#suggestion-discussion

1 messages · Page 3 of 1

abstract cobalt
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If y'all can't stay civil around each other just block and disengage

rose swan
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Smoke going through cages- I understand this has been talked about extensively, I’ve seen a handful of suggestions requesting this behavior is changed. Is there a technical reason that this isn’t the case?

short wing
rose swan
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Don’t want to suggest something that’s already been declared impossible haha

brisk turtle
quiet marsh
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do norse valkyries actually participate in battles? something really extreme must have went down to be seeing undead valkyries

mortal lichen
quiet marsh
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assuming they weren't undead already

north rock
rose swan
brisk turtle
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I think it has something to do with making objects collide with players but not the smoke?

I know for sure I have seen smiffe or another dev discuss it here or a dev stream or something...

#suggestion-discussion message

Ye, you'd have to make a second class of collidables basically

versed sonnet
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no idea how the engine works but you figure there could be a way to turn collision off for smoke and certain objects

did the chat just get a 6 hour slowdown? 🤣

Neat, wish I could reply Scarlet, lol. I guess I was bickering?

wanton atlas
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yes

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well for everyone in here bickering

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it's a volonteer chat now

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right @karmic flax ?

abstract cobalt
short wing
wanton atlas
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^ this. and
If smoke particles should move through the iron cage floor, you would just die to smoke damage instead.

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there. edited 😄

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ran pass through since it's easy to do.
it was added before

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but smoke is another thing

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it's a thing that needs to be able to interact with the player model, and also collide with things

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so it's a object

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  • I wonder if I reset the timer now 🤔
mortal lichen
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You did

versed sonnet
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Wait are we free at last?!

Nope, its back to 6 hours

abstract cobalt
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Also, just as a clarification, slowmode is applied to everyone at once, not specific users. @versed sonnet you weren't bickering~

rose swan
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Thought I got caught in that imperial ambush for a minute there lol

versed sonnet
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Ope?

north rock
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Yes, it's back to 6. Or at least, the remainder of the original 6.

versed sonnet
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Oh cool, we're back baby!

wanton atlas
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^ read

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and then stop bickering 😄

rose swan
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I didn’t even consider rain going through iron gates lol

versed sonnet
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I was goin for more of the midwestern "ope, lemme just squeeze right pastcha"

wanton atlas
north rock
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Poke.

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But it worked for a minute before, so who knows what's going on.

brisk turtle
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haha I was kind of hoping I was stuck in purgatory for 6h

wanton atlas
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Hm.. funky.
I just learned something else about discords shortcommings

versed sonnet
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Trying to do individual slowmodes?

short wing
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Let's see if it is six hours for me here.

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Nope got nothing.

versed sonnet
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(just enjoy the freedom)

brisk turtle
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Yeah the way it handles slowmode is kind of funky. I'm guessing you can't turn it back on or it will put the 6h timer back on for people who sent a message while the 6h timer was enabled?

I, for one, volunteer to send no messages for the next 6h if it means you can re-enable slowmode 😂

short wing
rose swan
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I always feel kinda bad, like I just kinda assume something like ‘smoke goes through cage’ would be something simple, but it always turns out to be something far more complicated than I would ever think lol

brisk turtle
wanton atlas
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so enjoy 5 more hours (or so) until I turn back to 15s

short wing
versed sonnet
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There is a mod for no smoke collision on iron cages I'm tempted to get so I could make a drippy firepit overhead 👀

void warren
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It's good 👀

versed sonnet
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So, I'm curious because I got no idea how mods actually work, but if something was done via modding is it accomplished the same way as vanilla development? Like this isn't a jab I'm geniuenly curious

short wing
brisk turtle
# versed sonnet So, I'm curious because I got no idea how mods actually work, but if something w...

There are a lot of answers to this, potentially, but a few candidates-

  • Modders have more resources in terms of time than valheim devs do. There could be one person who does nothing but make and maintain the "smoke passes through iron bars" mod, even though that would divert one of the official devs quite a bit from other more important stuff
  • Modders can do stuff that devs are not always able to do because of back-end compatibility stuff generally
  • The official version of the game has to pass through a bunch of certifications and stuff in order to be listed which can sometimes limit them on what they can do, and this is further complicated by the xbox port
  • A lot of mods like this are technically possible but have a high graphics or computing overhead, which means that the devs could add them but the performance would be almost unusable for half the players
versed sonnet
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so basically it's a case of engineering vs redneck engineering lol

brisk turtle
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Kind of, yeah. Like, you could put a microwave oven in your car's glove compartment, but there's a reason this isn't a standard feature on new cars from Toyota 😅

These are just guesses, though, the exact answer is probably all of the above and none of the above. Those are just common challenges with "modded features" vs. "vanilla features"

ornate kelp
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but my pizza rolls!

olive yacht
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Imagine if we can dual wield weapons that would be badass

brisk turtle
short wing
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You'll need to eat them cold, or install that microwave yourself.
You'll also need to install an extra battery to power that microwave, add some heat and radiation shielding and shock absorbers if you don't want to wreck your brand new toyota.

olive yacht
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Would’ve been cool, one of the ashlands enemies dual wields axes

sudden obsidian
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@wary shuttle they can’t, game is early access

rose swan
olive yacht
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See? Dual wielding does exist

north rock
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It already does, we have two dual wield weapons already in the game.

olive yacht
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Yes but for a specific weapon

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Imagine early game you can attack with two flint axes

north rock
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Two weapons. And the devs have said in the past that it'll probably only ever in paired weapons rather than allowing players to mix and match.

rose swan
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Ahh gotcha, I see what you’re saying. Like customize what you’re duel wielding basically? That would be really cool, I’d love to hold a bronze mace in each hand to fight, that would be neat. But yeah, I don’t think this would be a great fit for vanilla, but that would be a really cool mod though 👍

wanton atlas
wanton atlas
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yeah. which one

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you mean this bad boy?

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I don't wanna fight that one

granite geyser
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I'm 99% sure that's what they meant

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That's the character

wanton atlas
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yeah.. that's like "nope" and run for your life 😄

wanton atlas
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tho I don't think I've seen anyone who noticed the eye color

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🤔

granite geyser
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I noticed, but haven't seen someone mentioning it

rose swan
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I noticed, but I was told it was a helmet effect.
Edit to clarify, we speculated it was a helmet effect

granite geyser
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Or not, I think some did and I just said something along the lines of "that must be due to the helmet/armor"

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Me or someone else said it, idk, but it was mentioned that's what it is

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Or they're adding customisation options and eye colour is one of them

rose swan
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I don’t really remember either haha curse the server wipe!

rose swan
wanton atlas
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since we don't have any external testers outside the team while we "build" the update

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and then comes PTB 😄

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so...

rose swan
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I think my message was a bit misleading haha I fixed it though. Yeah, I think me and couple others were talking about it (the eyes glowing red) and the speculation was that it was likely a helmet effect.

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It was around the same time we were talking about the Ashlands plants ||🌶️|| and the topic of the glowing eyes came up. I think that’s as far as I remember.

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@tranquil jay I’m assuming your suggestion has to do with labeling chests and such? I like it! Also, in the meantime, you can use item stands to label things, might help.

pure patio
tranquil jay
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@pure patio I'm looking for specific icons, the ones of the items. To help sorting them, one chest by item.

ruby girder
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I use icons in mine but yeah, meats are all same icon etc

wintry bobcat
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@keen flare I think roll does have immunity frames, and there’s difficulty settings for if you feel enemies do too much damage

rose swan
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Can confirm, rolling does have I-frames

keen flare
# wintry bobcat <@220798846601658368> I think roll does have immunity frames, and there’s diffic...

My main issue is all the enemies that are able to stun lock me and stop my combo, but I am never able to do the same. Or the Matron that one hits you, or the flying screaming chicken that can hit you while its talons are facing the other way and you have successfully rolled behind it. I feel the combat system needs more work, its fine for lower levels but when facing 30s who can quick strike twice and delete a tank, its kinda op, especially when you really cant reliably roll away like DS3 or ER.

rose swan
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Which enemies exactly? What enemies/biomes are you struggling with? Remember that rolling costs stamina, similar to DS3 and Eldenring, and without stamina you cannot roll.

silk halo
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worth noting that some of them are immune to the effect, as well as bosses, so yr dodge roll is the best thing to use in those cases

wintry bobcat
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Higher hp will also stop you from getting staggered from most mobs but the real big ones

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I don’t know if you’re giving very wacky mob descriptions or if you’re doing modded gameplay tho. Hard to tell what mobs you’re struggling with

karmic flax
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You can stunlock most enemies

silk halo
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exactly, and the only times you'll be facing multiple incoming hits all at once is usually in Mistlands dungeons, or a few other situations if you get unlucky and get swamped with mobs (raids as well)

karmic flax
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@granite scroll "necks are cute" buddy, you'd fall prey to the siren of the swamp KEKWlaugh

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The Nixie, Nixy, Nix, Näcken, Nicor, Nøkk, or Nøkken (German: Nixe; Dutch: nikker, nekker; Danish: nøkke; Norwegian Bokmål: nøkk; Nynorsk: nykk; Swedish: näck; Faroese: nykur; Finnish: näkki; Icelandic: nykur; Estonian: näkk; Old English: nicor; English: neck or nicker) are humanoid, and often shapeshifting water spirits in Germanic mythology an...

silk halo
karmic flax
wintry bobcat
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Could also be exaggerating for dramatic effect tho

silk halo
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smells of mods all over, the janky hitboxes for one xD

rose swan
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The flying screaming chicken, possibly mod. Possibly he got early access into the Ashlands beta. ||kidding||

granite geyser
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Drakes

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Idk what the matron is

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Maybe moder

silk halo
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they could be oblique references but i think they are modded

unreal schooner
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Taming necks with fish is like taming boars with yggdrasil porridge. I would prefer catching fish with necks as bait

granite geyser
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That just gave me the idea of what if necks could catch fish if there's a fish bank nearby...

Mostly an aesthetic effect, if you could get the fish by killing the neck it would just become automated fishing

unreal schooner
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All the necks would go extinct very quickly in my world if they were to offer me some fish.

silent echo
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I just want to be able to befriend the necks

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They're such little guys.

unreal schooner
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They don't know what friendship is. They don't have friends. Even boars and deer hate them (mb secretly).

brisk hollow
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Current tames: Boars (Meadows), Lox (Plains), Wolves (Mountains), and Hens (Mistlands). Black Forest and Swamp are missing a tame.

rose swan
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I will die on this hill, we should have foxes in the Black Forest 🤷🏼‍♂️ ||kidding||

wintry bobcat
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I'd argue chickens are plains, but I've seen arguments for them being Mistlands or Black Forest

unreal schooner
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And I don't ask for many. Add just 1, but super sneaky

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Noone will even know it is there))

unreal schooner
wintry bobcat
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I'd say it depends where you obtain it

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Bring a boar to your mistlands base and the boar isn't a mistlands tame, it's a meadows tame

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Technically by that logic hen is Black Forest, but I'd say most the work for it happens in Plains

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all semantics

unreal schooner
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I mean there is no chicken outside of your farm. Technically it's not even a tame

wintry bobcat
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Isn't it?

