Life Skill Progression
Proposal for Life Skills in Enshrouded
Objective: To enrich the gameplay experience of Enshrouded by introducing life skills such as woodcutting, mining, fishing, etc.
Rationale: The addition of life skills will deepen the survival and crafting elements of the game, offering players more ways to interact with the world of Embervale. It will provide a more immersive experience as players engage in various activities to gather resources and craft items.
Skill Development: Enhance skills through activities - chop trees to improve woodcutting, mine to level up mining, and fish to level up fishing!
Resource Variety: Unlock new resources with each skill level. Higher skills uncover rare materials, adding excitement to resource collection.
Skill-Based Crafting: New crafting recipes require materials from specific life skills, promoting skill diversity.
Skill Trees: Each life skill has a mini skill tree for specialization, like quicker woodcutting, better mining yields..
Comments: 98
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25 Jan, '24
Victor F. MergedI'm not sure how difficult this would be, but I think it would be a great addition to have secondary gathering skills that increase as the activity is performed. For example, a Lumberjack skill for chopping down trees or a Miner skill for mining, etc. The rewards for leveling up could be as simple yet useful as providing more durability to tools or increasing damage depending on the tool, aligning with its intended use (e.g., axes for trees, continuing with the example). Perhaps, at certain skill levels, unique abilities related to the activity could be unlocked, such as double ore yield, etc.
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25 Jan, '24
VExcellent idea!
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25 Jan, '24
Crimsonthere already is skills to increase speed of cutting and mining, but i think there needs to be more variety, this is a early access so im not upset by it but in the future i think bringing in new tree types for different building designs is good and having something other than flint in the plains and other areas would be good for progression. water and fish would also be a good idea for build locations and aesthetic.
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25 Jan, '24
phaze Admin"Secondary Gathering Skills" (suggested by <Hidden> on 2024-01-25), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Jan, '24
NightskyFor instance, just like in Valheim, where chopping wood or mining improves your efficiency in those tasks, Enshrouded could allow players to become more proficient in specific life skills through repeated use. This mechanic not only adds a layer of realism but also gives a sense of progression and achievement. Additionally, taking a page from OSRS’s extensive skill set, each skill in Enshrouded could open up new crafting recipes, resources, and in-game advantages, adding depth and variety to the gameplay.
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Potential skills to be included in Enshrouded, along with the proposed new ones like woodcutting, mining, and fishing, could also feature:
Herblore: For potion making and alchemy, using plants and herbs found in the game world.
Cooking: Preparing meals that provide various buffs or health regeneration.
Smithing: Creating and repairing weapons and armor.
Farming: Growing crops and herbs, which can be used in cooking or potion-making.
Running: Enhancing movement speed and stamina -
25 Jan, '24
QuincyIn line with this it's really annoying how the skill tree includes gathering stuff and combat stuff. It just results in players doing exploration then doing a respec when you want to gather, then respec again to go explore again.
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Two different trees with separate points would allow for more options and wouldnt force people to use combats points for gathering and vice versa. -
25 Jan, '24
DudelI would like a combat, and non combat split on skills instead of one tee.
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25 Jan, '24
taylorwhere are you going to fish? game does not have water, i think this is one thing they do not plan on adding
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26 Jan, '24
JohnDefinitely would be nice to have split progression for combat and gathering. I do like the current combat skill tree, but a learn-by-doing system would actually be superb for non-combat abilities.
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26 Jan, '24
ReViiveI mean you could honestly not even just do life skills but do individual leveling for weapons as well, same with jumping, staffs, etc, if you took valheims leveling system and put it in here it would be fantastic. I do believe this is a better game then valheim in a lot of ways but the systems need just a little bit of improvment.
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26 Jan, '24
OpesIs there even fishing in this game? I havent see a drop of water in this game so far, which is a travesty.
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26 Jan, '24
Art3messI'd love a level 99 woodcutting skill cape in this game too tbh
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26 Jan, '24
The Seventh SonRather thank calling them skills, I think actions should be attached to the NPCs we get. IE:
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When we mine, discover a mine, or forge weapons/armors we gain rank with the blacksmith. The higher our rank with the black smith the more damage we do with the pickaxe, the more resources we gain with the pick axe, the better stats items we forge have, and the more recipes for the blacksmith we unlock.
