#suggestion-discussion
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Yeah but they give you so much. You can have more than double damage bonus and less than 50% of the initial stamina cost of any weapon, with 100lvl
They give you so much in fact, that swords became overpowered and completely outclassed other weapon types. Just because they are here in every biome accept meadows.
When I think about it, there shouldn’t be a sword in every single biome. If you can’t craft an atgeir out of silver, why would you be able to craft a sword?!
It doesn't frustrate me and I think the skills are at a good point for most of them, they give enough bonuses that they are nice to have but not really needed.
Some skills should level quicker though, like the skills that you don't use all too much or aren't really needed. Swimming for example is a pain to level.
Yeah, some trinkets and it all culminates in the fishing hat when you have caught all the fishes.
It would also be nice to upgrade some early armors like troll of root so you can have those bonuses later on in the game.
I'm not trying to be funny, but what about based on viking lore? You know they did raided other nations and took thralls here and there. 🙂
#suggestions message crealry the mist as a mechanic isn't really bad because evryone managed to get through it
I would like some way to clear out a big part of the mist to build there and not be bothered by the mist but I don't mind how it works now for traveling trough it.
I actually love that the game completely skips that part. It’s like it is not historically based, but rather mythologically based. In norse mythology, when you die in battle, you go to heaven, so killing people in war isn’t as bad as it is nice reality. Slavery doesn’t have this kind of excuse to it in myths.
This is were settings comes into play....
Valheim (shocker incoming!) Is a game 🤯
So in the end it is only really about two things. Fun and/or delivering a specific type of experience.
Skills as they are now, for me at least, are not fun. And so I would prefer they were handled a little differently in a few ways at least for default game settings.
If you really want little to nothing death penalty... or you want that cruel reminder that death is well death, you can adjust the settings either way. Can always go perma death too and just delete it all if you die 🤣
This even goes for people wanting to push viking lore or realism more.
Fantasy Game = whatever the devs want it to be.
And they are taking viking "inspirations", not trying to make historically or mythologically accurate recreations 
I agree, the only problem with skills right now is that some are discontinued in some parts and some are only used in mid and even late game
Exactly some weapons can be constantly trained and others hardly at all.
I thought of a 'solution' to make the loss of skills less "problematic", if I might say so, but.
tbh, devs should really add quality of life change in form of being able to get rid of dandelion spawns, flint spawns, rock spawns, branch spawns etc.
them popping up in a base is hella annoying
Wirte this down in the „suggestions” channel
wait wasnt this posted multiple times though
Idk
it's gonna get a lot of recycle emotes
So what?
They mean only that lots of people want it so badly they sat down for a couple of minutes just to focus only on that
Or that the idea is stupid
And not innovative at all
But it depends on the situation
it's just a pure quality of life change really
it's surprising they didn't add it yet honestly
They don’t have a big, separate studios for fixing bugs and adding small quality of life updates. They are a small studio and they focus on creative work rather than adding lots of small quality of life tweaks(at least for now).
i mean, if upcoming update is qol changes, then they could add it in
I also think it would be a good idea but they honestly don’t show much about how they work so we don’t really know if they can😅
just make it so 'pathening' terrain (removing the grass) suppresses it--you could even have it so RESTORING the grass brings back
i'd personally rank rather low on my wish list, but it's a reasonable request I think could implement with the tools players already have to manipulate terrain as is pretty seamlessly
another change i'd make would be to improve farming, like, not make it necessary, letting them grow like usual while you do stuff, but caring about your crops would grant you bigger wields kinda thing
@regal zephyr that would mean having three times the amount of trophies currently available per star creature, are you sure you want that?
Because I am sure the people that hate inventory management would love it...
or make a separate cooking station where you can experiment with making your own food
that sounds too mod-like tho
They never add new features for every update.
They tweak the existing ones
What we have with big witch is what we will get.
Whatever changes made will be based on what's already there. Nothing should be completely new by the time it goes live
@granite geyser yeah this recurring suggestion I'd rank as "sounds nice in theory, but is it REALLY worth the amount of dev time it'd require, compared to using it on something else?" like I'd rather, say, see them use time instead to add an item stand type item ('taxidermy stand') that display a FULL size mob model for the trophy mounted on it than trophies for ever star level if I were offered a binary 'trade'
Many suggestions only sound nice in theory but are terrible in practice.
But the average user doesn't think too much beyond "I liek dis".
A prime example of that: Flying
Flying would break all forms of transportation and gameplay, even if added at the very end of the game. And you still see that idea at least once per week
and catapults BASICALLY already flying--also, hoping on top of a deathsquito
Or on top of Wraith - but it is only a lift upwards.
where there's a valheim will, there's a valheim way!
Speak for yourself. The best moment in all of Valheim is being carried by the Valkyrie in the beginning. Oh how I'd love to be able to have that as a transport alternative.
Use Celestial Feathers to create landing zones and be carried between them, and drop off mid-journey if you want to so you can soar down with the feather cape...
Landing zones, being transported between them...
So current catapult
or just portal with extra steps--not that I don't love the lore of it
#suggestions message it’s best to favour game balancing over consistency for some damage modifiers.
I do not like current catapult either, but I am suggesting flying much, muuuuch further and not just in a straight line. 
#suggestions message Actually, I think Spirit damage is currently the weakest damage type. Very few things are weak to it, and some are immune. Poison works on pretty much everything that isn't undead - which is most enemies.
Poison would be better if it stacked like fire or spirit
Absolutely! but I think all DoT should stack, at least somewhat.
Wait.. spirit stacks? I hadn't noticed that.
Spirit isn’t supposed to be a good damage type. It’s extra damage vs undead, fenrings, ulvs, cultists, wraiths and bats on weapons that are already strong enough.
what does the recycle emoji mean in the suggestions channel?
Just that the idea has been suggested before
Suggestion idea - putting here before considering submitting it to the other channel. What are your thoughts on
Hawks or birds to tame and tap into their consciousness and use them to discover land from higher up. OR having them fly with or around you from higher above but equip like a wisp but that enhance the radius you remove fog of war as you explore.
There’s a mod that lets you summon the Valkyrie as a mount that holds you in their clutches as you control it. Pretty fun way to travel. Game dies when you go too fast 😂
I want this mod. 🤤
It’s on nexusmods from where I spotted it. Valkyrie mount or something or other
#suggestions message
The server host I use had player based or world based raids. Lets you pick which you want at any point in time. Do other hosts not have this?
Found most of my old suggestions, including the feasts one (which happens to have been my first... but not the fishing one I was looking for 
Though I remember what I did suggest pretty clearly. Perhaps I will write it up again for the lulz
Is a little different than it was in the past ofc, however now it exists once more 
I like the idea of the hat drop, but not sure about the staff and definitely not etir. Perhaps a bit of ygdrasil wood in place of the staff. 🤔
A unique item that only drops if killed directly by a player would be good, so people stop using pufferfish/eitr/carts to cheese them.
Little rare drops like the enemies hat are always cool though, and perhaps can be sidegrades to that tiers mage armor.
What stats would make for a good sidegrade?
Does that tier have a set bonus? Can't remember
It has an unused one, increasing eitr regen and elemental magic skill. Maybe the dvergr hat could have less or no regen bonus but increase magic skill?
i was thinking it as a unique trophy for the class of mage, instead of just the braided beard you can hang your collection of broken staffs on your wall over your Gaulder table or smth, but not their functionall staff
Maybe it directly buffs the fireball staff and bit, since that is what the dverger makes use. That way it makes for a good combo with only that one weapon.
And you just make it's stats equal to the lvl 2 mage hood, so a bit better than T1 but not as nice as a fully upgraded hood.
That is always fine too, for just a more cosmetic and simple drop 🫡
I tend to overcomplicated additions with my wild speculation haha
i do the same thing, always fun to add to the story of something
#suggestions message i regret that I have but one like to give to this suggestion
#suggestions message this as described would MOSTLY be a pointless (more expensive than the wisp torch and less radius than the wisplight) addition, but I like the aesthetic idea of a lantern that provides an additional way of dispelling mist nonetheless--I'd actually make a wisplight an ingredient then make it clear even MORE AoE, maybe make it so it can be carried/equipped (i.e. has to be used in a build piece or tossed out of inventory, but they intended semi-permanent use is putting it on an item stand or a new lantern build piece like the existing ones)
I still would love making dverger lantern, upgraded version you describe or just as is, equippable in the 'accessory slot' so our hands can be free to use other items, like hammer and such, without unequpping the lantern and losing light
Yeah, it would 100% be worth it! And those that hate it can destroy what they don't want with the obliterator.
idk... Still just think it would be unnecessary bloat 🤷♂️
#suggestions message
What did it mean? I don't understand. @gusty zealot Could you clarify?
Lot of suggestions today! Zion, see you’ve been thinking about fishing! Haha
I found almost all of my old suggestions, as I had written them down in documents prior to posting them. Kept them all saved on my laptop here.
Just had to neaten this one up some before posting it again post the server wipe. 
been a while since I have made a fresh suggestion though, since honestly there is not too much more I think the devs should or would add (at least that hasn't already been suggested). 🫡
The feasts was the first suggestion I ever made funny enough, and found that one too wahaha!
They mean the orange glow an active portal gives off, and changing the color of that. And having it work like banners just means there would be different options for each color in the build menu.
At least I'm assuming they meant the glowing part.
I assumed that much also, just different color portals.
That would be bloating the game and inventory with stuff that are 100% visual...
Not really worth it.
I think a few more minibosses with unique trophies would do the job a lot better
#suggestions message
This is interesting.
I think a lot of dislikes are probably "ease=bad", however there are other strong reasons not to want this.
Weaknesses are most fun early on, when gear is cheap, skills are low, and it is reasonable to use many different weapons.
Lategame, weaknesses become little but an imbalance between enemies, dependent on weapon choice. Assuming players will stick to one weapon, the difficulty as a whole would depend on that choice, making the game impractical to balance.
Most ideas can only be bad by going into details. Let's use flight as an example.
Flight could be bad because:
- Transportation would be trivialized
- Enemies aren't built to deal with it
- Probably some other stuff, Idk Idc
Now, let's say flight uses a lot of eithr
You could still have a mages tower without needing a portal or stairs
There Might be some shortcuts in Mountain/Mistlands travel
You can't really use it for long distance travel
You usually can't use it to escape enemies
(Might have to make eithr not regenerate in air (if it even does))
Further workshop possible, other solutions possible.
The main thing is that flight doesn't have enough detail to be inherently bad.
costing eitr, short term flight, is I think quite different from indefinitely sustained flight like most imagine--though, still, potentially quite powerful due to the ability to evade enemies at will a and reposition yourself wherever you want provided you keep a high eitr reserve
the eitr limitation would be a very important relevant limiting factor tho for sure
super sayan viking mages
The only way I ever imagined flight possibly being added to valheim would be through some sort of very end game mount
you can fling yourself with a catapult can't you?
I agree. Creatures living and having adapted to the climate of Ashlands being weak to fire is weird, feathered or not. I can see hen being weak to fire tho. I can understand the charreds but it would cause a huge imbalance so I'm fine with how it is. Same for Morgen, but it's not charred bones so I'm fine thinking that they're just much stronger than Skeletons thus aren't weak to blunt. I agree with the poison thing.
It just sucks they lumped 5 different things into a single suggestion.
However the idea of a short distance eitr powered flight is equal parts intriguing and tasteful
funnily enough I still find staff of embers one of the best Ashlands weapons, in terms of aoe and damage/eitr cost
Im not really certain about the other resistance changes they suggested but I agree with them that poison is simply too weak
I was thinking that poison should have some accompanying debuff alongside the DoT, because the DoT is not competeing with fire and (when applicable) spirit
that could make it way more viable, much like frost's slow
(if i'm not mistaken, there's actually an inherent slow effect to frost damage, though maybe I am wrong, and its a separate very common accompanying effect but not technically hard coded 1:1)
I feel like being poisoned should make enemies take more damage, not for players however, because poison is already very devastating to players
that was my first thought, but i kinda feel like something more novel would be better more exciting
but I'm struggling to come up with what that would be
Maybe poison removes resistances?
I think flying should be tied to a purpose. What is the purpose of flying in Valheim if it were implemented? In most cases it's to travel long distances, and that would trivialize the other transportation methods. But flying by itself should not be labeled good or bad, but also should not be added if it's without a purpose.
how about slowing them? 🤔
maybe, sensible, frost already doing that tho @errant wedge
(We do start the game flying btw)
okay yeah, frost also is a sensible source of slowing
What if poison made enemy attacks weaker?