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I'd say it's a pretamed-tame

wanton edge
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nah its the biome that unlocks the tame, hen is definitely a plains tame. Plains is also the only place you can find naturally ocurring eggs vs buying them

wintry bobcat
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Dapper has the based opinion

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and yea I forgot you can find them there now

unkempt jackal
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So necks are supposed to be horses, but somehow they ended up as lizards in the game? Why, devs, why?

unreal schooner
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I never encountered a wild one, but mb they're all well-tamed🤔

unreal schooner
unkempt jackal
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Yet no horses in the game. What a shame

unreal schooner
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Or.. plenty of them, depends on you to decide

wanton edge
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I'm not sure we need a tame for every biome though. A little variety as you progress through the biomes is nice

north rock
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Smiffe has said there are gaps in the progression tree for all sorts of things deliberately.

wintry bobcat
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I personally like not being able to use the same weapon every biome

wanton atlas
wintry bobcat
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Although I do think choice for light armor in plains could be sick

silk halo
wanton atlas
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hell no

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they jump infront of cars just because they can

silk halo
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and wild horses would stop, look and listen i'm sure xD

wanton atlas
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yes

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horsies are good bois

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just like cats

silk halo
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road safety experts

wanton atlas
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fur sure

unkempt raven
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Cats even wear helmets.

granite geyser
silk halo
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my last driving instructor was a horse

unkempt raven
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Hoarse from shouting and screaming?

rose swan
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Is Haldor unworthy 👀

silk halo
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only driving instructors qualify for valhalla

unreal schooner
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How deer can even prove good behaviour in front of cars in Valheim?

unkempt jackal
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How about taming Eikthyr? I think he can be handy in the long run

granite geyser
pure patio
ornate kelp
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fear is a powerful motivator

silk halo
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and what cars did deer need to avoid pre 1500?

unreal schooner
pure patio
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Interesting fact: Antelope in America are fast as hell. They can sustain over 50mph over long distances. There are no predators that can come close to catching them, but in the past there used to be a North American Cheetah. They outlasted it and are now the fastest land animal in the Americas IIRC.

unreal schooner
wintry bobcat
silk halo
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sinister deer with no road sense even though roads were mostly dirt tracks

karmic flax
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Do matkers get shared in cartography map if you hide them on your own map first?

unkempt raven
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No.

karmic flax
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Yeah just checked

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@amber wind

amber wind
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Thanks, I did not know this, but it would be nice to select individual markers, but that is something!

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One thing I was thinking would be really helpful was some kind of arrow icon on the map, that you can rotate in 8 directions (N, NE, E, etc...) to indicate paths or access points or something.

north rock
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How is it so many people know of Jörmungandr. but not why it makes no sense for him to be in Valheim?

wintry bobcat
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Because people have more experience with Norse mythology or interpretations of it then they do with the story of Valheim?

karmic flax
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Valheim is loosely based on norse mythology, some deviations arent the end all

granite geyser
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Valheim is not meant to be a 1:1 representation of Norse mythology.

And jormund is the world serpent that surrounds Midgard, not valheim.

wanton edge
unreal schooner
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Same as Eikthyr then in that sense. You can call it differently, not Jörmungandr itself, his cousin, but there may be a Serpent at the edge of the world

granite geyser
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Fair. I have commented on an Easter egg involving the edge of the world.

Rather than insta dying, it could be a serpent-like creature eating you out of nowhere

unreal schooner
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I am sure existing now serpents are some sort of Jörmungandr's reflection

granite geyser
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They are a reference yes

unreal schooner
north rock
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@heavy idol We HAVE inventory expansions. They're called the cart and the lox.

heavy idol
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yes but just milling about my base or trying to sneak around in a forest gets very frustrating when picking up too many dandelions and stones on accident makes it so i miss some loot that i just didn’t realize i didn’t pick up.

like i said, i don’t want super drastic changes, just enough to be a bit more convenient. (not to mention that one of those options you can get in like a few hours and then the next one is endgame)

it would also be fine if there were just more things like the cart and the lox throughout the game.

(sorry if this is a bit inaccurate, i only got 20 hours, just smth i’ve noticed)

north rock
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If you're picking up stuff by accident, just turn off auto-pickup and only collect what you need. A huge part of Valheim is inventory management and preparation.

pure patio
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Pro tip: Split stacks to fill your inventory only with things you want, and you will just add to existing stacks and not pick up anything not already in your inventory.

heavy idol
# north rock If you're picking up stuff by accident, just turn off auto-pickup and only colle...

i understand very limited inventories in games like kenshi that encourage you to get more party members, and i understand them in games ABOUT inventory management, but so far, that does not feel like what valheim puts focus on. it would be fine if the inventory mechanics were clearly trying to encourage puzzle solving and creativity, but they aren’t, it’s just like any other inventory but more frusterating

north rock
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I tend to get overweight long before I run out of inventory slots.

rose swan
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#suggestions message had to look this up haha but this is already in the game, yeah?

FYI, they’re the stone structures you can find in the meadows, they’re like little arches.

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@junior finch

heavy idol
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honestly, kinda like the small inventory, but there’s only one upgrade for it through the whole game. it would be nice if they kept the inventory how it is in the early game, then made it a part of progression

north rock
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Well, so far anyway.

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And as I say, once you've unlocked the cart or tamed a few lox, inventory stops really being an issue.

pure patio
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There are two inventory upgrades: The Mengingjgongongjogjord, and the cart 😛

rose swan
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The meningitis?

karmic flax
north rock
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Riding encumbered.

mortal lichen
toxic dawn
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To be fair, most of the inventory suggestions are about slot space, not encumbrance so using lox riding as a counterpoint doesn’t really work.

Players also often wind up carrying more gear later in game progression for various purposes: for example carrying a wisp light and carry weight belt around in mistlands whereas in earlier biomes they might just be carrying the belt

that being said I personally think the current limitations are fine as is.

heavy idol
karmic flax
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Lox and cart are both niche helps, not an overall increase yea

wide halo
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I feel like there should be a later game inventory space upgrade, I don’t think slots for armor and tools should be a thing because the way it is now makes you think about the use of space more, makes it more personal, less video gamey, doesn’t incentive always having armor, and going with less tools grants the payoff of more space for resources. I think more slots should be available later on to allow for a roamer set up like in early game instead of short trips

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@bitter lodge use the sun, makes it even more difficult

finite vapor
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Yes it would be nice to have more slots in the late game since there's more weapons to use, more meads to carry, more accessories and more stuff to pickup

wanton edge
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@junior finch would you mind elaborating on your suggestion? I'm not sure what you're advocating for

north rock
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I thought it was clear. They want to be able to place dolmen as waypoints to mark their routes.

wanton edge
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Oh, so dolmen as building pieces? Seems a bit of an odd way to phrase that, I was thinking maybe they meant using the existing dolmen as some sort of navigational aid or something.

Regardless it looks like a little clarity/elaboration from the author would help folks understand it better, given no one has voted on it

rose swan
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I’m having a hard time understanding exactly what he’s trying to say as well. I think he’s on to something, I just don’t want to misinterpret his idea. I thought maybe he wanted a map icon of a (scrolls back to check spelling) dolmen.

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Someone’s already suggested it since the discord wipe, but I remember us talking about cairns being a useful item for no-map playthroughs and just basic immersion.

bitter lodge
amber wind
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Is there any craftable objects in the game that players can interact with that automatically puts a single custom named location/marker on their maps at the location it is crafted?

unreal schooner
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Honestly with all the possibilities hidden inside simple signs (gigantic fonts, colours, icons) i never needed anything more to play a no-map. You can get as creative with them as you wish. You can make even whole navigational systems floating right in the air just for yourself.

toxic dawn
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Perhaps some players want something more immersive

wooden spoke
bitter lodge
bitter lodge
# wooden spoke I don't use mods, but ty

I used to say I’d never use mods in Valheim, but there’s a few small quality of life mods that really enhance the base functionality, and now I can’t live without them. Auto repair at benches for example.

finite vapor
bitter lodge
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Haven’t the devs come out said they’re not going to add any more?

north rock
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Yes.

bitter lodge
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Mods it is then

finite vapor
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yea it do be like that

north rock
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Or learn inventory management.

wooden spoke
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Well if they "fixed" it so we didn't use slots for gear, then I guess that would work for more slots, right?

brisk turtle
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#suggestions message @trim patrol fyi if you "record" your discoveries before you get new information from the map table, it won't copy everyone else's pins, or at least that's the way it used to work 🤔

finite vapor
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had this arguement before with the same gatekeepers but carrying a pocket portal around 24/7 in the game isnt fun

brisk turtle
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The devs have for sure said multiple times they don't plan to add any additional inventory or armor slots, as they see inventory management to be an integral part of the game challenge.

Some people might say "learn inventory management" like you're wrong, or lack skill, for wanting more slots, but I think the point of view for wanting more slots is valid, just not one that the devs share

wooden spoke
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Yeah your right Arnpor, but there are times when things need to be corrected and developers need to listen a bit more to the players. Having a certain person always throwing negative jabs gets old, especially when they are nothing but a player in the game.

bitter lodge
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Derek being his usual stirring self

brisk turtle
finite vapor
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it was a nice month of peace in here but sadly its come to an end

brisk turtle
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Also I will push back on the "developers need to listen a bit more to players" line... I think, conversely, players in gaming generally would do well to be more deferential to devs. Players playing the game and buying it does not give them some special privilege to tell the devs what to do

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I love that devs give us this space to suggest things, though! And they have certainly used players' ideas in the past! Ultimately I just trust the devs to continue delivering a great game to us BoarHeart

bitter lodge
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I’m glad they haven’t caved to requests for taking ore and other valuable items through portals. The game would be otherwise too easy

finite vapor
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or nerfing mobs

brisk turtle
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They gave people options for those, though! So they do listen to players, maybe just not always the way we expect or want 🙂

finite vapor
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yeah the modifer system is great and opened up a lot of new replayability for the game

stark furnace
finite vapor
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still miss my super fast mist hares

brisk turtle
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I just can't wait to do fortress events. Looks like it's going to be a lot of fun. It's like we're doing raids on the mobs instead of them raiding our base 😄

north rock
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That's the great thing about the modifiers. The "default" game CAN be how they want.

wooden spoke
stark furnace
hallow summit
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🤔

arctic wharf
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Ye give derek a bit too much grief, has never really been too mean from most of what I have seen. 👀

There is a tiny bit of gatekeeping in regards to things the devs have given statements on though, I won't completely deny that either. And it's not exclusive to only one person ever. As long as it does not get aggressive it's fine though haha.

I do wish the devs might reconsider one or two of their viewpoints, but at the end of the day it is their game for them to make the decisions on. Despite that myself and others are still plenty free to feel the game could really benefit from a few additional choice points to give into community feedback.

Horses and bears, oh my!
Being firm on not adding those is plenty fine.

Having a way to alleviate a tiny bit of the common inventory clutter or making karts just a bit more bearable to use could be points to consider additions for though. Not even changes neccessarily, but additions in the form of a later tier kart or a pouch just for all them random overworld herbs or your shiny portables with coins and gems.

These are smaller points even 😋

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Is for sure just a few larger matters I would love to see them tackle in the future... though I doubt and stay mostly silent as an observer.

