Make cleared Shroud zones permanent
Hi,
As of now, killing Shroud Roots will only clear shroud in the area temporarily, please add the option to have this cleared permanently.
The story is about reclaiming the land from the shroud, during quests the Flame even states that, the player must reclaim the land and clear the shroud.
Adding this option would give the player a great sense of accomplishment and progression, something to fight for.
Loot and enemies could respawn in the area.
Please consider this suggestion as right now the game contradicts the story and the goal. :)
Note from toast: Players have also suggested allowing player buildings to be placed in this area after the shroud is cleared.
Comments: 82
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29 Jan, '24
PretzelJohn100% agree! I was so confused after clearing my first Elixir well, because the story and everything led me to believe I could reclaim the world from the shroud somehow.
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30 Jan, '24
JudaspriesterThat would, at least within the current progression system, lead to issues with coop. If you kill a root while someone's missing, that person can't get the skill point anymore, unless he joins another map where that root hasn't been killed already and does it there.
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So yeah, make the kills persistent would be an option, but there are some major tasks that would have to be done before. -
30 Jan, '24
RogerMore Upvotes plz :)
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30 Jan, '24
JsThe storyline is completely pointless with the world constantly resetting. Enemies respawning is fine, but shroud roots shouldn't be reset.
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30 Jan, '24
Roger@Judaspriester
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I think these problems could be solved, for example, players who haven't completed the Roots could still see them and the fog until they destroy them. Another solution, although less elegant, would be for all players to receive the skill point, even if they join later.
At least when playing alone, the roots should stay away and the world should be permanent/Persistent.
That would be great! -
31 Jan, '24
Peter CreemersI think there are a few issues/challenges here in the game design which keep popping up.
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I can understand that the roots cause an issue for co-op ( I assume the skill point mainly on the first time you remove the root) but guess what, I'm playing this game as single player (which is one of the modes the game gives me). I think that some redesign or rethinklng might be needed (unless this is already on their roadmap) on how co-op should work.
For me the same goes for chests and how they respawn loot, creating a (bad) game loop of farming the same chest over and over. I can understand that for performance reasons some resets are probably needed (resources, landscape) but the chests, roots and bosses are really questionable as the world is not persistent and progressing but static and stuck!
I also see lots of comments that the resets are done because of co-op reasons but some design decisions seem weird to me and are bot working for both play options (single player and co-op). -
31 Jan, '24
EsperaxMaybe a solution for coop would be that the missing player would need to go the the tree location and press the action button on the tree stump to retrieve the bonus skill point (and adding the V mark on the map).
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Ok this player would have got his skill point way easier than the other (if a boss was around) but I guess it's ok. The boss can respawn and the player can kill him if he wishes.
But it would be more accurate to the lore to keep the tree down, I agree. -
01 Feb, '24
KaiWhat about reclaiming towns or cities, and adding in NPCs that will return to the region and can be recruited to your bases and towns?
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All those towns that already exists in the game becomes obsolete once players complete all the quests and basically leveled past it. While this is a issue for new players, on private server everyone generally would surpass a certain milestone for the game progress.
Also, maybe use 'acts' for this game's story progression....
So completing act 1 means you transition to act 2, and no more newbies can 'join' your Act 2 server, and it is in Act 2 that you 'rebuild' the world and fend off the shroud forces that wants to retake it (in a form of tower defense for settlements).
Only people completing act 1, can join other act 2 servers, and later on act 3, act 4, etc.
The same progression style as Diablo and other action RPGs in a sense that uses 'different chapters or arcs'. -
01 Feb, '24
TaylerBootzI see a lot of comments about the server reset every login. If they change that, I see people running out of materials easily -especially builders - as many mining spots, shrubs, (even chests that give you a low roll on an item) and other things come back with the current system. I like static places (in this game) to "farm". However, they do need to make the world change too. I'm a single player and most single player games that have co-op (or vice-versa) usually have some problems. I honestly thought cutting down all the shroud in an area (I have the first area completely cleared according to achievements) would change how the shrouded land is. It's done nothing. Kinda disappointed.
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01 Feb, '24
AmigoBarbaJudaspriester
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I think that's why the "Allow for player-based quest progression" request is on the top, that should solve this issue.
Also, they could add other ways to earn skill points for players later joining others/other servers. -
01 Feb, '24
JihakuI think the reset is necessary because It keeps content in the game, just as the chests keep you coming back. I DO agree, I would like to see a better solution, but I also think that one should be proposed BEFORE trying to remove the function, as that would create more problems, not less.
