#suggestion-discussion
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Yeah I totally agree that its a bit far out to really make that kind of decision.
@grave saffron
Thank you, but I have used this before. Have 2 boxed in I'm using currently. I'm looking for something that would drop a lot more and be a challenge.
#suggestions message I see your second option here turning this game into a slog through loading screens to get anywhere quickly, especially in large bases.
Both of these things you can just honour-rule with your crew by the way, it doesn't need to be enforced by the game.
so for boats in general, i would suggest larger port doors which can be attached onto fencing as well as a post style object that you can attach your ship to in order to keep it in harbour
sorry but it wont let me put it in the suggestions channel
add this š” in front of your idea
i did. it didnt work ;-;
@rustic obsidian why do you have wisp torches all over the biome? You put them over the paths you frequently know you will follow, not "everywhere"...
If I know I will go to nearby roots to get sap from a portal and then go back, I will put the torches over that path, why wasting them putting them outside of that path?
It is very restrictive to be able to see just smaller portions of such nicely looking biome. Also having bigger open areas visible makes it nessesary to expand with tourches everywhere. I would like to see stuff and having your vision obscured is mechanic rarely utilized by games due to most gamer's experience coming from just that
I don't mind the mist mechanic itself as long as there are proper ways of dealing with it, as it is the case in other biomes. And there currently aren't ones that are effective enough in my opinion
It's been mentioned that forcibly removing the mist / or naturally removing it with lots of torches affects your game's performance
It has unnessesarly negative effect on the replayablility of the biome, especially if players are inclied to return to it after continuing the progression
so I imagine that's why not too much has been done regarding mist removal system additions
Could that be why we don't have a large piece that removes bigger areas? Clearing a big area would mean using fewer pieces
I'm comparing situation to the mountains as in their case, their exploration drawback is being completely nulified by additions in each next biome - every next biome has capes with frost resistance, making exploration easier. Furthermore mistlands itself also provide special cape that helps in mountain terrain. And damage overtime drawback is far more forgivable for a player than vision.
So point of having more access with dealing with that biome drawback is even more important but currently underdeveloped. In addition mistlands indroduce difference sources of materials from previous biomes, like copper or iron, which further puts them as certain milestone, kind of a starting biome of mid or late game.
I might not be able to comprehent why exactly there would be no expansion of that particular mechanic, maybe I'm missing some deeper development lore, but I don't think difficulty would be considered one - you can hear enemies within the mist, mart points of interest etc. Mist functions as prevention from reaching the biome before and later as source of frustration that slows down the progress but doesn't expand on the difficulty
In my eyes it is equivalent of having no permanent cover from frost damage in mountains and relying on potions exclusively. Which would not add to the experience, but only hinder the progress
Something like applying the wisp light effect to building material (increased by the materials size/volume) would work. This would make it less intolerable for me at least. That way, if you build a path you will have a tunnel through the mists, and if you build a base it will be a bubble of clear line of sight. The enemies are tough but not "I need to sneak attack and crit or I will die every time" difficult. So being able to hear them coming alone is ok. Would being able to see make combat easier? Yes. Would it allow some players to better enjoy the mountainous terrain? Yes.
I would argue that the combat wouldn't be much harder or harder at all. Wisplight gives enough sight that you know your surroundings and enemies are sparse enough that it is hard to run into a lot of them.
At least that was my experience. I don't find mist to be any hard factor in combat or at least be less important than rough terrain
Mist is more of a factor in terms of exploration. And as such should be having bit more counters as you progress
My suggestion is also not drastic. You still would have to set those torches up, they can be destroyed by enemies and could require some more/rarer resources to obtain, so impact isn't as high initially but allows later for more comfortable exploration and settling up
@marsh walrus chests are basically (limited) pocket dimensions for storage(is how I look at it). Hence why you can store a massive item, like a serpent trophy, in a tiny personal chest.
This game doesn't pride itself on "realism " so I try not to take issue with stuff like this.
Also, if they were to be clean fitting in a 1x or 2x area, that would mean other issues like having chests of similar storage be the same size on the outside (16 slot and 20 slot chest are a 2x size and a 8 slot and 12 slot are a 1x size). Or one dimension would be wonky (20 slot is 2x2x2 vs 16 slot is 2x2x1.6). In the end, it is a cosmetic thing that might be fixable with mods.
ITs for that pocket dimension thought that makes me wonder why they would not feel the need for clean organization. No matter what when you start you are always working up so better chests being the same size as smaller chests would be fine to a fresh palyer. IMO but even making them LARGER going up but abiding by 1x or 2x would be great. Make the wooden chest 2x1x1 reinforced 2x2x1 make the black metal chest 3x2x1 or something like that
Might have been the devs were more focused on making story content then cosmetic changes.š¤·āāļø it doesn't sound like it would be a huge issue to implement, but I'm not into coding, and more so im not apart of the creation process, so I can't say for sure.
We're magical resurrected vikings that can eat 3 different kinds of pie but can't stomach 2 consecutive handfuls of berries. Those complaining about realism, I feel, should maybe consider that.
exactly. #makechestsfit! lol
that could very easily become a inuendo
but that would have to be pushed into the general chat
we should have colorable sails.
none of this works on a multiplayer server as admin
Might depend on the server.
A host can enable those keys and they should affect the whole world. Dedicated servers could be different but I have 0 clue when it comes to dedicated
@charred onyx nope
Why does it make sense that Silver is both the heaviest metal and the most expensive when the end game tiers are less?
Game design.
Thats not a very helpful or thought out answer
The devs wanted a heavy metal to go into mountains, and the upgrades are probably more expensive than iron because itās so easy to get
Silver is easy?
Yes. Find a vein, excavate it so you can break the whole thing instantly, roll a cart down to your boat and sail it back (or just walk if itās near your base)
Iron is easy, blackmetal is easy. Transporting a cart across mountains is near impossible most of the time.
but blackmetal upgrades cost the same as iron. Thats why I put it as a reference. If blackmetal cost more and weighed more it would make more since. In the current state, it really doesnt.
Why should scrap pieces of black metal weigh more than big chunks of rock full of silver?
Iron ore weighs the same as iron scrap.
copper scrap weighs the same as copper ore
Its just highly inconsistent. And that Blackmetal is cheaper than silver doesn't make since.
Silver bars have 14 weight, black metal has 12.
I was talking about ores and scrap. But your point makes it even worse.
It take 2x the number of bars which weigh more to upgrade
And how does it not make sense to use Blackmetal for plains armor? At this point you seem like more of a troll. You haven't answered any of my queries and keep changing the factors of discussion.
Doesn't really matter considering you pretty much only need silver for gear alone.
Contrary to black metal and iron which are for build pieces you can use a lot of. Especially iron
Iron I can see, its in everything. Black metal is really less resource intensive. Maybe it will get more love in Ashlands. I am always overflowing with blackmetal. Iron and Silver, not so much :/ If you needed it for plains armor I think it would balance out.
Its the combination of 40% more weight, inability to use a cart in the mountains, and 2x cost for gear that seems way out of balance for Silver.
It costs a lot more in comparison to other metals precisely bc of what I said: it's exclusively only used for gear.
It doesn't really matter if it costs too much to craft and upgrade the silver gear bc silver is also easy to gather, and the fact that you don't need it for anything else except a single build piece means they had to compensate it somehow, and that is high gear costs.
Iron and black metal you have to think about gear and the fact that you use it for build pieces, and iron is needed for iron beams, which help for stability, meaning that is even more important when it comes to building
Also the fact that swamps slow you down in getting iron, getting Black metal is 8 times easier, it's just killing fulings, for iron you need to get all back to the swamp where you have to mine it manually
In other words: pacing reasons
Devs didn't want you spearhead through the biome so they reintroduce the old one
I agree that Iron was executed well. But Blackmetal isnt used that much in building AND you dont need it for gear. 100 Blackmetal will get you 10x what 100 silver will get you.
If blackmetal was required for Armor maybe it would make more sense and balance out imo. But needing 60 silver per piece of gear is wild for the final upgrade.
I think for me it boils down to Blackmetal is excessively provided and super easy to stock up on. It weighs 40% less than Silver, and gets you 2x more upgrades. I literally throw it away. Luckily they balanced Iron a little to make it obtainable in Mistlands.
If Silver weighed as much as blackmetal/iron OR if it cost maybe 1.5x the cost to upgrade rather than 1x it would make a lot more since imo.
Perhaps rather then making silver either lighter or cost less per upgrade, black metal needs to have more scarcity
i really hope they change it to require black metal for plains armor, would make so much more sense
Yea, Iron is already used so much in building, I never understood why im always drowing in blackmetal
exactly, i feel iron is used at a 10:1 rate compared to other metals especially blackmetal. like why are there 2 seperate biomes that both require iron only for the gear? so odd
Technically 3, its used in Mistlands too, but you can also farm it in the Mistlands
hmm mayne iron is a 12:1 ratio, lolllll, mistlands isnt so bad since you can get the iron from there, my only complaint with the mistlands is the mist itself. i like the look and feel of it for unexplored lands but the reappearing aspect is so annoying, the biome itself is extremely gorgeous and theres not really a way to experience that in vanilla gameplay without spamming a toooonnnn of wisp torches which is gross looking and super tedious
For me its hit and mist it adds a terrifying and challenge element.
And those sweet sweet havens of no mist areas are valued so much more. I do wish we could build those dverger mistlight lanterns and it dispelled a larger area than the torches. Putting 4 or 5 around a outpost would be super nice rather than 20 mist torches.
@fast pumice I think you idea could work in caves. I believe the game mechanics don't allow for running water from height. Im not sure if it coul dbe like a "fountain" in a cave or something.
I was thinking it would be fun to build a house near a waterfall, or behind one, and caves can't be built in sadly
It would be wonderful thats for sure. I know its not the same, but you can go into dev commands and build on the edge of the world by the waterfall of death lol
I'm sure if you're skilled enough, you could do it without dev commands
Id love to see that lmao. Escape the current, swim down 50m to the bottom of the ocean and start placing iron beams. Or I guess just spam the button as you fall to your death to place them. It works for building bridges in deep water lol
Yeah but where do you put the workbench?
This is true, it used to work because they worked in cylinders. Crap, I may not be able to make deep ocean bridges now.
Also, can confirm, its about 60-70m deep. im about to see if I can survive a fall off the ende with a feather cape
Nope, dead by 40 meters down automatically
damn
So 40 meters is the limitš¤
ish falling super fast so it was hard to get an exact number. to be clear its after falling off the water fall.
When I got to about -10 Y it triggered the instakill. Started at about 30Y
tbh if they made black metal usable in building, i'd make it core wood version of metal, basically you can make tall metal pillars with it
I thought you both (fries and archon) were just one person listing all their ideas in the channel š
slightly different profile photos 
I thought I was the only one who believed that but didn't want to say anything...
@fiery lodge don't really need necktail that often though
I can confirm I dont know fries lmao
It would be nice if we can have different wood floors depending on the material
Like ancient wood, fine wood floors
For the next great north biome, i suggest zip lines for descending mountains.
For the game value Some crossbow ammo you could make ( this game still do not have ropes.)
Since there's already a thumbs down on my three minute old suggestion for a stamina revamp @granite geyser why do you think the current stamina system shuoldn't be improved?
There are already several ways to improve your regen, rested being the easiest, but you also have meads and lingering mead as well
Managing stamina makes combat more engaging and dangerous, as it should feel
blackmetal 100% should make a substitute blackmetal version of the iron-wood beams--i'd take literally a functionally identical reskin and be happy, if only for the alternative use for the blackmetal and taking some load off the ever precious iron
Rested only helps you so much and doesn't last forever. Meads have a cooldown between usage as well as not being available until you have the fermenter. Lingering stamina mead requires ingredients from the Mistlands, making it a late game item. Two ways of momentary improvement aren't enough to make this poorly designed system good
I was mostly referring to outside combat, as I don't really have a problem with combat stamina rather the fact that running, swimming, mining etc. consumes your stamina so quickly that you have to constantly wait and sit around for your stamina to regen
one cool thing might be to add some items with constant (lower than the lingering pot) stamina regen rate--maybe a new accessory slot item--could be a good thing to add to the light armor sets to give them more appeal
Yeah, there really isn't any good reason for stamina being nessesary outside combat and traveling. Why player is being forced to stop planting crops for a while or stop building things. Those don't need to consume stamina and are not adding anything except making the game progress slightly slower. As for swimming and running, I would say stamina system is needed, but it could be less restrictive than it is currently, the way you can run out of it in matter of seconds while just moving from one place to another in early and mid game. Instead of having such huge gap between max stamina in eg and lg, there could be more emphasis put on better food regenerating it faster and increase max stamina granted by eg food
I'd agree planting and building shouldn't need stamina
planting yes, building MAYBE--there's at least, conceivably, the argument that it's intended for balance in combat since it actually can be extremely tactically valuable to use the hammer in battle--drop walls around an enemy to buy recovery time, using the hoe (another "not combat" focused, or at least not obviously intended, tool that is nevertheless potentially very useful in combat) to raise terrain, etc.
I think combat stamina is fine as it is, and managing stamina in combat is a big part of the game. Planting and building are exhausting IRL, but they should use less stamina in the game than they currently do, for convenience and enjoyability reasons. Also swimming and running should use a lot less stamina if you level up the skills, currently the impact of swimming and running skill is almost nonexistent.
Stamina is one of those mechanics in a game, which some people put up with, others hate it, but nobody gets all excited and says: "Oh hell yeah I'm out of stamina, that's awesome!"
This is a very specific situation and it can't the reason stamina isn't improved. There are also more efficient ways of managing combat
Both are mitigated by hildir's sets of clothing
Also, the fermenter is unlocked at BF, you can reach that tier in like two hours of playtime
So we're supposed to be restricted to one set of clothes because the stamina system is inadequate? This is poor design if anything
Correct, but that still leaves the fact that the meads have a cooldown and the lingering mead is a late game item
You speak as if you literally couldn't build and farm without that clothing...
Nothing is forcing you to use any specific clothing
I guess the only way they could tweak/buff it is by making stamina foods increase stamina regen similarly to hp food increasing hp regen
I'm saying it like it's very annoying and tedious to stop to recover stamina every time you run out doing normal things like planting, mining, cutting down trees etc.
having to recharge your stamina for 20 seconds every 20 seconds while planting crops is not a neccessary game feature. Just because it's always been like that and you got used to it, doesn't mean it's good. Hildir's clothing and wasting stamina potions on farms both aren't convincing to me. Hildir you need to find first of all. By the point you found hildir, you've probably already farmed an awful lot without her clothing.