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Even if I may come off a bit pessimistic btw, I am ofcourse a huge fan of valheim like most others here. Is a lot to love about the game and I would never deny that either. Ragnar_laugh

bitter lodge
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I wouldn’t say mean, but his responses can be annoying.

arctic wharf
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🤷‍♂️ people but heads a bit sometimes, as long as we all stay civil it's all good in the end. ❤️

karmic flax
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i think the problem is just people talk differently, and dont understand how others talk, and might see offense where there's none implied

arctic wharf
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I agree 😁 well said

arctic wharf
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screed?

karmic flax
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big long text

arctic wharf
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I learned a new word haha, had to google it

karmic flax
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referenceto an earlier part of the conversation

arctic wharf
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but yeah, it was. I can type a lot when I want to talk about something 😅

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valheim is also one of a handful of games I can get passionate about.

trim patrol
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We had to both delete the icon

arctic wharf
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liked the suggestion btw, just thought it would be awkaward if you might randomly lose icons you wanted due to the original maker deciding to remove it from theirs. I do think the map table could benefit from some method of finer control though 🙂

amber wind
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Yeah, I guess the idea would be if you read from the table, and then click the location to move it to your map, will that location also be deleted from your personal map if the person who originally made it removes it from their map? And then it starts the cycle again of people writing it back to the table, and it reappearing. Is there any way to remove everything from your map besides clicking on every single icon? (And not a devcommand or a console command...). As the cartography table is right now, now one wants to use it because it just creates duplicates and clutter.

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I should say, no one in our server wants to use it...

unkempt raven
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I'd like a little more control over what you copy, but not losing stuff because my mate accidentally deleted a pin.

wanton edge
unkempt raven
#

The table is perfectly fine as it is, but you need to think and plan how to use it to avoid clutter, which often is impractical even with only sensible people in the group.

amber wind
#

Create multiple tables each with a specific sharing purpose.

wanton edge
#

Someone said earlier that pins aren't recorded to the map if you hide them first - maybe if the game made that clear to the players it would be a better way to limit pin clutter?

amber wind
#

Can you hide individual pins? I thought you can only hide every instance of each type?

#

@unkempt raven What is your normal strategy to minimize clutter when using the cartography table with a small group of sensible people? I'm open to suggestions.

unkempt raven
#

Gotta work now, will try to remember some stuff when I have a break. :>

north rock
#

@amber wind There is already a portal marker.

unkempt jackal
#

Having a portable portal with the modifier to teleport everything with the portals is the only solution I have for the limited inventory. In some games you have upgrades of your backpack giving you more slots (Planet crafter), in other you can have a companion and a vehicle with extra slots (7d2d). The more stuff you need to carry with you, like potions in order to survive, the less available slots you have for anything else. And good luck using carts and loxes in the mistlands!

silk halo
#

foraging/mining spots are so common it's not worth marking them except for a spot you're actively in, and those markers can be removed when you move to a new area

coarse solar
# amber wind <@574527240906342400> What is your normal strategy to minimize clutter when usin...

The people I play with (my husband and a few of our friends) would never agree to any form of pin management 😂 But having their pins on my map and having those re-applied every time you copy from the table even though you deleted them gets tedious. I think it would be great if there was a “hide” category you could fill up yourself. That way you could hide pins so they would not reappear on your map when you copy from the table.

My solution has been to play with no map (and no portals) which I am loving. Sadly it’s solo because my husband likes his conveniences and is refusing to join me 🫣

silk halo
coarse solar
wanton atlas
eternal storm
#

A simple but maybe not definitive solution would be a button to filter out all pins added by other characters. so you can shift between your own map and the collective map at least.

unkempt raven
# amber wind <@574527240906342400> What is your normal strategy to minimize clutter when usin...

I saw some of it mentioned but I said I'd come back to you. Some things that work at least fairly well:

  • Agree on what to pin and which pins to use for what
  • Have a designated "cartographer" who is the one to mark the various common stuff, everyone else just copies the table without adding their own (leaving a pin type unused lets others mark stuff they find that is important without copying over more than those specific ones).
    There was more I was thinking of but I can't recall it right now.
    These of course requires proper communication and cooperation, and even then it's easy to make mistakes.
    I would like some sort of filter for what is copied to/from the table, but at the same time it's not something I find important enough to think should have much priority.
near citrus
unkempt raven
#

If you just want to copy some of your pins of a type to the table you can also do it in two steps by making a second table and copying your pins over and then a second person copies that, eemoves the unwanted ones and then copies to the main table, but that's fairly inconvenient.

coarse solar
# wanton atlas right click on the category to hide them

Thanks for the reply. I do use this feature, but then it also hides all my own pins in that same category as well. It would be nice to just hide pins that are not my own, rather than a category I am also using myself. I can soldier on, no worries, just a QOL request for people like me who play with friends who really don’t care about keeping maps clean and neat 😂

silent echo
#

If hiding your pins before copying to table works, that's fantastic and will save my friend from having to delete all my resource pins going forward 😂 I do agree that I wish it was more telegraphed in-game as a functional feature tho. There's a lot of stuff in Valheim I only figure out through conversation around the game, rather than the game itself, which can be frustrating.

edgy tangle
#

Hello all! SKOL!!! My boy and I LOVE this game and wanted to contribute. Here is our wishlist for the 1.0 release:
• PLEASE improve the skill leveling system by making it so you get more XP for skills when fighting stronger enemies or using your skills in more difficult areas of the map. Currently, you work so hard to get your main fighting skill up or even a basic skill like swimming but then you lose a lot when you die. Going into new areas has a decent learning curve, but it just feels like getting a skill to 100 is near impossible unless you’re a god. Ha
• Give heavy armor unique traits like how light armors have unique traits. Currently, you just get the nice damage reduction, but it is so much more fun when gear actually provides something unique like how the light armors give you sneak, bow, or movement bonuses.
• Please add a plains light armor set. I read a reddit post that had a good idea for some sort of berserker outfit to fit the tribal theme of the furlings. Maybe the armorset gives you more damage dealt when you take damage, have less than full health or half health (incentivizing using a lot of food so you can get half health), or two handed weapon buff. Something along those lines would be fun.
• PLEASE TO GOD let us customize our ship sails at full release! It would be sick to sail the seas with my boys and all of us have different sails like how we can have different shield colors.
• Add a multiple crafting button for various items like food and arrows so we don’t have to spam the button.
• Look into a way to make ponds above sea level or water holding tanks to make pools, bath houses, fish tanks. My boy dreams of making a small waterfall that runs into his pond at his base.

granite geyser
short wing
brisk turtle
#

You can bother with the last one if you want, just be aware it's a common suggestion and the devs have expressed that it's unlikely to be added due to technical challenges

edgy tangle
#

Thanks for the feedback to my feedback! 😄

silk halo
#

don't count on enemies xp changing either

short wing
silk halo
short wing
rose swan
#

#suggestions message I like the idea of changing how skills work, but if this suggestion was implemented, wouldn’t the running and possibly jumping skill constantly be getting degraded with each death, since those are far more common used skills?

unreal schooner
#

They would, but these two are the most used ones so you can quickly get their levels back. Usually running, jumping and wood cutting have the highest levels for a player

#

And now all the skills get degraded, so it won't change much for those skills

wanton atlas
arctic wharf
#

Shame, always wondered why higher level / biome tier content sid not give a bit more exp. Just makes natural sense to lessen the huge grind reaching lvl 100 can be as you progress... or at the very least more naturally pushing higher levels.

#

Chopping trees? What tier axe are you using... higher tier means more xp. 🤣 or perhaps it is tied to the type of tree being chopped.
And so on.

pure patio
# arctic wharf Shame, always wondered why higher level / biome tier content sid not give a bit ...

We've had a lot of discussion on this, but you generally aren't intended to get anywhere near 100 on your skills. That's why there are the penalties and the increasing XP needed per level. The Mistlands is tuned to around level 40 skills IIRC, and in general they're just considered a bonus, not necessary. I get lots of people like "number goes up" gaming, but there's a reason that the skills aren't featured too prominently and only enhance existing capabilities, they don't add new ones.

#

Level 100 skills kinda break the game in general

unreal schooner
#

I wonder what is the highest level of swimming you guys naturally achieved? Because for me it's always like 6-7 max;)

pure patio
#

I've gotten to 20-ish or so

arctic wharf
#

If they are not an actual consideration with future content than why is it even a part of the game. 🤣
The passive levels in general is one feature I could debate for a long time.
Just an aspect that loves to remind me how much I should ignore it's existance.

pure patio
#

They are a consideration. The problem is that people think they need to go to 100 because the scale goes to 100, and that's the core of the issue. They don't.

arctic wharf
#

The natural though... if you can achieve 100 than many are going to want to...

#

Kinda why I wish XP also had diminishing returns for lower biome tier content too as they get higher, since this would dissuade trying to grind them up and instead letting them passively increase as you progress as intended.

pure patio
#

They could always just reduce the actual effectiveness of skills, and make them easier to gain? So level 100 would be like level 50 is now, and just never go over that, but it's easier to get to.

arctic wharf
#

That's an option as well yeah. A bit heavy handed but it would satisfy many I am sure.

#

Which is a good thing... since being satisfying is great for a game mechanic haha.

pure patio
#

I dunno. I find it kinda satisfying as it is, each level is a reward for not dying. I've only ever naturally gotten 100 in running and jumping in any playthrough, and it felt like an accomplishment for sure. Grinding specifically to max out stats is for Pokemon, not vikings 😉

arctic wharf
#

If there is a number than gamer return to monkey brain is going to want to see them go up and achieve perfection 🤭

#

Not everyone ofcourse, but many.

pure patio
#

It's greek, but it's basically a sysiphean task by design 😉 Maybe they can tie some "You really have no life, do you?" type achievements to hitting 100 in skills without console enabled.

granite geyser
#

@sterile frost I'm sure the ||meteor rain|| and ||lava rivers|| must be enough obstacle hazards as to add even more.

sterile frost
#

We could use more chaos 👀

ornate kelp
#

having a group of 1 star fulings and beserkers show up at your base for a raid is enough chaos for me.

pure patio
#

💡 Magic should work like Wild Magic Sorcerers in D&D, random chance of a silly effect like teleporting you 10m away, shooting you up into the air, firing lightning instead of fire/ice, spawning a herd of deer...

rose swan
sonic quest
#

Tamed Necks getting more disslikes than likes shows humanity is flawed

granite geyser
#

Meadows already has a tamed animal, doesn't need more.

And most creatures should remain huntable-only. If they made necks tameable then people would just ask for the next mob to be tameable, and then the next, and the next...

It's a monster slayer game, not a monster tamer

unreal schooner
granite geyser
#

First part: The game itself

Second part: Me. But I don't need to see the future to know that the second half of that paragraph would 100% happen

unkempt jackal
#

Imagine we can tame Moder and then sadle her. That would be epic!

wanton edge
#

I think the non-combat skills (asides from run & jump) could use some help, especially fishing which encourages you to try to level it up to catch new fish but is slow to level.
Feels real bad to spend awhile working on fishing just to have it negated next adventure you go on. Vs losing combat skills doesn't feel as bad. You still lament the loss but it feels more... fair? 🤔 probably because you can work on getting them back while overcoming the challenge that made you lose them

#

What are the thoughts against the idea of limiting skill loss to active skills? I do think it would do a good job of maintaining that feeling of fairness, since anything you lost would be related to what you're in the middle of doing and so it doesn't feel like you've lost progression you won't naturally get back.

