#suggestion-discussion
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I so really hope that giants are not added in the game
So cliché and expected...
Ah he's, ashlands info plastered all over YouTube thumbnails hehehe... all the valheim content creators biting at the bit are having a field day with the PTR. 😏
Hear me out: giants, but human sized! 😛
Just curious if the thumbs up/down in the suggestions channel has any function for the devs or if it’s just to see who agrees/disagrees among the people on discord.
Pretty much just that. Finger in the wind to see what the community here thinks.
Ok cool.
They implement stuff and rethink of suggested ideas based on the votes
Is there a bot here that auto-downvotes every suggestion? I see some trends on the downvotes 😅
if you mean Odin then thats the bot who gives all 3 reactions there because we ourselves cant add another reactions
Makes sense. I was wondering if it was someone insanely bitter or just a bot 😂
nope, just a server bot
#suggestions message Level up your elemental magic with your frost staff, not the embers
Golems stuck in a mined out pit in the mountains make for excellent frost staff targets, as they are completely immune so you can frost them all day
Does it level up the skill? I thought it needed to deal actual dmg to get xp
It might just need to be a valid target
it does yes. similarly, you can also level up woodcutting on immune targets, like stone axe on a birch tree
probably mining too, if there are any immune targets in that skill (silver maybe?)
@feral kayak
Don't post spoilers in other channels please.
Please feel free to make a modmail ticket if we don't catch them after a little bit
@fluid goblet I'm sorry but not even spoilered stuff will be allowed
@lost jewel That already exists, by right clicking the icons on the right side on the map (makes all icons of that type hidden until you right click the icon again), unless you mean a way to hide other icons that aren't covered by that.
Bee boss suggestion feels very Don't Starve-ish
ah, noted!
@undone narwhal seems like you didn't play the game
5% is also insane... 1 in 20 trees? The forest would be covered in bees.
Imagine ent boss if that worked.
Could be like 1% or .5% for sure lol
Maybe even less actually? 🤔
#suggestions message
it could even give you a gradually wearing off armor debuff as a sort of "trade-off" if for balance was felt to be necessary--e.g. -50% armor for "hastily donned" that wears off over say 1 minute or something (and linearly, so like at 30 seconds, you have -25% armor, and so on)
Good thinking. Wasn't completely convinced myself on the idea of only benefit but 0 disadvantages. But couldn't think of anything
@barren stag please no suggestions mentioning new content yet. No spoilers in the public channels.
OK sorry, mb.
@sage crest ||Smiffe already teased a scene of it,|| it's definitely coming soon~
Somewhere within the ||sea of gifs that he posts on a daily basis||
I must find it
Spoiler in suggestions btw
Thanks was just about to ask which channel
Thank ya Rianu
Oh you weren’t talking about the gifs.
Classic Smiffe
@tiny olive There's two different channels for ashlands feedback
@tiny olive it's not about hiding spoilers, it's about PTB stuff should exclusively be posted in #valheim-public-test
Ok I will delete it
@radiant bay you mean the ones we already have?
we have?
well, later in the game but yes
only with these specific weapons?
yes
And no, they won't make any same-type weapon dual wieldable. That's all the type of dual wielding we will get
would be cooler if we had duel wield in the early game tho
you are dual wielding your fists 😄
Fair. Bronze fist weapons at least would be ideal.
Not many fist weapons is probably the only gap I disagree with
bone knuckles, brass/iron dusters, blacksteel claws, seeker pincers. I love the fist weapons but drop them the moment I get the 2 daggers.
those are not things in the game...
I think those are just ideas of potential fist weapons
If I were to add them, a pair for BF and another for Mistlands would be enough.
I want to use sword and magic staff at the same time, now thats a dual wield im down for
Proper Gandalf style!
thats right!
also while i do appreciate the current dual wielding weapons, mixing weapons and using something like sword and dagger or axe/mace sounds cool, idk how historically accurate that would be tho, pretty sure i did see something like that in TV shows
What does the Recycle emoji mean?
It means the suggestion has been made before (and some people have said they use it when the suggestion already exists in the game)
Also sometimes people will click both recycle & either 👍 or 👎 also to say they do or don't like the suggestion, and will tack on a ♻️ in order to say they have seen the suggestion before or seen something suggested similar to yours.
I know I talked about this before but, my only complaint in this game so far is the lack of build options. It's frustrating to build round shapes or sometimes even roofs. #screenshots message
What exactly is preventing them from making more options? I'm sure it's related to performance but what?
I use it when there is something good about but recycle it. Because it probably needs some adjusting.
That's not the correct use of the emoji, don't do that.
@brittle junco that's already fixed
thank u
#suggestions message
Was just thinking about the discussion on this and how someone suggested the effects for this should be bluish, and realized I’d forgotten about the ||magecaps,|| which are suuuper bright.
Probably a better color for zappy effects on a lighting plant would be a purplish-pink hue like the ||lightning in the Mistlands storms.|| The backstory for the plant would probably fit better with that too, and maybe link to more Dvergr and Jotun lore related to the ||black cores|| as well.
#suggestions message
Yeah the “pull from chests” mod is really nice. There are some downsides that need to be addressed somehow if it’s added in vanilla, but it’s still a necessity for sure.
Ah, maybe the suggestion of the specific chest type was the solution. Sounds good.
@crude wren There is a fun way to get the scales 😉 Mine some of the stuff on the floating rock things in the ocean to unlock the recipe
You mean the harpoon?
Yep! Just being careful about spoilers in case you hadn’t found it yet
I appreciate that ❤️ i got up to the queen in 3 different servers so i think i know most of the stuff at least haha
Aha, yeah then you’re set haha
I honestly never tried to harpoon them before so I'll give that a try, thank you 😄
whenever i kill one i just jump in the water immediately x'D
The sinking scales kind of make sense as a way to encourage trying out the harpoon, and it’s totally worth it
Lots of other fun to be had with that thing
I love taking mosquitoes out for a walkie with that thing thats for sure LOL
People tell me I should try it in the Mistlands… for kiting
I haven’t tried yet but I am curious how that would go down… or if I’d actually get dragged up
I've been able to collect scales and trophies from serpents with the arbalest. If I leap off the boat and fire the fatal shot into the serpent close enough, I'll collect the scales and trophies before they sink.
@rare coyote please add a spoiler tag
done thank you for pointing it out
No problem
It will be deleted anyway so doesn't matter...
why will it get deleted?
@elder lion
@main dune if you want gender neutrality you can use female body type and then use devcommands to get a beard
love it
i think the intended mechanic is find a leviathan, mine chitin, make the abyssal harpoon, then use the harpoon to drag serpents close enough to land to retrieve the drops that sink when killed--but I think that's a clunky enough process that for fun's sake there's an argument to be made for just making everything or near everything float (maybe just keep ingots, ore, and nails sinking, to create a real "danger" and cost for loss of ship at sea--arguably, being stranded is already a pretty significant one though so not personally sold on how necessary that actually is), and the harpoon would still be as useful as it is more or less IMO (like it's already niche use and many don't even bother, but also a unique functionality that would still be unique)
lol I know. But are we assuming the only expression of gender neutrality is femme body with a beard? I think a medium (something in the middle of full femme and full masc) frame would be more suitable to the largest amount of folks.
EDIT:: || my aunt was born female and has a beard and expresses entirely as a woman - not all "bearded femmes" are gender neutral ❤️ ||
I personally am not happy with the female body, it's just weird to look at. They just took the male, shrank the neck, removed the ribs, widened the butt and slapped boobs on it 🥲 (exaggerated for effect of course)
a gjall destroyed me castle
star gjall's are the devil
Super frustrating, I get it.
They don't 😉 it's a small grace
There are starred gjall?
@rare rapids
Yes, I'm sure the devs constantly optimizing and developing the game would have never thought about optimizing and developing the game....
news to me. I have not seen one.
The suggestion wasn't written in a manner to offend anyone or the game itself. I just wanted to clarify that the game requires optimization regarding the "instances" simply because, at the moment, it's poorly managed on both servers and single-player worlds.
They are well aware of something that obvious and that basic. Problem is it isn't even remotely simple or easy to solve. And as mentioned they already do work on optimization all the time, within reason/what they are able to do. It's also never going to be the huge increase people expect/demand, especially when concerning ridiculous amounts of instances being involved. That's going to slow down your device regardless and there's naturally nothing they can do about that.
Why would you want to have a gender neutral character?
Sorry guys but what does the recycle reaction under the suggestions mean?
"It means the suggestion has been made before (and some people have said they use it when the suggestion already exists in the game)"-Sharlais Pretty sure this is it.
Oh ok, thanks
@fallen field yes: By removing the mods while playing PTB
also its not really a suggestion...
@mint comet but right click opens the build menu...
They probably meant their other right.
ah yeah i meant left, english is not my native language so i often mismatch them
May I ask why Wolf bites are Slash damage instead of Pierce?
At this point probably to make root harnesk not so meta
Would be much more powerful than it already is
I guess, it would've basically made Wolves non-existent, I mean, I could ignore Deathsquitoes more than Draugrs 💀
yikes bud
Because affirmation is kool and based! 🩵
Root harnesk + padded helmet and greaves turns deathsquitos into mosquitos.
You can even tank starred seekers easily. Especially with hp food
Further increased if used with carapace helmet and greaves instead
@scarlet wedge I'm guessing your previous suggestions were removed because they're referencing Ashlands content like this last one. Anything relating to the PTB should be discussed in #valheim-public-test until release, you can add yourself to the public-tester role in id:customize if you don't already have access.
Thanks so much
It’s not showing up anywhere that I can see
In the Channels and Roles section you should be able to give yourself the role, and add yourself to any of those channels once you've done so.
Says there’s no options under customize and channels is just everything I can already see
Should be something like "I want to be a public tester" under the roles section. You need that before you can see the channels.
It’s no longer showing that option, only did when I first joined
Leave and rejoin?
Maybe? I don't know why it wouldn't, you can DM @kindred birch if you keep running into issues. I don't have capabilities to set roles or anything for people.
Yeah I’ll just rejoin it’s all good, thanks again ☺️
💡 option to dual wield certain weapons like axe and a dagger, two daggers dagger and a sword, two axes etc , on early stages it would I believe spice up the combat - what do you want think of my idea Vikings
We already have dual-wielding weapons.
No, they won't do this because of what I said above
fair enough, thank you for feedback ❤️
@hollow elm
But enemies suffer from the same vertical hitbox issue the character has tho...
The only enemies that can hit you despite this is because they have bigger hitboxes or aoe attacks, which the player also has in the form of different weapons.
What's more important is that the enemies don't know how to use that advantage and just attack mindlessly and it's up to you whether you can give them that opportunity or not.
On the other hand, you do know how to use it to your advantage and manage to kill them with the enemies having little to no means of defending themselves.
You never used sledgehammers or bombs while enemies are on the other side of a wall/obstacle? Being in top of an object and enemies not being able to reach you while you can rain projectiles on them?
Fair enough. I'll just 'git gud' then.
I'm actually learning that one can't have a 'build' in Valheim. Variety of approach is a requirement.
I would also love that they fixed it but Smiffe has stated multiple times that is a very hard thing to fix due to character limitations. I wouldn't be that surprised if it's never fixed tbh.
Also, if they did fix it, then it would only be fair that enemies that struggle more to attack up/down (like draugr) could also have that chance
I hope they manage to fix it eventually. And obstacle abuse as well.
nah cuz how did bro even end up voting "👎 " on my suggestion
ashlands WAY TOO HARD BRO
they have already been nerfed enough, and also partly because we should not discuss ptb stuff outside ptb channels 🙂
@rain fjord^
i dont think so...
if you want to give feedback on the ashlands it would be best to post it into #ashlands-feedback-only 🙂 if you dont have access to that you can get yourself the "i want to be a public tester" role in id:customize
alr bro
@slim pond #suggestion-discussion message
Going off my most recent suggestion, the light wood would be the color of light birch
Buffing the magic weapons?
@hexed jewel I would argue the troll set bonus is the capes unique bonus. I do think linen and lox capes should get different bonuses tho
Probably troll cape could be left as it is as you are already encouraged to use it (even if only with the other pieces)
@spark finch the issue I have with that is that is the cape and set are tethered together, unlike any other set in the game--it basically negates a lot of the value of all the items in the set, if they're not all used together including the cape, whereas with any other set, you lose any potential set bonus by mixing & matching armor pieces but the cape you can freely swap without affecting any set bonus; i'd be fine with the set bonus being the new special bonus of the cape, technically the higher speed of troll armor is at least arguably some offset for the lower armor relative to the "heavy" copper option for the biome so it wouldn't ENTIRELY defeat the point of the set (versus just always slapping the troll cape on the heavy set), but also I could see an argument made for small buffs to one or more of the non-cape troll pieces to 'rebalance' their appeal if the set bonus became the troll cape effect alone; I'd also be just as fine with the troll cape getting its own new unique buff and no longer being needed to have the troll set buff (which would stay the same and be activated with just the complete troll helmet, pants, and tunic)--either way, the point being, the troll cape would has its own special use (as well as every cape) and is not dependent on whatever armor you're using to provide that, and likewise troll armor (like all other armor sets) no longer depends upon 1 and only 1 particular cape to give you its full effects, providing those whatever they are independent the cape
Weird how they are fine nerfing stuff to make the game easier in some parts but made the absolutely most disgusting grind for resummoning the queen.
