World Persistence / permanent terrain deformation / Persistent world objectives (shroud roots)
Terrain/world objects/chests/enemies/resources are resetting after at every game start, if playing single-player, or every 2 hours real time (3 in-game days, for empty chunks) if playing on a server. It doesn't sound like a big deal, but it takes away the sense of accomplishment and achievement over the world. This is also a reminder that we are playing a "game" rather than a "living" world that have awakened in and is changing, due to our actions.
Note From Toast:
Merged several very similar tickets.
Also, just to clarify, this feature is partly for technical reasons. The game is already fairly resource intensive, especially on lower end PCs, and the more the player modifies the world, the more intense it can become. This "resetting" helps mitigate that. But we are still listening and keeping this feedback in mind for the future.
Comments: 146
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31 Jan, '24
Myrddin Emrys MergedHighlighted comment
The lack of persistence in the world has two primarily detrimental gameplay effects:
* It disincentivizes exploration, because why find another Flint deposit when your first one, no matter how tiny, will last you forever?
* It reduces engagement in the world. Carving a path in a hill, unlocking a door, mining a seam... these persistent effects are satisfying.
There are also some design choices that don't make sense with the world impermanence.
* Sparks appear to be designed as a limited exploration resource... but they are effortlessly plentiful, since you can revisit shrines every reset.
* Equipment being repaired for fully for free makes more sense in a game with finite resources and exploration. Infinite (Minecraft) and resetting (Zelda: BotW) have breaking equipment because resources are effectively infinite. -
25 Jan, '24
Cody MergedPlayer made environmental terraforming should not be reset along side POI's and enemies. If I dig a stair into the land to get somewhere, it should stay there forever. I'm not sure if its intended for the land to reset outside of your home zone.
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25 Jan, '24
Joshua G MergedIt would be nice to keep the destruction and digging effects on terrain persistent and not respawn as a server option.
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25 Jan, '24
Orionox MergedI know some people like it when the world resets and resources are replenished often, but I would like to see an option where the world never resets or replenishes.
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25 Jan, '24
phaze System Merged"Persistent world option" (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
Orionox Mergedpersistence in destruction AND persistence in resources that have been gathered.
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25 Jan, '24
SanReborn MergedYesterday my friend and I were digging mines and roads, today after starting the game, all our changes to the landscape, as well as the places we explored, the enemies of which we killed, everything was restored. I suggest removing this feature, or making it possible to disable it. because this breaks the overall impression of the game. By the way, you made a great game, thank you!
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25 Jan, '24
John MergedMake it so that items, chests, loot, terrain deformations etc do not refresh regularly, with some exceptions like ore deposits, trees and monsters. This way the player(s) have more of a permanent impact on the world.
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25 Jan, '24
Threesocks Mergedfigured id rebuild the bridge, only to come back hours later to find out everything but the structures i removed reset, making it harder to pass the bridge now.
so either reset both structures and environment, or none at all. -
25 Jan, '24
eobet MergedWe live in a world with limited resources, and the game's story seems to be a parable of that (the elixir is oil and the shroud is greenhouse gases).
So it seems extremely weird that the player can have basically unlimited growth with no repercussions (unlike the characters from its main story). Another game which could be a nice teaching moment but currently a missed opportunity... -
25 Jan, '24
milk1997 MergedYes, this would be great in a combination:
- make the world reset BUT don't reset player made dungeons, holes or any part of that unless its a resource but let replenishable items be replenished like trees, rocks, bushes etc
I hope it makes sense, if not then either of these options would suffice, just throwing around some ideas. -
26 Jan, '24
Olafur MergedI've noticed that when I load a world, extract minerals, break structures, etc, once I exit the world and reload it, everything I've done resets, which gives me a feeling that I'm not modifying the world at all, and I understand that settlements have a functionality to save what you do within the area, but I think it should at least be left up to the player to decide on permanent world modification, or I firmly believe that mods will appear that remove the restrictions, which can lead to bugs, so I'd like to see it become an optional modification when creating the world, and if possible, an official addition.
This shouldn't happen on dedicated servers if they don't shut down, and when you play solo and die, it would make sense for everything to reset, but for me to have the whole world and already opened chests or other items reset makes no sense at all.
The settlements have a lot of potential and in the future they can be places to defend as well as places to teleport to. -
26 Jan, '24
Uhtred MergedThis should have more upvotes !!
Honestly takes me out of it, I want an expansive tunnel base!!
