#suggestion-discussion
1 messages Β· Page 19 of 1
Introduce more weapons for it.
At least two more
And maybe introduce a three hit combo instead of leaving it at just two hits.
The secondary is excellent tho.
No notes there
Make them faster IMO, like quicker than daggers but less damage per hit maybe. Too slow right now and the middle button being a β¦ a kick! No way gimme a massive uppercut attack
I think main problem is... 5 base damage.
With seemingly same scalings as other weapons.
Yeah I might try them again as Iβm in the mountains right now on this play through. Never had high skill with them, and by that I mean 40 or above!
It's just that 100 lvl gives you 140% extra damage, so instead of 5 you have like 12 which is still terrible.
It's obvious that simple fists deal so little damage. Claws can be used even in Mistlands due to their extremely high damage though they are Mountain-tiered, so there is no reasons to buff fists
@vast robin then don't use it...
Best argument ever. Anytime design is flawed, "just don't use it bro"
Why would bare fists have high damage?
You have the claws for that...
And adding more fist weapons but why improving the bare fists?
And removing a feature that you can very perfectly ignore on any playthrough is better?
Screw the people that do like riding I guess.
"I dislike it therefore it must be removed, idgaf about others who might like it lol"
You need to understand the pulse of the community a little better. Riding is, and always has been in the top most problematic/hated features of this game. It has overwhelmingly being criticized as far back as riding loxes became possible, and it's a major complaint still in ashlands.
"3% of the fanbase might think this is acceptable despite it being universally hated so let's keep it in game lol"
It's very ironic that you're considering your opinion to be universally shared by the community while criticizing that "3% of the community do enjoy it lol"
I take it you asked each of the MILLIONS of players in the entire community to ask for their opinion?
Rethorical question, I'm sure you didn't, you saw like 20 other people thinking the same as you and then go "omg literally the vast majority of players agrees with me devs do something!!!1!11!"
If it's flawed and can be perfectly ignored, don't use it. What's the point of removing a feature you could even not know it exists? I am so completely sure you are comparing to other "flawed" features that are actually impossible to ignore such as the mist in mistlands
Always nice to finally see people with common sense and rational thought.
Imagine if they finally decided to actually expand on it but whoops it was removed, and now they have to either back which might or might not cause issues or not add it at all.... Which would be a missed opportunity
Every halfbaked, janky system in a game affects the opinion of the overall body of work in your fanbase. So yes, it absolutely does affect literally everything else
Have you ever seen real discussions about how useless riding is? I haven't though I've been playing for a long time. If someone wants to ride - he has an opportunity to do this, if someone doesn't - he loses nothing by refusing to ride. According to your messages devs should also remove farming because many players don't pay it a lot of attention or hate how boring it is
may as well remove fishing aswell
oh and dont forget to remove boats
The point i'm making is Valheim has problems, but the overall quality of systems if generally pretty impressive for a small studio. If we were 5 years back and riding had just been introduced a few months prior, the point would be completely different.
Now it's been around for years and has seen next to zero improvement. A vast majority of fans have complained about it and agree it's very janky, unsatisfying and often leads to death. especially when riding in lava filled biomes with very little control over your mount. The riding skill also does very little to help in that regard.
Someone brought the fishing example. Yeah, fishing is, and always has been a very sub-pary system that leads to alot of disapointment from fans. In that train of tought, it should either be given the care it deserves or be removed.
Most of those complains have been around for many, many years and it was understanble back then. Now we've hit... 7 years since production started? and there seems to be no sign of devs wanting to fix those subpar systems.
I have very high praise for Valheim, i logged over 2k hours and it's one of my favorite games of all time. It's just time to start critiquing those systems a bit more as we're getting closer to completion. "just ignore it bro" dosen't help the players or the developpers.
At this stage, if a part of your game is disproportionally negative compared to the overall experience, don't keep it in your game. Standards of quality need to improve for things like those
πΏ
Too many letters didn't read lol
Just accept that if a mechanic doesn't harm gameplay and just gives some unique experience, it may not requires such attention
The reactions in #suggestions say a lot about this
Yeah, "too many letters didnt read" tells me everything i need to know thank you lol.
Yeah but we'll have like 2 fist weapons.
riding is just more of a fun use of time, its not really useful in my opinion
Tames are just as bad if not worse, can't even give any except wolves a following command and still no way to properly transport them, or at least tie/cage them into a boat. Asksvins literally useless bcos they get themselves killed in seconds and lox destroy your base every time a raid happens kek maybe one day they'll do something
Agree fishing is awful I don't bother engaging with it, not worth the struggle
I also don't bother with riding because taming the lox is going to destroy my base
Not only does the ground slam crush everything around it but it just walking around brushing it's fat ass will destroy any bushes/trees you were hoping to keep around
@humble jasper remember the π‘
I am the same. I only use tames as live stock, except wolves for the reasons stated above. I feel they are the most useful, becuase they can follow the player and they don't break the base during raids. I've actually never tamed lox and don't feel the need to. If I ever do, they will be livestock.
I attempted to tame asksvin to use their lava walking ability, but was very quickly disappointed by how it died before even getting close to the place I needed it.
Fishing I'm okay with bc I'm weird and I enjoy fishing in games. Sure it could use some work, but it's not bad. Unique fish just need more uses akin to fish and bread.
I did the blub thingy and it still won't let me post it
in the front of the messege?
Final thought.
Riding in this game feels as useless to me as horses do in Tears of the Kingdom.
But I don't complain about it bc I don't engage with it
was the bulb infront of the entire suggestion?
also rtn theres a cooldown on when you can post again in suggestions
It may be the cooldown
Got it, it worked, thanks!
from what ive heard magic is very powerfull even at that late stage of the game
Changing how skills are gained overall, would make it so it's okay for the late introduction of magical weapons.
Aa much as I do agree a little that an earlier form of magic would be neat, they make it such a grand pursuit in mistlands to harness magic with it's multi step process that having access to something before that kind of undermines the impact of that entire process and it's goal
Not to mention, I feel the skills are reliant on having eitr food and eitr in general which also isn't accessible untill the mistlands.
They would need to change the way the entire system is introduced to make it mesh with inclusion in the early game.
Yeah if weapon skills scaled off of how high a tier enemy you were hitting that would make unlocking new types of weapons much more satisfying. You could even reduce how much bonus xp you get from enemy level the higher the skill is, or set a cap at something like 30 so from then on it gains xp like amy other weapon.
And asking for bad systems in the game to be removed or improved is a valid suggestion. If I spend the time trapping a lox in a pit, taming it with berries, and crafting a saddle only to find out the riding system sucks, I would wonder why they wasted my time with it then.
If the feature doesn't improve the experience fix it or cut it.
#suggestions message
Following that trend, could we introduce a fist weapon in the black forest
maybe some gauntlets or knuckles?
Progression gaps are intended and are actually a good thing for the most part.
A pair of fist weapons in bronze age and another in mistlands would be enough.
But there's 0 need to change the bare fists damage
@humble jasper magic is literally the most broken playstyle in the entire game DESPITE the tier you get it at...
So that statement is just wrong
Reaching mistlands with +50 magic skill is just... No
At that point better remove any other weapon type because why using it when magic is enough for every single combat situation?
clubs are special because there a club in every tier
if you don't separate one handed and two handed (Mistlands only has demolisher - a two hander)
Swords almost is in eveyr tier except meadows.
besides them, every weapon type introduced before magic has a gap or two in it's progression.
Yeah 50 magic would be busted for even ashlands.
If they did do the damage to enemy health = xp idea you had Rianu, they would need to give that the lowest percentage of XP gain to balance it.
There should be one for spear and bow in swamps considering pierce damage is mostly irrelevant there and there are two better options right after.
Weapons gaps are a good way of encouraging upgrading certain weapons because there will be a while before you manage to get the improved version
Imagine dealing fire damage in BF, where all greydwarfs are weak to, and even moder (an actual, literal boss THAT IS ALSO the most mandatory one so far) is also weak to fire.
AT RANGE
99% of the people that suggest don't think on absolutely anything else except "but fun bruh" when it comes to ideas.
Flying mechanics is a main culprit
Odin would come down, take your ember staff, then slap you and say "shame on you"
Exactly
players should be encouraged to use the upgrade system
I only upgrade my light armor and never my heavy because I value the set bonuses or special effects than armor itself
not to mention you just get more armor with the next heavy tier anyway.
and as long as you your armor is half the damage the enemies do, you don't need much more due to severe diminishing returns
Correct me if I am wrong, there was no spear in the swamp before H&H right?
because it came with the Abomination being added
I think it has always been there. Ancient bark spear doesn't need anything related to abominations
They definitely need to re-tweak the game from the ground up, you can definitely see questionable decisions made during the earliest stages that have 0 relation to current stages
#suggestions message What's the pun there? I'm admitting ignorance.
@quartz totem ^^^
I also don't know what the pun is
@wheat fulcrum You want to clarify there?
What do you mean 'field'
You're happy with "noly"? π
I want to believe they meant "only"
I believe that too and am disappointed that I didn't get 'yes, and-ed'.
idk how to say taht in english
the thing where u place some kind of vegetable and it will grow and u will have more of it
oh yes thank you very much
So are you asking that the player be unable to break the grown crops with a sword and only with fist?
yes
otherwise u destroy everything around when u fight on farmland bc some mob spawned there
If you're fighting in your field of crops then that's the problem.
Well I don't think the monster wants to destroy your crops
only you
so kite them away
You included exclusively swords and forgot about the other 10 types of weapons
i mean monsters can destroy ur crops and u have fight with them on that farmland and because of that u can destroy ur farmland
well don't fight there
Just build a fenced off area to avoid that issue in the first place.
they can spawn here
like you can put your farm in an area surrounded by walls with base structures to prevent spawning
well it doesnyt work for me
Put work benches around the farm
i have one
Place more
More. MORE. MOOORRE!
But yes, spawns are negated with a certain number of base structures (three?). I can't be arsed checking the wiki. The answer is definitely there; do your own research.
IDK how big your farm area is, but workbenches display their radius for how much spawn area it supresses
if one isn't enough to cover it in that white dotted line area, then you need more in different areas.
other base structures have the same effect, but work stations like workbench, forge, etc will visually show you their area.
Use that to your advantage.
3 or more allows raids to spawn. You only need an individual base object to prevent spawns around it.
Nice. Good info. Thank you π
"finger" to "fanger" not a direct pun, but I thought it would make more sense xD
@spark grove That would be good for achievements too But I honestly think it would be nice to have it at the compendium (where you see the trophies)
That was my thought as well, but not every enemy has a trophy so that wouldn't quite work out.
I think only ghost and chickens don't, else just add them xD (ghost are a weird "addition", tho)
Hi there, still going through the game quest solo for now but I was wondering what is the max player count on unofficial servers and is it still because of the sync terraforming issue?
The maximum player count on an unmodded server is 10
And I donβt know what the sync terraforming issue is
@spark grove /stats
It's because the game isn't a MMO and is meant to be played with a few people
I didn't even ask that...
"and is it still because of the sync terraforming issue?"
And? Where does it complains about the player limits? It's a question for the reason if it still a problem(from what I read at least)
I think its a valid question too. More than 10 players does not mean that Mithu wants it to be an MMO βΊοΈ Hope that helps
Yes, and I answer that question as that is the reason
10 is limiting, at launch I started Valheim with a group of roughly 15 people from my class.
I don't recall the 10 limit ever was a problem because we hardly ever had everyone on at the same time but I guess it could be a problem for larger groups of friends !
Starred Drakes are better than starred golems, you can't even parry regular golems on hard or very hard, and they're already really tanky. Not sure what smiffes problem was with starred drakes
But starred golems would be cancer and unfun to deal with
Good thing hard/very hard aren't what the game is balanced around, making that a non-issue. And there are other options than blocking/parrying (which you should learn/practice or already know how to use effectively if you're playing harder versions that require it). If you're going to have an argument against something then weak reasoning like that isn't going to cut it.
I think you miss the point
Starred golems on normal are the same as golems on hard/vh which are a pain to deal with and wouldn't be healthy for the game. Maybe put two and two together before you jump to your conclusions
Yes you can kill them without blocking or parrying I do in very hard all the time but one mistake and you die even with the best food and best armor, that's not balanced for normal mode at all
No... you didn't answer anywhere tho if the terraforming sync problem still exists, you just said "cause it's not an mmo" specifically in reference to this:
https://steamcommunity.com/app/892970/discussions/0/3105766250722519597/
And I'm asking cause I want to play multi-player the more ppl the better but specifically because I terraform a lot in my builds and I don't want to crash servers
That person lifes this server. Sarcastic and snarky for unsuspecting patrons 24/7.
