen someone have 75 totals when I only have 68 and so on.

glacial grotto
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Only issue I have with quests are the quest markers depending on the zoom level.

tidal cobalt
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Some quests are missing locations for me

glacial grotto
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Some quests have locations, but they are basically the locations of enemy settlements etc.

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Instead of a quest marker

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I think they are marked as ? though until you go there.

tidal cobalt
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Oh nah, mine were legit missing untill my friend got the same quest and he got the markers

glacial grotto
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Odd. I just wish I could get rid of the bugged ? at one of the southern caravan locations (where the vukah brawler is)

tidal cobalt
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Were stuck with "Oasis" as my last quest.

glacial grotto
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Some people were reporting markers dissapearing as well if they placed too many custom ones.

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Missing spire icons and the like

tidal cobalt
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Yeah had a missing spire "Revelwood" last night

iron stirrup
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I personally don't understand the uproar about personalized quest progression (especially once you've done them all and see what doing a quest actually provides for you personally). However, I do think it is important for the longterm health of the game to have a system that supports personal quests. The story is told through lore... not advancing quests. All the quests do is point you in the right direction from a level and tech perspective... with a couple of rings thrown in.

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In fact, I think if those were not called quests, this wouldn't even be an issue.

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That being said... if its doable to support both and give everyone options, thats great.

tidal cobalt
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Some lores are bound to the quests, so if youre missing quests you cant find the lores without actually looking behind every rock. Thats my only issue.

iron stirrup
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I just think its important to clearly distinguish between "World Progress" and "Player Quests" and, preferably, not give an option to somehow combine, change, or alter that because I think it would make future mod support (hopefully) more difficult.

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@tidal cobalt Yea, but the glowing red neon signs help. And then, by looking at the journal, you can clearly see which lore pages/pieces you are missing and in what area. Just my 2 cents. I just don't think there is any legit form of tangible thing to actually have FOMO over.

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And, if I'm being a pragmatist, the easiest way to make sure you do every quest is to start a private / local server. / shrug

tidal cobalt
iron stirrup
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Like, I find it hard to believe everyone doesn't have one of those already. Your "secret" / "main" house that you can hop to.

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The lore items do glow red if you have never read them before.

tidal cobalt
iron stirrup
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I have not encountered that bug to my knowledge... but fixing that bug would lessen the need for the personalized quest system as well I'd imagine

glacial grotto
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I'd say it ought to be down to the server settings how quests/world progress is handled.

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We need more server settings anyhow. Not that there are barely any atm.

tidal cobalt
iron stirrup
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Def agree on server settings, but those are typically params. I think something like "quest progression saving" falls outside the realm of a parameter and has far-reaching repercussions in other areas

tidal cobalt
iron stirrup
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But hey - they've responded. They think its important. They seem to have a plan. All good.

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Well, that is just an option

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I guess what I'm saying is... what actually happens in the background by changing that option?

glacial grotto
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Quests shouldn't force register to your player if you did not participate though. It should be an option to sync those to your character.

iron stirrup
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Especially as your character goes from world (that has it on) to world (that has it off)?

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are you able to continue a quest in a world that saves it differently?

glacial grotto
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Not sure how that works atm, I only play singleplayer atm.

iron stirrup
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i'm just saying - there are a ton of edge cases

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it isn't as easy as "add a button"

glacial grotto
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They definitely shouldn't rush it.

tidal cobalt
iron stirrup
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and my only concern, longterm, is this going to create materially different experiences by playing in worlds that have it on/off which could complicate mods, mod support, etc and other things down the road

glacial grotto
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Mods would complicate things either way considering our characters aren't server specific.

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depending on the mods anyway

iron stirrup
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Now, if they are retroactively going back through and delineating all quests as either Personal or World, then I'm good with it but then I don[t think that is the case or they wouldn't be adding the option to world creation /shrug

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Either way, I'm in in the minority by the sound of it. But I also play on 3 different worlds... and 1 of those is my local/private one so that's where I know I've 100% the quests

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its also the main house I have with all my loot, sets, etc

glacial grotto
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What about dividing progression quests into chapters, and then letting you reset a chapter (without losing recipes etc you already aquired).

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I mean, there are already loose chapters tied to each biome.

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Though.. ugh.. quest items.

iron stirrup
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Well, I think the better question is... what do people want to get out of having the option? What is motivating it? Missing a one-time item? Missing a piece of lore/story?

glacial grotto
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Quest xp should be a one time deal.

iron stirrup
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Because, as I mentioned, the lore/story piece of it, I think, is pretty much covered by the Lore tab in the Journal and that is per character

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Ah, XP

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So, XP, Item, actual experience/lore

glacial grotto
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You can pick up quest items without the quest though, but a lot of the quest items you can craft after finishing the quest.

iron stirrup
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yes

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There are def a handful of rings, I think

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but I don't recall if those are handed to you by the NPC or gotten out of a chest/boss

glacial grotto
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Miiiiight be one or two that kind of require you to have the workstation/quest item already used/placed to actually craft the quest item though

iron stirrup
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but the workstation/NPC items are all respawnable and craftable

glacial grotto
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or at least to unlock the recipe.

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Yeah

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Was just thinking of the crafting alternative.

iron stirrup
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So again.... quests are the primary way of advancing tech and pointing players in a general direction. But I'd argue players are always aware of the general direction because even their map is per character. So you know where you've been and where you haven't

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not trying to be judgmental, but I do believe it is one of those things that is "different", so people are asking for a change... but when you step back and objectively look at it... I don't actually think it is a bad thing. And instead, I think its low-key brilliant because its one of the foundational changes that made it easy/possible to have another foundational change... which is a character that can go between worlds and not have to start over

glacial grotto
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Didn't they also consider having server wide fog of war?

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So it's not just per player depending on the settings

iron stirrup
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maybe? I seem to remember mention of that in testing, but don't recall

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As of right now, it is 100% per player

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and the "fog level" is dynamically drawn on the map depending on the Flame Level

glacial grotto
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I didn't play until early access started, didn't try the demo either so I dunno

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Aye, red turns grey or whatnot

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on the map

iron stirrup
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I honestly think 90% of this is... played with some friends. Had a quest. Logged, came back. It was completed. FOMO But, not really because whatever the quest did was always for the world and not the player anyway... and you can 100% have access to it in the world. And, if there was any lore surrounding it, that is still per character. But anyway. They know better than I.

glacial grotto
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There is one place with deadly fog that is definitely the way to a new biome though, west in the first biome. Behind a gate (like the one that leads into nomad highlands)

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You can see it on the map, but cannot actually get through the gate. That confused the heck out of me when I started playing.

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I dunno if the gate to nomad highlands is unlocked by quest progression or just flame level?

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If it is by quest, and you have personal quest progression, how'd that work I wonder.

iron stirrup
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Another edge case 🙂

glacial grotto
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I suppose it'd be like the npcs where personal progress likely wouldn't block you from accessing placed npcs. The gate would be open if it was opened once on the server.

