#Quest Progression
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A lot of bold text there
the 30 minutes reset timer is a too short imo , but those are some great changes ^^
u gotta be bold to leave a mark
would be cool to have random faces/outfits for npc's if u want to make more of them
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
please upvote your favorite suggestions here! https://enshrouded.featureupvote.com/
Add and vote up suggestions for Enshrouded.
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 :)
uh, can't find anything like that, probably coz there wasn't an option for multiple npc's before
however, bosses, even for a group of players, bosses are whipping toys. You need to add an option to make the game more difficult.
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 😭
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
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
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" 
and since we're in the business of not making promises we can't hold...
Ok just a roadmap then xd
I mean, you can see what's planned there xd it's kinda like a roadmap I guess
where
Roadmap and please keep in mind what suggestions tell you... We need so mucho QoL improvements
^ 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..''
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.
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?
and we've seen what happens to roadmaps in other early access games we loved... we don't want people to get upset 
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.
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.
New world?
That sounds awful when you're playing with multiple people
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"
for the roadmap
If I’m reading this correctly your not changing the system of quest progression
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.
My depression will be cured with first person XD
Yep I would like that too .. my group realize the building blueprint was individual quest where we hade to gift to each other to complete it.. honestly have two tabs for it would be nice like main quest and side quest
I agree with their reasoning tbh. It makes more sense than purely individual, because so many of the quests revolve around the NPCs and their recipes/workstations. It just wouldn't be feasible to have those be 100% individual - what would they do, lock the NPC or workstation so you can't interact with it until you do the quest? That's not very fun imo
I’m not disagreeing with them there systems works well with private hosting your world.. but it’s a different story for a dedicated server
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
but i believe it would be super hard to achive
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)
That's an interesting idea. Basically like an instanced dungeon then right?
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
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
Yeah, that sounds like a bit of a hassle. I definitely think that they need to do some changes to the system, but like I said, I do understand their reasoning behind the co-op orientation.
Gotcha ya .. btw it not a hassle more loot for everyone if you think about it.. since it the three of us more possibility of more legendary loot
I’m more concerned but other issues then the quest progression
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
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.
I played skull and bones yesterday and the way how they managed this is simply by not letting you interact with some npcs until you had those quest done. Also you could make a party with friends and then the group leader can take on quests, which will be active again for the rest of the group, If the group already solved them. Maybe this is a good approach
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
That could work. It's not ideal imo (if a new friend joins your world to play it out, they'd have to do quite a bit to interact with everything) but it could work. I just feel like that's putting unnecessary restrictions on people though. It should be optional, in server settings
Yes thats the point to restrict new players having access to all npcs 😁 otherwise how would they do the quests😊
I think many of the quests could still be done even with the NPCs already unlocked
It basically comes down to whether you want a more open playstyle or locked down playstyle
making quests optional vs forcing people to do them
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
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?
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
Imo it's only cheating if the game isn't designed that way. Is it cheating to play Minecraft in creative mode?
I'm confused
No haha that's not what I mean
If you join a minecraft server that has been active a long time, then you also would have access to everything
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"
I think that's something that the people you play with can easily explain to you
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?
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.
Ah yeah sorry, thanks for pointing it out 😁
true 👍
I think we are saying similar things anyways haha
You guys are using the wrong chat for the discussion tbh. He asked for feeback for the "news" :P
Okay we already noted thanks 😁
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 😉
Maybe no roadmap but just a State for the Game for 2024 so people can know all the things you want to add or plan to add in the future. Tbh, I don't understand what are the next updates coming to the game and what kind of new features i can expect.. :/
Feedback wise the quest progression works well for a sandbox game (like enshroud )and non dedicated servers
Ooh, yeah. A state of the game blogpost or something would be great.
Im for roadmap myself to be hyped about upcoming content
That is, a bit meatier than what we've gotten so far.
They can do both.
A rough roadmap (as an image), and also a state of the game blogpost that is a bit more detailed.
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!
The state of the game one could be once they are ready to reveal details about the next biome or other major whatevers.
Roadmap for showing roughly what to expect and roughly when
short/long devblogs with things coming soon or regarding specific things (such as the one we are commenting under)
I would love see more weapons (especially spears)
Quest Progression
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 :)
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.
Maybe they could just have a per character option to update quest progress when you join a server.
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
cause npcs you can't interact with kinda suck imo, that why i suggested without restrictions
Could have a limitation of max one of each npc at flame altar though.