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For that reason I cannot agree. There are many issues that would make the game less fun removing this function. I DO wish the game mobs difficulty and drops adjusted to the avg active server level rather than it being area based, to encourage a wider range of looting. I think that is a real solution I will post. -
03 Feb, '24
TristanJust make it so the shroud is gone when you destroy a root. Everything else can respawn, even the root, but let me see the world change and the shroud get pushed back.
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03 Feb, '24
Kippu MergedIt's not made clear by the game that you cannot build in shrouded areas, even after the shroud has been cleared from the area and your building area extends to cover it. I'd like to take full advantage of the building area my home level allows.
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05 Feb, '24
AthelienI agree the shroud fog should be inactive after the tree is gone permanently, however the tree and mobs respawning would be good for players that missed it to still have some challenge even if lessened.
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05 Feb, '24
AmigoBarbaTaylerBootz:
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They could add also add "creative mode" for builders, but also like I said materials could respawn, but as of now the "reclaiming land from shroud" is a bit off-puting.
The map is huge and it's not even completed fully, devs can place a lot of materials in there, that should be abundant for everyone.
It's finding the good balance for everyone and more importantly, providing options, so you can choose how you want to play. -
05 Feb, '24
ZazyI don't agree with it. The boss, which is inhabited by some Shroud Roots, will also no longer be there.
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A solution would be if they can't be destroyed 100%, and there will be a seed that grows in one in-game week/months, I don't know. Additionally, you can farm them to get special loot, aside from the skill points. -
05 Feb, '24
ZurudI think and would be in favor of the fact that the shroud zones from the quest series up to lv 25 that you have removed are gone forever and you cannot remove the shroud zones from max level or certain shroud zones outside the quest series and they are always there and For example, there are the final bosses that you should farm
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06 Feb, '24
CottonbelleI do not agree with adding this feature into the game. It makes it unplayable for those friends or ANYONE who joins that world to enjoy playing through and catching up with the current levels of everyone if this was implemented. They would never get the skills unless they go play on their on private session which defeats the purpose of playing with friends.
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06 Feb, '24
RayThis would not work with the way things are currently. If our group is all in the area at the time the root is destroyed, then we all get the completion however even if we are all on and someone clears the root alone, where the rest of the group is not nearby, the rest of the group does not get the completion.
This is also a problem if we need to open a chest to complete a quest. Only one person can open the chest and it will clear for them, but not for anyone else. Not sure if anyone else is having an issue with the southern caravan quest. it will not complete or clear the question mark, even after defeating the giant chewy guy in the area. We have all 4 lore pages as well. -
06 Feb, '24
RyanAlso make it so it checks off what flame shrines / sanctums you have collected
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06 Feb, '24
VadimI can suggest this solution:
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You can place a SPECIAL altal at the site where the root grows, thus cleaning the root with fire. This is quite according to the lore.
And so that from time to time it would be necessary to defend this altar from the Miniboss that spawns from time to time, and so that the players would receive their skill point from it. It will also work well with the Raid mechanics, which I think you will also connect later. -
06 Feb, '24
StevenI would love this, it would make it feel like I'm truly changing the world for the better.
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07 Feb, '24
Cali6anHow about this? Roots respawn after a while and maintain the shrowd in an area untill all roots of the area have been dealt with. Once this has been achieved the flame altar on the corresponding tower will be able to keep the shroud in check for that area, so that it mostly disappears (at least, along the main travel paths).
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This would somewhat still fit with the lore and players would experience some sense of accomplishmend and visually noticable progression through the individual biomes.
For coop, this means that players joining after certain areas have been cleared should already be at a certain level and not depend on the skill points they missed out on. That makes sense for group play anyway.
Simply giving new players all the skill points aquired by the roots already cut down on the server would probably lead to "join to push"-servers where lvl1 players instantly recieve points for all the roots. -
08 Feb, '24
FalkfischWhat's actually the problem with programming a switch into the world settings in a single player game or in a private host that allows you to turn off the respawn of the roots? I would generally deactivate respawn in single player, after all, I don't play it without reason...
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The ideal way in my opinion would be:
Single player --> root and mini bosses respawn off, Game progress is permanent, once emptied, chest's remain empty
Private host --> server setting depends on the player
Online Game --> Root Respawn on, everything as usual
This way everyone is helped and everyone can play as they like...