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(placing the npcs is also part of quests...)

iron stirrup
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But that could complicate quest logic if you have quests that shouldn't can't be advanced without completing a prior step

glacial grotto
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Yeah, they definitely shouldn't rush it 😛

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Some people seem to think the devs can work miracles and make quickfixes to things that might not be as simple as people think.

iron stirrup
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for real... i don't know how they are going to make this a "server option". I think the better way (as an armchair nobody) would be to:

  • Impliment a game system for Per Player Quests. A system by which specific quests marked as Per Player are actually stored on the Player
  • Then, retroactively go back and delineate all existing quests as either Per World or Per Player
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I'd much rather they spend time on combat and skill tree reworks. Things are out of balance and the skills could benefit from an overhaul sort of.

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And allowing for NPCs to be in more than 1 place at a time

glacial grotto
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They benefit from doing something about it long term though, as it could be strange for people to jump into public servers and have everything completed already.

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Or the said issue with friends questing while other friends are offline.

iron stirrup
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Totally agree. And, having personal quest support offers up a ton of fresh new content ideas. Like, picking guilds and completing guild quest lines to unlock certain skills or unique spells.

tidal cobalt
iron stirrup
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I'm suggesting whether it is character-based or world-based is dependent on each quest... not server option.

glacial grotto
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Tbh, both updraft and double jump should be something you unlock from quests/progress instead of in the skilltree.

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Just like gliders and grappling hooks.

iron stirrup
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The quests that are world-based would be those surrounding NPCs, tech tree, etc

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The quests that are character-based would be lore, story, xp, character unlocks, etc

strange yoke
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Insert [someone besides Tonester and Blackwolfe] here

worldly badge
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Pretty nice game so far, Like all the little things you took from different games but managed to pick just the good stuff (sleeping, buildsystem,...). There is just this one thing, that you talked about todays "Hotfix"/Announcment: The server-side Questprogession. My Clan experiences this exact problem causing a few members to drop out the project.
I completly understand that you won't replace this system, which is fine by me, and seeing that you want to improve it seems great. I've got an idea about such improvment as the main problem for my guys is not the already fulfilled quest, but the missed XP for that. Sure, you could implement a function where every palyer can finish the quest for him/herself, but some of the need a step before(?sorry, im german), making this quite complicated. How about reducing, or erasing the XP for Quests all together and raise XP-rewards for actions like farming, fighting and stuff? All the Rewards in the chests are respawned anyway.
Main factor, like I said, is the missed XP. For my guys at least.

iron stirrup
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Yea, so far, the list of Quest FOMO seems to be:

  • Items (but need to confirm this)
  • XP
  • Lore/Story Moments
spring solstice
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Our reasoning was that players shouldn’t feel forced to participate in quests.
I dont understand this explanation from the devs. You've gated progression behind the quest system for a few items (crafting stations specifically), so I don't understand the idea of server vs. local progression storage being because some players shouldnt feel forced to quest. The game itself forces us to go through quests to get to the end of what is accessible currently?

Thoroughly loving the game, and am absolutely not letting this change my opinion on it, just found the logic here to be kinda fuzzy.

ancient kindle
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So this is just a copy and paste from the same statement made in the suggestion area a week ago?

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It depends on what you want out of the game if you have 2 or 3 friends you want to play and progress with and dont mind when someone pushes things forward then you will be fine.

If you like to play in or with a community, or are a community host - then this is likely not something you want to spend the money on right now. I run a community with multiple individuals and groups of people that enjoy interacting/trading/teaming up on occasion but mostly progress and play things separately (like you can do in most other dedi hosted survivals) in this one - if one of my retired groups wake up at 7am and progress the server - my people that log on after work wont have the any of the early progression to work through - in some cases cant even make a base till the other people progress further to unlock the ability to make more.

People are blindly brushing off our complaints without seeing our side of the picture. We arnt being unreasonable. We arnt trying to take away from people that enjoy the currently style of "coop" but its NOT multiplayer in its current state. Im not even saying the game is bad - I think everything about the game seems great EXCEPT THIS ONE THING - I cannot provide the experience for my community that I can with pretty much every other game in the genre - We just simply want a server option to allow individual progress. "Just play single player to progress" is not a fix when the goal is to have community servers. We appreciate you enjoy the game as it is. Thats great! Alot of us do too! - but it misses the mark in a true multiplayer experience. I mean the options and lack of proper commands for dedicated server alone is proof behind the lack of thought that went behind the option. The game exist as a coop game - and to be shut down when not playing - not saved - backed up - or properly restarted. Let alone any proper moderating, protection, or maintenance.

The game being allowed to do what we are asking will only make the game better and attract a much larger audience from the private server communities. Stop acting like we are trying to take your icecream cone.

torpid plume
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i just hope you have steady content planned for this game....i enjoy enshrouded it was great exploring and leveling up to acquire new skills but a big downfall of games in this category has to be the slow drip feed of content adding tiny bit by tiny bit i feel its almost not worth grabbing games in early access because by the time something decent gets added were on to the next survival game and its promise of new and exciting things and this is a crazy year for survival games....love you guys at enshrouded it is a fun game at its core please keep us going with new and "exciting" (key word there!!!!) content.

wheat willow
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Is there a way to have multiple of the same NPC so we can can them at each of our bases ?

iron stirrup
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@ancient kindle How can they not make a base?

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Everyone has access to:

  • Personal Crafting Tab
  • That has access to Workbench, Building Hammer, Summoning Staff

Then, from Workbench, you have access to everything that is opened server-wide

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And I apologize if any comments I made came across as "brushing off the complaints". The point I was making was trying to understand what exactly the complaints are about... because I hear and see many things that don't add up to what I know / experience about the game. And you made another such comment in your post. How can a player who misses an NPC quest be locked out of building anything, let alone a base?

tidal cobalt
iron stirrup
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@wheat willow They addressed this. Currently? No. They mentioned the reason for the summoning staff was so that players could just add the NPC whenever they needed it. Definitely not ideal - especially on more active servers with multiple bases or groups of people who play.

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And if you aren't on Discord, I imagine it get clunky if 2 players keep "summoning/stealing" an NPC from each other 🙂

wheat willow
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Yes makes it hard if you want to have different groups play on server if they have to use the same NPC and not have their own

iron stirrup
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agreed. I think everyone agrees with that

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I can't speak for them, but I think they sort of envisioned everyone on a server playing together, having a main hub together, etc

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but yea - agreed

wheat willow
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Just do it like wow lol npc for me is Bob but if I got to my friend base I see his name as Fred but it's still go old Bob for my friend.

alpine hemlock
# ancient kindle It depends on what you want out of the game if you have 2 or 3 friends you want ...

I wish I could upvote this.

The devs seem to be on the defensive at this point though, so I anticipate your entire comment will be disregarded due to that last sentence.

They already made bank, which validates their vision to them, and now are facing criticism of their artistic vision which likely combines into disregarding anything that they don't personally agree with. There have been other warning signs of this behavior if you look at locked comments on Reddit.

IMO, just try to enjoy whatever Enshrouded has to offer on whatever timeline they build it. And when you run out of content, move on to another game. It certainly does not appear that the intent is for it to be played long-term like Valheim or other games in the genre.

This was the most upvoted feature request by a wide margin and it was disregarded entirely. Also, no roadmaps with even vague time estimates, and no mod support. This isn't our game. It's theirs. And they are making that known.