I dug so much and it was just gone after a reload :( -
26 Jan, '24
Bob MergedI've been playing this game a good bit now and noticed that every time i leave the world and join back that all the terrain, ores, lootables/chests and trees/rocks respawn and I like the idea of resources respawning but its too frequent in my opinion and can make the game a bit too easy where you can harvest an entire ore vein and you just have to leave the world and load back in and it'll be respawned.
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26 Jan, '24
Zalek MergedMaybe a toggle idk, but being able to permanently change the world/terraform would be awesome
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26 Jan, '24
Mars MergedSettings that ensure that the landscape is not reset when you log in again. This is how you have to manage the resources and you can build your own mines.
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26 Jan, '24
Elle MergedThis so much. Refreshing of basic resources like plants, trees, rocks etc and respawning mobs is cool (and useful especially in co-op), for balance probably also necessary, but i want my terraforming to stay if i dug a tunnel through the mountain.
Reset of POIs i can also understand, but let me leave my mark upon this world! I want to construct roads, dig mines and tunnels, build random outposts in places i don't want to base in, but was passing by and got struck with inspiration. -
26 Jan, '24
Kortak MergedI would also like to see persistent changes. If i dig an underground tunnel through a mountain, i want it to be there the next day. If i log out and back in..its gone..
Also dont like the resetting of all areas and chests you visited... this should be on a timer and a server option..
never - 1 day - 3 days - 7 days - 30 days etc.. -
26 Jan, '24
Mandragon MergedHave custom server / game settings that allow the admin of the server to turn off / off world reset and / or customize the duration before reset occurs per major element category within the game.
Example Element Categories:
1) Enemies
2) Chests
3) Landscape
4) Foliage (trees, rocks, bushes, etc)
5) Bosses
6) etc
Allowing for customized setting based on each servers personal preferences. -
26 Jan, '24
eltoto MergedCutting tree, mining, terraforming... It would be great if the impact of the player can be saved. low respawn of ressources and food would be good for the challenge
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27 Jan, '24
LifeisReal System Merged"Save changes in the world" (suggested by <Hidden> on 2024-01-26), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jan, '24
LifeisReal System Merged"Permanent world changes" (suggested by <Hidden> on 2024-01-26), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jan, '24
LifeisReal System Merged"Landscape" (suggested by <Hidden> on 2024-01-26), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jan, '24
LifeisReal System Merged"keep resources harvested after leaving world" (suggested by <Hidden> on 2024-01-26), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jan, '24
LifeisReal System Merged"Persistent Worlds without item respawns" (suggested by <Hidden> on 2024-01-25), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jan, '24
LifeisReal System Merged"Customized world reset system (On / Off & Length) by Category" (suggested by <Hidden> on 2024-01-26), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jan, '24
Schala MergedI'd love to see a few options, maybe mixed with difficulty:
- Custom difficulty, including reset timers and the ability to disable resets entirely
- And then the other difficulties would have growing reset timers (easy = short reset, hard = long/no reset, etc) -
28 Jan, '24
LifeisReal System Merged"Restoring the world" (suggested by <Hidden> on 2024-01-25), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Jan, '24
JB MergedA permanent terraforming option should be available for your worlds apart from when you dig and mine recourses (such as copper, iron etc...) which reset at a random location within the biome as the game is not procedurally generated. This would add more variety for us to base building like hobbit holes , inside a mountain/hill , shortcut tunnels etc... Rule should also apply to points of interest so we can destroy buildings , bandit camps etc...
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28 Jan, '24
gravit MergedYes, please! Chests respawning really ruins the drive to explore. Mined ore should also not respawn (and be more rare). Finding an ore vein should feel like an achievement, not 'oh, look, more copper . . .' Finally, if terrain changes could be made permanent, that would amazing, but I could imagine that might cause performance issues.
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28 Jan, '24
Don MergedI think it's a shame that our main objective of restoring the areas taken over by Shroud is unattainable because the Roots we kill simply respawn. My suggestion is to track when each shroud root is killed, and have a slowly expanding restored area around each killed Root. This will make it feel like we're achieving something in the game, like we're successfully fighting back the Shroud.
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29 Jan, '24
Prawn of Creation MergedAny changes for world do not reset. Dug a tunnel = it stays there, dug a mine = stays, felled a tree = no more tree, mined a rock = no more rock, looted a chest = stays looted, picked up something = it's gone, killed a monster = stays dead — you've got the gist.
Maybe allow flora regrowth after some in-game time, say a week-month. Same for animals. Maybe even do a respawn of enemies, but much less "in your face" compared to what it is now. Also if possible make this whole thing optional, so those players who like game as it is now can just skip this checkbox and keep playing as they were. But for me — it is my main peeve 😅 -
29 Jan, '24
Krypt MergedPersistant World should be an option for Hosts and Dedicated Servers.
