#suggestions message I think this could go a ways towards reducing a lot of peoples' complaints about the speed/efficiency of sailing and give us masochist completionists one more thing to complete, juts one difference from the suggestion--I would not make sailing any slower than it is now, I'd just make the skill buff sailing speed from where it is now (so at skill level 0, boats would move as fast as they do now, and it would linearly scale up to some buff, I'd imagine not likely higher than 50% and probably not even that high, maybe +25-30%, at skill 100)
#suggestion-discussion
1 messages · Page 14 of 1
You're asking something to put it on.
That's exactly what it is
I think they're asking for a specific way to hang a bell so you can use it as a bell rather than the standard item mounts
like the boss thing lol if you put a bell on the item stands it is standing there like the name says not hanging
Damn, anyways it was the sailing I think
I didn't downvote it
@rose yarrow If achievements come they will happen after 1.0 or close to it.
okok, my bad
@icy aurora i like your idea about the continent, but it would be cooler if there was a thin lair off ashlands before you reached the deep north. I would also like a new mob there, a giant. Like the one from Got.
I think that would be cool to, it adds a little difficulty
#suggestions message you can already ride asksvin over lava. Was added shortly before Ashlands went live.
@wanton edge what are you suggesting?
@turbid sun don't use # to markup texts
Thanks 🙂
Oh really? I tried it a few days ago and they immediately set on fire and started taking damage. I assumed it was the lava and stopped riding them on lava - I'll try again, maybe I got unlucky timing with a lava spark or something
i do think, if it's not terribly difficult technically, it would make sense for specifically askvin--the player should probably still be vulnerable--to be immune to the lava sparks as well as the lava itself
yeah, you still get set on fire by the lava sparks. Bubble staff protects both your mount and yourself though.
#suggestions message Ye but only with friendly fire
@limpid oasis i agree
i haven seen the deep north yet, but i imagined it is simliar to mountain
me neither but I assumed it was something like the north pole
there could also be mountains there but those would technically count as mountain biome
besides, how would avalanches work? I can imagine it to be a pain to program them
has someone suggested sea lions / elephants?
Depends on whether mammoths count as elephants for the context people want them for
sea elephants. But I guess mammoths would be cool aswell
Than the staff of protection comes in & says hi
Time limited and costs health up front. It is true, but it can be prohibitive to just keep it up all the time.
True, equally it is a case of it provides more HP Than it takes generally with a health gate on top
I think I'm mostly salty because I've had it time out in the middle of battle before, and that's just a pain in the arse 😛
Agreed on that pain
be it you at least regen HP with it up (and several mistland foods have +5 HP per tick)
#suggestions message @spring mantle I havent actually tried (I'm testing it now) but a butcher knife should work
Just tested, butcher knives work
there could be a more convenient way. secondary attack?
hmm, Could make the secondary attack target what you are looking at?
could also change the pet prompt with the dead raiser out to stop animating it?
#suggestions message Isn't there already a setting/world modifier for player based raids that accomplishes this?
The night spawns still cause trouble though
How are you getting asksvin in the meadows??
Bring their eggs back?
Oh they lay eggs 👀 haven't bred then yet
people manage to get Lox back to the meadows--where there's a way, gamers WILL find and ruthlessly exploit it
Don't these settings apply to all players globally? I was thinking it would be nice for a new player to still have, say, greydwarf raids while the rest of us are on fulings.
I don't want to make it easier for myself, only for someone joining
There is a setting to make available raids suitable for the player they started at
oh! maybe i'll have our host look into it. thanks
If you breed a 2 star and a 0 star, how will you know which one is a 2 star?
The eggs have levels like weapons that determine the stars of the hatchling
Oh, so an egg is level 2 if it's 2 star and 0 if it has no stars.
Level 3 is 2 stars because there is no level 0 (I could be wrong, I haven’t done it yet but I think I saw this somewhere)
Are asksvin eggs food?
I don’t think so but I don’t know ashlands food very well
@low ether reach ashlands
I will once my friend decides to put his server back up. I kind of don't have a world prepared for Mistlands.
@storm palm
oh wow
I brought hares to the meadows this is nothing 
#suggestions message @fallow token the damage and block armor already show, the numbers to the right of you show the damage range you can deal based on skill, with the base to the left of it. Its only stamina, eitr, and other non-damage/block values we dont know the exact effects of
Feeling "forced" to do anything in this game is completely a "you" thing.
Almost nothing in the game actually forces you.
I'm completely and absolutely sure that complaining is a hobby and people just actively look for things to complain about...
@drowsy heron What is Varangian armor?
Vikings that looted lands across north and thanks to rivers reached Crimea and then rest of Byzantine Empire, they were repelled but then struck merchant deals, settled there and ended up as a unit serving the emperor. Then at one point ended up as elite formation there that protected royal family and fought in many battles
Whew there has been tons of suggestions lately 🤭
it's been updated now
@raven bramble @spiral fog
YIIPPIEEEEE
What's this?
the purchasable soundtrack
it wasn't updated ever since hearth and home up until now
OOOH!
That will be mine this evening if I don't forget.
😄
Why are people against planting berries? I hope your reasoning goes beyond "it would make the game easier ergo we can't support it"
They aren't against it per se they just know that the developers have said no to that every single time it has been suggested.
A work around is that you make either a portal route or mark the big clusters on your map.
Portal route: portal in base, portal near clump of berries, 2nd portal to another clump of berries and keep going like that, last portal leads back to base.
Voting no means you're against it
That is a rather black and white view.
I for one like the idea but I'd still vote no on it since I know it probably won't come to the game.
One of the ones that voted no is Smiffe, who is a developer and has voted no on it in the past.
People know this and will vote no on things that got developer disapproval.
Exploration and foraging is part of the game, if everything were plantable there would not be any point to visit those areas where you forage.
i would love to hear the reason for being against a mini boss trophy
Then you're misunderstanding the system that literally gives you two options. Either yes or no. There's no interpretation to it. Either you you agree or you don't which will be reflected in your vote. No one will know why you voted yes or no, they will only know that you did so
Basing your vote on one developer's view is a very poor way of constructing an opinion on something
You can do plenty of that when you have to find/gather ores, farm sea serpents, explore a new biome. Or maybe just go explore for the heck of it. The berries don't need to an excuse to go outside and look around
It is something that happens, might not be logical or correct but it is what it is.
This is not an argument. Not that you seem to have many as you vote according to someone elses preferences
And as I pointed out, no one else will know your reasons. They will only see yes or no. What's your point?
You asked why the suggestion for being able to plant and farm berries was getting downvotes and I'm trying to explain why.
People know what the developers have said about it and vote no because of that, is it logical or correct probably not but that is what is happening.
Also the one seeing the yes or no indeed only says yes or no but that doesn't mean the person voting is against or for it per se there can be all kinds of reasons why a vote goes one way or the other.
When I explore new areas I mark berry bushes etc on my map so I can visit there later to gather more easier, it isn't even an excuse to go there for me. Sometimes I gather something else at the same trip if I need.
True, not an argument, just a comment based on your argument.
tbh i would vouch but only if berries you plant took a week longer to grow to discourage mass planting them
because the problem with it is unlike crops, berries can be picked up immediately and you can have fields full of them extremely quickly
its basically "should i move them to my base but have them grow longer or leave them be and ill just go over to it instead since its faster"
There's no point in voting 👎 on something because "it probably won't happen," you should just vote on if you'd want to see it in the game or not.
You don't need to reinforce the devs vote because at the end of the day if they don't want to add it, they simply won't
Again that would be logical and correct but who has ever said that people are logical and correct.
It happens, no way around it.
I stopped voting on most suggestions only the ones I really really like and the ones I really really don't like get voted on.
Which are almost none.
I'm sure it does, I'm just leaving the message out there
@cedar palm i'm inclined to agree with this approach--don't self-censor yourself before you've even shared the idea, the devs are clearly not incompetent (they presumably got at least MOST of us to buy the game, and good enough to keep us playing) and can determine for themselves how to take the feedback
@raven bramble or they could do all that after v1.0...
Reaching v1.0 should be the priority so it eases the pressure of delivering a finished game, afterwards they can take as long as they need to tweak earlier biomes because they don't have the "game is still in ea and everyone is getting impatient because they fear it might become another project zomboid/7dtd situation" burden on their backs.
If they reach V1.0, then they would have fulfilled what's promised
I would argue that there's actually a lot of building/learning to do in Meadows and Black Forest, first time hunting enough deer or boar with a base level weapon or bow takes quite a while for the crafting bench upgrades and armor you can get etc. It feels trivial later when you've done it several times
First through tenth trolls feel like boss fights, as do crypts for surtling cores
Obviously I'll never say no to more content esp for early game areas to hook future players
Smokebombs would be so cool if they made enemies unaware of you again for a brief time
My only qualm with valheim is that as you progress through the biomes you get less and less reason and fun content to engage with in the prior biomes. This slowly creates a large map you have to traverse through and pretty much just ignore to get to the relevant biome, and it starts to feel like senseless travel. I would like content in the past biomes that only opens up to the player at later stages, thus keeping more of the world worth exploring. 
The key to it is specifically that it does not happen until later in progression.
We did get some stuff in the Hilders update of course that has helped a lot with this, and it was very very welcome (and well received).
We just need one more update like that in my opinion and it could be the last brick needed for a solid 1.0 
Hopefully with a bit more added to the ocean as well. We all know it can be a bit... samey as we approach the end biomes.
you could have it so that boss items also do something in prior biomes like the wishbone does already
but then that might feel like youre being gated out of things for no reason
@arctic wharf these are good points--elements/examples of sorts already exist, like the wishbone yea, finding buried treasure, or the need to get materials from later biomes to be able to make an axe able to cut the birch trees in the meadows, and I think that's very enjoyable and ties the world together in satisfying way, definitely more of that!
Can think of it like a Metroid Vania. It can be fun returning to old places so you can finally get into those strange ruins you marked on your map. 
also you do go back for stuff like berries for potions also
Very exciting 🤭

People that think 1.0 is some magical checkpoint where dev stops are the same people that call the game dead when it stops getting content updates. Big iorny
That's the kind of ideas I only agree when it comes to "nerfing" the biome
Rather than just telling devs to make everything less/weaker, make the current tools and gear much more able to overcome the obstacles.
It's a lot more dynamic and engaging than just "make charred only spawn every three hours and in fewer numbers"
@forest plank
https://valheim.fandom.com/wiki/Shield_generator
I like the natural way and that bubble just destroys the view
yeah I never build stakes because it's just not worth the trouble
unless it's literally purely for aesthetics
They help early game when greydwarves appear in droves and run into them.
The ash stakes look really cool. But I'm only building them in my no cost world for that reason
Do they do anymore damage than the previous iterations?
I have yet to get enough to really experiment building with them yet.
I think they do. Last time I checked, I received like around 40 damage from them
But I don't remember how much previous stakes dealt
yes. They actually do pretty good damage. Their durability is decent too so as long as you remember to repair them you don't have to replace them too often
most importantly though you can place them on walls instead of just on the ground, making them perfect to autokill bat raids.
The fact that the ash stakes do more damage would make a good case for the dvergr stakes doing more damage than the wooden ones.
that way it's iterative.
more durability and more damage
however the dvergr stakes only get more durability with no damage increase.
Dvergr and normal sharp stakes deal the same damage, main difference is dvergr ones have x2.5 more durability
they also cost iron which is the main reason nobody builds them.
That setting doesn't stop fullings from spawning in the meadows, or preventing some high level raids from spawning. What it does is prevent specific raids from bosses, but generic raids like trolls can hit a level 0 naked player on day 1 if anyone else on the server has progressed. It's basically for a very niche early game scenario of "player 1 has beaten the elder, but player 2 has not yet, so player 2 will only get troll raids (as eik and elder are dead, raids such as the forest is moving can no longer spawn leaving only generic raids as options left, and at that stage it would be trolls) and not swamp raids."
Raids would be much less problematic if current defensive options were much more viable.
Talking more specifically about stake walls and sharp stake pieces. Ballistae and traps are ok as they are
I wish we got an explosive mine in ashlands...
Also do not use powers from bosses you're not ready to beat, as that will put you into their "tier." As a level 0 naked player I got hit by wyverns because I touched the swamp totem at spawn, lol. (with per player raids on)
with raids it just feels like i'm running around the base, trying so hard to prevent any damage but in the end i'm just one guy against a dozen
Ah, pioneering vikings. I would approve as a pioneer myself (by my military training).
Aye, and they skip boss requirements for special raids like trolls, surtlings, and bats so you can get those raids way earlier than you would normally. I still don't understand the reasoning for that and hope they change it someday
@icy orbit carts
Bringing a cart in a building with narrow halls or having to break those down just to move a storage box feels excessive.
Troll raids and other generic ones still require defeating the respective boss (or meeting related conditions like obtaining a boss item or obtaining their forsaken power), so it would be a bug if a player that hasn't defeated the elder can still get troll raids if player based raids are set. And given that player based raids is already something that exists, it's redundant to suggest exactly that. If they meant the suggestion to be about the additional enemy spawns that occur in earlier biomes, they should have been much more clear on that and made the suggestion only about that (since the part about raids already exists).
False actually - with player based raids you can get troll raids before you fight the elder or touch any elder drops/power. The only trigger is killing a troll (or touching troll drops). Similar deal for bat and surtling raids, the boss requirement that is normally there for those raids is removed when you have player based raids enabled.
