Multiple Instances of NPCs
Make it so that the NPC's can be unlocked by multiple players so that players can have different bases but still have the access to the NPC's in their own base
Comments: 71
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24 Jan
InochiYes I strongly agree with this. My friends and I want to build different bases and would be great if the NPCs are not shared. When I summon him he goes away from my friends base and vise versa and its kind of annoying.
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24 Jan
Jamard Waynenah this is dumb dont vote for it
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24 Jan
Dovah Mergedwhen playing with more people "crafting npc's should be multiplied so all can have a pair of them in their base. so we don't have to TP to a place all the time to use the npcs-
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25 Jan
QuarrelYes please, this would be a larg QOL improvement
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25 Jan
The ElderWithout THIS being implemented, there is really no point in having a multiplayer option. Like how can one even think is a good idea that a NPC can't be used by every person in the server individually, but shared....It amazes me how this type of mistake can even be done...
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Who would want to have 16 ppl using/ fighting over/ waiting for turns or smth/ for a single NPc crafter. Like c'mon this is hilariously bad designed.
Fix this asap and this game could be one of the best around sandboxes/survival co op outhere!
Also GZ for this nicely done game , except multiplayer desings !
Cheers! -
25 Jan
raekaosI would like to have a server parameter for this feature.
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25 Jan
TehG00SEAs someone that host servers for multiple people and groups of players - I cannot host or support this game untill it allows multiple people to progress the game and play their own story. Locking progress or important things like NPCs behind 1 or 2 peoples progress negates the community aspect of having a dedicated server. Yes this is great for single groups renting severs, but for communites its not. At least make it an option when hosting - doesnt need to be forced on everyone, but an option for communities.
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25 Jan
NathanondorfI imagine they were going for something like Terraria with only one instance of an NPC per world, but Terraria is a 2D side-scroller game without much of a story. In a large 3D game like Enshrouded where you unlock NPCs through quests and story and end up with different players having their own bases and such, I don't know, I can see an argument for both sides.
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I think the biggest issue is that people can summon the NPC away from your base at a whim. In a 3D, more realistic game with a focus on base-building, shouldn't the NPC have a bed and a more permanent home in the world, and players have to visit them physically in order to utilize their services? -
25 Jan
CoolUsernameBro Admin""crafting npc'" (suggested by <Hidden> on 2024-01-24), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Jan
Reflex MergedI would like to know if you can have multiple of the same NPC's around the map in multiple bases so you don't always have to travel to the starting base. I play with multiple people and some like to have their own base locations to show off what they have built. We noticed if they placed down an NPC we have gotten from questing it would remove it from the starter base. So is there anyway we can have multiple NPCs at once or are we just limited to 1 of each
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25 Jan
phaze Admin"Having multiple NPC's in other bases around the map" (suggested by <Hidden> on 2024-01-25), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Jan
NathanondorfI'm on the fence with this.
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Do we need multiple instances of the same type of NPC, or do we need the NPCs to not be able to be summoned away suddenly? If you have to go to your friend's base in order to interact with a specific NPC, not a huge deal. Gives you a reason to get out there and travel the world and play the game. Terraria doesn't have multiple instances of the same NPC and it works fine.
If everyone can have their own instance of the same NPC, you could end up with 16+ blacksmiths on the same server. Seems like we're losing sight of a fundamental game design at that point. There should be a balance between quality of life elements and overabundance that makes it too easy.
I'm fine having one or a couple instances of the same NPC per server, but not one NPC per player. I think that could end up being too much.
I think the main issue is just that the NPCs can be summoned away suddenly. That seems a bit janky. -
25 Jan
CWPeople on my server are unhappy that they can't make self sufficient bases because you can only have one set of crafters. Though personally, I think the better solution is to make it so that the crafters aren't crafting workstations. Move the things they craft to workstations and have them just be quest givers and progression unlockers.
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25 Jan
MezzerI think it would be cool to even have different tiers of crafters. Or maybe rare ones that had specific recipes they specialized in.
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26 Jan
KortakTo be honest that this isnt in the game was shocking to me...This must be a huge design flaw on the devs part..
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You can play with 16 people but only 1 blacksmith?? really..
plx fix this -
26 Jan
TristI think Skins for NPC´s should also be developed. So if you quest for one you have one version and then choose the skin ( Or even better yet, make it a reward for some quests. So you can have the different looking blacksmith in another base.