You might get a laggy area if its an insane amount with alot of building instances. You wont crash the server tho
The devs don't really care for larger servers (20+ people)... or heck, even more than like 4 π€£
Anything that is designed for multiplayer will always get the response of "Valheim is not an MMO", as this is sort of the excuse the devs would give to avoid considering most multiplayer focused additions.
π€·ββοΈ
as such, I wouldn't expect any suggestion having anything to do with larger servers to get the time of day here. π«‘
baffles me a bit of course, considering it is these small servers that mostly keep valheim alive aside from the occasional return for major updates diehard fans do.
thanks for the info, I was really worried since I terraform a lot, like 8 workstations wise essentiall, its not complete cause not everything is elevated yet, but I wanted something grand and I usually do make huge builds
How would you feel if IG added another troll-equivalent in each biome BF and beyond? Not necessarily change the density of them, but instead it would be a coin toss for which you find
more options always welcome
Ice giant
#suggestions message I know im hella late but i despise lava blobs because they can do this. I think being able to work around how cheesy terrain manipulation is is a good idea. But not like this. I cannot stand lava blobs. Theyre actually like, the worst enemy in the game. Like if creepers from minecraft still blew up when killed. Completely unintuitive, not engaging, and terrain destruction is annoying. At the very least id like them nerfed to not blow up on death
Terrain should be worked around, not fought. Plus, terrain destruction is nothing when you can dig a moat. This doesnt help any problems and makes others worse.
There kind of is a Troll equivalent in every biome tho !
Abominations, Ice Golems, Fuling Berserkers, Seeker Soldiers and Morgens ...
So I'm leggit confused by your suggestion ahah
I'm guessing you're asking for an extra one for variety ?
If so, I wouldn't mind for sure, last two biomes have each one extra large mob in that of Gjalls and Fallen Valkyries π
"added ***another ***troll-equivalent"
I'll just excuse myself by saying I'm tired π
i think more starred enemies in mountains would be great (though i fear for those who think the frostner would be a good weapon agianst golems)
@reticentdeity some servers are modded to allow more than 10 players online at a time. There tend to be issues if you are doing combat in a group, depending on group size - the more players close together, the worse. Those issues show up well before there are 10 players in the same spot, at least on the server I'm playing on.
Big buildings will cause a drop in fps eventually, depending on size, so they tend to be limited to certain areas. Terra forming as such is not the main culprit anymore in fps drops.
@acoustic gazelle won't happen
ok it was nothing but a suggestion
Oh, thx, is there a bug tracker for those?
you and over 1000 people suggested it.
but we are quite firm on a no on that one
The reason is that the game shouldn't be easier, faster with more players
if you have 1 person, or 10. it wouldn't be fair to those who choose to play alone
ah that makes sence i didnt think about it that way i just thought it would be cool if your friends helped you row
Not sure i understand. The game already isn't fair to solo players. Groups have an overwhelming advantage in about every aspect of the game. why draw the line at rowing?
because we draw that line years ago
and then just that 1 feature would take many work-hours just to add something that isn't fair
The fairness argument dosen't work, but if the team has already too much on their plate and not in their priority, that's totally fair. I'd much rather fix what we have than add things 
There's nothing in Valheim that a group can do that a single player can't also do. The current gameplay of Valheim supports solo and group play equally. Adding mechanics that can only be utilized with multiple people changes this.
Yeah, the existing benefits are just things that inherently come with multiplayer (meaning it can't be avoided). What people keep demanding are artificial benefits that would create an imbalance that can be avoided. The only thing I can think of that they can control is chaining forsaken powers.
Then why giving it even more? Your argument works against itself
-
Cover more terrain easily and faster
-
Share that exploration
-
Multiple players = multiple targets for enemies (which is even more important for some enemies)
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multi tasking regarding activities
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Combining multiple forsaken powers at the same time (and arguably the most broken)
How can a solo player do all of that? The only one possible is multi targeting because of tames and blood magic, but the rest? No, you can't
So yes, there are things in the game MP can do that a solo player cannot do
Because when there is complete imbalance in a game that doesn't mind it, an extra drop of it means nothing.
Same discussion as always. Let other players do something useful and fun when sailing other than shooting an occasional seasnake. Most of the players alt-tab or find sailing a dull chore, even if you chain moder's power. Buff speed in SP to make up for it and be done with it lol
That one extra drop of that something will just make people ask for 99 extra drops of something.
In which case it's not one anymore, it's 100.
A line had to be drawn
I understand if the devs do not want to invest in mp-only features, but I do not get this whole sp vs. mp imbalance/unfair discussion. These to "modes" are not in competition, why would they need to be balanced against each other? Or are there actually servers where solo players compete against groups on the same server?
Valheim is meant to be a single layer game first and foremost, it's what it was designed and balanced around. And competition has nothing to do with it, that's just misunderstanding the issue. If multiplayer is given exclusive features and major benefits then it will incentivize multiplayer over single player, the opposite of how it's intended to be.
Again that argument is devoid of logic.
Not that it matters, saying alone that they would rather focus their attention on other content/feature is all that's needed.
Being able to do more of something doesn't mean being able to do something others can't. So points 1 and 4 aren't examples of that. Point 2 doesn't matter to a single player; in fact the single player has the advantage of not needing a cartography table to pool map info. Point 3 can be achieved using other neutral/enemy mobs or summons, eg using tarpits to help clear villages, dverger in mistland and ashlands, skeletons in black forest.
Point 5 is legitimitely something only groups can do.
@pale oxide Can you clarify? What do you mean "name the area" and I assume you mean the ||shield generator|| as the "base protection item"
You seem to think any suggestion about adjusting the balance of anything to be less difficult is inherently invalid. It's not, the developers didn't find these drop ratios, combat stats, and user interfaces on some stone tablets. They came from adjusting the previous ones they were testing up OR down. Suggestions to further tweak them aren't a slippery slope.
we are talking about making more multiplayer only features which the devs have said will not happen
@blissful nest I mean it sais for you that you are in mistlands but if you are within the shield it would for example say Johns harbour because you named it that using the shield generator.
Huh an interesting idea
being able to specify a "biome name" within a shield generator
now what if you had multiple genis in one area, with one being named. how would that work?
that is our plan and we want to keep it that.
no clear winner over solo vs co-op / multiplayer
that make sence to me
Has it been considered to introduce a way so MP can't chain Forsaken powers constantly
or is that being left alone?
it's a problem for later
Gotcha
thanks
alot of balance things are up for change. but it's early access and rather to constantly rebalance things, we are leving alot of that for 1.0 release since we would have to do it at that point in the development cycle anyhow
the forsaken powers being stacked is a problem for future devteam, not present devteam
there are multiple ways to "solve" it
removing forsaken powers?
(joke)
- cooldown on a forsaken power per user. (so a user can only have 1 working every 20 minutes)
- only 1 forsaken power can be used server-wide every 20 minutes
or just make up any rule and apply it
- rework forsaken powers how they work and what they do
- multiple powers per players
etc etc
forsakenpower may only be used once after making a offering to thor
many diffrent ways to deal with the "problem/sollution"
No religion stuff will be added (probably)
Isnt the whole slaying the enemies of odin kinda religious
a little question why do you not want to add religon stuff to the game?
religion can be very touchy subject for alot of people
valid point
Oh, sorry, Thor turned your forsaken power into coal.
Now the ultimate question is if how skills and EXP is gained is part of that 1.0 balancing change π€
flipped
you gain exp everytime you die
And it goes down when you play?
yeah
Dang
instead of get gud
get bad
the more you kill. the worse your skill levels will become
Are you sure this wasn't Loki pretending to be Odin giving us this task
seems like something they'd do
every 100 days spent ingame. will give you a permanent -0.1 skill level
Tom Hiddleston you beautiful bastard
That basically makes speed runs a priority... not my cup of tea, but a interesting concept.
you don't recognize a bad joke when you see one?
π₯²
I recognize the whole bit as a joke but still an interesting thought experiment.
I would hate to be rushed
#suggestions message Why would I want all the aggro on me while using a tower shield? My friends have to help fight too.
Tower shields are great for splitting groups but I have no good reason to form one without a 2h weapon
It would save on you chasing a enemy who is chasing your squishy (unsheileded) Mage friend...?
Why would my mage not have any enemies on them? That seems a little unfair on me.
Also, their fault for not being shielded
Meh, basic rpg concept. "Tank" takes agro and outlasts the swarm so damage dealers can pick them off with little worry.
Rather than splitting the group so each player has a manageable amount each.
Yeah I find that suggestion could have some interesting possible gameplay options both solo and multi !
Plus it would give a use for an otherwise underused shield tbh
Tower shields are good, have you ever actually tried?
You need to play differently, if you just block every attack that you would otherwise parry you aren't going to get anywhere
For solo: enemy goes after your chickens, bang your shield. But then again, people hate dealing with mobs of enemies, so I see both sides.
oh yes I've used them a while, switched to the round ones for the parry bonus because it's more useful when solo playing I think but yeah
I like other shield types but personally find tower shields most fun. If I really want to parry something I can unequip the shield and my weapon will usually be good enough
How would one play with a tower shield then
curious as I have wanted to try them for a while now
I only equip the shield when I need to, and usually dodge attacks instead of blocking. Jump attacking is the best way to do this as it keeps you out of attack hitboxes and triggers while also allowing you to move at normal speed during an attack animation.
If there's a group or you're worried about stamina, that's when you equip the shield. The block force is great for splitting groups and the high block armor usually reduces block stamina to a negligible amount.
Timing jump attacks as early as possible is something you'll want to practice, so you have minimal recovery time after each attack.
Huh
So does the jump attacks also dodge their attacks?
And what weapon do you use, I feel you would need a weapon that hits in a downward arc to hit something beneath you like that
You time the attack so the attack lands just as you reach to the correct height to hit the enemy, on the way down.
Most melee attacks from enemies you can jump over can be consistently dodged by jumping. The only exception I've found is the overhead attack from a charred warrior
New strat unlocked
Jumping also costs less stamina than rolling so if an attack can be jumped over, it's best to jump over it instead of rolling
I would guess, overhead in general (log troll) wouldn't work.
yeah those overhead swings have a tall arc
Maybe their horizontal swings could be dodged with high jump skill and feather cape? I havent played with it much since it was buffed.
You could even get a melee headshot with a spear if you're on a slope?? I don't know exactly how high you can jump now
And I don't jump/attack so I'm basically saying a thought, not a proven fact.
I never considered jump dodging either
I am excited to try it out tho
Also the disprespect to that troll when you leap over it's attack with your air jordans and stab him in the skull with a spear
Windwaker final boss levels of skill
Sprinting jump attacks are op because you keep the speed of sprinting during the attack animations. You can hit an enemy almost instantly when you're in range of them, so they don't have time to attack you.
Sprinting mace jump secondary is my favourite attack because it also pushes them back so they can't counter-attack, and the increased stagger usually staggers them too.
And now I Wana see a atgeir heavy attack with a sprint/jump...helicopter attack go!π
I would also love to see this
Then perhaps it should be rebalanced into two different modes, or difficulty should increase with each new player. You say giving exclusives to MP would discourage SP, "opposite of how it's intended to be". I don't think this game peaked in sales because of SP features... People playing MP is what spread the word, being able to laugh and become vikings with your friends. Any possible option to make it less tedious should be added, we should stop comparing SP and MP and make it less tedious for BOTH
We're still in the context of people demanding things like oars (a multiplayer exclusive benefit and a significant one at that) and being incapable of understanding and accepting the developer's decisions on the matter. If you want to discuss features that benefit both modes equally, then that is a separate discussion to be had (which I would much rather switch to since nothing more needs to be said on rejected ideas like oars).
Oars aren't logically possible to implement in a way that could equally benefit SP as much as it could MP
So it's been thrown out.
If there is a way to increase your boat speed that works for both SP and MP, you always can suggest it.
Or other options to give other players on a boat something to do. For example someone suggested having instruments on boats that each player could use to make music on the voyage.
I'd enjoy the hell out that.
You can already play songs together in core keeper which has a valheim song in there.
I have one: enemy ships.
That'd be cool
Always find it hilarious how much people overestimate the smartness of the AI as to think that would work properly...
Well so long as you're smug about it.
It's true though, the enemy AI would definitely fail on a boat, and since it's impossible for the AI to be improved or adjusted for this scenario I guess enemy ships can't work. There's simply no way the developers who made pathfinding algorithms that can navigate procedural terrain would be able to handle having a ship move on essentially a flat plain with next to no intervening terrain 95% of the time. It would be simply impossible to tell the ranged enemies to just remain stationary on the boat and shoot whatever's in range.
