#suggestion-discussion
1 messages · Page 9 of 1
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For building from those categories, would make the build menu a bit neater
Hrm, I played on a modded server for a bit that had building mods that added new hammers for the new build pieces. I found it frustrating - led to more inventory management of carrying around more stuff when I wanted to build and having to swap it in and out of my hotbar etc.
I already get irritated having to move forges around to build stuff 😅
Now if the hammers let you build the item without the forge there, I'd take that tradeoff
I could see upgraded hammer's unlock higher tiers of pieces, but they should include all of the previously unlocked tiers as well. And have a massively upgraded build durability. Maybe the highest tier hammer has infinite durability.
We're gonna sail down south only to find an empty desert save a lone telephone pole with a note posted saying 'Tier 2 Patreon reward biome'
yeah.... just more tidious 😦
Upgrading the build hammer increases the durability and level. The materials needed could be linked to the new items. Eg to upgrade to level 2 you need copper, level 3 need iron then silver and so on.
What if Trolls could throw Greydwarves like they throw rocks ?
What if trolls could hurt greydwarves when they slam the ground?
What if Greydwarves could ride on the Trolls' shoulders and lob stones and spells ?
What if Trolls could eat Greydwarfs to heal up
what if trolls could kill greydwarves and make a armor out of them
use greydwarf brutes as clubs instead of a tree.
And the greydwarf brute is holding a level 5 trollfish as a club.
The troll is riding an abomination.
ok but hear me out ... What if Fuling could ride sea Serpents
They would fuel nightmares.
Teamup of the ages. You got a rider and two or three spear throwers riding the snake
Still think it would be wild if Trolls could launch the local Greydwarves at you
I'd love it and it would certainly bring the lumbering fool stereotype alive.
Hey buddies how are you doing!
Hey I see an enemy
Bye buddy go get the meany.
crafting flint at stonecutter. Craft it... from what? Flint?
Rocks probably that get turned into flint or so.
The non-flint rocks don't exactly look like flint. :p
And flint loses relevance very quickly anyway
Not as decoration.
I guess we could dig out flint-containing rock masses and cut it out on the stonecutter but that would be a whole lot of work compared to just picking it up.
@severe saddle please don't make multi suggestion posts
Sorry I posted without light bulb 💡 didn't realize it already posted also if someone else suggested didn't realize if I did terribly sorry I know alot of stuff was erased so I did suggest boat a long while ago so please forgive me for this mistake
that post has like 8+ suggestions in it, how do i upvote the one i agree with?
You can't, MWOEHAHAHAAA.
Literally unvotable
Ramps you have to build by yourself. we don't want to create entire buildings or half-buildings for the players
I don't want you to create an entire building for me either just looking for pieces that I can use on xbox to make a overhang from a half roof tile or a triangle piece to fit the peak. Ramps I get I can do that issue is when they fall of the boat. Just simple things either way sorry to have wasted everyone's time not good suggestions got it moving on
There were good suggestion in the whole mess of suggestions, make one suggestion per post so that we can accurately vote on it.
I read the first sentence, saw "x-box" and skipped the post as I have no clue how x-boxstuff is at all.
The rest of the post was a complete mess...
We have boats for transport, I guess "for transport of animals" was the intended request but it's hard to be certain especially as that was already mentioned in the post already. Animals can be transported on the current boats anyway.
Not reliably.
Reliably enough. 🤷♂️
Sligthly risky if you're going a long distance or have to cross an ocean, but I don't think that's a bad thing.
sounds like a building challenge 😉
@royal oracle which other trophies they don't accept?
As long as it has a trophy you should be able to make a ballista target it
I mean more at the same time
And I'm sure at this point that ballistas not targeting players won't be a thing, they literally make the trophy thing so they don't have to do that
Build more ballistas
So if I’m in an area with 10 monster types (eg near two different biomes) I need to place 10 turrets to protect that area? That’s silly… and sometimes impossible because of how much space it would take
what biome has 10 monster types?
If you place them all in the exact same place yes, but pretty sure you wouldn't need to.
And there are only a few moments where that would only happen. There are like only a handful of mob types per biome
Anywhere near multiple biomes
But even within a single biome you have several monster types
it might be worth exploring mods, instead
there are some that modify the ballista to fire at everything (except players)
There are only like 4-5 mob types per biome, ballistas kill some, you take care of the rest
They're not meant to be completely convenient and reliable
You could have three ballistas grouped together aiming at a location and those are already taking care of half of the mobs from a biome
and is it really so hard to put up 2-3 ballistas?
And then some other mob walks in and wrecks them
can you put them on walls?
It gets worse once you get goblins in every biome
the ballista on the walls get wrecked?
Idk why you would put ballistas in the open...
In the Black Forest post yagluth you’re talking about at least 6 mob types
Now imagine you’re also near a plain
again, you should explore mods. i think they'll solve yoru dilemma
Dig a moat. Then you don't need to care about most mobs at all.
"About this mod
makes the ballista behave nicely and not shoot players, tamed animals, or baby animals"
I just don’t understand why you would prefer one target per ballista. Even two targets would be way better.
Valheim is meant to be difficult, having a base item that takes care of all mobs would reduce/remove a gameplay loop
I like having an excuse to build multiple ballistas while not feeling useless for just spamming them and letting them take care of everything for me
And they need black metal, a very bountiful resource I'm glad to have a use for
It’s sort of restrictive from a building standpoint to need several turrets to protect an area, that’s all. I’d prefer the increased freedom to build however I want without needing to consider where I’m going to place several turrets.
i respect your want for freedom. Mods allow you to find your freedom.
Isn't planning an important part when it comes to building? It has always been that way
Point taken, and it’s a good one. But its just sort of silly and restrictive from a builders perspective to need all these turrets all over the place.
I just make a moat and a wall with a cattle bridge, so I only need to care about bats and or drakes.
When the plan is always the same… like ‘just build a ditch/moat’, or ‘just put 5 turrets on a wall’, you no longer need to plan and the result is the same old boring setup.
Wanting multi-trophy targeting wouldn't solve that tho.
Just spam ballistas around a perimeter and repeat for every single base and done
Also a fair point--I personally don't like the "dig a ditch" or "raise a rock wall" necessity.
The lower requirement for number of turrets opens up a lot of freedom in base design.
Neither do I, I just fight the mobs myself.
I'm actually annoyed at the very limited choices when it comes to base defense *before mistlands
Fair point
You could also put doors in front of the ballistae maybe at an angle and open them when needed.
Are you looking for ballista to be a complete and self-sufficient form of base defense?
With vines coming and existing , would there be any benefit to allowing them to burn? Also, would that be difficult for the game engine to handle?
Thoughts on Windmilll + Bonefragments to make bonemeal/fertilizer?
I like that a lot, would be a good use for bones- and it might alleviate some who feel that farming is too tedious.
@sterile frost gonna solve that discussion issue soon™️
Typical yes it can be done and have but if the pieces were there yeah 😉
awesome! I'm actually working on an art piece but don't feel like posting it there since it's still a WIP. I'm not sure where else I could ask for feedback and I'm not going on Reddit lol
yeah I just think it'd be neat to have one channel for just finished works only :>
I don't want channel bloat. :|
lol
For what?
It just got me thinking of orcarina of time that they can burn away. Why? I’m not sure. Allowing stuff to burn could add a layer of difficulty. You know, Chicago 1871
more burning more good
I can't imagine they'd add anything like that without a reasonable way to control or stop the fire
It’s true. Plus it would be hard on the game engine im sure
We already have issues when too many fires are present, can't imagine one that even spreads and it'll probably generate smoke as well
I just don’t want to put something out there and then have it immediately destroyed by the first thing it encounters because it’s not the sole target it can accept. I’ll just have to add other turrets, and combine it with other elements like traps, maybe tameable wolves, and of course my own two hands when possible
Maybe a small tower with some spikes at the bottom?
Sharp stakes are meta 😉 They do decent damage, and if you put them in layers they can do a surprising amount of damage. It's really nice that you can grow pine trees and easily rebuild them if you don't get out to repair them in time.
They don't do much damage do they? Seems like they fall off shortly after the early game
They do the same damage as the dvergr stakes according to the wiki, 15 piercing. It's not much, but it's enough to really help, and the biggest benefit is it can push back enemies and make them stay still for ballistas to hit them more easily
Man I'd love if I could mix bone and blackmetal bolts (and make missiles like that too). Bone bolts do low damage, but blackmetal take too much wood to make. Lemme make a bone shaft with a blackmetal tip!
Hmm I'd assume it makes it harder for ballistas to hit when enemies are bouncing back from stakes. They should have an easier shot at opponents while they're hammering at some walls
Ehh. Anything that slows them down and keeps them from running is super useful. 15 damage isn't much, but it's not nothing, especially if you make it in layers. It's like the ooze bombs... not always enough to do the killing blow, but enough to add up over time.
I just don't see how stakes slow them, feels more like they speed them up
At least when I run into a stake in the mistlands it launches me with a boost of momentum rather than slow me down
Do you guys think defeating Ashlands boss should disable some of the currently "permanent" raids? Feel like it's a bit weird still being raided by blobs and skeletons and such when you're that far into the game
I'm playing with the highest raid frequency so I like having a variety of raids
I play highest raid frequency too it’s just so boring being raided by skeletons when I’m rocking mistlands gear. Whenever I get a fuling or seeker raid tho that’s fun
I think raids being disabled at certain points of the game makes a lot of sense, but I think ultimately what could lead to is frustrations because specific raids would be a lot for some.
Although, there is a modifier for it, I could see it going either way to be honest.
Aye, getting raids that aren't at all a threat feels a little weird - unless they mean for it to be a free resource delivery 🤭
Maybe upping the stars/numbers or having a bit more variety of types of challenging raids in the raid pool at each progression level would help with potentially having too few raids to pull from?
that's an interesting idea--adding the potential for starred enemies to spawn in earlier raids after sufficiently far in to keep them at least somewhat/more challenging
so like, maybe after yagluth (or wherever feels appropriate) the old skelly boi raid can start getting starred skeletons, etc.
In regards to the lightning arrows suggestion, maybe some later game lightning bow using the antlers as just one crafting regent might be better. The idea of farming a boss for antlers just to get consumable arrows though does not sound great.
Bow could of course have inbuilt lightning damage just as the draugre bow has inbuilt poison damage.
also power curve feels off--having stone-age type buildings but being able to shoot lightning bolts feels off. We only got magic with Mistlands, I imagine something like that would be with considerable resources. Also, farming a boss is currently outside the gameloop.
yep and yes
Hence why I would prefer it to be a much later game bow that just so happens to need some antlers.
That would make sense and be perfectly fine to go back and bonk eikthyr just once.... but no way do I want to HAVE to farm a boss for a consumable item (Ammo)
I also might not mind if by the very end of the game we can go back and defeat an empowered version of each boss to get mats for a one-off end game weapon 🤔
Let each boss have their moment of true brutality hahaha
imagine the days when all raids are fully customizable
there's even arguably precedent for a boss drop building an item--the antlers to pickaxe--though that's admittedly a special/unique case; that being said, I'm definitely not opposed to giving a secondary use to either boss drop or trophy, as an ingredient in a cool item, nothing consumable to reduce them to farmable status, but something to give them a little "replay" value
I like the idea that when you down a boss it unlocks the possibility raids of that tier that never go away. The further you get into the game the more random the raid encounters can be. Perhaps what would be neat is if there was a chance of multiple raids happening at the same time...like a swamp raid and a fuling raid happening on the opposite side. Though, I do like the idea that as you progress further, the earlier raids can unlock higher difficulties, or skew the chance towards spawning 2-star varients of the raiding mobs.
just would seem silly to be in the ashlands wielding the might of thor and having necks and boars raiding your base 😄
even starred I think stuff like skeleton is about the same threat: None
Perhaps if you go into a certain biome, it reduces the chance of the lesser raids, but if you are in the meadows, anything can happen?
I like that more, make it so lesser raids don't happen in higher level biomes but still leaves open an option for them to occur in lesser biomes instead of being permanently disabled.
Yes, those 2-star skeletons are surely terrifying...
Pulls out demolisher
Anyway
Hmmm...
Some raids having more chances of happening based on biome is very interesting
I feel like it's the game's job to make sure you die, and if it can't do that, make sure you are annoyed. Annoying the player with weak enemy raids is still a viable goal, in my opinion.
They are occasionally nice for just a small boost in resources as well.
