#suggestion-discussion
1 messages Β· Page 11 of 1
Though for me...it's like 50:50 innovation/mascohism.
Anything that makes the game more challenging and tedious is π from me.
Heavy armors just have higher armor, they never get any buffs π¦
It's absolutely masochism fueled. Taking a feature designed for convenience and trying to turn it into the complete opposite of that and make it impractical to use. You already have the option to disable portals if you don't like them, don't force the nonsense you want onto everyone else.
I think portals are just a bit too convenient. And if you have the option to turn them on and make them portal everything, why are you forcing us to not discuss the nerfing of them?
A weapon that can one shot everything in the game would certainly be convenient too, or being invulnerable, or being able to fly, or any number of other things that would break the game. Convenience isn't always the best guiding principal to follow
Because the vast majority of people are fine with how they are designed, and they already function as they are meant to. If you want it nerfed then suggest a toggle/setting. Again, there's no excuse trying to force your masochism onto others.
I can agree with that. We aren't really forcing anyone to do anything. Just discussing interesting ways to make the game more fun for ourselves.
When you suggest changing the default behavior, it definitely comes off as trying to force it onto others. Surely you can see why that would be detrimental overall. I would be perfectly fine if those changes were behind settings so people have that option, and that's what it should be for everyone, an option.
Absolutely. I agree with this. Make it optional. Everything is good.
you might get more upvotes if you weren't negative at all because the negativity is, i'm sure, a cause for the downvotes.
There's that, and pretty sure what they suggested is rejected and for good reason.
I disagree that they function how they are meant to. They negate a lot of the philosophy and direction of the game that the devs have said they want; its really difficult to balance how to give a little bit of convenience for how large the world is, but not undermine the experience and danger of the game. Based on the contradictions between what devs say they want the game to be vs the effects of portals, I think current portals are a developmental hiccup from when they were initially only allowed to be built in certain places, then expanded to anywhere, vs being designed hositically
but having them burn in Ashlands is fine?
I kind of look at the "default" options as the way the devs meant the game to be played. So it doesn't really matter what I think the default options are gonna be, because the devs have their own vision and that's what they are gonna set the defaults as.
yup
So if we set aside the "default" settings and just assume all these suggestions are just optional settings or game modes, is that good to let us discuss them?
I can see disabling portals in certain biomes. That could be an interesting challenge to overcome.
i am not so sure that there is good reason to downvote his suggestion. but i like the idea of having to work for things i make and have in the game rather than porting in items, or duping them with hammer mode and mode changing and world hopping. especially when playing with friends and the friend leaves the world, and comes back with all this gear and materials that he didn't have to work for.
Yeah, I've had this discussion about disabling world hopping a number of times, and the very few loud minority have come back very vehemently against it as the world hopping is a feature, and then something about how it's unfair to the players if their character is locked onto a server they don't have complete control over...the argument seems flawed to me...or pretty much the equivalent to "trust the people you invite to your server". So ultimately to me, it comes down to something like "the devs have implemented it this way, they aren't gonna change it"
yet hardly anyone voted for it in my suggestion π€·
Upvotes and downvotes don't really matter. Think about it...the "vast majority" of people on this server is like 0.000000001% of all Valheim players. You are getting a tiny sliver of sampling.
still bears out
"the very few 'loud' minority" π€£ yeah, i think they are the ones who like to abuse it. It still makes no sense to allow it. i think the devs can see that their game depends on the majority and its success is in making the game fun and not boring
I had this whole argument back when I originally posted then and no one could properly explain why this would be bad other than the devs assigning workload on things THEY find unimportant...
if they are 80% against a suggestion that carries weight
80% of 0.0000000001% is still extremely small.
It isn't. Suggestions aren't meant to get the approval of other players, ultimately only the developer's decisions matter.
Hahah, it is pretty much, i see it as way to keep suggestion chats out of #valheim-chat
what's the point having them from such a small minority of players?
Nah, it's a fun way to exchange ideas and build on them. And the devs might see a suggestion, like it, and decide to implement it.
that isn't what everyone wants it's only what 0.000000001% want
you can equate a number of the non-verbal players to a certain percentage of the verbal players and come out with a statistical percentage for everyone who feels likewise. (hopefully i said that in a way that makes sense)
Yeah, okay. This is true. But it could be that a suggestion gets tons of upvotes, but the devs still won't implement it because it's not part of their vision of the game. I hope the opposite is true as well, that it may get a bunch of downvotes, but it works well with their vision of the game and they decide to implement it.
But ultimately is this about wanting people to like your suggestions or about making suggestions that get implemented into the game? If it is the 1st, then good luck. If it is the 2nd, then good luck.
No, there is a clear subset of Valheim discord users that shows a perticular intent, as there is no reason to downvote THE OPTION of server side player data that holds.
i gotchya. i just hope the devs vision for their game is to please the players of their game in as much as they can and want a successful game and not a boring one with too many ways to cheat and ruin the intent of the game especially in multiplayer games with some friends working for their stuff and others just porting in everything they have and not valuing the work and risk
On the unity forum they claim that it is enough to switch the target.
π
βFor Unity you just opening the build menu and switching the build target to macOS.β
https://forum.unity.com/threads/apples-game-porting-toolkits-compatibility-with-unity.1448641/
Absolutely @austere wyvern and @runic patio ! I agree with these statements. Just a way to enforce a certain set of play rules would be nice. But we'll just have to see what happens. Ultimately...it is what it is.
Agreed
precisely the idea!
Watch the stream here:
https://piratesoftware.live
#Shorts #GameDev #Mac
That's the justification I was told when this was last discussed π
And when the devs fail to make it the game you want it to be, you can always try modding it to the way you want it to be...or convince someone else to. π
Yeah there is a mod for server side player kinda, but I don't feel like managing mods specially when needed on both client and server side, with the added fact you can need for it to be updated on new patches and added uncertain stability which in my case is already pretty poor...
it's already the best were just operating on the minutia mainly
Yeah, during dev it's a big of a drag, but after the game is fully released and support ends, it might be easier to maintain. You know...if you are still playing it by then.
they need to get it right quickly because other companies will
I dunno if this game'll be perpetually updated though, pretty much like MC, given the time it's been in alpha... IMHO they'll keep at it as long as people purchase copies....
πππ
so 1000 USD is a problem for ironGate?
they said there will be some final performance/fixes and stuff, but no new biomes or bosses
After Deep North, right?
The amount of developer work required for virtually no return on the investment is the biggest issue. I say this as someone literally on a Mac laptop right this second.
y
Please for the love of ODIN or whoever, puts some love into the Ocean before the game is finsished
That is planned.
realllllyyy???
i'm thinking it will be a side project while DN gets done
Yes. After the Deep North they've still got some other vague plans, but they either aren't telling or don't know details yet.
well that is GOOOOD news!
yeh there's still some juuice to be squeezed π
Ocean should be before DN...
Unless they plan it to be the actual final biome but that might be weird
ok i'm willing to do it for free, with my developer acc on my own macos.
but I don't have a unity license.
πππ
it doesn't matter, I'll live with a rosette. π€·πΏ
thank you for your time and patience.
@sage crest sadly Twitter stop allowing us to auto-post from there platform π¦
oh lord it's not that easy
almost all shaders are broken on Mac.. (as I was told since it been tested long before the beta test began in 2020)
well, manual posting is a thing. but you need a twitter account to interact so :/
Ok
100% this, the ocean affects so much more as the connective biome of the game - heck if one of the two had to go unfinished, I'd happily toss out deep north for ocean love.
Although an ocean update will be a proper "start a new world and character" event like hearth & home was, vs ashlands and deep north not so much. So I guess encouraging new playthroughs with everything finished makes sense
If the ocean biome gets much more serious (which I would also love), I reeaally hope we can get a new boat. Something bigger and stronger with shelter and a hearth and more storage. Maybe arbelests that launch harpoons or something. π€π»
I want more boat progression but not sure if I want it to turn into a portable base π€ Mostly I want a way to transport tames on a boat without them jumping off to attack stuff.
I think it might be neat if there was a choice in boat progression too - like one that's faster vs one with more storage or something. So its not just a linear progression but choices with tradeoffs
Speaking of choices - how many folks use heavy armor over light armor?
i've said this in suggestions before and got net-downvoted lol
then seen someone suggest a ship that comes with livestock transport capability get only upvotes
I think I might be one of the few who prefer heavy armor lol
IMO heavy armour suffers because the movement speed cost usually means you're going to get hit and lose health, but with enough movespeed you often don't even need to dodge.
being able to tank large hits doesn't matter when nobody's fast enough to hit you in the first place
There's that, and later on enemies hit so hard the extra defense doesn't really matter much anyway.
option a: you can take 2 hits. you are going to take two hits and die sooner or later.
option b: you can take 1 hit. you can, with skill, avoid ever taking this hit.
100% agree with yβall. I think movement speed debuff is interesting, but the trade-off isnβt worth it. Iβd really like current βheavy armorβ sets to become more light medium sets, then have some actual heavy sets- like iron plate for example- that perhaps give a melee damage boost or a resistance or something.
heavy-heavy armour with much higher defense and set buff to stamina drain when blocking/parrying: if my armour is heavy enough, I am the immovable object
Maybe throw some knock back resistance in there too π€
also some fairly brutal move-speed reductions to account for the fact that you're hauling around a half-ton of iron plate on your body
but to the point where they won't matter because 2-star draugr elites start running out of breath before they can actually do enough damage to you
It really depends on how things are worded sometimes, and also the mob effect - if it starts out and gets a certain amount of up/down votes from the first folk who see it, I think there tends to be a bit of momentum that keeps carrying it that direction
How come you still use heavy armor then? What benefit do you see in it?
I feel like the current heavy armor needs just a little sumthin sumthin to make it a more balanced choice, but I also don't think it needs much - it feels like it might be easy to make it the default best choice?
Honestly, purely cosmetic lol I just really like the look of most of the heavy choices π
Right now, heavy armor feels like the standard/easy set, while light armor feels like the secret/better set.
yeah, i still think I'm absolutely correct and we need something "official" for transporting livestock long ways over sea that isn't just harpoon and prayers, just a bit annoying lol
i started using light armour exclusively as soon as I could, because with how valheim's combat and stagger works, one hit from an enemy is often either death or leads VERY swiftly to it. light armour just means that a) I can move that much faster and likely avoid it b) I get cool set bonuses and c) I have to spend less time prospecting/mining/smelting. that's the only difference I've really noticed between this LA playthrough and my first HA playthrough
Personally, I wish there were maybe like 3 armor options per biome roughly, but I understand that takes a ton of work.
That's fair!
The movespeed penalties really add up once you equip weapons too
i thought you said three MORE for a second and nearly fractured my skull LOL
i could live with 3, balanced/light/heavy or something similar. I'd quite like something towards the end of the game that let you bring certain legacy sets up to scratch with the endgame requirements because I'd love an archery-tier armour but I'm not gonna be caught dead wearing swamp gear in mistlands or plains. may as well be naked at that point
I just like being fast and zoomy. I tried really hard to be the heavy armor tank when playing with my sisters, and it just doesn't feel effective at all. Though I might have been too fast to throw myself in danger to try to protect them. You can stand there with a tower shield up for awhile, its just hard to break out of that situation
maybe I should try again at some point with better impulse control & player skillz
What generally kills me the most in later biomes is being staggered to death, which can happen easily when enemies run in packs and when dealing with starred enemies. What's really bad is rapid attacks or multiple enemies trying to hit you at the same time, with no opening to break them apart. Heavy armor does very little against those situations.
this, exactly this. at a certain point you're not ever getting hit by just one enemy. you're either killing them all or you're getting hit by 5 of them with the "home run" sound from Wii Baseball playing in the background
a tower shield and heavy armor can stand being mauled on for awhile, but its hard to break out of that situation by yourself
Like a turtle knocked on its back.
yeah. great strat for multi but if you're gonna solo you need to be able to hit. this is why stamina builds are my go-to with light armour now. too fast to hit, with enough lemon juice left over to slap 'em back
I like light armor with health food
Light armor and high run skill so I can move like a turbosnail without worrying too much about stamina, 2-3 hp foods so I don't get oneshot
Tower shields are terrible but sadly they don't seem too interested in improving them
Root harnesk is ridiculously op for plains+mistlands, and yeah I always rock fenris legs for a bit of speed. Mind you it's fun to run full fenris in normal mode
Root harnesk is more safer than carapace breastplate imo and faster. The seekers do 90/100/120 and the attack that does 120 is Pierce. Also ticks are usually terrifying but harmless with root harnesk
I think double stamina food is safe enough on normal but I run it on very hard too like an idiot
Root Harnesk on very hard is so damn OP
This doesn't make too much sense to me
- You knew that you needed Eikthyr pick to break metal (after you got the pick at least)
- You obviously made a bronze pick either because you couldn't mine the iron sludge or you just did so automatically
- You made an iron pick as silver cannot be mined with bronze (someone fact check this, something in mountains must be iron req'd)
- You got the marker for Bonemass before Moder
- You can see from the enemy composition and strength that mountain is noticeably harder than swamp (even in iron armour this is true)
Also, Hugin gives you clues throughout the game "You have a swamp key, use it to go to sunken crypts", what do you find there? Iron + Bonemass vegvisirs.
