#suggestion-discussion
1 messages · Page 33 of 1
Whereas I think the bow is OP, not only are the effect of high skill lvl massive, it also levels up much faster
Its because you get xp on how many times you hit enemies... and you can do that a lot faster with normal bows.
Also as was just mention, you get bows right from the meadows.
.
If XP finally... FINALLY! Scaled based on what tier of content you were interacting with... it would be real easy for other skills you have not used to catch up fast to the rest. 
They're completely different weapons, it would not make sense on any aspect, both gameplay and realism
Yeah I'd mentioned that already 😛
What shouldn't be here is better dmg from skill. How by getting more skillful at a weapon that barely requires any give you more damage?
Right, I get both sides of the arguement.
My point of contention likely has more to with skills... oh skill, won't go there again haha
Sadly, damage shows itself the easiest from level to level... but I could agree with that. (If you want it to be logical)
Is a game though, and game logic takes priority.
Skills could use some work, we all agree there. 
It would take some lengthy thought for what would be a far more widely liked approuch to skills I think.
It'd be nice if this were an initial priority once 1.0 is complete, I'm sure there's plenty to change for the better in regards to skills.
Or even with 1.0.
I kinda hope they cover the biggest points of controversy in the community in 0.9.xxxx
And then after a bit of itteration and bug fixes call it 1.0
Before DN releases I certainly hope we get a:
- Raid/Events update
- Combat/Skills overhaul update
- Ocean update
Hopefully in that order
I was thinking while brushing my teeth, perhaps an inherit silent skill gain when relate-able skills are gained, such as a bows and crossbows. Maybe they could be linked in a way that bows would increase crossbow skills by 0.25%, and silently level them up to avoid notification confusion.
Jinx (Kinda) on both msgs
That way, someone who uses bows most of the time would have some skills in crossbows.
#1 for me is still content for past biomes that we only unlock with later tier items haha.
Just to help the experience fit together as a whole.
Agree with 2 and 3 on your list, and 1 is ok.
We're fine with current content and might as well be left as it is and barely anyone would notice
But raids are a feature that have been there since the very beginning and are a disappointment.
There are a few things regarding combat (weapons) that should be addressed (spears having less range than AXES? Really?)
And ocean is still almost empty.
Literally every one of those aspects belong to the core of the game, and all are still felt abandoned when everything else moves forward
Idk, how the world slowly growing into tons of space you are inclined to mostly ignore is a problem in my eyes.
At the very least something to consider continuing to explore the world even by the time you are in the last few biomes...
Yeah, I won't lie, I was a bit let down when I found out the mistlands mushrooms can be farmed, I was looking forward to surveying for big patches of them to make a portal chain around.
While it is easier, it definitely discourages exploring
The Meadows/Dark Forest berry bushes not being farm-able encouraged me to really look around for giant patches of them.
Well that is fair
I could include an update that solely involves adding more POIs to that list. They don't need to be functional somehow, but having stuff to find in the wild would make a big difference.
Core keeper is like this, you can find lots of POIs that are purely cosmetic but are still nice to encounter. They certainly encourage exploration despite not getting anything from them (although some are actually functional, just most aren't)
We need some content that specifically offers something once you acquire items from the later biomes though (mistlands, ashlands, and deepnorth imo).
Otherwise there is no garuntee of something new hiding out there or stuff to return to as you're taking your boat rides out to the final areas of the map...
Or just sailing around the world in general.
I do enjoy that the Wishbone offered this in a way
@lime cedar
Might be even better if certain discoveries only appear in certain quadrants of the map, so that going left is bound to offer something new from your trip to the right. 🤭
Ah, like the traders, but evolved upon
Right. They have full ring spawn areas ofc, so something a bit more confined.
Had gave this a 👍 
I could see it being a nice yet optional addition for some decor to be unlocked through specific exploration like this.
Tears of the Kingdom has schematics that can be unlocked when fighting little bases in the depths, something like that would be nice
End games legendary like weapons could be cool too, just like we have for the flaming sword.
Funny enough, that's the only zelda game I have yet to play.
Completed all of the rest 
Oh goodness it's addicting be careful
Idk... I was not a big fan of breath of the wild.
Bit of a fan of the old school style.
More traditional zelda formula
Masterful game development, it really comes across that the series as a whole has been worked on for decades
I would say that you'd definitely like TotK more then, it really is closer to traditional Zelda
Has some more of the elements, from what I have seen yeah 🙂
Valheim and TotK are probably my favorite games right now, and I'm the type to slow burn a playthrough to really soak up every aspect. I've yet to even beat TotK, and I play it often enough
#suggestions message light armor skipping 2 biomes feels off to me, so I agree with this
Maybe it could do something other than increased jump height. We already have mead for that.
My Viking will have a drinking problem once I reach mistlands
I am probably going to use troll endurance, berzerkr, and animal whispers
I could be wrong but I think they are doing DN first and then early biomes. Quality of life etc after
I think they said in a recent interview that the Deep North will release as 1.0 and that 1.0 will add at least a little something to most of the older biomes
#suggestions message cool idea but can't help but imagine now the legging piece having those hare paws on place of feet/boots for extra jump height (because hare trophy was on list for materials)
@autumn idol
I'm at impression that you like jumping. 🤭
yea ive already done a suggestion for which i think is one of the easiest and best ways to make gaining skills a better experience #suggestions message
(I dont know how you put links to other channels and Discord too 😄 )
Right click, choose "copy message link" and paste to desired channel.
#suggestions message +1 Mostly for catapultes, I don't know how to make them work properly and efficiently
The ammunition should at least deal more damage to the Fortresses. Launching grausten payload is just like tickling the walls.
It's such a hassle to aim it as well, no customisation on range and then dont get me started with the stupid cart mechanic used all over again
I truly believe that the catapult should only take 2 direct hits to knock down a wall segment, and the battering ram only 3 to gates, with the exception of the inner structure being entirely immune except for the gate (thus requiring the battering ram). Force the ram to have use and the outer defenses to be delt with first to get close safely.
Aside from that... how they function ofc needs to be smoothed out for obvious reasons.
Catapult being infuriatingly hard to aim.
Ram fighting you based on terrain (thanks cart mechanics).
This is all without mentioning actually tweaking the fortresses themselves again 
Does it exist a faction multiplayer server ? I was thinking maybe the catapults have been thought for this gameplay like a faction in a fortress against another one ?
Shield generators exist
And no, PvP is not and probably will never be a focus. The siege engines jankiness doesn't have anything to do with it probably being done based on PvP,
They barely work in PvE, how could they work against other players? They can barely damage ships
I didn't participate in the PTB back then. But I think fortresses should be similar to the Ashlands' first encounter: a hurdle to approach, challenging but not overly harsh, followed by being swarmed by enemies. Also they MUST have a kind of ward in them (those light green beams should function as it too, not only light and bell fragments drop)waiting
Yea yea, my reflection was "It's not that efficient in PVE so what it's made for ? Maybe PVP ?" But not even that lol
doesnt it keep out weather and thousand degree air?
a simple aiming line for catapults and a ward inside the fortresses would improve the siege expirience by a lot
Simply forcing us to use the siege engines without improving them is not an experience improvement in my book. The aiming line would be a help but would feel out of place in valheim.
I feel like the battering ram is in a good spot 🤔
Mostly yes, but the "driving" and engage /disengage mechanic is not great
And when destroying the outer gates/walls of a fortress, it would be nice if they could be pushed instead of pulled. But pushing in general most certainly would not improve "driving" the ram 😅
Battering ram is perfect.
It's the catapult that needs a revision
for the catapult if there was some way to adjust the angle and direction at least within a range, after you dropped the stabilizing supports, but it 'stayed' at the setting until you adjusted it again, it'd probably fix a lot of the issue, you could "dial in" the target with adjustments after a few shots (not unlike 'real' use of artillery/siege, at least throughout much of history when you have automated computers to do it for you, the crew would have to fine tune the firing based upon earlier shots to really have accuracy), and only would actually need to pull up the supports and reposition if the initial positioning was just way off to the point where within the 'fine tune' control range limits won't do it (so you'd be repositioning less often)
the awkwardest part for me is getting it properly on target--it's a lot of guesswork and repositioning
#suggestions message and just to make it thematically interesting, have the flames blue
Catapult is just perfect to launch myself inside the fortress 
On serious note, the ammunition should deal more damage.
lol actually that is not a bad use
y'all think there's an intentional rationale for having wolves follow but not other tamed mobs? like they think that would be too 'powerful' or like it's a "dog/wolf pack behavior" thing (i.e. an unstated lore/realism rationale for the inconsistency being intended)?
just thinking about how much more useful the riding skill and mounts would be, if they didn't immediately run off and have to be manually wrangled when you dismount, as you have to, to attack
#suggestions message closest suggestion I’ve seen to hitting 100 thumbs ups, kinda neat! (Not that it matters, but I’ve yet to see triple digits lol)
I had seen it before, in the forgotten times 
yeah it's pretty much got no downside
What suggestions that came from this server has already been put in the game ? per curiosity haha
Quite a few actually....
Though the devs would not mention them (most of the time).
We just got aurora's 👀
Coming (TM)
Not in yet, but shown to be coming with DN haha
.
I still claim feasts as my suggestion being added 
First ever siggestion I made... in the forgotten times 
No, valheim server got wiped due to a hacked dev account.
Oh, so aurora's are what we saw on the north deep photo ?
Yes
No evidence, no claim 
Shudders with growing insanity.
Just jesting a bit
I know 
Explosive payload is perfect
But grausten payload? 20 damage? SERIOUSLY?
It was THAT hard to put another 0 to the dmg?
Thank you for that 🙂
Maybe you remember the lengthy conversation we had about it where Smiffe was involved- I remember a lot of good points and ideas being thrown around. Good time! 
Hey I’m with you bro, I’ve never said announced it but when I first came here around the time of the Ashlands pre production I mentioned the idea of a bigger neck called the greater neck and would spawn in meadows etc. I think they took my idea and ran with it, this was around the time of Derrick I think?? Can’t remember his name, the profile pick of the fat guy.
Yes, I remember him. Never had any problems with them though...
Its really hard to say what suggestions they may or may not have taken inspiration from. They would never really say they did.
I was here before the abomination was added into the swamp. 🫡
Before cult of the wolf frost caves and mistlands.
Somewhere around 3 years if I had to guess wahaha.
Ooofffff so your a veteran I see
Bro Derrick was the worst😆
Is a few others here that have been around that long as well.
Rianu and TooMuchDogg I believe both were ❤️
Yes been a while for them 🪓❄️
But yeah, sadly there is quite a few heavily repeated suggestions which now are not repeat suggestions post the forgotten times 
Though some we still see too much ♻️ wahaha
.
On a different note... I think the banner idea is interesting even if only for cosmetics.
More damage to the corresponding monster isn't all that compelling though.
🤔 I might prefer if it kept the corresponding monster from spawning at all in a huge area. After all, we slayed enough to make the banner already haha.