Stranded, that's too optimistic...you're on the wrong channel. 🤣
There's already biome restrictions on where raids can happen, having the chance increase or decrease would just be a variant of that so no huge change philosophywise.
killed Elder early to get swamp raids for food delivery. :p
I'm still not that far in the game, but can multiple raids happen, or is it only one at a time?
Only one at the time, if a new one starts (which is very unlikely but technically possible) it will just replace the old one.
I'm actually thinking that it seems like it'd be one of those things they wouldn't want in the game as it'll limit players' base locations choices.
Wanting to go to plains but having a higher risks of some of the most dangerous raids currently available seems like too much
Could always put it as a modifier.
One of the more likely situations where a new raid could replace an old is if you got a raid and portalled away to get away from it. The raid will then still be active (as in the mobs will stay and it will continue its countdown whenever you re-enter the red circle), but if you are at a suitable location the next time the game checks for raids, you can get a new one in your current location, and the old one will end (the mobs will still be there when you get back, but they will run away and despawn like they do at the end of a raid).
why are you guys against the usable cartography table in no map mode? It would be exactly like a real life viking raid party
you gather in the great hall and discuss the plan while everybody is at the cartography table, then attack and raid the lands
Well, I think it’s against the spirit of ‘no map mode’. The whole point is that there is no way to access the map. Maybe maybe a modifier for limited map usage- obviously cartography table.
You still have to meet up and come up with a plan, even with no map.
You know, I'm perfectly fine with allowing people to see the map only when they interact with the cartography table in a "no map" world. The one thing I think about though, is that if you want to see the map, you just need to build a cartography table, so people will hoof around with all the stuff to make a cartography table. If there was a way to discourage this kind of behavior, I think I'd be okay with it. I can't remember if the cartography table requires a forge or not. If it did, then I think it's perfectly fine. If someone wants to haul all the stuff to make a workbench, a forge, and a cartography table, by all means let them.
The other thing I was thinking is if the cartography tables only show what's been discovered by the player since the table was placed down. That is, the map doesn't start to reveal itself until the cartography table is put down, you interact with it, then the map starts reveal itself. That way if you just put down a table willy-nilly, it always starts as a blank canvas. (this is probably a bit more difficult to code, but I think it's still possible). Then people couldn't just carry the mats for the table, it needs to be built and interacted with first, then you can adventure, come back and update the map with what you've scouted.
I think that's already the case for like the gjall & seeker raids - not all biomes can get them.
what
in which biomes?
That's an interesting idea! Definitely locks folks into never moving their cartography table, which could be frustrating when building/remodeling/moving bases, but I agree something to deter the "pocket map" is needed if you can access the map at a cartography table
The cartography table doesn't take a forge currently, just nails
Maybe a certain level workbench to function/build?
Yeah, so then people can just plop a cartography table down and they have a portable map...just need to haul the mats. That's the thing I'm against.
the need for a high comfort level would do tbe trick
you cant place cartography table if you dont have comfort 10
but that will limit space...
Gjall raid can only trigger in mistlands, seeker raids can't trigger in meadows or swamps I think
I do like the 2nd part of my idea, because then you could have "regional" map tables that only have the stuff in the current region. But yeah, if you destroy the table, the map is lost. Gives you a reason to defend those tables. 😉
my meadows base is safe!
"Sorry mate, I built the great hall off with 1 block, gotta move the table"
"NOOOOOOOOOO"
They get disabled once you beat the queen too
that explans a lot, I thought they will keep coming
Yeah, it would definitely create a new form of griefing...cartography table demolitonists.
I am so reliefed now I was in a constant state of panic because of the event possibilty on the base while farming / building
True that is cool about the regional maps. Although if you put down multiple tables they would all accrue all the info since you placed them, once you do interact?
the wrost out of all of them
Hrm, what about this limitation for portals?
Yes, that would be the idea. I think of it like this...normally the player isn't revealing anything when there is no cartography map table. Once you interact with the table, it starts to record the map, but the player can't open the map using 'm'...only when they interact with the cartography table again, then it records everything they've revealed to that map and blanks the player map again, but starts it recording again till the next cartography table they interact with.
Make the cartography table show evetything the player explored, you cant see urself nor bosses nor spawn on the map, the cartography table needs to be in a 5 radius to a fire, needs great coverage against outside exposer, and you are limited to one per map. But you can build and rebuild it
implementing more ways to force anti cheat would result in smarter ways to cheat and we would start hurting ourselves
so I think this is as far as one should go with restrictions
But the idea is that it would only add what's been scouted since the last interaction. I'm not sure if it needs to be keyed to each individual map table...probably not. Just whatever you've scoute since the last interaction with a map table. Perhaps if you die, your map is blanked as well.
it is about recording discoveries, u write it down for a reason not to lose it on death?
I mean record the land, not literal discoveries
I mean, what's been recorded to the map table stays...but if you are out scouting, and you die, everything you've scouted since last reporting in is lost...does that make sense?
I would at least have it automark the location of the map table on it's map. THen you can mark up each table with the various icons, which only show when you interact with that specific table. That's how I would do it.
I can see someone saying that the amount of data bloat from having a huge amount of tables in the world would be enormous.
imagine lag farms with cartography tables, like the minecraft animal ones, lmao
I mean, the easiest implementation would just be that you can only see the map at the map table...everything else stays the same. Player accumulated data and markings per player stay the same.
So no map worlds are just 1.) Hide the minimap and 2.) disable 'm' from opening the map
Then the only way to see and interact with the map is to use a cartography table. I'd be okay with this if they upped the need for a forge to be able to place the table.
I'm not sure I like the simple implementation - takes away a bit too much of the no map experience I think
I like the complex idea though
Yeah, some might say it defeats the purpose of a "no map" world. An alternative is just to remove the cartography table from showing in the build menu for the no map worlds.
Same with portals in a no portal world. It just seems silly that you can still build a portal if a no portal world.
Good point, I never noticed it was still there XD I guess for decor?
I have cartography table as a decoration in a solo world XD looks kinda neat
I do like this idea, it leans into regional maps like you said and trying to protect your maps, and having to be cautious with scouting. It gives you glimpses of the world, not a perfect complete map of where you have been
I don't think any markers should autopopulate on it either
Maybe it could record a map like normal but the map is cartoony and a bit harder to see what's going on. Probably hard to implement but would make a nice compromise
Like make it look like it's actually been drawn with a pen and 1-2 colours
I believe someone made a mod that when you interact wit the cartography table, it opens a blank canvas and lets you draw your own map. I haven't really played with mods yet, but I have thought about doing this with my no map no portal world on a real piece of paper and pencil in real life. I think the easiest would be to use what is already functioning in the game with the map rather than making a new interface or a new filter or a new set of graphics.
I can't imagine how many people open the map with this mod and just draw super crude sexual drawings. 🤣
Yeah, no autopopulated markers, except maybe the location of the table itself. But, I think the players should be able to add/remove markers, but those are save to that specific table, so if you go to another table, they won't have any of the same markers, and there is no way to transfer them either.
If you suggested it I'd upvote. Interested to see if other folks see it as a better alternative to the "add cartography map viewing to no map" requests
Drawing your own maps is fun! We had pages and pages of various regions and iterations of map in my no map server
@sage crest can't you just assume they will without having to suggest it? Redundancy
Ok it was probably meaningless, but how was it possibly suggested before? You marked ♻️
Also they might do something different since they already did with the Walk & Talks
You think is weird that people have suggested trailers for the newest updates? I've seen it
If you search it mine is the only message regarding trailer premiere
At least after the purge
Server was hacked
Pre-Hack suggestions still count. It's not as if they had never existed
Its not a bad thing to let devs know that something is liked and appreciated, especially something not written in stone that could be cut if they didn't think it was important to the community
I'm 100% sure they do think is important for the community.
Otherwise they wouldn't have released two animated trailers and even add a gameplay one as well
And they used to think it was important to not spoil the community with info about upcoming updates/biomes, but they changed that based on feedback 🤷
Continuing to let them know what folks DO like is important, otherwise all they hear are the folks complaining and I'm sure there are some loud ones going "wah spend more time on actually developing the game, we don't need lame trailers we need ashlands NOW". Besides 8 words to read and go "oh cool they'll be happy with this thing we're planning on doing" isn't anything worth getting snarky about.
I would like to thank the developers for such a wonderful game. This is not the first year that my friends and I have been looking forward to updates. I would like to ask the developers: is it possible to add a regular apple tree to the game in this or the next update? So players can decorate their yards, grow orchards, pick apples, make apple pies, cider, furniture, maybe even musical instruments. What Viking house would be complete without a cozy apple orchard?
thank you for the kind words 🙂
just add Apple-trees and planting them into the #suggestions
This is the mod you are looking for https://www.nexusmods.com/valheim/mods/2532
Tagging you as well @gusty chasm since you suggested it yesterday #suggestions message
@olive yacht just destroy the ward
@outer crown I'm bout to say f*ck it, wolf fang spear it and run like hell
you can use cart to destroy the wards if you dont want to alert dvergrs 😄
No, you murder the dvergr because they're a bunch of selfish jerks getting mad at you for mining something they have no intention of doing anything with
Rude!
I hit a rock with a pickaxe outside their bubble, but it was just barely touching it and they killed me 3 times after that. I lose no sleep over what I do 😛
Ok but from their POV:
Local jerk mines rock while we try to sleep
Or you accidentally lure an army of seekers to do the same thing
Maybe they like the aesthetic of having rocks around their base
Accidentally drop a ton of refined eitr at their feet...
throws puffers win
Don't kill the Derger in a 2 story tower unless you don't want them as "pets" to defend your base. Convert the 2nd floor into a 15 comfort "love nest" for a bearded and unbearded of the same class, feed them "misthare supreme", and they'll start producing baby Dverger for you.
Counter argument: Seeker flies through the window and body slams the dvergr
@wintry bobcat counter -counter arguement: cover windows with glass/bars/Dverger metal walls, so they can get busy lol. not that your idea doesn't have a certain appeal 🙂
Yea just last tower I went to a seeker came through the window and body slammed the ice mage and component crate upstairs the moment I entered. No time to bar windows 😭
I'd love if the cartography table would show you where you've been so far in no map mode. Just having a stationary reference point. If ya don't want it, don't build it 🤷♂️
I’ll say I do like the idea of the cartography table only showing parts of the map that have been discovered since the table was put down
Not showing the whole world but an expanding circle based on your farthest exploration wold be cool, but probably too much "unnecessary detail/dev hours" to be worth it.
Did this once.
Dvergr mage destroyed the tower
Dvergrs are not pets
Keeping them inside would be even worse considering what I said...
not that you can build near them anyway unless you break the ward
And I did, and then use the keep as an outpost while keeping them alive...
But it's not a good idea.
It actually makes me want the idea of friendly NPCs in your base even less, having to babysit them in order for them not to do more dmg than your enemies would be horrible
well yeh 1 aggro 1 Gjall and effort wasted
@limber jetty why would they be DN? They have nothing to do there
Also, friendly NPCs living in players' bases wouldn't work at all in this game
@granite geyser that's because Valheim is free from the scourge of capitalists, and therefore they're not forced to work
or beyond what they judge necessary and worthwhile for what they want at least
I really don't see the Dvergr as too different from the Fulings, other than initial aggro. They just live their lives doing their own thing, but they're also a pale shadow of what they used to be and almost zombie-like in their existence, the dregs of a dead society that just doesn't know it's dead yet.
someone suggested interactive loading screens and that would be a good idea if the concept wasn't copyrighted
Namco held the patent, and from my reading it expired in 2015
really? that's cool but still games nowadays load too fast to be worth the effort
This is is profound lol I love it
I think dvergr are just a bit more pampered fulings because they happened to find blue jute one day, and mb smth else, like doors
#suggestions message
Imagine downvoting this one, why noone dares..🤔
Btw about the day/night cycle, why do they have different length, wouldn't it be more immersive if both would be 21 min for example?
I think that would encourage people sleep more or exploit night time more, both are a good thing imo
That would increase the time skipping amount and crops would grow faster, there would be a ton of other balance tuning to take into account with that. Also, especially starting out brand new, the nights are dangerous and many people may not have a bed their first night or two. Extending that would just be annoying and more frustrating. Nights in late-game are also prime time for hunting for resources, I think it's good that it's a more limited time.
