#suggestion-discussion

1 messages · Page 22 of 1

short wing
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Or have it so that it only focuses on the first one that got close with a tower shield but then that one just keeps on moving around while others attack it with impunity.
So you would have to build in loads of conditions, like some one with a towershield gets first aggro but when someone does more than x damage aggro changes to the one doing the damage.
There would always be ways to exploit such a thing, everyone has a big damage weapon and other small damage weapons and you keep on switching between the two to juggle aggro.

How it is now with the one that is closest gets it is just straightforward.

arctic wharf
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I could see one reason and one reason only to give tower shield a special ability that just instantly pulls enemy attention...
And that would be to save pets during raids 🤣

Which is too niche of a scenario for its inclusion (imo).

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This is purposefully setting aside multiplayer shenanigans, since valheim practically never designs around multiplayer anyway lol

lofty wave
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I don’t see why tower shields only should get this ability. Why would a player with a tower shield have to fight everything while everyone else is safe?

unique robin
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wouldnt it also work way to well in multiplayer

lofty wave
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It would be bad in multiplayer and useless in singleplayer

lofty field
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While I'm not in favor of this feature, I don't think this is true. Solo players could draw aggro away from tames, skellies and summoned trolls.

short wing
arctic wharf
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not neccissarily...? They target the first person they agro on right? is no need to make any mechanics to lose agro eventually, just have the taunt swap their target entirely, thus now treating you as the NEW first person seen.

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Not sure why you would need to work in something as complex as the entirety of a World of WarCraft agro system haha

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Regardless, I would not want such a feature added. I think tower shields could have Better and more interesting options.

granite geyser
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@undone bloom Dodge roll

lofty wave
oak fulcrum
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well anyhow towershields needs some love

quartz totem
oak fulcrum
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would be really cool mechanic I think

quartz totem
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or add a secondary feature that gives a second stats, like some weapons, some "enchantment" as well. black metal T.shield has throns built-in, and Iron T.shield reduces stamina usage. And a "new" silver one that slow enemies who/that hit you...

quartz totem
oak fulcrum
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ye

lofty wave
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The only issue I have with tower shields is their speed. I don’t see why the flametal tower shield is -10% if all the others are slower, they should all be the same.

oak fulcrum
lofty wave
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Also the iron tower shield needs to do something better than the serpent scale shield because right now it’s useless.

oak fulcrum
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most towershields are ussles compared to the buckler and round shield

lofty wave
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Maybe with a tower shield, dodge-rolling could be replaced with a bash that deals damage and double block force? Timed right with an enemy attack, it could also have stagger resistance. Crouch-rolling would still be available so tower shield users aren’t completely stopped from dodge-rolling. It’s just a keybind that already exists and fits well with this action.

hollow elm
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#suggestions message You don't need to be facing the thing that the ram is hitting for it to hit. If you want a real quick disengage, just face into the ram so you can hit the disengage instantly. Also, jumping while attached means you can hit walls higher than ground level.

icy island
oak fulcrum
lofty wave
ashen tinsel
# lofty wave They already are because of block force

He might be on to something; I too want to shove my teammates off cliffs more consistently, or just manhandle my tames from time to time. They can only take so many boots to the face before we lose the roof over our heads in one way or another.

olive yacht
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Is there any mods make ships go faster?

arctic wharf
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Is one or two I can think of, am sure you can find them without much searching also. 🫡

oak fulcrum
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#suggestions message or even better if the balissta is in a range of a protective totem turned on the balista won't attack the player who turned on the totem

lofty field
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@oak fulcrum would you propose that the connection of these portals are fixed to another indestructible portal or should players be able to connect them to their own portals?

oak fulcrum
arctic wharf
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Being able to connect our own portals to them would make it flexible enough IMO, while not being nearly as abusable as they would be if just any old portal could teleport everything.
Personally I might even like a setting to be able to make that the default for portals in my worlds, since as portals are now they are way too lenient... in my opinion at least. Too many portal shenanigan's haha

ebon depot
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Hi everyone, i just tried a mapless run and was discussing with a friend, if the catography-table allows you to see the map, if you stand next to it. Turns out, it doesn't 😕 .We thought it would be a great additional feature for it. What are your thoughts about that? Would it be worth?

toxic dawn
stiff stag
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There could always just be different levels to the no map modifier, like how portals have varying settings to choose.

hardy sparrow
granite geyser
granite geyser
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@quartz totem they're automatic, and don't need the game updating to be unlocked

stiff stag
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You can also access them any time with commands if you're desperate.

quartz totem
granite geyser
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Core keeper?

quartz totem
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DSt

wanton atlas
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😉

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back in december 2023

quartz totem
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I halted my playthrough around that time and I remember the Halloween season was basically a Christmas one hehe...

fervent acorn
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is it just bad luck in the island I am or did the difficulty in mistlands change??? I'm playin in norm difficulty, and I see loads of 1* seekers, the 1st soldier was a 2* one, in the 1st infested mine I found 3 soldiers (one was a 1*) in a room with 4 1star seekers. Also, rework the wisp, it does almost nothing 😄

lofty wave
hollow elm
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#suggestions message Please NEVER introduce achievements to Valheim. Video game achievements are the worst iteration of the 'participation award', and they're equal parts disgusting and sad. Reward effort with items? Great. Reward skill with progression? Great! Reward playing the game with, "Whose a good boy!?"? Not. Interested.

toxic dawn
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I’m not an achievement completionist as I don’t really want them dictating the way I play, but I’m not against having them. The “easy” style achievements can be a useful feature to track player completion rates so you can see where players tended to drop off. Other niche achievements can just be kinda fun to track things like numbers of enemies killed or silly things and so can be fun as well

quartz totem
hollow elm
wanton atlas
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you do understand that comes with a extrem FPS drop, right?

vivid ridge
lofty field
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If anything I'd like a better whisptorch version, like the dvergr versions. The whisplight is fine as it is imo. @wanton atlas would that also be a problem fps-wise?

wanton atlas
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depends on where you personally think it's a problem

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some people can play on 15 year old PC's with 10-12 FPS no problems

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and some can't go below 200 FPS

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🤷

lofty field
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Fair point. Im on xbox and have never checked my framerate (can I?)
Anyhow, I find fps drops more acceptable for base items where I can choose if and how many I want to place. Not so much for equipment which I am forced to wear.

stiff stag
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You're very limited if you try to cater to people that want well above any normal or noticeable amounts of fps.

wanton atlas
lofty field
hollow elm
hollow elm
vestal jacinth
lunar path
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I know this has been said a few times in the past but I think it would be beneficial to remove the ♻️ reaction. The more I read the suggestion channel the more I notice the overuse of it especially on unique ideas that havent been suggested before (and yes Ive looked into a lot of them and a good portion of the ideas being hit with many ♻️'s have not been suggested before). Even if ideas have been suggested before I think it's better to have people react with either a thumbs up or thumbs down to get a real idea how popular the idea really is. Curious to hear other opinions on this

stiff stag
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The recycle reaction just means it has been suggested before (it's an easy way for people to communicate that without having to come here every time to say it), whether you're aware it has or not. And it's extremely rare for an actual unique idea to be posted, with most just being a slightly different take on the same old general concepts that have been suggested countless times before. The reaction is also completely separate from the votes, so it continuing to exist doesn't interfere with that in any way. Another important thing to note is that a little while back the server was hacked, so everything up until that point was lost (people that were here before that happened are aware of those suggestions that can no longer be seen, hence why a seemingly new idea gets hit by the reaction).

lunar path
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Wasn't aware that it was separate from the votes so I guess that makes more sense. But trust me lol I've been in this server for quite a while I was here when it got hacked. I've consistently looked at the reaction channel since I joined 2 years ago and have seen many many ideas not suggested before being hit with it for seemingly no reason other than to discredit the suggestion. But now knowing it's separate from the thumbs up and down it makes much more sense

stiff stag
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From what I've seen it's fairly accurately used for the most part, although there will always be people that misuse or misplace them, nothing can be done about that.

lofty field
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Also, it reflects what people THINK has been suggested before. Maybe it was, maybe it wasn't, maybe they read the idea somewhere else, memory is not reliable. Maybe the suggestion contains a new detail that's really important to the poster but is not enough for others to set it apart from similar suggestions. Long story short, i wouldn't read too much into it.

granite geyser
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99.99% of ideas have been suggested...

Someone suggesting to add camp tents that you can buy from haldor is the same as someone saying to add camp tents but you craft them yourself or someone saying you find camp kits somewhere in the world.

All three of those are the exact same suggestion: Add camp tents. Just because the method of getting it is different doesn't mean is a different suggestion, it is literally the same idea

stiff stag
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Yeah, the means of obtaining, the stats, etc. are all just properties of the overall/general idea. People confuse that stuff as making it a new idea which is not at all the case.

icy island
# lofty wave They already are because of block force

Kinda, I was more thinking a shield bash action (which has been suggested before) although only activated when you collide head on with something whilst in a sprint. If it staggers them, it would make a good alternative for the buckler's parry, as you'd need to be more aggressive (i.e., get the first hit in to stagger) instead of waiting to parry to follow up.

lofty field
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I don't agree, the line is not that clear cut, the means of obtaining could be an important part of a suggestion. But that's proofing my point: Writer and readers of a suggestion do not necessarily agree if the suggestion is the same as a previous one, even if they can literally compare the two. It's (to some degree) subjective.

granite geyser
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@graceful hemlock which parts?

lofty wave
# granite geyser <@409381189422415894> which parts?

The message says iron torches, so this suggestion would probably add items like Hildir's iron pit that can be used as build pieces. Those items would be craftable and teleportable so you don't need to sail to decorate your base.

granite geyser
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Hmm, they should definitely add a way to allow unportable items through portals which would make that workaround completely pointless

Such a missed opportunity that we don't have it...

lofty wave
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You can also enable no build cost so you don't even need the iron to build

graceful hemlock
zealous herald
lofty wave
granite geyser
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@stuck ridge why would a cape give you poison resistance?

stuck ridge
zealous herald
stuck ridge
quartz totem
quartz totem
stiff stag
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Would defeat the entire point of the root mask already giving poison resistance. I'd much rather have a unique ability or something with lasting value beyond the swamp instead of something that becomes obsolete or that's redundant. At least with frost resistance it has a use beyond the mountains (preventing the cold status at night), so it's no issue that multiple armor pieces give that effect, but poison damage toward the player for the most part does not exist outside of the swamp or is so extremely rare that it's negligible, meaning both the root mask and cape would not be viable options going forward, unlike some other armor pieces and capes that have lasting value.

zealous herald
# stiff stag Would defeat the entire point of the root mask already giving poison resistance....

Not everything has to have a long lasting impact or be useful all the time .. example : linen cape it does nothing different than a deer hide cape if I am not wrong yet I see more people wearing a linen cape rather a Deer hide cape. The root cape is a pretty good concept and the thing is providing poison resistance doesn't have to be it's main property I am sure there are many other things people can come up with ! But I love the concept of a root cape .

stiff stag
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I'm not arguing against a root cape, just the effect that was proposed for it, which to me makes it fall flat and feel very lackluster. Definitely open to discussing potential better options.

uncut linden
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A root cape giving you a small chance of getting double thistle or (normal, not mistlands) mushroom harvest?
Would help with making wolf skewers or blood pudding later on.
Also I feel like the roots and guck it's made of wouldn't be particularly warm, so you'd freeze in the mountains with it.
How does that sound?

pure patio
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Root cape could damage anything that physically attacks you (not ranged). That might be fun.

hollow elm
lofty field
stiff stag
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Having something that reduces the effects of the wet debuff could also be an option. Would still make it a danger while also giving a way to manage it a bit.

granite geyser
stuck ridge
hollow elm
stiff stag
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I feel the biggest obstacle for a root cape in general and the reason one doesn't already exist is because roots would be too solid/rigid to act as a cape, and the swamp lacks anything that would act as a fabric. That should be addressed before getting back to discussing what its properties would be.

eternal wyvern
# stuck ridge just for convenience sake. we have capes that give frost resistance, so why not ...

