it would combine the health pool into a huge amount so in theory the building would actually be stronger as it would include more health from higher elevations and also have less of the effect as if the monsters were breaking your building normally because half your building wouldn't fall due to stability changes. For the first point, idk tbh - it would have to be tested
#suggestion-discussion
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Probably easier to just use debugmode and devcommands to create the items on the fly...but at that point, what is the point in playing the game? shrug
that is true i guess. the ashlands would be horrendous if you couldn't teleport metal so it's good that stone portals are available by then
i always have the portal restrictions turned off because i don't find sailing fun, but my problem with that is that then the stone portals aren't an upgrade which is dissapointing
heh heh...I LOVE sailing...but we have the portal restrictions turned off because we don't like having to sail back.
maybe some additional benefit to SPs could be added when portal restrictions are reduced, I don't have any thoughts on what
Sorry...what is SP?
Stone portal, but abbreviated
make bigger and allow for tamed animals to come through?
SP specific bonus?
NoobGolberg gets the best new contributor award from me
"My prize is a 👎"
Sometimes it is a ♻️ too 
No need to take suggestions channels too too seriously ofc. One big mosh pit of ideas and wildly different opinions.
But that's what makes it fun, right? 
Adding new creatures like horses early in the game sounds like a lot of work and planning at this point, to balance things and making all the graphics and so on. Best to focus on making the current stuff as good as possible and finishing Deep North.
#suggestions message Stuffs? Do you mean staves?
I will assume yes
Hits recycle
@pulsar coyote 💡 👍
💡 Any chance to make it possible to shift-click to grab placed items (items placed with serving tray)? i think this is the only missing part to this update.
Shift clicking food items on tables does pick up the item. There’s not a prompt and it plays the wrong animation, but it does add the food to your inventory
Also wrong channel (for future reference if they decide to make other suggestions).
#suggestions message Totally. I want a skylight.
Use crystals to make bottles, use bottles to catch bugs 🐛 🐞 🦋
make Valheim Animal Crossing lol
With enough crystal you could catch a seeker soldier
Valheim: Entomology Simulator DLC!
I would not mind bug catching whatsoever
Since the game is like 80% combat (not including exploration) I think more chill things to do like fishing and farming would be great
bugs could be used as potion ingredients too
Crystal bottles to store/display bugs, linen net to catch them? 🤔 or perhaps buy a net from Haldor?
linen use +
crystal use +
we getting to a real good place too IMO with traders and enough diversity of uses for gold/treasure with the addition of all the recurring uses in bog witch (not just the bog witch but what she added--love the new barrels, hadn't had much reason to visit by boy Haldor in awhile but now I'm sure I'll b paying regular visits)
I agree, it’s really nice having some more uses for gold. Would like to see more jewels- maybe like diamonds and some other trinkets similar to the silver necklace. I like the treasure chest, it’s a fun way to show off your loot. Would like to see more like that 🙂
Was a little bummed that we stopped finding rubies and amber in the Ashlands, the gold is nice of course but would’ve liked to see a few more treasures.
#suggestions message shared this idea in the PTB during a conversation about barrels being on their side, figured I’d repost it in suggestions
I love this idea about styles/orientations (like flipped axis or whatever, something we can't do with normal rotation), reminds me of how a few equipments get style options
After they added the "Shiftx5" to craft I am willing to write a suggestion regarding this.
I do fancy myself a treasure hunter too, so am equally bummed that sellable shinies have sort of been completely neglected lately 
They eat up inventory space ofc, which is probably why... but I don't care myself. Wish they would just give us a loot bag for purely sellable items while dungeon diving 
Would be interesting if you could find rare trinkets that could serve as trophies, or high valuable items. Like cut gems, golden statues, or medallions or something. Could have a similar tab to the trophies section that give a little backstory. “This silver brooch must have belonged to a high ranking war lord” something like that.
more value to wishbone if it was locate said caches
Before the server wipe I had a suggestion that had the wishbone be used to find fishing spots where you could essentially summon a big sea monster with a special bait. Could be a way to get some more sea themed gear once you hit the mountain biomes, plus you do a lot of sailing at that part of the game too with all the silver transporting
Course it's pretty outdated now since ashlands has new big sea creature
but I think the concept would be fun
more sea monsters wouldn't hurt, nor more reasons to fish, nor more little fun "side quests" with unique rewards IMO
I'm sure the ocean biome update will have some neat stuff cooked up
(giant leviathans with cities on their backs plsssss)
#suggestions message a 'building' you craft to put down, and put a bed under it (esp. if you still have to separately craft the bed), just functioning as a roof would actually hardly be OP in fact would arguably be worse than what we do now--just squeeze the bed under two roof tiles (if you've seen a speedrunner you know what I'm talking about)--for its cost, without doing something more (adding a little comfort, maybe allowing you to build the bed without workstation, or maybe removing the usual need to be in a fire radius)
like it would already cost an inventory slot/slots (I would imagine ideally, you'd craft it, then carry it in your inventory, placed with hammer with "1 tent" in the inventory as 'mats" cost, returned on breakdown of course)

maybe a new item similar to the ward, but instead of doing what the ward does, warding, the player could interact with the 'ward' and all building pieces in the dome would be repaired. This could be a solution to mass repair without requiring an overhaul of the hammer. I personally feel that it could be made with Yagluth's spirit drop, or some plains biome or later materials. It makes sense in my head to be his drop cause then you could pretend that his spirit is repairing your base
Never saw any speedrun on Valheim (the game doesn't feel like it should be speedrunned in my opinion). I really wanted a lore-friendly possibility for the player to stop at night, build a fire camp and a tent and then sleep.
Look into trophy rush. Is a nice little community around it and it looks like fun 🤭
I do like doing coherent things while ingame, and I've spent some night waiting next to a fire camp, eating deer meat hunted before night in order to save the good food for the fight at the end of the journey
I will throw an eye here someday maybe :)
I have my own little challenges too, did you ever tried a Dragonfight ? Equip a feather-cap and take a sword. Now you have to challenge a drake and kill him with your sword.
Killed 3 or 4 like this, very funny. I consider it as a ritual of my viking tribe for celebrating important days.
Oh wow, right as I mentioned it seems they are starting their next trohpy rush tournament 😂
Just short little competitions that last 4 hours and a tiny prize pool for 1st and 2nd.
Place.
4h ?? Right now it is nighttime for me, I shall go sleeping in seconds
Will search for replay
#suggestions message Like landscapes or king portraits, or like painting the walls to change the color ?
Each person streams their own run. Sadly can't line up with everyone's timezone, but it usually is held at different times each time (probably for that reason).
Poor Odin, been hiccuping quite often.
threadmenace is a fun streamer
#suggestions message
I want more inventory slots, but it's not that simple. Everything is in a balance; yes, there are many ways to go about it, but those ways are crucial as the survival aspects of the game rest on it heavily.
For example, I am for having equipped items like Armor, Arrows, and Accessories not counting towards your inventory (i.e. a paper doll panel with equipment slots). I'd also be in favour of a log carrier or haversack equipment you get late-mid game that takes up the cloak slot that gives you a few more slots at the cost of offensive damage.
But I'm not in favour of a flat increase in inventory from the beginning of the game or a time based consumable that gives more slots (equivalent to the strength potion that was added but instead of carrying capacity, you gain temporary slots). Early game, the inventory constraint serves the survival gameplay and however it's addressed, that aspect should be preserved
Honestly don't see a reason for yet another post on an already very common topic, especially one the developers have consistently said no to (doesn't matter how many people do or don't want it, so there's nothing of value to be gained from the post and no new info that hasn't already been gathered from all previous posts on the topic). Gets pretty tiring having all of the same discussions and talking points and people making posts on a topic knowing it has already been done to death.
I think it's valid to bring up a topic periodically, even if it has been discussed before, if you feel very strongly about it (within reason, not advocating spam). I also agree that simply voting on a topic so broadly isn't very helpful; we should keep to specific, defined suggestions even if we would be willing to settle for any solution that would achieve the same thing. If you're going to make a suggestion, make a specific suggestion. If you want to advocate for a general topic, we can discuss it here.
Seems like inventory has been an especially hot topic recently 🤔 it’s always been requested, but ever since the Bog Witch I’ve seen a lot more of it.
I only joined the conversation recently so I have no frame of reference to go by. I do keep notes on games I play, including things I find irksome or features I'd like to see added and independent of the prior conversations here I came to the conclusion that the game lacked a variety of methods to increase the slots you have for inventory.
The closest we have (that I'm aware of) are carts and ships, but while those do effectively give you more slots when transporting items, they honestly matter more about carrying weight as aside from the cart moving more slowly up inclines, they have no weight capacity limits.
If we see some additional content sprinkled throughout the game at 1.0, then I imagine there will be even more desire for the inventory to be addressed.
I've not seen a direct quote of what the developers said on the subject, but I'd wager that there may be room for interpretation. Instead of "No, we will never add that", it could have been more of something like "No, that's not a priority" or "No, we'll address that after the main content is in place and we can more fairly balance the game"
It would be fun to have a logpack that takes up the cape slot that reduces the weight of wood, I think that would be neat
I agree, it fits the game thematically and similar to other mechanics, you can put penalties on it to make it fair and a trade off. I mean, the fact alone that you can't use a cloak means you'll inherently be loosing something like frost protection or mobility to utilize it.
Smiffe has been pretty adamant in the past about keeping the Inventory the way it is. He is just one developer though, not sure the others’ opinions.
And, to be clear, I'm not disregarding what the developers say or claiming that I know better than the developers. I'm just saying "This is how I feel about the game" and "These were ideas I think would make me feel better about the game"
Carts should have their cargo weight drastically reduced. Encourage their use more beyond extra inventory slots
I'm also not claiming I know better than any of you here, in fact I'm still getting my bearings on the discord and figuring out what has and hasn't been suggested frequently
You’re good, no worries 🙂 it’s a common conversation (inventory) but everything has their thoughts on it. Happy to have you here.
well the bog witch did add a bunch of new potions and a new tool
#suggestions message
Not saying this is remotely realistic, but one of the attachements I've found myself wanting on the Karve (I don't think it fits the other ships thematically due to size) is a dredge scoop. Something that can deployed from the ship to either A) collect items that sank to the ground (though it still can't retrieve deep ocean items, I'm not even sure if the ocean has a bottom programming wise) or B) make areas like rivers and coastlines deeper, allowing you to make a shallow harbour deep enough to take in boats.
I've not gotten through the game yet, so I'm unaware if there are methods to do this already, otherwise I'd make a suggestion myself. I do really really hate using a pick to dig out an area that was just a tad too shallow for ships to navigate
at least with the feasts that could remove one food item from ur inv which is nice
I sure hope players aren’t carrying the scythe around with them everywhere they go 😅
You never known when death will come for you, Don't fear the Reaper
fishing for blue oysters
The ocean does have a bottom, you can retrieve items by using cheats to fly, although it can be very difficult to locate the items since your camera gets locked to the surface of the water.
Good to know, I've loaded up back up saves before loosing items to the deep, I'll be happy to have an alternative solution to use in single player.
alternatively, the tent could function as a bed that doesn't need shelter (maybe a fire still because nights are cold) 🤔
Anybody knows why the Graufen pieces we can make are smaller and so dfiferent from the big structures we see on the ashlands?
Did the devs speak on this?
I’m guessing it’s because they line up far better with other pieces we currently have. The big structures are extremely cool, definitely, but I don’t mind not being able to build them.
Grausten is a very tricky material to build with, but it looks really good if used right.
I wanted 2m beams, tho. Both thick and thin ones.
To be honest, whoever delivered us grausten pieces alignment were playing with OCD players. I simply hate working with it because no snap point was aligned with a different piece, they "fixed" the roofs but some walls are still not... Ugh
I don't think they align at all. maybe they are the same lengths but like @quartz totem says they are not really aligned
I wished Grausten pieces were 100% aligned with themselves than with other previous pieces, like stone or wood. Also a few adjustments to the cost of the larger walls.
Either give me full epic pieces to build or fully aligned pieces to build
but rn we have like an in between I feel
I prefer aligned heheh Epic I can create it myself xD
#suggestions message
The frustration you feel is valid and I'm not arguing against it. If an accessibility option was added for this, it wouldn't affect me negatively and that's fine too.