If its kept so that poison damage just simply doesn't have a stacking DOT, (which certainly distinguishes it from fire) then it needs to have something that you would want to occasionally re-apply rather than constantly attacking with
ohhhh now that's something @unique cove
i like that that makes it a sort of offensive defense, it's definitely unique
I was actually thinking that poison should make enemies "weak" to stagger, taking more stagger damage (maybe 20% or so), effectively making it easier to stagger them
Would have to be based on the amount of damage dealt, not a flat out bonus (draugrfang)
i think both lowering the stagger threshold or lowering their damage dealt are reasonable and worthwhile
I think thats fair too actually
Yea the duration and damage of DOT's in valheim both scale with the base damage that inflicted it
iirc
Some poison irl causes muscle weakness, an effect of poisoning your enemy or being poisoned is reduced attack damage (at least for the physical attacks)
The danger of taking this mindset too far is immersion cost. If flying was to be implemented, I wouldn't really want a new purpose introduced with it.
I have said many times that the satisfaction of Valheim comes from conquering the biomes. This conquest is not done just because you have beaten the boss, in the current game, I don't see the Mountains as conquered until you have the feather cape.
Later Biomes, Mistlands+, are currently unconquerable. Flight would help with Mistlands, since the elevation is one of the main obstacles present. That is enough. We don't need some Deep North dungeon that can only be accessed through flight. (Not saying this was what you wanted, but you get it)
One more thing though
We also get poisoned
Could make bonemass take awhile
I dont think the extra effects should apply to players tbh
staggered players don't take extra damage like enemies do
the damage on staggered players is increased by being unable to defend yourself, yeah
#suggestions message It is up to the dev team to decide whether something that has been suggeste is worth the time or not, and they decide that based on their own vision for the game. I don't actually know whether suggestions made here make it into the game, but I like seeing the thumb numbers go up.
They could also not have to consider balancing that entire feature by simply not adding it...
Literally too much time and effort for something that was only cool on paper that could've been used for... Literally anything else
how do you guys feel about a boat with a sheltered area and a stove/furnace so that you can rest at sea
resting at sea, way less unbalanced IMO than the 'mobile workstation' really/most especially workbench particularly allowing repair at sea/just automatically
like, honestly, not even THAT unbalanced at all
I think that would be really cool.
And if the deep north is gonna be as cold as I hope it will be it would be a neat addition to the drakken.
yea I always wanted a boat with a comfy little cabin or tent on it
Isn’t the poison effect very long lasting in some cases?
They could fix the damage issue by simply making it last a lot
against enemies that's not nearly as effective as against players, because an enemy lives to die, and if it takes forever for the DoT to cumulatively do the damage, it just won't ever matter meaningfully because it will just be more efficient to hit them one more time and kill them quick, like in most fights there just won't be the opportunity/rationale, to wait as long as it would take for longer DoT poison to do it's damage, versus just hitting them however many more times that it would take for that damage to accumulate and killing them that way (irrespective of the DoT/before the DoT actually has time to run its full course)
meanwhile, for a player, it's terrible, because even after the encounter ends you're still ticking down damage, making you both more vulnerable if any enemies remain or are encountered shortly after before, and subjecting you to a tense few moments where it may not actually even be clear if the lingering damage gonna kill you without any additional damage--and outside health pots, there's just literally no defense, you're a dead man walking, if the DoT is past that point, barring re-logging/cheese
DoT works for when you attack then relocate before the enemy finds you. Problem is the majority of situations don't play out that way and it's a much slower pace than attacking head on. At best it has a very niche use case.
I guess buffing DoT too much would lead to another problem: people fleeing instead of fighting on a hit and run strategy
Not good for a viking themed game
Making enemies weaker or more vulnerable would fit better for the game combat style
i'm a lore freak, i love tiny pieces of lore, and lore you choose to interact with is just so interesting, hearing biases of the npcs or their beliefs, or what has happened to them
plus, well, as stated, it's a way to bring out more humanity in these characters
I dont think bog witch will be able to tell her story. Another method would be good for her.
But with Haldor and Hildir absolutely
maybe tag spoiler on the bog witch
I think it all could be mainly dialogue though. Im not sure they should divest a lot into it
I love games with a bit of lore or a background. It gives a game life.
Yeah. There is already a bit of lore to the game, but some more direct characters to relate to would be nice.
i am glad they are making efforts to expand upon non combat parts of the game and this helps me because sometimes I want to just do something a little bit more mindless and experience the beautiful atmosphere of this game
You may think it isn't worth it, but I do, and I know quite a few others that also want this to be put in the game. Builders and decorators would LOVE to have the different colored trophies to use.
@untold gazelle the raise ground wasn't bugged and the thing that changed it wasn't something we planned to do. but it changed due to us fixing other bugs and issues
#suggestion-discussion message
Penny for your thoughts folks?
Seems a bit out of place imo.
Controlling them is a thought... reminds me of the pears you can use in wind waker to control seagulls 😂 but I am not too sure how well such a mechanic would work in valheim. Not nearly as usefull I would imagine, sort of like seige equipment is now. Cool concept still.
As for higher vision radius, it just seems like a needlessly asset dense suggestion to achieve that. A skill or trinket would probably be better 🤔
.
I expect my penny in the mail soon 
take a note "IF WE EVER GET A MOUNTAINS TRADER"
if we won't then my idea can be just ignored
the amount of people who don't listen when we say "KEEP PUBLIC TEST THINGS IN THE CORRECT CHANNELS" also includes #suggestions and #suggestion-discussion channels. don't put in suggestions there, when we have a channel dedicated to feedback #bog-witch-feedback-only
what do you think of this smiffe, askin since ur here?
Smiffe is everywhere, always.
Afaik you could raise more than one “tile” back then if you stood on the edge of a high pillar of ground or something, i tried this and i doesn’t work, you need to raise tile by tile, wasn’t this used to raise ground using less stone?
this is true tbh, smiffe is god himself under a veil of a mortal
#suggestions message
so glad 'Player Based Night Spawns' are finally endorsed by the community overall. took a minute 😂
Smiffe's opinion has the same value as the rest of us.
Whether he disagrees or not, it has 0 effect on its chances of the feature being implemented
Also, I do like the idea of a gear-focused trader.
What's more, it could be a friendly cultist that uses his fire blasts to fuel a furnace
holy shit that idea of yours is so good
i guess, it's just i'd love to see pov of someone who actually works on valheim
maybe a "left the cult" werewolf, seen that they actually be doin evil shit and now he's helping anyone who manage to reach him
taking a liking in decorating tools and providing extra insignificant but gear
Mountain blacksmith does seem pretty bad ass actually. Like the idea of it being a wayward cultist too.
perhaps he could be the one that gives you some wisdom when you come by to him
He could use his own fire magic to heat metal
also intertwining my idea of telling stories, he could provide even more wisdom and how cult treats its members, him seeing it as using every person as a tool - something he isn't fond of
A stone golem trader (he sells rocks)
Geihrrafa is already one that left the cult, but this one remained hostile.
Now it's turn for one that left the cult but is friendly instead
i'd fight him anyway
His lair could be inside a smaller frost cave. It would remove the need of having yet another trader with a force field around the camp. And it's more unique for being inside a "dungeon"
Perhaps we will finally get a few more frost cave inspired epic wolf build pieces hahaha 
i'd not make him have quests, but instead, bring him very rare ingredients and he'll give you gear coresponding with it, the rare ingredients being stuff like metal from a sunken ship n stuff, not necessarily quests, just "get me stuff and i'll hand you some gear"
wolf cultist npc in a cave is just an idea that vibes
oh hunting on behalf of the wolf, lovely
I didn't even make the connection between hunting and wolves.
It all sounds so fitting
also fits, because fuling are too hostile, bugs don't think (and dvergr in mistlands are too busy surviving, they don't care about cash, they care about living til the next day), ashlands is literally swamp on steroids due to dead being alive and deep north is just too cold to live in
tbh if you think about it, biomes after mountains are just repeats but harder of the first 4 biomes
meadows - plains (plains are mostly calm, and share an annoying mob theme with greyling and deathsquito)
dark forest - mistlands (magical and dangerous if not prepared)
swamp - ashlands (undead and danger on every corner)
mountains - deep north (both cold themed biomes)
so it makes sense for first 4 biomes having traders
since these are the "more peaceful ones"
The game has moon stages, right? Since he is a werewolf there could be some sort of event if you visit him during full moon, like him transformimg and then escaping, since he is friendly and don’t want to kill you
if he's a cultist, then he's perma - werewolf
@open dagger personally haldor should be the only merchant without quests for you, he travels alone, that's where he gets his wares
could have been funny nontheless
hildir seems more stationary, same for the bog witch and the merchant i suggested, haldor has a camp so small it is very easy to realise he moves around often
@granite geyser tbh maybe you tell what you think about the "stories" thing if you share food with npcs
i think it's a fantastic idea to give characters more humanity, what are their characters and biases, more lore of them and overall world of valheim etc.
like, it's a small change, but holy shit does it allow for a lot of lore without the runestones (which you aren't even guaranteed to find)
#suggestions message I suggested a cultist trader a long time ago and it got mixed reception but I see that now people are more into it, especially with your guys' concept. Sick!
Haldor should have more impact in the game tbh. (hildir is even more optional) But I feel Haldor is like a "restaurant" that serves great and affordable food, and tho you like it, you return to it once or twice in life.
I think maybe if they go that route they could add wolf dens too LMAO but im just speaking for myself here
I would kind of suggest they would walk around their camps and "speak" some messages about their lore and such. Not only being just stationary textures to interact with.
#suggestions message Yes pls 🙏
The sharing food part seems unnecessary.
Just interacting with them and them telling you their stories should be enough.
Although I suppose that could only apply to the traders but not the neutral dvergr as they're less prompt to talk to strangers
sharing food allows for some stories to be locked behind progression
also i did specify the npcs my bad, shouldve specified traders
what about sharing mead?
nah, it isn't tied to progression as much as food
Didn’t know that, my bad
Although he could tell that he found some “cure”, being related to his depart from the cult
we're supposed to be the only vikings I think, brought by odin's valkyries, the best of the best, to do battle with Odin's enemies
which is I think part of the intended dearth of 'other' human NPC characters
I think it would be funny to find ulf somewhere at the end of the earth after following his runestones
it would be kinda funny, or a grave marker, or something else as a POI
IIRC Ulf, Astrid--the names of, presumably, previous vikings in Valheim you find referenced in the stones are the character names for at least some of the devs playtest characters--I don't know if that's true at all, but I WANT it to be
no
awwww 😢
Early playtest characters usually was named Grim, lisa, HT, 0dev 😄
sounds like someone been playing the dwarf in moria game when you sing songs and eat together and drink mead
didn't play it, i just like extra storytelling and more stories discovered as you progress is probably the smartest way to go about it
I think people appreciate free company and free food at the same time :)
But maybe just the free company is enough for them to talk to you
the dverger are clearly grumpy and need bribery to open up tho
#suggestions message
I would love a fertilizer box, tbh. Servs both as "natural" decoration and useful. And affordable.
@brave aspen
my bad ill fix in the suggestions now
also food is a great reason to sit together and talk, like it makes you sit in one place if you're eating something bigger, so might as well talk together about stuff
what does ♻️ stand for in #suggestions ?
It means that suggestion has been suggested before
ah, not to "reuse" or "tweak" the suggestion? haha thats what i understood
it's the "this shit was suggested before" button
ah, okay
@mental crag balistas have bad aim because they're automatic and work without your input
I do want more ocean content but Im not really a fan of the specifics of your suggestions so thats why I must downvote. I think an ocean trader would be cool in theory but not fun in practice.
also big waves spawning a random enemy i dont get personally
as for the barrels full of stuff, I can take or leave that.
Would be SIIIICK if we could manually control them
It brings the lore alive
I understand, the ideas are always hit or miss, the key thing is that to spice up the ocean, you have to add more encounters, more surprises players will want to check out or get challenged by
Stuff like draugr ships won't work because it isn't an encounter, it's a whole dungeon full of enemies, a destroyable one as well
Encounters are small and are supposed to either excite you or challenge you
You can suggest some extra things, I made the idea open so people can hop in and suggest their own stuff, if it's good enough I'll edit the post and add credit to whoever made the idea
Like, people like seeing leviathan for the first time because it's intriguing but people start ignoring it pretty fast due to how insignificant the loot is (if the chitin got more uses, people would always see leviathan sighting as a treat)
Best existing example is the serpent currently
Player immediately gets into "oh shit how do I deal with this" mode, especially if sailing far from home
But it's not a big thing players must avoid at all time, it's a rare encounter
how opposed would you guys be to me suggesting a new kind of leviathan with a new kind of chitin
Sailing is boring because while there are 2 encounters sure, one needs certain conditions met, and the other, rare and insignificant, far too little to offer
Doesn't make sense
like, for high-tier ocean-related items
dropping a new kind of chitin used for weapons around the mistlands tier
My point still stands
Leviathan is one kind of monster that lives long and is enormous, there can't be any more "special kind" of it
Meh.... we don't need different tier of chitin 😅
Anything except a leviathan reskin...