(Ofc, with raids probably ignoring them).
yeah it would probs make more sense as spawn repression, but I also like the idea of enemy heads on spikes (or the equivalent) with an actual effect beyond the satisfaction of letting every troll know just what you think of their terrible base destroying early game bullying ways
sup
Comfort, and the advantages of extending the radius just a hair lol.
Yeah, I’ve been here for quite some time lol…
Place banner, get buff, use battle love potion, get swarmed by trolls
I hope they expand the idea of "pheromones" from the love potion
Jeez, just realized I’ve been here since before Hearth and Home 😅
I can't quite remember the convos we have had on this topic specifically, sadly.
But I can believe we have had them with smiffe. 
Same yeah, so so long ago. 👴
I still think it would be nice if the comfort buff recieved 1% or 2% extra bonuses from the buff for every level of comfort as well... Just so that once the duration starts to get so long that 1 extra minute doesn't really add anything, you still have the slowly growing strength of the buff also incentavising you to push it to the max. 
i like that idea
#suggestions message 99, so close 😅
made it 100
This is cause for celebration. I shall play Valheim tonight and think about my life choices that put me where I am today.
103!! Anyone 104?
Kekw, way to boost the upvotes 
Got the snapshot for the history books 📸📖
I screenshotted it too, just in case lol.
I upvoted it
#suggestions message
there’s a world modifier you can use to reduce skill loss to 1%
@graceful hemlock
really? what is it
Death penalty set to ‘very easy’
Not 0 though? 
And it effects more than just skill loss.
Shouldn't have bundled effects (shakes head).
There’s a separate option for 1% skill loss and 1% skill loss + keep equipped items
Where do i find this (assuming it will work for my current world)
Did they seperate them finally?
Use the world modifiers button on world select
Oh, I think I know what you mean. Just two different forms of that one setting. 🫡
I still think they should lower it for the initial setting when creating a world tbh. Its a bit extreme
Can change world modifiers at any time, without issue. ❤️
Can I make it so torches dont run out of fuel?
No...
Unless you grab the mod for that 😉
almost other gave has it so torches dont run out 😭
For what?
I used to use a lot of different weapons, but now I have to stick with only one because whenever I start using the other my skills will go down when I die
You don’t need to stick to whatever weapon has the highest skill
And what does that have anything to do with making low skill loss the default settings as the msg I replied indicates?
I do if I want to kill the enemy 😂
Kill the enemy with low skill weapons, and eventually they will have high skills too
The intended way is that it's meant to be harsh so you are encouraged to prepare yourself. They can be changed at any time so idk why it would matter whether low skill loss was the default option or not
Because the game recommends the default settings lol
Yeah, exactly my point. Eventually they will have high skills for that weapon, while my old skills go down lol
Skills only go down if you let them
damn bros got a point maybe its me and not the game 💀
I should just not die then dang
Back on the topic of skills again. 
You two are being unreasonable here... the average not super skilled player is going to die here and there.
I get what Adam means.
Though I don't think skill loss needs to be completely removed. (Or even lowered per say)
We just need changes to the dang skill system already... and I know you both can agree with that 😏
So cut this poor sap a break haha
Their new here.
Yes, because the entire point is literally that you git gud.
Of course you will die 10000 times before you learn how to do things properly. We all went through that, you are meant to learn from those mistakes and stop dying as frequently by overpreparation
yeah. maybe if they lowered the skill loss by a lot, they could still have it as an incentive to not die. I hate it when I switch to a new weapon and my old skills go down. Same with fishing
It only takes a couple deaths to lose many hours of skill gain.
Git gud isn't the solution here. 🤦♂️
I'm always going to die lots cuz I like to have fun. Its not about being the bestest player who never dies. I play to build not to become the dream of valheim
Then lower the death penalty and difficulty...
The solutions are right there
You want these changes for your own playthrough and that’s fine, but you can’t assume all the players want that as their default.
Once again, I didnt even know that was a thing. Also, the game recommends that you dont change stuff for the first playthrough. I dont think this level of difficulty is needed for the first playthrough
That is fair for 50% of players.
(Just change the settings)
It doesn't address the greater issues with skills as a system though. 🫡
Valheim isn’t exactly trying to be an easy game
I agree with this 100%
bro what is the point of the suggestions then? like Im giving you my opinion obviously not everyone is going to agree but like I think a lot of people would like the defualt skill drain to be slightly lowered
I'm not asking it to be tho?
Yep, chat here should remain a friendly discussion.
Just some opposing opinions is all 🤭
My point exactly...
I'm just tryin to lay out an idea here and I'm getting roasted for being bad at the game 😐
Again, for what? Just change them...
i do think non combat related skills shouldnt be drained
It's just irrelevant to make it the default when changing it takes like 5 seconds
There is a few here that are a bit abrasive in how they chat... don't take it hard.
Being fair. Rianu is right in ragards to lessening or removing skill drain (mostly). Should be a 0% drain option not tied to items dropping though 
But it also doesn't address all of the many other problems with skills.
Here's to continuing to hope the system gets tweaked and improved. 
I just think they should change it so the recommended difficulty is different. I think it should be tweaked so it is more accompanying to players who arent as amazing at the game as the 🌸🔥 people. All I wanted was a small tweak to the defualt game experience. I don't want to play "easy" mode, I want to play normal. I just want the normal to be slightly different.
yea i think the system needs improvements but losing combat related skills on death is perfectly fair
I just think that if I fight with a sword I dont think I should lose atgar skill yk. If I die a lot then all my other combats skills will be drained except the one im currently using
To bring up a counter arguement.
You can technically defeat enemies just fine even in ashlands, even if all of your skills are 0.
I do see how it punishes you unnecessarily hard for trying new weapons later into the game ofc.
And I also recognize it as a lose more system. (Dieing lowers skills, making it easier to die again)
I think once it receives some larger reaching changes such as XP actually scaling with content and progression, it won't be quite as bad though.
It is
yeah but technically isn't really what im talking about. I think they should do it like skyblock in hypixel. It gets really hard to level up skills in the endgame, and you cant lose skill levels but its not as easy to level up. Somewhere between hypixel skyblock and stardew is what Im looking for yk
In your opinion, sure. I dont want to be confined to only 1 weapon because if I choose to use another I'll lose all my skills.
You could make multiple main weapons instead of just using one
I'm saying the same thing I've said before obviously. you dont speak for everyone man, I'm just laying out an idea thats all.
I can't really say valheim should adopt other games way of doing things though.
They have a different hope for the system, as part of the punishing deaths.
You don't
?
so you're suggesting I make and carry around a bunch of different weapons at all times so then I dont lose those skills?
Im not really a fan of that idea tbh
Yes, because you have always been encouraged to use different weapon types. Sticking to just one has always been a bad idea
People playing the game isn't a mistake, regardless of how they play... (within reason)
There are many that do feel compelled to stick with only one or two weapons, due to skills. It's not an unusual case. 
Then they know what they signed for when they chose to do that 🤷
dude I dont get where your aggression is coming from. LIke I don't want to make 5 different weapons and level them all up and carry them around at all times. does that not seem extreme?
my point is that im discouraged to do this because of the skill system.
Not everyone... they will hit the later biomes that add new cool weapons, try out something new, and then get shocked and burned when suddenly they deal a whole ton less damage 😂
Its a bit exasperated by a few other factors too... but that's how you tend to end up with people having this kind of an opinion.
I am not agreeing entirely with Adam here, or the kind of change they are specifically suggesting.
But I get their angle.
Can't just write it off, especially when they are far from the first to have these opinions.
Yeeeeeep.... it's too common 😢
It would be great if the skill system encouraged exploration and experimentation and fighting and playing in difficult areas
As opposed to grinding in easy areas. But there has been 0 movement in that direction since EA to now
It must be up there with the most commonly talked about topics here.
I might even say that it's worth the devs considering saying what their stance on it is some time. Weather they have it on their mind, or think the system is good as it is now... (I hope not lol)
I used to only use spear in early game. Got it to level 15. its back to level 0 now 😢
me when I fall off a cliff so I lose fishing skill: 😐
Had a new idea floating around for a bit now. Suppose I should get it on paper and put it in the suggestions here.
I dont get where your aggression is coming from
...
Alrighty, there is a new idea 😂
And something wildly different, from what I have seen at least.
Can let me know what you think of the concept, if it piques your interest or sounds bleh. 🫡
How did it get to level zero? Ive never seen that happen. Forgive me if that sounds rude.
skill tree perhaps
you start at 0. need 1 xp to get level 1
Also, level 15 shouldn't take long at all to get back to. And if you stopped using spears in general for long enough to lose all skill level in them then you're not really missing out.
Had to have been neglected a real long time and many many deaths later 🤭
Anything under level 25 is not that hard to reattain ye.
It took me like 30 mins to go from like 5 sneak to 30 sneak
or something like that HAHA it doesnt take super long
Would like this
Some skills def level faster than others, although some of the new ones hit harder upon death because they aren't as quick to level
Back when the glitch wasn't fixed, I experimented with it and spam-clicked an unlit cooking station and it took me like four minutes of constant E pressing to get to lvl 12-14
That's a lot of dishes if each press was equivalent to one food item
I'm very bad at math so I might miss the mark, but after that threshold, I don't think it would be unreasonable to assume an average player could die once per cooking level they acquire, keeping most in a level limbo where they're unlikely to see bonus yields very often
A decent deal needs to change for skills, without a doubt.
XP gain is #1 on the list... 
Especially with something like farming being on the list now
losing 5 lvls from 100 is...a lot of plants if I had a guess
That's not true-
Gets one exp from crafting trollstav
Nvm
Wow, that's the same amount of xp I get when crafting Flint knife!
why would yall hate on this #suggestions message
imagine u unlock a bomb in ashlands that lets u just throw and blow up almost an entire silver vein. da fuck that would be epic and fun
"nah man, if i aint holding left click, i aint alive"
You already unlock a bomb for mining but you need to get a catapult to throw it for you
nah just u throw it like any other bomb
Explosive payloads are great for mining flametal
Can the explosives proc the sinking for Lavaiathans?
it'd be like a grenade (my suggestion)
Probably, but since you’re only hitting each part once it would be less likely to sink
https://valheim.fandom.com/wiki/Explosive_payload
this exists already.
without catapult
i feel like u guys babysit the devs too much, like "naah they dont have time for this 👎 ". let them worry about that and u just worry about suggesting cool stuff
Actually would be cool if the explosive payload would be also placeable to a desired point and exploded with some source of fire, not only used as ammunition for catapult.
ya
high-pitch screeching
Encouraging to NOT use the catapult wouldn't be a good idea...
True, forgot for a moment how easy they are to craft so I see the point.