I found a branch from where I could snipe it, only taking out archers that spawned, so that was a bit lame.
I mean you chose to kill it in that lame way no? Even though you had stacked gear for that fight (well maybe not a mace)
As I already mentioned, apple has a shader converter. I keep reading a lot of nonsense. Here is a video that talks about 0.02%. where is that number from? unity claims that this is one switch in the project. so where is the truth?
If IronGate would tell us the whole game is in C# and not in C++, then I understand that it is a lot of work. But so far I have only seen meaningless excuses. This year, EpicGames opens a store for ios, macos, win, linux and android. They announced that all new games will support macos and as much as possible will support ios. If it were 0.02% true, they wouldn't do it. If it were so difficult, I also think they wouldn't do it.
If the apple converter cannot transfer their shaders, just ask apple for a fix.
Building for Mac is much more complicated than that though? Also shader code is outrageously complex, I doubt a converter will just work
Someone showed you a video explaining why building for Mac is one of the worst things ever, ESPECIALLY for a game that is in early access and needs to be built often
do you mean the video where it is 0.02%?
So Apple made a shader converter just like that?
because it doesn't work and is useless? π
I said 'will just work', not sure why you are calling it useless after glazing apple so hard. I am sure it's useful and you can optimize your games shaders to have a high success rate when converting. But like it's just a converter, it's not perfect, it's not specially designed for Valheim.
Apple has had long standing issues with games and is arguably in a worse spot for playing games than Linux is, despite having infinite money and only one version of the OS
We would have to fix all those shaders ourselves. Along other things.
Apple doesn't work for free for us π₯²
Alot of people have been asking for a MacOS port for a long while now. (Pretty much since day 1)
But we are just a small small team. So maybe down the line, maybe not. We shall see
i hear that's a monumental PITA, surely the game works fine if you just create a pocket universe on the mac where it's windows instead
PITA?
i know that's not what it's actually called but i forgot the name
Pain In The Ass
ah
Why do people seem to be 50/50 on letting the cultivator plant like a 3x3 or similar as well as harvesting in a radius? What are some reasons for farming needing to be SO tedious?
There's plenty of mods to upgrade it
@coral dock there is a world modifier you can adjust if you want to teleport ores and things.
but it will never be a standard setting in the game
people plant 1000 things
and then have a trillion carrots they never will use
I do think holding some sort of keyboard modifier to pick up multiple crops would be cool at the very least
mod.exists ! = vanillaFeature
I don't think it's necessary I'm the laziest mf with farming but easily have enough crops for myself
I have 5 characters in the same world and only one of them cultivates a micro farm which is like 5x10 meters, which I don't spend much time on. Also, just 1 beehive. I also use a mod that adds seasons and most of the time I can't grow much. Guess what? I never run out of food.
To be frank, farming should be made more compelling and nerfed so it's a challenge in itself. While being not fun, it's also not necessary to do very often, so right now adding more convenience solves nothing.
Yeah I find myself not having enough food and needing to farm regularily
Like when I do carrots onions turnips I wait until I harvest 30-50 before I start using them
Then use half replant the rest or something
I try and keep the replant number about 30 seeds/90 fresh veggies
Really doesn't take long to do because you don't have to do carrots once you have onions and arguably turnips too
I have to completely disagree with "It's not fun, but you don't have to do it often" both because I do feel like it's necessary to do often. And, I also don't think it's a good thing to have a component of the game which is being seen as not fun for such a simple reason as the amount of clicking it takes.
I also disagree with nerfing it in anyway because Valheim isn't a farming sim. I think it just needs to be improved and there are simple options and complex options.
Once you get to barley flax it's easy mode because you use half replant the rest again and again and can harvest with atgeir/sledge
Mistlands even easier it's 1 for 3
This doesn't fix the core complaint of having to place everything 1 by 1 and press e on everything 1 by 1
It's really not that bad? You can hold E and wiggle your mouse around
For planting you can also just walk forward and spam LMB.
Ye or hold A and D click click click
Your character doesn't just spam interact fast enough to where it's not just better to manually spam E
You can also plant things too close together, you can also run out of stam and have to stand there and wait
What it works fine in crops you can get 4 a second by holding E and moving it around
If you use walk mode you never plant too close together.
Just get a mod because yes it's a little bit repetitive but you don't need much and that's how they intended it
just activate walk, look down at a ~45Β° angle, walk forward and spam LMB. That gets you even, tightly spaced rows of crops at the perfect distance for minimal hassle.
I don't have that issue but the point is that you can't just spam place them, there is a tiny bit more precision than that
I have never been able to do what you describe, holding E has never acted as an automaic or constant interact
I'll have to find a video example
Also, these points that are being brought up aren't really WHY some small simple QoL is bad, it's just advice in the current system
Because they don't want the game to be easy mode
If you can't be bothered farming then you can use stuff like jerky berries and cooked meat
That's why they exist
Challenge doesn't equal QoL though. Tedium isn't challenge.
I just tested it, you are correct that you can hold it, but it's not faster than what I usually do
It would be much easier if all crops worked like flax and barley so you could just harvest them with an atgeir
less effort to implement too i'd imagine
The game being easy mode is more like dying and keeping your hotbar, not planting/pickingup a 3x3 of seeds. Holy moly
I would say that's more effort as it would require a bit of rebalancing consideration
I like the idea, but it's pretty much beating a dead horse. I'd say if you want this for yourself, resort to mods, but wouldn't count on seeing it in the vanilla game.
how so? I'm not talking about changing crop yields, just that ALL plants drop their produce if they're fully grown when you destroy them (instead of just some of them).
"Use a mod" is just such an un-helpful thing to bring to the discussion. I am not talking about adding UFOs to the game
Read it again bud
"I wouldn't count on seeing this simple QoL in the game" is also not a good mindset to have
The developer in charge of reading suggestions and bringing potentially good ones to the team has downvoted it, I'm just being realistic here.
It should theoretically be pretty simple to cast a sphere at the interact point and check for the same object in radius and pick them up. That could also be reused for many many other things in the game. I am pretty sure that items do already support dropping different types of items when picked so it could be as simple as adding a seed to the loot table. But then many plants don't drop seeds, they are the seed so it could be weird
Satisfactory devs had a hard no on pipes and drones but here we are. The devs will do what they want and we make the suggestions we want. Talking about futility and using a mod to get the desired result doesn't have much to do with the topic
People change their minds, there is no point in making a read on the devs intentions and holding it in their character over X amount of time
sigh you can make all the suggestion you want, I'm not stopping you, my point is not that it shouldn't be implemented simply because a mod exists, it's that you can enjoy the said feature using a mod (as I have); It is my observation based on the dev's response and years of this being suggested with no positive indication of it making it to the game, that it still won't. You're free to believe otherwise.
Some things we have already ruled out before in our Reddit AMA's
like anything that would benefit multiplayer over singleplayer experience
That rule makes a lot of sense and has no potential to make the game worse given how it works, was marketed, and the implementation of multiplayer
so examples.
- Rowing boats together. Only benefit multiplayer. not singleplayer
- Your the designated farmer in your multiplayer play session and want to grid-farm or be able to harvest faster. That would make a balance thing perhaps for multiplayer, but singleplayer crop planting / harvesting would just be a low effort thing by that point
Wouldn't proximity based difficulty increase be a multiplayer exclusive feature?
But that's to negate an advantage, that's not a benefit of multiplayer
Yeah, the dedicated farmer just farms at the speed of someone that doesn't have to grind the other materials, that's the 'advantage', they lose some and gain some
For peek farming dufficulty; just add spoilage to consumables :/
no
And while at it, "farmables"
I'm not saying I like it, it's just something we see in various survival games and would limit the limitless carrots...
Spoilage to food is such an unfun mechanic
Punishes playing for cooking more things in advance and having storage
That and charging a ridiculous amount of materials to repair was the worst thing in palworld
Typically that's mitigated in other games with "preserving" structures and items... and adds another mechanic to "handle"/learn.
I still don't like it either.
only fun in some survival games...
if you have a refridgirator mechanic π
Don't think there has ever been a game with food spoilage that I found it fun.
I get the challenge and realism you would hope to attain from it for say... a super brutal and realistic survival experience.
But if I want to micromanage some resources I would rather just play an RTS π€£
Each to their own with this one.
It works reasonably well for Grounded, but the spoilage is pretty slow and food is plentiful pretty much anywhere so its pretty much a non-issue unless you want to stockpile a lot
And it has a fridge item on top of that too
anytime you can stack food in piles. spoiling food is out the window
@round lotus the issue is that when the player goes to far away from skeletons, they will despawn
And 100% of the time it messes with item stacking.
Imagine each of your food items being in its own slot instead of sharing a single one because each unit has a different spoilage value
Then you just summon them again
Outward has individual food spoiling within a stack. I don't want food spoiling in Valheim, but there's an example of it existing
That's fine, i mostly want it to keep them out of the way when building or farming and having the option to position bow skellies at range instead of them hugging me all the time
Also to stop them from running into my ballista fire when coming back to base
I summoned them to fight bonemass' and they stood there next to the altar looking at it while bonemass' kept chasing me.
They only targeted his summons...
I see that now
Also, why does that happen? I read reports of them not working against bonemass during early mistlands days, I thought it was fixed
yeah something is bugged with bonemass. Even modded summons (that probably use the skeleton ai idk) don't target bonemass
And it kinda forces the player into short, frequent cooking sessions. Makes it way too grindy. (Edit: assuming no storage/refrigeration).
I've played a few (where I noticed it anyway):
- Ark Survival (Quite annoying, you get used to it, preserving bins, refregirators, preserving salts, throughs and creatures spoil slower too; stacking is done with a simple +1 of the item and spoling removes/transforms 1 item from the stack. Some items don't stack on purpose to limit their preservation, 5k+h)
- <*> Dynasty games (integral part of management of your villages, spoiling is slow, however and grouped in "remain time" batches, I think in "days" - I lost interest in those games before I understood this mechanic properly, 5h)
- Wildmender ("refrigerating sorage", spoiled stacks are "merged" with weighed spoil time (ie: 10 40% stack + 10 50% stack = 20 45% stack) you can thus perpetually increase spoil time with fresher items but with diminishing returns. Furthermore, seeds have three groups which can't be mixed: Spoiled, "Normal" and Fresh, so you can't bring Spoiled back to "Normal", 50h).
- Palworld (Just produce enough to combat spoil; I couldn't bother with the refrigerated storage as the Pals'd just fill any container even when placing it the closest possible to consumable generation, though I think they changed that in a recent patch, but you still lose 1 pal that could be doing other more important stuff, 150h)
- Smalland (Didn't even really notice the spoiling during my play, 15h)
- Sunkenland (alpha stage game, pretty slow decay, does not apply when no one is connected, unsure how stacking applies, a bit like Smalland: didn't notice much impact, 50h)
bad, bad, bad, bad, bad annnnd bad xD
What's wrong with the food system?
If you want to make farming more difficult making it attract mobs or raids seems a better option than food spoiling
It already does. Enemies attack plants unless they see you or a tamed animal, which they prefer to target
I love the food system, could do with less tedium of farming though
Yes but only if they're already there. What i mean is farming causing more mobs to spawn and specifically go after your crops
Fulings trying to steal your flax and barley, boars coming to nom on your carrots and so on
Compelling. That's a pretty good argument, man. Bravo you.
Hmm guess I disagree, but I respect your stance. I actually find the food system simple and intuitive, while also engaging. I do however think farming could use some tweaking.
I mean, it makes sense to me. You start with berries and cooked meat, and as you progress you get better tools. This isn't just Norse history, you're starting naked in the stone age.
Also note: it's a game, and it's a magical afterworld. It needs to be fun and be accessible and balanced, not just "make sense". If food was more trivial than it already is there would be no real survival part of this game, it'd just be combat.
So go play one of the more realistic simulator survival games? Valheim isn't intended to be 100% true to life, like, at all.
You don't even starve or need to drink
No, it's directly responding to your call for more realism. A straw man would be if I made a rebuttal to something you didn't actually say.
Valheim isn't hardcore survival, to Pita's argument. You get pelts immediately from deer, too, instead of having to cure/tan hides. Seems like it's a mix between survival/arcade, imo. Kinda sounds like you want a different game?
I feel like there is a middle ground to all these conversations, not sure why people jump to "Just use mods" or "Play a different game" I swear this is a discussion channel or something
There's a middle ground to everything. That doesn't mean the middle ground is right.
A lot of these suggestions are made by people that haven't ever actually built or balanced gameplay
Or want to make Valheim into a game that is not in line with the dev's vision, like all the "make it like an MMO!" or "make multiplayer stronger!" suggestions.
I saw that--I still think it's asking for realism over Valheim's arcade-y approach. π€·ββοΈ
simple doesn't mean bad
So just turn the resource rates up then? If it's too tedious, there are already options to fix it. The suggestions you made amounted to more realism, though, with the amount of meat from deer, etc.
i think the general point is that there's scope for improvement
Tha' hell? I can't reply to the right comment
Hey hey, c'mon. I quite enjoy jumping on top of a Deer and have it explode into skin and meat. π
Ok, got it.
Where did you get the string?
If Valheim was a simulator, 95% of players would be dead by day 4.