I've always thought the poison in the game was inhaled or consumed, the root mask giving poison resistance supports this, and I'd find it a bit weird if a cape on your back is making you resist poison damage. It makes more sense to me that a furry cape keeps me warm. I'm not against the idea, but the cape should have something to cover your face (like the Ashen cape) to imply the poison resistance. There's also a point of the root mask losing utility, but people mostly use it for the root set bonus or just use an iron helmet with poison resist meads so that's 🤷

stuck ridge
# eternal wyvern I've always thought the poison in the game was inhaled or consumed, the root mas...

no i understand completely about it making sense- it was just an idea, and my logic was just because of the mountain capes. i also admit i completely forgot the root mask gave poison res

my point isnt nessacarily that we need a poison resistance cape, but just a cape for the swamp. the poison resistance cape was just an idea that could be done with it, but i agree with others that a caps that would help with the wet debuff would be best.

quartz totem
# stuck ridge no i understand completely about it making sense- it was just an idea, and my lo...

people tend to overreact to bare detail grasped inside of an insight/idea/concept/suggestion, rather than understand it whole. Most think the idea, if implemented, will be exactly as it was written. So like, this channel helps others understand that, in your case, it was a win-win discussion. but often is just 'hidden' insults... whereas there was plenty room for just a normal discussion regarding the other's idea.

rose swan
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Drawbridges would’ve been neat in the Ashlands update, would be a fun build piece 😁

lofty wave
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Drawbridges would make it even easier to make a base that raids can’t affect, which we really don’t need.

rose swan
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I don’t think it would make it any easier than something like a wall/gate combo, right?

lofty wave
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If you raise the drawbridge with a hole or moat in front of it, enemies won’t be able to break in

stiff stag
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A small gap in a platform across a pit already does the trick for stopping most enemies from crossing.

rose swan
lofty wave
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It shouldn’t be made even easier, raids need to be able to do something to the player’s base but right now it’s quite easy to ignore most of them if you want to with a terrain wall

quartz totem
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I think the real problem is how raids were designed not the building pieces. And late game gear vs earlier raids, like trolls, skelis surprise, is puff... barely a threat

lofty wave
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Charred raids should’ve had temporary catapults so the enemies can go over the walls NeckSmile

rose swan
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That would be neat actually 👀

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If a player is responsible, raids are very manageable- even without crazy terraforming.

quartz totem
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Not a "solution" but raids should occur less frequent, but any raid could start anywhere and last longer the more you progress, as well as more often spawns. And if no structure was detected the enemies are ⭐ variants and also with the player being the target, that is, the red circle moves accordingly to the player's current location.

lofty wave
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Why would the enemies be starred only when away from the player’s base, where it’s already more dangerous?

quartz totem
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Just an insight. how is it more dangerous? also, that would be for late game, which you can oneshot most creatures but big ones.

lofty wave
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I wouldn’t want to be exploring ashlands which is already full of enemies and suddenly be swarmed by even more 2-star charred warriors and marksmen

quartz totem
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and there lays a problem, mistlands would be horrible to have a raid after you (and kind lose its meaning of calling it "raid", too) unless they could spawn ontop of rocks and all.

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For ashlands would be an exception until you conquer such environment, such as "boss" raids before defeating a boss.

granite geyser
quartz totem
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Or make that enemies from raids are 100% neutral to environment ones.
Or even that the more you progress in the game, the boolean code for enemies spawned during raids increases their health pool naturally so a fulling have 100 hp while a raid fulling have 150 hp after you defeat the queen-ish and 200 after fader... smh like that
as for ashlands, it should have only ashlands raids because its only a cluster of islands way separated from main continent by boiling water.

lofty wave
granite geyser
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And making raids even more worthless by just adding a drawbridge would just make matters worse

Players should be encouraged to be more creative with base defenses, not encourage exploiting the mechanics by building moats

granite geyser
lofty wave
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We need more flying enemy raids - Gjalls (yes multiple, not like the current pre-queen raid) or fallen valkyries would be perfect

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Players need something that they actually need to fight and can’t just hide from behind a big terrain wall

quartz totem
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Flying is annoying, but it's true it lacks diversity and usefulness. Like rianu said, raids are worthless as of rn after some decent time playing the game

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And now that I think of, adding more healh to "stronger" creatures is pointless...

lofty wave
wanton atlas
granite geyser
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I really, really hope they dedicate an update to raids/sieges

quartz totem
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Maybe every raid has a certain threshold which the player is awarded if met, like defeating 10 of a certain creature within the time (not shown). And if met, the final creature that spawns drops an rare item that can be used to craft certain "Upgrades" for a "special" weapon that can only obtained by doing such

granite geyser
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2025 should be a year of overhauling early game mechanics.

Tbh, early game has aged poorly, mistlands and ashlands look and feel like a different game vs the content from the first five biomes. Very especially ashlands

quartz totem
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The pathfinding is great, but when it comes to moats and such buildings, it laaaacks hehe

wanton atlas
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lava blob invasion

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total land deformation after the raid is over 😄

quartz totem
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Maybe a new type of ward that spawns along the raid. The ward forces a floor to be built IF it detect a discontinuity of the terrain. And because its a ward, it also prevents the player from building things inside of it before breaking it (and if destroyed it will respawn like another mob until the timer ends)

wanton atlas
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or

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trolls pickup greydwarfs and throw them at the player 🤔

stiff stag
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The core of the issue in my view is that people go to such extremes to protect their builds more so than themselves, because a lot of time and effort goes into that and would be a massive pain to fix if it gets destroyed. Some way to better protect builds with raids still being a threat to the player would be great to see, although that's far easier said than done.

wanton atlas
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one issue with protecting yourself is that you can always just spam the "sollution" enough times to become untouchable

granite geyser
wanton atlas
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would be a nice problem solver

granite geyser
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Anything to discourage moats and especially earth walls

quartz totem
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There is a mod called "Plan Build". There's a variant of a ward (but it just visually) that auto builds planned pieces. So while a raid is occurring, several wards, up to 3 or 4, are respawn-built around the area and tries to find player building pieces (overriding if a players wards is current active) and the ward builds pieces for said creatures to traverse

granite geyser
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increase the price of raise earth by x10

stiff stag
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Magical variants of enemies that can simply phase through terrain.

wanton atlas
wanton atlas
quartz totem
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like, when one open the menu, there is a second hammer icon near the current one that allows for multiple repair (and M.repair only)

quartz totem
hardy sparrow
quartz totem
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so a thin hole to the bedrock would only increase the side walls!? while a large hole, just the explosion damage thx

wanton atlas
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the use to do MASSIVE holes

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but that was kinda... anoying 😄

safe trench
stiff stag
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It was a separate comment from what was being discussed. You included multiple different ideas in your suggestion which the message he linked to says not to do (namely because proper voting can't be had if multiple ideas are in a single post).

icy island
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the sailing skill idea is excellent, can confirm was disappointed when i learned tacking wasn't viable

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maybe it could also decrease the time it takes to rotate the sail

stiff stag
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That idea was complete nonsense. A player's skill would in no way make the physical properties of a sail change (such as at what angles it can catch wind from).

icy island
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I don't think it needs to mirror real life to be viable in game

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plus the core idea is sound, that tacking becomes more viable the higher your sailing skill is

rose swan
pure patio
stiff stag
icy island
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i agree that sailing into the wind should never be viable

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i mean theoretically if you're more experienced at sailing you could hold the sail tauter whilst at an extreme angle thus getting more speed sailing in a crosswind?

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and you could turn the sail faster

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unfortunately theres no way to mirror what actually happens if you misjudge tacking in reality (your spars snap)

obtuse wolf
oak fulcrum
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#suggestions message I just don't want to think this much while sailing, I just want to get A to B as fast as possible, rather make the sea biome a bit more interesting

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#suggestions message swamp cape is a cool idea but what about it would give protection againts the most dangerous wet effect like a rain coat

wanton atlas
oak fulcrum
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also why are abominations don't come to raid me base

lofty wave
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‘The ground is shaking’ should change to the previous biome’s heaviest enemy, or there should be new raids for them. Trolls become too weak by the time you have silver equipment.

lofty wave
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Difficulty shouldn’t scale with world age, because players progress at different speeds.

wanton atlas
oak fulcrum
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also 100 days is a lot

lofty wave
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But why should slower players get bigger raids at the same point of progression as players who progress faster?

wanton atlas
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yeah. why punish slow progression play? 🤔

oak fulcrum
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so the weaker raids get stronger but the current raids are in your level

lofty wave
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More enemies won’t fix that, we’d need new enemies in those raids (#suggestion-discussion message)
Even 8 trolls wouldn’t be able to hurt you once you reach mistlands.

oak fulcrum
lofty wave
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A 2-star troll raid would make far too much troll hide

oak fulcrum
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the item destroyer is your friend

lofty wave
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If they could just be swapped out for seeker soldiers that would be much better, as it would provide more useful resources for the player’s progression

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Nobody wants troll hide anywhere past swamp

oak fulcrum
# lofty wave Nobody wants troll hide anywhere past swamp

ye but its not just troll raids that come in some cases you need erlier materials from the game. like a big greydwarf raid give you a lot of wood and stone or the dragons with a bunc of frozen stoff wich you need to make frozen arrows

oak fulcrum
lofty wave
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The troll isn’t a threat for that if you can kill it before it even has a chance to get near your base

oak fulcrum
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if 8 comes from 8 differend direction you need to act fasat before one reaches your tamed animals

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well only if you playing solo wich I do

stiff stag
# oak fulcrum ye but its not just troll raids that come in some cases you need erlier material...

Those raids aren't permanent, they stop appearing when you defeat the boss for that biome, so not sure what you're talking about here (they aren't like troll raids or the special raids unlocked after defeating bonemass). The average player is going to be well past that point in progression by the time they get anywhere near any noticeable difference in those raids, making it pretty pointless overall. And a glaring issue that you haven't addressed is how it punishes slower progression (or facilitates it if people want larger raids), both situations that are just bad game design.

oak fulcrum
# stiff stag Those raids aren't permanent, they stop appearing when you defeat the boss for t...

first the dragons do raid with the "cold breez from the mountains", you thinking of the special boss releated raids like "eiktyr rallyes its army". The other raids just appear more rare because the more raids you unlock the smaller the chance you get one specific type of raid fore example the skeleton army. Ant I already adressed the progression isue with the raids don't grow by the days you spent playing but with the currently last defeated boss, when you kill a boss the previus raids grow in size a little but not the currently in your level raids, this would make previous raids a somewhat stronger but still under leveled from you

unique robin
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but some raids do get disabled

lofty wave
unique robin
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also the skeleton raid is a blob raid pre bonemass

lofty wave
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The blob raid is after Bonemass, before that it’s draugrs and skeletons together

oak fulcrum
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like the charred spawners is one of the coolest kind of raid where you need to destroy them until the they wont go away, but its gets disabeled after fader

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But basicly my whole idea is that the raids are flat and kinda boring especialy in the late game so I wanted to come up with something that would make the raids more than a chore wich comes at the wrong time always

granite geyser
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#suggestions message

It's already op that the antler pickaxe can mine everything up to swamps, which already discourages crafting bronze pickaxe. But being able to upgrade it further would just make the entire existence of the bronze pickaxe even more pointless because an upgraded AP would surpass it, and it's already not-worth upgrading a bronze one.

Crafting multiple antler picks and using those inventory slots is a decent way of balancing it considering all that

open dagger
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#suggestions message you can bring asksvins back home by just taking the eggs to your base and hatching them there, no need to drive them back

quartz totem
quartz totem
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And that flaw leads to skip progression. I heard one of the devs saying in a video they were thinking about "cutting out" skip progression. Simple, reduce trolls strength to lvl 2 don't break neither copper nodes and tin, and birch trees. He mentioned tree trunks were not intended.
For tree trunks falling into a birch tree, set the boolean number of damage taken by a birch tree range above the damage dealt by the other trees and any number below it deals 0 damage.

inner urchin
unique robin
inner urchin
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Well you can't craft armor and most items aside krom, ballista and the mistlands spear.