Troll raid is triggered by both a troll and elder dying in the world
Not when player based raids are enabled, unless they changed it in the past couple months
And again, that would be a bug, not intended behavior, for obvious reasons. So unless the developers have explicitly stated that behavior is intended, it's clearly a bug and not false to state that.
I mean, its been talked about a lot and suggestions have been made to fix it, so if it is a bug they don't seem to care much about it given no action or talk of action and how long player based raids have been an option.
Maybe they'll fix it some day but folks need to know how it actually works right now, whether that's the final vision or not
Saying its a bug implies its a weird temporary thing that may or may not be consistent, when the behavior is very much consistent and long-living
It does not imply that at all. Many bugs can occur consistently and can be long living, doesn't change their status as a bug at all. Not really sure what point you're trying to make here honestly or why this is turning into a debate when there's nothing to debate.
I just wanted to make sure folks know that currently, player based raids mean that troll, surtling, and bat raids have no boss requirements and will be triggered by simply killing a troll/surtling/bat respectively. Your original comment implied that shouldn't be happening, without any acknowledgment that it IS happening 100% of the time.
It confuses a lot of people, even veterans of the server, so I try to correct misinformation about it when I can.
Alright, I see what you mean now. My wording was pretty poor there and didn't make that info clear. I guess I just assumed people involved in the topic were already aware that it always happens so didn't feel the need to make that distinction.
All good, if I hadn't seen so many people, including super veterans, regularly be misinformed about it I probably would have made the same assumption
@alpine swan Weapons gaps are intended.
If they didn't add currently missing weapons when ashlands went into PTB the chances that they will be in the future are pretty much 0%
@ember void
Leveled up my sneaky knife skill for no end game knife 😦
Maybe there will be on for deep north
Mistlands knives should hold up in ashlands
They do, like they arent bad but just wanted something cool. Didn't need to be an 'upgrade'.
I was using them alot before I got berserker axes
Give me a bleed knife
Seems very likely in far north
@jaunty roost "throwing them on the rack" also provides one of the best hp foods in the entire game
Lol didn’t mean to insult ya guy. Just thought it deserved a unique dish like its OG counterpart. Happy cookin’ 😎
Don’t think it’s an insult, or that @granite geyser is insulted
They just explained the food alone is banger already
I mean, not really - we got 3 other hp foods in the ashlands that are better. Its good as a cheap hp food, but its not a banger hp food. Plus its crazy heavy
However as long as we get a nice recipe later in deep north its ok as a niche cheap food now, we have 3 higher hp ashlands food already
The fact that is cheap while still being better than every single other hp food before ashlands kinda surpasses the disadvantages...
Not the 10 lb carry weight per piece imo - not good for exploring, not good for fighting through ashlands content. Its good for starting a trip or for eating on a boat, or short runs into previous biomes
So niche, and the most underwhelming of the ashlands food
But one of the best in the entire game.
I only keep the food at my base so I only eat at my base, making the weight completely irrelevant
And that's you personally, not everyone. It's a subjective and situational matter in any case, no use or point to even be arguing over it.
last region should definitely have all weapon types
Ok, I'm kinda afraid to post this on suggestions before asking for an opinion, but does anybody else think that on newer biomes the base health is just too small compared to health gain from food? Like no1 cause of death is "i forgot to eat", and the food bonus decay is more and more punishing
Food decay isn't really a problem in Ashlands imo. You're gonna have to go back to base to drop off loot and/or repair long before it becomes an issue, so refreshing it as needed shouldn't be a problem. Especially with how easy most Ashlands-tier foods are to farm.
You do get a message reminding you if one of your foods runs out. Gotta train yourself to pay attention, even better to pay attention already when your food items start blinking, showing they will run out in a few minutes.
So you are getting reminders already, just don't ignore them 🙂
Maybe if Skol & Hati should get similar (but not straight copy) hit combo as dual axes to compensate as they are 2h weapon?
Nope
@honest forge how would that work for solo players?
@olive yacht and how would it be if there are several?
I think we should add an follow buttojn to every tamable animal or monster, because i dont like to make a way with fences for my Boars
In real life animals will follow you for a bucket of feed, so no good reason not to
IMO having askvin able to follow wouldn't nerf Ashlands because you still have to tame them to begin with, but it would definitely help with balancing, and make it less of a slog and more fun once you are there
I'd be nervous about askvin hordes being too OP. They are easy to breed, and not hard to get 1 starred ones.
Having to have a bucket of feed or a leash equipped to get them to follow you would at least add a trade off. A "stay" or passive command would be more useful for using them as mounts
The follow command is what makes wolf hordes so strong. I'd be happy with a leash for moving my boars around
why not harpoon?
Have to turn on friendly fire and hurt your beloved pets a different means to transport your pets would be nice.
i suggested a while back a "shepherd's staff", basically fine wood, maybe leather scraps--something one would be intended to be able to build using the first 2 biomes' materials--that basically is just a wood stick when equipped that causes any/all tames in a certain radius with or without follow command to follow the player, as a certain alternative if they don't just want to implement the same existing "follow" system that exists for wolves for all tames; honestly though, I think maybe the most efficient, obvious, thing to do is just do that--make all tamed mobs have a follow toggle, just like wolves--and I don't really see a very obvious good reason that would be unbalanced/not a net positive change
Having a horde of loxes follow you around might be bad for the ecosystem of all the other biomes, same with a horde of asksvin.
just having a single starred asksvin is already pretty powerful. Even 1 starred ones already come with 1600hp and hit like trucks.
They eat summoned trolls for breakfast and cost basically nothing
Maybe add a cap to how many tame mobs can follow at once?
When you can easily be attacked by 10+ mobs of mixed types in Ashlands simultaneously, I don't see how being able to have a herd of tame askvin with you is unbalanced, especially if the following number is capped
Because most of those 10+ mobs are cannonfodder trash, not 1600hp tanks that oneshot said fodder without blinking.
It might trivialize the content.
Not every game needs a perk system
If they were, it wouldn't be an issue. The issue is that you often get the 1600hp tanks, plus the cannon fodder trash, plus an animated bowling ball, and something divebombing from the sky simultaneously
You can easily handle most Ashlands encounters solo, so obviously adding a number of highly powerful pets would be an issue.
There's a reason dead raiser skellies are so weak
claiming it wouldn't affect balance is just silly
At a certain point the slog of the constant mobs gets tiresome, so it would be nice if once you reached a level of progression you had a counter, and it is a war zone, so having your own army would be nice
having your own army of asksvin would completely trivialize combat
just riding one is already a pretty serious bonus, especially if you bubble it.
Imagine 2-star asksvin on very hard...
Fader would not stand a chance
I just feel like compared to the effort and time it would take to transport and breed the army, it's balanced--if anything LESS efficient than just doing it the 'intended' way
Once you get it going though it might very well just trivialize the biome you are in.
Loxes stomp almost anything in the plains and enough loxes might be enough to deal with Yagluth.
Same with asksvins I presume.
2 star wolves can also tear trough lots of plains content, just have enough of them running around you and you are quite safe.
That just sounds like rewards for going through the process of taming them
I agree, but I think that's more or less always true--progression always eventually gets you to that point, or close
Except you don't need to transport it because asksvin hatch from eggs. You can just bring a stack of 2-star eggs, slap down a campfire and wait a few days and you have your army anywhere you can build a portal to.
right but you have to get the eggs to begin with, transport them to a location that's convenient enough to transport them from to where you intend to use them, hatch the eggs, and only then finally do you have your army, AND it only really is practical in that particular region--you have to either contrive to move your army by boat, or, just repeat the whole process each time you want do that same thing in a place not convenient to move the askvins to; my point is, that's not that much more efficient, or even clearly IS more efficient consistently, than investing the same amount of time it takes to do all that, to just acquire the better gear & food in the biome that makes said biome less difficult ("intended" progression)
We had 1 star askvin out the wazoo way before we had even gotten gems, or enough flametal to be fully upgraded. They lay eggs hella fast. Bubble your horde and you would stroll through ashlands no problem, and be able to do so shortly after landing.
And carrying some eggs around, throwing them down and coming back after you finish a round of farming/building/whatever, is far easier than venturing into a new biome to get materials for gear/food. It doesn't even take that long
The reward for taming them should be a fun and functional mount that lets you ride over lava and carry all that grausten back home (saddlebags please!). Which means they definitely need a leash or passive toggle or something to stop them from racing off as soon as you dismount.
But they are way too easy to tame and breed and transport for the reward to be "trivalize the combat and danger of ashlands"
Yeah it was surprisingly easy to tame them. Just dug a pit and used atgier special to knock em in
Easy to make all 1* too cause the eggs are titled different. Just took out the basic ones
Wolves also absolutely trivialize a lot of the earlier content if you get enough of them, and you can even tame them earlier than intended, but it's not like that's what the game expects of you. It's an open world survival, you're supposed to have options and freedom to approach different scenarios in different ways, even if there's a clearer progression path. No star asksvin are super squishy and one stars don't last as much as you might think, even in a horde. Two stars are rare enough that I'd argue they warrant the reward of weaponizing them. With no follow command, they wander off to their death, or to a random blob in the middle of a lava lake with its saddle still on.
Do you think they are fine as is because of their wandering, or that they would be fine with a follow command?
the eggs make for a follow command, in this case
even better really you can exactly place them wherever you want, whereas on follow wolves will still go haywire and attack everything in sight
Only for transporting them to new lands, not for utilizing them as a combat horde
for that they have saddle, when you park them they stay like follow, none of it is ideal though, we really need a hitching post on boats
In my experience they don't stay at all when you dismount - they have a crazy aggro range and go racing off immediately, unless you've pre-cleared the area. It also limits you to one askvin, instead of 2 dozen following you like you can do with wolves.
I think they need something to make them not race off so you can dismount while exploring without your mount running off, but am not sure I'm a fan of askvin follow hordes given how easy they are to tame/breed/transport
eggs make any follow command redundant, like you allude to
Not really, because if you're exploring it doesn't help against any huge hordes of mobs you encounter along the way. Placing eggs only helps with clearning known mobs in a particular area that you've already explored
I love jerky I def +1 that
Follow commands serve two main purposes:
-
getting your tames from point A to point B. In this case eggs are often better.
-
using your tames as combat assist, having them follow and fight things for/with you. In this case eggs are useless, and saddles are vastly inferior as they only allow 1 tame and they won't fight while mounted.
And if unlimited tames as combat assist is too OP, just limit the number that can follow at once
I like that idea
Just for people to start whining about not being able to set 100000 mobs to follow them
(un)surprisingly, that people will whine about their game running at like 3 fps for "mysterious reasons"
Almost as if having an entire army of creatures following you everywhere and populating the area on top of the mobs already present in that area would make performance unalive itself...
It would be shocking
im looking to make a new base, just killed modir and I want to move my base to the plains but idk whether to go on the south side of the map or the north side.
but you have that issue regardless of the tame
follow is only marginally useful
If you are able to set, for instance, up to 9 tames to follow you when you explore, they can help you as you're going into unknown areas. All 9 will probably die during the course of the exploration, but it gives you a better chance of getting back alive. You can't do that with eggs
the only time you'd really want a pack that big is to take on bosses
Have you played Ashlands???
taking animals along just doesn't work like it doesn't really work in Mistlands
yr better off taking them to assist with the boss, and the boss altar is static, allowing you to stack the area before summoning
Which is why it wouldn't be OP, and wouldn't affect game balance. Some people would want to use them, some wouldn't
Based on my experience exploring, I think they would be personally useful to me and my friends
i'd argue something to make them stay better like hitching posts/and on the boat would be of more value
Overscaled difficulty in ashlands way beyond accepted level. Its doable but horible experience after chilling and pleasure game from the previous lands. (1200 hours played player). If that was intentionally designed to give player out of the scale difficulty level so the try hards will push forward - its achieved. Else its just not fun anymore really. Ashlands lost this valheim style of pleasure gaming like entering winter zone. First time gonna leave it as it is wihtout pushing... not willing to waste time after work to recover over and over again to get few pieces of new loot every few days just to be able to survive...
do older saves have mistlands on both north and south/
Game is explicitly stated as a brutal survival game
"Ashlands lost this valheim style of pleasure gaming"
Lol
People are clearly allergic to solutions
even if you havent loaded them in
yes, and not just North and South they wrap around the world, best places to find Mistlands is the extreme East and West
well if you haven't loaded them in, I think they probably should replace--I don't think it matters when you started the save, just what version you were running when you first triggered that particular part of the map to generate by getting close enough, so if regardless of what otherwise "would" have been in the far south of the map on an earlier version, if you've never gone there and you go there now running the current update, you'll find Ashlands the same as if the save were a fresh save started the same day with the same seed
i just found a small mistlands south even tho i hadnt loaded e in
how far south exactly? like surrounded by other ashlands, or...?
and to be clear "loaded in" for this purpose (terrain generation, and when its first triggered), my understanding is, extends a little bit beyond the radius of what fog is revealed by the player and/or vision of the player--a little further from the player than there's an clear indication in game it extends
so it's possible to get close and load terrain not realizing it
i had only been in the middle of the map when ashalnds came out
How far south? What is strange about it?
cozy fireplace would be nice.... and maybe a few larger buildings too
Yes, so the dvergr could choke on the smoke and we can get their extractor much easier
oooooh. another exploit for getting extractors easier
#suggestions message could use a unique drop from lava slimes since they explode.@granite geyser interesting idea.