And a lot of the rebuttal is from people that will blindly support exactly what the game is with no expansive scope and would never challenge the devs vision for their game. To be clear, I don't support most suggestions but this statement is insight to how many members could view feedback as a mini attack on the game or something
I could see having access to a crude type of fishing before the merchant, a fishing spear maybe could work? But tbh the whole fishing mechanic feels a bit meh to me and I tend to just skip it.
So add more mechanics to balance vs. the ones that are already there? Getting fish earlier would mean that they'd then have to rebalance the health and stamina of cooked fish, and it would become a whole thing that would throw the balance of other food out of the water
Weaving the straw from the strawman xD
I don't think gardening/farming needs to happen earlier - the first plantable crop is in the black forest where you unlock the cultivator, that's already early and any earlier would eliminate the purely gatherer beginning of the game
I mean, fish are already in a weird place where you could get them super early if you find haldor fast, or rather late if it takes you a long time to find him. This would just give some consistency
Spear fishing would be a nice thing to include. Fishing overall needs a bit of a rework, though
I think maybe if there were a for for recipes for fish, there couldβve more incentive to it. Maybe?
I never understood why we couldn't just nab a fish if it swims right up to you.
Maybe we just need to agree to disagree if people are feeling attacked π
I think this was a solid bit of feedback that is worth discussing. In regards to the stuff afterwards, I am fine with the current meadows > black forest flow, I think it introduces players to things at a good pace. The fishing rod being so inconsistent is a bit annoying, I think the merchant can be a bit annoying in the first place as there is no good way to find him. But the reward is good because some of those fish meals later game are really strong
You can't disassemble them and cook them until you have a cauldron, so they aren't available before they're reasonable
I do think that fishing should be revisited, expanded and made more important. But I don't think it should necessarily be available earlier.
Maybe a more consistent way to find a fishing pole or the merchant? Like maybe the merchant shouldnβt have a chance of spawning so far away?
So putting in a non-merchant fishing means shouldn't causs trouble
This is something that I have seen in the community since release, how do you stop the average fan from being so passionate about a game. It's both beautiful and annoying
It also won't provide benefit, which is a no-no in game design. At least until you get to the level where you can process it, maybe make it craftable with black forest level tech.
Could make raw fish edible, obviously it would give a smaller buff than cooked fish.
Not true, because again the merchant can be so inconsistent. It would mean you can fish in the black forest every time, instead of often waiting till cooked fish is useless before you have the opportunity
No, I mean you can't process it without a cauldron. I can see making fishing available before or instead of finding Haldor, I don't think it will add anything to the earlier game other than balance issues.
Hey, I was just exposing what I've seen in other games.
The comment was just to expose the idea of using spoilage to "make harder farming" which I think is the typical thing survival games do for this.
My point of view has always been I don't want it in Valheim, at least not by default.
I believe we've successfully swung the conversation to actually discussing things π
While discussing how we discuss things can be valuable, might be good to ride the suggestion discussion momntum atm
Unless adding more is what fixes the current. π
well,
I wasn't saying anything about changing the cauldron requirement, just giving an early non-merchant option which for most people will translate to fishing earlier because they don't have to wait for the merchant.
The fishing pole could be an upgrade or something, make it more efficient
the devs added a findable fishing rod in frost caves, in the vain hope every player would explore them on every run (which sadly didn't bear out, as predicted) so that players who missed Haldor could have another chance of getting the rod, but this is next to useless for the above reason and the fact that they are rare rooms that they spawn in, and by mountains fishing isn't a top prio anyway, my suggestion, would be to move them to a semi rare room in black forest crypts
If anything I'd anticipate that coming after the Deep North is finished
Yeah, I could see something like, or even little pointers or bits of map or any of the other suggestions on making finding the merchant a little less random
I think they just added that as flavor, not as a replacement for Haldor. He's got 10 places he can spawn on every world, and even if I've found him late I've found him on every world I've played on.
it's quite easy on some maps to get into mountains before you see Haldor
That's also why fish is nice, but it's a side-grade to everything else you can make, an option rather than an actual step improvement.
We aren't talking about when, just possible changes to the food system.
I could see it being part of the ocean update for sure though
Am I allowed to just pop in the suggestion or should I wait until you guys are done?
Yeah, that's why I just ignore fishing π
Go for it.
I never used fishing and yet I cooked plenty of them that just swam too close to ground (or right into my boat a few times) lol.
In general Valheim is really trying to avoid a Chekov's Gun type situation. Nothing that is useless or out of place in gameplay, or superfluous. Trophies are about as close as that gets.
Well there a sill quite a few decorative building items
More build shapes and sizes. That's it. Especially for roof and floors. It feels like you can only make good rectangular buildings in this game. Having a triangular shape alone can improve the buildings.
You can overlap tiles quite easily to make rounder shapes.
It doesn't always look good overlapped, like stone floors for example.
I'm always building round and then remembering how much more complicated it can get π
Things clipping each other, it just looks like an ugly mess.
I'm not certain triangles would help all that much tho, it'll just be a "smaller tedious mess" :/
Hmm...I feel that variety makes things interesting. Reducing everything to a single pathways makes the game extremely boring and predictable. Sometimes having multiple redundant pathways can add to the game. Maybe during the development of the core game, this makes sense, but eventually it would be nice to have a bit more complexity.
It still would be an improvement.
I guess You'd get hexagons or octogons though
Still, much better than having messy floors.
Ish. There's a variety of foods, but they each fill the same niche for the given progression level. Couple stamina foods, couple health foods, sometimes a balanced one, you mix them as you eat them for the stats you want. Having too many options can be as bad as too few.
The game needs a limited amount of food options otherwise the 3-combo option wouldn't be a game mechanic
I don't see how having more shapes affect the entity count much.
Other than a bit more extra walls I suppose.
Triangles give you octogons, kinda, but the problem is the hypotenuse is longer than the legs, so like a 2 meter wall or roof is too short to cover the hypotenuse of a triangle piece, and so you wind up with a different kind of mess
There are triangle black marble pieces, if you play around with those you'll see what I mean. Cool to have but not the game changer they sound like they would be
It depends if they give you isolesces equilateral triangles (60deg) in games or 45deg
I would mostly love to have a 45 degree horizontal angle roof corner. That would make a lot of the more circular builds much easier to put roofing over, instead of all roof corners being 90 degrees.
Can you make triangles now by just rotating the square 45 degrees?
I mean, if it was all equilateral triangles it would not play well with the square pieces I don't think
Rust/Ark uses those, it works out
Ish, but again for a proper right triangle the hypotenuse is longer so you usually need to get another piece to extend it a bit - it works but definitely relies on lots of clipping
So you kind of need the equilaterals to make it work right?
Clipping is my main problem with this game.
Clipping is a feature isn't it?
Yeah, to make the everything stick to the 2 meter compatibility
it's a mental gymnastic to get what you want from squares/equilaterals, but you eventually grow used to it
Depending on clipping you can get better shapes. Ark Ascended refuses most clipping so it's harder to get rounded shapes than Ark Evolved.
@pure drift what would you do to make hunting more fun?
Triangular shapes can't stick to 2 meter compatibility?
If they are right triangles they can't, but equilateral triangles could
Well that sucks.
Lol, I was trying to get ChatGPT to render "three squares attached on each side of a triangle in ASCII" and I can't get it to do anything but this:
+---+
/ \
/ + \
/--+---+--\
/ | | \
/ | | \
+-----+---+-----+```
Yeah, you can do somewhat rounded and odd shapes, but you need to just deal with some overlapping and such in that case
Well, here's my ASCII difference:
_____
| | /\ /\
| | / \ / \
| | / \ / \
____|_____|____ / \/ \
| |\ | | \ /\ /
| | \ | | VS \ / \ /
| | \ | | \ / \ /
|____|____\|____| \/______\/
| | | |
| | | |
| | | |
|_____| |______|```
Conan Exiles builds with triangle shaped pieces. You can probably google some images as examples.
A lot of those builds can still be achieved the same in Valheim, but there will be a lot of pieces clipped into each other.
At least the floors could be triangular.
My main issue is the floors for the most part.
It would be slower to build, but I feel like the solution is to make floors 'planks' rather than 'tiles'. Each of the current 2x2 'tiles' has four planks... if we could build with 'planks' it would be much free-er.
Oof, so many more instances though
Yeah more tiles would cause more lag than more types of tiles.
More instances and many more snap points.
Performance would hate that one simple trick
A plank is pretty much the same thing as a tile, just smaller.
However, I don't think a triangle piece would have more snap points than a square, since it has less vertices?
I'm pretty sure what he means is that each plank is an "instance" and so will take memory; and the snap points he's talking about are the ones "linking to the snapped object" which needs to be checked, if destroyed, to know if it also gets destroyed, with smaller components, that means more checks.
To be fair, though, this is a really simple thing that's been super-optimized since Doom :p
Yeah, I agree. More planks = more snap points...but the amount of snap points per object should be the same.
There is only one "used" per object in the way this could have impact in the game.
Counterpoint, think of the floor tiles as 2 planks or 4 planks in one plank.
that doesn't matter, what matters is the number of "objects" (and in this case, objects snapped on another object)
We are saying the same thing.
lol, probable
Interesting, so if you go to place an object and you don't snap it to anything, does that increase performance?
Like if you had a scene with a lot of objects all snapped together vs a scene with the same amount of objects without anything snapped together, would you see a boost in performance?
The way smiffe has talked about it, I don't think only used snap points matter - he's talked like adding more snap points to build pieces will cause more lag period, regardless of how many you use in a build. But I'm no expert
He has, because from my understanding is that when checking stability it needs to go through every snap point on a piece to check for connections basically, so the more snap points per piece the more checks per piece, and the slower it goes.
Yeah you can see the process of snap point checking happening in real time when you stack up pillars or walls in a certain way and you see colour of the placed piece go from green to red
Pretty sure the game doesnβt remove snap points from the prefabs or even merge them. Not even sure if itβs a worth while optimization but maybe
@analog moss what's the point of adding a piece for something you can very perfectly build yourself?
It's like asking for scaffolding, or a sun clock
I like the idea of a compact iron tube. I'm not talking about grating or making a stone chimney.
especially with a little pointy hat on top.
@loud sapphire agrreeed. Especially considering you can do that with wisp torches anyway
True, bit wisp torches also dont prevent spawns. Not that thats a huge issue
Do the standing torches prevent spawns?
All but wisp torches, yes
Why?
And why not wisp torches?
Torches are kind of nice as waypoint markers. Having to put down a workstation and then the torches is kind of a hassle. I'd be okay with a different kind of torch that doesn't prevent spawns, but also doesn't require a workstation to build.
Enemies aggro on regular torches too - I don't think they do on wisp torches? π€
I wonder why they don't aggro on wisp torches?
I definitely agree simple wood torches should be placeable without a work bench
Because they used to before and relying on them to traverse the biome while not having the wisplight just to find that they were destroyed was apparently very annoying
I think your wisp light paths /markers get destroyed way too fast otherwise. Kinda renders them useless if enemies aggro on them
Isn't that just a campfire?
Now you can put them wherever you need to go through occasionally, essentially making wisplight a short term solution
I think that's the exact argument people could make about regular torches...heh heh.
The torch is a bit more visible than the campfire, and uses less resources to build.
But I'd be okay with both not needing the workstation.
Mist from mistlands is nowhere close and dangerous as darkness from meadows
they did initially, but it was too much in the mistlands when they're used to clear mist. There's no reason for the enemies to really aggro them. The tradeoff for them being constructable without a workbench is that they don't prevent spawns.
If preventing spawns is an issue... Campfires do the same thing don't they? Without requiring a workbench
Also feels weird to be slapping fires around for markers π€ Could try it though.
Yeah, the issue is I want to put up torches as waypoints, but have to build a workstation to do it. I'd be okay with the torches not preventing spawns if it means I don't need to drop a workstation everytime I want to build one.
I do feel like signs, wood torches, and maybe like 2m wood poles shouldn't use workbenches. Make it simple to put up travel markers. I don't see it changing balance? Is there some weird cheese option I'm not seeing?
I think signs can be placed without them already, but the other two require the workstation.
Also I would 100% trade spawn suppression for not aggroing enemies for wood torches
Huh, I guess I'm always building the sign on a pole or something so I never noticed
Nah, I want the enemies to destroy them...but I would argue I'd want the mistland torches to be destroyed too. Just look at ways to slow the process, maybe make it only 1 enemy, and have them be super bad at doing it so it woul take them a while.
Force the player to come up with strategies to protect the wisp lights from being destroyed.
I put mine up on rocks and ledges anyway since they can still get destroyed by accident otherwise
I mean, there isn't one though? Mobs will just smack through walls, not to mention the light doesn't pass through walls. Elevation can help with some mobs (not all!) but its not very exciting to build a pole to then put the wisp light on, and unless poles were made workbench-free defeats the idea of using wisp lights as an on the go marker.
Though you can also overlap torches with stone blocks or wood beams to stop mobs attacking them
I default to that but they can still fairly easily get destroyed if mobs aggro on them
True
That feels more exploity than a compelling challenge to overcome / strategy to employ
It also requires a workbench, defeating the point
Naw, I'm okay with that requiring the workbench. And if you surround them with poles or stone walls, the mob has to destroy those objects first before they get to the torch...all good. But if I just want to slap down a naked unprotected torch, let me do it without the workbench.