This too, chitin is useless because it's used to make a dagger and a harpoon, both as weapons fall off immediately once you get bronze
well i wish there were more ocean related weapons/items for higher tiers. the little ocean related things we do have are pretty weak and useless (with the exception of an okay tower shield)
Harpoon at least can be used to pull but yeah, it doesn't turn that much useful
Harpoon is only really about gimmick item also, best used to drag serpents to shore and that's it.
Since like, you can lure monsters and then kick them into a hole
the thing is, theres not much room to expand on the ocean related items, since chitin can be mined with any tier of pickaxe and serpents are very easy to kill
Why not use the existing chitin?
The thing about ocean isn't progression, it's a fucking roadway
It's ALL about encounters, they're supposed to be neat things or challenges on your way to point B
you can get it at any stage of the game past eikthyr, theres not much room to make anything good with it thats not a 20 damage knife
Won't deny most ocean related drops are not really worth it...
Just add chitin shingle roofs and chitin is worth it.
Then we get a fancy new ocean feast that has a worthwhile buff to consider and needs serpents meat. That's serpents ✅
Finally we brain storm 3 to 6 or maybe even slightly more minor ocean encounters just to give more wonder to the ocean and make it worth exploring more.
Small things can go a long way. 🫡
well i'm not saying it would be a thing locked to progression
Chitin could use some use for decortion at least to make meeting leviathan a neat surprise even in late game
You want to add a leviathan reskin post mistlands, how is that not locking to progression
sorry i meant locking progression
Then use it as recipe for late game things, instead of creating a leviathan 2 and chitin 2
like you don't have to visit it
Also chitin infestation as in basically being able to add chitin on any structure block underwater
how exactly would you use it as a recipe for late game things if its a post-eikthyr material?
Would be great to decorate shores with
Not exactly too inspired to be brainstorm ocean additions though 🤭
But even just pondering it abit I can think of a few little things that would do great at making the ocean more interesting without neccessarily cluttering it with content.
Still need open water to just calmly sail through 
i just think theres so much missed potential for the ocean, it's a vast area taking up most of the world, and it has so little content. its not like it's going to recieve an entire overhaul or anything, its not a major progression-related biome
Adding a few recipes on the mountains, plains or any other biome that used it (except meadows and bf)
ITS MEANT TO BE LITTLE CONTENT, IT'S A ROADWAY
DO YOU GET AN ADVENTURE ON EVERY TIME YOU RIDE TO WORK/SCHOOL?
Take a chill pill 
an ocean isnt a highway
Hey bro, you forgot caps lock on
like zione said, we still want calm open water to sail through
It is in valheim, you get into a vehicle and get from point a to point b
i just think its very lifeless and theres so much missed potential
the weather is very nice, don't get me wrong, but no amount of weather or ambience can truly make it alive
The thing about ocean isn't big adventures, it's the little encounters to challenge you or interest the player
im not saying its about big adventures, im saying that theres lots of missed opportunities and it feels lifeless
I mean. I agree that it could have just a bit more so that trips are a bit more unpredictable.
Don't need a wealth of content either ofc.
Ocean is always going to be the medium of transportation between the landmass's of valheim, and that won't change. Can garuntee that either way 
It feels lifeless cuz as said, 2 of the encounters you get in it is 1. Locked behind requirements and 2. Rare and the loot isn't worth it
it 100% doesnt need an insane update/overhaul, but just small things to make it feel more alive, and maybe some resources to craft unique items
even just some passive creatures, not everything has to be gameplay-focused
Sailing in valheim feels boring because you do nothing but fight the wind (which is frankly annoying)
Yep, ofc leviathans 2.0 not the best answer but that's just nitpicking. Can always brainstorm ideas any time. 🫡
There's not really much to look after, there's no "oh neat"s or "OH SHIT"s on your path
I know it's confirmation bias that the wind doesn't purposefully face ageinst you, but whew it sure is mighty spooky how often it is the case.
idk i just really like leviathans
Being one of the only two ocean encounters, makes sense. 😁
And the sinking mechanic was pretty interesting, for a unique encounter.
yeah
i just wished they had a respawn-like mechanic, like every hour or so a random leviathan spawns around the map but there cant ever be more leviathans than there were at the generation of the world
its best used to drag ur friend holding 2k weight of ores
Won't be unique a second time though, which is why more leviathans just Won't be at all interesting to encounter.
Thats the 200 IQ play 
Note to self, get dragged when am sad Viking
yeah, but i was thinking that it just would make the oceans less lifeless, so even if you're in oceans you've explored, theres still leviathans you could find, and its not all just serpents
Respawning after some time I personally wouldn't mind at all either tho.
Its not needed for now ofc, but wouldn't hurt 🤷♂️
idk i just dont like non-respawning things, but then again, im the definition of collector's anxiety
Tbh ocean just needs more bumps like the ones in my post, they add interest on overall monotony of going somewhere
On the bright side, I think it is safe to say that at least a few extra additions to the ocean will come along prior to or with 1.0 🫡
for sure it was my favoratie thing to do, running from all the enemies while just dragging my friend
yeah
i dont really like the big waves spawning mobs though
I understand
If carts were not so bad.... I wouldn't always be dreaming of playing online just for my living viking cart

Also just read your suggestion. Beedle anyone?
Tbh I'm thinking of the idea how to improve biomes meadows to mountains, these 4 biomes have less content than mistlands alone, even plains is pretty barren and there's a thick line showing on what biome were devs working harder on once you get from plains to mistlands
Idk if this sounds dumb but what if there was moss that grew on the leviathans that you could harvest and grow yourself?
i like mossy rocks....
Earlier biomes aren't meant to have as much content as later ones, that's fully by design and as such there is nothing that needs to be improved in that regard. The content and difficulty are meant to ramp up as you progress, and you're not meant to compare later content to earlier content (because that will naturally just be an abrupt gap looking at all of the gradual changes in one go rather than looking at them individually).
Said this probably too many times now....
But my #1 wish for a valheim content addition still is content to return to past biomes for with items acquired in later biomes / later progression.
Particularly dungeons and other mysterious occurrences 😎
More additions to old biomes are ALWAYS welcome
No reason they should have any less content than others
Ashlands has way less than mistlands and arguably Plains and Mountain too
In a lot of cases less is more, which is a very good reason for something to have less content relatively speaking. Content bloat purely for the sake of it (especially when more isn't needed) should be avoided where possible. I would expect the early biomes to get some touch ups later on, but certainly nothing on the level of the later biomes.
#suggestions message @nimble fiber fists skill applies to bare fists and flesh rippers.
I used to be able to one shot creatures with my bare fists with unarmed at lvl 80-100. I can't anymore. It takes 4-8 swings with bare fists to kill a plain deer. I used to clock one and it'd die. I could square up with a Fueling. Now it's like I'm breathing on them.
Unarmed skill makes no sense if I have to use flesh rippers. Those are weapons.
I agree with this. I've encountered feature creep in a lot of early access/beta/frequently updated games-- they start out super easy to dive into, get popular off of it, and pour every mechanic they can think of in until you need a guidebook and an elder wizard to figure out what you're doing if you set it down for a few years or even just start a new save. Valheim isn't live service, and it shouldn't be designed with the assumption that its core playerbase have all been with it as it grew.
The skill was renamed “fists” when flesh rippers were added because “fists” logically describes bare fists and fist attachments. The skill increases damage of bare fists and flesh rippers
Is it not listed in the skill menu coz I don't remember seeing those last night
I wouldn't be wholly opposed to secrets getting added to old biomes you can only unlock with late-game progression items, depending on implementation, but I'm pretty sure that sort of thing would require the dev team to send the "let players keep their old worlds" philosophy to the farm upstate
It should be in the skill menu, it is a real skill
It has definitely been ‘fists’ since before I started playing.
@simple ember 💡 👍
I'll look again. Not saying I don't believe you. Wouldn't be the first time I've been so blind.
I still only see unarmed. No fists.
I should clarify, I see fists in the skill tree, but it's unarmed in the console. But I do next to no damage with no weapon equipped which is my complaint.
do you desire to roleplay as one punch man 🧐
Lol I just really enjoyed being able to box enemies
i still do it withhhh like greydwarves, skeletons greylings boars stuff like that..
I was fist fighting a 2 star boar and the damn thing almost won
Whoever said no to armor dying and/or body art in the suggestions tab. Nordic sailors and vikings were extremely heavy into body paints during raids.
I feel like using resin as a woodstain or something has been suggested before....but seriously i have like 800 resin and i'm only at day 60
Armor "dying" would be bad we want it to stay "alive" and protect us.
😩
🤦
But in all seriousness, nords had some seriously cool body paint designs. And the ways they got colors was pretty nifty when berries didn't cut it
What would be the point of body paint if you're using armor 99.99% of the time?
Maybe something like: If it is visible it gives buffs if not the buffs don't work, so it can open another playstyle like more of a berserker kind of deal.
Add some mild glowing and you might be on to something
Why if it is ever added... it needs to be some sort of super light armor set that barely gives any armor and features a mostly exposed chest with a tattoo design instead 😂
Trade off could be that it doesn't hinder mobility and gives buffs to other offensive stats.
Said this as an opinion a few times now ofc. 🫡
Best biome for it would have been ashlands though were it is hot 🤔. Now it is going to be freezing cold in the DN. Unless it turns into some god of war type deal hahaha
@wheat dove I made a similar suggestion some time ago: #suggestions message
Most of these attacks/animations are already in the game. Easy to implement. #suggestions message
Nothing new as far as suggestion go yeah. Seen that one at least a dozen times 
I like those suggested secondary attacks. Sound cool.
Certainly the staves are the one weapons that need the most buffing...
Not at all but them having some diversity would be nice.
They don't need to be groundbreaking, something like Frost staff casting a wave of frost around to slow down enemies, but not dealing that much damage.
And even if they would deal a bit more damage it could be balanced with more Eitr cost compared to primary attack.
tried to think up what each biome is associated with and then expand on it giving reasons to come back and visit
these changes would make it so you don’t feel powerful, even in previously beaten biomes. This would make the game experience much less fun
The game already balances earlier biomes after defeating bosses by enabling defeated boss' minions spawning at night.
i see
i guess not every idea is a hit, i just keep thinkin how to improve the ealier biomes, because they feel much emptier than biomes added later
So many of those ideas are bad for so many reasons. I personally would 👎 it again and again 😅
Not to be rude, just blunt. It's bad.
Updating past biomes after future biome boss kills is really not worth it.
Most of the changes you suggested would not even function properly for biomes we have already explored on the map.
Having them change fundamentally with the mist in BF is for sure going to be hated by many.
Removing mobs from the mob pool??? We only lose variety then and the version that remain are not exactly that much harder for us by that point.
Just... not the best suggestions and far too much effort for far not enough return.
I do like the meadows idea because it’s unintrusive and still encourages exploration, but I’m not a fan of large scale buffing the normal enemies/enviornment
Biomes can be slightly changed in a way that makes sense without it being too much.
Like ghosts and draugr spawning in BF, to simulate that without elder's protection they can roam freely now for example
Even just that one example is better than everything in the suggestions 😅
At some point though, we just can't keep all biomes relevant anyway, and I am super sure the devs don't want to either.
Cultists and ulvs out of frost caves after moder (they don't fear her anymore as she's dead)
i guess ill delete it
Nahhhh, don't let me bully you 😅
eh, not every idea's a hit
I want content worth exploring through past biomes later into the game too myself, since as we progress, more and more of the world becomes past biomes after all.
It would mostly have to be content spawned in from the beginning though, which is why I personally would love content you just can't access or interact with until you acquire items and such from later biomes. 🤭
Adding mobs into the mob pool is alright to lengthen things a little too, but I don't see it doing much... unless at key points entirely new and far more dangerous mobs were added.
tbh coming back to the old mistlands, wish there were big spiders like the old design for mistlands suggested, so we have somethin akin to skeletons fighting greydwarves
So many didn't want spiders that it was a huge debate at the time of its production hehe
I myself personally wouldn't have minded at all. 
tbh, they could have just kept it so you can get seekers off your tail, but in no means spiders are friendly to you, they still see you as a snack
Arachnophobia is why it was so debated 😅
Why we have the more rouch like mobs now. And honestly they are a lot cooler than spiders too 
We do get decent infighting with the dwarfs at least 😉
but then you have people who are scared of bugs in general

Haven't seen a single complaint about seekers for being bugs
I would delete ghosts from the game tbh (or add a simple trophy to them)
@chrome basin Please keep ptb related things in the ptb, suggestions and other ptb related things need to go in #bog-witch-feedback-only
Or remove the mention of the bog witch.
