#suggestion-discussion
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Never felt that in my life
I know a badly designed feature when I see it and feel it 🙂
you might not agree with me. which is fine
not everyone is will enjoy the same type of games either
It's your game and it's your decision. I just point at what causes pain when I'm playing it. Water feels like a barrier to me.
Just out of curiosity, what items are being lost in the ocean/water? I agree, water is a barrier, but I don’t think that’s a bad thing.
IMO having a simple command to enable diving is better than not having the option to dive
Ive been using the diving mod and it doesn't seem to have any big impact on the game, just adds a bit of convenience that's all. Then again i'm not one to often drop my loot in the ocean 🤔
How is spending a lot of resources / time to create a feature and then NOT make it compulsory?
If you fight near water in the mistlands often things slip in the water. And the terrain is very steep in the mistlands which often leads to things going deep under the water. An example: hare meat, dvergr drops, etc...
Ahh ok, i haven’t been to the mistlands yet, so I haven’t experienced something like this yet.
Ah gotcha, thank you! I kinda figured it was being worked on if it wasn't already a thing. Do I need to remove my suggestion then?
A cove full of tar near plains. Then you can make your own escape from tarcove
It doesnt really add anything, since theyre just working on the bots still so youre free to remove it, others might ping you and correct you too
Fair enough, thanks for the help.
Oooh I will say, serpent scale armor does sound really neat 👍 not advocating for it or anything, but it is a nice thought.
I think serpents should also get stronger along with your progress. Bc they kinda turn into a joke later on. They must have their own merchant to buy their upgrades and new abilities!!!
I feel it's not fair for them. If there were their representatives here they would suggest more stuff for serpents. And they would definitely think that scales should sink
Can please someone rename me as 'Aleš, Serpent Representative' please and thank you
No other mob gets stronger as your progress through the game, you just meet harder mobs. The Ocean is more of a transitionary biome than a true biome.

@abstract cobalt More name changes to be found here.
Thankfully it won't be left entirely alone and some new harder mobs for the waters will be a thing for the harder remaining biomes. 😋
Donesies~
Thank you!
I'll collect more demands from my clients and be back
Serpents should just be harder to begin with imo, like a Plains or higher tier enemy. as soon as you progress enough to the swamp/get a longship they're kind of a joke.
Serpents should be Plains level from MEADOWS? Really? How would that be fair.
And yes, as you progress in the game, some earlier parts get easier. That's now progression works in games.
We can give stars to serpents.
Like boars, starred serpents would spawn at a set distance from the world center
2 star serpents should probably be on par with the plains tier to manage
That would be a better way of doing it, yes.
I like that idea a lot, starred serpents appearing further out- perhaps as a minor deterrent for Ashlands/deep north potentially
I think starred serpents could be locked behind boss kills too
Yet alternatively a reward for players seeking higher rewards for finding tougher serpents.
2 star serpent could be crimson red as a reference to the red gyrados
One of the devs talked on Twich some time ago about how they are considering adding stronger Ocean monsters, as well as players being able to make more items from serpent scales. I don't know about the Ashlands but I'm definitely looking forward to the Ocean biome update. I would like to walk around with an armor made from serpent scales!
@ornate kelp its under construction but less crucial
Thanks! Didn't see anything in channel. Looking forward to it coming back! Cheers!
I typed a long detailed suggestion and forgot the lightbulb 🤓
The bot should have messaged you with the text so you don't have to retype it.
I don't think the building tips channel really needs bot intervention.
It's simply to maintain order and keep things organised. In the old channel ppl would use it for discussion when there was already a discussion channel. I don't get it
Also it looks like no one is missing the seed channel much 👀
Flying mode
Wouldn't make sense to add animations to a command just for a very situational reason.
@signal merlin I love the idea! But replace the 10 onion with 10 Lox Urine
I'd approve of some sort of "screening" in the channels that specifically aren't for discussion, tbh. The suggestions channel has the lightbulb, the fanart channel requires an image iirc, would be nice to have something in the building-tips (and perhaps also screenshots) to prevent them being spammed with chatter. Screneshots isn't that important since screenshots are easy to find even with lots of text but the actual building tips in the building tips channel were drowned by random chatter and people asking for help.
15 minutes slowmode helped some, but didn't prevent the first posts.
it's not really "wasting players' time"... it's another game mechanic you have to play around
Is the building channel back and I just can't see it? 👀
Not yet.
Channels have been made, just not fully set up
How does one volunteer as a beta tester ;)
Public test you mean?
?ptb
Bot still dead I see
Auto roles dont work yeah
And the msg doesn't have the emojis either
Theres nothing on the ptb, but if you want to be added you can open a ticket with @kindred birch and ask for a mod yo assign you the role
Society has collapsed
Nah I meant getting access to the building channel anyway. I can't articulate myself while dealing with clients I guess.
No-one has access to those channels yet.
Maybe I just can't words today.
Helpers and mods can see them, while theyre being set up
They're not supposed to be fair? They're a deep sea monster that's easily avoidable by players not yet equipped to fight them. They should be scary to early game players
Serpents arent always easily avoidable
they only spawn at night and in storms?
Ocean needs to remain dangerous until iron.
and also only in the actual ocean biome, so can also stay near land to reduce your chances of encountering one.
They are SO easily avoidable lol
the ones spawned in storms stay around tho, so you can encounter them in broad daylight too
Cant always predict storms, or know how they spawn
so take shelter on shore?
This is mainly a problem for new players
god forbid we get some type of progression in the ocean biome
Im more in favor of the ocean or serpents becoming more dangerous later
Everyone needs to learn. I don't think balancing on serpents is necessary. Overcome the challenge.
Instead of plains level in stone age
so are a lot of things? progression makes so many parts of the game easier
My favorite part about this is that this is my point - they should be scary since they are, again, SO EASILY AVOIDABLE
I see where you’re coming from. Even in a karve, the ocean never really feels dangerous, even as a new player. But that might just be me. You never really hear about players losing their boat in a sea serpent encounter.
Only if you know what youre doing
god forbid players learn after a mistake
and increase their skill level at the game they play. or even have hugin tell them about the spawning patterns of the deep sea creatures.
Just out of curiosity, how many bites from a serpent does it take to destroy a karve? A longship?
too many lol
70 slash damage across 500 or 1000 hp
500 durability vs 70 damage yeah
Im not saying it cant be stronger, just shouldnt two shot a karve imo lol
Well it currently 8-shots
3shot would be a good balance
should be a 4 shot on very hard difficulty I'm guessing
We’ve seen it many times, a lot of player find sailing relaxing- myself included. It would be interesting if crazy storms/waves were scary and made you think more about your expedition instead of a fun little roller coaster ride 😅
I believe they’ll touch up the ocean sometime in the future though, so I’m not too worried.
I mean we are getting ||another sea dangerous sea creature soon but it's not for ocean biome it seems||
@shell tartan theres a reason thry changed the name from pvp to friendly fire, and that is that their focus is entirely pve
That's fair, I'd still like the option to start a fight club friendly boxing match.
Yeah, but im just saying its very unlikely theyll add any pvp features
It’s like in real life, if you’re fighting your friend and you’re losing, you have to yield before he kills you 😂
With friends like these...
It really needs to.
Did they already say no? lol
To flying tames? Yes, many times.
Many many times
Many many many times
Well I don't know how many times they've denied flying tames but I remember many denials of flying mounts
Tragedy
Mods
The issue is that flying mounts compress the world effectively. Exploration becomes too easy, travel becomes too easy (though obviously the whole world modifiers thing has muddied that a little)
I agree, would need to be end game
By which point there's no real benefit to them.
Devs said no to a feature? Just mod that feature in. Problem solved
Devs are going to implement a feature? Then just wait for it until it's added. There might or might not be a mod for it already, and if it's the case then use it and when it's officially implemented, remove it.
And if devs haven't implemented something and also haven't said whether they will or not, then same answer, mods.
I will need to save that msg every time I see a "they shouldn't add anything new then bc there are mods already" user as those always miss the point
No real benefit? R u joking?
It would be SO COOL to fly around on a dragon in like the last two biomes. Cool is a benefit.
Cool is explicitly NOT a benefit.
Agree to disagree bud.
Not really up for debate? Words have specific meanings.
Making every other form of transportation worthless is the opposite of cool.
I have ships, an ocean to sail around but why doing all that when I could just use a flying mount for it?
And I'm not even mentioning the fact that not just transportation is effortless but combat as well. You avoid 99% of the dangers by just flying
"words have specific meanings" really profound dude. On the long list of things I have absolutely no intention of wasting my time on "debating an um actually guy on the internet about semantics when your intent was clear already" is at the bottom of the list
Rianu I hear you. I wouldn't be good to have til the point in the game where you can easily kill everything anyways. But what about that point? Make it a final biome thing. Fly around for really exciting easy exploratiom, land and fight with a dragon. it'd be SO cool.
Making it a very, very final reward after having beaten the main game just makes it slightly better...
But still, wouldn't it be more exciting that they come up with more content overall so flying isn't necessary and actually makes exploration on foot and sail even better? To the point that flying would actually just make you lose much of it
Once you've got to the endgame there's very little in the way of exploration that needs doing. It's time for the final cut scene and off to Valhalla.
How To Tame Your Dragon
One of the best animated series of all time.
I especially liked the part when John How To Tame Your Dragon said "ok guys, today I will teach you How to Tame Your Dragon" and started taming all those dragons.
A scene of all time
You're better than this.
I'm actually proud of that one
#suggestions message this is solid, I like this a lot. Like some sort of feed basically? I could see this, and I see a lot of potential in it.
You should be, I actually giggled reading it lol
Ive only heard praise of the movies 
That WAS praise.
I'd take buildable upgrades to boats long before a flying mount. More customization > more mobility
RIght now nobody can walk into the harbor and know immediately which boat is mine. Tragedy.
How many do you have that that's ever a problem?!
While I agree for the most part, I'd really hope upgrades to boats also come with increased speed.
I'm secretly hoping the ocean update is the intermittent update after ashlands
I want an endgame boat, the size of a krave but much faster and easier to turn, and a longboat type with higher quality materials that can be the fastest.
I'm almost certain it will be. Bug patches aside.
Big barge for transporting tamed animals would be nice
I want one a little smaller than the Karve that you can pick up and carry over small land masses like a cart. Vikings definitely picked up their boats to change rivers don't lie to me devs.