That doesn't make any sense since you can snap any number of objects onto another object in any location onbthat object. Yuu're only limited in that you need to use a snap point to attach to another object. This means that unless they coded things in a real aweful way, all the object needs to know is what other objets are snapped to it.
... Unlless there two behaviours: "both objects anapped" where they are properly snapped and "single objets snap" which would act like mentioned above and I didn't notice different behaviour.
I'll test that enventually so I don't talk out of line.
I didn't mean to make this into a thing. I was just curious to know when I'm building, if I snap two objects together, then hold shift and adjust one object slightly off from the snapping point if it would increase performance (if done repeatedly over 100s or 1000s of building objects). My guess is probably not.
Plus that is a lot of work...so....
That's a good question. It's entirely possible that if there's no snap-point link then it will fall back to a full geometry analysis of intersections, which would make it even slower on shift-placed parts. But that's just my intuition as a programmer, I am not an expert on this specific game's internals like that π
You donβt have to eat again at half, I usually wait until thereβs 5-3 minutes left.
Suddenly losing all your max hp/stamina would be way worse
What is the fade at now? 50% at halfway? 25% at 3/4 of the time expired?
Itβs not linear, the stats stay quite high until theres a few minutes left
Sometimes it does feel like the drop is pretty significant when everything drops off and then I have to eat food and wait for it to tick back up from 25 HP.
I'd almost like to see it be more gradual...with the shaking intensifying as it gets closer and closer to completely dropping off. Usually the thing that I notice is "You could eat something." flashes on the screen, and by then it's too late.
That sounds super boring, NGL, and not in the theme or gameplay patterns that Valheim has already laid out. They've opted for simplicity over complexity in almost every gameplay decision, and it's a lot of the reason many people like this game over so many others that do go into that kind of minutiae.
You dont need the tiny amount of stats you lose between full and half time with food.
Do you know how tiny or large the drop off is?
The food system is tedious, but you are saying we should make it more complicated and tedious to make food as a fix for that?
Thats real life, not valheim.
At 75% time remaining (TR), it drops 8%. At 50% TR, it drops 19%, at 25% TR, it drops 33%, and at 10% TR it drops to 50%. That's not so bad. If you removed the first one at 75% TR, would you be happy Exo?
That's kind of true in all games, isn't it?
Many ingredients in this game walk straight towards you (entrails, wolf meat etc)
Or, food is treated more like instant potions that restore health...
So let's go all the way in, have a simulation of dressing game instead of them just dropping resources, lean all the way in. Make it a full simulation so it's not boring, you need to make perfect cuts on the animal to get full resources from it. Then we can make a weaving minigame that you need to make sure the grass is strung in the right pattern in order to make a working fishing line that won't break.
I kind of like that it is light enough that you don't need to eat food to stay alive, but it kind of nerfs you so that your survivability isn't that great, so you have to at least maintain eating foods...and thus consistently gather mats to make it.
What makes RDR2's food interesting?
Hmm...what about the recipes make them interesting?
So, a lot more complexity and nuance?
Situational recipes for situational buffs?
Many food recipies in valheim use items from earlier biomes, like eyescream using greydwarf eyes and misthare supreme using carrots
I think that's missing a lot of the intentional simplicity of Valheim. Like, they could have done all that just like so many other games do, but they explicitly didn't. It seems like every game nowdays wants you to dedicate a master's thesis to their mechanics instead of just playing the game.
Just like so many games make you go get resources to repair your tools and weapons, Valheim doesn't.
It's a balance between making it too simple vs too complex, in my opinion. I like variety...but I agree too much redundancy just muddles things...but making things too simplistic and straightforward seems like a missed opportunity as well. And at the moment, with my playthrough, it does seem like Valheim could use just a bit more variety.
Why is hunting in RDR2 better than Valheim?
Maybe less mobs that take more hits to kill that then reward you with more cooking mats?
So, starred animals?
MIght make it more worth taming animals too if it is harder to find them in the wild.
Iβm saying starred animals already do this. Theyβre rare, stronger and more rewarding.
But hardly needed when you have non-starred animals every 10 feet...
Theyβre early game animals, theyβre supposed to be easy to kill.
Want a boar? Shoot an arrow anywhere into the trees in Meadows/Forest and you'll have a couple boars charging into you. It gets really annoying. I'd really love to see the boars run away from you...and only attack if you get close instead of constantly following and charging you. ANd then make deer ultra rare.
So when they do their bark it's a rare occurance instead of every few seconds.
You need to get so much leather and deer hide to progress in meadows (and smaller amounts throughout the game), nothing should be too difficult or RNG dependent, especially for new players
I think that's a matter of opinion...certain things maybe SHOULD be really difficult. Rarity in a game makes something valuable...making it really common reduces it's value.
How hard is it to kill boar on the harder combat difficulties?
Like can a boar still skewer you if you are wearing deerhide or troll armor? Or does their damage get significantly nerfed to basically nothing still?
Yeah, and they respawn all the time.
Imagine if there were 50% less deer in the world, but when you killed one, you got 2x more meat and hides from them (probably the same single trophy since they only have 1 head). The amount of materials gathered would stay roughly the same, but the effort to get them would be more challenging. I think this could improve the game.
The challenge would be the same, wandering around meadows until you find a deer, only more RNG dependent now because the deer are rarer.
A skill to improve animal spawns?
In the beginning, when you can't kill them with a single hit, there is a bit of needing to sneek, track, and follow. But it quickly becomes easy when you can kill them with a single hit.
I'm okay with making it more RNG dependent. Maybe you could go TOO far, but I think it could be adjusted to make it more exciting and less ubiquitous like it currently is.
I can't ever see farming as anything but a chore, tbh. If you plant multiple plants, I feel like people will just want to be able to plant even more than what's currently allowed. But maybe this is my own preference.
Hmm...there are plants that grow from seed into a harvestable plant and then if you let them grow longer, they produce seeds and then die off. I feel like with Valheim, they provide the courtesy of pausing the growth at the harvestable stage, but unfortunately this causes them to have to be harvested and replanted to finish the cycle. Do you think it would be better if they grew into a harvestable stage but if you didn't harvest them, they would then grow into the seed stage again, so you would have to make sure to harvest them in time?
Perhaps another option would be if you plant something, it grows, and then starts to spread producing more plants the longer you let it grow. Then you only need to plant once, and as long as you don't harvest it all at once, you can just harvest a small portion and then continue to let it grow and fill in the empty spots again.
i think we should be able to carry a trophy as an accessory that prevents aggression from the mob for whom we're carrying the trophy. wolves attacking me when I wear their skin just out of fashion sense seems ridiculous, but i suppose they're not the most intelligent creatures
if i saw someone or something wearing human skin i'd activate my eikthyr power IRL
Have the boar attack, and then have it run away in fright. It doesn't make sense to me that it would keep attacking you, unless you keep chasing after it. Same with necks. They attack you once, then run away, but if you aren't in close proximity then they go back to normal. To have them keep chasing you seems...silly.
@sly holly I assume that's a way for a player to push it if pulling stops being an option?
Although I'm assuming a single player trying to push it with heavy weight might just make the physics funky
Its definitely a curtesy and kindness that the growth pauses - getting rid of it would be miserable for multiplayer, and forces you to baby sit your crops
@pure drift what makes hunting so much fun in RDR2? Break it down for us so we can see what might make sense in Valheim
Since Valheim seems to be loosely based on real life in medieval times, farming, foraging and hunting could be made more interesting by implementing the most typical challenges people had in those times, but that would require additional systems like seasons, weather having effects on vegetation and fauna, different kind of soils, different techniques with different pros and cons, and so on.
As much as I'd like that, it would require a huge work for something that isn't really the focus of the game. Right now the availability of food is more than sufficient for what it's needed for, the only issue is that getting food it's not that fun.
I don't suggest any changes because I feel that the food/health system does its job as is: it genuinely feels challenging when you're a noob because time is precious when you start; then it's just 5 minutes of your time in your cozy spawn-proofed base before you go doing more advanced stuff. It's not ideal, but it's ok and it's very easy to break by making it more complex so maybe it's wouldn't be worth it.
@arctic wharf How on earth did you find a similar previous suggestion?? I tried all the search terms
I have been here for years... even before the incident with the whole server wipe. It's been suggested a few times. Lightning is a common attribute in general, and even I have made suggestions in the past that are similar.
unfortunetly... a lot or the servers history is gone so
the Fck... I mean yes neither crops or lightning attribute related suggestions are new, and even the combination isn't exactly new either.
But that doesn't mean I am against new crops coming from the remaining two biomes. It's part of the game π€£
we got mushrooms and such in mistlands
Re. troll: Irrelevant. Youβre posting multiple suggestions without checking whether any of them have already been suggested/discussed, and seem to be responding to my single suggestion more as a butthurt reaction than any sort of genuine opinion. New crops are added for each biome and there are two major biomes left, hence the βlate-gameβ qualifier in front, which was very clear since the suggestion was short.
tl,dr: Youβve quickly given me every reason to not value your input, and it is you who is being hostile.
I didn't do anything!
Ah, right the server wipe. Forgot about that, crap.
yeee, it was unfortunate. I am more neutral for such an addition of course. It would be just fine, but so would just about any other crop they could imagine. I do agree it would not hurt to some more lightning baes additions though. π
What's wrong with more crops? I think if it adds to the game, why not?
... they are suggesting this for future additions, so I would assume they would hope for it from a future biome. I don't think it takes away from anything if it fits with the devs overall vision for the biomes and decide to add something similar.
Think about it more as sharing an idea for a future, not necessarily demanding them to stop producing whatever they are making right now just to add it.
Oh well⦠Full disclosure I had a great backstory ready to share on how I ended up visualizing it, including a cool little zapping animation around the plants and them having to be planted in the swamp to prevent them from exploding when they grow past a certain stage
I mean I canβt help it if itβs already been hashed out, but I wanted to put it out there just in case π
it's fun to think up unique mechanics like that π
Would be pretty suprised if the devs ever implemented anything from the suggestions 1 to 1 however haha
Too much hostility in here
U have a beautiful cat sungbeanie
Ok continue
I mean, you came off pretty eggressive in this chat haha.
But I will say they shouldn't be trying to argue in DM's either π€
Re. troll: No one angrily messaged you. Thatβs all you, youβre trying to sustain a fight that shouldnβt exist.
Lolol
Wait, whose DMs?!?!
well... perhaps time to drop the topic and move on π€·ββοΈ
Dms is better place to argue than in public space π if it doesn't work out then block away and move on
Lolool *
Must be someone else thenβ¦ never mind, I guess. I donβt DM people Iβve just met here
neither would I without asking haha
but that seems natural
Donβt refer to me by name if you donβt want to be dubbed the troll.
Bruh you guys taking anonymous online chat too seriously lol
fo sho
π€·π»ββοΈ
All in your feelings from a random anonymous user online lol
Itβs a fine line ya
Anyways, what do you think about adding rowers for co op to make ships go faster against the wind?
π€£
You'll be the 6739th to suggest it
I was on the "am for it" boat....
I'm totally against rowers...I want columners.
Unfortunately that oneβs been stomped to death many times over π Iβd love it too
Yea I feel the same with a way to expand inventory late game
honestly, it's on the small list of super easy W's that they could always do if they wanted to... but they are sticking to their guns on their decision, which is perfectly fine but we are still plenty free to disagree π€·ββοΈ
Do you tach upwind when you sail? Or do you pretty much just use the rowing mechanic to move towards the deadzone?
wind changes too often to tach really
Just use moder
the real meta π
I mean...you tach when you head into the wind...doesn't really matter if the wind changes...if it starts flowing in the direction you want, then you don't need to.
There is a simple solution to all of this...devcommands.
I just find I waste time even trying π€ better to slightly alter my course for a bit and wait for winds to change. trying to swival back and forth wastes more time than it's worth with the loss of momentum
I so rarely get a proper tailwind that I feel like Iβm always tacking like crazy
there is always dev commends haha
Why sail when you can fly?
Right?
Why mine when you can spawn ore? Why plant crops when you can just spawn crop?
Or eat nothing but top stamina foods and swim all the way across the ocean with 3000kg in your bag
Why even carry it, just spawn it where you want it?
Can Xbox use console commands?
RB + LB + RT + LT + menu button
According to the google.
And the internet NEVER lies.
Iβd recommend only using dev commands in the most extreme insurmountable game-stopping emergencies thoughβ¦ can be a real game-wrecker otherwise
It always amuses me how many people feel the need to jump in this channel and tell people how much they hate their suggestion.
Isn't that what the thumbsdown vote is for?
Hey that's rianus purpose
@arctic wharf Sorry, I had to repost the suggestion once more to detox itβ¦ I can hit the recycle button myself this time π I left out the details in the suggestion itself just to keep it straightforward
Ah there you go, thanks heheh
only reason I still vote is becuase I have this thing going where I vote on every single suggestion.... ever
was a sad day when the server wiped π€£
I do remember that π
How do you vote when you don't really have a strong stance one way or the other?