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.
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.
I say keep quests, but make it more optional. Let the quest serve as guidelines for progression but not required for progress.
Though I kind of like them for a bit of story and lore.
Its a story game? more or less the point of the game is doing quests and progress?
Personally I don't mind the current system, but different people, different tastes.
Cant see how you would progress further without doing the quests... Would it be just running around doing nothing?😅
Quest system seems fine, just bit buggy.
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.
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.
It would be a guessing puzzle to get materials/blocks without them.
I mean, that is how discovering many of the recipes work.
That being said, finding some of the progression/quest items without the quest might be a shot in the dark.
Like the almanac or whatnot
Even if you can discover some of them prior to the quest itself I think.
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.
Only issue I have with quests are the quest markers depending on the zoom level.
Some quests are missing locations for me
Some quests have locations, but they are basically the locations of enemy settlements etc.
Instead of a quest marker
I think they are marked as ? though until you go there.
Oh nah, mine were legit missing untill my friend got the same quest and he got the markers
Odd. I just wish I could get rid of the bugged ? at one of the southern caravan locations (where the vukah brawler is)
Were stuck with "Oasis" as my last quest.
Some people were reporting markers dissapearing as well if they placed too many custom ones.
Missing spire icons and the like
Yeah had a missing spire "Revelwood" last night
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.
In fact, I think if those were not called quests, this wouldn't even be an issue.
That being said... if its doable to support both and give everyone options, thats great.
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.
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.
@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.
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
All my lores aint glowing red, I dont have locations on the lore? if I cant see the page I cant have the location of it.
Like, I find it hard to believe everyone doesn't have one of those already. Your "secret" / "main" house that you can hop to.
The lore items do glow red if you have never read them before.
Not all of them, its buggy :D
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
I'd say it ought to be down to the server settings how quests/world progress is handled.
We need more server settings anyhow. Not that there are barely any atm.
The one in Longkeep (The start area) always glows for me
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
Putting an option on your "world" would work ye
But hey - they've responded. They think its important. They seem to have a plan. All good.
Well, that is just an option
I guess what I'm saying is... what actually happens in the background by changing that option?
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.
Especially as your character goes from world (that has it on) to world (that has it off)?
are you able to continue a quest in a world that saves it differently?
Not sure how that works atm, I only play singleplayer atm.
They definitely shouldn't rush it.
Yeah true, chosing it when u do a character maybe idk
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
Mods would complicate things either way considering our characters aren't server specific.
depending on the mods anyway
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
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
its also the main house I have with all my loot, sets, etc
What about dividing progression quests into chapters, and then letting you reset a chapter (without losing recipes etc you already aquired).
I mean, there are already loose chapters tied to each biome.
Though.. ugh.. quest items.
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?
Quest xp should be a one time deal.
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
Ah, XP
So, XP, Item, actual experience/lore
You can pick up quest items without the quest though, but a lot of the quest items you can craft after finishing the quest.
yes
There are def a handful of rings, I think
but I don't recall if those are handed to you by the NPC or gotten out of a chest/boss
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
but the workstation/NPC items are all respawnable and craftable
or at least to unlock the recipe.
Yeah
Was just thinking of the crafting alternative.
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
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
Didn't they also consider having server wide fog of war?
So it's not just per player depending on the settings
maybe? I seem to remember mention of that in testing, but don't recall
As of right now, it is 100% per player
and the "fog level" is dynamically drawn on the map depending on the Flame Level
I didn't play until early access started, didn't try the demo either so I dunno
Aye, red turns grey or whatnot
on the map
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.
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)
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.
I dunno if the gate to nomad highlands is unlocked by quest progression or just flame level?
If it is by quest, and you have personal quest progression, how'd that work I wonder.
Another edge case 🙂
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.
(placing the npcs is also part of quests...)
But that could complicate quest logic if you have quests that shouldn't can't be advanced without completing a prior step
Yeah, they definitely shouldn't rush it 😛
Some people seem to think the devs can work miracles and make quickfixes to things that might not be as simple as people think.
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
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.
And allowing for NPCs to be in more than 1 place at a time
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.
Or the said issue with friends questing while other friends are offline.
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.
Making it character based would be more simplified I would imagine
I'm suggesting whether it is character-based or world-based is dependent on each quest... not server option.
Tbh, both updraft and double jump should be something you unlock from quests/progress instead of in the skilltree.
