#suggestion-discussion
1 messages · Page 18 of 1
I kinda prefer the "turns green option", as on some servers people like to use dev commands just for free building, which all agreed on. Making them blink like a christmas tree seems a tad over the top 😂
that's why we have the free build world setting 😉
Sorry, I totally don't look at those settings these days cause I play on dedicated servers other people are running 😅
Now would that call out also work if the player cheated in materials in another single player world then brought them over to that server?
Id prefer the option to block materials and items completely
basically tag all inventory on a player as "this came from server-1" and anything that didn't have that tag got removed?
replace server-1 with steam id and world seed.
that would definitely add to the needed computing power and storage needs as each player would likely need a cache for their inventory every time they logged into a server for the game to dump their inventory into and retrieve stuff from on exit.
currently it's on the honor system if you don't use mods to prevent stuff like this from happening, and because of that(honor system), I have a blackmetal chest outside my base with the signs (server1 name - inventory), (soloplay - inv), ect.
a server locked charicter is kinda how PTB works if the versions between live and PTB aren't the exact same.
#suggestions message you're supposed to have a diverse set of food (that's why so many varieties exist), and you can already achieve large health or stamina pools by mixing and matching different health and stamina foods. You also obviously aren't meant to be able to use the best health or stamina food 3 times in a row (it would make all other food items obsolete).
You see, it makes perfect sense because there is literally only ONE stamina food in the entire game
last time I checked the devcommands didn't work on dedicated servers at all.
maybe just forcing players to create a new character on your server is the best option here.
no. but the server-host can add free-build and other settings
yeah true. Any chance we can get devcommands though?
I don't see any good reason why not, as long as the devcommands can only be used by the server admin and affects all players the same.
can't say why we don't 🤔
but alot of commands would probably break
since it's working locally
oh.
That makes sense.
the dedicated server software is basicly the game client without graphics
That would probably cause some issues if what is normally client side applies to a whole server
There might be unintentional stacked instances of one dev command
https://discordapp.com/channels/391142601740517377/1202312684364910612/1259568488721289321
Instrument for sailing a raft should be a goofy, solo kazoo.
Because the raft really is a meme
#suggestions message create a new character, go to your own world, set all stats to 100, equip the best gear, return to that new_char_only world
We def need this. We should also be able to hold chickens to glide down like with a feather cape like in Zelda, lol.
If you limit them from going thru portals still it wouldn't break the game and it could be a fun Easter egg
Then maybe the devs implementing a different color for cheated characters could work to mitigate this specific issue : )
Would be a neat touch.
#suggestions message I like that idea as a solution to other players not having anything to do on boat trips in multilayer (could have each player in charge of an instrument).
@novel owl #suggestions message useless, you can save edit it away
even without save editing, you could spawn the items with one and give them to another character
still defeated by save editing
uh... okay
using an external program to manipulate the data, not using devcommands
as long as the files exist on your computer, you can cheat yourself anything, no matter what detection systems the game has
to bypass the detection you suggested, if they want to grief? of course
I think it might end up introducing software that you can use to spawn things with that doesn't include whatever is on the character file that indicates devcommands used.
To me it sounds like this guy needs to be talked to, or removed from the group. Worlds always have the options of rollback saves, or you could police his savefile as well. In this case the player is the problem.
I don't think the devs can implement anything to prevent this since a player can just afk grind overnight, grab gear from completed worlds, or save edit.
Something useful would be an indicator of which players are running with -commands though, but all of these options can be easily circumvented.
could just send a server message that tells everyone if someone is using a devcommand
You can afk grind any skill but eitr/ammo skills. this includes blocking with a long term macro to swap shields
As well engame gear lets you gather resources over 1k/min
I'm not against this, but I'm certain that name-colour would be save edited away.
Also any skill other than eitr/ammo skills. means no afk bows. Everything else can be used on a teammate, an obstacle course, or the elder.
Game is early access, not even 1.0. Devcommands are barely an issue atm, most people that use it will just spawn some mats, not a priority think to worry about.
However with 1.0 there should be some limits built into the server settings regarding using console commands. Of course the big thing is that you can just server warp, therefore if its only server sided it wont stop devcommanding players from just doing it outside.
It could be interesting to make servers that require a dedicated character creator, so it cant be played in other servers nor brought from others. Then you have a limiter on devcommands permissions, so nobody can use them.
#suggestions message Weapon/gear gaps are fully intentional and by design. If a given biome is missing a weapon type then it is naturally not going to get that weapon later.
What's the reason for the intentional gaps. If it's to encourage the use of other weapons isn't that just pointless because we already have damage types that do that.
Good game design should ENCOURAGE use of different play styles. It should never force them
Those are not mutually exclusive...
By FORCING you to play with different styles, you are ENCOURAGED to do so
Regardless, this is very pointless to argue, it's set in stone and has been a thing since literally day 1
So the entire "I disagree with this thing that they've clearly set their minds on" will have exactly 0 relevance
Sure the devs want it but I'm just wondering why they want gaps in weapons so much like why have 7 swords in the Ashland's but no knife or polearm
I can sort of understand having gaps in other biomes I just wished Ashland's and hopefully deep north would have every play style available since they have a huge step in difficulty
Ashlands has no polearm because hitting so many enemies at once with the secondary would almost guarantee lightning, dealing even more damage and stagger to nearby enemies. And the previous biome already has a lightning polearm.
A flametal knife would probably spawn lightning and immobilise enemies too quickly
Yeah, the himminafl and the carapace buckler are pretty good already.
Then these weapons could be made without flametal and that could be a reason enchants wouldn't work
But then the users of those weapons would be unhappy that their weapons can’t have gems
A spear is basically as fast and isn't that overpowered. The knife would have half the slash as a sword so that would balance enchants happening more often.
I'd rather have a weapon without enchants than no weapon
Polearms and knives were the next in line for having that gap, nothing more to be said on the matter.
There's no silver polearm
I wish we had a flametal knife. Skoll and Hati just don't cut it whereas himmin is still pretty good, but we have had a knife for every past biome so I'm not surprised.
Also sure knives didn't have a gap yet but that doesn't answer why theres a gap in the first place. Just cause the devs want it doesn't mean it's a good thing
A buckler for Ashlands is overkill though. You can already parry up to 337 with the carapace one and morgen at 2 stars deals at most 320.
I love Valheim and it's my most played game but that doesn't mean it's perfect and lack of weapons is a huge turn off for me and a lot of my friends.
Yeah I never said there should be a buckler we already have 2 shields in the Ashland's
I wasn't responding to you, it's a part of the overall suggestion that is being discussed.
Oh my bad I only read atgeir I forgot the buckler part
There might be a Deep North knife or even an improved Ocean knife option in the future.
Fully upgraded silver knife is also really good in Ashlands isnt it? Especially if you have high knife skill?
Ive never tried a fully upgraded silver knife but looking at its stats its spirit damge is only 12 so i dont think it would be better than skoll and hati
I doubt there will be a second ocean knife but i hope deep north will have everything (including fist weapons but thats just a wish)
the only weapon i understand the purpose of the gap is the buckler, it usually skips one biome because you aren't supposed to use the buckler to just block damage, but parry. If theres a buckler every biome then blocking becomes more safer with bucklers than with medium shields, otherwise you go into a new biome with an older buckler you HAVE to parry.
The other weapons having gaps in the upgrade path are quite pointless, most people here be saying "too much damage if x weapon existed", like the straw that would break the "balance" is a melee weapon doing slightly more damage in a very narrow scenario. Magic and bows exists and its going to outdps the majority of the weapons in the game, its not going to be the spin from the halberd thats suddently going to trivialize ashlands.
There is already a mod to enable/enforce server side characters. And yes, that is an important feature if you want to run a server open to random new people to join.
i meaaaan, the himinafl spin stunlocks everything which makes it a lifesaver in many scenarios. Which is also the reason on why i didnt die there yet
"the mods will fix it" is not a good creative decision by a developer. Its early access and we got a year or more time worth of dev time before the last update till 1.0, better get as much qol fixes and tools built into the game by then, instead of relying on the average player to be expected to be fixing the game themselves with modding
"The mods will fix it" is an excellent creative decision by a developer if it is about something they don't want to add to the game, like enabling or enforcing server side characters.
so every important fix and feature that helps server management should be something the community is expected to develop for the game? And the average player should be expected to learn how to mod their game to get basic features?
what a terrible idea
server chars is the most important lacking feature in this game, imho. would fix sooo many issues of playing in servers. but it will never be done, sadly.
"Game is meant to be played with friends" 🎠
never? I don't think iron gate is allergic to suggestions, especially highly requested ones
If the developers don't want to add it to their game it is their prerogative, it might be something important for a bunch of people and might be a sad thing it wouldn't be added but that is the way it is.
Though like you said if it is a highly requested suggestion it might happen, who knows.
the classic "its their game" bs. The devs shouldn't add a audio slider for sfx, its their prerrogative to have the game be loud as hell and the players should fix the issue themselves
it's also not that much effort honestly to implement a server option to force new characters.
this type of thinking just lets devs off the hook from really terrible game design
it's not like they have to re-write half the game for that...
the kind of mods I really would love to see are quest / rpg / trade related mods.
for some reason though, my suggestion about quest mods has been severely downvoted :/
#suggestions message
OK it's 5:5 now
That terrible game design will lead to less people buying it and they will only hurt themselves, it is still their choice to add the things they want and skip the things they don't want.
If it leads to a bad game or less sales it is also their problem.
its probably because iron gate is working on the final biome to get 1.0 released and people aren't exactly open for them to detour elsewhere
but after 1.0 its free for them to do watever expansion they want
Apparently sever side characters is a difficult feature to implement. That’s why terraria doesn’t have it either, among other reasons of course.
Not a developer though, so I don’t know 🙂
yep it's not a good impression when you have to dump dozens of mods onto the game for it to be good, and on the next god damn update half your mods don't work anymore or even your saves get corrupted
if you know what you said is a terrible idea why waste our time typing it.
I think you're having a misunderstanding here
It's better to let modders fix it, than not letting anyone fix it. I think that's what he was trying to say.
it's also easy to underestimate the work needed for a task. Many suggestions "look" easy but even easy takes time. For example search/filter recipes would take about 4days of work (designing, writing code, build, QA, fixes, release note, ...). Then look at the amount of suggestions, if that was the focus roadmap would not progress
4 days is not bad of a timeframe for a feature to be added
but yeah your overal comment is correct
about 90% of people here don't know a thing about game dev
source
when you find the source youre free to post it
(He by the way)
Kinda what it boils down to yeah, if the developers don't want to add it, it is a good thing modders can fix it.
For some features it would be bad to ship them of to modders but it is still their decision and if it leads to less sales or a bad game, their problem.
really not interested in trying to prove someone larping to know that the dev team wants, wrong.
mb I could swear someone referred to you as a she. apologies
No problem, it all gets confusing sometimes ;p
they have stated they won't add it multiple times. which is sad.
we must use ServerChars, AntiCheat, WardIsLove to be able to play in a public server, if we want a decent experience. and so we must excludes console players.
plus, majority of players are allergic to mods, so we lose those ones as well.
segmenting the player base like this is not good for anyone.
#suggestion-discussion message
Smiffe has stated that info many, many times here. Generally when someone says that the developers have stated the info being presented, it's not just them pulling it out of thin air. Although I do agree, if you're going to make a bold claim, even if it's true, a source is necessary for credibility.
#suggestions message
1.) Search before posting ideas to avoid duplicates
2.) Break up unrelated ideas into separate posts so reactions can be applied accordingly to each one
3.) Avoid overly generic/vague ideas and very obvious things that they are naturally already doing or will do later (like optimizing the game, adding more content in general, adding more building pieces in general, etc.)
good to know, ty
considering onnan comment, it would be interesting to use this time they aren't doing anything for the game and actually implement these sweeping qol fixes, i mean bg3's community loves a hotfix patch, i assume this one would love one too
Im hoping for the skill leveling changes that way I can actually enjoy grinding skills
Imagine working hard on the game just for people to say "they're not doing anything for the game" and exclusively based on "they're not working on the things I AND ME SPECIFICALLY want and idgf about what others want"
Of all industries regarding entertainment, the gaming one has to be the most annoying one to deal with considering the army of raging children making a tantrum every five seconds
And now add a job that is specifically about dealing with them (community management)
#suggestions message
@wheat fulcrum
You might Wana break your suggestions into individual comments so you can get a better idea how each fairs.
And regarding the 3rd💡 about autostacking in chests, they did add that feature. If you press and hold the "open chest" key, it will fill the chest with items from your inventory that are already in the chest (this is what I do whenever I have a ton of rocks rather than opening it completely and clicking on the autofill option).
yah it would be lovely to read the entire context of the conversation to avoid making a comment that has nothing to do with what was said
i was talking about post 1.0 where there wont be any work done
thats not what i meant with that
Ah.
yk when ur nearby chests ur items can stack by 1 clicking cuz ipening 1 chest by 1 chest is lowkey time consumikng and annoying
So you want the chests to auto fill with everything in your inventory when you get close? That sounds like it would become a pain as all your exploration gear would also get sorted, if it didn't have a tagging system to blacklist/white-list certain items.
agan thats not what i mean u will have some kind of button in ur inventory like quick stack in the chests and i stacks ur things from inventory to ur chests
not when u get close to them it would be even more annoying and unplayable
A button that automatically sorts items of your inventory into the chest if they are the same is neat
So the auto stack buttons that are on chests currently, but in your inventory, if I am reading correct. That way you could add into chests without directly interacting with them.
in ur inventory
lets say u have 2 diffrent items from 2 diffrent bioms and u have ur chests named by a biome and u have openm east chest seperatly
with this 2 items its not a problem but when u have more items it can be annyoigna dn sometimes confusing
I'm gana throw a edited picture into the screenshot section with you tagged with what I believe you mean, and what I was trying to say. Let me know if this is what you were suggesting in this section since this is a discussion chat and the other isn't.
do u need some kind of example ?