Or maybe by making these non-combat actions consume less stamina...?
I also don't understand why you downvoted the suggestions for server settings affecting carry weight multiplier and stamina multipliers. Those should both be low effort, developer friendly additions, that don't affect you in any way. We'd like it for our server, you can still play with whatever settings you prefer. More options for customization don't hurt anyone.
regarding carry weight, I believe there are mods for that.
The game has to be able to be played without third party content. The stamina is still an issue regardless of the rich mod community
hmmm....thats a constraint I didn't know of
mods should add to the game, not fix it
The game is already able to be played without third party content
i was more referring to the question of whether it served any use value/purpose to have stamina cost to those specific things--building and planting--I don't actually share the premise that the stamina system isn't MOSTLY fine as is, maybe ad some more options that affect regen rate for customization, like my suggestion on the light armors getting such a buff and/or accessory item that does so, but i think it's MOSTLY in a pretty good place "as is" with the INTENT being we as players are supposed to learn to manage stamina as part of the core gameplay challenge
There's a difference between managing it and having a subpar system. The only management options I've so far gotten are a set of clothes unlocked at Plains, mead which has a cooldown (+lingering mead obtained at bloody Mistlands), and rested bonus which, while useful is not a sollution
Forcing players to play a certain ways is not a bad thing, let them think of ways to overcome obstacles rather than handing everything to them on a silver plate.
Also, of all things that is one of those that pretty much everyone would increase, at which point they should just increase the base weight in general, why making it a slider? Why not implementing other ways rather than a very convenient slider that's pretty much worthless as almost everyone would set it to max. Does that mean they should add a modifier for stability? Completely cancelling the one thing that makes building so engaging?
It's also annoying that every feature is a "possibility" because "just make it a slider bro it's optional so don't use if if you dislike it"
Should they add one for flying as well then? One for making you literally invulnerable? Another for giving you all forsaken powers from the beginning of the game without having to kill them? They're sliders after all, you're not forced to use them so they should all of these...
Makes sense, right?
no.
it's a slippery slope argument you used there.
I'd like to loot a crypt without having to run back 5 times with a belt. It just feels like an artificial time waste to slow progress, which I'd like to get rid of for me and my private group. That doesn't mean I'm in favor of flying and the other nonsense you mentioned.
You can enable the modifier to allow teleporting metals to easily move it all at once.
not on a dedicated server from what I know.
You can, Iāve done it on a dedicated server.
I think you need to use -modifier portals casual
Check the manual if thatās wrong.
thanks, I'll try if that works. It wasn't listed in my server config though, so I'm afraid it might have been removed. Are you sure that wasn't a 3rd party mod?
I have never used mods.
It wonāt be in your config by default, you need to add it next to all the other options
do you know if there's a list online somehwere with all the additional modifiers?
The folder with the .bat file should have a pdf in it (the server manual I mentioned earlier)
If youāre renting a server online I donāt know how/if you can access it.
alright thanks. I found it, it's in the file already. Must have overlooked it when setting it up.
Hmm Iād say high run is super noticeable. Whenever I go from a 100 run character to a new character I feel such a huge diff
25% speed and -33% stamina is very nice
Ye, but itās just an inconvenience having to swap armor. Itās also not worth it unless youāre planting a big field or doing extensive construction work (tbh I donāt have many stamina issues when building though, more with planting)
What do you think about being able to hire dwarf mercenaries and take them to your base to defend it?
We already have wolves, boars and loxes to do this
Not a reason to add more though. Hiring mercenaries seems like an interesting mechanci
I would like them to add this that mechanic...
Just to see people then complain about the mages obliterating their bases with their attacks...
What? Didn't you want "protection"? c:
just spam skele's forever
man, feels bad when people straight out dislike an idea without reading it all, just literally scrolling with eyes quickly
i really was working hard on the plant rework idea, really tried to make it as balanced as possible
Takes five seconds to read "lynx, fox, snail"
read the one above, i posted 2 ideas
No more normal animals
both linked by farming
It's viking purgatory, not Midgard.
I actively wish they changed current normal animals for something more fictional
i mean, they kinda sealed their fate by adding chickens
plus valheim is kinda like a purgatory, but has elements of midgard like trees
I know, I hate it
Even something resembling basilisk would've been a better choice.
They themselves are not sure of their own vision
and if u change trees, you need to literally remake whole game
coz it throws up questions of mistreatment of the "normal animals" and makes ppl feel like they are doing something immoral even though it's all pixels
i'd prefer they avoided those sorts of things as well
I support adding snails but DO NOT MAKE ME INTO A FOOD ITEM š
Ok what about this, a new biome that is totally underground , like giant dverger mines full of corrupted dervergs . Like Moria of the lord of the rings just a giant big damn giant as possible dungeon
Full of corridors, rooms, hallways, doors.
Don't tell me 'Ah, but there are already the Mistlands dungeons, which are basically infected dwarf mines.' It's not the same; this would be giant dwarf cities underground with corrupt dwarves and perhaps other mobs as well, like cave trolls.
you should check out the tier 1 tasty mead. Its excellent. Sure its 10 seconds but a cheap +100% to stamina is awesome. LIke taking a water break from doing hard labor
#suggestions message
Alternatively, make it a light armor option as the plains currently has no light armor. Perhaps it could give +15 to Swords but is not strictly necessary for it to have a bonus.
@median pasture how are deathquitoes such a problem lol
@gentle heron #suggestions message the hacks could just prevent that information from being sent
not if they are mods, but if they are 3rd party then yes sure
Cities Skylines has a mod that disables the mod check to disable achievements, so it's probably doable here too lol
@rapid matrix, @nimble plover Just a reminder to keep Ashlands related content/discussion/ideas in the relevant Public test channels as Ashlands is only in a testing phase at the moment.
If you don't have access to the ptb, head to ā Channels & Roles and select "I want to be a public tester"
I see you both have the roles, so head to #valheim-public-test and #ashlands-feedback-only respectively
@delicate plinth ||play PTB||
oh, rly? I don't usually play PTB, to avoid spoilers.... I also don't really have time!
but if it's already in the works, I'll happily wait!
Suggestions of a good Euro-Server-provider?
We are around 10 people and im thinking of GPortal...
speed is fine but stamina reduction is a joke
eh to each their own. I personally really like eikthyr power, but when I get 100 run I start to find eikthyr has little use bc I have plenty of run stamina anyways
depending on the biome I usually take bonemass or yagluth, for long boat journeys I take moder. At some point when hitting level 50-60 run I think the stamina consumption decrease should be more noticeable
tbh, what uses would you give for boss summoning items (aside for trophies for eikthyr)? cuz it kinda sucks they just have a use of summoning bosses, i'd do this:
-
ancient seed - can be planted and grows a friendly greydwarf/shaman/brute (be careful, they attack everything, even your friendly animals!), click e to make them follow you or to make them walk in designated area where you're at, you are all familiar how you lead draugr into a pack of greydwarves to make them stop following you right? this is basically this but greydwarves fight for you
-
bonemass summoning bones - you can feed them to blobs, making them a tameable creature, they'll drop you 1 ooze every 4-5 days if tamed
-
dragon eggs - not for cooking, not for hatching a creature, but make it so if you hold it, hostile drakes appear around you randomly even if not in mountains, however they are hostile to everything around you too, so you're burdened by its weight and drake attacking you, but it also attacks enemies and they cant usually reach it
-
yagluth summoning totems - can be crushed to set yourself on magical fire (it wont go out even if wet), but anything you hit also gets affected by the debuff, making it extra dps for the cost of health
no idea for sealbreaker fragments, sorry
- bell fragments - comes with a bell stand that lets you have raids on demand, but you cant choose what raid it is, it's a completely random raid, from early game up to lategame raid
Only one I like is the last one
Yagluth??
Seems like an absolutely useless power to me, at least unless you're playing some weird challenge like me where you can't use any resistance meads
Thing about boss summoning items is that is naturally and rightfully their only purpose, to summon bosses. They do not need any other use than that aside from decoration.
It also doesn't make much sense for them to have other uses, especially given the lore of the game (the player's goal is to defeat the forsaken, so using their summoning items for anything else strays from that purpose).
pretty good against the mages in mistlands and even the goblins in plains, saves a potion slot. after all I can't be bothered to carry 5 potions at all times.
hmm just sounds more powerful taking half damage from physical damage than saving an inventory slot. But I suppose it depends how much difficulty you are having with mobs
If on normal difficulty it might be a nice quality of life power
Probably would be more useful if mead were nerfed and yag's power is buffed
Meads are resistant, Yag is very resistant
Would be pretty good yea. Probably some other balancing that needs to happen to adjust for meads being less useful though
Also I still find it so weird that sacrificing a helmet slot and hunting down the materials to craft a root helmet, gives less poison resist than just chugging a potion
Potions run out and have to be reused, the helmet can just be left on and you don't have to worry about the bonus wearing off. Fairly common design for the former to have a higher effect/potency and the latter to have a weaker but much more lasting effect.
they have to be reused, but the ingredients are very cheap and easily farmable
perhaps throw in some challenge in making it tbh
It's less convenient to manage and takes up an extra inventory slot. With the helmet you literally just put it on and forget about it. Passive bonuses you don't have to put any additional thought or effort into are designed to be less potent as a trade-off, and that's a general design that extends well outside of valheim. Besides all of that, you really aren't missing much anyway. Normal resistance tends to be more than enough for the majority of use cases anyway.
Depends on perspective I suppose
For me making meads is very cheap, 1 inventory slot doesn't matter much, and drinking them takes little effort. But to someone else all of that could be important
A Root helmet eliminates all the above downsides (again idc much about those), but adds another small downside of having to craft the helmet (imo more expensive than crafting resist potions), and a big downside of not being able to wear other helmets, like an iron helmet which gives significantly more protection. So Root feels worse to me, even before considering that it gives a smaller bonus than mead
oh we're also playing in a group so we're stacking buffs. Yagluth and bonemass, with 2 people running bonemass and one running yag
makes sense
Yagluth makes a lot more sense with a group.
I like Rianus idea of DN being environmentally heavy. I always like the environmental challenges like swamp being stamina and movement draining, and Mistlands being visually impairing and difficult to traverse. Deep North really seems like somewhere you'd wanna fight for your right to survive against the elements.
Should still be plenty of combat though, combat is fun
I didn't completely scrap the idea of combat in DN. It would just have much less focus.
I can even imagine that some enemies could have more density in specific areas rather than you finding them in the wild.
Pretty much opposite to ashlands
I will say I much much much prefer tamer combat across the biome with difficult combat encounters centered around special locations/resources
unlike Ashlands which just has medium combat difficulty EVERYWHERE, and nowhere with significant difficult fights (other than I guess the boss fight, although not sure how I feel about it)
@granite geyser #suggestions message
the thing is, if you make a biome only about exploration, it is goddamn borin to traverse, environmental challenges aren't fun, they're annoyances you have to deal with, with enemies you can just outrun them if you dont want to deal with them
I didn't say it's only about exploration tho
#suggestions message they could just change dundr's recipe to include iolite instead of bloodstone, since it does lightning damage it would make sense
Im gonna be honest, i think the only reason dundr is bloodstone is rule of cool and red lightning. Logically its iolite, but its red and and red lightning is cool as hell so they did bloodstone
Also i think you could make some kind of logic of it by saying we got electricity of some kind pumping out of our hearts but idk im not a biologist. I just like the red lightning. I wish the bolts were brighter
Putting more focus on the environment could be cool. Potentially work in something like weights are increased by x percentage and you are slower by X. Would make certain powers better, make it more of a strategy on what to bring, and make the biome feel bigger at first.
But from an enemy perspective, still a focal point too, but kinda like real life its more about powerful, big enemies. Think polar bear or moose. Things that at first can move quicker through thick snow and easier than you in the biome. Wouldn't need to overwhelm people with numbers, but don't venture too far out from a portal or defensive position without proper preparation
DN is the only biome where I would accept bears, and that's if they have some kind of uniqueness to them.
Even scaled skin would be fair. Or dragon bears
Or humanoid monsters that turn into bears. Maybe they can fight alongside you in either humanoid form or bear forms
I think it's clear that the deep north needs content at some point, but so far the suggestions for mobs have been very vague and not very convincing, at least to me.
Will there be an update to the valheim map website? It's still showing ashlands connected.
Werebear! They transform at night if the moon is visible, if it's storming or something they won't.
How about a Trident that you can craft from mobs in the Ocean?
It already had
I like this more
And look, we would finally have moon phases from the scrapped roadmap
Moon phases would be so cool, I would love anothrr overall patch before we get the next biome
How about a Sand Biome with Venomous creatures, also some ruins to get venom weapons?
The next (and final) biome is going to be the deep north. There is already a placeholder version in every world, waiting to be updated.
Ahh I see. I know about the Deep North. But was just wondering like there could be so many Biomes & weapon exploration. Just some ideas
currently changing all my wood cook stations to metal ones cause I loaded my world with the new fire modifiers and they all burnt down lol rip
@granite geyser
@granite geyser only new version is .w17.46 and that has ashlands connected, so no it hasn't updated.
@alpine egret I'd say one of the Ashlands weapons is basically like a boomstick
@wintry bobcat thats why i say that
You're suggesting adding something because it's already been added?
@wintry bobcat i do feel like we need more land based transport or air
im saying add more variants
They've vetoed air transport because it would be too powerful. Could be more land transport, although I think moreso they should just improve the current land transport methods, like askvins
aww man i feel like airship would fit really good and look cool
i would just want them to mess around with friends
i think they should veto the veto
We really need a š¤¦āāļø reaction for suggestions...