Just like gliders and grappling hooks.
The quests that are world-based would be those surrounding NPCs, tech tree, etc
The quests that are character-based would be lore, story, xp, character unlocks, etc
Insert [someone besides Tonester and Blackwolfe] here
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.
Yea, so far, the list of Quest FOMO seems to be:
- Items (but need to confirm this)
- XP
- Lore/Story Moments
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.
So this is just a copy and paste from the same statement made in the suggestion area a week ago?
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.
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.
Is there a way to have multiple of the same NPC so we can can them at each of our bases ?
@ancient kindle How can they not make a base?
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
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?
Just one each per world (As I know of)
@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.
And if you aren't on Discord, I imagine it get clunky if 2 players keep "summoning/stealing" an NPC from each other 🙂
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
agreed. I think everyone agrees with that
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
but yea - agreed
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.
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.
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
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.
Yes but won't make sense so much if your doing a RP server lol not that I am thinking about the future possibility
Totally agree. Its clunky.
And also a way to lock up your stuff be nice
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
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.
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.
When my buddy "takes his toys home" and turns off the server, I don't lose everything that I've spent 40+ hrs on.
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.
Especially when you envision player-provided worlds.
They were also very upfront about the limited ability to tweak anything on dedicated servers.
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?
When I log into a shared valheim world and move a piece of iron from one chest to another, everyone else on the server doesnt have all of the iron recipes unlocked as one example of doing it better.
In enshrouded, simply logging in and placing blocks you farmed in single player eliminates a ton of quests for everyone else on the server.
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.
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!
@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.
@ancient kindle Again, I don't think it was intended as that sort of game... not initially anyway.
Please repair feeling 60 fps when have 130 :K My friend dont want play this game because of that
But I do agree its a different use case and it looks like they are going to address it.
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.
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.
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.
@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?
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?
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.
Bro - no one is pushing back... especially me.
but have a great weekend
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.
@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.
I totally get that. And had not considered that aspect at all.
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.
Well I can appreciate that - and apologize for the incorrect assumption - I wish more people shared that ideal.
Thanks again! - Im really done now - just wanted to offer that. Thanks!
👍
And that scenario you just described Ejac... yea. Thats a pretty huge deal.
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 😉
I disagree. Exploring, on its own, is still worth doing. Finding random dungeons, towers, caves, etc., reminds me of playing games like Gothic/Oblivion/Skyrim again. Exploration a game mechanic that should be able to stand on its own.
This
The quests are not what make exploration fun.
And there are plenty of things to explore that are not even quest related.
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
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.
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.
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?
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.
That is correct and now that you have said as much. I understand why I was sceptical of what was written by Devs.
Reason was that they presented a statement on behalf of the community without actually factually proving it. Anyhow lets leave it at that. I can see that the statement was badly worded or presented and that was what caused a reaction out of me.
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...
It can't be that they have done something so absurd as to read feedback from people that enjoy the current system?
Just because you haven't heard the feedback doesn't mean they haven't.
too be honest I based my assumption on the fact that number one voted feature since day one has been a request for different progression system. That has to mean something.
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..
Also, not everyone uses the feedback site either.
That's just a small number of players tbh
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.
its like trying to setup a bloody dnd game. and keep that same schedual with everyone's lives going on..
I'm all for having options for a more player specific quest system however.
The important thing is that they don't rush it and figure out a good implementation even if it takes longer.
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.
That being said, it is a strong indication that there is a wand/need that is currently not fulfilled.
With a peak of 160k and a lot more owning the game.
Imo, if they're sticking heavily to their already set vision, modding system would definitely be much appreciated after release.
Yeah, estimations seem to go from around 700k to nrealy 2 million owners of this game... how much you can trust that data is of course up for depate.
Hey now, dont go putting words where I never said such a thing.
I never said that no body enjoys the game as it is, I said that it was dishonest of devs to say that many enjoy it as it is without actually proving said point with valid data. This statement is not the same as saying that nobody is enjoying said system.
Many does not neccesarily mean "a majority"
I do not believe that as devs are saying that many already enjoy the current progression system, holds any truth in it.
your words... which is pretty much the same as "most players do not enjoy the current progression system".
exactly, but it is not saying that nobody is enjoying as you put in your latest reply
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.
It is an assertion on your part, because you have no idea what data they actually have. Because they don't say where all they get their data (just like you didn't in your original statement), you assume that their statement does not "hold any truth in it"...