I don't think it would change how easily your combat levels get high (asides from being able to try out a new weapon for awhile without the old one losing significant progress), so I don't see a combat balance issue.

rose swan
#

How about having different categories of skills? The most basic classification could simply be ‘combat’ and ‘non-combat’ skills. I agree, there are certainly skills that get used more/level up faster because they’re more common, then you have skills like fishing that is 1) very useful, 2) level up slowly, and 3) difficult to grind up.

pure patio
wanton edge
#

I definitely think those settings need a rebalance! But not sure that addresses the "skills you don't use super often/while adventuring lose progression in a frustrating way" problem. Making them just be a lot easier to level up doesn't necessarily make using and working on them feel better

wanton edge
#

I'm not sure I'd go as far as "never lose non-combat skills", but something between that and how it currently is could be good

rose swan
#

I agree, I think ultimately skills may just require a little bit of a re-visit, perhaps closer to release. I don’t think it’s a glaring issue, but one that’s worth being addressed eventually.

unreal schooner
#

Why can't you lose wood cutting skill if you were killed by a falling tree for instance? Or fishing/swimming if you went fishing and drowned? Or pickaxes if you started mining in bf and a troll came and killed you?

#

That's why i stand for 'active' skills. And i still haven't read a single sentence against this idea.

amber wind
#

Is a certain skill level required to progress through certain biomes? Conversely, if you don't have a high enough skill level, are you prevented from advancing through a biome? Like will you do zero damage to the enemies if you drop below a certain skill level? I could see in that case that losing skill levels would knock you down to the previous biome and then you'd have to spend time to grind up your skills before going back which I would see as a bit too punishing. But otherwise, I don't see the problem the way it currently is in game.

north rock
#

Nope. You can do anything you want at most points of the game.. Only a few techs are gatekept behind bosses.

amber wind
#

So then high skill levels are more like a "nice to have" and not a requirement?

silk halo
amber wind
#

I do wish the experience loss and what you drop on death weren't tied together, but separate modifiers on each world. I wouldn't mind cranking the XP loss to max, but allow people to keep some of their stuff.

silk halo
#

several have expressed a similar view, myself included

stone citrus
#

Skills in its entirety needs to be looked at
Talked about it at length before server exploded

silk halo
#

mhm

stone citrus
#

So many things "wrong" with it

unreal schooner
#

They look rewarding first 5 mins of the game, but after that more of a pain actually

versed sonnet
#

It's a very... basic? system. Like it works, but it is flawed and could be vastly improved upon to be more natural, balanced, and rewarding.

I'm personally hoping it'll be updated to a more robust system at 1.0 release when all the content is added so it won't need to be tweaked with each new update

silk halo
#

less redundant skills and more useful ones like scrap swimming and riding and replace them with planting and building maybe

silk halo
#

the other biggest change i would make is to allow planting of at least a few crops in the mountains so folk are encouraged to build there more, and have lovely frosty gardens to look at, i wouldn't even mind if the plants weren't edible but just looked nice

unreal schooner
#

Imagine going naked to Mountains and on your friend's silent question you respond just with 'Please'

north rock
#

@fallow orbit You'll be wanting darkwood then.

unreal schooner
#

I've been waiting for this comment for so long now

#

Darkwood ≠ simple wood

fallow orbit
unreal schooner
#

Ok. It's only beams though but we'll pretend this is not the main issue with people wanting protect their wooden builds visually

unkempt jackal
#

How about producing tar from resin or coal when you enter the bronze age? This though would make tar pits obsolete.

unreal schooner
unkempt jackal
#

I agree, dark wood floors and walls would be nice to have

unreal schooner
#

The look doesn't bother me personally, it even has this cool vibe to it. But for those who mind spending resin on it would be a good choice i believe

granite geyser
#

@atomic salmon They will definitely not gonna release an ocean update before ashlands...

They haven't even finished the main biome they've been working on since last year as to add another one out of nowhere. And they haven't said anything about working on ocean alongside ashlands so it's very safe to assume it is not the case.

amber wind
#

I'm not sure how an ocean biome would work if you can't go underwater in the game.

wintry bobcat
amber wind
#

So...badly? 🤣

#

Forgive me, I'm not trying to be negative about the suggestion, and I think it would be awesome if the devs did do something like that...even just to piss off all the people who keep pointing out how it isn't going to happen. 😜

#

Very true.

rose swan
amber wind
#

Ah, I see. More a maritime type biome...at the surface, rather than what's below it.

granite geyser
wintry bobcat
#

it does say before in the context of the suggestion being mentioned before, shortly prior to mentioning ashlands so easy to mix up

amber wind
#

What is the point of the mini-boss quest? How does it fit in with Valheim's lore and mythology? How does it add to the gameplay and overall progression of the game? If you plant the seeds in the wrong biome are they wasted? Can you recover them and replant them in the right biome? Do you have to fight the miniboss again to get more? What is the reward after you do plant all the seeds in the correct biomes?

brisk turtle
#

This sounds like it would be a fun addition to Hildir's stuff after 1.0 comes out!

#

You could reword the suggestion to be more "core ideas", for example this is my interpretation of your suggestions core ideas-

  • a miniboss (possibly in ashlands? possibly the next hildir quest?)
  • the reward is a set of rare seeds
  • each seed corresponds to a different early biome
  • the new seeds are all for fruit trees or berry bushes or other food-plant
near citrus
# amber wind What is the point of the mini-boss quest? How does it fit in with Valheim's lore...

Of course I explain: the goddess Iðunn according to hypotheses had rejuvenating apples, nuts and other fruits were also found in places of worship and other archaeological sites.
In the mythology of valheim fits from the point of view that odin needs his pantheon of gods can operate normally and the enemies have the seeds of trees, bushes and plants. Gameplay and progression: it is a mini-quest more of exploration like Hildir. If you plant the seeds in the wrong biome they will be lost and you will have to go back to get them (I have thought that instead of being in ashlands it could be in a shipwreck near ashlands, and there could be 4 or 5 ships that will take the seeds to ashlands by ship but they wreck) (the ship would also be protected by enemies).
The reward is 6 new cooking materials: Apple, walnut, rosemary, juniper or black elderberry, mint, blackberry. These would be used to create potions, food ointments, magic or whatever the developers wanted.
*I didn't say fern because I think it's the plant that appears in the development blogs: Pteridophyta.

unreal schooner
#

Ocean should be the most dangerous/ one of top-3 most dangerous biomes in the game.

#

It's a little bit odd that while exploring the world on early stages i prefer to sail through the ocean rather then stick to the plains with its supervillain the Deathsquito

#

Imo cabotage sailing should be the only available option till you get the longship at least. With smaller ships it should be much more dangerous to cross the ocean, only at your own risk with small survival chance

karmic flax
#

@ruby girder unpickable flowers on uncultivated ground would mean you cant even harvest seeds from the black forest until youve got the cultivator and then you'd need to bring it with you at all times

ruby girder
#

ah that's true

#

it was just an idea, but yeah I didn't think of that

unreal schooner
#

It can be like an option when you plant things (permanent/pickable)

ruby girder
#

pickable vs destructible more like

#

so u can still atk and destroy when needed, but interact won't pick

atomic rain
#

Fun fact about muddy scrap piles:

They have 5 health per part making all pickaxes equally good at mining them.

karmic flax
#

Fun fact about mining:
Mining has multihit where damage is split between parts hit, so higher level pickaxes are faster at mining even muddy scrap piles

ruby girder
#

give bombs to blow up piles, in mistlands

karmic flax
#

i tried it out once, and using a maxed iron pickaxe is about twice as fast at clearing a mud pils compared to an antler pickaxe

atomic rain
#

Though I am not sure, if I tried black metal pickaxe's muddy scrap mining speed

#

Maybe its already implemented.

wintry bobcat
#

What kills me about the antler pickaxes is just the durability. Still, better to have to repair than to have to mine copper for a bronze pick

granite geyser
unreal schooner
#

Just you know, those who downvote my lynx have no heart

#

No really, all the callous people here will be exposed

karmic flax
#

Well now I'm definitely gonna do it

karmic flax
#

@jade robin this is already a thing

finite vapor
jade robin
karmic flax
jade robin
#

the raid difficulty, not the world difficulty

wintry bobcat
#

especially while my precious serpent stew and potentially other limited food is ticking down

ruby girder
wanton atlas
#

there is no point in making raids monsters easier/harder when it's not the same as other enemies in the same world

bitter lodge
#

@open dagger There's a mod for that, FuelEternal

unkempt raven
#

"There's a mod for it" isn't really relevant for wanting something in the game that isn't completely non-fitting (until it's confirmed "nope" or the game is finished). There's also plenty of non-fuel consuming light sources, though.

#

But automation of various kinds is specifically mentioned as non-wanted by devs, so the "automatically refuel from chests" thing is probably a no-go to begin with.

ruby girder
#

Idk about automation but I atleast want torches that can hold more fuel

open dagger
unkempt raven
#

A standard wood torch lasts for 11 hours, that's hardly "having to refuel it all the time", and that's the shortest lasting light suorce of the ones that require fuel.

bitter lodge
#

I doubt the devs would add infinite fuel to the vanilla game

unkempt raven
#

A sconce which is usually the next one you make lasts for 33 hours and 20 minutes.

open dagger
#

hmm right maybe i overexaggerated a bit in my formulation

bitter lodge
open dagger
#

it adds realism for sure now that i think about it, i think i just played too many games where the torches never run out

#

and if its too dark in my home i can always just wear the dverger circlet

bitter lodge
#

I like adding torches to my base roofs for an extra touch of flair. Infinite fuel in this regard is very handy.

open dagger
#

and theres also wisptorches wich never run out

unkempt raven
#

dvergr lanterns also seem to not need fuel, but those are mid/late game acquirements.

open dagger
#

so my suggestion was pretty much useless lol

bitter lodge
#

Pretty much

#

Potions are also a nice decorative light source

unkempt raven
#

For what it's worth it's a fairly common suggestion. :p

open dagger
#

hmm well at least my tameable neck suggestion got liked more

#

that was on the old server tho

bitter lodge
#

The amount of likes on a suggestion has no bearing on whether or not the devs will consider it though

open dagger
#

i know it just shows how much the community likes it wich helps me come up with more useful suggestions sometimes

rose swan
#

Personally, I find the upkeep of my base (farming, torch fueling, repairs) to be pretty immersive, and it makes me feel like my base has more of a purpose. Also, just a tip, better quality torches (standing iron vs standing wood) consumes fuel at a much slower rate.

unreal schooner
rose swan
#

I wouldn’t say the vote ratio has no bearing, but it’s also not like ‘get 1000 thumbs up and the feature gets added’ type of thing. It’s more of just a gauge of feedback 🙂

#

#suggestions message like this one has a great ratio (an even better one before the hack/wipe) but it’s not like it’s guaranteed to be added.

unreal schooner
#

For me personally the best result for a suggestion is smth like 4-5 likes, 4-5 dislikes and 2-3 recycles.