I have not made a corresponding suggestion, but I would like to point out one thing here that doesn't make sense, in my opinion. All cauldron upgrades have real functions and can actually make your food better. For example "Spice rack", you use them when cooking, adding these spices to dishes and expanding the list of possible dishes.
"Butcher's table" have a meat hatchet which is made out of silver so you can chop meat more accurately and better. Might assume that silver is the best metal for this because of its properties.
"Pots and pans" are made out of different metals, especially black metal. Perhaps a frying pan made from this material also has some properties that improve dishes, such as a non-stick coating.
"Mortar and pestle" allow you to grind spices, and marble is used because it is harder than stone and therefore stone would not be suitable for its role.
But the last cauldron upgrade "Rolling pins and cutting boards" made out of ashwood and flametal. I can still agree with ash wood, probably a rolling pin made from it will be better than from ordinary wood. But flame metal is used only for hooks that hold rolling pins and boards. It means it has no real functionality, and its use here is unjustified because it can be replaced with any other metal.
Yes, maybe this is a stupid quibble on my part, but it would be much more pleasant if even such little things were worked out.
It has nothing to do with logic, which is why some things don't line up or take a stretch to justify. The only reason those materials are used is to lock it behind progression. In this case, they intend for that cooking upgrade to be available once players are at the stage where they are mining flametal, therefore the recipe requires flametal.
Precisely
You are also overestimating the capabilities of the whole team on certain mechanics.
Should I remind you that ashlands added plenty of interesting new mechanics and was developed for over a year and well...
Points at ashlands' current state
thatβs the thing, all materials can be tied in one way or another to their purpose, but flametal cannot. it would be better if this upgrade showed that its use is necessary
Agreed, instead of cutting boards when we already have a butcher's table it should have been baking sheets.
sounds good, in addition, recipes after upgrading the cauldron require baking in the oven
imagine flametal spatula with bloodstone
is there a way to level up elemental magic fast?, I've been using a stone golem to increase my bow skill to lvl 100 and it took me 2 hours from lvl 30 to lvl 95, I tried the same with elemental magic and in 3 hours I got to lvl 42, is insanely low.
I understand this isnβt exactly the answer youβre looking for, but is there a reason you need to grind your skills to 100? The game is balanced around gaining skills through normal gameplay, so whatever skills you have already should be enough.
skills are nothing but a little bonus for not dying
once you reach 60 of any skill you will notice a BIG difference, specially with bows, and just overall damage
bows are generally broken though
I don't really use much bows, just on plains to kill deathsquitos and mountains to snipe drakes, but even so all the other weapons and block skill really become helpful if you have enough levels
helpfull yes but as other players ahve put it that ahve thousands of hours "yep, skills are a nice bonus but not necesseary at all π"
1.5k hours and I say yep they are really helpful. extra 50 block armor on shields GREAT, in hardcore every extra damage you make or reduce becomes the diference between life and death. and in normal or hard it is also really helpful.
#suggestions message with lances if you mean each next hit increases the amount of xp to infinity, then this is clearly a bad idea
I started a new world couple months ago, around 1100 days of "normal gamplay", I only got to lvl 70 on my most used weapons, and lvl 90 on running and jumping. I died around 8 times in total
Glad someone else wants to make skill building more intuitive
I guess a limit of 5 hits, and if the enemy is resistant to pierce the exp gained should be reduced by 50% or even 75%
in my opinion the most broken skill leveling way it's with magic barier. With each skill level you need more xp, but also your shield is getting stronger, so you need to get more damage to break it and get xp. counter effective
yep, but skeletons also gain some xp while attacking so I summon 4 of them on a pit below a greydwarf nest, and go afk. they get you a lot of materials and your blood magic goes up unless there spawns a 1* brute that can kill them but useful at least.
also the Elder can destroy your protection bubbles in 1 hit, regardless of level IIRC.
i understand, but i think a better way would be to gain xp each time enemy hit you, or maybe even gain xp depending on damage
I agree, that would be better
More skill leveling ideas are awesome, thank you guys for providing
Yes the skill system is terrible currently and needs a big rework. Ideally later biome enemies give more XP to balance with weapons doing more DMG and costing more stamina.
I set up a block trainer under the Elder's altar with skeleton archers pretty easy.
You never need to grind at all in the first place tho
you don't need to smell shit if you wear a mask. doesn't mean it should be left there
True, real life issues are 1:1 related to videogame ones
must be given that you're here irongatekeeping 16 hours a day π
#suggestions message Go instal a mod for it. It doesn't even break vanila world. My friend used it on my server along with other "save time" mods, so he could complete and forget the game as fast as possible.
Your analogy is 100% right
That said, this game is cursed with a fanbase of low standards. Whatever major flaws you'll point out, default response (specially on discord) usually goes like "ignore it, you don't need to engage with it" or "download a mod to fix it".
Don't get discouraged though. we need more voices that carry that kind of message. Standards matter. 
Just adding in here I have explained quite a few times why above water level water sources would actually be very hard to accomplish.
Streams from mountains would be nearly impossible.
Tldr, it has to with how terrain functions and the current water is handled.
It becomes far more feasible within nondistructable areas such as the instanced dungeons though.
And I would never say 100% impossible, but the effort would be immense so it's pretty much entirely unlikely.

It would be awesome to have something like this, but yeah engine doesn't seem to be built to handle dynamic fluids. framerate already struggling when building a small village, that would probably kill framerates further
I would love a proper color blindness mode too. Right now I'm relying on an unmaintained mod which tends to break with every patch, to be able to see raspberries and mushrooms at all. I'm also struggling to see the difference between poison resist and medium stamina meads in inventory/chests. Copper/bronze as well as silver/tin are also troublesome to me, but I can somewhat make them out based on their relative brightnesses. I didn't even know there was a difference between the health bars of enemy and tame animals π π
Not really active here, but gladly downvote all these lame suggestions time to time, so game won't become cursed with casual players who want simplify everything to one click
Regarding #suggestions message, the issue with this suggestion is that players that join the world later will get stuck in an increased difficulty they didn't necessarily sign up for.
@wary belfry just play very hard difficulty. Stuff in lower biomes remains relevant forever. Starred draugr and wolves will 1 tap you in carapace gear, and mosquitos are a one shot without root vest or double health food. Even 1 star skeletons will smack you for 30 in padded gear
You do you. Ill make sure to upvote ; )
true. i tried very hard and it was to the point of practically not being fun
maybe because i'm solo, but it just wasnt enjoyable
#suggestions message I like the idea of more harmful weather appearing in earlier areas after you've progressed. Surtling storm in the swamps might be a good one after bonemass is defeated; makes earlier biomes interesting with later gear. Just add it as a rare oddity on the weather table.
yes, minor interesting things like this would be a great addition.
We actually have precedent for a way to implement higher altitude water:
Lava.
Lava is a permanent area of terrain that can be raised, or lowered, but never removed. Water might look a little funny this way but it could be done similarly.
Lava is more viscous and heavy so we can get away with modelling it as terrain. Having water that remains stationary with permanent hills and valleys wouldn't make sense.
It'd only work for shallow water where there's a net running decrease in elevation, yes. But it's one way to implement streams (non-boatable).
I dont think drawing a water texture on some land that you can't swim in, step in (as opposed to on), and that doesn't behave like water would constitute "implementing streams".
Besides, there are plenty of rivers and creeks already. They're just at sea level.
That sort of defeats it being water though... since you would not be able to swim in it and it would be so out of place.
They might be able to figure something out eventually of course, but I don't see them putting the effort for it π€
High commitment, low return
how does the tar function at higher levels? meaning when its drained the level decreases and the tar effect vanishes
Tar apparently puts a decent strain on things, which is why it has been limited to the plains and not used again. They had discussed why they could not use it for water before, quite some time ago by now.
It would probably be best to leave mountain and high ground streams to the modders
That is a mod I will definitely download after 1.0 if it exists though :))
haha, i tried so hard to fish with the harpoon π
I wanna know how to get some of the armor sets seen in the animated videos and art?Example Ashlands cover with askvun and players there is an unidentified armor. Same with the Ashlands reveal trailer the female character is defenitely not wearing troll hide armor that late in the game so what is it? New light armor set for mistlands?
Fenris
Who is downvoting ideas like harpoon fishing, and why? That's a fun idea and would add a lot to the concept of fishing in the game. And if they added that functionality but you don't want to do it, you don't have to. I'm lost on why certain things like that get downvoted. (It wasn't my idea post btw. Just curious.)
Speaking personally I downvoted because I felt being able to fish with a harpoon would render the fishing rod, bait tech trees, and fishing mechanics obsolete. Harpoons can already be used on the largest fish, serpents, not to mention for transporting tamed animals and people launching.
I'll also downvote an idea if I think it's not well thought out or unnecessary due to existing mechanics/solutions. (And no I don't consider mods an existing solution.)
I'm curious about what a downvote from a community manager means ahah
Probably off the table unfortunately
@humble jasper Concerning your desire for a permadeath setting, is losing all the gear and skill not enough? Current settings options allow for losing progress without having to create another character or generate another world, but you can also alsready do those things too if you wish.
@fringe slate maybe it could be changed so that even when you are in a server with multiple people, monsters won't get stronger unless you are within X meters of other players, and when those conditions are met the players also receive some sort of party buff
That he doesn't like it
It's pretty self-explanatory
I still fail to see the relevance on knowing who votes specifically regardless
@urban basin
I am aware
Considering you're asking for effects that are already there...
Nope
They're not shown in the main menu window
I'm asking for more control over it. There currently is no way to modify just how much xp ypu gain or just how much you lose on death. Even in the easiest survival difficulty still has you losing xp on death. The combat settings do affect stars on enemies, but not spawnrates.
There is.
It's in that article
Global keys section
||setkey SkillReductionRate 0||
||setkey SkillGainRate 1000||
Why do these things need to be locked behind commands
Experimental commands I guess
Agree they should be in modifiers not just commands
But they still work
Improved better sliders would be good
The modifiers should also be less general, or there should be some advanced settings options
Several of the current sliders change multiple things at once
If they're there, I assume they will someday
There's one to build in dungeons
But that one makes more sense to remain hidden.
It's also redundant as you can just disable raids or make enemies passive anyway
Maybe certain settings could only be unlocked after you've beaten the game as a reward
So you don't ruin for first playthrough on accident if a setting is too much
Could be cool to unlock super hard settings after beating it normally or on hard etc
But the handicap/easy options should be kept there for casual and disabled people who need it from day 1
I mainly just hate the current exp system and wanna change it with modifiers
100% agree w you
I turn off skill drain completely with console commands when doing very hard multiplayer
Half the deaths are just getting one shot by lagging mobs
You level up super slowly with any level past 20 and you can lose up to 5 levels on death
Having hours of skills lost even on very easy death penalty is not engaging
Takes so long to lvl stuff up after 50
The way you level up is kinds unintuitive as well
Ye you just smack Greydwarfs with bronze weapons
Better XP than killing seekers with black metal stuff. It's kinda cringe
Really hope it's completely reworked
Levels are so grindy that you're encouraged to farm them instead of naturally gaining skills, and your character's equipment doesn't affect the process at all
The only reason the queen gives more xp than eikthyr or elder is simply because you have to hit the queen more times
Also the minions
Xp should be given when you complete a task based on what it was
Instead of just getting a smidgen of xp whenever you hit something
Ye exactly. Based off of number of hits is terrible. Levelling bows is just spamming wood arrows at 20% power
Uninteresting cringe gameplay but it's optimal for levelling
Hey guys, I grinded bow skill and blocking, each for 4+hours to get them to max, it is a bit insane, wish they did something about the leveling system
Also the bow's levels in particular are so weird to me
They increase your dps with bows 7x
What about the fact that the bows at 100 have a glitch where after a few consecutive arrows shot at high speed, one of them has an animation and doesn't fire at all.
Yes idk why it hasn't been addressed yet
I like the concept behind skills. You slowly get better at what you do, and you can train specific skills just by spending more time doing that skill.
Completely broken feature giving 500% faster draw speed
Feels terrible at lvl 0-20 feels decent 30-50 feels overpowered 60+
Honestly the current skill system could be find if there was a skill mead or something
Or some kind of expensive magic potion that immediately gave you some levels at a big cost
Nah its not fine to allow wood clubbing greydwarves being more rewarding than using black metal weapons in mistlands
Or really just any kind of way to streamline the awful grind
It NEEDS a complete rework to award killing stronger mobs
Guys, given that this is still under development I trully believe many things will change for the good in the future.
I hope so, but it'd been the same way since launch
For me honestly not even the boss drop is good enough. Makes boss grinding useless.