Seeker soldier is my fav mob. And seekers, tho annoying, are better than spooders
#suggestions message @chrome basin Those items you mentioned are needed for summoning the bosses and treasures selling for coin, they need no other purpose. Also keep PTB related discussion in https://discord.com/channels/391142601740517377/831071697817305128 and https://discord.com/channels/391142601740517377/1295728297866694676 channes. (If you have no access, go to Channels & Roles and enable "I want to be a public tester")
They fall into the single purpose category like many other items. And also why not add another purpose for them after that, tho?
They can be used to smelt 1/20th of a metal ingot
🤣 @long glacier
#suggestions message
I think the answer to where the black metal comes from may be clear by 1.0 so lets just stay patient with it, cause im curious too
it's goblin poo
it's scrap, even using the same mesh as iron scrap, which is known to be the remains of ancient iron gear, so it's pretty safe to assume the black metal we find is what remains of the old fuling's weapons and armor.
they probably lack the means to recycle it in any way now, but hold onto it regardless.
and considering fuling are implied to not be native to valheim, there might not be any naturally occurring black metal in this realm. might.
(also black metal being dropped by enemies instead of mined was a deliberate choice to change up the pace after the last 3 biomes had you mining metal with a pickaxe)
A good change of pace too!
Thank you for the lore, Winter
Draugr can already spawn in the black forest (among other biomes) as night time spawns after the elder is defeated, problem is it's rarely ever noticed because they also require a secondary condition of it being misty/foggy weather.
so rarely that it makes for a great piece of trivia~
i've knowingly seen it happen maybe twice or three times in all my playtime
I've seen it quite a few times actually, I get fulings and seekers too
well those are way more common, it's only draugr that are extremely rare
Yep, other night spawns don't have that secondary condition that was mentioned.
draugr villages are great, more stuff like that would be cool. obviously we got the traders as well.
but yeah ive seen a foggy black forest draugr spawn before. i was confused. but happy
maybe even just improving the draugr villages a little bit like @granite geyser once mentioned
I did?

#suggestions message maybe like, knife chopping on cutting boards
@shy island what?
you mentioned making the main hall bigger yeah
i mean its not necessary, because its already a fun enough thing, but if there was that + a rare miniboss sure itd be cool
i think they want volcanoes to be added 💀💀
#suggestions message that's so fucking creepy, I love it!
Oh right, I remember the suggestion now
#suggestions message does anyone with any technical background know how difficult this sort of change would likely be to implement?
it's one of the things that I noticed immediately and has always stuck with me, as very odd, in otherwise VERY attentive to detail game (just look at the shadows and reflections, how close USUALLY hitboxes of things match how their sprites actually appear to you, and such), that you COULDN'T swing where you were looking, and like 2mm of elevation difference would make you literally unable to hit to hit a mob that could hit you
yeah its weird, but i have no idea if they will actually change it
I'm curious as well, whether or not they do, how hard it WOULD be to change
i do think it would make sense that swinging upwards would take slightly more stamina though. not like theyd do that. lol
that would be interesting
maybe too much work to justify the time, but, if the stamina costs varied based upon swing directionality
probably less stamina than a jump attack
but a jump + upward swing would be really exhausting
i think if they change the combat in that way then it will be a while
they mentioned they will do some bug fixes and things after 1.0 so maybe that will be a post 1.0 thing if they feel it helps the game
technically no "content" after then though. Not sure if Y axis melee is "content"
what if the bloodstone effect was to give you a buff on hit, that decays relatively quickly (so needs to keep making hits to refresh) and stacks up to 3-5 times, each 'level' adding a certain amount of attack speed buff?
so basically you speed up rate of attack, and by the end/max # of stacked 'blood buffs' you're attacking super fast (if anthing is still left alive)
Why?
has 'beserker rage vibes to me' and the bloodstone power "as is" seems to me the weakest of the 3
if people prefer the way it is, could just up the damage per missing HP, I do think it's underpowered as is (compared to the other 2 at least) regardless
@nimble fiber
Only thing missing for the enchantments is the fact that the effect are not increased per level.
The effects themselves are good enough
that makes some sense, although range is still a limiting factor--you can also arguably ALREADY do that, my go to the moment things look a little hairy I climb the nearest rock
I can already hear the screams of people crying over the fact that the game reaches live release and they never addressed that...
Well that explanation makes sense. But flying enemies are still a pita
You are encouraged to use different weapons based on necessity instead of sticking to one or one type in general.
Just use ranged weapons against flying mobs
Na I get it. And you're right. Without realizing the balance implications of the y axis it made more sense if you ran a pure melee build, but as you say, this game isn't intended to be run like that. I'm satisfied with that explanation.
#suggestions message dying several times in a row is incredibly unpunishing because of the no skill drain effect, in most situations it lasts long enough to portal, grab stuff, and re-equip everything. Meaning that you’ll only lose skills to repeated deaths if you keep failing the same combat encounter after recovering, in which case you should stop attempting that encounter
technically, hitboxes for weapons can be rotated to adjust for viewing angle without too much complexity
depending on how the attack animation is handled, adjusting the animations to fit can either be simple or complex as well.
- If the character is animated as one object, that's going to be tedious to adjust for movement and angles
- If the legs and upper body are doing their own things, it would mostly be a question of tilting the upper body
(disclaimer: this is based on my own game dev experiences and do not have technical knowledge on how Valheim handles things)
Interesting, thanks for sharing!
And yet it feels extremly punishing because the leveling process is so tedious (ever tried leveling fishing?...). Making it so that you cannot lose these skills once you reached a certain point would give your leveling process goals that are not there yet. Besides, my suggestion is to put it in as an extra slider, which is by the very definition of it: optional. If you don't like it, don't use it and play normal mode. 😉
Skills? Those exist? 
I think it's kinda excessive having BOTH more levels lost the higher the level AND ALSO each level getting more and more time consuming to level when at least for MOST skills you get the same amount of buff for every level, but as it's balanced with skills being mostly just an "icing on the cake" boost for not dying often, it's relatively low on my personal priority list for ways to improve the game
I can see three separate sliders for death penalty: Gear, skill loss, and skill gain.
We already have two of those in the modifiers, the other is there as a command. As long as they don't make the skill loss 0% it's ok.
Death should remain punishing, otherwise you can just use it as a free spawn teleport
And people still put too much value in skills, to the point of actively grinding them. they are not worth the time, level them up via normal play and done.
People just love to decide doing stuff, suffer the consequences and blame others for those consequences...
Has something similar to the Miststalker already been suggested?
Invisible monster, yes
the mistwalker isnt invisable tho, its basically a mimic
Meh, skill loss isn't a punishment at all when you don't pay any attention to the mechanics existance 
i think for the mimic monster idea to be effective tho, it would have to always be a dverger or something for hte biome it is in
because if I see a random viking role up
and I know i'm on solo, or even in MP, it's not in the player list...it's gonna be real immediately obvious what's happening
The main problem with skill loss upon death is the cycle it can create because losing skills makes you slightly weaker. When I die, the biggest challenge is often just reaching my corpse, and doing that with weaker gear from a previous biome—along with reduced skill—does nothing to help players take on the challenge they couldn't get past previously.
what if it disguised itself as terrain elements (rocks, trees, bushes, etc), standing still when the player is looking towards it, only revealing its real form when attacking or being attacked?
oh yes or that
#suggestions message I think it would make more sense if you could chum the water instead
♻️
Never took serpents as the kind of mob you farm, but they can be elusive at times for sure haha
I feel like if it gaves hints as to it’s there, like small quick shadows & quiet sounds to make it more ominous
After killing like 100's of crystal golems, the amount of crystals you obtain in comparison to crystal giant trophies; makes looking for crystal giant trophies seems over bearing and unrewarding. I think it would be a really good idea to have more use of the crystal item, such as what is available for weapon upgrades later on in the game. However, rather a cosmetic upgrade for your equipment, like a crystal pick axe upgrade for the dark iron pick axe, your armour etc. Like a stamina boost. I understand that golem killing is very neiche and not many players enjoy this factor, however, with over 700h invested I very much enjoy killing large enemies; it's enjoyable.
I like this idea
I think any sort of healing staff in valheim would need to be a blood magic staff with some sort of health cost for the user
@molten bloom we don't intend to have each option for each biome. so it's by design we don't have light, medium, heavy armor, shields and all kind of weapons for each biome
Laughs in Australian
But then, you are not conversing with the harmony of the game when every other biome HAS a light AND a heavy armor. Even meadows have Rag and Leather tunics.
Plus unlike weapons, that has a lot of types, and shields being somewhat not obligatory, the "armor song" sang in the game is interrupted by this lack this synergy already set previously.
So please, continue the song to maintain its in-game harmony.
What I read-
We don't really want to be obligated to add every type of weapon and armor for each biome, and so we won't be.
and I respect that, let the chefs cook how they want to hehe
for weapon is ok, but why armor?
as I said. it was stablished that armor had 2 every biome, weapons were a mix, of having 4 on a biome, then 7, then 8, each having different styles.
The game designing established that. and while I'm fine with weapon "Missing" a biome or two, armor should not
I am joking around btw, just in case it wasn't very obvious.
Text and all not conveying tone and delivery. 🤭
yah I see... it's hard to give text a tone... xD
Being serious, not too much changes weather they do or don't add a light armor set for plains.
There is lox that give pelts already, and cloth, so wouldn't be too hard. But it also is not nearly as exciting as say... this bog witch update.
So it's a big 🤷♂️ from me.
After I played the update, it didn't feel as exciting after a while, just a small hype (and I had to restore the backup because of a bug with the roofs) I'm gonna wait when its live now.
I truly hate they adding a bunch of items with a single purpose... just my peeve, and they won't change that, I know...
Counterpoint: Similarly to how there are weapon gaps in progression, armor could be the exception and instead giving a pair for each biome
So literally only one more
I'm almost sure it must be more of a matter of balance and what would the new set do to make it useful throughput the rest.
They would probably need to tweak the other armors
but the plains is the only biome in the game (with the exception of meadows) that has only the heavy option of armor available. It seems more like an oversight than a conscious decision, even if it isn’t
actually i just realized meadows also has two armors, so yea it’s just the plains with this strange limitation
Light armor is given special abilities. Could simply be that they couldn't come up with anything meaningful or worthwhile enough to justify adding and designing an armor set for it.
That’s what I was thinking too. Never know, maybe they’re trying to think of something clever. We didn’t have Fenris armor or root armor for awhile. Not saying we will get something, we just don’t know.
It's intended
I know that it is intended, but I am saying that in game it feels like an oversight. The idea behind intentionally not having the same gear in all biomes is ostensibly so that there is variation in the people's playstyles. However, as someone else here has mentioned, unlike weapons there is not a great deal of variation in armor types. So having the entire game play such that there is a heavy and light option in each biome, but only specifically one time in the plains every player regardless of playstyle MUST utilize the heavy armor feels incredibly janky and actually greatly limits people's playstyles. Saying its "intended" feels like a cop-out because just because something that poorly affects the game is intended doesn't make it good.
200% agree parasitic wall hugger, especially when there's a gap of two biomes with light armor it really feels like the playstyle isn't super viable without like jank builds and protection staff abuse.
Honestly, We're at the point in the game where armor value increases between armor sets are so minimal that I feel every armor set should have some bonus in addition to armor so that your choice in armor is more suited to what playstyle you want
The thing is, is how Iron Gate grew as a team. And then time we added enough people to start to optimize, make cooler stuff etc. Was when we where almost at the end of mistlands
I'm sure Iron gate can't wait to be done with valheim and move on to something new eventually, but I'm pretty sure every single player would accept a plains light armor with open arms if the biome was ever revisited later down the line
I know and I love the game dearly, but it really wouldn't take too much work to implement the suggestions I posted in the suggestions chat as I explicitly only included armors made of resources that already exist in the game. Obviously it would still be a good amount of work, but they have already mentioned that the 1.0 update won't be exclusively about the deep north and that they plan to add additional things throughout the game. Perhaps an alternate armor set in the plains could be one of those things.
Do I
"sniff sniff"
smell an opportunity? 
