#suggestion-discussion
1 messages · Page 29 of 1
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
Second easiest metal to gather
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
whats your deal man
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.
🫠
be carefull, last time i said this i got attacked and it ended up with the guy being banned for hate speech
so
err
good luck?
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
Not judging anyone but when someone is new to the server and has mostly been negative... 🥶
as long as you dont get afffected by hate speech online thats fine
Makes it easy to filter them out tbh so maybe we should be thankful?
Report to mod mail he does this crap all the time and gets away with it
😐
Thank you Henrik
ok dude
Also I am very not good english is 4th language, please be patient
that must be a very weird definition of bullying you got there
I can't be assed scrolling but it's rianu so
#suggestion-discussion message #suggestion-discussion message #suggestion-discussion message
there you have the covo bere the message you were replying to 😉
😉
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.
?
you do gain extra from farming skill when you use your scythe
I assumed that's mentioning the scythe giving another duplication chance on top of the farming one
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
One random bonus is more than enough, we don’t need even more 
Oh wait... yeah, woops. I remember reading that sorry smiffe. I was just reading that suggestion and I have yet to play sense the update hit live so have yet to commit that new skill to memory hahaha

Thinking about that (which I did read you saying before), that part of the suggestion is pointless.
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.
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.
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
Also, I was just suggesting this for Yagluth, not the previous bosses.
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.
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.
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
Wait can you expand on this? Yagluth has been a nightmare to find in my experience
I've never seen a Yagluth vegvsir. I always just see the giant hand while sailing XD
I’ve only seen his vegvisir once
In my main playthroughs, I built my base featuring a Yagluth vegvisir at a Stonehenge- the Stonehenge contains all my portals lol
oh that's a cool design
If I get on tonight and remember, I’ll post a picture of it!
This does sound kinda interesting
That could work, and can be a subtle triangulation to point you in the right direction, but I do worry it might be too subtle. You'd just need to add something that a tiny bit more obvious though.
It really is RNG. On one world, I stumbled on it on my way to somewhere else completely unrelated...on another world I ran into a vegvisir that located it almost halfway across the world it seems. On this current world (I'm trying with map w/o portals) I haven't seen either and I've uncovered more of the world that I ever wanted to.
I could see it being not amazing for kb&mouse players. But as a controller player the scythe is incredible with the skill gains
Update what about sailing?
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
Something to make the sailing more enjoyable and make the ocean an exciting and adventureous biome
Thank you, that was more constructive than "update sailing".
Dissapointed we didn’t get a swamp mini boss in the bog witch
Kvastur is a miniboss to the swamp enemies
lol
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
This gave me a good laugh 😂
ive always loved the symbolism of the ocean being the thing that connects the 9 biomes
#suggestions message
What? @grand sable
😊
Kekw
What is the recycle symbol on the suggestions? I have one more to add but I'm not sure about that symbol. Posted before?
yepp, posted before
Gotcha, thanks for the clarification.
#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).
add cats.
no seriously, add cats.
i will not take no for an answer.
yeah that'd probably be good, wolves are basically dogs.
hey, is it intended that i can level combat skills on my friend without even hurting him?
might be a thing for suggestions if so
one person has pvp on, the other not
frostsaber deepnorth i wouldnt be against
Necks
YES
Probably not
What kind of creatures would populate the Deep north.
i assume Jotun probably would
then we can really have a catapult
I hope anything except the most expected creature in the entire norse mythology...
i am highly doubtful of jotuns
aren't the mistlands full of whats left of the jotuns of valheim??
That as well. They are explicitly dead in the lore
However, they could also add a jotun mini boss.
Kinda like the last of its kind
Ruins of Jotun civilization in the Deep north, inhabited by dwarves and a new race that filled the power vaccume?
also if highly hypothetically the winter child / boss is loki then thats already a jotun
Significantly better
would give us another source of Soft tissue without having to backtrack to the mistlands
with the scale of Graustine building peices it would make sense for something equally grand to be in the deep north
💡 two star ASKVIN (purple) two star troll (red) should drop purple and red hide respectively.
Anyone would suggest anything on worldgen? I have this:
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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.
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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.
This sounds like a dope idea, id love a purple cloak of ask, red troll armor.
For some reason i can't post there
discord shakes and doesn't post there
I want to discuss the purple colors
I have a few questions
ok
Would they stack?
You'd have different rarities right? and they would not stack is my guess
I think they would be treated the same way like the eggs. Where they stack with same quality
Askvin cloak would be purple and would give us reason to go out and find two star monsters. Yes the purple variant would stack
Red troll hide would be dope instead of the blue.
Then you can only make a purple cape with tier 3 asksvin hide
You can't use a bit of tier one and a bit lf tier 3?
no
Id say no cause the different colors
Like it will specifically ask for a certain rarity hide
Then what if you kill asksvins for a normal cape? would a 1 star askvin give you..?
yesssssssss
ahh maybe the two stared creatures drop normal resources, and might drop a little bit of different coloured versions of it too
The regular cape for 1 and 2 star since they dont alter the color
They do
2 star askvins are calipso tint
Yeah all the 3 stars do is give more resources but i want aesthetics
regular hide if you kill a regular. 1 star hide give a certain color and two star hide gives different color
so 3 different askvin hides
dope
i haven't seen it
3 different colors, each for it's own cape color is that it?
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
That would be dope but maybe too much work. so i agree with @rigid furnace making a three star a rarity and different hide color
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
nah because they can then just hunt for regular hide so they can continue doing so
you dont see how that's a problem?
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
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.
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
I'm at 1000 hours guys 🤩
What does impressing random people on the internet have to do with wanting to enjoy a game you really love? He obviously is passionate and just wanted to emphasize that hes dedicated alot of time and this is something he would like to see. Id like to see it too it sounds cool as hell
Damn dude leave some ladies for the rest of us 😄
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
Im a Viking King looking for my VIKINGGGGGGG QUEEN
its okay i swing both ways ☕
they leaving the game open while they do something else
I get it. Loving the progress
That sounds incredibly stupid... what about raids
i once spent 100 in game days making a wall for my based inspired by attack on titan
So stupid within walls.... got it.
Great show and dope ass idea
Level of detail, render distance
I added it to my suggestion, this game deserves more render distance
🍻
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.
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.
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.