I left out the details for this one because I personally am never impressed by long and overly complex suggestions, but the background on it is that Iβve been pretty painfully sick for the past few days and havenβt had much sleep aside from barely drowsy fever dreams. Most of the dreams involved the last stuff I was doing in Valheim, and I was so fed up with the anxiety over not being able to sleep that I just started looking at it positivelyβ¦ which is when all sorts of cool farming content popped up and overlapping, and I noticed some cabbage-like plants that had little blue lightning arcs zapping around them as they grew. I was also somehow growing them in the swamp, and I realized later that they would of course need their own special biome to grow β maybe not the swamp, necessarily, if weβre thinking of actual physics, but I instantly imagined how fun it would be to find out that theyβre unstable and can mini-explode if theyβre not planted in the right placeβ¦ kind of like the way the eitr refinery has to be managed to prevent damage. It would also be pretty funny and totally in character if they left a grayish-black mark and a piece of coal after popping.
Weed is still illegal where I live, so I have to take the brief opportunity to get stuff from an otherwise unwelcome trip π€·π»ββοΈ
how do we contact mods?
I don't see anything wrong with posting an idea about lightning plants?? Why are you criticizing their suggestion in suggestions channel then abusing them in a public space
Already done. Itβs βmodmailβ in the user list
Okay, just making sure, this little greydwarf has very obviously violated the rules in two separate channels multiple times now
Yea whether or not it's true you're putting a spotlight on yourself in the mods eyes
Yeah⦠It suddenly turned into a pretty clear do-not-engage situation, so now we just wait and ignore I guess
Donβt worry about it, mods will handle it. Iβm already checked out π
Also sorry to hear you aren't getting much sleep, being sick really sucks. I spent 3/4 of my last vacation sick in bed zzzz
Dm to @kindred birch
I tried but I keep getting "the message could not be delivered"
Itβs somehow always on the days off π
No worries, mine went through.
Forgot the β thing at first π
Did you just send text msg or did you try to put something like ! or = infront of it?
I like it fwiw, as long as it has a pretty seed-plant version! Turnips and carrots are okay but I absolutely love the onion flowers
just text, then i tried =help, neither worked
Imagine if they're luminescent like thistle or something π€©
Will Never say no to more glowy plants
Right!! The flowers are a massively important part of the game for me. I guess I donβt know how that would work if they were cabbage-like plants like I was thinkingβ¦ but another form could be great too
Exactly!!! π€© And we do need a nice glowy plantable something
Iβd love to have more alternate base lighting options in vanilla, and plants are just cool
I was thinking something kind of crazy like they grow lightning crystals that you can harvest and throw like bombs, but when you go to harvest them, they have a chance of exploding...maybe giving you a few seconds of notice to get out of the area or take damage.
kinda wish the obliterator gave you some notice, i took damage the first time i used it lol
Yeah, that sort of mini risk factor would line up perfectly with the later biome stuff
Agree, the building system is great already but decorating environment with flowers and seeds takes your builds so much further. I still dream for plantable bushes/shrubs to make gardens stand out so much more. (I spammed the heck out of flowers and bushes in my latest big build #building-screenshots message )
I also like the idea that during lightning storms, they have a chance to attract a lightning bolt to make something better? Or maybe that's what's needed to make them harvestable?
Um. Whoa. π³
Local lightning strikes!! Yes, thatβs what weβre all waiting for in this game. There just needs to be a good excuse π
Would be cool and consistent enough but you have to be present in the biome for weather to take effect
Crazy ideas, but could be fun. π
Storm only once every 5 days or something
just don't take them on boats... heavy storm, massive waves, a serpent, and thor decides he doesn't like the cut of your jib all at the same time?
Folks, just a general reminder: everybody has a right to their own opinions. We actively discourage folks calling out other users for whichever reaction they pick in any #suggestions post, and any combative/trolling suggestion will be removed.
Kapow! π©οΈ
And any kind of directed harrasment through this server is not okay; if y'all need to report this behavior, @kindred birch is the safest bet to communicate with the mod team.
No need to pile on or start an argument, just report and move on.
Right in line with a giant clunky magical gunk processor that grinds up really really old brains while shooting out random effect damage sparks β€οΈ
There was a game on the Apple II called Bouncing Kumungas, where if you stood still in the same place for a very long time, a bolt of lightning would hit and kill you. I think this could be a fun thing in the DN maybe? If you just stand out in the open during a perpetual storm...maybe you need a special item to ground you and negate the damage.
if you stand out in the open during a perpetual storm, i reckon either a random greydwarf or "shaking ground" will get you first
Yeah, I meant that it only happens in the deep north biome.
my reading comprehension lol, apologies
Like if the DN was constantly in a blizzard with whiteout conditions severely limiting visibility and lightning.
Somehow I think a lot of other things could get you first in the Deep North π³
yeah survivability onion makes me the most scared of anything limiting player vision, 'cause computers see different to us
I genuinely do not mean to make fun of you for an unintended auto-correct, but what is the βsurvivability onionβ part? π
(I canβt help but love the phrase now that Iβve seen it)
I have to wonder if that might be on the list of things to not lean into for upcoming content since the game is designed to run on a certain hardware standard thatβs more accessible for people without heavy-duty systems, and the mountain biome is already pushing the limits with the snowstorms
it's something used in the military mostly to describe how to survive hostile intent or attacks, and is used to inform design decisions surrounding weapons platforms like aircraft and tanks
basically, it boils down to a list of things you dont want to be if you want to survive, if the top layer or first item on the list is broken, or false, you go the next one
There - don't be in the place where teh hostile thing is
Seen - don't be seen by the hostile thing
the list goes on and down, but mainly here i mean that if you can't see an enemy, their ability to survive you becomes much better, and given that computers/enemy AI sees us very differently, wherein so long as we're in their "visibility range" we are instantly and 100% seen, ~~their ability to kill us/~~our ability to survive them, drastically decreases
Yea I got like 7 fps in blizzards before I upgraded CPU it was horrible
Wow, it was a real phrase?!?! I could not have imagined π Thanks for clarifying that
Same. I relied heavily on well-managed portal use so I could get home when one started and wait them out or do something else
Shooting drakes was out of the question
My PC manages blizzards just about but i do not like them, i lose all my frames in the snow and then have to go out and find them again
I think some patches ago they improved blizzards and made them more bearable, and then I spent a bunch on top end PC gear so I wouldn't have these problems anymore. I think it's also because I ran obs to record stuff while in a blizzard that literally killed my fps
But yes it's rough when normal biomes = 60fps but blizzard dropped it to like 7
Oh no!
Ouch, yeah recording will take a huge chunk. I was on 4 threads and internal graphics initially haha
So glad those days are over.
There are still lots of possibilities for weather in the Deep North apart from snow though. Like⦠hail storms?!?!?!
yeah, and the piece of gear you have to craft to survive the environment is a hardhat
Or wear a blackmetal shield on your head
"blackmetal umbrella"
That is so metal.
Hopefully they do something like jotun / frost giants it would be very fitting
Could even summon a blizzard around them
Iβd guess they would be like the Dvergr if they doβ¦ friendly in general but if you piss them off youβre DONE
Probably more like trolls tbh
βI didnβt know that snow leopard was your friendβ¦. really, I didnβt knoooooooowβ¦!!!β
Speaking of which, yes we need cute fluffy animals there too
Snow leopards π
I am among the pile of people who suggested it again π now we can only wait and hope
Yes I up vote every cat suggestion I see, vikings loved cats π€
Wolves could possibly persist throughout deep north tbh since they exist in low altitude mountains but maybe different type or much higher chances of being starred idk
I can totally understand if they donβt though. It would be very difficult to properly design a cat model to move in a way that even nearly satisfies all of us cat lovers.
I bet theyβd be much bigger and jump out on you from hiding instead of grunting and running up
They are pretty sneaky already but damn that'll be fun
i REALLY would absolutely die for snow leopards in the game. especially giant rideable ones like in the Icemark trilogy. unfortunately, snow leopard ranges don't extent outside of asia
I mean, lurking and pouncing does seem more like a feline thing, but Iβm sure theyβll figure something out that works
Fortunately though, Viking ranges do.
We can hope π
oh yeah lol
This is probably redundant but I thought it would be cool if we could place shields on the longship. Just a thought.
Been suggested time and time again.
Nvm then.
I think this is the last one: #suggestions message
rarely xD
Rock, paper, scissors, lizard, Spock.
Is this a suggestion to keep music on during fights when it's off or when the continuous part specifically is off
Keep boss music on specifically while the setting is off
An alternative to this could be having the ambience be juicier during boss fights. But that's probably harder as it would require content work.
In what way?
If bosses had more VO and had more presence with sfx and ambience you could fill out a lot of the space. But I think it would be always weird to have 20s between the 1min sountrack loop
Ah, bosses talking to you while fighting, that's certainly interesting.
The closest we have is yagluth essentially saying his attacks out loud (he thinks it's an anime fight)
According to the trailer for mistlands it was literally an anime fight π
Do you know how many bones Yagluth has? It's not clear from my research, but it's definitely OVER 9000!
Ba dum-tss
"As far as I can tell, hp does not scale with player count"
@uneven geyser it does
Good to know, but even then I still think they're a tad bit too tanky
i dont think so, they are all sub 10 min fights, queen maybe a bit longer if you melee it
they are just far too easy in multiplayer
In that case then scaling is what should be addressed I think
Every time I fight moder with max upgrades it still takes ages
I mostly play singleplayer
it really shouldn't? she just sits there and you can whack her to death and dodge the attacks
might take off flying 2-3 times during fight
What weapons do you use?
feel like queen is the only lengthy one, moder/yag should be 6-9 min on mormal difficulty, add 1-2 min for increasing difficulties
silver sword or fang spear moder
fang spear with spear skill 40-50 is prob the fastest its op
That's weird, because even then I barely even scratch her, again, max upgrades included
just stay next to her and keep hitting, and if you want a really fast kill put a bonfire next to her and burn her and repair it occassionally
@uneven geyser bosses HP is the same. but damage taken become less the more players there are in the same area a boss. and also the damage done becomes higher the more players there are.
The cap is at 5 players
Gotcha, good to know
Idk, I just have a few memories where even with friends it took a full night cycle to defeat a couple of them for example, not sure if this is a shared experience others have
Interesting... do you know what the range is? (With specific emphasis on whether bow-wielders can deal damage without triggering the proximity damage reduction).
you cannot stand outside the range, and hit anything with a bow
depends on the load distance you set. usually between 300 and 500 meter (I think it was)
How much is damage reduced per player?
I think it's 40%
so what is the max range with a bow? they seem to shoot pretty far, aiming only like 20 degrees up
max range is probably your own load distance
aye, but assuming infinite load distance, the arrow goes up and must come down at some point short of infinity, right?
But no programmed-in max range other than the render/load distance, just range as a result of physics?
could test this in game to find out but you'd need to setup a range, distance markers, and have someone else down the other end of the range to check the distance.
EDIT: you could also just use wood flooring or something similar to check which part got damaged and would then be able to know the range
@knotty osprey iirc they already do move towards food, and tames no longer run away from fire.
also, if that boar is one you tamed instead of one you bred from already-tamed boars, it'll have that behaviour to always try to return to its spawn point. try breeding boars from it, then harpooning them and dragging them to where you want them to be. in theory when you let go of the harpoon they should just behave and stay.
that said, i agree and would also like some way to do this that's more of a dedicated solution/functionality, but i guess we gotta have something other than serpents to use the harpoon against lol
I hate harpooning my poor boars though! Give me a leash or something, I don't want to throw a barbed hook into them to move them around.
Also they only go for food when hungry, and only within a certain distance
I mean you can use the harpoon on other mobs lol. Not super useful but kinda funny...π
they should make the animals search for food in a larger radius or something, idrk how the mechanic works though
the only other mob i think may be useful to harpoon is a deer but by that time you should be one-shotting them anyway
30% effective HP per player up to 5, but for reasons already explained the actual HP doesn't change
They get damage reduction... which means you deal less damage to the same pool of health, thus making it last longer.
Seems pretty clear ye
@azure cargo
Does anybody else feel like the stone-age is too short for all the options in gear that you can make there? After a few minutes you skip all of that and go straight into bronze anyway. How would you others feel if the tiers were wood - stone - bronze so that you actually spend some time with stone-age stuff?
Of course, that would change everything and it would never be done, I'm just asking what if and would it have been good?
That's just a matter of game knowledge. I actually spent 20+ hours in the stone age my first game just figuring out how stuff worked before i even set foot into a black forest.
Though i was kinda paranoid about it because the first time i even got near one a 1-star skeleton oneshotted me, so i crafted and upgraded everything i could before trying again.
Sure, if you've done it a few times you skip all of that, but the only way to help that is to remove those shortcuts. And i don't think most people would like that, i certainly wouldn't.
I figure it's Valheim's version of a tutorial level, really.
Do you think I didnβt know skol and hati existed? I am asking for this because knife players look significantly less cool than other weapon enjoyers
Like in early game
Man... seeing how the combat is going to in the next Outward game makes me wish that valheim could take some inspiration from It hahaha. Notably just being a bit more fluid and allowing for freedom to what you wield in your off hand.
Good stuff.