I shouldn't have to go into the blackforest and kill the elder 10 times in my padded gear with a wood club just bcos I want my frostner or porcupine to do more dmg. It's soo stupid.
And sad thing is killing elder a couple times with a wood club adds more dmg by skills levels to frostner or porcupine than upgrading it with materials
Are there any bosses that are worth fighting more than once for any reason other than exp
Elder to get swamp keys, they make nice fog lights
An increased experience mead for faster skills is a great idea
Moder is nice just for her trophy
This game has insane potential, I just hope they make the most of it for the future.
Since Skyrim, I've been waiting for a game like this.
Agree, so much potential let's hope it isn't rushed or cut short π
The only way they ruin the game is if they sell it to a chineese company π
or selling it to bethesda or EA
Hey, speak for yourself. I wanna pay 5 bucks for some cosmetic armor for my Lox.
You can technically do that by commissioning a mod that adds it
tbf, that same game also introduced a DLC that was almost as large as the base game itself
5 bucks wouldn't be enough to commission that though hehehe
have to keep in mind it is only that cheap when being sold because they are selling it to many many many people π€
@pale oxide I like the idea of the secondary being a melee elementally coated attack to shove back if you get pressured and need space
similar to how the great axe secondary is a low stamina shove
Smack with the emberstaff for light fire damage but heavy knockback
same as frost staff and other elemental weapons
would use like 25% eitr as the ranged primary attack.
Sea serpents are underwhelming even in early game, im sure they wonβt change it because itβs been in the game for awhile but I think a buff should be nessecary to it and same with the bonemaw serpent I was not intimidated at all by the thing. The size of both serpents is puny
Serpents are supposed to be balanced for black forest equipment, and I think their health and damage is perfect for that. Why do they need buffs?
Because they suck thatβs why. Itβs the only thing in the ocean besides fish and the leviathan might as well make it better, since we prob wonβt get ocean content for awhile.When you encounter both serpents for the first time itβs suppose to be a scary, **** your pants moment.
Anyone suggested bird houses for farming feathers.
Yes
Did it get voted?
@boreal iris
I assume yes like literally all suggestions
Someone suggests, someone votes
Ahh I see but Iβm not talking about sausages? Iβm talking weapons and armor
That's just an example
Okay
Why should lucky players be given objectively better equipment?
Sounds like a bit of a nightmare to be honest π
we don't want that
it would force people to craft 100's of items, just to get +something stats
Everyone loves RNG after all
What's more, I'm sure everyone would love having the grind increased by 10 in order to craft stuff more and more
some would love it
Some are psychopaths
RPG people would love it
but.. yeah π€
we can't cator for everyones favourite way to play a game
yeah no I prefer consistent crafts
of everything
only upgrades should increase their stats
until you try to mount the trophy on a wall somewhere*
lol yeah , the trophyβs bigger than the actual serpent whatβs that about?
@limpid dagger For Furling's buildings, try this mod
https://thunderstore.io/c/valheim/p/Searica/More_Vanilla_Build_Prefabs/
I like a good mix of RNG and Consistency myself. I don't mind looking a bit for some of the nicer things I want, but at least make sure I can use it once I have it.
Example being, if we get RNG + whatever, don't layer on a baggillion layers by having multiple stats and stat ranges for the bonuses.
Some of the popular RPGs do this and then some, and it drives me insane personally hahaha.
Last epoch crafting anyone? How about legendary potential slamming? π΅βπ«
Fun game, but man what a headache.
And some people love that huge level of randomness...
Good to go for a niche ofcourse instead of trying to please all as ye said already. π
It's just more than likely never happing with Valheim as it is really not the target devs want to aim for ^^
thank u
#suggestions message I like the concept of revisiting old bosses other than to decorate walls. There needs to be more excuses and fun ways to revisit older biomes thus making the game less linear. Developers should decide which crafts we can get from bosses, but I like this idea
I still wish starred mobs dropped trophies that matched what the starred mob looked like. Give us a reason to hunt down starred mobs.
Also, anything that can be killed should have a trophy. Anything.
@tired cradle
#suggestions message i personally think this is such a good idea--I haven't even TRIED building the off-color lights that use non-resin fuels because just strikes me as so wildly wasteful compared to other uses in and the rate of accumulation
I haven't made a corresponding suggestion but some kind of device that keeps all other light sources within range permanently fueled would be nice. Could maybe burn tar.
No please, anything but tar, it is extremely hard to farm ahah
the only alternative--and maybe it works this way already, and I just don't know, because it seems so bad on paper I just haven't even tried it yet--I can see that might work is have each fuel unit keep it lit an absurdly long length of time; but I still prefer using resin to keep it going after the initial build materials cost, or some alt that doesn't require continuous refueling from an 'exotic' supply
I figured that would make it a fair trade off for removing the other fuel costs.
Nowhere near, Tar is in very limited supply in worlds, as the only reliable way to farm it is to wait for growth to respawn. they take ages to respawn and drop very little on top of that ^^
If anything, guck is easier to farm by killing Abominations ahah
I'd rather use coal as fuel for everything
once you get an obliterator, coal is stupidly easy to get in good amounts, assuming you have a boar breeder and a carrot farm
i would also accept coal, i prefer any additional uses for the stacks upon stacks of resin that inevitably accumulate, far easier/automatically than almost anything in the game
resin runs out quick if you have a village style base with 20+ of those wall mounted torches spread out across the base
Since the greydwarves are magical beings, I would have to think that sap and resin are somehow related, and maybe late game you could build a resin machine using sap
idk lol just random
What if they created tree taps, like for harvesting maple syrup IRL, but in this case, resin/sap/other?? Birch Tree's in real life have medicinal properties they could tap for something else to go into a mead for healing.
yeah
Would give more uses for the Dvergr tapper
good point, but we could have something before mistands for this purpose and the giant amount of surtlings laying around
If it takes until late game to get an option to craft one using surtling cores, then it can be assumed the means and methods to make an alternative option don't exist for the player early game. It also makes all other lighting options obsolete, another reason it's only available late game.
#suggestions message too many of these rely on chances for things to happen
@shrewd obsidian Because the entire point is a human trying to reach Valhalla.
Not a dwarf, an elf, or an anything else other than a human.
True just thought it would be fun to be a dwarf in a dverger settlement
Has anyone suggested to have like a bin slot in the inventory to get rid of the items you don't need?
I don't think so
but it would be useful so you didn't have to litter the ground with resin everywhere
Obliterator exist tho π
And with that option it would be rendered completely useless.
That is true
it just isn't available until Swamp tier so you have to throw things into the sea till then.
Yeah, but I'm fine with waiting that long honestly. It's enough time to build up some junk while at the same time not arriving way too late.
Agreed
Or just build more chests ? I never thought storage was ever an issue ahah
I have an overflow room I build next to my proper storage for that reason
Exactly, I have many a "trash" black metal chests ahah
yepp
I try to keep those organized as well but that's sometimes hard to do with ashlands
so many charred bones
I have over 3 black metal chests of charred bones π
sounds like it's Obliterator time
Soon ~~
no need for a charred bone pile when you can turn it into a coal pile instead
I mean I guess you could make one of those shield batteries that run on bones.
I could fuel about a hundred for a couple hours with all the charred and regular bones I have ahah
That would be cool
kind of like a demon campfire
i just wanna know who the psychotic backwards minded people downvoted that ship update idea? that is like one of the best ideas ive seen and i know its simple but its what alot of people want is a ship and ocean update
When can we expect to see the monthly walk and talk updates start again?
Walk and talk would probably be closer to the next update/biome, but monthly updates could start as soon as late august?
fun is not allowed here
"Why tf people have an opinion that is against mine? Seriously wtf? You are supposed to agree with ME and whatever I think"
Quick tip:
on phone, press and hold the icon to see how people voted.
I believe PC you just have to hover.
On pc right click and there should be an option to see who reacted
Still can't find the relevance on actually knowing who votes
Like, what's the point of knowing?
Also keep in mind that a down or up vote doesn't always mean what you think it does. This channel is designed to get constructive criticism for anything you suggest so you can make a better argument/suggestion next time.
#suggestions message
I feel like using copper and thunderstone would make more sense cost wise for such a powerful projectile
Thunderstone is 50g per
so making it so
1x Thunderstone
1x copper
8x wood
2x Feather
Gives you 20 thunderhead arrows
That would be too expensive for balanced arrows, or those arrows would be too powerful for how early they can be obtained.
What makes it too expensive? The copper?
The thunder stone (50 coins) and copper together. We donβt need lightning damage that early, there isnβt much it would be useful for.
true but I feel putting it in too close to ashlands invalidates the thunder bow
You could lock it behind getting the eitr refinery.
That way it would become a mistlands arrow.
Yeah that's actually a good idea
Eitr + thunderstone + feather
whould we add wood to it?
Yggdrasil wood? But then thereβs the same problem of the arrow either being too expensive or too good
Enough arrows we need some more exciting crossbow bolts
It's just one type of bolt, pure pierce all the way
Elemental bolts would be good
AHHHH
Now I need a "thunder" bolt for crossbow.
That's too perfect
To quote a Disney movie "I need more thunderbolts!"
I just want the thunderstone to do more things
it's too cool of an item
If you want to go industrial, you could have an upgrade to the 'ram and make it electric (thunderstone) powered or increase the brightness of lanterns and wisp torches.
Haha sort of expecting electricity at this point since they already went ham on magic and drifted far from the original valheim
Magic often falters into science and vice versa.
Yeah. Magic powered lighting is on par with electricity
I just feel like with how cheap a thunderstone is you could get away with using it for like a thunder based consumable
From ammo to bomb to mead
It could be catapult ammo that explodes mid-air and hits enemies below with lightning
That'd be cool
Lightning is kind of an OP element
Free stagger is very useful for combat
It doesnβt do more stagger than physical damage, how is it free?
Sorry. I mean it does damage but that damage is mirrored in it's stagger
Himminaffl does 85 pierce and 40 lightning and 125 stagger.
Where as all elements don't add stagger, lightning does.
Dundr does 20 lightning damage, but no other form of physical damage but still does 20 stagger
Stagger is (physical + lightning damage) * stagger multiplier (which is usually 1)
I wish the options were a bit more rudimentary, because the variety of staffs is so wide even though theres only 2 skills for it, while every single physical weapon type has a seperate skill, so its going to be overpowered unless they make more magic skills for different types of magic, instead of just lumping every single elemental spell together & every single summoning & protection spell together
Ah so that's how it's calculated
Also why not a poison staff
could do the shaman attack where it's a frontal cone of concentrated poison.
cant have too many options, gotta try every weapon out
btw i would love that
righttt?
π‘Valheim still does not have an option for what you can spend gold. How about recourse market or new extra gear? Or maybe a Valkyrie taxi?
Iβd like it if you could buy basic building materials from him, unlocking more as the biomes go on
After killing Queen we donβt have a new item to use gold with.
A shadow cloak allowing to sneak at walking speed with +sneak would be nice.
Also since poison bombs donβt work in Ashlands how about Ice bombs.
What about a spirit bomb that can be made with Black Forest materials so you can use it if youβre struggling in swamp
The more uses for thunderstone, it'd make sense to allow it to be an early game single use wand thing, but I'd say up the price at that point. You could craft a single wand out of like 5 thunderstone and some core or fine wood and it'd shoot a little electric arc for
are you playing valheim at that point. or Hogwarts legacy? π€
@bitter coyote
Anything the devs set up to chance, players will find a way to automate
#suggestions message
If the player could plant those, and mushrooms, they would have less reason to go back to meadows or black forests or plains. Also exploring the map to mark berry bushes and mushrooms is all part of the fun IMO
"You're a wizard Ragnar"
If everything was farmable, the player could beat the game by sitting in their base all day
exactly
You are supposed to explore the world
I think itd be cool to have the choice
You're not meant to make/have that choice in the first place, that's the point, because not everything in a game is up for the player to decide on nor should it be.
in the end
this is a challenge from Odin to overcome
not conquer and make yours.
not a game where you automate everything and make stuff super trivial like minecraft or satisfactory
And I honestly always loved that about this game.
you got to work more the further you go into the game instead of less because of automation.
Fellas what about sheep in valheim wouldnβt that be cool cause think about it we have boars and chicken vikings had a lot of sheep soo why not add sheep and hay
What would we need sheep for? What would their materials add that valheim doesnβt have already?
Sheep skin or pelts
Meat and new capes
Yes you are a genius
And hats
And so you can make a larger farm with more animals than just chicken and boar
Could use to make dyable clothes. No benefits beyond style.