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.
People that don't like something are more likely to say it.
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.
Heck, I voted on it and I only play singleplayer, because it's a good suggestion.
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.
Same for me. I totally see that it would be nice to have more options and control regarding that so that each player/community can cater to their own needs, but I personally don't have an actual need for it.
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.
- 1000
How does v rising does it with the quest?
It's been so long I don't even remember if it has quests.
But it also has clans and entirely player specific progress
and pvp, a multitude of server settings, no terrain destruction/deformation
and no cross server characters
Granted, I stopped playing before the first content update so dunno if that changed.
you have your own quests to hunt, can go as a group or solo. If someone else does it, it doesnt clear it for you. But itll unlock the stuff at base.
That seems like a decent solution
Ah yes, you have to get hits in on the enemy or it won't count right?
The problem with Enshrouded is the whole server is "the clan"
It was built with it being each server was its own adventure / quest. and from there, you chose your progression path in a way.
I understand the idea and ambition, I just simply dont think its a good formula without customization
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).
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)
I feel a dual checkmark system with possiblities to redo (if not completed personally) may be easier to implement for the devs
Ideas:
-
- There's just few bosses and mini-bosses and good idea will be to
get itematstart questfrom 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 theget itemstart quest, just like cooldown idea from first major post.
- There's just few bosses and mini-bosses and good idea will be to
-
- 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 itemstart questwith NPC - this shouldn't be repeatable - roots should be respawned but player which once destroyed it will not have ankey-itemto destroy protective aura - this will also reduce grind or gain ability points from other servers/solo with ease.
- 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
-
- 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-shrineitem should be good enough. Right now we can just run through the world, spamEkey and voila.
- 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
-
- 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.
-
- 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.
- 4, 5. Difficult / multipliers for monsters / bosses HP, movements speed, attack ticks should be increased respectively for number of players in party.
@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.
- 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.
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.
Depends on the quest tbh, it's quite clunky atm. Certain fetch quests doesn't seem to apply for everyone. Overall, the quest system needs a lot of work.
Basically already run into that issue on the first boss kill quest, my gf was at the base building and I went a head to a kill said boss and the quest finished for me but not for her and according to that post, it should've finished server wide but it did not do that.
Definitely a bug if basing on the developer's vision and expected outcome. At this point, I feel like they're having a headache with how they implemented the system. It is inconsistent.
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.
Option to have shared and not shared quest is a must.
'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 ❤️
Thanks for the hard work, the game is pushing in the right direction ❤️
Want I want to see soon is enemies not spawning in the ground would be nice
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
It’s an waste of ammo for special ammo
I just wanted to say thank you for giving me and my wife the best gaming experience we have had in years.
Do we have an idea on when the patch with personal quest will arrive ?
just wish the devs would make the game ADA compliant
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.
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
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 🙂
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
i hope that would be optional if they decide to go that route, cause i play solo as well but i'd hate if the world stays damaged from gathering resources
so the solution to group play would be to lock people out of content? sounds kinda bad
please give us option to make world changes constant and disable respawn of loot
what content? The nearing impossible larger bosses? Of course not, could be done but would incentivize group play along with the security of the player bound structure/items. Edit: If anything, that's adding content for everyone, groups and challenge seeking solos
security for items and structures is a must imo cause that's probably a reason some people prefer to play solo atm.
but bosses that require groups to not be absolutely frustrating sounds bad cause not everyone wants to join random groups only to get to play the content. tho if it would be scaled for solo and groups, it'd be fine
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
yeah i meant the same, but we'll see if they even consider that. it's on their suggestion website as well and fairly well upvoted i think https://enshrouded.featureupvote.com/suggestions/524051/roaming-boss-mini-boss at least it's somewhat similar
new weapons and dual weilding when
also necromancer class
the game needs constant content to be added seasonally like diablo for example
you should be banned by hand just minute after your post. Idk if you're ignorant of stewpit.
Going into "Quest progression" thread and talking about necromancers from diablo is 30 iq move.
same thing as above snowflakes.
Calm down lol

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.
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)
Yes, I read that part as well. I just didn't include the full post.
That entire part was referencing the discussion around what you suggested and included my own thoughts on the matter.
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.
- having passwords at least per flame altar imo.
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.