I don't think it would fit the viking theme
Every biome in the game can be said to relate to their culture, other than the made up fantasy ones
Hmm true. Totally forgot about that. But venom/poisonous weapon varieties would be a cool idea
I wish the devs would add smaller content in earlier biomes
Maybe that'll be the case once the game is actually finished
Airships might suffer the same problem as flying did in WoW. Graphics get built with ground level viewing in mind, for efficiency. Incorporating flying requires a total rethink of how the environment renders.
im thimking like a max elevation like just above the trees or something idk its jsut an idea that i think would be fun to mess around with
The fact that it would make any other form of transportation completely worthless is a much more important reason
@strong trench good thing you suggest that, I'm sure devs would've never thought about developing their game
Yeh, that's good point too.
you guys act like they cant balence them like make them slow as shit but hella storage or something
@silver minnow like bread crumbs in between the bigger updates?
I definitely wouldn't use an airship that moved like a raft, just because I could move more stuff. Nobody needs to move that much stuff that can't be moved through a portal, or on a boat.
Removing literally all dangers from ground/ocean travel makes it a bonus on its own
the way i want them added is just for fun and making my towns look more alive, i dont think veriaty is bad even if the item is bad
I think you're in the minority on that.
i know that but id like to see more active and role play stuff if you will added to the game
So adding something just for the sake of adding it bc "fun" and neglecting any other important aspect
there are a bunch of stuff in this game like that added just to be in the game
and remember the whole hilders quest update?
so i say, why not add airships just for fun
Less immersion for the viking theme
Because there's fun, and there's progress breaking. Airships would make large portions of the exploration and attendant dangers trivial.
bruh i can summon a troll from the sky
maybe a sky update adding birds or harpys if you go high enough
I mean... the sky as a biome is not a bad idea.
Valheim: TotK ?
That just means forcing themselves into adding something because they added one single thing...
or adding to the sky then adding airships
But as it is, the dungeons are already placed way high in the sky, so there's a limit to how much they might consider just from an architecture standpoint, and I don't think flying other than through catapults is in the dev's vision š
"let's add airship"
"Wait, sky is empty. Well that's great, now we must add content to sky... Tf were we thinking?"
No no, I'm thinking in reverse. IF a sky biome was added, then maybe an airship would be feasible. Not, add an airship so we can then develop a sky biome.
If it was a thing then they would have to add it together
But sky update sounds out of place unless done right
then they would do that either way i think it would be cool
and i think they can do it right if they wanted to
I'd rather their be another ocean update
that would be cool too ive been wanting one as well
i just think this game can have so much to offer
in EVERY biome and playstyle
Imagine adding a sky biome when the ocean that's been there since day 1 is still mostly empty
well ofc they would do that first i just want to start the thought of the sky biome being added
A sky biome feels comfortable as a mod but otherwise too controversial to be actually vanilla
how so? there is a GIANT branch in the sky
Dungeons are actually up in the sky, how would they add a biome to the sky without risking making something visible that is not supposed to be visible?
you could walk on clouds or make the branch the sky biome dude there is so much possibility
its their game and their vision im just planting a seed
There are mods that already allow that. I'm just pretty sure the devs don't really intend on doing anything like that, at least not from what I've heard. They've definitely had the idea floated.
@oblique gyro I'm one of those folk! š
Well, sometimes near my base I'll chop them. But usually leave them bc they take so long and give little loot.
Maybe make stumps easier to destroy?
i agree with that but im a builder when i make a log camp i like to have the stumps but yeah make them weaker
Why not let the rain damage them to 10% hp or so then? Weathered stumps look neat, dunno how I feel about repairing a stump though.
"The airships are okay...but now we want spaceships."
I'd like if the spaceships were equipped with hyperdrives or warp technology tho bc the travel time between planets otherwise is just gonna be so dreary
"We are okay with spaceships, but now we want time machines."
is there even REALLY a good reason to have stumps in the first place?
is it a "realism" or wanting to have the option of leaving an area looking like a logging camp thing?
oh lol, @alpine egret literally answered the question just posts before
okay, well, I SUPPOSE that's a use case...
who are you quoting?
The imaginary people in my head who want airships, and then spaceships, and then time machines in Valheim. š
i just want airships bro
airships dont really go with the theme of the game tho, but theres mods that add them if u rly want them that bad
@limpid oasis
go fight yagluth and he'll destroy the stone pillars around him, giving you all the stone you'll ever need
The existence of battering ram makes stone gathering pretty irrelevant now
I think you underestimate peoples desire to build
What's wrong with having the spire not sinking into the lava forever?
Makes the biome less difficult, makes you have to prepare less, just makes the biome less interesting to me at least
And what if you end up short on materials? You shouldn't have to make a new world to bring materials back to your other world.
@mortal rivet only in pre-ashlands worlds
Agreed. I've seen a lot suggest expanding the playable/lootable area of Ashlands (which I highly support) and some suggest upping resource drop rates (which I also support, especially if the landmass isn't expanded)
It's like... the southwest and southeast part of the world is empty. We really need more islands, there.
I like to imagine a single fortress on a small island.
If we were to dream a lot more, another fortress design could've been a shipyard-like fortress.
But it's already wishful thinking that we get more designs at all
okay we're at that stage but we don't really want to transport stone from the ashlands since there's better stuff to pick up. We also don't wish to stand near greydwarf nests to gather stones. It would be a nice addition to have a "stone-gathering" machine in the base rather than using humans as farm slaves. Besides, there's other people who might want to build bigger structures at an earlier stage of the game. When you're in ashlands you almost beat the game.
Sure.
But an automated quarry any earlier than mistlands is way too op. At least make lock it behind a much later biome. Otherwise why using pickaxes? There is a moment where mining for metals stops being as necessary because you advance to later stages and gear from earlier stops being that useful, leaving mining pretty much irrelevant if stone is also an extremely easy resource
He's talking about a quarry for stone alone, not ores. Ores would still have to be mined with a pickaxe, so they won't become useless in any wa
so how is stone "way too op"?
In case it was unclear, I'm talking about basic stone only, which in my opinion is like a perfectly underpowered building material. The quarry is only gonna be really needed by those who wish to build larger buildings for aesthetic reasons.
I know...
And I explicitly stated that you might still use pickaxes for metals, but pickaxe for metals stops being relevant because it reaches silver as black metal is gathered via mobs, no metal in mistlands and flametal mining can be ignored partly in ashlands.
That leaves stones as the main resource to gather via pickaxe but a stone quarry being available so early would just make pickaxe essentially worthless as stones would be gathered via the quarry. Which is also implied to be built earlier than ashlands
I know...
So what?
Also there's constant need for metals like iron and bronze even after plains, so just because you have a quarry to mine your stones doesn't mean pickaxes are useless
I wanna note someone asked why burning enemies arent weak to ice. First of all, frost is a VERY powerful damage type with a really good lingering effect. It does not need a boost. Second, fire melts ice. They got a hotter flame than your ice. Theyre not resistant or anything, but making then weak to it would just further boost mistwalker and frostner, and frostner does not need to remain on par with everything else this far along the game. I hope most deep north enemies are highly resistant to frost.
I want to run through the plains with #5 on
If you're talking common stone you can already exceed 1k per minute with current gear and a pocket portal in meadows/plains/mountains. Why would you need it to be faster?
If you just want to build you can temporarily turn on hammermode to avoid the grind||, or devcommand some rocks||
You could also spawn/make a battering ram in the plains to take down the high rock formations for huge output. You would need a Longship or the big boy boat if you hit more than 1-2 of those pillars. And since yag has 5, they would be a good start.
or you can make a greydwarf farm and profit infinite stone
tear down some abandoned Towers or castles and infinite stone
#suggestions message
Just made the ashen cape and was about to say the same thing. Looks so dumb with a lot of armor options. Like fenris, ask, and even carapace. For such an otherwise cool cape, that front scarf thing is hideous
I like the sort of mask bit, its like its there to keep ash and embers in the air out of your face and getting in your lungs.
I think instead of just removing it, add a styles option with a choice of low and high mask. High is as it is now, and low makes it low and wide to accommodate hoods and helmet that arent as tall as flametal. Could also drop the shoulders a little so it doesnt look too bulky on smaller armors.
#suggestions message i wouldn't completely remove it they could make it that you can choose between with scarf and no scarf like choosing shield patterns
@calm merlin
#suggestions message I haven't experienced what you're suggesting, yet, but I agree - adding 'grind' is not the same as adding difficulty.
You will. Every time you go to the Ashlands you're assaulted by a bloody army of all kinds of mobs
That's a shame. I hope there's some joy to be found in Ashlands.
I think it's feeling fairly balanced in Ashlands now (still takes some getting used to when you get there). It used to be a bit intense though
It's also laggy from time to time. Even being alone on the server I've had some major lag particular to the Ashlands
The spam isn't a problem imo either, but it's just annoying because I'd like to explore without having the army of the undead hell behind me
I do like the theme of other biomes like mistlands and plains more too. Light combat exploration and heavy combat resource points
1k stone a minute? please clip that I don't believe you
That's not a problem that's easy to lay blame at the feet of the update. In fact, I don't even know what 'lag' is when playing single player.
Ashlands is more performance heavy
Yea, it'll get fixed soon enough most likely, but it's annoying as long as it exists
That reply sounds suspiciously like you're blaming the update.
I mean, it's a problem other people have pointed out so unlikely to be a personal problem
I like the cowl on the ashen cape š I feel so dark souls.
Why are you crying?
it's definitely related to the ashlands biome on a dedicated server. The other biomes are fine, it's a 12 core xeon server with 64 gb of ram. the specs should easily be able to run the game, and there's only one other game server running on it
Who'd have thunk that three weeks of "beta testing" from a bunch of rando's would be less than optimal.
True, they should've only done internal testing as 13 devs would get much better results than thousands of people playing at the same time
it can still be optimized
Give me 13 people with an objective outlook over thousands of people that prioritise their own wants, any day of the week.
Out of those thousands of people I'm sure even a few dozens were actually involved in testing the update and not just getting it earlier...
And dozens > 13 devs
I am confident that if you stopped to evaluate the relative scales you're advocating, you'll see my point.
"A few dozen" vs. "thousands". At best, 3.5%.
Which is still a higher number than 13 devs
I don't have permissions to post a GIF that communicates how dumb that statement is.
I agree with Rianu. Having a ton of people playing, a few actively testing and reporting bugs, and a bunch just playing for funsies but reporting whatever bugs they come by is very useful. Even if there's also a lot of people just playing without reporting
Thirteen people with inside information, tertiary training, and industry experience - as a decision caucus - is clearly better than a few dozen valued opinions from a pool of thousands.
I don't mean to devalue the feedback of genuine consumers, but knowing what is supposed to happen and what I'd like to happen can have little overlap.
Because people donāt like the cowl and I like the cowl
At least you can hide your sadness beneath your cowl.
@granite geyser #suggestions message
Any reason you don't like this one?
Staves/magic is way too powerful as to give them more buffs
It's not really buff. Just adding a different attack
Depends on the attack, wouldn't add something more special than a staff bash with ember/frost staff for example.
Shield one kinda doesn't need it, it's already protective on its own
I mean, you've really not given any reason why these secondaries shouldn't be added aside from "I don't think"
Take your pick of ||kiting eikther, trollstav, stonecutter disassembly; you pop boulders instantly. Disassembly is a bit slower and less fun but more concentrated, can get 1-3k marble per dverger structure in about 5-8min and stone is similar.|| Early resource gain should not be a concern, try it yourself.
I'd like the unarmed kick tbh.
Obviously the traders have wagons with their lox, but I'd love it if the players could have one or something similar
A dvergr structure has 3000 marble?
I did: Because magic is too powerful.
Why buffing the playstyle that needs the less buffing?
Secondary attacks would be cool, but the staves need to be nerfed a lot first
They essentially made ashlands dangerous with the thought of "if players refuse to use magic here, especially in early ashlands, they'll just gonna get screwed lmao"
I just explained that adding a different, not more powerful attack, is not a buff. It's just adding something different
eh it's still a buff. Even if it is just as powerful as the normal attack, it gives the staff more utility which overall makes it better and more powerful
How "not powerful" it can be without it feeling like "this is actually worthless, idk why they added it"?
I'm literally the only one in my server using magic there and we've managed fine
I mentioned a melee bash with high knockback as a decent option but that means you could keep enemies at bay while still bombarding them with shots.
Being physically weak would feel more irrelevant at that point
Why do you need to think like that? Do you lose something if the devs decide to add additional attacks that just add variety to magic? This is not a reason to not add them
They would balance things out with those changes in mind, which would probably and ultimately affect my enjoyment of the game
As I said, if you don't use magic in ashlands, especially early, you will struggle. That should imply that they balanced the biome around its use, if I were to decide not to use magic for whatever reason then I'm just screwed and would lead me to frustration.
If they would've never added magic in the game, I'm sure ashlands would be very different right now, especially regarding combat.
To recap, your only reasons so far have been "it would make magic more powerful" which I've already debunked by saying that it should just be different for the sake of variety and then "I don't like it or I don't think so" which is irrelevant
Didn't see any struggling in our server with four melee guys and one mage with underleveled elemental magic skill, so I disagree with you there. We mostly struggled because the Ashland lagged a lot for us and of course it's not an easy biome even with flametal gear
That's your opinion on the subject. Feel free to share your experiences in the Ashlands or better yet something factual
I understand the reasoning of both of you.
What if staves had a weaker single target magical attack which cost less mana on left mouse and the current is the heavy secondary attack?
Frost: icicle precise single target with high projectile speed but low fire rate
Fire: wall of fire or a flamethrower like effect
Nature: poison dart or summoning a deathsquito
etc.
Besides that whole "ashlands is meant for magic", half the stuff one hits the damn blood shield so it's less useful, the fire staff is fire so a bit pointless, the skeletons are utterly useless so all you have is frost. Cool. They made a biome around magic use and left us one decent weapon? You telling me that was a smart idea? Oh and the burning enemies aren't even frost vulnerable, like the trope every videogame follows. The only real weakness is spirit and unless I'm mising something no staff does spirit damage. Oh and the ashlands staff so far has been an exploding fire staff. Awesome. Just what I need to kill a magma huh? Or perhaps a BURNING SKELETON
A bigger but stationary shield bubble from staff of protection
the vines from the staff of nature seems pretty op. literally bugs the AI out so they sometimes don't move
The ashland staff does do blunt damage which the skeletons are vulnerable to (?) also the staff of nature is pretty OP, I'll concede that much
My problem with it is still the enemy spam rather than making them interesting. The fallen valkyrie and morgan are great but the shamblers are reskinned greydwarves (great, my favourite) and the skeletons are so utterly constantly spammed it makes even getting on shore tedious
Like make them hard as nails go for it Don't make 3 enemies suddenly 9 or 15
Agreed yea. Really reduces the enjoyability when you can't explore or mine without an army of enemies constantly following you
Like I was on the shoreline, nothing around, few chops into a tree a shambler has shown up and some skeletons too either the spawn or the aggro range is mad. Well it's yhe aggro range definitely, I watched some skeletons from about 3x detection distance just start walking towards me
lol, I relate
I agree with some of your premises, but disagree with the idea that itās an issue. I think the skeletons are decently unique and interesting. ||The warriors have feint attack, the warlocks spawn green ones. The marksman and twitcher are the more boring ones.|| But the biome is meant to represent a war zone, I think some enemy spam and chaos is warranted.