Adding NPC ranks will make the NPC quests feel more rewarding to day and players will feel like they have options for upping their blacksmithing.
Non-essential NPCs can be added to the game that can give simple quests for increasing ranks with an essential NPC. Stuff like getting 10 copper ingots to the blacksmith to make a McGuffin. These would be especially great when a player is close to ranking up or wants to grind out some ranks. -
26 Jan, '24
Ian KeeferI would want nothing more than this oh my god.
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27 Jan, '24
Jhon ShroudJust to give an idea to this, would be great to take inspiration from Black desert Online life skill system and Workers empire
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27 Jan, '24
MerilI like the idea of life skills, however it would be important for me that they are not simply implemented as limitation (like you need to grind X mining skill to farm the next better ore). Instead there should be meaningful gameplay, some example ideas:
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-alchemy: players can experiment with ingredients to discover new potion receipes, receipes are not entirely random, so that players can understand which plants are good for what
-plant gathering: planting plants, crossing them to create new hybrid plants
-mining: overloading resource nodes, similiar to wow dragonflight - overloading is a skill with cooldown with an effect that is different depending on the type of resource node it interacts with: e.g. open a portal to travel to another mineral node (can be integrated into map design), creates an explosive trap out of the mineral that triggers when enemies get close, splits the mineral into multiple small ones that each can be gathered (for more total resources) -
28 Jan, '24
TyI think it would be cool to have this in its own skill line that way you don't have to use skill points from your combat abilities. They would have their own skill point system.
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28 Jan, '24
StrataicI've generally found its hard to do life skills and level up in the same way as say a friend who keeps going out to explore so I;ve had to go out with them just to not be left behind so some life skills seems like a neat idea
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29 Jan, '24
916I disagree. This will just add another grindy loop to the game that's not needed. I don't want to feel like I have to dedicate time to chopping down trees so I can level a skill.
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I only want to chop trees when I need wood! -
29 Jan, '24
FeatsofdiceSomething perhaps similar to Runescape with the skills that you can level up in and perhaps even incorporating them into quest requirements which would give incentive and purpose to them.
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29 Jan, '24
JessyHaving this as an optional game play mode either on the character and/or world itself would be best to let the players decide how they would want experience this.
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29 Jan, '24
FixxerUnnecessary. There are skills which, if this is your focus, allow you to increase the yield of chopping/mining and increase the durability of tools.
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29 Jan, '24
RemiWhile I'd love to see leveling up of secondary skills to provide bonuses such as faster performing of the skill, more drops, better loot, etc. I also want to emphasize that one has to be very careful with this as to not lock core game functionality behind this progression, forcing people to grind in order to level up secondary skills. When crafting/survival games are played in multiplayer with a group of friends, there is often a separation of responsibilities, such as letting one person specialize in cooking, and another in woodcutting, etc. And that is the player's freedom of how they want to distribute the things that need doing. I would hate it if adding secondary skill progression would force everyone to be Jacks of all trades, or somehow require at least one person to "sacrifice" themselves by grinding an otherwise arduous activity such as cooking so everyone else could benefit from unlocked recipes that they wouldn't otherwise be able to unlock.
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29 Jan, '24
Kevinthen you turn this into every other mmorpg. It looks like some of the skills have already been copied from WoW. Why make it like every other RPG, then you are going to get bored after chopping 100 trees of each variety and complain the game is just like every other game
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29 Jan, '24
LordSpiritInstead of all of those things can we just have a way to plant like 9 seedlings at a time ? 3x3 or 4x4 would be awesome. then we can have secondary life skills :D
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30 Jan, '24
Zenko MergedAdding some optional elements of gameplay during lifeskills activities such as woodcutting, mining, farming to make them more active depending on players mood.
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Keeping a "passive" mode (current way to do it) but adding an interaction (a key to press) during the activity in order to trigger a minigame to make it less passive and eventually adding a reward (higher quality/quantity, faster process).