I'm sure they can vent it fine - and then you wouldn't be able to block the smoke without breaking a ward, so it doesn't make it exploitable. It just feels unimmersive especially when rested is so important for them to not have a fire in their home. And it would actually make their homes a place to catch your breath, instead of going and tunneling a little hole in a rock because that is more restful
its not that huge boost, if its like 5% speed increase, it would be fun to put my useless friends to use when we go somewhere 😄
@frank geode
Still a significant gameplay feature that solo players wouldn't have access to tho...
We can't wield two knives because we can't freely choose what goes in each hand and never have been able to... instead they went the route of making specific dual wield weapons 🤷♂️
I personally have and always will prefer games that do a good job of giving me both the freedom to wield whatever I want in each hand and are balanced and enjoyable regardless of the combination.
That takes a good amount of effort to implement though 🤭
@open dagger the idea would be good for the repair bench, BUT only if its avaiable only at the deep north (as in you need materials from there)
@dusk phoenix you could also just not do it
But why not? The alternative is much harder with no extra benefit. It's a simple fix in the "supposed to be hard biome"
I get that. But siege engines are cool. Plus we had a fortress where the gate was almost touching the lava, so we couldn't siege that fort
if that was fixed I guess the wards would be fine. But still, some people like to take the easy route and I think it's better if you let them, rather than forcing them to do one specific thing
ive tried catapults multiple times from different distances and they just shoot the outer wall, is there something i'm not getting?
i wouldnt mind using them if they actually hit anything
They need a visible way to see their arc and their payload damage could use a buff
Esp since you get it after your first siege.
Otherwise it's just a glorified viking launcher
Which might be intended.
Not sure.
i also hate the way the cart pulling works but maybe thats just me
this is again just another small quality of life change, which I don't understand why it should be locked behind the last biome. Why give the players some convenient features if they already beat the game and most likely will stop playing?
The other ones being the carry weight bonus of fadr, the ability to portal metals with any portal setting and more.
I feel like those should be features, that get unlocked in the first 3 biomes to make progressing more convenient, rather than giving the players convenience benefits, when they're close to finishing the game, which they will only use for a brief period of time.
because teleporting metals is convenient, is it balanced? fuck no, and yet you unlock it in pre last biome
I think teleporting metals was added to ashlands because it is so dang far south - ashlands and deep north are the far ends of the world, I can see adding a way to teleport things to and from those places
How do you think your enjoyment of the game would change if the world was smaller...let's say 1/3 smaller? How about 1/2?
I think the size helps with RNG, since there is enough generation to ensure you don't get super bad luck... but yeah for what it is the world could be smaller. Perhaps there might be a world size setting eventually.
Honestly, the game would probably be excruciating to play without portals, and yet I don't even like portals myself because of how cheesy they can feel.
I don't think there can be a solution to this conundrum, and we just have to live with portals.
If we want to feel stuff is harder earned, than we just need more challenges in different forms.
Imagine if there was heavily guarded mines that took advantage of fortress defenses and had an actual instanced area just like past dungeons, just much bigger and going 4-5+ layers down.
Deep within these, far far deep inside them, there could be a special molten furnace that you need to bring the metal to in order to smelt it.
Could require no fuel since the lava and extreme heat deep within is what fuels it.
But since it is within an instance the best you can use a portal to do is get the metal to the entrance, and you still have to get through the instance.
Would work better with respawning mobs inside of course so you don't reach a cleared out state, thus removing the challenge.
imo fortresses are very underwhelming hehe... I expected them to be much bigger with actual insides to explore through.
I'm almost sure this was the exact reason why they allow ladders.
Otherwise they'd have to do some code magic for fortresses to not spawn almost surrounded by lava, making them virtually impossible to siege properly
Apparently that was the intention. Devs just didn't have time. A dungeon instance to explore with the gems lootable inside
Then delay release 🙃
Too many devs get impatient and push content when it's not ready...
Of all the teams, I would have thought this would be one that was not under pressure to rush anything, and with the amount of time they have already allotted too
No harm in letting it bake longer 🤷♂️
I did notice you were of the same opinion Rianu hehe (I read the messages from time to time)

And I didn't play the PTR at all, so this is just from an after release perspective
Lately, I've been wondering about them "not having time"
Time from what? The deadline they set themselves? In which case it would just be further proof that making statements about estimates is a stupid idea.
Their publishers' deadline? It would make slightly more sense but it's still infuriating that they can't take their time because of outside pressure
They're all just dying and have limited time?
Why don't they have time?
They can take as long as they want while ignoring all that impatient people that have the attention span of a fly regarding content updates and that's it
Rushing ashlands was a terrible idea...
Mistlands may have took longer, but my genuine opinion is I actually enjoyed it more than ashlands 🤭
it's funky how even with there technically being far more content this time, it feels like less somehow.
Ashlands has a lot more content than half the game, even mistlands.
Which is why they should've taken extra time with it
It looks great and they had the right direction, it just fell short on what was actually playable imo.
So yeah, I agree they should have taken a bit of extra time.
I get the feeling they are itching to not even entertain the idea of ashlands additions to flesh out their initial vision, and will be full steam ahead on deep north and reaching 1.0
You could say someone lit a fire behind them to wrap things up hahaha
#suggestions message This suggestion wasn't thought out at all. Sunken crypts require defeating the elder to get the key to unlock the entrances to them. Silver requires defeating bonemass to get the wishbone to help locate it. And copper requires defeating eikthyr to get the first pickaxe to mine up the copper. Both burial chambers and frost caves are not locked behind progression at all and would thus just allow skipping past that entirely.
+90% of suggestions aren't thought out at all
Not sure if this has been suggested yet, but is there any news on more QOL improvements such as workbenches being able to automatically use resources from nearby chests? Sorry if this has already been asked
sort of? I know that specifically is something extremely unlikely to exist... as inventory management is a feature and that sort of an addition boarders automation too closely. 🤭 you lose content, it's thrilling to grab the materials from my stash!
Still be wishing for my Shift + E insert max quantity button combo 😎
As for the one you mentioned, that has been rejected.
Is there a particular reason why?
While I was being fasicious, it is actually sort of for the reason above. They are not fond of anything too close to automation.
@granite geyser I think the team might want to be done with valheim and move onto other games. I feel like there's been a bit of that vibe from some of the devs. Which is understandable, they've been working on it for quite awhile and sometimes you want to move on to something new. Also I would get tired of the community if I was one of the devs - feels like they are always locked in a damned if you do, damned if you don't situation and that is draining even if you try to not let all the negativity get to you
Biggest sort of slow stagnation point of it all is that they won't make a whole ton of extra money from valheim, and the rest of what they are working is mostly just to fulfill the promise of completing the vision.
Yeah there might be new sales, but it won't be anything huge.
If they can get to 1.0 and consider a dlc expansion of sorts, that's a different story.
Releasing an entirely new gameis another as well.
.
And yeah, the studio made a tooooooooon, but its not infinite and funding a team (even a small one) is costly.
Especially if you then also want to fund said team for a new project which could have a few years of work before seeing any sales depending on their aprouch.
.
As a fan of valheim (as are many), its still hard not to want really great final additions, since we are nearing the end and 1.0
Here is to hoping they do create a small expansion or two after 1.0. There is hope since they did mention they likely won't just conclude it and then never touch it again haha
According to a recent interview (https://www.youtube.com/watch?v=mp8LQc2f4B8) they seem to be wanting to work on the game even after 1.0, as long as enough people are interested, they just don't mean to make it a live service kind of game.
well there may be some burnout which is kinda inevitable but the devs have a lot of passion for the game as evidenced by the constant high quality of updates/fixes
Which is why they should rethink on their course of action and re-plan everything.
The v1.0 release will happen regardless, but rather than move on to another game they should definitely develop what's missing and tweak what's existing.
All the way from meadows to plains feel like a different game in comparison to mistlands and especially ashlands. When they release full game then the pressure should be much less in comparison to now where they're on the clock of "we HAVE to complete the game, we made promises...". And I wouldn't be surprised if they didn't want to make valheim another 7dtd and project zomboid situation.
Even if the early to mid game still have content missing, the fact that the game is v1.0 is already a massive milestone
Although you can argue that it might not be a good thing in some aspects if the game leaves ea and some issues are still present as the "game is still unfinished" would have an immediate stop as an excuse
also all the drama can be just as entertaining as draining
Yeah, in my mind rushing to a meh 1.0 when you know your 1.0 isn't what you want it to be and you plan on doing more work to polish and finish the game feels like playing semantics?
Like throwing stuff into the deep north doesn't magically make the game a finished product.
However I can see wanting to get all the broad strokes in before coming back to fine tune everything & flesh out areas as needed, and I think that is what they are doing.
While I do agree that there is a major difference in the amount of content, the gameplay loop is already well established. If the first five (six with oceans) biomes get more content, imo it should mostly be focused on making them more varied and interesting to explore (rather than beying so samey), but not necessarily changing what the player does in them
there's also no rule that says each biome has to proportionally take up 1/9 of the game's length
i'm sure they know what they're doing
🤔
Yes, I wouldn't want them to bloat the game with stuff just because even if it means doing it on earlier biomes.
Difference between all biomes from meadows to mistlands is that they're much more spread out and can be found almost anywhere while mistlands is only almost at the end of any direction and ashlands is only at the south. This means that they can add content based on distance from spawn, it would make some meadows more different than others as well
@reef hedge for what?
devcommands are for testing, not "for fun".
Adding a command that has 0 effect on testing anything in the game seems pretty pointless...
Mistlands is the most beautiful biome in Valheim and its covered in mist xD
I wish the wisp and standing wisp lights could be upgraded
With bigger wisp radiuses the mist would be too easy to ignore completely
#suggestions message
What is this deep north serpent?
A suggestion within a suggestion, nothing that exists already.
@fallow token that doesn't really sound plausible, that menu would be massive
Has anyone else felt like the patches to update farming of animals has kinda broken farming?
Like chickens... just EAT the damned seed already!
when was this patch?
Long time... like the whole <5 in an area to breed. I find that I just don't farm anymore. And chickens... F* those things!
just make a chicken pen?
And get what... like 3 chickens?! Screw that... pigs are not worth while, wolves can just be hunted in the mountains... chickens are the real issue.
no, you use the chicken pen for eggs, then you move the harvesting chickens outside of the pen and let them roam in your base until you want the meat. breeding stock, eating stock
Yeah, yeah... I know all the tricks. But I feel like all the joy has gone out of farming. And fishing for that matter. Back in the day I used to just fish in Valheim to relax. Then it got all complicated and I just don't do it at all anymore.
chickens are the easiest of all of them for me
Oh def. The other things are near impossible to farm.
3 chickens? i have so many chickens i have to kill them to keep the lag down
#suggestions message Fantasy doesn't mean throwing all logic, sense, and reason out the window nor does it justify doing so. This just comes off as a joke suggestion, especially with the closing remark. Guess they should remove gravity as well so players just float up into the air uncontrollably because "fantasy".
I feel like there is a mod for something like this. One that removes the support structure restrictions, or reduces them to a negligible level, essentially letting you build anywhwere without restrictions.
And should remain as a mod. Not even as a world modifier
#suggestions message What do you envision the upgrades to be?
weight physics pls
@outer gorge #suggestions message that would be really nice! I was actually expecting some kind of rain protection to come from flametal (the metal, uh, vaporizing the water)
however, it should be considered whether this is a high-tier reward for obtaining the Dyrnwyn, or should be implemented to not favoritize one weapon type
Cria categoria Separada de Paises
Cria um Chat e Call , Nessa categoria
exemplo Cateria Portugues
E cria chats e calls para Pessoas que fala Portugues Asim
adiante espanhol , inglesh
Yeah, rain and wetness is still a drag and you can get screwed by RNG if it happens to start raining when you're in the middle of something important. Maybe a unique feature like that would make the weapon feel a bit more special compared to being just "a decent sword that does a bit of fire damage" among all other decent weapons. It's clearly meant to be special considering the uniqueness (one per world) and the quest required to obtain it
@mild veldt In other words, the arrows and bolts we already have
wut, i cant craft any arrows from the charred bones, only bolts
I take it back, i have COMPLETELY missed it - havent checked the black forge
Okay but yeah, still feel like explosive arrows or similar could be a cool idea 😄 and same with blunt arrow
The background, border, or edge of each food item next to the health bar takes on the color of its buffed stat. Blue=Eitr, Red=Health, Yellow=Stamina, Silver=Balanced
anybody else think that mage armor should provide a small base amount of eiter
Nope
So you think you should be dead in the water if your food runs put instead of having around 30 even though you have a base amount of stamina
You shouldnt be in the water to die if your food is about to run out
Then reduce stamina to a single swing
Well idk about you but when my food timers are about to run out my very, very first instinct is to immediately go jump into water with enemies nearby and just die.
I thought everyone was doing that...
Lava makes it much more difficult to retrieve your stuff, why not give that a try?
Only fools do that. 😉
@granite scroll #suggestions message do you really find the Mistlands food options lacking?
Seekers seem to think Dvergers taste good, maybe they're on to something
there's 16 foods already
#suggestions message
I, too, want more body types. But preferably with purely cosmetic
#suggestions message
@mystic fern, perhaps the reason we have Drauger is because the humans of Valheim died out and there was no one to prevent them from rising from the dead.