Either buff the droprate, or make it so you only need 2 seeker trophies and a soldier trophy which is far more reasonable as people have reported anywhere from 50 to 300 soldier kills before even getting a single one. And as it is now, you need 3.
Considering how goddamn rare the soldiers themselves are it's just bad. The second of the two (2 seeker trophies and one soldier trophy) is a reasonable compromise if you don't want to mess with the % for the soldier.
"BuT YoU Can OpEn More citadeeeeeelssssssss".
Not if you play on a multiplayer server. The citadels will all have been opened eventually, it makes it unnecessarily tedious for new players/someone who was away for a while to a server to continue the game.
well then you are going into multiplayer teritory 😄 and this is primarly singleplayer game 😄
Then why are all the previous bosses relatively easy to summon? Why this massive barrier suddenly?
Even in a singleplayer game it does not make sense, if I find all citadels, open them all, and then want another trophy, I still would have to grind like mad.
It would have been a entirely different thing if the trophies were not needed. Yet every single boss before this one does not involve grinding for hours and hours and hours on end just to resummon.
The second option that I propose is entirely reasonable. You'd still have to kill quite plenty of soldiers before getting that soldier trophy, but it is not korean mmorpg levels of grind just to resummon.
Real question is why killing the queen again when ONCE is enough?
moder requires three eggs that are extremely heavy and are also unportable
Yagluth requiring five totems that are even more based on RNG
Yes, "relatively" easy...
And even if that wasn't it...
I'd argue though that because killing bosses additional times does little to change game balance--either making backup or extras of the item the boss unlocked the first time, or replacing it if you managed to lose the first--and therefore people are mostly doing it for fun/won't "break" the game balance doing it, there's no good reason not to accommodate making resummoning easy as possible when it won't affect game balance; like making more frequent soldier trophies arguably doesn't, or also just making it require seeker trophies, or maybe an offering of the renewable royal jelly
I also agree that the time spent gathering the summoning material for this resummon is out of line.
I have plenty of totems run by several eggs, and I have even seen multiple eggs on the same mountain as the moder summon.
I have one seeker soldier trophy, and I will be damned if it doesn’t hang prominently in this Viking’s hall.
@pallid idol the difference between bronze and troll is actually a bit bigger. Troll with all 4 pieces can get up to 40 total armor, and Bronze with all 3 pieces and a fully upgraded cape can get up to 46. There's 6 armor difference between the two at any level. At level 3, the max you can get in the black forest that's like 18% more armor for the bronze armor.
i did mistake, in since that i forget about cape that fits to full troll armor but anyway, at lvl 3 at black forest
33
40
7 armour less but to get full
but u get a +10% extra movement
and +15 stealth, is some kind of usless but anyway its buff
Yeah. That's how all the light vs heavy armors are in the game. The light set gives you more movement and buffs, but you take more damage. The root set is the same in comparison to the iron armor, except it also has some debuffs like weakness to fire.
in my opinion that extra movement does more for survivability, than that 7-6 armour
oh yeah, there's a reason the light armors are very popular
||in the ashlands, the developers paid a lot of attention to heavy armor, and now flamemetal armour gives bonuses, and I would like all the heavy armor that is created before it to also keep up and give some bonuses.||
there spoiler
Then the flametal heavy sets would be much less special
hmm, i think will be balanced if any metal armour, will give less and less stats like if bronze armour will give 5% compare to ||ashen cape's 10%||, or idk what number
then interest in heavy armor would increase much more than now
my goal in game before ||ashlands|| was get a full fenris set, and then have a fun, it’s just that then the routine of extracting huge amounts of metal to create and improve this armor justified much more, and also if the bonuses of heavy armor were varied, for example, bronze armor would give a bonus to alibards, and iron armor to axes, then the conditional power creep would disappear, in which you go from biome to biome and change your armor every time without receiving any bonuses except an increase in protection.
after devs ||showed a new metal armour with bonuses||, i was confused, bcz its not in style of previous metal armours, and its cool and freshly.
it will give more class-direction in since if u wear bronze armour= u did more damage with wearpon u like, for example as I wrote above, but recive more damage in compare to iron amour. Developers tryna add some classes in game, like mage-buffer, mage summoner, so why dont add any buff to melee class directon, and just give more stats for heavy armor wearer,
this would blur the stereotype that if you wear heavy armor you are a tank. no, u also can be a big damage dealer if u wanted.
@clear portal play the game please
???
Oh wow. Ok, well, I do. If it moves it isn’t much
It very much does. The range of all workstations is increased when upgraded. That's actually a fairly recent change. It's not going to double, but it's a pretty big increase.
guess what 😄 #valheim-public-test and if it says no access go to id:customize and pick up "i want to be a public tester" role 😉
Is there a certain access I must have to the ashlands to beta test the new content?
I followed the instructions in steam
Aren't you already in the beta test? The pics you posted show beta content
If valheim has [public-test] in steam as a suffix, you're already in public test then
I am indeed, I just don't understand why I can't see trees, boulder like certain games I saw from other players.
Was that area explored already before switching to public test?
That was explored about 9 months ago
I did that to open up my map
By exploring that area, would it affect the game in any way ? Because I also explorer the deep north area
Yes, by exploring the map, that specific area of ashlands won't generate new content. You will only get the new ashlands by going to unexplored sections of the world
Oh wow, so basically, restart a new game. Is this only in beta or will it be fixed once it becomes available for everyone to play?
Content not being generated in explored areas has been a thing since always. That's why exploring more than you need, especially in areas with placeholder content like old ashlands or current DN is heavily discouraged.
You can try exploring further out into the rest of ashlands as it seems like what you have is just a section of the entire biome to see if you're lucky. I would try this first before trying with a completely new world (which would guarantee the content generate properly)
However, this might mean that important stuff will have little space to generate so will make finding it harder.
In the worst-case scenario, there's a mod named Upgrade_World that allows you to generate new content in explored areas. But idk how to use it.
First.. Thank you very much. You have been a lot of help. I have took the boat in other areas and seems to be all the same.
I can always start a fresh game and not explore the deep north for the next biome to open up.
So basically:
-
Try exploring the rest of the biome first and see how much content you have and if you're lucky, you might not need to create a new world or use the mod I mentioned
-
If what's above fails, create a new world and start again, although you can use your old character and bring stuff from that world to accelerate the whole process, you could even use the exact same seed. It's still better than starting over from scratch
-
If everything above fails, use the Upgrade_World mod. Although I forgot to mention until now that maybe it would be better to wait until the content reaches live release to use that mod as it might not be a good idea to use it during a public test branch
Keep exploring, I think the area that generates the new stuff is bigger than the one the character actually reveals so you might need to explore further and further until you see drastic changes
Also, follow the instructions in this message
#suggestion-discussion message
To get access to the public test channel as all public test related stuff must be posted there, anywhere else and it might be deleted, especially spoiler content things. This isn't even the channel we should be using for support lol
I will give a shot and travel by boat, which is impressive, around the area. Thank you for all the help
"Valheim is a brutal exploration and survival game for 1-10 players set in a procedurally-generated world inspired by Norse mythology." - That's from the game's Steam page. That does NOT sound like a "primarily singleplayer game" to me.
Key features:
1)...
- Play alone OR with up to 10 players...
From steam page as well
Game is balanced around solo players and can be played in coop.
Heavily implied that coop is an optional mode that you can ignore if you want
Either way the initial discussion that arise that statement doesn't make sense anyway as it was about the frustration of re-summoning a boss despite the action being completely pointless. You never need to kill a boss more than once and if you do, it's because you decided to. Meaning you face with the consequences of your own decisions
Does anyone know why one of my suggestions disappeared? I put it up about a day ago but now I can't find it
If it referenced anything in the current beta it was likely removed.
Huh... I don't think so I just talked about elemental damage types but not any ashlands stuff
Until it's in the mainline release it's best to avoid any tangential mentions of it, especially if it builds on mechanics new to the beta or suggests changes to them.
Oh well it's not like others wouldn't have suggested something similar
All others were deleted as well
Sure. Or just wait until it's released 🙂 it's likely going to be Soon ™️
@idle kite I like the idea, only thing I'd suggest is to not mention the PTB-related stuff so it's not deleted.
Good thing you mentioned the enemies don't drop anything, if they did then I'm sure the idea would be more prompt to be disliked (me included tbh).
I find the idea of a player-built spawner that uses trophies very interesting...
As long as they don't drop materials of course. Maybe only trophies?
I was thinking they shouldn’t drop even trophies.
Fair enough. Was just a thought. Either way I would be in...
But for real tho, replace the PTB stuff or might be deleted
Done
ok thanks. this is my third playthrough. It didnt seem like it, but ill try it some more. Thanks for a real human answer, sincerely.
@glacial thicket what does use multiple beds mean?
in ark, when u die it brings up the map and you can choose which bed you would like to spawn at.
That was my interpretation.
and lose 5% of skill in process? i doubt
It's 1% at lowest settings. A pretty irrelevant loss on the long-term
And you also have a buff that impedes you from losing more levels for a while
well, i guess it can be abused that way, but not by many. Besides y have no limits on portals, just dont forget to build new one in new location
@pallid idol regarding your bronze armor rework idea: this is an intended trade off. You can choose between being sneakier but having less armor, or having much higher defence for more direct approach to combat. Not every armor set needs to have special effects, some are just ordinary stat checks.
I have to agree with some sort of inventory expansion. A whole row or some sort of expansion is very necessary at this point. It could be unlocked after the bronze age. Anything would be appreciated.
@glossy dragon Yea like zapping you instead of the obliterator... Because how dare you!
I just think it’d be neat maybe it could turn it into a lightning damage version like mjolnir
Maybe even need other materials with it too I
Personally, I find dedicated equipment slots make the UI look a lot more clean and organized as well 🙂
I don’t find myself struggling with inventory space often, as I feel like organizing inventory and resources is one of the few things I’m good at. However, I think the UI would like nicer with some dedicated slots- maybe just for armor (including cape) and an accessory.
Hello, it's me at least. I find specialist slots counterproductive because they make the UI larger and the slots themselves less flexible because they can hold only one thing instead of anything I want. Also, it allows to arrange armor however I like. Don't assume everybody thinks like you otherwise they're insane, it's insulting to say the least.
Having said that, the lack of specialist slots is kind of wasted in Valheim because there are zero reasons not to wear armor. But that could be easily solved by adding 4 more slots without making the game look like the umpteenth knockoff of Might and Magic.
Curious as to opinions on my suggestion of Brokkr's hammer in suggestions. I wanted to make it be a lore friendly tool that could make building upkeep faster without automating it
I think a good addition to the game would be the ability to reserve a certain inventory space for an item. This would make it so that when picked up, transferred from the chest, restored from the grave, etc.. that specific item would go into that slot. By doing this with armor, weapons, and food, you can create a "template" for your inventory and how you like to organize it. Inventory management and organization are important to the game, and this would just enhance people's ability to do so.
In the suggestion, you mention it can be used to repair a full building with the materials present. Firstly, extra materials are not needed to restore buildings in Valheim. Now my question is what constitutes a full building? Is it all interconnected build pieces? that could be laggy, and maybe a lil too op considering you're getting this in the second biome of the game.
Any structure made of multiple parts, as for the materials, that is the cost for being able to fix all connected parts
Maybe have it require silver or Iron isntead of bronze
And would require the proper work benches be in the vicinity
That's a good idea, you should make it an actual suggestion.
Why so mean? And y are wrong in p.3 - there are many great old games without dedicated gear slots.
pretty much the same things being said in the PTB
Its not rare at all. Gothic, TES 1-3, and 4-5 in some extent just to name a few. Is it less convenient - yup, but thats it - "less convenient". Imo vertical hitboxes are far more important problem
far less players are concerned with that
and why do you think they fixed it (finally) in Skyrim?
the elder scrolls
they not. The are still same system, just in "Apparel" subsection
they gave more carry weight and space eventually
sure, point is - general inventory without dedicated gear slot not that rare
in ancient games....
I have none against dedicated gear slot, but playing without it just fine
hecc it took em 10 years to add it in Skyrim
or devs just like it simple, no dedicated slot - no problem
p. much what i said last night, they love to use it as a stick to beat us with xD
And y sure of this because?
yes what? y do it allrdy and it was simpler?
how can y be so sure that is easier? talking from experience?
easier/not, is irrelevant next to the main point, gib moar slots
iirc they say they wont give us more slots
i know, and thousands of others know, but we still aren't happy
and the update release has made the issue more prominent
but y need new ui, new system for checking slots in that new ui and permission to what can and can not put in that slots
nah, again that "ever game ever made". Stop extrapolating the last 10 years to the entire history of the industry
nope its not
many games - yes, almost all of them - nope
the ones that (eventually) listen to what the playerbase wants gives them
cuz I never set out to remember all the games with such inv sustem. Just a few big from top of my head
and guess what, the more options they give, the better the game does
Nope, cuz usualyy i dont give a f about inventory system if game is good 🙂
allmost all games came out last 10-15 years - sure
....
is dedcated slot good - yup
and if we get some in vh it will be cool, but if we dont - w/e, its not tha big of a deal
i could think of 1 in whitch it be worse, but yah, universally its better
Nah. See, struggle with inventory space is intended mechanic in vh. So if dev evently give us dedicated gear slots, i bet they substract it from "general" inventory space. But in most usecases its well be fine
they already stated that's what they would do
Huh? Where? Can y give a link?
no, but you can just ask Smiffe when he wakes up
i'd make a more logical argument, arguing to make a pointless change is also pointless
we defo need more inventory, or there's no point changing anything
another row with help of some backpack would be very useful, but I don’t think dev will give it to us
but yet they gave Ashlands nerfs in days
it should be more of an early game mechanic for sure, but altering the ui just to move stuff with 0 benefit?
seems like pointless work
imo Outward backpacks mechanic would look very good here in vh
typical adventuring parties back in the day would have been well provisioned, and they didn't always make the horses carry everything xD
(horses?) 
or strapped to the back in such a way that they were free enough to fight
depending on the weapon/formation/tactics
i mean most of the time they would be storing goods on the boats/pack animals
but from time to time i'm sure they were heavily laden
some pouches on belt will be nice
Belt pouches, quiver, or just equipped inventory would be nice
so they would have had to be inventive with self carrying storage options
I dont think they'll even add inventory changes no matter how much the community might ask
all work for no real gain
Yeah seems like lots of people are talking about it on discord and reddit, but I just dont see IG putting in the effort to do it
Mods will have to be the answer sadly.
