#suggestion-discussion

1 messages · Page 29 of 1

tranquil shoal
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Ok good discussion.

olive yacht
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silver is the most fun metal by far imo.
it isn't used in common building things, and barely used in gear after mountains, and shattering a whole vein is incredibly easy because the fragments are so small. and afterwards you can roll it down the side of a mountain in a cart, always hilarious

granite geyser
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Second easiest metal to gather

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The hate for mining it is undeserved

But I see people complaining for resource gathering in general when the slider to increase them is right there so not surprised

grand sable
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suggestions go in #suggestions, if you put them here and don't like what people have to say, then don't complain about it and continue.

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🫠

unique robin
grand sable
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I mean i'm not not used to getting shit-talked, if the result is one less toxic person in a lovely community then whats so wrong about that

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Not judging anyone but when someone is new to the server and has mostly been negative... 🥶

unique robin
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as long as you dont get afffected by hate speech online thats fine

grand sable
granite geyser
finite vapor
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Report to mod mail he does this crap all the time and gets away with it

grand sable
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😐

grand sable
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ok dude

tranquil shoal
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Also I am very not good english is 4th language, please be patient

unique robin
finite vapor
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I can't be assed scrolling but it's rianu so

outer crown
finite vapor
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😉

arctic wharf
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The minor duplication chance bonus from scythe would be nice imo too honestly. Just as a minor extra to make it best at its purpose.
Could even merit 1 or 2 higher tier versions unlocked later that have greater a bonus.

wanton atlas
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you do gain extra from farming skill when you use your scythe

granite geyser
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I assumed that's mentioning the scythe giving another duplication chance on top of the farming one

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The fact that you can mass harvest and helps increasing the skill is enough incentive to use it, doesn't need more

Its only inconvenience is that is locked behind moder when bonemass would've been a better choice

lofty wave
arctic wharf
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Ragnar_laugh
Thinking about that (which I did read you saying before), that part of the suggestion is pointless.

amber wind
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Yeah, why not? That would mean that the "boss vegvisir"'s would have to be very rare...almost like they are right now in the world I'm playing through...since I haven't seen a single one. I do have to say that in our shared world, we also ran into the Yagluth altar BEFORE we saw a single vegvisir for it...same situation that already exists in the game...so really no difference there.

lofty wave
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But why add an extra step to finding bosses?

amber wind
# lofty wave But why add an extra step to finding bosses?

Well, the original complaint was that I'm wandering aimlessly through the world hoping to find either Yagluth, or a vegvisir for Yagluth. I haven't found one...not a single one. I don't mind travelling long distances, it's the having to comb the world aimlessly without direction that makes it frustrating. Adding extra steps to finding the boss makes it less aimless...though it may take just as long. And conversely, I don't want to put vegvisirs everywhere making it super easy to locate Yagluth. I was attempting to make it interesting and requiring more to find it than the previous bosses, while removing the "aimless" nature of it all.

granite geyser
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So the solution is to add another vegvisir to find the vegvisir that finds the altar? It is adding another step for the exact same result and it would not even solve anything

Imagine a worst scenario where the vegvisir points you to the boss vegvisir and once you reach it the boss vegvisir points you to a location you already passed through. Meaning that vegvisir vegvisir literally didn't do anything in this case

If they wanted to solve the whole thing, they could just increase the chances of vegvisirs spawning throughout the world, especially for yagluth, but adding another step that wouldn't solve anything at all? Doesn't make sense

amber wind
amber wind
# granite geyser So the solution is to add another vegvisir to find the vegvisir that finds the a...

I like the idea of using triangulation to find the boss rather than just marking it on your map. It's better (more fun and challenging, imo) to give a lot of subtle hints that point you in the right direction rather than nothing, nothing, nothing, then BAM here's the exact location for the boss. During the "nothing, nothing, nothing" part there is a large chance of it becoming frustrating...during the "BAM location" part it becomes anticlimactic.

wet drift
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At that point, let vegvisirs be a backup. Keep them as they are, but for example, fuling totems could be rotated in their structures so that they face the nearest Yagluth.

rose swan
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Feel like I must be really lucky finding Yagluth- I’ve always found his vegvisir first, and I’ve always found it pretty quickly lol

sleek rivet
tall surge
lofty wave
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I’ve only seen his vegvisir once

rose swan
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In my main playthroughs, I built my base featuring a Yagluth vegvisir at a Stonehenge- the Stonehenge contains all my portals lol

rose swan
granite geyser
amber wind
amber wind
boreal iris
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Sailing update

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Boats and hoes(prestige worldwide)

vivid ridge
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#suggestions message

I could see it being not amazing for kb&mouse players. But as a controller player the scythe is incredible with the skill gains

amber wind
boreal iris
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Everything, new boats or customizable boats, sea warfare, new ocean mobs weapons foods building supplies and boss or mini boss, and maybe re work the wind mechanic

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Something to make the sailing more enjoyable and make the ocean an exciting and adventureous biome

amber wind
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Thank you, that was more constructive than "update sailing".

boreal iris
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Dissapointed we didn’t get a swamp mini boss in the bog witch

lofty wave
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Kvastur is a miniboss to the swamp enemies

boreal iris
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lol

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I want to know what creeature skull bonemasses shoulder armor is made of. I don’t think it’s a lox it looks like a big rat

rose swan
plain oak
grand sable
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😊

arctic wharf
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Kekw

toxic frigate
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What is the recycle symbol on the suggestions? I have one more to add but I'm not sure about that symbol. Posted before?

olive yacht
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yepp, posted before

toxic frigate
stiff stag
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#suggestions message As per the lore, you're meant to slay all of the forsaken once each, there is not meant to be any incentive to fight already slain ones again as that is not the objective at hand. Being able to fight them again is only there so you can collect trophies or obtain the boss items again (if you need more or somehow lost the ones you had).

grand sable
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armour slots 😲 🙀

olive yacht
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add cats.
no seriously, add cats.
i will not take no for an answer.

grand sable
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yeah that'd probably be good, wolves are basically dogs.

vivid ridge
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hey, is it intended that i can level combat skills on my friend without even hurting him?

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might be a thing for suggestions if so

grand sable
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one person has pvp on, the other not

boreal iris
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frostsaber deepnorth i wouldnt be against

grand sable
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YES

plain oak
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What kind of creatures would populate the Deep north.
i assume Jotun probably would

plain oak
granite geyser
grand sable
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i am highly doubtful of jotuns

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aren't the mistlands full of whats left of the jotuns of valheim??

granite geyser
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That as well. They are explicitly dead in the lore

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However, they could also add a jotun mini boss.

Kinda like the last of its kind

plain oak
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Ruins of Jotun civilization in the Deep north, inhabited by dwarves and a new race that filled the power vaccume?

grand sable
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also if highly hypothetically the winter child / boss is loki then thats already a jotun

plain oak
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would give us another source of Soft tissue without having to backtrack to the mistlands

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with the scale of Graustine building peices it would make sense for something equally grand to be in the deep north

light trellis
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💡 two star ASKVIN (purple) two star troll (red) should drop purple and red hide respectively.

eternal zodiac
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Anyone would suggest anything on worldgen? I have this:

  • More variety in continent shape and form ~ We mostly see long-shaped continents, rarely we see pangea shapes, also it's always mountains[high land] in the middle then Black forest then plains/meadows then swamp. Which does not make much sense since most swamps are actually inland(?) when swamps reach the sea they often degrade into salt marshes. Swamps pictured in game reflect still water.

  • More biome variety ~ I don't mean more biomes, rather, same biomes looking slightly different depending on context around them, they dont all have to be copy pastes of each other, example, minecraft's badlands have different sections to them, mountains will generate at different heights. Same thing here, bedrock could be at different levels. We could have continents that are in general higher up and have more snow all around.

rigid furnace
grand sable
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but also yes.

light trellis
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discord shakes and doesn't post there

eternal zodiac
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I want to discuss the purple colors

I have a few questions

light trellis
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ok

eternal zodiac
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Would they stack?

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You'd have different rarities right? and they would not stack is my guess

rigid furnace
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I think they would be treated the same way like the eggs. Where they stack with same quality

light trellis
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Askvin cloak would be purple and would give us reason to go out and find two star monsters. Yes the purple variant would stack

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Red troll hide would be dope instead of the blue.

eternal zodiac
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Then you can only make a purple cape with tier 3 asksvin hide

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You can't use a bit of tier one and a bit lf tier 3?

rigid furnace
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Id say no cause the different colors

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Like it will specifically ask for a certain rarity hide

eternal zodiac
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Then what if you kill asksvins for a normal cape? would a 1 star askvin give you..?

light trellis
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yesssssssss

grand sable
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ahh maybe the two stared creatures drop normal resources, and might drop a little bit of different coloured versions of it too

rigid furnace
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The regular cape for 1 and 2 star since they dont alter the color

eternal zodiac
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They do
2 star askvins are calipso tint

rigid furnace
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Yeah all the 3 stars do is give more resources but i want aesthetics

light trellis
eternal zodiac
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so 3 different askvin hides

light trellis
eternal zodiac
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3 different colors, each for it's own cape color is that it?

rigid furnace
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No that would over complicate things. 0 and 1 stars would be treated the same, just higher loot drops. 2 stars would be specialized due to rarity and color change

light trellis
eternal zodiac
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But you run into multiple problems with this.

First is it breaks progression, whenever you would want a cape, now you are avoiding killing the ones that don't help you get the cape, separating them into collors, be it 2 or 3, is also hurting players that don't care for colors

light trellis
eternal zodiac
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you dont see how that's a problem?

light trellis
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For those of us that have put 700 hrs in. There has to be more for us... we want more. I like this game a lot and got it a month after release. Want more to do

rigid furnace
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Thats why i think it should only be for 2 star spawns. The regular and 1 star creatures spawn at their regular rate and wont effect anyone who just wants to play regularly. But for the hardcore who want to hunt down the 2 star variants, give them an extra reward.

light trellis
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We need more to DO

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Might not sound practical but a little extra never hurt

eternal zodiac
# light trellis For those of us that have put 700 hrs in. There has to be more for us... we want...

You can keep the hours to yourself my guy theres no ladies to impress here rn (as far as Im aware of anyways) And, If you really are playing for hundreds upon hundreds of hours, I'm sure Im speaking for the devs here when I say, if you really don't have anything to do, just don't play it, go do something else and come back when you feel like it. No game can be enjoyed for 200 hours and not feel a bit bored

light trellis
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sheshhhhh wasn't trying to be like that. Thanks for your input

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🍻

grand sable
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I'm at 1000 hours guys 🤩

rigid furnace
rigid furnace
grand sable
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i mean people can apparently enjoy this game for fucking 6000 hours or whatever i don't really understand how they could without new content, its just nice to not have nothing new at some point, its disheartening to see there will be nothing past 1.0

light trellis
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Im a Viking King looking for my VIKINGGGGGGG QUEEN

grand sable
eternal zodiac
light trellis
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I get it. Loving the progress

rigid furnace
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That sounds incredibly stupid... what about raids

eternal zodiac
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They make walls

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to keep the, raid outside

grand sable
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i once spent 100 in game days making a wall for my based inspired by attack on titan

rigid furnace
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So stupid within walls.... got it.

eternal zodiac
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LOD BIAS

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I remembered

light trellis
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LOD?