I dunno...I find this argument kind of silly. Fix it to the point where it isn't exploitable, but also isn't frustratingly and obviously broken. When you are on a hill and you swing your axe and sword and the weapon passes through the mob without hitting or damaging it, something is off. I don't see any issues with adjusting this, even if it is an old rehashed suggestion.
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.
I have, and it's even more annoying that the enemy's attacks hit me while I cannot hit the enemy.
How could I replicate this? What weapon was used and was the enemy higher or lower on the slope?
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.
Which enemies do you notice it happening to most?
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.
I'd imagine because their hit boxes are much larger and compensate.
True, have the same issues while playing with spear. I thinks it is a weird a bit when such a long weapon as spear have so fast pokes with no range and damage
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!)
Are you saying you want the game to have bloat by adding three times the amount of materials + three times the exact same armor set just for something purely visual?
I'm sure the people that hate inventory management would love to have three exact same materials all occupying space in their inventory
I would prefer them as how we place colored banners. You have mats and the hides/skin, etc, to make them colorful rather than whole new items...
How’d it turn out?
just have the different colors stack. with a drop down list.
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.
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.
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.
You can use root all the way up to the end, pierce resistance is op
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.
To be fair, root harnesk could use some nerfing tweaking
it'd be feather cape all over again
Very true 😅
WORSE even (feather cape had the jump buff all of like ONE update iirc)
Root Harnesk has always been the same. It would raise an uproar if it was changed (I would uproar lmao).
The weakness / resistance mechanic as a whole could use some work imo still 
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.
Yeah, that’s the bigger issue on the board I think, I agree!
+X% (damage type) resistance / vulnerability.
Job done.
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"
Oh that’s a good point, didn’t even consider that. 🤔
I have put too much thought into valheim and it's systems 🤣
#suggestions message so you'll crouch or run when selecting things in the second hotbar ? (I am joking, your idea is great)
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).
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?
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. 🤷♂️
He did vote up and down simultaneously tbh, maybe it won't be before dn but it's also not discarded
Smiffe's votes have the same weight ours have
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
Also, the world is big, of course there will be multiple boss altars. Do you imagine if in the entire world there was only ONE altar per boss? Queen's alone is very limited and more often than not involves traveling very long distances, imagine if she had one...
Tbf this game is kind of made to run on lower end game consols but it would be nice as an option
I'm sure it's a mix of things. Maybe they really want to see DN sooner than later, maybe they just don't care about sailing much, maybe they're considering it through the lens of previously-discussed ocean suggestions they didn't like.
#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.
I think when they say to use a question mark, that's all it would be. Like an item box in mario kart, you can see it will be something, but not what it could be. It would tell you there's more to discover, but not what, when, or how.
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)
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.
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.
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
I don't see what needs to change with ui other than a sort button
I complain about the UI a lot hehe
Yeah, the current system sorts by rough item category (cauldron upgrades go by cauldron, etc), which makes sense broadly but becomes confusing when looking for new items whose purpose you don't know or adjusting to the new layout when something bumps things down
Admittedly, sorting is the biggest that affects the most players, but I touched on several other UI issues here > #suggestions message . There's stuff that needs tweaking or is confusing to new players.
What you mean??😲 The fonts are not aligned, the texts have different sizes, the scroll bar being in the left is bloated with small and unorganized list, etc.
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.
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.)
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.
(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
75% done, burnt out, and i haven't seen that world since, and i've done 3 playthroughs since.
This would be extremely case by case, as a lot of the later craftables require a higher level of forge or workbench, which is still part of the linear progression
You dont see a recipe unless you got the proper forge or workbench already
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.
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.
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
#suggestions message
Why ski when you can ride down a mountain in a boat or cart?
Snowcart
It seem logical to me that vikings would use skies in mountain, I do agree with the idea but it is an entirely new gameplay to implement so if developers decide to add it we have to wait for long (except in case they imagined something similar for Deep North. Imagine skiing in an endless sea of snow and ice)
#suggestions message I like the idea but 2min/5min… that is really short without hydromels to counteract it
i was thinking 5min/10min but you can do alot in that time and i was thinking of the oppressive cold being the main obstacle in the deep north's terrain
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.
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.
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
there could also be an equip item like the Wisplight that negates the effect
stack all 3 together and even in a snowdrift while wet deepfreeze wont be able to effect you
#suggestions message hmmm maybe like an automaton or something? 🤔
Dwarven ruins in the deep north? was my favorite part of Skyrim lol
@scarlet tartan Weapon gaps are intended.
If they didn't add them before they certainly will not add them now
Never used knives before, but aren’t skol and hati still pretty good for Ashlands?
So many horse suggestions recently 🤔
more horses, holy shit.
has any suggestions been added to valheim?
I can already see people crying over the fact that the game was released and they never added horses despite being discarded MANY times
A ton of them actually 🙂
åhh intersting, i havent come to the ashlands yet,
they have added some but the devs pretty much have their own vision for the game
what do you think about horses?
I really really do not want horses in this particular game..
Lox riding was a big one. Chickens too, crossbows as well.
any reason why?
That I wish no more normal animals were added. If they were to add a horse-like creature, it should be more fictional
not one pound of my soul thinks they would fit within any part of the game as of right now
i some what agree, but i think horses are just right with in the line
How about a option for your map to be round?
Valheim is another world, separate from earth. Make it feel more that way.
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
I can’t imagine horses running next to deers or lox
I think horses are just super cliche and would likely be more frustrating to use than anything 😅
okay 😦
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.
Bog witch just recently added suggested things
Like the scythe, more ways to spend coins, new skills
just add a horse biome: easy fix
Bog Witch was essentially ‘the suggestions Update’ 😁
Like hildir
is it just me that would like a new biome like the meadows? that has a horse like creature
That would be two updates essentially dedicated to add suggested features
I don't think there will ever be a new biome other than the deep north and revamped ocean
I don’t think this is the right game to add this
probably not
damn
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
whats fader?
he's the boss of the current last biome before they add the actual final one
is there a final biome after ashlands?
yea they are working on it now!