@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)
the game has other sources of non-combat XP, namely reading lore pages (10 xp each, baby!), and exploring. I broadly agree with you that more sources of xp would be a good thing (eg crafting/cooking/farming), but by and large, this isn't a conversation about XP and player level progression, as much as quest progression. Keep that in mind. 
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.
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
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
I think most ppl are getting this idea from ark or conan exile for the xp
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:
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
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
I feel this is a different discussion of creative mode. Ideally the quest progress in any RPG will be geared towards combat/exploration, with a few caveats for progressive unlocks for building, which can be handled (in my opinion) through a different skill tree.
creative mode? I never mentioned creative mode. This was a reply I received to a comment I made on the news post
Yes, I am telling you that RPG's have always traditionally followed a combat/exploration geared experience. The purpose of this is because RPG's are story driven, and you can't really quantify a challenge through creativity (ie building, crafting etc). So, in light of that, they place challenges in the form of those two things.
I know the 'standard game formula', I play plenty of games and understand the comments people are making, but the statement 'we want to cater to x type of people' and not having content that caters to that type of player is contradictory
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.
As for catering to X type of people. In my personal opinion, this is the only game that does base building right.
With the exception of signs.
pls give me signs
I genuinely don't understand your argument here. Non-combat exp already exists in the form of mining and the team mentioned they want to cater to the kind of player that does not engage in questing, so I asked for additional sources of exp to cater to that demographic. It's not hard to quantify it if they're already quantifying it
Ah, I see. This has nothing to do with quest progress.
As I said, it was merely a comment on a section of the post re catering to specific types of players
So, to cater the game towards not quest-driven progression? In an RPG?
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
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.
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."
Yes, but as I said before, there is no challenge to building or farming.
At least none that can be quantified.
i mean that's literally how it is now. you get recipes from other people unlocking them and ofc you get less xp and level progress doing so, but you're not locked out of recipes that are locked via boss fights and the likes
Meaningful gameplay does not specifically equate to difficulty
I feel like this conversation is going in circles and it's not helpful for anyone so lets just drop it hey?
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.
There is an entire section of the skill tree dedicated to QOL stuff for those kinds of players so yes, they should have the ability to get experience and level up like everyone else
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.
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
I suggest having two different types of levelling, one being "life skills" which gives skill points that go toward gathering, mining, farming, etc, and then "combat skills" with a completely different levelling system for each
Durnit, was just gonna suggest that
a blue levelling bar and a yellow levelling bar
So you mean having two different lvling systems
entirely different systems, with its own XP separate from one another
You mean a tree for QOL progression.
Might make it too complex (not meaning hard to understand)
Just change it totally then, lvling axes by chopping trees, lvling mining by mining etc
Yes. And add a semi linear skill tree to them.
I dont think QOL, i think more perks
Nah the oblivion system lvling is fine
I think so too, but some people is expecting a survival game to not be a survival game.
I think we have way too many skill points but that me
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
Unless you have friends going out to gather for you, you're going to need to do combat
Depends if they add more efter the early access, making it a wider option to chose.
Make a sandbox option on worlds. Problem solved
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.
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.
It all ties back in to quest progression with friends, and how those different players interact with the quests
You certainly can have an RPG without quest progression.
Name one.
If a player is not interacting with the combat aspects, you cannot interact with the quests thus causing the quest progression issue even when people are logged on and playing together
RPGs don't always need to be narrative driven.
Then name one.
"oooh, gottem"
Yeah, that's why I was saying personal progress is what gives you the reward.
So really, Keen are between a rock and a hard place wrestling with these changes
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.
And no, I don't need to "name one"
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.
Because that's what rpg is at its core, just that, roleplaying
Roleplaying in a predefined world, within parameters set by the story, setting, goals. You can make your own goals but when it comes to story and setting, you roleplay within that
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
This is my quest progression to play it on console ☠️
Well, when 1.0 drops most likely and god knows when that will be
What version are we at nowww?...
All RPGs have a story, you just said it yourself. Even if it's created by yourself.
Yes, but you don't always have to follow a set narrative to progress. There can be a multitude of different ways.
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?
Let's be honest...alot
Obsidian, emerald, sapphire etc can be many
Tungsten
They could always go underground and add big caves with more metals as well
They could add every different type of gem for mages
Different woods and fabrics for bows builds and clothes
I think the problem right now is that the armor looks endgame already
Yes, but it brings it back to what it possible programmatically.