I've not seen a single hint of when an ocean update is coming..
I want an ice-breaker. I may have mentioned this before.
With Deep North being the last biome, I imagine they'll do that and whatever endgame they have in mind as the 1.0 patch so Ocean kinda has to be before that.
Valheim is flat. What happens when you figure out how to flip the coin? Could be more biomes.
No, the biomes have been set since day one.
Classic Nintendo "Dark" affix to everything, like "Dark Meadows" xD
Are you talking about flipping the world to get more biomes? 😂
We've already got that.
Hahaha, of all the ways I've seen people ask for more biomes, this is the most interesting.
I think in dimensions
no, you think in you brain silly
And I'm not secretly hoping it, I'm very explicitly hoping it is...
Devs pls
That was a suggestion of mine
Yeah, it probably was (though it's not a competition)
I had a lot of suggestions that are now gone, reduced to atom after the Great Hack...
You know how to fix that, right?
It was mine (it is)
In that case it's *ours
Wdym?
I don't think reposting our heretically smited suggestions is gonna have any actual benefit 😬
Well no, but I don't think anyone was suggesting that.
Wait then what's the fix 👀
The ice-breaker wasn't smited by anyone? I think it was actually quite well received.
Oh I meant deleted by dipshits when I said heretically smited lol
Anyone have a good Seed for fun ..I dont see the seed map section
Oh, I got you. Then no, it probably won't, but it doesn't hurt either.
goign to start a harder world but I dont want to build so much so everything close by would be nice
The seed channel was lost in the hack, it's on its way back soon.
There are no established rules about reposting suggestions and "nagging" now so yeah, probably a good time to do it I guess lol
The rules haven't really changed, they're just not visibly written down anywhere right now.
A good amount of them are pinned already
NO RULES POSTED, ONLY ANARCHYYYY
oh not having dyno bot screaming at me is so nice
The ice-breaker was a nice suggestion. I like the idea of it. But imo there's an issue with it from the side of technology itself. Because in old times ice-breakers were actually some horse-powered either sledge or boat heavy from one side. So you need to operate it from the frozen part of the river (obviously ocean scale was not yet reached). Or should it be some steam powered type?
All you need is to throw a huge chunk of metal on the front and with a good wind behind you you'll be fine.
Hmm.. it's not super realistic
By the time we get to the Deep North we'll have some pretty impressive magic and likely siege equipment technology. We're already shooting fireballs and raising skeletons, we've jumped through realistic pretty handily 😉
'Remove ice' spell would be enough yeah
That's what I said, fireballs 😛
Btw that fire staff can hardly deal with black marble buildings. It takes hundreds of shots to get it down
Need more power
I think it needs to be proper flat-earth style, have an ice wall in the Deep North you have to break through to access it
Actually i hope we won't end with this
I'm sure we won't. I'm saying it's just the beginning, we haven't even seen what's in the Ashlands yet, and what it will be preparing us for in the Deep North
I mean in terms of what is still realistic and not too op or super magic
Simple sledge for dn would be enough for me;)
And soo cold that magic doesn't work anymore
Only near bonfires
Which are also frozen
To be fair, realism was out the door whenever you boot up the world as see a giant winged bird lady lol. But if that’s not enough, the very first boss is shooting lightning. So yeah, realism doesn’t have a strong hold imo haha
I agree, but there's a fine line between actual realism and realism+legends and mythology, so i'm rooting for the latter
It still should be realistic in its core but with some layers put on top of this
That’s a good point, I agree. Either way, Irongate has always had really creative ways of transitioning from one biome to the next, im curious to see what they come up with 🙂
It's true I think I like every single transition yet
I kinda wish the swamp key either 1) looked like a twisted root or 2) the elder had it incorporated into his design, but that’s a really minor nitpick
It's a pity I missed some serious serpents talk today.. i would wait for round 2
Imo it's a bit off in terms of its look yea, but this is so minor
That's how I want the biome to be progression-locked
My headcanon is that the elder was a crypt keeper, so naturally he’s in possession of the swamp key. 🤷🏼♂️
Pita’s always got those brilliant ideas.
Just many years ago someone hung up that key on a big tree and didn't know it was elder
you just want a magical blocking force preventing you from taking your ship over the edge of the world
Only to the north. Every other direction is fair game 😉
dude
like the wall in Game of Thrones
I shall make a big damn sign "go north"
@rose swan needs to finish mistlands I've heard
I’m working on it 🥲
I bet alot of your suggestions have already made it into valheim
you just missed them because you never killed the queen
😉
Well that’s exciting to hear! foxes?? ||kidding lol||
||live rabbits|| <-- spoiler
I actually don’t know if I’ve actually made all that many suggestions 😅
I actually just watched y’all’s video today on making the model for that… twice lol.
😄
WOULD ABSOLUTELY hestate to drink that, but if it kept off those damned bugs, sign me up 😛
Well that's literally the only other direction to go after ashlands
😄
@shell tapir Fortunately the game is set in the fictional realm of Valheim, not Scandinavia so the devs have fairly free reign when it comes to flora and fauna.
Fortunately? Did something shake you? Was something about to break?
They're just thoughts. Wanna discuss something?
Those are my thoughts too. This IS discssion, right?
No? What are we discussing?
The trees in Valheim, I thought.
I mean I doubt they'll change anything but it does all make sense.
So, you've mentioned that the devs can, more or less, do what ev's, which, I mean, sure.
Now, tell, me how you really feel? 😘
Well, a hope and a prayer, right.
Someone replied to my suggestion, telling me theres a mod that does that, but didnt include a bulb 
I've had similar suggestions, coal should be charcoal and actual coal should be introduced for the blast furnace, and flax shouldn't be a thing since it follows the same rule as "no potatoes since they weren't introduced to the region til 1800's". Flax wasn't introduced till way later, but nettle could be used for fabrics.
But from the input Smiffe gave about it when I asked, probably won't happen. I think they're not really interested in nitpick changes that ultimately don't matter
I don't know. I think it's a lot of time management. A lot of stuff still to be done. Stuff like this, maybe some tweeks, somewhere after final release, but probably only ballance tweeks and reskins 'n'stuff. All this stuff, it's probably too late in the process.
At most, it's on a "could have been nice" list.
🤔 Here's a suggestion, If iron nails sink to the bottom and no dive feature to swim down a little to retrieve them when your out scouting and either you break your boat to take it with you across the biome you have just discovered or mobs destroy your boat and your nails are to far down to retrieve them, now you have lost your nails to rebuild your boat. Yet when your building and you tear down your reinforced iron beams, your iron which sinks in the water falls upward to the roof so you now have to tear a piece of your build out to get a ladder to go onto the roof to retrieve iron which for some reason falls up and not down on land. If iron is to heavy to float then it has to be to heavy to fall upwards. Can you at least make it consistent either float ie float up or sink fall down. just a thought.
How does something "fall upward"? I don't think I've ever seen it happen.
Sorry about your luck.. Happens all the time.
I'm sure it has happened, I have over 600 hours and have done quite a bit of building, I don't know exactly what it is to point my finger on it.
I cant believe you have never been building something and if you drop or destroy a piece to rebuild, they ususlly always fall UP. Not on the floor up on top of the dang roof ect... lol
Oh that's what it is 😄
Up? That's a new one.
you must not build much
it's not that they fall upwards, they just tend to drop a short distance above the piece.
very noticable on things like beehives, which's drops usually end up on top of the ceiling they hang off of.
I have 2600 hrs in the game, I have tons of builds, I belong to a building team it's what I do. Yes things fall upwards onto the roof all the time.
ahh ok, that makes more sense
Things should fall down regardless of the material that makes them due to gravity, sinking or floating is a matter of density.
Things drop up? Fall up no difference.. Iron heavy metal should NEVER drop or fall up...
no i mean the items spawn above the piece, they don't move upwards at any point
It's been this way since day 1.. Should have had a "fix" by now ijs
Actually they do. You can visually see it floating upwards..
I'm not denying your claims, just wanted a bit more clarification but it's moot now, I got it.
if they collide with a hitbox and the fastest way to get out of that hitbox is up, then they will move up.
anyways this was more of a suggestion to the dev's on making them fall down 100% down never above where they were removed from...
Winter, I have never seen a developer ever type what you are surmizing..but ok
Well this is a discussion channel.
that's fair, i didn't mean to disagree with that part 😅
Enjoy your discussion. Heavy Items don't fall up ever. Was just a suggestion to the dev's. nothing more nothing less. Have a great evening all
I hope it gets fixed for.. anything. Nothing should be lighter than air to fall upwards, not just metal. Also, you should put it in #suggestions so they can consider it.
Pine wood is definitely a good source for core wood. Pines are solid while being light, and the long stems with no branches makes them have less potential weak points, which is why they were a preferred material for masts (and later for telegraph/telephobe poles).
Oak is proper hard wood though, agreed here, but osks are generally fairly short and have a lot of branches and as such not as suitable as long poles.
If you can manage to get the same cuts from oak though they're almost incomparable durability and longevity wise though. Pine's cheap and easy to use, also grows fast
ope, yeah ya beat me to it lol
Proper pines grow slow.
Compared to oak though?
They can grow anywhre and if they have poor soil they still grow tall but get old and very solid.
still, you can feasibly grow pine tree forests with the intent of using them as lumber and actually live to see them harvested
It was more of a "we go into the hills and miuntains and cut down some of the millions.
This is also true, but they're still able to grow relatively quickly into usable lumber compared to pretty much any other tree
Like lumber companies have tree nurseries and stuff with the intent of regrowing the trees for harvest. It's pretty cool
Anyway work.
Have you guys ever seen any suggestions actually being implemented in the game? It feels like a waste of time. Devs just go their own way, unless it's a minor adjustment to an existing feature, in which case they might pay attention
plenty of suggestions have ended up in the game.
but alot of things can't be added or doesn't fit our vision for Valheim :/
One thing tho is that people who makes mods also can read #suggestions and make the mod.
So it's not always for us 🙂
@vast ermine we don't have any kind power to give other users over access to your steam cloud account 👀
Also, surely you or one of your friends has a spare pc that can run a dedicated server
I don't get the purpose of this tree suggetion at all. To change couple of wood types for some trees to get another not more ideal or simple wood types system? Why should oaks give you core wood if core wood is used mostly to build huts in the game? Why ash trees should be added? Just to make bows? There are bows already. And there are plenty of yggdrasil roots in the game as well. I think it was my first downvote on this server so far.