Of all the biomes to see a bit of extra content i would definitely pick the plains
But I certainly don't envy the valheim devs, very little of the player base recognizes how much work goes into this game
Yea a lot of people are definitely very weird about the game. I mean the devs definitely take their sweet time with the updates, but its almost always for a good reason because the updates are really fun and well polished. At the same time though, there are people on the other end that for some reason think the devs are above criticism and that everything must be precisely how the devs want it. Since this is an early access game and all of us are here to support it (I've been a huge fan since release), I appreciate that the devs are trying to work with the community.
The wait is certainly worth it imo. When I first played through the ashlands solo I honestly didn't enjoy it so much, and later now that I'm playing through it with my group of friends who haven't played much valheim we've been having a lot of fun after the balance changes. Like by far the most fun part of valheim is the last two biomes for us. Which I honestly didn't know how they were gonna top early valheim, but they did manage.
Yep the ashlands was ridiculously good when I first played it. The entrance with the boiling sea, jagged rocks, and bonemaw serpents and voltures attacking the ships was an incredible entrance. The entire biome was very fun and interesting, although VERY difficult. Me and my friends played before the balance changes and on hard difficulty and it was brutal
that would mean we would have to cut something out from deep north
second purpose.... put the ingredients out as a decoration!!!!!
As I said, I was of the understanding that the devs already planned to add things outside of the deep north in the 1.0 update so why would that be the case?
honestly, not sure where you got that understanding from 🥲
for 1.0. we will adjust numbers, values, spawn rates etc etc
All good
the goal for 1.0 isn't to add things
To be honest valheim really doesn't need extra content in the earlier portions, it would just be the cherry on top of a ridiculously good icecream sundae already
I think some of us thought that the Deep North update and the 1.0 update were synonymous
they are 🙂
They are afaik
ok ok, thank you
In the most recent interview on "The Spill" one of the devs explicitly stated that they plan to add other things other than what is contained within the deep north for the 1.0 update
What that is exactly was left rather vague, but it is not unlikely this could include content outside the deep north
things like Bog witch is one such thing
just wait and see what will end up in the game
Are we getting a blog post this month? Sorry if thats not a question for this specific thread
Smiffe if you're at liberty to disclose this, are there still any plans for an ocean revist
we might even do things post 1.0
deep north is still in pre-production so no word on ocean atm
Fair enough
Sailing is already plenty enjoyable and tbh adding more dangers to sailing runs the risk of ruining one of the games better mechanics if the right balance isn't struck
can't find any info on it 🤔
Thank you
been kinda busy with bog witch stuff and the board game thingy
Props on the bog witch btw, by far the coolest NPC yet. Also almost all of the potions are really nice and the feasts fit right in without being too powerful or not worth making.
For the record, this doesn’t mean development is slowing because of the board game 😅
no. mostly PR talk between community manager and The board-game people
board game looks sick
programmer been programming, art people been arting etc
yeah. ofc I grabbed a copy for myself 😄
- big spoon
I need to have one of those
Wonderful
I must pledge immediately
I’m excited for the board game as well, getting the collectors edition myself!
Didn’t get the spoon though lol maybe next time. Did get the keychain though.
I already have to much stuff on my keys 😄
Just got a new job, so I got to turn 75% of my keys- just feel SO much lighter now lol
I dont fully remember what I suggested. I am trying to keep the suggestion as simple as can be, as the devs probably have a better time making it interesting if they go forward with the concept.
But the main thing is to find wolves easily
congrats I suppose 🙂
Congratulations
unique treasure? 2 star wolf? idk
what would be the diffrence from the current wulfen caves we got?
my issue in the mountains has never been lack of wolves 😹
thats where the wolves sleep. just an immersion thing. not totally important, but you could also have treasure much like the troll caves
Probably like a Troll cave vs Burial mound, the wolf cave might be a smaller side dungeon with a crap ton of wolves inside
now, if the suggestion is not successful as it was the first time, thats not up to me. But somebody told me to put it back in here a while ago and I just remembered
finding a 2 star wolf in the den would put a wrench in the whole thing, cause now youd need to not have a loading zone cuz people want to tame those
so not just a wolf spawner thing like drakes
it'd be kinda funny if you never knew if you were going into a frost cave, or a wolf den, because they used the same cave entrance design, but one dumps you into a pretty simple one room design like the troll cave/putrid holes, and there's just half a dozen or more wolves possibly starred waiting for you
Well, I thought maybe it would be a much smaller opening
There's a drake spawner? Do the dragon eggs on the mountains act like drake spawners?
I think those spots are like a one time spawner.
same
Yea that actually figures, I did noticed that drakes tend to be around the dragon eggs
i'll go check right away
I do remember one idea that I had, and it totally wont make it in, which was the concept of a basket item that lets you steal baby animals, and you could go into the den and steal baby wolves
yup
(just checked, there's no respawning drake spawner in the game, the dragon eggs just have one-time ones)
they are suppose to spawn around / near them 🤔
but could be reduced to a one-time
I know we had some issues latly with ||dual brooms|| for a reason in the PTB
just spawner_hatchling, no variations
it sure does FEEL like zone spawns/some kind of recurring spawn for drakes around eggs
How do people feel about battle axes? Personally, theyre my favorite weapon type, even if they kinda suck. It definitely feels like there should be one later on, but their niche gets filled by two handed swords
i use the crystal battleaxe sometimes
they need more love
they're a pretty frequent spawn and eggs aren't very rare, so you're bound to see a lot of them around eggs you've already cleared
ye probs all it is
I feel like people under rate the two battle axes a lot, especially the Iron battle axe. I found the iron battle axe to be an absolute beast in the Swamp and mountains once you got used to using it. Definitely a lot trickier to use correctly compared to other weapons however
the trick is to use the middle mouse key and chop wood with it
it's super-fast 😄
Either way I just want to say that their needs to be an enormous flaming battle axe in the mistlands 
#NotIntendedFeature
interesting
will you keep this unintended feature?
probably 😄
Yea the two handed axe variants are so much better at wood chopping than their intended counterparts
since we don't set stats based on animation used. but the weapon itself
now I have to try this
I feel like the jotunn bane also needs some love. Axes as a weapon class are definitely held back (when they aren't two handed) by the fact that they're primarily a tool first, so there combat effectiveness has to be balanced against the extra utility of not carrying around a tool and a weapon
Smiffe, I feel like this is probably coming, but, in the future will there be a way in the UI to swap out the sitting emote on controller for another emote?
The jotunn bane especially suffers because I don't think it's really any better than the black metal axe for woodcutting and it's in the biome with (in my opinion) the most stacked roster of weapon choices
the big reason jotun bane sucks is because it's using a DoT damage type (and the mechanically worst one at that) but its damage numbers aren't balanced around that at all.
it's still using the same damage amount relative to its weapon class as its instant-damage weapon siblings.
Yea well none of the one handed axes have particularly good instant damage relative to the other weapons at their tier
axes are meant to have higher per hit damage than swords to make up for their slower attack speed (since H&H)
but mistwalker's slash+frost is 133 while jotun bane's slash+poison is 135, that's a microscopic difference, it's even worse than i thought 
(and that's not even counting mistwalker's 15 spirit, because they admittedly almost never matter)
and in practice that's more like 100 damage on jotun bane because each hit is gonna cancel the previous hit's remaining poison ticks
Matters a lot in the ashlands actually
Yea the Jotun bane would benefit a lot from a buff to poison on general
Myself and a few others think that it should have some combination of weakening enemies attack damage and making them stagger more easily, but shouldn't gain the stacking DOT that fire and spirit have
or just massively buffing jotun bane's poison amount (and poison arrows while we're at it, though those not as massively)
less poison, more damage 😄
Smiffe, what are your thoughts on a potential poison buff?
not sure how to buff it
most monsters are either undead or worse 🤔
so poison is IMHO one of the weaker attributes
make it so the middle mouse throws the jotun bane, then it returns to our hands--immediately goes from worst to everyone's favorite
it (poison as a damage type on weapons) is the worst in every regard
this isn't a marvel game 😄
Yea when we were taking about it earlier we agreed that any buff to poison shouldn't apply to players however
i thought i saw thor somewhere tho...
Cause poison is already in a good spot against players in the Swamp
Throwing axes would be dope
because swamp enemies are balanced around poison being a non-stacking, DoT damage type, so they have really high poison damage numbers
(well, mostly because they're meant to teach you the hard way that meads are a thing and you should use them. or at least that was the main lesson until root armor was added)
lololololol, they DO teach you that 🤣
Maybe if we make the jotun bane throwable it sticks to the enemy it hit and persists, constantly reapplying poison until the enemy dies
Late game spears should be like this. They are the ones that need some love.
like a freakin tick lol
most people will still probably discover poison resistance mead before root armor most of the time, since abominations are very scary to new players
absolutely true, i'm just saying it's not the only way to deal with their damage anymore 😅
oh my bad
precisely
I think it would definitely turn the Jotun bane into a useful support weapon for sure
It might be a little too strong considering its kinda just an extra bit of damage you can always throw on
@kindred pier the reason ocean didn't and will never have a boss is because it is supposed to be a roadway, a ride from point A to B
rumpiel is probs right i suspect tho a miniboss, few more enemies/island POIs, would certainly liven up and make novel the roadtrips
Besides, the ocean isn't suited to having a boss in the first place
Shut up let me wish for stuff
Regarding to this axe discussion I would like a lot if Battleaxes didn't have that -20% movement speed penalty while equipping, -10% or -5% would make it more appealing choice.
Im not sure an ocean boss fight would be very fun at all, it'd probably work out like moder where you spend a lot of time just shooting at it
personally, I'm ok with that downside, provided other aspects of the battle axes are improved. less well rounded weapons can be a lot more fun
In terms of an ocean update I hope we get a few new sea creatures for varieties sake, an armor set to aid in simming and perhaps wetness immunity, a bit of boat customization, and like a sheltered resting area on the drakkar
boat customization would be so sick
Sail and figurehead customization at the very least
#suggestions message
rather than a black metal armor set (which cant really exist anyway because iirc armor made from it bent easily or something, source: plains runestone i vaguely remember having read over a year ago) i think they should keep padded as the plains heavy armor, and make a linen set to serve as the light armor
They could do what they did with fenris armor and tie the light armor set to a new dungeon
It would certainly give more to do in the plains
like a green eyed enderman
ocean update pls have a flute and deer skin drum PLS .
Nah I dont really care either way
#suggestions message
How would you enter the dungeon?
A whirlpool? Small islands?
Maybe hanging on to a sinking leviathan?
Small island would be neat
https://discordapp.com/channels/391142601740517377/1202312684364910612/1299478572016336926
you are correct on the spear but I feel like saying they dont watch the tab AT ALL is a bit too much isn't it? you can just ask if you feel doubtfull
#suggestions message they DEFINITELY keep tabs on the suggestions
I feel like bro was a bit salty when saying it wasnt he lol
lol
May be a stretch, but maybe a small island with a giant shipwrecked frigate or galleon or something. Dungeon could be the inside of it. Yeah, wry much a case of ‘inside bigger than outside’ but we already have some scenarios of that, so I don’t think it would be too outlandish.
As someone who knows a couple of devs from mod servers alot of them have a suggestion box open but is rarely checked on from what i have been told from most of them its just so they can filter suggestions out of the other chat groups
additionally why would i be salty?
Yeah, they look at the suggestions 🙂
Actually been quite a few suggestions that have been added in some way shape or form.
at least for this game specifically they definitely seem to have added stuff that is directly responsive to suggestions and feedback, either by sheer coincidence or because they saw and took into account suggestions--they don't really ever explicitly come out and say "and this is being added/changed specifically because of suggestions" but for instance I can think of one thing I won't be more specific about due to spoilers in the new PTB are basically verbatim a suggestions, and they also made a change in the patches for PTB which seems directly responsive to community feedback
I can think of at least one myself... though I have not played PTB to know if it lines up 100%, it is still veeeeery close 😏
Your unnecessary remark clearly implies you are
Plenty of things have been added that were suggested
So I've been told. Care to share? Genuinely Curious.
Additionally salty would basically imply I would be angry or annoyed, I'm disappointed.
Disappointed at what?
Just from what I've seen of other communities thought it was more of the same is all
this stuff
But fair enough, point proven, ill retract that statement.
It would be the opposite here. It's actually encouraged that people put ideas in the suggestions channel as they would very easily get lost in any conversation if posted in another channel
In which case that's great to hear! All to often do I see negative shit about mod server groups or official community servers so about time we see some shit actually being done
Developers aren't obligated to allow for suggestions, that is a luxury they grant people and unfortunately far too many let that go to their heads (generally stems from people having entitled mindsets, thinking that making a suggestion means the idea will be added just because it was suggested).