There's a small enough section of the community that is vehemently against it, so IG will just listen to them
"the society of inventory slot expansion prevention"
TCOISEP
then when they take away the inventory slots to cover them thousands more complaints about losing slots
(even though they technically wouldn't have ppl will still feel like they lost out somehow and complain)
Smiffe has said lots of times that's what they would do
inventory slots=/=stick
@crimson abyss more advantages for MP over solo are discarded.
Still love their adamancy into prioritizing what they want and like for the game rather than mindlessly go for the "yes players pls don't stop buying our game we will do everything you say" route
There's probably a middle ground somewhere thats ideal but I couldn't tell you what it looks like
Actually I can, just mod it
That's why I said prioritizing rather than only follow what they plan. They do listen to the community, but if what the community wants involves something that goes against what they want then sorry not sorry
well if it costs them the enjoyment folk once had with the game then that's a pretty sad hill to die on over
PLEASE for the love of all thats holy give us a way to get Boars to follow you 😂
@dry star then change the strategies...
What would be the point of playing differently if you're gonna stick to the exact same strategies you played in lower difficulties? You would essentially make the "new" experience pretty pointless.
And removing skill loss completely would be a big mistake, otherwise you could just use it to exploit the game as a mean to teleport effortlessly to your base, especially in no portal runs. It's very game-breaking.
If they separated the sliders, I really, really hope the minimum skill loss remains but not completely removed
What does the recycle-reaction mean in the suggestions?
Already suggested
Ok, thx
Everybody wants to just be granted extra inventory, but no one wants to grab the 10 bronze nails to make it happen. smh
@willow veldt Pretty certainly not. There's a reason why we don't have vertical ladders with according animations
@granite geyser Multiplayer already penalizes players for teaming up with reduced resource gain and up to 8x enemy hp/2x enemy damage. I think anything to incentivize player collaboration is a good thing; even currently its much more efficient, rewarding, and easier just to have everyone on a given world go an do their own thing in different corners.
Besides, in 5 minutes that pair is mortal again.
Well, first of all it's not 8x hp and 2x dmg. It's like 4% dmg and 20% hp per player up to five (20% dmg and 80% hp total)
Second of all, there are now sliders to change that kind of things, if running out of resources or grinding becomes too much, increasing the drops is an option.
And even still, there's also the important factor that multiple players also mean multiple targets for enemies, while they are stronger based on number of players, the fact that they switch between them is a great advantage as someone else can attack an enemy with little danger as it engages a player
Yup was using outdated player scaling, now its 30% and 4% each, my bad.
Sliders tend to not be the go-to option for folk. Resource scarcity is an intended mechanic for balance, side-stepping it doesn't feel right. If you're already resource rich you've beat this area; move on to the next biome.
Most groups are an uncoordinated mess with several folk who like melee. Having multiple targets isn't so important with no communication. For actually coordinated teams I think they should see benefit from teaming up and engaging with eachother to save time and have some safety. Otherwise, again, high skill players are just going to go solo unless they're faffing.
Well, it's not like that tweak would make plannification and strategy become unattended. The fact that the combat buffs work individually means that players can dedicate themselves to resisting different types of dmg depending on situation.
Also, non-combat powers still affect other players, so someone using bonemass can still receive eikthyr's power so have a quick physical tank
I would class eikthyr as a combat power for movetech.
The main mechanical reason to group up that is unique to valheim is the power sharing; It makes everyone in the group feel powerful rather than the one guy that wasn't on cooldown. Low-skill players are able to be protected and still feel useful.
I don't see any benefits to removing this feature other than incentivizing ditching the team more. It literally doesn't affect solo players already.
#suggestions message I like this idea quite a bit. Could put an item pickup radius on the projectile to simplify programming.
That’s a pretty pessimistic way of looking at it- I interpret it more like someone has shared your idea in the past, so it’s basically a compliment. It’s only an insult if you take it as such.
I noticed you gave my idea of changing the name of the Ashlands metal from Flametal to Laevatite a dislike; why is that? Like I said, it'd then be named after Laevatein, the sword owned by Surtr, the king of the Bál (fire) Jótnar, so that name would be more clever & cooler sounding while still being thematically appropriate for the Ashlands.
& it's not like implementing a whole new mechanic that'd take a lot of time to program in; it's literally just a name change.
Really? I thought the devs already talked about that in one of their developer blogs and/or patch notes.
It’s a really cool name! But I think it’s too late to change the name of Flametal, just my personal take on it 🙂
While I'm glad to know you like the name, that makes your giving it a dislike even more confusing; if you actually like the name, why does your thinking it might be too late make you feel like you have to give it a dislike? Besides, I'd think a name change would be far easier to implement last minute than a whole new mechanic or something equally complicated.
Surtr has his own realm, ashlands or the ores in it are not related to him imo
this isnt muspelheim
So do the Dvergar, yet they're here in Valheim too; as are the remains of Jótnar even though they have their own world of Jótunheim.
the game is losely based on norse mythology, it's not trying to replicate it
Surtur is very explicitly dead in valheim lore
My suggestion was not meant as a total replication of Norse mythology either; it was simply meant as a cooler sounding name that referenced a more obscure element of it while still being thematically appropriate.
I downvoted based on whether or not I think it should be added/changed, not on how good the idea is. Again, I like the name!
Look, as a suggestion, it is valid, however it is up to the devs to decide whether to implement it or not, arguing with people dont agree with you isnt gonna change anything.
and honestly, we already have black metal, why not add a special name for that as well?
I'm not arguing, I was just asking him why; there's a huge difference.
Where do you get Black Metal?
from goblin pocketses
I think the important thing to point out is that there are nordic words and terms for all the metals and all the resources in the game but instead of naming them as such they have opted for plain english instead so that's probably why it's so seemingly boring sounding when in reality most english words are pretty boring. But we don't get bored of the word iron because it is known to us and we wouldn't want it to be changed. Black metal and flametal are fantasy so we want them to have special names but the devs decided to keep it simple and close to what they interpreted it be called in english.
That’s a good question! It’s different because an idea could be good, but not reasonable or feasible. For example, I love the idea of waterfalls and I think it would be a sight to see for sure, but I understand water physics wouldn’t allow for it.
As pinned a couple times now, just want to remind everyone here that people are free to vote how they wish to, with no obligation to share their reasoning for said vote.
So let's not ask them about it unless they provide it on their own doing
It’s cool, I’m always happy to share my opinions 🙂
If it came off as confrontational or interrigative, I didn't mean for it to; I was only asking out of innocent curiosity. I didn't even know asking was against the rules. I'm sorry.
People have often landed into arguments over suggestions being downvoted, behaviour which is against the rules. So hence the rule/advice to not call out users regarding votes
(despite being told twice about it)
@topaz quartz and how would that work for solo players?
i think despite it being a decent suggestion or idea in itself, i just dont think it fits in the scope of the game considering the naming conventions for the existing metals
the same way it works for multiplayer
the click on the oar and it moves the boat in the opposite direction of the side you are on
but you already control the rudder, are you using the oar with your feet?
you cant use both at the same time
its meant for multiplayer
Just what I was thinking.
it only makes sense for multiplayer to give additional speed boost or go against wind
So if I play solo I just... Screw myself?
yes that is the entire point of the suggestion please read it before commenting
that puts solo players at a huge disadvantage
this is a single player game primarily, please dont suggest multiplayer only ideas
No thanks. MP has too many advantages as to give it even more...
- its not a competitive game
He's saying solo players can use the rudder while multiplayer groups can use the oars.
- their are already multiplayer only features like cartography table
Imagine not being able to enjoy the game fully bc I would feel forced to play with others when I don't want to
thats a qol feature, not a game changing boost, multiplayer can already apply multiple altar buffs to each other
It can still be used as solo if you enter another world with a different character.
How would oars for multiple characters work at all for solo players?
thats not how that works
you can get all your boatloaders to use Moder together and have 100% uptime
okay
oars can be aquired earlier game and also are much cooler as real life viking ships used oars
Counter point: it's still unfair for solo players
you say its unfair as if its a competitive game, its not
That's not the point.
The point is that solo players would lose on an entire very significant feature because they're playing alone
unless i can hire dvergr, or use my summoned skeletons to man the oars, its not gonna work
so the solo players can use moder ability then 🙂
And regardless of how much you try to argue, Smiffe already explicitly stated that oars are one of the things they would not add for the same reasoning we're giving
and so can 4 people rotate moder on your ship to get 100% uptime, why do you need even bigger advantage?
okay, i will remove suggestion then thank you
Coop players too, and look, without oars.
What's more, multiple players can use the power and whatever is being tried to accomplish with oars is already being done by Moder's power
its not for an advantage its for fun because if you arent the driver of the boat in multiplayer you are just sitting doing nothing for 30 minutes or however long you are traveling for
Doesn't matter if that isn't the reason/intent when that's what it does anyway.
imagine IRL vikings had to spend weeks at sea just sitting in the boat doing nothing
sing some shanties to occupy yourself
okay
well it doesnt matter if the devs said they wont add it theirs no point of arguing. i will go back to having fun with my friends and you guys can go back to playing solo because you cannot fathom the idea of a game being fun with multiple people and playing with other people is an "unfair advantage"
happy trails 🙂
you're acting like its our decision, just trying to relay the devs mentality here. glhf
#suggestions message these are some nice details, I like it 👍
@granite geyser read this.
#suggestions message This made me think: in the history of the suggestion channel, was any major suggestion been actually implemented? A glance at the new features in the Ashlands update made me wonder if that's the case because I can't see anything even barely related to popular suggestions.
This is not meant to be a rant, just wondering because I'm new to this place.
Wondering why they even have a suggestions page if some suggestions are just going to be bliped out of exhistence.
From what I've gathered in my time here, the game is going to be what the designers want and nothing else, but thankfully, it's been opened up to modding, and thank god for that because I wouldn't even play base game anymore.
Also, if you look in the game configurations in server mods, there is basically a permadeath option already.
I know, the suggestion was meant for the majority of players who don't mod the game, not to mention people who don't play on servers. I don't need it either, I can just delete a character after death by myself, I post suggestions based on what I think would benefit the game for everyone, not just for me.
The thing I was talking about is just in the server modification options under the death slider. You can set it to a setting on the very bottom that drops all your skills to 0, all Items at the spot. Essentially resets your character to 0. Get to keep your name I suppose.
@pure drift literally describing Smiffe's job and what already happens
@pure drift Like above has stated, Smiffe does this and has let us know before that all suggestions get read but that they don't want to comment about suggestions unless there is a discussion ongoing that is going overboard.
If they comment on individual suggestions it might create expectations and it would require a whole lot of work because there are so many suggestions.
Yes
So you expect them to implement every single suggestion posted there? I'm sure that would be a great idea. Especially the ones that contradict the others
Also
Current hardcore option is exactly the same as what you're suggesting, you literally only ask to implement the same thing but without the character, and for what?
You lose all your skills and gear but can continue playing the same world with everything there already. Only thing that would accomplish is having to create a new character, but it wouldn't accomplish anything else.
Suggestions have made it into the game or world modifiers have been added to implement some of them.
The question itself is weird no, the "some get bliped out of existence" shows the person asking the question knows some suggestions are implemented and therefor the channel is a good thing, so why ask the question.
So I can see where that answer comes from.
If none are allowed to get bliped out of existence all should be implemented is what I gather from that question.
That isn't the question Rianu was answering.
This is the question: #suggestion-discussion message
Which can be seen if you look at what he is answering to, here: #suggestion-discussion message
To the question you are quoting he answered with a simple yes as seen here: #suggestion-discussion message
So before you start telling people to grow up make sure you can follow what is being said to what.
With the specific question of "Wondering why they even have a suggestions page if some suggestions are just going to be bliped out of exhistence."
That person seems to want every suggestion implemented.
People are getting heard on a daily basis, primarily by Smiffe.
Even attempting to implement half of the suggestions posted is extremely unrealistic and pretty much impossible
Half is being very generous, even implementing 10% of all the suggestions is stretching it big time.
very much correct
@rough saffron That will probably not be added since pvp isn't a core part of the game, you can turn on friendly fire and get some pvp like thing going on but that is the closest pvp will ever get in the game.
that wouldn't do much tho
but you can just search for words. in that channel and find things
No horses!
no horsing around allowed
You're no fun.