After all, I am the hero who is supposed to clean up and rebuild the country, then I want to see results... -
09 Feb, '24
Duke_00I posted this already: either make the freed Zone permanent or refresh after a certain time, if the next 3 roots havent been destroyed. and i definitively would make the level of miasma dependant on the number of roots destroyed in the previous area and not dependant on teh firealter. For teh firealtar i wound make a player lvl dependancy, skilllevel dependancy or story/quest progression dependancy. The roots just dont make enough sense at the moment. concidering the story of the game: destroyed roots --> miasma goes away = you have freed an area of miasma (or at least weakend the infestation). At the moment:destroy roots --> you get a skill-point or two, no miasma fought - why destroy roots them you geht skillpoints when leveling up anyways ?!
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10 Feb, '24
CakeThe idea could be that as in a real life pandemic the stuff comes out new on random places even when cleared.
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Or you could have some dungeons where the shroud always exists as well as the resources. -
13 Feb, '24
DraedarkI understand the skill point vs. Multi-Player is probably the main reason as to why the roots respawn. Currently however, the only reason to destroy a root is for the skill point.
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A solution may be to give some other non-finite reward for destroying the root, instead of a skill point. This way the root could stay destroyed. Maybe a large XP scroll or something.
This could be offset by giving additional skill points at level up so the total skill points would be the same for every player. -
14 Feb, '24
LibertyTotally agree! It feels pointless getting rid of the shroud by destroying the roots only for it to come back. What's the point of that? I started the game thinking the whole point was reclaiming the land, after reading the tag line when buying the game.
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17 Feb, '24
MaxeboI actually thought that this would be the endgame objective, i do expect them to add that being "humanity's last hope" and such. i agree, it would fit the story, maybe even create an antidote with balthazar and just smash vials on the infected ground to cleanse some areas. also, as soon as you have the antidote, the shroud "hive mind" could realize you have that weapon against it and start to fight back and grow larger so the world will become a literal bossfight at the end. about the issue with the root skillpoints and newly joined players: just make it the same as with the flame, new players just have these points to quickly catch up, they would still miss some from the level ups (of which i hope there will be more and the skilltree gets larger but that is for a different thread)
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17 Feb, '24
HollyYeah, I think the story overall could use another look. The Shroud as it is now doesn't feel like a real threat. It just looks like really thick fog. I think they should maybe change how it works. It's supposed to be 'alive'. Also, why are we trying to stop the Shroud now after all this time? Seems a little late. I think there should be cities out there struggling, and you're their last hope. Maybe the Shroud should only happen at night. Each night, it spreads. All the creepy stuff to go with it (monsters). The Flame (and you obviously) is what keeps it at bay. So, the important task would be to defend the Flame. As long as that's lit, the Shroud and all of the monsters that come with it cannot enter the area. The whole atmosphere should change. The music should be happy and serene during the day and the colors brighter (to lure you into a false sense of security), when night falls. Horror. Creepy foreboding music, creeping fog that devours the living, monsters, maybe a murder of crows
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17 Feb, '24
DhiagaI agree, currently we aren't seeing any visible rewards for our efforts for fighting back the shroud. As a single player, the solution is fairly simple.
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The area around roots isn't huge and that could quite easily stay clear of the fog, rest of the zone - keep filling it as it will hold materials and mobs we need to farm. It would simply create a small resting spot for us when farming the shroud zones, which on it's own would just about qualify as reward for clearing the root. The "bosses" that I have so far seen, can be found elsewhere too, so no big deal.
OR simply create the area as an open or closed instance which one can reset for the bosses and loot and for multiplayer cutting the seed down would also reward the skill point for those who haven't cleared it. -
19 Feb, '24
FaithThis is the #1 thing I would love to see added - beyond weather, beyond even a pause menu. The ability to make a tangible difference in beating back the shroud would tie in so much better with the game's lore and would make the role playing aspect of the game exponentially more compelling.
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20 Feb, '24
cobrahey i see a lot of arugly here i understand both sides here and heres my solution to both isuues make a rolplay mode in this mode its all about the story and less about the grind for resores in this mode roots and boss do not come back inless say there is other root near by that will recalme the area if you dont kill that one as will
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21 Feb, '24
RebeccaI think a possible solution could be to have certain things reset and others not, the ones not resetting would be in line with the quest progression.
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I think it would remove a lot of content and atmosphere if just killing the elixir wells would clear the shroud.. so i think upon clearing the elixir well, that particular area would become initially cleared of the fog, but the mushroomy plants would remain.. Only when the player chops down the shroomtrees, do they remain chopped down.
This can add more content to the game even, by creating a certain "antidote" potion, that when mixed with water and poured over the tainted soil, will slowly reset the land to lush green pastures. Trees resetting, im also not a fan of, it just is too abrupt. But maybe seeds could drop and trees could be planted and grow over time. I think that would be very very satisfying.