Requiring the player to use a catapult is the only thing stopping these bombs from being a complete replacement for the pickaxe
thats why i said make it available in later biomes such as ashlands (and then u can make newer type of ore too strong for such bombs)
That as well
#suggestions message @frail rose candles just arrived in last release
oh, didnt even know that, nice
There's a new merchand in the swamps, a witch, she can sell you candles 🙂
Skoll and Hati and berserkir axes are dual wielded, although they’re functionally identical to two-handed weapons
And no, we will not get universal dual-wielding
Also flesh rippers
how do you know?
Because the developers said so, if you want it you'll have to get or make a mod for it.
Ask Smiffe if you want.
@graceful hemlock #suggestions message
Low key could be a nice way to help get some of our early fishing levels. 👍 
.
That being said... would be more reasonable if said serpents had to be harpooned to shore first for it, and that was extra reward for the process (fishing the serpents to shore - then finishing them off on land).
But that would be too complex I am sure 
Perhaps if there was some tiny chance fishing in the ocean had a serpent nibble on the line (spawned a new one and gave some decent xp). 
Would be entertaining to see!
Keep cooking
I like this one! Harpooning serpents giving fishing xp.
#suggestions message I've been somewhat vocal about adding more battleaxes, like Mistlands tier before Ashlands.
I've grown on them again lately.

@verbal bear 💡 👍
Aren't they more like skates then instead of axes?
I didn't get what you mean. 👀
If you grow on axes the axes are on the bottom or your feet or so I presume.
making them more like skates.
Lame I know but that image just popped in my head, a viking skating on axes.
Ah, didn't get it first because I forgot it was all in one comment lol.
Yeah might have been grammar error as English isn't my native language. 👍
It didnt really make sense at first, as a native English speaker myself LMAO
#suggestions message I honestly don't understand why there isn't a standard build piece set at each material level. They don't have to be exactly the same; add some fun stuff at each increase. But wall, floor, and roof pieces - at a minimum - should all be interconnectablechangeable.
#suggestions message if it includes an extremely rare ingredient + endgame/Deep North material then I think youre onto something with waterwalking
#suggestions message enemies can attack in water but we cant. Seems really unnecessary to me. The unequipping feels pretty bad too.
ya u can make mats somewhat rare and also make it active 30s and have cooldown for mby 5min so u dont abuse it. only for emergency situations
id love to have it during mistlands as there are many small islands in that biome + seekers flying hunting you, sometimes u get stuck in water and auto dead
#suggestions message I agree, and there should be some impositions on enemies as well (unless deliberate). Why can skeletons and Draugr run across the bottom of water bodies? Why can't I block (not being able to stagger seems reasonable) a leech while swimming? Viking arms, like all bipeds, work in three dimensions; if an enemy can hit me, why can't I hit them?
I would personally just use the swim potion for those situations
oh didnt know theres a swim potion
It was added with the bog witch update and halves swim stamina cost
who needs boats anymore
We can just add killer whales we tame and ride 
(Joke... but there is a mod that adds that)
gjall nullifies sailing around slowly
I imagine the reason you can't fight while swimming is because of stamina not regenerating, meaning if you try to fight stuff in that situation it would just make you drown much faster (and end up where you can't fight anyway), leading to players complaining about that as well. And if you're in deep enough water to begin with in the middle of a fight that's a mistake the player should face consequences for.
well i nullify gjalls health pool
i find em pretty tough to fight personally
dont people carry a stamina potion with them?
only at the beginning, once you get spinesnap they become nothing more than a nuisance
I do think it would be nice to not unequip what is inside your hands though, so you can come out of the water ready to continue swinging 
Was a fine suggestion imo at least.
Not including actively fighting in the water.
Could be that you reequip them automatically when getting out of the water in that case.
That would technically achieve the same thing yeah, and good enough.
If you had weapons still equipped while swimming but couldn't fight with them that would be a logical inconsistency people would complain about. Best to avoid that situation altogether.
Fair fair 🫡
Would like your solution of just having them re-equip automatically just as much, so all for that.
Kekeke... me who never uses potions... because I am too lazy.
Not even lightfoot 
Using up inventory slots for potions that will only have niche uses is not something I care for at all. You can play the game just fine without the majority of them anyway, so it's no real loss to avoid using them.
Have not played since the bog witch update yet, due to being in a moving transition 😅
I just keep up on this discord far more than should... by lurking with my phone.
I prefer it being equipment based
i mean we can already punch in the water for no penalty
either remove that or give the ability to attack in water 🥴
I don’t see why we should be encouraged to fight in water. We’re supposed to avoid it.
When was this ever about encouraging fighting in water? 
#suggestions message Honestly don't think a suggestion is necessary. Those methods are exploits that will more than likely be patched out anyway in some form (whether people want or like it or not). But along with that, enemies shouldn't be able to damage the wards, as that's also easy to abuse.
Hey everyone!
Curious why people don’t like the idea of removing wood rot as an optional world modifier. Not like I’m asking for a full removal just the option cause builds can get ugly with with it and it get unmanageable on big ones
I never did it either, the fact that you don't regain stamina is already a huge turnoff, but the fact that you can't fight in the water is super annoying.
especially in the mistlands i find
Tbh this is what Generators are for now
That still adds visual clutter and is too expensive for big builds. I can’t realistically cover a whole city in generators which is why I’m currently modding out wood rot. Would be nice to not have to rely on the mod though especially if he ever stops updating it
Then how would be able to get the extractor? You can't trade with them, literally the only way is to either lure enemies into the camps or cheesing. Which I'm sure it's not even cheesing and is instead intended method of getting them without aggroing the dvergr. Probably the cart is an exploit, but the rest? Nah
Otherwise you are essentially suggesting that the only way to get the extractor is by directly killing them, but why would you attempt to directly become enemies of the best help you can get for surviving mistlands? And if the only way to get the extractor was fighting them, why making them neutral instead of completely hostile in the first place?
-
encourages building in a way that involves not getting wood to weather
-
repairing is now functional because it gives exp for the crafting skill
Second option alone should be an indicator of "we aren't removing wood weathering lol"
Why is encouraging that style of building definitively better though? It disincentivizes pretty normal stuff like an open balcony or even just a wooden staircase that leads up to your wall cause it’ll start rotting with the next rain. And with the xp thing that’s valid but again I’m not asking for the full removal of it just the option to do so for us builders in the world modifiers. Personally I care more about a nice looking build than maxing my crafting skill and I’d like to have the option to not have my build covered in rot
Weathering mechanic for wood should be a world modifier. Most builds just mod that crap out its so annoying for outdoor builds
I disagree, the fuel lasts a long time and I've covered my entire city in them to prevent rotting, it's far more manageable than repairing and the fuel comes to you with the skeleton raids
The bubble doesn't exactly clutter anything considering how the edges combine
But if I don’t want the bubble visual and sound effect over everything then there’s nothing I can do. I like seeing open skies. Not to mention it’s a pretty late game item so anytime before then there’s really nothing you can do. And my build is big enough to the point that it truly isn’t feasible to cover the whole thing
It really seems like a harmless option that has massive benefits for those who are bugged by wood rot but for those that aren't then just don’t turn off the setting. Once again I’m not advocating for its removal entirely. I actually like the mechanic in the survival stage I just don’t in the big city building stage. I don’t see the harm in a toggle
This is exactly what I’m suggesting, making dvergr harder to cheese so you’re more likely to fight them because I see it happening so often, potentially more than with any other part of progression.
i like bread
oh whats this now, dvergr hate campaign, if i can't cheese the extractors out of them and keep them my friend i willl spawn them with dev commands like i've always said 🙌
10/10 would cheat again
Says a lot about a pain point in progression when more and more players actively avoid doing it the “intended” way
Like hmmm maybe just maybe the dvergr extraction progression point is flawed
Or the mindset of the players is flawed, which is generally the case. Expecting a game or an aspect of a game to be something it's not is the fault of the players.
i don't care about expectations, i don't want to kill dvergr, and as long as i have dev commands or cheese i am not going to do it.
It’d be much more interesting to trade, go on a mini quest or something to obtain an extractor rather than just nuke their camp. We already raid camps in the plains. If you want to nuke their camp sure be my guest but multiple options for obtaining the extractor would be great.
well yeah thats the point of suggestions too so idrk what peoples problems are with the concept.
it was before my time in the server but i am willing to bet portals that you can take metal through were suggested before and shot down before, and now here we are.
it could also be a world modifier that dvergr don't defend their warded things for example ((WHY DID THEY KILL ME FOR BREAKING MY OWN CART IN THEIR WARD)) the same way you can turn off portal restrictions even though stone portals exist
Damn ur really having a conversation in 3 different channels at once
Was actually more surprised someone would be that upset over being able to cheese the dvergr 
Its such a small point of gameplay, and nothing is stopping you from just not cheesing it.... 😏 as many of the sticklers would say about literally anything else that is far easier to abuse.
Can think of a bagillion better uses of the devs time than to "fix" this cheese. 🫡
I just see so many more people doing it to dvergr than any other part of the game
And I preach portal abuse 🤷♂️
The most broken aspect of valheim.
Honestly the biggest thing is I just don't see the devs caring enough to tweak it 
But we will see. 1.0 is the right time for changes throughout the whole experience to ensure it is smooth as possible from start to finish.
i personally dont cheese dvergr but i get why some people want to do it. idk theres much bigger issues with the game to fix. i think more people cheese fortresses but shhhhhhhh until siege isn't cancer to use, its fine 🤫
Some might want to have it a bit easier because dvergr ice mages are busted. 🤫 Especially if playing deathless run.
they are pretty insane 
Had 2 close calls with them in my latest normal deathless run because of them. 😅
And with my earlier deathless run when Mistlands were the latest biome I died to ice mage. Although I had defeated the Queen already then.
Magic weapons just hit like a truck... weather used by us or enemies.
Real scary to be on the receiving end 
Necromancer enemy that uses dead raiser when?
You mean the already-existing warlocks
cant spell necromancer without romance
Necromancer = neck romancer? 
I have very, very rarely fought them.
The only way you would aggro them easily is if you use aoe attacks, but if you choose to use aoe when they're nearby despite knowing the risks then you kinda deserve the punishment.
As I said, if the "cheese" methods were removed which would result in the only way of getting extractor is by killing them, why were they made neutral when they could've just being actively hostile enemies from the beginning then?
True true 
I don't know.. considering there's multiple avenues for avoiding the wood rot, it seems like the intention is to have players fix it by advancing or using roofing logic. Iron wood poles and tar wood poles don't suffer from these issues, leaving only 1x1 wood floor and wooden stairs to have the possibility of rotting after a certain point. I also have a rather large city that takes 14 generators to cover completely, but once it was worked out I was quite happy about never having to worry about rotting-- or the Wet debuff. I can't say it wouldn't be handy to have a toggle for players that are just going look elsewhere to solve what they find tedious or strenuous, but from what I've gathered from developer input, straying that far from intended mechanics isn't how they like to do things.