I do get what they went for but then maybe have warring factions cos it's all against you and man after a few hours of trying, all my skills being nuked I just don't wanna play it at all. So anti exploration for whats supposed to be an awesome place to go just sucks. God knows why youd even attempt base building there for example which is a shame
It's like the difference between hard and masochism
Regardless of what it's supposed to represent, it's incredibly annoying to constantly have to stop and deal with waves of strong enemies. Somewhat similar to what happens in the Black Forest when you first start mining copper
Also, just for my own information, where does the warzone representation come from?
But the difference is as annoying as it is greydwarves are easy enough to loose, the one rage inducing thing about ashlands is the buggers never stop coming
Yea, dude I agree with you. My comparison was mostly the situation when you've found a big vein of copper and wanna mine it, but every 30s greydwarves come harass you. The Ashlands are 100% worse
I do understand that itās been annoying, but during my 40 hours of playthrough I have been able to mine the resources and go through the biome. And based on my own experience, I feel that the āspamā of enemies is a bit exaggerated.
Yea, it doesn't stop you from doing it, but it usually forces you to stop to deal with them at some point because they usually catch you
Munin says something like āget ready for warā, and landing in the biome like D-Day, then there are siege weapons. Also the runestone.
Fair enough
It comes across like it's quantity over quality. Bugs didn't need a constant flow, the terrain and enemies were hard enough as it was.
Ember staff deals blunt as well, at range, when main ranged weapons deal pierce which charred are resistant to
Shield staff might be easily breakable but can and will still protect you, especially from the least damaging attacks that can wear out your hp slowly but steadily
So it's bad that the game tries to be different by NOT following the frost > fire trope? What's more, frost is already highly op in ashlands despite the lack of weakness from charred, add the weakness and why would anyone use any other weapon except frost-infused ones?
Again, blunt, ember staff deals blunt, and it's also aoe, you can safely get rid of groups of enemy at a distance with it. It's actually one of the main reasons anyone would be able to survive there
So umlike every other biome there are two, maybe three viable weapons? Ranged is a no due to volume. Hand to hand just isn't fast enough to account for new enemies so all you have is a frost staff when you go and if you want to play any other way screw you huh?
Plus the going against trope isn't a good reason, frost would realistically make the bones more brittle and cool the magma to stone, it's not an illogical trope.
Oh and of course sneak doesn't work because they start walking towards you long before aggro
Whenever I put out a fire I will just out an ice cube on it in that case. I'm sure it will work...
Also, frost does stop them, it literally makes them slower. That alone gives you a big advantage to make enemies more manageable.
There's an ashlands enchantment specifically meant for groups of enemies
You do realize that if you drop a block of ice in a campfire irl it's gonna get extinguished?
Yeah that was a highly biased example ngl
You get the gear from the biome you're struggling at, things become more manageable. It has always been that wsy
I didn't say ice block
Likebsaying do you think a furnace fire will melt the icecaps, well sure not one but do enough of em
I did
And what we are saying is in every other biome you get time to get the damn resources but ashlands is constant attrition
Btw, the fire that turned the charred into what they are is not normal fire.
Read the runestones and you'll see
And the ice out a damn staff is nornal ice?
And again, frost does affect them
Could you maybe elaborate rather than leaving an abiguous answer about a random runestone?
Affects them like it affects most things
||It's fire from a dragon god that has burned in the biome for centuries||
But that's just a tangent and not the main point it's mob spam end of. Argue semantics but it's mob spam.
And? It's still fire or...?
Which is a lot
Slow effect is powerful
This all doesn't change the fact I can't cut down a single tree or have mire than a minute peace to get something done before another skeleton just walks over to detection range
Yes, but it's not specific to the burning enemies which is what we're complaining about here. Again you bring up irrelevnat things
Do you're expecting the magic frost to break them instantly then?
I actually wished they were resistant as to imply the fire was so hot that not even frost could do anything about them
No. I'm expecting yellow numbers when frost hits them
Again missing the point, it's either frost staff or die. It's mob spamming and nothing decent oh and we get it you don't play anything other than valheim. I love it but I also have a job. I have hundreds of hours in it. It's an update for hardcore players only and excludes absolutely everyone else.
I have about 600 hours which is no small amount, killed every boss solo AND ENJOYED IT but ashlands is like tediously rubbing nails on my hands
staff of embers, demolisher and himminafl do pretty good work too until you get Ashlands weapons. And once you get a trollstav any mob spam can be dealt with by just dumping a troll or two on them and being on your way.
Dundr oneshots most enemies after a parry. Staff of nature basically makes you invincible to melee if you have the eitr to spam up enough roots. The only staff that's even remotely a disappointment is the staff of fracturing, and that disappointment goes away fast once you hit something that doesn't resist fire with it.
"frost staff or die" is probably the silliest thing i've heard about Ashlands yet. It's useful, but if any pre-Ashlands weapon deserves the crown it's the staff of embers instead. Turns out aoe damage is quite useful when dealing with large groups of cannon fodder.
How are others finding the new feather cape? I'm not really sure why they would make a mistlands cape weak in the mistlands.
My wife and I all of a sudden dying so quick to Gjalls, come to find out its now very weak to fire. How does this make sense?
Even if you drink a Fire resistance barley, it doesn't even out. Resistance vs Very weak = Weak to fire.
actually I'm pretty sure the resistance effect overrides
so if you drink a mead, it negates the very weak entirely, and gives you resistance
Hello fellow Archon. I guess Ill need to test it and see.
lol
Speaking of resistances, piercing is the one "normal" type of damage that lox to NOT resist. It'd make more sense to make it resist slash damage as a cape.
I can guarantee that they're correct š I use the same technique with the root harnesk in the Mistlands since it protects against seeker/tick damage but is weak to fire.
Thats fair, I just think it would help reduce the hate of deathsquitos. Most hides are not pierce resistant until they have been processed
Root harnesk š Makes deathsquitos tickle.
but the root harnesk is only weak to fire, not very weak
Doesn't matter. Resistances override any weaknesses of any level.
True, I was just thinking about boring capes lol
im still going to test it because I like science, but is there a way to see the data for it? Like the modifier numbers rather than "weak, resistance, etc"
The wiki uses data from the game for many of it's articles: https://valheim.fandom.com/wiki/Resistance
Nice, Ive never come across that one somehow
well that is super weird. But also glad to know we can take fire resist into mistlands. Another slot bites the dust :/
you also didn't specify the size of the ice cube
Ok still doesn't address the point that it's blatant mob spam over just making them harder or something more creative. Why make a skeleton a challenge or even remotely unique from greydwarves and other skeletons when we can use 20 of them right? Cos that's all the shamblers are just glorified greydwarves. They did good with the morgane, they should have done more. The lava is pretty awful too tbh, they can do tar and water but make molten rock, LIQUID ROCK act like normal ground? Really? Look up videos of volcanoes and show me a static pillar of lava, I'll wait with baited breath. Oh and the ocean pillars, of course, make sailing even slower and more of a pain for the biggest ship in the game. Genius.
I was hyped as all hell for ashlands and was disappointed. Glad you enjoy it, I'll treat it like I did before, waste of map space.
#suggestions message
@ocean girder What do you mean by rare versions of monsters?
Like 1 star and 2 star versions
Idk man, I think that would add even more trophy clutter lol
Ah yeah I guess that's true lmao. Possibly a better way to store trophies too š
Now that is a good suggestion, a trophy bag lol
@signal vigil I know its not the same, but with the infinity tools mod, you can use the hoe to do different paths, paves, leveling, and slope blending. I definitely think that feature should be added in vanilla, or even a "smooth" feature because sometimes the slope tool can be janky.
š”Make the world of Valheim 25% bigger perhaps? Would make the ashlands, deep north and even some oceans to be bigger. Or modifier to increase world size?
Gonna be honest I'm with you on the mobs, the charred are really boring and twitchers are just stupid and annoying, throw a rock and then run away for 30s. Mistlands seekers flying after you up cliffs around corners with super hard hitting attacks were much more enjoyable, less spam but a quality fight. Charred marksmen and twitchers in particular spamming you while you're trying to fight something else or mine or chop is super cringe.
Ashlands is hard when you don't know what's going on. But once you learn the mobs it's pretty chill esp once you get new gear. Just a lot of low quality mob spam, hoard of garbage, kinda like swamp
#suggestions message
@quick trellis How would you lead the lox around then?
Youād need to put a cloudberry on the ground and then pick it back up before the lox eats it
That's a very tedious way of moving items vs a cart
you can slope blend by holding shift with level function
#suggestions message @pure drift I completely agree. The ashlands update means you canāt put a fire in a house early game with that world modifier turned on. An early fireplace makes sense.
Just curious because I'm considering using firetick, how does it exactly work? When part of your house catches fire will it continue spreading? Will a campfire or hearth light my house on fire if it's encased with stone but there's wood very closeby to the stone (I.e, does it take into consideration that there's stone in the way or does it just light everything within like a meter on fire)?
I came up with a solution: Have the toggle disabled
@noble parcel then press it once and hold it down
really?
It's not as fast but it's much easier
yea it takes about 5-7 secs per kiln. guess i was being lazy and wanted to auto fill with one button quickly. i have like 14 kilns going. trying to stock up on charcoal and when youre doing a bunch at once it just feels a tad slow
š
could just be being greedy
It'd be best to avoid button bloat, but the autofill could be a little faster. I end up not using it because I can interact with the smelters faster without really trying.
It could accelerate the longer you have it pressed down
yeah, it doesn't make any sense. There are so many logical flaws in the game that I don't understand. I mean sure, the devs should make the game they want to make, but things in the game should follow basic logic.
It is a game in a realm were dead people roam, who knows what logic goes on in there.
How would people feel about having a cooking add on like a feast where you can make a special dish in a new cooking pot for 6-8 uses that would take several ingredients and last up to 40 minutes
Your argument commits the non sequitur fallacy because the conclusion "it doesn't have to be logical" does not logically follow from the premise "there is undead in the game." The presence of undead creatures or magical elements does not necessarily justify or explain the lack of logical consistency in the crafting mechanics I pointed out. These two statements are unrelated.
Instead of resorting to fallacious reasoning, I would appreciate if you could directly address my point about the inconsistency in the crafting mechanics and provide a logical explanation or justification for why certain stone items require a workbench while others do not.
Most of those things would come down to: It is still in early access the game isn't finished.
If the game is finished and those inconsistencies and weird illogical things are still there, let's complain then.
right, but honestly, there are several very easily fixed logical/mechanics issues. for instance, not being able to hit something thats a half inch below or above you, this could be fixed with almost no effort by just making the damage box of a swung weapon vertically larger. They wouldn't have to change the character looking up or down or mobs. just increase the height of the hit box so it doesn't ruin immersion.
fixing the stone path thing would take 10 mins, just take the flag off the effect so it doesn't require a bench
Make it where they can follow you like the wolf. Easy fix as its already in the coding š
The craft from containers mod has this function. I know some people are against mods (like me at first), but there is some huge QoL to be had
What if the damage box is used by every mob and for bosses it is the same but with some extra coding in it then that simple fix becomes not so simple anymore because they'll have to check and recalculate for every boss. Maybe every mob uses the same but depending on what mob it is it get bigger or smaller then they have to rewrite every mob.
Stones are often cut or shaped for stone pathways for some level of uniformity.
Fighting on elevation adds immersion and a difficult mechanic, just as it should. Part of the strategy is to either need to use overhead attacks, or move to a more suitable battleground.
As far as the kiln and smelter, Those things are more rough products as it stands. There is no need for a hearth early on as the campfire is the more primitive option. The hearth having very defined edges and structure in contrast to stacked stones and mud makes quite a bit of sense to me.
As far as the stone knife/tools, they do not require a cutter to make because of the method of fracturing the stones to make sharp edges.
@stuck canopy how would that work for solo players?
I think the idea is that you benefit from having more vikings on the ship. Solo would work as normal
So solo players are just screwed and can't use the feature?
not the rowing thing again š©
I havent suggested it but it really does make sense. Vikings rowed. More vikings = more row power
but you already have more vikings, more moder power uptime, rowing isn't necessary
Not necessary, but true to the culture and experience
Doesn't change the fact that solo players would miss on a big advantage because they don't play with others...
@stuck ridge You should break your suggestion into 3 separate ones.
randome generation sucks. Ive gotten 5 cores from a single mine, and not gotten any from 3 in a row.
Valheim is meant to play with friends. But solo is fine. You aren't being penalized for being solo, but when you have a crew things are better. That doesn't make anything not fair. It is what it is. You can go canoeing by yourself if you want. But if you have a friend its faster and probably more enjoyable.
god damn the typos
There's no statement saying that the game is meant to be played in coop. It only says that it can be played as such.
Game is balanced around single player with coop being optional. Screwing solo players by adding features they cannot use because they play solo is just wrong
you arent screwing solo players. nothing changes for them
that being said, by your logic, coop shouldnt be possible. Everything is easier with more people. Hunting, mining, doing dungeons.
Valheim is a brutal exploration and survival game for 1-10 players set in a procedurally-generated world inspired by Norse mythology. Craft powerful weapons, construct longhouses, and slay mighty foes to prove yourself to Odin!
literally the first line in the about game. stop being so negative...
From a dev: #suggestion-discussion message
Im not the one who posted the idea. But literally everything in valheim becomes easier with more people.
Again, that's telling me that it can be played in coop, it doesn't explicitly state "the game is meant and designed to be played in coop".
In that sentence it's also telling you 1-10
You're proving my point then.
If multiple people already have an advantage over solo players because they can use features a single player cannot, why giving it even more?