I get what he’s saying- it’s a Terraria feature. You can click a button in your inventory ‘quick stack to nearby chests’ and it disperses your inventory to respective chests/stacks. Specific items can be toggled to be favorites, and they are unaffected by the stacking feature.
#suggestions message you can already turn specific symbols off
so it will be quicker
In my opinion, I don’t think there are nearly enough items/materials in Valheim to warrant a need for quick stacking. Where in Terraria, there are literally thousands of items and such.
@rose swan thanks for clarifying, I haven't played terraria, so I was not sure on the details. Yes that sounds like it would make sorting/organizing much easier/faster.
thats what i mean
eveyrtime that u dont have in favorite (these ones withoyut frames) are being stacked in chests where is current item in
@wicked widget ,your second💡suggestion exists. On mouse and keyboard, I believe opening the full map and right clicking on the key will make that specific icon go dark and temporary remove it from the map to help declutter.
Not sure what the equivalent is for console, but it exists. Also, to better understand what people are voting for, you might Wana do one suggestion per comment.
😉 I like to gather and distribute info like this, makes the game more beginner friendly. Also love finding out new things like new devcommands I didn't know existed or how a certain command functions.
js quick message thank you nevyn for replying 🙏
d-pad
I use controller on PC cuz I have tendonitis
Same
This is honestly all I would like to make the game more enjoyable for me.
I want a way to organically raise my skills by playing the game in a way that is fair and balanced, without having to depend on tedious immersion breaking XP grinding methods.
It doesnt have to be huge numbers, just enough to make an impact
like If Im going to go back and kill Bonemass over and over I want it to be worth my time
Exactly XP gain should scale with progression
I should get more XP for bonemass then eikthry
There would probably be an optimized strat for grinding each skill eventually which I feel adds depth to the game : )
We can hope
#suggestions message
Correct me if I'm wrong but I think that roadmap you are referring to was thrown out, and anything that was on it is no longer a sure planned thing.
Most of everything that was there has been implemented already.
What was completely scrapped was the timeframe
I know there was a sea or boat thing on there too, but I think that hasn't been done yet
Man I just wish the inventory was organized more nicely in general. Armor and utility slots are however rejected by a lot of people in this community, and it boggles my mind.
You could have a neat organized inventory, but you prefer tossing your items in random squares?
Oh god 4 extra inventory slots are so OP. People will no longer have to toss out dandelions and greydwarf eyes. Broken.
It's rejected by the developers, something you seem to have 0 understanding of. The people in the community that are "rejecting" it are just restating that information and the facts. I personally want dedicated slots for gear but that does not matter in the end, and like other rational people here I understand that it's not going to happen and have moved on. The only thing that matters is what the developers ultimately decide on and they have already made that decision. Objecting to that and not being able to accept the reality of the situation is just plain denial. And demanding something they have already said no to is just childish/entitled behavior.
Bro that was personal😂
I think its fine idk, Im okay with throwing stuff out of my inventory and then getting it later
#suggestions message @proper patio so you want to have just... Lands?
Amazing troll suggestion thank you for that
Clearly they don't want Ash Ketchum there
he's too OP
Never say never.
But its true that the design for the inventory is pretty clear, and its intended idea is for management of space, not just weight.
I dont expect it to be changed
#suggestions message
@teal spoke
I believe it was mentioned that achievement would likely be implemented after the game got to 1.0(after deep north).
Found it: #valheim-chat message
The developers can always change their minds, sure, but it is not the place of the players to suggest or demand that they do so (in terms of rejected ideas). The rejection is so people know the idea is not being considered and is not up for suggestion/demands. The problem is the people that can't understand that or that don't care and keep suggesting/demanding it anyway from the developers, who already told them no multiple times.
@stoic anchor you know trolls can easily destroy fulings right?
👍
Fulings dont usually go solo so usually fulings win that fight
Oh I understand, however I was wrongly assuming you misrepresented some of the dev's statements. Apologies for that. I went on a search and Smiffe indeed rejected the idea sometime back in 2022 and 2023.
(armor slots) "It would change the entire game" is such an overstatement though.
Also, is changing the game for the better necessarily a bad thing?
With the ashlands having a ton of new items, I think some inventory overhaul is not unreasonable to suggest.
The game changed significantly since the last time a dev has made a statement about armor slots.
Also, I hope that you realize, that every time you parrot something the devs have said years ago and pull out the good old ad hominem, you might shut down a healthy, objective discussion that might make them change their minds at some point.
Questioning the developer's decisions might be seen as inpolite, but frankly I hope the developers are mature enough to value any criticism and question their own decisions.
What you're doing is essentially asking me and others not to point out any flaws in the game, which is part of the reasons why suggestions threads like this one exist.
100% agree inventory needs a reevaluation with ashlands. It was already annoying in mistlands but the amount of garbage thrown at you in ashlands is out of control
There's a lot of issues with the game right now and questioning and criticizing them is the only way to improve it
Trolls deal aoe and are resistant to blunt, so only sword and spear Fulings present any danger
they could do something like the minecraft bundle, wich combines small quantities of items wich take up multiple slots into a single inventory slot
#suggestions message
@clear venture what exactly do you suggest?
Never seen this in minecraft, but I think copying too many (specific) things from other games would be unoriginal.
Don't understand this, we already have 3-star trophies: ||but they're invisible as 3-star creatures don't exist||
I always thought the trophies were ⭐ related. I truly think that a 2⭐ should have its own version-ish (even if a 1⭐ don't). Same drop rating-but with a displaying of menanincing, after all its a 2⭐.
It sounds like a good idea on paper but in practice it's just way more inventory clutter.
You saying my suggestion? If so, now that u mention, that is kind of true...
I think a ninth line, under the 9 as well, would be enough 32 slots are so little xD
I am suggesting a gamma/brightness slider, a color blindness mode, and especially a secondary particle effect toggle of some sort. Or maybe even just a heatwave toggle for the Ashlands.
It is often even too much for me to look at, but especially my friend who gets nauseous and dizzy. Some of the effects are rough on the eyes.
I will say having a color blindness slider would be helpful as I struggle telling certain things apart in the game by their color.
(Silver and tin)
(Copper and bronze)
(Health bar for enemy and tames)
But I don't think it complicates the game for me enough to request it
But accessibility settings are never a bad thing to add to the game.
Kinds want to know now how many mobs in the game can have stars.
Or maybe it's easier to just exclude the ones that don't have stars (but idk how many mobs exist in the first place)
I'm sure getting thrice as many trophies from literally the same creature doesn't count as bloating
Excluding ashlands and hildir dungeons, I counted 22.
Haven't been to the ashlands so I don't know which of those enemies can be starred or not, and pretty sure hildir related events/dungeons only go up to 1 star variants of enemies that normally don't have stars.
I think four
Or 7 if you count some special ones but they're under specific conditions ||(summoned)||
Even 8 for a very, very specific one
Man i need early game explantion
Oh really?
I just got a beachhead established in Ashlands so cannot quite speak to the inventory clutter it adds yet--though just what I know from following the update and what I've already seen, looks likely to be a lot--but at least up until this point I've run with the "Equipment and Quick Slots" mod, played through a little past midgame before adding it though, which adds 5 designated slots for each of the 4 pieces of armor + 1 accessory, and 3 additional slots for "quick use" (like expanding the 1-8 hotbar with 3 additional slots, just using letter hotkeys rather than numbers), and I have found that both visually and organizationally a much more appealing layout and also nothing at all unbalanced--i still have to, rather frequently (I do pocket portal, now with 2 iron, for the stone portal, and I do drag around an admittedly excessive weapon selection so I can mix it up for fun since I like them all too much to choose) return to base to dump loot, just not even MORE often than I would even with also reducing the weapon kit which I'd just literally be forced to do if I didn't have the additional slots for the armor & meads (I use the 3 extra 'quick use' slots for mead, but technically you can put anything there, the other 5 slots you can only put a designated version of the item--like chest piece of armor in the chest slot only)
i really feel like that mod just as is, is a way better balance for fun without making any part of the game trivial easy or working outside the intended (or even, currently how it works) design--it's just a little more breathing room for picking up all the ever growing collection of loot drops
I feel the best approach for adding further inventory slots if the devs wanted to do that, would be to make it an equipment and you could have it available for purchase from our pal, Haldor after Yagluth or The Queen. It would add a new row in the inventory for more storage.
It would mean choosing between megingjord for more weight carrying or this other item for a more variety of loot and materials.
#suggestions message cool suggestion, I agree. For those who want to put in the effort it should be possible.
@timber heart revive how?
like they swim around normally.
So... what happens already?
Last I checked/heard they despawn after a little bit like any dropped item
just checking this again now. It looks like they have been made to revive after dropping. Not going to check again right now but I have been told recently that they still despawn.
goal here is just to make it so you can stock a pond with different fish and have them stay there
I have made several ponds, before and after ashlands went live, and fish never despawned. It might be because they were always within range of a workbench/player built structures.
Hmmmm. Perhaps I should try it again after all then
I had an vague memory of 3 stars exisiting but alr thanks for your kindness.
fish never had a dead state to begin with, they're just a moving item, unless we're talking about pre-mistlands where picking them up automatically turned them into the raw fish item used for cooking, which would of course not turn back into a fish in the water. 😅
though i'm somewhat sure they do occasionally despawn, it just seems inconsistent with despawning of other items while they're in the water and doesn't happen quickly or often. haven't tested that extensively, so maybe i'm wrong.
This can be done..I have done it in my main base. Provided they cannot swim away, fish do not despawn
Hmmm. Deleting my suggestion then. Sounds like I was mistaken.
Next player competition- who can jump off the end of the world the fastest.
@subtle rivet That is already in the game: Each upgrade also increases the build radius by four meters, up to a maximum of 36 meters and if I'm not mistaken the spawn suppression also grows.
Same with the forge albeit a larger radius with all the upgrades.
Check the text in the beginning of upgrades: https://valheim.fandom.com/wiki/Workbench#Upgrades
Hmm... Maybe the problem was it's such a tiny increase that I never noticed -- hence the suggestion for something that's already in the game. Oh well, never mind.
We'll just have to go and adjust it to the values we feel are most intuitive and facilitate building without meaningless tedium for our next modded playthrough then 🙂
Also thanks for the reminder
4 meter isn't much but it isn't tiny either, it is 1/5th of the starting value.
Yeah it just gets to be a pain when you still have to evenly cover broad areas outside of that with workbenches or wards if you just want to not be bothered by random bs while working at home
Walling up or making a moat and putting spawn protection around the base is what we do, doesn't always look very nice but it works.
If we find a nice looking island we'll use that as base, portals make traveling back and forth easy.
would be fun for a community speedrun category. Is that what you mean?
Speedrunning the whole game will probably take too long. Bosses like Elder or Bonemass could be good speedruns too, but I think driving off the edge of the world is sadly very RNG based.
Get a catapult and fire yourself of the world.
you can prob do it faster with a raft.
But killing eikthyr for bronze and then building a ship might be faster still
Nah you just roll for a seed with lots of land and minimum sailing and raft. Bronze is too slow.
just build a grave chain and swim there
You can swim anywhere with just healing and stamina meads as well as full stamina diet
What kind of dungeon do you think would be best? A sunken crypt variant, or something different?
I think itd be cool if it was aboveground ruins surrounding a giant tree that has a root monster guarding it
A different kind of abomination basically
If fish are items perhaps they despawn with the "X meters below sea level" despawn mechanic all items have. I haven't had despawns from my array of collector's hot tubs, but it would be good to know if enclosed sea water or dug-outs have a higher despawn rate.
ohhh right, idk why i didn't consider the sea level, that would explain why the despawning in my testing was inconsistent and why some people seem to have ponds without despawning fish
i was testing it in a pretty deep patch of water fully covered in campfires and then spammed skiptime 3600 until i got despawns, but half of them just stayed, in hindsight that was clearly because those ones just swam high enough 😅
#suggestions message Pretty sure all barley recipes are round numbers. What about halving all recipe flour cost and doubling raw barley cost so the devs keep their 20 stack?
Or do all the things, storage is basically free and doesn't bother me much.
I agree on the flour changes- would be nice to see either option.
It's more surprising the fact that they seemingly switched the capacity sizes of treadmill and windmill and over three years later it remains the same
They surely have an obsession with not touching anything that isn't the focus of whatever they're working on... Even if it involves just changing numbers
#suggestions message if nothing else the term "Frosteel" is just TOO good (and a kind of symmetry with "flametal") to NOT use!
Right?!
Kinda had that name appear out of thin air when thinking of using the alloy system again for DN
Flametal is already cringe lol, please don’t use frosteel.
Well what would you suggest?
snow, ice or frost + one of the legendary metal types like Mithril or Orichalcum....or go the complete other direction
other direction could tie into the volcanic/hotspring nature of the norselands.
Mithril would be cool too
@arctic wharf to be honest mistlands did it really well with having a similar idea of the double metal alloy; requiring two very different materials to make one. It might not be metal but it's the same principle and both soft tissue and sap take time to initially get setup, I'm ok with mechanics like this. unlike ashlands which is just like doing silver again and just as fast 🤭
It goes to show when mistlands takes a good 10 hours + if you want all the gear at a comfy pace while ashlands can be sped through in 4 hours
Why is Flametal cringe? 😅
for an "original" named metal, it's to "on the nose" with it's name is my assumption.
but then again black metal is also very on the nose...
Black metal is better than "gold" at least and more interesting
Flametal do be kinda cringe
Looks the same as silver and is just as simple to smelt
it looks like a dull silver(kinda like tin) but with that ranbow sheen that some metals get when super heated.
Here I still be wishing we had some sort of deep underground lava flow smelter hidden away within the depths of the fortresses that you would NEED to take flametal to, to smelt it. Nothing else would be hot enough so to speak.