It's almost cheating when you can loot all the chests every time you log in. -
30 Jan, '24
Flux MergedThis is the biggest one IMO, and the only thing that makes me feel the game is continue to be worth playing. I’m sold this fictional world that I can change, but then it resets so it feels like none of what I had done mattered. Who put the items back into the chests I looted? Who refilled the mineral mine I dug out and use as a hiding hole? It feels like all the *effort* I used playing the game goes to waste every time the world resets. This feels bad.
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30 Jan, '24
Brutally Eating Lettuce Merged100 % this is the only feature of Enshrouded that feels bad, really bad. Its anti-progression and cheapens the world into a theme park / groundhog day feel.
Why restrict literally the best feature of the game (the building system) to little unconnected bubbles? What a waste! Please give us an option to turn this regen off -
30 Jan, '24
Ge4ry223I can't upvote you, you are simply wrong. even if you go back and loot the same chest over and over you will have no benefits from it...like at all....congratulations u have wasted your time!
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30 Jan, '24
DominatusMadnesis is not wrong as Ge4ry223 states. I have wasted my time digging a short path to get to a specific area. I put work into a plan and a future for it to no longer exist after my first playthrough. I am already discouraged to play anymore.
They might as well make this a linear based game with no purpose of returning back to the first checkpoint. Creating a home base and a path to it is what a lot of people want.
Also just my opinion but the easy teleporting/waypoints makes this game for babies and removes any challenge as well. -
31 Jan, '24
SRespawn/Reset should definitelly be an option so typically kind of no respawn in camps, no repsan of shroud roots (making it slowly disapear from areas) would make solo game more rewarding. Everyone does not enjoy Multi or has no gamer friends to play with
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31 Jan, '24
Mr GrAnD MergedAll suggestions could be toggled on or off is settings. Then server info could list the states the options are in when searching them. Single player mode should have this option 100%. I agree, if I make a path I don't want it reset when I restart my game. I want the changes I have made to stay.
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31 Jan, '24
Ken MergedA special pickaxe that is either very hard to craft, requiring the rarest materials or is only craftable by host, allowing for the map to be changed/customized and to persist across play sessions.
Could be toggled to allow/disallow on creation of server too. -
31 Jan, '24
Dominatus Merged@LifeisReal Should you also merge this thread/suggestion to this one??
https://enshrouded.featureupvote.com/suggestions/527154/world-persistence -
31 Jan, '24
Mufasa MergedDeformation changes around your Altar's (bases) stay. It's only outside of that that don't— they reset when the play session does. Which I think is fine.
The cons of permanent-tracking everywhere are many though:
- Performance: When there are a lot of them, saves become huge, load times longer, memory gets a little nuts
- Resource mining: All of the sudden mining resources become a lot more scarce (this is the main problem with this approach, IMO)
- Game-breaking experiences: what if you mine out an area so much you can't get to it later for a mission? Oops, it's too late. Do you have to rebuild it all? What if NPCs or loot needed to spawn there, how/when does it get 'fixed'
While the idea makes sense in theory, when you get into the details of it for this game, it causes more problems than it solves.
Instead, keep it as-is: If you want an area to be terraformed permanently, put a Flame Altar down beside it. (Yes, there's a limit. But again, there's a good reason for that.) 🤷♀️ -
31 Jan, '24
Hayden MergedSpent hours digging tunnels but when server refresh it filled in all my work. Hours of work gone.
So please can you add a marker or flag system. So the game/server knows that you don't want this mined areas filled in on refresh. Maybe Only craftable when there is a fire near in radius. So can expand more without need to upgraded the flame every time. I really want to build a Moria like city in the mountains. Thanks -
31 Jan, '24
Ben MergedIf you found a lootbox once it should be empty for the rest of the game and not reloaded after every restart or leaving the game. This makes it too easy in my opinion. At least for single player.
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31 Jan, '24
Mez MergedI think that is detrimental to the experience to see that everything you did in an area get back to a previous state when you log back in. For example is disappointing that when you visit an altar and take the spark then it respawn there. Same for shroud roots and loot in chests. I think Only common enemies and such should respawn.
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01 Feb, '24
Chip B MergedAdding an option for private servers to retain changes outside of bases between sessions would be nice. Limiting the farming of items would be more immersive. Getting the same legendary weapon from chest A on every reload is less than immersive. Perhaps randomizing chest contents after removing the first guaranteed item would be an option?