Fulling graveyards and Dverger tombs would be interesting tho
There is a stone carving that explains the Draugr. Essentially they were a distinct human race that was punished by the gods and cursed into their current undead form.
oh neat. from what i learned of the rocks their undead form was punishment for them defying odin, who after erradicating them raised them from the dead.
my extrapolation of that is that he would have done, and probably tried to do the same to the nativized Dverger and the Fullings, which is (in my opinion) why the seekers were able to overrun the Dverger and the Fulling are shattered into small encampments trying to their god's shattered soul back together.
I've just seen a stone for the fulings and how they were crushed, but not turned undead like the draugr. Haven't gotten to Mistlands yet so I don't know about the Dvergr, but this may explain why at least the Draugr undead (the zombie Draugr and the Skeletons are the same race, just different states of decay) are all human forms. Now I'm not sure about Ashlands if they are the same race or something completely different.
havent gotten to ashlands myself so i couldnt tell you!
All beings in valheim are undead, some are just undead in appearance is all.
This is true. I forget about this because most things don't look "undead" enough. 🤣 Variety is nice and makes the game more visually interesting...but it also takes more time, effort and takes up more space...so it's kind of a mixed bag. I think adding more varieties to the enemy looks would be nice, but probably isn't really a high priority (or even a low priority...or even an objective at this point.)
how so?
i thought the only true undead are the skeletons and drauger. the fullings hunt and grow crops (which they presumably eat), the Dverger survive off of the supplies in their forts, the Greys are plants grown around an evil soul, the rest of the creatures are part of the wide Ecosystem of Valheim (anything from boar to trolls to drakes to seekers)
I don't think this is necessarily true... 🤔
it is not an afterlife per say, but an actual place. it's a branch broken off of Yggdrasil
sort of like a private slice of the world set aside by odin? (World of the gods)
the only reason the vikings are dead is because they are the Einheri sent from Valhalla and fresh from the battlefeild to conquire the forsaken's land. and there is a runestone that says Odin's norsemen only die when their will to return fails
Yeah, so you are dead from Midgard...but "born again" in Valheim leaves it kind of in a gray area, no?
compleatly unbased lore theory: i think the forsaken stones bind your soul to Valheim, and untill it is complete you cannot come to Valhalla
were we taken from Valhalla? I sort of thought we were taken after death and sent here INSTEAD of valhalla... and perhaps showing feats here could then allow us into valhalla after.
We were intercepted from Midgard and brought to Valheim...supposedly on our way to Valhalla.
as i understand we are chosen in the same means as those in Valhalla, we just kinda got sent to the 10th purgatory instead of to the great hall
perhaps we are the best of the best, so we are sent here to conquire because Valhalla cannot refine our skills more than they already are
Bait and switch...sounds so much like Odin.
I sort of thought we might have been on the verge of earning a place in valhalla, and so this is sort of like a second chance to prove ourselves - or perhaps just a chance in general.
"But wait...there's more!"
all speculation for sure tho
Is Valheim punishment for being amazing...or a chance for redemption after being despicable? Not sure which makes more sense...
The opening lore when you start a new world/character has the answer:
When Odin heard his enemies were growing once again in strength, he looked to Midgard and sent his Valkyries to scour the battlefields for the greatest of their warriors.
So neither punishment nor redemption.
In other words, Odin got tired ("I'm to old for this" kind of tired), threw all his bigtime enemies (and likely gods to be) in the 10th world and severed the connection to the world tree so he wouldn't have to deal with it (flashing back to history lessons about British/Australian relationship as a prison colony from the days of old). When it started to get out of hand, he offloaded the chore of smiting the (now growing in power) old enemies to a fresh dead worrier (you) who would have been on their way to Valhalla but his "need" detoured you....is how I read it(along with internal thoughts).🧐
Heh heh...I like how you mispelled it worrier...and then thought perhaps this is actuallymore accurate. 😉
i find the elder's power of being able to cut trees faster a bit underwhelming... instead of that - why not faster grow times? so with the power active - anything that you plant, grows much quicker than without the power. that would make more sense too. and if that was the case, i'd use the power a lot more. using up a power for one less axe swing doesnt seem very worth it to me
Is there any other thing Elder's special power could be? Like maybe faster stam/health regen times? Like maybe it's always +1 hp/s and/or some kind of faster stam regen?
I agree that the power seems extremely underwhelming to the point of useless. Has anyone found a time when they used it and were glad it was offered?
Sometimes I go on wood chopping sprees and then it comes in handy but besides that, not really.
#suggestions message
I would rather add a feature that makes you bigger(like a thor bigger, not like you just grow up to 3meters tall) when you eat health reach food.
usually it takes 2 to 3 days for food to grow. and longer for trees. ( i think ) i cant stand around babysitting my carrots and turnips fields! adventure calls me!
yes, when i was building a giant corewood tower during the bronze age. If you're cutting a ton of wood with lower level axes there's little reason not to switch to it since it saves you a lot of time.
It's just completely useless outside of that.
@uneven geyser The big difference between normal spires and spires for an infested mine is that infested mine spires always have 4 peaks.
Also there will be seekers around entrances, so if you suddenly find a cluster of seekers and there is a building nearby there is a good chance there is an infested mine in there.
Could they be more visible, certainly.
I for one would like it if they do something like the crypts in the swamp, those green standing torches at the entrance of them makes them really visible and can also be used as an indicator for this crypt has been cleared as in breaking them if the crypt is cleared.
I dig the idea of wolf fang arrows. We need something we can make with those damn things other than a spear, some pants, and coal in the obliterator.
You rarely ever see them from the top though, and I fail to see how new players are supposed to know abut the spike difference
It took me a while to notice it as well but I figured it out, maybe not everyone will figure it out but people have figured it out on their own.
Same with the seeker groups and a building nearby.
So there are small ways to find them right now.
Should there be more or easier, maybe.
Like I said something like they did with the swamp crypts would be nice.
it's sometimes difficult finding one even when you know the location off a seed map
the big wisplight torches dvergr structures have would make them more noticeable
@worldly orbit just use signs
there's always one mist torch near a mine. Couple that light with the sound of seekers and you've got a pretty sure thing.
Same way new players find out about literally anything else in the game that they aren't previously aware of; by exploring, making basic observations (e.g. finding a given structure and taking note of what it looks like/any other traits/characteristics that stand out), and using basic logical skills to learn. Being new is never an excuse to be lacking in any of those areas or to continue to remain ignorant, just a lame cop out to try to blame personal problems on the game that's used far too often. I've seen countless people that don't even know how to do the most basic stuff in games because they don't bother to put in the bare minimum amount of thought or effort, then they blame that on the game not making it clear (when it's already very clear using basic skills any human being should possess, like observation, trial and error, logical reasoning, etc.).
I have used it when chopping down my tree farm or chopping down a bunch of pine trees. It is really nice for that, but otherwise useless. Once you find a good cluster of surtling spawners your wood needs drop drastically too
By asking other players or realizing on their own.
The entire game is based around the idea of discovering things by yourself rather than the game giving every single tip and advise as well as holding your hand throughout the journey
vegetables and trees will continue to grow if you're away. You don't have to babysit them like tame animals.
I agree with that, but I also don't think that reasoning should be used so sternly if it makes something unfun
Less than holding your hand, it should nudge you
It does as long as the player does their part, which a lot of people don't.
Would you say counting how many spikes dungeons have is 100% equivalent in any way to any other scenario where you use those skills though? Could you give me an example? It's far too specific, and it's likely to take a while for anyone who doesn't watch youtube or ask for help to nail down
They do look very similar
You literally look up, see that it has a unique/specific layout, and take note of it like literally anything else. If counting to 4 is too difficult for some people then I doubt they can do any other basic observation/etc.
Watching a yt video or asking for help are two things that heavily imply there is an active community that can figure out those things for others to learn.
That's not a bad thing, and it's actually expected. I didn't mean that the player should only and exclusively figure those things out on their own, ask the community for that, that's what it's for
There will always, always be players more experienced than others that went through the exact same things newer ones are going through
@marsh hawk we already have one armor upping swim skill, prob don't need another. Especially since no one cares about swim skill
That's not my point though, I'm not saying it's difficult, I'm saying it's not much like what the game has previously thrown at you. Catacomb layouts are easy to remember, swamp crypts have a faint green glow you can see from far away and mountain caves have huge entrances that aren't hard to spot either
In this case, the mist heavily restricts your visibility, and while that's literally the point of the biome, it can feel very unfun with how little you have to overcome it
Is there a chance that Iron Gates could someday create Valhein Online?
In most biomes you eventually find a way to overcome if not mitigate their current niche
there already is multiplayer
Caves are the hardest to find IMO even with the big entrances you can still miss them
No, it's not, but the same could be said for any secret in any game, when you have this big of a playerbase even for things that are not meant to be found
Valheim Online not player created world
It just seems like a weird decision on the main progression path
the problem with dungeons is that the amount of cores varies too much
That too
on the first time I played, we had to go through like 6 inf. mines to get 15 cores
on the last playthrough, it was only 2
Valheim Community Servers are unstable, that is why question was about Valheim Online
What?
On Community Servers some people have benefits, like skins and designs for donation like 50$ in a month. I think Iron Gates should dictate the rules, thats why Valhiem Online would be just perfect!
I can assure you that no one knows what you're talking about
Lets take Community Server Jotunheim as example
People do with their servers whatever they want.
Devs should only need to worry about developing the game
Valheim isn't and should absolutely not be an "online" game, it's single player with coop. That means they shouldn't have to add "official" servers to their list of things to constantly worry about
the idea sounds so far off reach I didn't even understand what you meant
which armor?
Fishing hat
There was even a bot command which explicitly stated that valheim is not a MMO live service
I'm not sure if fishing hat is enough to justify not giving another armor set a swim skill boost if it makes sense to
It is. Makes no sense to give 2 sets the same bonus, would just be redundant.
Fishing hat isn't a set and doesn't give a direct boost to swim speed. It also gives a bonus to fishing.
You still didnt get the point xD
No one is talking about MMO
New Valheim game but Online, with Events and Membership whatever. But were thousands of people could play
Maintaining a live service is very different from developing a game with co-op capabilities, I don't think Iron Gate wants to do that
Community servers bareley holds over 200 players
But that would be greate, because after Deep North, basta. Game Over!
Sounds like an MMO though.
It would be great for you maybe, but not for them
That's a MMO...
Saying that no one is talking about MMO and then immediately talk about the main core of what a MMO is is completely contradictory.
I imagine after Valheim is finished being developed they will either touch up certain parts of the game or move on to another project
Iron Gates could earn more and that would help them to create new projects
Any project they desire
Or they can immediately work on new projects, maintaining a live service is not free
Because on Community servers people are not equal
They don't, Smiffe has very, very explicitly stated that they do NOT want that... At all
Absolutely 0 live service type of game.
Almost as if any amount over 10 was way too beyond the main intention and purpose of the game...
How weird
If there's a community server you have an issue with you should bring it up with them or start your own
Also another note, it's normal for a game to end. They can't go on forever and they shouldn't.
@native ibex sounds like this is just not the game for you
Than say that to some other gmes also, like ESO, WOW, NEW WORLD and others 🤣
Say that to them, (games should not last forever xD)
They will end, even if you don't think they will
Maybe you will end faster
I'll be amused if New World outlives me, but this channel should get brought back to discussing suggestions
Who knows🤗 cancer, diseases, corona, hit by a car, or whatever, maybe ya wont even live to that day 🙂
We all gonna die, no one get alive from this world
Any one of us can die anytime 😄
Maybe you wont even wake up tomorrow, so spare us this nonsense 😉
how is this even remotely on topic now?
Reality
Simple reality, be distracted as much as you like, WE ALL GONNA DIE sooner or later!
yeah, the reality is that Valheim is not a MMO as you've been told repeatedly
I suggest check the docs every year, maybe you have cancer and you dont even know that
I thought we weren't talking about MMO's like ESO, WOW, NEW WORLD and others?
Reality my friend, dont forget about reality
Maybe we are all living in the matrix, so who knows what reality really is.
The reality is though that Valheim will never be an MMO nor will it have live service.
I dont care abou tht anymore, so its your problem xD
Ah we agree to agree, that's nice.
they should add cranes and cars to the game and slide doors
Not thats a humour 😄
Cid, elevators xD
it would fit well with my missile and rockets research base i'm making
I just dont care
#suggestions message I do not want to harvest prostate powder for a consumable under basically any circumstance.
Typo aside we get a lot of charred and very few consumables use it. Making a pure charred bone bolt or really anything of that kind would fix it, unless the devs expect every player to use 30+ shield generators.
prostate powder?
#suggestions message
It should probably be pierce or fire resist, or just no resistance at all.
Another armor with pierce resist, certainly what we need.
And having both would just be too broken, what about root harnesk?
What's more, the shield itself already gives pierce resist
just give it wet resistance, set bonus being immunity to being wet
Let's not call each other names as a reply to downvoting/not agreeing with suggestions.
Rule no.1
Yeah no that's a way better idea actually. Being wet can be a bane in places like the swamp
Ah, found it!
I like the idea of synergizing with the wet debuff instead of just cancelling it out, I think it would be neat 💪
That's also good!
Wow I'm not on my game today.
That is better certainly
Thanks! I’m sure there are a handful of creative ways to do set bonuses.
I reminds me of the zora weapons in TotK
Deals double dmg when user is wet. So it encourages the player to find creative ways to get wet to take advantage.