I think like 80% of my extractors were obtained by unintentional methods. 🤔
I'm interested to understand the intent here... if you're someone that regularly clicks the ♻️ option on a suggestion, are you sarcastically saying, "Yeh, we've heard this one!" or are you saying, "Yes, this has been brought up before and it needs addressing!"? Or is there something else going on?
If between those two options, it’s the second. “Hey, This has been suggested before, and is probably worth investigating some previous conversation about the topic
Yeh, I would have thought so, too. So the ♻️ numbers are probably even more important than the 👍 numbers.
The number of ♻️ doesn’t mean much, it just shows that multiple people remember it being suggested before
Which kinda reinforces @rose swan 's point.
If between those two options
I did also ask if there was something else going on, so I'm open to hear about the nuance.
For me personally, it’s never used a jab or anything. I don’t put a lot of thought into it to be honest, but sometimes I feel neutral about a suggestion- or I haven’t made up my mind haha
I don't treat it too seriously either... if I remember anything that is somewhat identical in what the suggestion is suggesting... than I will throw a ♻️
I try to always add a 👍 or 👎 as well though, unless I am neutral about the suggestion...
There are times I am forced to vote a thumbs emoji though if it's not a ♻️ suggestion. But that's just from my own personal goal of voting on every suggestion hahaha.
Wish there was a neutral vote 🤷♂️
That seems a shame. I'm totally on board with the ♻️ indicating a "Look at this one! It's been suggested multiple times."
Technically that is what it means for me, sort of.
But many will use it more loosely ye 
Indeed. It strikes me as more of an elistist, "Deerrr!".
An actual neutral vote... would be nice 
What would the emoji be?
I always try to encourage conversation, even if it’s a worn-out topic. I usually try to engage healthily in the conversation as well. You never know if someone might offer a new perspective 🤔
👊 maybe, right between the two thumbs. Sort of like roman coliseum style haha.
?
Clarity around the options would be nice. ♻️ doesn't seem helpful. Maybe it needs a Likert scale - something like "Definitely no", "Needs some work", "Not important", "Good idea", "People ask for this repeatedly".
Asking for something repeatedly doesn’t always mean it’s a good suggestion 🐴
I mean, only so many options for discord and emoji are loose in meaning.
♻️ to me shows that there seems to be interest maintained for an idea from new people... as new people in the discord are the ones more likely to suggest very similar ideas already in existance. (After all, most don't know to search the channel first before posting).
Aaaaaand there was the discord wipe... 
That's not what I said. I said ♻️ isn't helpful; it's not clear enough.
But just like any other vote, you need a decent amount to mean anything. And even then this discord is a tiny tiny sample size...
Which is why I like to scim popular valheim youtubers vids and comments to get better ideas of what more people think. 
Yeh, there is the 'loud minority' possibility. But votes aren't necessarily binary, either. The Net Promoter Score system is effective for a reason.
I think the truly best way they could get some last final feedback would be if they took the ideas they might like most from suggestions thus far... and talk about them some in a QnA.
Will get a far larger sample size then, and can Guage viewers reactions to see what might get the most squeals of fan joy upon implementation 
The extra community interaction is always beneficial too. We all like feeling like they are listening, right 🤭
The PTR is also far from a representative sample size, but that's a definitive qualifier for update releases.
@plush summit I SOOO want to build a crystal igloo in DN.
I just want to build a regular igloo 😂
ICE PALACE! Think bigger! 😛
#suggestions message We have glass/crystals. Why do we need to wait until Deep North?
💡 Some damage immunity right after you use a portal, I just teleported back into a dark forest biome and got one shotted by a 2 star troll before I had control of my character. 2-3 Seconds does not seem like an abusable amount of time for jumping back and forth from portals
I disagree, it is logical to be killed while teleporting since your character is disoriented by the power of the portal. We need to protect a portal point, and that just sound so logical. if you were absolutely invincible, why building outpost ?
#suggestions message I'm not adverse to concessions to damage on death, but if you don't know what's on the other side of a portal you've only recently used, it's your own fault.
Portal is still at risk of being destroyed...
And I get why dieing before ever getting the chance to even control yourself is frustrating, due to being in a loading screen.
This is coming from me here... someone who despises how freely portals can be used 
Perhaps if at least until the loading screen finishes you can only drop to 1 health, so you have a moment to try and dodge away. That would probably be enough without going too crazy.
Perhaps just a second after is fine too... human reaction time and all... but no more!
This is coming from me here... someone who despises how freely portals can be used
Not sure how you're maintaining a long-distance relationship without portals. 😛
I wouldn't really care if it wasn't added ofc...
But would be perfectly acceptable if the devs deemed it good. I can see how it makes sense for the sake of fun.
Has been asked for enough times to consider it. 🫡
Best reply I have ever read hahahaha
It's just slightly disconcerting how much my new Valheim girlfriend looks like my old Valheim girlfriend. They must shop at the same clothing stores.
Only one that I know of hehe... hildir* gets all the business.
Hildir; because you're worth it.
You'll have to massacre a bunch of skeletons, slaughter many, many Fulings, and decimate the local lycanthrope population, but you'll be rewarded with a fun new hat!
I wonder what the likelihood of a forth vendor is before all is said and done with 1.0 
I had to go forth to find all of the vendors. I'd be amenable to going further forth to find a fourth vendor.
I would make it a dvergr smith... are pretty common as the best smiths in Norse lore.
He could help us make our final end game weapons.

I really like the idea of being able to explore for meaningful crafting benefits. The Dyrnwyn 'quest' is fun, but meaningless to any players that aren't interested in swords. A Dvergr smith sounds really fun!
It’s not only that it would be tedious but aesthetically I really don’t want constant bubbles and the noises. I like shields for the Ashlands but I also like having a city in this medieval inspired game that doesn’t have shield generators lol. I also like looking at open clear skies without the bubbles. As for “straying too far from the game design” we already have options to completely pacify enemies, remove all restrictions on portals (which says in the description for that modifier that it bypasses the intended progression), and no build cost. Those are far more impactful and “not true to the intended game vision” than a toggle for wood rot
They're made neutral because that's what their temperament was designed to be. And they are not all made openly hostile because the player chooses which settlements to attack and when (and attacking one group doesn't anger all groups in the world, meaning you will still have friendly groups once you no longer need to collect extractors). They only turn hostile when attacked/provoked first, a typical design for entities that are neutral beings.
Also there aren’t more avenues for avoiding it for some things. Like I’ve already mentioned an open air balcony isn’t possible to keep clear of wood rot and I don’t think it’s fair to force the player to make a stone balcony. For one of my builds I can’t make a stone one because the balcony is too high up in the building for stone to reach. For another build, my wall is a basic palisade with a walkway. Palisades don’t have coverings that I’ve ever seen in history so I don’t want one here (also it’s an absurdly long wall so I wanted to keep it cheap) but without mods, if I don’t want wood rot or an obscene amount of generators, I’d have to walk the entire circumference of my city repairing every piece which is totally unfeasible. But if I don’t then my wall is at half strength
Agreed. It seems an easy fix with resin and tar as crafting options.
#suggestions message So basically a very empty/vague/nothing suggestion. There's no details or specifics at all. There have been many previous suggestions and discussions on the topic, what do you propose that would be new/different/unique from all of the other posts?
Kekw... dunno if you have heard my rants about my #1 desire, Mr. Moose, but it has to do with how much of the world growingly becomes more and more ignored as you move through the progression. 
Fair response 
To think some want the world to be bigger though... heh
I have no allusions about being original. My advice is to go back to those other more specific and less empty posts and try and tone down the deliberate antagonism.
@stiff stag Stop typing, I don't care. Spend your time expressing your love for someone close to you.
Your suggestion is just "do something", it's in my opinion a very lazy approach to avoid having to come up with an actual idea, and it will likely just result in the empty suggestion being tossed in the trash (although the vast majority of ideas go unused, making a vague suggestion is pretty much a guarantee that it won't be used).
When you put something out there it's open for people to discuss and criticize it as they please.
"Do something" is fantastic advice whatever you're interested in.
I'm interested in discussing the topic to get more details and specifics (can't really get behind or support an empty suggestion, as I'm sure plenty of others can't either). Not sure why you're so averse to that. This is a discussion channel for posts made in #suggestions. If you didn't want to discuss your own post further or deal with constructive criticism, why post in the first place?
Been thinking more about a quest to get missing pieces of a boat, it’s been a fun little brain exercise 🤔
A unique boat could be kind of interesting. Could be an optional thing tied to the Ocean biome (e.g. you have a chance of finding a treasure map in a bottle on a Leviathan and it leads you to the pieces)
Such a pointless debate hahahaha.
People can suggest whatever, regardless of how vague or in depth the suggestion is.
Do X because I believe Y and it would benefit Z - is more than enough
5 paragraphs for a single mob idea... also completely fine 
No need to get upset over this.
The devs can decide for themselves 🫡
That’s kinda what I was thinking- a little quest that brought the ocean some extra depth and life to it.
Oooh a message in a bottle, I like that!
End game legendary boat you forge anew from remnants of its past glory sound plenty epic to me 
Sign me up!
Was thinking one of the pieces could be a drop from a serpent miniboss 🤔 I don’t really like the idea of an ocean boss, but a miniboss might work. Give it ranged lightning breath attack, a unique name (not jormungandr) and a cool little trophy
Of course, the serpent should be very far from spawn- wouldn’t want someone to stumble into it accidentally too early in the game looking for the Elder lol
Have the miniboss only spawn if you have the item that tells you were it is in your inventory once you get to the spot, that way we don't randomly happen upon it way too early 
Thinking the same thing hehe
pls put the special boat idea with the treasure map & boat pieces in suggestions
Done 🙂 was debating putting the entirely of the thought into a suggestion, I’ve basically written a novel in my notes app at this point LOL
I have a tendency to go way to in-depth during discussions lol
hi
I write suggestions into notes as well, and then prune it down 
Tend to have far more than I ever post, and it is always important to do your best to make it as concise and clear as possible.
Easy to ramble a lot. Hard to get the message across quickly and clearly. 🫡
ahh i don't really think i just blurt.
Personally I think if you go through all this effort to get an end game unique boat... than it should reflect that and be super powerful 
Make the boat a decent amount faster, and give it something to really stand out. Perhaps the effect of wind it always in it's sails, and going without any wind only lowers it to about 40% effectiveness or so rather than 0. Meaning, no rowing and it only ever gets slower.
Its an end game ship after all hahahaha.
I was thinking maybe it could have a more forgiving radius of tailwind?🤔
I guess In my mind it wasn’t necessarily an end game ship haha but It definitely could be!
Should also be able to purchase a new bottle to repeat the quest chain if you want, after anyone in the world has already found the bottle.
This way a few people could have it, rather than only one. 🫡
Ahh that’s a good idea
For the kind of effort we are talking about, I would hope it's our end game ship 🤭
Would be hecka cool though!
Bottle this with a few other really wanted suggestions such as the ability to customize the sails some to not all look the same, and its a big win imo 🌟
Perhaps make like 5 to 10 patterns for the sails, and you can acquire them from hilder to change as you please. 