Good points
Don't wanna say I'm fully against it, just that it's not necessarily simple 😉
I don't even talk about the gameplay aspect of it. I mean that they literally wouldn't be able to work properly.
People that keep asking for friendly NPCs to inhabit their bases are extremely overestimating the smartness of this game's AI.
Just earlier I mentioned of dvergr mages destroying their own towers for trying to attack enemies while being inside. Is this really something players would like? I'm 100% sure they won't, none of them...
I really don't need to ask every player to know what they think of the idea of their friendly allies ending up destroying the homes they build for them
I would still prefer longer nights, but i guess this 21-9 ratio didn't appear from nowhere, that what my question was about mostly
Yeah. Makes a round 30 minutes, and a lot of the food ends up being in that range as well. Close to the length of a daytime, or close to the length of a full cycle.
Totally makes sense, ty
I think we should have NPCs placed every 30 seconds apart. They should all have yellow exclamation points above their heads, and they should give out quests through extremely boring and repetitive dialogues to go out and kill 10 of different types of mobs, and then when you return they give you a few gold pieces and experience which lets you gain levels which unlock higher difficulty quests (like killing 20 mobs)...hmm...on 2nd thought, I don't really like this idea at all.
Is there a mod that does this? Let's you change the length of the day and/or night cycles? I'm wondering if you played a version with equal day/night lengths if you could form a more informed opinion of it.
I usually don't notice the day/night cycle unless I'm stuck in a very compromising position (usually at night) out in the wilderness without food or meads, and I'm desperately running from mobs that are much to high a level for me to handle, and I really just wish the night would end faster...
My thoughts are usually "I thought the night time only lasts 9 minutes...why does it feel like it's taking FOREVER?"
And strangely during the day my thought is, "OMG, it's night AGAIN already?"
Do I have it backwards? Does the day only last 9 minutes, and the night lasts 21 minutes? That could explain everything.
The mod I use is Longer Days by TastyChickenLegs. I made the whole day last 45 minutes because it feels more natural. Now it doesn't feel like I have to rush all the time, and nights don't last too much.
I don't understand the concerns about balance, though: ok, you can grow crops faster, but food will no longer last all day until late game, and the same goes with other finite effects such as potions and forsaken powers.
Do you know the breakdown of the day/night cycle in the 45 minute period? Is it still kind of like 2:1 day:night?
It only changes the total duration, how days and nights are split still uses the same ratio.
I also find it hilarious (though kind of annoying at the time) when I play with my friends, and one of them is one of those "wait, I just need to..." after we've all fallen asleep to start out our adventure fresh and earlyin the morning the next day, just to FINALLY leave as we're transitioning into night. heh heh.
That's why I prepare before going to sleep.
Yeah...the smart player would do that...
According to Google it is 21 minutes of day and 9 minutes of night, but for some reason it really feels flipped for some reason. It feels like I'm always stuck in the night time.
Must be some psychological bias because it used to happen to me too. You want it to be day but is still night, and now your sense of time gets dilated by your frustration. Now that my days are longer and I can finally accomplish something, waiting a night out does no longer feel like I'm watching paint dry.
WIth the mod, you accomplish 50% more of that thing you were working on during the day...as your days are now 50% longer.
That's the point of using it. That 50% gives me enough time to do something, like getting my inventory full of wood, instead of having to leave while I'm just getting started.
It is crazy to think we spend 21 minutes just standing around waiting for my friend to finish getting ready to leave...lol. And then the entire adventure only lasts 9 minutes...
Welcome to life.
Our perceptions of time is wonky.
It's also free from political extremists and historical revisionists! Fiction really is great
Because nighttime is less fun than the day and when you have day/night be equal length in a game, people tend to notice, and complain that nights are too long
it's also carefully balanced around taming starred wolves as well
using a mod to extend the time that the game gives you to do that? cheatz
#suggestions message the Mistlands makes us all visually impaired 😉 I've got great eyesight and still can't see jack. Sound cues are the best way to know what's going on, and just building a mental map from what you've seen if you've gotta run.
@slow rapids the mist of the mistlands is a feature and obstacle that make the mistlands the hardest biome in the game. Being able to permanently remove the mist would turn the mistlands into the lands.
I'm hearing end game reward
So would removing the land make it the Mists?
hmm you might be onto something
I think “hardest biome” in the game is relative to the player
Again game crash, and then made me realize how you can "lose more than 30+ mins" of game [in a hosted game context]: Pick up items you just spend xx amount of time building up to it from a chest, crash. Items gone forever, no backup'll even do anything...
As my example, lost all my turnips+seeds, so I had to re-setup the entire turnip production... (among other lost stuff like specific recipies I had limited ressources to cook for now).
Oof, that is painful 😣
We've spawned in items before in situations like that, to replace gear or lots of mats that were lost to a crash. Feels fair since it was a game glitch that caused it to use commands to fix it
Yeah I'm tempted by that but I abstained in the end as I didn't feel like googling the commands and figuring out if you need to do special admin setups on servers to accept the commands...
Oh yeah, you would need admin rights - you can also go to a solo world with your character and spawn it there, then bring it over.
#suggestions message alternatively, the trolling potential is a feature not a bug--general hijinks and hilarity enabling--and thus it COULD be exactly identical to the gjall sound
I second the trolling
@runic patio #suggestions message
Not a bad idea, that's a very "modern" game idea. I just don't believe it's necessary for valheim.
so.. @runic patio really don't use # in texts
and he means the symbol #, not numbers
don't try to do this
#suggestions message @short lynx Have you tried just only putting 1 log into the fire when you're visiting the campfire? Put the other 9 in a chest and wait till the next time you wander by again?
Perhaps the one annoying things is when you have a lot of cooking gear over the campfire, sometimes you accidentally put a log in the fire instead of a chunk of meat on the spit or open the cauldron. But you learn to be more precise with the cursor after a while.
I think it would be cool if the more fuel you put into the campfire, the larger the area it illuminates.
man i thought my idea was cool but aint no agree 😔
@honest tangle
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Arbalest's dmg is much bigger than bow's dmg. I know you will throw the "bow skill higher!!1! argument but that's a conditional, not everyone has the skill high enough to even reach half of the Arbalest's total dmg for whatever reason. Being able to have a massive dmg ranged physical weapon at that stage without having worried about bows is the best thing about arbalest
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That's unrealistic from any POV, how would using an arbalest be compared to using a bow? They're two completely different weapons. Even more considering the fact that arbalest is meant to be the short-term ranged dmg output contrary to the bow which only gets better after reaching high enough skill level, and again, not everyone has it
nuh uh 👆
Yea the arbalest is ranged damage with no skill investment with the downside that it's very clunky and specialised
I'm glad I don't have to worry about needing to lvl up bows bc there's another ranged option much later
multi suggestions is a bit hard to vote on just as a heads up.
The bolt staying loaded would probably be nice ofc, and is a often repeated suggestion.
I could take or leave the weapons sharing a skill levels myself though, since I distain and ignore the skills mostly 🤣 just something that happens in the background and means little to me because I don't feel like worrying about it.
Bolts stay loaded is whatever, it's not really a problem since you can still move while loading
Hmm...I haven't gotten to the crossbow yet, but skill using a bow and skill using a crossbow really aren't the same thing...completely different skill sets, so beyond conveninece of the player, it doesn't make much sense to me. Now the 2nd idea of having it be loaded is fine...until you unequip the crossbow with another weapon, then you gotta reload it. But if you reload and put it on your back with "r" then, yeah, I think it's fine. But I highly recommend you place each suggestion in separate posts. People don't like it when you combine suggestions into a single post.
It's really only useful for the first shot, which is almost always from stealth anyway
just a minor QOL change really
And for the people that did lvl up bows from the beginning and find Arbalest's DMG to be lower
Then congrats, that is exactly how it should be. You can now continue focusing on bows and not bother with arbalest as you already focused on a single ranged weapon.
I just want early crossbows because I can't describe how fun it is to ding enemies from 200m away on a whim
People that didn't bother with bows have the option to still use a ranged weapon later and be just as effective.
Historically speaking, aren't crossbows more accurate at close range and less accurate at long range than bows?
Fair. If I were to choose either iron or bronze would be ideal.
But only one of those two. I enjoy (most of) the weapon gaps
Yeah, a bronze or iron crossbow would be great...introduce the skill early, let you train up on it. 👍
A one handed crossbow would be neat. Made of bone and some other metals
That might be too much
I agree that crossbow does feel a bit stale compared to bow. But I think it's a bow problem, not crossbow. Currently bow is just way too OP
Crossbow still is the prime weapon for very long range engagements and sneak attacks tho. It does way more single shot damage for super strong sneak attacks, and bolts don't have much dropoff even at very long range
I also always find it weird not keeping it reloaded when not equipped, but I get you can't do it for balance. Pulling out 10 crossbows to rapid fire bolts would be a bit too strong
I always think of crossbows as the ranged equivalent of a heavy 2-handed weapon. It should be really slow to use repeatedly, but pack a huge punch and lots of knockback at close range. The further away it gets, the harder it is to hit something with it.
Iron makes sense, i don't think bronze is strong enough to be used for something as tense and strenuous as a crossbow
Any weapons that are introduced in a given biome are tuned so they are effective at that level with zero skills. The flesh rippers, magic, arbalest, all of that. Earlier introduction would require a pretty decent amount of rebalancing of later weapons reducing the damage so it behaves the same as it does now.
How would a one handed crossbow be different from a 2 handed crossbow or a bow?
That's fine, drop the arbalest to 150 base damage
To 199 base dmg.
Done
I don't mind if stuff has to get reworked, i don't mind how much it has to change. I want it early at any cost
the chinese were using MOUNTED crossbows made of bronze in like 400 BCE
Full size?
"could fire up to 650 feet"
Wouldn't it be better to shoot at heads or chests?
lmao
There's 2x more feet than chests or heads... 😉
We keep calling it crossbow but the arbalest is actually a variation of the crossbow that only started appearing around the 12th century.
Viking age ended in second half of 11th century
Historically inaccurate. I can't play anymore
But everything else in mistlands is fine?
Or am I just forgetting stuff?
yea Gjalls were quite a problem in 11th century so seems to measure up. I don't remember if Dvergr were really friendly at first contact with vikings tho
Wait what? Aren’t Gjalls from Texas? 🤔
Justremove the arbalest and let's stick to viking relevant weapons in a viking themed game. :|
Like Staff of Embers or a hammer made out of deer heads, right?
I've been opposed to the idea of letting our warriors use magic since the idea was first aired. We're warriors, not seidmen.
At least the "d&d wizard" kind of magic, I don't think it fits this kind of game at all.
If our gods grant their warrior the knowledge and means to use said power, why wouldn't we use it?
As soon as I landed in the fictional world of Valheim carried by a giant bird and then raven poofed into existence and started talking to me, I've assumed anything realistic and historical would be thrown out the window in this game.
i think simple elemental magics are a perfect fit for the game. just doing what the other enemies can do already
Make magic unpredictable and dangerous...just as likely to hurt or kill you as it would the enemies.
Making magic unusable 101 xd
Make it risky...I like the idea of it using stam and health to cast a spell or use a magic weapon. So you do more damage, but it comes at the cost of making you weak and vulnerable.
What is a seidman? Google didn’t help me this time lol
Seitr (it is written with the weird norse d) is a form of magic in norse mythology
Doesn't matter though, because I feel that the way magic works in Valheim is pretty set in stone at this point.
That is true, magic isn’t going away anytime soon ever. I was very surprised when it was added I will admit. But I don’t really feel any particular way towards it.
Technically magic was in the game when you first summon Eikthyr no? Then you make a Stagbreaker which has some magical properties to it, yes?
Technically yes, but traditionally no, I would say. Like there are elemental weapons for sure, which are definitely magic. But the difference in my opinion is that the magic is secondary, or an add-on, where the staff of embers is a more traditional and straightforward magic weapon primarily.
Does stagbreaker have magical properties? Thought it was just physical damage? Been awhile haha
True, I guess it doesn't have any part of Eikthyr in it...I stand corrected.
To be fair, Eikthyr is a magical lightning deer lol
Yeah, I was thinking it had a tiny electrical AOE effect, but it is made from deer heads and core wood...nothing magical about that.
Hmm is the first elemental weapon (not including torch lol) made in the mountains? Draugr Fang, Frostner, spirit damage, etc?
Wouldn't say magical... More like Mythical... Look up Eikthyrnir
Ah interesting, thanks for the info!