Would be nice to be able to move water to higher elevation.
deep north?
yea
i hope there are mammoths there
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
okay thx, good to know
Imagine a kind of big big mammouth with gigantic horns and a fantasy design ! I want to see that creature !
that would be cool, i would rather just prefer a normal looking mammoth
i mean the lox is kind of a mammoth
i am hoping there are more Jotun skeletons there as well, so a dwarven presence beyond just scavangers like in the ashlands would be expected with the presence of Jotun skeletons
Imagine something as massive as two or three times a lox, roaming alone in an endless landscape of snow
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.
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
okay drop the magic horns and you have a deal 🤝
that's the dream 😌
what a good dream
How do you say the nasal horns ? Don’t know the word
from where?
Defenses ?
tusks?
oh i read wrong, ye tusks
nasal horns lol
Ah okay
How would you describe it? 😂
has anyone else played far cry primal
Kinda hope we get something besides soft tissue to put in the refinery
you can ride mammoths there😂
what would you like instead, resin?
it was good, good enough for me to understand what you were getting at, just an amusing way to describe it
why did they decide not to add an ashlands knife then
Maybe some sort of Ichor? Final product could be a different type of Eitr, or some type of advanced Eitr?
who uses knvies?
me
I do, sometimes
They cut faster than a sword and still allow shield
Not mentioning the backstab
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
as long as the enemy isnt resistant i like having the high attack speed, and i love the secondary attack
Knives are the best weapon in Valheim.
are there any white stone builds, i want to make the castle from chivalry 2
#suggestions message
elaboration:
the idea for this is to give a use to your early game raw food items in the late game
Definitely an interesting idea 🤔
sword+sheild is my preference
i never have enough stamina so stunlocking the strongest enemy is my role in combat
The devs have certain weapon gaps to incentivize using different weapon types. Although I personally don't think it's a good design decision because it clashes with the grindy skill system: it is intended and they probably won't be adding new weapons to old biomes
I downvoted it, but for the record I'm not wholly opposed to the mechanical concept, just... my brain breaks a little at the idea of introducing a meat grinder after having sausages unlocked... it's not a good reason really, but I cannot get past it 😅
yeah, if it's intentional like it seems then theres no hope for an ashlands knife. I pray for a banger DN knife
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
Hoping that Deep North will be the exception, and it won’t have any progression gaps personally
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
It would definitely be nice to be able to wrap up the game with your favorite tool, and ensure all players get a sick reward for their final showdown
better saussages not made from falled god intenstine
Falled god?
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.
Don't think the draugr are gods, just fallen humanoids
ive been calling them the Valnir, i assume they were on par with the early Asier and Vanir based on what the runestones say of their civilization. they just never had the golden apples
it could honestly be something as simple as just having a "melee" skill and a bow skill
#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.
#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.
It is only accessable within the "hearths" area, therby limiting the use to the base only.
in my mind it is like one huge storage chest you scroll trough and take items to your inventory.
Ah, that makes sense. Looks like both NoobGolberg and I didn't understand that you meant "Beats" would only work while within range of the Heart. That removes some of the issues, but I still don't see it being implemented in the base game, especially since the limited range then basically makes it a very complex system to implement strictly for simplifying base-building.
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
thats fair.
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.
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.
TThere might be some breakage in the beginning but i think the implementation is not super hard to do. What if you are needed to inscribe a rune (like the bindrune hjarta) on to the chests you want to be reached by hearth?.
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?
I understood what you meant by the "Beats" accessory...keep it in your inventory and you can access storage from anywhere near the "Hearths" placement. For building and crafting purposes only? Or can you instantly retrieve the items to your inventory as well?
Yeah...I can agree with you that the amount of materials needed to build a ship are kind of unrealistic and I would totally be in favor of upping the quantity of wood required to build the ships, but I think you also have to balance what is "fun" with what could be "annoying", so IG sided with easy to make ships so it isn't a huge burden if they are lost and you have to build another.
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.
I don’t necessarily mind the material amount (though the inclusion of some metal so you can’t teleport it would be interesting) more just that it’s so easy to move your boat around. But yeah, at the end of the day, I do actually agree with you- if something was changed to be more difficult, it wouldn’t be for the best 🙂
Well said!
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.
If it was big enough, you could kill enough boar and greylings potentially to get a raft going? Would be wild though haha
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.
But then what if you want to move the boat?
Maneuver it carefully...or else you'll need to build another from new materials.
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?
the nails sinking seems enough risk/incentive to me
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
If it’s on the other side of the world and it doesn’t drop everything you won’t be able to bring it through a portal like you can now
True. I think the idea that we are discussing is how people will park the boat in a shallow shoreline, chop it up, recover teh materials, cross the land, plop a new boat from the same materials on the other side of the continent.
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
For example, if a longship required 5 iron included in its current recipe, you couldn’t break it down and teleport it
yeah I mean, I think just let em do that
It happens to keep night dangerous no matter how far you’ve progressed.
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?
Nails are allowed through a portal? 🤦
nails are allowed
If they couldn’t, most recipes that use nails would just use bars instead
my main gripe with it is how much damage they do to my buildings that are made out of materials that are too weak for the ashlands
Just sleep
and I don't want to have to massively fortify everything
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
That makes much more sense...
But you are asking to make the current strongest enemies in the game to spawn before you even reach ashlands while having mistlands equipment, which you use temporarily in early ashlands before you get better gear. You realize how extremely frustrating it would be?
could be very rare until the game detects that u have better gear
That’s how raids work. You kill Fader and the raids stop.
There's no detection on the character having better gear
I think it would be better if they just didn't spawn outside of raids
After that the charred start spawning at night so the enemy difficulty is relevant to your point in progression
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?
the idea of the upgrade materials are upgrade structures
no idea what they could be so i didnt specify anything, but they are similar buildings to the bellows or anvil for the forge
that's totally fair. I really don't mind fighting them in general it's literally that I'm a builder and don't want all my old stuff destroyed lol. I could sleep but rather like night and don't want to always avoid it just cause now theres 20 charred outside breaking my walls crazy fast
Ahhh gotcha gotcha, makes sense!
You know, I"d be okay with this. The only way to recover the ship would be to sail it back.
So you just want players to have to sail twice as much as they do now?
maybe tone down their damage to structures specifically outside the Ashlands? Idk how feasible that is
most of what i know of ship building are 14th century techniques
Or use a portal to go back, but not bring the ship back with them.
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.