Esp true when the frost caves will have more than enough for the axe plus upgrades without facing one.
#suggestions message Performance is naturally going to decline the more content is added, because that's more calculations and resources needed compared to previous versions, even when optimization is done (which it is done in the background all the time, claiming they don't do it at all is just plain ignorant, since the games wouldn't run at all if they haven't been doing so). Minimum requirements naturally go up, shouldn't expect the same device to handle things indefinitely, something eventually has to give.
#suggestions message Hmm wouldn’t the reason for hunting golems be Crystal? Used for decoration purposes?
Golem trophy is one of the best in the game for decoration already. I go hunt them specifically for that.
(Hi Pita, long time no see!) yeah I almost forgot about the golem trophy. Still haven’t gotten one yet lol. I could see Crystal potentially being used for a Galdr table upgrade or something though 🤔
Crystals are already used in windows, and dvergr lanterns
Yeah, that’s true. Troll hide is used for a handful of things, root is used for armor of course and a mistalnds tier weapon. I feel lol aside from the battleaxe, Crystal is decorative. Perhaps it’s intended to stay that way.
Now with frost caves its way easier/faster to gather crystal from the caves then trying to fight golems, especially since you are probably wanting other stuff from caves anyways. So its really just the trophy that motivates golem hunting I think (or if you need buttloads of crystal for building)
#suggestions message This really needs to be part of the pathing for mobs that can't survive lava. They need to have some level of self-protection pathing. I'd expand it to avoiding fire as well (👀 at every tameable creature in Valheim)
chicken brain: warm good, more warm more gooder...
Pekeuh, too hot, poof.
Is the next step.
We're talking about a fucking 3060 ti here... (and, on top of that, as I mentioned, my friend's computer has been upgraded since they were originally big into playing Valheim)
I don't really agree with this. I'd imagine performance would decline if all the new objects are being rendered at the same time as all the old objects, but since the game loads in things in chunks I'd imagine performance could be maintained at the same level throughout the game. It is true that as new content is added, it may not be as well optimized and thus performance may take a hit (and hopefully things are improved later on), or the devs get overly ambitious about new content that forces higher requirements than prior to the new content, but it doesn't HAVE to decline as more content is added to the game.
The original suggestion is kind of over the top though, talking about completely different games and generalizing about developers being lazy. I think the ask is for more time spent on optimizing the game performance to lower the requirements and make the game perform better across the board, and the rest is just added bitterness. For future suggestions, perhaps just stick with the 1st part and leave out the 2nd part.
@still solar #suggestions message this is cool, maybe the goats/rams could walk on the steep cliffs
A construction table would be cool, but maybe not repair
#suggestions message This would be a good idea for a mod, but not in vanilla. The modular variations of the workstations are a core part of the game design.
#suggestions message
idk why but most people here seem to really hate quality of life features.
In my opinion, the ‘all-in-one’ table isn’t a quality of life. It would detract from the purpose of the crafting stations.
I feel like that part of the trade- if you want to build with stone, be prepared to place some stonecutters around to ensure that you can efficiently repair when needed. If you don’t want to spend the resources, that’s a choice the player gets to make.
If it adds anything to the performance discussion, for some reason Valheim is now not running, launching it caused an AMD driver timeout and also crashed Discord for some reason?
Which is pretty fitting timing if you ask me
My point was to give an example of what I think is a common problem in making games, that being the developers forgetting that everything they just pile on top of the base game usually makes said base game run worse
Yeah, I'm hard pressed to distinguish why I'm against an 'all-in-one' table but would totally be in favor of making it so that when you click the repair icon it just automatically repairs everything in your inventory that is able to be repaired with one click instead of having to spam click it. I guess part of it is how much of the challenge is lost with a QOL feature (which, in my opinion, convenience means loss of a challenge). The challenge of having to click the repair button multiple times is trivial compared to having to click it only once. But the loss to the challenge of hauling the materials to build all of the workstations, trying to fit them all within a certain space, and then remembering which ones are needed to make which recipes is too much for the convenience of the 'all-in-one'. Perhaps as a late game reward, it would be fine...but very late game to justify it all.
once you have the forge, you should at least be able to repair workbench tools at the forge. Same for any crafting station after that, except maybe the magic station
Hmm...if the forge was an upgrade to the workbench, that would make sense to me, but they hold completely different recipes. Perhaps a better way to handle it is if you have to build a completely separate "repair station" to repair items.
that would work too. But I don't think it should be locked behind the last biome. Imo there's no point in giving QoL features to people when they're (almost) done playing the game.
iron level (swamp) would be fine I guess
The 'all-in-one' isn't QOL it's a convenience that bypasses a core challenge of the game, imo. That's why the 'all-in-one' table would best be suited for a late game unlock.
well you still need the tables to craft things
also, if there's such a thing as a "all-in-one-bench" for crafting and repairing, it should require all the upgrades from each of the crafting stations it's supposed to repair. That way you wouldn't bypass any of the materials.
Perhaps another way to phrase it is if there is a single worktable and all of the other things added unlock the recipes...so a forge doesn't have it's own recipe list, but rather just unlocks all the forge recipes at the workstation. That way you really only have a single crafting station, and everything else is just add-ons to that crafting workstation. Would you consider the cooking station as part of this? Or should cooking and crafting be completely separate things?
I'd say cooking, crafting and magic are three entirely different things
but imo all the workstations and their upgrades are just unnecessary bloat.
(workbench, forge, black forge)
So three independent work stations...simplifies everything enough...but keeping the 7-8 workstations is too much?
sounds about right. Plus repairing magic stuff should also possible to do at the all in one bench
After crafting what you need, you still need the work stations and its upgrades to repair stuff.
By having a all-in-one work station, literally every single other before would become pretty useless. Especially considering that it also involves replacing said work stations for building.
In the best-case scenario it should be one or the other, not both
I briefly played on a server that had a mod that made the repair button repair everything, and it actually made me sad. I like the "ding ding ding" sound from repairing all my gear in rapid succession, and sometimes I get a kick out of timing the repair with the hammer animation at the forge
I'm not that far in the game yet, but does the black forge have all the recipes of the original forge? Or are they completely separate recipe lists? (I take it the black forge is a crafting station, and not just an upgrade right?)
There is "disliking qol features just because", and there is "disliking qol features because it removes from other important aspects of the game"
The black forge is separate with it's own recipe list
heh heh...that's the tradeoff...for sure. BUT, you could make it so that the noise plays the same (as many times as you have items to repair in rapid succession)...so then you get BOTH the convenience of a single click AND the satisfying clunk clunk clunk clunk. In fact, you should request this feature from the mod creator as an enhancement to the mod.
Yeah, so the core mechanic is the same, there isn't any redundancy between workstations (except maybe some recipes at the workstation and from your personal inventory crafting space.) If there was redundancy so that the black forge is meant to be a replacement for the original forge, then the 'all-in-one' thing would make more sense to me.
@amber wind @granite geyser @limpid oasis One mistake I did when I typed that suggestion was not being precise about the "repair" thing. I meant to say only for "Build and repair structures" NOT for crafting and repair items.
When you start building a new base with a variety of materials, having all 4 of them is not a challenge, it just annoying.
Also with Ashlands we already in late game, unless they want to make the Ocean a biome to pregoress before Deep North. So having this won't ruin one of the core of the game.
The other workbenches would still be needed to craft things and unlock the all in one bench.
The all in one bench could have an upgrade for forge, black forge, artisan table and magic table, each requiring all the ingredients for each of the upgrades of the station.
Well that does make more sense, that's fair then.
It's actually exactly what I suggested recently
Ah I see...so it's the restriction of only being able to place certain things within the radius of one of these crafting stations and repairing your gear...so some kind of "all-in-one" table that lets you place everything without having to juggle all 4...that could be convenient. And reduce the materials you need to shlep to build a foothold base eh?
And after you craft all the things you need... What?
@amber wind @granite geyser Yes. It my bad for not including the key word "structures" there. 😓
I also edited my suggestion.
Eh...all is forgiven. 😉
To suggest that a repair station would make the other stations obsolete is strange, since you would be revisiting those old stations whenever you reach the next stage in progression. No one is going to deconstruct them when they'll be needed later anyways.
Part of the fun with setting out to build a new base is trying to figure out all the mats needed to build all the crafting stations for repairing/maintaining yourself. I'm only halfway through the game, so the amount isn't that overwhelming...yet. I'd imagine at some point I will run out of portable space, and thus a lot of stuff will need to be either harvested directly from the local area, or shlepped back and forth.
Ok. Maybe for both is to much. But for build is a good thing. Like I said, it for late game when you have more structures and materials unlocked. Imagine if they introduce new structures that requires the Artisan Table in the future. 🤭 I wouldn't be suprissed.
This has been kind of a core mechanic...so I think this is expected more or less rather than unexpected. 😉
DN is the last tier of progression.
If we didn't get it in ashlands DN is the only other biome where it makes sense to get it, and there's nothing beyond that
There is no reason it would have to be introduced in the latest biome, but even if it was it would be earned at that point. I don't think the game needs a repair station though, it'd be more effort to make than it's worth to save yourself a bit of a walk.
#suggestions message don't take as much stuff then
Just use the mods...why do you need to change the base game if the mods already exist?
Also, saying something should exist in the base game because someone already made a mod for it seems like opening pandora's box and moving this game into the realm of X-rated...lol.
I don't understand that reasoning, "mod about feature that's not in the base game exists, just add it then". Yes, and?
Yeah, that's literally the entire purpose of mods, they can add features not present in the game and suit it to what you want, it's their entire point.
Especially features devs have said no to
Also, isn't it a good thing that lack of some features means the modding community can grow?
yes and no
I personally like the challenge of the limited inventory space and don't feel like it's TOO limiting. It's creates the dilemma of having to choose between going fully overloaded with gear or going with less so I can bring back more. Or when I'm travelling around forcing me to choose what is the most important thing to bring back and what loot should I leave behind? Managing your inventory is a fun challenge added to everything else. I vote keep it and don't change it.
While I agree with the sentiment, it can be just a little much sometimes 👀
in my opinion*
That's what henchmen...I mean friends...are for!
a few extra slots for armor and gear would be enough
How about we keep the same system, but then you can find items that grant extra inventory spaces...at the cost of having that one slot in the inventory. The 1st one can give you 1 extra slot at the cost of using 1 slot...
But then...if you drop that one item...what happens to all the stuff in those slots? (You should drop them...naturally.) And when you recover your corpse...how do you handle that?
I guess if it is equipped...then it provides inventory slots...and if it is equipped you won't drop it under the correct death penalty settings.
maybe i want faster grow times so i can cook faster. i was waiting for stuff to grow so i could make the spice rack - and start making sausages. because before that i had "the ground is shaking" event - and 2 trolls came and killed me and my boar farm. because i didnt have the proper food to take them on. but also having to make seeds takes so long.
The strategy is to lure the trolls away from your base and survive long enough for them to go away. Then if you die, your base and boars are still intact.
@pure dew you mean tower shields, full hp diet and the heavy armor you already mentioned?
All of them in the game, since day 1
If I haven't tried all that I wouldn't have said anything. blocked. Cya troll.
I thought kids weren't allowed in discord...
I feel like the heavy armor options are extremely effective against the previous biome...but against current or future biomes they are kind of lacking. I do feel like the tower shield block knockback effect is kind of pointless and just makes it much harder to kill enemies. It would be nice if the heavy armor was a bit more effective...like maybe 10 or 20% more effective may be enough.
Perhaps the best use of the tower shield and heavy armor is when you play with friends and you have one person block and knockback into the waiting clubs of your henchmen.
If there was fall damage to mobs, it would be awesome to push mobs off cliffs with it...but alas...not a feature in the game.
This is very on point, 10% would still be a bit lacking but 20% would be too much, and late game tower shields don't exist but they have the lighter variant. Mobs having fall damage would be fun but it would be too abusable lol.
One handed typing takes time lol.
Only thing it needs is to have knockback resistance.
Any other special effect could be for lighter sets.
But again, it still performs the job properly. The difference in ashlands between using flametal set and ask set is very significant, and it's the biome with the most-damaging enemies in the game
How much more stagger proof are you with a tower shield and heavy armor compared to just a normal shield and non-heavy armor?
How many more hits can you take before being staggered?
Tower shields only requires you to hold block button and most hits can be withstood easily, and ashlands has one.
I've been able to face tank many hits with full-hp diet, it almost feels like the highest hp you have the least damage enemies deal
2 star or heavy hitters will stagger in 1.
A lot more in comparison
And then finally, how many more hits should you be able to take for them to be right in your opinions?
And let's balance it out...comparing it against the biome the gear is made from...or higher...and not previous biomes.
I'm comparing ashlands gear against ashlands enemies.
But it's also a matter of knowing what you're doing.
Piercing enemies become a joke with two heavy pieces and root harnesk, especially if upgraded. Even starred seekers can be resisted with that setup.
Again, the choices are right there, and have been there since day 1. Suggesting to add an option that is already there is redundant
Yeah, recall that 1 star mobs hit like 200% of the damage...and 2 star mobs hit with 300-400% of the damage...they are things to fear and rightly so, imo.
What's more, I've tested this setup in very hard difficulty.
Now imagine normal settings
Deathsquitos hit me for 15-20 in very hard
If I see a 2 star mob, I take it seriously...lots of times i take no-star mobs not so seriously...and I feel like this makes the game too easy. It really should be balanced the other way around, imo.