Oh, and on a side note, with a name like ‘Stagbreaker’ one might think it’s good at killing deer? But it’s a horrible weapon for hunting…
FALSE ADVERTISING! I WANT MY MONEY BACK!
xD
BTW what is wrong with the training dummy suggestion? It it broken/useless?
Personally, I’m against it because it incentivizes leveling up/skilling up with a meta and (imo) lame-safe way.
You used to be able to train using rocks, but that got removed. I feel the best way to get stronger is by getting out there and getting into combat- exclusively speaking from a gameplay perspective.
The progression meta would turn into grinding out dummies and going afk with a weight on the attack button. Kinda anti-fun that.
Also should be 1 use per death, but thats my opinion. If so every death comes with 10min afk time to turn off the player.
I get your point. My idea was, for instance, imagine someone, who is using axes throughout their game and then, in plains they realize, they want to switch to polearms. They could get like lvl 5 from fully upgraded dummy as a head start
You couldnt grind them, since there would be fixed XP pool per level (of the dummy) per character
the per level part makes me think "I should be ready to build 500 of these"
Read the suggestion, the dummies would not stack
Ah, per level of dummy
So your system would teach new players to whack the dummy to level up, and then frustrate them when the xp arbitrarily stops. As well, what incentive do non-new players have to use this over, say, standing next to a greyling spawner for 2min or whacking a teammate with pvp?
I'm game for more pretty things to build though, but thats not my call.
Oh, you're right, spawners are a thing, point taken
What if instead, when you train on the dummy for say 15 seconds, you get a buff that further increases your exp for the weapon type you used on the dummy? Better dummies give longer buffs, and it could stack with the rested buff.
That system has my vote. How would you handle ||blood magic|| or using multiple weapon types?
I like the idea of making a target dummy as a way to distract enemies...but in terms of levelling up skills, I say nope.
Lets also remove all the enemies that vikings never fought
Suddenly this game got very boring... 😦
remove all the magic stuff then XD
always find it funny we can use magic that causes mass destruction and blocking tons of damage but cant plant a bush
Can't believe we can't pick our own noses either
well thats straight up gross but planting bushes/vines is already there there in debug mode just needs to be added to cultivator and would really take building to another level for very little work to implement...
I think there is a mod for that, isn't there? I understand why the devs decided against allowing you to farm all vegetation. They want people to go out and forage. Foraging is a key mechanic of the game.
i mean i respect the idea of berries/mushrooms not being plantable, but i mean the simple decorative shrubs and vines
once a rampaging lox tramples them they are gone for good
Hmm...is there anything that is purely decoration in the game?
bushes shrubs vines yes
Most of building is purely decoration
you can make amazing gardens with them. but yeah will just keep on using plant everything
Besides bushes and shrubs...I mean things that you can place that serve no purpose other than looking nice?
everything in the building menu
Only things in the building menu that have mechanical purpose are the roofs right
barrels from greydwarf huts and the dverger crates would be nice decorations
I feel like everything in the building menu serves a purpose...
Yes everything in the menu has a purpose but the difference is mechanical vs aesthetic
Chests hold stuff, campfires keep your warm, beds let you sleep, building pieces protect you from the elements, ships allow you move across water.
That is the difference between something as a "decoration" and something which actually does something.
what lol
more than half the stuff in build menu does nothing
All of those are completely optional too
You can play the game without getting rested, sleeping, and building for the most part minus boats
you can get max comfort by only using a small portion of the build menu
I'm not talking about optional, I'm saying that it does something...if you can place something that does NOTHING, then that would be a decoration, in my opinion.
but theres plenty of those
Which are the things that are decorative only?
But we're saying it has no mechanical purpose dude, decorational purpose =/= mechanical purpose
item stands?
I still think the "go out and forage" is undermined by portals - just slap them down next to clusters of berries/shrooms. Part of why I wish they will revisit the implementation of portals before 1.0 - they really do go counter to several of the game philosophies the devs say they want
treasure chests, coin piles, dverger lanters, every single darkwood building piece, item stands, every rug after the deer rug thanks to the comfort update
If it can be used both mechanically and as a decoration, it still does something.
walls, windows, all of the tar stuff, lanterns, stone, black marble etc
this is such a stupid arguement im sorry
A wall has a mechanical defensive purpose
It what world 
Just because you don’t use it that way doesn’t mean the purpose isn’t there
Chest have a mechanical storage purpose
Treasure chests hold treasure? Lanterns provide light...item stands hold items. Rugs provide comfort. Now the coin piles...those could be considered decoration only.
what treasure, im talking about the silver one in misc thats purely decorative
I guess I'm not far enough to see the treasure chests. Can they be sold to the vendors for gold?
rugs are useless and purely decorative once you have a deer one in the first 10 min.
But the rugs do provide comfort...
You need to find a silver necklace
nope, just visual, like the various gold piles aka decorative ;P
The rugs do not stack though, and deer hide are by far the cheapest rug, so cost analysis also has to go into the equation
lets also talk about jute and blue jute
Hmm...maybe you could view gold piles as a quick way of dumping a large quantity of resource down like wood and rock piles.
purely decorative and doesnt even provide comfort
Jute curtains, roundpole fence?
dont see this as a logical arguement to discourage having more decorative gardening options like bushes and shrubs that can only be placed with debugmode
Also as someone said, shingle roofs and darkwood stuff has only decorative purpose, since it has the same stats as the basic wooden ones
Alright, I'll give you that. If you could plant a raspberry shrub that doesn't actually provide raspberries, then I'm okay with having it added.
still doesn't explain the treasure chests, or the smaller coin piles.
I do see the distinction between something that has some sort of purpose (even if that purpose is also filled by other items), vs pure decoration, and I think it speaks well to how much they've married the two that there aren't many purely decorative items. But they do exist, and I don't think that's a bad thing
When some annoying drake spawn is just sitting there attacking your roof the durability difference between wooden and any other roof stops being decorational
I'm not against decorative stuff, and I'd be okay with filling the build menu with 1000s of decorative items.
Then the game can shift from finding and killing bosses to making and building pretty houses.
there are like 5-10 bushes/shrubs/small trees/saplings they can add that would greatly improve outdoor decorations
Why not both? Combat and building have always been the two main features of Valheim, why can't they expand on them both?
I think after you spend enough time making and building your pretty house, it would be awesome if Odin got super pissed off at you, and sent down thunder to smite your home down, destroying it with the message "Okay, enough distraction, get back to the bizness of killing those bosses."
Plants that only offer decorative purposes would be kind of a risky move because then half of the players would ask for giving them a purpose, because almost everything in the game has a mechanical purpose. If I was a dev it would be a hard pass.
But I also have this secret hope that once you kill the last boss in the DN, you come back to the start circle and face off against Odin himself...that would be like the ultimate about face.
It makes zero sense to fight odin I'm sorry
Dude is literally the guy that's allowing us to go to Valhalla or w/e
It could be the secret ending...like you slowly turn and join with the forces of Valheim against Odin.
Thatch and Shingle roof have the same durability
If we didn't go to Valheim, where would we be? In Valhala or Hell?
If Odin ever said “bizness” it would be ok to fight him.
its not even the main focus of the game because they have left moder as a vibrating, glitchy, mess that sits around and lets you bow her down the entire fight. boss fights are not the strong point of this game imo.
they've left bugs in the game where seekers hit you while they're staggered and cultists turn and burn you when you stagger them too.
if anything they focus more on building and graphics
Is that true? It shouldn’t be. But stone roofs and black marble roofs certainly have more
Yep both thatch and tar roof have 400 durability
Stone and black marble roofs do not exist xd You can use floors for them, but they are not a roof
If it’s above your head it’s a roof
Alright, I'm convinced. Add all the decorative items.
Maybe fix Moder, the seekers and the cultists too.
Why shouldn't it be? The only difference in the cost of building one is 1 tar... That does not seem like something that should add more durability to a structure
Hmm I’d say tar would make something more durable. Difference between knocking down a wall of loosely laid bricks, and a wall of bricks held together by cement is pretty extreme. I think tar could have a similar effect, although it would likely make the roof more flammable
So many requests to tame necks...I feel like the devs should just give in to the peer pressure.
Were that the norm we'd have cooperative ship rowing and plantable bushes, heh.
How would you tame them? What would you need to feed them?
Best I can tell Necks' food of choice is first-time players. >.>
They look like they eat fish, and always live near water
They seem to be somewhat frog-like and are definitely carnivorous. Might eat insects in the seagrasses or carrion-feed on whatever unlucky animal washes up.
What's the most difficult mob in the game that drops meat?
...according to the wiki they can eat crops. Odd. Not sure why someone would be farming on a beach in the first place.
Preferably something that isn't tameable.
Probably something mistlands related though logistics-wise I'd say Lox. Pain in the ass to setup a farm, they'll level your base if they see a bat, hunting them is not exactly safe, etc.
Yeah, Lox came to mind, but are they easy to slaughter if you tame them?
Or do they fight back?
They are easy to kill if they are tamed.
If they're in a high efficiency breeder right next to your main base and you never get raided ever, then yeah they 3d print meat.
But if anything goes wrong, enjoy rebuilding.
They won't fight you while tamed, they just liquify any building they contact while startled
So probably not Lox then. Any other mobs that are notoriously difficult and drop meat or cooking mats?
Serpents, I guess? Though if you're just after the meat you don't even need to harpoon them so
My vote is you need to feed the Necks this material from the hardest to kill mobs near the very end of the game to tame them. And then the tame Neck becomes the invincible secret weapon against the final boss of the game.
The obvious answer is to feed them their own tails.
That's too easy. I want it to be a challenge, that a tamed Neck is something to be proud of, a valuable showpiece.
I was mainly joking. If they become the invincible secret weapon, that would technically make them the hardest to kill (just not the hardest for the player to kill). Also, once people know what the actual item would be, they will find ways to trivialize obtaining it and then everyone else will start to adopt the same tactics.
Maybe something from the deep north, like giant yeti meat.
A 100 star neck that's the size of godzilla.
Make it so that the neck is only invulnerable to the final boss, but everything else one shots it. And the neck only does a tiny bit of damage to the boss, but the boss is invulnerable to everything else, so you have to bring an army of tame necks to bring him down.
After seeing the Eikthyr fight, I was kind of hoping for large boar and neck bosses when you drop their trophies on the Eikthyr altar.
I'd love a hidden 100 star neck boss the size of gozilla.
Honestly, I don't really find them cute anymore, just really annoying as they constantly charge at me when I run near them. I kind if wish there was a neck repellent that just makes them flee away from you and not attack. Same with wild boars.
Yeah, they can be annoying at times. The worst part is always the knockback messing up timing an attack on something else.
Having to constantly kill them because they keep attacking you and following you for miles is kind of silly. The first attack makes sense, but then shouldn't they flee? And if you run far away, why would they pursue you, especially if you are well geared they do hardly any damage to you.
Valheim is a game. not a IRL world simulator.
@runic patio the game does always create a playable map 100% of the time. sometimes bosses are further way, sometimes they are closer. the starting island can be huge, it can be small, it can be tiny. but never ever has the map be impossible..
Conceptually, I guess because hard shingles weather better than bundles of brush or reeds. Because tar has been added to weather exposed things to protect them from moisture and UV exposure? Just seems to make sense it would give some upgrade to durability. Even 1 tar is not nothing.
I Read through the conversations above, and yeah I can agree that tar rooves should have more durability. Important to think, 1) it’s not just 1 tar, it’s 1 tar for every roof piece you have. 2) 1 wood vs 1 wood + 1 tar is drastically different, and one is (generally speaking) way more difficult to get than the other.
Yeah, the difference between killing 1 growth/draining 1 tar pit and chopping down 1 tree is pretty drastic
Tangentially, there is no such thing as too much dog
Does the search function no longer let you jump back to old comments/conversations in the discord history?
It should.
It’s not letting me. Maybe it’s just phone app bugs
It is letting me on pc, searched my own posts and I can skip between em.
I never got that pumpkin pie btw.
I bet the postal workers couldn't let such a good smelling parcel pass by without sampling it and they sampled too much.
Maybe they needed that pie more than I did… 🤔
Yeah, discord mobile does that to me as well- the search feature works correctly like half the time lol
#suggestions message I think just dodge-rolling should put the fire out. That'd be cool.
Heh, good point. Sounds a lot easier to implement, too.