Foh reals?
Kicked a hornets nest, and just before bed, apparently. Figured out they wanted a little specific emoji as the operating button. Whoops?!?!
Harry potter Sirius?
Exactly.
Feels like we'd need wine before we could have wine sauce. Just responding as the suggestions come in now.
True but that can already be made in the fermenter.
Nah, not real wine! Mead and Barley Wine, but not... er, I have no knowledge of whatever is happening in the firelands, so I'll bite my tongue.
Ah you want grape wine for wine sauce, yeah, might be a thing, don't know if that is in the game or not.
Previews suggest that it is.
Just saw they added an optio for "Attack towards look direction." Wanted to give thanks to the devs for making this an option.
@vital fossil /stats in the in-game chat
nothing happens
I just tried it and worked, enter in the chat specifically, as if typing a message
/stats
@thorn rampart Please keep Ashlands related suggestions and info to the beta test channels
copy that
@tender dome with food degradation, you mean you lose total HP / Stamina values as it goes down towards 0 seconds left, right?
not that food would spoil over time?
Ya the loss of total Hp and Stamina values. I have more fun when I have it turned off with mods personally and I think it would be nice to see as a world modifier. Playing mods causes more lag for me compared to the base game and I only use mods to disable food degradation and no roofs on workbenches
If there was an option to disable it then it would keep max HP and Stamina while the timer runs then drop when the timer runs out
yeah. I hear ya' 🤔
Wouldn't that mean that when there's only one minute or a few seconds left, once it runs out you will be left at base stats pretty much instantly? That seems highly deathly...
Imagine a food that gives 80 hp and lasts 30 min, that's 105 total. For 29:55 min you'd have 105, would that mean that in five seconds the hp would plummet into 25 very suddenly?
Yes, that would be a great risk factor. So the player would have to pay attention to the timer and make sure they are in a safe place if they dont have more food on them. It would also incentivize players to watch the timer and pack the appropriate food for a journey.
In the middle of a warzone and far from a safe base I would do everything except watching the timer for the food. What's more important, there would be way too many things to worry about, adding the possibility of being one shot by an attack that with food I could've easily tanked seems very infuriating
That is a very solid point. I have been using mods that disable the degradation and I noticed I dont pay that much attention to the food timer. I dont exactly get what you mean by getting one shot? Say I eat an item that lasts 25 minutes and gives 80 Hp and 50 Stam. I would have that max hp and stamina until the timer completely runs out. My health and stam wouldnt decrease while the timer goes down. If food runs out in the base game you also go down to base stats.
It is jumpy from max health to base states but I dont think its a big problem. Itll also be a modifier that someone can enable. So it wont be there by default. It could be one of those small buttons next to Passive Enemies or No Map.
I think it would be nice if all of the food gave a little bit more stamina 😉
I could see this as an optional setting for sure
Still seems more like something that works more as a mod rather than even an optional setting for the base game.
I guess. Maybe it could be implemented as a devcommand to input at the start of each session. I think overall itll be a good thing to add to the game as a world modifier. I know that some players arent a fan of the degredation so it wont hurt to add the option to disable it.
As a devcommands makes somewhat more sense as those are not so widely available. Especially considering the modifiers are global keys that can be enabled in-game.
There are some that aren't in the modifiers window but can still be perfectly usable with devcommands
If you dont mind what are some modifiers that can only be used with dev commands?, if there are any that is. Another thing that could be added is a sub menu for the modifiers, more intricate smaller changes for people who really want to change their worlds.
Using the ||setkey|| command with the following:
||SkillGainRate X - Lets you increase the speed at which you gain exp. X is the percentage at which you gain it: 50 would be 50% less rate, 100 would be normal rates, 150 would be 50% more rate, 500 would be five times the exp rate, etc||
||NoWorkbench - Let's you build anything from the workbench without having to build a work bench. But it's only for this work station, apparently there isn't a command for other work stations||
You can also use existing global keys commands to override the ones you choose at world menu, you can for example set the death penalty slider to lowest setting to keep equipped items on death and in-game use the ||DeathSkillReset|| command so when you die, your skills reset to 0 as if it was hardcore mode, but you still keep your equipped gear
You can find others here, there are a few more I'm not mentioning but using them can help you customize your world a lot more than you think:
That's really cool. Never knew you could do that. Thanks!
I do like this idea, I already have to watch the timers and refresh food 5-10min before it runs out to get more benefit from it, having that setting wouldn't make it more of a hassle but will save a lot of food in the long run.
I agree. My games lags a lot when I am playing with friends and we tend to build smaller farms and stuff like that. I like being able to take advantage of the food timer so my friends and I dont have to constantly worry about eating a new food item when there is still 5 min left or 10
damn i just realised i was a yapper in suggestions yesterday
the dvergr idea is a whole fckin essay whoops sorry guys
You know the fading isn't linear, right? Food still has like 50% of its bonus left with only 10% of the time left.
Also, workshop support and official mod support won't happen until after Early Access at minimum. There won't be official mod support earlier.
That's nice. The problem is that mod support makes development harder and more complicated and would make updates slower, gotta keep a static API and all that, not to mention the additional overhead of having to manage the workshop as well with a small team. The tradeoffs just aren't worth it for IG.
Just to answer your question (not a fan of hitting dead horses). Permadeath is different from skill reset for two reasons: it resets everything, so you have to re-learn recipes and you lose your pins on the cartography map (not to mention the map itself if you don't update the cartography table frequently), you lose your personal spawn point etc., so it's more punishing, and that's meant for people who want hardcore to be harder; and psychologically, resetting skill feels very different because it's like wasting progress in a game where you can keep progressing indefinitely, while permadeath feels like staying alive is the ultimate challenge because the character is not supposed to be functionally immortal. It's just different.
I can't explain that feeling better than this, sorry, but rogue-likes with actual death exist for a reason. And a game that advertises itself as brutal could welcome this kind of options without losing its identity.
Of course, I already said that, but again suggestions are meant to make the game better for the players, not just to indulge me. I keep seeing this argument over and over again and it's getting really tired.
there are multiple issues with that.
- people can and will scew things. LIke asking 1000's of random people do vote on joke suggestions.
- there are bunch of things we would never add to valheim.
- this is our game. so debating daily for hours doesn't lead to a better game. it just leads to a discussion and no game-making...
- a suggestion is a suggestion, not a demand.
- alot of suggestions don't see the overall game design, most are to add bloated content, but wants to expand on the current linear progression. But valheim is suppost to be a game you play from A to end. that's it.
I will tell people to re-read the last two... Repeatedly
For sure a lot of suggestions here are not fit to the game, a lot are badly designed and so on. It must be painful to read all that daily, really.
But I still wonder what's the point of a suggestion chatroom with a voting system if it doesn't accomplish anything aside keeping the main chat clean. 🤔 wait a second...
It does accomplish things, the world modifiers wouldn't be there if not for the suggestion channel, other suggestions have also been added to the game.
We are not in a democracy though, it is their game and they can decide if a very popular or not popular at all suggestion gets added or not.
That's why a voting system is pointless: voting for or against has no effect at all, except making the suggester angry at the users who voted against. It would literally work the same if there was no voting. The only vote that matters is when devs use 🙅 because at least we know they won't implement it, and I'm not saying that with any resentment because that's way more interaction with the user base that I saw, like, ever.
It isn't pointless, it has less power than some people want it to have but the devs can at least get a feel as to what is popular and what isn't.
They will probably rather put some effort into adding a popular suggestion that they think they can do then add a suggestion hardly any one wants.
It does play a part in deciding what to add and what not but it isn't the defining factor.
It doesn't seem like popularity matters to them, also because they repeatedly said the what matters is their goals and nothing else, basically.
It means less than some people want it to mean but it has meaning to them.
If all they cared about was their goals we wouldn't have world modifiers nor other things that the community asked for.
Would you please give me a brief summary on how the world modifier happened? I'm quite new to Valheim and the wiki doesn't go very deep in things like these.
Some people wanted a less grindy game --> world modifier for material drops
Some people wanted to be able to teleport metal trough portals --> world modifier for just that
Some people wanted an easier game and other a more brutal game --> world modifier for harder or easier enemies
Some people didn't like the skill loss and others wanted more skill loss upon death --> modifier for that
Some people wanted their items to stay with them even upon death others wanted the items removed upon death --> world modifier for that
For every world modifier there was a group that wanted x and another group that wanted y and hence the sliders were born for a whole lot of settings.
I mean, it happened here on Discord before the attack, or elsewhere?
Here on discord before the hack, yeah.
A bunch of suggestions were made and "voted" upon and the devs probably went "How can we incorporate some of these and give more people the game they want?" Some brainstorming later and world modifiers came to be.
To get the full story we better ask @wanton atlas how the world modifiers came to life.
mew? 🤔
pretty much. if you want to play valheim on a easier or harder setting. we made settings for those players.
if you want some of the stuff people keep asking for, but we don't want them in game game as intended feature. we added some of things we can say it's fine to have
Shamelessly getting advantage of Smiffle taking the bait: is a permadeath option ever been considered?
It kinda is there, you lose all skill exp and all gear, the only thing left is the name of the character and what the character has already build.
It is practically starting from scratchish.
I already proved that's not the case: #suggestion-discussion message
You want a new character but in an old world, kinda thing?
I was just toying with this idea in case I would start a new game from scratch and I thought I might suggest it. Also because I don't think respawning is a good mechanics in general (in most games, not just V) and designing games is like my second favorite thing in the world.
To answer the question: yes, I don't think losing the world is fun and keeping it would make tombstones a more integral part of the gameplay, not to mention how the game would require different strategies.
I'm not sure but can't you delete a character and make a new one and join the world you were playing in?
So make the settings to delete gear and skills and then manually delete the character and you'll have the experience you want, no?
I have world hopped with characters so that is possible and I have deleted worlds so that is also possible but I haven't deleted characters so I don't know if that would affect a world but I don't think it would because characters and worlds are saved separately.
Yup, y can delete character and world be just fine
Again this is not about me. It's about making the game more attractive to more people.
Right now pseudo-permadeath requires discipline from the player, imagining an option that is not cleary stated anywhere, and having to repeat the process of creating a character that wasn't designed for permadeath.
A true permadeath option would activate on its own (so no cheating), would be an official game mode that would make players more willing to try it out (see how many Reddit posts are bout playing with no map ect.), and could implement a different character creation system that gives you a random character each time automatically.
Keep in mind that when you enter an existing world with a new character, that character needs to discover all things by itself again.
So make sure that there's a cartography table at a (main) base and portal access to that same base to give the new character a chance to have the same amount of exploration as the one that build the world.
That's part of the idea: you would have to work with permadeath in mind. And why just resetting skills doesn't cut it.
So basically an option for a game to delete your char for y 🙂 I guess its a nice qol, save couple of clicks
Yes but since the game does it for you you don't need to have the discipline to do it yourself and you can't cheat and still use the same character.
But isnt the hardcore (esp. in single player game) is a self-imposed challenge? And cheating it mean cheating yourself? Like what a point doing it (hc run) in the first place than?
Kinda but you can also do a hardcore run as a group and that way you could cheat by still having recipes and the like available while someone that did delete his character really has to start from scratch.
Not really, cuz if world stay the same (like in suggestion), than recipes is non factor - just get to base and y learn everything again in a sec
Hardcore for character delete wouldn't work properly if the world remains.
Both should be removed when character dies
Kinda, yeah.
For a real hardcore one life one chance type of deal, yeah.
Tattoo options being tied to character level would be awesome. For example hitting lvl 50 on run you can get one. And if you die/drop below the level marker you lose it
it could if when the character dies, it's removed from play and spawn back in on the valkyrie flying in as a new one maybe
they would have to accept a random appearance ig
male/female differentiation would be enough
The amount of weirdos that dislike peoples ideas for the game is ridiculous.
It's weird to have an opinion?
People are allowed to dislike ideas. Sometimes they don't think it fits with the character of the game, or might not be a good mechanic, or just don't think it's necessary.
Have an opinion by all means, however the amount of people disliking others ideas on the forum is ridiculous. I see some great ideas in there and people are throwing thumbs down like dollars at a strip club.
It really doesnt help the dev team to be overly critical towards the ideas of the community.
"You are allowed to have an opinion. What you are NOT allowed is to have an opinion that explicitly disagrees with mine and what I like, in which case is ridiculous and doesn't make sense"
Rational...
#suggestions message This happens when looting chests and selecting take all as well, most often with world generated chests. Likely a bug.
#suggestions message Being able to place rocks to measure distances easily or create a pile as place marker as well sounds like a lot of creative potential to me. Give stone (or hammer) a build menu to place a re-pickable rock maybe?
#suggestions message IMHO if you want to just test out the new content, gear and food/potions just turn on god mode and no cost build mode that way you can try whatever combos in different biomes on a new world just for testing purposes this is a work around for a easier ashlands start if you want to just test it or are new to the game etc
cause I tried to just play without "cheating" to get started in the ashlands using stuff I already had and started to question my sanity for a bit but once I figure out what is worth making I will be fine the constant enemies is crazy and a bit much at times even with the world set to "easy street"
Portable dining set? Like a picinic basket?
Sure. In my mind it was fork knife n bowl but I like yours quite a bit more. Would look nicer too and make more sense.