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i don't know what that means lol

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Legion of DOOM WWF lol

eternal zodiac
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Level of detail, render distance

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I added it to my suggestion, this game deserves more render distance

grand sable
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Im going to go disintegrate

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bye 🧡

light trellis
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🍻

urban nacelle
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I'm sure it has been said by now, but I really wish this far into the games development that the issues with hit registration when creatures are at slightly different levels of elevation could get fixed. Would REALLY help with the quality of life for the game.

stiff stag
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It's not going to be "fixed" because it can become very exploitable if they are too generous with it. Same reason they will not add the ability to aim up and down with melee weapons.

urban nacelle
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I mean, I see your point, but I think it could be done without being "gamebreaking". Even allowing the arc of the weapon to vary by 15 degrees(30 degree arc) on the Z axis could give players a little agency with their attacks. Could do well for making the combat experience more immersive.

amber wind
lofty wave
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I've never seen a weapon passing through an enemy because of a slope, normally someone misses because they aren't attacking at the right height, and in that case they just need to reposition themselves to a place where they can hit the enemy.

amber wind
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I have, and it's even more annoying that the enemy's attacks hit me while I cannot hit the enemy.

lofty wave
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How could I replicate this? What weapon was used and was the enemy higher or lower on the slope?

amber wind
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I mainly use axe, sword, and spear. Each one handles differently, and I've seen it happen when the enemy is higher or lower on the slope.

lofty wave
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Which enemies do you notice it happening to most?

amber wind
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greylings, fulings, deer, boar, wolves, slimes, deathsquitoes...usually the smaller mobs. The larger mobs like trolls, abominations, beserkers don't usually have the problem unless you are downhill of them.

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I'd imagine because their hit boxes are much larger and compensate.

weak reef
toxic frigate
# stiff stag https://discord.com/channels/391142601740517377/1202312684364910612/130391909580...

I understand the current reasons and trophies are all well and good but why have multiple locations for bosses if you are only meant to fight them once? Plus, trophies are not for everyone and I do not think I have ever really just up and lost key items. Tough to get back? Sure. But not impossible usually. Especially in co-op with people to help you get your stuff back and that is primarily how I play anymore.

Most games like this (Valheim, 7 Days, Minecraft, Core Keepr, etc) do not usually have a beginning, middle, and end in a linear progression but are set up in a way the players can follow them from one end to the next at their own pace. Valheim has always felt that way to me as well. If I want a game that railroads the story I will play a different game. There are some great ones out there!

In Valheim, there is not a huge story/lore to find but a sweet small one hidden throughout the game. And that is lovely. But Mythology is abundant and Norse mythos is no different. There are many slightly different tales that branched out through thousands of years leading to different poems (The Poetic Edda, etc) and to not mention it is a fantasy game . The devs can do whatever they want and have done a beautiful job of showing off their talents and love of Norse mythos. This was/is first and foremost a suggestion. Not a demand or intended disrespect towards the devs or game.

However. if you simply play through the game, with intent of beating the bosses and nothing more. it detracts from the game and its replayability, imo. New hidden secrets and bigger better loot or access to rare loot is wonderful. Not necessary but nice. Though, admittedly, speed runs can be fun sometimes and I have done that up to Mistlands. But... nor does the in-game lore suggest anywhere you should be able to fight them more than once at all (as you say). And yet... You can. So why not give the incentive to go back and do it again? To enjoy the animations and the art and soundtrack? They put in all that work. I think it makes sense to incentivise farming them some. Especially bosses which they put so much work into making look amazing.

The suggestion is not to say they should contradict the in-game lore but enhance the game for players because you, in fact, are able to fight them again and again and again even though the lore does not say you should or can.. yet, again, you still can.

If the intent is solely to go from one boss to the next why allow the replay? For me, trophies are not a huge thing. I have a friend, a few really, I have played Valheim with for years and years now and he loves that. Not so much for me. I like variety in games, which this one has a lot of, but after over a thousand hours in the game over the past several years... I think I can make a couple suggestions on the game. Yes, it is 'currently' there so you can collect trophies and such. I am 'suggesting' different loot if it is reapproached. Probably in addition to what is already there. Harder to find loot in the biomes perhaps like red jute if you might Moder or something like that. None of which contradicts the game or its lore, imo, since you can refight them again anyways.

Not everyone has to agree with all this, that is totally fine, but this response to the suggestion does sound a touch condescending and presumptuous (which is why I am responding after resting and not immediately later) as it feels to me like it suggests I do not understand the game (and while new to the Discord server... I am not new to Valheim at all) and mean it/the devs disrespect. Hopefully, that was not the intention of the response and hopefully this explains my POV (if not in a lengthy way. Sorry for the text wall. Have a lovely day!)

granite geyser
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I'm sure the people that hate inventory management would love to have three exact same materials all occupying space in their inventory

quartz totem
vivid ridge
rose swan
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Could just make armor styles be unlocked upon killing specific starred enemies. For example, upon killing a 2-star troll, you unlock the ability to craft troll armor with a style that matches the color scheme of the troll.

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Don’t know if that would add a lot to the game on its own. Would rather just see more options for armor styles in general.

short wing
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Yeah or even being able to upgrade some of the early armors, I would love to be able to use root set all the way to the end but with certain upgrades along the way to keep it on par of the biome you are in.

lofty wave
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You can use root all the way up to the end, pierce resistance is op

short wing
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It is but against other things than piercing full root leaves you death or almost so.
The root harnesk combined with other pieces works well enough but full root, not so much.

rose swan
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To be fair, root harnesk could use some nerfing tweaking

hexed jewel
rose swan
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Very true 😅

hexed jewel
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WORSE even (feather cape had the jump buff all of like ONE update iirc)

peak bronze
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Root Harnesk has always been the same. It would raise an uproar if it was changed (I would uproar lmao).

arctic wharf
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The weakness / resistance mechanic as a whole could use some work imo still Ragnar_laugh
Atleast in my opinion, the whole 25%, 50%, 100% reduction setup is not all that flexible and how strong it can be is evident with the root harnesk.

Would just like it if things had more defined reductions so that stuff could be fine tuned without just jumping between those percentages.

rose swan
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Yeah, that’s the bigger issue on the board I think, I agree!

arctic wharf
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+X% (damage type) resistance / vulnerability.
Job done.

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Could open up some resistance stacking from multiple pieces of gear also to build it up and not allow a single piece to do all of the work.

"Cough, root harnesk again, cough"

rose swan
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Oh that’s a good point, didn’t even consider that. 🤔

arctic wharf
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I have put too much thought into valheim and it's systems 🤣

mellow crater
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#suggestions message so you'll crouch or run when selecting things in the second hotbar ? (I am joking, your idea is great)

stiff stag
# toxic frigate I understand the current reasons and trophies are all well and good but why have...

Odin didn't send your character to valheim to refight the bosses, he sent you there to slay them (something you only need to do once each). Refights are there again if you lost the boss drops that are vital to progressing and need more. Multiple boss altars are simply there so you have a decent chance of being somewhat near one no matter which way you go out exploring (not to mention you only ever need to find 1 altar anyway, making it a moot point for your argument). Your suggestion goes against the lore and story, not with it, which is why it's a 👎 (there is no need or reason to refight them in regard to the lore and story, so extra incentives to do so should not be added).

boreal iris
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With the thumbs down I received I’m going to assume the devs are strictly working on deep north and then quality before 1.0. Am I wrong smiffe?

arctic wharf
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The suggestion is a bit vague and I do know there won't be a full on ocean update. 🤔

Who is to say if they put one more update before DN and 1.0 though. It is more likely they will just push to wrap valheim up. 🤷‍♂️

uneven geyser
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He did vote up and down simultaneously tbh, maybe it won't be before dn but it's also not discarded

granite geyser
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Smiffe's votes have the same weight ours have

uneven geyser
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Curious as to why people vote against it in general tho, as much as I love this game I feel like sailing loses its magic after the first trip, of which there will be many more, each time less entertaining

granite geyser
broken sinew
silent echo
stiff stag
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#suggestions message Craftable objects only become visible/accessible once you've already discovered all of the materials, and that's because otherwise you would see things from much later biomes that you should not be seeing yet. I don't see any way to make your idea work without breaking things.

silent echo
quartz totem
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It would "technically" be the same as it is, but instead of "empty" squares for later biome pieces, it would have a fixed position regardless of the progression. The ICON would be a box with a "?" (or just a big grey box)

silent echo
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Arguably that would also be annoying to players, and possibly do some psychology of play stuff making them feel like they "missed" something, but it wouldn't reveal progression early if done the way they described.

quartz totem
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I think the biggest concern is that new building pieces does not go to the end of the line as it should. Take for instance the first and second tab, that UI is a mess of information.

silent echo
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A sort menu for the crafting UI giving you the option to sort by time of unlock or craft type would also solve this though. UI in general is a common request so I wouldn't be surprised if we see this stuff modified before 1.0

lofty wave
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I don't see what needs to change with ui other than a sort button

quartz totem
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I complain about the UI a lot hehe

silent echo
silent echo
quartz totem
silent echo
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I actually still don't know how to check the effect information of something like the rested buff in-game, and my friend and I had to look up what the Love Potion does when we finally found our Bog Witch, 'cause we couldn't figure it out in-game.

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I guess hiding information from the player can be a design choice, but it doesn't feel like one in Valheim, and I hate needing to have the wiki open to navigate a game. (Though I do love and cherish the wikis for existing.)

quartz totem
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the "notification bar" (not sure about the name) you grabbed an item or a piece didn't need fix, or when you level up is clustered and smushed in a single line. If you grab 50 stones and 50 wood 1 by 1, it will show 100 notifications in a single line.

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(just for the joke) I once spammed "V" to toggle auto pick up and I didn't know which was the last notification until it ended

grand sable
vivid ridge
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You dont see a recipe unless you got the proper forge or workbench already

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the other part of this thats worth mentioning: lets take the iron sledge for example. A person gets the draugr elite trophy before they smelt their first iron ore. You wont see the recipe without the iron. Because the iron takes priority as it is a main ingredient.

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But for the recipe to not appear at all without the elite trophy just feels weird. Its a requirement kind of just to lock it behind a wall. I feel like thats where the question mark could come into play.

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Would it be only useful for like a couple of items? Sure. But like, it could be cool to turn it into a treasure hunt for new players, instead of it being entirely random when you discover it

lofty wave
mellow crater
mellow crater
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#suggestions message I like the idea but 2min/5min… that is really short without hydromels to counteract it

plain oak
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like how in the mistlands its the mountains and in the ashlands its the lava, in the deep north it could be the fact that you cant go anywhere without risking death if you cant reach your destination in time (or if your campfire trail goes out) and the risk of getting caught in a snowdrift is a more immediate death than a risk of death if you dont hurry.

rose swan
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I’d worry that the Deep North would be frustrating to navigate if that were the case to be honest. Also, having only one option to negate such an effect (cape) would be a bummer, as I’m hoping that Deep North will offer the widest range of armor/weapon combos in the game, personally.

plain oak
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they are implementing new features, perhaps the armor of the deep north could negate the effect, leaving room for an armored cape or whatever upgrade replaces the feather cape

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there could also be an equip item like the Wisplight that negates the effect

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stack all 3 together and even in a snowdrift while wet deepfreeze wont be able to effect you

rose swan
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Dwarven ruins in the deep north? was my favorite part of Skyrim lol

granite geyser
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@scarlet tartan Weapon gaps are intended.

If they didn't add them before they certainly will not add them now

rose swan
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Never used knives before, but aren’t skol and hati still pretty good for Ashlands?

#

So many horse suggestions recently 🤔

grand sable
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more horses, holy shit.

calm merlin
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has any suggestions been added to valheim?

granite geyser
rose swan
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A ton of them actually 🙂

calm merlin
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åhh intersting, i havent come to the ashlands yet,

molten bloom
grand sable
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I really really do not want horses in this particular game..

rose swan
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Lox riding was a big one. Chickens too, crossbows as well.

calm merlin
granite geyser
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That I wish no more normal animals were added. If they were to add a horse-like creature, it should be more fictional

grand sable
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not one pound of my soul thinks they would fit within any part of the game as of right now

calm merlin
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How about a option for your map to be round?

granite geyser
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Valheim is another world, separate from earth. Make it feel more that way.

molten bloom
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anatoly it isn't really your fault bro its just that its been suggested about 60 times and the devs have already said they won't so its like beating a dead horse at this point

mellow crater
rose swan
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I think horses are just super cliche and would likely be more frustrating to use than anything 😅

grand sable
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The meadows are too early, the black forest doesn't fit horses, the swamp doesn't fit them, the ocean doesn't unless you add sea-horses lol, the mountains...i don't know any mountain horses really, the plains has lox, the mistlands doesn't fit horses, they would die in the ashlands, and the deep north is too cold.

granite geyser
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Bog witch just recently added suggested things

Like the scythe, more ways to spend coins, new skills

molten bloom
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just add a horse biome: easy fix

rose swan
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Bog Witch was essentially ‘the suggestions Update’ 😁

granite geyser
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Like hildir

calm merlin
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is it just me that would like a new biome like the meadows? that has a horse like creature

granite geyser
#

That would be two updates essentially dedicated to add suggested features

grand sable
#

I don't think there will ever be a new biome other than the deep north and revamped ocean

mellow crater
calm merlin
#

are there any mods that makes the world round?