Good lower level practice too, so you know the panicked roll technique before you have a giant tick sucking your life away
@rigid glade unfortunately a lot of the international pricing like that is a Steam decision and not directly within IronGate's control, if I understand how it's all managed. IG just picks a price "tier" for the game, and Steam manages all the international stuff.
knew I should have just removed that suggestion when I saw it
(not the money one)
But lot of games have a similar prices for Belarus, Russia, Quazaqstan ets For example, ETS2 is $10.99 for Belarus and 1249 rubles (~$13) for Russia now
it's not something to post here anyway.
the #suggestions is for Valheim ingame suggestions
Also, running into water...or outside on a stormy day.
I mean, that actually does happen. Being wet does put out fire DoT.
Are you sure? I swear I've tested this and I just kept burning.
Sorry. But where can it be posted properly?
email to contact@irongatestudio.se
Positive. It won't stop it instantly, but it reduces the time of the DoT by 6x according to the wiki: https://valheim.fandom.com/wiki/Burning
#suggestions message chitin arrows / bolts would be a nice way to dump the extra chitin. Could have extra damage vs serpents to keep it interesting
Ah, must be that the delay makes me think the water was doing nothing then.
Yeah, and a lot of it is also that I think any DoT is applied fully when you get it, you can't "take it off" regardless. You can't drink a poison resist potion after already being poisoned, it won't reduce anything. That's just core game behavior.
Seems a bit silly that jumping in the ocean doesn't immediately put out the fire, unless you are covered in flammable liquid or something.
Can we have a Tar + Feather outfit? Creates trail of feathers/shame when we run around.
So a way to completely neglect the dangers of fire without even bothering using fire resistance? And is specifically tied to an action very easily doable that is also guaranteed to be done pretty much every five seconds during combat
@honest tangle
Just disable raids at that point...
Naah. You still get the original damage hit, at full damage. But it might be nice for it to reduce the duration at least, remove a tick for each roll. It's not a fully fleshed out mechanic in my mind yet 😛
Yag's fire dmg half depends on the fire area it sets.
You could still neglect it by rolling
Let's not try to make dodge rolling more essential than it already is...
#suggestions message that won't happen until full release at best. Mods won't be officially supported while it's in development.
Reduce one tick of the 5 while applying more because you're still standing in the fire. I think fire would still be plenty dangerous.
Spears don't have a normal stab attack? I've never used one but I feel like it should
They do. They have a primary overhand thrust attack, and their secondary is a throw. They don't have a 3-hit combo like many weapons, but that's a different discussion.
Idk what that one guy is trying to suggest then
Probably that an underhand thrust would feel better for a spear than the overhand jab - perhaps part of the problem is they are called spears when they are used more like javelins
I never said "Unplayable" I said "New Player friendly"
Brutal viking survivor game 🤔
Yeah but there's brutal and stupid. Stupid levels are fine when you "choose" them; not to "sell" a game... And what's terrible is it's RNG rather than "wanted".
#suggestions message
So to clarify, here was the text I had posted prior but it got "moderated" due to the fact I tried using headers:
Details for suggestions
This is my first playthrough, so I have no idea and am trying to stay blind to Wikis/Youtubes/Googles.My first island was huge so in the end, I wasted a lot of time on foot exploring the island finding hardly anything new, it has mountains but with no POIs on it but climbing it at that point meant quick death anyway, turning me quickly off of exploring those areas.
With the first NPC highlighted, I figured I'd better head in that direction for progression which is how I stumbled on the Marshlands where I dedcided to go through the resources to progress. There were maybe 4 POIs on it? Enough for me to gear up though, but no more. I explored the entire island again to find more Marshes+POIs, but they were too small to feature many POIs.
Tried sailing to next boss but all points idendified for now are really far and I have to go through various plain biomes, as such I expect I need to master that biome before beating it? That's not clear yet for me (and don't spoil plz).
I eventually noticed I could brew Frost protection potions and decided to give Mountains a go as the plains seem rather harsh for now and found a new item that requires more metal but I'm all out. So just to find 2 scrap metal, I've essentially spend ~20+h scourging the seas and only finding tiny marshes without POIs. At that point I figure that's the way the game is designed and I just need to find more of these small POIs....
The next spot I stumbled upon has huge concentration of POIs. I now have, to my eyes, unlimited metal (filling 2 longboat's worth). As great as this is now, if there was a better equilibrium I wouldn't have waste that time on "tiny spots"
What I learned from this:
In the long run this made me rely very skittish in my exploration as dieing far away from home with good materials and no way to replace it wastes a lot of time. I now always bring the materials for a portal with to TP back home, I no longer bother building bases, even small ones to carry all non-metal stuff I want to bring back and bring back longboat-hauls.I believe this is not what is envisioned as the "good gameplay" and sadly I wouldn't want to remove TPs as there is too much time invested in returning to a death spot of you've use up all your materials...
And the game is brutal, not stupid.
Otherwise I wouldn't see lots of people managing to finish the current game despite "bad RNG"
Plenty of pleople manage by lowering the difficulty / spawning shit in.
The point, though, is that hitting a bad RNG map sucks either way.
The ability to lower difficulty wasn't a thing until recently
There were over two years without those options
I mean just the fact you can dupe items in like 2 seconds is a huge issue. And that's been in the game forever.
what kind of issue does that do?
when you just can activate devmode and just spawn anything?
Different maps/RNGs provide different challenges, sometimes these challenges are more unique or difficult than others. That’s the nature and imo excitement of these games! I wouldn’t call it an issue, more like an observation. Keeps it interesting!
My suggestion was to provide "starter friendly seeds" for crying out loud, not to force anything on anyone. What are you guys on?
Procedural world generation is the best world generation
Players should adapt to the game, not expect the game to adapt to them.
It's players wanting everything on a silver plate what has got us to this point.
You see every other player wanting and demanding everything and get frustrated when daddy developer says no
So people are playing their own games how they want...
That's bad?
Only the hardcore fans make it harder - once you know what you're supposed to do, you indeed need to crank the difficultty up...
You just said that the player should adapt to the game!!?? You're now saying the opposite of what you just said?
I think it’s hard to accurately say how many people get through the game with cheats or without cheats, right?
Not at all, I'd say most player do espcially in survival games
I don’t mean this in a rude way, but how did you draw that conclusion? I’ve beaten many survival games with no cheats, with a range of difficulties 🙂
Oh, and just on a side note, I wouldn’t consider myself a hardcore Valheim player, though I probably enjoy the game more than the average player. I don’t think the game should be harder, but I absolutely appreciate the difficulty slider.
Because every single player I've played with "cheated", most streamers do to. My sample size isn't huge, but the % is 100; depending on how you interpret it (for example in Ark, I would copy my Dedicated server locally and do practice runs prior to doing the live run).
The scope of my Ark server was somthing tho considering breeding a Rex takes 1 real-world week, lol.
Gotcha, so we can agree that your sample size is small, and may not be very accurate for the majority of the player base? From my interactions with other players, I find the majority don’t cheat- but again, small sample size.
Ark is pretty drastically different though (have over 1000 myself!) and it very much intended for an extremely tailored experience.
I don’t watch streams, but YouTube playthroughs I’ve seen have never involved cheating? Guess one could say cheating could be done off-camera, but that would be case by case and lacks evidence in most cases.
Maybe we can circle back to the beginning- what is the issue and what is the suggestion?
Read this post + the suggestion, lol
I'm not particularly great at video games in general (aside from Dr Mario), and I have 2.5 play-throughs under my belt without changing any settings besides motion blur and look inversion. There has been plenty of discussions with friends and family, though.
That being said, I don't see anything wrong with your initial suggestion. I think it was the explanation where people took offense.
Valheim 1st playthrough is quite different than any other.
Also a "blind one" makes it a heck of a lot harder, just with in-game stuff.
Re-read your experience again! Maybe it’s the pacing of the game that you found issue with? By the way, I’m not offended at all, just wanted to have discussion is all 🙂
What did you mean by first NPC?
Oh yeah, the first playthrough is terrifying throughout, heh.
Haldor, for some reason the bag appeared on my map, I think after Hugin told me about him? I'm not quite sure.
Maybe just cauz I was close by... but in any case to me that was a "hint" on what to do next.
Do you maybe find the world to lack unique POIs? Perhaps you find exploring to not be rewarding enough?
Ahh, gotcha, yeah Haldors icon appears once you get close enough. Nice! Lucky-ish find to find him so early!
Also, so I don’t spoil anything Red, how far into the game are you?
I'm heading in the mountains, found my first cave there, saw a golem I think and ran the hell away from it too.
(the golem was outisde of the cave, not it in)
Hugin does stop telling you what biomes to go to next after the black forest - would being told what direction to go in like he does for eikthyr and for the black forest be helpful?
Right now here's my plan: try and find more POIs in mountains and see if that gives me more hints, once I've exhausted the areas I've discovered I'll be heading in the direction of the next boss. I'd like to finish the new armor it unlocks too.
The only hint I have of going to the mountains (other than difficulty) rather then the plains is the I just noticed the Frost resistance potion.
I also stumbled on Hildir and that gave me points of interest to try to sail to though.
So just a tip, it’s definitely a good idea to conquer the biome that you’re in, so if you haven’t defeated the boss of the Black Forest, maybe consider that a priority.
Valheim is more likely to teach you lesson through mistakes than with a warning or guidance.
Ahh gotcha, so yeah it’s at that point where the game does indeed start to unfold, and stumbling into the plains and getting killed is a common experience many players share.
I beat it prior to the marshlands - this reminds me that's the direction Haldor was.
Marshlands = swamp, right? Just making sure! Have you conquered the swamps? Geared up, have decent food, made some base add-ons?
Oh yes. You hear the giggling...and then it's too late.
Here was my logic:
- Meadows - first boss
- Dark Forest - Second boss
- Marsh - Not third boss :(
I won’t spoil you, but Hildir does offer some fun POIs 🙂
Might want to beat marshland (aka swamp) boss before moving on to a new biome then
yeah sorry swamps
Yeah I have the whole iron set and the archer set
but that's what frustrated me so much all the swamp biomes were so tiny where I ended up I had to circle around the whole map...
Then I found an area with TONs of sunken crypts to fill 2 longboat's full... this is stupid.
Did you find crypts in the small swamps or only in the big one?
3 maybe 4 in the first small one, 2 in the second and then 4 areas with none
So I went for the wood armour first thank goodness as I wouldn't have had enough metal to do the metal armour at first...
another "confirmation" for mountains I have r/n is finding obsidian unlocked the next stage of the workbench, the stats on the new armour seems marginal, while I can't do anything with the scrap black metal from the plains.
Ah - yeah sometimes it takes some exploring to find enough material for your needs from a new biome. But it sounds like you are already following the progression on your own fine, you aren't missing anything, and I wouldn't say your experience is leading to unintended/ not "normal" gameplay/experience
The game is about trying things and exploring and making mistakes and extrapolating from patterns set in previous biomes
@wicked sentinel literally all dungeons except one are underground, so already present
i used chat gpt to make my friend laugh
@honest tangle they've been explicitly scrapped so no
they should add a tunneling system though so you can make actual caves rather than having everything get destroyed vertically when you mine at depths
That's impossible, and will remain impossible
inshallah recode the game
JUST START OVER 😓
Why?
tunn el
They won't
what if i say please : (
"It's not a feature we developers want"
but i want it
sorry wrong chat
we are only allowed to make suggestions, not demands, it's their game and they have the final say
prove it
This is a big problem I find as well. Swamps are really poorly generated in the game. 80-85% are tiny or long and skinny but no crypts or anything useful. Then there'll be a couple mega swamps that have 20+ crypts and almost guarantee bonemass being there too. Should be something they really consider improving. I pretty sure mistlands release impacted this too and got rid of all the swamps that used to exist beyond 5900m (the mistlands border) in exchange for more mistlands, if you compare seedviewer shots before and after mistlands release, cramming the crypts together even more.
Compare it to black forest, plains, mountains even, you have tiny biomes, medium biomes and larger ones but the smaller and medium sized ones still have dungeons and content. Small swamps, even some medium ones, are straight dead and a waste of time.
No, because I'm a persistent player I've not given up, but I've put the game down for a week or more because of frustrations more than onve. Also I can't convince my wife to play through this pain even though we suffered worst in various other survival games.