The exact opposite of what I have seen others suggest (reasons to return to earlier biomes)
Cannot please everyone
nope
What can you do tho π€·ββοΈ
Contrary to the ones already present?
Sheep can be loaded into catapults and used for sheep-catapult-basketball
boar missiles weren't enough
now you have to make sheep fly too
Yes
But sheepβs meat is a thing we in the north eat and have eaten since Viking times so it just makes sense cause vikings ate sheep meat or fermented sheep meat so why should a Viking game not have it
Hereβs a similar-ish suggestion to sheep that I find to be a really neat idea, something unique to Valheim would be cool I think.
Because it isn't viking simulator, it's a fantasy based viking game that takes place in a realm that isn't the real world, so most generic stuff you would expect (e.g. bears, sheep, etc.) isn't necessarily going to be present.
I think there was something about how they didn't want mundane animals in the game after the boar and wolves and chickens?
Is that right Stranded?
Yes but Vikings eat it
And now that you say it bears would be extremely cool to hunt and have as a rug in you long house
maybe a fantasy bear with ram horns for DN
I dont necessarily mind it. But I think accessibility could be something for post 1.0. I think itd be cool to get more people on board.
Bram
Tbh even the name is quite nice
Or beer(s). Talked about then a while ago: #valheim-chat message
A generally good argument against adding X animal because "it's accurate" is to avoid trying to cram items/animals in existing game niches. Boars, necks, and deer fill the niche of "What do you fight/domesticate/eat in the early game", if we add sheep we now have raw/cooked mutton that either is a pointless version of boar/deer meat or invalidates boar /deer meat. And if sheep drop wool why would anyone bother with a boar farm. It would also contribute to the already large amount of bloat in the cauldron and workbench crafting menus.
Basically if you're recommending an animal be added to the game it should provide some sort of resource/fighting/farming challenge that isn't already present in the game, while at the same time not muscling in on an existing niche.
I quite agree
the ferocity of a bear with the dexterous foot work and propensity to heabutt you at mach speed of a ram all in one threatening and fluffy package.
Having said all that, I really hope bears make an appearance in the Deep North. Also bring in the elves.
they did have that on the old road map
I even suggested that on the Frosteel suggestion on how they would drop steel scrap
I donβt mind what enemies deep north has if the common enemies arenβt taller than charred. Jumping over them is too inconsistent and taller enemies would be harder/impossible to jump over. Limiting how we can fight enemies is the wrong way to make them stronger.
yeah I tried the jumping strategy you employ
difficult to learn the timing of but once I did, I was jump bashing humanoid baddies with a club
Omg π
Also @granite geyser why is there always a napkin shoved up your arse like do you have nothing better to do but check this log all day and be a stooge to anyone that says anything in this chatπ
Not everyone knows the lore and the rules and what the devs have said yes and no too. You treat newcomers harshly and kiss the devs ass
I concur
What about drawbridges they would be really useful for bases
They would make it too easy to have a wall/moat that enemies can't possibly get through but the player can easily pass
If the player can sit in their base unharmed during a raid, what is the point of that raid happening?
Or a gate that goes up and down in the water so you can sail your ship in a port and close their door behinds you so if a raid happens none of the monsters will come in by the water
You would still have to defend the walls
Not if they're terrain walls
Trolls throwing stones drakes etc
When I get raided I go outside the walls as soon as possible, the enemies won't want to break them if I'm not behind them
Would still harm the insides
They won't go inside if I'm outside
Yes but drakes could still harm everything inside
Most raids don't have flying enemies, so most raids would be ignorable with a drawbridge and terrain wall
If any raids are completely ignorable, there's a problem
And drawbridges could be used for other stuff like if there is a bridge up over the water and you need to sail through then you could pull it up
The rules and search function are readily accessible to everyone, and regardless of how the information and facts are delivered, people like you always take it like some personal attack and lash out in a childish manner. You freaking out over people downvoting a suggestion and others not sharing your personal opinion is concerning behavior which rianu rightfully called you out on (and your only response is to lash out and act childish).
@stiff stag i will say this then no further comment. It is not childish, Iβm simply laughing at how a grown man can come on here and make sarcastic remarks and try and catch mostly children off guard and there every move just to say, I proved you wrong or your an idiot. He made a remark TO ME about how I worded something so yes he did start this ordeal because he was making fun of what I said and taking it out of context. Youβre both calling me titles and he jumps to conclusions on what I think, which itβs not how I view things at all. Anyone has a say in this chat, that is basic knowledge right? Im not saying I donβt believe in that by asking who downvoted, Iβm just wondering who would downvote that idea because it is a highly awaited update by a lot of people. Last thing I did not lash out or freak out, your acting like Iβm some angry person inside, I merely was laughing in both contexts at why people would downvote the idea and same with what I said about him, whyβs he always got a napkin shove up his ass. Thanks for coming to his rescue I guess though seems he needed saving after I called him out. But whatever right this is the internet, this conversation is practically pointless because Iβm never gonna know you in real life and what does this conversation even have to do with suggestions anyways. So sorry Valheim discord team.
You're upset over being called out for your bs behavior, literally all it boils down to. You were in the wrong and you fail to see that and take responsibility for it. Tells everyone all they need to know about the kind of person you are.
Weird how "simply laughing" is virtually indistinguishable from someone lashing out and having a meltdown over what other people say. Lord knows I'm not exactly Meeves' biggest fan, but he was right to call out this weird anger at people downvoting a suggestion you liked.
Kite away the trolls.
Drakes are not hard to deal and deal minimal damage to structures.
There, problem solved
I can't understand why people think raids are dangerous...
They arent atgeirs do the jobππ»
Not everyone is as practiced at Valheim's mechanics as you.
I am not, and the fact that I am not just makes things look worse
Or you're gonna tell me that you need high skills and finesse to just run around to kite trolls away?
Many players when being raided for the first times will seek shelter in their house. Many raids feature large amounts of enemies to manage. And of course you're practiced at Valheim's mechanics, what are you talking about.
That raids are disappointingly easy to deal with but are highly overrated as a super danger you should worry about.
They're not.
Trolls and Fulings are the only dangerous ones, and you can kite both away easily
And between both of those, only trolls remain as a "main" danger, but a new player should notice quickly that as long as you are not inside a structure, there's no danger.
Difficulty rating also isn't very valid when it comes from people with absolutely no experience at all, since they don't know enough to make a proper judgement in that regard (if that were how difficulty was rated, then a lot of things would be considered way harder than they actually are).
Likewise people with very extensive knowledge and skill (well above the average person) also aren't in a position to make a proper judgement, since a lot of things will be considered way easier than they are. Learning how to kite enemies is a really basic strategy that any average person can learn with ease though, so calling raids easy for that reason is a pretty fair assessment not biased by complete inexperience or over-experience.
#suggestions message Would be super cool but I think thats just modding territory at that point
*nitpicking details
kinda odd they would say America and follow it with "or some other continent..." since there are 2 American continents (north and south). But nitpicking aside, I can see the apeal even though that would negate a large portion of the world RNG.
Iβm pretty sure there are mods which can do it already
You will get nowhere with these people. Rianu probably already has you blocked like me. Give it up.
America can be subdivided into three actually XD but leaving that aside, I think mods are enough for that
ayh yep, central.
You can't keep hiding behind "you took something I said disrespectfully personally" and blame them. You've done it to me, and a lot of others, and it's simply bully behavior. I don't know what sort of favor you and Rianu have with the devs and the moderators of this discord, but it's absolutely disgusting.
Idk about you but I play Valheim to get away from America x3
We have no special favor with the moderators, your behavior warranted them getting involved, but in your mind of course you couldn't be the one in the wrong. Go troll someone else and give it a rest already.
Feel free to ignore Rianu, very understandable if you don't want to deal with toxic passive aggressive sarcastic remarks, someone more reasonable empathetic will usually respond
Looks like I offended this snowflake too
Just going to be straight, there's no reason to ever respond with sarcastic remarks especially when someone is unclear on something or makes a clear mistake, basic respect should be a rule here
Just block them
waht
I have to wonder how you keep thinking you're right if so many people keep having this issue with you
Can't help but wonder why you think you're in the right when you've targeted Rianu and can't see how poor your own behavior is (and why the moderators rightfully dealt with you). And you're still complaining/commenting on how he blocked you, can't get any pettier than that. And people only have a problem because the truth, being blunt, facts, etc. are a hard pill to swallow, especially for those that can't accept any of it. If the moderators do see a problem with our behavior then they'll act on it, and that's something we'll be able to accept (unlike you and fowst, who both freaked out and started bashing the mods when they showed up to deal with your antics).
Also curious how the person that came in here to make a scene over people downvoting a suggestion and calling the downvoters backward minded is the one you're siding with and see nothing wrong with.
Okay dude, Its a discord server broπ
Oh I totally agree with you guys, its just how you handle it. You can't call people out for bs and not expect to be called out on the same bs when you respond in kind.
I think in theory a world builder would be interesting, but I think it would take an astronomical amount of work for development π€
Does the recycle emoji mean someone has already suggested the same thing?
Yup
That is true. And entirely uncalled for, since discord is not made to represent previous discussions in an easy to follow manner, unlike say a decent forum software.
Anyone with flowers in their names or flame emojis π
I'm gonna be honest, very new to this server and was not expecting such a drastic tweak as splitting axe damage to slash and blunt to be so well received
Also I wish you could add other reactions to suggestions so I could put an axe emote on that suggestion
Axes are kind of under performing compared to the other melee options, they could definitely do with a boost of some sort. Your suggestion might just hit the right nail on the head π
Yo is this community nice??? (ignoring the people that apparently are sarcastic) I'm gonna like it here!
For the most part yes. And you do get the odd bad apple everywhere.
that only means we had been here during spring or ashlands ptb and smiffe rampaged with flowers and flames
meaning, oneday we had no flowers and the next day dozens had flowers thanks to smiffe
yes smiffe is the leader of the flower cult
Votes only offer a small importance on whether something is added or not.
Having only upvotes doesn't mean it will 100% be implemented
I ignore the raging attention-seeking children or block them.
Do the same. They are a waste of time in every way, shape or form
cult of downvote anything I don't like? π€
and upvoting things I like
either of those doesn't mean anything in the big picture. but I am also allowed to have opinions π
just like anyone else
What ?
Cult of flowers in your names
Nothing to do with having an opinion, everyone's entitled to have their own

So just out of curiosity, what is it you dislike about an arrow that can briefly pierce the mist? Too OP?
- performance issue
- the arrow would just push mist and then the mist would go back
- it doesn't add do much for the gameplay
- imagine 10 players shooting these arrows. where would the mist go? (it would probably just be very wierd interaction)
- lag would make this feel bad in multiplayer
I said america cuse its the most common thing to say
I think Iβd argue that their boost already exists in that they are a tool. No other melee weapon type doubles as a useful and necessary tool required for game progress, thus they donβt need to stand out as much as weapons go
Come to think of it, I don't think I've seen you upvote any of the suggestions. But I have seen you downvote them. Is that normally how you do it? Have you upvoted suggestions before?
I don't think it is enough that you need an axe for wood cutting. Yes that makes you carry one whenever you want wood, but as weapon they are just too underwhelming compared to what else is available. I mean even in Ashlands where I made the berserkir axes, I ended up mainly carrying them for wood cutting, as I prefer using sword or knives instead.
I sometimes even vote against the crowd π€
If an axe has multi-damage type utility against most enemies AND is a necessary tool, thereβs not much of an incentive to make and use anything else, especially in early to mid game before magic and element types come into play
I stand corrected. My apologies
That would be down to balancing the damage vs enemies in the end. As it is, I mostly do carry an axe, but only use it for wood cutting, and never for fighting. Seeing that axes were one of the main weapons for vikings, I think they could use a little boost in game. Just enough to actually make them decent to use as weapons.
A niche could be to use them vs shield bearing enemies - from viking reenactment sessions I learned that axes were used in battle to pull down an enemies shield.
Always happy to have a msg I can link people to
Regardless, people love to take smiffe's votes as an absolute and think it will be added/scrapped because of that.
People like to forget that he's one in a team of 14
True and he is the only of the dev team that votes, however they all will see it and have their own opinions.
I don't take smiffe's opinion as an absolute.
I just like to suggest things that I think would make the game better.
Sometimes I have bad ideas.
Sometimes they are okay.
I get curious on who votes but I don't every take it personally
People also absolutely love finding excuses to create drama.
Thinking smiffe's votes are absolute is just one example, seeing who votes in general despite being completely irrelevant and feels more like an excuse to call out others is another
just a waste of my time to ever do that
it's not worth it
Whining, complaining and causing unnecessary drama out of the most worthless things is a hobby.