I'll enjoy the game for a couple hours every 6 months or whenever some new content drops. It's got good bones. But the vision does not seem to align with what players want from a building focused survival game to play with friends. Maybe in a year there will be an expansion. Fingers crossed, but not too tightly.

iron stirrup
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I suspect most servers have an agreed upon main hub / crafting area where the NPCs, various workbenches, etc stay. And then, perhaps groups of players can have their own altar(s) with their houses, storage, etc

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Personally, once you place an NPC, I'd like to see a new craftable item that takes a Summoning Staff as a component, and basically adds "another spawn" of a particular NPC. Maybe a Steel Sheet and Summoning Staff for a blacksmith.

wheat willow
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Yes but won't make sense so much if your doing a RP server lol not that I am thinking about the future possibility

iron stirrup
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Totally agree. Its clunky.

wheat willow
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And also a way to lock up your stuff be nice

iron stirrup
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I would definitely check out their Upvote / Suggestion page if you haven't. Just be sure to search before adding a suggestion. Many such ones are on there already, but buried beneath the dozen most popular ones

spring solstice
# iron stirrup I suspect most servers have an agreed upon main hub / crafting area where the NP...

Obviously this is personal anecdote, but our server started under the impression we'd be able to have separate bases without the need for shared NPCs.

We have 7+ players, but due to everyone having different time zones and play schedules, we've delayed progress on the server so that everyone experiences it the same.

We immediately had to share bases because of the altar limits. Have gated progression so that the slower players can experience the process of going through the game, and now have to communicate with eachother as we're using NPCs because there's at times 3 of us trying to use the same one.

I feel the Devs did not design the game with dedicated servers in mind at all. And that the playtesting that was being done was exclusively done via their singular vision for how the game SHOULD be played as opposed to the many ways people approach these styles of games.

iron stirrup
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I'm not disagreeing philosophically, but I would word it differently.

They have done something, to my knowledge, that is pretty unique from a survival game perspective.

They have created a survival game that separates your character's personal progression from the world and the technology progression. This is my favorite aspect of this game.

I can freely take my character and play with different groups of friends on different servers, and I get to keep my loot, my map awareness, my lore, skills, XP, etc. That is huge, imo.

But with that comes some side effects that are also "different" from what most people are accustomed to with a survival game... and you mentioned many of them.

Its early access. This is the perfect time to provide feedback and they are listening. But I don't think the decisions they have made makes it better / worse, it makes it unique / different.

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When my buddy "takes his toys home" and turns off the server, I don't lose everything that I've spent 40+ hrs on.

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In fact, i'm dying for a mod that allows for the construction of doors, portals, etc that actually logs you out of 1 world and logs you into nother at a specific location. I mean, the abilty to take your character between servers/worlds is incredibly powerful and untapped, imo.

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Especially when you envision player-provided worlds.

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They were also very upfront about the limited ability to tweak anything on dedicated servers.

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But let me ask you this... what other survival game can you think of that somehow elegantly solves the "gated progression" thing for slower / less active players?

alpine hemlock
ancient kindle
# iron stirrup <@125283924422295553> How can they not make a base?

Only 2 alters can be made in the beginning of the game - if I have 15 people consisting of 6 different groups 4 of those groups cant make an alter till the game is progressed enough for them to play - and at that point they can make a base but have none of the NPCs as the person or group doing the progression woudl have the access.

AGAIN try looking at the game from our POV rather then jumping to oppose us. Im not trying to take anything from you.

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Im also not going to debate back and forth, its exausting. Im happy enough that the devs are making any adjustements to help us out. And im happy with that.

Hope everyone enjoys their weekend!

iron stirrup
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@alpine hemlock Those are very legit issues and not ones I had experienced or even knew happened. But that seems different from the FOMO thing I've seen tossed around a bit. I definitely see where you are coming from on that angle.

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@ancient kindle Again, I don't think it was intended as that sort of game... not initially anyway.

forest sparrow
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Please repair feeling 60 fps when have 130 :K My friend dont want play this game because of that

iron stirrup
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But I do agree its a different use case and it looks like they are going to address it.

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I play on a server with 3-4 people. And all 3-4 of us also have a local / private one that we play just as much / more than the multiplayer depending on schedules.

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We play solo to get all the lore/quests/flow of the game 100%. But we get together to build shit together, fight together, etc.

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But I get it... it needs to be more inclusive of other play styles. I just don't think anyone is saying something is wrong/right, its just different. Its unique. But it looks like it is jarring enough to warrant their attention. Sorry if It looked like I was bashing what anyone else wanted to do.

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@alpine hemlock If you don't mind, could you expand on a couple of things? It sounds like you are less concerned about logging into a world and seeing 3 new NPCs. What you are concerned about is the fact that other people can do things, or you could unknowingly do something as innocent as moving a chest item, and then all of a sudden.... portions of the documented progression for you have been short-circuited, auto filled-in, etc. So even if you then did go back to your own server or if you wanted to just experience it for yourself on the existing server, you wouldn't even know where to begin or what to do?

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So, for example, just because someone brought in the blacksmith and had a smelter, you wouldn't want to be able to walk up to the Smelter and start making Iron? Instead, you'd rather still have something in your journal that talks about freeing the blacksmith or visiting a place, or do something... and as you do those, that actually unlocks your ability to interact with and use certain crafting things?

ancient kindle
# iron stirrup <@125283924422295553> Again, I don't think it was intended as _that sort of game...

Thats awesome - dedicated servers are not needed for the typen of game "that was intended" then. People are paying hundreds of dollars and not getting what you expect from a dedicated server community. The way the game currently stands a dedicated server is a waste of money - but dedicated servers do exist - poorly implemented that alone is an issue. You cant even have a proper save script - you risk corruption or roll backs hard shutting down the server every time without proper commands or moderation tools you expect from a dedicated server.

Nobody is arguing what they expected the game to be - my argument isnt even saying its a bad game - im simply saying they implimented dedicated servers poorly and there is a default expectation to games that offer dedicated servers and what you can do with them. And the limitations was not discussed in any early review, any faq it was all discovered at lunch by people and communities that spent money on something every other dedicated game offers that this one did not. Luckily for my community we own our own hardware - but I know communities that bought multiple servers with no idea of the server based save system.

All we are asking for is an option and the developer is offering us that consideration. I don't understand why you are so intent on pushing against us. What do you get out of shitting on our request?

  • fin. Have a good weekend all. Id go to reddit to argue opinions.

Thank you again for hearing us and taking any look into adjustements.

iron stirrup
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Bro - no one is pushing back... especially me.

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but have a great weekend

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I'm genuinely interested in understanding the experiences / use cases that have obviously motivated a huge portion of the community to feel differently than I have personally experienced. That is called buliding empathy.

alpine hemlock
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@iron stirrup The primary issue is that if you want to experience the game solo, you cannot bring anything below the lowest progressed quest into a shared world without triggering unlocks for everyone else in that shared world.

Eg. If I have iron and bring it to a server that has not unlocked it yet, suddenly everyone has access to the iron recipes and loses access to the quests that would normally unlock it.

The same goes for bringing in decorative blocks for a build I want to work on. If I bring in Well Blocks from single player, it marks the quest for finding well blocks as complete for everyone on the server. Meaning that quest content for group play is just gone now.

If I bring in a crafting station? Same thing. It automatically completes/flags the relevant crafting station as complete for everyone.