@jaunty token if you'd seen the Ashlands trailer you'd seen that #suggestions message won't be needed as it's already in there.
i cant transport no shit anyway
Id suggest rather making scared loxes not trample everything you own when hearing a single greyling
Yeah it would be nice 🙂
If you can on a longship I'm sure you will on a bigger ship
- These channels exist for those who don't want to be spoiled on the new content. Edit your suggestion with double lines surrounding the spoilers please ||like this||
- Have you tried the harpoon, a saddle, or the raft?
@sand sparrow Can you hide yours as well Pelb?
@olive yacht because the game is named "Valheim", not "The 10 realms of Norse mythology"
Won't matter, it will be deleted anyway
Fair point
I would like the idea
Add some sort of troll skin rug would look cool as a blue rug, it would also add more use to troll hide or whatever
@idle kraken regarding #suggestions message
Before commenting on the suggestion, let me suggest you to discuss about ideas here before posting a long winded dissertation with a vague suggestion hidden somewhere inside a huge wall of text. That discourages people to read it.
Having said that, you're not wrong but I don't think adding secondary buffs to less popular powers would do much because of their nature: you can only use them once a day and it doesn't last much. That makes it an emergency tool.
Only Eythkir and Bonemass are fit for emergencies in most situations; Moder and Yagluth are fit only in specific situations. The Elder, not at all.
Adding more utility to less popular powers would still make them undesirable in emergencies because you would still lack a life saver.
Yeah you're right I'll try to do that. And yeah I can see what you mean about the powers. It's just that Bonemass is so useful in emergencies that it warrants it being the one you have on %80 if not of the time which I guess is what I was trying to say. And that having to swap between powers by going to spawn all the time is a bit inconvenient even if Bonemass wasn't the way it was. Changing Bonemass would either just make people sad and it would just make people look for another power to replace it for most equipped power.
The Queen just draws me in because magic is powerful and fun, and the mining buff is also really useful for most biomes and yet neither have anything to do with each other except for the fact that they can both be used in exploration. So I guess I'm just wishing too hard.
Ok but wouldn't the ability to open doors with your hammer in hand be epic
Maybe the Queen power could be used as a basis for other powers: one effect very useful in dangerous situations, a second one which just adds convenience. The first powers either have one or the other, so they could be "fixed" by adding the missing one.
For example, Elder keeps its convenient buff for cutting trees but it gets added a consistent buff in stamina and health regeneration for emergencies.
Bonemass could get a secondary convenient effect of being immune to the wet status or something like that.
And so on.
That's exactly what I was trying to say but just couldn't put it into words. Yeah I completely agree with that way of doing it.
of course i did
To summarise, one side for combat scenarios and the other for utility. Therefore each power could promote a different playstyle or be useful in different situations and be more varied within group settings too. For that, however, each power as it is now might have to be tweaked a little bit for balance. But I wouldn't mind that.
PVP in this game would be hype. The devs are going to update the game how they see fit and if you look in between the lines, theyve had pvp in mind as the game is already fairly balanced for it. Its weird for folks to die on this hill arguing about "no pvp" when this game is locally hosted anyway and pvp changes would literally never affect folks who want no part in it.
If the devs want replayability and potentially stop people from dropping the game after the bosses are complete, PvP options are the answer.
they should add a sort chest option fr
Dude I know, having to manually sort inventory is wack, I always do though cuz my OCD cant handle unorganized areas
I know the feeling, me and my friends cant tolerate unorganized stuff and we just spend forever fixing it up
"Devs are going to update the game how they see fit"
You're completely right, and that explicitly involves "NO PvP as it's meant to be played with trusted people". You're pretty much counter arguing yourself
And I already explained the reasoning why it might still affect players that do not participate in that mode.
And the game is already replayable, implying it isn't already is just wrong. And people stop playing after doing what they need to do to finish it has 0 relevance as well
Dont care:)
Your not the dev team, your just standing on your side of the fence arguing about something that will never effect you even if it were to come ot pass
Don't care about what? Nothing i said is just personal opinion, Smiffe has explicitly stated what I'm saying and I explicitly also explained why it would still affect me and why I wouldn't want it.
If you're just gonna read what you want to read and not what is being actually said it's your thing, not mine
Please, no suggestions or discussion of suggestions about current beta content. Take that to the testing channels, this is not the place.
Do you have access to the modmail by any chance?
As in, being able to see tickets
Ish. I can go find it if I look, I think
Do helpers in general can?
Things that are typically addressed by mod mail are above the pay grade of helpers. We can chat in DM's further if you want.
Not necessary, was just asking as I reported the spoiler to modmail and wasn't sure whether it was because you saw it there or just conveniently passing through
Just convenient 😉
#suggestions message Not weather protection, as that means everyone can just negate all situational penalties with a mead and staff. Pick and chop has always been wierd to me, it makes sense but only from certain sources. I might need a second opinion from someone who knows better, but I feel thats there to remove mob enemies as a threat to the bubble-ee and still have larger enemies be a risk. Shields taking 7 hits from a troll or 3-4(too lazy to check) from the queen seems a bit much.
I would be fine with a change, but they may reduce bubble power along with it which reduces mob protection.
#suggestions message The wet debuff would make you resistance to fire, meaning one tool would give both. This would reduce interactions with the game's systems which I think is a bad thing.
A heat exhaustion debuff however without the resistance but otherwise identical, absolutely.
At the end of the day, it's the dev's choice as it's their game, but I don't really think it would take much to satisfy that crowd without changing the entire game. They could just copy what terraria did, for example, and add more than one player faction to avoid friendly fire, keep the pvp mode the game already has, and strictly adhere to the pve when it comes to the balancing.
I don't even know where to start to point out everything that's wrong in that big wish list...
This should cover a portion of it...
#suggestions message i agree but also would like to just say that they do a very good job of this already IMO
#suggestions message ehhhhhh, I've also had this thought, but on further consideration I'm not so sure I'm convinced it's a good idea for balance reasons--mobs already derpy and able to be "cheesed" often without much effort (e.g. because they cannot jump even a micrometer, any sheer vertical space between player and mob can buy time, infinite time if the mob can't hurt the thing the player is standing on like just a steep terrain wall or rocks for mobs with no pick damage), plus it might disrupt the animal farm machines because they mostly rely upon gravity to convey the tames produced away from the range of the breeding pairs so they can constantly produce as much offpsring as you put in in food
#suggestions message There are already boots with reduced stamina use and no move penalty ||from hildir|| and boots with a speed boost ||from the mountains||
Speed boost accessory I can be down with, stamina I'm not sure. A dev might have stronger opinions.
I like the suggestion overall but would personally prefer that there was some colour choice if something like this was implemented, maybe silver or gold options if keeping to metals, instead of only one option for colour
#suggestions message I think it would work better with stone because of it's light color, which allows for appropriate shading that looks as if its carved out. Black marble would be too dark for it to look good like that.
Have there been any historical discussions about revisiting enemy AI? It feels like somewhere along the way(Mistlands maybe?) Enemy AI got borked and certain enemies have very janky patterns and will either reset randomly and run off to never never land or just run around in circles and behave very oddly.
Off the top of my head it happens pretty frequently with Greydwarf Brutes, Abominations will reset or path weirdly constantly, melee Draugr, and I'm sure there's some more but those are the ones that stick out most obviously
The running away part pretty sure was supposed to be when the enemy can't reach you or something to do with shooting them when they can't reach you, but the behavior seems to happen regardless and at random (I've noticed it with brutes specifically as well where they'll just decide to run away for no apparent reason in the middle of a fight). And the running around in circles part is normal. It's meant to be behavior for when they are in groups (often helps one enemy loop around behind you while you're focused on fighting others), but it definitely looks odd when it's only one enemy doing so.
Yeah, I'm clearing out a Crypt right now and I was alone in a chamber with a 1-star melee draugr and he ran to a corner, walked into it for a few seconds, ran around in a couple circles and then b-lined for another corner and ran into that for a few seconds, then just started casual walking towards the middle of the room. I walked directly up to him face to face and my attack was registered as a sneak attack crit
That sounds like the running away behavior then, but why it triggered in that situation is anyone's guess.
Yeah no idea, full HP
Yep. Re-designing powers with that in mind would take a lot of thought so right now I'm not suggesting anything, but someone else could 😉
#suggestions message can’t even complete a simple 60 wood bridge without the day being over
@loud stirrup Just a reminder to keep Ashland suggestions in the Public test branch > Ashlands-feedback-only channel moving forward.
If you don't have access to the channel, head to the id:customize section and click "I want to be a public tester"
@fast pumice
@south ermine
sory didnt see this
@balmy whale
Tho I don't understand the point of stating your number of played hours...
@vale quail because jormund is the (Midgard) world serpent, not the valheim world serpent
Is this all you do all day
you are right i do understand that
Why
why not?
Just seems depressing to me
its not depressing if you enjoy it!
I wasn't texting to you
I was texting Keanu Reeves
#suggestions message I haven't noticed any differences with tricks, can you be more specific? The three main cancels and main movetech are still fine in my experience on live, if not a bit easier.
Unless you are talking about the public test branch, move the suggestion there instead if so.
I assume it's about the exploits that involve animation cancelling.
I'm actually surprised they haven't been completely fixed
(but they should)
I've heard a lot of folk complaining that they've changed, but I really don't notice any difference in execution or result. I absolutely agree they shouldn't be there (except one which is fun), but I'll use them until gone. Done playthroughs with and without, I like the variety.
Have they been tangibly altered?
No idea, never used them, too tricky to bother and I'm sure it'd just make combat irrelevant for a big part. I like the fact that you can't cancel animations as makes positioning and attack timing more important
3 models or so for every armour piece at every tier would be awesome, changable via the shield style button. However, that has got to be a lot of work especially if you don't just want recolours.
This will likely be a feature looked at after full release I think. A lot of folk want it though.
@spark finch You can safely AFK in a cleared troll cave or burial chamber or something, but the other intended solution is to have a dedicated server instead of someone just leaving their game running.
yeah that a good solution but sometimes you wont always be near a dungeon
AFKing in a game like this is dangerous, period. Even if there's not a raid, mobs exist and can wander nearby as well. Single player you can pause, but multiplayer... I don't think that's ever going to happen. Especially because people will find ways to cheese the AFK detection if it did exist, and it just adds nothing to the actual game when more appropriate techniques to get around it exist. You also aren't always near your base when you want to log out, you make a way to get there. Just have the host make a portal to an appropriate troll cave and dip in there if they need to AFK if there's no way to run a dedicated server.
#suggestions message @spark finch You can create a 2 structure shack in the meadows far away from your other buildings. (portal and workbench, wall/floor/etc. are fine to go hard on). This will create a safe area to go AFK while crouching.
A single light source or other functional structure will make such a shack a raid target.
you can afk in the bubble created by Haldor or Hildir. That bubble automatically makes mobs run away
throw some 6m high earth walls around it and leave a space for a portal & workbench and you've got a perfectly safe afk space.
You can even keep a rested buff by going afk under their tarp.
Edit: nothing can protect you from pvp if you're on a server, but I've used it many times for pve protection.
As mentioned multiple times that doesn't work for multiplayer, especially if they are the host (in that case the host can't just leave the game since it would kick everyone else out, if it isn't a dedicated server). If they were talking about single player there naturally would be no reason for them to make the suggestion in the first place.
#suggestions message
A vertical version of the door snap is even more necessary for practical purposes like smooth floor transitions and handmade stairways, allowing the builder to avoid freehanding and keep snapping aligned across the structure.
@visual wraith declined by the devs on multiple occasions
Well, crap. Thanks for the reply
I’d guess if I asked, since we have sliders for everything else, couldn’t we have an option for not allowing cross map item transfer? Not trying to push, just curious. It seems like a logical option considering the new options, I’d imagine it’s not a crazy request to implement
new slider option might be an easier sell i couldn't say, i just know they are against giving server owners too much control of what is allowed to be transferred to prevent situations like players getting locked out of their own characters
Again I apologize if this subject is exhaustive.
Nvm. I see
My only contention with that idea is no one is forcing players to join that kind of server. If an owner wants to fork over the dollars for hosting a game, I believe whether it works or not, they can set the rules to their liking. The player base joining such a server would show, really, what players would or wouldn’t want.
Again, I digress. I really don’t know
yeah, we've covered the topic extensively, there's just no way around it
thank you.
@cinder elbow @lucid mesa Ashlands suggestions go in #ashlands-feedback-only
No spoilers in any of the other channels.
@wanton atlas We need cleanup in the suggestion channel.
sorry, you are right
I guess that was the problem, right?
Jep, ashland suggestions are gone.
#suggestions message
I don't know what that means. What is a stone weight?
#suggestions message it's not bugged at all. Just like with copper deposits, some of the pieces and their hitboxes are much larger and can connect to terrain even if they don't physically appear to. Entirely normal behavior.
It can be inconsistent because of the orientation and rotation of these pieces, and whether you dig out more or less each time.
Maybe I'm using the word incorrectly, but I'd still call that bugged. Just bugged in a consistent way.
I get what you mean, it is working as intended but the intended use seems a bit wonky.
Well, I guess the code works as intended, but the result is off.
The result isn't off and no part of it is bugged for the reasons that we're explained. The only actual fix would be to make every piece tiny, but that comes with its own problems.