No one can convince me otherwise
Isn't it just a regular metal sword from Valheim?
Like, I think bronze and iron swords can be considered this type of sword. Also Mistwalker looks really similar but has a funny looking blade.
Wasn't it actual damascus steel composing the Ulfberht swords?
Also isn't flametal literally metal used by the god themselves, what would be stronger than that?
Whatever metal is coming in deep north would be stronger that that
Maybe itβs a metal used by the gods more often than flametal is used
I dont think deep north should have a metal if thats the lore behind flametal
It could be like mistlands where it uses previous metals and introduces a new crafting material
Yeah I think thatd be the way.
Would give incentive to keep going back to ashlands for the pillars
or forts you haven't raided
But yeah it could be like a magical component like eitr or proustite powder
maybe some different gems
Special Ice crystals
or even a material to make thread better than linen for stronger fabrics.
Flametal would still be the base metal for the DN weapons
But could use hard parts from DN monsters to reinforce the weapons to be stronger?
If they brought back the mist I think itd make sense too lol not gonna lie. I know a lot of people would hate that though
Yeah I don't think they would resuse the mist mechanic
at least not in that way
but if they put in Jotunn, which are in esence beings suffused with magic by the lore of Valheim, then I could see a mist of some sort bieng used.
Like to obscure them.
or as a harmful weather effect much like the fire storms in Ashlands.
Tho to be fair, it hasn't been confirmed if the Deep north will be all ice. It could be like a mix of things.
Like how the ashlands gets volcanic towards the center, DN could start with ice floes then move to snowy tundra then in the center, it would become more lush and greener.
to offset the jagged mountains.
DN should look distinct from the mountain biome if any were to be able to appear there like how it can with Ashlands.
tho that is rare.
it hasn't been confirmed if the Deep north will be all ice.
There is much work to be done here. The developers are determined to stop, collaberate, and listen.
Yeah I prefer it looked different than mountain
Deep north leads to the assumption of it being like the artic when it could be so much different.
Jesus Christ Im old...
Black metal pickaxe being the most powerful pickaxe would feel wrong in that case
Without DN, then there's no need for a new pickaxe.
Which is the main point of adding a new pickaxe
Just higher durability and mining damage is not enough to justify a new pickaxe
Bronze pickaxe exists
Iβd rather get a polearm that can cut trees than an pickaxe
Hammaxe that can open build menu
True...
Although considering the questionable decisions for the early stages of the game, I wouldn't be surprised if that one is more of a "we have no clue of what we're doing so here's a worthless pickaxe I guess"
Similarly to how there's a spear and bow in swamps where pierce is the most useless damage AND there are two better versions right after
They could still add something that requires a flametal pickaxe that isnβt a ore, for example they could have magic crystals or an ice building material. Or they could just add the pickaxe for the sake of a pickaxe because flametal being the best pickaxe makes more sense
Didn't they add the Black metal pickaxe in the mistlands tho
Flametal pick could be the same where you need a DN material to make it.
i'm surprised more people didn't like my suggestion to shorten the time before Rested kicks in--y'all ever find yourselves waiting around feeling like "why is this even so long, does it need to be?"
#suggestions message
That's actually such a brilliant and obvious idea that I'm now confused why this wasn't already in the game since the beginning
@frank stump
To be fair Im not too worried about little old me getting suggestions added to the game, but if others like my suggestions that feels good to me
Thanks! But I can say with confidence, it's often easy to overlook obvious ideas like this to the point that they were never really obvious, even if they are simple.
If you extend the damage type logic to all weapons, then you might as well give pierce to swords as well.
Which wouldn't make sense to slash with a sword and deal... Pierce.
The secondary attack is a piercing attack.
But tbh, changing so different weapons had different types of dmg depending on their attacks would just make other weapons lose a lot of relevance.
Why using a spear if I could accomplish the same and even more with a sword's secondary? Why using swords if an atgeir's secondary would deal slash in a wide radius that also greatly staggers? Not mentioning that it would be a nerf vs some enemies like trolls
π‘Ice breaker ship for the deep north
if I recall trolls resist blunt, so axes getting blunt would actually semi buff them (assuming you used axes against them)
Skeletons would be indirectly nerfed by giving axes blunt
Only on weapon other than knives has dual non elemental damage types
Porcupine
does blunt and pierce
and tbh that weapon is a worse club if something you fight is resistant to pierce
even tho its base damage is the same as the base frostner
95 = 95
It has much higher stagger because frost damage doesn't stagger
That is true
Porcupine deals 92.5 to a Troll (140 if to the head)
Frostner deals 57.5 to a Troll (75 to the head)
Porcupine deals 97.5 to a Skeleton
Frostner deals 92.5 to a Skeleton
Porcupine deals 95 to a Berserker
Frostner deals 75 to a Berserker
Yeah Porcupine is pretty decent for non undead enemies
Frostner is good for the slow, frost and knockback is helpful for managing crowds or recovering HP
Very good in the Ashlands
esp if you have a club skill of 50 or over because you can handle yourself pretty well.
Mistwalker is usually better for Ashlands, it loses the KB (everything in Ashlands is rather KB resistant anyways), but it keeps frost and deals way more damage
I like frostner for plains because it sends fulings flying and is good for fuling camps, and for early mistlands because seekers donβt resist frost so frostner deals more damage than blackmetal sword
that's fair but if you have low sword skill it probably won't work as well x3
I change weapons a lot when playing so I donβt really have that, although the frostner is definitely still strong and has good matchups into ashlands enemies
#suggestions message
Doesn't make sense to me.
Wikipedia: "A blunt instrument is any solid object used as a weapon, which damages its target by applying direct mechanical force, and has no penetrating point or edge, or is wielded so that the point or edge is not the part of the weapon that inflicts the injury. Blunt instruments may be contrasted with edged weapons, which inflict injury by cutting or stabbing, or projectile weapons, where the projectiles, such as bullets or arrows, are accelerated to a damaging speed."
It because while axes do have a cutting edge, their design also allows the hit to deliver more force, unlike a sword which relies purely on the sharp edge for slashing (itβs why axes are good at chopping trees and knocking away shields). In the context of valheim, this impact force would be best represented by adding blunt damage alongside slash damage
Think about hitting a blob with an axe vs. hitting with a sword. The sword would cut the blob in half. The axe would put a cut in it like the sword, but it would also splatter and disassemble the blob similar to how a mace or club would.
I feel like this is a strange comparison you've made.
I don't use spears because they do pierce damage, I use them for high speed attacks and the option of throwing them, which sword secondary doesn't do.
I don't use swords secondary attacks for pierce, I do it for high damage which atgeir secondary doesn't do. And atgeir secondary I use for the stagger and aoe, neither does the sword secondary do increased stagger or aoe.
The weapons in this game are nicely designed that no weapons are exactly the same as each other, even if you made everything deal the same damage type.
If you just think of weapons in terms of what damage type they do I suppose you've got a point though. The way I play the speed of the attack, number of targets, and range of the attack is more important that the type of damage it does (except bonemass). It might not be as efficient on paper but I feel like I'd do worse with a weapon that doesn't feel right for me
@humble jasper
Is it possible to have longer, larger build pieces to avoid lag by reducing instances for really large builds?
I feel it is easier than changing the entire unity engine.
that is a very good idea
Klauproof is suggesting adding large build pieces, not adding functionality where smaller build pieces combine into larger ones if they exist for a while.
For example, adding a 4 meter high (4x2x2) stone wall, also adding a 4x4 blackmarble floor (which already exist in the game), and so on...
Exactly, for instance, instead of having only 2x2 wood walls, add a 4x4, 4x2, 6x6, 6x3 and so on for every material, like this you basically unlock a huge potential for the game in terms of building by having less instances, less snap points and you avoid all the lag.
6x6 I think is too much, however a 4 meter (in height) for all stones and maybe wood would be appreciated
welll this suggestion is different
it wont turn the entire building into a single instance or only a couple but let you simply build larger pieces that could already remove 3 instances at once and would simply act as bigger build peices
granted it would allow for bigger building though(probably)
I see that now, my apologies
For example: I am working on a castle, I use grausten pillars and walls. I have 8-10 meters walls, if I want to decorate the walls with grausten pillars, it takes 8-10x grausten pillars for one column, instead of having 2-3x grausten pillars for that height.
are they offlimits?
@humble jasper your suggestion wouldn't help much. Really what needs to change is the network protocol.
Not the underlying IP/UDP protocol but the Valheim protocol that sits on top of it.
It's not "bad" as-is, it's just the "first easiest" solution and could use some re-engineering
#suggestions message There's a world modifier for death penalty, and it doesn't need to be reduced
And it definitely shouldn't be reduced further with progression, that would make it too easy to have high skills in late biomes
That and Valheim is a brutal survival and exploration game. Brutal is the first word they use to describe it.
If they couldn't be lost, skills would be better off not existing
Yeah having to retrieve your stuff is some motivation to not die but not losing hard-earned skills is an even better one. One of the first mods I hacked together was increasing skill rate but also increasing the death penalty.
@somber plinth have you looked into the custom world settings? Half of those suggestions can already be resolved by those sliders
Have a couple near-instant dislikes that didn't seem to read the post
" most people play without mods"
"I say this as someone who enjoys the game a lot and didn't mind grinding really, but just trying to look at it from a broader perspective. "
Not mods, they are built into the game
Added " (and with default sliders)". The game itself recommends this, btw
So you are suggesting a nerf to the βstandard/defaultβ difficulty then?
Standard difficulty is supposed to be what the devs want, and world modifiers are for what you want
I think the default is pretty balanced as is
Yes, and I'm making suggestions about the design of the game, which is the point of suggestions, no?
Cool, that's totally fair. I'm not trying to convince you otherwise. Me and other people I've played with tend to agree with all the comments I've made, so I put them in
Because there are world modifiers, most of these things donβt need to exist. If a new player thinks βthis game is too grindtβ then they can just turn up resource rate. The default modifiers are how the devs think you should play, if you disagree and want to change your experience you can add modifiers
Everyone is entitled to their opinions and suggestions just as others are allowed to disagree with said opinions
That is pretty much what I just said, yes.
My point is that if a lot of people disagree with the devs about a lot of things, the game might be better by default, which is how most people play, with changes. As I said, myself and others I've played with tend to agree with my comments; that doesn't mean they are universal opinions, but I have simply added them for reference in the suggestions
The word "easier" doesn't appear in my suggestions. Likewise, I'd say "more tedious" =/= better
And like to be clear, I like the game a lot. I have landed or entered the ashlands 3x with mistlands gear and knocked over fortresses to get gear all without dying. I like the difficulty of the game in many ways. I do think some aspects are a bit tedious
I also think it would be better if you broke those suggestions out separately. There are some a lot would agree with, myself included, like more uses for gold, but there are others I donβt like
That's fair. There's a 5 minute cooldown and I don't really care about likes on discord, so idk if it really makes much difference overall, and didn't feel like waiting several times to do it all
Its not about likes/dislikes its about devs being able to see player opinions on specific concepts
yeah fair enough
I have a large castle on a map, I play solo and because the game runs on 13,000 instances, when I look at the structure I get 10-15 frames - What I said has nothing to do with internet.
#suggestions message It says here to have one suggestion per message
Thanks, I'll separate them once enough time passes.
I usually increase resource rate and used to have the world modifier for teleporting all items before stone portals existed, but why should skill loss be reduced?
Got them all separated out, gonna head out for now. As for skill loss, to each their own I guess. I suppose in my case, I think they help enable a more aggressive playstyle which I find to be more fun. Phaseout of skill loss would potentially allow more "progression" of skills for many players. Idk, stuff like that
If skill loss is reduced in later biomes, players would have much higher skills and the game would be too easy or would need to be entirely rebalanced
The default is what the developers intend as the proper balance for their game. Player wants and needs do not dictate that nor should they.
I agree most of it but disagrees with the crossbow and the grind/death penalty.
The crossbow is an alternative to the bow and somewhat better than the bow. Usually the problem is that it's a late game item but consumes the least stamina, hits far harder and is very accurate. Usually is a go to for players who go for 2 health/eitr foods without consuming too much stamina.
As for grind well it's mostly an option. While this game is pretty grindy and hard, it's mainly balanced fine on single player as you mostly need it for yourself but takes sometimes too long. As for multiplayer you mostly see x3 mainly since it speeds up the game especially for 10 people.
Finally the death penalty shouldn't be remove since otherwise it would make late game items too easy. Much like the resources, it's mostly an option.