That’s so funny how you mention sails like that! Here’s a clip of my notes involving the ship quest haha
Foreign Silk Sail
-Purchased from Hildir after returning the silver chest. 2500 gold. In need of minor repairs- requires linen to craft into ‘fixed’ version. Note: upon crafting, this is where you can choose a style to pick from a handful of sail color/design options. Same style selection option as shields essentially.
(Shortened version of course lol)
Could even use that old folding connu concept and let us have the ability to pick up the boat and place it down on a whim!
That way we are not needing to break it down all the time...
Less chance of parts sinking to the bottom of the ocean.
Ofc the repeat quest allows you to regain the boat should you lose it somehow.
.
Great minds think alike wahaha!
This is valheims end, so no harm in going all out 😁
What they do for 1.0 will be remembered, and may effect the studio as for what they do next after valheim.
I get too excited... and start splurting too much out haha.
Spend too much time here for sure. 
Me and you both 😂
Hey I don't disagree that they've made exceptions to the rule already, I just don't know how far that logic stretches beyond them. In the case of an open balcony, there are methods to keep wood rot away, such as placing floors on top of darkwood beams. Perhaps it'd be worth suggesting a visual generator bubble toggle as well, it's never bothered me but it might get support. 👍
#suggestions message We simply love whales too much 🫡
So, I was playing in Mistlands for the last few days now, and I have been wondering, why is it that we can only equip 1 accessory? Like for instance, why can we only equip the endurance belt or the Wisplight? It doesn't make sense to me. It's not like they overlap the same area on our character. The drawback that they take up valuable inventory space is still true regardless if you can equip one at a time or all of them together. I'm sure this is probably a really old discussion that has been answered by the devs many times over (and I don't expect it to change) but I was wondering if anyone knew the reason why they made it this way? Is it a programming limitation? Does the idea of being able to carry more AND be able to see at the same time in the Mistlands provide too much of an advantage? Finally, is there a mod that enables the ability to equip more than one accessory?
it's game design
Yes, I understand that the choice to make it this way was deliberate, I'm more inquiring what was the deliberate reasoning behind choosing this way (only 1 accessory at a time) versus the other.
don't know the original reason why, it was before I was hired
Probably why we can’t wear two helmets on top of each other, it would be very powerful and boring as you don’t have to make a choice
but I can make a educated guess
force the players to make active decisions and not using all the "tools" all at once to become a super-human
I'm trying to think of all the accessories I have and if using them all at the same time would make the game easier...and so far I only have the Wisplight, the belt, and the wishbone...and even if I had all 3 of them equipped at the same time, I still don't think it would change much besides the fact that it's more convenient to not have to switch between them all for each situation. Perhaps later we get more accessories that add to this issue that I'm not aware of.
Anyways, thanks for the quick responses. I'll contemplate on this some more.
if you used all things at the same time, you would probably also carry them around all the time
meaning you need more inventory space
Yeah, the tradeoff is not having inventory space, I totally get that. That's the cost you'd have to make for using them all at the same time.
also. pocket portal system (the one we have now) wasn't even considered
Oop. I am missing out on something juicy 
(Sips juice)
🤔
I see I see, about the game design... is that accessories are meant to have important effects of which you have to pick one of ONLY to be active at a time.
Its a trade off...
In the case of the wisp light, ypu sort of need it for the mistlands (that's the intent at least), and so you should pick it over other bonuses such as the belt. 🫡
Is that trade-off very interesting though? I mean sure it has some impact, but its not crazy interesting imo. Could be better trade-offs for your trinket (not slot) limitation.*** 🤭
no
and no
and absolutly not
no slots
no armor slots
no potion slots
no arrow slows
Slots??? I was not implying seperate inventory slots...
I was just meaning your only one accessory allowed*
Yes, I was not imply some separate slot though... I was using the word to imply the limit of only one equipped at a time.
Pardon the confusion
I would hope that's a little obvious... since we don't have an separate inventory slot. 
For anything.
Yep, and I never intended to imply that 😂
If you don't want to add slots pls don't have 20 different useless drops in ashlands that we have to throw away for our sanity. Also you added so many awesome meads but we don't have the slots to really enjoy them
But it is, as I was trying to say... a limit that is forcing you to make a choice between viable options. In this case, the one available trinket you may have actively equipped and effect working.
you don't have to carry around all of them at the same time 🤔
How many items are you carrying that you don’t need?
no need for a love potion in ashlands
but you still are forced to pick them up and throw them out
henrik forgets he can just bring a cart for extra slots 
i do admit it does get annoying having to juggle around utility items
Nothing beats pocket portal... if you don't have one, you miss out on infinite storage at your base 
I see you mentioned it wasn't taken into account... but was there from day 1
Inventory slots isn’t a problem, I’d happily lose anything for lightfoot’s jump boost
Well... aside from the limit of no metals until ashlands
if you ever got to try the 0.79.10 version. you couldn't portal as you wanted
it had alot of limitations
The inventory is fine first five biomes it's just the amount of garbage that u have to throw away every 2 secs multiplies at mistlands and again at ashlands
Was that a live release?
Honestly I joined during the main craze when numbers skyrocketed, and its just how I remember it being from then until now huhu.
Whew, the real early days 🫡
btw. don't go search for it.
alot of versions out there are now fake virus clients :/
With pocket portals though (sadly)... I could honestly say we could have a bag that just send stuff right back to a box at our base when you drag something into it and the only difference would be no loading screen
Aside from not actually having access to resources at home... so technically worse..
(Ofc with same metal limitation)
I still find it very hilarious the viking character is capable of raising the dead, throwing fireballs, conjuring lightning etc but cannot figure out how backpacks work, how to plant bushes, and engineer a way for wood to stop from rotting
Had me worried for a second when the No no no started btw 😅
Thought somehow I actually got something super duper wrong about trinkets, and triggered a response. Whew.
You activated Smiffe’s trap card
Big sigh of relief 
Figured it was in response to this #suggestions message lol
For a moment I did too, Was genuinely confused.
i find it funnier in the meadows you can find old villages where people managed to plant raspberry bushes
but you can't
See... they just built a farm around the already existing bushes. 
oh that to
"just because X has it"
that's like a instant no IMHO
Same 🤣
One thing to consider taking inspiration from other similar games.
But just because something exists in them doesn't mean every other game should have it yeah.
main inspirations where Zelda games, Terraria and Dark souls games
Checks out 😁
🫡
No wonder I love Valheim so much, those are like all my favorites 😂
Zelda my #1 
Moder's power is the wind waker.
Sort of, but not really lol
Inspired 😉
This list needs to be pinned
I know, was just drawing a loose comparison.
no no. it's for the real knowledged people to know
Tbh, if you guys were annoyed at the constant "moar inventory" you could improve the current cart.
Removing or drastically reducing the weight on items placed in it would encourage its use a lot more
I mean... I still would never carry cart mats over portal mats sooooo... unless it's specifically metal lol
not "you guys"
😄
Terraria is my number 1, majoras mask is high up on my list lol. Souls games, gotta love em!
All the ole timers here have trigger suggestions 
maybe change it to 6 hours so people stop spamming
okay but legend of zelda spirit tracks and phantom hourglass will forever be goated
Idk, loved phantom hourglass, but was many far better ones. Even if only limited to handheld releases... we have bangers like link to the past and minish cap 
Without the restriction there is twilight princess and ocarina of time too, up there with wind waker and majoras mask...
So many bangers ❤️🔥
Must admit my passion for those two are mostly just from nostalgia, first 2 games that i ever played
I mean...it is a slot...it's an accessory slot, head slot, back slot, torso slot, and a leg slot...heck I would say it's a left hand slot and a right hand slot (or both hands slot). Even if the slot isn't visible on a character page, it's still a slot.
I really like your boat idea, but I also disagree against it because I feel like that’s something the devs would add along with a new ocean creature and then just call it an ocean update. I want them to kind of go on a bigger scale regarding the ocean or at least sailing.
In what channel do i ask about bugs or glitches?
Look under the "help channels" section, multiple different bug discussion channels listed there.
Thank you!
Odd take to have. Your reason for being against the suggestion has nothing to do with the suggestion itself (basing it around a made up/nonexistent issue). And it's bad faith to think so little of what the developers would offer (especially considering they already have plenty of ideas of their own planned in the background, it's not going to be as lacking as you fear it might be if their suggestion was added).
Saying it has nothing to do with it makes no sense because I wouldn’t have said it if it didn’t regard it, I’m allowed to have my own reasons for downvoting a suggestion. It’s not irongate, it’s just I’ve been dissapointed by video games developers my entire life so even if the chances of the devs skimping out on the update are low there’s still a chance. Why do you people make me feel like this discussion is a court room like bro it’s not that deep. 70 percent of this entire chat doesn’t matter cause are not gonna get added or addressed, this chat is a nice place for people of fellow ideas to share and enjoy each others company and most importantly have fun.
When you put your opinions and reasoning out to the public (and in a discussion channel), they are open to criticism, not sure why certain types here are always so surprised by that (this is especially true when you have bad takes, people should be encouraged to call that sort of thing out). Regardless of what you choose to vote, opinions and reasoning should still be grounded and sensible, with valid points to back up your choice, otherwise you should expect it to be picked apart and scrutinized.
lovely
Suggestion:
The addition of a toggle to increase the pickup range for items.
This could help picking up those pesky iron ores that get lost under the crypt when you go mining for iron.
Edit: I just realized this was the wrong channel. Sorry!
well thankfully you put it here first cause your forgot the 💡
Indeed
#suggestions message @foggy glen And how exactly do you propose it gets reworked? That general suggestion has been made many times before with various different executions, do you have anything worthwhile that the developers haven't already seen, or just more of the same old ideas everyone else has made already?
What’s the problem with gaining 1.5 xp?
never seen exp as a problem to grind, some skills way more impactful than others though
People are upset that they lose skill levels in a weapon type they stopped using long ago, or they complain about skills dropping to 0 that they weren't utilizing much or at all anyway (such as swimming). It's definitely a made up issue in plenty of cases.
And in many cases it's a real issue, maybe not for you, but for others. The weapon type they stopped using "long ago" might be due to this type not viable in the current biome and they plan to use it again in the next biome. And its especially annoying for skills like fishing.
What irritates me a little is that the skills have a very large range of impact and with wildly different exp gain speed. Take the new bog witch skills for example. I started a new playthrough and just beat yagluth. My farming skill is around 60, while cooking and crafting are under 20 (no grind, no death)
@upbeat shard just for the the future, enable dev commands and then use fly and ghost if you unfortunately get stuck. Better than /die. 
a lot of people wouldnt know how/wouldnt want to do that, plus servers exist
I was just making you aware, should you not have known. This is not a rubbuttle ageinst the suggestion. 🫡
#suggestions message Huge advocate for fruit trees! But I feel this is just a little much 🙂
"Devs, you should do something about this issue"
Yup, super useful
About as useful as these sarcastic comments..