A limitation with how hitboxes work is the only reason the behavior exists and hasn't been dealt with.
oh I know about the hitboxes they just seem especially inconsistent with the armor and swords and it makes farming the resources they drop irritating at times I get the reason why it can happen and they do sometimes still break too but when its floating free from visually connecting with anything especially the ground it not only looks like a bugged item but it doesn't make sense either
like litterally floating entirely shouldn't be even possible no matter how strong the item
If you can see or understand how hitboxes work, it makes way more sense why that's a thing.
the game is good at being unforgiving when building so they def have a limit on what you can do without things collapsing
I just suggested maybe the hitboxes for the armor and swords could use some refinement so they make more sense
I know nothing is perfect and I never expect it to be but making sense isn't that hard the game is amazing at fitting so much into the universe and keeping it feeling like a Viking and Norse mythology based game
idk I did say I don't get paid to make games so this is from my view from the outside
Hitboxes depend on the size, shape, and orientation/rotation of the piece, and each of those depends on the design of the overall object and how many pieces the developers want it to be made out of. Hitboxes are also generally cubic, since covering a more complex shape is far more difficult and impractical (which is why hitboxes covering a lot of empty space in some cases is an unfortunate consequence). It again just boils down to limitations in how hitboxes can reasonably be designed and there's really not much that can be done in some cases.
Hello! Is Neck a lizard? (It's for a suggestion)
@dapper atlas not possible
To fix water?
They already have the mechanics for black mud
Tar is like a 20m area
Ocean water spans 100% of the entire world
#suggestions message This is not Sniper Elite.
They can fix this 100%! A lot of the games have this thing working, I’m sure developers know about this issue but they don’t fix because is not critical
No, they don't fix it because it's impossible to fix.
It would require restarting the entire game development and essentially start from 0
A lot of other games are also not developed the exact same way. Just because you some mechanics in one doesn't mean they can work or if they're even possible in another
We need to ask the developer here to see what they think
Literally everything I'm saying is because of what devs (more specifically @wanton atlas ) has said.
This isn't the first time that was brought up as it's definitely not the first time it has been suggested
It's how terrain works. And it's not feasible to remake it at this point of development
#suggestions message this isn't necessarily the same as what you're suggesting, but it may be helpful info if you didn't know--there are ways to prevent raids and go AFK completely safely (raids and non-raid mobs), the main one that comes to mind being popping into a cleared dungeon; no raids trigger inside dungeons so if you've already cleared one, you're safe to sit in it as long as desired; that still means needing to drop a portal near your preferred dungeon entrance then another at whatever base or wherever you want to travel from to it, and then having to use that whenever you want to AFK, so you'd have take that trip and couldn't actually be in the base AFK'ing (if the reason was to be near tames or something, then doesn't help)
hi
if you get a NASA level of computer, sure 🤔
@eternal zodiac love your suggestion. I once built my BF base on the spawner location for that very reason.
maybe add each char for armor slots for more room in inventory?
i cant write to suggestions bar idk why
Has there been any talk about a rework of the difficulty slider scaling/system?
It appears to have a 1 hour cooldown between messages
They aren’t going to give us equipment/ammo/potion/etc slots without taking away slots from the main inventory. It’d still be more organized so a net win. For more slots, I’d like an item like the belt but gives slots instead of carry weight.
Fr right??? Like, the theme goes hard and we barely ever hear it, since most of the time you ignore runestones (At least me) since I already know what they say.
Would love one more row. This would be a welcomed quality of life improvement.
@desert fern a Neck isn't an animal in English either, it's the body part. I think it's a thing that just is what it is.
I thought it was a frilled-neck lizard
How 'bout da cart?
Carts introduce fun and interesting puzzles for the player to overcome for that increased inventory, that side of gameplay would be erased if we get inventory expansions.
No thx. Cart only good for hauling resources around the base. Perfectly leveled base
Those exist, but they aren't called just a "Neck", and they are a very fast and different animal vs. the slimy salamander thing we have in the game
Also, devs make the game, not the translations.
Translations are community-made
oh, okay
I don't think the extra row of inventory would negate the value of a cart. After all, we will still have to grapple with weight restrictions.
It's honestly weird that inventory slots is still a thing in games with encumberance.
Unless it's some type of volume based capacity, but that clearly isn't the case when our inventory could fit 1600 pieces of wood or whatever.
@oblique pivot Just a reminder to keep Ashland related suggestions/posts in the designated Public testing channel moving forward
oh i am sorry
If you don't have access to those 2 channels, head to id:customize and select "I want to be a public tester"
my bad
All good
#suggestions message You mean...
A cave leech?
||Pretty sure it was one of those things that got Karl!||
In all seriousness though the swimming sections are safe and dull, I think this is a fun idea that makes sense.
#suggestions message not a good execution of the concept at all, a bit too clunky. Would be far better as a passive effect from placing the boss trophies on the stones at world spawn. Simple, practical, and doesn't require any new items/build pieces/etc. to be added to the game.
I know this is redundant but can the devs put a tab selection UI for Cauldron? Segregate them to HP, stamina, and eitr? Hope this will be noticed and be updated on the next patch
Yeah I get limitations but you should always strive for better 🤷🏻♂️ I would love to learn coding and game design myself so if all else failed maybe I could fix it 😂 probably forget about it entirely by the end of it all but hey I'd learn new skills 🤷🏻♂️
@covert olive of all elemental dmg frost is the most powerful.
It's the one that needs the less "appreciation"
Alright but somehow anyone can agree with me that elemental stone frost effect can be added
I want to hear it from any of the developers whats their take on this
The cubic hitbox is standard design in games in general because there really is nothing better. Even the current "better" solutions just involve sticking a bunch of different sized cubic hitboxes together. But there's naturally a trade-off there, since it takes more calculations/computing power for each additional hitbox, multiplied by how many objects/etc. are affected. And coding something to detect collision with a complex object is practically impossible, hence why the current design is used and why it isn't specific to valheim.
cylindrical (but only vertically oriented), spherical and capsule hitboxes are common too
those shapes are all simple to do collision for mathematically
for cylinders its just checking horizontal distance and height, for spheres its just checking distance from a point, and for capsules its some slightly more complicated but still pretty simple math that i dont remember
#suggestions message
Experienced players (i.e. those that have killed The Queen) will find that Black Forest is plenty lively at night; we get Fulings, Seekers, and Ticks, in addition to whatever Grey Dwarf shenanigans are going on. I actually quite like the idea of making Ghosts applicable outside of Burial Crypts, but your argument isn't compelling for me.
@late ridge ||play PTB||
Sorry I meant wooden walls, should’ve specified it in the suggestion
Is it just me, or turnip spawn rate in the swamps could REALLY use a buff? My first playthrough I didnt even know turnips existed...
Just you.
Because it depends on RNG, not anything else
#suggestions message Serpent meat is significantly larger than other meats, should be pretty obvious why it weighs so much more. Only changes I could see would be for some of the later meats (e.g. lox meat, hare meat, and seeker meat) to be adjusted to weigh a little bit more since they are also a bit larger than boar and deer meat (but still nowhere near as big as serpent meat), but serpent meat weight is fairly reasonable so don't see a reason to reduce it.
It's also used in one of the most powerful foods in the game for the stage they can be cooked at
That too. The weight helps balance it out at least a little bit. Would be too easy to carry around a bunch of it if it weighed less.
At least until you can get it to where it can be cooked into stew.
#suggestions message @last narwhal put a trophy in the ballista to prevent it from targeting players
I want it to kill everything else but players... not just one target
Then put several with according trophies
If it didn't change then it will not change now. You're out of luck without mods
They wouldn’t be funny if they didn’t kill everything
And as they are now you can be more tactical about their placement and what you want to kill.
And makes trophies more useful
RNG is def a factor, but the turnip plants in the swamps have been much more scarce than the carrots in the forest. On all of my playthroughs. I rarely ever found a swamp that had more than a couple plants, if any at all, while the forests are jam packed with carrots. There's so many carrot plants that I don't even have to replant them for seeds anymore.
That must be more bc of visibility than anything else.
I've even seen them being almost inside other objects
yea they are definitely too bleak, and might as well be invisible if you don't know what to look for
maybe more seeds in the chests too
Seeds inside chests might work. It's already a thing after all (onions)
For onion seeds that's only because crops can't be grown in mountains, which is why you find onion seeds in chests and not growing in the ground like other seeds.
Right, I did forget about that.
Totally agree by "reduced" I just meant something less than 10.0. I only noticed it when I went to transfer materials between bases and suddenly had 1000s of units of weight to haul and it felt like a possible oversight from the food overhaul.
Something like 4 or 5 per so you can at least move one stack around without going over 450 as I can't imagine gameplay-wise players are moving that much outside of a base anyways.
I dunno, maybe I'm not following how this might give a player an advantage or ease difficulty.
It's still mainly just size-based (there's a lot more than 5x the meat from boars and deer), so weighing that much is a property it would naturally have regardless, and weighing less wouldn't really fit. Also, the high weight per each chunk is to restrict what you can take with you along with the meat without being encumbered, it's not just for carrying only serpent meat around. There are also plenty of solutions without any changes being needed. 1 is what you would already do if you were moving a lot of metal or a lot of weight in general at your base: just walk around encumbered to transfer it where you want. Storing it next to where it will be used is also a typical solution, no reason to store it so far away that you have to struggle to move it around. And if all else fails, carts exist to help haul a lot of weight around.
There is still a weight restriction with the cart, it just shows up in maneuverability. If you want to haul a cart filled with just metal ore from five different dig sites back to base, you have to strategically dig and smooth out a path all the way between the loading and drop-off points. Otherwise you’ll end up being lifted up in the air at several points along the way because the cart tips backward while going over some bumps and your Viking is just not chunky enough to offset three tons of metal.
That path will then be used only once or twice and remain forever
Meanwhile, pulling a loaded cart over unmodified terrain in the black forest is still more difficult than just waddling and dumping/reloading along the way
I was merely making a point that an extra row of inventory does not render the cart moot.
I agree that the cart is unwieldy. Personally, I'm not a big fan, but it has its uses.
It does, just very limited 😅 like for dragging back extra loads of lightweight random sh*t that takes up too many slots otherwise… until you get portals and that’s all over
Haha absolutely.
I agree, serpent meat as is seems overly big and heavy. Putting it on the iron cooking station, the size implies one piece should easily feed ten vikings for a day, yet my character snacks one up for breakfast.
Reducing the weight somewhat would be nice. On the same line, why does the huge and heavy serpent meat stack to 50, yet other way smaller and lighter meat pieces don't?
tbh the ealier biomes feel so dull compared to stuff like mistlands, i know the harder the more interesting should it be, but we seriously need to make early game more engaging because it is far too grindy in the early game
how would you guys solve it to be more fun?
The player is just a single viking, no chance they could pull a karve on land, and especially not a longship. Just wouldn't be reasonable at all.
Maybe they could allow us to attach the ships to tamed mobs (lox in this case) for that in order to pull them from water
Better animations for some enemies would be huge, it could be the only change and I'd be happy. Skeletons and draugr have the same attack for example, which has been annoying me lately
Bonus points if improved AI behaviour
tbh for me, the first biome should be more interesting, you literally spawn in it, to really addict the player into playing the game, they need a good introduction
what im saying is, make it so meadows can come in variants each bearing its own mobs, like minibiomes per se
Different meadows with multiple mini biomes and mobs sounds more like bloating.
They could implement similarities without having to add content just because.
Much more variety in the POIs present throughout the world would be a good way, more unique locations that are dependant on distance from spawn as well
fair, hmm
They don't have to add new assets for this, just build more structures and create new areas with the current ones
well, first and foremost, its a matter how much content you have in it, while other biomes have reasons to be like this because the harder, the longer you need to be around, but you should be encouraged to be in the first biome
how about more decoration stuff, like the further you progress the more unique to meadows decorables you have
you could do that to every biome really, just meadows could have the most out of the biomes
It was for the msg right below but still
i meant more of wood, literally just ways to use wood
either carved pieces or such small stuff like sculptures or whittled animals
we dont need drops from bosses, just more ways to use wood really, in early game having such little customization kinda sucks
and having more whittled animals on meadows just kinda makes sense
limiting players to such early game in terms of building kinda is a bummer
the cool looking wood is unlocked behind hours of grind, what if you want good looking house early?
It would be nice to be able to properly decorate a meadows house to chill in while getting ready to progress. Humble doesn’t have to be dumpy.
fr
it doesnt need much, just ways to have different color of wood or different thickness, or should it be carved, or even little decoration such as whittled animals/items/enemies (depending on the biome! for example you can have whittled duck on meadows, but on the swamp you'll whittle a skull or an iron gate)
You already can. It's a matter of creativity, not just available pieces.
#building-screenshots has a lot of them, including normal wood. There's little "limiting" factor here.
just because there's limiting factor doesnt mean it should be like that, you shouldnt be restricted to create, we need more building stuff early game
you can drink stale milk, but that doesnt mean you should
*finer stuff, preferably.
Sure there are ways to be creative, but those wood pieces are chunky if you want any good details that look like a human lives in the building.
yea, whittling is what i'd want, and what would be cool to have, changing the whittles you can make between the biomes
yknow, in dark forest you'd have different whittles than in plains etc.
Unlocking a little roughly hewn Elder figurine after the fight would be pretty cool
I’d put that on my fireplace mantle
So the solution is just to add more endlessly?
Again, that's just bloating. You could ask for more, they would add it, someone would still feel it's not enough, should they add more? And when someone asks again, add even more?