Damn I didn't know they had officially announced Outward 2 - awesome
Outward 1 is such a π
(RE stone tier) It took me forever to figure out you actually needed beat the Elder to progress personally
I was kinda stuck in a limbo thinking I was taking on bosses too early, but I wouldn't mind a [greater] wood tier, albeit I don't think it would add much to the game; technically there is one, just not tools.
I want another wood tier for building with if nothing else. One that doesn't get damaged by water preferably.
I dunno you grow used to it... it's only 50%, my RL deck is about in that state :p
It looks ugly.
Just put roofing over it like you're supposed to if you don't want it getting weathered by the elements.
sure was, but I will also say without any hesitation that outward 2 will for sure be a lot better. They have their focus in the right place as for what to improve. Combat was indeed the most rough aspect of the first game. π€
Considering all the dozens of people that suggest things that are in the game and are a clear proof that they jumped right into suggesting stuff after like three hours in...
No, I didn't.
And you're suggesting for dual-wielding knives which has 1) Been suggested many times and 2) It has been denied as the only dual wielding they will implement is how skoll & Hatti, flesh rippers and the upcoming ||berzerker axes|| will be like. You never mentioned that it should be implemented in early game, it's heavily implied to be how I'm thinking you suggested at first
They won't implement the possibility of dual wielding different knives
Only sad part about finally getting the dual wield axes... is if they take the very same approach they have been for the whole game with the final biomes progression, then the axes and all of the ashlands weapons just like those before them will become outclassed and obsolete.
I mean, that's the whole game. New gear obsoletes old stuff, you only have a few things that really have relevance and usefulness across multiple biomes. Fenris armor, Frostner, iron mace, etc.
But even then it's not obsolete. The food is more important.
Old gear is spare gear.
You die with all your stuff, you use old gear to recover. Going with "obsolete" gear is much better than going without any gear at all
As an aside, that's why I have a full Carapace set as well as Eitr gear... when I die from being foolhardy with my Eitr gear I can go in with my Carapace and recover it π
There are weapons that continue to be fun and useful even if theyβre not mega-bashers for every biome after. Obviously the Frostner and crystal battleaxe stand out, but everyone will have their favorites
Since the earth is flat, yes, unless it goes further than the edge
^--- chad naked corpse run every time to prevent repeatedly dying and losing stages of gear
valheim is flat, earth is not π¦ also, if these vikings and this world have the strength and materials to make and shoot a bow that could put an arrow into orbit, i am suddenly vastly more afraid of every enemy that doesn't die in one hit from a fist
My bad for forgetting that βthe earth is flatβ could be taken as a serious statement π΅βπ« what a world we live in
Yeah, what a flat world we live in.
tbf they said 'earth' not 'Earth' and there is a critical difference there
But maybe StarFlowerKat was joking 
the semantic differences implied by capitalisation and whether or not there's a "the" in front makes it hard to gauge the exact definition someone means when using interchangeable terms, had Sung said "the ground" or "the world" it would have been clearer
but yes, I was about 50% joking. the other 50% is my personal intolerance of scientifically disproven misinformation
I would say that we could safely just assume that they weren't randomly throwing out a flat earth statement and were using a valid word for the general terrain. But I think Since the map is flat, yes, unless it goes off the edge would have been more clear as well
I am not saying this is the case in this situation here, but not everyone in the server speaks English the same way across English speaking countries, let alone are native speakers. This could easily be a limitation of vocabulary or a difference in dialect or both. At the end of the day, it was a valid use of the word and the context should have been fairly obvious.
The context of the joke should have been fairly obvious too, but differing perceptions can often lead to misunderstandings exacerbated by language barriers and the simplicity of text chat that leaves out a lot of communication and context cues. To be clear, this is the communication cue to let it go. It was a joke.
If I upset you Sung, I'm sorry, that was not my intention. If you or Sung think my behaviour was inappropriate with that joke, tell a mod. It's their job to maintain the peace and I'd welcome being straightened out by one if it's necessary. It isn't, however, yours.
Yikes
The only thing that might upset me is seeing my name shortened to Sung π
I can correct it in an edit if you want, it's an online chat habit to shorten everything I can for typing speed
The earth in the game was assumed to be implied sinceβ¦ topicβ¦
The map may be flat, but weβre talking about the land/sea base of the actual world and not the map of it
Keyword βmightβ
I do always hope that any conversation here can stay lighthearted though
So calling you beanie is ok though?
#suggestions message @rare quartz flying mounts and air transportation are hard no from the devs iirc
if u can fly with comands why wouldnt u fly on a dragon
Idk what's the point of a bigger but still empty map
over time
The same commands that aren't part of the intended way of playing?
more biomes more space since the new biomes spawns at the edges of the map
So the new biomes that are already upcoming
I'm sure they would've never thought about that
xD
im sure everyone would love to fly on dragon instad of using boat and sleep during this
"everyone"
Very big words...
not me
regardless, the devs have said multiple times that they are not going to do flying mounts, more biomes, or change the map generation in any significant way. fun ideas, but not ones that valheim devs are interested in 
Cool factor isn't the only thing that determines how fun something is.
And exploration via sailing feels great
feels sleeping boring!!!!!!!!!!!!
valheim might not be the right game for you, then π Maybe try palworld?
in every server i was playing on noone wanted to sail themselfs
oh i have 700 hours allready in valheim π
only good thing about sailing is the fact u can go smoke and swap with your friend so he can smoke too
Ibfeel like a Lox wagon would be clunky, better to just have inventory soace with a high weight cap in the lox saddle imo
100% flying mounts would be incredible but the devs are against it unfortunately
they wont be in next few years
it would be better if u could teleport them π
or bigger boat so u can place them there
Listen all I want is to know about Ashlands is that we won't need Iron to make anything there lol
do you belives in miracle? π hardcore servers are dying bcs of it xD
We'll probably need iron and blackmetal, and have to find a way to haul the Blackmetal in π
I know we can technically get iron in the mistlands but its radically inefficient and comes with a ton of uneeded Bronze. So we're effectively forced at biome 5 and 6 to go back to 3 (which then lacks any challenge) exclusively to mine ore.
Unneeded? Look at this guy that doesn't make dvergr lanterns...
I mean you only need so many but true
And Krom, and spiral stairs, and the dvergr window things...
It's also copper, not bronze
I'm just saying. It would be cool if when we get to the awesome new biome to not be immediately forced to turn around and run swamp crypts.... again...
Don't get me wrong the swamp is an awesome biome but we're a little overpowered for it with mistlands gear lol itll be even worse with ashlands gear. Gathering with no real challenge or threat is just pickaxe simulator
The spiral stairs alone are a must
I hope ashlands has a renewable source of iron. Bonus point if it involves refining lava somehow, but that seems like an infinite iron source so I doubt it.
I would stop minding the iron grind if more sources for it are added
same
I concur on that. If you can gather iron AS QUICKLY as you could in the swamp, then yes.
If it's going to be harder to get, just make it a new resource. You know?
Painstakingly surviving great challenges to get flametal for cool gear/structures would feel awesome. Going through extreme difficulty to get something we can already get with ease elsewhere would feel... redundant.
Agree, hope we see another source of iron in Ashlands!
goat
In ashlands? Most likely we'll see salamanders
@violet sierra explicitly scrapped. You have different biomes already
seasons not biomes
these are not the same things nor do i portray them as such
Seasons are interesting but would require an entire rework of mechanics to feel worth the dev time. I'd rather they add real content and not "it's meadows but le snow"
what rework of entire mechanics would it require?
pretty simple additions i feel, the textures are all already in place
if winter and rain then snow
Food, clothing, gathering
why would any of that need to change persay?
To make the seasons interesting
well i guess interesting to you
but not what im suggesting to be fair
Without new mechanics, it's a performance-dropping reskin
no indication it would be performance dropping, again all the peripheral mechanics like rain exist already
if rain is already dropping your frames, then so would the snow, in theory, but no reason to gatekeep snow for a reason rain also applies to
There's a mod that adds seasons. It destroys the framerate on all but the absolute best PCs. Peripheral mechanics like rain existing only shows more than ever that ultimately featureless weather and terrain effects destroy performance. Swamps use to drop my xbox series x to sub 15fps and I wasn't even playing on high graphics
the first argument doesnt really apply, some mod somwhere by some guy doesnt say anything about the dev team. would you suggest to remove rain? otherwise i raise the same issue, why gatekeep snow, seasons broadly, for a reason that could gatekeep rain. besides, i find it hard to believe that a slow color change of green meadows to a autumn color would sevrly impact performance. provided it was properly worked on, just food for thought
It is for the devs which is what I meant.
That's why I explicitly said they were explicitly scrapped
respectfully you saying explicitly doesnt inherently to me mean the devs said so explicitly but sure cheers
ive had some communities flat out lie about what devs had said so just wary
Some mod by some guy shows that weather effects are extremely hard to do and ultimately not worth it. The fact that the best we have is poorly done means that the amount of time and effort it would take the small dev team is probably considerable and since you had to ask for potential changes to add worth, your idea would be a purely cosmetic change, that again doesn't add anything and takes up devtime
youre giving the random modder far too much leeway. I would never want a dev team to decide if somehting was or wasnt worth doing based on a mod or a modder doing it poorly. ive worked on very similar codes for similar scales and they truly arent inhrerently performance reducing, its only changing color, not adding fog or any of that
also you would never play a game that is mechanics only, cosmetic flare is good!
Adding snap points to structure pieces massively impacts performance, straight from a devs mouth. You can't make a judgement on what seemingly benign changes won't ruin people's frames. If the devs could click one button and instantly add seasons with no significant performance loss, I'd be all for it. But it's a tiny team with a lot on their plate and i don't think purely cosmetic changes as large as seasons are a justifiable addition at present
Lol im not suprised that adding snap points can massively impact performance. that is far far more complicated than what im suggesting. Your not establishing why a seasons change specifically, even if sworn off by the devs, is actually BAD. with your argument you could just as easily argue to remove all weather, day/night, and then stop developing the game because any addition could cause some performance issue. Like ive said, ive seen and worked with similar concepts and code, the change i suggested, not the one you made up in your head, would not impact performance beyond current rendering. its not adding rendering, just changing a color.
to steelman your case, to make it a seasons change that is special maybe adding some other components is necessary and that could affect the game. While i disagree, its a fair point.
@granite geyser what's your favourite trophy to display as a mount? i'm a big fan of eikthyr and moder, special mention to serpent for just being HUGE
You already mentioned them lol
Although I haven't killed many serpents as to flex their trophies, I've only seen them via pics.
But eikthyr far compensates his easy fight by having the best-looking trophy
How do you know what you're suggesting is significantly less complicated from a coding and performance perspective? My entire argument was never that seasons changing was bad, it was that its a feature that takes too much time to add that then adds nothing meaningful. You claim it doesn't impact performance, but we already have an example of it absolutely hammering it. If it didn't impact performance, why isn't it on the list of coming features? Why have the devs moved past trying to add it if it's as easy as you say it is? It's not just changing a colour, it's redoing ground textures for every biome and checking round the clock for what season it is, how close it is to the next one, and thus how much to load in/out. Seasons changing isn't an inherently bad idea, but it's impractical currently and doesn't add features. If it was so easy, it'd be there
Did I? Don't recall, sorry. I got the serpent trophies because bait and also they're so large lol
Eikthyr is best trophy for sure, but given how cool the antlers are, i wish there was more we could do with it
I meant that you mentioned them in that same msg (eikthyr and moder trophies)
Eikthyr bc horns, moder bc is a dragon head. Hard to beat those in style
LOL i getchu, I already mentioned your favourites yeah okay
my reading comprehension appears to be alarmingly bad today
I give deer trophies an honourable mention, they look cool
maybe also drakes, definitely also wolves and cultist trophies
ik the game is PvE primarily, but it would be a neat addition to allow "player" trophies
i ain't gonna throw it in as a suggestion because I'm not that bothered but for those into pvp being able to claim a permanent... well, trophy, for their victories against others might be neat
Like being able to carry home and mount someoneβs gravestone
aye but gravestones are generic, i was thinking more like the character model's head
@tulip pecan skipping tiers is not part of the intended way of playing the game, you do it bc you decide to do it, what would be the point of making one of the most powerful stamina foods being craftable earlier? What's more, the fact that you manage to cook it without actually reaching that tier feels like the actual reward for managing to brave a biome two tiers higher than the one you're at.
Does that mean they should also make a weapon from plains being available at mountains or swamps? Make eyescream being available at swamps or even BF?
There are already several options to skip tiers and allow you to play how you want, but it definitely does not mean the game should actively encourage you to do it as it's not part of the main gameplay loop. It's part of the things that make your playthrough more unique that you can do if you decide to.
The main idea of the suggestion doesn't make sense...
'tis not the most powerful stamina food, that goes to fish n bread
it is in fact, the third and least powerful cooked stamina food of the Mistlands tier
What's more, the fact that you manage to cook it without actually reaching that tier feels like the actual reward for managing to brave a biome two tiers higher than the one you're at.
Can you explain what you mean by this?
one of the most powerful.
And I'm not taking into account the stamina value alone, the fact that it's cooked in groups of three makes it stand out a lot more
Oh yeah, it's good snack food
Also it's not going to be one of the most powerful once the game is finished, most likely
You went to mistlands while still be far from actually reaching, yet you still decided to go there and try to get its resources, considering the lack of wisplight and overall good vision finding anything there is highly difficult.