People are free to be smug and condescending. Others are also free to not want to engage with those same people
I’m not surprised I’m just telling you every time I’ve ever said something, people like you are waiting to jump on that opportunity to pick everything I said apart but it is a discussion Chanel that’s true. But from my viewpoint I don’t take this channel as serious as you do, so I just don’t care as much if someone says something wild or doesn’t make sense I’m not the person who’s going to call them out. Two different viewpoints, two different people.
That’s like saying 2 out of 10 people in the group are assholes and everyone just needs to bend to their will and not care how much of an ass they are or what they say. just shrug it off.
Kind of hard not to engage when theyre deliberately talking to you, and if you don’t engage then it looks like your afraid to stand up for yourself and ur wrong.
#suggestions message
There’s no point just asking for materials, what would those materials do that current materials aren’t doing already?
already have some materials being underutilized
Oh, I'm on your side, there's absolutely no need to be a dick to people who post suggestions
It's just that they act somehow shocked when people understandably dislike them
I am allowed to dismiss you if you're being an ass, you can criticize and discuss without hovering on a cloud of superiority as if you have a monopoly of what's appropriate or not to suggest
It ain't deep, a great chunk of the feedback from this channel won't make it to the game officially, there's no place for smugness in healthy discussion
(Sips Juice)
Mmmm, nothing like some suggestion-discussion drama 💕
I would say 99.9% of feedback won't make it into the game from here, just to be fair.
Anywho, Yeeeeee, there are a few here that can be unreasonable snide. Gotta be respectful with your feedback at least, if you don't want the snap back. That's the internet for you ofc.
@open dagger it's not up to us of "Lets game it out" youtuber plays our game or not 😅
Yeah, didn't know what was that about either
And he also didn't state his last valheim vid was sponsored by IG or anything iirc
Exactly. As much as it would be fun to see him play it again, that's not a valid suggestion to make as it isn't up to the developers of the game to decide.
my bad right, i remembered incorrectly i thought he got a key from the developers for the first video
sorry
Not even unreasonable, just downright aggressive. It is indeed part of the discord experience but it's incredibly hypocritical when people claim they wanna "just discuss" and then act like someone who wants to tame hares or something like that assaulted their dog
i had a idea for a suggestion but i forgot it
don't wanna drag out this topic, since it would be better that way.
but yeah, I get you. (pats on back)
.
I think spiders are sort of a no-go 🤔
Kinda why they moved away from them for the mistlands.
Grounded arachnophobia filter but for seekers
Take a page from satisfactory. Add spiders, and add an arachnophobia setting that replaces their sprites with a png of Smiffes pfp on discord.
i don't think that would fit into valheim so well
Deep North spiders would be too close to frostbite spiders from Skyrim. ||and if we’re copying anything from Skyrim, it should be dwarven ruins||
Arachnophobia aside, spiders are one of the most unoriginal enemies imaginable for this kind of game imo. Im glad they dropped them
I don't doubt that spiders are a no-go because of arachnophobia, but I got my idea from the one just before. I would like a mob that, instead of the classical one that attack you when spot and you need to kill and then take the drops, have a different pattern.
I don't mean spiders specifically, it was just the best example of creature that fit the idea : a mob that don't attack you on sight but try to trap you, and one that you don't need to kill but to take the thing it use to trap you as material for items and all.
An edit won't hurt, my suggestion look more about spider than mob pattern. It is so difficult to explain in comprehensible words...
Never played Skyrim (I know, that a shame), copy wasn't intended.
No worries! Just figured it was worth mentioning 🙂
hmm I’ll advocate for the spiders- I don’t really have an opinion one way or another, but I’ll try and throw some ideas together. Just for a fun brainstorm exercise. Perhaps in the outer limits of the world, a POI could appear in the Black Forest, featuring a spider nest- about the size of Haldors camp. Obviously it would be recognized by the giant webs. Obviously, a giant spider-let’s say the size of a troll, maybe a tad smaller. It’s faster than one might guess, it has a ranged attack that is extremely fast and wide, it doesn’t do much damage… however, it inflicts a debuff that slows you down considerably (think like tarred).
Within the POI itself, one can find the corpses of deer, boar, maybe even Dvergr. A dvergr cart can be found in ruins and webbed up high above the best; the centerpiece. Ideally, you would get it down by shooting the web strands that hold it in place.
Not a serious suggestion, just a fun little thought experiment 👍
Very cool point of gameplay, something derivable to other « kind of creature ». Just like Lox are « a kind of mammouth », we can have something « kind of spider » in it’s behavior but that doesn’t share anything with spider other than comportement
#suggestions message Like what specifically?
I was thinking about the DN enemies and what they can possibly add, and asides from introducing enemies, I’d like unique enemies, a few reuses from past biomes, maybe skeletons, snakes, some reptiles, you name it. Obviously some won’t fit but I’m spitting examples, I’d like to see a cool variety
I still want them to fit the design of frost obviously.
Deep north needs lightning enemies because we have access to lightning resistance but nothing to use it for
For the Deep North i hope for Jotnar (Frost Giants) since they were the biggest Rivals of the Arsen, hence some of the major Gods even are part Jotnar. So it would be some kind of epic last Foe you have to face.
so no frost giants or otherwise but what about frost giants with severe cases of dwarvism?
Very small creatures that you can’t even see, best way to kill them is aoe attacks
Are thunderbirds Norse?
there is a diference between Trolls and Jotnar
Would be hilarious that they added DN dvergr but they are named "jotun"
Forsaken
does like 95% of the population have aracnophobia what're we talking about here, i would've much prefferred spiders to seekers
i dont see the mountains biome being removed because people have fears of heights
Seekers are a much more interesting enemy than the one type of enemy that's present in 99% of fantasy games. So cliché that it's boring
same thing applies to both dragon bosses, the elder being an ent, bonemass and all the oozes and slimes being present in most fantasy games, the draugr being zombies, skeletons 🥴
for that exact reason i find bonemass to be cliche and boring yes 🙂↕️, fader gets away with it because he's badass and moder because she's cute
But we have one arachnid enemy in game - ticks.
I'm also glad they changed the direction with Mistlands and created seekers instead of spiders (not because of arachnophobia but because of the concept).
ehh i mean i find spiders cooler than borderline cockroaches whatever the case is.
I’d much rather have an original creature than a spider
At least seekers have variants of the regular flying ones and soldiers that are bulky and don't fly. And despite many people saying otherwise but I think the Queen is cool monstrosity.
If there were spiders would there be any variants of them or all them being same?
of course there could be variety still
and i've said before i think the queen is fine but really awkwardly placed as a boss between two of the most epic mfs in the game, just a big bug with no magical qualities.
I liked the queen a lot more than Yagluth
I mean, I guess she doesn’t cast spells strictly speaking. But she vomits up minions, burrows through the ground, spits acid.
At a certain point the difference between a magical spell and an ability is just a technicality
Would she be better if she pulled out a wand and had a spell cast animation and summoned seekers instead heaving them out of her gullet?
I mean, having to be sealed by the Dvergr is a magical quality 😛
#suggestions message or perhaps they just take off if a wave hits. Would be odd if they didn't land in places they otherwise would be able to.
Personally I think the Queen being one of Odins enemies despite having no magic is a testament to just how much of a threat she is- and I think that’s really neat!
[Is imbued with the mistlands lightning] has always been my ideal world
So just add some sort of lightning graphic to the queen?
and effect, some kind of attack, not enough electrical mobs or things in the game it makes me sad.
This would be preferable, I just feel like it'd be easier to tweak a restriction that's likely already in place.
Otherwise they could land on the seafloor, etc.
@graceful hemlock Bones become a major fuel source, might I ask how far along you are?
About to fight Yuglath or whatever
Okay yeah, just hang in there and store up the bones 👍
big bone man
I don't want to spoil anything 😛
tbh i usually just throw them out. there isnt anything in my stage that needs them yk
Ah, well there are some uses but virtually everything is worth hoarding, and you don't even need to store them you can just make bone piles 👍
Line wine?
I think the variants of mead are extensive enough at the moment, but wine could be a fun purchase-able from a future Frankish Viking vendor of sorts
there are eitr feasts are there not, whats that even mean.
@solar vigil mistlands and ashlands give eitr from what i remember
Lox Pulled carts with more storage would be an interesting addition (maybe wolves too)
@eternal storm wait, you can change the text color on signs?
https://docs.unity3d.com/6000.0/Documentation/Manual/UIE-supported-tags.html
Some of these tags can be used to change text properties on a sign such as the colour
While you're typing out the name for a map marker the formatting options do work, however it breaks once the marker is saved. The text used for map markers must just be plain text that doesn't support the special formatting.
@graceful hemlock How would the bot automatically add the according reactions without the light bulb?
@pale ocean We already have dual-wield weapons
And no, we will not be able to use any combination of one-handed weapons.
I think she's a better boss than both of them. Yagluth is YAAWWWN, but Fader fight is pretty epic I won't lie.
yagluth breaths lasers
That has never touched an average and above player.
I don't care, he BREATHS. LASERS
OH MAH GAWD HE'S SO COOL
the queen is lame big bug, now thats a yawn.
I've never seen a skeleton in another game in my life.
what
The awkward thing about the queen is that her power gives increased eitr regen. I think that should be changed, but everything else can be kept as it is.
yeah but that shouldn't be removed altogether without some other power making up for it because poor mages, maybe move it to yagluth so its not a useless power.
poor mages lmao but I agree
If you're saying that a bug with no special effects has more cool factor than meteor lobbing and laser-breathing undead sorcerer king then i really cannot relate to your perspective on things 😅
No, I'm saying a bug that creeps up on you through the mist, vomits its broods at you and burrows through its citadel is more unique and interesting than a fire breathing skeleton that drops meteors.
hes cool until you figure out how to kill him without him being able to attack once
i actually find it sad how much he can be destroyed
Just walk/run in circles and smack him every once ina while, slow and predictable with like 3 attacks.
yeah
I like the backstory though
😭 how did I not know about this until now. Thank you!
I am seriously not talking about the fight itself, Yagluth is cool and i will not hear otherwise
the design and story is cool yes
the fight is fine regardless.
every fight should get easier if you prepare correctly in my opinion, Yagluth shouldnt be made sooo easy and they could make moder more interesting, standing on a mountain and missing half of my arrows really isnt an interesting bossfight
Every fight is easier if you prepare correctly isn’t it? Or are you just saying yagluth is too easy with preparation?
you can kill yag in 50 sec with preparation and it's dumb easy
Personally I feel like preparation is a better difficulty mitigation than difficulty settings/sliders. if you’re good at the game, spend less time and resources preparing and advance faster. If not take the longer and probably more tedious route to prepare absolutely everything.