However, I don't think this should be a priority as you have methods at your disposal to control this already. You can build an enclosure or dig a ditch around the general boss area to help suppress enemies coming in and interrupting a boss battle. I also think if you push the upgrade tree hard enough, generally speaking, you should have enough armor and damage output to handle boss battles even with mob interruptions. Finally, if something does intrude on your combat, you do have the option to flee and get a better position (I've not personally ran from a boss battle, but I'm assuming it doesn't follow you across the map and it has a limit to where it will pursue)
You cant make bigger roofs tho however much you try they just dont feel big enough (like the ones we see out there)
My first building using Grausten is still a WIP because I cannot continue it... xD Please, aligned theeemmm xD
also we are missing some pieces, like the spires
Outer roofs simply don't exist.
Sure we can make the "half" piece roof stand out but I want every option, come on...
You mean like overhangs?
I dont remember the name, but for both thatch and shingle we have a "Piece roof o-corner 26° and 45º and Piece roof i-corner 26° and 45º". For grausten We got split i-corners, but not o-corners. (or the other way around) And no 26º? WHY?
I think they mistake "lacking" building pieces with lacking harmony within the game. They "sang" a song one way the whole time and then boom, a wrong note and a tempo down...
#suggestions message
I assume that both all the radius's are technical limitations/optimisations, otherwise they could all be enlarged significantly. If there were no such problems, I'd be all for it, baring some other factor I havn't considered.
#suggestions message Same reason other biomes are missing weapon types, because weapon gaps are intended by the developers.
Unless it's sword types hehe.xD
Got-em!
There was no gap since the first sword was presented xD hehehe ^^
I guess swords are supposed to be the standard option with nothing special that their user needs to worry about
I was a bit annoyed with swords; I usually gravitate towards them in nearly all games despite being considered the default option, but this time I was committed to something else like an axe.
Problem is Axes seemingly are objectively inferior (which is somewhat understandable seeing as they double as a tool) and specifically I was having trouble using them whenever I was fighting around trees
So in the end I cam crawling back to my comfort zone like the insecure man child I am
I'm fine with weapon gaps, but 2 biomes without it is kind of "mocking" the player.
Maybe swords should be weaker than other options to reward players for trying new things
Battleaxes have worse DPS than swords despite also having a difficult to use combo
Some balancing is probably merited, but I'll leave that to a proper statistical analysis rather than my perception.
With regards to gaps, I'm not concerned; adding in weapons retroactively is possibly the easiest content to add in Valheim is my understanding.
Also, an idea I've been kicking around but haven't checked to see if it's already been suggested yet is an advanced upgrade system. The first 4 upgrade levels use more or less materials you already used to make the armor/weapon initially and that's fine, but I'd be interested in most armor and some unique weapons having advanced upgrades that require materials from the subsequent biomes to bring them up even higher, maybe not to be top tier, but if you really like the Silver sword or the Stag Breaker, you can use Black Metal and other things to make it more powerful than the biome you originally could reprise it from.
It would help fill in the aforementioned gaps, but specifically for armor which I feel can be limited in certain biome transitions
Others will say this is "convoluted". But I'd like the use of other materials other than the "same" as the first recipe. Like Crystal battleaxe is 40 Ancient bark, 30 Silver and 10 Crystal. To level 2, maybe uses 15 silver 5 ancient bark and 10 Obisidian and to lvl 3 use 30 silver, 15 wolf fangs and 10 linen and lvl 4 goes 45 silver, 15 linen and 10 black metal
After you craft it, upgrading it should not make sense anymore... xD
I think if the damage output could possibly excede a base weapon in a higher tier, then yes, it should require materials from that tier's area. So in you example for level 4, I'd only be on board if the upgraded damage output for that crystal battle axe is stronger than a hypothetical equivalent from the plains (I don't think the plains has a two-handed axe to compare to, but the point remains)
But it usually is like, for armor, 2 points of difference. For weapon... well there are gaps... so
Maybe only the finall lvl of a weapong/armor would need materials from the next biome. (we need those upgraded stations from the next biome anyway)
#suggestions message
Give us a balanced method to get more inventory slots and I'll be all for having more types of treasure to lug out of whatever biome I'm exploring
I would love more inventory slots....i have certainly heard that its not going to be a thing though 🤔
Its just a little bit ridiculous with how much shit you have to lug around with arrows and food and new meads and armour and different weapons for different scenarios and tools..........
I like the strategy of how much food types, arrow types, and niche gear you need vs. inventory space for other things
what strategy, its just called a fucking mess 🤣
It is a mess when you take tons of stuff with you that you don't need to have on you at all times. That's always going to be the real issue.
Well that, I mean, I got to have that, I'm going to need that
There is nothing that you don't need, except for resin.
That's objectively wrong; Thor needs a lot of resin, he keeps taking all mine and giving me coal in return
Imagine how quickly it'd get used up if treated wood was a thing....
I will say that while we clearly have too much resin most of the time, care should be employed when adjusting the rates of an item that doubles as a fuel source for certain objects. We could so easily go from a surplus to a deficit with one wrong knob turn or a new resource sink introduced. I'm not saying we shouldn't have more uses for it, but care should be taken
Course, if we could slap sap extractors on trees to get resin or Guck pustules to get Guck, then we'd really have no end to the stuff, you could go nuts
#suggestions message
@plucky pollen the reason the devs dont add horses is that they'd prefer to add more fantastical creatures than real world ones. animals like wolves, boars, deer etc i think come from a stage of development where they just needed a proof of concept, and they just stayed in. but the current direction is that they'd prefer to create their own animals
Are Lox really that hard to control? When they are frightened and attack things, sure, but I'd imagine any other mounts would act similarly.
Also does interacting with tamed Lox when it is frightened calm it down at all? Perhaps making it calm down faster if not directly? I think this would be a great addition to the game if it isn't already.
whole taming and "controlling" is just very simple implemented. There is actually no reason to tame and ride at all. Sadly.
I personally don’t feel like horses have a place in the game : can you imagine horses riding next to loxes in plains? I can’t. But I agree for an update concerning riding. I dream of being able to charge my opponents with a lox, throwing spears and all.
Riding combat has been scrapped, because you could just be able ride a lox and attack everything in sight while they can barely reach you
unless we got rider enemies but that's wishful thinking
Just looked up a video thats shows horses as a mod, and yeah they look really out of place lol.
I can imagine as is usually the case the mod does not do the best job of matching the art style too ofc (odin horses seems to be the mod? and they don't match well), but yeah I would see them as out of place also just due to how mystical valheims setting is.
Horses are vanilla 
Hi there! I recently started playing with "Burnable" option turned on. It is awesome! But I realized one thing - we with my friends sometimes playing PvP, and one simple fire arrow can just burn the whole wooden base. So, maybe it make sense to add something like a well or just water bucket, so you would use it to put out the fire or to even protect partially from burning in a second 🙂
Well, logically a mele weapon would be useless from riding a lox, because player would be to high to reach ennemies (except for greats ones like fuling berserker or cristal golem, or flying ones).
Considering it, the ability to fight while riding doesn’t seem as advantageous as you say
That may be rebalanced if riding give the ability of controling monture attacks (which would be great anyway), still have to work on the idea if I want it balanced
Ngl it just makes sense Fullins would use loxes to fight
Im all for riding enemies.
we could have charred archers on Asksvins! (Aw hell naw)
They would have different attacks for sure, theres ways to use a sword while riding.
I agree, they would look cool. But their spawn rate will have to be low if added, game is already hard enough
Necks on asksvins
RULES OF NATURE
I want more asksvin lore now
#suggestions message @still stag Devs seem to want you to not be able to just play 1 style throught the playthrough, and try different stuff
Love this idea. Add a giant serpent boss and reduce stamina by like 20% or something and add a + swimming modifier or something. Put it after the Elder Boss and before Bonemass!
To summon it can require like 3 serpent trophies or scales or something. Gives the scales a bit more use and trophies after getting one.
yeah! or even make it a miniboss with a potion unlock or something if not a big boss
true that would work too! esp since there are mini bosses in the world now
An ocean boss sounds fine in theory but in practice it falls flat because
1.) you're out at sea with no way to repair your boat
2.) if your boat is destroyed you become completely helpless
3.) it forces ranged combat, which would only make for a very slow and mind numbing fight
4.) it's far too easy to shoot your own boat by accident just trying to fight regular serpents
I'm sure there are other potential issues that didn't come to mind, but those are some pretty significant ones.
Just turn off material usage and repair everything... No need for a command for it.
That just means that riding combat would be worthless then instead of advantageous
No, fighting from a lox with ranged weapons would be of great adventage
And riding combat with askvins would allow mele combat and is dangerous for ranged combat
That is balanced
#suggestions message
I disagree because I feel harpooning the serpent or luring it to a coast is part of the hunt. It makes me feel “serpent hunter” when I use tricks or engage a difficult stamina-burning fight to drag a beast to the ground.
Huh, now that is actually a very good reasoning...
I developed it in my head for quite some time actually :)
Don’t have time for modding but dreaming yes.
World serpent offspring maybe
Also can I just say if someone wants to make it a suggestion but I do really feel like tames are useless in Valheim unless for farming or for cheesjng boss fights. Every single time I’ve ever brought an asksvin out to ride across the Ashlands it dies immediately. They need to change something.
Maybe no sneak damage for tames, or animals of the same biome won’t attack them, or giving them armor or higher health pools. Being able to force feed them food and heal them instead of them only eating when they’re hungry.
Also don’t get me wrong I love tames
Already made a suggestion about lox armor, I agree for askvin armors too.
The point is that you can't do nothing while riding, that the reason we were speaking about riding combats just some messages up
here
Also, a better control for wolfs would be a cool add. I lost my four wolfs in an ambush in black forest (someting like ten greydwarfs at night) while moving them from taming base to main castel. A bit sad, I buried them (increased a little the ground level and placed sign at the top 🙂).
but that is another idea that need to be developed carefully if we want to suggest something balanced and easy to use.
Asksvin riding has its use- getting across lava and covering a lot of land in a short time. Don’t think of it as a combat mount.
I'm confused how 4 wolves died to 10 greydwarves. Unless it was poison from shamans that took them down.
then why are there swords, clubs, and axes in every single tier other than stone?
Mistlands doesn't have a mace, meadows doesn't have a sword, mountains don't have an axe
crystal axe
I’m saying that my asksvin died while traversing the Ashlands just because I was trying to run through and get to the mysterious location. I never stopped he just died because of the marksman’s and the sneak attack which is so stupid
speaking of sneak attack, i get a lot of those when standing right infront of the enemys face
not crouched by the way
Need to treat them as super disposable yeah 🤭
Get a pair to breed to many many eggs and hatch some spares for riding every now and then.
Just thought of this. Super silly, but what if your bee hives could sting enemies for a very small amount of damage?
I thought they did 🤔
if they take damage from anything, every living thing around them receives a small amount of poison damage
oh heard thank you
Uncomfortable terrain
Stones and logs on ground reducing movement. Greydwarfs were throwing stones
I think it was suggested before but could someone leave it for me. Ashlands explosive arrows and bolts made of sulfur and the red powder. For crowd control, to make the ranged class a little more op since I feel it’s in the shadows compared to mage and melee
Okay can anyone inform on the reasoning why developers don't want/ like general quality of life fixes decreased range increase for multiple comfort items, Increased Hitbox Size Decrease on Crafting Station Improvement Add-Ons and others? What's the reasoning? (don't want special privilege just wondering)
the range could be expanded maybe just a tiny bit on comfort furniture
If you're referring to smiffe giving a thumbs down on those posts, that is just his individual opinions on the matter, not indicative of what the whole team feels.
is smiffe giving a 🙅 a guarantee it's not happening?
Some of the pushback is that there will never be an end to increasing the comfort radius. Players will always ask “can the comfort range be extended?”
#suggestions message one of the first suggestions since the hack haha
It’s gone now sadly, but we had a really conversation about comfort and why it would be nice to increase it just a bit.