@stiff stag I understand that please refer to my previous comment.
Either way sorry for the commotion
A luxury 🤔 I mean... it's not like having all of your more passionate community members ideas conveniently in one place doesn't help the devs also...
Seen plenty of out of touch developers who could care less about their communities too though, which usually ends in fire and frustration 
I wouldn't call it a luxury, but I would call it a freedom which is always nice to see.
As I always say, treat it sort of like a black box (or void) were you can throw your ideas in rather than letting them fade into obscurity within your memory hahaha. Either way, you don't get anything from it. But there is the chance it might inspire the devs into making widely desired additions this way at least.
Key word being "chance"
I might like if they at least had a slight nod to it myself ofc, with a small note saying "features inspired by comunity suggestions".
Half the time it feels like they want to pass most of it off as from their own ideas. 🤭 I will preface that it is very likely suggestions can get made for additions they were in fact already thinking of though.
The small nod would still go a long way in making the community feel like they had been here and heard. Even if in the end it pretty much means nothing 🤣
Fake feel good brownie points.
No one would be called out by name after all.
Us here might know though 😉😉
Alas... the server wipe kinda hurt that too... but I will stop rambling 
I think this #suggestions message is my last suggestion for a while.
I hope I was somewhat clear xD
2000 character limit... +_-
I get why, but seems convoluted and I guess I just don't like it. 🤷♂️
Doesn't really address any of my personal concerns to make me care about skills, and adds a whole layer on top of the madness haha
The whole proposed system makes no sense. If you practice an action (i.e. gaining skill in that action) to improve it, how would some random generic skill values be able to be transferred wherever you please? You would be gaining skill out of thin air in actions you may have never even even utilized or practiced, which goes against the whole concept of it being skills in the first place. And yeah, as mentioned the execution sounds very convoluted on top of that.
Please, read the suggestion before "counter-arguing". 😒 🙄
Again. It's a safe "level", "point", whatever name, for when you lose skills because you died, not to add skills points to Swim or Swords at will or out of thin air . Plus it would only be acceptable to recover those skills after a certain skill is past 20 AND after you died. Therefore, if you died and your Swim, Riding, Fishing, is at 18.99 or lower, you won't be able to give it a point whatsoever.
And I find it funny that "adding" a neutral skill is convoluted, when the only "complex" part is the need of adding a button to the skills tab to add a "level point" IF one wants to recover their lost skill.
Also I'm not that concerned about losing skills myself, and a late game death by any means lose way more than just 5 points in skills all around. So you would still lose skills, but could recover a few of those skills, like putting 3 points in Run just in case. And the it would have to gather the Neutral skill again, up to 5.
And it's not like they are going to add it right now (or ever) anyway.
I did read it, and nothing you're saying here addresses the issues that were brought up. Having a minimum level in a given skill before you can add more points to it out of thin air (that is, gaining extra levels in a skill outside of performing the action pertaining to said skill) doesn't change the fact that that's nonsense. Skills aren't something you can just magically choose to get better at by clicking a button in a menu, which is why these neutral skill points make no actual sense and don't fit or belong. The fact that they are named "skills" is a very deliberate choice, and it is why the only way to improve a given skill is to perform and practice the specific action, not through any other unrelated means. Overall your proposed system and its execution are not even close to how the situation should be addressed (there are plenty of simpler/less convoluted solutions out there that stay true to the nature of the skill system).
#suggestions message So... what happens if you wear the amulet AND armour then? Do you just get really tanky?
#suggestions message So if you gain levels for long enough, if you die you have a small supply of band-aid nodes to refill the skills you lost? Do you have to manually apply them when you resurrect, or do they spread out evenly?
Isn't a smarter thing to ask for a toggle to completely remove skill loss on death if you don't want that?
#suggestions message This. I just don't understand how the spear keeps getting shafted. The purpose of spears is that you have range and can precisely aim at specific point of a target, yet in Valheim the spear has the range of a knife and arguably the smallest hitbox in the whole game.
Did a spear do something bad to someone in the dev team? Let me jab the spear in the direction that I'm aiming, and stop letting enemies walk under my attack! Also, spears are impossible against more mobile enemies like bats unless you want to throw it and have to keep running to pick it up.
The spear makes up for its small hitbox with a high attack speed and long-range secondary attack
Nope. Hitting air fast doesn't make up for the fact that you are hitting air. I'd rather it hit what I am aiming at and doing moderate damage. Throwing is not a benefit to not being able to use it without throwing it. Also, way too many things resist spears anyway, especially in late game.
So all they need to do is move the hitbox down a bit?
Or make the hitbox pivot up and down depending on where the camera is poining.
A bit longer range for Spears wouldn't hurt and would make them better.
I thought it was clear but obviously it wasn't: the trinket/whatever is supposed to be an alternative to armor because its purpose is to protect without wearing one. Assume it occupies an armor slot and/or it's mutually incompatible with any top tier armor piece currently available.
There could be multiple items for different body parts, so for example you either wear the magical runic face paint or an helmet, and they could come in different tiers based on biome progression. Ideally, each item shouldn't be better than non-upgraded equivalent light armor for that tier, so that armor would still be the best option if defense really matter, but still leave viable options for other people.
Also, it would be great if they were made available as an Hildir trade after you finish her side quests, so that people who really care about aesthetics would get something really useful from her trades, and it would fit with her theme.
I feel like an easier solution would just be cosmetic slots, kinda like Terraria 🤔
The suggestion was written considering how Valheim lacks dedicated slots for anything, so I used existing mechanics. Also, cosmetic slots in Terraris are merely for looks, my suggestion is about having pseudo-armor that doesn't cover the character.
I get where you're coming from not wanting to cover up the character you made, however I don't feel that magical defensive runes/tattoos fit very well since it diverts from using the existing armor. Instead it might be better suited as cloaking runes that hide the worn armor, so you still need to make and use the actual armor sets. This also means you wouldn't have to sacrifice defense.
Yeah, I was gonna say. If it's very important that you don't look like you are wearing armour, having 'aesthetic' equipment slots that overrides armour would make more sense.
I didn't suggest that because it would prevent people from using outdated armor just for the looks, and I have a feeling Iron Gate would be against trasmogs.
Also, this wouldn't divert from actual armor because it would be the worst defense option, being even inferior to light armor (which can be upgraded and usually comes with added bonuses).
Wait for it.... doing some fan art for a possible plains light armor set 😎 3D model over the existing character model.
Best way to have some tattoos, make it an armor set... and what better set than a tribal shamen light armor set for plains 
Just a shame am moving at the same time, so too slow progress 
Oh, missed the part on having other armor/clothing still visible (didn't have much time to look over it since I was on break at work). My overall concerns are still the same though. Wanting vanity/cosmetics shouldn't need to come at such a hefty cost. If the armor values are even worse than light armor then it may as well not even exist in the first place. I don't see it being a viable option if it needs to be nerfed so heavily to not throw off the balance of the existing armor system. My final thoughts are that I agree with the general concept of making vanity a practical choice, however, the execution could use some refining. Perhaps instead the trinket can allow players to choose style options and avoid all of the balancing mess.
Thinks of how V rising handled it 
Always makes me chuckle when there is another suggestion upset about skills and item loss from death penalty being tied into one setting.
Mentioned that would not be liked well before that update ever hit live 
💡 Leash for tamed animals.
Just had a two star boar that i tamed break out and run all the way back to its spawn... Thought it was worth a suggestion
I think being able to pick up the little baby pigs, wolves, and chickens would be nice too.
@brave aspen The thing about the fenris hair and ulvs etc.
Ulvs and the cultists are humans who are in transformation. hence they don't drop fenris claws and hair
lol it wouldnt let me post it, so i had to do it here
What about Fenring? also surely the Cultists would be of the same nature given they have the exact same model but just with a cloak? and are both listed in your wiki's as werewolves?
Did you put a 💡 emoji in front of it?
You need to wait 5 minutes if you post without the bulb emoji :/.
You need to wait if you post with the bulb emoji, too
Yeah but what I meant is, that is probably why he couldn't post it to the suggestions channel. Happened to me too about 30 minutes ago. I tried to post in suggestions without the bulb emoji, and got private message saying my message was deleted since I need the bulb emoji. Then I had to wait 5 mins to try again. Which kinda sucked.
It's so people can't just spam the channel.
But yeah he needs now to post the suggestion to that channel first, not here. I did that too. Was my first suggestion...
yes
just try again its been 5 minutes
@mental crag @olive yacht
Not possible
Huh?
You posted a suggestion, I answered it
The map part or the berries part?
Map.
And don't post multi-suggestion posts either
The berries has been scrapped, you are meant to forage as well as farm
Wanting vanity/cosmetics shouldn't need to come at such a hefty cost. If the armor values are even worse than light armor then it may as well not even exist in the first place. (...) Perhaps instead the trinket can allow players to choose style options and avoid all of the balancing mess.
The issue with style options is that you can't have the typical bare chested berserkr or many other design options that require not to use actual armor, not to mention it would probably be more time consuming to develop.
People don't really need new styling options, there's already so many things you can do with existing armor, clothing and hairdos, but you're forced to give them up for protection, or move the difficulty down and still die because, let's be frank, going to battle bare chested with your hair waving in the wind like a true barbarian is sure death regardless of difficulty. It's such a viking thing to do, and it can't be done.
The high cost accomplishes three things: it gives HIldir's quests a more satisfying ending (I was quite disappointed when I made it), it constitutes a much needed sink for money, and it doesn't give an unfair advantage to people that skipped the grind of getting armor materials. It should not be unreasonably costly, just as time-consuming as a comparable piece of armor would be.
The suggestion is not meant to make armor look better. It's meant to make other styling options available outside just making silly videos. People who care about that would sacrifice some protection, and it also makes sense that wearing less then top tier light armor would protect less than top tier light armor.
What does the recycle option mean in the suggestions?
means the suggestion has been made before, or something like it.
It means the dev team loves the environment and is eco friendly.
As Rudeman87 said, it's to indicate a suggestion which has been made before 
Don't get hung up on it being exactly the same ofc. People will usually use it if fundamentally it is very similar, even if the specifics might be a little different. 🫡
Stuff coming up multiple times definitely doesn't make it a bad suggestion. Something getting a lot of ♻️s-- especially if it also gets a lot of 👍s -- can help indicate that something is strongly on the community's mind; not only how many times similar topics appear, but how many people in the discord specifically recall it coming up. That's also valuable feedback for the dev team (though of course that doesn't guarantee they'll adopt the relevant suggestions).
Problem is repeat ideas tend to get pretty low numbers of votes, mainly because the previous posts are forgotten about/covered up, the same handful of people vote each time, or people that didn't see the previous posts aren't adding to the vote counts on them. 1 single post on a topic with tons of votes is far better than dozens of posts each with small vote counts.
Fenring are the thing the cultists wish they where 🥲
why do fenring drop the wolf fangs?
we don't talk about those 
Odin keeps saying 👍 and 👎 to my suggestions, what did I do?
You posted a suggestion
Its a joke right.... right?
Bot auto reacts ofc so the emojis are there, just in case it isn't hahaha
#suggestions message if you're already visiting the trader, chances are you'll either be checking his shop or will be passing through and won't pay attention to what he's saying. Don't see the idea helping much or at all.
Contradicting that they do drop Wolf fangs... ok hehe🫣
Idk how that's a contradiction
Do humans have wolf fangs?
All depends on what specific creature they are transformed into, which is implied to be a bipedal wolf-like creature.
💡 I think some kind of saw mill workbench type of structure that allows for refinement of other wood materials. Something unlocked once you get iron from the swamp maybe similar to the same time as the stone cutter. Using this would allow you to turn core wood into core wood planks for new build pieces, maybe even give it the ability to craft a new roof piece with these planks and the ancient bark. For someone who progresses a little slower on harder modifiers but still really enjoys building it would be nice to be able to have additional building pieces for early/mid game. Especially a new roof piece other than thatch when plains will take a while to navigate safely. - The above was an idea from the suggestion section, I wanted to bring it here with a few additional thoughts. I think the saw mill or any kind of mill could add a lot creative ability to the game in the sense that you could do anything with the idea of creating additional uses for wood materials. I know it has been highly requested that there is an ability to craft wood that doesn't get damaged from rain. I think this type of workbench would be a good fit for allowing the creation of a "treated wood" possibly after a few upgrades to it. Maybe add a carpenters workbench as an upgrade that allows for more building options for fine wood other than furniture; like a fine wood door of sorts, or decorative beams similar to dark wood. It could be the starting point for end game customization of ships to some degree; allowing for the crafting of different types or designs of figure heads on the boat or different sails. This workbench could also allow for crafting larger forms of shorter beams or more angular or curved wood building pieces. These are just a few ideas that came to mind at the time, but I think it has potential to open a lot of doors.