So I’m in no way a tree expert, but I absolutely respect the deep dive into some tree knowledge, that was a really interesting. Although I potentially agree with what was said and where it’s coming from, I think changing it now would only confuse the majority of players and such. But it was a good read for sure.
@merry tundra This sounds like a terrible idea, which woud piss off everyone. Why on Earth would you want that as an endgame?
But mark that idea.. i'm sure some real life developers would introduce it one day.. oh wait
Wait, isn’t that already in the game? After I beat the final boss, I get a cut scene of my computer shutting down, then I wake up the next day and go to work. Is this a bug? Or is this an intended feature?
The proposed ending reminds me of The Forest
That's not remotely how The Forest ends.
Who's talking about the ending of The Forest?
Don't feed the trolls lol
I'm not.
Derek is a cannibal?
Do you think their idea was serious? Or are you trying to get them to admit it wasn't?
Sadly I think it was serious.
Lol I am doubtful
Are we all behaving?
Does it seem as though we are not? 
Plz don’t add a new bench/table with Ashland’s. Utilise those that we already have.
Okay now that I think about, it would probably work better as a cutscene rather than a gameplay loop. Kind of appropriate too, since the player character keeps having dreams of their past life. Instead of going to Valhalla, they are kept on retainer for when Odin needs to vanquish his foes again. This would lead into Valheim 2
Isn't it obvious that they're gonna use the two new work stations that are unlocked one biome just before ashlands?
No, and there's no guarantee they don't add another crafting table
Yes, but it'd depend more on what exactly that possible new station is for.
I also don't see how is it a problem that we get a new one
"Isn't it obvious" 🙄
I'd say there was a very strong chance they would use the ones they've just introduced, yes.
I wonder if we’ll get some sort of ice fishing in the deep north?
I’ve always through that the artisan table is under utilised compared with the others.
What do you mean?
The stonecutter too, but I guess one could say its main utility is for building.
Like cutting a hole in the ice and fishing underneath. Unless that’s already in and I missed it haha
Deep North already has a fish, so I would assume that at least will not change. May be more places for them to spawn though? Deep North is still a distant dream for us ❄️
It seems you guys never really take on board any of the more "out there" ideas people suggest. It's always just basic stuff like changing hair, new outfits, or sorting items. Never the kind like new cauldron recipes with specific effects or some different dungeons or mobs etc.
I get it, you've got your vision for the game and that's fair enough. But it's sad when anything that doesn't fit into that vision gets dismissed as something for modders to deal with.
In the old suggestion channel, there were some seriously popular ideas with tons of upvotes but not one of them made it into the game. While I appreciate all the hard work you guys do, it wouldn't hurt to be a bit more open. Just throwing in my 2 cents
'I get it, you've got your vision for the game and that's fair enough. But it's sad when anything that doesn't fit into that vision gets dismissed as something for modders to deal with.' - What would be the alternative? Do something that goes against their vision?
Nope, nothing against their vision, like some dumb cats or horses or flying unicorns. Just take a look at the usual suggestions, do they seem way off from their vision? You're not getting my point.
some people have no imagination lol
Just to keep it in context: The highest upvotes I saw on any suggestion was under 100, and there were over 200000 people on the server at that point. Just because the suggestions might be popular in a small group doesn't mean that they're actually popular, and again... the programmers get the veto. It's their art they're making. There's also the issue of many of the suggestions not adding a ton of value for the amount of effort they'd take, or various other tradeoff concerns that come up because many of the people making suggestions don't actually have much of a clue about development constraints in general.
My opinion is there are a bunch of people or "downvoters" who would downvote Valhiem as a game if it was posted as a suggestion.
Just my opinion
One suggestion I was keeping up with had about an 80-1, but yeah at the end of the day, an incredibly small portion of players actually see and vote on the suggestions. Still, it’s a decent way to give feedback imo, and if I’m not mistaken, weren’t crossbows and ballistas originally suggestions?
I'd downvote something that was already in the game, sure. What would be the point in suggesting something we already had?
I think you have a point honestly, imagine how many people would’ve/did downvote chickens before they were added 😉 that’s just one example, I’m sure there are others. Magic is another one I would guess.
my point went over your head
that's my point.
We didn't need to downvote chickens, as they were on the original 'no' list from the devs. Obviously, their vision since changed.
the point is, there are downvoters who hate on any suggestion even if it was Valheim itself...
Just my opinion though. I could be wrong, maybe haters don't exist 😄
I don't think there's a single person that downvotes every suggestion.
.....hahahaha
The other thing to remember is that game balance is a thing. As many "cool" suggestions as people have, they need to fit in the progression of the game and be actually fun and/or useful. Good game design is a lot more difficult than people give it credit for. I've seen a ton of people who stop playing Valheim as soon as they turn on allowing metals through portals and such because it reduces a lot of the strategy and planning that is core to the gameplay loop.
Feel free to find one, if it's that important to you.
Theres was a bot here that downvoted every single suggestion automatically
That clearly doesn't count :p
Slipped up once though and proved itself to not just be a troll lol
I've never downvote any suggestion and I've posted about 20-30 suggestions and the downvotes are all the same people lol
Coincidence? I think NOT
Some people are just a little more discerning, I guess.
Don’t feel too discouraged, at the end of the day I think it’s just important that voices are heard. Dev vision does indeed change, and that can absolutely be a good thing, this is how barriers are broken and great things come to be. I’ve had some nice conversations and discussions with a lot of folk, including a dev, and I’ve learned a bit and I hope they did too.
that's why I said, it wouldn't matter if the suggestion was Valheim as a game, the knee jerk reaction of haters is real
Really sucks that the old discussions channel is gone. There were some solid conversations…
I see the suggestions as mostly a way to promote community engagement and discussion, even if most the ideas never have a chance of being added to the game
I guess you would call me a hater, right?
you downvote every suggestion I've ever seen mate...but I'm not calling you anything
just calling it as I see it
I barely even respond to 80% of all suggestions, so that's nonsense.
Can we take the squabbling offline?
I understand the frustration, really. I just try to ignore, and hope that my (or anyone’s) idea sparks discussion. I love nothing more than having a conversation with someone and them changing my mind, I think that’s great!
I'm of the same mind. There's a few that like to try and instigate in here, but it's easy to ignore them. Go tend to your crops while their comments disappear at the top.
I've totally learned about game features I didn't know existed just by talking to people about suggestions
ok here's another fact. Within the first 5-10min of a suggestion being made, there's a x10 downvotes to upvotes until all the normal people see it and it evens out
"All the normal people". That's just delightful.
Can I just check with you then that I'm only ever allowed to upvote suggestions?
I feel like I'm teaching 7th grade again. Don't make me grab you by your ears, gentlemen.
Many of those downvoters actually become kind of trend setters for the rest. If i see several downvotes already i have more chances to downvote it myself. I think that how it also works and is a bit frustrating
Huh? It's frustrating because YOU do a thing you don't need to?
Got to address your unconscious bias in that case. Don't give into mob mentality
No, i meant it could be frustrating for the suggestor
Theyre just votes, its not that serious.
I'm just pointing something out, that's all.
Except that you're pointing out something with zero basis in fact.
Ok i try, not sure if everybody does the same
100% fact on all my suggestions
This is #suggestion-discussion not #suggestion-discussion-discussion, come on guys
Yes, it absolutely is.
I pinned it last night
So if anyone wants to actually talk about suggestions and not the system itself. The heads on pike thing was brought up before I think. But it could be interesting if having them wards off local spawns, but makes their raids more likely?
Same as in The Forest?
It is constantly being said like a mantra. But people still discuss it every single day, even if the votes are not serious
We sorta have it with ballista atm
Idk, I haven't played that game much
I'm not calling anyone out, I'm calling out the fact that it happens, not who does it
I was actually just thinking about this suggestion, I think it would be cool to put any head/trophy in pike lol but maybe that’s a little too graphic?
Ballistas increase raid chances? Or what do you mean
Not calling anyone out, sure.
I was talking about the warding off part, sorry
We already put them on item stands, not much different
Raids are already sorta limited
That's interesting, but a lot of raids get replaced - like you stop getting greydwarf raids, and they stop being threatening, so adding them back to the raid chance would lessen raid threat
Hamster! You’re back! 🤝
Maybe if there was like an increased difficulty version or something but that starts getting complicated/involved
A way to get raids back that are turned off would be interesting
Hello! I've been lurking for a bit, good to see you again in here! 🤝
Those early mobs get definitely super bothering over time. And there's not a single option to get rid of them other than keep killing them
Or flood the area with firepits
I feel like people would use that to have a smaller chance at more dangerous raids
That is true, good point. But we can agree that a deer head above a fireplace is less grim than a deer head on a pike? Haha
Edit: wait, hanging a head above a fireplace is kinda grim actually 👀
Could be reworked so that it's an additional raid bonus on top the the regular ones if that's an issue
At some point they can't even damage you and just keep jumping near you and just irritate you
Thats what i was already working under the impression of.
I always feel bad using the deer, boar, wolf and lox trophies for that reason 😅
Eikthyr belongs above the fireplace, not just a random deer
Perhaps if the ‘head on a stick’ concept was used to summon raids, it wouldn’t necessarily override existing raids (which would effectively make raids less dangerous) but instead create a separate chance/timer for other raids?
Yeah, that's what I was thinking
My wife is terrified of troll and serpent trophies 
Fair lol
I prefer Bonemass. He has nicer things to say.
I usually make pretty small homes so I don't hang the boss trophies up usually 🥲 The fish are hilarious though
@tranquil jay How do you usually dodge, I recently discovered there's two ways to do it in vanilla
Oh do share! I think I only know of one
Sneak + space bar was the one I knew. The other invloves clicking, I have to look it up again unless someone else knows
Isn't it block + spacebar?
Yeah I think so
Spacebar is for jumping, not dodging in my eyes, always throws me off (I just use a double tap mod, much easier)
You should be teaching yourself to time blocks when you can parry, or smash jump while blocking when you can't parry.
Dodging is jumping out of the way of the attack. :p
Having to click 3 buttons to dodge is very difficult for me, basically I have a skill issue and I'm okay with that
#suggestions message this suggestion is funny because in another game I play you dodge with double tap and everyone wants it to be changed
Wear the heavy armor variants, shield up to add the armor, and throw spears at the ground to get agro. At least your friends/tames can easily mop up for you.