If this hasnāt been suggested already I think it would be call to be able to place stuff on ships
It does by not allowing those same players to gain any advantage as they can't simply not use them. That's very discouraging
You dont really have a point. Yo ualways like to change the parameters of the discussion.
The alternative question is why not?
Its no more discouraging than the existing state. If you never play multiplayer, you never know its there and it doesnt matter.
I guess boss fights need a huge rework because its so unfair to solo players š
this sentence means that valheim was equally created for both solo and multiplayer. If you want to nit pick, it is designed for coop because of the coop elements and playable by solo if you want. it goes both ways...
Yeah, first time I tried to fight the first boss I got folded in seconds
Same, but its a learning experience. Every boss fight is doable solo. Eikthyr is basically a 3star deer to me now.
Whats funny too is the new ashlands trailer features 3 players. so much for solo play.
If the features didn't affect gameplay at all it would be fair, as they'd be visual/cosmetics and no one should care
But in this case it isn't, it's something that 100% affects the gameplay as coop players would be able to sail much more efficiently, again, this is highly discouraging as solo player would never have access to that feature because they play alone. How is that fair? Imagine not being able to take advantage of a very significant feature because they can't or don't want to play in coop.
And idk how bosses enter in this equation, in what way are they unfair? Absolutely none of them are "literally impossible" to beat. Otherwise how can so many players have done them already?
It's kind of a moot discussion because devs have already stated they don't want to add more stuff that's multiplayer specific
It would feel good putting your fellow vikings to work rather than having them lazily sit around on deck though
I like to see my friends suffer
Solo playes dont have access to a lot of things that make life easier. It is a fact that combat is easier with multiple people. Whether its a troll, or a boss. More damage, more targets, kiting, aggro, whatever you want.
Your premise is that, if it doesn't benefit solo players it is bad. The entire multiplayer experience should be off the table then.
Per boss fights specifically, they are fine solo. But when you have multiple players, you are doing more damage, and the bosses attention is split. By your logic, this is unfair because its harder for the solo player.
I get that. Again I never suggested rowing. This is more of a conversation on principle. The game is easier with multiple people. Rianu seems opposed to anything that doesn't benefit both solo and multiplayer, which is impossible in the current state.
No, my premise is: If solo players can't also use it and it's a feature that actively changes an aspect of gameplay, it's bad.
You're arguing as if I was saying that it's due to difficulty or anything, it's not, it's about the feature being available at all
It's not impossible. The mistwalker added in mistlands is a weapon that can both benefit a solo player or a group of multiple players
Also multiplayer is easier yeah, and devs are fine with that, they're just not wanting to add additional specific mechanics and items focused on multiplayer
I guess I am confused here. Why have extra seats on a boat then?
The feature of splitting attention from a boss fight is not available solo. Im genuinely trying to understand here. How is adding a feature to boost comradery and making multiplayer more fun bad?
There are multiple multiplayer specific mechanics currently in game (cartography table, seats on boat, text chat, etc.). Devs have just mentioned not wanting to add ADDITIONAL multiplayer specific things
I get that, my discussion is with Rianu and not wanting any features that solo players cant use. The entire game has to change then.
I'm not sure Rianu is wanting to remove cartography table and everything. But yea I wouldn't want that removed either
Heck, sharing boss powers is multiplayer-only. Can't have both Eikthyr and Bonemass. But the devs, again, don't in general want to add specific mechanics that are only available in multiplayer. There are side effects, like splitting a boss' attention, vs. explicit mechanics like the rowing you're proposing. The devs are against the second class.
Even single player I like using the cartography table because then I can bring a new character to a world and learn where I am.
Thats a great idea
also Pita, im not proposing rowing. I never have.
Sure. I'm just saying that's the dividing line that I have gathered from the devs. No specific mechanics that only exist for multiplayer as a programmed-in feature, only side-effects of basic features that exist for everyone.
Rianu asked about solo play from someones suggestion.
Yea its good info. Kind of sad to know imo, but it is what it is. A bunch of vikings rowing on a longship is iconic, and it gives players something to do while sailing rather than sit still for 30 mins
This did give me an idea. Scale boss HP to make multiplayer more challenging
the fight itself is easier, but you have to work just as hard as a solo play
They already are. Boss and enemy damage and health is scaled up to 5 players.
Ive not seen this, on my 2 servers the bosses have the same hp as normal
One meal lasting 4-6 real hour would cut down on the resource gathering too far, making other food types we already have obsolete and reducing gameplay. I like the feast idea but this is too much. 4x20min with high stats makes more sense to me, so large parties need hella banquets too. Rewards full bases if a upgraded cooking station is required too.
they are local servers with friends with no extras or changes
@hoary anvil I think this would be a great idea to impliment "white" food recipies. Like maybe you can only have the feast active for 40 minuites, but its less effective than eating health and stamina food. That way it balances out.
Say a feat could provide 60 hp/stamina for 40 minuites, whereas you could have a lox pie and bread that would give you 75/ each. But you cant eat anything but the feast
bruh you can fit 200 5mx5mx5m serpent heads in a 1.5mx1.5mx2m box. Game logic doesn't need to follow anything, it just needs to be fun.
Besides you can angle fight fine with mauls, bows, magic, spears, shields, etc.. They already oversimplified combat, I don't think removing positioning as a concern too is a good choice.
I know that creatures do, and I'm pretty sure bosses scale the same way: https://valheim.fandom.com/wiki/Creature_Level#Effects
@quick trellis okay so make it a higher level upgrade that requires ingredients from all different biomes that way using it is beneficial
the 1 or 2 star is different. They have spawn rates. Boss HP does not change
I'm not talking stars. I'm talking enemies scale when more players are in range.
"Creature damage is further increased by 4% and effective health is further increased by 30% for each additional player within 100 meters. These are also applied to tamed creatures. This scaling caps at 5 players." from that link.
I see that. But I am certain that boss HP does not change
The way they are set up, you should find 20ish cores by the time you're ready to leave mistlands. I think that's a good balance since you still need to find more mines after your 15.
I think its a solid idea. It would make for great maintenance food, still using resources, and close a gap
How do you know?
Yea I always end up finding them. Rather than increasing the chance of black cores like the user suggested, I think maybe just having 1 core per mine would be solid. But idc either way. I love the mistlands.
well, I disagree with just blanket increaisng spawn rates because sometimes its insane.
Would be pretty weird that your game specifically doesn't alter boss health and damage values with more players nearby, when others games do
I think having it use an ingredient from each biome to make an optional feast would be cool.
Because I actively play on a solo and multiplayer worlds.
But you can't see the number values of boss health so it feels like a guess unless you've actively tested it
Yes I can, I use a healthbar mod
Also it doesn't apply to the whole server, it just applies when there are people nearby the same enemy
ah mod could explain things working differently
I think it's 2.5 average cores per mine and progression item. Average 9 mines for progression gives 22.5 cores. Having 1 core per mine would be more of a slog (black forge at 2-3 hour mark of new mists instead of 30-60min, yay), with no fun loot room happy feels when you see 10+.
I think it's fine as is.
it doesnt change spawn rates or scaling. Its simply an overlay to show the hp numbers by reading the code
1 core per mine would be annoying.
oh also I think this explains it. Health doesn't actually increase, only effective health
"Internally the effective health increase from additional players is implemented as a damage reduction so that it can be scaled dynamically. The reduction doesn't apply to shown damage number so it's not visible to the players. For practical purposes, it can be considered as a health increase."
so yeah I guess multiplayer doesn't increase enemy health
I dont understand, If I know my bow does 50 damage, and i hit for 50 damage, and HP decreases by 50 points regardless of players, how is that scaled?
Ah ok
The numbers you see get bloated, you actually dealt ~40 because fred was watching
Yea so bow does 50 damage, damage marker says 50 damage, boss losses 40 hp
But I can visually see the hp loss
Lol, that's kinda funny
I haven't tested myself so can't say for sure but I imagine that's how it works
I think difficulty scaling works similarly
Measure it with picture and pixels with and without friends if you really want, enemies def get damage reduction
let me say, I have killed Eikthyr a LOT. I really like his trophy lol.
Moder better
I have a mod that shows enemy HP as numbers.
to each their own
Golem best
perhaps the reduction is imperceivable due to the damage range of a weapon. If this is the case the scaling is miniscule and is not providing much difference at all.
I am very used to the amount of damage my mistwalker and fire staff do and have not noticed any kind of a drop off but there is a large range of damage
It's about 1/6 reduction with 2 people for 20% more effective hp. 6 people would halve your damage, definitely notice that.
hm, i normally play with 2 or 3 people. I am consistently within the stated damage range of my weapons. I can see where a bigger group would be obvious to tell.
I can say that I'm certainly not doing 30% less damage with 3 people.
And for the record I love experimenting with Valheim and doing "science." I know many more have much more time than I but with 2,000 hours, ive gotten pretty good at spotting things, especially when it comes to damage. Im constantly working on new ways to kill things
Should be 20-25%, not gonna math it. Your mod should show enemy hp go up as people approach.
They are always the starting HP as listed on the wiki
I have them memorized at this point sadly
Guessing "Health Display" mod, states it doesn't account for player count reductions and percentages are recommended.
If you really want to be sure use a 100 skill fists to kill a greydwarf and count the hits in both cases. 100 skill removes random damage.
#suggestions message This came to me while doing a number 2 since they added jump boost to feather cape, I think it'd be a decent addition. Any feedback?
Stacking with the cape would be wild. How would you account for/prevent that?
valid point on the fists. Ive been considering do I fist/bow valheim run
The highest boost takes affect, doesn't stack.
I think 50% jump with high skill would let you clear meadows trees and instantly die. Funny though.
Highest boost seems arbirtary for valheims systems. nothing with in game numbers does that as is, will annoy people.
cheers everyone, great ideas and discussion. New ideas and info is always amazing
Hmm, I have jumped with the feather cape (I think that's 30%) and I have 100 on Jump, it was very nice but not absurdly high. I don't think 50% would go that high, but the effect could always match that of the feather cape.
at lv 80 jump with the new 20% boost I can jump stright up onto a dverger wall around the excavation sites
100 skill is 3m-ish, 20% cape makes it 5-8(didnt measure but its high), 50% would be around 10-15m (or more)
Uses a jump force multiplier rather than just height multiplier so you get exponential increase
Ahh that's weird, then it's not really a 50% increase to begin with. The 20% on the feather cape is also a lie.
Hares leap mead with no fall resistance for chaos
I think the multiplier could be tested for balance, but I wanted it to be slightly more than the cape as I believe it is with the effects that come with other armors.
@granite geyser thats a cool idea. I think to balance out the nerf, raids should have maybe a 30% chance of happening. Part of the terror of raids is the sudden threat. If you know its coming, its needs a balance imo
Maybe issue the warning in the morning and raid that night Having 1-2 days really seem to detract from the raids
There would also be the question of "you are being hunted" this one is designed to be scary and immediate. Having a chance to go behind walls well before detracts from it
Fair. I also forgot about the hunted event, that one could be left as it is right now due to surprise factor.
Also, I mentioned the 46 min timer and 20% because that's the normal values, it could be higher and likelier to occur in a higher raid setting. Which means preparation is more important as you can be easily swarmed by raids consecutively
I think its great honestly. I don't think raids happen enough as it is. So If I got more raids, but a warning it would be fun. Like seeing the enemy at a distance and closing the draw bridge and gates. Prepare for seige
@limpid oasis its called a forum channel. I recommended it a few days ago. Would also benefit other channels, its like the servers and lfg channel
I'm on another discord which has a bot called "suggestions bot" and it creates a thread for each suggestion. sadly I can't attach images. It's called a thread
oh, thats different than what I have seen before. Heres a link to the system I am familiar with https://discord.com/channels/853948385516847116/1058812312804393000
it's under the suggestion. you click a little link that says "2 messages" for instance and you can discuss each suggestion individually
But it still shows in t messaging format like this channel?
The valheim seeds channel is also a good reference. You can change it from gallery to list view. Its much cleaner imo
it's simple because it already exists, when you middle mouse click on an axe, it already hits things in a much larger vertical box, including stuff forward and below you. the only thing that needs to be done is too apply the same basic logic to every attack so that it's not so immersion breaking and frustrating in combat. Obviously a much more code extreme fix could be too make it so characters can look/attack down and up, but that's not necessary to fix the issues.
similar, but on the right side where the user list is. discord has the thread function, unfortunately you can't create threads on this discord. On other discords, you can right click the 3 dots hovering over a message and "create thread"
interesting. At this point, anything would be better than the current system
"Stones are often cut or shaped for stone pathways for some level of uniformity."
Often doesn't mean always, the paths in the game are extremely ugly and rough. but this is also why I specifically said, if they want the table to still be useful for paths, they could make another path for late game that actually looks better with cut stones.
"Fighting on elevation adds immersion and a difficult mechanic, just as it should. Part of the strategy is to either need to use overhead attacks, or move to a more suitable battleground."
This argument is non-sense. 1. something being more "difficult" doesn't mean impossible or illogical. not being able to hit something that isn't on the same plane as you is stupid and immersion breaking. Any person with a brain in the in game situation immediately goes from thinking about the fight to, "it's so dumb i can't his something half an inch below me.
So your argument has changed from it doesn't make sense to we need better pathways. As far as pathways, Dirt. If you want a road before having the tools to build one, use dirt. then you get to upgrade to stone. I for one have never traversed a random pathway without some kind of smoothing on the stone. Not implying they don't exist, but they probably would be avoided.
The argument is nonsense only because you do not like it. If you are on uneven terrain, use an overhead attack, or a different weapon. its not impossible. You can hit enemies with weapons that have higher hitboxes.
Speaking of logical fallacies while just insulting people, get off your high horse. Great work šļø
I do find it odd that a black forge can't repair forge items
Or the Artisan table could repair workbench items
Would be cool. Not sure if it would change much though
would remove the need to go to 2 extra repair stations and makes more sense than an all-in-one
how? You don't go to an artisan table to repair currently. So you're just swapping workbench for artisan
My apologies, I assume that there is going to be more use with the Artisan table. I have not gotten far into ashlands, just making ceramic plates and shield cores
I see
Spoiler alert artisan ||still doesn't|| repair ||anything in|| ashlands
How about your warning is your base is attacked by 1-3 enemies of the raid's faction about 90sec (or a few days)before the raid text comes on screen? Would require people to pay attention to what enemies to expect and what biome they're in.