Could help since not everyone know when some items are unlocked after they have defeated certain bosses. Or maybe a small popup message after unlocking something.
I mean, I have played over 2,1k hours so I remember when certain items are unlocked, but new players don't.
What I meant is that if the trader is the delivery for the message it would be unnecessary. Perhaps just have hugin show up to let the player know.
Would fit more than a pop up message as well.
Hmm, Hugin would be a good idea too.
I have seen those cases where some newer players didn't know you can have hens/chickens in game after defeating Yagluth so the popup message brought by Hugin would be good.
I edited that on my suggestion.
One suggestion at a time as well.
wonder why no one likes my idea 😂 its not bad
I just don’t think it would be all that useful 😅
It's been suggested before and discussions have been had on it many times. It's not some brand new idea everyone is randomly down voting, and generally if an idea is getting down votes a ton it's not as good as you think it is.
Yep, remember the talks about it. Funny enough I am perfectly fine with the addition, but not over other possible additions with the devs limited time. Just doesn't add enough to justify it.
Would make a good mod though hahaha
That is normally a good argument, but not really in this case. Unless the engine is silly, the coding should be negligible. The only work required is designing the asset.
Depends on implementation of course, particularly how it interacts with the ground.
Could acctually get really complicated depending on their approach.
The most likely scenario is an item that is the only resource for a build piece that just doesn't require the bench. And that piece would interact with the ground same as any other piece. That should be trivial.
💡 Have fenrings and ghosts actually drop something (I know fenrings drop wolf fangs but they are incredibly common from wolves and basically useless)
And what do you suggest they drop?
If we see the wolf fangs as mythical and unusually sharp, less a real world wolf, they could be used as one of the upgrade materials (better hook) for the fishing pole.
Only if the fishing pole is upgradeable in the future.
Just a random idea. Not going to throw that into suggestions.
honestly since they can bite through metal armor ingame it doesnt seem weird to me, but thats all.
Making a fresh 3D asset is never negligible, nor would implementing it. Still takes some time and effort.
Its not like adjusting soem existing settings
I’ve always imagined the wolf fangs to be a temporary drop from the fenrings. A sort of placeholder. I can’t think of anything clever that could replace that drop, but it wouldn’t be too crazy to think they might tweak it in the future.
Can add wolf claws to the list of very common loot with little in the way of uses.
Usually they are good about trying to make sure additions always have decent use. But the list is growing a bit long now haha
I wouldn’t be surprised if Fenring trophies got replaced for the fishing bait too once deep north comes out, then fenrings will truly have nothing going for them drop-wise 😅
I always thought Fenris hair would make sense as a drop from Fenring. Maybe make it a very rare or low quantity drop, so that making a Fenris set still takes a lot of hunting effort at night if you don't want to grind a lot of ice caves.
Maybe fenrings simply belong in the category of monsters that are interesting to encounter but don’t have any drops worth much; ghosts, rancid remains, stuff like that.
I do find it rather disappointing that something so (initially) terrifying drops absolutely nothing helpful. Seems like a missed opportunity.
Some might say “does every enemy need a useful drop?” 🤔 no, but it certainly does add some interest in encountering rare monsters.
Maybe maybe they’re leaving some of these monsters without drops so they can think of stuff to add later?
I think the rarity makes it more rewarding...when everything you need drops from all the common mobs, it makes for a rather boring experience, imo.
Oooh definitely agree with that. I wouldn’t say ‘boring’ necessarily, but I get what you mean. Would certainly be way more interesting if these rare monsters had unique drops.
There’s a lot of opportunities, for sure
Pretty sure fenring trophies are used for fishing in frost caves, while drake trophies are the placeholder for deep north.
Oops! You’re right, I got it backwards- always mix those two up lol
I only knew that because I checked the wiki somewhat recently. If I hadn't I would have been just as mixed up on them.
Fenrings as a whole are a pretty weird enemy to me, they're encountered very rarely, have a menacing design, but have the goofiest sound effect, and then they're also complete pushovers in combat
Also not every enemy needs a drop, or even every menacing enemy. Them not dropping anything further discourages you from trying to fight them
Yeah, they're mostly meant to be another threat while you're out at night, not an item delivery system. Also, calling any enemy a pushover just comes from learning how to deal with them. For instance trolls, abominations, and stone golems are pushovers with the right gear and strategy going into the fight. All of them can still be deadly though if you mess up, same goes for fenrings.
Remember when Cold bait used Ulv trophies instead of Fenring? Pepperidge farm does.
So how do I know if a suggestion has been decided to be implemented?
It appears in the game.
Hahah yeah, well, I kinda meant before that
They're humans turned into wolves
Not humans anymore
You don't
Well that is kinda discouraging :/. If there is no feedback about the suggestions...
Why?
Confirming features that might not make into the game for one reason or another at some point of the development of any update would be terrible. Imagine creating expectations of something upcoming and then turns out it won't make it
Idk in personal experience, myself, nor any of the other people I've played the game with have ever been killed by a fenring or even really challenged by one before
People are very, very, very terrible and managing their expectations, which is also their responsibility, but guess who they direct that frustration against...
It may appear on the Public Test version prior to full release...
Or in a Dev blog
Hmm… maybe I shouldn’t share this, but I have absolutely been killed by a Fenring lol
No shame in it, I've died to a lot of things that many others probably haven't
The secret to mastering the Fenring is listening to Duran Duran's 1983 hit "Hungry Like the Wolf" while you attack it.
Suddenly I'm craving mutton for some reason...
that would make tetra hunting much more tense honestly
Oh, I meant that everything else is negligible. Making the asset would take some time. Still, whoever is making assets is probably not the same person doing much else. So we have to make asset to asset comparisons when comparing the worthwhileness of ideas.
Would I rather have a tent and 4 enemies, or just 5 enemies instead? I'd pick the tent.
theyre pretty strong
Especially the starred ones, yes.
I’ve never seen a fenring normally, but I’ve spawned them with commands to see how they behave
Hildir boss 2 event spawns them. I've seen a 2 star fenring one shot an abomination
Only see them at night time on the mountains right? Seen em plenty of times.
A 2-star fenring will deal 170 or 190 maximum damage depending on the attack they use. Even with a backstab that isn’t enough for an abomination. If you were on a high difficulty it could be possible
Night spawn at mountains and Geirrhafa raid spawn (starred)
I play very hard
It was a crit for 1500
Pretty funny
@nimble coral bot not reacting
slow day for @granite kite huh
#suggestions message I like it. Maybe like a 1% or 2% chance that the offspring gains 1 star...and perhaps also there is a 10-20% chance that the offspring will lose a star if from a 1 star or 2 starred parent.
#suggestions message Taming skill might be the thing to determine RNG here. Not sure if they want to add it though
Horrified flash backs to my ark survival evolved breeding days 
Is there a taming skill?
Not at the moment
With the PTB stuff Im thinking its possible though.
I'm not sure I would like it. Maybe if it shaved off the time it takes to tame something a little (like I'm thinking only a 20% reduction of time at max level). But taming is such a passive activity in the game at the moment...it would be more fun to add something that could speed it up if you put more effort into it.
I stopped taming boars and wolves because it seems like a waste of time. Lox are fun to tame as expendable mounts...but they die so easily that it's a challenge keeping them alive.
I havent had a Lox die yet
Swamps seem like Lox death traps.
Base is in Meadows though HAHAHAHA
I sometimes wonder if it is a bug or as intended when you can only feed them once a day, and it seems like they accumulate a certain amount of healing every day that is miniscule so you can only feed them once to get a massive amount of heath back and then after that, feeding them only gives a tiny amount unless you go away for a long time and then come back again.
Yeah I dont really know.
Tames are only for food... and if you expect them to live for anything else than it is a mistake haha
Ofc with enough animal spam you can kill bosses with tames only, just expect many casualties. 🫡
Yeah there are other games like WOW where you can have animals you tame for battle but this ain’t one of them I don’t think
I just kill animals as I go for food. I tamed a bunch of boars once and they got killed first raid. Base was in the meadows. Gave up on taming ever since.
We use wolves to defend our base from meadow creature attacks, and Lox to traverse land. They make great distractions for the enemies, as long as you don't get attached to them (as most likely they will be killed eventually).
why give the option to name them if we not supposed to get attached to them tameing is only fun if you can have them for long time and fight alongside not just distractons and one time transportation thats lame and boreing
the naming i feel is mostly for the ones you keep home and safe
i was just thinking about this the other day, and it logically makes way more sense to me that they would switch them--so drake trophies (contrary to how it is now) unlock the bait for the "mountain fish" and then fenring trophy will be switched for whatever deep north mob trophy to unlock "deep north fish" bait
Nah, get attached to them. Grieving is part of the game that must be explored for the full experience.
It actually fits more how it is now, given the common pattern of using the larger/more threatening enemies of each biome (e.g. troll, abomination, etc.). Fenrings are an exception here because the stone golem trophy obviously wouldn't work as a bait material, and fenrings are the next closest thing. The pattern only breaks in plains, but that seems to be more of an oversight with things not being changed around (lox trophies should have only been a placeholder until the mistlands were finished, and should have become the trophy used for the plains bait).
but there is no attachment when the moment you leave home with them they are gone
or maybe add armor to them, Imagine a fully armored lox with spykey front would add pierce dmg when raming in something
it feels like some are way more rare/difficult to obtain so unless it's intended to just have some bait harder to obtain (but not strictly a function of progression--for example at least IME you kill so many fuling you accumulate tons of trophies for them, but fenring or serpents you have to go out of your way to hunt and still don't seem to get trophies as fast trying to) I think they should aim to choose trophies which are roughly balanced in terms of overall efficiency to obtain (so, a trophy with a less frequent drop rate could be fine, if you can tame it--if it's some mob like the serpent with particular spawn conditions you have to kill a special way to, to avoid losing the trophy when it rolls, it probably either shouldn't be used or it should drop way more often)
like if the intention is to keep fenring then that could be fine, I just think they should increase trophy drop rate then--and if that's the idea (the 'big bois' drop your bait trophies) either gjall or seeker soldier need to be switched for lox, and lox bump fuling to take its place as 'plain bait', and while you can farm lox making trophy rate somewhat irrelevant it'd be nice to have to have a buff to their drop rate, definitely should buff the soldier trophy if it's used (and probably should regardless since 5% is so low, it's one of the cooler trophies, and also it is the 'resummoning' item for queen)
#fanart message I am thinking something like this
Material could be iron and linen or maybe blackmetal insted of iron
I've always hoped for something like that
Lox already have a lot of health and damage, they don’t need armor. Especially with asksvins replacing them two biomes later.
Plus they resist Blunt and Slash damage types, they are quite tanky too (except against Fire)
but it sure would look sick
@ivory stump https://discordapp.com/channels/391142601740517377/1202312684364910612/1300313118899044364
They could even turn into Graufen/Stone when they die from water, like how wood burning down turns into coal
#suggestions message what’s this about jump height not being useful?
Is the potion worth it?
The whatnow....am i seeing ptb things being suggested...content that i have not yet found 🥶
That would be really cool! Or into small Grausten statues that have to be then pickaxed.
#suggestions message or you could have both 😋
Which shouldn't happen
He is saying it doesn't make you OP to have extra jump height so they might as well leave it on the cape instead of have it on a mead that would ultimately not even be worth taking up the extra inventory slot. So it would be a waste of a mead recipe when they could add something more useful than just a small jump height increasing mead.
The main people complaining about it that I see is people that struggle with inventory management.
And the people that struggle with inventory management are at the fault in like 9/10 cases
They die pretty much instantly under any actually combat conditions
I have seen people complaining about inventory... While having like five different types of arrows, cultivator, hoe, and like three extra weapons
The idea is that the extra jump height is like pretty much only ever useful with the feather cape in the first place, so dividing them into a mead and cape just makes the mead not really worth the inventory slot
And i agree that people who complain about inventory space usually are terrible at managing it
They should buff the potion instead of making the already-op cape remain op
The cape really isn't that overpowered imo, it's pretty much worse than both the ashen and asksvin capes
Id also be ok with this tbh
The ashlands enemies and their attacks are taller than in previous biomes, so it's very useful for combat there
Unless you don't ever jump over attacks or enemies
I suppose, that's a good point tbh that I hadn't considered
I usually parry or just walk but that isn't always an option on other difficulties
Jumping is better than rolling for any attack short enough to be jumped over
i like to fly
It is not flying, it is falling with style 😎
ok i like to glide
How is it that they still haven't add Backpacks? No one needs more load capacity
(belt is enough) but they are introducing more potions soon. They encourage you to bring more items with you on your adventures and you are getting like only 4-8 empty slots after gearing up :C Was there any statement from Devs on that?