#

Is it possible?

molten bloom
#

probably not

calm merlin
#

damn

molten bloom
#

what would y'all think that fader's drop would do?

#

they could make it so that you had something blocking your ability to sail to the deep north but that would feel like a rehash

calm merlin
molten bloom
#

he's the boss of the current last biome before they add the actual final one

calm merlin
#

is there a final biome after ashlands?

molten bloom
#

yea they are working on it now!

tranquil shoal
#

Would be nice to be able to move water to higher elevation.

calm merlin
#

deep north?

molten bloom
#

yea

calm merlin
#

i hope there are mammoths there

silent echo
# calm merlin Is it possible?

making it an actual sphere probably isn't possible, but it might be possible to have the world border instead warp you to another point on the map as if you sailed over the edge and wrapped back around to the other side of the disc. would be more appropriate to discuss further in #mods-discussion if you wanted to find someone to do something like that/learn how to, though

mellow crater
calm merlin
#

i mean the lox is kind of a mammoth

plain oak
mellow crater
#

Imagine something as massive as two or three times a lox, roaming alone in an endless landscape of snow

molten bloom
#

I feel like that would be an unnecessary rehash of what came in the last two biomes. I would prefer to see actual jotun or something completely different.

plain oak
# molten bloom just add a horse biome: easy fix

imagine just walking through a meadows and having the new biome banner abruply say "HORSE" before imidiatly fading, and you realize that there is this 10 meter semicircular biome with a single runestone talking about a horse in it

calm merlin
molten bloom
#

that's the dream 😌

calm merlin
mellow crater
calm merlin
#

from where?

mellow crater
#

Defenses ?

hexed jewel
#

tusks?

calm merlin
#

oh i read wrong, ye tusks

hexed jewel
#

nasal horns lol

mellow crater
#

Ah okay

mellow crater
calm merlin
#

has anyone else played far cry primal

rose swan
#

Kinda hope we get something besides soft tissue to put in the refinery

calm merlin
#

you can ride mammoths there😂

calm merlin
hexed jewel
scarlet tartan
rose swan
calm merlin
scarlet tartan
#

me

mellow crater
#

I do, sometimes

calm merlin
#

really?

#

i have never really used one

mellow crater
#

They cut faster than a sword and still allow shield

Not mentioning the backstab

hexed jewel
#

knives are actually really good, they're fast, high backstab damage, they actually have high DPS because of how fast, and you can stagger with a few hits then finish off, they don't slow you down

scarlet tartan
#

as long as the enemy isnt resistant i like having the high attack speed, and i love the secondary attack

eternal wyvern
#

Knives are the best weapon in Valheim.

calm merlin
#

are there any white stone builds, i want to make the castle from chivalry 2

plain oak
#

#suggestions message
elaboration:
the idea for this is to give a use to your early game raw food items in the late game

rose swan
plain oak
molten bloom
silent echo
scarlet tartan
molten bloom
#

There probably will be, they generally don't have two weapon gaps in a row

#

although I would hope for the deep north they have at least one of each weapon type because it is the final biome

rose swan
#

Hoping that Deep North will be the exception, and it won’t have any progression gaps personally

scarlet tartan
#

i do think they should consider keeping ashlands tier weapons viable, and introduce more sidegrades/options for the DN instead of direct upgrades. that way we get more playstyle choice

silent echo
plain oak
rose swan
#

Falled god?

molten bloom
#

I've honestly never understood why they have the weapon gaps. Supposedly it is to incentivize using different weapon types: but the grindy skill system completely ruins that by actively incentivizing the exact opposite. The composite of both of these two systems makes the whole thing feel janky. Additionally, the sword has zero weapon gaps as there is a sword in every biome, so if you want to completey disregard this system just use swords. Overall I would think that they really should either just flesh out all of the gaps in progression or overhaul the skill system such that switching to a new weapon doesn't feel like such a downgrade.

silent echo
plain oak
molten bloom
#

it could honestly be something as simple as just having a "melee" skill and a bow skill

amber wind
#

#suggestions message @loud spruce I like this suggestion, maybe minus the "Beats" instant access from anywhere part. However, I think coding it might be a logistical nightmare. Not impossible, but perhaps really difficult. I know it's always fun watching my friends struggle to find all the materials needed to build/craft items, so having a single centralized location to retrieve them would simplify things. When you access something from the stone, how do you retrieve it? Is it similar to normal storage items, just a huge menu of all the items located within all the storage items within range? Then it's just a matter of shuffling through menu instead of shuffling through all the storage locations.

silent echo
#

#suggestions message I think this is in isolation an interesting mechanical idea with a charming naming convention, but I don't think it would work well for Valheim. For one, the list for all the storage within an area would be overwhelming if the Heart affected enough space to be useful, and not worth using if it was small enough to keep the menu properly manageable. The "Beat" pendant would also substantially nerf the importance of planning your expeditions and managing your resources properly. Both the Heart and Beat also run the risk of introducing item dupe issues (such as: what happens if you break a chest while someone is removing something from the menu? How does the game handle tracking what's in the chests when the area is culled due to distance? etc).
I also just think it goes against Valheim's general design philosophy, which includes the inventory management and needing to pick and choose what you carry carefully as a deliberate design choice. Could be a very interesting mod, don't see it getting added to the main game.

loud spruce
silent echo
granite geyser
# scarlet tartan why did they decide not to add an ashlands knife then

To encourage using multiple weapons instead of sticking to one.

Same as the reason why there are weapons gaps throughout the whole game. Not having an ashlands knife is just another gap of several.

Also, considering how extremely powerful attack speed is in ashlands, there would be little reason to use most other weapons when 2/3 gems work much better with attack speed. Berserker axes alone discourage you to use other weapns

scarlet tartan
#

thats fair.

loud spruce
# silent echo Ah, that makes sense. Looks like both NoobGolberg and I didn't understand that y...

it is for making stuff in general, lets say you are redoing your smithing area, you can use "Beats" to get quick access of the materials you need for the remodeling. When you are done lets say you need to make usable items, such as weapons and then you need to make mead so you can take down a boss. "Hearths" make your storage more accessable while "Beats" then makes "hearths" more mobile in your base.So it has a wide area of use when in base that is not only for building.

silent echo
#

A fair point, but I think still too niche to be deemed worth the effort involved in getting this sort of system to not break.

#

#suggestions message I don't... love the idea that this expensive table is necessary to build boats. What happens if yours breaks while you're stranded on another continent? Even if you have the ship parts, does that mean you need to gather all the table's parts, plus 10 wood for the crafting bench, just to rebuild it? Especially when getting stuck on sandbars and having to demolish and rebuild your boat to get out is an issue, this fills me with dread.

loud spruce
rose swan
#

Only thing I’ll say on that, is that I’ve always been against the idea of being able to destroy your ship, pick up the parts, and carry it/teleport it with ease. I’m not adamantly against it, but it does make boats feel like they’re less grounded to the world. Just my opinion! Though the shipbuilding station does seem just a little too complex.

#

Also, at the moment, boats are basically indestructible if you carry just 10 wood with you 😅

#

@plain oak (since you asked!) instead of having different material needs for upgrading the shipwrights tables, why not use improvements so it’s consistent with other workstations?

amber wind
amber wind
silent echo
# rose swan Only thing I’ll say on that, is that I’ve always been against the idea of being ...

I don't disagree, but I have a hard time envisioning a fix to this issue that doesn't just make boats feel more tedious to use/more of a resource sink, or cause significantly more problems given the ease of getting your boat stuck on a sandbar or rock you couldn't see through reflections in the water. (...Or misjudging how quickly you will lose speed while approaching a shore. I will admit some of it is user error.)

Not to say there isn't a good fix to the strange nature of the Pocket Boat, I just can't think of any. For this suggestion, I think more pieces for building its crafting bench just feels like Pocket Boat With Extra Steps, so I don't like that element of it.

rose swan
amber wind
#

Especially if you happen to have your ship destroyed and you're stuck on a island with a single meadows tree and nothing else...though it would be cool if you lost the materials to make the ship and were pretty much stuck on that island for the rest of the game. Game over. Start a new character.

rose swan
#

If it was big enough, you could kill enough boar and greylings potentially to get a raft going? Would be wild though haha

amber wind
#

So, remove recovering materials when your boats are destroyed, but keep the required materials the same?

#

Then where is an incentive to keep your boat alive...repair it often.

lofty wave
#

But then what if you want to move the boat?

amber wind
granite geyser
#

As a compromise how about they show up in the world once you've beaten Queen so it's literally an invasion and then part of the incentive to beat the boss is his armies no longer attack you outside of the Ashlands

@rocky jacinth what's the change here? Queen is defeated before Fader so after defeating Fader they would start spawning because you also defeated Queen? So literally the same as it is now?

hexed jewel
#

the nails sinking seems enough risk/incentive to me

rocky jacinth
#

Charred don't spawn outside the Ashlands until you've beaten Fader. It feels strange to me that we won the war but now they're more of a problem

lofty wave
amber wind
rocky jacinth
#

if it was before you beat Fader then it could give u an incentive to kill him so they don't keep attacking you back at base

rose swan
hexed jewel
#

yeah I mean, I think just let em do that

lofty wave
hexed jewel
#

is there a better alternative? is there really much to be gained by what, intentionally forcing them to sail around and/or build more boats?

amber wind
#

Nails are allowed through a portal? 🤦

hexed jewel
#

nails are allowed

lofty wave
rocky jacinth
rocky jacinth
#

and I don't want to have to massively fortify everything

molten bloom
#

I agree it feels really janky and seeing charred outside of the ashlands is ridiculously out of place and ruins the natural balance of the biome when seekers and other enemies are just murdering everything

granite geyser
rocky jacinth
lofty wave
granite geyser
#

There's no detection on the character having better gear

molten bloom
#

I think it would be better if they just didn't spawn outside of raids

lofty wave
granite geyser
#

And there couldn't be either.