2 buttons, block and space bar - but aye, still a little awkward. I do like that if you mess up timing at least your shield is up
So your solution is don't dodge to sum it up?
bloc + direction + space bar
three health foods bro. Have fun.
Yeah if you want to specify a direction it makes 3 buttons total ^
Just turn your mouse in the direction while you cluck.
(Cluck since dodging is for chickens.)
Ah didn't think about direction button! It is a lot of keys
It just needs to be rebound to something like l-alt or something.
I think everything should be rebindable (unless there's a good reason not to allow specific rebinds).
Not in Unity.
l-alt to replace the block+spacebar combo? then it makes it 2, that might be better
I don't see directional disappearing from the combo.
2 as in the direction input plus l-alt ot dodge
Yeah, only way to go below 2 presses is if it was double tap the direction - then its like 1.5 button presses. The timing could be frustrating though, especially if you are already walking and want to dodge roll
I definitely prefer the one button double tap solution myself
Or just tap sprint to roll, hold to sprint
@tranquil jay can you read this discussion and update your dodge suggestion to include some more ideas? Don't need reposts.
Oo, that seems like it would flow well
It works well, I didn't think about that.
Think this might be the more appropriate chat for this:
So, the dead horse of the issue of the penalty for dying has been beaten into a messy stain on the floor, but have the devs ever weighed in? If so, I'd appreciate a link - I'd like to know their thinking before I mod it away.
I don't think they ever said they would add more options to completely remove it, the existing world modifiers was the current compromise
You didn't answer the question whether you'd tested the world modifiers that practically removes it.
I believe it has something to do with wanting to retain some form of punishment for death, the modifier is to adjust the intensity. Hmm I don’t think I can find an ‘official’ response, sorry about that.
Not arguing there shouldn't be a penalty. But I'd like to know the logic of making it completely negligible at low low skill levels, and ultra-punishing at higher levels, effectively "capping" the skills of any player that isn't good enough to never, EVER die to around the 50s.
Gotcha, so basically the question is ‘why percentage’ instead of a set number?
For example. Or why not different type of penalty entirely (e.g. items could break and require materials to fix)
I find percentage is a weird design myself
I agree, I think a set number would make more sense, but I do understand that skills aren’t super useful anyways? It’s a minor thing I suppose.
Percentage per se isn't the problem. It's percentage xp loss combined with the fact that level-up XP scales geometrically.
I think it makes perfect sense that you get punished less for dying when you're just starting out and don't know hwo things work yet, and when you should start learning how the game works and how to prepare and stuff dying gets gradually more punishing.
That’s a fair point
It's never really a big deal unless you die a lot and then you should start looking at how you could die less, as there's probably some preparation or precatution you're ignoring.
1% is the same at 10 and 100 skill, no? Rounds up. The difference is just it takes longer to gain it back
The main punishment for death is having to go pick up your stuff again.
Maybe. But requiring to never EVER die to get above ~50 skill seems excessive. And when I say excessive, I mean in the same way as getting rid of a fly with a nuke.
@lunar dagger you can already change this
That's not remotely the case, though.
And if you think the default 5% is too harsh, just reduce it in the world modifiers.
That is actually an extremely minor inconvenience compared to the tens of hours of skill grinding you loose from high-level skills!
Ok.
skills don't really do that much though.
where??
Dedicated server or hosting through game client?
whut? The difference between lvl 0 and 100 in a weapon skill is +141% damage.
client
If those people knew how to read, they'd be very upset
Skills are the best example of "nice to have but completely ignorable and absolutely not worth grinding" in the entire game
Dude really rude and unnecessary, this is probably the type of comments that got you muted before
I find the non combat skills to be more important, the higher I can grind up my running the skill the better lol
I'm happy that they added customizability here. But because of how percentage XP loss and geometric XP cost scaling interact, there is no setting that, IMO, feels good at all points in the game. It's the formulas behind those systems that are flawed, not the values of the variables.
The difference between very low and very high is noticeable, but you only lose 5% from dying, and can lose 1% if you want to, and 5% or even 10-15% difference isn't very noticeable.
I swear theres a command for it, just cant find it atm
@lunar dagger i think it might just be in settings
O'm possibly blind but I can't find anything about saves in the settings at all.
oh there's an auto-backup history.-
there's only the autosave limit
I'm confused. We say skills don't matter much but in my experience thats the difference in jumping oto a crypt without having to build structure or outrunning mobs vs not ... I mean they aren't critical but the loss can be felt
"Choose how many historic saves will be stored for you." Nothing about frequency..
I might be remembering wrong
Basically, at 5%, the penalty feels irrelevant up to skill level ~15 (good thing, since it makes things easier for new players). Noticeable but fair from 15-40. And increasingly punishing and excessive beyond that.
Now, if you were to set the penalty to 1%, it would feel ok until maybe 75, and too much beyond that. However, it would also feel mostly irrelevant until level 30 now, which is probably well into Black Forest and possibly Swamp biome. Those are no areas for newbies, dying there SHOULD matter. And you STILL can't get above 90 without being a literal god at the game (unless you do stupid stuff like running in circles for hours just to grind skill).
I repeat: The current formulas do not and CANNOT work for the entirety of the game, no matter what values you plug into them.
It's possible, but pointless and challenging to get a skill to 100. I don't think that's a big problem, on the contrary I think it should be difficult to get skills to max.
If the value is set to 1%, would the skill lose no matter the value always be 1? Since it rounds up?
I'm fine with the penalty when you die. This game is meant to be brutal, as marketed, but ppl request so many nerfs that I don't see it as brutal anymore
Yeah thats what i said
#suggestions message would you mind elaborating? I just want to try and understand what you’re trying to suggest 🙂
I already suggested a possible solution that was downvoted into oblivion - add a multiplier for gaining experience. 7 days to die has that multiplier and I always set it to max because I don't like to lose 3x more time just to grind xp.
Valheim skills are a passive thing that I let bloop and dopamine hit me, but I never found a reason for grinding until magic.
Yep, grinding magic and arbalest skills is popular I think.
||SkillGainRate|| command
I'm not sure if anyone would care, but seeing as there is already a barleywine in the game, the addition of hops as a wild (and maybe plantable with mods) resource for brewing could be interesting.
Hops were first used in beer around the 820s, and the age of vikings was around 800 to 1100, so they could have encountered them
(No, I'm totally not a brewer IRL. Why do you ask )
Is it wrong that I still remember the name
I only remember part of it
Moving forward let's not bring to light the fact that people downvote suggestions or who's adding downvotes. Approving or disliking suggestions is a way of life, it's always going to happen 😄
Take the downvotes as a critique rather than a blatant dismissal. Perhaps there's a reason for the suggestion to receive a downvote.
Maybe the idea doesn't fit into the game itself - based on what's in the game already?
Maybe the developers have already said no to the idea previously
Maybe adding the suggestion would take a large amount of development resources/too much time to implement for such a small idea
Maybe you're close to a good idea but there's something that's not quite right?
Ideas such as "Add unicorns to Valheim cos I love unicorns" are imho not going to make it into the game as they don't match the viking/norse theme the game has running currently.
If you feel anyone is "trolling" you with emojis or otherwise, reach out with modmail rather than taking it upon yourself to handle it in a public chat
👆 pin?
@simple hound click to look at pins yeah lol
I know but extra reason not to call out downvotes 
apologies for reviving this bit from a few days old: I'm a bit fearful (nay, even expecting) that a future Unity update is gonna 'break' the unofficial port. Unity has flagged that OpenGL for macOS will be removed at one point, in which case the port would need to start actually modding files (currently it just uses the Linux build + its OpenGL shaders, and off it goes) 😰
That work level is likely specifically why they aren't supporting Macs during primary development. They already farmed out the Xbox port partially and just managing those two very similar platforms has been a headache. I wouldn't count on anything working on Mac for any amount of time going forward. It might be a target after the game hits initial release, but there aren't any guarantees at this point.
Downvotes mean nothing. Remember those chicken and magic suggestions? They were always heavily downvoted but still managed to make it into the game
I mean - survival games and chickens are like peas and carrots 😄
So you mean there is still hope for bicycles in Valheim? Or at least horses 😄
Personally I’m glad chickens made it in, I think they look great!
Just for the fun of the conversation, I’m actually really surprised ballistas made it in.
Definitely straying from Norse mythology that one
Technology and such was already far away from Norse stuff in the plains with windmills and spinning wheels.
Are they? Varangian Guards, Romans, Ballistae...
I feel like windmills are a little more feasible than a ballista though, right? Genuine question, I really don’t know all that much about it haha
well. sad to report that since the hackers wiped all channels clean, I can't tell you exactly who and which suggestions where added.
but more than you think has been player suggested ended up in the game.
So the Romans had Ballistae and windmills. And the Vikings definitely encountered at least the Byzantines
Moment of silence for the Vikings that discovered ballistas the hard way 😔
Au contraire
Well maybe a few. But they probably fought alongside them
list of things suggested that was added AFAIK:
- Added automatic toggling of seasonal items
- You can now activate the guardian power again when using the hammer, hoe & cultivator
- Hair and beards are now visible when equipping helmets
- Quick-stack button added
- New build piece: Hexagonal gate <-- this was in high demand
Just to name a few
You can now activate the guardian power again when using the hammer, hoe & cultivator? 🤔 This is news to me
better read those patchnotes to see things we add 😉
I do 😭
Roman technology
I missed that hildir added new raids 
Only found out last week when someone was talking about them on reddit. Thought they were talking about mods, especially cause of the name of the last one
Like, if I build a workbench it's supposed to reset the guardian power so I can use it again?
no. you can't reset the timers on those
Oh, what do you mean? I'm confused
which one?
"activate the guardian power again .."
ah
it's not "again again"
but it was a thing that was lost a long time ago
and players suggested it. so we fixed it as per request
Oh you mean it can be activated with a tool out
yes
I promise I read the patch notes XD
How would that be functionally different from adjusting the penalty %, aside from making skills faster to level overall? If anything, it forces you to adjust penalty and skill levelling speed together instead of independently.
imo, the simplest solution would be to cap how much XP (not skill points) you can lose per death. Doesn't have to be a hard cap, some form of diminishing returns works too.
e.g.: max. XP loss = sqrt (CurrentXP x 0.05)
there is a cap already
That's kinda how it works anyway, since the gains are logarithmically diminishing IIRC. You lose 5% of your skills, which are larger overall when it's higher.