It is possible to get to the ashlands without killing the queen though you need the bigger boat and if the boat somehow gets destroyed, you can log in and log out just to reach one of the peaks though you also need medium stamina.

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However you only generally go to the ashlands for the food and the new portal ingredient, otherwise there's nothing worth there.

pure patio
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English only on this server, please 🙂

clever locust
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ok sorry bro my bad

wanton atlas
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I do know what that means.....

clever locust
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they dont have to

wanton atlas
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it wasn't ment to be a Quality of Life update yet

clever locust
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am i meant to know things like that

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i never seen an update titled with QoL in any way on steam

wanton atlas
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  • Added a new “Render scale” graphics setting that enables the main camera to be rendered at a lower resolution than the viewport and UI
  • Improved automatic input switching so that connected gamepads with stick drift no longer take over control when playing with keyboard and mouse
  • Optimized code that determines which objects in the world to instantiate, lowering the baseline CPU time by up to 5%
  • Optimized structural integrity calculations, massively decreasing CPU time in areas with large builds
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a few things added not so long ago 🤔

stiff stag
#

#suggestions message The entire point of portals is for qol and to avoid massive needless time sinks. If that's what you want, why are you even playing with portals disabled in the first place?

granite geyser
#

I don't even understand the suggestion

lofty field
#

I think the intention is to allow placing some portals, e.g. as server master, but then prevent the addition of more portals by players by enabling the 'no portals' modifier. Makes sense imo.

wanton atlas
#

just as the map table is useless decoration in the no-map mode

stiff stag
# lofty field I think the intention is to allow placing some portals, e.g. as server master, b...

If it's for a server owner to set up a custom world, that would absolutely be an understandable need. However it still just sounds like they want to use portals in no portal mode in general in a single player world, which is not the correct use for that mode at all. If they want limited/restricted use on how/when they can use portals, that's entirely a personal matter that's up to them to decide on. If they have self control issues then that problem is on them to fix, not the game.

clever locust
#

and 3 (if not all) of these are the most unnoticeable things they could ever add

#

for a casual player

lofty wave
#

#suggestions message @balmy marlin wood structures take damage in rain, if you put a roof over it or use stone you won’t need to repair it

balmy marlin
lofty wave
#

Gates barely look different when rain damaged, you don’t need to repair those

balmy marlin
#

I just want a more realistic timeline for things not covered to be damaged. Feels weird repairing something and then 2 minutes later it rains and poof it’s all back to 50%. In our current world we have walkways and outdoor steps that shouldn’t require roofing. I’m okay with them getting damaged as that makes sense, just that it should be after 10 rains or something.

granite geyser
clever locust
#

whaaat

granite geyser
#

They are noticeable

undone bloom
#

@loud marsh I generally like your idea, tho aren't the askvin laying eggs so you can carry them easier? for the other pets it would be useful, but the askvin isn't the best example imo is all

uncut linden
#

How about a eitr staff that summons an extremely bright orb of light? You use wisps to make it and upgrade it. When summoned, it drifts a small ways away from you, stopping in the air. You can only summon one at a time. It lasts a few minutes before fading. The light does not disperse mistlands mist.
It would serve as a convenient light source for night or dark caves, maybe even those incredibly dark Ashland nights.
What could it do that would make it good enough to not just make it another wisplight? Maybe it does spirit damage in an area? Maybe it's light grants some kind of buff?
Would the light count as a campfire for some easy rested bonus?

lofty wave
#

Being able to rest at any time would be too powerful

uncut linden
#

Yeah, I don't think it would actually be warm anyway

obtuse wolf
#

or instead of spirit damage in an area it just infuses ur melee weapons to deal a little bit of spirit damage

errant wedge
#

perhaps it could give some passive healing? I don't think there is a healing staff yet 🤔

pure patio
obtuse wolf
#

also the ability to rest at any point isnt even that powerful bcs at some point you still need to empty ur inventory and if your getting ores you will be max weight before losing ur rested most of the time

#

so basically if a staff like this existed and it gave that small amount of rested it would just make it so you dont need to get a few stones and wood

uncut linden
#

I like the idea of infusing weapons with spirit, interesting idea
Also passive slight buff to movement would be pretty cool too

obtuse wolf
#

yea it is def an interesting idea bcs rn the only way to deal spirit damage is using silver weapons

#

which makes the frostner a good weapon throughout the entire game rn

uncut linden
#

Hhhmmmmmmm
Would it even be OP, since the infusion would be within a certain radius, and tied to being a mage?
And the brightness of the light would make you too visible to sneak effectively in most cases

obtuse wolf
uncut linden
#

I like support

obtuse wolf
#

yea and thats why i love the shield bcs when me and my friend did a playthrough recently they played like a supportive mage build while i had the tankest armor with melee and i think that was great

#

so letting the mage have more supportive tools would be a great addition

uncut linden
#

Definitely!

#

Since it would infuse your weapons like that, maybe the crafting recipe for it should have silver..?

obtuse wolf
#

yea probably like silver wisp then some material that makes it so you have to actually explore the mistlands first

#

oh wait just like refined eitr

uncut linden
#

Yeah lol

obtuse wolf
#

kinda forget that existed lmao

toxic dawn
#

Regarding customization options I am a little sad that we stopped getting painted shield options after the plains

lofty wave
#

Mistlands isn't the only biome without shield styles, bone tower shield and bronze buckler don't have style options.

toxic dawn
#

Oh really? Dang nevermind then. Guess it makes sense for the chitin shield having no options

uncut linden
#

The suggestions about being able to break down old equipment for part of the materials always carries the potential for people to abuse it to teleport metal. Albeit, inefficiently.
If a boat ride is long enough it may become worth it to save the time, waste some resources and cheese it

turbid cape
#

but I totally need 300 iron nails for my... uhhh... Mistwalker... >.>

vivid ridge
#

Mistwalker is so cool

stiff stag
#

#suggestions message Flat roofs exist in the form of stone. And flat wood/thatch roofing naturally does not exist as it wouldn't function as proper roofing (since it needs to be at an angle in order to wick water away).

unique robin
#

what about roofs at a instead flat but at a angle like 5 degrees

lofty wave
#

That wouldn’t be able to snap well with other build pieces

unique robin
#

thats fair would need more than just a simple 5 degree roof but other pieces for that as well
and it would still not ahve much abillity to connect to other pieces

wanton atlas
#

go away with your evil flat-roof-ideas

unique robin
#

also im just sharing ideas not saying it should or shouldnt be

lofty wave
#

If flat roofs were added, people would start living in boxes instead of houses

short wing
rose swan
#

Just curious, why would boxes be a bad thing? 🤔

short wing
long glacier
uncut linden
# long glacier https://discord.com/channels/391142601740517377/1202312684364910612/128375291508...

That suggestion has something to it at least. Planting and picking can take awhile if you're trying to grow a good amount.
You need a lot of linen if you're going mage, and a lot of the good foods use flour. That means you need to plant a lot of barley and flax. Because you replant what you harvest, you only get 1 per plant. That's a lot of replanting and harvesting, not to mention any accidentally wasted by planting slightly incorrectly.
Having some sort of QOL for farming would feel so nice

granite geyser
#

Most or all crops lose relevance after a while, so that farming grind is always temporary

#

And the point is to always have what you need, having a massive surplus of anything is your choice

#

Aka it's unnecessary and only happens bc you decided it to

arctic lily
arctic lily
lofty wave
#

To harvest barley (and flax) you can break it, and sledges and polearms can harvest a full field very quickly.

arctic lily
lofty wave
#

Don’t try any other crops or you’ll lose them. I assume it’s barley and flax only to stop fulings deleting their own crops.

rose swan
#

I feel like some sort of ‘upgrade’ or placeable structure to increase the yield of crops (edit: in a given area) would be great. Players who go slow and spend a lot of time at certain points of the game would benefit, players who like to increase efficiency of their base would benefit, and of course builders would benefit.

stiff stag
#

It's because they are tall grass-like crops, so chopping them down would reasonably harvest them safely. Earlier crops are nothing like that, and chopping them down would reasonably destroy them.

#

The earlier crops are also buried underground, so cutting wouldn't harvest the important part in that case.

lofty wave
#

It would work for seeds though?

#

And also for mistland mushrooms

stiff stag
#

I feel it's more just that chopping down a tall grass-like crop to harvest it is a method you would jump to thinking about due to it being used irl in that situation, while doing so for the seeds of a plant/crop or for mushrooms wouldn't be a method that comes to mind, even if it could logically work for those. Either way I shouldn't have stated the reason I gave as a fact, it's just what I feel is the most likely reason. The reason you gave earlier now seems equally likely after thinking it over.

hexed jewel
#

#suggestions message i think that could be a good way to add difficulty and a difference besides just straight stat buffing for harder difficulty, I don't think though it should be the only way, either only have this change for higher difficulties or make it a toggleable setting, since there's definitely people that 'need' to be able to finish a hard enemy over multiple attempts to enjoy the game

lapis surge
sick breach
#

I dont understand the opposition to using a cultivator to mass harvest, it only removes unnecessary time wasting having to press 'e' while aiming at each individual crop. It's not like crops were supposed to be gated by harvest speed.

uncut linden
#

Maybe because it's not very realistic looking..? I couldn't tell you tbh
I'd love some farming qol

sick breach
#

#suggestions message do you mean the mast? The bow is the front of the boat, and there's already a place at the front where the player can hang on.

lapis surge
lofty wave
lapis surge
lofty wave
#

We can’t have changed air attacks, I’ve practiced the current animations way too much froggi

#

The timings and hitboxes would be all off

lapis surge
hardy pivot
#

maybe make it a mob or staff or something instead

stiff stag
#

Mass harvesting earlier crops has been rejected as it would make the process entirely trivial, which the developers (and plenty of players) don't want. There should still be some semblance of the character doing work/putting effort in , which is non-existent when you can just point at a random general area from a distance without much/any moving and harvest all crops in that area at the click of a button, and spam that action as much as needed. I can agree on the repeat actions of picking crops being made less tedious, but mass harvesting isn't the way to do it as it's overkill.

hardy pivot
#

what about a pullable plow

#

looks like the cart, but picks up crops as it rolls over them

#

your emotes have no power here

late haven
#

can someone tell me what the recycle emote means?

stiff stag
unborn jolt
#

What do people got against druid magic?

long glacier
#

Feels very different from what’s currently in the game and would probably break various parts of the game, usually stuff like that is reserved for modding

stiff stag
#

#suggestions message The size has nothing to do with it, if that's what you're basing it on. And if anything, the shields made of solid metal (bucklers) would absolutely weigh you down movement-wise more than a wooden shield banded with iron, despite the size difference. Even going off of the weight of materials used to craft them this is true, although the difference is so small that it's fair for them to have the same penalty as it currently is.

red breach
#

what does the recycle emote mean?

hexed jewel
#

suggested before

rose swan
silent echo
# rose swan Personally, I’m against it because it feels immersion breaking. That’s just my t...

I kind of get the argument against something like the cultivator mass auto-harvesting... but I also despise the existing farming mechanics. It's tedious no matter how practiced you are at it, and it's more punishing when you play slower or have more people on your server. It feels like tedium has been injected into the mechanic to keep it from... I don't actually know, honestly? Being too efficient, I guess?? It's not like farming-based dishes outclass all other food in stats. Most require forageables as well. The 'difficulty' of farming has always been in acquiring the seeds in the first place, and it takes 'resources' in the form of safe land to farm your crops on. I don't understand why it also needs a bunch of fiddly, repetitive motions to aim and harvest/plant every time, on both ends of the process.
At minimum I wish I had an accessibility setting where I could choose to have my viking automatically harvest the crops when I toggled automatic walking while on top of them. It hurts my hands.