Even if they added a key that detects what the character is wearing, what about when they unequip it? What about other players?

plain oak
rocky jacinth
rose swan
amber wind
lofty wave
#

So you just want players to have to sail twice as much as they do now?

rocky jacinth
#

maybe tone down their damage to structures specifically outside the Ashlands? Idk how feasible that is

plain oak
amber wind
lofty wave
#

Right now to bring iron back from a swamp, you teleport the boat there and sail back. If this changes, you’ll need to sail both ways at some point every time you return iron.

granite geyser
rose swan
#

To be fair, most of the time people are having to sail back anyways since they have metals or other anti-tp materials 😅

granite geyser
#

And enemies only chase you when they see you.

rocky jacinth
granite geyser
#

Greydwarves are just one of any. Fulings and especially seekers are also there. Seekers resist physical

amber wind
#

I'm kind of an odd nut where I don't think anything metal or anything that requires metal materials to be made should be portal-able. I wish that was a setting. And another cool setting would be when you step through a portal, you drop everything in your inventory, come out the other end naked. I'm fairly certain this is not a popular opinion though.

rocky jacinth
lofty wave
amber wind
plain oak
rocky jacinth
# lofty wave Whack them first

that's why I put the suggestion in. I can it's just tedious to keep doing that over and over especially with the size of my builds meaning I have to do a lot of running. Plus there was the way it works with the lore that is the other aspect of why I'm not a fan. The whole, I won the war but now theres more charred than there ever were, thing

plain oak
#

i dont like it, basically makes portals useless

lofty wave
amber wind
rocky jacinth
#

yeah but the focus on this was that it was a war. a kingdom to the south with castles to raid. I win, kill the king and sack his castles and now they're more of a threat?

silent echo
#

Armies dysregulated by the loss of a leader did sometimes turn into aimless mercenaries, in total fairness. Getting set adrift and unmonitored with lots of war trauma and your best skillset being "acts of violence" made lots of armies turn into splintered bands of renegades

lofty wave
#

The enemies from previous biomes spawn at night in earlier biomes to keep nights dangerous. Why should an inconsistency be made for ashlands specifically?

rose swan
#

With the exception of mountains for some reason 🥲 but yeah I agree lol

lofty wave
#

Wolves spawning naturally in meadows would tame themselves

mild hinge
#

I want my Lox jerky

amber wind
lofty wave
#

They’d have enough animals to kill for meat that it would happen eventually

mild hinge
#

or Hare Jerky

amber wind
#

Why is it that Lox once tamed are attacked by Fulings and Deathsquitoes whereas before they were ignored? Seems weird to me.

rose swan
lofty wave
#

How about bats?

mild hinge
#

Oh yes, another outbreak

amber wind
#

The occasional night golem would be nice too.

mild hinge
#

Blackmetal Golem, just a mass of Fulings smushed together

amber wind
mild hinge
#

I wasn't buliding my bases on mountains anyway

#

well, besides burrowing under rock masses, soo fun

#

I want a terrycloth cloak, immune to wet

amber wind
mild hinge
#

Also, I'm joking about Terrycloth. The Lox Cloak dosn't have any unique properties besides looking cooler than the Wolf cloak, give it weather resitance

tall surge
unborn leaf
tall surge
lofty wave
mild hinge
#

That's valid from an allocation of utility standpoint, but from a real world standpoint, linen is not great in water, you'd go for something more akin to wool, which I would project on the Lox

unborn leaf
# tall surge No, the knife suggestion. The horse suggestion sucks

Oh, my bad it didn't highlight which one you linked lol. I'll disagree with you on the horse thing though respectfully.

Curious though. What's the reason? It fits the era with vikings perfectly, it would help to cover land and travel back and forth, could be used as an alt to the wagon with saddle bags, would be plain out fun for a lot of people. I just can't think of a reason why not.

amber wind
# tall surge No, the knife suggestion. The horse suggestion sucks

Very diplomatically put...lol. I'm not against mounts, though a horse seems very boring, imo, so I'd be in favor of something else that is cooler. Lox are cool, though you don't really get them till what I consider mid-game. They die pretty easily, and they don't really make travelling that much faster than running/walking though. Is the purpose of the horse/mount to make land travel faster than just running/walking? Or are you suggesting it with something else in mind?

tall surge
lofty wave
grand sable
#

horses again 💤

rose swan
#

Is the knife the only weapon type missing in the Ashlands? (Can’t remember)

grand sable
#

and two handed axes & hammers

lofty wave
#

One-handed axes and fists

mild hinge
#

I kinda don't want to loose that either; most cloaks seem to have frost resistance, it should probably stay that way.
We could give linen a different ability; it's more comfortable to wear than things like wool, maybe give it some bonus to rested or make you earn the rested bonus faster, wait 10 secs instead of 20

unborn leaf
# tall surge Horses don't fit valheim at all.

If horses are never added I'm not going to throw a fit. But if anything is going to fit, it would be horses. I wasn't active when it probably came up last hence why I'm just curious. It fits the games theme and everything but I'm sure it's been discussed already. Just curious on the reasoning for the rejected idea.

grand sable
#

Soo...imagine in the deep north the only weapon types available are the ones missing 🤣

mild hinge
#

Also, not saying just because something isn't realistic dosn't mean we can't have it in the game, but in this instance I think it feels better

grand sable
lofty wave
amber wind
mild hinge
#

Yeah, I was just spinning off the cuff; there is a good, balanced utility to be had here, we just need to define it

lofty wave
amber wind
lofty wave
#

The problem with fast resting is that it’s only doing anything while you’re resting. Other cape buffs are always active.

mild hinge
#

Maybe a boost to food timers; say 50% increase to duration

#

That way you can't just take it on and off to get the benifit. Not as reasonable to use out exploring, but if you're just working around your base, making your food last longer would save you resources

#

especially when combined with feasts

#

75 min feasts

unborn leaf
amber wind
#

As it is right now, the linen cloak is kind of a useless vanity item, or is there something more to it?

mild hinge
lofty wave
mild hinge
#

More or less vanity item, which it is perfectly reasonable to have vanity items, but even a small utility would make it worthwhile

#

like the cloths you get from the one lady trader, they have a stamina boosting when using building stuff, we could just give that to the cloaks

amber wind
rose swan
#

I’ve always seen the linen cape as just a multiplayer item to distinguish teams or something

lofty wave
mild hinge
#

And the flax must be farmed in the Plains biome; if you could just run in naked, grab some flax, then grow it in the medows, then that would be one thing

lofty wave
mild hinge
#

Indeed

amber wind
#

Yeah, so say you've killed Moder, farmed flax, made a base out in the boonies from the center, die, lose all your equipment. It's easier to make a new flax cape than gather the materials to make a leather cape...that is the function.

mild hinge
#

Also, point of order, minor pet peve, it's a cloak, capes are functionally different

lofty wave
mild hinge
#

I mean, if we actually called the linen capes, then it would make sense as capes don't really keep you warm or protect you, but cloaks do

#

wait, are they caled capes? Am I an idiot

vivid ridge
mild hinge
#

I am an idot

lofty wave
mild hinge
#

I thought for sure they were called cloaks, I'll go sit in the idiot corner for a bit, take a break

amber wind
#

I always think of cloaks having hoods, and capes not having hoods.

grand sable
#

Yes

mild hinge
#

That's one difference, the other is the shoulder fit

amber wind
#

I wish there was more use for the 100s of troll hides I've put into the obliterator.

mild hinge
#

capes stay to your back, cloaks go around your shoulders and over your front

#

that's why the term "cloak and dagger" applies; the cloak covers your front to so you can conceal a weapon to stab someone

#

A cape would only conceal a weapon if you had it behind your back

amber wind
#

What @mild hinge is saying is true...technically what we're all using in Valheim are shawls.

mild hinge
#

Technically true, but the games terms are the games terms and I was using it wrong

amber wind
#

So, the linen shawl is like a poor man's wolf or lox shawl.

mild hinge
#

Ironically, linen was more expensive than things like wool or other older textiles; a comfortable luxury affored to the wealthy and only available later to the masses thanks to industrialisation and mass manufacturing

#

There was an Inustrial Revelations episode on it if I'm recalling correctly

amber wind
#

I kind of understand why wolf and lox provides frost resistance...heavy fur coat. I'm not sure what linen would provide...besides lightweight?

#

Irritability?

rose swan
#

Linen cape could be something simple like reduced stamina cost for attacking with one handed weapons or something

amber wind
#

Enhanced Eitr?

mild hinge
#

Too early for magic

rose swan
#

Probably not anything Eitr related

lofty wave
amber wind
#

I haven't gotten that far, so I don't know how Eitr works.

mild hinge
#

Stamina cost reduction is a viable path, would have to be balanced though

lofty wave
amber wind
#

There isn't a fenris themed cloak, right?

mild hinge
#

I'm trying to think of a mechanic that would be Plains specific helpful

lofty wave
amber wind
#

Yeah, we just got to Mistlands...haven't really gotten far into it besides short journeys in...we just killed Yagluth and got access to the Wisp lights...so exploring Mistlands is next.

mild hinge
#

Tar Resistance mayhaps? Dosn't make functional sense but it would be useful

amber wind
#

Askvin shawl is gained when?

lofty wave
amber wind
#

Increased attack speed, but also increased damage from fire, longer burning durations.

#

Is linen flammable?

mild hinge
#

I'm not a fan of vunerablity to fire balance, at least one cloak has that already and I don't want it to be a trend

#

quite flammable, compared to wool at least

lofty wave
#

Feather cape already has fire weakness, and barley wine from the same biome will override it

mild hinge
#

Do they override? I was curious about it. There are different levesl of resistance and vunerability

lofty wave
amber wind
#

Yeah, I feel like frost, poison, fire resistance really should be variable and not just have it and immune, or not. That could make it so that equipping the items AND using the items gives you more resistance, and only using one or the other gives you half resistance, etc etc.

amber wind
lofty wave
amber wind
#

I feel like having to go to ashlands to get it is a bit late in game. Maybe give it a very mild amount of increased movement speed. Asksvin is what 5%, make it 1% or 2%.

hexed jewel
#

make it resist slash or blunt, someting that doesn't exist

#

(we talkin linen cape possible buffs?)

lofty wave
hexed jewel
#

that's....fair lol

amber wind
#

I would say that would be fine, but I don't understand how a linen cape would resists blunt, slashing or piercing damage...or any damage whatsoever.

hexed jewel
#

make the linen cape muffle noise, reducing the 'noise' radius of various player action caused noise

#

@amber wind padding

lofty wave
#

Any buff is better than the nothing we have now

amber wind
#

The current buff is 1-5 armor right?

lofty wave
#

1-4, and all capes do that

hexed jewel
#

all except the one deliberately designed to be a 'combat cape'

amber wind
#

Armor is still a buff...shouldn't be taken for granted is all I meant.

hexed jewel
#

sure, but for most of the capes, a wash, so does come all down to the other effect (or lack thereof)

amber wind
lofty wave
hexed jewel
#

sure sure sure but you get what I mean I think--the unusual deviation from capes giving the same, low, armor is an intentional design choice to specifically make the ashen cape fulfill the role primarily of the 'go to' cape to pair with heavy armor

#

there's nothing stopping you pairing it with ask set of course, and the attack bonus reduction arguably synergizes well with said set

mild hinge
#

I get it that light managment is a part of the game, torches, the glow circlet, braziers, fires, etc., but I genuinly feel the game is a bit to dark for me to see at times. I really wish there was a gamma setting or equivilent; I can't even read signs somtimes in my base even with illumination right next to it

#

This is probably just a me issue, but I still think it could be an accesibility slider

amber wind
mild hinge
#

I guess I could do that in the interim, a bit of a pain, but better than squinting

lofty wave
mild hinge
#

I had assumed that it was just a factor of having early light sources be crap so the later lightsources were better, but while I've not completed the game yet, even sources like dverten lanterns provide scant illumination for me in my own workshop

amber wind
#

I've always been partial to having different signs with glowing text using different materials besides coal to make them. Like thistle creates a light blue glowing text, guck can create a light green glowing text etc.

mild hinge
#

It's been sugested before, but I maintain Guck should be more easily farmable; stick a sap extractor on a pustule and gain a steady source. We have similar mechanics already where something is somewhat scarce early game but more plentiful later; you have to hunt for feathers early on but later you get chickens that you can farm for feathers

amber wind
#

I get most of my feathers from killing birds and seagulls.

mild hinge
#

I'm partial to green as an asthetic color, but guck is not a very sustainable fuel source compared to dwarf eyes or resin

#

and If I wasn't running everywhere I wanted to go, I'd probably be able to shoot them too

amber wind
#

Well, just like coal, you would use it to make the sign, and then all text written on the sign would be that color...so it's 1 guck per sign, or 1 thistle per sign...in terms of readability, thistle is pretty easy to obtain...so then guck would be more aesthetics than necessity. Of course, it's moot as long as they allow the text tags...so...

mild hinge
#

Oh, I misunderstood, I would be in favor of such a mechanic, especially if the resource was able to be reclaimed if you deconstructed the sign

#

Honestly, parts of Ice Caves have better lighting than my base does

#

I'd pay more expensive fuel for better results, I'd be down with that, something like sap

long glacier
#

#suggestions message how does that work when the mead runs out and you have more items than fit in your inverntory?

vivid ridge
vivid schooner
#

@cursive forum what would happen if the mead expires and your inventory is full? Would the excess just explode out of your character?

vivid ridge
cursive forum
#

Kinda like the lava blobs in the Ashlands LOL

mild hinge
#

I am for reasonably increasing inventory size through some later game mechanic or system with properly balanced trade-offs or conditions. I'm not in favour of it being a timer based effect, even if we hand wave the edge cases of how we account for the time expiring.

unborn leaf
#

#suggestions message

Honestly I just made a full black metal chest of dvergr lamps. Started with 0 copper and 0 iron and famred it all in about 20 minutes and spent about an hour smelting it and placing them all. It doesn't take long to make the lanterns

boreal iris
#

I know it’s already said and done but I wish we had the catapult more early game so you can send yourself flying with an inventory full of metal. Vs having no use for the thing whatsoever post Ashlands

eternal storm
#

I believe that making the linen cape relevant should be achieved by following the example of other capes: giving a bonus that is vital to survive the biome which gave you the cape.