I don't know. I'll leave that for the devs to decide.
It's the other way around: the fact that gains are diminishing (geometric I believe, not logarithmic) makes the LOSSES escalating (even exponential, if gain is in fact logarithmic)
There is? Can't find anything in the wiki...
Sure. But the point of that is you shouldn't ever get too high, or fall too low. You're generally not intended to get near 100 of any skills.
That brings me back to either skill loss is too trivial for mid skill levels or too large at largeish (NOT near 100) levels. The penalty needs to "stretch" better, if that makes any sense.
Why? It doesn't penalize much in lower levels so you can build it back more easily, and at the high levels it's punishing to encourage you to plan ahead more and not die, but at the end of the day you don't need super high skills. The "intended" level for skills in the Mistlands is in the 40s.
The problem is that progression for the average player effectively stops somewhere around the plains. And treading water isn't really fun, imo.
There is still plenty of room from 40 to 100
Again... why? You get better food, you get better gear, why do you need those numbers to be higher? Do you only have fun at 100 skill level?
Pitabread just said it 🙂
everytime you die. you lose 5% of your total exp
I mean... it is. It's literally a cap. You also don't lose further skills if you die in short succession, which is nice. But at the end of the day, the skills are helpful, but they aren't the point of the game. Focusing on them is to your own detriment. You can still turn down the penalty in the world modifiers as well.
it can actually be considerably more than 5% due to quirks in the system, but that's beside the point. I'm saying that a linear 5% is too much, and needs to be capped at high levels. This can be a hard cap ("never more than 2 whole skill points"), or a soft cap (e.g. gradual decrease from 5% loss at 0 to 2.5% at 100)
need?
you mean you lose to little levels at lower levels and to much at higher levels?
you would rather lose X amount of levels every the you die?
Not in the sense that the term is commonly used in game design. But discussing semantics isn't helpful. Just accept that I meant it the way I described in my example.
yes, exactly.
That would be too harsh at low skill levels, i.e. for beginners.
needs to be a middle ground between this and how it is now.
I think you're missing the forest for the trees. The way the math works is that it makes it easy to keep yourself in a middle ground of skills, very hard to keep them near 100, and very hard for them to stay in the lowest reaches.
so 2.5% loss instead of 5% ?
5% at 0 skill, 2.5% at 100 skill (numbers obviously subject to tweaking - or even adjusting via world modifiers)
I mean. I could possibly agree if someone uses the difficulty slider to do something like that
but vanilla game with everything standard should be as is
Don't care about vanilla - though it would have to be possible to adjust this for a running game. Having to start over because of this would be... not great.
So... let's take a step back. Why do skills matter so much to you? I get that they are hard to gain at higher levels, but they're not the point of the game.
Well. World modifiers Death Penalty slider is there for you then.
from level 100 on the lowest setting. I only went down to to level 99. not 95 as vanilla setting is
Skills aren't too important (they're kinda important, but only if looking at the difference between 0 and 100. You'll likely always have a good amount of skils even with constant dying) but I still get so attached to them that I refuse to die
Again. On casual you are losing 1 skill per death no matter your skill level
@karmic flax meaning you will lose one skill level across the board of all skills right?
Ye
Plus the red in-progress bar wherever that was.
Not advocating for any position on the subject, but would ‘skill checkpoints’ help with the issue(s) you’re running into? Say for example every 20 points, you get locked into that level. So for example, if you hit 60 in swords, you can never drop below 60. This would encourage, incentivize, and reward the players who enjoy getting their skills up, where the ultimate goal is to hit 100. With the current default in place (losing 5% per death) this also makes each checkpoint progressively harder to achieve.
no
players would just be more wreckless
Counterpoint: I'm reckless anyway
Ahh, fair point
and it would make balance absolutly nightmare for us
This is the most important point, and one I hadn't considered, tbh.
Same, didn’t even think about that lol
Like I noted above, right now the system really is self-leveling. It's more punishing if you've got really high skills, but it's easy to build at low skill levels, so you end up balancing somewhere in the middle-ish in general.
If they put in skill checkpoints they would have to assume many players will have max skills eventually, which means that mobs would not be a challenge for them, but a huge challenge for people who aren't maxing their skills.
Yep, ok, I'm now on team "skill penalties on death are a good thing". Thanks Smiffe!
So this a weird comparison, but I kinda compare it to Dark Souls (or Eldenring I guess). Stats/skills aren’t needed to be maxed out, and it’s pretty rare if they are, and it takes alot of unnecessary grinding.
Yep, Smiffe has also convinced me lol. Guess that’s why he gets the big bucks.
The reward for high skills is a smaller chance at dying due to better stats, which means you should lose less stats
I'd rather attribute points you can unlock and spend to increase base skills. 1 per boss head trophy picked up for the first time (added to trophy list). Still go from 0 to 100 normally but you can sorta influence what your character is good at baseline.
It'd be like getting an armor set bonus you can set yourself?
The only skill I care about is jumping, which I really aim to get over 30 before going to the Swamps so I don't need to build a workbench to be able to jump up onto a crypt. Beyond that they aren't that important if you just do your best to avoid dying 😛
Jump and run are so underrated.
Me running laps around my base to level up running
You set your own bonus by using the weapon or skill. If you use it more, you get higher skills in it 😉 That's also why I think running is the only skill I have ever gotten to 100 naturally.
that is ... that is a LOT of running.
It's also a lot of not dying. Partially because I run away when I'm in over my head.
ahh the Brave Sir Robin tactic. Valid.
I prefer calling it a tactical retreat to reposition myself to more advantageous circumstances 😉
I've only ever gotten woodcutting closest to 100. Everything falls between 40-60 usually, but I've restarted a couple of times across playgroups.
Good to hear 👍
very few thinks of the enormous task of balancing a game 🥲
\o/
but atm, Seeds is figting seeds and seeds2
so we shall have to see which one is victorious in the end
Yes that's true, especially for single player games
YES!
This is why I almost exclusivly playtest solo gameplay
That doesn't help when you're better than the rest of us at it... 😛
For what it's worth, I really enjoy valheim's curent balance curve
learn biome > master biome > get wrecked by next biome > learn biome ...
I am not 😄
I want my feather cape to be nerfed 👀
didn't know you where such a mean player 😄
Feather cape doesn't do much at sea level, and you're gonna have to sail into the Ashlands...
I think it's very kind, personally, that the feather cape gives you cold resistence. Makes the mountain biome ez to go back to
well yes. it's strong to inherit such power
I understand making things easier as a reward for players who match the challenge, though. maybe I'm just sad my lox cape is no longer as useful 😢
@azure monolith I was originally going to combine the ideas and suggest a cape that made you permanently wet #suggestions message
||This may or may not be partially a troll against the "waterproof cape" suggestions
||
😄
I'm just excited to see what we can do with our "Queen Drop", since that's usually the key to progressing into the next biome in some form or another.
You probably need it to either initiate a fortress event, or unlock the treasure in the stronghold at the center
If they went with the mistlands route it would be some item that gives a buff against environmental effects, but I don't know if they'll do that 🤔
I like the directions they went with Ashlands, the walk and talk makes it look a lot like Act IV of Diablo II, but set in a burned out forest instead of hell
It'd be cool if it worked kinda like the wisp light to protect you from the embers, but eventually gear you built there would provide that same protection so you can eventually wear the menginjord again.
That's my biggest sad with the Mistlands... I can either choose to carry more than 2 things, or be able to see, but not both
Yeah, maybe it's required to build a black forge upgrade that lets you build an item that protects you
Like blackmetal shoes that protect your feet from getting burned or something
No one likes my suggestions 🤣
@azure monolith maybe Odin-bot should remove suggestions that contain links 😬 #suggestions message
I've already reported it to ModMail as per the rules.
i already deleted it and reported it more directly
are you sure? your ticket hasnt actually updated with a new message
he fucking dies
Nope, I forgot to click the bloody tick.
Either way, it's still the correct protocol rather than pinging Smiffe.
There are rules against backseat moderating, too 
Oh, don't I know it.
Coconut Doggy has said that they're fine with pings, esp. if it's something that should be seen asap.
Your thoughts have been duly noted 
I still think the best solution to this is just to have some sort of xp gain bonus for tougher biomes
You'll train your blocking and weapons significantly better on fulings than skeletons, for example
So when you do lose those high levels due to some BS death, you can gain them back just from normal play
Agreed, I think a lot of the skills issues are best dealt with by rebalancing the xp system.
IMO the weapons should be tweaked so they gain xp at a more consistent rate (instead of slow hard hitting weapons taking longer to lvl up than fast ones); blocking needs a better xp rate; and you should level up faster fighting tougher mobs so its more seamlessly a part of normal gameplay and there isn't an incentive to go smack greydwarves with the worst weapon you can find if you want to level up a new weapon skill some
a bunch of the weapons level much faster than others and it could use a big balance tweak/rework. hard hitting weapons like atgeirs/crossbow/battleaxe level super slow compared to small fast hitting weapons such as knives/spears; since its based off of number of hits rather than how much damage is done or stamina spent.
it is a bit sad that if i really want to get xp levels i have to pull the wood arrows and rapid fire the bow at 40% power mindlessly spamming, or pull out the bronze/flint weps instead of using the mistlands stuff.
here's hope that they haven't chosen to patch up & improve skill systems for the time being because they are releasing new weapons/biomes and will probably rebalance stuff when the game is finished or at least the next major biome.
the bow skill level scaling itself its quite absurd gaining 80% reduced draw speed aka +400% dps output, would be nice if the level 0 bow fired a little faster and then level 100 bow got significantly toned down to meet some mid ground.
Yeah, it's like skills aren't supposed to matter that much by design, but when you're doing multitudes of damage output on certain leveled skills, they definitely matter. Hoping it gets addressed by final release and the current system is just a basic placeholder for a more fleshed out leveling system.
And yeah, it's been said a lot, but just having the damage dealt and possibly enemy type being an XP multiplier would probably fix a lot of the issues. Would obviously need a lot tweaking, but it'd be a much more robust and rewarding system compared to what exists currently.
So damage and Enemy type?
Meaning a certain monster and a certain weapon will be used for level farming 🥲
balancing meltdown
This reminds me of Kenshi where you get big levels by fighting tough ninjas and almost no levels when you fight puny bandits. So if the enemy is stronger than you you get tons of experience, and if the enemy is weaker than you then you get almost nothing.