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26 Jan
BRECKOhhhhhhh this one is goooooood, it'll bring a big boost to immersion and let each player build more freely.
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26 Jan
Art3messThis!!! Our guild wants to have separate villages in the same world so having crafting people at each is paramount!
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26 Jan
KastOne NPC (and only TWO homes per server - good grief) is just an insane solution to NPCs on a multi-player server. Honestly, there just aren't words... It breaks multiplayer.
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Why not allow EACH player to have one of each NPC type and just restrict it to one-per-NPC type-per-altar? And one altar per player too, at a minimum (or make the number of altars per player configurable in server settings)? -
26 Jan
PankyI think that’d be a weird addition to this type of game. Maybe instead, you can make an outpost for them in their place, so you’re not entirely dependent on crafting through the NPCs. Keep it to more unique things, rather than necessities like arrows and spells. That way you don’t have the same character twice in one instance.
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26 Jan
StevessWhat I believe would be a way around this is the NPCs teach you skills/recipes, so you can RP as the blacksmith in your server or as the hunter and what not instead of having an NPC in your base. That way there can still be one NPC of each type out there, you just have to find them and learn from them.
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26 Jan
Biff BlacksheepA switch to opt in for this as there should be for Raids, "From" inventories would be cool.
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26 Jan
AstalphI like the current system of having the NPC "trainers" located at the particular spot you placed them. It gives you a reason to visit one base, as opposed to another. If you can have multiple instances of these NPC at every base then you lose the reason for visiting that base. and then, why even have multiple bases? Not only that, but you can already Fast Travel to your bases whenever you want. And you can already move the NPCs whenever you want. So you can simply place them at your current base. This is a non-issue.
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But, If the developers were to add "multiple instances" of the NPCs, I'd rather they added different versions of the NPCs so that we don't have the same character present in two or more places at once. Perhaps make it so that the first time you place the NPC it summons the current version of the NPCs we have now. But then, each time you place that same type of NPC at another base, it summons an NPC with a different name and look.
(There should be a limit on the # of NPC.) -
27 Jan
PashBut you can just use the summoning stick multiple times? There is way better stuff they can work on don't vote for this.
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27 Jan
JCammerSlammerI think it should be one NPC per server. The community would need to have a hub where the NPCs are, and then they can have their own spots after that. Or the NPCs provide a crafting bench recipe that would act as the NPC wherever it is built.
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27 Jan
JamesI'm not thrilled about crafting being tied to an NPC which I then need to place into my base. Seems kind of tacked on. The problems of people sharing the NPC could be alleviated by simply incorporating all crafting into the bench or other place-able items. I hope I'm not going to be populating my base with NPC's who are required for certain functions such as the blacksmith. If he's story essential, give him his own preset and possibly static location which can be easily accessed when needed. Let my base be for me and my friends, not NPC's.
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27 Jan
TheOriginSimple solution would be that you only have ONE instance of every NPC, but their reciepes are available at the crafting bench on EVERY BASE. As long as you have the required workbenches in one base.
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27 Jan
XavfireMultiplayer without this change is very tiring. As soon as you have several bases, you steal NPCs all the time in multiplayer. It would be good if each player could have their own copy of the Crafting NPC's instead. Another Solution would be to move the crafting recipes from the NPC's to a Buildable Station.
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27 Jan
GahlahadAbsolutely, would be so helpful since me and one friend don’t live at the main spot with the others. So we have to go there to do 90% of our crafting.
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28 Jan
ColleenThis would come with single player progression I would think. It is a quest to complete and if they move it to single player instead of server wide progression then this doesn't really apply. I'm hoping for the single player progression. Come on interested in any Band-Aids at this point.
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29 Jan
ZionOuch... I am finding out there is just so many design decisions that makes playing multiplayer both painful and detrimental to the experience. Having started playing with my group of friends, it's sad to see how these choices are actively souring the game for us despite all that is great about it.
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30 Jan
LordhighFixxerThis needs to be a server option. There are use cases for both sides of this discussion.
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30 Jan
Shady RThey could have a bunch of different character models and voice models for the various npc's so that everyone in the server has different looking/sounding npc's roaming around.
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30 Jan
DavidMy Partner and I want to play multiplayer but this is something that is making it very disinterested that we cannot make our own bases with out own npcs, same goes with the quest progression being put on server side vs player side.