What this means is that everyone else who was trying to play on that server as their primary experience is now locked out of all of that content for group play, and the flow of progression is now a broken and jarring experience.

iron stirrup
alpine hemlock
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This game doesnt have much in terms of content aside from exploration and building. And with those quests removed, the reason to explore is also removed.

ancient kindle
iron stirrup
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And that scenario you just described Ejac... yea. Thats a pretty huge deal.

ivory apex
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I really dont understand the complicacy of this discussion. We started without dedicated server, were immediately shocked when we noticed how quests and loot works, and stopped playing. Some considered refunding, none did, because most of us believe in smart descisions that will be made by good devs.

We are no "dedicated server" community, but wanna use dedicated. We wanna have choices and not get forced to play together all the time. blablabla etc.

I just wanted to point out, that all this discussion doesnt need to get so complicated and heated. ...>

We are happy, that some ppl already enjoy the game.

We are happy, that the devs are considering making good changes giving more playstyle options, hope for it to go fast. We are happy not to refund, we DO KNOW its an early access title.

Admins/devs already posted their decisions, hopefully they can implement everything fast and in a nice way.

I believe in the gamedevs and hope i can play it soon 😉

round prairie
glacial grotto
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This

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The quests are not what make exploration fun.

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And there are plenty of things to explore that are not even quest related.

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I'd say that having set quest markers in a way even takes away from the joy of exploration because hey why explore when you got a questmarker right there

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head right there, look around, pick up the questitem, done. Don't get me wrong, I like questmarkers. It allows me to do quests focused and then continue exploring, I liked questmarkers in wow because it meant I wasted less time going through all the bazillion quests on multiple characters.

teal mesa
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Here is my take on this, will probably get some hate for it. I do not believe that as devs are saying that many already enjoy the current progression system, holds any truth in it. It seems more like a mistaken way of looking at data and making an assumption.

What I mean is, currently they have it set up in a certain way that forces you to play solo and hop onto multiplayer so that you could experience full playthrough and have an option to play with friends.

Now that they do not have any alternatives, most are forced to do so and data shows exactly that, that players are playing as they intended and assumption is that it is done whilst enjoying said system.

I from my personal experience am not enjoying this. I went into this expecting that I could get the same experience of solo play but with friends. Meaning I could go off on an adventure, explore and discover stuff without unlocking anything for others and at the same time focus on building a base and not have stuff unlocked for me. It has been very bad everytime when I was building a base and suddenly I get spammed with new unlocks and not knowing what was picked up or what new things might be there. And since I got these unlocked I lost a lot of motivation to even go out exploring, even if I wanted to later on.

gritty nimbus
# coral stream If you have thoughts on this you can let us know here

When you say you're looking into the ability to have the NPCs at each of our bases and implementing options for more ways to experience multiplayer, does this include looking at the limitations to building in terms of requiring an altar to build and the maximum number of altars we can place as we progress? Will there be options considered for groups who like to play where most players have their own individual bases? Or for groups who really enjoy building all over the map?

glossy shoal
# teal mesa Here is my take on this, will probably get some hate for it. I do not believe th...

I do not believe that as devs are saying that many already enjoy the current progression system, holds any truth in it.
I mean, you have much as little if even less data for that assumption as you claim the devs have (or have not)...

I for one very much enjoy the current progression system as is, but wouldn't mind more (optional) options/settings for servers to serve other peoples needs for progression.

teal mesa
glossy shoal
# teal mesa That is correct and now that you have said as much. I understand why I was scept...

One of the most important things is to realize that we here in the discord and on the Steam forum (and who knows where else, like reddit or so), are ultimately a "vocal minority". The vast majority of people who play games never bother to write anything anywhere, so it's basically impossible to get any real data out of what people write here or other places. It's an indication, yes, but it might just be flat out wrong to conclude that just because many people write about the same issue here, does mean that most people playing the game find it an issue.
Because after all, if you have no issue, you have no reason to write anything here and thus nobody will notice you...

glacial grotto
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It can't be that they have done something so absurd as to read feedback from people that enjoy the current system?

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Just because you haven't heard the feedback doesn't mean they haven't.

teal mesa
opal vine
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I just want to know why its not considered for a server.cfg option. The main reason most of my friends dont play is cause one person can complete the entire current game.
Not to mention there feels like there is no scaling.. 16 people for a single loot chest? come on..

glacial grotto
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Also, not everyone uses the feedback site either.

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That's just a small number of players tbh

astral prawn
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The way friends play co-op games like this together now has become a sort of staple of playing your own game in the same world and calling upon friends when you need help or helping friends who call for help. Devs idea was made with good intention and when you pair it with the lore of the game and logic it makes sense.

opal vine
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its like trying to setup a bloody dnd game. and keep that same schedual with everyone's lives going on..

glacial grotto
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I'm all for having options for a more player specific quest system however.

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The important thing is that they don't rush it and figure out a good implementation even if it takes longer.

glossy shoal
# teal mesa too be honest I based my assumption on the fact that number one voted feature si...

Yes, it means that a subsection of players that want to play in a certain way can't do that because the game doesn't provide that option currently. But to extrapolate from that that "there is no truth in the DEV statement that people enjoy the system as it is" is short sighted.

currently, there are an estimated 90k+ people playing this game just this moment. The number of upvotes for the progression-feedback are at 14k... so as I said, it's a vocal minority and that is true for every feedback.

Which doesn't mean that the feedback is not valuable or anything, it just puts it into perspective towards how much of an issue something actually is.

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That being said, it is a strong indication that there is a wand/need that is currently not fulfilled.

glacial grotto
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With a peak of 160k and a lot more owning the game.

merry pond
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Imo, if they're sticking heavily to their already set vision, modding system would definitely be much appreciated after release.

glossy shoal
teal mesa
glacial grotto
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Many does not neccesarily mean "a majority"

glossy shoal
teal mesa
glacial grotto
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And how can they give valid data when most players probably don't even give feedback on it? All they can go by is the feedback they receive.

glossy shoal
merry pond
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You can never get the true numbers as not everyone goes to the feedback or even voice their complaint. Some of my friends literally complained about the world progress system yet they couldn't be bothered to provide a vote in feedback.

glacial grotto
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People that don't like something are more likely to say it.

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And someone voting for the top option on the feedback site don't neccesarily hate how it currently works but are all in for having more options.

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Heck, I voted on it and I only play singleplayer, because it's a good suggestion.

astral prawn
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The accepted co-op system wasnt something that needed looking at to be different. We want to share and play with others but at our own leisure and choosing is simply all there is to it. Enshrouded system takes that choice away on coop and confuses your solo linear progression. I dont see something being taken away to implement something else simply the devs investigating how to add the choice to players.

glossy shoal
sudden lance
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Are there any plans for in game text chat to make communication easier? Having to use a 3rd party kind of takes people out of things.

dim rain
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How does v rising does it with the quest?

glacial grotto
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It's been so long I don't even remember if it has quests.

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But it also has clans and entirely player specific progress

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and pvp, a multitude of server settings, no terrain destruction/deformation

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and no cross server characters

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Granted, I stopped playing before the first content update so dunno if that changed.

broken sleet
dim rain
glacial grotto
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Ah yes, you have to get hits in on the enemy or it won't count right?

broken sleet
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The problem with Enshrouded is the whole server is "the clan"

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It was built with it being each server was its own adventure / quest. and from there, you chose your progression path in a way.