No
QoL is something that's missing and we are slowly getting it, but we are far from there in this game, saying players are at fault is the most anti consumer a game dev can be
You realize it's a singleplayer game so nobody minds it being op? I'd even say it's good we have op tools to play with
i can personally tear up the realm of valheim without any jump height buffs, so i just dont see its importance. i just dont think anyone would actually use that potion. just a prediction tho.
Being single player doesn't justify op content, and it doesn't matter if the players mind or not. If something is unbalanced it should be fixed regardless (and will be under a competent developer team). Whether the feather cape is op or not is another matter though.
There is no such thing as "unbalanced" in single player games
theres nothing to weight it against
"It makes it too op" too over powered? over powered for what? what are you over powering exactly here? tell me
💀
Unbalanced is in terms of facing the environment, thought that was pretty obvious/intuitive.
Oh so it makes traversing the enviroment too easy? is that what you mean by op?
And that tool needs to go away/get fixed beacuse...?
Again, not saying the feather cape is op, just commenting on something being op or not in single player in general.
Since you made what sounded like more of a blanket statement as opposed to just referring to the cape.
we rarely need balance in single player games, speedruns are something people love and abuse the shit out of every little mechanic and yet nobody complains
To circle back to the backpack comment, inventory space is not a quality of life concern. Everything you choose to bring with you has an opportunity cost in inventory space.
Its one of the games fundamental challenges and most important limitations on player capability
That is by definition, quality of life
No it ain't dawg did you not read what I said
Like for instance, what's the difference between Yagluths power, and drinking 3 meads that have the same effect for longer? 3 inventory slots
lord sweet jesus I'm seeing someone saying small inventory not being a QoL issue is that correct? You think the many players suggesting extra space, backpacks, or slots for armor, don't qualify as QoL?
Hmm I think something can absolutely be OP in a single player game 🤔
and should
it makes for varied and nuanced personal experiences
depends upon what you mean by 'balance'--you're not fighting other players, so the 'fairness' angle isn't there sure, but absolutely people play by and large for (albeit, wildly individually varying) challenge
take it away/make it all pointless, and it's at hte LEAST a very different (building simulator) sort of experience
I think it depends on a lot of factors. Theres overpowered, and there is powerful. Guess it’s subjective at the end of the day.
but its not required for having varied and nuanced personal experiences
nvm
the world modifiers make for varied and nuanced personal experiences--having vanilla in game mechanic that is totally unbalanced woudl do the exact opposite
UNLESS you could remove/tweak it, with world modifiers
Sorry
Just saying you can have cool things happen ina relatively balanced game still
Love world modifiers
Oh yeah my point (opinion) was how "balance" wasn't really healthy to singleplayer games, you actually want op shit. Like how Risk of Rain2 let you get out of control and crash the game from OP-ness
The term could be strength, rather than balance. After all, yeah the cape is super strong, but you don't need to balance strength really, not unless it BREAKS game progression
it's not like the cape was cutting content either, you still... fight almost the same way, unless theres something I'm missing
It's not when inventory management is an important aspect of the game
I get your point about balance in single player games however
I disagree, I don't think it's important
Actually the inventory itself is very "not loved" in itself
UI isn't too pretty, some items like clothes have special designs some are just a 3d render image
Based in my experience in the game playing it's one of the least worked on things Imo, it's stayed almost the same throught the development years
I honestly like the homely UI of valheim quite a lot, but I agree with you on the inconsistency of armor inventory models
it is important, I think the best approach would be a way that intorduce modular trade offs--e.g. a "quiver" that takes up an inventory slot, but in exchange, you add like some number of slots that only arrows and bolts go in, etc.--if it's an ESPECIALLY good on balance addition, maybe it takes up not just a 'general' slot but also requires equipping (forcing a choice between mejingjord and any other accessories)
You see, the people saying we want more space think that it isn't
Im playing devils advocate tbh here beacuse Indont give two shits lol but, is or isnt inv management important should be revisited by the devs, it's their vision, I'm unsure if the devs have said what they intend to evoke in a player
maybe they want to... make players, feel like they can't carry much... I can't criticize their work, It's theirs, but, it's not gonna appeal people if that's he case. So, yeah. imo
I, respectfully, disagree with this. OP-ness makes the game less challenging and thus boring and unfun for me. Doesn't matter if it is single player or multiplayer. Balance is finding the right amount of challenge while also rewarding progression as you move forward in the game to take on harder challenges. However, if you get an item that makes everything in the game a cakewalk, then I feel that item is OP.
I think it's a matter of personal taste if someone enjoys the inventory management or at least finds it interesting, because I do have a good time trying to slim down my build and inventory as much as possible for the most carry space
I know some people I play with absolutely hate it though
My friend never bothers to organize or manage their inventory and is always begging me add the armor slots mod to our playthrough
Most people dont want to bother with inventory, just do a poll and see
I'm sad about it tbh, I like inv management but it's reality
100% sounds like it's your friend's problem
If it doesn't appeal to certain types of players then obviously it's not the type of game for them. That is the player's fault, not a fault in the design. It's like choosing to play on very difficult games or modes then complaining that it's too difficult and demanding it be changed.
Yeah, I like when I'm heading back to base with a full inventory and something I really need or want drops...then I have to decide which item I'm gonna sacrifice to open space for it.
Idk developer vision and such. I will say that a lot of people aren't really aware of the concept of taking only what they need to until you point it out to them
Like my friend was always carrying a cultivator and like 2 extra arrow types he found in chests until I pointed out that he never used any of those
Ever since I stopped having food in the inventory I've noticed an increase in management enjoyment as that's three slots I don't need to use + I can return to my tombstone fully fed as that food is at my base
Can't imagine the meltdown people would have if they played a game like don't starve, with an even more restricted inventory.
aDd EaSy MoDe To ElDeN rInG
Though, I do feel like everything in Valheim is plentiful enough that it really doesn't matter. Eventually you'll come across everything you need in vast quantities given enough time and effort. Perhaps this changes in the late game.
Oh and btw, FeatherCape did not make certain stuff a cakewalk, in the game, everything is a cakewalk. You are not pressured to do anything really. Everything can be cheesed, everything can be planned and thought through before doing. The game is not mechanically demanding and does not intend to be. I'm curious what you mean by Cakewalk and Op item tho, if you mean
Feathercape op -> everything cakewalk?
Dude you're playing a game meant to be difficult, that's the point.
It's like complaining about cod having guns and you kill people
Hey if the devs want an easy mode who's to judge them?
That's the most stupid comparisson Ive seen but I know it's meant to be difficult, but believe me, so far? it's not. It's grindy and lenghy I'll give you that.
Valheim is a fairly challenging and punishing game for the vast majority of people and that's a pretty commonly agreed upon conclusion
Your personal experience doesn't change that fact
I feel like we've kinda lost the point of this discussion anyways
Most people confuse tedious and grindy with difficulty, I don't blame them, but we must make a distinction between them
I think people always forget the experience is designed around a new player going in without all of the learned strategies and knowledge from previous playthroughs. Of course it's going to seem fairly easy once you've learned how to deal with situations, but to a new player many of those situations will be difficult to overcome.
A classic example of an OP item is the ScrewAttack in Metroid...or the Shield Rod and Alucard Shield attack in Symphony of the Night where you just walk through enemies and they are destroyed.
Yes but like, going into 20 tombs to get a million iron, is not difficult. it's grindy
There is some truth to this...
Difficult for example, I'll give valheim, is the many mechanics a player encounters when arriving to the swamp.
Skelis are weak to blunt, and they are all wet so weak to fire, it's a puzzle the player has tk solve how to spend their resources, THAT is difficulty
Im not going to deny that valheim is tedious and grindy, however the game is genuienly challenging outside of that, that even I, with almost 600 hours now, still slip up and die fairly regularly in the games most challenging portions when I underestimate something or make an avoidable mistake
Idk, I find Valheim pretty challenging, especially when I first started playing. Stamina management is pretty challenging, some of the enemies attack pretty fast, and dying (vanilla) is pretty punishing.
oh yeah that happens to me as well, but I don't go
Oh such challenge! when Im about to, mine 5000 million iron
I mean there is a challenge to mining Iron even if it's still time consuming
Every single encounter in the game, except greydwarf shamman and wolves,
are, kite - hit
Especially when you're geared past the swamps...it makes gathering iron from crypts more a chore and less of a challange.
Oh and Oozer/Tar ooze require anti poison
There are several strategies for clearing and mining out crypts, transporting the Iron, and doing so in the most time efficient way
I will admit though that Iron mining is like one of my least favorite parts of the game
Idk, maybe I’m just not a super gamer like some others. Seekers have gotten the better of me, I’ve been killed by fulings a handful of time. The game is challenging, but yeah if you know all the tricks and shortcuts it won’t be nearly as difficult.
same with Copper mining, I just play on 2x
You can always outrun them, they can't hit you if you aren't wet (and you dont run in circles)
it's very thankful to have sliders for just that--grind for its own sake is not value adding, just enough grind to make it worthwhile, and that's highly variable even between playthroughs (like I wanted to experience 'intended' vanilla for my first playthough, but could easily see upping resource rates and/or 'no build costs' second/later times throug)
They actually don't if you're mechanically skilled enough to dodge roll their poison AOEs and projectiles respectively
Agreed. I alway splay at 1.5 or 2x resource rate. It definitely cuts down on the grind.
I play 1.5x, and it's objectively superior to regular 
you can run from everything mostly yeah, they catch up if you are wet without rested
Some will qualify inventory management as grindy
Something that feels like a chore
Well my opinion is simple, I don't think the cape needs a nerf, but if devs want to make the game harder, they can add more downsides to it, rather than taking away buffs. IMO
What no you can fight blobs and oozers without running away and without a poison resist mead. You can use the I-frames from a dodge roll to literally dodge the poison and kill them in between attacks. You no longer need to take a poison resist mead, and the game rewards your skill and risk taking with another inventory slot
Like imagine feather cape making you slower cus more drag, or making wet last longer, yet keeping the jump bonus
Yeah yeah I meant that sorry if it didnt come across
slower cuz wet and/or wet longer cause you're soggy is an interesting idea-- if wet longer kinda funnily has a sort of 'buff' offsetting the fire weakness
Honestly thought it being made weak to fire was supposed to be the balance for the added jump height.
Apparently it wasnt enough(?)
it's one of those things you don't notice, until you come to take it for granted that you can jump exactly enough to clear 4m (or whatever it is) consistently, then you NOTICE THE FUCK OUT OF IT when it goes away
Sounds like a gateway drug.
Thats mostly true yea
I preferred the passive jump boost from wearing the cape given the verticality of the biome it's obtained in. Far less practical separating that into a potion and making it an active ability.
I think tweaking the difficulty in valheim should come mostly from adjusting enemy movesets rather than arbitrary stat adjustments which break the games mechanics *cough* *cough* very hard mode
Have you played Terraria’s expert mode by chance? I feel like they handled difficulty extremely well- adding new movesets to bosses, new effects to enemies, some environmental hazards. And probably the best part, new and interesting gear/loot. this is a huge wish, but it would be neat if Valheim did something similar.
That’s an absurd request though haha
has a lil ping ye..

I feel like programming enemy AI movesets and finding a balance IS the most difficult part to develop in a game. I agree that having more varied and sophisticated combat would make the game much more challenging and enjoyable than just bigger numbers in harder modes.
Calamity Revengance on Master or it doesn't count
I think it's still a better solution for blood mages to just gain access to a direct healing tool
Something like a beam you point at an ally to restore their health in exchange for draining your eitr and your health
I think it would be funny if the amount of healing given was based on the health drained so that if a mage eats a bunch of health foods they become an enormous healing battery
lol "bloodbag build"
Would be neat if players were given the option to play in more expressly support style as a proper blood mage
Supporting your summons? Or supporting other players? Feel like we won’t see a strictly supportive playstyle for other players, that way there isn’t a playstyle that’s locked behind multiplayer.
yeah I think it's PROBABLY not super likely if I had to guess, BUT, the one reason i don't totally rule it out is that we do summoning and support with protection bubble
#suggestions message @tough root ||oh you're in for a treat||

there’s something brand new brewing in the Swamps.?
||one could say that ||
You could do both
#suggestions message I'm pretty sure this is in the upcoming update that's being tested in ptb.
surely itd be a recycled suggestion, but what ere some of the chats about adding more plantable objects like green vines, the various smaller trees and berryless bushes etc for those who love to build and decorate in survival?