Those 20 charred will be fighting everything else outside of your base, they're not the only night spawns
To be fair, most of the time people are having to sail back anyways since they have metals or other anti-tp materials 😅
And enemies only chase you when they see you.
yeah but since they're ashlands they'll just one shot the greydwarf and go back to whacking my buildings
Whack them first
Greydwarves are just one of any. Fulings and especially seekers are also there. Seekers resist physical
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.
yeah I just mainly build in the meadows and then venture out to the others
So you’d need a completely separate set of equipment for exploring and base?
Or you need to walk/sail/deathsquito surf your way across the world.
"you wanna go through a portal? you gotta strip naked and leave all your equipment behind"
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
i dont like it, basically makes portals useless
All you did was kill a boss like any other
Quick travel still allowed, but with consequences that you need to build ahead. People who hate building bases probably hate this idea with a passion, I get it. Hence why it should only be a setting.
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?
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
The enemies from previous biomes spawn at night in earlier biomes to keep nights dangerous. Why should an inconsistency be made for ashlands specifically?
With the exception of mountains for some reason 🥲 but yeah I agree lol
Wolves spawning naturally in meadows would tame themselves
The game is quite maluable pre-1.0; perceived inconsistencies may be re-made before final release, one way or the other
I want my Lox jerky
Wait, do wolves automatically tame in meadows?
They’d have enough animals to kill for meat that it would happen eventually
or Hare Jerky
Why is it that Lox once tamed are attacked by Fulings and Deathsquitoes whereas before they were ignored? Seems weird to me.
Didn’t necessarily mean wolves, fenrings could be a rare night spawn
How about bats?
Oh yes, another outbreak
The occasional night golem would be nice too.
Blackmetal Golem, just a mass of Fulings smushed together
Bye bye base.
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
I like the idea of cloaks being resistant to rain events, but if you jump into a puddle or the ocean and start swimming, you still get wet.
This is fair and acceptable; I can't control when it rains, but I can avoid jumping in puddles
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
Why are you guys downvoting this? #suggestions message
Also genuinly curious. A rideable mount that is good for covering land would be awesome on some seeds with large islands. Even if it's weaker or hard to capture, that would be amazing.
No, the knife suggestion. The horse suggestion sucks
The linen cape doesn’t do anything at all, that’s the one which should have wet resistance.
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
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.
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?
Horses don't fit valheim at all.
So should the linen cape get frost resistance instead of the lox cape?
horses again 💤
Is the knife the only weapon type missing in the Ashlands? (Can’t remember)
Polearms too
and two handed axes & hammers
One-handed axes and fists
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
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.
Soo...imagine in the deep north the only weapon types available are the ones missing 🤣
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
polearms, knives, axes hammers & some knuckles
Knife and polearms
But then people would get rested and switch to another cape. I recently suggested what it could do, lowering stagger limit while increasing received knockback and attack turnspeed, but nobody liked that.
Sounds good if they want to take up another precious inventory slot with a 2nd cape.
Yeah, I was just spinning off the cuff; there is a good, balanced utility to be had here, we just need to define it
They can leave the linen cape at home for fast resting
Still not seeing a problem here.
The problem with fast resting is that it’s only doing anything while you’re resting. Other cape buffs are always active.
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
We have problems using up the mass amounts of food we have now lol. The obliterated gets a work out for sure lol. Even though Thor is a cheap bastard lol.
Interesting idea...and it's instant as in if you put the cloak on, your food length doubles, and if you take it off, the food length halves back to normal?
As it is right now, the linen cloak is kind of a useless vanity item, or is there something more to it?
I'm thinking it would have to hypoethetically be something more strict; put it on, eat the food, get the bonus, lose it if you take the cloak off at any point before the food elapses.
So if I put on the cloak, eat a feast, get 75 min duration, wait unt 25 mins left, take off the cloak, timer goes down to 12.5 mins
It’s just a nicer-looking leather cape, so it does nothing
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
Is it easier to craft than the leather cape? Maybe say if you are in a location further from the center where meadows doesn't exist anymore?
I’ve always seen the linen cape as just a multiplayer item to distinguish teams or something
You need to kill Moder and farm flax
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
And by the time you get there you have access to wolf and lox capes for frost resistance
Indeed
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.
Also, point of order, minor pet peve, it's a cloak, capes are functionally different
But at that point, both of those capes are completely useless because the lox and wolf capes do the same thing and have frost resistance
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
#suggestions message no oars but besides that sounds OK
I am an idot
We just have capes, not capes and cloaks
I thought for sure they were called cloaks, I'll go sit in the idiot corner for a bit, take a break
I always think of cloaks having hoods, and capes not having hoods.
Yes
That's one difference, the other is the shoulder fit
I wish there was more use for the 100s of troll hides I've put into the obliterator.
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
What @mild hinge is saying is true...technically what we're all using in Valheim are shawls.
Technically true, but the games terms are the games terms and I was using it wrong
So, the linen shawl is like a poor man's wolf or lox shawl.
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
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?
Linen cape could be something simple like reduced stamina cost for attacking with one handed weapons or something
Enhanced Eitr?
Too early for magic
Probably not anything Eitr related
But then it would just get replaced by the ashen cape. Something unique with potential to be useful up the end of the game would be better.
I haven't gotten that far, so I don't know how Eitr works.
Stamina cost reduction is a viable path, would have to be balanced though
Eitr is introduced in mistlands, the biome after linen becomes available
There isn't a fenris themed cloak, right?
Increased attack speed then?
I'm trying to think of a mechanic that would be Plains specific helpful
We have the asksvin cape which can increase movespeed
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.
Tar Resistance mayhaps? Dosn't make functional sense but it would be useful
Askvin shawl is gained when?
It feels similar to the increased attack turnspeed I suggested, so I like it. Paired with a knife this would be absolutely broken perfect 
Increased attack speed, but also increased damage from fire, longer burning durations.
Is linen flammable?
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
Feather cape already has fire weakness, and barley wine from the same biome will override it
Do they override? I was curious about it. There are different levesl of resistance and vunerability
The strongest resistance is used, all other damage modifiers of the same type are ignored
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.
Increased movement speed...that's the only thing that comes to mind. Something to offset all the heavy armor penalties.
There are already enough ways to increase movespeed now, including the asksvin cape from ashlands
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%.
make it resist slash or blunt, someting that doesn't exist
(we talkin linen cape possible buffs?)