Now, what kind of bonus would make the Plains less intimidating? The environment offers no special dangers/obstacles so it boils down to making mobs less dangerous, except they already did that with the anti-deathsquito potion, and I don't see how to make fulings and loxes less of a menace.

It seems they closed themselves in a corner, to be frank.

molten bloom
#

i just wished they looked cooler tbh

#

I think the point is for them to be vanity because they are multi-colored but it ends up looking like you taped construction paper to your back

cursive forum
# unborn leaf https://discord.com/channels/391142601740517377/1202312684364910612/130423831738...

Those were just the first items that came to mind, but there are others. Weapons and armour of the same type, for example. I'm just considering the number of times I have died with a full inventory and get caught out when picking it all up because I chose to do a non-naked death run. It would be great to be able to make larger stacks of my food or meads, or the items I am carrying, just so I can get my gear without dying again while I select the important items and toss the rest

amber wind
stiff stag
molten bloom
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how is having a normal combat system broken

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also in a game where you can kill every boss by putting a bonfire underneath them I don't think we have to stray away from improving the combat system because some people might exploit it

grand sable
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haha...yeahh yknoww....

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that's a funny thing innit...the amount of videos i have seen about people beating yagluth underground with a club, or shooting moder through a roof that she doesn't shoot..

lofty wave
wanton atlas
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  • Hnefatafl
loud spruce
granite geyser
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I can already see the collective crying when the game reaches v1.0 and sloped attacks remained as they are right now

wanton atlas
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@unborn leaf it's not only the heatrays causing lag in ashlands. it is related some certain loading of locations

lone prairie
lofty wave
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What's 'sloppy' about the hitboxes? They generally match the animations pretty well

stiff stag
quartz totem
lofty wave
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But then it's useless in any other biome
Also plains enemies are very fast, we don't need the player to be slow too

quartz totem
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that's not my fault, then. To me the askvin cloak and Ashen cape should not have frost resistance built-in.

lone prairie
lone prairie
granite geyser
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Steam workshop works for GFN?

lone prairie
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at least for some games afaik

granite geyser
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Mod.io has support for console even. I suppose it should have for other "platforms"

quartz totem
lone prairie
stiff stag
# lone prairie so, i dunno, do a better job than moders and make them not/less abusable? or do ...

From what it sounds like it wasn't some random modder, and since the developers looked it over they obviously confirmed the mods themselves weren't the root of the issue. This is a case where the area where it's decent enough to cover height differences overlaps with the area where it's abusable, that is why it's not a simple or easy task like you're mistaking it to be. Don't know how many times that has to be repeated.

lone prairie
stiff stag
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It's not a possible task to make it decent and not exploitable (or at the very least it would take far more time and effort than it's worth, especially when players can simply choose to move to more advantageous places to fight), you're missing the point. If it were possible/within reason to do so then it wouldn't be rejected/off the table.

cinder needle
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My kid watching me play, asking "will we be able to get to the big tree in the sky one day ? it's so beautiful"
(moved from suggestion to discussion)

hexed jewel
# lofty wave But then it's useless in any other biome Also plains enemies are very fast, we d...

@quartz totem what if instead of slowing you down, the debuff was an increase to sprinting stamina use when running towards the wind (i.e. unless you're perpendicular to the wind at least, or have it somewhat at your back, when you sprint you're encountering stronger headwinds, tiring you quicker); I would say I like the idea of a little passive environmental danger unique to plains and find the 'strong winds' idea fitting but I wouldn't want the linen cape to ONLY protect against this as it would be too niche; fixing frost resist ubiquity seems relatively easy to me, just remove frost resistance blocking cold & freezing (or, keep it) and have a separate effect now block those statuses (or block them in addition to frost resistance) and then replace the most capes' frost resistance with this new status (maybe keep wolf and/or lox, whatever's most logical, with frost resistance as well as this new status if frost resistance doesn't continue to provide cold & freezing protection)

granite geyser
cinder needle
hexed jewel
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IIRC part of the lore is it's disconnected, but, its moving closer inching towards reconnecting because of the forsaken

quartz totem
# hexed jewel <@465698439469203457> what if instead of slowing you down, the debuff was an inc...

That's how to counterpoint and explain your pov. o/
And I would say that the Strong winds would have to vent from all directions at once (so no matter the direction the wind is always "in front of you" until you have the mead or cape) and, similar to local raining in the swamps, the Strong Winds' different behavior would only be part of Plains.
I think plains is the only biome with 2 capes, right? (And then Ashlands) So no problem linen cape being niche, I think.

hexed jewel
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could have whatever cape does protect against strong winds just do something else additional, I don't think that'd be particularly unbalanced at all given its OTHER use (the strong winds defense) would be so niche, maybe it'd still be less useful than the other typically outside the plains, but still don't particularly like a totally pigeonholed item

dark wyvern
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Funny that a cape should protect against strong winds, one of the worst garmenta to protect you from it.

hexed jewel
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it does seem perhaps the 'heavier' looking/sounding lox cape should do it

quartz totem
arctic wharf
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A full on cloak would help 🤭 but that would be out of place for valheim, so that is probably why it is relegated to a cape.

quartz totem
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I myself only crafted the linen cape to put it on an item stand. I didn't even bother using it

arctic wharf
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Have not even crafted one yet.... it just didn't provide me anything I didn't already have, and so deemed it a waste of time. Ragnar_laugh

vivid ridge
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since you can camp up high n stuff

quartz totem
vivid ridge
rose swan
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Or rather, what more could they do after fighting them an additional time?

amber wind
amber wind
unborn leaf
# wanton atlas <@309069909193916419> it's not only the heatrays causing lag in ashlands. it is ...

Yea, I know that the ashlands has a ton of assets and structures in it. No matter what until later final optimizations I understand lag is going to be a thing. I'm very used to games in beta and designing aswell. Just trying to come up with ideas to help mitigate it some in the mean time. It's playable on pc. My poor fiance on xbox though has trouble lol but I also think some of it may be network related on my side, going to run her a wire this weekend and see if that helps clear some things up. No matter what I appreciate the hard work.

wanton atlas
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so join the PTB already so you're ready for the patch whenever we manage to get it out

vivid ridge
lofty wave
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You don't need to melee aim up or down though. Just move

amber wind
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To be honest, I'd be okay with the silly hitbox issue on slopes if it was symmetrical. It's super frustrating when mobs can hit me, but I can't hit them back because I'm on a slope. It feel punishing and buggy.

vivid ridge
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Like I said. Bows and Magic do not follow the same rule. Why not?

kind crystal
molten bloom
molten bloom
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If the devs feel that simply implementing vertical fighting is unbalanced, they could also improve AI pathing and decision making such that the AI will either have a greater ability to reach you or will run away instead of allowing you to spam it to death. Of course this is much more work so I doubt they'll do it, but idk what's the point of pretending that standing two centimeters above an enemy and completely missing your attack doesn't feel janky

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Alternatively they could also just slightly increase weapon hitboxes to make the issue less apparent, since the most noticeable problem stems from the near misses rather than not being able to attack directly upwards

vivid ridge
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games gotta stay hardcore to tha core!!!!

stiff stag
# vivid ridge Like I said. Bows and Magic do not follow the same rule. Why not?

Simply because ranged weapons require it to function properly, so you can lead your shots. Melee doesn't have any such need. That's the difference here and why some exploitable behavior is left in while others are prevented from even being added in the first place. And there's still 0 justification for adding more exploitable content regardless.

vivid ridge
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I dont think ranged requires vertical aiming considering you can get to the same level as said enemy on a hill to line up the shot. Just gotta be quick about it

molten bloom
vivid ridge
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the AI is definitely the issue. I understand why its not a priority.

molten bloom
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Having a smoother, more fun, and more intuitive combat system absolutely overrules any supposed issue of exploitation when the game is already highly exploitable and the issues can be fixed via AI tweaks

molten bloom
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especially since wolves don't seem to have an issue biting me with their forehead

vivid ridge
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yeah lmao

amber wind
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Is it just me, or do arrows shoot from my belly button instead of from the front of the bow? Is that why I can't shoot over the stakewalls?

silent echo
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I am also sometimes bewildered by what arrows hit in front of my character, but with some mild tests where I am right now I do think it emerges from where the bow is

lyric beacon
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I posted a suggestion but made the mistake of not using a 💡 in front. Now that I know to do that, I can't post it. Is there a time limit on being able to repost after having posted incorrectly?

lofty wave
lyric beacon
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Thanks. 🙂

clear slate
hexed jewel
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I honestly don't know the source--it's hearsay to me about the lore (but hearsay others have affirmed at least in parts for whatever that is worth, like the bit about being deliberately separated from the yggdrasil root)

clear slate
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I see, I might have to look into the wiki because that part of the lore sounds interesting

silent echo
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#suggestions message To clarify, it sounds like what you're suggesting is two things:

  1. That at certain level milestones in the Crafting skill, you should have a 100% chance of crafting upgraded items for the cost of the base weapon, instead of having a chance to duplicate. Ex: Lvl 41+ crafting, guaranteed level 2 weapon, Lvl 61+ crafting, level 3 weapon, etc.
  2. That reaching Crafting 100 should reward players by granting access to a special quest that would allow them to upgrade one item/weapon into a new, special version of the item/weapon.
    Am I correct in my reading of your suggestion? @lyric beacon
lyric beacon
silent echo
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The idea of boosting level of a crafted item rather than duplicating it with the crafting skill has come up, and seems pretty popular, since lots of craftables you never need more than one of.
I'm not sure how I feel about it being a 100% chance at level gates, personally. It feels a little too necessary compared to other skills, which are generally meant to provide only a small boost.

Maybe instead, an increasing chance (5% at level 30, 10% at level 40, etc) to get an improved item. You could add an additional calculation where if the game decides you're getting a better weapon, there's a chance for it to jump more than one level at certain skill gates (strictly a level-two item until level 40, then a 5% chance that it will be level three instead of level two, etc). This feels a little more balanced with the impact of other skills, but is still more useful than duplication, and offers an increasing reward.

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As for the second part of the suggestion, while I always like the idea of having more quests to go on and things to do, I'm not entirely certain that bit works with Valheim's existing systems. The devs have avoided incentivizing grinding levels pretty purposefully, so I don't think such a big reward at Crafting 100 makes a lot of sense.
As a separate idea from the crafting skill, being able to create a unique, buffed version of an older item could be very fun. It would add interest to older equipment. However, determining the buffed stats of every item and making a new model for them all would be pretty intensive. The underlying idea, however, could also be a solid way to make Deep North, endgame weapons feel extremely special and prized: if you had to go on a quest to defeat a miniboss to craft a weapon that could harm the final Forsaken, the weapon class you chose to use would feel extra special and precious, and raise the stakes for your adventure to the furthest north.

lyric beacon
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Agreed. The 100% chance is really only because my relationship with RNG is one of total estrangement. Others have far better results, so the varying chance rates would be better. The possibility of failure doesn't need to mean that the gear/weapon doesn't get the upgrade - it could still receive the basic one, so there'd be no loss of materials.

silent echo
lyric beacon
# silent echo As for the second part of the suggestion, while I always like the idea of having...