That woulda been a lot cooler imo hehe
Am I the only one who thinks the fishing mechanic in this game needs to be reworked? Bc I can’t catch fish in this game for my life
They aren't good, that's for sure. Couple things come to mind. 1: are you fishing where you can actually see fish? 2: are you keeping your bobber close to decrease the stamina needed to reel the fish in? 3: are you using the right bait? 4: are you tapping the use key(e or f on keyboard) like a madman while looking at the fish on the line about a .5m out, just dangling in the air?
stamina food only + stamina mead + tasty mead
:))
I find it to be not great tho as well
i tried the stamina food and i couldnt even catch a pertch
its just kind of ridculous id prefer something like stardew valley where you have a minigame or maybe you could actually reel the fish in without going to the crazy measures you just mentioned
Im not sure if theres a mechanic I dont know about but I totally agree
not crazy but unessicary
I just simply dont do it because I dont want to produce stuff for the journey and then mess up and not catch anything worthwhile
Literally every single metal bar in the game has the exact same model but with a different colour.
And flametal looks more like iron than silver so idk about that comparison
Yes, in a community of millions of players you are.
There's literally only one player that fishes (you) therefore, that makes it you to be the only one who thinks that
Oh interesting, I actually find black metal to be uninteresting 🤔 different strokes for different folks I suppose!
I don’t have enough exposure to flametal to really have an opinion, but I don’t know the name sounds neat enough 😅
flametal is a fine name, i think having some silly names fits right in with a fantasy game but thats just me
Portmanteaus are a very common practice as well for naming conventions.
Idk saying "Frosteel" in a scandanavian accent made it feel cool x3
So there is a slight mechanic there where the fish will fight and pull away from you, then stop, then pull away again.
You will notice that when you try to reel, that out of nowhere it will cost more stamina than normal to reel them in and they won't reel in towards you as fast.
Stop reeling during these times and watch the fish. If its entire body is parallel to the fishing line, then it is safe to reel, if its tail is angled away, then it is trying to pull away and will use more stamina to reel in.
Also if you reel in the fish all the way instead of hitting "pickup" on it, yellow text will appear saying what you caught and sometimes it will give you a bonus item.
@simple houndCan we get some cleanup in the chat here?
nice biased mods
Yeah idk I couldn’t even message the user they suggested to discuss the warning so I can’t even voice my side of the issue
why not delete this crap?
#suggestion-discussion message
If you believe the warnings given are a mistake, reach out with modmail. As the warning states to do
I tried
It wouldn’t let me message the user
Do you have modmail blocked?
No I didn’t even know it was a thing
mod mail won't let me log in it says incorrect password.
Broken link, so I guess I’m just stuck with a warning with no discussion of why any of it happened
#suggestions message
I would actually really enjoy this
Bonus if the food was a balanced food to make it even more rewarding
or it could be one health and one stam food
Also I thought of using the giant herring to make Lutefisk and I got IRL shivers xD
Who got your knickers in a twist hehe...
You seem extra hostile of late
Let's not go there
What was said was technically not wrong. In the end the only thing that matters is what the devs decide and ultimately what they achieve to implement.
There is always modding as an option if we the fans want to take matters into our own hands though. Just have to accept it is free work for the love of it.
I would be surprised if there is not a mod for armor slots and such too honestly, such a common ask.
anyway it's disgusting that those two gatekeepers get to call everyone "raging children"
#suggestion-discussion message
"entitled"
#suggestion-discussion message
"mentality of a 6 years-old"
#suggestion-discussion message
"pests"
#valheim-chat message
And none of the mods seem to care, but if someone just slightly upsets their little darlings their messages get deleted.
Yeah, mods are an excellent option to have, very grateful to the people that are able and willing to make them. I personally use one for chest snapping points, another feature that doesn't seem likely to be added to vanilla, but mods make it a possibility. Allows the developers to develop the game how they want to, and allows individuals to customize their experience how they want to. Seems like a win-win to me.
Modding is genuinely the absolute best addition to keep any game alive. Often times some of the best content comes from dedicated modders 😁
vanilla should be enjoyable though. Games shouldn't be dependent on mods.
If it wasn't, the game would be dead and we wouldn't be here....that's a given.
Valheim has a good base, even if recent content isn't that enjoyable. 🤷♂️
I can’t live without extended inventory and quick slots man I wish it was in the game already
I want my Shift+E insert all.... sooooo nice and shoulda been added one of the first updates imo haha
So are we getting dark elves anytime soon?
No
I know the old road map at one point said something like "Svartalfr Brigands"
Have the Devs gone on the record and confirmed that won't be added?
Just asking since, I know they did implement a good deal from that old roadmap like caves, hearth and home and mistlands, and tarpits.
They haven't said anything...
That was just me messing at the continuous and utterly unnecessary questions about "is X feature ever coming?"
How could any of us know if it's coming or not? It's been years already, shouldn't it be obvious that the only things we know is the ones they explicitly and PUBLICLY announce?. Not even THEM must know if they will implement dark elves or not, so how could WE know?
Valid reasoning.
Tho It was hard to gather a facetious tone from the simple word "No"
I honestly thought it was publicly declined at some point in this channel's lifespan and I thought you were curtly sourcing whenever that was to respond.
But yeah they work in secret and they seem to never say or deny anything till it's in the oven so to speak and know that it will be or won't be, so we are left to wonder.
well it was the case with Ashlands, and not so much with Mistlands.
I did think back when the Mistlands was till a placeholder spider web covered wood, that the brigands were going there.
Now I am not sure if they were added, where they could stick them.
Because not everything in a game is meant to be fun and enjoyable (balancing for example is absolutely necessary but isn't always enjoyable. Same with keeping things designed within reason, like added limitations to keep things from becoming just plain nonsensical). And this is specially true in a survival game, and even further still in more brutal survival themed games, which are naturally not going to be fun for every type of person nor were they designed to be. If you don't like doing a ton of extra work in a video game, then don't play a survival game that naturally requires you to do a lot of extra work by design. That is entirely your own fault for choosing a game that naturally does not fit your preferences and grossly misplacing your expectations for it. And playing base vanilla content absolutely is a choice for many people (not everyone has the same preferences as you), just as much as it's your choice to use mods to customize the experience to what you personally want.
#suggestions message I would like changes in most of these areas as well, but you're not actually suggesting anything specific besides points 3 and 4. For example, I agree that the biome should have more depth to encourage more time and exploration to complete. However, offering concrete suggestions on how to achieve this would be more constructive than simply stating the need for improvement.
I am not getting my hopes up as I'm sure the last thing the dev team wants to do is redo a majority of the biome they spent the last dev cycle on.
However I do agree, the the Ashlands could use more content as well as tweaks to what exists currently.
I strongly think that it won't happen, but I will agree.
If I wished for anything in the Ashlands, it would be this.
- Integrating an instanced portion of the fortresses inside the small tower the bell fragments usually reside in. You would assault the walls, destroy the spawners like normal, but you would only be half done. You would then go down into a broken gateway or a player sized hole in the brick work to enter the dungeon.
Within it would be laid out like a small keep.
Your entry point would either be in the dungeons, armory, or ruined living area. Other rooms would have specific enemies kinda how like the cult areas in the frost caves has the cultists and fenrings.
Ritual room would have warlocks and twitchers, with a bell fragment.
Armory would be warriors and marksmen, with some things to break for various previous biome metals. ( rusted weapon racks)
Your goal would be the treasury, guarded by starred charred with gems, flametal, coins and another bell fragment and other goodies waiting to be plundered.
I feel this would give the fortresses more challenge and chance for variety in the generation of the instance.
I think it's up to them what exactly they want to do to fix or improve ashlands and those are some key points that stand out the most. I don't want to dictate the specifics on how it should be but moreso these are the areas that need improvement. Specifics have already been suggested lots of times by other people and there's plenty of great ideas like the one above ^.
@finite vapor I personally didn't like the sinking, but I agree to everything else
The sinking of flametal is fine it was just glitchy
I will try to remember this message every time I see someone commenting on the same (old and exhausting) topic.
Which will absolutely happen a few times before the end of this week
Like Ive said before, I understand people wanting it to just be 3d Terraria. When I first picked this game up, I wanted that too.
But to be truthful, thats just not the devs intentions. If you cant grow to enjoy the game for what it is, even if its not technically a pure survival experience, youre just setting yourself up for disappointment and maybe the realization that this game simply isnt for you
#suggestions message
@rigid latch
I believe the auto run option exists in the settings. If it is selected, putting a yellow dot on it, then you click run once and it will run till you are out of stamina or stop. You don't have to hold (shift in keyboard) to run.
#suggestions message I feel this is a great idea but it needs to be 'gate-kept' by needing an ingredient not available to mistlands or later, and my reasoning for this is that until you hit plains, you hardly even 'feel' any impact from the intended crop biome limits, because up until that point, you've only ever encountered all crops (and for that matter tree seeds also) that IIRC can all be planted in both the BF and Meadows, and PROBABLY your 'main base' will be in one of those two biomes still by that point, it's only for the first time in plains you really face any "choice" forced on you, and then it's really whether you go back and for between plains base for the new plains crops or you just farm everything in a new plains base (I think all the pre-plains biome crops can grown in plains as well, but not necessarily later biomes), and as for mistlands, it introduces the two crops that only grow in mistlands, so if the desire is to preserve that limitation for at least a bit, and then offer the greater flexibility as later reward, i think it would make most sense to put it at end of mistlands or in|| ashlands (ashlands has a "heat theme" tie in too), ashlands far as I know only introduced the one crop backwards compatible with almost all prior biomes (and between that and design choices like stone portal it seems to me to point to an intent towards the very end of game to intentionally relax some of the earlier imposed travel restrictions, probs recognizing what a slog getting there the first time and way is, and feeling it doesn't add value to keep forcing players to make the same journey to move new materials from the biome around the map--which, also makes the greenhouse then relaxing planting limts makes sense)||
I thought the existing "auto run" just makes you move at the "jog" pace that's "normal walking" (when you push the WASD keys without shift sprinting)--if i'm not mistaken, there's an EVEN SLOWER setting for walking you can engage if you turn off the auto-run and it's NOT actually a toggle to switch shift behavior between acting as toggle for sprinting and needing to be held to sprint
but now I'm wondering if i'm wrong and eager to test
I think the slow walk is something like "c" on keyboard. But yes, auto walk only walks if you only use the movement keys, but if you hit shift you will start to run and continue to do so until you stop or press shift again. It's nice when exploring so you don't have to hold shift the whole time, but is a pain when in combat, because you burn stamina without meaning too.
that's awesome for just traveling, ty for the info!
@rain harness pieces like which ones?
How are the sort of stockades called? I don’t remember the name
With theses, the thatched roofs and the core wood it’s possible to do a really nice and even historically accurate longhouse, but with the others ones it’s really hard to make anything that look even a little in the theme of viking and norse mythology
I mean, we have more things for making gothic architecture than viking or norse mythology inspired builds
There is stone structures too, but what I want to say is that we don’t have fantastical building pieces that would allow us to do more norse mythology inspired building specifically
Not sure if this was what you question was about
#suggestions message we won't get vertical climbing in general for the same reason vertical ladder build pieces are rejected.
That sounds like something to throw into the mods discussion section and see if anyone wants to take up a major project that is more than just reskinning something that already exists.
You would likely have to create a vertical equivalent of a "walk cycle" along with coding a grab on/let go mechanic with further consideration to horizontal movement so you aren't locked into a straight line up and down...I don't code but that sounds like a lot of work.
And even after all of that work, ladder functionality in games that do have it end up being very janky and not very user friendly, since it's a very complicated thing to get right.
The "magnetize " issue with ladders in some games bugs me, where you are close but and you basically short distance telepprt to the grab point, kinda like 2 magnets coming together, is one potential issue I would see happening.
Mods that add vertical ladders don't add anything new. There are no new animations, no climbing, nothing.
They work the same way ship ladders work, which is why they stated they won't be a thing.
They'd either smash the character to the ground or launch them into space.
We should be thankful we have the ones on sides of ships at all considering that, they could've not added them at all because they're also janky.
Looks at drakkar's ladder barely recognizing that you're trying to interact with it
I tested the auto-run setting last night and indeed it DOES actually work exactly like a stamina use shift toggle like @quick marsh said--when "off" (default), must hold shift to sprint, letting go you stop sprinting; when "on" one press shift activates sprinting, second press stops sprinting; additionally, I discovered that the "Q" button which makes you character automatically move forward (and will sprint as normal, so if you turn on auto-run, hit shift and q, your character will sprint forward in the direction facing without holding any keys) can be reoriented by just clicking the right mouse button and won't interrupt the sprinting or stop your movement (I had been holding or pressing Q again, every time I wanted to change orientation, and the right click method I find much more convenient but literally only stumbled across it by accident testing the auto-run thing, so thought I'd share if others similarly hadn't found this feature)
#suggestions message
Black ice would be a pretty cool material to build with.
Also I was thinking that the approach to the deep north would be a field of ice floes with something lurking beneath.
An always present weather condition would make a good "gate"
and if it was a powerful winter storm it would need to make itself look very different from the already mountain blizzards.
Using fader's drop as a way to stave off the intensely cold temperatures would makes sense.
The drop could help make another addition to the artisan table to craft a device to help warm you in the subzero conditions like a more powerful campfire as regular campfires would not work. The cold and winds would snuff them out.
Or it could drop in the equipment form much like the wishbones did from bonemass
you'd equip them and be protected from the intense cold which would be always present in the Deep North.
One involves littering them as you explore
The other forces you to sacrifice your increased carry weight at the start of the biome.
But the fader power gets around that for emergency carrying needs.
the storm could be a part of the boss
that like sometimes you have to hit some weak point with some new device for it to go away
I'd like to see little jump pads or an indoor mini catapult for getting between floors if ladders are too labour intensive. I feel like there should be good and fun compromises for us to play with. Maybe make already rendered portals instantaneous rather than add loading screens in my own dang house.