As for ores, right now i just mine the same, nearby pit of flint, but there are many places one can mine if it doesnt reset. -
21 Feb, '24
HondoIn single player, I like the idea of the shroud being gone once you destroy the root(s) in the area. This to me is what the game is all about. Co-op is a different problem and maybe that is left up to whoever is is running it.
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22 Feb, '24
Amadeusthe story is about fighting the shroud and reclaiming the land. Give the player the option to enact a ritual or some similar process after all the shroud roots of that area have been cut down (maybe more than once) that will permanently/gradually strenghten the flame in the towers and clear the area of the shroud fog and return the land to normal slowly and maybe repopulate lost towns or villages. Add in NPC/quest givers/shops where you can get certain ingredients or missing skill points as payment for quests or to buy which you cannot get elsewhere.
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24 Feb, '24
SnakkeI NEED to get this shroud out of my home area.
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At the begin the game always tells me to CLEAR the shroud from this world.
But i CANT -
25 Feb, '24
KiryA solution for the co-op issue of missing out on skill points could be spawning a boss/challenge for the area instead of respawning the shroud root. It could be a tier higher or otherwise more difficult than the first boss (or just add a boss for roots that don't have them) to compensate for lack of shroud in the area. This would encourage more cooperation and teamwork to take out the harder boss to make up missed skill points, add some replayability, address how easy things become with game progression, while maintaining a sense of player accomplishment and evolution in the environment.
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01 Mar, '24
OldmanAs a simpler fix, maybe the root and enemies could grow back, but at least the shroud should be removed from much larger chunks of area around the root permanently on a server, when the root is first cut down.
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Right now the world is static and stuck regardless of our actions as flameborn. That just feels terrible. -
04 Mar, '24
Hannesyes!
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your impact on the world is a story progression.
Resetting it is removing a major factor of satisfaction and reward from playing the game!
Re-build this world!
BUILD A LIVING COMMUNITY :) FLAMEBORN -
09 Mar, '24
gravitI mentioned something similar in another feature already, but a way to solve the co-op problem is have an in-game spell or item that turns back time (lore-wise) and resets an area. That would give players control of when/if they want a root to respawn.
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13 Mar, '24
Lieutenant DanYou could have the root come back gradually, with increasing difficulty the more mature it becomes. When it is fully mature, maybe it is more difficult than the first time. You then get another reward, like a skill point, or something else. But you can keep it in check if you take it down before it is fully mature, but no reward. That seems pretty realistic to me.
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14 Mar, '24
Jeane GenieI totally agree, it should be optional in singleplayer, for me it should be cleared permanently. It made me want to stop playing, what is the point if it all returns. There are enough games like that.
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I know the game is meant for multiplayers but even in In multiplayer there should be a option setting for all to clear or not. It's a team effort and teams should decide. -
25 Mar, '24
leftcoastfunkAgree, though this would only really work seamlessly in single-player. In a private, single-player world, I should be able to reclaim some parts of the shroud, as that's what I thought I was supposed to be doing all along
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25 Mar, '24
DraptorTotally agree, i just got rid of every shroud root in the first area and got the achievement just to be massively dissapointed that the miasma is still there.
Sure nice to get some skill points, but storywise it did absolutely nothing, even though this is the main objective of the entire game.
I wouldn't mind if caves or dungeons would have miasma permanently, but at least the surface should be cleansed after getting rid of every shroud root.
And it's not op or something, because once you reached the point where you got rid of every shroud root in an area, you have already explored the majority of the miasma areas anyway. -
28 Mar, '24
YamadevWhat about shroud roots taking the progress of the lowest cleared individual, or a check system that if Player 1 ,2 ,3 have cleared it, and player 4 (being a new player has not, its respawned. Like a global check list of player progression, so that skill points aren't skipped, progress would still have to be co-op.
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02 Apr, '24
RyanAt the very least be able to permanently clear shroud in your base areas.
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02 Apr, '24
Toast Admin"Ability to build near former areas of shroud" (suggested by <Hidden> on 2024-02-03), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Apr, '24
leonalayjaThe cleaned areas should be teleportable.
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17 Apr, '24
superpebbleI would like to be the person that takes the opposition on this idea and for good reason. the very idea of the fungus that you fight throughout the game is just that a fungus a mould (our mold for all those in the US). you use fire to destroy the mould and the spores in the area, but thats kind of mould's method of transmission from one place to another, its designed to die in order for it to spread. use flame, freeze it, pressure wash it, it still lives. sure you can make it non viable but its remnants wind up being food for the rest of the colonization of mould spores that some how survived. thats the nihilism of this game and why I think its a great premise as a means to maintain a never ending cycle.
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