#

It's actually better than 10-0-0.

jade robin
rose swan
#

#suggestions message I believe with how the game engine works, it isn’t possible to create a pond in this way. Your best bet is to find one and incorporate it into your build 🙂

unkempt raven
#

There are no water physics, water is just a level, so any ponds that weren't at water level would have to be surrounded by/part of indestructible terrain.

rose swan
#

Thank you, for some reason I couldn’t find the words to explain that very well haha

ruby girder
unkempt raven
#

Tar works differently than water would iirc. Water physics has been declared "not possible/certainly not gonna happen" by the devs many times.

ruby girder
#

Nah, I just mean the fluidity in general

#

We also have a hot tub which counts as water

rose swan
#

Like if a ‘pond’ had a sort of fragility of sorts to it like the tar pits do?

ruby girder
#

Fragility?

rose swan
#

Maybe that’s not the word I’m looking for 😅 like what if ponds for example would be destroyed if you mined around them too much. Isn’t that kinda how tar pits work?

#

I haven’t actually played around with tar pits all that much lol

#

Though with that being said, I don’t know how one could ‘create’ a pond. That’s tricky I imagine.

ruby girder
#

Oh yeah, I just mean if you could dig a pit and fill it with "water" which could basically just be retextured tar with slightly different parameters.

Dunno how hard that would be to implement tho honestly

#

Also since I mentioned the hot tub, we could also alternatively have something based on that idea instead

rose swan
#

So I’ve been tinkering around the idea of something like a nature staff/druid staff, a sort of late game tool similar to the hammer that allows for more ‘natural’ build structures; small trees, bushes, vines (like you see in meadows), bee nests, etc. would be cool if there was a water feature tab or something? Of course, this is extremely outlandish haha but it’s a nice thought 🙂

#

I like the idea of something purely cosmetic being a whole spectate tool and not lumping it in with say a cultivator, that way players aren’t too cluttered, especially between functional tools and decorative tools.

ruby girder
#

@vague flint use the cultivator's grass mode on beach, it'll bring back sand

#

afaik

unkempt raven
#

@open dagger dragon eggs are infinitely available since they respawn. The totems can drop from brutes, but those don't respawn except during raids (which are disabled by killing Yagluth) once you've killed all of them unless I remember wrong.

ruby girder
#

^

unkempt raven
#

Withered bones are also technically limited but there's probably enough in a world to summon Bonemass 1000 times. :p

granite geyser
#

@rotund panther it isn't

open dagger
#

so im dumb again yeeyyy

ruby girder
#

it's easy to miss dragon egg respawn. they take like 8 hrs iirc

open dagger
#

i never noticed them respawning

ruby girder
#

8 hrs of irl time, i wouldnt either lol

open dagger
#

i wouldn't even want to spend that much time in the mountains biome

ruby girder
#

you don't have to, they're basically like berry bushes

open dagger
#

i would get swarmed by stone golems in that time

ruby girder
#

as long as someone is logged in anywhere in the world, the time will tick

near citrus
#

Exactly, invoking yagluth can be a ''problem'' but well, there is no improvement in the bosses once you kill them (I mean, for example, every time you kill him, the fight against him is more difficult) so no. It is very important that the totems run out or are finite

open dagger
#

what if you want to build a house out of his trophies

#

thats ridiculus tbh

ruby girder
unkempt raven
#

"The boss fights don't change so it's very important to be unable to fight the boss as many times as you want" is very odd logic indeed.

near citrus
# ruby girder i don't understand your logic 🤔

I mean, if what a player wants is to invoke yagh many times, there will be a moment when it stops being able to, because the drop of a totem by the bersherkers is very low and on the map there are limited totems and limited camps with bersherkers . Furthermore, fighting the bosses more than once is not necessary and does not (in my opinion) make sense because if there were a system in which the fight against the bosses becomes more difficult that would be more pleasant.

ruby girder
#

i mean it's also inconsistent considering all other bosses

#

if someone wants to, let him

unkempt raven
#

There's no point game progress wise to fight the bosses more than once, but i don't see any good reason to prevent it either.

ruby girder
#

i mean i killed elder 80+ times lol

#

swamp keys make great decorations :p

near citrus
#

I once wrote a suggestion in that sense, every time you kill an Eikthyr deer it becomes more powerful x more damage and life for every 25 deer. Furthermore, every time you kill Eikthyr it also becomes more powerful. That makes going to kill him more and more difficult and can make people want to snort a boss as much as possible to fight the most powerful enemy they can form.

ruby girder
#

why though

near citrus
unkempt raven
#

That makes no sense in the setting. Once the forsaken is defeated it is defeated.

ruby girder
#

yagluth is eh i do wanna beat him thrice coz i want 9 fountains

#

totems are hard to get tho

near citrus
unkempt raven
ruby girder
#

it's makes no sense that we can't

#

barley flour bag would be great in kitchen for example but nope

unkempt raven
#

Well, I expect every item would need an "item stand model" so making those for all items would take time.

ruby girder
#

Aren't just attached models rather than new ones? I wouldn't know tbh but could be that ig

unkempt raven
#

I'm not sure, but I would expect the models on the item stands are slightly different from the "thrown on the ground" ones.

ruby girder
unkempt raven
#

I don't know how that kind of stuff works, I just think that would make sense. :p

near citrus
#

I suppose it will be the same model, but they will have to see if it looks good when mounted on the item stand. and they will polish the appearance so that it remains smooth.

unkempt raven
#

Yeah, something like that.

#

Could also be there's more "invisible" coding that goes into it.

#

I hope Smiffe has his "why there won't be any "anti-cheat" post saved so he can repost and repin it.

amber wind
#

Isn't there a setting that makes it so that the world difficulty increases for each character individually? For instance, if a new player spawns into a world brand-spanking new they won't see the higher tier raids until they kill Eikthyr or associated bosses? In that case, don't you NEED to have the bosses be able to be summoned over and over, so new players to the world can catch up?

unkempt raven
#

Only for raids - the player based raids option. Night spawns stay the same for everyone.

near citrus
#

I also made a suggestion that I ended up deleting. In it I only suggested that more defensive skills be implemented in the enemies, that would make some enemies "more tanky", for example by making some skills mitigate the damage that comes in for x seconds. or that they heal a percentage of life (for example, when ticks are mounted, they heal a percentage of damage done), that other enemies, for example, put shields on themselves. or that the greydwarf schaman heals more than 20 if it has more stars because it heals the same with 0 and 2 stars.

unkempt raven
#

And you don't need to kill the boss, I think, it's enough to do something that would require it being killed, like using the boss power or holding the boss drop (though I'm not 100% certain about that).

amber wind
unkempt raven
#

I dunno, combat isn't the main thing in Valheim as much as preparing for combat is. I wouldn't mind slightly more complicated combat but I don't mind it being simple and straigthforward either.

near citrus
amber wind
near citrus
unkempt raven
#

Well, the base game should be balanced based for people playing for the first time, not people playing for the fiftieth time.

amber wind
#

Can you get staggered by enemies? Like when you parry their blows? Can the enemies parry you at some point?

near citrus
granite geyser
#

@echo kite anti cheat is a "no" from devs.

If you want people to not cheat in your game then only allow people that don't cheat in your game. Only the host is responsible for the people the being to their game.

#

Also, cheats (which I assume are devcommand) can only be done by the host, not other players

amber wind
#

It would make sense to me, that as you progress through the game, the enemies become more and more sophisticated with their attack strategies. So that when a new player starts, they are first attacked by super easy mechanics and then later they are introduced to more sophisticated attacks as the game progresses. That way you hit a balance for the new player vs the veteran. Then by the end game the enemies can do pretty much everything the player can do, plus some specialized skills that you people need to learn how to get around (like using the right equipment or potions, etc).

near citrus
#

I think it refers to the fact that you cannot enter a world with things in your inventory brought from another world.

granite geyser
#

Same thing

unkempt raven
#

Being able to bring any character to any world is an intended feature. Could almost be called an integral feature.

amber wind
#

YES! It would be awesome to have something where when they enter the world, everything they had on their character is removed (maybe held in stasis till they log out again) and then everything in their inventory while playing is removed at logout (just drops to the ground around them) or held in stasis till the next time they login again.

#

I think this would be an awesome world modifier to add.

granite geyser
#

I really miss the pinned msgs

unkempt raven
#

I hope Smiffe had that one saved, though it was probably written on the spot.

granite geyser
#

@azure monolith pls

near citrus
granite geyser
#

Yes, it was another separate msg. Which was also longer

echo kite
unkempt raven
#

"The host" is whoever is hosting the game, most commonly that is a person sharing their world with someone else by using the "start server" function.

amber wind
#

I guess I've been doing it wrong, because I haven't been paying...

barren elk
#

#suggestions message this would be great and not hard to do because valheim already has tar pit physics for water thats not on sea level

unkempt raven
#

"not hard to do" also known as "confirmed repeatedly as not happening by the devs because it wouldn't be possible without a complete rework of how water and terrain works." :p

barren elk
#

Oh ok :p

sterile frost
#

use the same physics as tar pits only with the tar texture replaced by water texture = profit

amber wind
#

Sadly it's up to the Devs to decide...but then there is also the modders!!!!

granite geyser
#

@edgy solar it has been suggested many times.

It won't happen until v1.0 and it's still an "if"

edgy solar
#

We can but hope 🤞
I play on GeforceNow so cant even manually load them in, just watch em on youtube in awe is all 😅

amber wind
#

Does IronGate need to enact some kind of interface for Mod.io to be an option? It always seemed to me like Modders make it work regardless.

wanton atlas
bitter lodge
#

Smiffe hated my suggestion 🫢

wanton atlas
bitter lodge
#

They do?

wanton atlas
bitter lodge
#

Is that just for the reinforced chest or all storage boxes?

wanton atlas
#

all 4 of them

bitter lodge
#

Is that a new thing or have I just neglected to notice it after all this time?

wanton atlas
#

can't remember when we added this feature. but it's not super-rescent I think 🤔

bitter lodge
#

Oh fu- 🫢

unkempt raven
#

Pretty sure they've always said that, can't remember them ever not doing it at least.

brisk turtle
#

Hey Smiffe can you ruin my dreams and tell me why this suggestion wouldn't be possible without rewriting the game? #suggestions message

wanton atlas
#

ah now I have

#

I had the same idea before

#

I even advocated for this to happen when there is no monsters around since it would save a metric ton of instances

#

but..

brisk turtle
#

I figure it would be technically challenging in some way?

wanton atlas
#

what if it breaks

wanton atlas
#

and.. what if it breaks

brisk turtle
#

What if the system breaks? Or what if the buidable object breaks?

wanton atlas
#

like in singleplayer it would work 100% of the times

#

but not in multiplayer

#

it could wierd the entire building out in so many ways 😄

brisk turtle
#

That's why my idea was to only do it on objects that haven't moved in like 2 weeks of in-game time, hopefully would alleviate issues. And you could run the check only when you save the file or something 🤔

brisk turtle
wanton atlas
#

yes 😄

#

or just the entire building instantly explode due to your friends internet connection failed to detatch the build pieces

brisk turtle
#

But you use essentially this exact same system with the big boulders and copper nodes right?

wanton atlas
#

and then everything would die in a nice explosion of FPS lag

#

hurr hurr

brisk turtle
#

Valheim + Garry's Mod

wanton atlas
#

imagine a castle of 15000 instances

#

turning into 30000+ objects

#

minimum

brisk turtle
#

Yeah I was suggesting this because I have some stone buildings in my main base and my instance count is getting too close to 15k 😭

wanton atlas
#

it's all down to hardware

brisk turtle
#

So... it's like a valheim building equivilent of a rarbomb? 🤣 That's something I hadn't considered, I guess

wanton atlas
#

instant fun

#

not sure where the actual breakpoint for just game crashing from overlow of objects

#

probably individual per computer

#

but even I got one with my 7700X 😦

brisk turtle
#

😭

#

That makes a lot of sene though, thank you for the info 🙂

wanton atlas
#

yeah. 😦

#

it would work great if it wasn't for multiplayer 😄

brisk turtle
#

What if you also made it so that any combined items can't be broken apart except by the host? 🤔

#

"Steve! We need to move the tower! Come press the button plz"

strong gazelle
#

to add to @granite geyser idea from here #suggestions message
100% mod.io is amazing way to go. Their support and dedication is fantastic!
My company work with them on delivering mods to PC and consoles, and we are nothing but happy about how this is going - a vouch for sure 🙂

silk halo
granite geyser
#

More advantages for solo over MP then

wanton atlas
silk halo
unkempt raven
#

@split wing you can make mobs passive in the world settings.

split wing
unkempt raven
#

No way to do that.

short wing
split wing
#

I’m aware, but they personally don’t like to do that. They just simply don’t want their buildings to be damageable. I’m also aware it would make the game extremely easy. But honestly who cares.

granite geyser
#

Then disable raids completely

karmic flax
#

Have them dig a moat, that way most enemies cant damage their base

short wing
split wing
#

No worries I figured I’d make the suggestion and see what people say. At the end of the day it don’t effect me. Just want my friend to play.