2 floor tiles away from stuff to get from comfort to none is a kinda tiny tho no? like half the stuff takes up an insane amount of space
It's generally used on suggestions with rejected ideas, so safe to assume that's a yes.
ok, thanks
Yee, I agree with you 🙂
the range isnt that bad.
swear on my life.. LOL I havent seen it that bad. Sorry.
its literally that people have been looking to increase the range from 2m- whatever, for a while
look at suggestion in @rose swan 's comment
Don’t remember the range(s) for the objects that give comfort off the top of my head- and yeah they aren’t that bad. However, with a boost of even 2m to objects, that opens up a lot of doors for decoration.
it says by 2-4M, not from 2-4M
#suggestions message oh wow, this is cool!
close enough
Iirc, the Hot tub only has 5m,, and it gives 2 points. Too little. I think the others have higher ranges of 10m
no way hot tub is that big, was using it building a base earlier and it gave fuck all
Never built a hot tub 🤔
hot tub is necessary imo
but i cant play without resting constantly. its miserable. lol
Or increase base stamina regen... that shit withtout rest is ugh miserable indeed
its like youre having a panic attack and cant breathe kinda stamina
if I had spent a full day killing zombies in a dark rainy swamp I'd probably have a panic attack as well
People "compare" souls-like to valheim, but even there the regen is not that punishable without rest
Yeah the stamina regen without buffs is pretty rough lol. And yeah, even souls games are more forgiving 😂
That’s why I want an accessory to improve it cloranthy ring
Let haldor sell it. Dude Haldor could be an actuall game-changer trader. Not one you only return to buy eggs after you acquire the belt.
i havent played any souls games but they seem very differrnt to me. Valheim is like hack n slash combat.
But yeh i agrre on the stamina.........
me neither, and I do think Valheim has nothing to do with souls-like (but I've read some comments here discussing it)
true. some people want the combat to get crazy complex. i just want like a couple basic additions.
certain big enemies should stun u with their ground smashing attacks IMO
It does not need to be complex, but give it a little more attention regarding the weapons (the gap is fine tho)
Same goes with building pieces... Polish them a little more
yeah the gaps are cool. i wish you could melee up n down. meh
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you’re out at sea yes but thats part of the challenge, you can also go to land to repair. Plenty of ocean area that has land close by. Can even make it so the serpent comes close to land to hit you with a spray or water projectile.
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If your boat is destroyed yes it would be a Issue but that is why it might be fun to try and ride the boat while shooting/throwing at it, this is already possible on single player mode with the harpoon while driving the boat. You would need a big ship obviously so maybe this can be a mini boss after you achieve Iron or even make it so you can add more durability to the boat using serpent scales.
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there are other creatures that require ranged weapons like when Moder is in the sky. You’re already required to use a range weapon while they’re flying. You can also throw spears. One can argue moder lands sometimes but most of the time its in the air.
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I feel like if people know how to move their boat sideways it shouldn’t be an issue. You can easily shoot your boat yes but you can also easily move it so you’re not aiming for the boat either.
I think as it can be an optional mini boss with power none of these things would be an issue as it would be optional.
there is a 5th point to be made.
it would be impossible to drive the boat and fight at the same time, if one plays solo. so basically its like. "kill the boss before your boat is destroyed" lol
So yeah youd want to bring nothing but backup gear. Not saying it is a horirble idea
The point was made above but to me at least it would be no different than using the harpoon and driving at the same time it’s possible. Also seen many people drive by and shoot things on the shore at the same time, you can leave the sail up while not driving persay. I understand what you are saying though.
I think if only it was optional
Fighting a boss from a boat with melee weapons would be almost impossible so it will either be too easy for players with high bow skill or too hard/slow for players who don’t use a bow much (such as myself)
Yeah if it was optional it would be a good challenge imo.
honestly i cant deal with not having a bow handy. also that fits to a point that people need to get out of their weapon comfort zone
Fair but there are people who kill serpents in the sea already with bows since you can’t melee unless on land and moder is a flyer most of the time already (even if there is few times they are on land) so its not unheard of. But i understand what you guys are saying too.
Personally im not great with melee but ive had to get outta my comfort zone this playthrough for blunt damage. Its great to learn all skills for sure.
the only weapon type that seems 100% optional is magic
If you want thw serpents drops, you bring am to shore with harpoon. That's what they are there for.
bro if i see horses suggested one more time 💀
@wanton atlas that's totally written off right?
hey smiffe instead of horse mounts can we build a dala horse as a decoration? (half joking)
i call my dala horses "honse"
Could always add a frost sea horse mount for the deep north 😂
sea honse is definitely related to land honse. true
yeah. horses are not going to be added 😄
i wonder if the old animals will become mythical for 1.0?
someone said that could be cool before.. rianu maybe lol
Making it optional doesn't magically sweep away all of the glaring issues (that is and always will be the lamest and most nothing excuse people use to justify extremely poor implementation or poorly thought out/unfitting ideas). As things are now, an ocean boss just does not work in any practical sense, and it seems you're greatly downplaying how much of a mess it would actually be.
I wish
@ornate minnow you don't need to tell them to add a boss for DN...
Also please don't make multi-suggestion posts
I want a boss in the SWAMPs
Swamp never gets any additions, we need more content in the swamp. 
I kinda hoped for a swamps mini boss with bog witch.
I even thought it was kvastur until I discovered that that's just... her broom
Can anyone tell me why everyone is thumbs downing horses? What’s the problem 😂
Horses have been a topic for awhile now. Generally speaking, they’re just kinda bland and wouldn’t really add much to the game 🙂
We already have loxes to ride. What would horses and their drops do that isn’t already done by something else?
Meadows doesn’t really have anything to explore for, and the next three biomes are full of obstructions that would make riding a pain
They’d probably die really quickly anyways
I’m just thinking on the terms of detail. This is a viking game and set in Norse mythology. How can you not add horses 🤷🏻♂️😂. Lox’s are big and tedious to control, horses would be just a lot more realistic and reliable
+lox’s are only found in plains and will stay there
Horses probably wouldn’t be much better 😅
Idk I’m just thinking on the terms of realism
Valheim isn’t trying to be realistic, it’s inspired by Norse mythology and not an accurate simulation of how Vikings lived.
Transporting them across islands would be a huge challenge as well
Also loxes are infinitely cuter 
I guess so, I just find it strange I guess that no one except a small few agree. Like 18 dislikes on horse suggestion is just strange lol
you are not in a viking world
you are in the 10th realm
Exactly
Why having boring realism in a viking afterlife?
And idk what you mean by "how can you not add horses"
As if viking life and horses were synonyms. Horses were barely used by vikings at all
a very common theme among the people who ask for "normal viking things" is that they haven't played more than the first few hours of valheim. and then ask for bears, horses etc etc
not sure how a horse would work in mistlands or ashlands
Those are also the people that keep asking for things that have been in the game for years
We have boars and deers though 😂
Yes, and I wish they changed those
I had that exakt discussion 200.000 times before
The deers work because we have a deer boss, but what could the boars be?
they where added as a "proof of concept" of a game for a bank loan
Never thought about this. It makes some sense now. Probably the only normal animal I can tolerate now
Change the rest tho. Make it mythical
fun fact. Deer and Eikthyr use the same model
Idk I just thinking it’d be cool for people who love to use the game for building after playing survival hundreds of times idk 🤷🏻♂️😂
How are horses and building connected?
If you want to build a castle or a town you can have horses for army’s or whatever 🤷🏻♂️
Lox armies are so much better than a horse army could ever be
how far have you made it into the game?
I’ve beat Ashland’s lol
I’ve had my fair share, I usually play this game for just building and designing until deep north comes out
Like yes I know the lore, just find it strange everyone disagrees lol
Which armies?
We can’t agree with every suggestion
greydwarfs
We also should not agree with all of them
Flying for example 🤢
The era of vikings has ended
The era of greydwarves starts!
Hmm I don’t know, I think we need regular animals as well as mythical, helps keep an anchor into reality and makes the mythical stuff pop, imo. We have a healthy balance of real/fantasy at the moment I think.
Meadows seems just fine having a more real life feel overall, helps ease you into switching from the living realm to an undead/fantasy realm.
Bears will be added in some capacity or reference 🙏 i am manifesting it
6 arm and horned polar bear deep north
We need bears, bear trophy, bear mounts, but they need to be special, they can't just be bears, make them horned bears maybe? demon bears. Tameable demonic bears hell yeah
#suggestions message dedicated armor slots aren't happening without sacrificing 4 normal slots, as smiffe has mentioned here before.
Still wouldn't mind half a dozen to a dozen more critters myself though.
Boars and deer fit really well in the more wilderness exploration vibe of valheim, even if they are vanilla and just adjusted baught assets 🤭
The mist hares are nice too in my opinion, for a more fantasy spin and something they made themselves (I believe from scratch).
I think as long as they don't go too vanilla, and perhaps make most of them have a slight fantasy twist, it would be a pretty huge positive.
Just helps push valheims strong environment even further.
Geckos that glow and push away a tiny bit of mist in the mistlands, but go dark and vanish into the mist once startled.
Leafy dark furred Foxes rustling through the black forest.
And so on 
Horses though... 🙅♂️
yeah, bears though 🤤
Just checked my suggestion. Smiffe added an extra emoji to that lol. New skills are great and that suggestion was out of playthrough which i crafted double root armor chest. At first got me excited then realized what am i going to do with that later ended up as garbage.
Skill works great on consumables but i prefer other upsides on wearables or dont at all.
I think it should do nothing for non-stackable items. Better equipment shouldn’t go to lucky players.
Maybe a percentage increase of item stats based on crafting lvl. Idk. But it definately should not craft aditional one out of nowhere.
If obliterator recycled resources it would be much more useful
why not change the crafting skill effect of duplication to giving materials back (unless that’s already a thing)
I think that would be a better way to edit the effect without really changing it all too much. just saves you resources while not necessarily doing what this person says in the latter sentence
the only reason this isn’t in the game is because the devs don’t want it, im guessing
That sound like a good idea : being skilled at crafting should mean being able for crafting good stuff without consuming too much materials.
That is just the same than obtaining some more arrows for the same cost in materials, but more arrows are useful where more armors are useless
no
it has to make sence and be clear to the player what the skill does, how it works etc
randomly not consuming certain materials during crafting / upgrading would just be kinda wierd
So it makes sense to craft two iron swords? 🤔 that’s not weird?
I think he means keeping it consistent throughout.
Materials and items duplicating out of thin air in general is of course weird, so a sword or armor piece duplicating isn't much different in that regard from getting 2 cooked meat from one raw meat on a cooking rack.
Randomly crafting 2 Frostners would be weird, whereas randomly crafting 1 using a bit less materials might seem like more skilled use of resources. 🤔
Wait what? Randomly crafting 2 Frostners is the best use of the crafting skill- duel wielding Frostners when? ||kidding||
i'd probably replace the double craft on crafting gear with maybe crafting a level 2 item instead of level 1
I mean, crafting duplicate items surely is useful when playing with a group, but as a solo player it doesn't make too much sense (other than having backup gear in case of Corpse runs or decorating)
This sounds like a good solution IMO.
Ooooh that’s a great idea!
For craftingables that aren’t stackable, a bonus yield is nice. I don’t know exactly how it works, but I feel like a 1.5 bonus would be nice. So a passed check would yield like 30 nails or arrows. Basalt bombs would give 8, etc.
Just to appease those who feel bronze is a grind, retain the chance to craft extra bronze 😂
but ur crafting skill wont be that high during bronze
True, but it’s still a chance I suppose.
This is what i have been suggested. But if you want to make sure going on simple route i would delete +1 from crafting. And craft skill only would be about crafting time and and stamina of hammer. It does not make sense getting 2 for same resources. Getting +1 would only be about farming which make sense at least (via fertilizing or whatever you wanna call it).
You say its good craftsmanship for good quality not for quantity.
I saw in a video someone sent here of Valheim baby steps and hey, initially, it had 7 columns by 4 rows of inventory space. They added one more column to make it 8x4. So why not do it again? ||(just kidding, there's enough)||
The whole UI for the workbench, forge, and cauldron system could benefit from being **separated **from each other, rather than being unified for that to happen. Currently, the main difference between a workbench and a forge is the list of items they can craft, as they essentially are the same interface. Hence where one does "X craft", the crafting skill affects both of them regardless of type (armor, weapon, consumable) and I assume the same for cooking skill (but food is consumable).