Just thought of a medieval escalator or stairclimber and now I want concept art.
#suggestions message and get into position easier to perform those sick ass leaping assassination strikes with knives
i just love the mead system because it's a handy way to create ongoing value from potentially all items in the game--you just make them part of a mead recipe, and then people have reasons to gather these ingredients even late into the game potentially for the use value of the buff--and it just feels so 'vikingy'
Or that too, I rarely used knives, tho... xD
once you get a taste of the sneaky foot mead, might change your mind tho
Of course they *have * to change the interface of the cauldron first, but there's a lot of mead-idea potential other than just "typical" regen.
meat mead reduces stagger and/or knockback, slight health regen buff?
oh yeah, I would be rather surprised if they didn't already believe themselves some sort of further reworking of the crafting menus is in order and maybe are just waiting until there's a finalized list if items in the game to do that or something, because the community feedback on this particular point has been nigh unanimous as well as deafening--really need some way to better sort and/or search the menus because of the creep as progression goes, compounded by the lack of a consistent organizational scheme (I THINK it uses the internal ID, but that results in--and explains why honestly--all kinds of weird things placed where you wouldn't expect intuitively based upon information not readily apparent to the player's UI, e.g. "muckshake" randomly sorted down in the "S" area, I suspect because it's internal ID is "ShocklateSmoothie", almost like a placeholder/default in the absence of a final polish overview); there's a lot that could be done, in combination or just a few of these, that would drastically improve it--tabs, search feature, letting players favorite recipes or remove recipes to a "defunct" tab, grouping recipes based upon biome, ordering alphabetically based upon the name as it appears to player not internal ID
Meat mead sounds really gross when I think of meat flavored mead.
But I do like the idea of a mead making it so you your stagger limit is 60% or 80% of your max health
Would be good for tankier builds.
oh absolutely it does sound gross, but not everytyhing in the game is particularly appealing as is lol--muckshake?! and we making sausages out of ZOMBIE entrails!
Fair point
I mean, doesn't this already happen with boat ladders and rudders?
People seem really opposed to my idea, but I thought it was a good one! What's so problematic about it?
Not another black building material, please. If anything, something white would be nice, or another colour we haven't got yet.
I love @neon bolt idea about defeating biome bosses allow you teleport ores from that specific biome
especially for iron...
Yeah that is true. There is already black marble.
Could do white.
We can only hope Deep North will make up for it
You will be disappointed
The chances of them doing anything significant to ashlands at this point are pretty much 0%
I would not be surprised at all if they announced that they're moving on and will leave ashlands as they are now
Yeah I'm pretty much expecting that
I've set my expectations low to avoid disappointment
I've been wondering how difficult it would be to mod new locations and such
Main problem might be a way to add new fortress designs into explored areas
I feel like it'd be easier if the game was in a final state that way modders can plan around all available content in the base game
Sooner it starts, sooner it gets implemented.
True. I'd imagine modding the game to add additional content like that would take just as long if not longer as it did for the dev team
Depends.
The mods would just work with the existing game content, so modders would just have to put it together.
Devs probably had to do everything from scratch
#suggestions message Cool ideas for both, I do think there being a passive challenge to work around would make things a little more interesting
That would also give the flametal armor a bit more of use
It makes sense swamp being a wet place, mountains freeze, so How come Ashlands has not a single passive problem as well? ANd by mid-late game one can prevent the Debuff easily (as long as it has both mead and correct gear)
See... if enough time was put into implementing the feature it is more than possible. Am not for or ageinst ladders btw, just saying it's more than possible. They exist in plenty other games with all sorts of different implementations, so they CAN be done. The real problem is that it is not seen as a worthwhile enough feature compared to the effort required to implement it.
Sort of the same for just about anything you could think of, considering it does not contradict an existing feature such as tunnelling into the terrain - very much not possible with how terrain is handled.
I imagine for your future modding you could do a lot... but the effort required is likely more than most would put in considering it's passion work.
Im not sure why that was missed, either. The flametal armor says "heat resistant" so Im guessing maybe they are going to add it in with the final Ashlands patch?
Not sure... Decreasing the spawns + adding a passive would make it way more fun for me personally. I can forgive the box-ready seen-on-tv fortresses if I have more things to worry about
I think the "heat" shown is only the heat from the water and the "tick" on lava. You can hop on lava once before dying (with any armor), maybe with the resistance, one can perform two hops? Anyway, this is something that it lacks in the Ashlands (not because I suggested).
Survival time approximately is 2.2x in both environments with heat resist. However since lava survival is like .5sec without its not noticable there.
Also standing near lava or on micro-lavas increases heat in a middling speed, flametal armour removes the "near lava" threat and lets you bunnyhop lakes with feathercape.
I am curious what a "heat" or "overheating" debuff would do.
Would it do slow passive damage, cut your stam regen by a % like the other two debuffs, or would
Or would it do something new
Like doubling the stam use amount for anything that uses stam or negating health regen?
I think heat should lower health regen more than stamina regen yeah
Sounds like real life to me.. as somebody who has heat sensitivity
man, some people don't like the idea of a chest made out of unmelting ice.... or becomming a building material. personally, i would love a "fortress of solitude".
#suggestions message
I had suggested a "version" of it. with 2 stages. hence the discussion about it xD
I don't mind different skins for new chest/containers. Even if they don't increase the inventory interface
Yeah. Just saw it. I love the idea of a heatstroke like debuff that increased in severity the longer it went on
this section is about bouncing ideas, so I am glad someone is giving me something to work with on the whole "make it out of ice" thing.
Could even be a type of magic chest too
Same or slightly reduced storage but it can link it's contents to other chests
something like that was suggested and I agree its a interesting idea. they suggested it would work with the same principle as the portals (2 of the same name would connect together).
with discussions like these, it makes it easier to understand what the vote meant to the individual who cast it, and that can go a long way in understanding the finer details of what the community at large would like to see in game.
True
but it is up to the Devs on whether they implement it
#suggestions message
The one thing I am not understanding is the name of the debuff
"Insulation?"
Insulation would mean you are insulated from the elements.
"Overheating" would make much more sense in the same naming convention as "Freezing"
Just a name. Also, I picked the word Insulation from this: Thermal Insulation. Which I have just misinterpreted the meaning of. (chatgpt). Changing it there to "Heatstroke"... mb and thx
No problem
and ah that makes sense
You're comparing the limits of other games to valheim's...
Um no? A climbing mechanic would not exactly break any others 🤣
So its very possible if they really wanted it.
The only thing keeping it from being a thing is lack of dev desire for it, or effort.
it would be janky, but treating ladders like portals might work. you would just have to have a "bottom" and "top" ladder that are fully connected and it would teleport you to the .1m above the "top" wherever the closet solid ground is.
but doing so would be very immersion breaking because there wouldn't be any "climbing" being done by the charicter.
#suggestions message
A giant glacier wall around the deep north would be very on theme I feel.
Continuing with siege tech with fader's relic allowing the construction of a vehicle or part of one to bash into and through the glacier to reach the Deep North sounds pretty cool!
I agree and believe it has been brought up before, so don't be surprised if you get a bunch of ♻️ votes.
that's pretty much how current ladders work
Myself included
But it was lost to the Hack Wars
I don't understand why ♻️ votes are a bad thing for suggestions. It just means it's a feature a lot of the community agrees on.
Because people love finding personal attacks on anything and cause drama out of it.
Literally the only thing you are allowed to do in that channel is upvote (according to them)
You have no idea of the level of childish immaturity I have seen here...
Even a 👎 isn’t a a ‘bad thing’, it’s just someone who disagrees with you. If you step back and listen to other peoples inputs, you can often see the justification for why they feel like a suggestion is something good or bad- if they feel inclined to discuss it.
Ultimately, people get a little too offended over disagreements.
that and, most people who like/don't like an idea don't write out a reason for such so all you know as the suggestion creator is if/how someone voted on your topic but no details as to why. that's why this section is so important.
I do very much agree with the lack of consolidation when you loot your body.
I've been killed so many times just trying to navigate the inventory jank on our tombstone that whenever I die, I turn off auto-pickup immediately. Picking up one stone or anything else I already had less than max of on my corpse, and I suddenly can't auto take my things has doomed me to several death loops.
Esp in the Ashlands.
#suggestions message I love this idea and many people would love for this kind of thing to happen, but I believe the devs have already said that after Deep North and improvements to existing biomes they are not going to be developing any more biomes for the game. Just to let you know.
Allow players to be able to resurrect other players killed.
that would be a multiplayer only thing so no
yeah let's not have multiplayer features....
More like "absolutely fucking not" but sure
Also I'm sure that at this point it's pointless to keep asking for crafting menu sorting, they must be perfectly aware of the issue and keeping pestering them about it in the channel won't make them work faster
Channeling your inner wolf of wallstreet I see.
It's not like due to the pestering they will go and make it a thing by tomorrow morning after the last suggestion related to it
i cant tell if your upset about my answer or not
nah I just dislike the general idea of trying to balance multiplayer vs single player and refusing to add anything that would only work in multiplayer
single player players aren't competing with anyone so the whole idea is pointless
Just need to recode the tames to be able to revive a player(and make it a priority over running away/attacking)...if they ever do get an upgrade to behavior that is.🤔
Odin could occasionally revive players in single player if you haven't commited any nordic sins
many "multiplayer only" features can be adapted to work in single player aswell
Not competing but the solo players might feel like they should be playing multiplayer since they have so many advantages compared to solo if multiplayer only things get added.
The revive feature is a weird example to make my point, because it's not really needed. You could also bring portal mats for the one player who died and bring him back that way.
It will only make a difference for new players, who didn't bring portal mats, and then they have to search for them or wait for the friend to sail over there. It's a learning experience I guess.
But in general, I don't get the point from a game design standpoint. There are plenty of games where the single player experience strongly differs from the multiplayer experience. Not only do they have convenience features, which don't work in single player, they sometimes have entirely different quests, mechanics, cars, weapons etc.
(not saying we should add cars lol)
So denying features or things to multiplayers is shooting yourself in the leg, if anything I think we should have some multiplayer only features and quests to encourage playing with others.
This game & discord is the first time I'm hearing this reasoning and I've literally been playing hundreds of video games over the past 25 years.
Not every player who bumps against that issue will first go and read back on each and every suggestion made previously, before giving feedback on it.
I'd take the frequency which with that suggestion pops up as strong indicator that a lot of people are unhappy about the status quo.
True, discord should add a way to search for messages in a specific channel
I've seen both, a game that is more solo oriented or started out as a solo game but got multiplayer slapped on later, both were exactly the same except for the fact that you did things quicker because you were with more.
Games that have a solo and a multiplayer setting and it is like you are playing a totally different game.
Been gaming since early 90's on the nintendo gameboy.
There is a way
Since that is already there, people should learn to use it but getting people to do that is an endeavor in futility I think.
Regardless, doesn't change the fact that is pointless to point out something they already know and that pestering about it more would make them work faster.
It might even give the opposite effect
True but maybe everyone thinks they are the first one to notice it and be annoyed by it, so they will go and make a suggestion of it.
Can def see how it would drive someone nuts though if they were commenting on suggestions like it was their job.
yeah the last sentence is what I mean. Some games feel entirely different solo vs multi, valheim devs are trying too hard to make it exactly the same. I've never seen the reasoning anywhere else, that a multiplayer feature shouldn't be implemented, because of the way solo players might feel about it.
I have, not a whole lot but it does happen.
Thinking that three years after the game was released they were the first to notice something that literally every single player has seen (because no player can't go through any few hours of the game without opening a crafting interface) should tell you all you need about the people that keep complaining about it
Average gamer, need I go on?
That sounds rude...
Just call them "average gamer"
It is still rude because you're actually calling them that way, but it's much more subtle as they'll think you're referring to them as a simple demographic
I like the way you think ^^
Previous has been edited.
Man the level of character legs clipping through capes is just crazy, i really wish they would take a bit of time to fix. even by indie standard it looks really bad
It looks bizzaro?
They might overhaul the clothing section later, at least I hope they do for the clipping and the turning of capes.
yeah ngl this game is mostly gorgeous but like having mage legs literally sticking out of the cape from the waist down when walking or running is just weird. i remember it being pretty bad back in the days but going back in the game now its hard to believe this has never been looked into.
90% of players wear capes and it's in our faces whatever we do, a small fix that would go long ways
It's nothing game-breaking.
And there's no indication either that "it has never been looked into"
Not game breaking is never a blank pass for things that hurt a game or make it look bad.
Now it's possible the team decided they don't care about what the game looks like, but given the care they usually seem to give on the game's visuals and artistic direction (which is overall great), it seems like it's at least somewhere in their top 10 priorities.
Given this is a major visual issue that more than 98% of players will experience at some point and repeatedly until end game, it's definitely worth some time fixing.
Clothing clipping will probably be a fix after 1.0 honestly since its not a gameplay priority
The reality is that it's no where near any of the top priorities and you've confused a very minor issue as a major one. And the developers focusing on 1 random minor/low priority issue is akin to finding a needle in a haystack; there are so many that picking the 1 specific issue you personally want dealt with is extremely unlikely to happen any time soon (there's an equal chance any of the countless other minor issues will be looked at instead).
#suggestions message and along with that, blocking could be based on the amount of damage blocked as well.
I keep forgetting blocking skill exists
Idk how the non-combat skills would be leveled up tbh.
They're probably fine as they are right now as you do them pretty much all the time (except sneaking and swimming of course)
Yeah, and in the case of skills you don't use much anyway, that's entirely a non-issue.
I tried to integrate the stamina bar into the progression of leveling those non combat skills
Since later biomes have foods that give more stamina, making that influence your exp gain for running, jumping, and swimming made sense.