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I understand the idea and ambition, I just simply dont think its a good formula without customization

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I dont see an issue in having a clone of each NPC per flame... so people can have individual bases. I dont see why a server admin cannot unlock the option for players to lock / unlock a flame so their own base doesnt get modified by others. As for quest progression, NPC quests should be server wide, but still an option to "Revisit" completed quests (gold checkmark, server completed, green checkmark, personally completed).

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A dual checkmark system with a possibility to "redo" the quest if you didnt obtain the reward as it was server completed would be fantastic (outside of NPC rewards where it gives you NPC specific items)

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I feel a dual checkmark system with possiblities to redo (if not completed personally) may be easier to implement for the devs

real grotto
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Ideas:

    1. There's just few bosses and mini-bosses and good idea will be to get item at start quest from NPC, and then this item will be major to somehow summon specified boss in their core area. This will also reduce legendary and epic items grind. To make it more configurable, we can add some type of script which will reset the get item start quest, just like cooldown idea from first major post.
    1. Shroud Roots - also, just some of them - their should be spawned with some type of protective aura so player will be not able to skip or miss any shroud root. Same as above, new quests should be done which will allow player to unlock get item start quest with NPC - this shouldn't be repeatable - roots should be respawned but player which once destroyed it will not have an key-item to destroy protective aura - this will also reduce grind or gain ability points from other servers/solo with ease.
    1. Flame Shrines should be protected with shroud or atleast mini-boss/object with quest item. Quest item isn't best idea, as maybe in future we will need more sparks, but mini-boss which will drop some kind of unlock-shrine item should be good enough. Right now we can just run through the world, spam E key and voila.
    1. Simple party system - this will allow to cooperate with quests, even if server is public couple of players can help others, so the idea of cooperation will be at the right place like before. Simple toggle [on/off] should help. This will also reduce stress about personal/private progress if player will be not able to do specific part of content by himself, and will be not able to get help by others (some kind of last hit trigger) - only party leader will get reward.
    1. Advanced party system - all of the players in party available quests are shared, even via UI etc., so you can unlock them backwards and forward into content, not like just help (above) but with rewards from each quest for every player, as long as quests are done.
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  • 4, 5. Difficult / multipliers for monsters / bosses HP, movements speed, attack ticks should be increased respectively for number of players in party.
iron stirrup
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@real grotto Shroud Roots already work this way. They respawn. And when they are killed, only players who are destroying it for the first time get a Skill Point. You can farm them all you want, but you only get a Skill Point from each of them once.

lost rover
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  • Public Trello or some Kanban board would be nice.
  • Max altars should not exist or should be equal to the amount of players on the server or 1 per user.
  • Basic Admin Console w/ some basic console commands (kick user, spawn entity/item, etc..)
  • Only show pending placement tools to the user placing, not everyone around.
wheat lily
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It would've made sense if the quests actually were server-sided, which they are not. Because Server-Sided Quest progression means that.

If Player A Finishes a Quest if would also Finish for Player B.

but that's not how it works unless I'm heavily misunderstanding something because right now.
When I was playing wiht my GF she was base building while I was doing hunt quests an when I finished the hunt Quests, the quests didn't finishe for her.
Right nwo the Quests are Player Sided not Server Sided.

merry pond
wheat lily
merry pond
spare ether
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It would be nice for player-based quests that you can "share" or "invite" other players to join your quest, even if the "guest player" has already done it. The reward for the "guest player" would not be the same as if the player finished the quest for the first time, but for the inviter it will be the first finish of the quest with all its glory 🙂 This way you can still strongly work together as a team and help other players and even join their "story" even if you have done it already.

feral badge
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Option to have shared and not shared quest is a must.

sudden jolt
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'allowing to have the NPCs in each of your bases.'
THANK you so much i wanted this for me and my friends on the dedicated server ❤️

halcyon swan
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Thanks for the hard work, the game is pushing in the right direction ❤️

dim rain
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Want I want to see soon is enemies not spawning in the ground would be nice

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Mad a change on the multi arrow shots .. where it affect normal arrows not special.. I’m not a fan of using three flares shots at one

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It’s an waste of ammo for special ammo

wet horizon
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I just wanted to say thank you for giving me and my wife the best gaming experience we have had in years.

feral badge
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Do we have an idea on when the patch with personal quest will arrive ?

deep owl
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just wish the devs would make the game ADA compliant

long tartan
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I think we need more options for dedi servers. Some type of Quest progression switch so people dont miss content, flame alters should also be per individual to allow high player servers. You could even introduce some type of ward system you can build in order to protect bases from other players. I get the solo and coop side but this game is huge and i know a huge part of the community want to see big servers full of awesome builds etc.

livid vector
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password protection per altar would be a great start for sure.
not setting a password could make it free for all so it wouldn't even mess with co-op building

brave raft
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These are great changes, but there some lone wolves like myself too! So i would love the possibility to have completely offline worlds where the progress you make are more permanent. For example i would like Shroud Roots to not respawn, and some rare root, or sparks in the altars not respawn too. For a single player experience it would give more sense of progression. Just my two cents 🙂

green anvil
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As the part of the game we have currently sits, grouping randomly opens oneself to the community and all the chaos that entails. Being said, unless you have a dedicated group you bring to the game there is very little benefit to not playing solo. The game surely could have been made with group play strongly encouraged, but gamers like to feel secure in knowing those groups can't also instantly destroy their game/loot/experience. (Very mini-solution edit): Players items/structures are bound unless traded in some fashion along with certain larger bosses nearing impossible to solo and requiring group play

livid vector
livid vector
dapper prawn
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please give us option to make world changes constant and disable respawn of loot

green anvil
livid vector
green anvil
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Ah you must've thought I meant every boss, I meant seperate 'world bosses' if you will. Scaling would also be an option but trying to make it easier for them to implement

livid vector
abstract hull
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new weapons and dual weilding when

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also necromancer class

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the game needs constant content to be added seasonally like diablo for example

real grotto
real grotto
halcyon swan
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Calm down lol

real grotto
glacial grotto
# abstract hull the game needs constant content to be added seasonally like diablo for example

The game is in early access still.. and the game doesn't need time-limited boring content (that last you like a week at most). Imagine 3 months of development for something shoddy like what Diablo 4 gets? But sure, 3 month for added (quality) content I can see, possibly less. We have almost 1/3 of the full map so there'll be content added a heap of times during the course of the early access period. Don't get me wrong, Diablo 4 is a blast, but there is no denying the seasonal content is meh at best. And Blizzard is a far bigger company than Keen.

But.. as you might notice, this thread is about quest progression.

Also I agree with Styyx, you shouldn't need to be a god of gaming to solo any of the bosses. Co-op needs to be optional for all and any content. Requiring co-op for something doesn't exactly scream optional. If you want a harder experience, additional server settings is the better way to go. "If anything, that's adding content for everyone, groups and challenge seeking solos" sounds exactly like that locking out content from a large amount of players. At the most, I'd go for being able to summon a harder version of a boss for better drops for groups or said challenge seeking players (but not having special gear tied behind the added difficulty)

And again, the game is still in early access and a ton of content is gonna get added over the course of the EA period, things are bound to get more difficult in later biomes as is natural for many games, singleplayer or otherwise.

green anvil
# glacial grotto The game is in early access still.. and the game doesn't need time-limited borin...