You don’t need to prepare at all before the fight though, which makes it more difficult if you’re feeling froggy and looking for a challenge
If you want to dump time into making barelywine, making ideal armor and weapons, yeah, the fight is easy. As it should be if you go through all that trouble
Scales, I’m curious about your thoughts on this- how would you feel if bosses despawned/regained all HP upon player death? For the sake of the conversation, let’s assume single player only.
If you run in naked with your meadows club it’s tougher
not really rotate around with a club and it's just a few minutes slower
difficulty doesn't change just how long it takes
Mmm, I’d argue it’s objectively easier with barely wine and frostner and fenris armor than it is naked with a club
Can it be done with relatively low risk, with enough familiarity with the fight and skill with the game? Sure
yag literally never attacks if you just rotate around him, so they don't add any benefit
But it’s an exploration/survival game. Every fight is balanced around an initial encounter with no prior knowledge
You mean if you run around him?
Sorry for the semantics, but rotating implies you are stationary and yagluth is moving around you
So I’m an little confused
you know exactly what i mean, this pedantic nonsense man i cannot
Not really, I run around yagluth and am attacked every fight
So if you are talking about something different then we can clarify that
If there is a specific way/radius you have to run around him then that’s something that becomes known with familiarity and repetition
need a visual demonstration?
If you have a video a link I’ll watch it if you think it’ll add something to the discussion.
I’m not saying yagluths attack parameters couldn’t be improved if there is a way to prevent him from attacking with 100% reliability. But never being attacked by yagluth doesn’t seem like a problem most people would have on their first fight with him.
Or even second or 3rd
Also, rotate: "move or cause to move in a circle around an axis or center."
where yag is the center 🙂
A tire rotates, the outside of the tire spins around an axis, you can rotate the tire, causing this motion.
A planet in contrast revolves around its orbit.
To my literal mind to rotate your character would just be to spin, not to run in a circle
But I have certainly been wrong before
The literal definition of what rotation is disagrees with your interpretation 
About definitions and otherwise
I’m explaining my stance. Not arguing the definition, what I wanted to clarify was my understanding of what you meant.
After watching the video, yeah, they could just have yagluth cast his AoE attacks even if you are standing there where his “tail” is and it would solve that issue, but that’s not even preparation. Just exploiting an oversight in the design
As with many other exploits, the average player is not going to experience this "issue", especially not the first time, if they did not look it up prior. Im not saying this should not be improved, but it's not a high priority imo
Especially when due to the exploit you actually don't even need preparation if the only condition is to stay at his back
Not really in the sense i mean i dont mean the axes the effectively operate as one weapon i mean the ability to have two different attacks
@pure vine are they not ordered by item ID anymore? i noticed something about the order change in the bog witch update, but i can't tell what it was.
(for that it's worth knowing that IDs are usually kinda backwards, like SwordSilver or ArmorChestPadded, which helps them be grouped together by category in the crafting list.)
there's also a client-side command that doesn't require devcommands now that...afaik changes the order in some way? i haven't used it or looked into it yet so i don't know what it does
sortcraft, should in theory work if you use it in chat with a /
I would not be aware if they are ordered by item ID, but if they are I would say it's not an ideal ordering form for the end user perspective.
huh, didn't know /sortcraft was a thing?
it's a new command
aaaaaa
-# but yea i wish there was a search feature or something
the workbench and forge are so cluttered
FOR REAL
The fact that the developers went with the kind of dual wielding that they did should be a big hint that they have no intent to add the kind you're looking for.
I know.
And as I said, it's all the dual-wielding we will get
/sortcraft doesn't seem to make any kind of practical sorting.
oh i guess they're sorted by item time now kinda?
Oh for sure just thought it would be cool
What about giving the tower shield a bash or something to make it even usable
How would a bash make it usable?
@pale ocean 💡 👍
Thank you. This isn't well explained.
Because it would stagger mostly and do a little bit of damage
Basically the ability to block and attack. Tower shields are just so shit otherwise like you could double down on the blocking ability like id say make the armor on a tower shield go up by 50% and or make them bounce even further away
You know that means being able to stunlock enemies, right? They would go from the least useful shield to being the most op as you could just spam bash enemies and attack while they're staggered
I personally opt into tower shields as a solo, it's nice to have the option to absorb stronger than usual attacks, especially when exploring a new biome.
Not full stun per hit and stamina exists
Im thinking like scaled to your biome 2 hit stun make the hit slowish
Also in crowds that would have limitations anyway
We stopped using the tower shields from our gameplay because they didn't really seem useful compared to normal shields. They didn't seem to block enough to make them useful and the parry mechanic is too good on normal shields. Really, the knockback mechanic was mostly annoying because it always put the enemies out of range. Really the only situation they were useful is if you were on a cliff and managed to knock the enemy over the side, not because it would hurt or kill the enemy, just put them somewhere unable to attack you and then you can kill them with arrows at your leisure. Do they become more useful later in the game? Because my experience is wearing one is more suicidal than helpful.
What if tower shields were the only way to block attacks from colossal enemies, such as trolls and abominations? Big attacks require big shields? 🤔 bonus points for making those giant enemies just a little more threatening lol
Mmm on second thought, might not be a good idea lol but it’s a nice thought
I'd guess that as you progress, the earlier tower shields become less helpful, so ultimately the blocking ability should be tied to a blocking stat (which I think it currently does)...but I do agree that it seems like the amount the shield can block isn't enough to justify using it...and then when you move to the next biome it might as well be a buckler.
I feel like this varies depending on your block skill as well, I will either block with my weapon for a larger parry bonus or switch away from that style completely to keep my head.
Aren’t silver arrows basically spirit arrows?
My block skill is about half of my weapon skills. Does it skill up when you are just blocking things? Does parrying cause it to skill up too?
Parry gives a bonus to skill gain vs blocking
Not sure how much. The wiki would say
1.5 or 2 vs 1
Do you gain more skill for the more damage you block? Or is it just purely quantity of blocks?
Pretty sure it’s just the instance of blocking an attack
Unfortunately. Unless that’s changed. I haven’t played in a hot minute
So it's faster to skill up blocking by just going to a heavily populated meadows area and blocking greylings, boars, and necks than going to Mistlands or Ashlands?
Yeah, people used to use the greydwarf nests
Seems like that should be refined/reworked.
Yeah, blocking & parrying both gain +0.5 for the blocking skill, meaning both styles would level blocking, and if there's a sincere focus on parrying most attacks it should stay close to your main weapon's level.
I agree. Similarly for all the weapons.
Fighting in mistlands should get you more skill than just butchering the Black Forest over and over
Scale the amount of skill based on the biome and your skill level...so that it takes a lot longer to skill up 30-40 in meadows than 30-40 in mistlands...
Thought parrying offered more toward leveling than normal blocking.
It would considering you need to block to initiate a parry
That way if you have a very low skill level in Mistlands, you gain it exponentially faster than in Meadows.
I think maybe blocking gives 0.5 and if the block is also a parry you get an additional 0.5?
Yeah, different permutations of this have been suggested probably 100s of times
Skill is a constant recurring conversation in this channel.
It also gives you the incentive of hanging out in a higher biome rather than just going back to Meadows.
Yep….
I thought that was the point of this channel...to rehash stuff that's already been hashed 100s of times already. 😉
Preaching to the choir. A skill system that incentivizes adventure and exploration and not just greydwarf genocide
I mean, I think the fact that it keeps coming up over and over gives credence to the fact that it obviously needs work
I do kind of wish that after you gain enough HP/Stam and equipment that the lower level mobs would start running away from you instead of just constantly running into your weapons head first.
I’m not saying it shouldn’t be rehashed.
Maybe if it’s suggested 1000 times they will finally retool the skill system
reeeeaaaally would LOVE to hear more of what the IG devs think of this topic 
or if it is even on their radar...
I can't decide which way I go on this, ultimately going out of your way to train the skill should be rewarded.
I wouldn't necessarily want to encourage cheesing late game enemies to skyrocket skills in the early game either.
Both will ultimately have players cheesing skills in some form.. I might suggest that mixing up the enemies you fight/defend against could offer more skill XP. Having XP become stale against a repeatedly defeated enemy, or focusing too much on one skill for a long period of time could also cause XP to become stale as well. Though in these cases, I would hope there is more of an indication of the amount of XP being gained. I do think there is a solution to all of these problems, it's just going to take some serious consideration by the developers and testers alike.
My suggested changes have been...
1- have XP granted increase based on factors which represent your stage of progression within the game.
Higher tier tree being chopped? Far more woodcutting XP!
Now xp gain can more naturally grow with the XP required for later levels.
2- have levels were content under certain points of progression no longer grant you any XP.
Sword skill at or above level 20?
All black forest mobs won't give you sword skill XP anymore.
Level 30?
Now swamp mobs won't.
This just stops grinding content you are obviously far past. 100 hours at your skeleton archer shield block shack no more!
3- consider some late game loot / items for rapid catchup of skills (or just alternate methods of gaining some XP).
Got to the end of that arduous deep north dungeon? Perhaps you find a tome of sword mastery that gives 500 sword XP! However, has no effect on sword levels above level 80 😉
This last suggestion is only to freshen up the experience while offering new exciting loot all within valheims existing systems that doesn't bloat content.
Honestly, I had this idea too and am 100% for it.... I even think that some enemies and attacks should have so much force behind them that they can't be blocked at all.
Troll swinging a literal tree at you should still send you flying regardless of the shield... you would have to have some super strength to hold your ground 
If the enemies get truly massive at some point, then you would need godly strength 
Getting a build entirely around achieving that viking legend levels of strength could be a fun option too ofc... and gratifying when you can then black the attacks that most people would have to just dodge instead.
I think concerns about cheesing should largely be ignored to not hurt the experience for non-cheesing players.
The crafting skill is a (bad) example of what I mean. To my understanding, it was made to not give xp when breaking down and rebuilding to avoid cheesing. But this way, you don't get xp in many legitimate situations, like when upgrading a build by replacing stone with black marble pieces. It hurts the honest player and those who want will find a way to cheese anyway.
I feel like the first suggestion will require far too many checks within the code. Flag 1: Boss Progression, Flag 2: Tree Type, Flag 3: Tool Type, Flag 4: Damage Type. That'd just be for woodcutting alone. 😅
The second suggestion seems reasonable for those progressing consistently, but it'd be punishing for those playing slower or sticking around in a certain area to build additional utilities. If a player were to progress beyond Bonemass and realize they need a portal house, storage and a farm, it would be strange to offer them little to no experience in all the wood being cut along the way, or the simple crafts to make these structures.
The third sounds nice, but would definitely need some safeguards in place to prevent against players seeking these out as the only means of skill progression, having a very high sword skill and not knowing how to time your attacks or utilize it in anyways could inform a bad impression behind a weapon.
These suggestions are totally viable, these are just the first things I would be concerned about when applied to the player base universally.