To that effect another reason she gave up is the death mechanic, not so much the principle, but the fact if you haven't set a spawn/portal close by, by the time you reach it again you're even more penalized. Not to mention the monster spawning is kinda wack, how many times have I been in a situation where "oh crap, a troll" you begin the fight, only to have 15 grey's on you butt, specially if you kite a few going to your death spot. And when in a death loop you always keep wondering wether to run naked to pick up stuff or bring backup gear only to also die and have to make several trips to pickup all the floored backup kits.
I was going to suggest adding april fools gags to the game only to realize they already do... just on social media, not pushed as updates. 
#suggestions message
They could make mug give a bonus to comfort instead of using first mead in the inventory.
we have specificly ruled out any ingame "jokes"
It d be a riot if you guys announced Ashlands for April 1st and people were unsure if it's real or just April Fool's joke but then you actually drop it first thing that day
It would go down in gaming history as one of the greatest April Fool's Day pranks turned surprise
Fortunately, it will definitely not gonna happen
Was thinking about the functional well idea, I kinda like the idea of it being a comfort object that could be an alternative to the hot tub. Only issue, it wouldn’t have a fuel source, so it would be objectively better, which isn’t good. I don’t know, I’m just not a fan of the hot tub aesthetically 😅
Sauna would be a good alternative to a hot tub. A well as an alternate for a hot tub makes no sense to me. But as a totally different comfort item I could get on board
Alternately wells/irrigation systems could function as radius items that increase the yield of farmed materials
Yeah, that’s fair. Bit of a stretch to put in the same ‘class’ as a hot tub. Oooh I like that idea.
Would make for a beautiful build piece as well.
Gotta find a way to hide a hot tub in or around my base but still have it accessible for heating lol
Build a little cubby hole with a curtained off entrance.
So you won’t see it but can walk through the banner or whatever to add coal.
Although I like to integrate them. I also just love hot tubs.
My mountain castle had a balcony overlook on a cliff with an in ground hot tub built into the balcony
So I could sit in the hot tub and watch the snow
I think I just need to find a way to make it work ultimately, that sounds pretty nice. I’ll have to tinker around with it and see what I can come up with
Yeah, I’m looking to buy a house next year. Hopefully on or at least near a mountain that has an outdoor balcony that can support a hot tub.
I’m just obsessed with hot tubs. So it might be my favorite comfort item
That’s funny, we’re actually looking to buy a house this year, and one that we really like has a hot tub. No mountains nearby though unfortunately.
Just curious, what are y’all’s thoughts on reducing the mistalnds stations balckcore requirements to 3, or total of 9? At the cost of requiring additional materials, of course.
For example, black forge could be,
3(5) Black Cores
10(0) Copper
10 Ygg wood
15(10) Black Marble
forge could be 3, others could be 5 or even put galdr table to 10 since thats the last one
once you get the three crafting stations theres no use for them, would be nice if you could make a torch or something with spare cores
I could see that as well. Not really an ‘issue’, but here’s the issue/experience I personally had in the mistlands. I basically had most of the crafting materials I needed for the mistalnds gear, but my bottleneck was the cores. Basically, the stations were the last things I kinda needed. Where in the Black Forest, I felt it was pretty much the opposite. I had the smelters and kiln, easily made the forge, and I had all the recipes opened up and the next step was gathering the materials I needed.
To be fair, you could easily argue that you only need 5 black cores, and you can just build/deconstruct the stations as you need them. I don’t particularly like doing that, but I understand that’s a me issue and not a game issue.
I think its fair for it to be 5. Just encourages you to explore more so you can get all the stations built
I see where you’re coming from, but even it were less, wouldn’t the encouragement to explore still be there? There are still a plethora of resources that encourage exploration, would you agree?
I think I heard something about the current public test trying to resolve an issue with high core drop infested mines not populating in worlds? If so I'd wait and see how it feels when there are more infested mines with more cores in them.
But otherwise aye, it can take a lot of infested mines to find all the cores you need, and finding infested mines can be a bit tricky sometimes. I don't like dismantling and rebuilding the work stations to use them one at a time either
I do like having an incentive to do lots of mines, but the flow of it certainly feels off
With how many boss spawn items you need, with current build I find you end up with 20+ extra cores by the time you can do the final fight. With that in mind I think spawn rates are fine and a high amount of mines are needed. There could be more mines overall though...
@paper onyx what?
There is a bug that only occurs for newly registered discord members who see the rules on sign-up:
On Rule 11 - the help channels are referred to as #okänd, #okänd and #okänd (See screenshot above)
It should say: "If you need help with the game, look in valheim-help, steam-bugs-discussion and dedicated-server-help. "
It's possible that the bug occurs because:
A) you don't have access to the channels yet,
B) The channels have been renamed
P.S. Okänd = Unknown (I'm using the Swedish version of Discord)
Yeah, that’s not a bad idea- finding more black cores would also help resolve the issue. I had a good time with the mines, they’re pretty neat! Just felt the flow was a little off, like you mentioned. Maybe I should’ve cycled my work stations as needed, but basically I ended up finding a vegvisir, locating the boss location and acquiring the boss summoning items, then after all that crafting my new gear.
Ahh interesting! In my experience, I found the boss items fairly quickly- must’ve gotten lucky.
Oooh that must be due to the server hack. Due to the hashtag it must be trying to ping those channels but because they were deleted and then recovered it could need updating
I believe the issue with black cores is the difficulty of finding mines. Because the lack of visibility it requires to explore lot of land inch by inch, which is fun and challenging but not forever, especially if days of exploration lead to no mines at all.
Personally I'd like if Dvergr could give some hint about their location, but making mines a little more common would solve the issue without adding artificial difficulty that can be easily circumvented, as your suggestion I'm afraid would do: moving ore by boat is way easier than finding mines.
#suggestions message I like the idea of tying block xp to damage blocked, probably to the percentage of block armour used. Considering higher quality weapons earn less xp by having to swing less often, higher shields giving less xp makes sense to me as well.
Poster is definitely talking about just an xp bonus though, I think that's fine. Likely an xp bonus when you use all of your block armour, or when the math swaps.
@cerulean grotto It would get enoying over time
So i suggest to add an opion so you can always turn it off if you don't like it. Just like camera shaking.
I hope Player based raids finally will be fixed. Getting troll raids just cause killing a troll is not fair.
You need to kill elder. At that point you should be able to kill trolls
I (think) specifically troll raids are bugged and will happen without killing Elder
It's not "bugged", just the requirements for player based raids are different than the standard
I agree on not liking how it works
Aye, troll, bat, and surtling raids all have the boss requirement removed when player based raids are enabled. I agree it seems counter intuitive, I'd like to see it changed to have the same requirements that raids normally have
Where does it say that?
#suggestions message
Plus specific dungeon reset command (the one you are currently inside of)
Its on the wiki under events, and I've tested it myself, and its been discussed and confirmed through a couple conversations with various people before.
#suggestions message
@sour turtle On the one hand I understand the value in making each fish have a unique purpose (currently the unique purposes are just which one an individual wants to use as decoration), but on the other hand adding a food item for each one would bloat the food options. The only thing that makes it somewhat reasonable is the lack of cooked/prepared balanced silver food items (we only have 2 cooked/prepared ones, the other 3 are not) compared to health and stamina food options, and that would be one way to fill that gap, assuming they would be balanced food items as suggested.
#suggestions message Man wants the devs to add narcotics
#suggestions message why would they drop fine wood, which is meadow/plains wood?
Brutes dropping core wood sounds fine to me, as its not a progression resource. Means more spikes, taller homes.
Fine wood shaman probably not.
Has there been anything remotely said about making the process of transporting wolves or lox easier
nothing
we've asked for everything from new boats to portal sliders for them, just have to wait and see
Is val getting steam achivements when it hits 1.0? (as in after the deep north)
yes. that's the plan
ty, ver cool
we want players to have the same "level" of achivements
so "do X" will be the same task for everyone
Why was my suggestion deleted?
Did you put a 💡?
Yes
What was the suggestion?
Stop players from sliding off 45° roof tiles
Maybe you could post it again? Not sure what could’ve happened.
True, but I want to know who deleted it and why
send a message to modmail if you need their attention for a question. Though the stop players from sliding has been requested many times in the past with a lot of different flair
The same stuff gets suggested all the time, but doesn't get deleted. I'll take a look at modmail, thanks
#suggestions message
'Oceany effect' will have 10% chance for your enemy to go and voluntarily submerge into the water and never appear again;)
@analog hawk
Inflict 'Yearn for the Sea' for six and a half years.
On the suggestion what does the recycling ♻️ symbol represent?
Already suggested
Oh bugger lol thanks
@twin holly it's ok queen 👑 you can never make a mistake 😇🙏
Thanks lol
#suggestions message I would be ok with adding non-renewable resources to Haldor's inventory, like tin or petrified bones for anyone on day 2000+. Definitely should be limited, but I'm not sure if day#/Map% explored/core progression is better.
I agree there should be another source of tar.
days passed is a good one
Then people would leave a world open afk and get access to items early
that's a lot of work to get an expensive alternative way to get resources, but I don't really think that's that big a deal then, given the offseting 'convenience cost'--alternatively, if it were such an issue, could do the "hard gate" of beating a certain boss
I've got an idea for a suggestion ->>> map fragments! you can find them as part of treasure in chests esp those on wrecked ships. Could really add a whole new dynamic for those playing no map, tho if you're playing with a map they won't do much :P I don't feel like suggesting it since I prefer playing with a map lol
i like that
Actually even if you're playing with a map, getting a fragment can reveal an area you might not have uncovered yet, but if you've already explored it it could display a message like "area already mapped"
Map fragment in no map mode displays a temporary static minimap maybe? Topography only, no icons or players. Fragment is not consumed.
Another day, another cat request.
@analog hawk enter in console commands
bind w heal
bind space heal
The heal command refills health and stamina fully which will activate every time you press w or space, and feel free to use other keybinds. Good solution to deal with stamina in debugmode
Or ||StaminaRegenRate 1000||
Done
@tiny olive Like the idea of having the last biome completely different from what we've already seen. I suppose the area wouldn't be located on the base map and would be accesed by some portal or something like that. Jobin W.
I genuinely wish that every cat ever suggested here was added eventually, every single one of them (even that prehistoric suggestion about greydwarfs throwing cats instead of rocks at you), but that they had one special ability - at the end of the game they would come together and assemble into one huge ultimate boss cat that would be impossible to defeat, the nightmare of cats, the one that you would need all the weapons and damage types in the game to fight against.. ||a lynx||
Upvoted liked and retweeted
#suggestions message
Don't know about this one actually.. i think all these is still pretty much possible with dn, don't fully get the issue tbh
I don't think it NEEDS to be flashy or we need to go out with a bang, perfectly fine to conquer all regular biomes and just retire on a little farm somewhere.
Omg. Its Jólakötturinn or Yule cat in iceland mythology
Hmm I don’t know, the Deep North has crazy potential to feel like a ‘final zone’ in my opinion. It also feels like very Viking-ish. I couldn’t imagine it any other way.
yeah deep north atm is just a placeholder that's why it is "mountains 2.0" all ice. It can be anything they want it to be when its officially released.
@hexed hollow's suggestion about boat portage is amazing! This was a normal thing during earlier times when boats were relatively flat bottomed. In fact loads of places in Norway are called "Drageid", which literally means "Dragging isthmus"; where you had to drag your boat across land to get to a neighbouring fjord or lake.
I did that on vacation once with a fiberglass canoe, up in Minnesota. Even a supernaturally strong Viking wouldn't be able to haul a longboat or a karve that way 😉
I like the idea of being able to kinda push your boat, but only if you accidentally beach it or something. Being able to carry across land would be an incredible feat of strength lol
Exactly. And it's not Festivus yet.
Isn't that one for movement only? I remember last time I used it it was only affecting movement stamina consumption
It could be tied to the physics like bumping into your boat is when trying to un-beach it. Just give you something with a little more control and dignity than running at your boat and bonking your head on it over and over
I like the kick idea! Maybe would need to affect mobs differently than objects but that doesn't seem too unreasonable
I'd like to be able to set portal minimum and maximum connection distances
Or have a cost associated with each jump
Or a timer on how frequently it can be used
this one gives you infinite stamina
stamina regen rate every 0 seconds
stamina--already regenerated
these are interesting ideas
Minimum/maximum distances is interesting but I'm concerned that a maximum could easily be circumvented by chaining portals - which then encourages more time spent staring at portal load times 😞
Balancing a cost to use portals would need to be set up so it doesn't turn into a frustrating thing to grind nor insignificant. Tricky but could maybe work?