Ah saw you referenced a small part of my post there. The main part : As the part of the game we have currently sits, grouping randomly opens oneself to the community and all the chaos that entails. Being said, unless you have a dedicated group you bring to the game there is very little benefit to not playing solo. The game surely could have been made with group play strongly encouraged, but gamers like to feel secure in knowing those groups can't also instantly destroy their game/loot/experience. (the part you quoted was half of a compromise filling their group aimed goals)

glacial grotto
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Yes, I read that part as well. I just didn't include the full post.

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That entire part was referencing the discussion around what you suggested and included my own thoughts on the matter.

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Additional server settings and adjusting the scaling/rewards based on the number of players is a better way in my opinion, rather than making some bosses practically group-only for the majority of people.

livid vector
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  • having passwords at least per flame altar imo.
glacial grotto
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It also allows for some servers (or even singleplayer) to set up to be more challenging without changing the base difficulty for everyone. Want more difficulty without "dumbing down" your gear or other artificial ways to increase difficulty.. play on a harder server or change your own for a more challenging experience.

twin nebula
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@coral stream Not sure if it's been mentioned, had a quick scan but couldn't see it.

RE: "Our player base is diverse, after all. Not everyone is bound to enjoy our combat or puzzles as much as building a base or exploring. If some players in a group want to focus on building or farming"

For the players that don't want to quest/combat, the game has only one other source of xp (mining) so the game in it's current state DOES force players to quest/fight to progress. If this is something that Keen wants to maintain, I would suggest adding other non-combat sources of xp (eg farming, tree chopping etc)

coral stream
coral stream
# teal mesa Hey now, dont go putting words where I never said such a thing. I never said th...

hey can you not call us "dishonest" for not building an entire defense of what is not our argument (we're not saying "our quest system is the best") as much as a prelude to say "we'll be giving players more options because there are many more ways people are enjoying the game than we'd originally thought". If you're looking for us to qualify each and every single one of our statements you might be waiting a long time, because we're not in the business of justifying ourselves. We're here to make Enshrouded the best game it can be.

fossil meadow
# coral stream hey can you not call us "dishonest" for not building an entire defense of what i...

Your quest system currently is exactly as you'd expect in any game like this, I find it odd so many people are asking for a different type of questing. Right now, everything is logical to help players not fall behind (skill points etc) whilst also making sense from a story stand point because I dont see anyone who plays "Grounded" asking for repeatable quests. If people want to play together, they should play together and wait until their friends are online

fossil meadow
# twin nebula <@999596436217933875> Not sure if it's been mentioned, had a quick scan but coul...

Unfortunately these suggested ways of gaining XP are more exploitable and could create a meta of literally just chopping trees and relogging. Farming could work, but doesnt tie in to quest progression and could result in massive overlevelling so would need to be balanced also. It's fair enough saying it would be good to gain XP in more ways, but they come with requirement to be balanced. The solution is balanced by XP/minute I would say that all non-combat xp should be vastly inferior to that of slaying out on the fell. Criticisms of this, imagine you're level 1, starting out and building your first base. You chop down 20 trees because you want a bigger starting base, and then suddenly youre level 3. You can overlevel massively without travelling into the world just from this. I would say the same argument could be had about mining in its current state but I haven't experienced any feedback on mining XP

dim rain
winged vortex
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Quest Progress (Jira style :Kappa:)

Stage I
Lock global quest progression behind Elixir Well, via set amount for next quest.
The rational behind this is that it paces the players based on exploration, and slows down global progress. But, in turn allows for individual contributions from players even when they're not playing with each other.

Remove skill up for Elixir Wells
Move skill ups for quest lines based on personal progress
The rational behind this will be to encourage personal progress, and make it feel more rewarding, so that even an endless grind can feel impactful. The goal here is to not penalize players for not following global progress, this synergizes with personal progress.

Add red indicators for global progress
Add blue indicators for personal progress
This is a UI change, it follows normal UI/UX design patterns

Make it show all quests, except ones that have been met with personal progress
Lock exp gain behind only personal progress
Allow players to filter out globally progressed quests (qol)

Stage II
Move to a personal loot system (or at least give the option)
Limit important items to one per server.
Develop wooden signs into the game, so player can organize stuff :Kappa:

plush jacinth
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me and some friends have a server. We've been trying to quest as a group but there's so much to do the odd few quests have been done by individuals. With the quest progression change, would we need to restart to make use of the new system? or will it be like a list is implemented that we can go in, see any quests we havent done and pick them up back up as and when, either individually or as a group

twin nebula
# fossil meadow Unfortunately these suggested ways of gaining XP are more exploitable and could ...

Honestly, I get where you're coming from, but this completely negates the idea of wanting to be non-combat/explorer gamer friendly comment in the post. If they wish to cater to a playerbase like that, then more exp sources are needed and if they are needed, then balancing is required. Where those sources come from is entirely up to the Dev team, I merely suggested ones that align with what's currently in game

winged vortex
twin nebula
winged vortex
twin nebula
winged vortex
# twin nebula I know the 'standard game formula', I play plenty of games and understand the co...

Yes, but I'm confused on how this has to do with quest progress. You cannot quantify creativity, therefore it cannot happen through quest progress. I would even go as far as to say it is impossible to present challenges to players through creativity and quantify it through quest progress.

We can cater to building by adding features that permit that type of "laid back" perspective, while addressing the personal quest progress issue. Ie creative mode.

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As for catering to X type of people. In my personal opinion, this is the only game that does base building right.

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With the exception of signs.

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pls give me signs

twin nebula
winged vortex
twin nebula
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As I said, it was merely a comment on a section of the post re catering to specific types of players

winged vortex
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So, to cater the game towards not quest-driven progression? In an RPG?

twin nebula
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That was the gist of the statement made in the post that I quoted, yes. To cater to players like that because they want them to be able to also enjoy the game when playing with a group that does the quest parts for them

winged vortex
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I don't know if the purpose of the game should be to skip contextual parts of the story-line. If they want zero challenge, there are other ways to address that.

twin nebula
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The post specifically said that they wanted to cater to those types of players: "Our player base is diverse, after all. Not everyone is bound to enjoy our combat or puzzles as much as building a base or exploring. If some players in a group want to focus on building or farming, while others are going on adventures, both making meaningful progress for the group, that should be fine."

winged vortex
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Yes, but as I said before, there is no challenge to building or farming.

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At least none that can be quantified.

livid vector
twin nebula
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Meaningful gameplay does not specifically equate to difficulty

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I feel like this conversation is going in circles and it's not helpful for anyone so lets just drop it hey?

winged vortex
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meaningful gameplay is a very broad justification to what dilutes the principles of an RPG.

If your people are looking for a more laxed perspective, nothing is preventing them from doing that. If they prefer building and farming, there isn't anything that is stopping them from doing this. What do they need EXP for? There exists sparse QOL things that are needed for exploration. But, none for building/farming.

twin nebula
glacial grotto
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I don't see how getting xp from trees would have been expoitable by server restart btw, there is certainly no lack of trees. Restarting would prob be slower than just running around in a bigger area chopping them.

winged vortex
twin nebula
# winged vortex To do what? build and farm better?