Honestly, more than 1 lol. Large enemies just bypass block 100% of the time. Also I can't even reach the end game even with upgraded metal armour and shield. (still getting wrecked.)
Difficulty slider might just be increased stat numbers but it's still effective at changing the game drastically
If I still had proper use of my one arm I wouldn't even be talking about this issue, heavy armour is how people like me play games like this, we sacrifice mobility and usually damage in games to go toe to toe with enemies because we don't have the capabilities to react and dodge
But people change their world and then proceed to play in the exact same way they played before and then whine about everything being boring and repetitive...
Yeah, eventually I feel like you get to the point where blocking really is ineffective against mobs like Trolls or Abominations and you really have just time dodge their attacks.
I wouldn't have discovered that armor combo if I didn't play on a higher difficulty, as normal armor combos would've felt enough
I would time and dodge if I could.
And blocking still mostly relies on hp, which again, is the main factor for tank builds. As it has always been (since H&H)
Is it that your reaction time is just bad? Or is it that you have a hard time pressing the right button combos to do the move? PS. I don't mean that to be insulting, I'm asking it more as a mobility issue that might be addressed somehow...like being able to remap buttons or moves to better accomodate disabled persons.
I can't press the buttons, I have tried remapping a few times, I use a special controller which is a blessing and a curse.
Yeah, I sometimes wonder if a single button dodge option would be helpful.
single button dodge would have made this a 0 issue XD
I know my friends wish there was an option and they are not disabled in any way. 😄
In darksouls I have my dodge set to my left foot button XD
1 button dodging is always better
I agree with you in general principle. The game made blocking and tanking a viable strategy in the lower biomes. But more recent things, large enemies, just kinda break it. I feel it as a solo player too
We ran into a 2 star troll in one of the Black Forest caves back when we were still in Troll Hide armor. He pretty much 1 shot us no matter what we tried to do, lol. We tried many strategies to try to get our gear back, like my trying to go in first, distract him while my friends tried to grab their corpses...in the end I just snuck inside and grabbed the gear and snuck out. It was a rather cowardly way to do it, but effective!
Strat with trolls....... ARROW RAIN!
Pretty much until you get iron armor...
Banded shield for the win! Even bonus if you can time the parry right.
I got staggered in full upgraded padded armor by 1 star dragur elite and a different time one shotted by a 2 star elite that surprised me
Though many times when I feel like I'm slugging it out with a mob at night, and I run out of stam in heavy gear, the amount of stam it takes to block is much higher than the amount I get back between blocks...so you just end up sitting there blocking, but never able to actually hit back...and running away is not possible without stam...so it's like a slow death through 10k blocks.
Yeah, the 2 star mobs are no joke...
I haven't played much solo I been playing with my fiancée she kills things generally after I been murdered being the bait XD
The worst is when you time a parry and stagger the mob, but you don't have any stam to counter...such a waste of opportunity... 🙁
No one goes for heavy armor in my group, especially with the various bonuses light/medium armor have, heavy armor just never feels worth the slow down. Tower shield by yourself doesn't feel good.
Especially with the bronze/iron grind, I feel like heavy armor could use some love
I feel like you most benefit in multiplayer games with it...but you kind of need to know what you are doing.
I tried to get my friends to wear it and be the tank as his strategy is always to go in swinging wildly...lol...disaster!
The only person I know who did use heavy armor would carry a light and a heavy set at all times and swap between them for trolls/swamp crypts/dungeons
It works better when I use it, block or stagger and then he comes in swinging wildly...much more effective.
Oof...that's a lot of used up inventory space.
and weight
Yeah, I have too much "get down mr president" in me to go tank, I wind up throwing myself in front of my friends trying to protect them and leaving myself wide open. Atgier is the better protection option ironically
Yeah, I never quite understood it 😅 Just goes to show even the person who really liked heavy armor didn't want to wear it all the time
The best defense is a good staggering offense?
But not everything can be staggered
I really love the 2 handed axes...I know they probably suck compared to other weapons, but the feel of connecting a solid blow is so satisfying...when you 1-2-3 stagger a troll and then front knock him in the balls for the kill...the best feeling ever!
stabbing troll in butt with knive is also great
If you play on pc, there is a mod which allows to bind dodge to a single button. I'm too used having that bound to a certain mouse button since I also play a certain mmo where dodging is important.
Or if your controller allows for small macros, you can bind single-button dodge that way, again something I'm doing on my mouse since playing a dedicated valheim server with very restricted mods.
Yeah, atgeirs are bullshit. Hammers do it pretty well too, iron sledge and demolisher are pretty much invincible against most melee mobs once you get the timing on the attack down.
@knotty glen your suggestions screams just soulless quantity over quality
I do like armor slots though. The other stuff is a bit much.
im confident in saying that the devs have already gone outside that box multiple times
Being salty will certainly make people do better.
Keep it, it must be working
Salty?
Fowst keeps complaining because the suggestions fowst very specifically likes are downvoted and rather than letting it go and move on prefers to being vocal about it
Oh alright, yeah I dont mind if someone dislikes my ideas for this videogame. I just want more side quest updates and some more fleshing out of the biome generation (animal caves, rare sleeping animals, etc.)
I think you don’t have understand my suggestion but it’s not a problem and I can develop I just would valheim continue in the future and on the time I would play on valheim on the future and the quality of valheim is one reason for I stay on this game actually a lot of game is so bad but valheim it’s very good game I just would continue these adventure for few years again I don’t would they stop after the 1.0 and I don’t would see only 2 or 3 patch after the 1.0 I would the game continue with quality and the rich lore of the mythology Nordic I really appreciate valheim I don’t would have the 2 last biome and see the game is finish because I think it’s a big error and yes I would the quantity but with the time and absolutely I need these actual quality of gameplay I don’t would and activision production for exemple. I would the same recipes for this games just I hope valheim continue again because it’s a fantastic adventure I have the time for more contents buts yes I would more it’s sure but with the time
@open dagger #suggestions message
I agree with this.
In fact, I'm the most surprised they didn't introduce a better fire arrow in the ashlands. I feel a lot of materials could have been used for this. Charcoal resin, sulfur, and proustite powder (tho I have no clue what that even is. ground up ruby silver?)
If not, introducing one during silver age would have been good with surtlng cores, core wood and feathers. Blaze Arrows or Surtr Arrows.
did you really scroll that far up just to find that suggestion?
No I searched if someone had posted one about fire arrows in the way I wanted to suggest so I didn't have to post my own.
I try to avoid redundancy and overposting the same idea.
makes sense
I don't know if the the devs look at super high rated suggestions like yours but here is hoping.
They look at all of them
Ah
then cutting down on redundancy is definitely a goal
Curious what numbers others are seeing but after clearing 10 fortresses (out of the 20 that spawn on every map) I have obtained 7 blood stones, 9 iolite, and 13 jade.
Frankly, it feels low. I'm playing solo and the number of drops feels restrictive. The sample size is really small here but the reality is that everyone will be working with the same low number of chances.
For limited rare drops with a restrictive number of chances we might need not just the number of instances of the chances controlled in map generation but the number of resources at those instances as well. e.g. Not just having 20 fortresses per map but additionally guaranteeing a certain number of gems across those fortresses that are distributed predictably to insulate against "bad rng". I managed to go 5 fortresses with no blood stones. 6 of those I got thankfully were in my first 4 but would have been incredibly frustrated if I couldn't get a gem cutter down after 5 fortresses.
would be cool to have smaller world modifier with fewer dungeons but more guaranteed drops
I do wish they made the fortresses into instanced dungeons with either a one time charred commander or some special enemy that drops the gems or more chests to loot the gems from.
And if what you say is true, Its's going to be difficult to obtain gems for all the weapons my server players are going to want if it is a very limited RNG dependent resource.
I would hate to for anyone of them to be screwed out of their weapon because of a gem dropping so far fewer than the others.
At that point it feels necessary for the increased resource modifier
having the modifer for just some selected items would be great
@strong trench agreed, instead of 20k hp they went and gave him 25k hp instead.
They were so close smh...
That's plenty enough to get all necessary enchanted weapons.
And in reality, one player would only use like 4-5 max, meaning that you actually ended up with more gems than you needed
How many gems have you gotten and used?
5-10 received
4-5 used
Haven't needed to use more and I'm in the final stage of ashlands, only boss is left
People that feel like there are too few gems are the ones that believe 1) You need to enchant every single weapon and/or 2) You also need to upgrade every single weapon.
None of those are correct and is your decision
It's plenty NOW, when gemmed weapons are capped at level 2. Remember they'll go up to 4 in the future though (requiring 5 more gems to upgrade, each).
The number of fortresses in your world will still be the same it is now.
I used the same. 1 gem cutter (1 bloodstone), 1 slayer to lvl 2 (2 bloodstone), 1 ashfang to lvl2 (2 iolite).
I would like to craft the new staffs or just have some flexibility to try other weapons just for fun and am not sure how I would advise friends who may want to do a group playthrough.
I think we can assume there will be other sources once our forge can go to level 6
But upgrading ashlands weapons is completely useless...
Base weapons lose their level when enchanted, and there's 0 reason to NOT enchant them.
Enchanted weapons upgrade in the exact same way as base versions, the effects are left as they are while only physical damage and durability are increased, why wasting gems just for that?
If you're not upgrading them you may as well continue using Mistwalker since it'll outdo them.
They get the base damage boost the same as the un-enchanted. As in their slash/blunt/pierce damage. Ashfang gains 5 spirit damage too.
edit: my bad, that's exactly what you were saying
And there's zero practical reason to hardcap the number of weapons you can craft and upgrade like this. There's no feasible game design reason to do it and all it'll cause the players is frustration.
Mistwalker can't paralyze enemies at a distance, summon chain lightnings or troll meteors, or vines that paralyze enemies when hitting
and yet it still outdoes all Ashlands melee weapons except lightning berserkirs.
I switch weapons /staves constantly based on enemy group and configuration, I did not craft and upgrade every mistland weapon or black metal weapon, why would you not pick one or two and stick with them in Ashlands
Personally mistwalker holding up well is a win for me, I'm gonna skip nidhogg and do a bow and cool 2H , which goes well with speedy ask armor
I’d try thundering axes with ask armor
I'm liking skol and hati wish they had an elemental add so maybe I will. Gf likely will want berserkir so I was exploring others for variety in the comp
How much better is ripper than arbalest 4?
I just made and upgraded Krom yesterday to try the 2H animation and speed and liked it, assumed an elemental one would be cool but haven't decided as our world is shit for metal so far
@jovial halo making the bonemaw into a centipede (like your suggestion says: #suggestions message) would be as terrifying as the morgens.
Not sure, but ||blood|| ripper can be really powerful if played right. Especially on sneak attacks (can one shot valks)
ye i harpooned one onto land and was super disappointed when it just did a 180 back into the water. was expecting some sort of fight
unfortunately serpents/maws are more water>snake in this game. like you said, they both flee once you get them on land. makes for super easy drops if playing in a group but annoying if playing solo.
1 person teathers it with the harpoon while the other(s) bash it. solo you have to chase it, damage it, drag it back out of the water and repeat till dead or risk loosing out on drops.
Yeah, saw a video where one dude puked current foods, ate 3 hp foods and then 1 shotted valk.
giving serpents/maws the ability to fight on land would change that dynamic.
right, its more of an annoying farm than a combat experience as a solo player. If they were given the ability to move around on land all you'd have to do is harpoon it in once then fight it properly
it would be about the same as throwing down a gauntlet and demanding a duel, only to meet at the arena of your choosing to duke it out.
backflip
#suggestions message @true bridge What gore specifically do you want disabled? I can see pixelated blood spurts and perhaps some of the entrails and stuff, but the game is literally about beating and killing other animals/enemies. Gore seems like solving 5% of the problem to make this "kid friendly".
Still it would be nice to have enough gems to test all the weapons, have some weapons you like double for corpse runs and so on.
Having the fortresses respawn or another way to obtain more gems once the fortresses have been cleared out would be nice, instead of having to start a new world and rush to the ashlands for some extra fortresses and gems.
Minecraft is definitely a kids game and you still participate in combat. I think that the gore may be a bit much for some kids, It would be good to have an option to turn it off for them if they don't like it.
same with overwatch, or fortnite. Terraria has a gore disable option too, including resprites which wouldn't be necessary really for this game. I can see some loot drops being an issue, but you don't need to go all the way. Minecraft doesn't.
from the Terraria wiki:
"Blood and Gore
On or Off
Toggles blood and gore effects. When disabled, killed entities emit puffs of smoke instead. This includes things that create blood particles as part of their animation, such as Demon Eyes and Skeletron. Skeletal and mechanical entities will still burst into body parts when killed. See Dust IDs and Gore IDs for the full lists of affected graphics. The suggestive Nurse quote 'I don't give happy endings.' will also be removed.
Players may wish to turn Blood and Gore off to reduce visual clutter, so the game is not littered with enemy pieces. It may also be suitable to disable this setting when involving a younger audience."
its simple things that bring it down just a bit. Not everything has to be all or nothing.
Valheim doesnt really have gore save for the matte blood sprayed all over when you or certain enemies get smacked. I imagine a “no blood” setting wouldnt be too hard, 1.0 qol maybe?