#

That got sidetracked from your original comment, Dogg, but I still used Reply to help keep it clear what part of the convo I was responding to.

red breach
#

thats actually a great idea, the auto pick up feature. When you are near your plot you can press Shift+e or something to let it do its thing,

#

probably a headache to program but I believe

silent echo
#

I think most things are a headache to program, lmao, but I think Valheim at least has the bones for it, since 'Q' already toggles auto-walk and the crops already detect proximity ("too far to harvest") and some measure of collision (damage from weapons).
It wouldn't solve the same fiddly motions being necessary for planting crops, but it would at least be nice to see some steps being taken to mitigate the repetitive motions in farming, especially when it's an issue that has come up a lot.

red breach
#

has employable NPC's been suggested?

vivid ridge
#

yes

red breach
#

we could still have to put in the work to feed/pay them so its not entirely automated

silent echo
#

Speaking more broadly, I think it's entirely possible for something less immersion-breaking to be implemented that would help to reduce fiddliness in the farming. The only tool we have specifically for farming is the cultivator, and it is more of a gate on the mechanic than a tool for the player. There's gotta be some wiggle room for improving things!

vivid ridge
#

devs do not seem interested in the employable npcs

granite geyser
#

Fortunately

silent echo
granite geyser
#

We have enough trying to survive by ourselves.

Adding babysitting to an army of idiotic NPCs to the list of issues is just no

vivid ridge
#

mods will most likely implement it

granite geyser
#

People heavily overestimate the AI in this game

silent echo
#

People heavily overestimate AI in many games, I think. A lot of it is smoke and mirrors, and if it works on you it's magic with no limits, and if not you are deep in the jank trenches

red breach
silent echo
#

I think something like a draggable cart that drops seeds at less-than-optimal spacing would (if feasible engine-wise) maybe work? The jank of cart physics and having it be unoptimal spacing would make it not too strong against regular farming, but it would be a good option to escape fiddly wrist strain hell

#

To some degree I do understand why it's not a priority right now for the devs either way, which is why I think the autowalk harvesting is a good minimum/band-aid solution, but I would like to see it at some point. I love Valheim, but I do not love hurting myself to play it

red breach
#

we need to make sure to stretch before each harvest, maybe thats what they intended

silent echo
arctic lily
timid blade
#

They should make a another biome called The Vast Blue. The Vast Blue would be on like the right side of the map but in patches so its less common. In this sea would be krakens, skeleton/fuling/draugr pirates(depending on the nearest biomes), mermaids, and maybe dolphins that you could tame and ride in the water with. And there would obviously be new fish to catch. The boss would be a hafgufa or something of that nature to fit with the tone of Nordic mythology. This would be a pretty big update but i feel like it would be pretty fun.

#

And obviously there would be a lot more than what I said in this update but i cant cover everything.

vivid ridge
#

light bulb emoji is necessary for it to post

timid blade
#

ok thanks bro

granite geyser
#

Irrelevant. We won't get new biomes anyway

timid blade
#

the deep north

granite geyser
#

The one already present since day 1 that's been planned since the very beginning...

You are mentioning a completely new one

timid blade
#

I still think its a cool concept

vivid ridge
red breach
timid blade
#

when did they say they were doing an ocean update?

#

i didnt know abt that

finite moss
silent echo
#

While they were a bit short about it, the fact the dev team doesn't plan to add biomes beyond DN is fairly relevant to a suggestion about a new biome. The point of the channel is to suggest things to the devs first and foremost, so for something they definitely won't do either way it matters less where the idea ends up posted. That said, there's some stuff in there that could fit an ocean update, which is something the devs have discussed doing

stiff stag
finite moss
#

can’t lie tho yk damn well that pirate idea would be sick

silent echo
long ferry
finite moss
#

well not annoying but u get it.

long ferry
#

It's not that bad, it's still a great game and there's tons of different ways to play through it again and again

finite moss
#

yeah

#

ur completely right now that i think about it

granite geyser
lapis surge
stiff stag
#

The point was that stuff you suggested already exists in some form, making the suggestion fairly redundant.

lapis surge
stiff stag
#

The dungeons in valheim are a bit more grounded in reality (most traps found in dungeons in games and other media are greatly exaggerated or made up), and not every game that has dungeons needs to be filled to the brim with traps and puzzles (not to mention valheim isn't meant to be a trap avoiding puzzle platformer, so stuff like that wouldn't fit anyway). The sealed tower is an existing example of a "dungeon" that has some parkour style aspects to it, with bear traps throughout the floors (along with groups of very deadly enemies). I don't feel we need anything more than that, especially since it's just a side quest (too many of those detracts from the main storyline and adds needless bloat to the game).

lapis surge
lofty wave
lapis surge
lofty wave
#

We already unlock items for Haldor by defeating bosses, he doesn’t need chests

granite geyser
#

Bloating a game with content that's just there for the sake of being there with the excuse of "it's fun bruh" is the complete opposite of how a game should be developed

arctic wharf
#

Had played during one of jirocs adventure map seasons and almost all of the player made POIs had parkour... I hated it 🤣 and it was the first time I straight out begrudgingly grinded a skill - the jump skill.

#

And I was like #1 on finding and completing those things too... and started the initiative to get a proper portal hub for them all going.

Definetly I would 👎 such an inclusion again and again, as valheim just is not built for it.
Too many factors make it wonky, and valheim lacks some features I would want for platforming. Just not that kind of game.

#

If at all, it would have to be rather simple stuff to not be frustrating. Just a tiny splash.

upbeat shard
wanton atlas
#

and no. there is no "read between the lines" here 😄

granite geyser
#

Surprised that you didn't mention the very slightly important factor which is: Iron Gate is a game development company, not an animation company.

wanton atlas
#

well. I left it so you could mention it 🙂

granite geyser
#

You know me well

wanton atlas
#

but yes indeed. we make A game. not animations

granite geyser
#

It would 100% depend on whether an animation studio would be interested

wanton atlas
#

and then you would need a platform interested in your game

#

or so I would assume

#

not like "hey netflix/amazon/ <insert streaming platform>" We got a cool thing for your audience

wraith oasis
#

sorry, when i said the confirm or deny bit, what I meant was if there was any confirmation on who the characters are in the shorts.

wanton atlas
#

oooooooooooooooooooooh

#

sorry for missunderstand that 😄

#

Hm...

#

not sure to be honest

#

or

#

🤔

wraith oasis
wanton atlas
#

don't think they are the same completly

wraith oasis
# wanton atlas don't think they are the same completly

Fair enough. My community has developed awholke bunch of unofficial lore, especially around Ulf.

We have the church of St. Ulf. We love to riff off the fact that he always seems to be having the worst time, and we willfully misinterpret his misfortunes to paint them as great triumphs, and wisdom passed down for us to follow. We build shrines around his stones, and always respond with PTOFHS f (Pray to Odin for his soul) every time someone mentions him.

Since he is the closest thing the game has to a recurring character, and since the characters in the shorts are also recurring, I was just wondering if there was a connection.

wanton atlas
#

I can ask my collegues about it

#

but I am not sure the stories on the lore stones ingame have to much to do with the characters in our animated trailers

wraith oasis
#

ah, fair enough.

If you do find an answer, please let me know! Genuinely curious

rose swan
#

@mighty grove There is a small wooden triangle/arrow at the base of the portal that indicates the front. It’s not super well known, so hopefully this helps! #suggestions message

mighty grove
#

Neat, but still not super helpful when its dark

quasi thicket
#

#suggestions message I like this but to keep it fair you could add a timer where the player is seen planting each crop, as opposed to magically planting 5 crops at a time, could be a a cultivator upgrade at a higher tier table level. @lucid palm

peak bronze
#

#suggestions message This sounds like a good idea. Either having a button for whistling tamed rideable animals or making animals equipped with saddle able to follow the player like wolves do.
Just a note, GTA2 had a button for burping/farting, so button for whistling should be possible, right?

Edit: just saw the other suggestion about toggling Asksvin to follow or stay like wolves, so I support those both suggestions.

humble jasper
#

Some players have doubts about hardcore permadeath runs (which aren't a lot out there)
Can we have a "permadeath" option in the world settings?

wanton atlas
humble jasper
#

Yes, but since the game saves game progression in cloud, some players can just go to an older save and render your hardcore death penalty useless.

#

Terraria and Minecraft both have permadeath options.
It is a good thing we have fire hazards, that's helpful. Game changer...

stiff stag
#

The issue you're describing isn't something they can fix. In both Minecraft and terraria you can copy world files (and character files in terraria's case) to make backups. How someone uses those backups isn't a problem the developers need to be concerned with.

#

Same goes for valheim.

hexed jewel
arctic marten
#

@stiff stag I agree man. Not something we can solve as an issue.

north adder
#

How comes the dundr uses a bloodstone? seems almost like a bug cos of how we have the iolite which is a lightning stone and the dundr is a lightning weapon, also the trollstav already uses a bloodstone. that way mages would have 1 new item for each type of stone.

lofty wave
#

#suggestions message We don’t need a healing staff because of the staff of protection. A player’s health will regenerate while unable to be damaged when protected.

north adder
lofty wave
#

If potions, heavy armor, a magic bubble and combat experience from previous biomes isn’t enough, shouldn’t a player die at that point in the final (and hardest) biome?

#

I think a spirit weapon could be nice though, neither of the elemental staves from mistlands felt particularly powerful against the charred warriors when compared to silver weapons from the first half of the game.

lofty wave
north adder
lofty wave
#

Feather cape’s recent buff increases the wearers jump height, so it’s effectively doing this already but not for 5 seconds.

#

It would also be too much of an advantage for magic over physical combat which is already considered weaker by many.

north adder
#

well idk about that, when i get jumped by asksvins im kinda out the fight until i can slowly kill them, swords and the dual axes do way more damage

#

it would be nice to use a little get away tool

lofty wave
#

Sprinting, rolling and jumping are already your get away tools

north adder
#

well i have low stamina cos of eitr foods tho

lofty wave
#

2 eitr 1 stamina isn’t too far from 2 health 1 stamina, but you aren’t spending any of that stamina to attack or block.

north adder
#

but my point is more that i cant just run away from them cos their too fast i have to resort to killing and i dont have the upfront damage to do it

#

i used my friends sword for a bit and the damage dealt in 3 swings was incomparable

lofty wave
#

#suggestions message @finite moss you can jump before using your forsaken power to keep movement and dodge attacks

rose swan
#

Altering the terrain to create caves isn’t possible within the engine is my understanding #suggestions message

uncut linden
lofty wave
obtuse wolf
arctic wharf
#

Well, with how they made terrain that is as Blobicycake pretty much said haha

#

It's not voxel terrain, only a simple height map.

granite geyser
#

@humble jasper Neither yellow mushrooms nor thistle are magical in any way

humble jasper
#

Fine, keep magic system uselss forever.
What sort of a moron player would give up 100 bow skill for a magic staff?

granite geyser
#

It is literally the most powerful playstyle in the entire game...

humble jasper
#

Sure it it is if you play Valheim on easy.

Go play it on hardcore and it will be useless.

granite geyser
#

How?

red breach
#

Using magic literally makes Valheim easy mode?

granite geyser
#

I know, that's why both of those statements don't make sense

humble jasper
#

For one, you need eitr, you give up HP for eitr, making yourself vulnerable.

You are slower since the robes give you no movement speed. Hardcore monsters have 50% increased movement speed.

Eitr regenerates way slower compared to stamina, and takes far more for each magical hit.

Lower HP, lower chance to run away, lower eitr regeneration, lower armor and facing hard hiting enemies that can end you in one hit, sounds super easy and powerful.

granite geyser
#

All magic weapons are ranged...