I like talking about possible portal changes - I feel like there's gotta be a better way to implement/balance portals than what is in the game now and hopefully it'll manifest someday
Could add a limiting buff like portal poisoning. One portal permitted every 5-10min, or multi-portalling Gives you a long duration anti-rest buff as you got a bit scrambled.
Throwing up is already implemented...
That's interesting - like you can do one portal every 5-10 minutes without issue and then a debuff for subsequent portals?
Anything that encourages not playing the game (ie waiting for a debuff to go away) makes me nervous - I already feel like portals encourage enough of that
That's a great point! Boat portaging definitely has a rich history. The idea of dragging boats across land to reach different bodies of water is fascinating, and the Norwegian term 'Drageid' perfectly captures that concept.
Beating my boat with an axe so I can move it/unstuck it has always been rather immersion breaking >.< Portals encourage a lot of it. Some way to make it not a thing would be rather nice
Invulnerable boats takes some of the fear and excitement out of sailing, and could cause all sorts of trouble. Should boats not drop their building mats when they are broken? 🤔 assuming we have an ability to drag them around a bit
What if mobs only attacked boats to get at you, boats don't drop build mats on destruction, and you can grab/kick your boat to move it around when beached.
Then no coming back to your boat to find it destroyed by leeches skellies & duerger while you were gone, but you still have to worry about it when you are present and able to defend it. No more whaling on your boat with an axe as a primary way of moving it. More logistical planning instead of just hauling the same boat through all your portals?
What if boats required some metals to make? For example, if the karve required 5 copper in addition to its current materials, it would make boats unable to be teleported.
Also yeah, would be nice if boats weren’t attacked if you weren’t on them 🙂
@rose swan That would work, and if we got a tug/kick that worked better than just running at your boat then that would get rid of 90% of the whale on your boat with an axe situations
Fun fact, leeches won't attack your boat unless you're in it
Would also mean folks who like unlimited portals could still portal their boats around
I blamed them unfairly! It must be all the duerger
Yeah, draugr and skellies will do it with abandon, but the leeches won't.
I owe all the leeches in my swamps an apology
Go apologize with a big hammer. They will accept it with a gift of blood bags.
are y'all being silly or serious about the leeches thing--because I could have SWORN i've seen them (among other critters, like necks) attack unattended boats, and I was PRETTY sure the way the game is programmed, all mobs will attack boats attended or not, treating them essentially exactly like a workbench essentially (always hostile if in line of sight) for AI aggression purposes, and if that's right, leeches would be the same, unless there's some aquatic mob/leech specific code exception (or, I'm sure wrong about the general mob AI behavior towards boats)
Completely serious. Go try it. Leeches won't attack boats unless you're in them. Other swamp mobs will, though.
i have homework now
Leeches have a bit different rules than most mobs 😉
constantly learning new things about Valheim!
I'm pretty sure deathsquitos and leeches are an exception to attacking non-creature things. Prolly because "blood-sucking" 🤷♂️ just a guess
That last suggestion is 2 days late I'm sure 🤔
@sterile frost
These settings are just for light sources and stop the lag... without having to micro-manage 100's of fires
What if the rest buff was just reduced in duration? So if you went through a portal that went a long distance the rest buff timer would be significantly reduced where as a short hop would be a minor hit. The distance calc could be the max unburdened sprint.
Basically, you couldn't bring your rest buff further than you could run across land with it
And ... To offset this, this would only happen if you didn't have some disposable magic currency
Rest buff is easily regained
So like, if you don't pay for the long trip, the rest bonus is reduced
True but it's hard to get the max buff time
@neon isle don't hijack other peoples suggestions, don't piggy back like that and #suggestions is not a discussion channel
i suppose my lack of sleep affected my better judgement. i quit valheim before due to lack of variety of materials used for building. every building looks the same
Have you played since black marble was added?
sees the dozens of completely different buildings in the building category from this server
You sure better judgement is the only thing lack of sleep is affecting?
I find Valheim to be one of my favorite games for building, the color palette is fantastic.
i'm not sure what you're talking about. as it is we have 3 types of walls that i know of ( wood, stone, and black marble ) ((and core wood if you're not lazy ))
it's a very artistic choice before we add something honestly
not just "slap color done"
that is understandable... how any new pieces added need to look like they belong there and not clash with existing pieces...
True, and each one has like one or two pieces per material.
Such a lack of variety smh...
i guess i'm just lazy idk. skill issue
did you see the numbers we said are being added as build pieces for ashlands?
i must have missed it. i saw the news through steam. new diagonal floor piece - flowers grow on buildings - that's about the gist of what i grasped. either steam was not a reliable source - or i skimmed through and missed important information
Please inform yourself better before making assumptions
50 new build pieces... ok
50+
a whole lotta build pieces
it is what it is
more than 50!
and rag and deer hide and troll and all helmets
I've done a similar run, although I stuck just to light armors to have a little more variety (since some of the light armors do have slight penalties)
No movement penalty can be a bit rough, but sounds plenty doable
@forest plank Was is the trailership?
I think they meant the ship in the trailer.
@forest plank like the one they added in mistlands or the ones that will be added in ashlands?
Don't you think is obvious they'll add more without having to suggest them?
(I know we don't know the stats for the ashlands ones but so far we can believe they will have little to no penalty as light armors)
If talking about armor, the mistlands armor does reduce movement speed
Mage armor?
yea
but I agree that there is a good variety of light armor and even if it hampers movement a little I think it still acts well as high-movement speed armor
the only sets he can use in that challenge are rag, leather, troll and fenris
there should be more
and helmets from any set
-4% is barely noticeable
Edit: But it shouldn't have any penalty
Point is that is redundant to suggest
yea I don't think it affects much gameplay wise, which is why it's a moot point outside of doing certain challenges
#suggestions message @analog escarp Have you tried the "no portals" world option? My recommendation is to couple it with the "no map" option as well...then have fun trying to find your way back.
No, it's too restrictive. I want some in-between settings
Just mod it. Got a lot of cats in mods.
That's something you tell the one who suggested it. Not her
I enjoy playing like this, while I drive my boat I look at the stars to find my way back. I believe that it makes the playthrough more advantures
LALALAL
Yes, I've been enjoying playing the no map/no portal experience on my local playthrough. When I play with my friends on our dedicated server, we have fully accessible portals and it does take away a little bit of the game, as we just drop a pocket portal anytime we want and we're home, as well as moving loot back to base is now very trivial. On the other hand, playing without a portal I've now gotten my 1st character so lost I'm not sure I will ever make it back home unless I cheat (which I really don't want to do). I'm considering starting a 2nd character over in the same world just so I can get my bearings. I kind of agree with Tactical that something in between the two extremes would be nice. Something that limits portal use or makes them rare vs no portals at all.
intermediate steps/settings in general I think add lots of value to the game, because it adds replayability for trying with different settings, and also, opens the game up to more people--some people just really wanna build, and might not even play, if raids couldn't be turned off, a lot of people really love the no map/no portals realistic grit, and some folks would absolutely not play if that was the only option, and on and on
Oh yeah, different settings for different situations totally makes sense. For our dedicated server session, we have a very limited play time and only play once a week if everyone can make it. So enabling portals and allowing metals through it gives us the ease of being able to quit in a safe space but also is cuts out the challenge of having to haul metals over long distance. I may talk to them about switching it back to the normal settings to see how they like the challenge of figuring out how to get the ores back to base, but not having portals is probably a deal breaker for that session.
I'd love to allow portals to only work during certain parts of the day, like maybe the last minute before dawn, so you only have a very limited time frame to haul metals through and you have to last throughout the entire night to be able to do it.
that's a new (to me at least) interesting idea--portals only 'opening' during certain times of day
Seems like a great idea for a mod. 😉
Some of those things are getting pretty niche and might be best for mods for sure
that actually does sound pretty fun yea
This is... Very interesting...
Maybe IF moon phases and more stuff for the sky are added, they could tie them to those
Portals are only active during full moons or something
Maybe portal item restrictions and portal activation might need to be different sliders
Ooo, that is an interesting idea. Could lead to "wait around for portal to open" gameplay but I think it would tend more towards careful planning of portals and finding things to do nearby. Or helter skelter trying to book it back to your portal from adventuring before your chance is gone
tbh I think the initial idea that I think the devs had of allowing portals only in certain locations (like those circles of stone pillars in meadows) would be pretty slick too, but I'm starting to like this "conditional portal activation" more
I really do feel like base game would benefit from reimagining how portals work - something along those lines could be a good direction to explore.
And since easy pocket portals are already in the game they could stay as a world modifier for folks who want them
Yeah, my original suggestion is probably to allow metals through during that timeframe, but you can still jump though it normally during the day. I can see some people just saying it kind of forces you to stand around waiting, so I'm still thinking of ideas of how to make it so that placing portals is a rare thing either through requiring rare materials, or perhaps they can only be placed inside certain areas, etc.
That one was specifically scrapped bc players would exclusively build in or near those areas which is definitely not ideal
Imagine trying to encourage you to explore and find a nice place to settle just for essentially everyone to build in specific locations
yeahhhh
I also like the idea of making it so that nothing can go through the portals, when you pop out the other side, you come through naked and without any inventory.
location-dependent would 100% eliminate "pocket portal" as a viable strat for exploration though
@amber wind that's just hilarious to me
But location dependent would lead to the fun exploration of "let's find a place to phone home"
like it even lets you through, it just leaves a pile of your crap where you left
Those tall stone rings you find in the meadows were originally going to be those portal locations
@amber wind oh good piotn--not TOTALLY defeat pocket portal, just now limited it to "gotta find the nearest stone circle/whateve to 'phone home' as you say"
I've thought about that a few times, quite hillarious indeed
Would feel silly tho to have to build a set of gear to use at each end of a portal tho
I'd think you'd need portal locations in all the biomes for it to work.
Oh i like that a lot. Instead of just going base to base you gotta find two potential portal locations and connect them
people would def build bases around those locations tho, for sure, absent a good reason not to
Let's make it some kinda Jigsaw thing... portals pick one random item in your inventory to leave behind 😛
Portal: No items in inventory found. Proceeding to take vital organs instead
What if you could only build portals in Special Places - but you could also build some sort of expensive Special Place piece that unlocked the ability to put portals near it.
Then for exploration you would be limited to plopping down portals in Special Places, but you could choose your base location to be anywhere by building your own expensive Special Place
It's the afterlife... take half your health 😉
True it'd become a prime base location. Portals are convenient but kinda take away a lot of the exploration aspect. I'd like if there was a way to just portal "home" to wherever your bed is
Portals should've been progression-locked from the beginning
I mean, they kinda are... you can't get them until you get a fair bit into the Black Forest. Which feels about right to me, that's when you're actually traveling far enough that it can be a chore.
They don't take away any amount of exploration. You already have to explore out to new areas to set them up, after that they just cut out travelling over areas you've already explored.
I still would love my no-portal Deep North suggestion, although it is prob a bit much considering how much many players love portals
You are joking, but I think it would be hilarious if whenever you take the portal there is a chance that you'll lose something random from your inventory during the transfer. Maybe a very small chance it will be destroyed for good, but mostly it just gets left on the other side.
Depends on how you view exploring. I know traversing the same routes over n over can be tedious but having unlimited portals set up at least gives me choice paralysis. Maybe if there were tiers of portals. Like black forest lets you have only the 2connected til you make an iron portal, silver portal etc
Sorta jumping off of Xales suggestion, but what if there had to be x distance between every portal in the world (pretty big distance, maybe like can't have two portals within 500m of each other). Additionally, add tiers of portals that can connect to more portals at once (so if you have standard portal unlocked, you can only connect to one portal from your base. Next tier, your base can connect to two portals).
So many approaches to portals, none of which we'll likely see in-game
True. Having them only be buildable in certain locations means that's just another thing to consider when exploring and deciding where to setup a camp/base. I like it, the more complicated the better. 🙂
Having to find places to put a portal and plan your adventuring and such around that sounds fun. It also adds another version of variety/Point of interest to find - finding a portal place becomes an important part of exploration and finding them near things you care about in that biome can make exploring multiple of the same biome feel worthwhile and a little different instead of never needing to enter another one
All of these suggestions would just ruin the game for the vast majority of players. They should only be non-default toggleable settings at best.