Could work
Stamina food should buff stamina regen similarly to hp food giving hp regen at all
I do wish it worked like that
seems like a no brainer
#suggestions message
I do enjoy using the idea of raw damage taken by mobs = weapon XP, however my one question I have is would overkill damage count?
I think it shouldn't count because a player could easily slaughter boars and necks in the meadows and gain easy levels.
A normal boar has 10 HP
so only that should be available to convert into EXP given for the weapon that dealt it, not the 150-200 you could easily hit if for with a tier 6 or 7 weapon's secondary attack.
That way the player is still incentivized to fight harder mobs, because they have higher HP which means more potential EXP to gain.
Either this system or my proposed scaling enemy XP modifer system I'd be okay with over what we have currently.
#suggestions message Glad to see your input on this. I like your solution
Im also thinking that the biome that the enemy is from should modify as well, cuz you could just level on a Greydwarf spawner with a Slayer with no reason to fight anything stronger. Idk just how I think
Sorry if I misread your post though and you already accounted for that
Yeah that is true
even if you aren't overkilling them, that's still a lot of exp to gain from those farms.
Me and my brother last night farmed draugr elite trophies in a Sunken Crypt and its insane how much XP you can already get just from doing that
This will be seen as OP, but I see adding more mechanics as a good thing.
Like, to compensate, just make death more punishing.
Is that really too OP? what if it was reduced?
IDK the idea might be harder to implement or might be unneccessary in the grand scheme.
How would you make it more punishing?
A bit more skill drain since skills will be inherently easier to level if they make it more engaging and fun
- if theres a new buff that works similar to resting, that you can stack with resting, there needs to be another consequence for that and Im not really sure lol
Idk, I could see using the fullness buff as an excuse to punish the player for eating while fighting, and maybe itd last 30 seconds, and youd take more damage from attacks even though your regen is higher
It would only benefit you if youre already safe from danger
Or like while running away?
Idk, fighting on a full stomach sounds like a bad idea so thats where the idea comes from.
No I see what you mean.
fullness could give you a slight penalty to movement like sluggish from just eating
yeah that works too... Idk.
Or reverse the rested buff, if the character hasn't rested/slept in the last 3 in game days?
Yeah I think rested should get a penalty if youre never sleeping. I agree
I dont think it should go negative, just should reduce the minutes you can gain from the comfort level you have
It would render resting in a cave with a log bench almost useless which could be hugely disappointing for some players lol
I was thinking of it like a permanent rain debuff to stamina regen until you get a rested buff again.
Never thought that overdamage was taken into account at all on a technical level so I assume it wouldn't matter for the calculation
Dealing 200 damage to an enemy weak to pierce with a pierce weapon and the enemy has 201 hp would give you 201 exp total but it'd take you two hits to kill it. The second hit would just give you one extra point of exp basically.
In theory, killing the same enemy with either slash, pierce or blunt damage would all give you the same amount of exp, difference is that because you use pierce you would receive a lot more in much fewer hits in comparison
So all you would need is a campfire and a roof&walls to get rid of the debuff.
I mean...
What are spawners if not training area opportunities anyway?
This might provide an expanded insight
Right now, the more hp an enemy has the more potential exp you get from it
With what I say, it wouldn't really be much different except that you would get more exp per hit in comparison to how it is now
oh, cool then.
It might also help calculate how much hp you get out of an enemy based solely on the total hp
I had inferred from the suggestion that the damage you did to an enemy would calculate the XP you gain. I just also thought whether or not you meant damage period or damage vs their remianing HP, hence the boar example.
So basically once the enemy is dead, no more XP is calculated.
so over damage to an enemy would not be counted
If that is what you mean, then yes that makes sense.
It kinda does work like that already, since a larger bar means the period of 2x stamina regen lasts much longer. The larger your bar the more the regen system favours you.
For those unaware, stamina regen is non linear and 2x at low stamina compared to when nearly full. https://valheim.fandom.com/wiki/Stamina
Also fun note ||eitr is the same||
Unrelated to that, I like your xp=hp system idea. How would you adjust working with armoured enemies (players) without being horrendously exploitable though?
Valheim is meant to be a brutal survival game, punishments or similar features are the standard design for that. If you don't like that then don't play that type of game with misplaced expectations for it.
I guess TIL then...
Although that is a fixed percentage based on amount of stamina, what I said above was about the food itself actually giving an extra bonus regen rather than doing it very indirectly
Also, I suppose players could be excluded from exp gain? There is a big distinction between what is considered a mob and an actual player.
On another note, it would encourage some sort of "training" mechanic if multiple people fought each other.
Although I dislike that that is somewhat of a MP-only advantage so I would stick to the first paragraph of this message.
Maybe training dummies are not so bad of an idea after all...
Especially as compensation if players can't gain exp from hitting other players
I agree that we should have "equipment slots" for your armor, clothes. Belt, wisp and wishbone should still share the same slot. Weight would still be a factor while giving us free spaces. QOL change that doesn't harm the game
Cape, helmet, leggings, chest, belt equals 5 extra item slots. That'd be great
I believe Smiffe has said that if equipment slots are to be introduced, they'd take out some of the inventory spaces to make that work, thus we wouldn't get more inv spaces. In fact, we'd have about 5 spaces limited to only that stuff. I still find it a bit weird that the armor I'm wearing is in my inventory so I'm down for equipment slots but idk how I feel about less free inventory 😅
the way inventory would and could ideally be expanded IMO already exists in the form of the Equipment and Quick Slots mod by Randyknapp
it adds extra little boxes alongside the default inventory, just to the right of it, and I haven't had any issues with it, so its definitely technically feasible, as always just a question of if they think its actually a problem and if so how much a priority to solve versus how difficult
Bearskin*
#suggestions message is the idea here that once attached to the mast the harpooned critter stays tethered to the mast and it no longer drains stamina keeping it hooked? I like the idea of a harpoon being more useful on a boat
Oh cool. I haven't played modded valheim. I'll definitely give it a try. Would be cool if something like this is considered in the vanilla.
#suggestions message while I agree we need a better cultivator, it should be introduced earlier imo. Maybe plains or mistlands tier 🙂
Stop trying to tell people what to do. Please.
I am so sure the people that keep whining about inventory management would be thrilled at having multiple tools of the same type in their inventory
Like that five different hammers, multiple cultivators and hoes people have suggested as well
We should have one hammer for each hotbar slot.
I'm positive they would absolutely love that
I wouldn't mind them either introducing a metal hammer that lasts twice as long as the wooden just for more build actions before repair
Or they made it to where you could upgrade the regular wooden one past 4 to like quality 6
both ideas are wishful thinking tho.
either that or introduce a tool belt as a late game equipment that gives you a built in hammer but also gives you built in effect of a workbench being nearby.
Yeah I agree having more tools to juggle in our limited inventory spaces would be less than ideal
Though I will say that I have gotten use to playing with auto-pickup turned off in the ashlands. Onlytime it's on is when I need to hoover up flametal from the lava.
Or just increase base durability and call it a day.
Can't understand to want five different tools of each type.
I would absolutely despise having to use like five different hammers depending on the pieces I need. And if it's just durability changes, then it's bloating, really like five different hammers just for ONE value change which would ALSO make previous hammers completely useless?
Yeah that would be the simpler option
I'm stating the facts of the matter. If you don't like that then leave. I don't even need to say anything on the matter as those facts won't change regardless.
What’s with you and asking people to leave we don’t really care about how the game is made if someone doesn’t like how the game is made they are allowed to voice that plus who knows they might change it
It's a core design theme, it's not going to change in any significant way regardless of what people suggest or demand.
Sorry to butt in- but when you say penalty, are y’all specifically talking about the penalty for death?
To me dying is not the problem, but retrieving it, mostly in Swamps (first real threat and with a water debuff) and then Ashlands, due to now-not-so-overcrowded army. However the skill lvling is too linear. It should follow a % of damage/hp/tool.
I think a lot of us agree that XP should be rewarded based on a different system than point per hit.
XP per damage dealt vs enemy's HP is probably one of the best options offered so far.
Agreed, the penalty itself isn't an issue. It's the recovery process that really hits you hard and could do with some adjustments to be more fair (especially late game where that recovery becomes exponentially more impractical).
The exp gain does not to be much above. Just enough that shooting a morgen with spinesnap would reward more than shooting a shaman with crude bow
Yeah. Scaling is very important for stuff like this. It can still be made brutal and difficult without having to take an excessive amount of time.
The start and mid ashlands is the worse, than you have other ways to retrieve it. However it's still annoying xD
Yeah
Like I don't like using a modifiers on the penalty
but sometimes I feel the need to put skill loss to 1% in Ashlands because I start to hemmorhage skills like crazy with how hard the recovery is at that point.
Like i Have learned you can't just bum rush into the ashlands.
fighting one thing will draw more things and more and more until suddenly you got a mob after you
and with nowhere safe to run smack in the middle of enemy territory, you're going to die
You really do have to slowly conquer the land, by creating base structures to beat back their spawning areas
they reduced a lot of the threating, yet I wanted a in-between.
Ah I haven't touched the PTB in a while so I don't know what it's been reduced to
isn't it live yet? I felt that it is so... at least during daytime
Also there should have other types of meads other than just HP, Stamina and Eitr regen. (and frost and poison ones)
idk. no patch for the public version has hit since July 1st and that was hot fixes
last one before that was in June 18 and that was for PTB
either way, not that I'm critizing, Ashlands is a mix of BF with Swamp on lava steroids. But it lacks some intuitive stuff, like, charred bones are just like regular bones after a few hours there.
To me it should be somewhat like tar and be used in building recipes. At least a few of them idk
I see the swamp
but where is the black forest inspo?
I mean I always saw them more as more intense draugr
twitchers remind of greydrawves tho
Yeah I think of the charred as mix of greydwarf and draugr
I imagine after a certain point it's hard not to have stuff resemble earlier content in one way or another.
its a re-skin with times the damage. But yeh, I don't blame them, BF is unique.
Idk, I think the biome could be better but the game is excellent and needs more early & midgame content. If one late game biome isnt that great to me, Im okay with that.
I honestly saw the fulings more greydwarf than the charred
Mistlands is one of the best in the game for me so it was tough to follow that up
I will keep suggesting things but I have given up on expecting anything suggested being implemented
Im sure theyll revamp the Skills system
How often do they see the suggestions from us, the community?
I know they look at the suggestions for sure, probably not all the time though lol
I don't expect them to add everything, but there are some tweaks and changes that are "majority" neede, related to either QOL or some Interface.
Thanks for that
Ah yeah way before I became active here
I wasnt really active until recently, but I started playing the game frequently starting in 2022
Now Ive got over 400 hours lol, cant say that about a lot of games
I have played this game for a long time since it's launch
fell in love with it since I really love norse mythology
510 hours for me
So they probably put into discussion with their team after seeing something that sparkle on their eyes.
760 here xD
Yeah in 2021 I started reading into norse mythology and got an ad for the game on Facebook and I was like, wow I love those visuals, lets get it! And then I found out the game is nothing like anything ive ever played before so it took some learning to get into
It feels like there isn't really that much communication from the dev team a lot of the time.
I mean they are busy. But yeah a community manager would do.
Found it because my WoW guild at the time was playing it and they dubbed it "Viking Minecraft"
Calling it Viking Minecraft will get you flamed somewhere Im sure... lol
More than likely x3
People take stuff like that too literally when it's just meant to give a general idea of what to expect.
I really want a Ashalnds Debuff tho. I know I suggested it, but to me it lacks a passive "problem".
Yeah, like in another server I said Deep Rock is similar to Left 4 Dead and they acted like I dont know what Im talking about
Yeah I agree. The heat should do something.
Watching a gameplay trailer for deep rock galactic (since I haven't played it myself, but I have played left 4 dead) and yeah, I can see what you mean by the comparison you made. Obviously a lot of it is night and day but there are some similarities that do stick out.
like left 4 dead is much more linear, handcrafted maps, and has specific characters involved. Theres also a versus mode. I get those things. But to me theyre very similar. Deep Rock controls more floaty too
How do I tag/mention a message in another channel like from #suggestions?
right click on it and copy message location
#suggestions message
I think itd be cool if they add more Ocean content there could be a lategame Ocean battleaxe
If it doesnt exist, make it Ocean content
Maybe a weapon that can be used in water and significantly boosts swim skill while equipped?
Like a trident?
Another way to solve this is to just give more fist weapons
swimming light armor i think would make more sense
#suggestions message If tower shields damaged enemies when blocking, people would just hide behind them and never attack anything. I think all that needs to be done to make tower shields more viable is to increase their movespeed by 5-10% (but not the flametal tower shield because it’s fast enough already)
You're doing it again. If you can't handle different opinions be quiet.
It's a discussion channel. You should be able make your case without constantly telling people they're playing the wrong game. Other people have other visions for the game as you have or even the devs might have. We're here to discuss them and we're not going anywhere.
If you keep up this rude behaviour I might have to call the moderators. 😇
We're not talking about opinions here, we're talking about actual facts that people like you refuse to accept and understand. You also refuse to accept or respect the developer's decisions (e.g. rejections explicitly made by them). You're engaged in targeted harassment toward rianu (and openly admitted to trolling them). Calling the moderators here is not in your favor.
#suggestions message @torn hamlet might want to delete and repost that, seems the bot missed adding the thumbs up reaction.
Why i cant upvote the last suggestion
Bot broke or glitched.
@bright nimbus don't know if you can fix it but the bot glitched out and didn't add the thumbs up reaction to someone's suggestion.
Thank you, much appreciated.
Odin was sneaking someone elses deed and forgot his...
welcome
The idea is not to give them alot of dmg. It's to make them do small amounts of dmg. For example the stating wood tower shield would do like 1-3 dmg if you block. It would take you ageds to just stand and kill things but you could if you wanted to. This might help the tower shields just be more interesting to use, cause we all now no uses them.
I use them though 
They are great for splitting groups of enemies and saving stamina for other things such as jumping and attacking, but because of the movespeed penalty I unequip them when I dont need them.