I hadn't considered the time/thought involvement in coming up with what stats to apply to various weapons. That could be a larger commitment than the devs would care to make. There are quite a few weapons in the game already, some more favoured than others. But I really do like the way you frame it as a story involving the Deep North and the Forsaken. #lorenerd 🙂 Thank you for even reading my suggestion!

tall surge
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RNG hates me with a passion

barren oasis
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@lime timber that sounds really cool so long as they aren't better than the normal helmets since I already have PTSD from killing like 50 drakes for the drake helmet

lime timber
round gale
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I think the ability to colour wood (with berries like banners) would be an interesting addition and allow us to make more unique builds, me and me friend were talking about building a barn and thought the ability to make it red would be an awesome addition

barren oasis
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I agree that being able to make red barn would be very nice.

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@night peak making one is fun and it takes like 30 seconds. A premade one would be pretty lame

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I also see a premade model for that kind of thing looking out of place unless it was quite large, and if it was large it would take away from making your own even more.

night peak
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Yeah, but I'd like one that's a bit smaller than the custom ones

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I'm talking about something the size of a bird bath

barren oasis
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That would have to be higher poly than other models and it would definitely look out of place or janky

night peak
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I could see it working with just a morning, mid day and sunset kinda setup tho

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And maybe the size of a wagon wheel

eternal zodiac
barren oasis
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Is there more than one wall arch option?

granite geyser
silent echo
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#suggestions message @cosmic turret For clarity of voting, it's asked that we put separate suggestions in separate posts. In this case, however, all of your suggestions have been made before in some capacity anyway, so this is more of a PSA for any future suggestions you may submit here.

vivid ridge
rose swan
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Actually wouldn’t be opposed to seeing bone maw serpents after Fader, but I could see why that might be problematic 🤔

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Lord Reto’s horned helm would make for a super cool trophy

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As a side note, can’t get over how cool the whole Dyrnwyn quest is, would love to see more content like that.

arctic wharf
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Would be a lot more cool if dyrnwyn was super strong in some situations instead of just ok 🤭
But the whole premise of one of a kind artifacts like it is really intriguing...

At some point I wondered if we could sprinkle little hunt chains like this in each biome that you get an item fromthe deep north to be able to start them. Each having a magnificent end game weapon. 🫡

One last reason to explorearound the world again, and not just the deep north Ragnar_laugh

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If they are not end game tho, then the wow factor would be low as we would just outgear them.

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Just one idea as well 🤷‍♂️ and off the top of my head, not well thought out at all.

rose swan
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I really like using Dyrnwyn, I used it to defeat the current final boss 😁 however, it does seem on par at with the Flametal sword at minimum, but that doesn’t stop me from using it lol

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Honestly, I could see the Frostner being a ‘quest’ weapon, kinda feels like one.

lofty wave
arctic wharf
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For now yeah, hence why I was thinking the final tier of weapons could always be more special and unique than just one last round of crafted weapons. Ragnar_laugh

barren oasis
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I also imagine the dyrnwyn will be much more viable in the deep north if enemies there are weak to fire

barren oasis
long glacier
granite geyser
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Because it's completely impossible to just add another 0 at the fire dmg...

long glacier
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In its current state it will not be very good in DN, increasing the fire damage (while maybe decreasing the slash damage if necessary) would be a good change

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Or adding a special ability like a fireball or fire shockwave, as suggested a few times before

rose swan
lofty field
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Is anyone willing to elaborate why they dislike the idea of bonemaws spawning outside of ashlands after fader? I do not really see downsides and it would spice up seafaring at least a little.

verbal spindle
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@lofty field In my opinion i would make bonemaws less exiting because you would see them so often. Plus for example if im moving loxes around with a boat they would be a massive pain, but thats just my opinion other people can have different reasons

stiff stag
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I haven't gone to Ashland's yet so I don't know what bonemaw serpents are like, but I assume it would be a major pain and nuisance to players just casually sailing around.

long glacier
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Bonemaws are a lot stronger than serpents and they can attack at range. I think they would almost force fighting them which could get annoying compared to serpents you can usually sail past if you don’t want to fight

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Also they would look out of place in not red water

peak bronze
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Althought everyone is entitled to their opinion and don't need to elaborate it further.

lofty field
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Good points. I think a good "compromise" would be if they only spawned at night.

verbal spindle
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fyi normal serpents allready spawn only during the night or a storm...

lofty field
lofty wave
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@plain oak

plain oak
lofty wave
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Maybe it could further reduce stamina regen while blocking? Most shields have 20% reduction, which isn't much

plain oak
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that could aslo work

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its a weapon that favors group action since its user has more blocking power but also suffers from less ability to attack

rose swan
stiff stag
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#suggestions message
1.) a diving suit would be completely out of place for the setting/theme of the game
2.) diving, underwater biomes, etc. are rejected because the water system was never designed to accommodate such things to begin with, and the amount of work required to rebuild it from scratch to allow for it far outweighs what it would add to the game

grand sable
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yeah lets add diving suits, jetpacks, lightsabers, suburbs biome, horses & armour slots.

agile narwhal
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💡STATUES, we need statues and ability to build lotr like giant stuff without cheats. i rest my case

long glacier
quartz totem
peak bronze
silent echo
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Could also do something with elemental effects for a new fist weapon

peak bronze
mellow crater
plain oak
rose swan
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Wraith trophy would make for such a cool component for a cape 🤔

calm merlin
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@forest plank Did vikings even have tattoos?

lofty wave
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Some kind of buff active at night?

rose swan
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That would be neat actually, give a fun incentive to travel at night

forest plank
calm merlin
# rose swan Yep!

I search, it says that there are no evidence that show they did or didnt

forest plank
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well, the developer say it is not an pure Viking game and I think Tatoos or Scars would be a cool Feature

lofty wave
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They’d both only be visible during the first few minutes of gameplay before you have armor, and corpse runs

forest plank
calm merlin
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maybe there could be light verison of some armors with short sleeves

calm merlin
forest plank
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with other helmet (sorry forgot some words)

vivid ridge
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I feel like not every creature needs to have equivalent variants

silent echo
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I think devs will probably stray away from varieties in animal textures since visual differences are key for telling apart star types even if it's almost unnoticeable in wolves

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for clarity to players it's best to keep that visual language consistent

calm merlin
calm merlin
cosmic turret
silent echo
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according to the wiki they are bigger, it's just not super noticeable

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oh you meant exaggerating it further not introducing different sizes for them, didn't you. my reading comprehension is in the toilet rn

stiff stag
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#suggestions message it takes completely different skillsets to use different types of weapons, which is naturally why what you're suggesting is not and will not be a thing.

stiff cave
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ig but it kinda sucks when you get into plains and there just isnt a two handed weapon to use that is of any of the other weapon types than polearms which are their own thing which sucks when youve been leveling other skills than that

lofty wave
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It’s an opportunity for your character to learn a new skill

stiff cave
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also sucks when you get to a biome that makes it efficient to use a specific weapon type and while you are dying every now and again you arent using another weapon type you leveled so you lose a lot of experience with that weapon type

stiff cave
lofty wave
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Why do you have to use two handed weapons?

stiff cave
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because Im running a "class" and I want to use them?

silent echo
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if it impedes your enjoyment, I recommend using world modifiers to reduce skill loss on death

stiff cave
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not the problem

silent echo
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for baseline play running a "class" isn't the intended experience so it won't cater to that playstyle

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it's still possible, and if you reduce skill loss on death your preferred weapon won't suffer as much when you need to use other weapons. but the devs want people to experiment with weapons and use different ones, it's an intended feature. so running one weapon type will never be optimal the whole game through.

granite geyser
tall surge
granite geyser
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You have never been meant to use a single weapon type throughout the entire game

tall surge
stiff cave
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The point is that it makes switching between the weapon types a smoother and more enjoyable process. the current system makes it a pain to switch between the weapon types

granite geyser
stiff cave
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the current system encourages only using 1 weapon type

arctic wharf
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I have the best solution for you....

Ignore the skill system even exists Ragnar_laugh
Thats what I do, and thus it is a problem no more wahaha!

lofty wave
stiff cave
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do I need to take a picture of the skills?

granite geyser
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For... what?

You use multiple weapons throughout the game, you level up multiple skills...

tall surge
# granite geyser what

If you play with a sword in the black forest and swamp, then you want to play with a blunt weapon in the mountains, you're heavily discouraged from doing so since you have zero skills in blunt and you'll deal far less damage than even your iron sword

granite geyser
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That 100% depends on the enemy you are attacking

arctic wharf
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I do know what the whining is about, since skills are strong - and the best way to level them past the mid-levels is mindless grinding.
but really, if you just ignore the system entirely you will find the experience is better ahaha

tall surge
arctic wharf
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Just seen and discussed this topic too many times...
Many here agree they really could use some changes (Myself included), but it's the devs decision in the end and all the discussions here have yet to have them consider any changes 🤷‍♂️

stiff cave
granite geyser
grand sable
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i 1000% run on "classes", sometimes focused on a single weapon time.

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currently my main playthrough uses every single variety of weapons because i'm being a completionist

tall surge
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Anyway, my whole point is, it's frustrating when you're using one kind of weapon, like let's say a spear, and you're halted by the plains not having a spear. Switching to a new weapon type is just frustrating since you'll deal much less damage unless you spend hours grinding to level up a new weapon type.

silent echo
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I generally don't pay much attention to the skill system (I've never tangibly noticed a difference during play aside from in run, jump, swim, and fish), but this is also a matter of approach, to some extent. If you do some foraging missions at night you can rapidly level a weak combat skill without having to lurk on a spawner for an hour.

Grinding is always going to be boring, but you don't have to grind. You can find other things to do and let the skill passively grow while you accomplish those other things. The systems are meant to be intertwined.

grand sable
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There's nothing wrong with using a single weapon type and i don't think the game really encourages anything, theres whats meta and whats not meta and i don't think anyone has to do anything that anyone else has decided for them, My warhammer only playthrough is going to be painful but my character is so epic.

grand sable
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and right in the next biome there is a spear, so it doesn't fall-off that much..

silent echo
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To some extent, players' frustration with the weapon gaps is intended. If you remain comfortable with a single weapon with no challenges, you never feel pressure to switch to something else. It is unfortunate and worth discussing that the skill system counter-motivates weapon switching, but it is to some extent what you make of it.

tall surge
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The game encourages you to use one weapon type by making it deal much more damage than other weapons because of skills, and then hits you with not having a new weapon of that type in certain biomes

arctic wharf
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trust me... you will likely get to a point you are dieing so often that you don't have many skill levels in anything haha

tall surge
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It's not like that's a meaningful counteract to encouraging new weapon types, since in the next biome you'll just use your usual weapon type

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Honestly I might just make a mod that levels all melee skills at once when you use a melee weapon

arctic wharf
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Really (being serious) I get what you mean. It makes sense.
but it's not quite as bad as you are making it out to be. Sure you start at 0 when you swap to a new weapon, but it levels up fast to catch up and then the progress slows to a crawl like all the rest.

grand sable
stiff cave
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you can but it feels like a slog and way more boring

tall surge
rose swan
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I try to hone in on two melee weapon types, so that way I generally have an option every biome.

grand sable
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but how would you counteract that anyways....make spears deal stupid damage?, make a spear somehow deal blunt damage?, make bonemass for whatever reason weak to pierce?

#

maybe you could have a frost effect on a spear for the swamp....for some reason..?..

stiff cave
arctic wharf
granite geyser
# tall surge Anyway, my whole point is, it's frustrating when you're using one kind of weapon...

Fang spear is perfectly fine in plains

And there is one right after in mistlands

It's actually much worse that there is an immediate upgrade in the next biome because what's the point of crafting a weapon when you could just wait until the next tier to get a better version? You are encouraged to use other weapons in the mean time.