We would be flooded with stuff that were added just for the sake of being there.
Better to just go to mods in that case, you don't have to solely depend on devs
no, i just want finer details early game
you literally dont need much
@jaunty prism
Play the game...
||And the PTB||
Also avoid overly vague suggestions that are just along the lines of "add more x" or "make x better". Hardly even counts as a suggestion then and will just be tossed in the trash.
Have the devs ever said anything about achievements? It would be so nice if they added some with the ashlands update, I have over 350 hours in game and achievements would be really nice to give you more motivation to do more
I think it’s been mentioned that achievements should be coming with 1.0
Probably because a lot can change in early access
Aight good to know, ive been waiting for achievements for 3 years at this point XD tbh i think it would be a pretty neat idea if each achievement is getting a different trophy, so when youve got all trophies for all creatures in the game you have all achievements too
That would be a ton of achievements just for trophies, maybe one for each biome for collecting every trophy there?
Yeah that could definitely work but personally I have no issue with more achievements, I rather prefer it :P
There’s no reason why there can’t be both 
That is very true!
Simpler to just have one or several regarding trophies rather than one for every single trophy
One for each trophy and/or one for each biome, not one for getting all trophies
Well I just thought considering we already have the trophy page it would be so easy for the devs to just make it so when for example deer trophy pops up in your trophy list you also get the achievement XD
I assume you mean one after getting all trophies?
"One for each trophy" sounds different
I meant one achievement per trophy because that’s what Rayous suggested here
One for each trophy ... not one for every single trophy
I'm assuming you meant one for each boss trophy here, otherwise that's just a contradiction and doesn't make much sense.
That exactly. It's why I'm confused
#suggestions message The developers will implement whatever they want and not what they don't want to, regardless of how many votes there are. Implementing something based on the number of votes also isn't how suggestions work in general, for good reason.
Based on times between updates lately, you can expect to wait 3 more for full release 😉
The second suggestion in this one would be nice to see, just not in a channel here. Maybe a page on the wiki with a list or something.
I’m also not sure the suggestion was implying a system where the upvotes have the power to make a suggestion get put in the game, but rather a place where highly voted suggestions would be recognized and highlighted and we could see where it goes from there including refinements to the concept, etc. and reasons for rejection if that’s what happens.
upvote them until they get implemented after a number of minimum votes
They very clearly meant a system that would have that power.
Or their wording is just really bad and only makes it sound that way. After reading over it a bunch I can't tell either way what they actually meant.
It'd be a most excellent way to increase people's ego and then having to deal with that...
It's better to state that some stuff were a result of people's feedback and suggestions (in general) than explicitly saying who suggested what.
Also removes the need to keep record of who suggested something, it's irrelevant to know
yea, that'd be nice
The wet debuff begins at 10 seconds and keeps increasing the longer you are in the rain to a maximum of 2+ mins, instead of going straight to 2 like it works right now.
Going into deep water will still inflict the 2 minute version
Does anyone else get depressed after listening to the black forest music?
No?
@serene igloo Raiseskill All 100
@mortal rivet
The mage armor that favours pretty much only ranged combat which is also the main set for the most powerful playstyle in the game demands you to not get hit by anything bc it makes you weak?
Yeah, I really wonder why...
you can balance things you know - without giving into your sassiness - its a late game armor which pretty much serves to unlock mage ability and already has lots of tradeoffs, like reduction in armor, sacrificing health and stamina for eitr. you're already vulnerable to everything and thats fine, but being even more vulnerable to staggers from the last biome is a little goofy
It is already balanced.
Mage = Powerful
Powerful = weak vs melee attacks so you shouldn't get hit
And all your weapons are range-based
If you're playing a ranged playstyle and approach an enemy then are you sure it's the gear you're using the main problem?
You could argue it should actually be nerfed so other playstyles are more encouraged
Imagine playing a glass cannon build and complaining that you're made of glass...
no, this is poor game design rhetoric. it shouldnt be nerfed but other game styles should be refined, buffed, and frankly, developed in the first place.
Gosh, sorry i think that end tier armor letting you get staggered by the prior biome bug is goofy. not like i was asking for more armor or anything.
They all are already.
The comment above summarizes your arguments perfectly
Mage is the most powerful class in the entire game right now.
The fact that you can get killed easily as a result is what makes it balanced
you think i dont get that?
You absolutely can't expect to be resistant to anything and also kill everything easily...
You clearly don't.
lol okay, well i think its unfun to have double spawns of deathsquitoes on top of you and theres very little counterplay to that besides just dying.
Then a glass cannon build clearly isn't for you. Glad we established that. Moving on.
You can also very simply use heavy armor and magic...
Nowhere states that you can only use it if you wear magic set
wowow reallyt?
and honestly, mage build being one of the best isnt because it's overpowered, it's because the other ones just arent good
polearms are a big L, the hammer is goofy. at least playing solo, a lot of it is just unusable
i can see other weapons making sense in group play but for 1-2 people, not as much
Polearms according to most people are some of the most broken weapons in the game, fair to say you more than likely don't know how to use them properly with a take that bad (same goes for any of the other weapon types, seems clear you don't know how to use any of them properly if you think they are all bad/unusable). Honestly no point even continuing the discussion any further at this point, you obviously don't realize it's a personal problem and not a problem with the game/design/etc.
ah yes, the carapace spear thats as strong as mistwalker or staff of embers...
I wonder if this was a serious suggestion, what's with the "you essentially cannot get touched by anything"?
Just someone that doesn't understand how glass cannon type builds work, and how light armor sets in the game in general work (much lower armor). They're upset that a ranged/mage build is naturally weak/much higher risk against close quarter fights (due to the lower armor).
That's funny because as a hyper offensive melee guy, I use light armor (usually partly fenris) with fast weapons like knives or the new stuff in Ashlands. So not only am I up there in close combat, but also have the reduced armor, and I have conquered the biomes just fine. Magic certainly doesn't need any buff. I could see a nerf but it seems like it's meant to be incredibly powerful anyway, though also boring.
I like that mage is a glass cannon considering how strong the staffs are I'd say mages only annoyance is max etir, it's really expensive for how short the food lasts.
Also if your a mage and complaining about armor use the bubble staff, that gives a lot of shield
I do kinda wish the full etir set gave 25 etir but I could see that as a little strong with the damage of the flame staff
Honestly you can be more tanky then some of the strongest armor if you grind blood magic
Guess I should have clarified that it's mainly a high risk if you don't know how to work around those weak points, like dodging/maneuvering (which they clearly don't know how to do if they're complaining about mage armor being squishy). And if you look at their take on weapons, it becomes obvious they are just bad at the game in general, so there's that.
"I'm a mage and I'm upset I can't play like a tank".
If your playing mage and don't know how to back away you can also us dead raiser, either way you shouldn't be in range of any melee enemy
I can understand deathsquitos but if your in the planes you should at least have 100+hp
everybody's gangster til the 2 star spear fuling starts running
Spears are rather easy to just side step.
Only time it would actually be a problem is in a group of enemies where your focus is divided, or if you aren't pacing yourself in the fight.
I've definitely died plenty of times because I didn't stop attacking soon enough to back away and dodge an attack.
I'm still relatively new so I don't doge nearly as much as I should so I just use a tower shield. But to be fair doge is bound weird on controller. It's LB and B together, when I'm used to it just being B
Yeah, I only somewhat started using dodge rolling more and it has been invaluable (learning the keybind on mouse and keyboard wasn't too bad). Really helps with closing gaps, backing away from attacks, and simply dodging attacks in general. Really fun mechanic that has boosted the experience for me.
Is it a thing already? Last time I checked you needed to manually raise all skills 🤔
yup, it's a thing already
I’d love to see another setting for portals, atm there’s boss portals then it goes to no portals, I’d like a setting inbetween that for portals only to be used with nothing on you at all and only with the no skill drain buff, so it’s basicly used just to get back to around where you were farming to get your gear back
Fulings started being a joke with seekers. And now that we're getting ashlands as well, they're just irrelevant
They used to be the strongest enemies in the game
In settings put an adjustment setting for day time and/or night time length
tbh i really wish devs would make early biomes better, because looks of the meadows completely clash with how polished mistlands or ashlands look, plus ai of the mobs later on is better, meanwhile ai of the mobs early game could run on a toaster i bet
meadows is original biome you usually want to live in for the least danger, so what if for each boss killed more enemies spawn in meadows?
make it still somewhat easy to beat, but still at least fresh enough
But that already happens...
Meadows having late enemies spawn based on boss kills has always been there
And it generally happens at night, so the daytime is still relatively peaceful in the meadows as it should be.
you mean the monsters from other biomes?
that spawn at night and roam around? or raids? cuz neither counts, that applies to all the biomes, not just meadows
meadows could use original mobs spawn the more bosses you beat so it's always fresh to traverse in the biome
Encouraging people to stick to ONE biome when there's multiple?
Hmmm...
@icy blade Play ptb
I'm only as far as the Plains
All content from the update is for ashlands. If you have a more advanced character then you should use that one instead.
id:customize go there and select the PTB role
Thanks
Enabled it
What is the recycle icon in the suggestion list? Does it mean it's planned?
Or that it's been suggested before?
Aah good to know, thanks
I could see that for Meadows, Mountains and Plains, but I think Black Forest and Swamp are pretty well done.
Plains? The plains are gorgeous.
I think the Swamp gets pretty old pretty fast
The meadows could have wildflower patches throughout them
It is, but it's quite barren. I wouldn't mind more life in it
you have meadows stretch quite far, you still need to walk on it, and its usually preferable place for a camp if its next to a harder biome like the swamp
Light set for plains would be neat. Considering we got lox pelts and linen threads, I don't see why not
@golden dagger play the PTB
Oh, thx i overlooked this one
@serene igloo I'm not sure if anybody has told you this already, but you can use 'raiseskill all x' to raise all of your skills by that amount
raiseskill all 100
@desert fern
What if we called the Portuguese translation for Neck, "Necoço", instead? It's a portmanteau of neck and the word for neck in Portuguese
Could also do the same in Spanish. Necuello
Amazing word. You're a genius
Thank you~ feel free to suggest it (though I would like credit for the conception)
"Necoço"...now I am thinking of Neko (cat in Japanese) and Coco (like hot chocolate)...a hotcoco cat. But I digress. it is indeed a good idea.
I remember catching a level 3 Neck and making a huge pond for it by our base. I named it Neckolas Cage.
It's not relevant to the discussion, but I thought it would be funny.
Unsure if you saw, but feel free to suggest it
I love the black forest, but the music is too depressing, I just turn it off. Which is unfortunate, because all the other biomes music is upbeat.
I will
Thank you @low ether for the suggestion. Idk if you speak Portuguese, but "Necoço" sounds great!
I do not, but I had the same idea in my head!
You know that feeling when they added Hilder's Quest and you were like oh boy, this cannot be done immediately. Then, you find it on the map and conquer the thing. Ultimately, you run out of things to do and the reward is very minimal much like finding a boss in the game and the return value or repeated the boss fight is less vibrant and so forth. Give us more replay value please.
I say that kindly because i have 1000 +hours and play both vanilla and modded over time.
you could always add mini games between people to spice things up
combat ones build ones exploration ones
@low ether black metal pickaxe works so far.
And we got it after mistlands because the resources from mistlands required it.
What does that make you think?
Join the translation team, and do it yourself
Ask Lumah about it
could we get Yetis in the deep North to fight?
#suggestions message Stuff like that generally only exists as a crutch/handicap to make up for worse control schemes that don't have more precise aim control. And it typically isn't wanted by most players anyway that don't have that need for it, since it makes that part of combat trivial if you can just auto lock onto targets.
Asking this because it's something I've wondered for quite some time, and I am curious if anyone else has asked for it -
For black marble build pieces, why are there no 4 Length, 2 Height, 1 width walls available? There are for both stone and ||grausten|| now, by far the most frustrating thing regarding mistlands/Black Marble build pieces has been the lack of a semi-budget wide wall over a 2x2x2 block. Is this something that's been brought up before? And if not, is it something that could potentially be added for QOL?
That’s a good idea, especially since (Ashlands spoiler, but not really. More mechanics.) ||we have another build menu with the hammer, we have more space for things like that||
@grim dome it already does
which part, the more skill on parry, or it leveling faster?
More skill exp per parry
hm, well then I guess just gotta bump the numbers up across the board
cause I do a lot of dagger parries, and my block will still be about 15 by the end of a playthrough while other skills are chilling at 80
@olive summit Please don't put spoilers in your suggestions
I think there's at least one suggestion to that effect if you search #suggestions , it'd be good to go upvote if you like it. Edit: what I was responding to was deleted, but please do make sure to search the channel before making a suggestion.