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31 Jan
Raven Tahar MergedAfter testing it feels hilarious that all Npc's are only available for one base. It makes no sense to me as 20 bases can be built. Imagine you are playing with multiple players and multiple players want to interact with the Npc's at the same time and the Npc's are only teleported back and forth. I don't think that if there is enough distance between the bases that there will be a loss of performance.
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31 Jan
MikeMy big issue with the "1 NPC at one player's base gives you a reason to go there" is that magic chests make it so that anything you craft from that crafter is stealing resources from that player. Otherwise, you need to bring all of your crafting mats with you, instead of using your own magic chests at home.
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01 Feb
Perdition MergedPlease let players discover their own NPC's and make them respawnable so players can go back to the location and have their own NPC's rather than having to share them cross the world. You could just use the same system as the different workbenches that are scattered across the world (for example smithing tools), where they respawn and players can go back and get them again. This would be a massive QOL feature, especially as someone who likes to be a bit more immersed and build a village giving each of the NPC's a house. Can be slightly annoying having to shared the NPS's across the world and summoning them each time i need them.
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02 Feb
EmrysI like it how it is now. I agree with those who are suggesting that multiplayer games should consider central hubs for crafting. The game should encourage community as intended. This was not an oversight by the developers; rather, it was a deliberate decision to encourage the social element. If anything, I would suggest that when someone summons the craftsman away from your base, that a "spirit image" remains for a minute or two to allow you to finish what you were working on at the moment. Then, it can fade away.
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04 Feb
RBThere doesn't need to be multiple instances of NPCs to solve this issue. Instead, make it so anything you would typically need to interact with one of those NPCs to do can instead be done solely through a menu as long as you're in a base. Or, perhaps make a buildable/placeable object that acts as a proxy for the NPCs that players can interact with instead. At least then immersion won't be as broken from there being 6+ of the same NPC.
I can also see there being pretty game-breaking bugs that come from the "same" NPC being interacted with in two+ different locations by two+ different players at the same time. -
04 Feb
ThomasStrongly agree to this, its nobrainer. Either make multiple instances for npc's, or make all crafts in one device, and NPC presence in the world enables that craft for all devices on the map.
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04 Feb
Miyagi MergedPlease add the option to place the crafters on multiple houses. We are playing on a co-op server and we suffer the problem we can't add the same crafter to multiple houses.
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Thanks In advance. -
05 Feb
Philipi would also like some more npcs in general, to make the base feel more alive. theres a million options of npcs to include like a bard, tavern host, archaeologist etc. so would be nice to have more quests to find survivors for putting in your base
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06 Feb
Ragefrightwhile in multiplayer i think people who are not the host shouldn't be able to move the npcs for starters, secondly they should be able to craft anything the host has unlocked from the 1st level level bench, like the metal sheet table and maybe the basic workbench can act for carpenters, seedbed/cookingplace for farmers andalchemist not quite sure.
but i like the immersion value of only having one set of NPC's in the world. -
07 Feb
Aonyx Admin"duplicate crafters" (suggested by <Hidden> on 2024-02-04), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Feb
JashiiHaving multiple copies of the NPCs break immersion imho. If the concern is the 'hassle' of resummoning the NPCs then that's just how it is, a bit of convenience that sacrifices immersion is meh. Unless NPCs become a 'type' and gets generated as a random NPC then that's the only time I recommend having multiple copies of an NPC.
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09 Feb
Mellanie_playsYes please me and my friends like to have more villages that are alive with poeple npc's.
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09 Feb
LillyanaI see the problem with multiplayer worlds, but from a roleplaying perspective it doesn't make any sense to have 5 or 6 of the same person in the same world. I don't know if it is possible to have one actual physical copy of each NPC per world and any subsequent summon creates a hologram of the NPC instead of moving it from the first spot. That way there is only one of them in the world as it should be roleplaying wise and people can still access them at their base. I don't know, I'm a bit split about this one.
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09 Feb
thehumangermPretty sure this is just a placeholder mechanic. Don't see how arguing this helps.
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10 Feb
SullariaI like the idea of having crafting NPCs available at different bases at the same time, but would prefer that those be different NPCs, not copies of the same "people". There are so many towns, there must have been more than one farmer or blacksmith in the world. Maybe each zone has it's own NPCs so at least one base in each zone could have them without it feeling like cloning. They could have a core set of basic skills that all NPCs of that type would have, but then maybe regional specialties- like regional foods or different furniture designs.
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12 Feb
HasFor immersion's sake, you could make the duplicate npcs have a generic look to them. This would tie in nicely to the plater based progression that is already planned. Thanks.
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