If skills canβt be lost bad players could easily become overpowered by grinding to skill 100 and never losing it
Because going too far with it takes away from the whole core of the design, that being brutal survival. There are many aspects in basic game design that are naturally not meant to be up to the player to decide on.
also, simply making the entire game easier will jsut lead to it being a game like most other games today that are simply too easy now
I always thought default settings were fine. I just wish skill gain factor itself progressed as the player did.
The deaths would probably not feel as punishing in the late game if they did.
The bronze grind could be less tedious if you crafted just one or two more bronze with the copper and tin needed. That is true.
Honestly it's why I skip bronze armor and only make one weapon, tools then save the rest for structures.
And yeah I never bother leveling blood magic that way when I get it. It just sounds not fun.
Skill system definitely could use a rework.
this is pretty much the core of my 5th suggestion, which seems to be rather unpopular lol. Kinda funny, as people I've played with seem to generally agree with everything I wrote there (or even go further than myself). In any case, it is merely an opinion/suggestion.
which skills are balanced at which levels in which biomes, and for what playstyles? How long should the biomes take under these assumptions? Is this specifically stated anywhere? If not, how did you determine it?
As I've mentioned, I soloed the ashlands (with pretty middling skill levels the first time), and then for fun I simulated soloing it 2 more times (mistlands gear, knock over enough fortresses to have full ashlands gear). The difficulty is mostly mediated by play style.
I think this (skills, difficulty, "hardcore", "survival", "brutal") is all a lot more ill-defined than it is often assumed to be. Hence, my argument is mostly that I think (and people I've played with seem to often agree) that a lot of people would simply have more fun with what I mentioned. It is definitely an opinion.
So for any given suggestion or claim by a player/user/reviewer/whatever, this can certainly be true in a specific sense.
As a general premise though, it is radically false. Designers and developers can make bad choices. There are countless bad, mediocre, good, and great games that could be made better by different design/dev choices. There is nothing mystical about the developer intent.
Even if one is to pretend there is no commodification of the medium (gaming) and even no social context for an artistic expression (in this case, the game), all this means is that this hypothetical pure art form is either a solipsistic one (intended for no one else) or one that is simply less likely to be enjoyed in the social context in which it is experienced.
That said, this is obviously a product/experience being designed, and what people think and want is always important, even in the particular cases where they may be objectively wrong. I've professionally designed a lot of things for a lot of years, and this is pretty much step/philosophical point #1.
Again, none of that matters at all. Default values, settings, and core designs are purely up to the developers to decide on and no one else. And no, if something matches their intent for their game/project, then that isn't wrong just because you or others personally don't like it.
yo uh
why did my message in suggestons instantly get deleated???
I SPENT SO LONG TIME WRITING THAT can i recover somehow??
Did you start it with π‘?
bruh.... no
It happened to me with my first suggestion
i wrote until discord said i had 0 word left
and i restructured the text many tiems to fit all the things i wanted to say
Check your dms the bot mightβve sent you something
nope dont see nothin
@granite kite sent me my last suggestion that I forgot the bulb on
ill just post a sort summary of what i was trying to say here instead:
fixed it
yeah i got it i just dotn scroll to the top if the page every time i visit but yeah i understand
This doesn't really address anything I said. The developers are neither infallible nor solipsistic in their approach to designing the game, hence a suggestions board exists and is listened to in some capacity.
no offence but i se yall down voting the idea before even reading the entire thing like dude just read the entire thing before hating that fine by me
I like the idea of adding more content to Meadows & Plains could have similar ponds, I completely agree
eyy thanks, yeah but i think not having any sea life except serpents and leeches for the most part is kinda a unused potential
Again, many things are not up for players to decide and suggest on, like what the default intent, design, values, etc. are. Those are purely up to the developers, it is not your place to demand or suggest that they change core designs and intent.
You can say this all you like lol, but absolute statements like these are not addressing what I said and fundamentally misunderstanding what design is. Gonna leave it there.
In my opinion, this game's grinding is relatively tame compared to other games
Going out to do things still brings you to other things like if theres a swarm of enemies when ur trying to mine. Then you are put in a situation that is unexpected and fun.
A lot of other games dont have that element when grinding
I do agree that adding water sub biomes that are determined by it's set size would be a cool addition. They would still need to be the same level as the ocean as that is one continous plane. Trying to implement different water planes at different heights would be a tall order in a procedurally generated game like Valheim. It could be done but it would take a serious overhaul to the code and how water works in the game in general to make it easier to implement.
If they are just always kept at sea level, then it could define the area of the sub biome and assign the special spawns of of the resources and creatures within those bounds.
yeah i chose not to talk about the way of implementing the water since it should still be able to mine besides it
you could just brute force it by adding a set height around the pound so the deepest they could dig to wouldn't go under the ponds level
True.
There are ways to work around it.
They did tar pits and lava pools after all. Tho those are way more viscous liquids than water.
Regardless I like the general
idea.
The areas necks spawn are kind of like river or lake edges but that is as far as it goes.
yeah didn't necessarily need to have necks spawn there, was just too throw some more ideas into the bottomless pit of ideas
Gotcha.
I want to add a lil more variety to the earlier biomes with sub biomes.
true
#suggestions message @prisma copper the final biome is confirmed to be the Deep North.
oh so there will 100% not be another biome
There might be some postgame content
Is Ashland update not out yet?
It is
after deep north they can just add another planet with new stuff π
Map generator is very annoy. Look what a horrible start continent here: Vid73cWNkP (seed). You dont want to improve and clear map data base.
This a HUGE problem to start a new game, because always you cant found standart/normal spot near Black Wood.
the most biggest problem for a new game is to found a spot with villages and forts. I like to reconstruct something, but there is no possibility in Valheim to renew old buldigs for use. So im walking around like dog, that looking for place to poop - that annoy.
also, keep it to one suggestion at a time.
No
Since there is no pin in either #suggestions nor #suggestion-discussion listing topics which are forbidden to make suggestions on, you are plain writing nonsense.
A suggestion is simply an idea by some interested player, and just because is has been down voted 10 pages back doesn't make it offensive if someone new suggests it (unknowingly) again.
And no, the search function in discord is simply not working well enough to reliably show if your idea may have come up before.
nothing is forbiddin but simply wont be implemented wether a suggestion is made for it or not
It also doesn't help that there was the hack which got rid of a lot of other suggestions from before.
I hope they flesh out ocean more
When ideas are spammed and the search function absolutely works fine for the vast majority of use cases, that is an error on the users end and there's no excuse for it. And I never said people can't post a suggestion. All that will happen is it will be tossed out if it's something that's not up to the player.
Gotta love the backseat moderators
#suggestions message @lime cedar magic is already very strong once you aquire it in mistlands, i dont think it would be good to have ite ven earlier
Fair
I guess when the game is complete we have plenty of time to level it in mistlands and deep north
Good news is that's already something they plan to do.
Specific details and what that will entail is of course not going to be known for awhile.
Not to mention the near complete lack of magic in the majority of the game contributes to the delight and awe when we discover it in the Mistlands.
that to, it will actually be something new and not another option out of the ones you start with
Wait for real?!
I wasn't aware of that
When was that mentioned?
I'm sure smiffe has stated it at some point. Don't recall exactly when.
ah gotcha
lost to timeee
That's awesome to hear, if true. I know once upon a time an ocean update was on the road map, but that ancient now.
yeah same with the SvartΓ‘lfar brigands
#suggestions message
Fetchez la vache!
#suggestions message i do actually like this one cause the fishing skill i leveled up to level 50 is back down cause of deaths when ive not used it in days ingame @sick breach
@sick breach YES we should not be able to catapult weapons/items by accident, did that with Demolisher once lol. Literally just flubbed a key and there it went π
thanks, hadn't seen that. Is this patch slated to release soon/at all? Idk how often patches may get canned, what the schedule is, etc.
It's one of the earliest ptb patches and has been live for months
By live, do you mean merged into the game fully, or live as in available for public test by anyone? It looks like 0.218.19 is the only post-release patch/merge (https://steamdb.info/app/892970/patchnotes/). In any case, my question would be along the lines of when this may get actually merged into the game (beyond testing)?
@somber plinth #suggestions message i mostly agree, i just want to say that they actually were already changed once to be bit further apart π
It's still tedious, the boat is too huge for the necessary maneuvers
I thought Iβd make a flame metal mace lvl 3 as the ideal weapon against Ashlands charred but the knock back is so strong (100) after the first hit the charred is out of reach to complete any combo. Making this weapon practically useless.
Agreed itβs intentionally too wide.
it was kinda 1 suggestion tho, the water and the new mobs that could come with it, but alright
30 hours late but eh
but actually though, with the shallow "rivers" and small crooks and crannies that already exists by/in the ocean, adding a rowboat, that's small in size but easier to maneuver, and works as a platform for fishing and traveling along the coastline aint that out of touch with what the game kinda be going for rn
Is this referring to the patch that Rianu linked above? Like I said, I don't see an indication that this was merged into the main branch along with the changes in PTB 0.218.12. Am I missing something? The patch history only indicates hotfix 0.218.19 has been merged (https://steamdb.info/app/892970/patchnotes/)
i mean in this one #screenshots message , i misremembered a bit, they were not changed to be further appart but so there is less of them, acomplishing basically the same thing π (0.218.12)
Thatβs actually a big problem in my base it is set at the end of a river and when I try to sail home it always gets stuck
yeah that looks like 0.218.12 which Rianu linked. As I mentioned though, I see this is in a PTB, but I don't see any patch notes / main branch merges with this live in the "main" game? Am I missing something? This link only ever shows it as "public test": https://store.steampowered.com/news/app/892970, and the main branch history only shows 0.218.15 and 0.218.19: https://steamdb.info/app/892970/patchnotes/.
I guess 0.218.12 was included in the original 0.218.15 ashlands release? Is there any actual documentation of that?
@shrewd obsidian
Yes?
It's a link, click it...
No i dont trust your link
You asked for two types of ships, we already have them in one
It literally has the largest cargo in the game
Not either a war ship war ships are agile
Does it have weapons
It has slightly better maneuverabality than longship
Thats true but is it a war ship
You can move catapults into them
But after one storm will the fall off
If you toggle the spikes probably not
Can you select tge range on a catapult
If there were, you totally could
Different payloads have different ranges.
Grausten has longer range than explosive
Yes but my point whit new ship types is there is almost nothing to choose from
I have a port town/village for a base and it looks bad cause there are the same ships everywhere
So in reality i am desperate for new ships i dont care if it is small or big it just needs to float
More ship options other than just better ships in the progression would be cool, just for variety.
I do like the idea of different ships for different reasons- cosmetic or anything else- but that would probably be better in a mod. I feel like it would be a lot of additional work on development to please only a small fraction of the playerbase. Additionally, in the realm of modding, different ships for different uses could be greatly expanded on.
For example, warships arenβt really needed as naval battles arenβt really a feature. Merchant ships arenβt needed, because mercantilism isnβt really a thing either.
Potentially, I could see a small speedy ship with no storage as a means of traveling to a far away spot where you died or something, but I digress.
I did some digging, since I was curious, and according to history, there existed at least 7 types of Norse watercraft.
Faering - was akin to a rowboat
Karve - smallest longship
Snekke - Longship slightly bigger than Karve
Skeidar - Very long and narrow longships (denoted as a speeder)
Drakkar - Ornate longships with a dragon or serpent's head used for raiding.
Knarr - Large merchant ship
Byrding - Smaller and lighter merchant ship
Make sense we would use the Drakkar for landing on the ashlands as we were raiding it.
#suggestions message Considering the majority of existing runestones were written by vikings that died well before they reached the end game areas, it wouldn't make much sense to not have that ability much sooner. Could easily just be a stone version of a sign that's unlocked after getting a stone cutter built. Late/end game options could be black marble and grausten variants.
It would be nice to have an immersive way to talk to other vikings in multiplayer on dedicated servers while you're offline and signs don't really cut it. Would love to tell vikings that stumble across my base who my viking is in roleplay, even if I'm offline.
If player based runestones became a thing, you could leave one at the entrance of a city/town you created as a lore stone saying what your world is and how it came to be that this town now stands.
Alternatively, there is also the options that other games present (like the glowing writing on the ground and walls in dark souls). Or what already exists (like the opening text scroll telling you about valheim and why you were sent here) but modified to allow personal lore to explain why certain things exist already when they shouldn't (if it wasn't a solo world).
All that being said, none of those options sound to me like something that would be in the game by default and would have to be modded in.
I once dreamed of a feature that allowed for player-built structures to have a chance to "remain" in the world if the same player created a new one with the exact same seed to simulate the old character was another viking sent there that "failed" (player just stopped playing with character).