Considering all this, if you manage to find the needed resources to manage to get some mistlands-tier food and items should be rewarding enough. Why making powerful tools and food being available earlier? It would just make getting them stand out a lot less...
Oh. Because you can't actually cook them. It isn't possible without blackmetal
Even more, assuming they do take your suggestion into account and they do make salad available earlier... They would 100% nerf it and make it more on par with the mountain food.
What was the point then?
You need pots and pans (blackmetal, Modergated) to make a level 5 cauldron to make all the mistlands food (including salad).
The highest you can get doing a bossless run (sequence breaking) is a level 4 cooking station by substituting what would be pots and pans with a mortar and pestle from the Mistlands
However, even if you do brave the Mistlands to acquire a level 4 cauldron, you can't do anything with it since all of the recipes at that tier require either flour (Modergated) or need to be baked (also Modergated). There is no reward. You get nothing. feelsbadman
So the point is to lower the crafting tier for salad by 1 so that, if you actually manage to go into the Mistlands with mountain-tier gear and set up a Jotunn puff farm, you're actually able to craft and benefit from a single actually decent food at the level you're playing at.
Although, maybe this is gonna just be a difficult stretch of the game for sequence breakers and something in Ashlands or Deep North helps remedy this. If the cauldron upgrade from either of those biomes isn't hard gated, it could be used to get a tier 5 cauldron to make some of the Mistlands foods.
Getting to the mistlands with mountains equipment isn't hard at all, frostner, drake helm, root harnesk and fenris legs is plenty
oh right, frostner
bossless run, so no frostner (requires elder beaten for ymir flesh to show up)
Also, individual mileage, of course, will always vary. I thought it was a challenge and was proud of myself for collecting each of the sealbreaker fragments in mountain gear
I did the Mistlands in Mountain gear during the PTB. It's doable if you're smart but ultra brutal if you're learning the biome
When the full game comes out, I think I'm gonna try to beat all the bosses in reverse order... it would be cool if the devs did an easter egg for that where if you beat the Deep North boss first on a world, then the Ashlands boss gets even harder, and so on down the line until Eikthyr is practically a god
twas me, because i'm dumb and refuse to play the game normally
Idk if you can do it backwards. Don't you need mats that require higher level gear for the queen?
hehe we will see
How can you have the dps to deal with the ads and regen of the queen as well? Or survive the burning heat of yagluth
That's the coolest part of playing this way. You get to look at the game like a giant puzzle. What bits over here can be used to get ahead over there... sort of thing. Every tiny mechanic becomes scrutinized for its part in the whole.
Once the game is complete, maybe I'll have answers to those problems.
Right now, the farthest you can get without killing any bosses, hopping worlds, or using exploits, is getting a Krom, Carapace Spear, and Arbalast
I think solving the inventory issues would be great, a backpack system similar to outward where you can use it as a normal inventory but then drop it and could open it up or swap it for a new one would be super cool. Another example is the shulker box from Minecraft but openable from the inventory.
I hard disagree on making the inventory smaller though. There are a lot of items in the game and inventory is already quite limited
I wonder if more stuff should be craft-able without fighting bosses. Just really give people more control over the difficulty ramp and flow
Most stuff is craftable without fighting bosses if you're clever and persistent
At least up to Moder. Dragon tears are a hard gate to 85% of craftables all tiers beyond that
Question: If you're doing a bossless run, what defines success?
make the sealbreaker?
You can't do this without bosses
Collect every trophy? (Except for bosses, of course)
oh yea
colloecting every non boss trophy sounds extremely grindy and not fun
When playing with bosses, the goal is to get all the boss trophies
#suggestions message light would rather attract them that scare them off right?
Maybe but the smell of smoke/heat should ward them off
Bonfires are still a great way to deal with deathsquitos just as they are. They immolate themselves with abandon.
Citronella flowers please
Strange bright thing would scare creatures whoβre already afraid
how much fun you have
@granite geyser YES DEAR GOD PLEASE
I like what's there already, but it's so sparse and not even really needed past a certain point. It's effectively an entirely skippable biome aside from having to sail across it to get to and find other places, i'd like more of it to be necessary, and I'm hoping the rumoured new boat is made of scales to help make it needed more, though I'd also like serpents to be a little more common or easier to get full loot from in some way.
The almost guaranteed new ship for ashlands seems to be a good step towards a future ocean biome.
Right now ocean is mostly a means to an end, you pretty much only use it to reach somewhere else.
The internet explorer of valheim biomes
We just need like a dozen more events and such you can run into on the ocean... so the odds of each trip to somewhere new are pretty high for being a unique experience from the last.
Of course content eventually gets old once you encounter it enough, but at least for the first few playthroughs it would go a long way to making the ocean a more involved and exciting experience.
Just keep the more dangerous encounters to a small distance from the middle so we still have somewhat calm waters to start with π€
Self-set goals. Seeing how far you can go. "Journey not the destination"-type beat
Many people played Minecraft for years before it had a "win" condition, similar principle
Although ideally, my personal goal is to defeat the bosses in reverse order once the game comes out to 1.0, so that's my success condition
How I play up until then is basically studying for that until I either get bored or literally can't do anything else in the game
For the record:
this isn't the right place to discuss that. π
Honestly I'm both excited and scared for Ashlands, since they teased that beating the queen might be required to enter the ashlands
Perhaps, but I was asked a question and I answered it
Perhaps, but even while that happened here, you could've answered in this place right away: https://discord.com/channels/391142601740517377/1202177337328934973
There was a suggestion relating to boss less runs, I asked for clarification in the suggestion-discussions channel and they answered. I think that's appropriate.
@lament zinc you better believe I'd be making huge eikthyr statues everywhere lol
A specific bossless run mode defeats the point for me. It stops being "see how far you can bend the game" to just another intended difficulty option to select
I don't see the point in a boss less run.. Like, whens the run over? What's the goal?
I asked that question last night. The idea seems to be creating your own set of goals. I think it may also be a challenge for some. I don't have anything against it but I think the devs should not consider bossless runs or other breaking of the main storyline when developing the rest of the game.
Interesting idea, but I think they have to solve the inventory issues before adding what's basically duplicate items
What inventory issues?
Many new items keep coming, but inventory size, carry weight, storage containers, QoL storage options, and more, don't get any upgrades or new stuff
idk, i feel like those are kept as they are to force some kind of focus. like how there's now 3 seperate stats you get from food, but still only 3 slots for different foods (in your tummy)
if there's a pattern found in chests, then ashlands should have a new chest size
wood - meadows
iron/finewood - swamp
blackmetal/tar - plains
skip another biome and you're on ashlands
for carry weight you have the megingjord
We havenβt gotten anything to storage since release. With the kind of inventory system the game has, itβs only going to become more annoying.
isn't it part of the challenge? managing your inventory and stored resources to best aid you?
I agree on the inventory size, that is the one main issue why I refuse to play without an inventory mod. Wouldn't even need a lot of extra slots, but having 5 extra for worn equipment and 3 quick slots goes a very long way to making the inventory feel ok, while still restricting what you can carry.
To a point it is and thatβs something to consider when implementing a system. And of course they are a few options for inventory that are optional the same way the belt is
But to extent. The challenge of needing a large storage room thatβs tedious to search through when I want to craft something because chests are so small, inventory is small, and I cannot carry too much, isnβt one of the things that make Valheim challenging.
Itβs cute and fun for a little while but as you progress and you get all these items and complex recipes. It becomes increasingly annoying and I feel like itβs reaching the limit
blackmetal chests are the same size as the player inventory, and with signage you can make it easier to remember where stuff is
tbh i know i'll need one or two more when i get to mists but i'm still not running too many chests, long as my storage organisation remains consistent
the recipse is quite annoying. having huge lists to scroll through when you just wanna make some jam or something is getting on my nerves, i agree with that
player inventory size is fine i think, part of preparation (the behaviour the game generally rewards) is knowing what you DON'T need to bring
i do think it'll get better a little bit with ashlands. i'd bet on them making a new chest every other biome
perhaps intended behaviour is using obliterator to get rid of most of your older gear rather than having to store that
I have an idea for backpacks that you can wear and drop similar to a cart. You can see their inventory when equipped and you can open them when theyβre on the ground. Maybe they can reduce carry weights and increase stack sizes of various items depending on the type and cost of the pack. Thatβs one at least that I feel is Valheimish
You can just not use them if you want the extra challenge similar to not using the belt
There are obviously different and probably better solutions as well
oh hell nah if they put it in i'm using it
i'm just musing on what their intention might be* with regard to character inventory storage given they're about to drop the 7th biome out of 9 and we've gotten nothing yet
This system helps a lot but itβs not perfect. Better recycling loot would be great
Like 2 star carrot that gives much more bonus to health/stamina
2-star carrors will farm you instead
I'd like to suggest more storage options in the form of placeable stacks and I'd appreciate your feedback.
First, better usability of stacks, that normally require to destroy the whole thing. What if instead interacting with it would open a chest-like dialogue so you can take only a part of the stack, or add to an existing one? This could or could not be represented by the stack getting visually smaller or bigger, but the main point is to make them more usable.
Second, more stacks. Not necessarily for all things, but at least for stuff that people tend to accumulate on purpose, basically pieces used in crafting recipes, like food, ore and metal bars.
Wdym by "more stacks"? As in you can fit more items into a single stack?
I guess more "placeable" stack structures. Like current stack of ores\woods
Personally I just like the idea of having dedicated armor slots, only because it just kinda makes sense? A naked man shouldnt and wouldnβt be able to carry more stuff than a man with clothes or gear on.
You place stacks inside dungeons.
That works as a way to store resources safely without relying on chests
mb devs should add dedicated slots for armors and remove same amount from "general" inventory space. Just for more "organized" feels of it
Yeah, Iβd like that as well. I agree, it would look a lot more organized and clean. I really donβt care too much about the extra inventory space.
3 special slots for consumables + 4-5 armor slots would be so helpful
light armor for plains and mistlands!!!!!!!!!
Fenris set
You know, like the wood stack, stone pile, and other storage entities that look like someone piled a bunch of that stuff, and that you can destroy with a hammer to get that stuff back.
They're very useful to make more believable storage facilities, also because the only alternatives are chests with very little variations in how they look, and you can't tell what's inside them without opening them.
ye i getcha, thought it was referring to chest inventories
My suggestion (aside from adding more ) would be to treat them like pseudo-chests that you can fill up to their max capacity (50 pieces) or take items out of, without having to always place or retrieve 50 pieces at once. Basically one-item chests that don't look like chests.
@tropic thunder
So you're suggesting: Go to ashlands (one side of the world) > go to DN (the literal opposite of the world) > go to ashlands again (the other side of the world that you were already at first) and then go to DN again (the opposite side of the world again)...
Should I need to explain the "problem" with this?
When using portals, it won't be much of a problem.
But for those playing without the use of portals it'll be something they will condemn a lot.
About Seeker attacks, it's true. It went straight through black marble and hit me.
Precisely, it might be optional, but doesn't make it any less prompt to be ever done by no portal users.
People already complain about having to return hildir's chests, and that in comparison to this is a walk in the park
I understand that.
While sailing is a (big) part of this game, it could be "too much" as well.
And for those who're playing without portals, "too much" will be happen a lot earlier as those who're playing with portals.
But even then, even with portals this will be quite tedious to do. And certainly something I don't want to do.
@drowsy heron bones are used for some mistlands equipment and for bone bolts with the arbalest
@swift owl We're already picking up trash when fishing. Or at least, I got flint a few times and since I don't have much use for it, I consider it as trash.
@swift owl all fish have 2 possible "extra" items that can drop, with varying chances of getting them, if you want to see which fish has what you can look here: https://valheim.fandom.com/wiki/Fish π
Oh thanks, didn't know. Kinda hoped for bone maw like in minecraft to be honest 
I consider 1/10th of a piece of coal π
yeah seeker attack hitboxes need to be fixed. its really frustrating and un fun to get attacked/killed through walls and floors.
Iβm pretty sure all hitboxes work through walls, troll attacks definitely do
sure but the nature of seeker dungeons make it more of a problem for seekers as end game deaths are disproportionately more punishing.
Even yours
They can attack you through walls.
Do the same
Bombs, fire staff, sledgehammers. All attack enemies through walls.
And something tells me that if they were to fix that, then you'll lose that advantage too. And between enemies and the player, guess which one has the actual awareness on how to use it to their advantage
i think the angle and height of seekers makes them more of a problem because they can hit through the 1x1 blocks and get your feet. idk. i feel like a lot of my deaths are from clunky mechanics as opposed to something that feels legitimate. like if im entering or leaving an infested mine, where theres always that step, and seekers are outside of it, they can attack through that and just kill you. but yeah, guess it wont get fixed and i just have to git gud
There's challenge and there's annoyance. Once you have supplies for a portal, inventory management becomes moot since you can just plop one down to your base whenever your inventory gets full.
However, with the variety of new drops but consistently limited inventory space, you'll be placing down portals every few minutes.
And no, choosing to have 3 extra free inventory slots instead of carrying around a portal is not a valid trade-off.