Damage resistances are op, we don’t need more
(Yes)
that's....fair lol
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.
make the linen cape muffle noise, reducing the 'noise' radius of various player action caused noise
@amber wind padding
It’s more important to have a buff that works well than one that ‘makes sense’
Any buff is better than the nothing we have now
The current buff is 1-5 armor right?
1-4, and all capes do that
all except the one deliberately designed to be a 'combat cape'
Armor is still a buff...shouldn't be taken for granted is all I meant.
sure, but for most of the capes, a wash, so does come all down to the other effect (or lack thereof)
Fart emotes should alert nearby enemies of your location..except when wearing the linen cape. 😉
All capes past plains are combat capes, but the ashen cape is better for tanking hits
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
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
I always use the <#FFFFFF> exploit to make signs visible with the white text...otherwise yeah, reading things at night is impossible. Yes, this is cheating.
I guess I could do that in the interim, a bit of a pain, but better than squinting
How is using text tags that the developers could disable if they wanted to cheating? It’s not an exploit.
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
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.
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
I get most of my feathers from killing birds and seagulls.
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
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...
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
#suggestions message how does that work when the mead runs out and you have more items than fit in your inverntory?
I like that but since the troll set exists Im sure they wont do that
@cursive forum what would happen if the mead expires and your inventory is full? Would the excess just explode out of your character?
full fenris already goes hard in plains so MEH
PMSL!!! I hadn't thought about that, but you could always drop the excess. Exploding contents sounds rather fun though!
Kinda like the lava blobs in the Ashlands LOL
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.
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
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
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.
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
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
#suggestions message @night peak I would be down for this, but only if it is Hnefatafl or Halatafl.
#suggestions message This has been rejected as it would be broken/exploitable.
how is having a normal combat system broken
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
haha...yeahh yknoww....
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..
What do you mean by normal? It’s not broken just because other games don’t work like this.
I can see that as the board game in valheim 🤔
- Hnefatafl
The items you use for building and crafting still need to go to your inventory for use. see it more as a easy access retrieval system.
@hearty osprey @molten bloom
I can already see the collective crying when the game reaches v1.0 and sloped attacks remained as they are right now
@unborn leaf it's not only the heatrays causing lag in ashlands. it is related some certain loading of locations
its easy enough to work around
i hope in 1.0 dev add steam workshop support, and sloppy vanilla hitboxes can be fixed by some mods
What's 'sloppy' about the hitboxes? They generally match the animations pretty well
They already had modders show them and it turned out to be extremely abusable. That's why they aren't making changes to it and why it won't be a part of the vanilla baseline gameplay. And as for what someone else mentioned, already having abusable content is no excuse to add more, the existing exploitable stuff should be fixed/patched out.
Plains should have a debuff weather status like other biomes. Plains should have strong winds (permanent %slow) and the cape could provide such resistance.
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
that's not my fault, then. To me the askvin cloak and Ashen cape should not have frost resistance built-in.
Mod.io >>>>>>>>>>>>>>
so, i dunno, do a better job than moders and make them not/less abusable? or do smth different - i.e. add more vertical attacks in combo/special atack/etc? Because the current state where you can't hit anything just below you is ridiculous
sadly, some of my buddy play via gfn, so it’s not possible to install something not from steam 😦
Steam workshop works for GFN?
at least for some games afaik
Mod.io has support for console even. I suppose it should have for other "platforms"
a "new" mead until you get hands on the mats for the cape, just like frost is. I think Plains lacking a constant weather debuff, as well as Ashlands, break the immersion. (But the game lacks harmony with what had been previously established, leading to many inconsistencies). Maybe it's me.
Hmm, if there is gfn support there, that's great. Need to check it later i guess
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.
Im not saying it easy. Software development is not easy in general. But this does not mean that something should not be done simply because it is difficult. To be honest, this is not some kind of game-breaking problem, but sometimes it is very VERY annoying
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.
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)
@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)
It's disconnected from valheim so...
There might be some bad news
of course I know that it would require a major upgrade
IIRC part of the lore is it's disconnected, but, its moving closer inching towards reconnecting because of the forsaken
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.
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
Funny that a cape should protect against strong winds, one of the worst garmenta to protect you from it.
it does seem perhaps the 'heavier' looking/sounding lox cape should do it
It is that aside from deer cape (first cape that is) Linen is the only cape/cloak that has not effect at all. And we were just thinking about what effects it could have. Maybe the cape could be like an 'overcoat' if Plains received a wether debuff, like the one I commented.
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.
I myself only crafted the linen cape to put it on an item stand. I didn't even bother using it
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. 
yeah tbh they shouldnt let you aim magic or bows up and down either
since you can camp up high n stuff
Hence the reason for it to have an effect. xD And tying it to the fact Plains has no weather constant debuff.
#suggestions message tablut or tafl game pls
#suggestions message what additional uses could boss drops have? 🤔
Or rather, what more could they do after fighting them an additional time?
lol, I didn't even craft it. I looked at the stats it gave and decided it wasn't worth crafting.
True, bows and magic is easily exploitable...and thus should be removed from the game.
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.
I shall try to remember to ping you specificly so you and your fiance can give your opinion on ashlands when the music re-work is out to get a nice "non developer" opinion 🙂
so join the PTB already so you're ready for the patch whenever we manage to get it out
if theyre concerned, melee aiming up or down should use more stamina, and less damage, that would balance whatever concern they have out. You can easily argue that both motions should be significantly less efficient than staying level with an enemy. But not having the option at all is a problem for me and a lot of folks.
You don't need to melee aim up or down though. Just move
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.
Would you say that about every single diversion from basic logic regarding range of motion with a weapon?
Like I said. Bows and Magic do not follow the same rule. Why not?
yes its severed for lore reasons, Valheim is more or less a prison or Odin’s enemies
I've never seen in a game with the degree of verticality valheim has where you only have the option of attacking directly in front of you. It doesn't necessarily ruin the game or anything but it definitely feels weird
I mean they probably won't do anything about it but it is objectively a problem
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
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
I will get the mod when it hits 1.0
games gotta stay hardcore to tha core!!!!
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.
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
You can also just sit on top of a rock and shoot enemies with bows and magic where they can't reach you. Often times the AI will just sit still and let you kill them. However this doesn't seem to be a problem in the ashlands where enemies are usually always capable of reaching you or knocking you off with ranged attacks so it seems to me the AI is the issue
the AI is definitely the issue. I understand why its not a priority.