If you're getting hit at melee range while playing ranged guess whose fault is that

uncut linden
#

regening damage fuel that you can use to hit at a distance..

granite geyser
#

Low hp, low armor and slow movement speed are irrelevant

uncut linden
#

Don't need a ton of stam as mage anyway
You're not using much to attack. It's just for movement

humble jasper
#

I would love to see any of you play mage on hardcore and not die while using it.
Since you are ranged, I am sure you can't be ever surprised by enemies if you are ranged.

uncut linden
#

Why do you keep bringing up hardcore? That's not normal difficulty.
Sounds like you maybe just can't handle it, or mage is just too unfamiliar to you

red breach
humble jasper
#

How is a "class" like the mage, both elemantal and blood magic OP if you can only beat the normal Valheim with it?

red breach
#

Sorry man. Hardcore or not. Blood magic alone makes the game way easier. My opinion

granite geyser
#

It's a ranged playstyle, that alone literally makes any mode easy mode

lofty wave
red breach
#

Yuuupp lol

#

Staff of protection, re acess the Agro, find better landscape, fight

humble jasper
#

My bad, I forget that I talk to normal Valheim players, no hardcore here... so I'll let you tame your boar in piece and silence.

uncut linden
#

Bro
Shaming us for playing the game

granite geyser
#

"Stop disagreeing with me I'm right and you're not"

Seriously...

#

Discord needs to increase the minimum age limit to +16 or +17

red breach
granite geyser
#

At least we could report people below that age

humble jasper
#

Why would I listen to any advice coming from players who get scared of a greydwarf?

uncut linden
#

You couldn't play the strongest class in the game

humble jasper
#

You all seem to think that Valheim on normal difficulty is the ultimate challenge and all your advice are based only on that experience.

granite geyser
#

Mage playstyle demolishes all game modes

#

Even hardest

humble jasper
#

Oke buddy, I am sure it does, let's leave it to that, my apologies for stiring up your cauldron.

granite geyser
#

chaz, don't bother

#

You can see from miles away the type we're dealing with...

humble jasper
granite geyser
#

I'd rather not afford to lose braincells from immaturity

red breach
humble jasper
#

Thank God you're not insulting mate.

#

Only I am aparently.

red breach
#

You were, not right now

unique robin
granite geyser
#

Which is much worse

finite vapor
#

I'm sorry but I have to agree here that magic is extremely op, especially staff of protection making armor and resistances basically irrelevant as long as you keep the bubble up and avoid hits.
We have fire staff doing the same or more damage as demolisher from a safe distance without slowing you down or making any noise, staff of the wild which is completely broken and scales UP on hardcore/very hard making it even BETTER than normal for it, and troll stav which the impact will one shot most mobs if you use it properly (and also scales off of very hard to do double dmg) 🙂

#

There is no need to buff magic, it has so many advantages over melee already it needs nerfing if anything

#

Staff of protection and staff of the wild turn the entire game into a cake walk regardless what difficulty you play on

stark furnace
finite vapor
#

It's not a bug it's a feature, existed for over a year now Ragnar_laugh

stark furnace
#

when did hildirs quest come out?

finite vapor
#

Jun23

stark furnace
#

Yea, so a year and some change now ig

short wing
# humble jasper For one, you need eitr, you give up HP for eitr, making yourself vulnerable. Yo...

Lower chance to run away is wrong, since you have your whole stamina bar to use that you don't need to fight with, you have summons like skeletons and trolls that provide a distraction if needed and the bubble from staff of protection gives you a I can get hit at least once by anything and survive.
Melee or bow users don't have that, they use stamina to attack and are generally left with less stamina to use to get away and you are ranged so if you have a bit of situational awareness and reposition when needed or do a Kenobi and get the high ground.
Melee has less movement speed if they go for high protection.

arctic wharf
#

if it has been the case for that long, than the odds of it ever changing are slim and thus it is a feature now Ragnar_laugh

wanton atlas
#

@still vapor don't comment or hijack someone elses suggestion

still vapor
#

Okay but kitty

wanton atlas
#

cat's don't go to the purgatory. they go straight into Valhalla

lofty wave
still vapor
#

Nothing, they just sleep js like irl

wanton atlas
#

sadly no

eager garden
#

@wanton atlas Since you downvoted my suggestion about low-poly trees, I guess it won't happen. I'm just curious to know the reason, too much work? performance? maybe it's already been tested internally?

wanton atlas
#

it's pretty much as optimized as could be without actually removing like 50% of all trees and de-forrest the entire game for performance reasons

#

there are other ways to get performance

#

one big one would be to actually prevent players from building more than X amount of instances

#

(BUT NO ONE WANTS THAT)

lofty wave
#

If a base isn’t laggy, it isn’t big enough

wanton atlas
#

True 😄

#

you build until you hit 28FPS

#

then base is done

#

rinse-repeat

arctic lily
#

I was supposed to stop at 28? 🤣

grave cipher
#

Someone mentioned a potential potion/forsaken power for walking underwater like undead do. Why so many downvotes? It'd be a cool concept for when/if they flesh out the ocean biome.

stiff stag
#

Because the developers have no plans for diving or going underwater in general, and because the water system was never designed to support such a thing in the first place.

granite geyser
#

And content above the ocean surface seems much better and simple than underwater shit

grave cipher
#

It'd be kinda cool & different to do both 👀 Maybe an equipable item that you craft once you loot ocean surface POIs. Then you can access harder mobs and locations at ocean floor

#

Just creative spitballin. I dont have a grasp on how hard that would be to code 😅

#

Did the devs ever say if they were adding ocean boss or if it will just be side content? I think it's latter but not positive

arctic wharf
#

I can only imagine how completely empty it is under the water... ain't no way they are going to try and fill all that out just so we can have a bottom of the ocean stroll lol

grave cipher
#

Yea it's probably not practical. Imagine loading in all those instances while sailing 😭

jade tiger
wise sable
# hollow elm https://discord.com/channels/391142601740517377/1202312684364910612/128233414239...

How do you reward reverse boss run challange, or skip bronze age challange, or no map challange? I am all in for extra special challanges. And also for each boss, secret minibosses, to track how are people doing comparing to my progress, and i like to know when I found something special. Because I am not streaming or posting all things on twitch. But ultimatly it is up to developers to tell if there will be any achievments at all.

arctic lily
grave cipher
hollow elm
# wise sable How do you reward reverse boss run challange, or skip bronze age challange, or n...

I'm pretty sure I suggested items & progression as rewards. I also implicitly indicated that the achievements I was referring to were the ones like "You picked 50 Raspberries!", or "You completed a Frost Cave!"; the kind of stuff that is requried to progress. Reward extraordinary accomplishments all you want. Just don't introduce what seems to be the industry standard for achievements, which is to tell players they're amazing for doing exactly what the game intended them to do.

#

#suggestions message I feel you, it's not great. But there is an option (presuming PC, I don't know what the console equivalent is). If you hold down shift while using the hoe, it will level the ground at an average of the difference (at least as I understand it). It's not awesome, but it helps.

untold gazelle
arctic lily
hollow elm
arctic lily
#

Will also try, but I think in my experience that ends up with more divots because depending on the bumpiness the character doesn't move smoothly or gets stuck.

hollow elm
granite geyser
hollow elm
forest plank
#

@lofty wave what are your ideas for the Deep North or why dont you like my ideas?

stiff stag
#

Your first suggestion doesn't really make any sense, not sure what "a real viking biome" is even supposed to entail. Also note that valheim is not a viking simulator game, meaning not everything is going to be or needs to be viking-esque, especially not the landscapes you travel to. And both of your suggestions are overly vague and generic.

lofty wave
#

Deep north can’t be another generic cold biome (we already have mountains for that). It has to be more unique, especially as the final biome.

#

And since you asked for my ideas, I’m hoping we see some lightning enemies so yagluth’s power has a reason to exist.

open dagger
#

hopefully some not poison resistant ones so that a third of the ashlands weapon get a use for their damage

forest plank
#

I expressed myself wrongly, sorry. But I want Deep North to be a biome, which has a lot to do with Norse mythology. Of course, Valheim is not a Viking game, but I think the vibe of Mountain and Dark Forest just fits the game and would like to have another biome like that.Blobicycake, I want there to be a few parts of Godlike Houses(Valhalla or sum) with very beautiful Northern Lights and that the whole biome has to do with supernatural powers and suffering.

lofty wave
#

We need a blunt resistant boss, we haven’t had one yet

forest plank
lofty wave
#

Wrong reply?

forest plank
#

yes sorry😅

untold gazelle
# wanton atlas we already have LOD distances and such for a reason

Is it possible to make it show only a silhouette of the objects in the distance? Or would it be as demanding as it is right now?
I think the trees in the distance looks ok, you can still identify biomes from afar, what i think is missing is the player structures, it is really weird not to be able to see a port when arriving on the island (maybe i have to try a better config), but a silhouette would do fine in a certain distance if it makes sense for optimization purposes

wanton atlas
untold gazelle
forest plank
#

I think the game would not be that good if everything would be viking related but I think you can do it in the Deep North because everything matches with the cold and mythic Ambience

untold gazelle
untold gazelle
# forest plank yes Yagluth'S power is very useless in the game rn, u got a point

I haven’t reached this part of the game yet, is it worse than the elder’s power?
It’s only use is for farming wood, it could at least turn the “wet” effect into a buff or something, it would be game changing on the swamps only but the players would have a use for it, in my opinion buffing underused powers is better than nerfing the others

pseudo grail
#

yags power is mostly used in mage combat tbh

#

pvp mostly or ashlands

lofty wave
arctic wharf
#

A wanna be dev, am I right? 🤭
Joke ofc, Anyone on the team is technically a dev regardless of role (it's not just the programmers).

wanton atlas
#

also design, talking to you, solving your issues (as much as possible), did I mention comming up with ideas also?

arctic wharf
#

No worries smiffe, I am the real wanna-be 😿

arctic wharf
#

Eyyyyy! 🤣

wanton atlas
#

you got 17 more followers on your artstation than me 🥲

arctic wharf
#

I have not added anything to art station in ages... my goodness 😂

wanton atlas
#

time to update that portfolio my man

#

btw. everyone online is a dude

#

and/or FBI agents

arctic wharf
#

probably, I mostly just do small commissions by now... some within Odin Plus also, for Valheim hehe
I am a wanna-be game designer tho 🫡
Not that I wouldn't mind wearing multiple hats as is the norm for small indi teams.

red breach
#

@wanton atlas hey Smiffe, i had just noticed you had disliked the idea for an auto pick up toggle for only the items you want(in your inventory) was just curious why, love the game! Legendary team

silent echo
#

#suggestions message I like the idea of adding snaps to more items (placing crafting upgrades can be incredibly frustrating when there is a space it should fit, but you can't line it up because you're stuck with lining it up by the dead middle), but I'll add one caveat: I love the fucked up things I can do with the current placement calculations for rugs and I would hope if the devs did implement this the Auto-snap option would remain the same for those

#

#suggestions message Curious if this means Glaciers as a dungeon/cave type thing or an overworld object? Ice arches and crevasses to navigate in the overworld could be pretty cool, though I'm not sure I'd want mining to be their purpose, and featherfalling makes crevasses less dangerous and more annoying...

untold gazelle
# wanton atlas I am a dev 😄

That’s cool, i want to start venturing into game dev/production too some day in the future, the way you interact with players and take suggestions is pretty cool btw, good job

untold gazelle
lofty wave
#

I made a suggestion that those resistances should be applied in blocking, so they stack with other resistances and so it's more unique to bonemass' power

untold gazelle
#

You mean applied to blocking even when the power is not active?

lofty wave
#

No. When the power is active, blocking has lightning, fire and frost resistance.