That level 3 Mistwalker that you had to mine an entire skull out just for it? Yeah, poof. Thanos I think that's actually one of the primary draws of Valheim to me. It's largely deterministic, you rarely get any RNG that feels crappy against you, like a bad pull in a loot box or a random boss drop that takes 50 repeats to get, etc.
YES! I LOVE IT! You can either risk everything jumping through that portal, or take the safe path home on foot. Your choice.
oh yeah, people would HATE losing items randomly
Definitely mod territory 😉 That's not something that works with the core gameplay propositions in Valheim.
Out of curiosity...Which core gameplay proposition does it break?
That it's deterministic. You never have a chance of a boss not dropping the loot barring an actual bug. Materials for the vast majority of weapons, armor, etc. are not randomly rewarded, they're found through explicit tasks.
Ah, nevermind, I see you put it up with the statement. My bad. I should read these things.
I agree I like the RNG of valheim. It's very RNG dependent with what you find, but once you do find it I feel like you're usually bound to get something good from it
All the random generation happens when you make the world yes? Then the rest of the gameplay is fixed.
ehhh sorta. Technically I think it generates as you explore. For example, if I go to Ashlands in 3 months I'll probably find a lot of interesting stuff there that wasn't coded to be there when I started this world
More or less, yes. There are a few things like the Cultist trophy for the Fenris hood, draugr elite trophy for the iron sledge, etc., that can be a little RNG grindy, but they're at least easily skippable
but it takes you a while to discover what RNG you got, which effectively makes it feel like rng throughout
Spawns are also pretty random
What do people think about portals only being buildable in special places, but with the ability to build something expensive that designates a "special place" so you can still build bases whereever you want? Would just change exploratory portals and dissuade always having instant access to your base from anywhere on land
@wanton edge that "special place" making area could also have non portalable mats
I guess the portals could always just be played with your own house rule restrictions. I'm really considering adding them to my no map playthrough but being extremely reserved on where and how they could be used
The seed informs the generation, it is the base for everything. The dungeons should be the same each time, but spawning of enemies, all that is not fully controlled by the seed. But dungeons aren't generated with that seed until you discover them (it saves a lot of CPU cycles and up-front data generation) so the dungeons can change with updates as you go.
i.e., you have to actually move that with you, or find it around where you want to setup, to setup a player-made portal-able spot
So, kind of like how things require a workbench, the portals require a special portal thingamjig to be built in a certain area, but the mats to make that thingamajig can't be brought through portals?
I like it a fair bit. I think I'm still more interested in time-based activation tho, only having portals activate once every few days or something
@amber wind right exactly
same. Just gotta come up with some rules that are easy enough to follow
Portals have a cooldown timer? That would be pretty hard to implement but might be fun, can only use a portal once every 10 minutes or something like that.
Hmm...as long as the things needed to make the thingamajig are rare, I'd be okay with it. Maybe something from several biomes. But then it just makes people hoard those things and haul them with them.
Interesting... per portal pair? And you can't disconnect and reconnect to a different set of portals while it's in CD as well?
more set days of activation than a cooldown. Activate on day 5, 10, 15, 20. Whether you decide to use it on that day or not
Even if you demolished one and rebuilt it, the one on the other end would still be cooling down. It would be self limiting.
On certain days seems too long. I'd fall back on my first idea of having it only be during a certain time of the day (midnight, right before dawn, right before dusk).
Aye. I just mean not ALL portals are on CD, or the player themself is on CD from portals until the CD counts down?
I still really like the idea of portals requiring a forge and possibly even some copper to make. This way, you can still have pocket portals, they’re just not nearly as efficient.
oh yeah, a 'debuff' the player gets would probably easily work
having them activate every day doesn't seem to change much to me though. Would almost always be faster to wait for the portal to activate, than actually to travel somewhere
(a debuff relogging won't remove)
I'd say each named pair would have a cooldown. I do think that's still mod territory though, not base game or even portal options.
That would be basically the same as not having portals, then.
A player debuff eliminates the "I'll just pop home to grab some stuff" syndrome.
main base is practically a pocket dimension for me, and I'm not ashamed, but if they changed vanilla settings to make that less viable, I'd happily adapt
how?
If it's always faster to just do the travel than to use portals, why would you even build a portal?
I wish the portal world modifiers just did a bit more than not activated during boss... Like not bringing the boss trophy or not being active at night. Idk
Yeah, or how about you need to feed something to the portal to activate it? ANd it only stays active for a few minutes?
I meant hardlocked
Only thing that's tricky to get before bronze is finewood but even that is not that hard to get.
Something like Moder's tears being the main material to build them.
Which would make it weird that Moder is the only one you should kill multiple times in contrast to other bosses but eh.
Although she is mandatory to progress in the game so you do have to kill her sooner or later (even if you only really need to do so once)
My suggestion is grey dwarf eyes...finally give them a use.
I think you misread my comment. I said its faster to use portal, than it is to travel. If the portal activates everyday
Takes 10 eyes to activate. Gets deactivated after travel
cost per travel, even something as plentiful as eyes, would really make the calculus different
"do I really need to take this trip" "have I enough eyes to make the # of trips I want/need"? etc
Or the seeds you get from the brutes and the pink seed things.
Yeah, I just think that by the time you get to that point in the game you are traveling a lot, and it would really start to slog around the swamps. It already does with just hauling iron and copper and such, I think it would be even more frustrating to players to not have portals until even later in the game. Especially if you get an unlucky seed.
I think my main gripe with no portals is if you need to go reallyyyyyyyyyy far it is a hassle. Like going from my base to spawn to grab a boss power, and back again, would take me like 5-6 hours. Or going from Ashlands base to Deep North base.
I'd like portals just to be active once in a while to facilliate extraneous repeat journeys like that
How about something like they are inactive unless it is some time during the day/night...OR you can activate them by feeding them eyes or seeds or something?
True. I suppose the timeout I pontificated about would make a new meta of "one-way" portal setups, where you build a pair everywhere so you can go there and then return.
not a big fan still. Because them activating every day just seems so often that it's about the same as having them always on, and I think it would be difficult to determine a good currency to activate portals with that's not too plentiful or scarce
And all this is why game development is hard to do right 😛 And why so many mods just utterly break the game.
Yeah, not even mods...just having portals breaks the game...imo. heh heh.
Curious how you may self manage having portals in your world?
You make your own rules for where they can be placed...and then follow those rules (the 2nd part is where I would fail...I have no discipline.)
I'd say maybe only using them on certain days (every 5-8 days maybe?) or just setting a rule of only using them for really really long journeys, and not using portals for such a journey constantly.
roads. build roads with the hoe tool and you will never be lost 😂
Yeah self discipline is hard 🤣 I'm thinking only 1 per landmass and solely for means of travel. Maybe no items to be taken at all... Gives an excuse to have multiple sets of gear
Yeah...I've been, it gets tiring, but that's what I signed up for right? I've explored my entire starting continent and now I've left it on a ship, but I'm not quite sure how to get back. I can probably keep sailing around landmasses till I see something I've built.
But I'd probably break my own rules pretty quick... It's a slippery slope
ANd why is it that the wind always blows in the opposite direction I want to travel. I swear it's been coded to anticipate the direction I want to go and make it the opposite. 🤣
ship them by boat and cart : D
All the time!! And like, you can use about 80% of the wind direction but it's always blowing straight against you. How?!
Yeah I was thinking something rare-ish, and heavy enough that it would take 2 trips on foot (or a cart or a boat) to move, so its not something you just carry around everywhere
Is it possible to navigate using the stars? I mean, you can use the tree, but I think the stars rotate during the night...so...
you can navigate by them, I'm told, in the sense that they same 'constellations' are always the same direction relative to you the player (North, South, etc.) but that does mean you kind of have to already have a sense of where you are and where you want to go, for that info to be really useful--like I don't think it's useful the way it is on Earth, actually, where the night sky actually looks different at any given time and place on Earth, thus if you have the right maps of the night sky, you can always use it to locate wherever you are on Earth
like specifically where you are, not just, your orientation
Does the tree always spawn in the same orientation or is it random with the world generator?
I THINK so as well (always the same)
Yes, Yggdrasil is consistent in its orientation. No-map players often use it for navigation, not sure about the stars though.
The devs have been pretty clear that there will never be flying mounts #suggestions message
I know the star skybox rotates slowly during the night, but I didn't know there were fixed constellations.
I'm going entirely off hearsay on the stars thing, so don't quote me
The moon and sun follow the same pathway, so they are pretty good ways to navigate as well, if you know what time of day it is.
It's all good. I will verify. 😉
For vanity options - I'd rather have the ability to choose some dyes or something when you make the armor, like the painted shields and the linen capes
#suggestions message
@amber wind @hexed jewel Well, my idea about expanding portal limitations is getting downvoted like crazy even by the devs in the suggestion channel so seem like its a lost cause theorizing around it 🥹
Ease of getting around and looking cool
People love their portals
It's alright, the upvote/downvote is just a popularity contest, it is rather meaningless. But we'd probably need to talk to modders to make it work.
I'd be okay with flying mounts IF you couldn't control where they fly AND they could buck you off at any time and elevation.
Stand on a deathsquito
I'd be fine if it's like the very end game thing
@viscid crater lol, saw a video of that just recently, very effective
We already got a flying mount when you start a new game
id like both.
silver armor is my favorite but as i get farther it becomes less and less viable.
the flying mount should BE that same valkyrie--MY HOW THE TURNING TABLES HAVE TURNED!
What if they had very limited flight range...and then you had to land on land or risk drowning in water?
I wonder how feasible it'd be to have multiple types of fuling tribes...
They were an entire civilization before but after yag got yeeted out of life maybe not all of them followed him or preferred to follow their own thing.
Imagine two other tribes of fulings and they fight each other
One of them might be dvergr-like (neutral until provoked)
that would be cool
that'd be entertaining
If not, it might work as a mod
I think even that would change so much. However the idea of not being able to control where they go and being bucked off at random legit sounds great. High risk high reward, feather cape would make it so you don't die and could get some neat use out of it, the inability to control keeps it exciting and its own challenge/approach to exploration
So current version of flying mounts 🤣
#suggestions message I don’t think it doubles, but the construction radius of workbenches and the like already get larger with the use of upgrades 🙂
Interesting concept, warring fuling tribes with differing ideologies after their boss is slain, they'd raise different banners so tribes with different banners would fight each other. The plot thickens 🤔
easier to hop on gjalls
people keep asking for a "build from chest" things
and we will never add it 😅
I don’t really think it’s a QoL thing, in my opinion crafting from chests would take away from the logistics of chest placement and such. I’m also opposed to crafting from chests.
Oh man, some sort of flying mob (maybe isn't hostile?) That you could harpoon or fasten yourself to but couldn't control (and have a chance of falling off of) would be a really cool - something that travels farther distances instead of staying in one area. Like sandworm riding but without the control, you're just along for the ride and try to choose a good time to hop off. I would be on board with that
wait really?
damn even the wiki says so
i never even noticed lol
how about build from the ground thrown items on the ground you can't pick up cause your inventory's full
do you realise what would happen when the game hitches?
Hmmm...
Rather than directly controlling the mob but instead using the harpoon to something else to travel based on where the creature goes seems like a much more interesting idea than full flying control...
it's hard enough to get users to understand delecate internet doesn't like unstable wifi
Picking up a chicken and running off a cliff should let you glide 😂 ||kidding||
…hmm like a certain green hero…
Always loved doing that with Luigi
Wait... are you talking about green Mario?
#suggestions message Are you essentially saying there should be more gear that is acquired in unconventional ways, perhaps like the Frostner (which requires finding a merchant) or the iron sledge (requires a trophy from a tough enemy)? Just want to make sure I understand!
Weather making things grow faster sounds like a good idea, but I don’t think it would be super noticeable.
Do you feel like the speed at which things grow when planted is too fast, too slow, just about right?
I think it’s in a great spot right now, it feels pretty comfortable I’d say. However, what I do think would be neat is if there was a way to increase crop yield. I think this would be interesting because it would give you a little more flexibility with your farmland/workspace. I wouldn’t be opposed if some crops actually required irrigation to grow either (for example, onions). Someone before mentioned a well, it could functionally have a specific radius that irrigates cultivated land.
YES! exactly
I don't think we want it to require watering...maybe some things grow better in some biomes than others...and maybe things grow very badly in certain biomes as well? But it really just changes how long you need to wait, and not requiring input from the players to grow?
for example maybe some roots from later upgrades that will grow better in darker biomes (black forest, swamp, ashlands)