It's hilarious that you accuse me of harassment, when you clown emoted every single one of my posts in an objective conversation about stamina. Get outta here hypocrite.
Also, what "facts" are you talking about? The fact that we're playing the wrong game? That's for us to decide.
And don't expect me to just tolerate ad hominem attacks. You and Rianu can't make an argument without a passive agressive insult.
he, heh heh, "sacred hole" #suggestions message
Literally only thing tower shields need is having a lesser block force so you could block attack and then immediately counter attack. Even if you don't stagger, being able to attack between an enemy's attack frames would be useful.
Especially if paired with a fast attack weapon like spears and knives
Or maybe just drastically increase the threshold at which the character gets staggered
They don’t need less block force, then they wont be good at splitting groups making them even less viable compared to other options
Unless they have a high block force with a well timed block (like parrying with other shields) and a normal block has lower block force?
Oooh a split level for block force. Hold for low and "parry" for high. Low to counter attack and high to split a group.
Could be
Thatd be a cool mechanic
Hey I’m with him on this one. Fuck people trying to make this game too easy when there are options to do so already.
I mean he also has a point, you and rainu have a tendency to act insufferable. I agree with you even though you have me blocked for calling you out on this behavior.
Bro don’t bother arguing. The mods love them so it’s clear you’re just gonna get banned or muted arguing with them.
#suggestions message Magical elevator sounds cool but I love the spinning portal gif
@blissful light
To me there's a big difference between difficulty and convenience. I'm all for convenience.
It's been suggested before, many people seem to dislike companions in general, which is sad. It's the one thing, that could positively impact the whole "solo players have such a disadvantage" debate, if players could just hire companions. Their HP and damage could scale negatively with the number of players around, so if there are 8 players and each one of them has a companion, they are squishy and deal next to no damage. But if you're venturing alone, you'd get a strong companion.
Boss health and damage (to a smaller degree) could also scale with the number of players + companions around.
- companions would make the shield spell in solo useful.
- we could make them our farm slaves, make them gather wood or stone.
- dvergr companions could row the boat and we could finally have oars
- they could be assigned a workstation like the baking oven for example, if you put dough in their inventory they will bake it autonomously and you can retreive the finished product from them with a very small chance that they burned something, SO IT'S NOT OP LOL.
Yeah I do hope for some QoL changes come 1.0.
Mass production of items and cooking being one, neat organized crafting interface, ...
#suggestions message @frosty silo Achievements are already a planned future feature for 1.0: #suggestion-discussion message
oh, that's nice i'm waiting👀
Elytras though
Antagonize the whiny twitter haters who won't stop harassing the dev team about "Where's the next biome? You guys suck. Updates take too long. Game dead."
Definitely can't be in base game since it overrides a lot of intentional game design.
Would just be a friendly nod to the supportive and loyal players with a cool fast travel item. The rude whiny trolls who don't even play anymore can see "Elytra in Valheim" videos everywhere on April 2nd and be mad that they'll never have it after spending all their time harassing a team that's doing their best.
The only April fools update I’d be happy to see would be tameable necks
I read "tameable rocks" and I was all for it.
I want to pet the rock.
Necks are a good idea too though.
Thatd be a good April fools update too. Pet rocks. Gotta build a fence around them and feed them stones so they get big n strong
I could really only see combat-for-hire Dvergr being a thing. I think maybe itd be better if they were a seperate NPC you have to find. I dont know why just any Dvergr at random would want to work for you when they have their own people to worry about.
#suggestions message yeah troll hide in my experience definitely accumulates faster than you can find uses for it, I think a build piece/decoration or two, like a troll rug/drapes as suggested, would really be all you need for a sufficiently recurring use for it
Indeed, i'm all in favour of difficulty, not tediousness
#suggestions message I miss the drake raids
Pessimistic
*1-3 years
@hardy sparrow change the system's date.
Or just use debugmode
Its on my friends hosted server who doesnt have dev commands enabled
That would be such a cool easter egg and small little mechanic honestly lol , I love the idea
I think it would also be a good secret achievement when achievements are added
Absolutely lol!
I think poison damage would end up killing the player though, so the vomiting would be enough
It’s called boiling death
XD yeah I mean, sure
You could drink poison resist and a health mead if your really didn’t want to die, and there would be no benefit to drinking it anyway
Bukeperrry effect is a benefit imo
Lmao I remember one time I used bukeperries in the mountains and died from freezing
I was corpse running and forgot to equip armor in time
Would be a neat little Easter egg and achievement for sure, nice idea!
There are actually a lot of public servers that you can litterally see in game tho.
But I get what you mean. This game is best experienced with a friend group, especially the first playthrough when you have to learn everything !
I'm not sure I would agree with full on mmo tho, it's a small game gameplay wise actually, and 10+ players is not the best with the current way the game is tailored, but hey, to each their own 🙂
Vanilla probably not, modded eeeeh
Everything's possible !
Because it has been very explicitly stated that the game is NOT and WILL NOT become a live service MMO.
If you want a MMO, play a MMO
You would be asking the game to become specifically what is not
And the game becoming one would be a massive downgrade
seriously? he went and asked a singleplayer game to be mmo
I will go a complain about FIFA not having monster slaying RPG mechanics (I dislike sports game so I want the game to become what I specifically want)
i would like racing games to be more like GTA where i can rampage with a tank and murder people for 20$
There are some public servers which are modded to accommodate more than the official max 10 players. I'm playing on one of them, and from that I can make a list of things which would simply not work in a truly "massive" community.
Mind you, it is pretty nice to have a constantly busy community for Valheim.
What's up with the absolutely not needed toxicity my dudes ?
how bout asking fora singleplayer game to become what it isnt jsut cause you wanted it to be different
How about respond and tell exactly what you're saying but without flaming him and without the agressive tone ?
im sure thinking before asking for something like MMO in a singleplayer game would help
Hell would sooner freeze over. Welcome to the internet.
It's not because it's common that we should allow it 😉
#suggestions message How would smoked meat be different from cooked meat?
Maybe it could have very low stats but high health regen? We don't have any regen-focused food right now
It wouldn't change anything considering what I've seen here
"hi"
"Tf is wrong with you with the personal attacks? Typical internet people omg smh"
Yeah you're not helping your case.
Your tone is toxing and you double down on the poor guy by flaming him.
As I said:
Regardless of what is being said, people will read what they want and get offended by that despite not being what was said.
It literally does not matter. Which is why I stopped trying a long time ago
If it is a recurrent thing maybe you should look inward a little. For instance the use of caps, passive agressive usage, straight up flaming. Just dont do those, not that hard really ...
He’s just gonna mute you. Stop trying. I and several others have called him out already and we got warnings from the mods.
Wait the mods warned you ?
Oh yeah me and this other guy were calling him out for the toxicity and the guy called for a mod in the chat and had our chats deleted and warned for toxicity.
._.
You’re not the only one that has had this problem with these guys LOL
only i think mods, devs and helpers, boosters can use gifs
@honest salmonthx for answering! 🙂
Ok someone please tell this snowflake that devcommands don't work on any dedicated server. and that he should stop bringing it up as a solution to all problems. I can't, he's blocked me, because I was trying to debate him.
<@&468116660222558211> He's doing the straw man thing again
dont do that, DM @kindred birch
True LOL
Ikr ? Valheim is one of the chilliest game out there, completely out of vibe if anything 😢
#suggestions message @native hearth
1.) Make sure to keep it to 1 idea per post, since people can't vote on each individual idea if they are all in the same post/message.
2.) Can you elaborate on what you mean by a roof that transitions between those 2 angles? For instance, should it be a gradual curve, or should it be an immediate transition in the middle of the roof piece?
@torn epoch the reason for no "skills" in creation of items are, then you would have diffrent stacks of items in your inventory
you would have 10 minutes sasauges, 11 minutes sasuges, 12 minutes sasuges etc etc. very anoying in a game with limited inventory and carry weight
that was pain in the ass in other games i played that had a skill based food creation
I had no thought about this. Indeed it would be a pain
Wdym? I'm sure the people that complain about inventory management would absolutely love each of the four sausages crafted to spend one inventory slot each.
The worst part of a crafting skill would be how it works in multiplayer. Everyone would give all their ingredients to whoever has the highest skill and never make anything themselves.
yeah. and valheim isn't a MMORPG.
wonders how many times people will suggest dedicated gear slots before realising that it would be much faster to just use the mod for it instead of expecting a QoL that might never arrive
Mods are not an option for everyone. I cannot use them on xbox for example.
Could have sworn it was discussed before, and the only real outcome would be losing 4 or 5 regular slots to accommodate for it.
that would be pretty neat, losing 4 slots or 5 slots and those 5 slots would then only take gear
honestly with the amount of items in ashlands I think 4 extra slots aren't too much to ask for.
my most constructive answer, skill issue
we have very different definitions of skill
we indeed do
to me, skill is related to combat, timing your parries, dodging, aim.
ok so illput it this way, Kleptomania issue
that's indeed an issue for me lol. I wanna take everything in ashlands: those ashland vegetables and berries, meat, flametal, grausten, charred wood, regular wood, axe, pickaxe, a melee and a ranged weapon, 3 different foods, 3 different meads, the belt, mats for a portal...
#suggestions message
It's interesting that the Dvergr are the first race that seem interested in harvesting the bounty of their biome. There's a few bits and pieces prior, but why are the greydwarves not harvesting copper? Why are the Draugr not commandeering Sunken Crypts, or farming Surtling spawns? Why does nobody except the Norsemen have portals? The Fulings can build villages, stone towers, and more, but they can't build a blast furnace?
idd say the greydwarves dont do anything cause its murderers
they're hobos
thery are murderers and sinners whoose corpses whose corpses rose with nothing but murder in their "minds"
idd say the reasoning is no one is translating the game to arabic
im no dev so dont take what im saying as fact. I think you can contact the dev team through a Email to become a translater for the game but idk what the Email is
I believe there is a section on their website to request a certain language be supported/ become a translator too.
@olive yacht Be the change you want to see 😛
#suggestions message I love the idea to give variety to older biomes but I'd still like a dungeon for plains as well. Many argue that it's ok not to have dungeons to make it different, but you're removing potential content in exchange of some differences....
- will never
yes
And unfortunately vanity slots would have the same issue (even though they would be non-functional slots, it would allow for carrying an extra set of armor that can be swapped out, which would require the same balancing).
more slots = more items = demand for more carry weight = more slots = etc etc etc
it's a limitation for a reason.
the reason is. we had to put it at some level. so we did
Since you're around, any chance for a better way to obtain chains at some point ? 😛
yea but what about me wanting to pick up everything i see cant we make a special exception just for me?
(its a joke)
there are. go find out 😉
and I am not back from vacation atm 😄
Wait ... I am perplexed now ... Can I DM you my known methods to make sure I do not already know it ? (to avoid spoilers for anyone else :D)
sure
now that I am looking at the site, i was remembering the "translation error" section. of course, you could always leave a "feedback" on the site or in the suggestions section (here in discord). If you do add a suggestion, make sure to add the lightbulb emoji.
Lol
They should add vanity slots...
That are equipped from inside the inventory.
Oh boy would I love to see the chaos that would unfold
"oh they finally added vanity slo- WAIT WTF I NEED TO SPEND LIKE THREE EXTRA INVENTORY SLOTS FOR THIS THING THAT HAS 0 EFFECT ON GAMEPLAY???? Devs stop literally making the game literally unplayable"
You are such a bitter person my friend ... getting enjoyment out of other's unhappiness eh ^^'
*Getting enjoyment from other people's needs to cry about the silliest things
Those vanity slots would have 0 effect on gameplay, meaning people could choose not to use them....
But they would still...
If that isn't peak cringe idk what it is
i had to read that one twice to understand it lol
Not agreeing doesn't mean you should be mean but erh
Imagine DECIDING to do something, suffer the consequences of that... And the blame others for the same suffering you inflicted on yourself...
Seriously...
hes not mean though
I mean this discussion is pointless, a dev LITTERALLY stepped in and said "never" lol, no point in hammering the guy down eh ^^
I remember someone complaining about the game being broken because onions are op...
This was the train of thought:
"I (and me specifically) will decide to skip tiers and go to a biome that is THREE tiers above the one I'm at and get the ingredient from that biome, and oh what? This ingredient that is TWO TIERS HIGHER than carrots is stronger than carrots? Seriously Devs? This doesn't make any sense. You saying that it's a reward because the biome itself is dangerous and you would struggle getting them at all? Nonono, I believe the game is broken so that means the game IS factually and universally broke "
That's the kind of people plaguing the gaming community
and those are the kinds of people that deserve to be laughed at
They're not plaguing much tbh, they're loud for sure, but not plaguing.
I get where you are going that it is because of those "same" people that we are getting the Ashlands nerf and Mistlands nerfs prior to that.
But I'd argue it's not entirely true.
We're getting that nerf because enough people complained. That one dude making a completly out of nowhere arguement about onions isn't going to get anything changed.
And ultimately devs can do whatever they want, which is why they'll happilly ignore people talking about inventory rework even tho those people are most definitly numerous.
Laughing at the expanse of someone isn't nice. It shouldn't be tolerated. Free speech is important, even dumb speeches.
You can disagree, but remaining civil should always be something to look for.
Silencing people through shaming is just straight up awful.
you just sound like the type of person to be offended by everything and for everyone with no reason, i dont like you
Not at all, but shitting on people and laughing at them is called bullying. Internet or not.
Well tbf, repeated behaviour would be bullying, but you get my point ^^
#suggestions message @cinder pond What do you propose this would comprise?
I think he meant boss powers 🤔
Yeh I know that. They want a reset item... what are the crafting components?
I guess it would make sense if it had the corresponding boss trophy, but that'd be a lot of different meads 😂
Thanks for usurping the conversation, but I want to hear from @cinder pond.