#

I personally raise walls.

split wing
#

That would conflict with the rest of the group as everyone else wants them on.

#

We have 5 people in our server.

granite geyser
#

Even if you made structures indestructible, having raids on would be pointless bc there wouldn't be any danger to them at all as their main issue is that they destroy your stuff.

If the main problem is not being afraid of getting the base destroyed, then disabling raids is pretty essentially the same thing

split wing
#

To me they wouldn’t be pointless cause usually we need the resources that the enemies who attack drop. So to me it’s the enemies coming to me with free resources. Example boars and neck. I always need boar meat. And having 10+ attack you is nice. Same with draugr for entrails

unreal schooner
#

I don't understand the issue completely. You have 1 friend who doesn't want his potential build to be destroyed by mobs. The other 4 of you are ok with mobs attacking the base. Then just promise him to protect whatever he will build and keep that promise, no?

split wing
#

Oh trust me we have given them multiple paths, refuses all of them. Just doesn’t want to get on and half his house is destroyed cause no one noticed a troll attacking his stuff. Some people though just want to find a nice view in a nice area and build. But at the same time they want all the other aspects to be there. But I understand invincible building’s would essentially break the game.

#

Didn’t mean to open a can of worms here, just wanted to see what would be said.

#

They come from Minecraft where the only mob that can destroy your stuff is a creeper.

pure patio
#

Best solution would be for them to dig a moat or raise some earth walls, you can make both of them pretty nicely integrated if you do it right

split wing
#

I’ve given that option but aesthetically they don’t like it. But they love the roofs and just general design of the buildings. And also the exploration the game offers.

silk halo
#

how would the game determine which buildings were invincible?

#

pretty impossible in multiplayer

pure patio
#

Add a ward? That'll start making lots of noise when anything attacks a building

silk halo
#

they'd have to modify wards ig, but we've asked for that countless times

pure patio
#

No? Wards will make noise if anything is attacked, even if they don't actually protect anything.

silk halo
#

a noise isn't going to prevent troll damage

#

however a ward with a 0 damage function, would be a perfect solution, other players could even tell you are using it for that if the bubble made a different noise and had a different colour flash when attacked

pure patio
#

But it won't destroy your base without you noticing it. The other thing to do is to add spikes and walls, make it a proper fortress. But Valheim in general isn't designed to have a perfectly safe area without turning off raids or enemy aggression or other world tweaks.

silk halo
#

you can already do all that in other ways

pure patio
#

I think you're not understanding. I'm not suggesting that there be anything to actually change the way the game works. I'm saying that the game is certainly not going to have a way to make buildings invulnerable in normal gameplay, and I'm providing alternatives people might not have thought of to mitigate the concerns.

silk halo
#

as soon as modifiers came in any argument about how the game is "supposed to be played" went out of the window

#

may as well give folk the convenience they ask for (within reason ofc)

dawn mauve
split wing
#

We’ve had it where a troll somehow survives a raid and wonders off. But it’s really not that big of a deal. I was just making a suggestion. But someone said adding a way for wards to make your buildings invincible would be a good solution.

#

Draugr and skeletons too. Mainly draugr and the goblins. When they raid there’s always left over spread out.

granite geyser
#

There wouldn't be a way for a raid troll to survive if the raids wouldn't be enabled at all.

The only way for a mob to appear out of nowhere and attack the base is if it was lured by another player/mob

karmic flax
#

And wouldnt see the moat

unreal schooner
#

I mean there are so many options for you to adjust the game the way one wants it, but still there would be those, who desperately need even more suboptions, otherwise it won't work for them.

unreal schooner
karmic flax
unreal schooner
#

He just wants to have invincible buildings. It reminds me of that 'i don't wanna fight in streets, i wanna fight in ufc' kid

wanton edge
hard yoke
#

can someobody explain me why my idea of adding more optional modification sliders and underworld caves was downvoted AF?

pure patio
#

Devs don't want an underworld as part of the game, we're already in the afterlife in Valheim as it is. As for the sliders, some of them exist (event/raid sliders), and others just aren't in the ethos of the game and are more suited to mods if you want them.

unkempt raven
#

There won't be any new biomes anyway, all the biomes are in the game already.

#

I don't think it's a good idea to add sliders for every conceivable thing either, a few different settings is good but it quickly just becomes a clutter of confusing stuff. It's more mod territory than something that I think would be good for the base game.

karmic flax
#

Also its a list

#

Instead of individual suggestions

silk mountain
#

Well his full "one" suggestion was to make valheim more like don't starve, but had two very different aspects to it

#

I'm kind of really not in favor of turning an already good game into another one. If you want to play a game like DS then play DS

sterile frost
#

I know my suggestion has been brought up before. That's why I came up with the process to make it unique lol

rose swan
sterile frost
#

There are just so many bones and with the ashlands coming, no doubt there'll be plenty more to collect 😕

rose swan
#

Exactly, I’m personally optimistic that we’ll see more used for them 🙂

brisk hollow
#

Bone fertilizer lets you cultivate biome-free land that can grow any food.

#

@sterile frost if you like it add it to yours

sterile frost
#

Sure

wintry bobcat
#

I don't like that idea

#

I think it's reasonable that you have to brave a new biome and set up camp there to grow some delicious veggies. If you can just go grow your mistlands veggies in meadows it becomes boring and deters exploring / base building in other biomes

brisk hollow
#

How about specific biome fertilizer made from bonemeal and that biome's trophies?

#

Once I've gotten enough fuling heads I should be able to give some barley the blood-soaked soil it desires.

sterile frost
wintry bobcat
#

I still don't like it. I think it's fair to make plants grow faster with bonemeal but I love the idea of having to setup a plains or mistlands outpost/base to grow stuff. I personally wish there was more to encourage base building in biomes

pure patio
#

Just sleep and plants grow faster 😛

brisk hollow
#

Eh I'm always for expensive options to centralize.

karmic flax
#

I wish we had some way to make stockpiles of items we no longer use useful, other than obliterator

brisk hollow
rose swan
wintry bobcat
pure patio
rose swan
#

I’m just spitballing here, but what if bones could be used in some sort of berserker mead? Extra damage, lower defense or something?

sterile frost
brisk hollow
#

Insomnia? You mean you just volunteered to attend the fountains? Why thank you!

karmic flax
sterile frost
#

I believe I suggested that in the old channel. Not gonna do that again, apparently people really hate quests

pure patio
#

@burnt field Mods aren't officially supported on PC, and will definitely not be supported on consoles until full release

granite geyser
#

And the game is single player first and MP second, with MP being balanced around coop so PvP mustn't even be in the list of things taken into account

burnt field
rose swan
#

#suggestions message @sly reef this is a really fun suggestion that is similar to yours, I think some sort of goat-like creature would be really neat 👍

unreal schooner
#

I mean I will still keep using pine trees as the largest beams in the game for building way too higher than needed, nothing can stop me, even the branches on top. It was just a small QoL suggestion

unreal schooner
#

@sly reef you mean like stationary ones, already existing before you?

full prairie
#

Did the emojis on my suggestion get reset or something?

#

Last I checked it had like 24 thumbs up or something

unreal schooner
#

Why? It has 29 now.

full prairie
#

Oh, I was seeing it as only 1

#

Sorry, ignore me

karmic flax
#

cache is weird sometimes

unreal schooner
karmic flax
#

@tawny cipher while we dont have plates and silverware yet, you can put knives and round shields/bucklers on item stands

ruby girder
#

#suggestions message
@unreal schooner
I would love the 64 degree roofs for slides ngl!
I currently have a 64 degree slide that I am building for metal in my factory but it's so tedious to make and uses so many instances

wanton atlas
#

@tawny cipher the reason why we can't have bigger caves than the ice caves is chunk sizes.
64x64x64 meter is maximum size we can use for a dungeon

sly reef
granite geyser
#

@wanton atlas could you recreate the "no" list/post?

wanton atlas
#

people don't read pins tho so...

#

but I know it's good for arguments

short wing
#

Maybe a new one and with big bold on the top "Anything that gives multiplayer an advantage over single player is a no go!"

granite geyser
#

It'd also be a good opportunity to re-structure it, and include ones that weren't before

unkempt raven
#

People don't read pins but it's nice to have a reference for "devs have said no." :>

short wing
#

@wanton atlas Don't forget to add in no flying mounts, when you recreate the "no" list.

granite geyser
#

With a big, fat, bolded "no"

open dagger
#

weakpoints are a good idea

lone prairie
#

queen surely need to have one on her backside, like soldier seeker

unreal sandal
#

o_0 soldier seekers have a weakside?

granite geyser
#

I haven't fought her so idk.

Elder could have it in his chest. Moder in her head and if we go for a stretch, her wings. If we go for a further stretch, make the wings extra weak to fire

Eikthyr and yag could be the only ones without weak points

granite geyser
unreal sandal
#

as much as i hate the abdomen of bugs guess i have to do it

short wing
# unreal sandal o_0 soldier seekers have a weakside?

They don't like it from the backside. Sneak close and stab with daggers for lots of damage, or plink arrows in there.
Troll heads are vulnerable but I find that a bit weird since there isn't a whole lot going on in there.
Gjall's underbellies are vulnerable.

unreal sandal
unreal schooner
#

I think they are great philosophers

short wing
unreal schooner
#

Should i pee now or at night or both.. ah i already did it in my cave.. what a wonderful sunset

unreal schooner
#

Why don't we need sailing skill? Though it should be levelled up by sailing at full speed imo

rose swan
#

In my opinion, because of the state of skills right now, I think having a sailing skill would not be beneficial. I think a lot of people would be especially upset after a chain of deaths only to find that sailing is slower and more difficult.

karmic flax
#

I think a limit to skills is good

lone prairie
rose swan
#

I think skills just need a bit of rework, perhaps later down the line since it’s not a major issue.

barren elk
#

Why was my suggestion removed

#

And im not talking about odin taking it down because it doesnt have a light bulb im talking about the fact that it was there few hours ago and now it isnt

rose swan
#

What suggestion was it?

barren elk
#

#suggestions message replied to this that it would be better if it was a paddling skill that would increase your paddling speed

vagrant quarry
rose swan
#

That’s what I imagined. I think it has potential!