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
Yes it would take a LOT of work to get it to a good state so as I said earlier I am not expecting them to do this, but that's why I also suggested just slightly increasing the hitbox on weapons to at least mask the issue a bit
especially since wolves don't seem to have an issue biting me with their forehead
yeah lmao
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?
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
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?
I believe the slowmode is 5 minutes
Thanks. 🙂
Do the red stones talk about this?
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)
I see, I might have to look into the wiki because that part of the lore sounds interesting
It's a Black Forest runestone, yes. The wiki is a friend to all-- there's a dedicated Lore page, and a page for all the runestones and what biomes they can be found in/what they say.
#suggestions message To clarify, it sounds like what you're suggesting is two things:
- 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.
- 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
Yes! You said it much better than I did, and gave a better breakdown of level increments than I had considered. Thank you!
Happy to help, lol!
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.
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.
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.
As someone who never found a random-chance Shiny Pokemon despite playing every game for eight generations, I understand your aversion to RNG entirely
And yeah, not getting the boosted effect wouldn't cause a "fail" state in the crafting/upgrade-- it just wouldn't give you the extra treat of the free level.
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!
RNG hates me with a passion
@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
yeah ik what you mean, it would mainly be cosmetic but also could have small bonuses like the specific helmet you use makes that mob less likely to detect you by 25 percent or something, so if you dont wana anger the horde you could put that helmet on
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
I agree that being able to make red barn would be very nice.
@night peak making one is fun and it takes like 30 seconds. A premade one would be pretty lame
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.
Yeah, but I'd like one that's a bit smaller than the custom ones
I'm talking about something the size of a bird bath
That would have to be higher poly than other models and it would definitely look out of place or janky
I could see it working with just a morning, mid day and sunset kinda setup tho
And maybe the size of a wagon wheel
Guys before I make a suggestion to this, do you know if theres a way to place [Grausten Wall Arch] and not clip-bug over [Grausten Windows 2x2] over other blocks, when filling holes left by using [Grausten Small Arch]? https://discordapp.com/channels/391142601740517377/1202267437647527977/1304580653932609628
It looks like the wall arch your placing isn't fitting onto the actual arch itself which is probably the issue
Is there more than one wall arch option?
You could also just look at the sun setting...
Even the lighting changes
#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.
#suggestions message this is better to me than the lord reto raid idea HAHA
Actually wouldn’t be opposed to seeing bone maw serpents after Fader, but I could see why that might be problematic 🤔
Lord Reto’s horned helm would make for a super cool trophy
As a side note, can’t get over how cool the whole Dyrnwyn quest is, would love to see more content like that.
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 
If they are not end game tho, then the wow factor would be low as we would just outgear them.
Just one idea as well 🤷♂️ and off the top of my head, not well thought out at all.
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
Honestly, I could see the Frostner being a ‘quest’ weapon, kinda feels like one.
Remember that the point of the Dyrnwyn is to be a cool trophy for a side quest, not an overpowered item that makes Ashlands’ other 1h swords irrelevant
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. 
I also imagine the dyrnwyn will be much more viable in the deep north if enemies there are weak to fire
That would be really cool and make the frostner less OP since you'd have to make other silver weapons before it
Not really, it only deals 10 fire damage, so it won’t be noticeably better than other options
Because it's completely impossible to just add another 0 at the fire dmg...
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
Or adding a special ability like a fireball or fire shockwave, as suggested a few times before
#suggestions message Like the idea, but not before we get the cookbook 😂 ||kidding||
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.
@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
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.
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
Also they would look out of place in not red water
Althought everyone is entitled to their opinion and don't need to elaborate it further.
Good points. I think a good "compromise" would be if they only spawned at night.
fyi normal serpents allready spawn only during the night or a storm...
Yes, that is why I asked if anyone was willing to share their reasoning, out of curiosity. Of course no one needs to do that.
#suggestions message What will balance this to keep other kinds of shield viable?
@plain oak
i was thinking this thig uses up like 2x the normal amount of stamina when blocking
Maybe it could further reduce stamina regen while blocking? Most shields have 20% reduction, which isn't much
that could aslo work
its a weapon that favors group action since its user has more blocking power but also suffers from less ability to attack
#suggestions message Barrels can already be stacked with some very easy building tricks 🙂
#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
yeah lets add diving suits, jetpacks, lightsabers, suburbs biome, horses & armour slots.
💡STATUES, we need statues and ability to build lotr like giant stuff without cheats. i rest my case
#suggestions message I’d like more fist weapons in general
#suggestions message
it could be made with Soldier Seeker fangs ( I suggested it long ago)
Or if Ashlands tier it could use Bonemaw teeth as "claws"
Could also do something with elemental effects for a new fist weapon
The base Fists weapon could use Bonemaw teeth but also is then craftable with gemstones to different elemental versions.
please post it in #suggestions , I want to see it one day in the game.
#suggestions message
like my Saltlick suggestion (pre-hack)
Wraith trophy would make for such a cool component for a cape 🤔
@forest plank Did vikings even have tattoos?
Wraithskin cape, what could it do?
Some kind of buff active at night?
That would be neat actually, give a fun incentive to travel at night
I think they had Valknuts, The Vegvisir thingy and tradtional things
I search, it says that there are no evidence that show they did or didnt
well, the developer say it is not an pure Viking game and I think Tatoos or Scars would be a cool Feature
They’d both only be visible during the first few minutes of gameplay before you have armor, and corpse runs
true
you can say the same with hair and sometimes beards
maybe there could be light verison of some armors with short sleeves
in my opinion not really, hair kindof. beards you can see very clear
when it comes to hoods and the padded helmet you cant see the Beards but yeah you still see the beard
with other helmet (sorry forgot some words)
#suggestions message you have albino animals a little bit already
I feel like not every creature needs to have equivalent variants
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
for clarity to players it's best to keep that visual language consistent
im guessing you mean the different colours on the different 1 and 2 star creatures, which is cool but albino is cool too
yeah wolves really needs a texture rework, i only mean the differnet 1 and 2 star variant
even just making them bigger would help. Giant wolves would be on brand for sure
according to the wiki they are bigger, it's just not super noticeable
oh you meant exaggerating it further not introducing different sizes for them, didn't you. my reading comprehension is in the toilet rn
#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.