Why do we even need a skill system? There are enough mechanics in the game that, for all intents and purposes, reflects skill from experience (positioning, biome + monster knowledge, sneak, dodge, block/parry etc.) IMHO It's a redundant system designed for games that did not have sufficient mechanics.
If the system is a problem... just yeet it?
I suppose getting rid of it entirely and rebalancing accordingly would be fine by me. But then you'd need an entirely different penalty for dying.
Because they're there. Numbers Go Up is a tried and true gameplay mechanic that CAN feel good. However, if you're going to have a system in the game, better make it satisfying. Otherwise, it's deadweight that drags down the rest of the game. Of course, that makes getting rid of it (like others have suggested) a completely valid alternative.
No, it isn't. I've explained at great length why the current slider doesn't do what I want it to do. I don't know why I'm not getting that across, but I'll try one more time:
In its current incarnation, the slider EITHER makes skill loss meaningless at low-mid levels OR too punishing at mid-high skill levels. It doesn't have a "goldilocks" value.
This is why I suggested a scaling penalty that decreases as the skill goes up.
Again. That is too low at low-mid skill levels.
Gotta agree with Smiffe there, the game should reward careful play at all points in time.
Worse, most people don't even consider balancing important for single-player, when it is actually core to a good experience.
This works for skills like blocking and weapons, but what about Run, Jump, Swim, etc.?
Normalizing skill gain to weapon speed still sounds like a good idea, though.
I mean, that is the case right now? Weakest weapon + greydwarves is how people who want to level a skill go. At least changing the system to be based on damage and enemy type makes leveling via natural gameplay more fluid and immersive, and encourages you to fight harder enemies, and use new weapons, and makes it feel better to pick up a new weapon in a new biome
At the very least tying xp gain to weapon speed in some way so all weapons level up at comparable rates would be great
They kind of already are. It is much, much quicker to e.g. level axe skill by hitting Lox with a stone axe compared to hitting greylings with a blackmetal spear.
Good point! It does feel a little undercooked in some ways - any gains made in swim or fishing are lost to combat death so easily for how slowly they level. Fishing feels like a skill that you go out of your way to level so you can catch better fish, but trying to maintain a fishing level can be quite frustrating.
But very satisfying in others - run and jump are my favorite skills and I really like jumping higher as my skill goes up, and they are universal enough that you get them back relatively easily but still lament losing them to a death.
What if when you die you lose only active skills (those which were used during last day before the death) and you simply lose 1 level of each. I.e. if you were fishing and died you lose fishing, if you were cutting trees you lose tree cutting skill but fishing stays intact
Most of the time you'll die using a weapon so you would lose weapon progress constantly but not the other skills.
Do you mean that it checks the last 24h's and what you did during those and you lose a skill from those?
Wouldn't it be more logical if you lost the inactive skills, since you worked on the active skills and they will be fresh in your memory while the skills you didn't use aren't.
Yes, you more often lose jumping, running, different battle skills (all those you used), but they are easier to restore as well. Death should be a lesson to you. If you lose inactive skills that would be a weird lesson and it would be almost impossible to level up fishing swimming and stuff just because they are rare to use and you lose them constantly
At the same time you can get temporary post death bonus depending on what have killed you.
If a tree, you loose 1 level of cutting but get 5 min bonus to cutting to be able to get you back on track
If a deathquito killed you you get pierce resist as a post death bonus i.e. And it would help to break circles of deaths easier.
@neon rain I love your #suggestions message with the tent bag! Not sure why ppl are downvoting it. Very practical and creative idea, also nice touch connecting it Norse stuff. It's a pain to keep using portals just to crash at base and then trek back out again
Thanks you! It happened so often that I had to build additional portals or had to stop my exploration because of it! I also wonder why people are downvoting it. Maybe they think it would change the gaming experience?
however nothing requires its use and it will add a super nice construction element
hmm I see that a lot of people disapprove my idea, I'm curious to know why, could you explain to me?
I can explain my point of view on it.
- you can just build a pocket portal to get back home
- it's alot of work, just to place down a item
- I don't like a "popup" tent
- Valheim is bloody dangerous place once you move past black forrest really. so you would most likly be killed on sight as you do your morning yawn 👀
Maybe Smiffe was once bitten by a tent and he hasn't forgiven them
tents are good vs deathsquitos (the irl ones)
I just set up windmills around my bed, instead
When people see a suggestion with lots of downvotes, they tend to pile on and downvote it even more.
That's what we call mob mentality.
Thanks for listening to my TED talk.
I'm just kidding 😂
just seeing if the downvote is contagious 🤔
It's true. But as this tent would only be buildable after the ashlands, there would be no fear in most biomes. and I see very well what you mean about the pop-up side which is not very sexy.
Yes XD
So for me, I really Ike the distinct separation between ‘base time’ and ‘exploration time’. I’m not entirely opposed to the idea of a tent, but in your suggestion it seems like a near late-game item, which would probably not be entirely useful at that time? Skipping the night on the go (so easily) kinda detracts from the danger that is the night time (see Minecraft).
If I were to pitch an idea of a tent, maybe it could simply be an item bought from the merchant. It could give +2 comfort in addition to a campfire, but remove the ability to sleep through the night. This was, it’s a fun item that might be worth to have handy if you want to be extra prepared for a long journey. Maybe it could give the resting bonus as well? These are just some ideas I pulled out of thin air, so they’re not refined in any way.
yes it's true that this item would no longer be very useful at this level of play. I hadn't thought about it from this point of view
I think that it could be the basis of a new dynamic of exploration, with a temporary camp system more different from the definitive bases
A tent would be very useful in a no portal game or before we get portals. I think that's the problem with tents. If i were to choose between a tent and a portal (even irl) i would choose a portal ofc.
It would be nice if a tent is something we could build at a work bench (deer hide and wood) and then carry with us early-game as we travel and explore. It might encourage more exploration and more risk-taking early game. Already sleep doesn't work if there is danger nearby.
maybe add the crafting of a new tent to each biome?
Would the main purpose of a tent be to skip the night time?
The main purpose would be to have a spawn point in the area you are exploring
I've played a mod with tents, and that is what we used them for
and to be able to rest. to renew your bonus
Is there a mod that does this? Witch one?
all you need to get rested buff is a small campfire and sit down 🤔
^was just about to mention that
maybe the tent would add comfort and therefore bonus time
That was the Krumpac mod. Still in beta
It’s actually really cool. Your rested buff wears off, so you gather a little wood and stone, and build a little fire on a flat area and sit down next to it. Good time for nice screenshots too!
It has a lot more than tents 😂
Mb if portals couldn't work at night time.. (but this is a very serious gameplay change) i would root for tents with both hands
Tent/sleeping bag:
Youre exposed
Pocket portal home:
Youre safe
You can repair
You can drop off almost all items
That would cripple portals so bad
I see a tent/sleeping pallet very much as an early-game item for exploring the meadows/black forest
Yes, and wo any obvious reason
But it will make players plan their day better
the goal is not (in my opinion) to be practical but to make the immersion of exploration more pleasant. just putting up a portal is less fun than making a nice camp in the black forest
Alternatively theres tons of abandoned houses that only need a bit of repair to work as shelter while exploring
If they aren't full of bees
Making the night more punishing and making the most of the day would be nice. And making the portals unusable at night will make exploration: more strategic
more interesting
I would say that’s why we have no portal mode though, right? Edit: and no map mode
Tbh portals are too OP. But having no portals at all is also not good at all
Im just envisioning doing stuff other than exploration then having to wait 10 minutes for night to be over just cause i wanted to pick something up somewhere. More tedious in a lot of situations
not tedious with a tent 😎
and your avatar is really fun Larsi
I like the lore and flavoring of your idea but as a survival and building game I think that having some kind of "house-in-a-bag" is kinda not in touch with the whole vibe of the game (imo). Gathering a little bit of wood to build a humble shed to pass one simple night is not really long to do and it adds a little bit of you in your world. There's no such things as seeing old structures you made 300 days ago!
@silver scaffold Moder already exist and this is not Minecraft 😅
yes obviously
🤣
#suggestions message it’s my understanding that waterfalls aren’t really possible due to the games engine, but I agree that waterfalls would be cool 🙂
They aren't in the game so obviously none of us can't find them
Yes. All water is set to be same height across the entire map, even underground. Tar is using something different
Ashlands spoiler > ||im excited to see how the lava works 👀||
Let me get burned alive 😈
better yet, let my sparta kicks actually kill mobs for once by launching them into lava
Some mobs with prob be fire/lava immune
If you check out Episode 2 of their "Making the Ashlands" they talk about it a little bit
From what I've seen, doesn't seem like the lava will be too liquid but more like some object that generates all over the biome and works as an obstacle and you can't alter it
I'm already waiting for the "Let me grab lava so I can use it as base defense in meadows" suggestions
@pulsar veldt there is a very big waterfall in the world but you have to travel literally to the edge of the map to find it
@granite geyser Seen so many so/so suggestions, but I wanted to say that I quite like that specialty food for animal taming idea you made.
Simple, makes sense, and curbs one of the more tedious parts of the game as a reward for some prep in advance 👌
Just store buckets of lava in your inventory, amirite? 😛
pfft I suggested that way before ashlands was even hinted at. To be fair it was tar and not lava tho
Before 2019?
No I’m exaggerating a bit
Its a good goal and I agree the ease of pocket portals takes something out of exploration, but as Larsi said pocket portals just win over any tent idea. Pocket portal nerf (or self imposed limitations) is the only way to achieve your goal
Agreed 100%, this might be a hot take, but I wouldn’t be opposed to some sort of nerf to pocket portals- perhaps requiring a forge to make or something. Obviously this wouldn’t completely negate pocket portals in a sense, but it would cripple their use.
Hell that's probably the best and most simple solution I've seen lol
That is an interesting idea! I think that could work rather well... trying to think what sort of problems might arise from it but I don't see any off the top of my head 🤔 it would encourage folks to wait a bit after fishing for instance before going into dangerous areas?
I definitely see the only way of making portals much more static and harder to build, which i'm ok with
For sure, it will encourage people to plan their activities more and think what they're going to do today and what not
I still think pocket portals are gonna be about the same even if requiring a forge to make. People won't want to travel really far everytime they need to go somewhere, so they will still end up just bringing portal materials (including copper for forge) so they can return to what they've discovered later on without sailing for an hour. So still not much use in putting up a camp
Before valheim was invented even
way before
"let me grab lava to create defenses in valheim"
"Tf is valheim?"