I know that was sarcastic but you're actually right, there is increased drop rates, reduced stamina usage etc in the centre of the tree and in the survival tree, so yes, there is nodes on the skill tree that help people build and farm resources

fossil meadow
glacial grotto
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Durnit, was just gonna suggest that

fossil meadow
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a blue levelling bar and a yellow levelling bar

dim rain
fossil meadow
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entirely different systems, with its own XP separate from one another

winged vortex
dim rain
tidal cobalt
glacial grotto
fossil meadow
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I dont think QOL, i think more perks

dim rain
tidal cobalt
dim rain
fossil meadow
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on top of all this, the game is the game, you have to go into the world to collect resources in order to Farm, Build, Mine, so why is there this big effort to turn this into two games

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Unless you have friends going out to gather for you, you're going to need to do combat

tidal cobalt
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Make a sandbox option on worlds. Problem solved

glacial grotto
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I think the farming side needs more perks either way, a way to increase yield and not just speed, by skills or upgrades. Better soil that increases plant yield for example vs just the speed the improved soil currently gives.

winged vortex
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I would be for a separate system than our level system, which is geared towards combat/exploration. But, again, that has nothing to do with quest progression.

Quest progression is the primary tool of an RPG. You cannot have an RPG without quest progression. RPGs thrive on narrative-driven challenges; diversifying gameplay with non-combat activities should enrich, not replace, the core mechanics of combat and exploration to maintain the genre's essence.

fossil meadow
glacial grotto
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You certainly can have an RPG without quest progression.

fossil meadow
glacial grotto
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RPGs don't always need to be narrative driven.

winged vortex
fossil meadow
winged vortex
fossil meadow
glacial grotto
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Have you ever played pen and paper RPGs without following a set campaign? Sandbox RPGs where you basically make up your own story? Roleplaying is more than just following a set story.

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And no, I don't need to "name one"

tidal cobalt
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Personalize quests, make personalize NPCs = You can build and progress yourself + you can get everything on a silver plate by your friends as some people like it.

glacial grotto
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Because that's what rpg is at its core, just that, roleplaying

fossil meadow
queen ocean
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Can we all just get along and ask the simplest question when is this game dropping on console because I need a date and time. I'm really wanting a open world survival Medival Fantasy Rpg with the best building system I think I've ever seen. Plus a voxel world 😩😩... I need it

queen ocean
fossil meadow
queen ocean
winged vortex
glacial grotto
fossil meadow
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I would love confirmation of what max level will be on full release just so I can kind of figure out what kind of progression they have remaining over the remainder of the map. I think, we are already at Iron Ore, so how many more ores can there be?

tidal cobalt
queen ocean
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Tungsten

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They could always go underground and add big caves with more metals as well

queen ocean
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Different woods and fabrics for bows builds and clothes

fossil meadow
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I think the problem right now is that the armor looks endgame already

winged vortex
tidal cobalt
winged vortex
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There is a reason why you said "pen and paper", as opposed to any video game. Because people can quantify creativity, video games cannot.

tidal cobalt
glacial grotto
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Enshrouded is not a traditional rpg though, and not a standard survivalcrafter either. It's also kind of light on quality story.

fossil meadow
glacial grotto
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Story progress atm is kind of meh at best. The kicker is the books you find, but those do not require quest progression. Well, this is what we have now. It's hard to judge based on what we don't know.

tidal cobalt
winged vortex
# glacial grotto Enshrouded is not a traditional rpg though, and not a standard survivalcrafter e...

It brings it all back to what is the best way to show personal progress.

In a very small sense, we limit people from QOL perspectives that are prevented by EXP. These QOL abilities could be argued that it's easier to farm (and by farm I mean stay home and gather crops, not explore the world and mine and gather stuff) and build. But, the primary purpose of an RPG is to present a challenge to the player, and the player step up to that challenge.

fossil meadow
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I dont think that the story has been included in the game past the Wispwyvern, after that its all your own initiative and going to find the crafting stations

glacial grotto
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I certainly hope it gets fleshed out, I love the questing even if it is a bit meh in its current state. I'm not arguing against it. Just saying this is more than just a standard RPG. People would still have to go into the world to find better materials, unlock new recipes even if they don't want to quest. And xp from mining, farming, whatnot.. Should be relative to the materials so you'd have to explore. You wouldn't get far by just chopping basic trees or mining flint, just like repeatedly killing low level wolves would be a terribly slow way of leveling.

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People would still have to engage in combat, explore. There is no good way around that. Good implementation of personal quest progression is naturally important too. Just give people options. Sorry for ranting, my brain is mush and I haven't slept much.. and writing a lot on a mobile phone is kind of awful.

glacial grotto
dim rain
glacial grotto
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That's kind of unreliable tbh, the AI is terrible. But it's nice in nomad higlands and kindlewastes. I'm level 25 anyway and finished all the main quests so it doesn't matter. Playing singleplayer also means I don't need to consider other people progressing quests etc.

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not getting bugged by birds is absolutely wonderful too

tidal cobalt
glacial grotto
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If you can find the blocks, I think you can do that without the quest but you wouldn't know where to look. A bunch of blocks from quests also seem kind of redundant since you can unlock the recipes for those blocks by just finding the correct materials.

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There have been a couple of times I've gotten blocks from a quest related chests that I already unlocked.

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Atm, the questing kind of feels like no more than guided progression. But hopefully they will be fleshed out.

tidal cobalt
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And how should a quest be up built if it didn't guide you further?

glacial grotto
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Oh they work great as a guide for progression certainly, and that's how they should be.

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Just fleshed out with improved story etc.

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But you should also be able to progress without them.

tidal cobalt
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I mean, you've said you don't wanna do quest, nor explore. Seems to me like you just want a sandbox world with everything unlocked alr.

glacial grotto
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I said no such thing.

tidal cobalt
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You have, for the past 8 hours

glacial grotto
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I love questing, I love exploring

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What I do want is OPTIONS for people. Which is kind of what the devs seem to be considering. "Our reasoning was that players shouldn’t feel forced to participate in quests. Our player base is diverse, after all. Not everyone is bound to enjoy our combat or puzzles as much as building a base or exploring." feels relevant to what I'm going at. Not just for groups but also for singleplayer even if their reasoning is more for servers rather than someone playing purely singleplayer.

I also said that if you add xp for other things than mining farmingwise, the xp should be relative to the materials so people would need to explore to level up in a decent pace. They would still need to explore to unlock more recipes.. not everything would be unlocked at the start, you'd still have to work for it. Just sticking to the first biome chopping trees wouldn't get you to lvl 25 unless you spent ages doing it. Which you could do mining at the moment.

Incentivize people to explore beyond mere questing. For me, I don't need additional incentives, I just wanna see what is beyond the next corner, check out the buildings over yonder. Meet new enemies, find new materials, just mess about exploring dusty dungeons. It's not the quests driving me to explore.

wary cypress
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The way I see it, there are currently three types of progression in the game: Character Levels, Crafting Unlocks and Exploration. Personally I don't understand the design of the way the NPC's function currently. I would rather see a system where the NPC's teach you new crafting recipes, but are not required to actually craft said recipes (you would just do that at the bench or whatever other crafting station may be required).