I really didn't need to write an essay lmao
#suggestions messageif a player interacts with a disabled ward they didn’t build, they will have build permission within that ward’s area so it doesn’t get in the way for them
@novel owl
If the radius is smaller, larger bases will need too many
Me and my friends only use them for decorations because otherwise we start using them everywhere to lock each other's homes
Locking builds doesnt do much because it's so easy to break doors and chests
Guy breaks into your home, steals your hard drive and takes your Valheim save file
You're in a community area, why do you need wards when a community is meant to be built on trust and boundaries?
We could at least get a new small ward instead of it replacing the already existing ones
Don’t take it personally, it’s just a simple voting system 🙂
That would be neat actually
The current ward is a statue of Odin, maybe it could be a Hugin ward?
we've asked for alterations on wards before and nothing has changed on them
You're underestimating the urge for people to ask utterly unnecessary things lol
guess you guys don't lock yr doors lol
there's a reason possession is 9/10 of the law, it's coz everyone wants to steal yr stuff 
so unless the dvergr are gonna be Valheim PD and investigate thefts, better systems are the real choice
So is it just the blood particle effects when you kill certain mobs that you want disabled or are there other things you also want the option to toggle on/off? It was mentioned the mod "Pacifist" that basically disables the blood particle effects on the Thunderstore. You could give that a try, but from reading the notes about it, it may only work for newly spawned monsters, not ones that are already present inside the world, so adding the mod and starting a new world would be the only safe way to ensure some mobs won't have the blood spatter particle effect.
I'm not against having the option to disable blood and gore effects. But it fascinates me what we consider acceptable for children and what we do not...why is blood and gore unacceptable while killing violence is okay?
Nothing wrong with asking...it's the expecting it to happen that is the problem.
Because violence is kind of a prick so he deserves to be killed.
I'm aware, but in this case it's changing the behaviour of something to its opposite nature
Magic chest sounds interesting. Only issue i forsee is having two functions for naming it and accessing it. They'd probably need to be even bigger, like the hot tub
We have signs for marking chests...why not just use them?
It's about a function similar to portals but with chests
Which makes portals lose a significant relevance
Because naming them is not the main feature that's being requested. It's basically an ender chest from Minecraft.
So it's more about linking content vs organization?
I can only see it being most useful in no portal runs, but still...
So portal chests? Like you can access the same content from everywhere as long as they are named the same thing?
Yes
I'd imagine something like this wuld need to be disabled in no portal worlds as well.
I mean it's not a portal. I could see it being useful but its function is essentially a backpack that needs to be placed down so I doubt the devs will do it.
Would you limit it to just two chests? Or could you make it so that any chest with the same id would access the same inventories? And then you could basically have unlimited inventories by just creating new IDs...what happens if no chests have that ID? Do you lose all the stuff? Or is the magic chest only able to connect to a normal chest and can't hold it's own unique inventories?
Sounds great for a mod...probably not for the base game.
Limiting it to a certain number of chests seems silly. I assume any two magic chests with the same keyword share inventory. If you break the final magic chest with a certain ID, all items should pop out as they do for the regular chests. This is just how I speculate it would work but I'm not entirely sure as I didn't make the suggestion. Though I agree with you, good idea for a mod, not so much for the base game.
You're connecting magic chests with other magic chests, no relation to regular ones.
[Magic Chest] <----------------> [Magic Chest]
Yeah, but the difference between these chests and portals is that when the portal isn't connected to anything, it doesn't do anything. With the magic chests, if something isn't connected, it can still hold an inventory. So for instance I make chest A and then later a chest B. If I put content in Chest A and leave it, then later put down Chest B, and then put stuff in Chest B, and then link it...what happens to the stuff in Chest A..or Chest B...which inventory shows? What happens to that 2nd inventory?
The problem is solved if you can only put stuff in teh chest after they are linked...and unlinking them kicks the inventory out of the chests...but then where does it get kicked out of? Chest A or Chest B?
How does it work in the game it was originally implemented?
in Minecraft there is no naming convention so it all just connects when placed, but I understand what you're saying.
Can multiple people access the same set of linked chests? Simultaneously?
I believe so, I'm not too deep into the mechanics.
They could do the same thing in Valheim where there would be no naming convention, and that would fix that issue, and the possibility of people having unlimited remote access storage, I assume it would also make implementing it easier. But again, that's a backpack in a different form lol
#suggestions message
Do creatures really have knowledge of players' health?
I’d assume not and have never noticed it
I feel like most creatures are pretty simple with their attack modes and don't have that sophisticated of an awareness. Maybe this changes in later biomes, but I have doubts.
Plus I always find it funny that the usual strategy is to target the heavy damage dealers and the weak enemies first before tackling the tanks in most games...why can't the enemy mobs also use this strategy?
Im not sure but in my whole playthrough, I haven’t seen a situation where voltures attacks someone else than me, even when I am way farer than my friends. If Im wrong then Im sorry but it happened so many times. I don’t even remember a moment where they attacked my friends. ( I have the lowest amount of health in our team)
That's interesting
Cause they’re mobs and they literally see me first time in their lives and they already know my max health? We don’t get this information before we kill them and gain experience about their stats. These mobs haven’t got that experience before. They shouldn’t KNOW what players max hp is.
They don't, they just attack whoever is nearest randomly.
They have 0 complicated mechanics regarding anything
Either way, of all enemies in ashlands voltures actually make the most sense to attack the weakest player anyway
You're thinking about it all the wrong way. It's only given meta info like that to make its natural behavior function. Vultures irl are scavengers, so makes perfect sense they will have the instincts to know when one player is the weak link in a group (in this case players with lower hp than others). Instincts and various senses are also something living beings are born with, no experience required.
Minecraft is also about killing other animals/enemies but does not have gore. I was thinking that allowing to disable gore (or blood) can be a good bridge for younger players.
Sure...is it just the blood spatter effect? Or are there other instances of gore you are referring to?
It is mostly from the blood spills.
Blood is literally the only gore ever present in the entire game
But blood (blood bags) and guts (entrails) exist.
Yeah, I was thinking of the grizzly remains found in ice caves too.
Body piles in swamps?
These are items and don't spill.
These are just spooky spawners.
Maybe disabling blood spills is the low hanging fruit to reduce gore.
Yeah, I mentioned above that there is a mod called "Pascifist" on the Thunderstore that intercepts all the blood spatter effect calls and just stops them...but it only works on newly spawned mobs, so any mobs that were already on the world prior to enabling the mod will still have the effects (so you may need to start a new world to be safe). It might be a good option for now, and hopefully IG can work on some kind of toggle in vanilla in the future. I don't think this is an unreasonable request.
Yeah it's an interesting philosophical discussion. I would love to have it but I need to write some notes first
I don't think it's as simple as you have it or you don't like i said. There is a grey area to make concessions, and gore is definitely something that could be too confronting to children
And a basic step would be opt out blood spray.
When given the option, I usually disable blood and gore just because I find it a little distracting, but it’s definitely not a big thing for me.
It’s interesting, I was actually watching a video on how gore is handled in some of the older Zelda games. For example, there’s a scene when ganondorf spits up blood, but apparently it was changed to be green so that it’s… less graphic I suppose?
Yeah, I was thinking of game I would consider okay for children but also have violence at their core...Zelda and Super Mario Brothers is what came to mind. No blood, and when you "kill" enemies usually they die in a puff of smoke or just smoosh, fall to the ground and then disappear.
Would you consider rag-doll effects as a kind of gore? It kind of amazes me how much just removing blood, but keeping everything else the same is perfectly fine. I find it kind of fascinating.
I don't mean to make it into a huge discussion, I just found it fascinating on what would be considered acceptable vs unacceptable for children.
Just me personally, me and my son are playing through Zelda OOT and I have zero issue with it. He’s 8, but I don’t find the violence to be too much for him. I’d have no issue if he wanted to play Valheim, but that’s just me.
#suggestions message I doubt we’ll see a feature to get materials back for crafting, mainly because it’s exploitable. Craft X amount of iron nails, teleport, turn them back into ingots, for example.
I can understand that, and at the very least some things like that could be excluded from the list, but things like weapons or shields (especially ones that Include eitr) could be considered
there was a huge debate on this back in the 90's with games like Mortal Kombat, on differing platforms you could have full gore, no gore, green blood or red blood iirc, nintendo made the biggest fuss (surprise)
then they started using green blood in all their games
MK is pretty much the reason why modern gore exists in the first place
ig it was the first time most parents would see that sort of thing on their kids consoles as well as in the traditional arcades
(but you didn't get ID'd in arcades back then or anything lol, so kids could access the gory stuff even if they had nintendo xD)
at some point it seemed to become a non-issue anymore
it's only when a new game that has some blood/gore comes out that kids really like, when it resurfaces
speaking from my own experience whether the blood was blue green or red and gore or not made no bearing on anything, other than how lame games were with the green fakery
I never really liked MK. I felt like the moves were too stiff and not fluid enough. I was more into Street Fighter...just felt like the animation was a lot better and MK's animations were kind of laughable.
@vital dawn bruh thats the world tree
Hehehe
#suggestions message I don't see much need for this, since there's nothing you can really do with that wood once you sail over to actual land (where you have a very high chance of finding wood to use).
@olive yacht great idea about adding early/mid game magic weapons. My friends and I have had a similar discussion. If you want to do that you also need early/mid game magic food or clothes for you to cast some magic
Magic is by design a late game system, not meant to be accessible early game.
Thats why im suggesting a less exciting and primitive options.
If Rianus boss power is implemented, I find it an absolute MUST that exceeding the 100 skill cap does provide extra benefits, unlike how armor buffs currently work. Especially since it's the last biome a lot of people will have high skills at that point, and being effectively locked out of the boss power because of that would feel sad
#suggestions message
This is a question, not a suggestion.
While that would be a bonus (especially because I mentioned just that for yagluth's power up idea), the power will be useful regardless of skill level because the only way it could become useless for an endgame character is that said character has ALL skills at lvl 80-100, which I find extremely unrealistic via normal means.
EVERYONE has some skills higher than others
Is it weird that the forsaken power for Elder would be a faster way to chop down trees...or a way to more effectively use axes? It just seems like that is the opposite of how boss powers work. I usually interpret them as some attribute or action that the boss possesses that you can then use as your own, like Eikthyr's stamina and speed converted into the ability to run longer or Bonemass's blobulous form being able to absorb and resist physical blows. Elder's power seems kind of nebulous and anti Elder...so to speak.
Yea it's a bit weird. Although I'd argue bonemass's power is anti bonemass too. That guy takes a whopping 1.5x damage from blunt, yet when we use his power we take 0.5x damage
True, perhaps instead of protecting against blunt, it should only protect against piercing and bladed attacks. But then golems would definitely be more challenging.
@spiral axle https://tenor.com/view/i-am-a-dwarf-and-im-digging-a-hole-bombur-diggy-diggy-hole-gif-2317353727855380701 (gif didnt load)
#suggestions message
@marsh hawk #valheim-chat #general??
@candid pilot
Really would like to see Moder ability get a secondary affect like all the others do. Something as simple as clear skies for postponing storms and rain would do. This would help in the Ashlands where storms send you into such an obscuring view.
or work with the asksvin cape
@violet yacht game do save resolution when you save and exit. or play and then exit.
do you run any mods or such?
Love the idea of it being mostly very clear weather and visibility. The occasional snow storm would be alright too (especially if there was actually something linked to it like a unique monster that only shows then), since it would help you appreciate how clear the biome would be most of the time. But for sure you could really appreciate the biome more when you can see it!
@wanton atlas do you know why items still do not stack when picking up a tombstone, or even when just picking up random things at any time in some cases.
A moose suddenly emerges and wrecks your life
It seems logical for very cold climates to have no mist, as any mist would fall as snow. i dont know if that is realistic though
Does anyone even use Elders power? Always feels like a wasted slot for me
If you have a portal to the sacrificial stones to switch easily, it is a huge help when harvesting wood
Is there a current discussion going on networking performance with multiplayer lag on high end machines and fiber?
So far entering Ashlands solo or with people with lower than 20 ms latency is no issue up to 3 people, if it gets higher than that and more players than 3 is involved the desync and lag gets so bad it's a death fest. I don't mind the hard tuning when soloing, it's doable. There is no way to play with other people around the world really without it becoming frustratingly hard in melee, you take hits you shouldn't have taken if you solo and things warp.
Also is there an estimate on a real server solution other than P2P.... please say yes, and why is the game taking 1Mbit/sec (I'm literally standing still in my base) while being connected to a server, is compression even on? Seems like excess overhead...
no mods, ya it’s resetting to 4k every time, my graphics card can’t handle it
@tacit grove when's the last time you've been to the north sea? just curious
we don't have 40-80m waves
Ft* 🤝
anyway, while it's realistic for waves to damage boats, it's not very enjoyable from a gameplay aspect.
As long as there's no workbench on the ship, or another way to repair ships, this will just result in people having to stop at every little island to repair, and possibly still lose everything.
I will make sure to incorporate this into my upcoming post thank ya for feed back fowst
a greater range of the workbench and those things should be inserted, the higher the level, the greater the distance
There has definitely been a performance hit in ashlands, a good chunk of it seems to be tied to the grausten build pieces and that is being ironed out in the public test. Hopefully that'll do the trick, or at least make it easier to identify the culprit. I think the large number of mobs and drops (all the enemy attacks destroying trees & rocks & buildings) make it worse too.
Turning down particle effects can help some
Suggestion - Make the Spinning Wheel not so loud that I can't hear my Discord group.