2008-2009ish
Before lava was invented then
It would stop you from being able to carry portal materials through a portal essentially. On sailing trips you'd carry the forge materials so you could put down a portal, but it does help deter carrying one all the time - though you could still carry forge mats, but thats what 7 slots and a good chunk of weight devoted to the portal now 🤔
Maybe even add a bit of copper to the mats for the portal or something
back when there was nothing but heat energy throughout the universe, the suggestion for lava valheim home defense manifested
why y'all wanna cripple portals 
I think it would be a tougher investment, having to carry around forge mats (most important a non-teleportable item). It would force the player to have more emphasis on building outposts and building portals between them.
Edit: ahh, hamster covered it above basically
But it will encourage a bit more local exploration without portals as a super easy way to get home for the night
7 slots? Fine wood, eyes, cores, possibly regular wood but that's easy to mine wherever you go, and some copper? that would be 5, I guess 6 if you count hammer
Putting down a portal after a long sail and then exploring a new land is different than running around said new land with a portal in your pocket at all times tho
finally someone who relates. Not a lot of the peeps around here was alive back then like us two
Coal, stone
back when I was nothing but theoretical subatomic particles, I had a vision
Stone easy to pick up tho
but if you sail somewhere with copper, feels easy to me to just continue bringing that copper while getting off your boat and start running
ah forgot forge required coal and stone. Yea fair starts being a lot of slots
Oo add tin to the portal mats instead of copper
Hmm I would say I would target specifically pocket portals, because imo they feel too much like a get-out-of-jail-free card. I feel like something as powerful as a portal should really require some hefty investment on the players part.
This should definitely be a world setting type of thing
The weight starts adding up too. I did think about portals requiring a dragon egg or something - so heavy you can't really carry the mats around. Put them on a boat or a cart or otherwise invest in setting up a portal, vs carrying one all the time
May be just some time to wait after a portal is built to be able to use it? Like 1 day for it to become active
I've always said, only allow portals on coastlines, as actual ports. You still have to sail to each island to place one, and you can't hop from place to place within one island, but you can portal home from hte port.
I think pocket portals are fine as is. Traversing is a pain already, a large part of people hate sailing so add metal to recipe so weird and further make things hard for them.
as I see it, people play with self imposed restrictions all the time, this is one of those things, that shouldn't be forced by the game itself.
I mean I think it would be for vanilla and improve gameplay. Requiring a forge is a minor tweak like you said, just deters carrying a portal 24/7 but doesn't impact setting up portals after sailing or setting up outposts
Just play without portals if you think they take away too much. They're too ingrained to change now without causing a massive outcry.
I just see a lot of backlash from the community from nerfing portals. Personally I wouldn't be against it tho
The game is better without portals, but I don't think most people would be happy if they nerf them.
Nerfing pocket portals would kill some playstyles. I personally rely on them to make my gaming session manageable. If it became more difficult I wouldn't be playing the game as much because it would become a bigger hassle to explore. I don't allow transport of metals because sailing is a big component of this game but making exploration that much more painful steers me away from playing. I personally believe the balance is perfect with the way it is. Plus we have sliders to make things more antagonistic.
There are already sliders for portal behavior stuff. I don't think a change to the defaults would add anything to the game, though.
A small enough tweak might be ok tho? Would really only impact 24/7 pocket portaling, and you could still carry one around if you really wanted
Eh, I feel like it’s really a small change honestly. Sure, there would be outcry, but what better time than early access? We’ve seen other items get nerfed in similar ways, haven’t we?
We need something between having usual portals and not having them at all;)
"need"? There are also a ton of different settings already between that all.
Demand!!!
What other settings? Isn't is just no portal - portal - portal metals?
I mean... you can also just impose your own rules on your gameplay if the current usage bothers you. I just don't see it as being anything but very niche.
Actually we started with tryinv ro find place for tents;))
I seriously appreciate the devs including sliders for a lot of these things. Some of us can put a ton of hours in this game and others cannot. Currently Valheim is my go to relaxing game. Adding more unchangeable diffciult items would push people with limited time away from investing time in this game. Just my thoughts on it.
ultimately I think pocket portalling comes down to self control. Making little outposts is a lot of fun to me, and putting a portal down to escape danger feel scummy, so I don't use them as extensively but I still make good use of them
If it was up to me other cheesy things like breaking enemy AI and shooting them with a bow, or spamming atgeir middle click would be out the game too, but ultimately it doesn't rly matter because I can just choose not to do those things. And then people who enjoy them can choose to do them
exactly what I said, people do it all the time. There's no reason to force your playstyle on another part of the player base which likes pocket portals.
I'm not against another option to the slider tho.
I think it’s less about difficulty and more about perspective. Pocket portals would still very much exist if all that way changed is they now required a forge. The dynamic could likely shift to players packing up some forge mats on their ships, but I don’t think that’s a bad thing. This encourages players to set up more outposts for the sake of exploration.
Don’t get me wrong, I have nothing against self-imposed challenges. But (hot take) I think it’s more of a a balancing issue than a gameplay issue.
There's another possible way. Make portals already exist on a map, and for players it's only to activate them with cores.
I mean pocket portals take 3 slots and enough of your carry weight, I would say it's balanced enough already, with how limited inventory slots are
Would you say the ability to portal home anytime is crucial to your enjoyment/ability to play? Vs making portal spots that you circle back to to get home. No judgement, just wanting to make sure I'm seeing the other side
Last night I opened the map and decided to go to an uncovered spot of the map. I jumped into the longship and began sailing. I had a pocket portal with me. The portal gives me the option to come back at the end of the night and pick up circumnavigating the island I started. Removing that takes an hour of my game time in sailing alone. I don't portal back at night because I love popping a campfire down for resting at night. My decision. Making that more antagonistic would kinda turn me off to the process. I'm sure there are others that dig the back and forth but I have too many other things going on in my life. anyhow I appreciate the perspective the group brings 😄
I'd say its important to me ya. I'm not speaking for anyone else but man does RL get in the way of my valheim time 😄
As a father of a 4 month old, I understand this 150% lol.
I think I’ll have to agree to disagree on this one 🙂 I find the risk/reward to heavily favor the latter personally? But that’s just my experience.
So thats not the type of pocket portal we're talking about - nothing would change for you, except carrying some forge mats in your ship when you first set out
Wasn't there a time the devs were going to make portalling only avail at those circle stones at one point? the big stone circle you see in the meadows (not the shipgraves)
It is what it is, I think the no pocket portal is one way to play the game but nerfing the strat in the game itself is something I believe would definitely ruin the fun for many people, including me
In anycase, the only thing I'd argue for is that at the very least its a slider or world setting item. I would definitely NOT be apposed to that.
Same, a world slider and leaving it upto the player would be the way to go
What about the forge requirement breaks things? Just curious, it sounded like it wouldn't change how you are using portals
Yeah, I don't think anyone wasa expecting a change to the vanilla game as it's extremely unlikely it'd ever be changed by a niche group, but an expensive portals modifier would be perfect
Hell, I guess I’ll write it up in suggestions, might as well 🤷🏼♂️
I feel like a hoarder when I go out for a trip at the moment. LOL portal stuff... check... room to fit a boat... check.. ok... I can pick some berries... yay 😄 >.<
This is well said! I don't think its niche, I think having 100% access to home messes with gameplay balance and a lot of what the devs say they want the game to be
It's mostly metal can't be taken through portals (without slider) that makes forge requirement an awkward one for me
Oh, you carry a boat with you too? I was thinking you'd put the portal stuff in the boat, then plop it down when you arrive, but carrying the boat changes things for sure
Haha that’s the best part! I love preparing for long journeys 😂
it's an adventure!
I love it when I prepare for a long journey but then I gotta put a couple random things in my inventory away and then I accidentally put away something needed for the journey. Last night I had to hunt down a bunch of greydwarves to make a portal bc I left my greydward eyes
Curse you "hold E to store"!
Fr tho always fun having to hunt down stuff
What would that change for you? For me I usually sail to new lands so it wouldn't change much for me 🤔 except for when I would go to an existing to portal to then continue exploring from that point - that would get slowed down
just leave forge materials there when you put down initial portal. Can pick them up and keep going when you return
other than for inventory space yea
Very true
More forges in the world is definitely a plus. You can easier switch to any of your outposts to make it main base later
The only thing I don't like about it is more copper dependence 😅
I always try and get into into the habit of making a sort of ‘settlers kit’ that I pack on my boat. Then I find a nice place to build a little outpost, put down a forge and a portal and a little cauldron, then work from there.
I think this was a really nice conversation though, I think we’ve all seen things from each others perspectives and perhaps even learned a thing or two. Cheers to a good discussion 🍻
Time to suggest waterfalls caves bears and horses, seems like theyve never been suggested before 
Well, they have, even since the redo.
@wanton edge Genuinely nice idea. The more we can lead the player in-game the better.
waterfalls and caves already exist
Thanks! I agree, I'm big on immersion/verisimilitude when possible
waterfalls doesn't exist besides the end-of-the-world one :/
and there is no plans or posibility to add them either
An exception to no waterfalls is still a waterfall though 😄
And what a majestic one at that
The end of the world waterfall is breathtaking ||cause you'll die||
But did you ever really live before beholding such wonder?