Not a big fan of the text warning, I feel that'll be ignored/forgotten after you've had a few raids. Or my dude will decide to get hungry .001sec after the warning and I blinked on that frame.
hell yea, scouting party. Although a Gjall scouting party is terrifying š
tick scouting party
That might be 6-12 ticks. If the devs decide "hmm 8 gjall raids isn't scary enough, lets send in a couple early to tear down all their roofing and defenses first" I may complain a lil.
If I see ticks, the ballistas are being loaded immediately
I keep mine locked and loaded at all times
Keeps my friends off my lawn and away from the breed towers, we've had 3 epidemics already. This is the way.
I love the Demolisher for ticks.
I have chests with different trophies by my ballistas. Sometimes I turn them on kill everything, and sometimes they kill specific targets
What if there's a small chance for the raid to send a scouting party before the actual attack? This one would be RNG based, you could not get any until the raid starts or have several, depending on chances and days left for the final attack.
This way what archon said above about keeping the element of surprise from raids would still be there
Also, it could be limited to some raids instead of all (like Fulings and seekers).
Bats wouldn't be smart enough as to do this kind of behaviour for example
hey now, bats are smart(ish), just blind. They send out waves and scouts kinda like bees.
Imagine having seiges where enemies of the biome team up and come at you.
Greydwarves bringing the trolls.
blobs, drauger, wraiths, skeletons.
Having a pack of ulvs, cultists, fenring, and wolves would be awesome
It's what I want from the charred, they're supposed to resemble an army so they should behave like an army
@storm gull Frost Bomb: 1 Greydwarf Eye, 1 Frost Gland, 1 Leather Scrap. makes 3
No way...I don't see it
and if for whatever reason they insisted it be 'gate kept' until later in progression than mountain (which, honestly, would seem to me less 'value adding' to the game than just letting it be available earlier and adjusting damage accordingly, as a general rule and also specifically applicable to this item suggestion), they could easily add or substitute some deep north only available crystal, icicle etc.
Frost is OP, not because of damage but crowd control. See Frostner being relevant all the way into Ashlands, frost arrows still being the best arrow in the game against anything not weak to pierce, frost staff making you near-invincible 1 on 1 and Mistwalker being MIstwalker.
Giving us a spammable AoE slow would be a massive balance shift. I can see why it's not in the game and i don't want them to add it.
you wouldn't HAVE to make it slow though, or you could adjust it to a near instantaneous duration, and/or add a "cooldown" before they can be affected again by the slow
I'd like it to incorporate some crystals too
all of what you said @round lotus is correct as a general matter though--like that is I imagine the/a primary balancing consideration, but I don't think that's an IMPOSSIBLE thing to balance
As far as I can tell all the foods in the cauldron are generally ordered alphabetically based on the first noun in their name. So "Uncooked stuffed mushroom" is filed under "M" for "Mushroom". But there's a couple caveats. "Uncooked" is an adjective and doesn't count, but apparently "cooked" does count, as in "Cooked Egg", where "cooked" is an adjective but the item itself is filed under "C" for "cooked" and not "E" for "egg".
Another strange case: all the fishing baits are clumped together (ignoring adjective prefixes like mossy, or stingy) based on "F" for "Fishing" even though "fishing" is a gerund (a verb acting as a noun).
There are also some words which use the noun form of adjectives, such as "Black Soup" under "B", which implies it is black and it is soup, but not necessarily "soup that is black".
And then there's mead bases, which are alphabetized under "mead", but still follow the "noun pattern", so lingering stamina comes after poison resistance, since "stamina" comes after "poison" but "lingering" comes before "poison". Except...if you look at the healing meads, they all have the same name except for their prefix adjectives (major, medium, minor) and are therefore ordered alphabetically by their adjective instead of any of their nouns.
And then there are some random outliers, like the Muckshake, which goes between 'S' and 'T' in the list. I presume this is for the "Sh" in "Shake", but "Muckshake" is all one word and, even if it were two words, "Muck" is a noun.
tl;dr we should probably have multiple food tabs sorted by mead bases, fishing baits, uncooked food that needs to go in the oven, or if the food gives health/stamina/eitr primarily.
@tepid rampart aoe weapons are good like the sledgehammers
Bombs too
They're sorted alphabetically by internal prefab ID
Isn't that like the arbalest? @granite geyser
Or do you mean a siege engine like the battering ram or catapult?
Correct, it would be another siege engine. I did think on the similarity with the arbalest so it might be worth thinking of ways to not make arbalest a better version just because it's much more mobile.
Maybe just increased dmg and better accuracy in comparison. It is a siege engine after all
you should edit that because it's unclear you're talking about a siege engine but I like that idea
Which is honestly dumb and makes it hard to change it. if I didnt have console commands i would be so lost sometimes
Boar meat is Raw meat. All of the other meats have descriptions for example
i dont see why, oozebombs in the swamp, frost bomb in mountains
No its a recepie idea that follows the eye scream
@hexed jewel I would much rather be attaacked by cultists, fenring, and ulvs than bats
I would LOVE that raid too!
It might be even harder to change it considering alphabetical sorting based on in-game name can be affected by the game's language. Languages are completely different from each other and many don't even use the same letters.
Internal ID will always be the same
@lofty wave any feedback about the wearwolf raid, or just dont like it?
Killing Geirrhafa unlocks a raid with cultists and fenrings, which is too similar.
I did not know that. I have never gotten the raid even though ive gotten "shes hot on your tail" like 20 times. sometimes I hate the RNG
Iāve never had it either, but Iāve seen it on the wiki. All the hildir minibosses have raids.
Man, it feels like the raid pool is just so diluted.
I really want the blood stone to be useful. I really hope they make it better or rework it
The blood stone is very useful. itās used in the gem cutter, dundr, trollstav and dyrnwyn.
I really want Frostner, mistwalker, atgeirs and ember staff to be useful.
I really hope they make them better or rework them
We need a deep north frostner sledge
A halberd polearm would be great for chopping trees 360° around the player with the secondary attack
I like that thought of b-axe + atgeir...
I'd love for spears to be able to hit spawners. Other than that though I think they're fine. It's more just bow skill that need to be nerfed like hell
#suggestions message Greydwarves should have 1-4 eyes.
2* soldier having 4 mandibles sounds scary.
#suggestions message @warm vigil The chaos is what makes trollstav fun. If I can't control them enough to chop trees at high skill levels anymore that'd be a bad change. They'd just be a big non-unique and boring skelette.
Blood magic is a skill though, it might be a show of skill to weaken their damage against you only (caster takes only lv1 damage, for instance). I think the balance they have is pretty good without any changes regardless.
@sterile niche nope
I like the idea to change how raids spawn, but whew those are some super duper generous warning windows. It would also mean the duration between raids is pretty lengthy too.
I would probably be on board for it though if the warning window was about an in-game day at most. 
(Suggestion: #suggestions message )
@granite geyser ofc it knocks enemies back but you cant relie on it. it still does does damages against the ennemies...
no*
Re-watch the video. Damage is the last thing worth noting
Clue:|| Lightning staggers||
Not being satisfied with the most OP melee weapon in the game š
yes but it does not work independently, as in the video, you are advised to also carry some kind of lighting gemstone weapon with you
Most weapons don't, you're never supposed to use one single weapon and expect it to carry you throughout the whole game. You will always need at least two more. This is no different
I used polearms through the whole game besides my bow, worked perfect until ashlands, this is one thing that got me disapointed since i really liked the playstyle of polearms
Himmin is very feasible to use in ashlands still due to perma lightning alone. AoE being another main reason
I have tried it and it just cannot compete against all other weapon types, in my opinion.
You're literally describing why atgeirs are so OP compared to other weapons, while simultaneously complaining about them not being strong enough. Tough thing to do
i wouldnt say they are op. it depends on the situation. Atgeirs are a higher dps weapon with high stamina use. also you cannot carry a shield which makes you depend on perfect blocks or evading attacks.
You don't need to block or parry anything with polearms because the secondary has so much stagger and knockback
The secondary attack stagger and knocks enemies back, and by the time they get back up close to you you've regenned the stamina it took to do the attack. Can do an infinite loop with that to never have any melee enemy get close to you
Plus because it staggers it makes it very easy to deal high damage without having good parry timings
you guys really dont want me to get my flametal atgeir....
Also that said atgeirs aren't too bad at parrying. I know himmin afl parries seekers and soldiers no problem
There'll prob be mods for it
Weapon gaps are good. It's an encouragement on having to use other types of weapons rather than sticking to the same ones always. Which is pretty much the entire point
Also I wouldn't be super opposed to atgeir in Ashlands. Atgeir is skipped in mountains and meadows so I suppose it's not too bad to have in Ashlands. They'd just have to nerf or rework the secondary attack on it before adding it
But there are two atgeirs right before ashlands. If there is a weapon that would need to fill that gap is a battle axe and fist weapons
i agree with the fist weapons
I'm not sure if battleaxe really needs a fill, although it could be nice. I don't think it's a necessity for a weapon to be in every 1-2 biomes you get to, but I do think a weapon type (so axes as a whole) shouldn't skip more than 1 biome after being introduced
b-axes are twice in a row and then disappear for three biomes as of now.
And there is literally only one fist weapon in the entire game. I can ignore the b-axe situation but the fist weapons' massive gap just feels wrong
The problem with an Ashlands atgeir is that it would have to be an upgrade to Himminafl to be worth crafting. Which would once again make it the most powerful melee weapon by a landslide.
Skipping a biome and giving us a DN atgeir later gives the other weapon types time to catch up a little.
Naw. Without secondary attack atgeir isnāt op whatsoever
Maybe not, but Himminafl still is just because of how good lightning is.
It's the same issue with Mistwalker - it's not that they're terrible, Mistwalker is just so good that the Ashlands swords seem more like a sidegrade (if that).
An ashlands atgeir without something equal to that would just disappoint atgeir users, especially if it comes with a nerf to the entire weapon class.
Tbh I wish swords skipped Ashlands. Theyāve been in every biome but meadows and are very powerful / often picked
i wouldn't have minded (it would've saved me quite a bit of flametal and a bunch of gems for what ended up as wall decorations lol)
Maybe dwyrvyn as the only Ashlands sword
#suggestions message @umbral cobalt you can roll immediately after drinking mead to cancel the slowness
Thanks for the tip. I still feel that it would be more natural not to slow down.
I have mixed feelings on it. Rolling works very well and I always do it, but it feels like an exploit of animation cancelling and not actually intended
I do think there should be some risk to drinking a mead, since it does give you quite substantial buffs to compensate. But that slowdown is a bit high and lasts quite long
There are mead horns in the game, which currently are purely cosmetic. It would be interesting if using one of those made the slowdown significantly shorter
Although I did also make another suggestion of meadhorns being able to be filled with 2-3 meads to be drank all at once
The Valheim team should offer a server hosting solution. It doesn't even need to be the best one available, i'd still pay double the going rate if I knew proceeds were expediting the game. Why should all of these third party server hosts be raking in all the Valheim money.
Because it's not their business/problem?
Their only job is to develop the game...
Well considering 99% of people playing this game are using some sort of third party server host, and they're already selling merch to fund development, I'd argue it makes more sense for Irongate to offer a hosting solution of their own as opposed to plush dolls.
Hold on now, I start with a fist weapon scaled to meadows. Generally stop using it by mountains, which is perfect. Ash fist would continue that pattern of 2 biome gap.
Game needs more battleaxes though, my favourite 2-handers.
Highest block of any weapon, highest range of any melee, above average dps at every tier. Compared to other 2-handers it would have least stagger and above average speed. Maybe not OP but I think that makes it the most reliable 2-hander, and best defensive 1-slot weapon available for rangers/builders/mages.
Still S tier.
So you assume that 99% of the fan base plays coop? I'm pretty sure single players have 0 need for a third-party hosting service...
And the merch goes to the company that sells it which in reality goes mostly to materials to create that merch. Little goes to development, their main income is people buying the game, as it always has been
People can play on their own dedicated servers, if they refuse to do so and prefer for third-party hosting then š¤·āāļø literally the player's decision
But also high stamina cost, limited attack area (hits far, but not wide) plus has cleave penalty if you do hit multiple enemies (I think), and worst of all it's pierce damage which is ineffective a lot of places
Solid weapon, but I'd say it's by no means a no brainer over other options
To add to this a 20 degree incline also neuters it
S-tier but takes player skill, I guess I'm fine with that.
I wouldn't mind the 360 stunlock secondary being reworked into just like a 40-60 degree sweep in front of you dealing slash damage, but not causing insane stagger/knockback
Weapon would prob need some balancing of stats but it wouldn't make it an OP stunlock machine
Polearm vault?
#suggestions message @umbral cobalt Having played a lot of early monster hunter then the shift to World I see the value of having restricted movement with items. I found running and eating to just remove the focus on positioning and situational awareness. It makes the choice to use items heavier and prevents enemies from just impacting your inventory rather than your character. As a result success feels more earned as the player has to make smart decisions and risks.
I would prefer they keep it: the penalty is minimal at best but most risk/reward balances in the micro are good to have. ||you can also negate the penalty by jumping||
#suggestions message @granite geyser Would this make you immune to ash lava/boiling water? That seems far too good if so.
"I start with a fist weapon scaled to meadows"
Wdym?
Nope. Only elemental damage
Bare hands, useful until wolves on normal.
When you run out of other gear you can still kill draugr and survive a parried arrow anyway.
ngl I just ran around mistlands for fun at mountain stage just gathering resources and flesh rippers ripped those seekers up
and that was on hard too
No offense, but I had to try really hard to decipher your sentences. I would love to hear a recording of you saying that paragraph in the way you intended it to convey its meaning. More punctuation might help.
I think I understand your argument, which is a common, general argument some people have: more hard = more fun.
I disagree with this in general. Though, of course, some hardness is needed. Getting in over our heads in a battle is fun. I would like there to be some way to add a chance of escape (i.e., drinking a mead) that doesn't ironically get us killed. The penalty is definitely not "minimal at best". It is a 2-3 second slow down, when enemies are right on our tail. Perhaps a smaller (0.5 sec) slow down would be a good balance. But, overall I would like more features for surviving so that I don't have to spend so many hours doing body runs. All the wasted time recovering bodies is why I don't play this game as much as I would. Some runs are fun, but the ratio of time spent getting gear back, just to get back to the actual exploration of the game, is too intense in my opinion.