At least, I think the base game inventory (before bags/backpacks are added) could benefit from one extra column (4 more slots; so that the hotbar is 1-0 instead of 1-9)
Then, as long as they don't go overboard with more than 6-8 unique materials from the new biome that should be fine
Isnt the hotbar 1-8 now?
Itβs 1-8
So currently we have
8 hotbar slots
24 inventory slots
Hotbar slots get taken up by a shield, 2-3+ weapons, a bow, hammer, and maybe a quick potion or snack food
Armor takes 4 inventory slots
Accessory (Meginjord) takes 1
One type of arrow takes 1
Down to 18 slots
Potions and food take up between 4 and 6 slots
1 slot for wood, 3 for greydwarf eyes, fine wood, and surtling cores
At the end of it all you have 8-10 slots remaining for various drops, and those fill up quite quickly
You don't need food on your hotbar
Potion, maybe, but even then, I do okay with keeping it in just the back inventory.
Maybe off to the side so I know where my mouse should be if I need it, but definitely not needing to drink it ASAP.
The portal meta is also why I think Ashlands and Deep North should disallow portal travel at least initially until some condition is met (beating the boss of the biome for example)
You barely need it in your inventory.
I leave it at base so when I die, I come back with well-eaten stats rather than recovering my tombstone at base stats.
I take usually 5 of anything 30mins, 6 of 25, 7 of 20 etc. I spend a lot of time exploring and consistent base restocking takes the fun out
2 health, 2 stamina, 1 balanced for me
So I can eat good based on the immediate situation
@outer sail
Enable devcommands
spawn coins 1000
Done
I donβt think we need any of that. You can always choose to disable portals or use them less frequently. I donβt want to 5x the duration of my play through just to travel
Oh no
I meant specifically in those biomes
Like portals don't work in the Ashlands until you beat the boss
I know and thatβs what I am referring to
Oh when you said "I don't want to 5x the duration of my play through" I thought you were referring to the entire game and thought I was talking about disabling all portal travel until a condition was met for the update names themselves
No, it's all relative to the Ashlands
I think that having to plan and pack supplies ahead of time for expeditions into the polar regions (especially with the new ship hinted at) without the easy-out luxury of portal travel creates an engaging new challenge in support of the game's exploration pillar, as well as switching up the formula we've all gotten used to
It also calls back to such expeditions that occured in real life
I think it can conversely create an outrageously annoying experience when the player gets to the Ashlands, dies to something, and then realizes they have to remake the new ship to float all the way back out there again because the portal just doesn't work. That being said, I am quite sure portals will || catch on fire in the biome as they are made out of wood and then you will need to stone bases or something more with you portals ||
And regardless, if a player doesn't think that "No portal here until boss dies" is cool, you won't convince them and that mechanic will just annoy some percentage the community. Valheim is already quite inconvenient for the average player. Like I said if you think that it's cool, everything is already there to make that experience for yourself
I honestly don't understand how people confuse needless inconveniences/tedium/etc. with challenges or anything other than a massive bore/mind numbing experience. If people want to hurt/punish themselves like that then fine, just don't force that onto everyone else, especially when the vast majority of people don't want that nonsense and for good reason.
Valheim is already quite inconvienient for the average player, yes. It's a bold decision that I appreciate the designers for (mostly) sticking to.
Mileage will always vary, but when I form my game design opinions I do so based on the stated intent of the designers. On the Steam page for Valheim it says that it is a "a brutal exploration and survival game" so the pillars of its game design are brutality, survival, and exploration. Every major mechanical game design decison should circle back around to those pillars.
Also portals are kind of weird, yes they're crafted from wood, but they make stone breaking sounds.
Realizing that the portal doesn't work should be something that is obvious the moment it is built in the ashlands to not be unfair. Maybe even using the big yellow text.
Also that very scenario has happened to me many times where I've died kilometers away, had no portal, and had to build a new ship and use old gear to get back my stuff.
No portals also doesn't prevent you from finding a safe location to build a small waystation or forward base to set a bed and a respawn point in the polar regions.
Also portals are kind of weird, yes they're crafted from wood, but they make stone breaking sounds. No they don't
Because what is challenging (or engaging) to some isn't equally challenging (or engaging) to others. For example, I've seen many people complain about mining copper during the bronze age. I personally enjoy it. It's engaging and relaxing, and oh-so-satisfying to finally drop off that cart loaded with ore at your base. (and very not satisfying when it 2/3 of it magically disappears when you make bronze)
It's a commonly understood idea in game design that players will often optimize the fun out of a game. Case in point is portalling back every five minutes to dump your inventory off. It's the most mechanically optimal decision to make, but it becomes tedious after a while. Good game design is often about protecting players from ruining their own engagement.
Did they change that recently? I swear the noise is engraved in my memory
It has never made that sound for as long as I can remember
Yeah but you said breaking sounds, not damage sounds
I work in audio for games, we for sure don't use them interchangeably
Well ideally you'd use something like portal_damage and portal_destroy instead of portal_break to clear up ambiguitiy
That is typically how it's done
but yeah it is weird that portals use the stone damage sounds, makes me feel like they wouldn't catch on fire
The sound is likely because the real portal is made out of stone and the wood one is a derivative of it
Your anecdote about the bronze is something that a lot of player like, it has charm and it's fun because the time investment to get to that stage is tiny. Most players bases are within walking distance to the first metals in the game and they get to mess around with the cart.
However, as soon as you go to the swamp, or you need more metal than your tiny black forest gave you, it now becomes a much much more tedious task, especially early game when you only have the karve.
Yeah the swamp iron situation is kind of lame. The optimal strat there (excluding worldhopping) is to use the first iron you get to build the longship as soon as possible so you have space for hauling back even more iron in less trips (which is a step in the direction of good design, the optimal strat should be the most interesting/engaging/thematic one)
but crypt generation can really suck sometimes
it also wouldn't hurt if crypts were larger and had more iron in them
because they are fun to run around in
i stick by my statement that limited inventory and preparing with that in mind is part of the survival exploration experience
but the swamp tier experience is still dogshit
it is entirely because of having to deal with iron-related issues that i decided i would portal metals around this run. last time i played the game through i didn't have a job, so i could spend as much time as i wanted playing the game - i don't have 30 years to spend mining AND moving iron bars this time lol
#suggestions message i'd suggest actually giving it a try first. It's really not as bad as some people make it sound. There's the usual "new biome" learning curve but once you get used to it Mistlands are actually pretty fun.
@winged torrent
That it will 100% not going to happen
What didn't you like about bringing many more biomes and bosses to the game?
Why is your pfp a pair of large breasts
lol it's because the animated frame is hugging him
Wha huh?
-
I don't want them to continue the game for eternity
-
Seems like something unfitting for the game, like, an entire valheim sub world that is pretty much valheim but again? It's unrealistic, extremely unrealistic. You're thinking too much into MMO-like features
It's really not worth arguing with someone who asked to have castles ready so as not to make your own base
goodbye
Seems overly reductionary
I agree with Rianu though, I don't want them to continue the game ad infinitum.
I want them to finish this one, so one more biome, maybe an ocean rework and polishing, so that we have a finished game.
After that , who knows they might make another game.
Also we are already in the "underworld" we are dead vikings after all, wouldn't fit the narrative what so ever.
...
Considering that childish answer, I wouldn't bother trying to reason.
Butt, butt, ....
Sigh, okay.
I'm glad the game isn't yours lol
I think people's feelings have been hurt, it's best if you don't see each other again
I'm glad it isn't yours either it would be an abomination with underworlds of "underworlds".
Purgatory but again
@granite geyser POI's cannot be larger
I'm interested in the technical problem behind that
Like why is that so, is there some kind of limit to the number of building blocks perhaps?
chunk size
if POI's is larger than a chunk. it will break or do wierd stuff
you might see those issues in ashlands
Ah, makes srnse
How large a chunk is again?
36x36 meter
Well that is very small...
And unfortunate
Literally can't play anymore
So the theoretically largest POI is a 36Γ36 floorplan insanely high tower 
200 meter tall skyscraper lessgo
Yeah, I'll ask for a refund after +400 hours
I'll ask for a refund after 876000 hours.
@burnt field including devs.
Also, what does Midgard have to do with PvP?
Isn't valheim just valheim (correct if i'm incorrect plz).
Why does everyone in this channel succeed at being such a dickπ
@burnt field We already got a PvP option.
Simply turn on the "Friendly fire" option and you can slaughter your friends - or be slaughtered by them - as much as you like.
No need to add a seperate option for it.
Yes, that's why I asked.
Idk what's the relation
Nooooo! Boooooo! Gimme drinking wine that makes me dizzy! SKAL! I want to ferment!
I mean there is something kind of like that now....
Yes this option is great but doesnβt provide the depth that would come with a few modifications I mentioned.
Of course the devs have their hands full and likely wouldnβt come out with any update like this until after deep north. However this is a golden indy game and the nature of the map and current mechanics already support the mentioned idea.
Iβm hoping the devs continue to add to valhiem well beyond the game preview and biome expansion
Once the game reaches v1.0, it's finished. No more content updates
And what you ask for is contrary to what the devs want. It's a co-op game, not a PvP game
It doesn't provide depth bc it's not even meant to have depth
that's fair, and I will, but given that the "permanent" status mountains can be effectively removed, it's annoying that you can't do the same for other biomes. mistlands is the latest one but i feel the same about swamps. let me make a waterproof raincoat from leech trophies or smth, i don't wanna be wet all the time π¦
Its just about what they're balanced around. Intention of Swamp and mistlands is that the wetness and limited visibility is what makes it harder. Would be too easy without those
at some point it doesn't need to be hard any more, especially when yuou're at least a biome further than it
At that point it isnβt hard, you have op equipment for the biome.
You don't seem to understand their comment. World modifiers are not the same thing as standard settings.
You suggested it as the default setting while it is never going to be the standard/default (hence what Smiffe is saying there). And as mentioned the suggestion already exists in the form of a world modifier setting, it wasn't added after you made the suggestion.
Did they add a way to change armor color or any degree of ship customization yet?
I don't want to scour the new patch notes and see every spoiler
@spark finch Unless there's something else going on in the smelting process that isn't commonly known that would account for the weight increase, it's clearly just a game design/balance choice, in which case logic doesn't apply as a reasoning to change it.
Hello, my wife and I are huge fans of Valheim and are super excited about ashlands, but we have made some observations about the coming patch after playing around with the public test build today, My belief from a fellow developer standpoint is the self illumination on the lava needs to be buffed 20-30% it doesn't pop as much as it should especially based on real life footage of volcanic eruptions, especially during the daytime. My wife is disappointed that the new Ashwood wall is not the same depth as the existing wood wall which makes it incompatible with interconnecting it to existing wall pieces which could be detrimental to builds incorporating both pieces. Also I highly recommend that the ashwood decorative wall/divider/floor be a smooth shaded mesh, versus the current flat shading as it makes it look out of place, as the carved darkwood divider is smooth shaded and in the current build it makes the polygon division very visble and jarring compared to existing pieces.
@weary badge The hammer is by design a 2 handed tool, which is why you can't have a torch equipped at the same time. And if they had plans to allow for that, they wouldn't have made it 2 handed in the first place.
Enjoying the Ashlands test server. On the suggestion side, would be nice if the camera could pull back a bit further from the new ship. Make visibility better. And perhaps make the fires less hostile to the initial meat cooker. Thanks.
Really they need to be less hostile. You really can't cook anything before he wee little wooden sticks burn though.
Ok just hard to see and build at night.
Or it's just an oversight they haven't bothered doing anything about
@radiant bay
No spoilers outside of that channel please
I think it was a stylistic choice, but I really don't think it works in practice at all, and it clips badly with hoods. I think it'd be much improved for the removal of that high collar.
@mortal river feedback for Ashlands goes in #ashlands-feedback-only , not in suggestions
oh ok, i looked for the best channel and i see now why i couldnt find it, i dont have access to it
#suggestions message
Imagine they do this by making scrap heavier
would be hilarious.
ah ok sorry
You can take a visit to id:customize to gain access to the channel. Should be the "I want to become a public tester" option.
thanks!
@tidal hinge I'm sure anything like that is rejected because it would require a complete major overhaul to the terrain system (the time and effort required would not be worth the payout), and because allowing for fully/nearly fully enclosed and indestructible bases goes against the game design (particularly in regard to raids being nullified by such a thing). Terrain walls and trenches already make the majority of raids a non-issue as is, no good reason to push it further.
Terrain walls and trenches being the optimal way to handle raids saddens me greatly. They're so ugly but also 100% stop everything that doesn't shoot or fly.
I wish the non-fantastical endgame of base defence would look like actual Viking earthwork forts
https://www.science.org/content/article/thousand-year-old-viking-fortress-reveals-technologically-advanced-society
Also in general, I've never seen base defense and fully-modifiable 3D voxel environments work nice together in games. 7 Days to Die gets the closest, as you can (slowly) mine out an underground base, but then you just get tunneling zombies on the blood moon night.
ashlands has enemies that do blow through terrain walls
hey what happened to image posting >:(
wdym, members never have been able to use gifs
In this chat smiffe allowed image posting for suggestions (after i asked him nicely)
It also extended to gifs i think
perms musta got reverted after the channel was remade
Legitimately though.
It might have not been embeds (my memory is spotty) but we certainly could upload files.
Files still possible in help I think.