Quality of Life - Make it where you can craft things and the materials are taken out of your chests automatically. I have another game where any chest placed in a certain distatnce from the thing I am working on, it automatically takes the materials out. It is so much better than having to run around and collect everything.
That has already been rejected. And this is not the channel to make suggestions, this is the discussion channel.
#suggestions message
This would be dope, I think if the carapace spear also had a wisp tip so it can clear mist (like Mistwalker) when being thrown, it'd be pretty amazing.
spinning wheel is a little loud, yes.. but there are mods that do the craft from containers thing like you're suggesting.
@eager atlas I would Love horses, but im pretty sure develoment has said no to horses:(
This, very much so. Playing with anyone else, even if they have a very good connection and powerful pc, means I can forget about parrying mobs if I'm not the chunk owner, as the lag makes it guesswork.
Also makes the friendly fire setting which enables pvp pointless, chunk owner always has a massive advantage.
As much as I love Valheim, sadly it's networking performance is the worst I've seen in any game so far.
It would be such a massive boost to multiplayer if that was improved!
valheim is peer to peer, and ultimately, it relies on your connection with whoever you're playing with, even on dedicated servers
so yes, you're forced to either deal with the ping, or be very selective about who you partner up with - it's a blessing and a curse - you can play with 10 people, with minimal performance hit if you're hosting a server for free. but if those people have bad internet, or aren't on the greatest hardware, it may lag
Yes, saves a bit of time
#suggestions message @oak fulcrum Have you tried using the explosive payloads and multiple catapults? I quickly destroyed most flametal from a leviathan and it didn't start sinking
I did but its kinda bugy some of the nodes don't take dmg and its kind of dissapointing
Then you are suggesting to fix an obvious issue, not the implementation of a new feature which is mostly what the channel is for
They are supposed to mine stuff, if they don't, it's because it's not working properly
That's v sad horses feel very viking to me and it takes like over 5 minutes to get to some biomes sometimes by just running
That's a very short time... Why does it sound like a bad thing?
Five minutes of running is boring as fuck and that's just to the closest biome it only gets worse from there
everything over half a minute of running is connected by portal for me
even inside my base a base portal hub
always have a spare portal in your inventory
Lox and asksvins are faster than a sprinting character and have a much higher stamina pool
Can I ride them though?
No metal though
They're the only rideable tames
Tried taming Askvins and they died immediately after encountering any other enemies in the biome.
The 1 star ones do a lot better
That should actually be the minimum star level you should aim taming
And the only reason you take a no star is because you already have a one-star or two-star
Now that I think about it, I don't even think I've come across a 2 star ask yet
And yeah I assume it's just like with the wolves, you don't just tame one and your done, but it's really annoying to have any tame die immediately after waiting for them to tame.
Ahh, ya never take a tame out till you have a breeding pair set up and safe
I haven't found a safe space in ashlands to keep tames away from the endless mobs, might have to look at what other people are doing.
Put up some walls around your shield generator, keep your tames in a box in the middle of the walls, some wards/workbenches just inside the walls so things don't spawn immediately on the other side. Askvin climb on each other alot so you need a fully enclosed box pen
#suggestions message
i feel like thats kinda the point no?
@coarse hare right click the icons on the right
oooh dident knew that 😮
@boreal ledge
I'm a huge fan of building a "tame vault" - thick stone enclosure >100m away from my base where I store 2 breeding pairs of both.
For an added touch, I add a glass wall with a hammer mounted next to it and "Break Glass In Case of Emergency" sign.
Please do remove the thick blue line and put back the ability to see the night sky -the sound is also horrific. Love the shield -but these effects could just show when you place it.
It would be pretty awesome if the shield effect flared up in a small area wherever something impacts with it whenever it blocks something, but aside from that it only entirely showed for a short duration if the generator itself was interacted with.
This would still allow us to easily see it for placement in a pinch without it being super intrusive yeah.
So give it like a bubble like transparency from like the (Nerd alert) Gungan shield generator from Phantom Menance, but when it gets hit, it ripples where struck making those sections visible for a moment.
But still have the shield show a redish tint when the shield is very low in power.
would like to see some dialogue on this
#suggestions message
What are everyones opinion on the current state of storage?
honestly not a fan of storage management, which is why i use auto store mods and the like
I think having sort buttons for chests and inventory would help.
Having the ability to lock items in inventory so it isn't stacked away would also help.
Did that during a raid where I panic stacked items and accidentally stacked my food away then was killed because no health or stam.
#suggestions message This, oh please gods this. Crafting food item groups one at a time is a miserable clicky experience. If you want it to take time that's fine, just lock the cooking animation for a stack to the number of items selected. Same for arrows and other consumables
@quartz totem you can already just hold e to add stuff to kilns/furnaces/windmills etc
Yes but takes a while, the holding 2 seconds adds all is different from that.
It is adding the whole stack in one go without needing to hold the button for a long while or clicking it x amounts of time.
Just letting them know so they don't keep pressing e 50 times
@onyx cape look very closely at the culture and theme the game has...
Lox: am I a joke to you? 
I mentioned them in the according message
Yeah, I know that; but holding "E" is not only slower than pressing E repeatedly (time-wise), also is longer than what 2 seconds or a double press would be. I returned to the game and I really thought they had changed that (hence the need of a mod)
but thanks xD 😁
Ah, roger - I never find it better to press e 50 times even if its a bit faster, I just hold it
sometimes we are in a rush, sometimes just chilling... so why not have both options? xD
My partner devised a script to when she presses it once it spams it till full for her so she only needs to hit e once.
my "E" key begs for mercy
I made a macro for one of my mouse buttons that just spams 'E' repeatedly while it is toggled on
lol yeah I get up to 35 sometimes on kilns with how fast it is
Sounds about right 
with how important agrigculture can be, i think there should be a second tier of cultivator at some point, lower stamina usage, higher durability, maybe ground cultivated by it prevents dandelions from growing?
Hildir's clothes reduce the stamina needed for the cultivator, hoe and hammer, it's pretty easily repairable at a level 1 forge, and you can even make multiple if you really need to.
i used hildirs clothes previously but now I just keep a stamina mead stack in the chest at my farms, I just think SOME additional qol to farming could be added considering it's just about as tedious right after you get carrot seeds as it is all the way to endgame
High stamina food options late game and hildir equipment make a big enough deal on their own I would argue it is much less tedious in the endgame
I do wish there was a way to increase crop yield without expanding the size of your farm, would be neat
Valheim introduces GMO(s)...
More serious note, I am fairly certain mods could easily do that. IE: increase yeald by 20% per boss trophy on alter.
I Played Solo against FADER its really fun, but its way way easier than Queen. Is it supposed to be easy?
I found him to be much harder. He spammed meteors and fissure, never giving me an opportunity to attack in singleplayer with melee weapons.
i did with melee
You can literally change "fader" for eikthyr/elder/bonemass/moder/Yagluth/queen and nothing would change
It's subjective, easy for you doesn't mean easy for literally everyone
fire resist,bonemass and less than 10min relaxed
i thinking its supposed to be harder than queen
not opposite
i will say boss way easier than charred warriors with 1star, not talking about 2stars. i'm thinking still missing some balance on FADER becouse Queen is perfected balanced
He has twice as much health and can’t be hit as often
isn't the queen resistant to a lot of crap and don't we do a decent bit more dmg with ashlands gear?
She’s only resistant to pierce
yeah, just realized that
dunno, I also found the queen more difficult than Fader - she definitely took longer to kill
way longer
fire resist,bonemass and less than 10min relaxed and feather cape is kill on FADER
You don't have enchanted weapons vs queen
You have enchanted weapons Vs fader
He almost always used the meteors and fissure (fire and rocks from beneath the player), which I needed to sprint from to avoid. When one finished he immediately started the other so I never had time to attack.
that why u get ready, potions, checking
You don't have an effect that paralyzes enemies vs queen.
You do vs fader.
Just that + thunder is enough
i did FADER with berserker axes
And he usually can't do shit when paralyzed
Then idk what's the mystery on why he was "easy"
probably they should make bosses immune to the jade weapons?
i did less then 5-7min
Nah
Fader can still use magic when paralyzed
But he can't melee if you're at the sides or back
fire potion opp against FADER
Even with a fire potion his fissure attack can do thousands of damage over time so I needed to wait for the areas to go away. When they did, they would immediately be replaced by more.
Afaik, climbing up the bell stairs is enough to avoid them
And they do pierce, just use bonemass power
I tried standing on fader but the hitboxes were too tall
Or even root harnesk
Bonemass, fire resist, Feather Cape, other potions thats it
without bonemass and fire resist i would not complain about how ez is FADER
The damage wasn’t the problem, I just didn’t have many opportunities to attack
Which relates to the damage being the problem...
If it wasn't, then you would have many opportunities to attack
So you were fine standing inside the areas for a few seconds? I had bonemass and fire resistance and couldn’t do it without getting my health too low.
I had a feather cape to jump over them, but fader was inside the areas so I couldn’t attack him safely
waiting for the spikes then i jump
You just said damage wasn't the problem but here you say that it is...
You mean YOUR damage or HIS damage?
im thinking when people will figure it out mechanics will be easy, becouse it was not so hard to figure it out
But they won't, they will keep complaining about it and ask for nerfs instead
im afraid more of Charred Warriors 1star, 2stars
charred warriors with stars next level
even shield can't help
They're only a problem when they're more than one
I bully them with flametal mace by just secondarying them
Does the leftover fire from fader’s fissure attack do less fire damage than the rocks when the attack starts? I avoided it entirely because of that high initial damage, and if it’s something I’m supposed to go into to deal damage (like Yagluth’s aoe attack) that might be why I was killing him so slowly.
hard to explane it ,but i can try to say my version what i did
meteors - run around, green flame following - walk spikes coming from green flame jump, green spit around - jump or wait till hes gonna use fire breath then jump
usually jumping towards boss
Did you have the problem of him using meteors and fissure too much? He was almost always doing one or the other for me.
can u explane to me fissure meaning?
Fissure is the name of the attack where rocks come up from the ground, followed by a lingering, large pool of fire. I did not name this attack myself, it is called this in the files.
my group just called his fissure where he turned the ground green him doing his thing
i think rocky spikes
from the ground
meteors and green fire follows than spikes from the ground
with feather cape running and jumping
@dire kiln I'm about 90% sure its been confirmed that those are coming with 1.0, but not any sooner
we'll wait as long as necessary😅
I would hope that they add achievements, it might be the first game in a long time that I actually shoot for 100%ing
we have said like a trillion times. achivements come in 1.0
a quadrillion percent chance we will add them at 1.0 xD
You should know by now you'll have to say it one more time, even if you put it in the channels topic, pin it or even change peoples names to tell them.
it shows that people want them
Indubitably.
Like we all want QoL changes to filling smelters, kilns, ovens, cooking, crafting and planting so less clicking is required.
😜
I will update my certainty next time 😉 My brain just feels like swiss cheese sometimes so I tend to err on the side of caution in my statements
Is there going to be more balancing or bugfix patch for Ashlands or are we done until 1.0?
#suggestions message For info, if you hold down the e key, items are repeatedly added to the furnace, windmill, etc.
Slower than button mash though
@quick matrix stole my dang idea before I could even finish typing mine out
Heh, I was just talking bout it in #valheim-chat :P
#valheim-chat message
Lmao, I didn't even see it
As if it hasn't been suggested +100 times anyway
decorative clothing overlays seems neat, bright orange padded armor would be cool, or perhaps dyed chiton
My idea was more of unique armor sets for certain tiers that had the same coloring options as shields
I did a cursory search of "swatch" and nothing came up, so I thought it might've been safe
I count pre-hack suggestions
Sorry, I am new to the server. Could you please clarify what this means?
The server was hacked at the end of January and all messages posted before were deleted, including suggestions.
Bears were probably in the top 3 most suggested, but now you'll probably encounter only a few dozens
is there any etiquette i need to know about posting roughly 20-30 individual suggestions in a very close proximity?
#suggestions message
relating to this one: i recall one of the dreams mentions "the weight of your father's axe in your hand", which i assume was our viking's weapon of choice, so of course it may be worthy of an achievement
#suggestions message
You should suggest an achievement for the most suggestions.
#suggestions message
Yeah you get eggs after Yagluth and I feel you don't need to go there anymore unless for bait or dvergr circlet for lighting or use
More things to buy from our favorite merchant after Mistlands or Ashlands would be neat.
#suggestions message
Wait...they don't already?
#suggestions message
@spiral bison
I honestly like that idea for early implementation of magic.
Having a way to start leveling your magical skills earlier would make it more likely to be chosen as a playstyle.
I have been playing with my gf and when I tempted her with magic staves in the mistlands, she was already 30-40 skilled in spear, bow and mace and she didn't want to abandon her stam foods by adopting a new weak skill she had to level up from 0 in the already dangerous areas of the mistlands.
I slightly pivoted towards blood magic just for the staff of protection and how it fits my heavy armor two handed face tank play style. Eitr food prioritizes Health after eitr so I can still have a good HP pool when using it. As for the other magic staves... I see no incentive to switch to when my high skills are polearms, swords, and blocking.
I feel it's late inclusion when you are already settled in to "what works" makes it less likely to be switched to when it finally becomes available.
And I agree that finding some minor non-op ways to include it so you can start the leveling process earlier would make it so more people like myself or gf are more inclined to try magic and stick with it.