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
It’s an opportunity for your character to learn a new skill
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
breaks my two handed fantasy frankly
Why do you have to use two handed weapons?
because Im running a "class" and I want to use them?
if it impedes your enjoyment, I recommend using world modifiers to reduce skill loss on death
not the problem
for baseline play running a "class" isn't the intended experience so it won't cater to that playstyle
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.
Your own way of playing the game based on your own decision that also goes on the opposite direction the game is going to isn't really a good example...
Like, you decided to play it that way, contrary to what the game encourages you to do. It was your decision
I don't want to farm greydwarfs for three hours to level up a new kind of weapon
You have never been meant to use a single weapon type throughout the entire game
Yet the skill system encourages it
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
what
the current system encourages only using 1 weapon type
I have the best solution for you....
Ignore the skill system even exists 
Thats what I do, and thus it is a problem no more wahaha!
You don’t have to. The best way to level skills to let them level naturally as you progress.
what
do I need to take a picture of the skills?
For... what?
You use multiple weapons throughout the game, you level up multiple skills...
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
That 100% depends on the enemy you are attacking
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
way to be disrespectful
Not usually. Most enemies are neutral to all physical damage types iirc
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 🤷♂️
slimes, skeles both are resistant to all phys damage types except blunt
Yes, as i said, it depends on the enemy you're attacking
i 1000% run on "classes", sometimes focused on a single weapon time.
currently my main playthrough uses every single variety of weapons because i'm being a completionist
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.
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.
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.
fang spear is awesome against lox
and right in the next biome there is a spear, so it doesn't fall-off that much..
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.
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
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
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
Honestly I might just make a mod that levels all melee skills at once when you use a melee weapon
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.
yeah but you still can kill bonemass with an ancient bark spear
you can but it feels like a slog and way more boring
It just feels like the devs could do better with the weapon skills
I try to hone in on two melee weapon types, so that way I generally have an option every biome.
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..?..
actually implementing perks would be a nice touch fr
100% agree, and not just with weapon skills but ALL skills.
I just think for now we are better off ignoring the mechanic so that it won't detract from the experience. Will find that it is not intrusive enough to do so when you forget about it 🤭
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?
cuz sometimes i'm not rushing through the biomes and i prefer using the huntsman bow when in the black forest too.
there is also the stealth aspect of the huntsman bow, its also not worthless purely because of draugrs
less viable, not worthless.
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.
the current system is counter-productive to what a skill system is for, which is to promote using a single weapon type.
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.
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
well maybe certain magical weapons and whatnot could've been implemented better to deal with specific bosses, if being smart about it.
I have not tested it for obvious reasons but i imagine frostner is pretty useless against moder?
- this is a game
- you would still retain how to swing a weapon, and how you would use a weapon generally is similar. biggest difference is between a stabbing and a swinging weapon
I see your argument here, but it's also worth noting that this solution deepens the motivation not to cross over weapon styles, because the divide between what weapon you have/haven't used will be even more extreme
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
keeping it the same is stupid and short-sighted
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
Frostner is relatively weak against moder, but it still does the job. My character is mace/polearm with occasional axe use, and I only switched to polearm fighting Moder for the range difference.
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?
I understand your point, but that simply is counter-productive to fun. which is what a game is for
Hasn't ruined my fun in any way.
not really, seeing as Two-handed weapons are more of a niche and parallel way to play anyway
im sorry but that is just flat out dumb. im not saying the current system negates fun, it just adds nothing fun
its a system that flat out just doesnt do anything, which sucks when you want to use it
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.
Supposed to be a system working in the background gradually as you go, but definetly still need some changes to better accomplish that 🫡
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).
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 🤭
Uh, not sure max level is specifically balanced around reaching the end of the game. I've never seen any indication of that.
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
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
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.
bronze fisticuffs/Iron Spiked gauntlets would be cool too
Iron gauntlets are actually another really good idea
I just want slightly more variety in fists other than punch or claw
I want more weapons overall, more variety and things to play with
and more things to put in my armory(museum)
The only 2 arguements I can see for my suggestion about more heavy weapons are
- that takes dev resources (valid and true)
- "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
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 🫡
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?
Players rowing has been rejected because it’s a multiplayer exclusive feature, although skeletons rowing doesn’t have that issue and seems cool
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
@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...
Working better for me downloaded some mods to fix the issue over at nexus mods. So don't know. Want me to link them? And if so where?
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.
While it is true the game is balanced around low skill levels and it is probably not intended or necessary to reach high levels, they absolutely do make a difference, in some cases (bow, bloodmagic) a huge one.
The increased damaged is one thing, but the decreased stamina drain is also very noticeable. Having high weapon skills makes consuming 3 health foods a viable option for example.
#suggestions message
You want us to kill eikthyr 400 times?
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 😂
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.
It's been officially stated that the gaps are intended, there is no question on that matter (not sure why you somehow still think it isn't).
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...
i think youre being ironic but bark spear and huntsman bow are just fine lol
Any added content should not be removed
-# even these f***ing deasquitos that killed my lox
Bark spear looks cool in addition:)
They are mostly fine at the moment, but one later Battleaxe (Mistlands tier) and some new Fists weapons and one earlier Crossbow would be welcomed.
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
#suggestions message if we see another summon staff or more, would rather see different monsters entirely than variations 🤔
Despite my "indignation", so do I. But that only occurred to me when I noticed how little skills change the final damage output (but bows). So I can use any weapon with little loss
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.
#suggestions message Like more variations of the love potion?
Or like a battle potion from Terraria?
It’s for pulling enemies out of the water
It literally says 20
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.
Twenty is still alot 😅
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.
You said that the two star Eikthyr needs 20 one star trophies, which each needs 20 Eikthyr trophies
For 20 one-star Eikthyrs, you need 400 regular Eikthyrs
Read the post underneath
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.
This is basically the same idea with less cost.
I guess were envisioning different Forsaken Power upgrades. The downside to being less specific 😛
The cost in your original post was a glaring issue, that's the point in discussing ways to fix/alleviate the problem.
It's just the max stack size that these trophies can be held. The idea would be to work within those bounds to create an optional grind if you want the Power to last an additional 15 minutes. Personally I wouldn't mind a very passive grind to improving these buffs.