Some examples :
- Woodcutting : a cursor going up and down on a regular frequency along a vertical line picturing the axe edge moving near the tree trunk
- Mining : a point to click on switching location in a circle area picturing weak spots revealed as hitting the vein
- farming : I personally don't have a clear idea here. There's still the classic "key smasher" but hey I'm sure you can brainstorm some ideas
Also I know there's an ability to regain some altitude while gliding but I think this gamification could be extended to gliding in order to prolong the time in air in a -
30 Jan, '24
dmitryYes, that is chopped a tree - on the left of the screen there is a notification that the logging skill has increased (indicated as a percentage now). Similarly with other skills - gathering (picking stones, berries, etc.). Acrobatics (jump, various parkour techniques, using a cable). Agronomy (planting plants).
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Increasing the level of a skill gives points that can be invested in various qualities of the skill. For example, reduce the consumption of endurance, reduce the consumption of tool strength. By the way, some items could not be used if the skill is poorly developed, for example, a copper ax can be picked up from level 10 of the Logging skill. Gathering has a quality to unlock - highlighting lying resources. In acrobatics there is the quality of climbing walls (quickly wastes stamina), the quality of “sliding” along the floor on your back. The stages of mastery are also displayed: 1-5 Apprentice, 6-10 Journeyman. 10-25 Master. -
30 Jan, '24
DustI agree that secondary skills should not force people to grind mundane actions to unlock functionality. It would be very tedious in solo if you have to master all skills with a single character.
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I would rather have actions improve ability scores just as in real life. If you chop trees and mine stones every day, you get stronger and improve your endurance, etc. The difficulty would be in balancing which activities are tied to which attributes and why. E.g. maybe gardening and farming make you feel at one with nature and raise your spirit?
For the martial skills this is easier: using melee weapons would increase strength, endurance weapons endurance, etc. This would let players lean even harder into classing and it's not necessary for a solo player to master all classes. However, chopping trees, mining, farming, etc. are requirements for everyone.
This also echos back to the calls to separate general skills from class skills in the skill tree, which currently encourages mixing paths. -
30 Jan, '24
Marco"Resource Variety: Unlock new resources with each skill level. Higher skills uncover rare materials, adding excitement to resource collection."
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Please no!
You can find the rare resources now and you need to level up your flame to get some resources and it would be bad if you need to wait till level 20 as example to get a specific resource...
PLEASE no leveling scaling! -
30 Jan, '24
BrokenspadeI'd love this! It would be nice if a high farming skill would allow us to reckaim enshrouded ground inside our flame alters influence. E en if it's just around POIs that aren't near shroud elixirs
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31 Jan, '24
spoilsportReally great idea!
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31 Jan, '24
DustThis would require a massive reset in their part. Everyone would have to start over from scratch because imagine having endgame materials, them suddenly not able to go gather iron, or palm wood cause your skills were too low.
I'd only do life skills on specific things, such as hunting, fishing, sneaking or farming. Stuff like that. -
31 Jan, '24
Kaizor_88If you know how to chop a tree you should be able to chop any tree in the world. you can be more efficient with more experience makes you cut better faster stronger, but locking rare mats and new mats because you need to cut 1000 tree imo is a waste of time
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31 Jan, '24
TerminalrexI think it's an OK idea for coop so players can specialise, but would suck in SP, so if it got added hopefully would be an optional system.
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01 Feb, '24
QuasOk, I have to say I hate this. It adds nothing to the game apart from additional needless grind. The only part I'm in favor of is to separate gathering skills from the general skill tree
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01 Feb, '24
neFiant MergedMy suggestion would be the following. A separate experience level tree for mining and chopping wood. For example, you get 3-5% more speed per level. An increased chance of getting more or rare materials. For this you could save the skill points in the tree for something else like "movement speed/gliding distance".
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01 Feb, '24
ManicdemonI think this suggestion fits here. I would like to see lower experience gain from mining. I feel that I gained too much XP while mining so that while moving forward in the exploration of the game I was already such a high level from mining that areas became too easy.
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01 Feb, '24
KwoungI like this idea, but would really like to see one of these type skills increase (dramatically) the ability to harvest feathers. I can obtain pretty much all materials in this game in a reasonable manner except feathers and water. It just feels lame having to use copper arrows when I have stacks of twiings and bars and bars of iron sitting there doing nothing.
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02 Feb, '24
Pengman19This idea is good except this part:
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"Resource Variety: Unlock new resources with each skill level. Higher skills uncover rare materials, adding excitement to resource collection."