#

It would be like the definitely not overpowered serpent scale shield and root harnesk combo

wanton atlas
arctic wharf
#

Have to be pretty picky about what features to put the time into ye. Makes perfect sense to me 🫡 time better spent on content for now.

untold gazelle
wanton atlas
untold gazelle
wanton atlas
#

modders are almost infinte numbers, don't need to be paid, have infinite time to work on passion projects

untold gazelle
#

That’s right and it keeps the community alive depending on the game, the only problem is how to implement mods in the vanilla game, is it complicated?

wanton atlas
#

AFAIK, there is atleast 2 diffrent mod loaders for valheim

#

something that would be nice. would be if we could make our own in-game loader

#

but that's probably byond 1.0 release

arctic wharf
#

I mean, that's not true at all. most modders have very limited time and for many it can be hard to put in the work unpaid, so they just don't 😅

Not all ofc, some do have plenty of free time. If anything though the devs themselves are going to put in more time than any modder would. It's their job... currently 🤭

wanton atlas
#

well obviously devs put in more time than modders

#

that's what we get paid for

arctic wharf
#

exactly haha

untold gazelle
wanton atlas
#

You're welcome for that song stuck in your head now

untold gazelle
#

Also, the track that plays when you are sailing could have a bigger time tolerance to play/stop, when you sail against the wind and need do manouver or slow down many times it keeps playing an stopping all the time, a bit mood swinger 🙃

untold gazelle
arctic wharf
#

I still listen to te soundtracks here and there just to chill heh. Love the mistlands OST.

wanton atlas
#

it's a GIF, not a video

wanton atlas
# untold gazelle Hahaha, i’m on the smartphone rn, the audio didn’t play I’M IMMUNE!

Can't get enough video's of this guy xD

For those that asked about a 100 hour video... It's still processing on YouTube 🤣
It wad uploaded on the 15th of June

it's now Juli 19th and the 100 hour video has failed 🤣 sorry

Original Video by fleksa30 on tiktok

Music: Pedro - Jaxomy, Agatino Romero, Raffaella Carrà

▶ Play video
#

here you go

untold gazelle
#

Damn, i was fooled, and my brain started to chaint the cursed “pedro pedro pedro” song involuntarily… even without the audio

untold gazelle
wanton atlas
#

||Pedro pedro pedro||

#

^ For those who knows, they know

errant wedge
vivid ridge
grave cipher
#

@candid lava Alternatively, category tabs would work wonders as well

#

especially for food

untold gazelle
# vivid ridge The ingame ost is a wonderful blend of all kinds of stuff that I cant completely...

It’s a nice blend indeed, i don’t replace it, it’s more like a matter of music taste and moment, sometimes i feel like listening to some other things (like viking themed musics) when i feel that the music is getting too repetitive or unperceived (mostly when i’m mining or sailing alone, paying more attention to the music)
I once added more musics into stellaris and it worked really fine, valheim in the other hand would be more complicated, but a facilitated way to do this would be an interesting feature

wanton atlas
#

@wraith oasis I got my reply. and no.
The vikings in our short videos are not Ulf and other adventures who erected stones around Valheim

arctic wharf
#

I always thought they were just interpretations of player vikings 🤭

short wing
wanton atlas
oak fulcrum
#

#suggestions message it would function like you were in multiplayer and a player standing there but it works in single player too

lofty field
#

#suggestions message I agree, that the crafting menus need some serious love, but a search bar is a bad solution imo. For one they are terrible to use with a controller.

lofty wave
#

You'd only need to type the first few letters of what you're looking for to make the list shorter

oak fulcrum
lofty field
arctic lily
#

Simple option to alphabetize would go a long way.

oak fulcrum
granite geyser
#

Of all playstyles ranged combat is the very last one that needs buffing

oak fulcrum
#

but a man can dream

wraith oasis
wanton atlas
errant wedge
lofty wave
#

Why meadows especially?

mighty grove
#

Well presumably because most people build their initial base there

untold gazelle
#

#suggestions one way to make the soundtrack less repetitive is playing a different music when inside the base, detected by protection totens or an area containing a minimum number of player constructs (excluding temporary shelters)

errant wedge
# lofty wave Why meadows especially?

you spend a lot of time in the meadows, with it generally being where your main base and outposts are located, so you hear that clarinet tune -a lot-. Said clarinet also stands out very much from the more subtle background instruments

Whilr with the other biomes, the main instrument mixes very nicely with the background instruments, making that music less jarring(? i can't find quite the right word)

untold gazelle
errant wedge
vivid ridge
stiff stag
#

#suggestions message Getting your stuff back after dying in most cases is already fairly trivial, I don't think it should be made even more so by not having any threat at the death site when you return. I've only rarely ended up in death loops and that's only because a lot of poor conditions happened to line up (or I put myself into a really bad position I shouldn't have in the first place).

bronze geode
#

The grave stone would still, presumibly, be in a dangerous area.

This is simply so that the thing that killed you isn't litterally camping the stone.

#

I find the biggest problem with this, or really most games were you drop everything on death is that it makes you literally too weak to get it back. Despawning whatever killed you is one solution

granite geyser
#

If only we had a setting that allows you to respawn with equipped gear which would make it much easier to recover the tombstone...

bronze geode
granite geyser
#

Then problem solved

bronze geode
#

I had always considered tombstone recovery to be the least-fun part of the game, but eh I suppose there are some advantages to having the creatures not de-spawn outside of additional difficulty, like if you're trying to farm whatever resource it drops...

hardy pivot
#

dying is generally not fun but you have to have stakes

obtuse wolf
#

learn from ur mistakes and improve

#

unless ur playing melee in ashlands then you kinda asked for it

untold gazelle
#

Don’t you think that the enemies that killed you are just a small part of the road? You have to travel some long distances sometimes and cross dangerous places naked, it is frustrating to die at the end, but the lesson is to be cautious and plan things, not doing it in a hurry

lofty wave
#

People could also abuse it to clear out strong enemies to make progress though locations such as infested mines with low-level equipment

hexed jewel
#

#suggestions message the idea is just basically to make it so the game 'takes mercy' on you seeing you die multiple times in a row and puts a thumb of increasing pressure on the scale in favor the player, to try to break that 'death loop', while the 'cost' of skills is still preserved making it meaingful

lofty wave
#

I just don’t see why the game needs to be made easier. We have world modifiers for that

hexed jewel
#

not easier, less frustrating, at a certain point dying repeatedly ceases to serve any sort of "providing stakes" function and only feels like a chore taking time from enjoyable gameplay

lofty wave
#

And for your suggestion, players may purposely kill themselves multiple times to get an easier corpse run

granite geyser
granite geyser
#

The solutions are right there, and still people prefer to ignore them and keep thinking they should fix "issues" that were already fixed.

I suppose this might serve as an example of why it's fair to disagree with features being worked on so early. They implemented world modifiers in order to suit people's playstyles so the game can be made easier or harder... Just for people to completely ignore them and keep complaining about difficulty or certain tedious activities (like resource grind).

Why did they bother working on world modifiers then? It was time they could've spent on 100 other stuff

hardy pivot
#

i mean hindsight is 20/20

#

besides, im sure lots of folks do use the feature

#

gotta remember that this discord is not necessarily representative of the greater playerbase

wanton atlas
#

discord is 137k members and playerbase was 12 million back in february...

#

so 1.14% of the playerbase is here

#

@hardy pivot

hardy pivot
#

thats a fair amount

#

i mean its a very small percentage but its pretty good compared to other games

wanton atlas
#

yeah. before the hack and kick takeover. we had about 219k members

hardy pivot
#

oh man i remember that

wanton atlas
#

one of the larger discord servers

#

the next "limit" is 250k members, and then we need to apply for the limit to be lifted to next intervall

hardy pivot
#

but yeah besides only being a fraction of the overall playerbase, the community spaces of a given game are also just gonna be less representative of the playerbase because community spaces draw in a specific kind of person

#

chances are that the average valheim player is a lot more 'casual' than places like the subreddit or this discord would lead you to believe cause, i mean, folks aren't gonna join the discord of a game they only play casually

#

i kinda wish valheim did have achievements already just so i could see the stats on what all the average player has actually engaged with

wanton atlas
#

oh yes. the casual / avreage valheim player isn't close to the people who scream / yell on reddit (as an example)

hardy pivot
#

is there a chance of getting sorting options for the crafting menu

#

i didnt see it suggested but i also doubt it hasnt been

errant wedge
granite geyser
#

Daily*

untold gazelle
#

One thing i can point out that’s really uneven is that recovering your items alone can be way harder than with someone else, if you go with a friend it can pretty much be an adventure depending on the case, but raising the solo experience to this level can be complicated and i don’t even know if the game is meant to be played solo to be honest, even if you can do so, mp is still waay better (just ignore speedrunners, they are not humans)

stiff stag
#

Solo is the intended way to play, which is why they avoid adding multiplayer exclusive benefits as much as possible (outside of things that can't be helped).

arctic wharf
#

Always seemed a bit weird to me though, since a great deal of players seek out servers or play with friends. Always more fun with a few others you get along with. 🤷‍♂️

#

I thought of it more as an attempt to simplify the process for them instead, by just not worrying about the additional complications that come with multiplayer (at least as much).

stiff stag
#

The game is intentionally balanced around single player is the point here, and that's the main intended experience. Doesn't mean multiplayer doesn't have its own value or anything like that, it just isn't what the gameplay and intended difficulty was balanced around. This was also in response to someone that thought you weren't meant to play the game solo, which is not at all the case.

obtuse wolf
#

#suggestions message if this were a thing it would need to cost some kind of wood or smth otherwise serpents would literally pose no risk

granite geyser
#

Idk what's the relation between updating ships/ocean and feeling safer while sailing

#

An ocean update should actually make that even worse and make ocean even more dangerous.

#

Also repairing while sailing would be a terrible idea, and making it cost materials to repair would be even worse.

Repair was, is and should always be free

obtuse wolf
#

im saying if there was a way to repair ur boat when not at land it would need some cost otherwise serpents would literally have no point of existing because they could literally just not destroy ur boat

ruby girder
#

@turbid wasp #suggestions message

pretty sure there is a world modifier that allows you to do just that

#

Death Penalty, set it to casual

turbid wasp
#

Ah. Well, I didn't know. Friend of mine made the world.

#

My bad. I'll just disregard the entire thing.

arctic wharf
#

The risk of not being able to repair on the open ocean is just that.... the risk of sailing.

Being able to repair on the open ocean weather free or at the cost of consuming a repair pack you crafted in advance is going to be equally as broken. They both invalidate the dangers of the ocean, just one option requires you to grind a tiny bit to stock up on consumables first.... which ofc everyone will.

Honestly it's not like the risk is very high to begin with right now anyway. Past the raft (which no one should really use to explore), boats have more than enough life to make it to a shore. Then you pop down your pocket portal if you feel iffy, and tap your boat with your hammer to repair.
.

#

The true danger lies in what's waiting for you at the shore 😅... as being insta killed by something you were not ready for prior to getting the portal down is what actually risks some obscene death run involving re-sailing a vast distance.

#

.
That's why the noobish yet logical first advice for any exploration is get a portal down first as soon as possible.

Even in the case of the mistlands and ashlands... most recommend setting one off of the shore nearby.

Then in a worse case you eliminate 90% or more of the return trip, and you can still pop more portals down later actually in the biome.

lofty wave
#

Heavy armor already has good enough damage reduction, so more armor points wouldn’t be a good set bonus unless it’s too many and the armor becomes op

obtuse wolf
#

i do think a feature like that is pretty pointless in the current game rn

arctic wharf
#

With an ocean update that really made the ocean scary... than sure... perhaps.

RN there is no real danger tho ofc haha.

And cost or not its just as powerful. as I said, all adding a cost does is make it not infinitely spammable and enforce more time grinding resources for trip prep.

arctic lily
#

Not that I'm in favor, but if something like that did get implemented, it would make sense for it to not be useable if enemies were nearby, so you couldn't repair a ship a serpent (or whatever) was actively taking bites out of.

arctic wharf
#

That could help with ensuring it doesn't remove the risk of sailing, so I definitely agree.