#suggestions message
This would be a cool way to use our many stacks of uncooked seeker meat.
But it would possibly put Haldor out of one of his uses.
not until you get to Mistlands though, so you're pretty much done with bait at that point anyway.
Agreed
Vikings had decent technology for the period
Enough to make steel
But they weren't that advanced.
@strange mirage
If you guys see some issues with fairness or problems with pacing or anything else for my suggestion please discuss
I want to see if I am not noticing something about
You're suggesting multiple hammers or just upgrading the current hammer?
upgrading the current hammer with each new metal/material per area
But regardless it's irrelevant, structures and pieces are already locked behind certain pieces.
Like stone being locked behind stonecutter which is at the same time locked behind iron.
Black marble as well but it's locked behind black metal pickaxe
e.g to craft the iron hammer while progressing through the swamps is crafted with a bronze hammer and some iron
I don't understand your point @granite geyser
to make it better maybe add some new recipes for the stone cutter instead of only being for the wheel or remove it completely if too useless at that point
also you are talking about an issue with progression which is completely overriden in my suggestion as you do not need the bronze hammer to craft the forge for example. what it would do is simply make the pacing of the game better
only one hammer at a time that can do everything of its tier and the ones below (the blackmetal one can repair and build every structure of blackmetal, silver, iron, stone and wood)without the need of each crafting station to be placed when necessary except for obviously crafting each hammer and craft everything else that station can normally craft
I'd be happy to get at least one metal hammer too, just for extra durability. And maaaaybe one or two extra unlocked recipes specific to that hammer.
Regular maxed hammer might seem durable for most players, but not that much for builders and having to repair the hammer doesn't really does anything to the gameplay except force you to pause what you are doing to go repair it.
What could be cool would be to allow you to craft the catapult and battering ram or something like that without a crafting station with that hammer to give it some pve use
I think that you could upgrade each hammer at the appropriate station to make the durability increase, each hammer first stage's durability would be equivalent to the level 3 of the previous hammer
and I agree with the battering ram and catapult idea as they both are still structures (also carts)
A couple more map icons would go a long way.
#suggestions message legitimately big brained, thank you for this. Or maybe hare meat? Either of them need more uses
Black marble is unlocked behind find one piece of black marble and have a stone cutter not blackmetal pickaxe (helpfull seekers can only kill dvergr or destroy some parts of dvergar's buildings).
you can get black marble simply by going up to a staircase to an infested mine and beating the staircase to death with a sledge
If you ever felt like skipping around, hunt for mines along the shore where theres no mist and go crazy, get black cores while youre still doing plains
if you get black marble, you can get the cauldron extension and make food with misty enemies before you even get a wisplight
if you get black marble ... you can beat whole mist without wisplight and mistwalker
#suggestions message
I like this, but some people would be upset about certain items sinking to the bottom of the ocean if their base got destroyed
interested to see how that would work
I've spent more than 200 hours in the mistland like this and sometimes it is horrible.
You got me there. Ive only spent a little over 400 hours in the entire game, probably only like 40 hours in Mistlands.
There's not much raids in the middle of the ocean. Raids require land and there's little risk of being attacked.
Unless it's an ocean raid.
If they add ocean base building there will undoubtedly be a threat to compensate for it
I know...
Does that mean you will rely completely on
-
Finding a soldier
-
Finding a soldier close to bones
-
Repeatedly use that method to gather any decent amount of black marble to build anything significant?
In a no cost game yes, but black marble is expensive and it's still the worst method to gather it. And no cost is not a default setting
Point still stands: Black metal pickaxe.
Just because there is another way of getting it doesn't make it the intended way (that's also the most efficient), which is black metal pickaxe
How is black marble related to the mist?
That seems like a little too much and ridiculous because if that were to happen people are not going to want to start all over again in a new biome
I assume this mead would be op, so it would be available late game, like a crafting potion at galdr table in mistlands maybe where it would reset the ultimate cooldown or let you use 2 different ultimates at once, so you could combine eiktir for stamina + bonemass for mobs also, you could use various trophys to make the mead, example:
-Power reset potions x2 (resets power cooldown) : 5 sap / 10 barley / 5 random trophys
-Power combination x1
(lets you use 2 powers at once) :
10x random trophys from the boss biome you want to use / 20 barley / 10 sap
🙂 maybe have a high cooldown for the mead, like you could only craft 1 of each per 24 hours of something like that
#suggestions message @tired knoll there are other sources of crystal?
Look for cave mouths in the mountains.
@fallow flame
Yes. And the channel is not for questions, it's for suggestions so please don't use it as such
I will gladly remove it, I just wanted to ask because for one of the other games I do play, someone asked the same question before and it turns out they don't read suggestions. Then everyone just stopped suggesting things.
Which game?
And they do, plenty of things have been added because at least one user suggested it
Ashlands alone added many and some were very rarely suggested at all and still made it
To be honest I totally forgot. I left the server a long time ago
I do know the same thing happens as well with The First Descendant too. They don't look at suggestions but still suggest anyway
Yes, frost caves. They are loaded with those crystals. Even funnier, breaking crystal clusters with a weapon would yield you more crystals than simply picking them up by hand
i would think it would be easier getting more crystalls killing golems cause they spawn on every mountain and are pretty easy to kill with a level 4 iron mace
Maybe, but crystals are not so useful overall anyways
you can destroy them with a weapon? I didn't know that. I've only just been picking them.
So you won't need a lot of them unless you build crystal walls
Yes, and this way they drop more crystals lmao
I mean, I have more crystal than I need anyway, like you said.
windows, windows are pretty cool
Getting silver from golems is a fun idea but it provides a massive sequence break. The "too hard" message is pretty lame IMHO. Your suggestion is interesting but with 33% probability I don't know that it would affect the game.
If it was a 100% drop then it might get interesting. The fang spear and butcher's table you could obtain without actually mining silver. Still, I doubt any speedrunner would go for the side silver (unlike troll armor or root harnesk which are go-tos).
This is why I suggested such drop. A single piece of silver with 33% chance is not sustainable, so it wouldn't break progression sequence, but it would add a little thrill to killing golems rather than simply avoiding them. Same with oozers in the Swamp, their iron drop doesn't break game balance either
huh, learn something every day
(I knew they were there, I just didn't realize it had a different yield from breaking them lol)
I discovered that by accident (trying to hit a bat)
I haven't found anything in my internet searches, does anyone know if the Devs have given a reasoning for why there aren't dedicated clothing/food slots? I have to assume their decision not to put it in the game by this point is based on more than just priorities.
Thanks Rianu. While more slots could still require increased carrying capacity to use them, often players are finding they have ran out of slots long before the weight limit. The Ashlands in particular is bad for it. There's a reason the armor and food slots mods are so popular.
I always run out of room before carrying capacity.
At this point, an item that replaces the belt that adds more inventory slots would be welcome
Yeah that would be the balanced way to implement more inventory, but it introduces the grave recovery issue of having to equip your extra slots first before you grab your full grave.
Regardless I've resigned to that feature never being added.
I feel like the belt is what causes the inventory issue in the first place. We’re given 150 capacity and now we have no space for the stuff we can carry
Upgrades to the belt that increase inventory space would be awesome
If only more people accepted that and stop whining about it.
At this point I stopped caring about inventory, especially after realising that the key is just not carrying unneeded stuff.
Such as food, I prefer storing it at base so I can eat it before recovering my tombstone rather than going in at base stats
When I go on a corpse run, I get rested, eat at the base, then turn off auto pickup
and I've had no real issue recovering my body
You're clearly doing it wrong...
You should have cultivator, hoe, hammer, and two other sets of armor as well as carrying three other foods before recovering it and then you complain about the inventory being the problem
That is the way to go
The other tip is to know when to stop picking up things.
the game takes a while, so you are going to want to divide trips to gather certain resources at different times.
One trip for metal
one for stone
one for wood
one for forageables
and so on...
don't try to combine all into one trip
you won't be able to grab it all efficiently.
Hammer sure
I have tried to not carry the hoe on me,
It's a base working tool.
I don't like towering as part of combat.
nor do I carry the mats to do so.
When I venture in ashlands, it's armor, cape, bow, two weapons, hammer, 10 wood, 5 stone, arrows, healing, and stam mead and only three food types.
16 things I take
and even then I feel I can reduce that amount still.
The more a player needs to schlep stuff back and forth, the more likely they are going to severely depend on the portal. To many, I'd imagine this is immersion breaking or tedious. That's the reason so many people complain or ask for more inventory space.
Ashlands is where you find out the hardway, "rush and you rush to your death"
personally, I am okay with the amount given. But, I can completely understand the criticism.
I do use a lot of portals but I install portal outposts every 1000 meters or so of explored territory.
I set up camps inbetween for resource ferrying.
I have opted for a stargate like network, since I am pretty sure I am at around 70 or so portals and trying to hub them in an area lags the hell out of my base,
....so many instances
I use signs to create a loose categorization system
like 60-70 is Ashlands with key POI's boss spawn, reto's tomb, tied to highlighted portals.
I do my absolute best to keep my portals down to the under 10 mark. over that number feels excessive
Honestly my portal count really picked up during MIstlands.
True I could shave them down but then I would have lack of sequence in them x3
I mainly use portals for set areas (like boss altars, world spawn, etc.), and try to keep exploration ones to a minimum.
I will add, I play with my partner and most of those are for her benefit.
having to portal back and forth constantly is a detraction to me. anything that helps me not have to portal constantly is a good thing
I will agree with you there.
honestly if I was truly on my own, I would have no more than 10
That's why I carry food on me. A real pain to have to portal back every time it runs out (especially if you end up in a bad situation where you need food but don't have a good opportunity to set up a portal).
Yeah I do at least carry food on me at all times while adventuring
and since I have gone hybrid build
(calling it blood tank) prot staff, dead raiser and blood slayer, I carry two extra things on me than normal.
So, back to the inventory question. If I were king, I would introduce some sort of pack saddle for mountable animals. These packs would have inventory slots and a carry weight. overencumber the beast, and it doesn't go anymore. for balance, make the pack saddle require a piece of metal, so we can't just portal them everywhere.
adding inventory slots to tamed mounts would be a neat concept
however deciding what happens when that mount dies as their death is permanent would be an issue.
would they drop their own grave, or drop everything as loose loot?
The pack falls to the ground as a pickable item. all items still in it, like a grave stone
or a crate from a ship or cart
exactly. something akin to that
yeah that could work
but with how mount AI works, if they get away from you... well there goes your valuables
like it would only serve best as transport
like you stay on them from point A to B
getting off is resigning your hard earned items to oblivion
Oh of course, Odin The devs are not opposed to throwing more challenge at the player.
that mount doesn't despawn. you gotta go find it. Could also set this pack saddle with a hitch. Have to dismount at a tree and connect it. if you don't the beast acts as normal and might run off or help fight. if you do, it becomes 100% passive and can get murdered
asksvin enters lava lake
Well, there goes those items
Basalt bombs, yo
Doesn't mean is any more easy.
Also, enemies and lava rocks don't care about your platforms
Yeahhh
and that adds more risk
I wonder what the people that kept asking for lava think about it now.
I would not be surprised at all if many of them regret asking for it. But I would still find it hilarious that they do
this game is supposed to be brutal. I'm arguing that if the devs add something for convenience, they should add in some sort of detraction or trade off. Putting extra inventory slots on tamed and ridable beasts puts in a soft progression gate, and adds another optional level of difficulty to aid in convenience.
some of your extra inventory can run off or die in an unhelpful position. plan accordingly, or don't use it
I still believe all we need is a better cart for the inventory thing. The cart is such a fun mechanic with interesting challenges inherent to it and it makes me sad its nigh unusable after plains. Even just a stealth cart.
I agree
it shouldn't be a freebie
it should be something to work for
but also have a con to it that equals to the benefits it gives.
Yeah a better cart would make the most sense
a flametal wagon
battle wagon if that is a thing
They could just give the battering ram 8-12 slots and call it a day
That is true
My only reason I don't like the idea of a wagon is how crazy the terrain can get. Unless you are making roads, the wagon gets caught or flips if the wind blows the wrong way. Having to keep track of the Lox or Asksvin after you dismount would eb challenge enough
A more durable cart but the trade off is you need to fuel it because it's heavy
Also true
can't bring the cart, lox, or asksvin into the Mistlands either way
Honestly what if they added inventory to the saddles themselves?
make the inventory be upgrades to the saddles, perhaps
more slots = exponential mats needed
yeah
you can upgrade the saddles which increases slots by one
starts at 2 for a max of 5
now would it have to impart slowdown based on weight on the mount?
have a weight capacity
where the animal just can't move anymore
full speed til it's full, then the animal either cant move, or greatly uses it's stam until it can't. just like the player
hmm... 4 for Lox, 6 for Askvins. only because of progression
but, i'm jsut spitballing here
Very reasonable
fair
alright sounds like a solid suggestion
let's see how the community feels
I've been wanting some sort of war cart for ashlands but I know that it will remain as wishful thinking only
Would you like to suggest it or shall I?
i'll go for it
Excellent!
If the Devs go for it, it adds another thing to put in Deep North if they intend to add another mount
I'm still holding out hope of craftable Skis or a Sled with the Deep North
Vikings did use Sleds
but would we use it like a cart for DN or some other way?
we would use it for fun! like how you can "ride" the Asksvin skeleton
OH
right I forgot you could mount that skeleton like old coin op rides outside a grocery store
What do you find stupid about the game, which you wish would have never been added?
I like how Rianu presented having to construct a portal back everytime you want to eat as the obvious answer to inventory space woes, rather than your clothes not reducing your inventory space.
Also having to make up people running around with extra armor sets as the reason everyone asks for dedicated armor slots...
Idk I feel pretty married to that biome's armor as soon as I make it for whatever class I skilled into.