Being able to mine, use, or craft with certain resources being gated behind a skill level doesn't bother me, but resources should naturally exist in the world and should be discoverable no matter what skill level you have. Only being able to find resources because you have X skill level seems unrealistic. -
02 Feb, '24
ZaerickIn addition to this adding experience and levels to combat for more damage / efficiancy would allow it so people who are not specced into say magic can still somewhat utilize it if they level up say their magic level. Same goes for melee, and range. Can even break it out further to allow 2handed, 1 handed, fire magic, ice magic, etc for leveling.
Some examples could include a slight increase to damage per level, less durability loss, mana efficiancy, chance to not use an arrow, etc. We have the ability to take our characters to other peoples worlds so expanding on that philosophy the ability to not only specialize our characters with the talent system but also spend time leveling our skills would be a huge gameplay loop that a ton of people would love to have. -
02 Feb, '24
EddieLife Skill Progression sounds right up my alley, but adding skill trees seems overkill. I mean if we would get something like every 5 levels you get to choose between two options, it would be ok, but more than that... it would be too much IMO.
BUT a simple two-choice every certain amount of levels would be nice and not that extensive that you need a guide (like you would need if you had an entire skill tree), choosing between woodcutting taking less stamina per chop vs less axe durability loss per chop OR between woodcutting getting you more resources per chop vs requiring fewer chops to fell a tree; things like this sound easy enough to figure on your own without having to go on a guide searching spree, and with the added things said by the OP with better quality/rarer resources available when you have your life skills leveled up higher, I think it would add a nice new layer to the game. -
03 Feb, '24
Emberhello everyone, I take this opportunity to share that the video game of Outward can serve as inspiration for some survival mechanics like the torch in the backpack. and also say that a part of the progression of skills that would be great would be the system of how to discover and use magic in a survival open world
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03 Feb, '24
DonSorry to cut back on this suggestion. I feel like Enshrouded is more about the adventure. Right now, I don't have to build 986 (random number) axes to improve my crafting skill... that means I'm out there adventuring more and not sitting in my rinky dinky base trying to improve my abilities. To speak plainly i don't agree with adding lifeskills. I'd rather do more adventuring
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03 Feb, '24
DastornWood cutting (including twig acquisition) and mining definitely need some help in the current version. Mining takes a lot longer in Enshrouded than in other games, and it's not as satisfying to me. Upgrading tools should have more impact on the amount of materials gained than it currently does - that's where the real feeling of improvement comes from for me.
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03 Feb, '24
Crud StudleyI'd like to see skills have rewards at certain milestones. Like maybe level 25, 50, 75 and 100.
Maybe the skills you have are "tied" to one of the NPCs.
So you get 100 wood cutting and you go to the carpenter and do a special wood cutting quest and get like a wood cutting skill cape or axe or something super unique for getting it that far. -
04 Feb, '24
FloatiousI have never played a game where these systems felt enjoyable or added anything significant other than a massive grind. I would like to just be as good at a thing as my tool allows - I don't want to mine rocks for 3 hours to be able to mine iron or build a tunnel in a reasonable amount of time. Really hope this either doesn't get implemented, or it can be turned off.
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04 Feb, '24
SeanOnce you hit level 25 you should open up advanced skills that opens a 2ndary skill tree that are more or less passives that allow you to do things like;
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- Add yield per swing, to the gathering professions.
- Add chance to use less resource when building
- Add chance to use less resource when crafting
- Add additional passive bonuses for melee, ranged, magic users
etc...
dedicated secondary build options that allow you to further specialize your roll, after 25. Allows for a feeling of progression once you hardcap your talents. Plus it makes mining and other activities feel better endgame when your no longer able to level up. -
04 Feb, '24
Harach MergedIt would be nice to have a miner or woodcutter armor that boosts stats while doing the work, to gather mats a bit quicker
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05 Feb, '24
Tomáš BartošSkill progress should unlock mining speed or mining amount, not the type of resource.
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05 Feb, '24
LeaperThis is just asking to grind for the sake of grinding. The game already has 1 million things to do, spending days farming and mining just to level up a skill to be able to do those things better is a GIANT WASTE OF TIME111!!!
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Just tie it to the regular character levels
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If you choose to be a farmer fo lyfe, then add a "class" in the skill points tree called "I don't have a job and doing menial BS in games is my job" and let players select skills there that boost those things more than the existing 4 in the center.