Worse offenders of this is the existence of bark spear and huntsman bow, why would I waste iron on crafting any of those when there are two immediate upgrades that are much better and ALSO pierce is worthless in swamps?

grand sable
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cuz sometimes i'm not rushing through the biomes and i prefer using the huntsman bow when in the black forest too.

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there is also the stealth aspect of the huntsman bow, its also not worthless purely because of draugrs

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less viable, not worthless.

stiff cave
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anyway, point is that one handed weapons all generally follow a single playstyle, differing by shield. Two handed weapons generally follow a differing playstyle than one handed weapons, better stagger, better at dealing with crowds. fists and dual weapons both obviously doing their own things(I havent found a reason to play with either/havent gotten there yet). makes no sense that each weapon type gets their own skill instead of combining them into their own playstyles.

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the current system is counter-productive to what a skill system is for, which is to promote using a single weapon type.

stiff stag
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It makes complete sense that each weapon is a different skill, because again each weapon has a different skillset required to use it properly/effectively. An expert in using swords for example shouldn't know how to use a club/mace/etc. effectively if it's a weapon they've never used or practiced with. Those skills naturally do not transfer over.

stiff cave
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if you want to promote using more weapons than what you are used to using, make it so switching between those weapons is an easier process

grand sable
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well maybe certain magical weapons and whatnot could've been implemented better to deal with specific bosses, if being smart about it.

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I have not tested it for obvious reasons but i imagine frostner is pretty useless against moder?

stiff cave
silent echo
stiff cave
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arguement to the "ignore it" arguement. the current system is just not fun to use. if you want to ignore a mechanic it makes no sense why the mechanic is there

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keeping it the same is stupid and short-sighted

stiff stag
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1.) the developers designed the skill system to work based on what I stated, it being a game means nothing here
2.) none of that amounts to any significant skill gain with a particular weapon. At best you would get very minor and capped xp gain between weapons from that

silent echo
grand sable
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everything is close to being okay against most bosses, except for the queen from what i remember, who is resistant to like everything that isn't just straight up magic?

stiff cave
stiff stag
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Hasn't ruined my fun in any way.

stiff cave
stiff cave
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its a system that flat out just doesnt do anything, which sucks when you want to use it

stiff stag
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The skill system does plenty, not sure what you're on about. It's meant to just be a nice little bonus that levels up gradually and naturally in the background while you play (it is not a necessity or anything game breaking like people mistakenly make it out to be), focusing heavily on it or stressing about it is a personal issue. Also, not everything in a game is supposed to be for fun, and fun is subjective anyway, making it a moot/empty argument.

arctic wharf
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Supposed to be a system working in the background gradually as you go, but definetly still need some changes to better accomplish that 🫡

stiff stag
#

I personally like the idea of skills (at least combat oriented ones) scaling based on damage done and damage blocked. Although for any proper changes to be made, it's best left for 1.0, after the deep north is finished (since reaching max level is balanced around reaching the end of the game, leveling too quickly would make you reach the max too easily/too soon).

arctic wharf
#

Would be ideal to have prior to or with 1.0 though, since it is a system that's with you for the whole experience. Just one of a handful of things I really hope they give some attention 🤭

silent echo
#

Uh, not sure max level is specifically balanced around reaching the end of the game. I've never seen any indication of that.

stiff cave
#

the system intrigues me and I think it should be expanded upon, but I get wanting it to be a smaller, not so big system

#

to each their own pretty much

silent echo
# silent echo Uh, not sure max level is specifically balanced around reaching the end of the g...

To be specific: I've never seen any indication that level 100 in any skill is expected to coincide with beating the game. You're not particularly meant to reach level 100 during the biomes we have now, but I don't think the average player will be hitting level 100 when they're in the DN either. The level cap exists just to have a limited range; it's not a goal and the system doesn't appear to be built around getting you to specific milestones at specific stages

stiff stag
#

What I mean is that the system is balanced around end game and max level coinciding, not that that is strictly what will happen for everyone. It would make no sense to balance it around realistically maxing out earlier or later than end game at a normal/average rate of progression.

stiff cave
#

bronze fisticuffs/Iron Spiked gauntlets would be cool too

toxic cosmos
#

Iron gauntlets are actually another really good idea

#

I just want slightly more variety in fists other than punch or claw

stiff cave
#

I want more weapons overall, more variety and things to play with

#

and more things to put in my armory(museum)

stiff cave
#

The only 2 arguements I can see for my suggestion about more heavy weapons are

  1. that takes dev resources (valid and true)
  2. "there are supposed to be gaps so you are encouraged to try out new weapons" (this makes no sense at all, if you want to try out new weapons you can try out new weapons, if you don't want to, you shouldn't have to, weapon gaps just make a favorite weapon obsolete and that just isn't a good thing)

For the Maul suggestion, they literally are just bad, and I want to be able to use one that isn't bad

arctic wharf
# silent echo To be specific: I've never seen any indication that level 100 in any skill is ex...

I would hope though... at least for valheim 1.0, that reaching 100 is something that actually feels feasible through natural gameplay.

If this isn't the case, then 100 is a fake cap and only reached by those willing to subject themselves to mindless grinds.

As long as they do a little better in making skills fit the purpose they have claimed they want them to, it will be enough.
Won't take much to do that either 🫡

mild hinge
#

Can I craft drums, then summon skeletons to row for me when the wind isn't in my direction, Moder is on cooldown, and the channel I'm navigating is too narrow to effectively tack?

long glacier
#

Players rowing has been rejected because it’s a multiplayer exclusive feature, although skeletons rowing doesn’t have that issue and seems cool

mild hinge
#

And it's not free; costs mana and would be available later on in the game

#

and would not be faster than sailing, but faster than impulse power

wanton atlas
#

@brave aspen having your GPU do CPU tasks would be horrible for your PC and you would absolutely not want that...
Please at least lookup how things work before just asking for things.
https://www.youtube.com/watch?v=xi-wTlVUZsQ

In my previous video, I talked about why CPUs cannot have thousands of cores. While this is true, due to thermal, electrical, and memory limitations, alot of the comments in the video were about how CPU's have thousands of cores. In this video, we discuss the subtle differences in GPU microarchitecture, which makes CUDA "cores" and CPU cores sig...

▶ Play video
brave aspen
wanton atlas
#

no

#

just watch the video

quartz totem
# stiff cave The only 2 arguements I can see for my suggestion about more heavy weapons are ...

Kind of "late" but, if the gap intention was something real, it should skip only a biome (not two, gosh, three?), ALSO if that was really intended, we would NOT have swords and clubs for every biome.
I played until the Ashlands using swords only (YES, I didn't know Bonemass was weak to blunt at first, and I used Iron mace after dying a few times; I decided to watch some tips for B.M. on YT)
Speaking for myself. I only discovered there was gaps when I CHOSE to use a polearm when I reached plains (it was good but then I returned to using a sword) Back then I thought skills were useful. But apart from bows, run and jump, and later, magic, they are not that relevant when a lvl 100 sword will NOT completely make a lvl 1 polearm of the same tier obsolete.
I find it funny that a SANDBOX game forces players to change their playstyle because of the "intended" lack of some weapons in some biomes.

lofty field
lofty wave
arctic wharf
#

I find it bothersome to defeat a boss just 2 times (one extra for the trophy on the wall)... repeat killing is not fun gameplay 😂

stiff stag
#

I find it fun summoning a ton of the first boss in one go when I'm later in the progression, but even that has its limits and is only fun for so long.

stiff stag
granite geyser
#

I even think we should have more gaps.

Remove bark spear and huntsman bow from iron tier

Almost every biome not having a sword and axe

Etc...

vivid ridge
mellow crater
#

Any added content should not be removed
-# even these f***ing deasquitos that killed my lox

#

Bark spear looks cool in addition:)

peak bronze
lofty field
#

I think gaps are fine, but I have some issues with the choices made. I attribute this to the game being in EA and do hope, that they revisit the issue towards 1.0

rose swan
#

#suggestions message if we see another summon staff or more, would rather see different monsters entirely than variations 🤔

quartz totem
#

Yet, I think they should've opt for a more harmonized and unique weapon swings. In the end, they are essentially the same weapon: a three combo and a special atack.

rose swan
#

Or like a battle potion from Terraria?

lofty wave
#

It’s for pulling enemies out of the water

languid ibex
#

If you're referring to the 2 ⭐ Eikthyr, yes. It can be 1 shot quite early into the playthrough, it'd mostly just cost time.

rose swan
#

Twenty is still alot 😅

languid ibex
#

Well considering those bosses aren't revisted in anyway, and the buffs are locked as is, I'd consider it a nice way to utilize them again. All while introducing some grinding aspect for Forsaken Powers to be improved.

lofty wave
#

For 20 one-star Eikthyrs, you need 400 regular Eikthyrs

rose swan
#

If anything, how about something like this? You can re-challenge the forsaken in their ‘awakened’ form or something, each boss gets a new skin (something more than a re-color) and obviously increased stats. Additionally, they get a new move or two to mix it up, maybe even an environmental effect- Eikthyr could have a storm going on so his lightning attacks do more damage. To challenge the awakened forms, you’ll need to sacrifice something you get later in the game. For example, to challenge awakened Eikthyr, you have to sacrifice two thunderstones. When defeated, maybe they drop some weapon skin/style or something. That way it strictly optional.

#

Against the idea, but I feel this might be more engaging.

languid ibex
#

I guess were envisioning different Forsaken Power upgrades. The downside to being less specific 😛

stiff stag
#

The cost in your original post was a glaring issue, that's the point in discussing ways to fix/alleviate the problem.

languid ibex
#

The idea wasn't specific to the example, the example is meant to explain what the idea means.

#

The numbers are just placeholders.

#

I'll keep that in mind for any future suggestions though, people reacting are only going to envision the example exactly as is, and not as a system you're suggesting

quartz totem
long glacier
languid ibex
quartz totem
#

But it is better when someone points out "flaws" in said suggestiong than pointing out the values (merely to fill the suggestion)

quartz totem
languid ibex
languid ibex
molten bloom
#

I like the idea of having an incentive to refight bosses but I just don't think this idea works. Firstly I seriously doubt the devs would add it because they just don't typically add things like this. But on a mechanical level, this feels out of place because there is already a balance between power time and cooldown time. If, say, the 1 star variant gave you 5 extra minutes, then you would have 10 minutes for the power and 10 on cooldown - meaning you would have the power (ideally) activated half the time. If the next 2 star variant added another 5 minutes, then you would have the power for 15 minutes and the cooldown only 5 minutes - which would mean you would basically always have the power active. Obviously, the timings or cooldowns can be adjusted, but I think it unnecessarily meddles with the existing balance of the powers. If I was going to do something along this line, I would have something alone the line of another suggestor's idea with a single, much more powerful version of the boss dropping an alternate power you can switch between at the altar rather than just a flat boost to power duration.

#

More than either of these ideas though I just wish the elder, moder, and yagluth had more useful powers

#

because unless the deep north has a whole array of elemental damage the frost damage negation is already given by 90% of capes in the game, fire damage is quite rare and can be given via mead, and lightning damage is practically nonexistent

#

and the elder and moder powers are just very boring and situational

plain oak
languid ibex
granite geyser
silent echo
#

I rather agree. mistlands in particular feels like it's deliberately a Big Step in progression, so having several things locked before you reach it makes the transition into the late-game feel substantial

plain oak
#

Hay Smiffe, do you guys have the suggestions from before the hack saved somewhere?

mellow crater
#

Something that isn’t as big as your body

grand sable
#

and remove the 25x crafting capabilities 😦

forest plank
#

#suggestions message of course im Not expecting it in the Next years but maybe after 1.0 it would be an nice reallife item from Valheim with the Boardgame

noble stirrup
untold burrow
#

i think maybe something like mentioned crafting item i did but it specific version of that so you would craft yourself an item for offering that would exactly summon a 1-2-3-4 star version of a boss

stiff stag
# languid ibex The numbers are just placeholders.