It might be beneficial to hire someone (hey, even a good modder) to implement these tweaks that could enhance the user experience. I feel a bit concerned when the term "intended" feature is used, as it seems there could be viable and feasible workarounds. I understand that it will take some time due to "other priorities" at the moment, but I wonder why this has been postponed for so long.
#suggestions message “the only metal that comes to you” 🤣
Thank you, you made my day better.
that metal not only come to you but also brings friends with it :o
hilarious :D
#suggestions message i love turnips so i agree
#suggestions message i love the idea of meads that increase spawn rate for mobs, like i'm farming a bit in the plains for black metal, and night only lasts so long, a general mead "Plains Danger Mead" to increase plains spawn rates would be awesome :o
(and then some more meads for each biome?)
#suggestions message Bows are far from useless in Ashlands. Frost arrows still are the best option. What really needs more elemental ammunition is Crossbows.
Keep crossbows physical only please...
I like the fact that bows have low dmg but can use elements in the form of arrows while crossbows have a lot more physical dmg but no elemental options
yeah
If crossbows had elemental bolts on top of much higher dmg then you have little reason to use bows, especially if at bow low skill
I struggle to use magic in Ashlands, as much as people say its good, and would prefer to use bows. I will be doing so next time I get there.
Higher bow skill lvl increases the draw speed of bows thus increasing dps output, compared to crossbow which has higher damage per shot but longer reload time. I don't think it would hurt that balance too much if there was one option for elemental bolts.
Crossbow skill also improves reloading skill. Also, I did mention "if you have low bow skill". Not everyone goes main bows
i think it'd be fine if the bows skill just didn't increase damage much...or at all
80% draw time reduction is already a huge lot for one's damage output, and considering how bows drain stamina, it combines with their standard 33% stamina cost reduction to also make that a bigger bonus than other weapons get.
imo crossbows not having elemental options could be one of the things setting them apart from bows, though not really in the sense that they need a nerf in any way.
they are very far away from being able to threaten the usefulness of bows
people like ranged combat, and the mountains almost beg for it, so since bows are the only non-spear option, most people are gonna have used them by the time crossbows become available. so on top of bows and crossbows being unequal at equal levels, the levels likely aren't even equal
@rocky socket if you mine the barnacles on top of leviathans in the ocean you can make a harpoon that you are intended to drag the serpent to shore with
so you don't need to raise the ground and all of that
Bow skills sure is crazy strong to level up indeed.
Just from my own experience with valheim, bows are like the natural weapo progression you should be using. Ranged weapons are just so strong since you can stay safe and pick of enemies.
you also don't need to raise ground in the first place if one dies in shallow waters - just build a lil staircase to jump off of, the faster you fall, the deeper you dip to vacuum them up from the bottom
It might be nice if valheim finally decided to implement a few more mechanics to help differentiate weapons outside of the pretty basic weak or resistant mechanic.
Imagine if we have some armored enemies that had the Heavily Ermored tag and only took 20% damage from most sources... and then certain weapons like cross bows could be considered armor piercing weapons which ignore that heavily armored status. 🤷♂️
Could easily allow crossbows to be sort of meh for every other mobs and just niche and strong to those certain few.
to be fair, i think bows and crossbows are already about as distinct as the two can be in a game.
certainly a lot better of a difference than minecraft's
The resistances system is fine. What you say can be accomplished via other means if they wanted to. Like making crossbows have a piercing effect
bows effortlessly outdo crossbows in dps even outside of the likely scenario that your bows skill is higher than your crossbow skill, and yet the rest of their unique benefits still makes crossbows worth using depending on your playstyle.
-# i just do think we could shorten that wide dps gap just a little
Not if they had something similar to what I said. 🤭
Can't out do crossbows with a super nerf.
I know higher crossbow skill lvl increases the reload speed, but it is still slower than bow draw speed on higher lvl. And it takes more time to level up since it is slower to fire than bow.
I mean, the advantages are that crossbows are a bit easier to aim and don't take energy to reload, if you are mostly a melee player then the crossbow is very good for when you are out of stamina and want to get a little extra damage in while your stamina regens
crossbows only get a 50% reduction, which is less.
also, since they don't consume stamina, they don't get anything out of the 33% stamina cost reduction. granted, reloading does pause your regeneration, so that at least cuts down on the stamina cost per bolt, unless you were already at 100% stamina.
and for whatever reason, despite already having a much lower firerate than bows, they also get half the experience bows get per arrow/bolt, so they level insanely slowly
havent tried em out yet. reloading with no stamina is crazy
yeah and trophy and scale goes deeper i dont need this harpoon im loving the bow action and i mean if u are in the middle of the ocean
not to mention the fact that they have higher per-shot damage to make use of the backstab bonus. coupled with the better accuracy at a distance, it makes them amazing for initiating battle, while bows are better for people who want to continue to carry the battle with a ranged weapon after starting it
you still kill the serpent with your bow, the harpoon just drags it. and it's purposeful that you cant get scales from the serpent if your in the middle of the ocean
If you drag a serpents to shore, can even use a mellee weapon on it without issue. Just have to be careful not to kill it as it escapes back over water.
-# if you leave it in the water by your longship, it shouldn't start trying to escape at all 
what if the damage from bows and crossbows decreased with distance, but a crossbow does so at a slower pace? 🤔
that could be interesting~
That would discourage destroying spawners with a bow from a distance where they won’t spawn anything, so it seems good to me
and perhaps then the piercing resistance could be a little less common too 👀
i mean, no matter how many arrows it takes, im still going to stand far away and shoot it
unless the damage becomes legit close to zero? which would be bad
Honestly the fireball staff is probably more effective against the spawners
well it would discourage destroying them from a distance, not completely deny it
To be fair I really dont like the Ashlands so thats just my problem
I am a Big Mistlands enjoyer tho
@olive yarrow items launched by the catapult are destroyed, so it does not good to search. Best I can suggest is to take extra care while using the catapult.
They are not, I was launching muschrooms to see where the axes would land and these survived. I launched some tools and staves by accident as well and these survived too.
Maybe it's just weapons? @vivid schooner
ik I'm late to the conversation but with how dangerous the ashlands and mistlands are it is usually a little more difficult to just stand out in the open and unload arrows from a bow
however you can load the crossbow behind cover and peak out in a moment and get a high power shot immediately
Yeah I mean you gotta run, stop, shoot, repeat
so i think they are fairly balanced and are just different playstyles
My best bud uses crossbow and enjoys it
yea I usually use them too if not just because they are more fun imo 😸
i almost completely stopped using bows when hearth & home dropped, it was not hard for me to become attached to crossbows 
it's the closest thing to just straight up shooting someone in valheim
best experienced sending fulings flying
im glad you can craft the arbalest without eitr
Just discovered that last night when we built a black forge without getting eitr yet
it certainly isn't a very magical weapon
well the demolisher requires it
..true, mistlands weapon ingredients are a mess
Ah perhaps, can't say I've ever shot anything from a catapult besides myself and the proper ammunition
not as bad as the lightning staff that requires a bloodstone
welllll
- himmin afl costs silver and shows silver in its model but doesn't deal any spirit
- mistwalker has spirit damage but costs iron
- spine snap shows silver in its model and deals spirit damage but doesn't cost any silver, not even any other metal
- skoll & hati show black metal and bronze in their model, but cost black metal and iron
- demolisher shows bronze and a load of black marble but costs iron and no black marble
it's like they tried to make the mistlands arsenal nonsensical for not even fantastical reasons, all these mismatches feel so arbitrary
oh you know what, ur right
compliments to krom and arbalest for actually making sense
kinda want to make a krom for myself
-# (i do wanna add, you could excuse mistwalker having spirit damage as being an effect of the wisp, may not be an established property of theirs but it's not a stretch either)
Oh right. Yeah the wisp attractor is made from torn spirit, so theyre attracted to the dead
dead god specifically
One can argue that the added Refined Eitr on the weapons mentioned makes some magical wonders. Or at least that's what I say to myself.
i guess we can't be sure it doesn't have the ability to transmute metal 
I'm fine with how they are currently. You never have enough Iron anyways.
well that's the problem, a couple weapons that don't show any iron in their model cost iron for some reason
you could argue getting bronze in mistlands is a bit more tedious than iron since there's no tin around, but i think the demolisher's metal could pass for simply copper as well, which is about as plentiful as iron in mistlands
skoll & hati however look more distinctly bronze
That's just rust
I’ve really wanted to make one, i just dk how efficient it is
@mellow crater big no no to start to reply to things in #suggestions
Sorry, won't do it in the future.
wanted to say my suggestion come from another one, it was a way to credit the author.
Am I allowed to repost the suggestion ?
you can post pretty much wtv in the suggestions it just has to be formatted right
just with the lightbulb and as a separate statement
but also I wouldn't bother posting a suggestion someone else already did or you'll get hit with the ♻️
respectfully that’s bs
it’s no more confusing than crafting one thing and getting two in return. it’s more useful than crafting one thing and getting two in return
I would say that a chance of using less materials would be better.
the extra crops makes sense to me. but with the food and crafting im not sure.
The UI coding system is the same across all workbenches(forge, cauldron, B.forge, etc) and they would have to separate it to make them independent. And I must say that this is at least for 1.0. 🤞
I dont understand but its not a big problem for me. 1.0 maybe
#suggestions message
this exists, the aura is called having skeleton minions/wolves follow you around
added benefit of getting the mob drops too
#suggestions message Just toss out anything you don't want or need. Not sure why this is a big deal or even an issue at all. Or just save what you have so it's less you need to make next time.
#suggestions message Ashlands isn't the final biome, those will more than likely be added with the deep north. Too soon for them to be added now, just like how other medium and major meads are accessible in biomes after the minor ones become available.
@tardy roost Because the game is unfinished...
thats the point of suggesting my friend
The point of suggesting is to suggest stuff they might have not thought about that could be implemented into the game.
Not about suggesting obvious things that will be in the game
@hearty jay the who??? 
is it okay to say names of bosses here?
moder presumably
yes
you destroy her eggs and she just does what any animal mother would do and then you have to kill her. it makes me sad 😦
But her tears are so useful 
And I'm sure she wouldn't be one of the forsaken without good reason (although I don't know the lore that well)
yeah i hate killing moder usually, i used to like to mount her head on walls but 😬, but i know with 100% certainty you're always gonna have to fight her lul..
similar reasons i hate killing dvergrs, feels like picking fights for no reason, i always used the cart strat for sap extractors
For valuable loot isn't for no reason
In my previous 300 hour playthrough, i killed 0 dvergr.
I refuse to partake in such activities, especially because haldor and hildir are our friends.
If they don't know it doesn't matter 
🗿
Who’s to say all Dvergr are friends of Haldor and Hildir? Also, don’t think we’re friends, we’re customers 😂
feel as u wish, i see them as friends to me
#suggestions message I think it'd be interesting if there was some item that added slots (especially slots that hold anything, not for a particular purpose, like a purse that only holds coins or things sold for coins) that it traded off with (i.e. equips in same slot) as megingjord, that way you have to choose between wanting expanded inventory spaced or more carry weight
I mod in armor slots. Really don't regret it any time I go back to vanilla.
don't regret adding the slots or don't miss em? @unique cove
wrong gru
ikr lol
Don't regret adding them
(I mean, I may have to devcommand some stuff back if the mod breaks....)
What about a quiver "cloak" piece?
i've experimented with the 5 armor + 3 quickslots mod that's very popular and I've gone back to vanilla recently to test how feasible adjusting to vanilla management--it's not hard, but also, I don't think expanding the inventory esp. if it's progressive (i.e. unlocked by items later) would hurt it, would actually help
Lose the frost resistance but gain 3 slots of arrows?
Useful for the plains/mistlands
yeah my preference is that they add items that add slots but dedicated (like only hold certan types of items) that way you can selectively give the player some more options of the things that commonly you'd like to have a few to choose from (mead, arrows, etc.) or somtehing to 'reduce clutter' (like the purse that consolidates all the 'treasure & coins' to 1 slot)
that way you preserve some balance on the 'forcing you to pick & choose weapons & tools" front meanwhile the collecting mats/resources front is given more breathing room, which is the real problem IMO
need better ways to carry the loot!
right like that--or the accessory slot, but same idea
Been suggested to death already
I know, but that's because it's obvious and a good idea
and also, how fucking sick would equippable little add ons on our vikings look?
i noticed just the other day mejingjord has one (little belt that's visible when you have it one)
i want like half a dozen more of the same idea visually
should add 1 inventory slot to the game, that'd be so ugly i would love it.