This fundamental change, would have (in my opinion) the following effects:

  1. It would remove constraints on whether NPC's should be able to exist in multiple locations. They no longer need to, and in fact an additional system could be implemented where the NPC’s could have designated “home” areas in the world, where you could then go and build and customize their home/environment to your liking.

  2. It would allow for the design of a quest structure based around personal crafting recipe unlocks. For example, NPC’s could ask you to explore a location, or find certain materials to bring them in exchange for teaching you a new crafting unlock. This is already extremely similar to how things currently work, only now these quests are personal to your character and can be completed on a per character basis.

  3. Lore pickups can be tied to crafting unlocks. For example, an NPC can request that you find information on (bla bla bla) which would further a quest chain to eventually allow you to unlock a new crafting recipe. Anyone on the server could complete this task at their own convenience, or with a group (everyone turns it in separately anyway). If the concern is for example, “such and such player isn’t on this part of the quest yet”, that’s understandable, but that player can still participate, and will have acquired the knowledge/material/exploration so that when they are eventually given that task, they can simply report that they’ve already done it.

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I know not everyone wants this type of system, I’m just offering suggestions about what I would personally like to see.

glacial grotto
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I like really like point 1. It just bugs me that I have to talk to the npcs to craft, the recipes should be added to a crafting station.

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Well, I like all 3 points.

dim rain
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I wish flint arrows was craftable on the go

long tartan
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sup folks

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still no updates on quest progession?

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we have been waiting to play haha. not starting until they address this tbh. love to game so far but it just doesnt work for dedi servers.

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hopefully gets updated soon

zenith scroll
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nice made up numbers

rain raven
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Source?

zenith scroll
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Current players 62,225 24 hour peak 85,731 all time peak 160,405

long tartan
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lol well 60k on steam right now

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not far off

rain raven
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Where's the half mill

zenith scroll
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160k is not half a mill you are way off

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also its a weekday also it's 10:50 am

long tartan
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first few days of release it was 2nd place on the steam charts with nearly 500k players

rain raven
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Dude has an ark discord in his profile. Tells you all you need to know

long tartan
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lool did i hurt your feelings or somehting

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i want to play the game

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i love the look and feel of it

rain raven
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Then play it

long tartan
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i just want shared progession gone and was asking

zenith scroll
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no bring facts not bullshit made up numbers and it didn't have it at 500k

long tartan
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the numbers tell u everything

zenith scroll
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160k and a bit its "all time peak"

long tartan
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loool soft little girls

rain raven
long tartan
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very diffensive

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do you get paid to bumsuck?

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weird little men

zenith scroll
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i think he's got problems.

rain raven
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He lives in a 3rd world country. You can tell by the insults.

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They are the kind of insults phone scammers say

long tartan
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loool buddy grow up

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some weird keyboard warriors

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and just double checked and you right about all time

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my bad ive obviously read something wrong

rain raven
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Look, the literacy rate is probably pretty low in your country. It's not your fault @long tartan you can't math. The system failed you

long tartan
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will admit when im wrong

zenith scroll
rain raven
long tartan
long tartan
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numbers

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lool

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i never said one bad thing about the game. i said it looks awesome but the shared progression thing is stopping me. you guys jumped on me for some numbers i got wrong lol

rain raven
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Dude has a literal cognitive disability

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The game has been out for less than a month. Go be sweaty elsewhere.

zenith scroll
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"do you get paid to bumsuck?" "weird little men" "loool soft little girls"

zenith scroll
long tartan
zenith scroll
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that was before

long tartan
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i admit i got numbers wrong

rain raven
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It was prior homie.

zenith scroll
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again his math ain't mathing

rain raven
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The way you argue is exactly why you're alone brother.

long tartan
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lol trolls mate

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i dont sit on discords looking for arguements you obviously do bob

rain raven
long tartan
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i was asking a question and got jumped

long tartan
zenith scroll
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you made statements

long tartan
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so what i can say what i want

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i didnt insult nobody or the game

rain raven
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Lol

long tartan
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i got numbers wrong and got jumped

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im done anyway have fun

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bob keep the talking up

rain raven
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Homie is gonna die alone with the gaslighting he does

long tartan
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people like you get hurt in real life

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thats why you sit on a keyboard with all the smoke

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joker

rain raven
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The threat of violence. How old are you little dude?

long tartan
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i didnt threaten nothing

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i just know from experience people who run their mouths like you, generally dont do it in real life

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your a talker

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have fun

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little dude

rain raven
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"People like you get hurt in real life" lol

little dune
long tartan
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another keyboard warrior

little dune
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See? You're not done

long tartan
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✌️

rain raven
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@long tartan it's not an airport. No one needs to hear the announcement of departure.

little dune
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You don't understand, he has to say that otherwise you MAY take his giving up as actually giving up

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:p

cunning dock
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The thread is off topic, either get back to Quest Progression or dont participate.

rain raven
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Sorry

long tartan
little dune
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What I came over here to say in the first place:

I think bullet 1 is not too far off as far as the 'best' method to solve the quest/progression issue. However, there may be a simpler solution than is currently being implemented and I want to point it out here.
At face value, it seems the safest route to take, while allowing the original spirit of the game to continue, would be to make two server game modes e.g. ‘Story’ and ‘Adventure’.
In Story mode:
• Quest progression is locked server-side only. Players can progress along with the server but logging in to a fully progressed questline on a server will not unlock your character’s personal advancement. Side quests can respawn and be re-solved, but main quests persist and advance the server.
• Players have access only to what has been unlocked on the server for crafting/building. Unlocking new recipes will save to your character but those existing in the world at login will not.
• The map is only revealed as far as any/all players have explored. Exploration is shared but does not persist outside of the world unless your character was there (I think works that way now)
• The NPCs are only allowed in one ‘home’ base at a time.
• Flame Altar count is fixed for all players collectively.
• Chests are all accessible to any/all players on the server.

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In Adventure mode:
• Quests are individualized. All quests respawn and each individual player can kill/find/solve content that has respawned to progress their own character’s questline. Story is completely open/available on a per-character basis. If your character hasn’t progressed, and the chunk has re-loaded, you can attempt to make progress.
• A player’s personal progression is available at any/all benches/NPCs to that player.
• Only the player’s own map findings are visible.
• Players may lock their ‘belongings’ which include NPCs, Fire Altars, chests, crafted/placed blocks, and placed items.
• Players may summon each NPC once for themselves but may also make use of another player’s NPCs (if they are not locked).
• Players can build their own Flame Altar locations, at a fraction of what would normally be available, to place throughout the world.
• All Flame Altar locations can be used by any player (if they are not locked).
• Locked chests also have not preview window.

rain raven
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I just need a quest that unlocks garden gnomes and I'm chill.

zenith scroll
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I'm glad they gave us information on this and I think it's a good step in the right direction and shows they want feedback, and I hope its revealing they will listen to other things.

long tartan
little dune
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I think a party system would be great. They may be working on that as well. Not sure how much work that would be given the fact that they've designed Holistic from the ground up

long tartan