Even examples and placeholders need to be reasonable, it's no excuse to put 0 thought, effort, or care into the values, and a bad example only serves to hurt the idea (and yes, that is naturally on you since what you post is your responsibility). Here's an extreme case to get the point across:
"I suggest adding a new sword with 1000 base damage. Don't worry about the amount, that's just a placeholder". I recommend taking a bit more care going forward, many ideas are dead on arrival because the people suggesting them mishandle important details (not putting you down for the mistake, just trying to be constructive to hopefully help future suggestions you might have).

peak bronze
# granite geyser Battle axe and fists yes. Crossbows no

Maybe weaker/smaller crossbow with much less dmg (like 60-70ish pierce damage) but a slightly faster reload speed to compensate? One of my argument for that is that crossbows as skill is very slow to level up and you get them at earliest in Mistlands currently. And you get only 1xp per hit vs bows getting 1,5xp per hit so currently it's more likely you have higher bow skill than crossbow skill at the end game.

granite geyser
#

it's more likely you have higher bow skill than crossbow skill at the end game.

Yes, because bows are available from the beginning and crossbows aren't. That's to be expected

And crossbows are balanced around the fact that they are got much later in comparison to bows, that's why their dmg is massive. Even at low level, crossbows are much better than a bow with very low skill, which is their entire purpose: It's the ranged option for people who didn't invest in raising bow level.

rose swan
arctic wharf
# stiff stag Even examples and placeholders need to be reasonable, it's no excuse to put 0 th...

Well said.

I personally take days of thinking about suggestions prior to posting them. There can be a lot to consider, such as weather it fits valheim and it's forms of gameplay, or weather it would even be feasible or worth the effort.
Most don't do this, and only post ideas as they come to them.

I don't expect everyone to put this much thought into their suggestions, but even 30 minutes could go a long way Ragnar_laugh

grand sable
#

fuck 🫨

languid ibex
lofty wave
#

#suggestions message
Bows offer the unique advantage of allowing a jump while attacking. If you don’t want to roll, you can dodge by jumping (which is better than rolling against any attack if the attack’s hitbox will allow it)

mellow crater
#

#suggestions message I don’t believe players are intended to parry with bows. There are shields for that (or one-handed melee weapon, it still seems logical). It makes no sense blocking a strong blow with a bow in my opinion

long glacier
#

Having a shield crossbow would be cool, but other than that, blocking/parrying with a bow or crossbow makes no sense for realism or gameplay

boreal iris
#

Ships🧐

granite geyser
brave aspen
long glacier
#

It’s F5 and you need to have typed “-console” into the settings-> properties-> general -> launch options section on steam

toxic frigate
#

#suggestions message
Apologies for the length, I'm great at long posts... you had a lot to unpack in this suggestion though. ^.^

How I get around not being able to dive is jumping off of things to sink a bit further into the water. It doesn't always work but it can in some cases.

I like the idea of a slightly different trophy graphic for starred monsters but that is mostly because I really like the graphics for the game and have a friend that collects them when we play together. I don't think it is necessary to do but it would be kinda cool.

The cart kinda becomes useless the more you put in it but that is by design. I'm not sure they will alter it much if at all but I would like to see it or an upgrade to it be more useful. We just started chucking things down the mountains over and over until we got it down to other biomes to get it to the ship. We have tried going down the mountains and across land with carts and it is a no go for heavy things. xD Though... down the mountain was hilarious with the cart flipping over us and going down on its own and nearly being busted and having the silver spill out all over the place. But unless you spend a ton of time making the ground slope at just the right angle (my boyfriend spent 45 min just building one small ramp out of dirt from our kilns into the house which is slightly higher than ground level.) which takes a ton of time and effort. So its not very efficient that way.

The suggestion here I am most in favor of is the map icons. I would love to see more map icons for sure. Not too many though... I've seen some games get too crazy with it and I don't like that either. That we can label the icons is a huge bonus already. Somethings you can do to help yourself are...

I typically do things like... Use the dot for landmarks like Crypts, Burial Chambers, Towers, etc... With things used like... Crypt* (Crypt Not Done) or Crypt-F (Crypt Finished). I use the hammer for minerals/resources and delete them when they are used up. I use the portal for portals (obviously) and houses for outposts w/out portals and I use the campfire to mark where my boat(s) is usually.

brave aspen
granite geyser
grand sable
#

holy crap

toxic frigate
grand sable
#

holy yap i mean 🤭

long glacier
grand sable
#

chicken butt

toxic frigate
# brave aspen what?

@long glacier was telling you that you should entre that into your Steam settings. That is how you unlock the ability to open the command console in Valheim on Steam.

toxic frigate
toxic frigate
# brave aspen nothing there about that.

You can do it by... Right click the game in your library list, open Properties, stay in General tab, and then under launch options in the text box enter "-console", restart your game (if launched) and it should work for you as long as it isn't a server, I think.

brave aspen
toxic frigate
brave aspen
toxic frigate
boreal iris
arctic wharf
#

Not the most requested I would say, but its on the list Ragnar_laugh

toxic frigate
plain oak
edgy talon
#

I think it would be sick if they added different pantheons as dlc that we could take our characters to.

granite geyser
edgy talon
arctic wharf
# plain oak whats the most requested in your opinion?

Hmmm, it's hard to say but there is certain things we just see a lot.

Diving, horses, bears... you get the picture. I know of a few that probably were suggested more at least.
The funny bit is quite a few of them are already a no for the devs Ragnar_laugh

arctic wharf
#

Yep 😂

#

Also on the topic of DLCs above. That's another hard no.

They intend to finish valheim, and then move onward with a new project (probably).
They will likely give valheim a little support past 1.0 though, but expect mostly some final adjustments and bug fixes.

If they decide to do more than that... welp, guess we won't ever know unless it happens ahahaha.

plain oak
#

Valheim seems like the kind of game to get a sequel instead of DLC

boreal iris
#

Wish there were more valid reasons or a list of things that we can see they said no too.

grand sable
grand sable
#

them and armour slots, those are like the biiiigest things i think.

arctic wharf
#

Evil cackle NeckSmile

grand sable
#

🐻

toxic frigate
#

#suggestions message

Maybe by Biome too? Or item type... pants, tool type, weapon type, etc? IDk... I agree it needs some way to sort it though. xD I'll spend like 2 minutes sometimes just starting at it like... hrm... where does it go? xD

polar palm
#

I can't add a suggestion. Not sure if this has been raised before but please could someone suggest that the protection spheres that surround the player and skeles be toned down with reflections. The sphere itself isn't too bad it's the big red globs of reflection that hurt your eyes after a long session ...maybe a slider to vary the opacity perhaps

peak bronze
wanton atlas
toxic frigate
wanton atlas
#

I mean.. only between us developers, we have diffrent opinions on how is the best

#

so...

#

add more people with ideas on "most bestest way"

granite geyser
boreal iris
#

Yeah but Valheim Is irongates pride and joy right now, seeing as the I think 2 million copies sold of the games. Don’t see the point in completely not updating the game after 4 months of 1.0

granite geyser
#

They will still update the game, but only for fixing and tweaking stuff. There will not be new content.

Also, them just creating a new IP saying "from the creators of Valheim" would be enough to garner tons of attention. Every media platform will refer to the news as "the devs of Valheim are releasing a new game"

arctic wharf
#

Idk what kind of money irongate (as a company) is holding onto for their next project (Assuming there is plans for a next project), but I kind of hope they consider expanding the team a little bit for it.
The team is what, 10 or so people right now? Maybe 15 if you include other side roles such as marketing.
15 - 20 is a happy place between small team and able to make content at a good pace - as far as devs directly working on the game.

Ofc the actual individuals in the team mean a lot also in terms of pace. 🫡

granite geyser
#

A new IP is a good opportunity for expanding the team, as they would be all starting from 0.

grand sable
#

Oh a new IP is a wonderful thing, I just have varying feelings about the whole no new content thing.

molten bloom
molten bloom
#

well the message you linked is a bit older and directly contradicts the most recent dev interview so idk

rose swan
#

I think the misunderstanding is that 1.0 will be Deep North and likely other content throughout the game, per The Spill

molten bloom
#

likely there will be smaller "bog witch" type updates following launch but development will definitelyt slow

molten bloom
#

which is what I am referring to

granite geyser
molten bloom
#

That isn't really what that means at all. If they weren't planning to add a single thing after launch they would say that they plan to strictly bug fix after launch, not hint at 1.0 "not being the end". Additionally smiffe is honestly just wrong sometimes or maybe there isn't a full line of communication between him and the devs because he has also claimed that the deep north will not include content beyond the deep north which the devs have also explicitly contradicted.

#

no shade to anyone obv, I'm just saying from the way the devs have expressed their interests and knowing how game development generally goes, 1.0 will release and they will likely just do bug fixes for a long while and then they'll likely begin to add small things here and there as they see fit in the future

boreal iris
#

Sweet

hollow elm
#

This seems like the channel that is most closely appropriate... My 'hot take' (I find it hard to believe that it's even remotely revolutionary) on PTRs is that it only attracts players that are interested in accelerating their own game progression and have no value as a QA/testing resource for updates/content patches.

arctic wharf
#

Its free community testing, and testing on a larger scale which tends to catch more.
Closed QA is best for games that intend to release once and done.

#

Either General or PTR chat would probably be best for this topic I imagine.

hollow elm
molten bloom
# hollow elm This seems like the channel that is most closely appropriate... My 'hot take' (I...

I don't really see why that would be the case. You can literally cheat anything you want into your inventory if your sole goal is to accelerate progression. The PTB is just free community testing and pretty common for many games and very useful for devs to patch the update before release. It also allows for balance changes like in the last update where the lightfoot mead recipe was balanced following feedback on the PTB.

hollow elm
# molten bloom I don't really see why that would be the case. You can literally cheat anything ...

That's kinda my issue. The PTR is fixing Lightfood mead balance while there's still multi-player-game-killing latency in Ashlands; Ashlands build pieces are horribly non-interchangeable with previous tiers; there's no consistency among mead progression - there's no major stamina mead, eitr mead pretty much skips progression altogether. Then, yet, we have a potion to increase the frequency of base raids for trolls? The least useful 'skin' in the game.

molten bloom
# hollow elm That's kinda my issue. The PTR is fixing Lightfood mead balance while there's st...

They know about the ashlands issues and are working on them - but optimizing the game performance is far more complicated than just changing a mead recipe. Also the game isn't done yet progression wise - there will likely be stamina and eitr mead upgrades in the deep north. Altogether I don't really know what this has to do with the PTB being useless - they need to test updates on a large scale to iron out issues and ensure they don't release game breaking bugs on the live build.

hollow elm
molten bloom
#

Sure I see what you mean, but obviously it is most likely that PTB feedback will revolve around the update being tested rather than bringing up ashlands performance issues which they already know

granite geyser
#

#suggestions message

resine is so valuable for some ppl so that could fix the issue with lighting up the base

I... don't understand how...

It must be top 3 easiest resources to get, I blink and already have three full stacks occupying space in my inventory

rose swan
#

If anything, would rather see a method to obtain guck a little more reliably than resin 🤔 (green light sources)

molten bloom
#

I agree, green lights are a very hard sell because of how niche guck is as a resource

#

if more enemies in the swamp dropped it I think it would be better because then they'd be akin to greydwarf eyes

quartz totem
molten bloom
#

I think that would be a good candidate

quartz totem
#

and with that remove ooze from the game. Hehe the recipe uses guck instead. xD

molten bloom
#

yea ooze just seems pretty useless tbh outside of very niche recipes that totally could just use guck

quartz totem
#

many items fall into that category tbh (I'll stop repeating myself tho)

molten bloom
#

in my most recent playthrough we just had a barrel full of ooze that went straight to the obliterator

molten bloom
quartz totem
#

Either guck is the new ooze or ooze is the new guck.