Quiver would probably have to do a little more than just add ammo slots. Slap on increased bow skill just to keep it in pace with capes maybe?
Do my eyes deceive me or can you not use the scythe on mage caps and jotun puffs?
can't now, but think they adding that
Nope, hopefully that’s changed though
Think it has to do something with them being initially foragable or something?
yes, planting a mistlands shroom and finding it in the wild both use the same exact object, which is also why they're the only crops that can't be damaged by anything once fully grown, since other forageables can't either
I hadn't even noticed that @olive yacht but that makes me feel way safer about my mistlands farm
same
#suggestions message Because it's already been stated that they would sacrifice normal slots if dedicated armor slots were added. We're not going to get 4 extra free slots to use because they don't intend for that to happen.
I don’t see the point of slots that only take specific items
Like in general? Or in Valheim specifically?
Valheim specifically. It can work in other games but I just don’t see why anything needs to change.
The entire thing is arbitrary representation
#suggestions message Pitabred, a rare sight these days 🥲
The whole reason for having "inventory slots" is to represent the space you have to carry things
Yeah, been busy with other things 😉 I'm rolling back here a bit though. Life, y'know?
Oh 100% life can keep you pretty busy sometimes 😅
If you have a coat in your backpack (or whatever you are using to carry his things), it's taking up space in your pack. If you're wearing a coat, it's not in your pack and is therefore not taking the space it normally would, therefore equipment slots would make sense
As a representation of what you're wearing
@calm merlin
They don't want to. As stated many, many, many times every single time it's been discussed.
But people don't get the very explicit "NO"
You mean you solved your own personal issue instead of complaining about it for the 100th time and waste everyone's time in the process?
Gasp
It's so easy to mod this game and solve your own problems but no...
"Mods bad" for some reason
I don't think normal sane behavior like that should cause shock, but sadly that's the world we live in.
I cannot comprehend the need for whining for something you can perfectly fix yourself very easily.
It never makes sense
I mean some people might play where they don't have devcommands, and when inventory mods break it doesn't tend to be very gently
I still think additional inventory should be in the base game, in some form
Especially with the number of new items coming on
I saw someone mention bags that spend single slots but you can store multiple stuff there.
That could work
Is anybody going to actually use Lightfoot mead while exploring?
Also, their mistake is playing their main games with mods rather than creating mod-dedicated worlds.
The other is not creating backups, which is the easiest part and a better course of action if starting anew isn't an option.
Guess which people don't do either of both options...
Or the swim mead?
I’ve started using it, I think it’s worth it 🙂
Not advocating for any particular side, just wanted to mention that some of the meads are worth prepping 🙂
Having eitr, stamina, healing, resistance, utility meads all in your inventory certainly makes the combat go more smoothly
That's also at least 6 slots down, more depending on how many utility meads you bring
Unless you don’t use Eitr because you have this 💪
I think i have seen a boss dream once in 1100 hours of gameplay...
it was like...moders i think?
I use Vananidir quite regularly while exploring, you can swim those wider gaps of water without the need of boat.
Add Ratatosk and you swim faster too.
if more items keep getting added it is so profoundly unnecessary to keep the inventory so small
excuse after excuse after excuse, my inventory is constantly filled with some shit and i have to make so many sacrifices it actually irks me
Curious, what is it your inventory is filled with after an outing? Like what are you going and getting?
*Trophies need a rework to
depends on the biome? but usually everything related to it....
YES i prioritize what tools/weapons to take where, i'm really sick of hearing that, its still a problem.
Ah gotcha, I think that’s the issue for a lot of players. Take Ashlands for example- you definitely don’t need to be picking up all the grausten, bones, bladders, etc
I might consider not taking a hammer with me, just make it when I need it
-This is where we're at, scraping every slot we can
well who says i do that, i drop wood and stone and resin and most trophies, and dandelions like....
There are alotta fucking things that you do need..
do you think these suggestions exist ? I haven't found them with a few keyword searches
- in the workbench/forge upgrade list, items that are already maxed out would better not be displayed
- the ordering of uncraftable recipes in the cauldron menu could be ordered by level or inverse
of course i dropped grausten and bones in the ashlands man 😩
Definitely no need to pick Asksvin drops after getting your tamed starred Asksvins to reproduce.
Never tamed anything except for boars once in the game....i might be inclined to care now that theres the new potion.
I guess what I’m asking is, what are you extracting from any given biome that’s overwhelming?
#suggestions message
Valheim is flat because they want to make the game as realistic as possible
👍
well even now (post moder) if i go out on expeditions to explore the map in like the black forest, deer hide, leather scraps, greydwarf eyes, troll trophies, coins, amber, rubies, amber pearls, feathers...i don't fucking know man, its never not been an issue no matter what stage in the game, dropping things in frost caves, crypts...
Althought, sometimes when Lava Blob explodes and breaks some of those ruins underground and all that Grausten pops up I can't help but collect them all 🥲
You also don't need to take your pickaxe, hoe, several weapons, cultivator, all possible potions, all the food and such.
I wouldn't mind some more inventory space but some people make it more of a problem than it actually is.
The plains i remember i had the least amount of issues with, and the meadows obv
i don't take my pickaxe hoe cultivator all possible potions or more than 2 weapons 😬
How much resin have yall dropped?
everyone goes on and on about that...i know bro...
Couldn’t agree more, well said 🙂
Troll trophies are unnecessary, GD eyes come to you once Eikthyr dies, leather scraps can be gotten with a boar farm or accumulated naturally
Its not a necessity to have more inventory space in a game like this but it pisses me off on a semi-regular basis
fishing bruh, mossy fishing bait, endurance mead.
Don't forget the Scythe now! 
I'm also still running low on greydwarf eyes as long as i'm still on eyescream
Exactly.
I just use the ones from troll raids, it’s 50% per troll and 20 bait per trophy
Onion soup is way cheaper and only 5 less stamina
trollstav
That’s one troll trophy and the upgrades do very little
Things do be needed
I must not be playing the same game as ya'll i guess
we on the same grind or wut
All of the stuff you listed is mostly things you don't need to keep collecting in bulk/hoarding. That's all stuff you might want to keep since they are associated with having value and use, but you should reach a point where you've already got more than you'll ever need, especially the later into the game you get. Portals also exist in the baseline gameplay, which eliminates all issues with managing basic resources for the majority of the game.
so also use up inventory space to have portal mats 👽
I’m on the grind for ~2-3 items per biome, other than that, most stuff I’m completely fine leaving on the floor
Maybe it’s more of, I’m almost always doing one thing specifically, then heading back to drop off stuff
that's a little confusing to me especially in the mistlands and ashlands, you basically need all of the things..
between food armour tools building materials and weapons that you're all trying to obtain
I make dedicated trips most of the time, I might do a wood run, so I take the axe but no other tools except for the hammer.
3 foods, 1 set of armor, 3 staffs, 2-3 potions and portal mats, all the rest of the inventory will be filled with wood till I can't carry anymore, maybe I'll pick up something that is rare to find but all the rest is left on the ground.
Another time I'll go for a metal / stone run and change the axe for a pickaxe and so on.
i do believe that oh so insisted upon armour slots that well alot of people seem to want me included wouldn't be like fucking game-breakingly overpoooweeered 😱...it would be 3-4 extra slots....
also armour slots look cool, and like every single game that has armour or clothes that you can equip has them....
I wouldn't mind some extra slots but I can work with the system as is.
Armor slots are one I agree with because you’ll almost always carry a full armor set (except in early game), although I don’t see the point of making them
let's assume ashlands entry
32 slots
4 armor 1 utility
3 food
1 melee 1 bow 1 shield 1 axe 1 staff
1 arrow stack
1 bombs
3 portal mats
2 mead
12 slots remain
oh i can and i know that the devs are pretty much dead-set on/against so many things, i am just thinking out loud...
Plenty! 😁 need a pickaxe too most likely
- shield, 9 slots
Let's not even say you're going for metal (not my first grab anyway)
First trip:
charred bones
Askin mats (3)
Smoke puffs
Fiddleheads
Vine berries
Vine berry seeds
Plenty!
cuz they also look cool...it looks more complete as a system to have specific slot for things rather than just....fucking shoving everything into a box..
This I do agree with for sure. I like armor slots because they look crisp and clean to me.
True
i would infact like to even have them in exchange for that equal amount of inventory slots anyways 🗿
You want fiddleberries, smoke puffs, morgen sinew, feathers, askvin tails, askvin hide, volture meat, maybe grausten & ashwood?
Probably not, and that's a minimal for me
Half a dozen new meads now? Do I take any of those?
Volture meat and feathers are uncommon because I’ve moved away from shore and all that I did get are in my draakar chest
Sinews are in very few recipes, and only needed later
Assuming you're just comming into ashlands
Same
You don't know exactly what you need
i know that since new meads have been added they're going to take up more of my inventory..
You're going to want all the things back with you
Physically and mentally addicted to ratatosk tonics
You either go in underprepared or you triple the runs back to your base
sounds ungood
Then there's the forts
There’s 5 items you want from forts, goes down to 4 once you get enough bells, and a fort is a good place for a portal so that’s all you’re picking up on that run
Usually 2 slots for gems (can be 3), + flaming cores + bells
do ppl stop picking up treasure at some point?
- coin + flametal (very optional at this point)
I only grab treasures from dungeons, so I have a portal nearby to quickly move them back to base
i will not have my greed impeded by the games limitations 😤
Just getting the 5 slots back on armor & utilities would be massive
Fair, I also might need to start doing that with bog witch
For me it is:
4 armor
2 utility (biome related and a tool for harvesting)
3 food
3-5 staffs (4 slots if melee)
4-5 portal mats (depending on stone or wood)
2-3 meads
14-10 slots left
are we not counting treasure, that can take up to 4-5 slots, and i NEVER throw it away, unless its like 5 coins.
if you have one of those gems that has a measily stack limit it can take up multiple slots each too
I’ll probably use 2-3 slots for treasure, but again, I’m probably only picking that up when I’m in a dungeon and therefore very close to a portal
Or when I have nothing else to carry
First one probably no
Second one is just sorting. And it's already in the game. But not by level
there are probably more ways to sort a list, than there are players playing valheim
so no matter what we do. it will either be a cluster-crap-pile-of-poop. or way to over complicated.
or people will never have it like they want it to be 😅
nothing overcomplicated about armour slots 😉
But what’s wrong with the way the inventory works now?
That reminds me.
Is the sortcraft command client-side? Would it work for each player if all of them used it in a coop world?
#suggestions message
Why would deathsquitos drop the unique drop of a leech, a creature from two biomes earlier?