It's really just how often you block, not that it doesn't give enough xp per each block. In contrast you'll be attacking enemies, running, mining, etc. far more often, and for most enemies in the game you generally only need to block once or twice, and in the case of going to prior biomes with better gear, you mostly don't need to block at all. Learning to use tactics like dodge rolling even further reduces how often you block. In all honesty I don't feel it needs to be able to reach high levels easier/faster. Blocking is already powerful on its own, and that's largely due in part to starting off with the item's base block armor value and the skill adding onto that (as opposed to weapons which start below the base damage and the skill level works back up to the base).
yeah, it probably scales the same way as attacking does, which just doesn't work when you compare the two in terms of Times Used. Some numbers would definitely need to be tweaked in order to make the Block Skill actually be level'able, but also not broken to the point that you can just chill behind a shield all day
i think weapons and block buff work the same way though--they add a % of base damage on TOP of base damage, you always get at least base damage (and only base damage) at level 0
so at level 100 blocking, you get half again as much block armor as base value 50 becomes 75, etc.), take clubs for example as weapon skill--basic wood club at level 1 base damage 12, at club skill 100 +141% is like 12 + 16.92 (141% of 12)= 28.92 total damage
That is false. The yellow parentheses next to the stats in the item tooltips are the actual damage you do based on skill level. The base damage of a wooden club is 12, but at level 0 in clubs the actual damage value (in parentheses) is 3-7. At skill level 100 in clubs, the base damage is still 12, and the actual damage you do is 10-12 (not 28.92). For weapons you are working up to the base damage value of the weapon, not starting at the base damage.
why are my suggestions keeps deleting?
Read the pinned messages in #suggestions . There's also something clearly common in every suggestion, definitely not a coincidence they all start with a 💡.
yes, it was with bulb emoji, but all 3 were deleted, idk maybe because it was about ashlands?
@stiff stag oh you're right, my bad--looks like that range is determined based upon skill level & base value and caps at 100% of base value (so you couldn't ever deal more than 12 with club based upon skill alone--could of course with other factors e.g. weakness to blunt, backstab, etc., but not skill alone even lv 100)
found this article I'm not sure I fully understand that I believe details the exact calculation done, if anyone interested https://valheim.fandom.com/wiki/Damage_mechanics
#suggestions message i love this and it would fit well into any sort of "ocean biome facelift" update we might get in the future
oooh, thank you, didn't see that message
#suggestions message The bubble you put on them makes them durable enough (>1100hp at high skill), and you can push/pull/resummon them to alleviate the rest.
Bring a harpoon for skellet dungeon dives. If they were as mobile as the player most of the game would become dull, and you can try this with 1 harpooned bow skellet.
#suggestions message There's only so many visible runes on each portal, I kinda like that they (more or less) line up with character count.
I would like to make a suggestion to updating fishing and fish recipes. Every biome has a set of recipes that are upgrades from the ones before: a health, stamina, and now eitr bonus. However, the ocean bio doesn't really have an order in which you are encouraged to visit. The food recipes and become obsolete quickly and doesn't give any much insentive to invest in fishing. So what if instead of fish recipes giving health or stamina bonuses, they gave stat bonuses instead. Fish from different biomes can offer different stat bonuses, and thus encourage us to return to past biomes to fish. Possible future creatures added like whales or sharks would encourage deep sea fishing and more use for the harpoon. Krakens could randomly drop mussles or clams from the mining nodes on their back instead of only chitin. Please consider this fishing and fish recipe overhaul to encourage fishing.
#suggestions message
@knotty osprey I don't think this is necessary at all. Firstly, it's fairly easy not to spoil things, people just need to not base their suggestions on things in PTB or recently added features. Biomes and features that have been in the game for a while are going to be discussed within the community of that game so 🤷♂️ . I also don't think the suggestions channel needs to be "organized". They aren't really something that needs to be kept track of. Often people just don't read pins or use search, but no amount of new channels will fix that. just my 47 cents.
@stoic flint
I did read somewhere that they were a part of the original plan(waaay back when the plains were endgame), but whether or not they got scrapped I don't know. I do like the idea though. Would give me some compare/contrast ability with the Norse God of War game if they did include elves.
Right! I just think it would be very cool adversaries to fight. Friend of mine loves this game but got upset with the Mistlands update due to insects being the main enemies and they felt that had nothing relevant to Norse Mythology from their perspective.
The dark elves in God of War were bug like...but not bugs directly. Gata break the mold sometime or things get old quick.
whats the point of having others fight for you if theyre too stupid to do so, at that point just fight yourself
Fair enough. I didn't have any issues with it but my friend did. I kept playing since the update. They only recently started playing again because of the Ashland update coming out soon.
harpoon and resummon is a bandaid fix for something that shouldnt be an issue in the first place
Yo! It's nice to see suggestions and discussions! Are the devs really adding some of the suggestions for ashlands?
To my understanding, yes. Diagonal slatted flooring was a player suggested and that got added (see the older ashlands patch notes). Not sure about other items. It might be one-in-a-million that any specific suggestion gets added, but it aparently does happen.
tbh anyone else feels like bone fragments needs more uses? its insane how unuseful that item is for how much you can get it
They will play a roll in ashlands, once it rolls out. And if you Wana talk specifics, go into the ashlands chat or DM me so I can explain w/o spoiling this non-ashlands chat.
@coarse hemlock If your friend says he doesn't want to play with you because of the height of the characters, maybe that's not the real reason
it needs some early game uses tho
jist some decoration would be nice
You can decorate with bone shields on the wall
Probably suggested before but: I can understand the reasoning for not wanting to let players accidentally deconstruct ships & carts (Whoops! I thought I had my weapon equipped, but here I am now, in the middle of the ocean, fighting a serpent next to a floating pile of crafting materials, at least the ones that don't sink.. 🤦♂️). Could this be added as a toggleable world modifier, though, for people that would prefer to have the ability to do so? That should be a relatively easy toggle/code check, right?
Maybe put this in #suggestions. Let the thumbs decide!
Not everything needs to be its own world modifier. Why would anyone choose to have that enabled or not?
It should be enabled by default or not enabled at all (as it is right now)
Bro #suggestions message 💀
#suggestions message Cool idea for all the monster trophies we have, head on a pike is kinda a trope I can't think of any games that allow players to interact with.
Rather than blanket the same reaction from all mobs, I think each should react differently based on personality. Greydwarves could be scared of it, brutes can prioritize it, boar heads would attract wolves, etc..
Does sound like a lot of work for AI changes though, but even just cosmetic head-on-a-pike sounds great to me.
@limpid oasis what is that changing exactly?
it's supposed to let you run / fight / mine for no stamina cost or less stamina cost
devcommands > ||setkey MoveStaminaRate 0||
Done
Or ||setkey StaminaRegenRate 10000||
Or ||setkey StaminaRate 0||
But idk what the last one does exactly
how do I execute them?
Follow these instructions
@uneven geyser
That's definitely unfortunate, but I do wonder if some sort of workaround is possible
Even if it limits the size, I wonder if there are more creative ways to stay within the 36x36 limit
it says those only work in single player, and I still have to figure out how to give myself admin rights.
@idle kraken I agree, more night time only mobs would be great.
I believe wraiths in swamps is another, aside from the fenring.
oh ofc, mb @arctic wharf
Admin rights where? Is it a server?
Those are global keys, which means they affect the whole server. The host could enable them and they will always be active until the modifiers are changed (which case host would need to type them again)
@midnight bear that's called "walls" in the game
It's literally their purpose
#suggestions message
The horizon is typically about three miles from the average viewer. I can see ships & islands on the horizon. Can you swim three miles?
The Valheim character is not the same as the average human being.
"We have magic so literally everything is possible and makes sense and it's logical and makes this argument invalid (especially because it disagrees with mine)"
thats an incredibly dumb argument, not accounting for obvious things like the setting, world building, lore and general believability of the world
More swim distance is a valid suggestion.
I've died a few times stupidly thinking I could swim a distance early in the game or sprinting to the water and jumping in, only to realize I just went for a swim with no stamina. Later in the game stamina potions are an excellent way to swim long distances, fyi.
Thinking about it, I agree. It's a totally different set of muscles used for swimming than for running, but if I run a lot then I also have more stamina to swim. But if we changed it for swimming we would also need to fix it for every other skill, essentially reworking the whole game mechanics. Therefore we should just train swimming a bit more just as we do with running. The only solution I think would kind of solve it without changing everything is if there is a big gab between 2 movement skills then leveling up the lower one becomes easier. Like if you're lvl 50 in running but only 8 in swimming, you get to lvl 15 much faster than you would if running was at level 20.
I think that's a more nuanced solution.
I just wanted to offer a more positive comment and a tip. Sometimes, I find responses in the discussion to be inconducive.
Will we ever log back in without losing the rested buff? Had to leave mid gjall fight and I don't foresee great things when I log back in
it's not really topic for this channel, but maybe you can help me set it up here. #dedicated-server message
I feel like that might make things overly complicated. Maybe the best solution is to just give each point of swimming a large impact since there is a huge difference between someone who does and doesnt know how to swim
@dapper wagon
not at all what i am looking for. modifiers would change drop rates from enemies and i certainly don't want get spammed by dropped items. besides, the drop rate is okay early on, but the issue comes later. chopping the 1000th tree becomes very repetitive, though annoyed by this, coming up with alternatives like lox based deforestation methods is fun. but for marble and tar, there is the issue of finding enough deposits and a lack of decent options.
i want something more in line like making a farm out of a spawner. i like that there is quite an effort involved to getting a reliable and replenishable source of building material. its designing also adds a type of new gameplay increasing the variety of things to do in game. and it gives even more reason to build bases around the world.
#suggestions message @dapper wagon There are already effective options for mass producing basic materials, except tar and maybe bark.
Wood/stone can be gathered at about 2k per 10min by ||kiting eikther around||
You can gather marble ||at a rate of 1k/10min by stealing it from dvergr structures via stonecutter||
You can absolutely make auto-farms out of spawners, like, all of them. When the above method for stone runs out nests are easy sources. Devs are trying to nerf it though.
Tar is definately a slog though, a piddly 50-80 per pit. Growths aren't worth it.
- haven't considered using bosses, but that is a good idea. elder fight does produce a lot of wood. that said, it would make sense if elder dropped a full stack of core wood along with other loot each time he is defeated.
- don't like destroying dverger structures, especially when they are occupied. still a valid option i haven't considered. then again, don't spawned structures drop much less building materials then player build blocks?
- fine wood and tar are most annoying ones.
- ancient bark has too few uses to farm it as of now. would approve to have some bark crafted decoration items though.
- i actually use up quite a bit of copper and bronze in base building. it's manageable to get it, but still somewhat annoying; taking quite a bit of time with also underwhelming greydwarfs armies interrupting (would be more interesting if they would pose some kind of challenge)
For the wood types plant them densly on a slope. If done right all you have to do is chop the top one and the whole pile will turn to drops/logs. The less swings you make on any node the faster you get stuff. Stumps/replants do get annoying though, ||trolls/eikther|| can help.
If you use the build hammer to deconstruct, you get more resources and faster. 'Bout half the player-built cost though, unless player-made.
Unsure if copper is faster to get in mistlands, but there sure is a lot there. Tin seems overly abundant to me.
Also ||hildir clothes|| can help you gather resources faster.
There are also some less-than-legitimate tricks with the ||crystal greataxe|| that lets you woodcut at silly speeds, ||faster than eikther||
Anyone else want deer/other animal stomachs to be a drop item in game for the sake of legit scuba diving?
@dapper wagon As buffskin said, make sure to only mention Ashland content in the intended public testing channels.
#suggestions message I'm genuinely curious as to why people disagree with this
I am not one of the dissenter(s), so I can only guess regarding using the blast furnace instead of the smelter...
The less things that fall into complete irrelevance later on the better probably. People make entire bases revolving around the size and shape of the smelter, it'd be a pity if that just became useless once you obtained blast furnaces.
I think both have a place though, normal furnaces are cheaper and it's much easier to have a high smelt rate by just adding more. I'd argue it keeps its usefulness even after getting black and flametal, since iron is still used a lot for example. People are likely to have both in their bases anyways, and I see no downside in having the option to use the upgraded version. I don't really think waiting more time for your ores to smelt makes the game more fun.
#suggestions message @grim rain You can use a pickaxe to get the tar to flow out of the pit and get the tar items out
aight thanks
Really there is no actual downside. And yeah, the game makes things tedious seemingly for the sake of making things tedious, but they make you build, organize, and adapt to account for it.
There's no real need to have the blast furnace be able to smelt everything though. I agree it'd be nice, but Valheim is one of those games that doesn't want you to have nice things
I'd hate old smelter to become completely useless because there's a new, better one...
if it did become useless for smelting, it could still be used for lighting and structural support...but that is pushing it.
I'd like the option to smelt the lower tier metals in the Blast Furnace, but it doesn't need to be faster. The smelters would still have a purpose then if you wanted to smelt a ton of iron quickly, since they're much cheaper.
That seems very fair
@vivid ridge I recently had a similar idea, but without a 10th biome. Deep North and Ashlands would simply be the same step in progression, and you could choose which one to conquer first, which would give an advantage in the other
or instead ofa 10th biome just have a boss in the Ocean somewhere idk
I would prefer the last boss to have a really nice dungeon tho
yeah, or at spawn, etc.
the current problem DN has is that it's expected to "top" Ashlands as the next one in order
but in order to implement this idea, they might have to rebalance Ashlands for it to work mutually
Yeah, I think they could make the upgrades for the crafting stations have parts that you can get in either biome though.
And yes, I could also see one of the biomes being slightly harder than the other
I meant that, for example, DN would give you lava-resistant gear, whereas Ashlands gear would have some effect against the cold
I suggested this a long time ago.
But it got lost after the hack
The player choosing where to go after mistlands and any boss working as the prerequisite for the last tier in progression
That may be why they got rid of feather capes cold resistance, as they have that as a plan to keep the two biomes balanced, as the cold resist would urge players to go north first. Just a thought