I.e I am never taking the flametal set off till we reach DN
however I do take two capes now because the gliding of the feather cape is too good not to have for traversal
but also the ash cloak is good for great weapons like I use.
And as much as I do agree, we could use some enhancement to inventory, I am pretty sure the devs are final on their choice to keep it as is, because if they did add armor slots, then that would cut into the inventory we already have, according to Smiffe
And that's why portals are the solution rianu proposed, because extra inventory space in general is essentially rejected/not going to happen.
Yeah
Sad as it sounds, it's best to accept their decision and move on
No sense hoping for something that has been confirmed to never be added.
There are still mods, but I know that doesn't work for everyone
esp console players.
I would like it if hildir sold vanity items that resemble the different armor sets, that would be purely cosmetic, then have dedicated vanity slots only for those items. It gets past the issue of balance since the vanity items only serve as aesthetics, and it doesn't increase the normal inventory space since nothing else can be placed there. That would allow you to mix and match outfits however you want without it interfering with combat in any way.
I can agree it's pointless to hope, but there's no reason to pretend that they can't add armor slots without taking away from normal inventory when mods do just that.
There's no pretending going on, that is literally the choice they made for it and it is not going to happen without some sacrifice or balance. And the existence of mods means absolutely nothing as far as how they choose to design the game goes.
^
Like yeah it hurts to hear but I learn to move on.
At the end of the day, it's their game
We may pitch ideas, but they have final say.
When I say "pretending" I'm referring to this idea that they just can't add armor slots cause they would have to take up existing inventory space. There's no such limitation.
I agree devs don't need to design their game by commitee, but we also don't need to invent excuses for their decisions.
Well this excuse/explanation came from one of the devs themselves
#suggestion-discussion message
There is no limitation on the coding end or anything that would prevent them from doing so, and that isn't the point. They have chosen to design it that way because that's how they want it to be, nothing more to be said on the matter. Don't know why that's so hard for some people to understand.
Oh, ok yeah they're saying no added inventory slots would be enough as instead people would ask for more carry weight. I thought you said they claimed it would reduce inventory slots.
Sorry I may have misspoke there
Yeah, there isn't any technical/coding issue that would lead to less inventory slots. Didn't realize that's what you thought was going on here, my bad.
Inventory management is particularly bad with ashlands but tbh it's more of an issue with how much unnecessary useless garbage there is that only has 1-2 recipes and clogs your slots. You also have lingering potions and a combination of magic and melee weapons at that point so maybe 10ish free slots, but those fill up almost instantly the moment you start walking in ashlands with the amount of useless garbage that drops. It's just a poor design.
Mistlands had much fewer materials but all have a bunch of uses
I would really like them to make charred bones the base material for arrows and bolts, not Ashwood. It would solve several problems
would be huge i agree
ashwood is hard to acquire without attracting mobs and plus, it burns so easily.
Ashwood also isn't a renewable resource. There is a finite supply overall. And you get little of it compared to the stacks and stacks of charred bones that accumulate with little to use them on by comparison
Yes the bone spam is absolutely ridiculous with nothing to do
Don't worry! Fortresses give you more in the chests just in case
#suggestions message Only problem is that would make blue jute be available earlier than it's meant to be (spinning wheels are available near the start of the plains, and blue jute is available starting in mistlands). It would be ideal to have a method that's accessible only in mistlands or later rather than sooner than that.
Realistically you can walk into the mistlands and grab it any time and it's also purely cosmetic and doesn't give any additional comfort
Put the troll hide inside eitr refinery so it processes it into blue jute. Done
Can't fix every issue you guys have come on
And it's meant to be obtained in the mistlands, not any sooner, doesn't matter if it's purely cosmetic. Same reason red jute is obtained in the mountains and not any sooner than that, because it isn't intended to be obtained sooner.
I should also clarify that I'm not against the idea, just the execution.
The question is, even if it is currently available only then, does that serve any particular purpose?
What does the game gain from that in particular being late game? The mistlands would still have building incentive through the black marble.
It would spread out build options better over the game, while giving middle and endgame purpose to an early game resource and a one off crafting station.
Tar is limited (to 2 per spawn) after removing the pit and is used in some roof pieces. Charred bones are unlimited and there are only a few uses. Make them also part of building pieces.
Because that's basic game design (materials in general only becoming available at a given point and no sooner, and materials being obtained only from a given area and nowhere else, regardless of whether they are functional or cosmetic) and what the developers intended. Blue jute is very clearly intended to be obtained only after reaching the mistlands, therefore any alternative method will naturally follow suit.
@wet drift what spawns?
I believe they mean the stones at world spawn. And in that case it's a redundant suggestion since the developers are obviously going to fix that anyway.
The sacrificial stones
And it only happens in existing worlds, not new ones.
So they could leave it as it is and wouldn't matter anyway
I had a thought
should we have more enemies that are able to damage terrain like the lava blob?
Anything that has "pickaxe" damage should be able to damage terrain. Soldiers, lava blobs and even trolls have that listed. Was that brought up in a suggestion?
well, that's intentionally different, perhaps an argument to be made for a different way (i.e. all those mobs/more mobs damaging terrain than I think only RN lava blob), but the chop/pick damage affects trees and rocks, and is so that some mobs can break those, NOT to modify the terrain itself
which is a separate system/thing, not the chop/pick damage
I honestly dunno if it would be "better" or not to have more affect terrain, but it'd definitely affect the meta--I think a lot of players might not like the added complexity to trying to build "perfectly safe" bases, although making that even harder might also be the point of such a change
Yeah my thoughts exacty
hoe is op because of that fact
lol hoe and hammer do be OP--the truly most powerful weapons in the game
Should flip it on it's head
Enemies that can do terraforming damage quickly but takes a moderate amount of time to get through higher tier build pieces like black marble, grausten, or iron grates
I think trolls, aboms, berserkers, and soldiers, as well as the morgen should do some amount of terrain deformation.
Pickaxe damage =/= terraforming
As if raids had any level of danger...
There are only three dangerous raids: Trolls and both versions of Fulings (progression one and mini boss). And it's exclusively because the enemies can easily destroy buildings.
But both of them can be very easily kited away from structures, especially trolls.
Meaning that in reality, raids are pretty worthless and the average player is scared of them because the average player is dumber than the AI itself (and the AI is very dumb)
Enclose them inside a structure.
There, 0 danger to tames now. And if someone has them in the open then that's 100% and completely on them (as I said, average player...)
right, hence UNPREPARED lol--it is pretty easy to deal with raids once you know how they work and how to prepare though, for sure
Rianu, what do you think about making more enemies able to deform and affect terrain?
namely earthen walls
If that means encouraging players to actually build more effective defenses rather than going for exploiting the game's mechanics then they should 100% go for it
I really hope a whole update is dedicated to raids, events and base defenses
Still despise the fact that stakes don't return resources when destroyed.
yeah i would like more love to have good reasons to make a defensive build
rn you basically just have to build a structure around tames for fliers, and then just lead the raid away from base when it's non fliers, that's it, and most of the intended defense items like stakes and turrets and pretty meh all things (cost, actual effectiveness etc) are considered
I've been forcing myself to actually build bases in a way that makes you think it works defensively...
But the raids are so disappointing that they only remain as looks and not really functionalities.
I have seen the AI struggle to reach me on a very clear pathway.
like compared to, if you REALLY want to be 100%, just digging a wide enough trench around the whole thing
which unless the new terraforming RAISES dirt too, that will still work against
More reason to build defensively and the materials to do so would be great.
Raids as a whole is just one of a handful of features that is just tacked onto the experience anyway 🙃
There are only two defensives pieces worth building and that is traps and ballistae.
All stakes are a waste of resources and ashenwood ones only good thing is that they look cool and can be snapped to other pieces.
But overall, building defensively expecting to be under siege is just not worth it
Is better games if you want that swarmed gameplay hehe. They are billions, or a new one, cataclismo.
I also haven't mentioned something that has been bothering me and I KNOW they are aware of currently which is that the passive mode toggle affects raid enemies...
I reported that during early stages of Hildir (iirc) and still wasn't fixed because that HAS to be an oversight
Kinda folly to expect much more here though with most features.
Considering we have differentiations for night/raid/normal/storm spawns, I would guess it would be possible to use that tag to limit the effect of the passive mode, should the player choose.
But like most thing already in game, it would be quicker to prod a mod maker into looking into it and potentially making a fix.
Maybe it's too soon to ask for more terrain damage then if that's the case
The spawn.
Coordinates 0:0
@blissful nest you mean cuz they'd screw up their own ability to pathfind lol?
I feel like raids are tough in a lot of games and are prone to being exploited one way or another.
YEAH
"troll pounds ground and makes a dent, doesn't know how to get around dent"
huh dang
Building an earthen wall fort or effective trenches makes nearly every invasion negligible. But those damned bats, those are the worst. I wanna have free range chickens!
Free range chicken eggs give higher stamina
Ah, that's a good idea
That's ... ingenious !
that's awesome! I'm so trying that now.
Works with fire too, hanging braziers and scones.
Kinda sad and funny to see flying fire damage tick marks all around your base until the raid ends.
The other solution is a private island fully spawn blocked 😛
But I guess you could really just disable raids then 😂
These are good ideas.
#suggestions message that sounds so ridiculous that unless they fix that, I will never tame asksvin LOL
#suggestions message @sly reef These channels are only for suggestions for game content, not suggestions for this discord server.
Precisely, I hate it.
I've wanted to do a run where enemies are hard, passive, but get raided often...
And it's not possible, the passive toggle alone ruins it but the fact that raids are disappointing in general just adds salt to the wound
See, this is exactly the kind of things I would love to see more often: People thinking of ways to overcome obstacles and using defensive tactics in order to survive against raids...
But it's not worth it... Just earth walls/moats and done
Yeah raids could use a little love tap !
On big villages it's just super wonky ...
Hopefully one day !
For instance my very first big plain village like a month after release my goal was to make a giant ass enclosed village behind walls against the shore ... And then the obvious happened :
The mobs either swam accross, which is very disappointing to see 🥲
Or the raid spawned in the middle of the village ... which was spawn protected with all the crafting stations and such ... 😐
Raids are such a cool idea, they just need some love !
Meaning that they suffer when a base is too big. They should be able to attack from outside a perimeter, that one is as simple as just massively increasing the raid area
Siege update please 🙏
Exactly this. I was so frustrated that I started a python project to see how hard it would to theorycraft a way to detect limits of a base and ONLY spawn raids outside the limits.
Answer is : not that hard, but it's a little bit of work (and well that was with python so erh, not that relevant but hey ! :D)
It was lost in The Great Hack, but Smiffe has said in the past that discord suggestions are valid as well. Maybe that’s changed though, I don’t know.
An increased raid area would make it too difficult to leave the area if you need to, it should scale to fit the base
That's what my little fun script did, find the limits of the base, determine center of base base using density of instances and spawn them as close to player and center as possible, while outside base limits
Oh, wasn't aware of that. Thanks for letting me know.
I hope they revamp raids in general !
I also liked the idea someone submitted of having a sort of timer warning for an impending raid !
It would allow you to literally man the walls to fend the attack ! 😄
Aaaaaand if they added some funky defense siege blocks ... like hot tar cauldrons or something ... it would be super fun ! 😄
I like the idea of a warning beforehand. Far too many times a raid started and I hadn't eaten any food yet. Just a bit of time to prepare would be great.
Some raids such as wolf hunts and skeleton surprise shouldn’t have a timer
The point is that you shouldn't just be able to leave an area...
Your base is under attack, why would you leave it? Also, some raids could have the increased range and others not depending on type of raid.
Wolf event could be left as it is for example
The enemies are there to kill the player first and foremost, and they only attack the walls of a structure if they are an obstacle to reaching the player. And as long as there aren't any accessible base objects (e.g. work benches, kilns, etc.) out in the open, your base is safe if you leave. It would be a major pain if all of your hard work building went to waste because a raid destroys everything (especially a raid that's too much to handle and you're forced to flee to survive).
Sure the game is meant to be brutal and punishing, but it doesn't need to be excessive and unnecessary like that when just fending off the waves of enemies in general is already more than enough.
Maybe raids could attempt to destroy a certain amount of contructs before they yield claim victory and leave?
But then if you don’t let them destroy anything they’d last too long?
I feel just destroying walls to get to you if you're hiding behind them is plenty (which is what we already have).
Hmm maybe instead of a timer, you have to kill a certain number of enemies?
I don’t have any problems with the way they end now
Each structure could equal a number of points in “damages” and raiders keep destroying things until they hit their goal. Wooden wall is like 1 point, workbench is like 5 or so. Something like that.
Probably better as a mod, just throwing some ideas around 😁
It should be the opposite, if you try to hide behind your walls instead of fight they should last longer and break more wall
I guess a cool idea for raids would be for them to "hunt" a specific item, like a forge or something. If they destroy it they just leave you in peace ... buuuut that would probably be complicated to implement for many a reason
Stakes can be very useful in certain situations. When I did my 20 fortress gauntlet the base I built in the ashlands was full moat and earth walls except for the main entrance where I essentially made a funnel where anything chasing me would run into stakes. Biggest issue with them is how often they have to be repaired.
Only raids where this is a problem is trolls and Fulings and both can be very easily kited away...
If you don't want danger from raids you could literally disable them
Which wouldn't be much of an issue if they returned resources.
It's not about not wanting danger, it's about not wanting builds destroyed, simple as that. It's why I try to fight them outside of my base or lead them away to avoid that happening, since I'm fine with having to fight raids in general, just not coming back to everything in ruins if I'm forced to flee.
And I'm fine if your base gets damaged while hiding in it, since that serves their primary goal of getting to you, and it can be avoided by going out and confronting them if you don't want your base to be damaged.
I would love the ability to have more traps
Pitfalls, falling rock traps, fire traps, crushers, etc
Throwing knives sound fun
until you have to go find where it landed
The use of them would be like arrows, where you craft stacks and they're disposable.