#

Could also be other small little nuances to help make it more balanced, like having to channel the item for a bit rather than an instant click repair.

errant wedge
#

#suggestions message

You say heavy armour has only slightly more armour, but heavy armors consistently have about 1.5x armour values of the lighter set of their tier. it really only is Bronze armor that's close to on-par to the light armor of its tier armor-wise

  • Troll set: 19 - 40 vs Bronze set (+ troll cape): 25 - 46
  • Root set (+ troll cape): 25 - 46 vs Iron set (+ troll cape): 43 - 64
  • Fenris set (+ wolf cape): 31- 52 vs Wolf set: 61 - 82
  • Eitr set: 49 - 70 vs Carapace set (+ feather cape): 97 - 118

Also, helmets do not have a speed debuff, so if you're willing to miss out on a set bonus to somewhat mitigate the speed penalty and also have better armour value, you could go for light chest- and legpieces and wear a heavy helmet, or replace one of the light chest- or legpieces with the heavy equivalent

lofty wave
#

Wolf armor was originally going to have a set bonus but now it’s unused. You can still get the effect with commands. Eitr-weave armor has one too.

tender olive
#

What are they out of curiosity ?

ruby girder
#

looks like frost resistance? which is kinda redundant coz two of the set pieces have that anyways

lofty wave
ruby girder
#

🤷

toxic dawn
#

Two star enemies at night are already big scary night monsters in my book, especially wolves and seekers

arctic lily
#

Is there already any plan to do a stew recipe with bone maw meat eventually?

lofty wave
arctic lily
lofty wave
#

They exist but aren't dropped because there isn't a use for them.

gray quarry
#

In to say I still think the navigation wheel when sailing should be hidden along with the rest of the HUD when using Ctrl+F3. And/or add an option to offset it to the edge of the screen. Luxury problem, but that ugly wheel in the middle of the screen is my one big peeve with the game 😄

#

It's been suggested many times before so no point doing it again, just wanted to make some noise about it..

untold gazelle
#

@wanton atlas do you know who is responsible for the translation of the game?
The pt-br translation is awesome, but i could give some suggestions whenever i find something wrong

untold gazelle
#

Anyone knows if there is another biome coming after the deep north?

pure patio
#

As for an additional biome, no. Deep North is the final biome, but there may be changes to others, specifically the Ocean, but nothing has been announced or even hinted as far as I know.

untold gazelle
#

I will leave reports there, thanks

wanton atlas
untold gazelle
#

Either way i will still leave a #suggestions for a future biome, you could make a desert/mediterranean biome, like a distant continent (could be a big island in the far right corner of the map), with a different environment and “culture” (building style, creatures, perhaps adding a new trader inspired on the muslim people that inhabitted spain and north africa in the past, adding things like glass and spices to be traded) it would be very different from the others of course but i think it could bring the sailing/exploration a different feel, more like “i’m travelling around the world”, could be interesting imo

untold gazelle
#

And you probably have more important tasks

wanton atlas
#

and just like Pitabred says. we have a translation reach out link

granite geyser
untold gazelle
granite geyser
#

They totally did. But it would still be weird being a Nordic warrior exploring a desert.

Way too out of their element

finite vapor
#

Still nowhere as much as magic is

untold gazelle
wanton atlas
untold gazelle
#

That’s ok, there is still room for improvement/content on the current biomes
What about the deep north boss? Is santa gettin revenge on eikthyr’s death or is it gonna be something else?

arctic wharf
#

I think it is going to be jack frost, not santa lol

wanton atlas
#

his name in our language is "kind Bore" meaning the northernwind. but his name is being used on some kind of snow shovel company 😄

#

and ingame product placements is a no-go

lofty wave
#

So that means it must be Santa?

arctic wharf
#

I was joking ofc hahahaha

I just remember watching a video on the lore and there being some kind of child from the deep north who tainted the last boss in some way.
Think the video was from Ember 🤔

Anywho, just thought it would be silly since that is also used as a Christmas character in the media and such yeah haha

hardy pivot
#

could do something with the wild hunt or yule goat

granite geyser
#

@oak fulcrum

  1. You are not meant to level up every weapon, only the ones you use.

  2. ||devcommands > setkey > SkillGainRate 1000||

oak fulcrum
#

But I didn't ment maxing out the skills I only ment that you be able to catch up with another playstyle if you change up in the late game

heavy badge
oak fulcrum
#

and minibosses

oak fulcrum
#

thats why I said just make it faster or something

#

Did I just hacucinate a comment before am I going insane

lofty wave
#

No I commented, deleted to re-write but then you replied to it

arctic lily
#

Nearly 4000 day world and done a fair bit of fishing, and still not broken 50%. Yes some deaths have occurred, but only one or two per biome until Ashlands. There are a few skills that could stand to level just a bit faster. Swimming would be another one.

lofty wave
#

If skills leveled faster, the entire game would need to be rebalanced around players having higher skills than they do now

#

Running would be slower, weapons would be weaker and we won't jump as high

oak fulcrum
granite geyser
lofty wave
#

100? that's the max, and mistlands is only the 6th biome out of 8.

#

Players wouldn't be able to keep progressing their skills if they were balanced to be maxed at mistlands

oak fulcrum
oak fulcrum
lofty wave
#

Yes it is the max, that's the problem.

#

They should still be able to increase their skills, not just get back what they've lost.

oak fulcrum
#

it is almost impossible to reach 100 with out cheats or speciall training minmaxing stuff(wich are boreing to do)

#

but actually I am fibne with the kind of solution where the stronger the enemy the more skill yp you got when you kill it or the bigger dmg you deal you get more xp

#

its really is, I thing the way the skills work right now: They quite matter in the game but its really underwhelming and boreing to get

arctic lily
#

#suggestions message I'd like to upvote this in principle, but not unless the battering ram is changed so you can stand behind it, and not between it and the door to chaos that it's opening up. 😆

hardy pivot
#

ashlands isnt that much harder than mistlands in terms of enemy health and damage

#

the only real increase in threat is from the amount of them and the rate they attack at

kind crag
#

Did any suggestion ever get implemented into the game?

obtuse wolf
#

no lol

arctic lily
#

Certainly there were some where the suggester didn't know it was already in the game.

lofty wave
#

There were probably a few suggestions before the hack that were added, but we can’t find them now.

kind crag
#

which ones?

granite geyser
#

From ashlands alone:

-Enemies with friendly fire
-Enchanting weapons
-Lightning staff
-A "meteor" staff which is also essentially the same as a "tamed" troll
-siege engines
-Siege mechanics
-bigger ship
-A portal that allows unportable items
-New and faster mount
-Lava

And probably others I don't remember

#

Also the entirety of hildir's update is suggestions

#

And some of those suggestions were suggested very, very few times. Like siege engines/mechanics and friendly fire between enemies, and they still made it into the game

arctic wharf
#

I will just say that a few of those "suggestions" were pretty much either guaranteed to happen anyway or just pretty generic.
Lava in Ashlands? likely.
Friendly fire? not exactly unlikely to happen.
Bigger ship? a given...

Heck most of those are were very likely weather suggested or not hahaha, but then again people suggest so many things that anything added that is NOT super unique is likely to have also been suggested lol

#

I am sure there has been some additions only considered and thus added from suggestion too though. Just to be fair 🤭

kind crag
#

I think he’s the gatekeeper, I’ve seen him shutting down suggestions year-round

rose swan
#

Crossbows were a heavily requested feature that got added if I’m remembering right 🤔

stiff stag
# kind crag I think he’s the gatekeeper, I’ve seen him shutting down suggestions year-round

Most suggestions shut themselves down honestly (whether someone is here to explain why or not), or were already shut down by the developers. People just don't like hearing the truth of the matter and resort to shooting the messenger. It should also be noted that the vast majority of what Rianu shuts down is stuff the developers have already explicitly rejected themselves, and he just relays that info (often to a childish and immature crowd).

kind crag
#

Why does he bother?

stiff stag
#

In the case of fighting/combating ignorance, why wouldn't any rational minded person want to contribute to that? Although granted it is a never ending struggle and a lot of people aren't even worth the time or effort it takes.

arctic wharf
#

Then don't waste the time 🤷‍♂️

I have been here for years too, keeping up with my silly vote on every suggestion thing. But I don't actually message all that much in this chat, I just chime in from time to time.

End of the day the devs call the shots. Nothing said here matters much. 😁

#

.
Btw on the topic of wards in fortresses to stop cheese. It might help a little bit, but there will always be a way 🤭 just the nature of overworld content.
Was a real shame the fortresses didn't see full implementation and lack their once planned dungeon half's were there is a far higher degree of control.

twin wagon
#

What does the ♻️ option mean in suggestions?

granite geyser
#

Suggested

wanton atlas
granite geyser
wanton atlas
finite vapor
arctic lily
forest plank
#

#suggestions message I would love to see the spawn stone to be a portal, so like after you defeated al bosses the spawn circle stone in the Ground activates and you can teleport around the worlds

manic spoke
forest plank
#

yes yes right

#

or teleport to anther realm so it doesnt get boring after 2 years

#

a whole new map with different biomes

oak fulcrum
lofty wave
#

Valheim is only planned to have 8 biomes (9 if you want to include ocean), and after that we see the credits and the game ends.

rose swan
#

I don’t know why, but I actually really hate when poop is added to games 😅 (looking at you, Terraria)

#suggestions message

forest plank
manic spoke
manic spoke
oak fulcrum
#

I think when you beat the last boss the game should burn out your gpu

manic spoke
#

huh...

oak fulcrum
#

should be the last game you play on ur pc XD

manic spoke
#

xD

forest plank
#

it would be a big modpack

arctic wharf
arctic wharf
forest plank
#

I hope to see antoher world in valheim

arctic wharf
#

Wouldn't be valheim then lol

forest plank
#

well,yes

wanton atlas
#

@cobalt ravine we already said 100 times over. Achivements comes at 1.0

stiff stag
forest plank
#

well im fine with that, explore valhalla would be nice

arctic wharf
#

So desperate to have valheim gameplay continue forever huh hahahaha

hardy pivot
#

not the anime villain laugh

granite geyser
granite geyser
#

The game named valheim will be set in the world of valheim

forest plank
granite geyser
forest plank
#

altleast the valhalla aspect would be nice

wanton atlas
#

@spark oar you know that the star gives the monster really high damage right?

#

one 5 star neck would be able to insta-break the Drakkar boat in 1 attack and then kill the player in 1-2 hits 😄

spark oar
#

Hardcore Player myself. 🙂 Just looking to increase difficulty.

hardy pivot
#

would there be a way to limit the damage increase to players

#

so structures or the boats are unaffected

granite geyser
granite geyser
hardy pivot
#

with how janky the boat fights can be id prefer not to have mobs that can instakill one

spark oar
# hardy pivot with how janky the boat fights can be id prefer not to have mobs that can instak...

Default to the game, doubtful.
However again, this would be for those looking to increase the challenge rather then just have a reduced challenge.
quiet honestly the reasons the percentages were suggested along side it was the accommodate the challenge rather then just increasing the chance of 2 star creatures, but simply making the rarer chance of more difficult mobs then 2 star occuring, being that its rare.

that also being said; a 5 star neck wouldn't actually be able to break the Drakkar within 1 attack, as I actually looked at the HP of the Drakkar vs what the damage would scale to on a 5 star neck in comparison to the 1-2 star necks presently how they scale, and it would still take 7 hits for a 5 star neck to actually break a Drakkar.
that being said though; a 5 star Bonemaw could definitely potentially destroy a boat within 2 hits, thus requiring the player to be prepared to stop at a pillar to attempt to fight this creature, which by far would be the most gruesome to fight.

The largest difficulty would be most likely during the age of the Karve boat vs trolls/ Serpents

#

However during that Difficulty phase, it could raise awareness to the player to avoid the Ocean within Storms / Night Time which is the only conditions for Serpent without proper preparations with the Karve (rather yet potentially waiting until the Longboat Era) This also creates a more balanced gameplay option for potentially multiplayer users.

in the encounter of trolls/Necks/Greydwarfs, this encourages players to build a harbor to protect their boats more appropriately in this type of difficulty environment if your concerned.

I can most definately assure that these type of things are overcomable for those who are interested in increasing the difficulty challenge, but if your not comfortable with it; I'd simply recommend not increasing the difficulty and maintaining the gameplay your use to already being with the maximum 2 star.

arctic wharf
#

Just do a self imposed challange... 🤣

Anyone else see the no walking/jumping challange were he just rolled everywhere? Now that was brutal!

arctic lily
#

#suggestions message Earlier stone portals I placed sunk into grausten floor enough that they were accessible. Now all the ones I place sit fully up and you have to jump like you mention. I wonder if anything changed like in some unannounced patch. Currently I use beams to make a faux staircase to allow access (stairs when I don't care how it looks).

mighty grove
#

#suggestions message I’m pretty sure that one of the setting scales invasions based on player progress

wanton atlas
#

@hardy pivot the entire idea about the ashwood in Ashlands is they are suppose to burn 😅

oak fulcrum
arctic lily
oak fulcrum
arctic wharf
#

Heavy repeat by now that has been discussed quite a few times.