They both suck blood, and it would be convenient for blood pudding and medium health meads
Although the description of bloodbag should be changed if this happens (it currently specifies leeches)
exactly that - it makes sense since they both suck blood, and farming bloodbags is one of the more tedious things if you have bad luck (it's not uncommon to have to spend an hour or more just getting a small stack of a single ingredient)
since there isn't any waterproof material either, it makes going back two biomes to get an ingredient incredibly annoying due to the effect from constantly being wet
#suggestions message
Wet resistance could be the perfect way to give functionality to the linen cape
that would be an easy add, personally I'd prefer a cape in the pattern/colors of the skin from neck's, you could have an option for different styles that look like the different colors from higher star necks also
Everyone seems to want a wet resistant cape, and linen cape does nothing right now, but maybe there’s something else it could do…
would not linen be extra soggy and make it worse? Leather would be way better at staying dry right? just a thought
The small armor increase of the leather cape is a good bonus as an introduction to capes, but something as late as the linen cape needs to do something more useful, such as wet resistance.
i'll do you one better
it would be interesting to be able to apply a bonus effect to any cape, you would just need some additional materials (i.e. wolf hide for warm, something for waterproof) and maybe it would have an effect that wears off over time so you have to reapply after some usage
tar was used to make linnen waterproof in history 🤔👀
it seems like people have been asking for waterproof anything for years - have the devs stated any reasons why they haven't added this yet? do they feel it throws the game off or is there some mechanic that prevents this from being added?
tar was a thought I had as well, though I was thinking of suggesting using tar to waterproof building materials instead of armor/capes
someone judging my ashen cape....
i know its an early version and its not finished but it looks stupid
it hides most of the helmet, meshes poorly with the armor, and moves like its a mask, not a cape.
the body of the cape is fine, it actually looks really nice, but the collar it just aestetically wrong, especially with the rest of the armor scheme of Bone covered plate.
a compremise i agree with
i assume it would be implimented in crafting
i know it looks horrible with emblas hood
i just got the thing, i dont know how it looks with other ashlands headgear
It looks awesome with the flametal helmet i think, but emblas well it basically just covers your entire fucking face lol...
if it was mounted to the chest and not the head i think it could look alright with the flametal helmet, but since it moves around like some scarf it just covers what are, in my opinion the best parts of the helmet
#suggestions message oh my… ! There are boss dreams ? I am fighting in Ashlands, never dreamed of anything like that, thanks for the suggestion, hope it will be implemented soon
@cloud phoenix I support your idea but meanwhile there's a message log in the tab>raven menu so you can see it there (no images though)
is there a limit to the message log? i was looking there and it only went so far back for me
Yeah, I had no idea myself until I heard a streamer mention it and searched it up on the wiki. I'd love to actually be able to experience them in-game (over 500 hours and I've yet to see a single boss dream)
The minimum depends on what you are going to do.
Gathering fine wood in the plains:
4 armor +1 belt; 1 melee; 2 meads; Axe; hammer; +3 for portal (eat before you go). Total=13 slots
Unfogging the map by land or sea:
4 armor + 1 belt; 1 melee; 2 meads; 3 food; bow + arrow stack; hammer, workbench + portal. Total=16-18
Besieging a Fort:
4 armor + 1 belt; 1 melee + shield; 2 meads; 3 food; cross/bow + stack; hammer, workbench + portal. Total=19
If going mage, at** least 20** (staff of protection + a damaging staff instead of melee weapon).
Either way, we "lose" half of the inventory regardless of the objective in mind, so I 100% see why more inventory is requested.
The less casual the situation, the more inventory space is needed.
i think it would greatly help if the text for those dreams had a different colour to make them stand out from normal dreams 👀
#suggestions message this reminds me of the suggestion (not sure if they formally suggested or just saw it discussed in the Discord) someone made that stuck with me cause it's so good to buff Elder power--adding seed rate drop increase, seems to be a real value addition and thematically tied in well
#suggestions message
Also for this to work, it would need to "force" the player to sleep. I myself had rarely slept, only say, 20 times in the first 200 days or so. Then, I keep building at night or exploring.
Maybe a "weary" debuff to make the player a reason to sleep other than "dangerous at night".
LOL sounds like D&D, adding exhaustion levels.
I know what you mean, though. I don't sleep any more at all.
Nights are for baking, farming, and cleaning up all the crap I bring back.
#suggestions message I think we need a stonecutter upgrade, not another artisan table upgrade, but the idea is good
#suggestions message this reminded me, I made a joke earlier in context of discussion about how poison was the weakest and part of what made Jotun Bane often overlooked/considered underpowered, that they could have the axe thrown and then return, but seriously what if it was thrown, didn't return, but "cleaved" (no multitarget penalty) any enemy it passes through and poisons them, so like a normal attack in strength just turned into an AoE ray effect essentially (and poisoning multiples with one throw, might make up some of the weakness of poison)? thoughts? take it from weak to too OP?
tbh, I'd rather have spears reworked like this than change axes into throwable ones.
Say you line up 10 enemies and throw (any spear), it damaged every target that it landed a hit on, but because of the decay, it would hit 6~7 of them. (and some of them could have elemental damage built on)
just wanted to say you have the worst takes by far from what I've seen here. Who let you cook @calm merlin
or a monster like minecraft has that apears when you dont sleep
(just a joke)
but maybe...
I'm on board with this. The only value to sleeping in Valheim presently is the passage of time. Enforcing 'debuffs' on the player, the longer they're awake, sems reasonable.
given a survival game, also open to a debuff or other incentive to rest on a somewhat realistic schedule--I still use it frequently just because even when its not threatening, the lack of light for visibility can be an actual pain in the ass, but realism wise something to add a little more reason to do it (regularly) might add value
sleeping should be a requirement i agree
#suggestions message I thought the tarred debuff added a weakness to fire effect in addition the slowing but when I checked the wiki it does not seem that is the case--but it SHOULD do that
it does that, the wiki just doesn't mention it for some reason
hey! good to have confirmation for once my weird dim memories I cannot source aren't ALL just fever dreams!
relatable
More debuff when not sleeping... I was thinking "man, everyone is not as skilled as you, cold + not rested + no visibility is already a good reason for me to sleep at night or at least rest next to a firecamp if I don't have time to build a bed".
But then, it makes sens to have debuffs on days after a night without rest. In my opinion, unrest debuff will be logical after a full night without sleeping and could be logically increased night after night.
So, I agree with the idea but please not more debuff on night.
i like that idea--a cumulative debuff--honestly something subtle/not as directly impactful (at least at first) like a nerf to experience gain, stamina and/or health regen, probs more than enough to incentivizing sleeping to clear it
and thematically appropriate/reasonable sleep deprivation effect (an inverse rested almost), after 2-3 nights skipped sleep, first 'tier' then each successive night adds a cumulative debuff tier (probs up to a certain cap), sleeping once resets the timer
i feel like it might make more sense as a tertiary punishment for not sleeping for 2 or more days rather than just 1
please no nerf to experience gain. 😂 That already hard enough for players like me that can't play the game every day (or are not as skillful as you maybe, I don't know but it is hard)
experience gain nerf I would only accept if they completely overhaul the system with scaling
that way you still have control of it in a sense. like hey i wont gain anything from killing greydwarves. I'll go fight a gjall instead to make up for it.
If somebody happened to be that far away from home
most people are not going to be doing things like that though. so I think its probably just an overcomplication
mmm, yeah maybe not AS bad as that--because one important difference is you can get rested just plopping down a campfire wherever, whereas a whole bed and requirements to sleep in it are more involved
also, reminds me, a good example of good design philosophy of rested--encouraging you to do something (periodically rest) by providing a buff that's significant enough to incentivize--GENERALLY a better design than one that adds a PENALTY you have to do something regularly to remove/keep removed I think; same net effect maybe, but psychologically more satisfying for players
maybe sleeping in a bed provides "well rested", just rested with even higher XP rate gain (or some other buff), then (in addition to not getting 'well rested' only 'rested' if you get rested by just waiting in a comfort raidus without sleeping) only after 3+ days of continuous no sleep some small debuff to stamina regen that gets worse (like say it starts at -5%, barely noticeable, scales up to -25%, 5% more, per sleepless night)
That the idea I have behind the cumulative unrested effect : cumulation after cumulation your stamina and health regen become so slow that it seem to not happend at all
it also makes sense for sleep at least especially which tends to get worse with more lack of sleep--like wet/cold being binary on/off makes some sense (despite, sure, there arguably being degrees there too technically with temperature at least, though also arguably already covered with the cold v freezing separate statuses), sleep deprivation getting worse over time makes sense similarly to me--first night without sleep, no problem, just a little tired no big, a week without sleep, you're hallucinating and shit
So when traveling, you would reset, and then likely remove, your spawn point every night.
+The building mechanics aren't exactly set up to make this immersive.
you'd have to choose between (A) building a temporary shelter more elaborate than the campfire needed for rested, to reset the sleep timer; (B) portaling back to base to sleep or (C) just taking the cumulative sleep debuff until you can remove that, basically
which, would be the intent of such a mechanic if implemented
Lol... you guys got into it xD
I also think the skill system needs a rework and in a good way make sleeping in a bed more resting than simply taking the rested bonus.
I think having a sleep debuff that is regularly ignored, beyond requiring a rebalance, would also be bad for immersion. Similarly with the pieces we have, building a shelter each night would also be bad for immersion. Finally, simply portaling back each day would, you guessed it, be bad for immersion.
The system would be nice if they significantly eased up the requirements for being able to sleep, and the debuff was significant enough to not be ignored.
However, I don't think that would feel like Valheim any more. Perhaps it could be made into a mod, together with starvation, for a more survival heavy experience.
Or if the devs somehow found the time, they could make a mode like that instead of moving on to another game.
It could work with tents that keep getting suggested for a quick and more immersive way to refresh sleep
We have tics over time for poison, and fire so, maybe use the spirit elemental to be the debuff and it "eats" little chunks of HP and Stamina the less you sleep. So without food, one would have say 20 hp and 40 stamina.
but, as Ivar said, it does not add much if taking into consideration of the game right now.
Somehow the whole effort to add lore and foreshadows and foreseeing in the dreams are "wasted" as it is RN anyway.
Anyway, the boss dreams have to appear more often: I personally sleep almost every night and never saw any of them
I think forcing the player to sleep just gets overly complicated. While my suggestion was to make the boss dreams "unmissable", what I really meant was to make it easier for most players to experience them. I think having them occur during the first sleep after a boss is a good option since most players will sleep at some point in between boss fights (unless they're speedrunners or just never bother to sleep).
What's the reason for not being able to carry ores through a portal? I'm new to the game and I feel like its unnecessarily difficult. Is the point really just so that you build a little base near ores to craft things then move on rinse and repeat? Personally find it to be a really boring and dragged out process
I think it is a way to force you journeying around the world, which is a part of the gameplay I enjoy (I am weird, I know)
But I think this is a good thing they made it optional (world settings) and didn’t force to journey from the far-away ashlands where navigation is a very hard business
i think that's the point--forcing you to sail/walk more, to transport the metals essential to advanced crafting (so no matter what, you're having to move the metal without portals, whether you harvest the ore and bring it home to smelt & craft, or bring the metal you need for the crafting stations once smelted to use the metal on the site of harvest, either way you're having to manually move metal)
It forced me building little villages in order to store ores and lighthouses for navigation at night or with bad weather. Such a great improvement it was for my little kingdom!
But I believe not everyone is enjoying this part of the game the same way as I do xD
I don't think the game needs this to force you to explore more. You'll be travelling all over to find the ores and bosses and pretty much everything already. And you're kind of encouraged to build new bases in different biomes for max comfort level and just being closer to the new content in these biomes as you progress
Had no idea it was an optional setting though or that it would be a problem for me when I started lmao
I'm guessing I can't change it on my current world that I'm playing?
pretty sure actually you CAN
each time you load up the world in fact, pretty sure you can change all world modifier settings as desired
Yup, world modifiers can be changed on the world selection screen whenever you want.
if something like the sleeping bag/tent were added as has been suggested (including again recently) that could build the case for an debuff/buff to incentevize regular sleeping
Ok glad I'll be able to change that setting. thanks so much for the info!
I like the restriction for the challenge and making it fun and rewarding for good logistics and engineering projects such as bridges, cart paths, docks, and canals
I'm fine with having to manually take back the metal to base the first time for it to be used (why shouldn't some of the most valuable resources in the game take some time and risk to return with?), but after the fact it becomes a chore if you want to move to a new base for instance. In that case I would briefly turn on the setting then turn it off again.
I guess I just don't feel like adding like 20+ hours to my playthrough hauling ores and building all those extra things. Interesting that people seem to enjoy it though.
Different people enjoy different aspects of the game, I don’t find that odd. I took 675 game days in my current world to even get to ashlands
I wouldn't say I enjoy it, just that I understand why it's a thing and am fine with that decision.
Sailing is only exciting after a few times, I found it pretty boring too (too unnecessary dragging tbh) I played before W.modifiers.
Doing a quick search, I see that the suggestion along the lines of Crossbows staying loaded, even after stowed, has been suggested before. Has there been any acknowledgement or info from the Devs regarding this? How recently were Crossbows added anyway?