Not sure if I’ve been to the edge. I think I have once but didn’t go off it. Seen it a lot tho
I’ve never been the edge either or ashlands or deep north at all. And before mistlands the only time I saw pre release mistlands was just because I happened to pass by on the way to something else
@pine fern that's just alt+F4
Ah I wasn't aware that exited without saving, thanks for the tip
no ALT+F4 will still save
oh rip
🧐
you can just remove it
Task manager
if you use the exact same item as you spawned. but forcedelete * <object>
then it will delete only that object
but as devcommand will tell you. it's on you if you spawn stuff
I have yet to try that, will do when I get home, thank you :)
I told thrm that one lol
I know
Is the * new? I think i remember there not being something like that
I discovered it myself a while ago 🤔
Jsmars adding things then forgetting to document probably 
Lol ok
Globbing for fun and profit! If you're plugging libraries together for some things, lots of features like that can just exist and you won't know about it if you don't go read the documentation
#suggestions message what could possibly be the counter argument against this except being too lazy or cheap to code it in?
it fits the game's aesthetic, gives people their much desired proximity stack/craft option, isn't imbalanced, gives builders something to be creative with, and just generally looks cool
it does sound alot to "craft from containers" to me personally
yes, but with an important caveat
we don't want that tho
sounds arbitrary
Visions or those that create things usually are
just like we don't want American flags, jet fighters, potatoes, laser targeting missile striker either
weird to compare all of those to actual viking-like storage
not sure vikings every magically could use a item inside a storage container to create things out of thin air
Lol imagine telling a developer that they're lazy and cheap because they don't want to use your bad idea
No 'murrica flags? Literally unplayable, I'm leaving
Sentient chest that know what you want werent invented back then
any use of quick stack into a chest is more or less a 'magical' convenience
whats the difference between that and having the "chest" exist as stacks in your vicinity
if that makes sense
we just don't want it
🤷♂️
Could add sapient pearwood and then we could make luggageschests from that.
it doesn't make it more likly to be added by you saying we are lazy or cheap for not adding it
unless there's a specific reason against it, that's the only reason(s) left
Smiffe told you the specific reason. They don't want to.
to me its part of the game... building how you store stuff plays into the layout of your crafting station. Grabbing a stack of metal with all your stuff and walking over to the station while encumbered and then haveing a raid pop up when you are about there but also out of stamina... ya pants down situation but now ... its an adventure.
having that all automated takes that and other moments like it out. I was so against not being able to build out of a box until that dynamic situation kicked me in the nuts. Now my ore box is much closer with other common items. Of course JMHO
We don't deserve game devs.
Imagine having to deal with that level of ungratefulness...
Especially smiffe who's the CM
Pita, did you just react with a Puerto Rican flag? 😂
Maybe... 😛
I was on board to have a discussion about how neat it would be to have a ‘pile’ or stack of something like iron ingots or a bundle of carrots, etc. but now it’s just soured, I don’t expect Irongate to cater to me. Try approaching with a different perspective instead of ‘devs lazy’.
Doesn't want automation = lazy. Makes perfect sense.
I keep wanting to know why people 1) Take votes so seriously and 2) Need to know the specific user that voted something.
Neither of those matter as much as they think they do, especially the latter
ego
I mean, it'd be neat to have a hopper for building from that you could only put a few items in so you weren't standing there with overloaded pockets, but I got to thinking about how much weight in materials any single item might take to create. I don't think there's anything that'll overload a character with a basic loadout of armor and weapons on them, it only comes into play if you are wanting to build it and upgrade it all in the same session. But I haven't confirmed that fully.
@solemn jungle arent you pretty much describing the mistland cape?
I haven't tested the feather cape yet so I'm curious how the wings would differ from it. Does the feather cape just make you fall down slower and not forward?
that is the feeling we are after
Dwarf Blacksmith tinkering away in his fancy blacksmith workshop under the tallest mountain in Valheim vibe
I think hes after that they flip out just like Enshrouded or like a flight suit 🤔
If you spend stamina you increase speed you go forward without increasing fall speed
I've never chucked inventory off of me as fast as I did that tday with two trolls going, "WAAAZZZZUUUPPP!" and Im all alike fck fck F*CK! as they play baseball with my base
Sounds like the same thing then.
Literal baseball.
Feather cape is already way too strong, definitely don't need enshrouded wingsuits
I want the Ashlands to have surtling boots. They let you charge a jump at the cost of a surtling core and go like 50m up, so you really want your feather cape more than likely 😛
They didn't have fireball wands either. Sacrifices can be made in the interest of jumping over castle walls.
There were some long distance boots in one of the myths iirc.
Or at least let me launch myself with a catapult/trebuchet...
Can't recall which one.
And self-entitlement
imagine having to weigh item stacks for proximity use against:
- limited space within the vicinity of a crafting station
- navigation around storage items (for instance, to respond to invasions)
- having a building suited to handle such storage (complicates defensibility)
- not handling further growth without turning into a junkyard
that could also be an adventure
If we do get catapults, I want to be able to name them like we can name our pets. "Yeet-o-matic 5000" here we go!
What episode of one piece is that?
Its very recent. Looks wanoish
Half of them? That's where they ride the knock-up current to sky island. Around 400-ish I think. nm, wrong boat
There is no denying that. I can see that in a sense. But when I pop into valheim for me its more "manual" ... I mean you have automation in a lot of other games such as minecraft et al but I'm liking this vibe for what it is.
Filler though,or movie
nah, the ship is wrong - but I can continue that in the general channel 😛
I just want to actually fly my tolroko flyer.
Post skip franky and buggy, and buggy hasnt met straw hats since timeskip in canon
I'm so behind on that... I think I last left off around the whole Whitebeard saga
I read weekly still
episode 221,992. they still are looking for a new crew mate
I think at 221,993 we'll finally get to Two Piece
i mean, if you didnt use item stacks in that respect, it would still be "manual". doing so incurs a cost, and it's a cost that has a "manual" aspect to it as well, trading player-inventory slots for physical space-slots in your vicinity
and not "physical space-slots" inside of a chest, as per the usual "sandbox pocket dimension" concept of chests
I guess for me it slows things down. The game has this vibe of "slow down" to it...until two trolls show up 🙂 but seriously everything in the game is designed about deliberate steps. In other survival games there always seems to be this underlying rush to get shit done and everything should be taylored for that. Inventory managment falls into that "slowness" - for me (speaking only for myself). So I acknowledge the build from boxes is a convienience thing that would speed your building up and would streamline your builds. But then I think the deliberate action would be taken away.
Best I could explain it. Appreciate your point of view.
I would also like to acknowledge my statement above contradicts my pocket portal defence earlier and I stand by my hypocricy 😄
"If you fail to prepare, you prepare to fail"
aint that the truth
one thing to note: if you can only have 'automation' with items as physical stacks, you couldn't expect to have much room for every stack you'd want for every item you'd want to craft near enough to any given crafting station
there is one counter argument against the whole concept, though: performance
lots of objects in a small space might make a big fps hit for some people
if only your views had... parity
this is the real point, and why i've also advocated for some prefab designs, Planbuild is an excellent example of a mod doing this right, although it should be optional, like a world modifier, for those who don't want to use it by default
It still works the same: XP bonus for using those skills in a tougher biome
Think about how much extra work it is to run and jump in the mistlands lol
Maybe like the parachute in fortnite?
They're not similar, no. The feather cape lets you glide, but you can't control how quickly you descend. Valkyrie Wings on the other hand, let you glide much farther. I thought I described the mechanism pretty clearly
Sorry, just got back to you. Been gaming all day. We defeated the queen
So just change the mechanics of the feather cape? You don't really need two nearly identical items.
The feather cape is made of regular bird feathers, so there should be nothing special about it
I explained the crafting, the feather needed for the wings is extremely rare
I swear people just give suggestions a quick glance without really thinking about them. And I know my suggestion is pretty out there because it's intended for modders as noted lol
No, I guarantee I read the entire screed.
Well, it seems you missed the entire point
Your point was a slightly more manoeuvrable feather fall cape.
"screed" seems like a pretty rude word choice
Why?
It's a word that typically has judgmental connotations 🙂 Just letting you know that you might sound more rude than you intended!
At least I hope you didn't intend to sound rude!
I know what words mean, thanks. And it was the word I meant.
So you were intending to sound rude? 🤔
No, not at all. It isn't remotely rude.
- A piece of writing (such as an article, letter, or list) or a speech, especially if long.
a long speech or piece of writing, typically one regarded as tedious
A screed is a long, boring speech or piece of writing with a bad attitude, like a rant.
a ranting piece of writing
"Screed" is usually applied, in my experience, to pieces of writing that the person using that word believes are too long, so it sounds like you're saying OP's suggestion is bad because it was long
Yes.
That's not rude, it's an observation.
I don't think any suggestion warrants being more than a single paragraph.
I can't believe you just typed this screed.
why use many word when few word do trick?
I typed a sentence. That is NOT a screed. Please read your own definition. But, as usual, this is going nowhere so I'll bow out.
Exactly. If you can't concisely explain your idea in a few sentences it probably needs more thought. Either that or you're trying to tell the devs exactly what your idea should do, rather than letting them implement it into their own vision.
smh another screed I can't believe I read every word of this
Once again, that's 2 sentences, not a screed.
This one, too
I appreciate the thought you put into your suggestion @solemn jungle, don't listen to the haters or @north rock
Was it necessary to ping twice? Now THAT seems rude.
You pinged him by replying and then again just to tell someone not to listen to him. The first I can see why but not the second, that might count as passive aggressive
The whole now this is a screed for a sentence or two is already going into the passive aggressive side of things and looks like trolling / harassment, no?
IMO, it's harassment.
Probably. Still doesn't mean making yourself an example of the same thing you complain about is a good thing to do
Maybe I'm old-fashioned, but I think using rude words is more rude than using the features of the social media platform we've all decided to share. I can mute pings, I can't mute rudeness 🙃
Are we discussing discussions instead of discussing suggestions again?
I was trying to discussion a suggestion, this was apparently the wrong thing to do.
I was hoping to help someone be more productive in their future discussions, but it didn't go as intended 🤔
Thats not what this channel is for.
I can't make a suggestion about the way we discuss suggestions? Isn't that important?
Once again, I am somewhat confused that "questioning rude behavior" gets mor criticism than "rude behavior", but again, maybe I'm old-fashioned...
No. If you have a problem with anyone, open a ticket with modmail. Its not your problem to fix.
Being rude to someone you think is being rude isnt going to solve anything, now let it rest
If they weren't being rude, I wasn't being rude
Turn the other cheek, listen to mother mary and let it be?
It's cool. I don't take stuff too seriously lol. If people aren't interested in reading extensive, well crafted suggestions and instead decide to downvote them outright, well that's their choice. I'm cool with it. Now back to working on this castle ✌️
I do like TED's suggestion, I think a more on-purpose glider would be fun 🙂
I am excited to get into mods once the game releases full and I beat it "Vanilla"
Rest assured, I did read your entire suggestion, as I said. I just thought it was too similar to an item we already had.
If you dont like someone, block them. Easy as that
I don't dislike people, I dislike behavior, and I can't block that, I can only observe it
I'm also excited to see what the valkyries actually drop in game 🤔
Come on folks, stop arguing over semantics