And I don't mean to pile that concept entirely onto the mead mechanics. The mead delay is just one small feature that I think could help alieviate this issue.
Not a fan of hard = fun myself, I just want more reasons for combat to be varied and interesting. Negating the risk of items removes player choices which I'm not a fan of.
To summarize my other point; Monster Hunter World made the change you are proposing and it made items feel less important. The player no longer has to make choices (as often as before for World) based on risk whether to use an item or not. A penalty adds weight to the decision and makes combat more engaging, not necessarily more difficult.
I think the devs don't want you to be able to drink while cuddling a wild lox for example, as that reduces the danger of a wild lox. Essentially death in this scenario would then make the player think "I didn't drink fast enough" rather than "I shouldn't be next to a wild lox." Rather the current game makes the player disengage first by some means, which feels better in game.
if yr at the point of needing a mead or pot to survive you already planned the fight poorly
I understand your point better now. Complexities of mechanics is more engaging. Just as complexity of the world is. Which is why I'm somewhat disappointed with the current iteration of ashlands seemingly being, spam as many enemies in one location as possible to create more challenge to imply more fun. I wish the biome had more strategic complexity and reason for certain enemies being where they are.
If every fight were planned there would be no surprise.
you can pick yr exit point, if you wait till yr on 10hp it's too late probably
Lots assumptions in that statement, and is a personal judgement rather than subject discussion.
/disengaging
I have a concern regarding fortresses wherein players can just build stairs around it, why not add enemy ward with higher range than normal one to make siege equipment useful and viable
lots of people bring that up, along with tunneling under using a pickaxe. I do agree not making the strongholds so easy to "cheese", would be a good thing. People also often suggest a enemy version of the player wards as a solution.
I was wondering why the devs didn't patch that up on official release. Fortresses was meant to be formidable enemy base but turns out to be "easy-going" camp like the Fuling Village. Hope they patch this as soon as possbile this week. Add enemy ward (tremendous range) also
Or make the build part more dangerous. Skuggs targeing the upper half of the wall or moats or arrow slits: anything not focused on the ground level outer wall.
@fervent geyser those things will come in the 1.0 release
@livid garden what configuration would you suggest? I feel it makes sense that they are placed in the order that youāre supposed to kill them
@livid garden that is fixed when you make a new world
ah i see
but old worlds will have that small inconvinience
nw then
#suggestions message According to the wiki that stuff is based on unity's rich text format, so not necessarily something they have direct control over. If Norse runes are missing then it's likely just because the markdown system being used/that's available to them doesn't utilize them.
yeah, that is true, I was just hoping that it might be possible to add more too signs. like perhaps when you select them and get the edit screen, it could give more options(Old Norse/Runes, being an option)
Hopefully they aren't limited by the markdown system. Runes would be a very fitting/thematic option for players to have.
forsure, maybe they could even have a glow, but I would take them how I could get them š
Because wood burns in ashlands.
And turns into coal as well. You don't get the wood back
If you're referring to the wards, the enemy ward for the ashlands could have been completely different
Ladders/stairs
They don't get set on fire often, usually they're up long enough to get inside
Fair. But that's still probably the reason why
Players could also bring a stonecutter and some rocks
I've been adamantly against them releasing the update to live since PTB but here we are...
The game is in early access anyways, it's all subject to change
Im not just taking about wood here. Think about the stone & blackmarble pal
i just posted a suggestion : *spirit-based weapons from Mistlands are too strong for Ashlands (Mistwalker and Spinesnap), due to the fact that theres a lot of undead monsters ... no point crafting any new melee weapons with Ashlands materials sadly, maybe a little rework of new Ashlands melee weapons ? *
i'd like to know for those who downvote whats your opinion about that ? thx š
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It's great that old gear is still relevant even later, especially expensive ones like silver sword.
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It's only true to specific weapons, not all of them. Example: Thunder axes are still arguably better than earlier melee weapons. Which also completely depend on situation
I think if anything... this is more of an oversight of the mobs than the weapons. It's fine that they have a weakness, but I could always welcome a few more mobs of a different variety (None Undead) which would then make spirit-based weapons a little less broadly applicable. š¤·āāļø
Nature ripper definitely has a better use than spinsnap considering the root effect.
I can see something like flametal mace being better if you use it with either nature or thunder due to secondary's knockback.
Essentially, only nidhogg and slayer are arguably worse right now. Rest of melee weapons are in good shape because of the enchantments
It's more of an issue regarding the enchantments, not the weapons themselves
Lightning weapons are extremely powerful, jade weapons are less strong but have a good (not reliable) effect, and blood weapons are situational but very powerful in their situation.
Spirit needed more love anyway, its good those weapons can hold up here.
I just dont get why this weapon tier has no spirit on its own except the fucking bow for some reason
Why does the ash fang and its enchants have 5 spirit per upgrade?
if old spirit weapons are decent here... just imagine a current tier spirit weapon š¤
Anyway i maintain that jade shouldve been spirit
Pretty much. Same for frost, why would you use literally any other element if spirit and frost would just break everything?
Nah
The root matters more than the poison
The root barely procs and isnt reliable. Spirit damage is reliable and its not like 10 is a massively notable amount
u right, i just regret that i feel more comfortable with my lvl4 Mistwalker than any other melee weapon from Ashlands š but i dunno what could be done (nerf or upgrade)
thx for arguing btw ā¤ļø
Upgrade the special effects.
The weapons themselves are good enough
As I said, seems fine to me. Just need a few more none undead mobs too so they are not as widely applicable. If you really wanna cover all bases, make the few additions resistant to spirit damage haha
Lightning nidhogg is fun as hell and staggers more than mistwalker
I just hate that they made poison one of the main damage types for the undead biome. Its such a bad decision i cant understand it. You literally just lose ten damage for the vast majority of enemies
The weapons are bright brilliant lively green, poison is a dim yellowy deathly green, and spirit is a bright brilliant green. I dont get it
Is it bad that you're losing mere 10 dmg?
#suggestions message dundr still has it, i dont see why fracture cant
And DN will still be a thing, I'm sure poison will be much better there
Poison wont be good until they make it function better. Even if they added enemies that are weak to it, it still punishes aggression and doesnt work with anything that isnt a bow or other slow weapon
As it stands the way it works is very strange and unintuitive. Gotta read out a whole formula on the wiki to know how it works
Fire and spirit are easy to understand and much more rewarding
I mean... spirit was essentially worthless until we got ashlands...
It was useful against Yagluth, then you just forget about it as nothing in Mistlands is affected by it
And, isn't poison just a DoT that resets when re-applied while others stack?
yeah but lvl4 Mistwalker (75 slash + 58 frost + 15 spirit) is stronger than any other 1H melee weapon from Ashlands (135 slash/blunt + 10 poison/lightning), it spirit dot + slow and do more damage that any other 1H weapon from Ashlands, imo i think theres a problem, but again i dont know what could be done (upgrade or nerf)
i think its sad that a weapon from a previous biome remains stronger than all of thats months that devs worked on this dlc
i mean they created 8 new 1h weapons, and none of them can catch up with mistwalker lvl4 š¦
even Dyrnwyn is under
Matter of enchantment effects, not the weapons themselves
Poison uses a formula that does damage over time where the time of the status is the primary difference made by higher initial damage. The higher the damage the less the tick damage goes up and the longer the duration lasts. It doesnt stack, just resets if incoming is higher than current. It actively punishes aggression cus you just lose damage if you keep up on the enemy, like with the dual axes, sword, spear, and the like. Spirit and fire reset their duration too, but adds the incoming damage instead, rewarding aggression, and the duration is always a nice short five seconds. You can just divide the weapon damage by five and know what the tick damage will be.
And what good are the enchantments if i can choose to kill faster and more reliably?
@peak bronze Axes are tools first, weapons second. If they were faster, then swords would just fall into obscurity because they are meant to be the main slash weapon just for being faster while they deal lower dmg than axes. Faster axes would just make swords more worthless
And it's no surprise at all that the axes from the 7th biome are much better in almost every way to any other axe before. That's how progression has always worked
I think the problem with making axes faster is that people who use them as weapons would have to relearn all the attack timings
I disagree with swords becoming worthless. Even if 1h axes were faster they would still suffer from multitarget penalty and smaller reach compared to swords. Swords hit better against groups and also have higher damage dealing secondary attack (3x).
I'm not saying that they should be as fast as dual axes, but even if they were as fast as swords/clubs they would be in better position as a weapon too. I don't think there would be harm in that, those who main swords/clubs would still main them.
After all, axes were the most used weapon for vikings.
do any of these suggestions make it into the game? just curious
Iām pretty sure ballistas were suggested, but that was before the server hack and before I first played Valheim
Yes
Many have
Multi target penalty is somewhat irrelevant considering the same reduced attack range you're mentioning, which leaves to the higher dmg as a more important factor.
Again, they are still weapons, just because it's their second function doesn't mean they're completely inefficient at it. If they were as fast as swords, then you would be even more discouraged at using swords because axes attack just as fast and have higher damage.
Right now, swords are even still discouraged to be used due to axes as they can be used as weapons and tools while swords are just weapons
Axes don't even have that much higher damage than swords, 2 slash damage more compared to same tier maxed axe and sword doesn't make that much difference.
I don't think multi target penalty is irrelevant. The efficiency in fight against multiple mobs at the same time is better when the hitbox and range are wider and the mobs also take the same damage from your attacks. Hitting the terrain also affects to the damage as it counts as target too. Swords also still have better secondary attack than axes when comparing their damage output.
Again, even if axes were faster I don't think they would make swords obsolete. Mistwalker is still one of the best 1 handed weapons even in Ashlands. And at least from people I know who play Valheim they rather use sword as main weapon than axe because they don't like how clunky it feels compared to sword.
Anyone want a aiming arc for their catapult(s)?
Because I do. Would be great not to have to guess where the first shot will land. Such a waste of ammo.
The smaller boats for Ashlands is a great suggestion. I think there should be a way to upgrade all existing boats except the raft so they can survive Ashlands - make the upgrade require Ashwood or charred bones so that it can't be achieved until you have been to Ashlands already.
Other than stone, ash, and bronze variants all axes fall into a below average dps bracket than other melees of the same tier. That doesn't matter though as the knockback they have will never let you reach that dps on mobs, meaning non-2handers will struggle to stagger.
I don't think they compete with swords unless you really want to save a slot. Axes favour single hits rather than combos for safety, which I think makes them different enough to not tread on eachother. I'd rather have a sword than a 1-handed axe.
As for the forbidden knowledge; ||axes have better animation cancels than swords, I'll give you that. If you know them in the current build you don't need a sword. A lot harder on stamina though.||
For the original suggestion I think axes are fine as-is. Could use less knockback on hit 2/3 though.
i didn't hear this much complaining that Frostner stays relevant for at least 3 biomes
Catapult needs an over the top POV for aiming
Feels kind of useless at the moment and I'm not doing much dmg at all
Staff of Embers still dominates for Fortress attack and Trolstav haha
after calculating the relation between stamina and stamina regeneration time, i found the two have a linear relation. #screenshots message
It means that with 9 consecutive attacks, the stamina regeneration time when eating a blueberry and using a BronzeSword is noticeably shorter than when eating a salad and using the Mistwalker. In other words, as the game progresses, the stamina requirements for weapons have inflated, but stamina regeneration speed hasn't changed. In later stage battles, you have to spend more time on waiting for stamina regeneration during combat.
To a certain extent, stamina potions can compensate for this discrepancy. However, +25% restamina rate from potion is undoubtedly a drop in the bucket. if we should find a way to compensate for this discrepancy?
I would be very surprised if it wasn't intended. The discrepancy means that stamina management becomes more difficult and more important as you progress, as it should.
am i understanding dislike button wrong or why are some of the good ideas disliked so much?
Just because you think those ideas are "good" doesn't mean everyone else feels the same
yeah this odin guy downvoting all my suggestions smh
no i mean more than 1 downvote
he specifically dislikes quality of life features
Who knows? Everyone has their own reasons, doesn't mean everyone has the obligation to explain why. Maybe they think it doesn't fit? Maybe it's because they think something in the suggestion itself is wrong/off? Or could be because it's too much in one way or another?
You're essentially asking why does anyone do anything in general
Also, the "just ignore it if you don't like it" mentality is extremely flawed and a lame excuse people try to use to avoid proper criticism. If an idea is bad it should absolutely be made note of. You can't hide or get rid of any dislike and criticism just because you aren't happy with it. You posted an idea to the public, it's your responsibility to accept both the good and bad reception you get.
yhea but clicking a button is no proper criticism
You can't just expect every single user that votes to just explain their reasoning to do so
#suggestions message What would the vendor sell, @tepid rampart?
Lot's of stuff... expensive stuff for our hoards of gold and goods
The idea of a trader (or maybe even a few) that wander the seas by boat sounds awesome. They could stop their travels whenever anyone gets close so you can hop on board to buy from them.
Makes me think of something like Beetle in LoZ Wind Waker - Phantom Hourglass š
I'm not discounting the idea; I'm asking for the suggester to offer what their vision of it is.
I was just adding in my own opinion was all, not really a reply to your message š¤ š
#suggestions message The leading of a target is pretty bad, agreed. @mortal rivet
they are sort of a poop additiona imo... I was not fond of how they were implemented from the start
Leading a taget is non existent. This thing will almost never hit a moving target. I thought it would be fine against the mostly stationary charred marksmen but it cant even hit them when theyre stationary most of the time.... I just feel like some of this stuff is so basic, like why??
You vent, brother. It's important to get it off your chest!
Additionally, them either attacking everything or only what trophy you present is so bad. My suggestion is something like 3 fire modes for targeting:
- All hostile: Targets all hostile creatures
- All neutral: Targets the neutral creatures
- Trophy: what we currently have
That sounds like it depends on RNG for the trader to spawn...