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
and people almost 100% of the time take it literally.
20 normals for 1 1star and 20 1stars for 1 2star is a very lot of dead Eikthyrs. so even without specific requirements it was implied that the system would take way more dead Eikthyrs than most people want to kill
Right, I'd just considered the first line to be the suggestion, when I wrote example: I was hoping it'd be taken less literally. That's my fault I suppose.
But it is better when someone points out "flaws" in said suggestiong than pointing out the values (merely to fill the suggestion)
It's rather the fault of the language we use, english. It leaves almost zero room for interpretation if the words are not 100% precise by their meanings
Yes, but personally this would be worth it to eventually improve the buff to a very long time, or making it very very strong. Obviously this could be adjusted, but personally I wouldn't mind having to utilize altars far more for buffs I use frequently and want improved.
I've reposted the idea with less weight on the example, we'll see if that hits a little better 😛
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
@dull cloak #suggestions message
we have Lox for that!
It can be beneficial to suggest things the developers don't think to do, and yes-- you would just adjust the cooldown to match the duration in those cases. I'm really not suggesting developing new powers, just to improve what's available using what's available. The forsaken powers themselves are pretty irrelevant to the idea, and it'd all be optional anyways.
Battle axe and fists yes.
Crossbows no
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
Hay Smiffe, do you guys have the suggestions from before the hack saved somewhere?
True, but I would like to see a smaller crossbow at swamp level
Something that isn’t as big as your body
#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
The modder @untold burrow Balrond did a twist where you have to craft the deer heads into a special "deer head trophy"" to sacrific ( need 3 of them) so it could use 3 x 1star deer trophies craft into 1 star offerings to summon the 1 star eikthyr .. some grind but not crazy .. or 3 eikthyr trophies crafted to summon a 1 star .. just a thought ... his mods are cool and feel almost like DLC
yea i think i could work with that maybe try to find way to control of what you actually want to summon. as problem with every next summon be stronger is problematic towards players/servers where you join later after some kills were made as every next player who summons a boss would have higher difficulty so we need to control the difficulty and rise it on demand in some way
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
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).
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.
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.
Well said- it’s ok to not know an exact value for suggesting something, but you should probably notate that. Don’t try to attach an arbitrary value to something 🙂
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 
fuck 🫨
Again, I've stated it was reasonable to me, you clearly think otherwise and that's fine. I literally stated I would mend my approach, but thanks for reiterating the point I'd realized myself.
#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)
#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
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
Ships🧐
"* Console command added: ‘sortcraft’ to be able to sort crafting lists by name, type, weight, count or original" F3 Button for dev commands dont work for me
It’s F5 and you need to have typed “-console” into the settings-> properties-> general -> launch options section on steam
#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.
all F(Number) keys do nothing in terms of dev commands
Is the console enabled? And isn't F5 what opens the console?
holy crap
They do if you enter the -console into your Steam settings. But you have to do that and restart your game first. 🙂
holy yap i mean 🤭
Some keyboards have a “FNlock”, make sure that’s off
what?
chicken butt
@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.
nothing there about that.
I mean... you quoted him saying it. There.
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.
oh okay i was going for the steam settings on the top left side of the screen
Ooh, yeah, that would be confusing. Yeah, it should work under properties, for Valheim. Not the settings for Steam in general.
works perfect now thanks spirit!
My pleasure. Have fun!
Maybe allow us to attach carts to loxes since it’s like the most requested idea and it actually makes sense
Not the most requested I would say, but its on the list 
Allowing them to be pulled would be neat. 🙂 I saw the last person who suggested it and liked it. 🙂
whats the most requested in your opinion?
I think it would be sick if they added different pantheons as dlc that we could take our characters to.
No, because...
They're a norse company, and the game is based on norse mythology, it would not make any sense that other pantheons became involved
DLCs have been very explicitly denied many times
Still think it would be sick regardless
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 
potatoes
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.
Valheim seems like the kind of game to get a sequel instead of DLC
I don’t find it funny
Wish there were more valid reasons or a list of things that we can see they said no too.
horses, armour slots, diving, new biome.
bears are the ones out of all of those that definitely should get added tho 😤
them and armour slots, those are like the biiiigest things i think.
Evil cackle 
🐻
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
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
Did you put 💡 in the beginning? Bot will remove any suggestion without it.
there are as many ideas on sorting, as there are human beings
That is likely true. xD
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"
I really hope they get to do another project completely irrelevant to valheim instead.
Let the IP to rest
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
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"
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. 🫡
A new IP is a good opportunity for expanding the team, as they would be all starting from 0.
Oh a new IP is a wonderful thing, I just have varying feelings about the whole no new content thing.
idk where you got that idea because from the way the devs have talked about it it's extremely likely there will be content updates following the deep north. Obviously there probably won't be biome-sized updates after 1.0 but saying there will be no new content is most likely untrue
well the message you linked is a bit older and directly contradicts the most recent dev interview so idk
I think the misunderstanding is that 1.0 will be Deep North and likely other content throughout the game, per The Spill
likely there will be smaller "bog witch" type updates following launch but development will definitelyt slow
yes but in that interview they also said that 1.0 isn't necessarily the end for the game
which is what I am referring to
So... like i said...
Bugfixing and tweaking still means they will work on the game and that is not its end. It doesn't necessarily imply they will add content in general
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
Sweet
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.
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.
I might leave it actually... I can see myself getting hacked to death by the thin edge of so many pocket protectors.
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.
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.
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.
To be clear, I'm not suggesting it's useless (if I did, I misspoke). I'm saying it doesn't prioritise issues well, because it's dependent on what the testers deem worth reporting.
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
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
If anything, would rather see a method to obtain guck a little more reliably than resin 🤔 (green light sources)
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
May seem "off" but blobs should drop guck, they are essentially the same thing.
I think that would be a good candidate
and with that remove ooze from the game. Hehe the recipe uses guck instead. xD
yea ooze just seems pretty useless tbh outside of very niche recipes that totally could just use guck
many items fall into that category tbh (I'll stop repeating myself tho)
in my most recent playthrough we just had a barrel full of ooze that went straight to the obliterator
yea but guck and ooze are already like the same thing vibe-wise so might as well combine them lol
Either guck is the new ooze or ooze is the new guck.