The devs have a bit of an automation-phobia 🤭
But I personally think it is worthwhile. It's not really automation after all.

Just approuch it how the Endhrouded devs do, using the age ole cover all reason of MAGIC objects 😂.
We have so many by now that some late game unlocks for it wouldn't be out of place really.
Probably a unique final tier chests.

arctic lily
#

I'm ambivalent about it. It could be useful in some situations. I like to have chests near my workbenches (or vice-versa?) but sometimes I want fine control over crafting quantity or on what recipes light up by controlling what's in my inventory.

arctic wharf
#

Just need to have somewhat better crafting controls and UI honestly. It's still a bit clunky and flooded with long lists of stuff.

granite geyser
arctic wharf
#

Actually... artificial lakes could be very possible 🤣
It would basically be one large object similar to a hot tub.

There is no complex flowing water or anything that would make it not possible to do.

That aside, this is far more likely to be amod addition than something the devs would want to add... so a very unlikely addition.

olive yacht
#

I only had this idea because of the bitumen lakes that we already have in the game, whether we like it or not, they are liquids there that are in different times and places. I soon thought that if it is possible to do it with bitumen, why not do it with water/wash these lakes or pools?

stiff stag
#

There are no actual separate bodies of water, it's all connected even if parts are covered by land. This is also why all bodies of water are at the same height no matter where you go. There simply is nothing in place currently that could support what you want and similar ideas have been rejected.

obtuse wolf
#

isnt there small like ponds or smth in frost caves?

olive yacht
#

several dungeons have their own small water panes.
these have no physics, can't be spawned and of course don't react to terrain in any realistic way, they really only function in a heavily controlled and staged environment like a dungeon

#

there's an unused water "liquid" blob in the game that uses the same mechanics as tar, which could be used to form small ponds at the same performance cost as tar pits, but it's not a very convincing imitation of water with its slow, abrupt physics, lack of particles and goopy near-static surface.

arctic wharf
# obtuse wolf isnt there small like ponds or smth in frost caves?

yes, but those are their one water volumes within the indestructible dungeon. that is the key there, you can't dig around them and so they can get away with it. Technically, they COULD do small ponds in the overworld too by making a flat rock with a dip in the center of it's top, and then have a water volume filling that dip out. The only downside to it is then you would not be able to dig into the rock just like say.... a cave entrance. it would also be something you could technically dig under and turn into a floating piece of terrain.
We could easily get a whole lot more cool water usage within dungeons ofc for the same reason I just mentioned. Water falls and more... but the downside is there is no building with them then.

arctic wharf
#

These have both physics thanks to water volumes, and visuals thanks to the water plane on top.

olive yacht
arctic wharf
#

ah, like the tar ye
nothing but tar has that, and it is too expensive to work in large volumes

olive yacht
#

all dungeon water has splash effects and swimming functionality

#

these flat water panes also wouldn't react to wind

arctic wharf
#

yep, very true

olive yacht
#

granted, a lotta games just put up with that.

arctic wharf
#

for sure, I shut the idea of trying to use that type of physics out of my mind a long time ago so had not even considered that as an option haha

#

The only thing I will correct peeps on is that small ponds could be done... just in a very unoptimal manner that really is not worth it imo. I would be all for a ton more use of the dungeons though... as we could get away with so much more good stuff 😢

olive yacht
#

agree with all that~

arctic lily
arctic wharf
#

you didn't know about the super rare like 2% spawn chance for the huge rooms with the frozen lakes?

#

SOMETIMES the lake isn't frozen and you can get the cave fish in it lol

arctic lily
#

I've seen the frozen lakes several times. I haven't ever seen it be liquid.

arctic wharf
#

yeeee, not sure the odds of it not being frozen over, but it can happen.

#

Aside from that, there is the other small little bodies of water I mentioned that is far more common to get the cave fish from.

arctic lily
#

Yeah, those I have. So small that it's easier to wait for the fish to jump out than fish them.

arctic wharf
#

yeeee....

#

most cases you can get around ever needing to actually fish the fish up haha... sadly

#

I will tell you now, If I was a dev on valheim... or I just knew a modder capable enough to do the other none art aspect, I probably would make some pretty great dungeon content 🤭
Actually working and being paid ofc would highly beat just making a mod heh.... I do need a job 😅

#

Truly could get away with so much more though. Was quite sad when the dungeon half of fortresses didn't make the cut.

#

fingers crossed for future content.

wanton atlas
#

?

lofty wave
#

#suggestions message The main benefit of a tower shield over parrying shields is the increased block force to separate groups. If you don’t want high block force, don’t use a tower shield.

wanton atlas
#

we didn't plan for that

#

not AFAIK

arctic wharf
#

Wah? I coulda swore it was talked about at some point 🤣

There had been far larger concepts and was going to be entrances to some sort of dungeon portion within them?
Or perhaps it was just large interiors (but still overworld).

Suppose chatter was wrong / diluted with time.

arctic wharf
#

With the desire for NPCs and such at your base... your better option is to play Enshrouded. 🤭
Not the kind of game valheim will be.

finite vapor
#

Definitely cut corners on ashlands in terms of game play and content it feels. Graphics music, building and structures are popping off at least

granite geyser
#

Almost as if a game NOT designed with city management mechanics being force-implemented those mechanics was a bad idea

eternal zodiac
#

@wanton atlas downvoting sledgehammer love? why exactly? im curious

wanton atlas
#

a sledgehammer is not a 2 handed axe

lofty wave
#

#suggestions message If smoking food was added to an existing biome, what would smoked meat do that current food doesn’t do already?

arctic wharf
#

The question for nearly all food additions. only really room for about 9 foods to be relevant at any given time... kind of.
Top three stam/health/eitre foods.
Less if you consider most no one is going to eat 3 eitre foods lol.

#

More than it used to be before though with just stam and health 🤷‍♂️

rose swan
#

So smoked foods would the next biomes recipes basically? Or would one be able to smoke food throughout the game?

arctic wharf
#

I dunno... probably just the next biomes food if it was realistically considered.

#

No foods in this game give anything other than raw stats and regen right? so no room for much variety.

long glacier
#

I think there’s a little room for variety with regen, like a food that gives less health/is stamina focused, but gives more health regen than higher HP foods

#

Also the best cooked balanced food is in mountains

granite geyser
#

Then no one would use them

Why sacrificing total amount just for higher regen? In that case use the meads that are specifically to increase regen

#

And if the regen is too high then you would have 0 reason to use the meads

long glacier
#

In many cases a food increasing regen would help more than increasing max, especially in enemy rich areas where you usually won’t heal to full between fights, instead healing mid battle

lofty wave
#

That’s the problem, it would make those situations much easier than they are now.

long glacier
#

It’s better for those situations, but it’s worse when you have time to heal. (if balanced properly) Depending on situation and playstyle you could choose if you wanted more max or more healing, unlike it is now where how many of each food type is the only decision and variety

#

Also more max health increases stagger limit, meaning you can parry more and can prevent certain hits from leading into combos

hardy pivot
#

could be used for more generalist foods

#

the same kinda stats as jerky

#

would make some thematic sense since both drying and smoking foods is done to keep them longer

long glacier
#

There’s only 2 cooked balanced foods in the game, adding more would be a good addition

hardy pivot
#

yeah the last one is wolf jerky which is obviously massively outdated bny the time you get to ashlands

wanton atlas
long glacier
#

In every biome so far it’s at most 3 good (cauldron cooked, good stats) foods per category, and then basic cooked meats and whatever can be found off the floor

finite vapor
#

So many food in ashlands but we didn't get a new jerky

arctic wharf
#

For the most part it's enough imo... we only really lack decent resource sinks for the ever increasing variety of materials 🤷‍♂️

long glacier
#

Troll hide, charred bone, and bone fragments are the main things I want a use for

hardy pivot
#

theres the shield generator and arrows

long glacier
#

Those don’t go through them fast enough (or maybe they do, never been a huge fan of crossbows or bows)

hardy pivot
#

to be fair for some stuff theres just not gonna be much of a use later on

#

ive turned millions of dandelions into coal at this point too

long glacier
#

Yes, but bones and troll hide are passively accumulated rather quickly just by being in early biomes

hardy pivot
#

the obliterator is like useful enough to where the leftover stuff doesnt bother me much

#

you still use coal the whole game through pretty consistently

long glacier
#

I get that, but it just feels weird that some items keep getting obtained, but their only use is coal

finite vapor
#

It's pretty crazy every single biome spams is with bones

#

Troll hide just needs a rug or curtain use and it'd be fine

hardy pivot
#

maybe use bones in some kinda bone broth for the new biomes foods

#

i just cant think of what to use bones for even really

#

like itd have to be a big sink too

#

just making a new weapon or something that uses a few bones isnt really gonna get rid of the massive supply of bones

#

so at that point its like, making a big sink of a relatively early game material like that seems kinda weird

arctic wharf
#

Grind 10 bone shard into 1 bone meal, 1 meal = 1 ho ground into fertile soil or use in a recipe like broth.
There ye go lol

long glacier
#

a spirit damage throwable could be cool (maybe 2, 1 for swamp, 1 for ashlands), and make sense to use bones in

hardy pivot
#

how much would people hate having to use bones as fuel for deadraiser

lofty wave
#

More throwable in general maybe, and not just for bones, but all resources that we get too much of

long glacier
#

frost throwable with freeze glands and blunt throwable with black metal are ideas

hardy pivot
#

i actually dont have a big supply of freeze glands really

arctic wharf
#

Is plenty of growable or passive foods though that could still see use imo. Honey is a prime example that you put effort in for but then loses any purpose fast...

I personally put out a few ideas in the past for it too, pre the server wipe lol

hardy pivot
#

i used eyescream a fair amount so now that im actually past crafting eyescreams ive only got about 30 left

#

also honeys use in mead means it gets used pretty consistently for me

#

i still actively have to actually farm it to keep up with the amount of potions my group uses, but ive also only got 8 hives

long glacier
#

I always end up saving eyscream for the boss and using onion soup instead because I see eyescream as more valuable than it is, then end up with over a chest of freeze glands

arctic wharf
#

I need to use meads lol... am not sure why but I like never use them 🤣

hardy pivot
#

4 of which are at a base we dont really use

#

especially at the ashlands we use eitr mead, medium stamina mead and major health mead

long glacier
hardy pivot
#

and lingering stamina mead, but those dont actually use honey

#

i insist on doing melee in the ashlands so i can lose a lot of health very quickly

arctic wharf
#

Not doubting how good they can be, i just always try to play so safe that I just forget about meads and never make them.

It's more just a me thing... I tend to neglect most consumables, throwables included.

hardy pivot
#

yeah i mean at that point youre not gonna use much honey later on

#

though its still used pretty late, honey glazed chicken is a mistlands food for example

long glacier
rose swan
arctic wharf
#

Yeah.

My idea way back was large feast meals that you could only have 1 of on top of normal foods that used large portions of various materials and gave an actual buff aside from stats/regen.
Could set the feast on a table too, and click on it to eat from it up however many uses it might have before needing a new feast for the table.

That was my idea way way back.

hardy pivot
#

thatd be a neat mechanic

#

maybe even have it take up several food slots

lofty wave
#

So you lose the stat increase of regular food to gain a buff instead?

arctic wharf
#

See, I was mostly thinking on top of food so that it's duration could be very long, while not suddenly competing with the more consistent consumption of smaller foods.

#

Like a one and go before heading out, similar to rested buff

#

Having to eat it from a table makes it awkward to carry around and eat on the go after all.