#

Perhaps in a potential ocean update, we’ll see a sailing skill?

unkempt jackal
lone prairie
unkempt jackal
#

@lone prairie I agree that the way skills are raised could be better.

unreal schooner
#

Hopefully after all the biomes are finished devs won't ignore them

pure patio
#

It makes me sad how nobody else wants Moder to have nighttime spawns 😛

#

As for skills, search the history. The gist of it is that you aren't intended to have level 100 skills, Mistlands was tested at around level 40 skills. They are not there for you to max out, they are there as a minor reward for not dying.

karmic flax
#

But that's me liking a safe base

pure patio
#

I considered suggesting drakes, but I figured they would be too op and even more annoying, bats are easily enough dealt with

karmic flax
#

Bats are worse though since they can spawn in water

unreal schooner
karmic flax
#

Have wolves or cultists, etc spawn at night imo

pure patio
#

The problem is they would just annihilate all other mobs except Fulings and Seekers, they move fast and far.

karmic flax
#

Ive raised that issue before though. No permanent raids and no night spawns, the only boss to give us neither

#

Even eikthyr gives greydwarves

unreal schooner
unkempt raven
#

Following the increasing difficulty black forest mobs in meadows after boss kills pattern, Moder kill could make trolls spawn in meadows at night.

pure patio
#

lol. Or even draugr might be ok. They can be found in the Mountains, but they're not really thematic, and from the wrong biome.

unkempt raven
#

Draugar already spawn there in fog.

karmic flax
#

From elder yea

pure patio
#

Wait, so draugr spawn at night if it's foggy weather? Huh. Guess I never noticed.

karmic flax
#

Yea

#

If youve killed elder

sly reef
wet drift
#

Problem with a training system is...well either it's pointless, in which case sure, add some emotes, or you gain something, and that's bad because it's so AFKable

rose swan
#

@pure patio would wolves spawning in the meadows and Black Forest be a little much after Moder?

#

Perhaps at night, of course. The only issue is, I guess there’s already a raid associated with wolves.

pure patio
#

Yeah, exactly. They also move really fast and will just destroy all the greydwarves, brutes and shamans in general in my experience. Maybe a singular wolf would be ok, or two, but I'm still a little cautious about the balance until after you beat Yagluth

rose swan
#

Ah, that’s a good point. A single wolf can cause a lot of damage lol

sly reef
wet drift
#

Sure, but that's just not the vibe of the game.

karmic flax
#

@rose swan you can create sort of haybales by haphazardly putting together the two types of corner thatch roof

rose swan
#

Thanks for the tip! This was an old suggestion I had posted a long time ago, figured I’d throw it back in the hat haha

eternal storm
#

My issue with skill is how inconsistent they are. A few get better just because you're doing something you can't even choose not to do (running in mountains, harvesting wood or ore), while others require to train on purpose because the game has little to no use for them (fists) or are just too risky to train for how little they're used (swimming). A bunch of them make you specialize (melee skills), others are all-encompassing (blocking). A few can't be even trained until late game. I wish they reworked the system as a whole at least to get it on par with the rest of the gameplay, which is airtight.

wet drift
#

Does it matter that you don't level fists if you never use them?

wintry bobcat
wet drift
#

Tbh, best way to have this kind of skills work is either
A) using similar skills partially levels eachother.
B) Attributes

eternal storm
wet drift
wintry bobcat
#

so your problem is that it is not consistent because melee skills are split up while things like blocking aren't, and you don't get magic until endgame?

granite geyser
#

Why does it matter that some skills are not leveled up?

wintry bobcat
#

I'm not saying the skill system is perfect, although it is fine for me. I'll be honest though I don't understand the concerns here

eternal storm
wet drift
wintry bobcat
karmic flax
#

Bonemass is pretty much the only time youre locked into a single type

wintry bobcat
#

I'd agree

eternal storm
wintry bobcat
wintry bobcat
#

I think the game does an okay job of forcing you into experimenting with weapons (with enemy resistances/weaknesses and gaps in weapons in certain ages) without locking you to weapons you don't like the whole game

wet drift
granite geyser
#

You are not locked to a single weapon type, you use most of them in any playthrough unless you're doing a challenge, or will you try fighting drakes with melee weapons?

You use a lot of some weapons, they get higher levels, you use others less frequently, you get low levels. Simple.

On the long term, it doesn't even matter that those skill levels are low bc you don't use them so frequently in the first place except in specific situations.

And either way, you use the weapons you like the most and level them up, it's completely your choice. This all seems like the whole topic is going for "you should be forced to use ALL weapons and level them up so they're all relevant".

eternal storm
#

I knew I shouldn't have mentioned weapons, silly me.

wintry bobcat
#

I wouldn't mind swinging a mace giving you 100% mace skill gain and like 10% skill gain on other melee weapons. Could be cool.

Don't think it's necessary tho

wet drift
#

I guess it isn't but that's mostly because skills aren't that big a modifyer.

#

The system'd br truly broken if it was

eternal storm
# wet drift I guess it isn't but that's mostly because skills aren't that big a modifyer.

I'd disagree. I have multiple characters for testing purpose and for fun, with different builds in mind. The ones based on automatically growing skills like woodcutting are noticeably bettter at that compared to other characters. Gear is substantially more gamechanging than skills, but they still have an impact. And if they had not, that would be one more reason to revisit they system, to be frank.

wet drift
wintry bobcat
#

Thing about skills is that the difference between 0 and 100 skill is a monumental difference

But, if you're a person who dies a lot you're not gonna have 0 skill you're gonna have like 30-40, and if you don't die at all you won't have 100 you'll have like 70. Which makes the difference less impactful (this is just an example, obvs depends on the person and part of the game you're on)

granite geyser
eternal storm
granite geyser
#

You can perfectly play the game at skills lvl 10 as you would at skills lvl +40, even in late game

eternal storm
wet drift
eternal storm
unreal schooner
#

I really wish discussions like this one would more frequently end up in some sort of joint suggestions

wet drift
#

Latter seems cool...ig

eternal storm
wet drift
#

Am I insane for liking the idea of more defense but also less offense at the same time?

wintry bobcat
#

Movement is already split up between 3 skills

wet drift
#

I like the idea about more varied defense skills because they feel like and are distinctly different actions. Whereas I would gladly slap together some of the weapon classes, because gameplaywise they are similar.

wet drift
eternal storm
# wintry bobcat Movement is already split up between 3 skills

The issue there is running being way more useful of the others, so good it makes jumping take the backseat; sneak being too erratic to use on a regular basis; and swimming being too risky to train and you rarely even use it. Not to mention walking having no use outside making videos. Skill sdon't work in that department because of that.

eternal storm
wintry bobcat
#

why do you need to lvl sneak if you don't use sneak? I feel like the discussion keeps coming back to this. Why do you need to be an expert at something you never do?

unreal schooner
eternal storm
unreal schooner
wintry bobcat
#

I dunno that sounds like how I like the game 😭

If you specialize in something you should be rewarded for it. Someone sneaking a lot should be rewarded over someone whos never sneaked a day in their life

wintry bobcat
eternal storm
wintry bobcat
#

Sneak can be good on Very Hard

wet drift
#

With sneak I think the problem is not in the skill system, but in valheim just not letting you hide.

There is only two ways to make sneaking worthwile, eithet boost the heck out of it skyrim style, or spend half your devtime making a stealth game.

Sneak is a dead feature, and will be no matter how skills are changed.

brisk hollow
#

Um, sneaking into a fuling camp and killing the shaman first before agroing the rest is a sound strategy I suggest you all quickly learn to adapt to when the time is right.

wintry bobcat
#

I will agree I think sneaking could be stronger, but it is useful already when used right. Most ppl just don't have the patience for it

#

I personally find it odd sneaking requires stamina tho

unreal schooner
brisk hollow
#

My suggestion is to not play valheim if you don't have patience.

wet drift
eternal storm
wet drift
eternal storm
brisk hollow
#

Not sure I agree due to the presence of troll armor encouraging and boosting sneak.

eternal storm
wintry bobcat
#

Sneak shots are so powerful, and taking out key targets (or getting them low and staggered) before war breaks out is great. Another reason why knives can be good too with patience

#

although tbh on normal mode you can usually go in mace swinging and be fine in most scenarios

eternal storm
unreal schooner
eternal storm
wet drift
eternal storm
brisk hollow
# eternal storm Still not worth it. I have a character built on sneaking, troll armor and all, a...

Are you aware of weapon sounds? Like, for instance, that the Huntsman Bow is quieter than the other bows? That you can sneak-shot without alerting whole groups? It's a combination of learning the mechanics as well as the relevant recipes.

There's also ambient light. Did you know that some weapons glow? Did you also know that each glowing thing you are holding or wearing adds a stacking % debuff to your stealth?

wintry bobcat
#

eh not only reason. I remember one time I dozed off while sailing and crashed me and my buddy into a plains biome (while we were at iron stage). My buddy immediately got killed by a deathsquito, I killed the deathsquito but got seperated from his corpse. He had all the portal materials and I had nothing, and there was now a 2 star fuling guarding him. Still, sneaking at night made it really easy to evade the fuling that was literally on top of his corpse and I managed to make a portal with his mats

#

I'm gonna definitely up swim and sneak on this run. Not super high but just high enough for an advantage. I can't afford to lose my permadeath run to a few too many meters of water or an enemy just barely spotting me while sneaked

unreal schooner
eternal storm
brisk hollow
#

Stealth walking just needs more momentum so you don't get stuck on slight inclines. Beyond frustrating.

wintry bobcat
eternal storm
#

Now, on non-combat skills. I see a few issues. First, harvesting materials is not a choice, so you're reward for just playing the game; compare it to combat or movement, when you level the skill you chose to use instead. Could as well have a crafting or a building skill. Then you have skills for getting wood or ore/stone, but nothing for getting wild edibles or crops, which is technically the same thing: getting stuff; I understand that would be difficult to implement, but still. But the worst problem is having no way to level magic until late game. I understand why it is like that, but it still means you can't really design a full-fledged magic user for day 1, which is a pity. To the very least, brewing potions... I mean meads, could somehow count, but I don't know how.

unreal schooner
pure patio
#

I think you're not intended to have a specific "build" in general, you should be able to master all forms of combat, and use the appropriate techniques and tools where necessary. The crossbow and magic base weapon levels are intended to be usable at level 1 when you are able to access them.

wintry bobcat
#

I’d say it’s risk and reward. You like swords? Great, use swords. Get them super high level. Do great damage with them. But you will inevitably encounter enemies that are resistant to slash or that can fly and such, where a sword won’t be ideal. Still useable, especially with high lvl, but it would be recommended that you use some other weapons too and maybe level other weapons throughout your gameplay to make your combat style more versatile

#

You can be an absolute beast with a sword but it’s risky to only focus that whenever you encounter a dragon

eternal storm
wintry bobcat
eternal storm
wintry bobcat
#

It’s a fair point, I just think you go a bit extreme with it at times. I could definitely see block becoming block and parry

pure patio
#

But the point with skills is that they add to the base values, they aren't necessary to be competent in using something. I can still use swords at level 0, and it very quickly goes from 0 to level 10 or so if you just use it for a few minutes.

eternal storm
# wintry bobcat Yes, and then you choose the build that is right for the scenario. Like outrunni...