They were added with mistlands, and I don’t think the devs have any intention of changing it so they stay loaded when stowed
Not to be that guy but, iirc, "that is/was intended". I can be done the other way around, they just "don't have the time". (not roasting, but kinda is roasting xD)
It’s 100% intended yes, wasn’t trying to imply otherwise
I can accept that "this was intended" is an argument to be had, but even if that is the case, I would like to have control over when I load the weapon. The middle click/alt-fire isn't assigned to anything as far as I can see, make that the reload command
Or even the primary fire button, if the crossbow is unloaded, clicking the fire button starts the loading process
They said that a few months ago.
I say "it was intended" because it seem that their coding for many things are just recycled "reskins" (somewhat an spaghetti, sorry guys xD). The same coding that goes into stowing a sword goes into a crossbow, therefore you cannot maintain it loaded because the sword can't have a load.
Well, that makes sense; I can accept that explanation because it's "we're doing it this way because of ease of coding" vs "we are doing it this way because we have a game design philosophy that is in line with it". Gives some wiggle room for them to come back and overhaul it at some point
Hence my pet peeve with the workbench, cauldron, forge, etc, all of them having the same coding (only split by a "wishlist"). I reaaaaally hope they change that in the future, be it 1.0 at least. xD
I mean, Iron Works Gate isn't the same as Coffee Stain Studios, but if we use Satisfactory as an example, they did a lot of overhaul before they went 1.0, so assuming they have similar standards, I'm not worried in the slightest
It’s more likely that it’s coincidental the coding is already that way in this case though. Crossbows are pretty balanced as is, and crossbows aren’t actually meant to be kept under constant tension anyway
They are, aren't they? I mean the whole "taking-long-to-draw-a-bow" disadvantage is gone when pre-drawing it in a crossbow.
Yes, in the real world, that's definitely the case, but also in the real world, I couls sling a loaded crossbow for a moment to free both hands to mount a rock face quickly before unslinging it to use in combat. Nothing wrong with having realism in a game, but in this instance, I say it's only there because it was easy to add in that state
The trade-offs between crossbow and bow vary by game-to-game. In my mind; the raw rate of fire if you were constantly firing your ranged weapon, a Bow would have a higher rate than the Crossbow, but the Crossbow has the advantage that you get to pick and choose when you use your downtime to load, vs a bow you have to draw it right before you shoot every time
And in a game like Valheim where Stamina management is critical to all forms of combat, I think it's not unreasonable to have better control of when and how you load the crossbow to better control combat flow
True but this game also buffs crossbows with greater damage and much higher projectile speed and zero projectile drop, which are significant. It’s better to think of the crossbow as a sniper you have to set up and brace, rather than constantly be on the move with
I can't argue with that. At the very least I just want control over initiating the loading process because the way I stow and unstow weapons constantly to remove my movement pentalty, I'll constatly be loading the crossbow even though I'm not yet ready to make the shot
That’s fair and it can be annoying to constantly have to watch the animation
This is just guessing, but wouldn't one of the greatest advantage of a crossbow Irl be the ability to turn around while it is loaded.
Valheim already allows that with bows.
I get the wish to recycle used assets for ease of development but really, it's not the most efficient thing to do half of the time...
Each crossbow shot giving ONE exp per shot? Really?
Would it be crazy if magmafish had a chance to give a random enchanting stone? gemstone? 🤔
You mean Iolite/Jade/Bloodstone? Would give more reasons to fish.
Yep, maybe a better term would be jewels? Lol
Gemstones?
Gemstones. At least their ID is that.
Much better!
Would love to see the obliterator recycle things into raw mats (50% return) and then you can choose to make it coal after.
I think a way to add renewable stones would be awesome, esp. for MP servers where the total available gems is fixed but the number of players demanding them isn't--by my math the average world (given the probability per chest, probability of each chest x 20 apparently consistent number for fortresses per world) yields about 23.67 average gemstones of each type
which PROBABLY (ASSUMING 'average results or better') is enough for anythiNG ONE player could ever want...
A single world is enough to gear up a team of five players
but yeah, having such a core game mechanic is the core weapon progression be locked behind a reasonably reachable finite amount like that, and one RNG-based at that, and NO renewable alternative, not even a highly RNG based inefficient one like fishing, just don't sit right with me
You have never and will never need to craft and especially upgrade every single weapon
So it's assuming each player will stick to 3-4 weapons
Hear me out- maybe this is a stretch. But what about players who play on hardcore who lose items on death? Not saying we should have features to accommodate very small groups, but maybe it’s something to think about?
yeah that's a good point about the very real possibility of item loss I hadn't even thought about
The limited amount makes gemstones feel much more valuable than other resources
that's true, but an RNG fishing addition HARDLY substitutes--it will never be more efficient than a trickle
Side note, and only because I’m curious… if you craft an enchanted weapon, do you have a chance to craft two? 🤔
i'm 99% sure you should since it doesn't seem any different than standard crafting to "enchant" a weapon
Gemstone weapons should have the same chance as anything else
I think they are a "new" craft, so I guess so. (didn't try it tho)
That is true...
But we also have a portal that makes all things portable when there's a setting that does the exact same thing and makes that portal useless
A setting that disables the map making the cartography table useless
a slider that tunes difficulty down and makes combat a non-issue
Using other modes is irrelevant as examples/points. All features are purely based on default settings
it's not hard to imagine 'vanilla' setting scenarios where items are irrevocably lost though so the point still stands--accidentally sailing off map edge, chest breaking without realizing and stuff despawns, accidentally loading into a catapult, spears (self-explanatory), etc.
Fair point honestly
Idk if it’s just me, but is the damage of the dyrnwyn not that good (except slash), and fire part make no sense?
I think the hassle of getting it just somehow doesn’t pay off
Hot take... valheim is not a very hard game (on default settings), many players just are not very good at games 
It's a hard-to-swallow pill
i'd say it's not hard IF you pay attention the lessons it teaches
Many still think raids are dangerous.
You can literally kite away all of them and done as the main danger is the dmg done to your base, but their objective is you, not your structures
If I can get by and I am the sort of person who never uses potions even 🤭
It definitely is not that scary.
I only see it as dangerous
1.) in a first time playthrough when you haven't learned any tricks and strategies yet, and
2.) when you put yourself into a rough situation
The majority of my deaths have been from the latter, making poor decisions and getting myself into impossible to win situations, or when I try to stay and fight instead of just running away.
Other deaths come down to just poor timing on blocks and dodging, or not pacing my attacks with enough time to block or dodge an incoming attack.
I will very intentionally fight everything that moves, fully understanding how stupid it is. But it’s fun and I can avoid death often enough so I will not stop
I die plenty, don't get me wrong... I am careless and probably never prepare enough hahahaha 
But death in valheim poses very little in terms of difficulty so long as you abuse portals by always having one near by. It's on the level of save scumming in my opinion too ensure victory... because returning to your spot is around 90% just walking through a portal.
Extra so when skill levels mean nothing to you if you pretty much ignore skills like me.
I would be more careful if I played with higher death penalty, but I prefer being able to quickly get back into the action when I make a mistake or underprepare
skill drain is a nice thing to have some punishment, but it doesn't hugely matter
So I had this idea about making very small items like seeds or candle wicks not take an inventory slot unless it's a full stack, because to me slots represent encumbrance, and such items are not awkward to have on you unless they're too many.
They could go on a special part of the inventory that takes a virtually infinite amount of all such items and only moves them to the main inventory when they reach a full slot.
It won't fix the inventory problem but it would make it less jarring.
#suggestions message Lava was once nerfed already.
#suggestions message @grand sable its lava
not a hot tub lol
its lava not divine erasure liquid
Lava in real life is so hot that you can’t even stand close
I personally am happy not to instantly die when I step inside
Touch lava and you literally explode.
since the human body is like 60 or 70% water
and that instantly turns to steam
and is surrounded by lava
i do think that would make something explode
that is not a image i wanted to give my self
Compared to pre- and post-nerf: pre you stood a nanosecond on the edge of what appeared to be lava patch, in under second you die. Post you can stand longer on same spot and take noticeably less damage.
Too late now, you can never unthink it.
Can you remove Lava yet?
No, afaik.
You can change the terrain (raise ground, dig with pickaxe, flatten with hoe etc.) in spot where is lava but it cannot be removed from the terrain.
from what i hear you can literally walk on lava irl alot of the time, and the only risk is to get off if your shoes start to catch fire.
There is a big difference between barely flowing sludge, and straight from the source glowing stuff.
Looking at the colours, valheim lava is above 1000C
you do know lava gives of heat right?
it isnt just hot itself
it gives of its heat
since most lva in game isnt just surface lava but a sea of lava its real that you cant go really close to it. thats why you see in irl footage that people where a shiny silver heat protection suite.
the other footage you dont see often because its gore.
#suggestions message
Fermenters have a different animation while fermenting and when the mead is ready to collect
Lava is basically liquid stone. Guess the temperature needed to turn solid rock to its liquid state? It is far higher than the temperature required to bring a human to his “liquid” state (do not imagine this, this is disguising).
People that walk on lava are protected against heat, a viking armor just can’t do that.
Flametal armor protects against heat
Didn’t go so far in the game, still unable to farm flammetal because they are surrounded by fallen valkyries
The breastplate and greaves give +20% heat resistance each, increasing the time you can stand in lava or boiling water before taking damage
Cool ! In any case it makes sense since the metal in itself is described as the one used for god-artifacts
thats too late #suggestion-discussion message
I think this "heat protection" is technically pointless, tbh. At first, you need to die acquire many times the metal and when you have besieged a few fortresses, you have all you need. So there are few reasons to "walk" onto lava. Because you can hop on it once, better with the feather cape, to cross small/medium lava pools and not get damaged. I think most sane player avoid being too near the lava/in the boiling ocean(prevent wetness).
I still think Ashlands need an actual overheat debuff from the weather/environment rather than just the lava. (those raining flames only do harm structures)
They also already nerfed lava by making it so it gets worse the more you enter into the center.
Before it was actually more "realistic".
Idk why they would change it further, it should be fine as it is
Really needed that nerf though, since at times near the edges it could be ambiguous weather you were touching the lava or not. 🤭
And insta dieing from that was obviously very frustrating.
Log the trees not normal cutting way, it's faster
it's useful when you get pushed into the edge of the lava by enemies
Useful against any enemies using fire, but I am sad there are so few of them
It will probably not increase with the next release xD
What do you mean? Rephrase it maybe?
heat protection does nothing against fire damage
it only gives you more time in lava before the damage kicks in
oh
sad
sad dog noises
fire protection still existing
Fire reistance and heat resistance are two completely different things
Barley wine is super cheap anyway
oh yes heat resistance, misread from my part, sorry
#suggestions message Lava is very hot, minecraft's lava is a joke,IT IS PERFECT AS IT IS
The lava does a lot of damage but it's usually very easy to avoid so I don't think it's a problem
they also fixed the problem where a single pixel of lava tile would insta kill you
they would appear kind of unexpectedly on the ground in ashlands, nowhere near the larger lava pools
#suggestions message @sour hill Maybe he could drop Gemstones instead of fragments when defeated during raid?
So I've reached the plains, kitted myself out with the highest level items I can make from the plains and what limited items I can get from Mistlands without defeating Yagluth. But now I'm searching for Yagluth, and I can't find his altar...nor can I find any of the runestones that reveal his location. I've searched about 1/4 of the world's plains so far without finding a single sign. In all honesty, it feels like my world is broken. Seems like something is either off, or the design question behind this needs to be addressed again. This is bordering on making the game not fun and boring as I'm just literally walking or sailing around the world aimlessly. What do you guys think?
Perhaps more runestones that point to other runestones so it becomes kind of like a treasure hunt, but with destinations all over the map, so you are forced to travel long distances in all directions before they reveal the boss location? It would still be a lot of exploring but at least it would not be aimless.
Some have suggested putting vegvisirs in sealed towers, I think that could help alleviate some frustrations.
@plain oak I like the idea, not sure about a dozen starred archers accompanying him though, might be a bit too much
I like having to explore...or maybe having to travel long distances, and I don't want the vegvisirs placed on every structure in the plains...that would make it too easy, imo. But I don't like to just rely on RNG...and searching dozens of huge plains locations without finding a single one is extremely discouraging.
Fair point!