But it seemed too out of reach considering how this game is
And it doesn't seem like something even mods can accomplish. Max thing possible would probably be to recreate those structures to simulate it
Iβm not really entirely sure the need to institute a higher tier requirement for axes is there. With the amount of wood the average player needs Iβd think there is a natural incentive to want a more effective axe
Not that Iβm against the suggestion, just Iβm not sure it would really actually change that much in player behavior
#suggestions message <-- This is such a great idea.
#suggestions message maybe adding more crafts related to ancient bark before thinking about locking it behind iron axe tier could work better. Or a new type of wood in the mountains with more crafts that encourages having an iron axe. I don't think forcing you to farm even more iron just to get the same items that were granted by a bronze axe is a good idea
I'd be stoked if we could toss it into a smelter.
could be used for green torches too, maybe into a green resin-like item. Ppl were complaining about coloured torches' fuel
The difference in chop damage usually doesn't make them a big encouragement.
You can use bronze axe up to plains with no loss in effectiveness and you are actually forced to use it because yggdrassil shoots can only be chopped with black metal axe
It's so easy to get ancient bark using abominations or chests all over the swamp & crypts anyways
Raising the requirement isn't going to do anything, no one slightly experienced would bother with it still
Maybe itβs just me then, I definitely find the chop damage difference noticeable and helpful
Same with pickaxes
Personally i always upgrade just cause an upgrade was available. But i dont like that the first karve-load of iron you sail back would have to be used on an axe before you can make a longship.
Also in crypt chests too
If you compare bronze axe Vs black metal and especially Jotun bane and berserker axes, obviously.
But bronze Vs iron isn't that big as to spend extra iron for the axe
Theres a 20% chop damage increase across the bronze to iron axe tiers at level 4 each, that is definitely noticeable when chopping dozens or hundreds of trees. Admittedly I slow play biomes more than the average player and donβt rush moder, but Id still argue thats a significant improvement for all but speedrunners
Also I feel like abominations provide sufficient reason to want a better axe.
eh, swords kill them just fine
#suggestions message With this there could obviously be more added but I don't know if I have suggested somethign that has already been suggested.
It would have been cool if they were weak to chop much like how golems are weak to pickaxe damage
golems are just easier to kill with the level 4 iron mace than getting on top of it and hitting it with the slowest pickaxe atack ever
I mean true
pickaxe is awkward, but there was a way to do it.
My strat was to parry the one attack I could then smack once with the pickaxe then repeat. if you staggered them, then hit em again.
I was able to kill one in 4 hits of the iron pick at 30 skill
sounds to me it would be 100x easier with the iron mace, one parry with the level 4 iron amce and you can kill the golem within seconds
Yeah that is true
definitely better way to kill the golem
but using a pickaxe to kill them just feels fun.
It is much easier, quicker, and safer with a mace. The pickaxe is so impractical for fighting them that the damage bonus is hardly even noteworthy.
Yeahhhh
also i think we are oftopic here arent we?
Right
#suggestions message I stopped using the cartography table in a multiplayer world specifically because of those issues. Any overlapping area became a complete mess and was a pain to clean up manually.
#suggestions message this but allow us to hire dvergers plz!
it'd be real nice to spend some gold to hire dvergers to collect some wood or stone n such for us, or the most obvious would be fight for us.
@tranquil jay
"Keeping them alive would probably be a challenge"
Good thing that you mention the specific reason of why friendly NPCs would be a much terrible idea
Imagine having to spend 90% of your time having to babysit a bunch of dumb allies for them not to die in the most stupid and frustrating ways possible.
That's time on a feature that could've been spent on literally anything else
That would be amazing...
Especially the part on how dvergr mages would absolutely obliterate players' bases because they thought having a mob with highly destructive AOE attacks inside a wooden house would be a good idea.
I love seeing people suffering the consequences of their own actions.
And it's especially hilarious (tho slightly annoying) when they blame it on others
lol
Even setting the AI aside, valheim is not that type of game where you're intended to hire npcs to work for you anyway, that's all stuff the player is meant to do themselves regardless, which is also why no such thing exists in the first place.
ugh takes like yours are so annoying lol, devs have literally added stuff they've previously said they would not. Magic is the most obvious example to me.
Valid opinion tho, moving on π
The developers rejecting something means it is not up to players to weigh in on regardless of whether they could or might change their minds of their own accord later. The rejection is there as a clear message to players of their intent (and yes, they have had similar intentions on other forms of automated work before, so it's not just my opinion on the matter).
π€‘
Got anything of value to say or just going to be a troll again? What I stated are the facts of the matter.
What in tarnation is goin on
@normal jay you need to make separate suggestions you cant make more than 1 suggestion per messege #suggestions message
or am i too late to the party here i only jsut now realized the suggestion was made at 2 am and here the last thing was said at 6 am
You can "hire" them for free if you take over one of their little forts in the Mistlands without killing them (there is a way to destroy their ward without them aggroing on you).
They'll hang around and fight stuff then, you can even build little platforms and walkways for them.
But as others pointed out, they are most likely highly destructive to their environment if a real fight breaks out.
"The developers rejecting something means it is not up to players to weigh in on regardless of whether they could or might change their minds of their own accord later."
What you stated is complete bull, and exactly why you're being called a clown. Stop trying to Irongatekeep the suggestion box.
People are free to suggest things the developers have already said no to, because they might have a convincing argument when they do. If people could only suggest things the developers plan on doing there would be no need for suggestions.
"Got anything of value to say or just going to be a troll again?" Couldn't have put it better, Stranded.
No, people are not free to just ignore when someone tells them "no". That's just entitled and delusional behavior, and a very backward mindset to have. It's why people that think that way are laughed out of the room by any normal rational user here.
It's also very concerning that you and a vocal minority see nothing wrong with that sketchy mindset.
People are free to ignore certain no's, you have the freedom of speech and the freedom to say no, others have the freedom to not listen and ignore your no and even ignore the developers, no.
The only no you can't ignore is the no of the law.
Will ignoring the no from the developers get you called out and make some "enemies" maybe but you can still ignore it, as proven their no isn't set in stone and can change.
So suggesting something that has gotten a no before is viable if some thought went in it and it is explained in a clear manner.
Suggesting "horses" gets a big no from me and most other rational people.
Most things that have gotten a no from developers will get a no from me as well but there have been some well thought out and clear suggestions that I could see being a good thing to add.
Unrelated to the actual discussion here, but the first part of this is a touch disturbing. Basically saying "So long as you don't break any laws, you can do whatever you want and ignore anyone who tells you 'no'."
I might suggest rethinking that. I won't be commenting further or replying, as I'm not trying to start any argument, just felt the need to point out there's something highly problematic there.
The rest of what's said here is perfectly fine, though, and I would agree that even a previously refused suggestion could still be worth suggesting again at a later time
But you can ignore all no's, the consequences of ignoring those no's that is something else.
You can even ignore the law's no, the consequences for doing that though, ...
Yeah, poor wording on my end, that's a more accurate way to put it. In this case the suggested ideas that have been said "no" to are simply thrown in the trash because they are rejected by the people they are being suggested to. That is the consequence of suggesting rejected ideas, and it's why people that ignore those "no's" are delusional. It should also be clear that I don't fault people that weren't aware of the rejections initially, just the ones that are aware or that have been informed and still choose to ignore it.
Even funnier considering that we already have this feature, it's called #1024264966712340510
Not entirely sure on the conversation here but just a reminder to be respectful when conversing with others.
Those who either vote down/up or recycle don't need to justify their reasoning.
Also hopefully it's clear when someone says "no, you can't do that", they don't mean that literally and instead that it's simply not allowed and that there will be consequences (what you just explained).
People are free to suggest what they want when they want where they want. If they break a stated rule mods will deal with it. No need to make your own rules with needless irongatekeeping, it's rather pathetic just go outside and get a real job that earns money rather than hushing people who type freely in an online forum who arent even causing anyone any harm .
πΏ
Second half alone should be pinned separately
There's already 2 pins discussing this π
πΆ
Cables, bulbs and a thunderstone would be "redstone" equivalent from Minecraft (what little I remember of it). Not something I would oppose, but definitely doesn't fit the "viking purgatory" vibe of valheim. Great idea for a mod though.
@dense ridge My BotW/Totk fan loves that idea.
Idk how easy it is to implement tho.
Also Link can hold a lot of armor at once to cycle to a non metal armor.
The Viking can only hold 2 - 3 armors comfortably.
Also there aren't many armors that use non-metal materials.
Yeah I agree with you there.
More armor isn't a replacer for the effects granted by Fenris, Ask, and Root
#suggestions message If all you need is the cuteness of a Neck without the hostility you can just hang a Neck trophy on a wall.
#suggestions message For my suggestion, I'm actually thinking the Fader relic should be some two handed item you equip, so if you equip some other weapon/tool you start a timer before you fall through the ice. Then make the ice skates a utility item rather than leggings, so it instead unlocks the option of combat on ice.
Thin ice you fall though wouldn't be a terrible way to gate the Deep North
You would need to either make that thin ice stretch a log ways, or make the space leading up to the area it occurs in complete open ocean. nothing you could build a platform for a catapult
Otherwise one could use it to launch themselves over the hazard entirely.
sadly no. having boss heads making objects would be really wierd
Sorry, i mean their non-trophy drop. Not the trophy itself.
That's... What I thought...
well. yes π€
How would it differentiate from any other boss item?
While I am imagining a ring of thin ice around the Deep North continent, nothing would be impervious to a harpoon launch or catapult. But a harpoon launch cam get you to the ashlands, so i dont consider it a dealbreaker. Speedrunners gonna speedrun.
Ideas I had for gating the DN:
-Intense freezing winds that would ice up your ship and prevent it from moving through.
Fader relic would create a portable heat source that would keep your ships ice free and able to land in the Deep North as well as keep the player warm.
-Currents that push back on ship travel emanating from center of island.
Fader relic creates artisan table upgrade which allows the creation of a non standard ship that can push through those currents.
Are you saying that you just revealed the future boss drop?
WHERE'D HE GO?!!
Fair
Speedrunners will find ways
they always do
I would like another upgrade to artisan table
Fader drop helping make one akin to Queen's for the press would be neat.
I considered using wind to push players away, but then if they use Moder power it doesn't make sense. Gating another area with heat feels like a rehash of Mountains, and begs the question of why your cloak and/or frost resist isn't working. A special ship to get through strong water currents sounds good though. EDIT actually i dont like how soon it would come after Drakkar, would make it a much more gimicky thing rather than one of your permanent tech advancements.
That is true
moder power exists.
And yeah mountain already required more warmth
Yeah that's also true.
I personally really like when the biomes are just flatout not accessible without prior advancement.
Ew no
Well thin ice or deep snow at the edge of the biome that requires equipment to traverse would make the most sense
Either that or a huge glacier wall
True, snowshoes would also work. Could have hidden cave entrances where you need to purposely fall through the snow to reach.
mhmm
my thoughts exactly
tho how would you leave them
Granted, ashlands added "heat" on top of fire resistance, DN could do something similar.
True
yeah I thought that strange
but botw/totk does that too
Heat for the desert and fire for the volcanic area
tho I definitely think Lava would do fire damage
what would be the next step after "freezing"
Frostbite(?)
Oh, before I forget: behold what happens when you don't assume an idea is verboten just cause a developer said "no" one time.
Hypothermia (?) Might be another condition going beyond freezing.
#suggestions message I love this
I would say, you can still be struck by the lightning, but being underneath a roof keeps you safe in general
Not really into lightning hitting buildings, player should be rewarded for quickly taking cover
I feel like this is too clearly ripping off BOTW.
yeahhhhh
faders horns could be mounted on the front of the drakkar to break through some high ice walls, that would be my idea
They would need to introduce the ability to add modifications to ships for that to be feasible
Never played that so no idea
Lighting will strike Link if he has any metal eqipment during a thunderstorm
true and they would never do that
it will warn the player by having sparks come off of links's metal equipment indicating he needs to take them off or get struck.
Also lethal company does that mechanic too
lesser known but it's there
Very unlikely
More probable of getting an entirely new ship at that point.
I suppose youve never played minecraft either? They also have the lightning rod mechanic you mentioned.
Though charging stuff with it is new to my knowledge
technically the obliterator is the lighting rod
but instead of charging somehting, it burns items into coal
it obliterates it
it uses copper to attract and conduct the lighting
so that in and of itself is a lighting rod
just an on demand one
that could work
turning the obliterator into a crafting bench of sorts sounds interesting
Last biome the player just goes Aetherpunk
with lighting powered gizmos and weapons of destruction.
actually that's more teslapunk
yeahhhh
too advanced for this game
Magic is the farthest in advancement I feel we can go
maybe in valheim 2