But often the same scenario offers different ways to beat it. For example, is a bow or a pickaxe really mandatory in mountains? Not really: if you have a heavy fighter build you can still beat golems, and drakes can just be ignored. Again, combat skills work, the other ones are the issue, and returing to magic: it's a pretty big option that requires a specific build (gear, skills, even food options), but no way to practice it until late game.

unreal schooner
eternal storm
pure patio
eternal storm
eternal storm
pure patio
#

And I disagree. You still haven't explained what the lack of polish is, just that you don't like not having numbers up higher when you think they should be. From an actual gameplay perspective, ignoring the existence of the numbers, what is the issue that you can't manage with various weapons or the skills being what they are? I use crossbows to great effect at 0 skill, and magic.

unreal schooner
#

It should be punishing for you to switch to magic in the middle of the game, but if you switched eventually you'll be rewarded for you commitment.

wintry bobcat
#

I don’t see why I need 50 magic skill when I don’t even have access to magic weapons. And I don’t think magic is suitable in the early game

eternal storm
unreal schooner
pure patio
#

How is using magic at the default level punishing, though? I get that you don't have numbers in the skills. Forget all that. What exactly functionally is the issue with magic when you first access it?

unreal schooner
wintry bobcat
#

Magic is pretty OP at lvl 0

unreal schooner
unreal schooner
pure patio
wintry bobcat
#

I agree. Bow magic and atgeir need hella nerf if the game wants to be balanced

eternal storm
unreal schooner
#

Because it breaks the skill system. Why was I levelling my axe if later i would just switch to magic?

pure patio
#

I'm not trying to just be contrarian here, I just want to kind of approach this from a game dev perspective. What are the actual functional issues people are running into? I don't have any clarity in that yet, other than people just not liking that their skills are lower numbers.

wintry bobcat
#

I wouldn’t mind being able to level magic early I just don’t see a good implementation of magic abilities early on

pure patio
#

Why were you leveling anything? You get better at the things you use. If you don't want to use it any more, you still keep the skill in it, and you just start gaining skills in another area. It doesn't hurt you to have other skills, and the design of the game is that you SHOULD be switching between things often.

unreal schooner
#

Nobody is bothered with numbers, we're talking about what skills to use and why in terms of a whole system

rose swan
unreal schooner
pure patio
#

If you don't care about the numbers, why does it matter? Is there something you can't do with magic when you get it? Or an axe? From a gameplay perspective. Perhaps blood magic shield levels, that's about all I can think of.

eternal storm
pure patio
#

Again... how is it flawed? If you couldn't see the numbers, if you had no idea it existed, would you even notice what is going on?

unreal schooner
#

I want to be good at swords enough not to switch to magic

eternal storm
#

I already explained my opinion multiple times, anyway you can notice how skills work without a gui just by having multiple characters and testing them in the same situations, same gear. You'll notice high level ones are slightly better that low level ones. But it doesn't matter because that totally not what I'm talking about.

pure patio
#

So do it? I beat the Queen without using magic once.

unreal schooner
#

But you would do it easier with magic

pure patio
#

Possibly. But you can't easily beat Yagluth with an atgeir or knives because of piercing is resisted. That's just how it is. That doesn't make it any less useful against Lox. Are you saying we should be able to use only one weapon and beat everything in the game if we increase our skills enough?

unreal schooner
#

You're talking about specific enemies now, i was talking about skills in general

eternal storm
#

It's a matter of options: you get the option of being a great archer, a great warrior, a great whatever, except a great sorcerer. Maybe you can beat the game only by using fists and only eating stamina food, it doesn't matter: you still have no options to be a mage when you start the game.

pure patio
#

No, we're talking the same thing. Magic is not so oppressive that you can't use a sword in the Mistlands.

pure patio
unreal schooner
eternal storm
unreal schooner
pure patio
#

Y'all acting like there have never been games where new skills unlock as you progress.

unreal schooner
#

We actually say different things now

eternal storm
#

I don't see how any of this is relevant to some skills requiring some tweaks.

pure patio
#

Why do the skills need tweaks, other than the fact you don't like their numbers being lower? That's the core question nobody has answered for me.

karmic flax
#

How many hours has this discussion been going on? 😂

unreal schooner
#

I'm ok with magic appearing out of nowhere. Moreover I want it to be nerfed a bit

#

This is only a prologue

#

People come and go but discussion stays

pure patio
eternal storm
unreal schooner
#

Numbers don't matter, leave them alone to be whatever they are

pure patio
#

I think the core misconception is that Valheim is a "class" based game, and skills notwithstanding, it's not. You can play whatever "build" you want whenever you want with minimal friction from switching.

unreal schooner
#

I also don't get @eternal storm 's point here

unreal schooner
pure patio
eternal storm
# pure patio So, from what I am getting as a summary: you want access to magic before the gam...

That's just a tiny part of the whole thing, but no: I don't want access to magic as magic is right now, obviously designed around late game. I just think it would be nice if you could somehow work in that direction before getting there. You can say there's no builds or classes, but it's a game really focused on managing your priorities and resources, so it's natural to focus on something instead of something else. Example: investing metal on which weapons. My point is, there's no possibility to focus on low level magic because there is no low level magic. It's not an issue for you? Ok.

unreal schooner
#

Magic is still too OP the moment it appears. It needs to be levelled up beforehand to be comparable with the weapon you have been levelling all the time

karmic flax
pure patio
unreal schooner
#

Reread what i wrote once again

#

To be that op it should be level 30-40 at least not 0

pure patio
#

So, from a game design standpoint, magic should be "equal" to all other weapons at the time you access it in order to have the lowest friction to switching. So... yeah. You've used swords a lot until then, but all of a sudden you can switch to magic without having any major of penalty. You can still keep building sword skills if you want to, it's still useful.

unreal schooner
#

I think that what both of us were talking about the whole time but from slightly different perspectives. Either you should be 'ready' for the magic prior to open it or it should be less effective the moment you take a staff for the first time

#

Otherwise that magic comes out of air and breaks everything even being level 0

wanton edge
#

As far as skills needing tweaking in general - the "skills don't really matter" argument is to me actually a sign that it is a bad system and not indicative that it should be left alone. Heck, if it doesn't add to the game, why even have it in the first place?

I think skills do matter, their effects are rather noticeable and its satisfying to feel yourself get better at something. But the rates of leveling different weapons is all wonky, and it feels bad when you unlock a new weapon and want to go try it out - but the best way to get some levels in it is to go whack greydwarves with the weakest thing in that weapon type.

Also feels bad when you try to get good at something like fishing or swimming or sneaking, something you don't use all the time but might focus on sometimes, and then you lose your progress to a couple adventures and unlike the skills you use all the time, you can't work towards getting that progress back while overcoming the challenge that killed you. Instead you have to set aside special time to rebuild (just to lose them again next adventure) or just accept that those skills are indeed useless because of the effort to maintain some levels in them (not talking about maxing it out, even just trying to keep them above 20-30)

sterile frost
#

do we really need more merchants?

wanton atlas
#

@wet drift Wattle and daub is way to modern for Valheim 😦

sterile frost
#

why not expand the selection of items available for purchase

unreal schooner
sterile frost
#

yeah, I couldnt be bothered searching for a third or fourth merchant, two is plenty lol

brisk hollow
#

Merchant on a boat that only stops moving when you approach it.

#

Merchant that you only get access to by learning the name of their portal.

unreal schooner
brisk hollow
#

Buildable stall for your base that you can invite a new merchant to move into.

unreal schooner
sterile frost
brisk hollow
#

Merchant who lets you hire dwarf crossbow and mage mercenaries for 30 minutes.

#

Merchant inside a cave/crypt/mine

unreal schooner
#

Merchant who sells different types of merchants

brisk hollow
#

Honestly if people are going to complain about quests as a means of forcing them to explore the map, then might as well throw more merchants at them.

unreal schooner
#

World modifier for amount of merchants on a map (0 to 100)

#

Imagine 100 different merchants in a game and you are the only customer

sterile frost
#

But there will be this one fake merchant, the Merchant of Death who will try to kill you

unreal schooner
#

To sell you

brisk hollow
#

Oh I like the false merchant ambush!

wintry bobcat
unreal schooner
jagged flame
#

Why did my álfar suggestion get so dramatically downvoted? I honestly thought that'd be a great way to include the álfar in the game in a substantial way.

wintry bobcat
#

Hiring NPCs to fight for you just isn’t a popular interest I think. I’ve seen similar suggestions for dvergr

jagged flame
next edge
#

This would require some pretty advanced programming. First off the AI would have to determine if you are running away and this has a significant margin of error.

next edge
#

This might be implemented using a invisible radius that if you cross, then it counts as running away. And there could be a timer that monitors your attacks and the timing between them to determine the lack of fighting. But all of this has a serious flaw.

#

The margin of error is too large.

wintry bobcat
#

I'd say the concern is more gameplay loop than technical

jagged flame
# wintry bobcat I'd say the concern is more gameplay loop than technical

First off, you'd still have to search for them just like you do with Haldor & Hildr; second, it'd really just be a thing that players who don't have any friends who own or play the game to help them take a boss they're struggling against down to get some help in spite of that; & finally, I introduced those conditions specifically to balance it out.

wintry bobcat
#

I will say that is a lot of dislikes tho, it's not that bad a suggestion just don't think the fighting alongside part is part of the vision of the game. There is also big debates on whether or not to add more NPCs, seems most people are against it

#

I personally think changing the difficulty is a better bet than hiring mercenaries. Especially because difficulty applies to everything

jagged flame
#

Also, why have 10 player co-op be a big selling point if fighting alonside isn't part of the game vision?

wintry bobcat
#

I'm not too against adding them, kinda depends how it's done. I'm just not a fan of the combat companions

I already think bringing wolves is kinda silly

#

is it a big selling point? My impression was always that Valheim was a great solo player game but can be great fun with a few friensd too

jagged flame
#

Directly copied from the Steam store page description: A brutal exploration and survival game for 1-10 players, set in a procedurally-generated purgatory inspired by viking culture. Battle, build, and conquer your way to a saga worthy of Odin’s patronage!

granite geyser
granite geyser
jagged flame
granite geyser
#

That one thing will become the excuse for the next person to ask for another one thing directly copied from the norse mythology, and then the next person would do the same, and the next, and the next...

As I said, not everything will be implemented, a line will be drawn

mortal lichen
#

The problem with your suggestion is that it has **two ** things that are usually always a no-no by the devs:

  1. Hiring mercenaries. As Smiffe once said pre-purge, you're there to prove yourself to Odin, not hire slaves to do it for you (no matter how you phrase it)
  2. Splitting up the difficulty in co-op VS solo. Devs have repeatidly said that they will not implement something that benefits the other, and a 10 player vs 10 mercenary implementaiton might cause a lot of balance issues.

My two cents, it's not a personal thing, just based off experience and reading previous suggestions.

wintry bobcat
#

Potato prob not best idea due to same reasons as what has been discussed here. Also been suggested many times before

coral cradle
#

I don’t know why everyone wants to hire people. You have wolves and lox

tawny cipher
wintry bobcat
#

longer still makes it bigger

tawny cipher
#

oh ok...