I was just thinking that it wuld be neat to combine the no-map vegvisir "pointing" with the map marker...maybe make 2 different kinds of vegvisirs...a minor one that doesn't mark the map, but only point in the general direction of a major vegvisir that makes the map for the boss location. Maybe you have to pay some kind of payment or sacrifice some trophies to activate it...just spitballing.
perhaps a dozen is a bit much but if someone killed you and took a treasured artifact, when you were resurected by the corrupted emerald flame you would get some goons to help you get it back
Other miniboss raids have starred enemies
flametal is supposedly what, used by the gods or something??, we literally find it just sitting in lava.
an alloy of some kind
an alloy found in ore form..?
im not a geologist but iirc ore is just impure metal in rock
then again this is Valheim and the Ashlanders have been in the ruins of war for centuries, so id say ask the Dwarves
or the most draconic developer
Is this confirmed anywhere?
Yes, 2* fueling berserker which can be quite challenging for example. But a dozen, simultaneously with lord reto? Granted, he moves very slowly so it could be okay..
And how would that work? A vegvisir that points you to the closest boss vegvisir? What if the altar is on the same way you're going through to reach the actual boss vegvisir? Making the boss vegvisir finder pointless
You know what, I changed my mind. At that point in the game players should expect very hard raids after defeating minibosses
i will never kill lord reto if thats a thing
There is no Lord Reto raid
if that becomes a thing
Why not?
dont really care for an endgame miniboss showing up to my doorstep
and since it would be optional I suppose I dont have to worry about it
Day 2 of suggesting: the obliterator to recycle things into raw mats (50% return) and then you can choose to make it coal after.
Don't suggest the same thing every day, that's just going to get annoying.
we havent quite reached endgame yet
just wait till the Deep North
there are 9 biomes so im splitting it up into 3 for early, 3 for middle, 3 for end/late
mistlands signals late/endgame in my view
meadows/black forest/ocean = early game, swamp/mountains/plains = mid-game, mistlands/ashlands/deep north = endgame, imo....
so yeah
end-game doesn't mean the end end
lord reto raid after being able to kill him wouldn't be any harder than the other miniboss raids after you kill them at their respective equipment levels
in fact I think zil and thungr is probably harder at plains-tier gear than lord reto is at ashlands-tier gear
Based on my foggy memory i couldn't even parry lord reto and had to resort to ranged
His damage is too high to parry without the perfect setup, but there are more ways to fight melee than parrying everything
you can parry with bubble shield which you should be using anyways because it is incredible
i don't use it unless i'm running a magic build, i'm a purist..
EES diet gives you good enough stamina for melee while also being able to use the staff of protection and other magic
that's fine but I'm just saying if you are using the tools available to you then it isn't really that difficult
that's usually what I do when running mage gear
well i've been able to do relatively whatever build in minibosses prior....not requiring to slap on every piece of the most viable cheese-y gear to tank one hit from them lol..
yea but the game is designed to be harder and require you to utilize more mechanics as you go on, so if you do that then it should be relatively on par difficulty speaking
at least lord reto has no ranged attacks
Just don't tank any hits, he's only using attacks you've already seen on charred warriors and you have space to jump and no other enemies
well we are speaking in terms of a lord reto raid where there would be other enemies
I must tank everything or else i'm not a man 🤬
You'd have a lot more space to dodge than inside the cave then
It's likely that the other raid enemies would respawn as long as the raid is active. So simply dispatching them to be able to concentrate on lord reto would not be an option until the raid has ended
Kill a few of them, then damage lord reto while they respawn
I mean it would be hard for sure but I'm not sure why people are pretending it would be drastically more difficult than fighting the mountains miniboss with 1 star cultists attacking you at mountains-tier gear
Repeating the same idea won't convince them to implement it faster or even at all. Regardless of what anyone else tells you.
Only once is enough
#suggestions message gjall?
and seeker soldiers !
actually nevermind
i understand what you mean. you want a hildir quest boss type thing.
How is a gjall or seeker soldier a miniboss? They're just enemies.
each biome has a sort of "miniboss" amongst the enemies that are rarer and more difficult : troll, abomination, stone golem, fuling berserkers, gjall, morgen
and in the meadows its the cascading beech trees
Beech trees are more than minibosses 
(i'd say seeker soldiers deserve that title a lil more than gjalls)
Now that we have actual minibosses, no enemy deserves that title at all. It just gets confusing.
I wouldn't say so because they are more akin to grewdwarf brutes whereas gjalls are more like the "big" enemy that is rarer
There isn't a Mistlands Hildir quest
rarer? how much have mistlands changed since last time i played, jesus
gjalls were the drakes of mistlands back then
well maybe not the actual term "miniboss" but there is definitely a type of enemy the devs put in each biome that fits the category I described
one direct attack (not counting the shake they do if you get too close), a very easy weakspot and not all that much HP to make up for it
I mean they aren't like super rare but less common than seekers or soldiers, and are distinct from those two so I would say they fit the bill better
the soldiers only have two attacks and both are parry-able
they have 3
honestly they are easier than normal seekers
All blockable attacks are parryable, and that's almost all attacks in the game
oh right I forgot, but they still aren't very dangerous
they are much slower than seekers and there is usually only one so I feel they are easier
neither are gjalls, most of the time they're dead before they get within fire spit distance
gjalls on the other hand cannot be parried, inflict a debuff that counters the feather cape, and spawn ticks which are quite annoying
Are all attacks parry-able? 🤔
I mean it is really just a matter of opinion, but I think that they intended gjalls to be the "miniboss" of the mistlands
All blockable attacks, and almost all attacks are blockable
Even if the enemy doesn't stagger, more stamina is spent, effects play and block armor is increased
Ahh good to know!
i mean, trophy-wise it makes sense, their trophy has a much higher drop chance than that of soldiers, similar to trolls and abominations
-# but stone golems and fuling berserkers stick out in that pattern
Drakes aren’t able to be parried, correct?
you can parry their breath but i don't think it staggers them
It would be fun to parry their breath and watch them drop out of the sky, but they can't be staggered 
can you parry gjall projectiles?
Yes
probably same story as drakes, i'd be surprised if they're not parryable, but they usually miss anyway
I wish the mistlands had more enemy variety - correct me if I'm wrong but I believe there are only four naturally hostile enemies - and only three of them spawn naturally above ground
actually there is also the seeker broods, but those hardly count
Dvergr are an interesting change of pace though
But honestly… I just don’t like bugs 😅
and intended to pretty much be an enemy at least at some points
I once parried all three of their shots.
oh three? back when i played it was just 2 😅 i remember gjalls getting a lot of changes
I meant the drakes
I ran out of stamina and nothing happened to the drake 
the ice mages are the most busted enemy in the game
how so?
they just do ludicrous damage in a large area and also have bodyguards
oh yeah dverger mages are scary--GOD FORBID they have stars
also I believe the only thing in the game that lessens frost damage is the yagluth power correct?
almost every cape does it too
Almost every cape in mountains and later biomes has frost resistance
so frost resistance is basically always on
That's why yagluth's power is useless
Where are the lightning enemies
which is exactly why frost enemies after mountains have such high damage, they have to be balanced around players always having a x0.5 frost resistance
yeah they PROBS should change it so that frost resist is a separate thing from some new status that JUST prevents the cold/freezing effect
which is the main point/function of having clothing consistently that has frost resist, now
agreed~
but that might require rebalancing various amounts of frost damage which presumably have been balanced with the way it is now in mind
At least we'd have a reason to use frost mead more than 1-2 times
like, the minimum resistance possible is x0.5, which is already massive
right because of the way the damage resistance/weakenses system works--and def undermines the Yag power too
well now that i think about it, there is only one frost enemy after mountains right now, and only 3 in mountains
I hope for some in DN 🙂
THOUGH, my gut tells me, we'll get some new frost damage enemies/sources in DN
certainly
Most likely 🙂
Me too. If deep north can have a stormy/lightning theme that would be perfect
could change the gjall attack to a lightning ball
would maybe then make the bile bag doing fire weird
oh I didn't realize it gave you resistance to frost damage as well
We already have a snow biome, mountains
then yagluth's power really is bad...
idk why most of the powers are so much worse than just running bonemass
I mean... Its in the north, it WILL be snowy 😄
Because Bonemass is OP as HECK XD
It will be snowy but we don't need more icy enemies, or at least most of them shouldn't be icy
and even if frost resistance wasn't covered by capes, elemental damage is so so much less common than physical damage, there are meads to reduce 2 types, and the third one is extremely rare anyway. meanwhile physical has no meads, just a piece of armor (that is very popular for obvious reasons
)
so bonemass vs yagluth is kind of a joke
armor also reduced elemental damage I'm pretty sure
Armor reduces all damage. It would be weird if it didn't
the wolf and fenris armor chests have frost resistance yea
I expect there will be a little frost, but not all frost at all, much like Ashlands and fire
for yagluth's power to be good it should stack with other resistanced to make you basically immune
I suggested that yagluth's power should be applied in blocking. This would make it more unique to bonemass and blocking resistances already stack with normal resistances (serpent shield + root harnesk
)
honestly a lot of the powers need rebalancing
(it used to not affect elemental and poison damage before hearth & home, and that change was afaik only made because multiplayer scaling was changed - it no longer increases the enemy's health, but rather its defense (the displayed damage numbers pretend the enemy's defense is still 0)
so if elemental damage was still unaffected by armor, elemental weapons would become a lot more powerful in multiplayer)
I believe most of the rebalancing will come after deep north but before 1.0
elder is pretty much worthless because it very slightly buffs one specific action that doesn't really need it, moder brings wind to the back of the boat that is SLOWER than having it on the side, yagluth isn't very good as we just discussed, and fader's ability just got bottled into mead form
it would make sense not too worry TOO much about the perfect final balance, when you don't have all the pieces together--just get the gist of what you intend done, in a playable state, then do all the "knob dialing" when the 1st draft is actually complete
Fader's ability stacks with the meads though, so you can go even faster and carry even more with both
ik but it's just very odd that they would take a boss power that should ideally be unique and add potions that do the exact same thing
it isn't really a bad power - just very boring
it would've been nice to have an offensive power because they are all either defensive or utility based (the queen is kinda offensive with the eitr regen)
also the pickaxe damage. for some reason it doesn't work the same as the elder's power and also boosts the pierce damage on pickaxes
@tall surge Harvesting multiple crops at once instead of walking over them one by one while also increasing farming skill faster as a result is not useful?
bye bye stone golems
I don't agree that it isn't useful but locking it behind moder is kind of arbitrary
I don't really see any balancing reason for why it couldn't always be sold
Secondary attacks from polearms get the job done better
And not increase the farming skill either
i don't think the scythe needs a buff, but i'm very much in support of removing any boss kill requirements from its purchase
That's its only issue. Literally just that
Wow thanks for your insight you must be a developer.
I don't believe the polearms interact with your farming skill so you would get less crops this way
It's pointless to use sledges or atgeirs if they won't do anything on the longterm
also you can't use polearms on certain crops
Ah, one of those. I'm sure you won't be here for long...
my only issue with the scythe is that it requires silver,
i think missing out on the double harvests is a lil more impactful than missing out on the farming XP 
i dont wanna mine silver.
well yea that's what I mean, you won't get double harvests because it doesn't interact with your farming skill
i think that's the good part, because silver is softly locked behind a boss.
getting it the easy and intended way requires bonemass, but if you get either lucky or know what you're doing, using a few tricks, you can get it way earlier, and so if silver is the only thing gating the scythe behind bonemass, its acquisition time and experience can be very different from player to player, i like that
Quit bullying me
i was responding to rianu mentioning the XP first
You're literally the one with the sarcastic tone...
well bro I don't know why you are repeating the same suggestions the devs aren't going to acquiesce just because you spam it 😭
The statement about not interacting with the farming skill is more expanded than just "not increasing exp"
Listen, rianu. I genuinely dont care what you have to say. If suggestion isnt for you, move on.
It proves that not using scythes is indeed worse
it is, i'm just saying that's the lesser of the two downsides
or 3, counting the harvest radius
iron is way worse, idk why half of the entire game you have to use iron for everything. At least the mistlands bridges eliminate the need to mine it
I literally suggested that already, meaning I don't disagree with it. Doesn't mean what I said is less true. Whether you like it or not