Creativity cannot be quantified in a game. It is impossible for a computer to look at a picture, and say it's good.... For now.... You cannot adaptively change a story. Improv doesn't exist in programming. Unless you would like to suggest a game story entirely written by AI.
To replace that, we have a quest system based on lore.
If everything gets harder and harder and more stamina/mana heavy to use it can evolve alot
There is a reason why you said "pen and paper", as opposed to any video game. Because people can quantify creativity, video games cannot.
Blackwolf doesn't wanna play the game, he just wanna have his sandbox map and build.
Enshrouded is not a traditional rpg though, and not a standard survivalcrafter either. It's also kind of light on quality story.
Early access games dont tend to have a huge amount of story. On full release it will likely be much more fleshed out
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.
The more lore you find the more quests you get?
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.
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
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.
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.
Sidequests that are not needed for progression.
Juts play beastmaster you passively get xp when wolfs kill stuff
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.
not getting bugged by birds is absolutely wonderful too
If you wanna build with all blocks they are but yeah.
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.
There have been a couple of times I've gotten blocks from a quest related chests that I already unlocked.
Atm, the questing kind of feels like no more than guided progression. But hopefully they will be fleshed out.
And how should a quest be up built if it didn't guide you further?
Oh they work great as a guide for progression certainly, and that's how they should be.
Just fleshed out with improved story etc.
But you should also be able to progress without them.
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.
I said no such thing.
You have, for the past 8 hours
I love questing, I love exploring
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.
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:
-
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.
-
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.
-
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.
I know not everyone wants this type of system, I’m just offering suggestions about what I would personally like to see.
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.
Well, I like all 3 points.
I wish flint arrows was craftable on the go
sup folks
still no updates on quest progession?
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.
hopefully gets updated soon
nice made up numbers
Source?
Current players 62,225 24 hour peak 85,731 all time peak 160,405
Where's the half mill
first few days of release it was 2nd place on the steam charts with nearly 500k players
Dude has an ark discord in his profile. Tells you all you need to know
lool did i hurt your feelings or somehting
i want to play the game
i love the look and feel of it
Then play it
i just want shared progession gone and was asking
no bring facts not bullshit made up numbers and it didn't have it at 500k
the numbers tell u everything
160k and a bit its "all time peak"
loool soft little girls
Talks about numbers but can't count.
we're not even glazing we're just correcting him on his bs numbers
i think he's got problems.
He lives in a 3rd world country. You can tell by the insults.
They are the kind of insults phone scammers say
loool buddy grow up
some weird keyboard warriors
and just double checked and you right about all time
my bad ive obviously read something wrong
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
will admit when im wrong
you started the insults and now want to play victim, you came with bs numbers you pulled out of your ass and were called out on it.
Where should I send my 5 dollars to feed your family for a month?
im from england my friend, this is discord. not a dissertation.
what did i insult
numbers
lool
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
Dude has a literal cognitive disability
The game has been out for less than a month. Go be sweaty elsewhere.
"do you get paid to bumsuck?" "weird little men" "loool soft little girls"
i thought you admitted when you were wrong? these are all things you said
after i got jumped on and told im from a 3rd world country?
that was before
i admit i got numbers wrong
It was prior homie.
again his math ain't mathing
The way you argue is exactly why you're alone brother.
Because I can afford to
i was asking a question and got jumped
course you can
you made statements
Lol
i got numbers wrong and got jumped
im done anyway have fun
bob keep the talking up
Homie is gonna die alone with the gaslighting he does
people like you get hurt in real life
thats why you sit on a keyboard with all the smoke
joker
The threat of violence. How old are you little dude?
i didnt threaten nothing
i just know from experience people who run their mouths like you, generally dont do it in real life
your a talker
have fun
little dude
"People like you get hurt in real life" lol
Everyone wishes you were...go away and stop trying to get this thread locked
another keyboard warrior
See? You're not done
✌️
@long tartan it's not an airport. No one needs to hear the announcement of departure.
You don't understand, he has to say that otherwise you MAY take his giving up as actually giving up
:p
The thread is off topic, either get back to Quest Progression or dont participate.
Sorry
apologies i didnt mean it to go that way
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.
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.
I just need a quest that unlocks garden gnomes and I'm chill.
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.
one other thing that would be cool is some type of guild/tribe system just so you can choose who you want to share base with.
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
yep even a party system would be good. valheim had this same issue but someone made a mod for it and it made all the difference.