RNG bad
i would imagine the sea based trader would either just be like the current ones, and just on a boat anchored somewhere in the middle of the ocean you stumble across OR more interestingly would travel (but not sure how difficult or even possible that implementation is) maybe on a fixed route, maybe not--as long as the sea trader icon once unlocked "tracked" with their movement, you'd always be able to find them again if desired
Must be difficult to set it on a determined path considering world gen is random
Would be better to get something like the dvergr docks but in the middle of the ocean
Might not be if you code it as "must be with +/- 20 meters of shallow waters and move counter clockwise."
I have 0 trust in this game's pathfinding...
I understand that.
Maybe the boat would always be stationary, with the excuse being that the vendor is fishing or something
Even fable (that had a glowing trail for player guidance) had issues, and that was a closed world that wasn't procedurally generated.
Maybe there would be multiple spawn points like they all have, and they just cycle through them for this one?
That sounds like it would work reasonably well.
You could track the spots they appear at and itd be a set amount and time so theyd be predictable
They could have them say something like āsorry, ive got places to be, cya aroundā if its time for them to move and theyd boot you out and sail off to despawn and reappear
While normally I would agree š¤£
We already have mostly the same situation with the existing traders.
This one does have the component of them possibly moving around (though not needed), but you could always track em by the icon on your map and there could be multiple of them to lessen the hassle of finding one.
I'm sure that method would be WAY easier to implement than any sort of "wandering" trader
If asked I can and I will expect that
I prefer having to worry about ONE trader location...
Why would anyone downvote the rain resistance post? If you donāt want pretty wood building then donāt use it
Building a shield generator next to a dock to protect it from rain is a bit much, and pretty late into a play through
Also Anatoly ^
Another, earlier means to protect wood weathering would make that said late item pretty worthless outside of ashlands
That's fine, the protection from rain feels like a convenient side effect
Iām guessing it Ashlands item, Iām still on Black Forest.
Pretty well said, my bad. Should have thought before I wrote.
Iām okay with the damage, but the colour just throws me off
#suggestions message @calm merlin the game already has rivers?
I donāt know what difference there would be between the rivers the game already has and āriver riversā
@calm merlin #screenshots message
I feel like the river are too big? Maybe a another river type thatās smaller and has a downwards current that connects to the open ocean/ bigger river.
^
Iāve seen many thin rivers before
I have seen some but they donāt have a current
With the way water works currently a downward current wouldn't be possible
Okay, too bad
What did you think off my barrel idea?
It would be a somewhat early game item
They seem a little unnecessary, iron chests are quite early and wood chests are good enough for everything before swamp.
2 rows? To little for me at least.
They'd be nice aesthetically but unnecessary, it'd be a bit out of place
I think you should avoid spamming a bunch of random ideas all at one time. At the very least spread them out over time.
Of course spam is bad.
I didnt think it was spam
Please check the pinned message as well
Sorry
Where?
#suggestions message
More to the point, "make sure to search to see if your suggestion has been made before. ā»ļø reaction means it has been suggested before."
How can i check? Didnt knowš
Loving the "Friendly Raid" suggestion šŖ
is holding e really that much slower for filling kilns and such that folks do individual clicks? I've never gone back to individual clicks since they added the ability to hold buttons, not worth the finger/keyboard stress imo
It is slower
But people also are impatient af. Further proof of that is the "need" to have +20 kilns and +10 smelters to process metals as if there was a permanent hurry to get those resources ASAP
I always just have four kilns and three smelters and the fourth kiln is mostly optional and placed just to round up the amount to 100 coal.
The three smelters is to smelt a full stack of metal..
I can do plenty of other stuff while things process and sleeping makes it faster
@main idol
https://valheim.fandom.com/wiki/Wood_iron_structures
https://valheim.fandom.com/wiki/Core_wood?so=search
All stone and black marble pieces
And
#suggestions message
Fully agree, this is the stupidiest way game devs (in general, not limited to valheim) balance consumeables ever and ruins the flow of combat.
It's enough not being able to attack while you chomp down on food/drink mead. The movement slowdown is just stupid.
I prefer that over "you have to finish the game before getting a convenience item after 80% of your group quit playing"
same for portaling metals btw. Why make people ship metals around for hours and only give them the convenience of portaling them when they don't really need it anymore?
Fadr's power is also a major convenience, and I don't understand why it's locked behind the (currently) last boss.
That's exactly where the fun lies. It tests your strategy rather than just trading health with mobs. Similarly, when adding a shield with the staff, theres a movement slowdown effect, so you can't just do it in front of a mob.
Really? Try drink or eat during running or fighting and you will see...
Eat or drink during the fight or run is only your chose not duty. You have many ways to avoid/solve situation without consume during battle (yes, some lead to death). Just think.
It is not stupid, it is trade-off. You want change situation you have to pay (by small time of slow down and get big advantage).
Not having easy access to metal anywhere in the world is part of the intended challenge of the game. There's a world modifier for allowing it from the start if you want it.
The reason stone portals also add it to vanilla is because it's close to endgame (and probably because Ashlands and Deep North are at the ass-end of the world. Even the devs have some mercy apparently š ).
And you'll still be transporting plenty of metal in Ashlands, especially if you like building.
the only challenge there is putting up with the game trying to waste your time to make up for the lack of content
it's not much of a challenge to boat from point A to point B
#suggestions message
If you're suggesting them to add bread it is currently in the game at plains tier.
at this point you're just against progress or QoL in general lol
QOL would go a long way in between updates, they should probably look into that next.
@clever badge why would fist weapons have access to elements any other ashlands weapon doesn't have access to?
One of them being completely broken op in ashlands (frost) and the other being worthless (fire)
I was just throwing elements out there smh
I think fire will be op when we get the frost lands thing, and I also think that we should get some weapons with other elemental type ie poison for example
I kinda like being able to unlock Dvyrwyn in Ashlands to have a powerful fire weapon to start DN with.
Ofc it's not currently a "powerful" weapon, but I feel like if they gave Dvyrwyn just slightly better base stats than the Ashlands weapons (with a fair amount in fire damage), it would be a solid choice for venturing into Deep North
It doesn't make much sense to find materials for a frost weapon in the hottest place of the world, but it's weird that we don't have more fire weapons given that same logic
Flaming fists sound cool and there aren't many fist weapons anyways, it'd be nice to see
Which I'm sure will be the case.
There's one biome left, people are either oblivious or ignore points because it disagrees with theirs.
The game is unfinished
Fair, perma-enchanted fist weapons that are worthless in ashlands but very useful in DN would be pretty fine
I need this (its a shoryuken gif): https://tenor.com/view/ken-exdp-yolo-shoryu-dragon-punch-gif-20734027
@clever badge Devs have stated they intentionally skip certain gear in certain biomes. Not something I think they'd change
oh really? damn.... have they stated why? Because magic only being introduced in the mistlands makes sense... But a buckler so I can keep playing the parry build, thats the one I dont understand
In that same suggestion it's even explicitly stated the reasoning why
There was no buckler available, so it was necessary to switch to another playstyle
Sticking to one single set of weapons is a bad idea
and I think that forcing people to switch playstyle sucks. There is no point in grinding the a weapon skill or having roles in a team if the game tells you "nuh huh you play like this now"
"There is no point in grinding a weapon skill..."
Yes, you finally get it: Grinding ANY skill has ALWAYS been pointless and pretty much never even encouraged
You really arenāt supposed to need to grind skills in the first place
Skills are nice-to-haves, not the most absolutely essential feature in the entire game where if you don't have them high enough you will suddenly and automatically lose the game that plenty of people apparently think them to be
They make a pretty significant difference in dmg and staggering enemies or not. Losing levels for dying to a bug or something not your fault feels really bad because it does take ages to get them back up
Each level is 1.4% dmg
Yeah, had to grind the shield skill a bit cause I wasnt able to parry mobs (and because I died a buncha times)
And blood magic and bow levels are cracked asf
Wish they were less dependant on skill levels, having those at low level is ass
To make you diversify your combat choices and try out new things, I imagine.
Game would get boring using the same weapon for every biome
But still my point is valid : it sucks that the game forces you to switch from a playstyle you like to something else that maybe you wont like.
Also levelling crossbows is the most tedious thing ever holy cow
If using the same weapon type is boring then maybe the problem is that the weapons themselves are boring not the playstyle per se
Sometimes I feel kinda suckish about it too, like that I go from mistlands to Ashlands and can't get a better parrying shield, but I am glad it is a feature. I love when game encourages you to follow new strats and not put all your eggs in one basket
People can play the entirety of Diablo without getting bored of using bows because you always get new cool stuff to play with
Hmm I find the weapons pretty fun. But I still get bored using the same one for too long
On my current run I'm in Mountains and so far I've been using a good bit of knives/spears/maces/swords/fists and axes. It's fun switching things up
They all have the same moveset and the same alt attack... the only thing that makes them feel fun and unique are those with elemental effects
No?
per weapon type, all the swords have the same animation set for example
I know this is a dev limitation because they prolly dont have the ressources to make tons of animations for tons of weapons, but having some variation would be cool
What's wrong with the variation of using different weapon types though?
Almost as if diablo was a completely different type of game than valheim
My problem is like for example I like playing the rogue/ranger archetype. I have a certain role in my team (the other one are playing wizard and sword and board). Like sure every biomes have bows, but for example not every biome has a light armor set and with a playstyle based around mobility welp yeah you can understand how it might suck. So I end up either having to switch roles (which I dont like) or stick with lower tier gear and die thousands of times.
Not every biome has bows
you completely missed my point : people can play with the same weapon type for a very long period because you give them variations of the same thing and skills to keep things fresh.
I disagree though that you HAVE to switch though. Like for example fenris armor, root chest, and huntsman bow, and Blackmetal dagger is AWESOME for a rogue/ranger style in Plains, despite plains not having a light armor set or a bow
which one doesnt have a bow? I dont remember lol
Plains
Just because it's discouraged doesn't mean you're literally forced to play in that style...
As in, the game does "force" you to play a certain way, but doesn't mean you actually have to play that certain way.
Root harnesk is a T3 piece and it's still very valid in even ashlands
Many enemies are resistant to pierce and makes bows more ineffective, doesn't mean people won't use them against everything and still win.
Some players kill Yagluth with bows, despite being resistant to pierce
The thing is that the devs don't intend it as an RPG with classes. You're a viking, you're supposed to be able to competently use multiple weapons and techniques, no single strategies are going to be ideal through the whole game.
oh they are totally fine in plains... go in mistlands now and you will see why lol
Then read what I just said
Mistlands also does awesome with fenris hood, fenris legs, root chest, and a draugr fang with frost arrows. Deletes everything if you've already been playing ranger and have a bit of bow skill
Plus skoll and hati are so good
Wrong word is "forced" actually, the game doesn't force you into anything, that would mean you literally, cannot use any other thing other than the one that's being "forced" into you.
In reality, it encourages you into playing that certain playstyle, doesn't mean you HAVE to play that certain playstyle. You can still play fine doing whatever you want
Again some of the gear is from a few biomes earlier, but it still holds up well. And naturally you are gonna have (arguably) a bit weaker gear if refusing to adapt your playstyle (which is okay)
I meant go in mistlands with that set, and sorry but getting 1-2 tapped by everything is not what I qualify as fun
Skoll and hati are good... you just need to grind a bit to parry cause mobs do shit ton of poise damage
two tapped? If on Normal a seeker would do like 40 damage or so to you
Then you're doing it wrong...
Using bows and an armor that's meant to keep you at range from the enemies? You're telling me that AS AN ARCHER enemies are able to reach you IN MELEE?
Frost arrows also really put a stop to enemies closing distance
I play as a dagger/bow build, because I am supposed to be viable in both cqb and range
But yeah mistlands barely has any ranged enemies. Just infrequent Gjall, and then dvergr who you have to pick a fight with
With enough move speed you usually don't even need to dodge, you just run around enemies and hit them
And the terrain itself makes enemies have a hard time teaching you
Then maybe something like carapace helm, root chest, fenris legs, 2hp 1 stamina you'd be cruising I imagine
dodge? what is this I parry
Parry isn't always the best play especially when multiple guys pump you
that I know lol
Parry depends a lot on your health and armor, dodge rolling always works no matter what. If you're a light armor/ranged build it makes no sense to parry, have higher stamina and don't get hit.
And mistlands allows you to craft the current most powerful buckler in the game.
And what's stated above, are you sure parrying an enemy when there are several others attacking you as well is a good idea?
In that case kill most enemies at range and the few left at melee/parry
its not a buckler, its a round shield type (the parry multiplier is 1.5 not 2 afaik have to look it up now)
It's a buckler. And it's 2.5x
There's a buckler and a shield
wait... oh now I remember I was using skol and hati in mistlands not the buckler cause no daggers
Yes Iāve always carried this in the mistlands for when I encounter Gjall but now it feels pretty much useless now with the cape being very weak to fire
Higher resistances override lesser ones
Ooooooh thanks for the info I did not know that
When I hear a Gjall now I climb up to a high point, take the cape off and snipe it from up high where I'm less likely to be spotted by something else. The extra step of removing the cape is a nuisance, but I'd say the cape is far from useless against them
Though in comparison to the root set which has you completely engulfed in wood, the feather cape making you very weak to fire does feel a bit weird.
Feathers are much more flammable than wood
@hazy musk #suggestions message Already does. Only workbench though AFAICT, so i wish theyd add it to the others too
Oh look, a bear suggestion, very first time bears have ever been suggested
I cant tell if you're being sarcastic or not š I just joined so I have no idea if it's been suggested or not
Of course, but the cape is quite detached from you in comparison to the root armor
That's just my input on the cape though, I don't expect it to change and it's fine right now as it is
Just seems like an unnecessary debuff for it to have
@near robin YES!! to the spear changes: they should be held other way around, especially when Splitnir is so long it clips through ground currently. And it should have longer reach.
Fr tho why is there no bonemaw stew
Because DN hasn't been released
I suspect weāll get one in the deep north.
@frank geode weapons gaps are intended.
If they're not there now, they probably won't be there ever
@shrewd sand it's not a MMO, it's capped at 10 players because you are meant to play in a small group.
And that capacity is just stretch, it's actually encouraged that on the case you play coop you should do so with no more that four other players
And...
I understand that for the base game and for most players. Iām talking about custom maps and tailored rpg servers.
Yes, well it was the most far fetched suggestion and ranked 3rd for a reason.
Ranked 3rd what?
I had 3 suggestions in the same post
And...?
@granite geyser why didnāt you like my idea?
Which one?
not quite what a bell is used for