I don't think ignoring would be the best approach, if there's a solution for all it should definitely be sought out, though I very much agree that the cheesey wheel should not get the grease. 😆
Not totally ignoring it, but in many cases it's probably not obvious how it could be prevented without hurting the normal experience. And I personally would rather see the dev time be spent elsewhere than finding and implementing elaborate anti-cheesing measures.
What you've said here is why I have a hard time deciding if the current system is really in need of a rework, or just some retooling of the amount of XP gained in certain skills.
For 1, yeah it would take effort to implement...but we really need that effort put in if they want skills to be passively earned at a pace that stays decent throughout the whole experience (as is the intent).
Not sure your counter point on 2 though. The anti-grind mechanic is mostly just needed on skills that grinding them out = obtuse and not fun gameplay. Removing that as an option forces the player to progress and thus interact with better newer gameplay to continue leveling up, so it's a win/win imo.
The feedback for 3 though is fair. Is such loot is thought out properly, than it could contradict skills being more of a background system 🫡
The current system really is nice, considering you can naturally progress, or choose to slow down and do some focused training.
Not sure we're this term retooling came from 🤭
I also can't say the way we have to grind skills in order to ever get them actually higher level is fun focused training... it's afk gameplay at best most of the time.
I have only pushed a skill high once because I needed to make content easier on one of jirocs special servers. Jump skill...
Needless to say, I was not going to sit there spamming jump forever
so I did the sensible thing, googled, and followed a guide to set up an auto jump macro
which by then wasn't even gameplay... I just let it run in the background.
Even if I did do it manually, I can't call hitting spacebar 10000 times while standing in place gameplay.
Have seen plenty of videos on ways to grind out other skills ofc, but won't catch me doing that slog.
It definitely is in the best interest to encourage progression, but I certainly havn't amassed my 800 hours by going checkpoint to checkpoint personally. I've only ever had 1 world, and a lot of the time is spent making things more efficient, exploring and finding creative solutions to any problems along the way. In the case of survival games, it can be just as important to keep the players engaged, even on the tasks they create for themselves.
Retooling essentially means updating, and in regard to jumping, it could definitely be argued that the XP gain could be adjusted so as to discourage players seeking out alternate means while AFK.
Jumping is far from the only one though. Nearly every skill needs some obscene method to reach high levels without going insane. 
Not so much geared toward fun focused training, so much as just a more rewarding passive experience.
Right, my example was just to highlight that the impressions given by the skill progression could be altered by retooling the amount of XP gained.
@graceful hemlock needing bones to cultivate ground is quite possibly the worst suggestion ive ever heard
Idk, just consider what skills are meant to be as described by devs (a system working in the background alongside you as you play naturally)... they don't achieve it, and so imo need major changes to do so.
Sure, retooling the XP gain is one step. It still doesn't address all the major problems though.
And said retooling is not going to be a simple solution, if they want it to be good 🫡
The flat super simple XP gain is what got us here in the first place after all.
I agree there are some flaws, but nothing that can really massively influence your experiences in the game, and even less so when playing with a group. There are enough abilities, mead benefits, and outfit bonuses to counteract having a 0 in every stat ultimately. I would hate for the developers to spend a large amount of time on skills that could go largely missed by the players.. so it's difficult for me to land on either side here.
Thinking about it some more... I wonder if we made each level barely take any more XP, but then implemented my second suggestion on top of that, it might work out well.
This would mean you are not getting heaps and heaps of XP from the later tier activities (in fact they would not even have to give more XP if the xp required didn't insanely inflate), but the cut off from old teirs of content as you get higher skills would still drive you forward. 🤔
That could be nice tbh, it'd definitely be a natural indicator of what's occurring
I do agree with the point that skills aren't needed btw. You can easily get through the whole game with skills jumping around in the low under 20 levels area, and get through all the content just fine. Just takes slowly gaining actual skill and learning the content.
I just think they fail with their intended implementation, which is mostly why they deserve some attention.
I've faith they'll touch back down on them, I just hope it doesn't become a situation where skills become more necessary and they're forced to become more of a focus. Having skills be an indication & reward for your survival is unique as it stands. I certainly would enjoy some new ways to increase skill gain when leveling them up, it feels like anything beyond 70 is not worth attaining right now haha
Well, the lackluster benefit of higher skills also has to do with the super linear bonuses they give asyour progress the level.
Yeah, the +1 addition was very welcomed though
First 10 levels of a skill is huge benefit, last 10 levels is like... only 10% of the benefit ontop of having 90% already 🤣
I'll always welcome an extra +1 of anything due to skills
Yeah, in these cases we should definitely have a perk to strive for when completing a skill
Take damage for example from a weapon skill.
Let's say sword does 100 damage, and each skill level gives 1 more.
First 70 levels takes you from 100 to 170. That's huge!
Last 30 levels takes you from 170 to 200.
It starts to look like a much smaller bonus the higher you go yeah.
And the crazy xp required for it makes it all the more not worth it.
Level 99 to 100 means practically nothing, when you take it from 199 to 200 
Agreed, it could be nice to have a new type of critical for weapon skills only awarded beyond say level 70.
Like right now we have a chance to stagger*, but we could have an additional chance to skilled stagger beyond level 70, and increasing from there.
Give it a nice new color on the damage indicator, etc.
Something like that perhaps 
It just depends on how desirable IG want high skill levels to be.
Since they want it as a system working in the background we don't pay too much attention to, the linear bonus honestly is probably fine... they just need to function better at actually steadily progressing in the background hahaha.
If they ever decide they want high skills to be something we strive for though, then higher final levels definetly need something that makes them more enticing than early levels, and thus more enticing to strive for.
One idea for what higher weapon skill levels could start to offer 🫡
Considering, as I just said, IG wants that.
I wish I could just pin this in the suggestion channel so that anyone thinking about suggesting skill system adjustments would need to read this before submitting them. 
I had seen suggestions for a bonus given at the final level 100 too, but that also falls under if IG want pushing to 100 to be something players would actually really want.
I don't get the feeling IG does want that though.
Even something as simple as a new [Style] offered to the equipment involved in the skill could be niche enough. It'd just require a simple color masking, I'd level crafting to 100 for a color-tinted crafting hammer.
Ah, you mean like a cosmetic bonus that could apply to any items falling under the skill 🤔
Exactly, I think Runescape did something like Skill capes?
I mean, perhaps.
Still mostly depends on how much IG wants players to be wanting to push to 100.
Personally, I am fine with or without the addition of a final extra bonus myself though, whatever it might be 
I believe so. 🫡
Agreed, especially right now, anything at 100 just screams out "I've cheesed this" 😆
A perfect counter point hahaha
I think it makes some sense though. Nobody ever maxes a skill in real life, and skill and practice both have diminishing return.
I would like the skills to be more general though. Individual weapon skills only feels good if there is also something like attributes.
#suggestions message
Blood magic and elemental magic are supposed to be used together as a mage. You aren't meant to only focus on one of those skills.
Hmmm, maybe skills give you more moves to use for weapons? Be neat
Skills are already doing a great job at encouraging the player to use as little variety in weapon types as possible, and this definitely won't help
Did they ever fix spears and atgiers elevation/hitbox issues?
no.. ?
Huh
Just haven’t gotten to it? Or spears and polearms are intended to be vertically challenged?
hey smiffe, while you’re here
cannot answer 🤔
If you were going to institute a way to organize the crafting menus, what would it be?
Yeah right, you never leave
true true
it's almost like my job
I would have multiple diffrent ideas on how to "orgainze"
- more specialized workbenches
- more tabs in the current workbenches
- sorting orders
all depending on what the goal would be
Yeah, any or all of those would be great
I however don't mind the one we got now 😄
since it's sorted on what it is in the list
Just the “scroll up and down and u til you see it” method or organization?
if you have the items for what you're making, it automaticly lights up, and end up on top of the list
I personally don’t find that particularly useful. As I don’t really have the bandwidth to memorize 500 recipes
So I usually have to look the item up on the bench when I’m cooking and then go get the components.
Pin recipe from a workbench into a little check list in one of the top corners of your screen perhaps?
Just the ingredients names / quantity that turn green when you have the correct amount or more within your inventory to let you know once you have everything (super straightforward for the simple minded
)
More specialized work benches would be really cool 👀
Yeah you can go 💡 literal sticky notes on your screen to keep track of recipes if you want. Not really my thing
yes but no
alot of games with complex recepies for sure. or when you need to bulk make tons of items
but the minimalistic style of valheim would go against this
There is nothing minimalistic about the cauldron menu
I mean, just allows you to step away from the work bench and not forget what you needed halfway through rummaging In your chests 
It’s only 4 items. One you’re reminded it’s not tough to remember them.
Bonus points if the items on a pin list get highlighted in the chests to rapidly show you it's something you are looking for.
You would be surprised 
It’s finding the recipe on the bench initially that wastes time for me
No. No I wouldn’t be.
I have good enough memory, but seen such an accurance talked about here before wahaha.
do you identify as a older male with selective memory? 👀
||I do||
Is age an identify choice now too?
🤷
They already are
Good point
Guilty as charged here 
Though when I do remember something... I remember it well.
Can't replay any of my old favorite games because I remember everything as I go.
Zion aren’t you like, 20 something?
28
so basicly halfway until retirement already
Am but a wee young man for many haha
While I have you smiffee... any words on skills 
The system is on the teams mind, for sure right?

what about it?
I've read all your ideas but I don't find anything in them that I personally like
Just giving them a bit of love during / before 1.0
Been a hot topic hehe
pretty sure (but not 100%) is that it won't change at all until 1.0 (and not after either)
Had another idea coming along soon actually, but another rough one so I don't expect it to be a hit haha.
Was writing it down since last night. 
Every time skills come up at the IG round table smiffe tells the team it’s one of the only unanimously loved mechanic in the community
Alright 🫡
Thanks for the reply 🌟
Already are what?
Organized
Well, that’s helpful. Are there already tabs as well?
Or is the /command the only way
Not new tabs, just sorting being implemented
#suggestions message How To Train Your Dragon
why would we discuss it at all to be honest? 🤔
it's not like we have time to discuss every single mechanic in the entire game on a daily basis
You mean you don't remake the game from scratch once a day? Proposterous
I've been kinda thinking about it for a long while, I feel like it'd make some sense to give certain actions more weight in terms of xp gain. Fighting a greydwarf vs. taking on an askvin are at an enormous difference of scale. Cooking higher tier food or building higher level gear as well, including the higher level their ingredients reside at. Since death normally takes a substantial percentage chunk of XP, XP gain seems to be at a fixed rate, and those higher levels can take longer to build (back) up, it'd be worth looking into.
You might consider, for example, that damage done within the target's maximum/remaining health is what adds to weapon experience, so you get more of it with better weapons but obliterating greydwarfs with 200 damage flametal weapons doesn't yield that much experience because they don't have that much health. There might be better ways to do this.
Could do something similar with the block skill and damage blocked. Other things might require looking into materials or recipes and assigning some value to them for XP gain instead of using a formula that the game can just calculate?
@modest laurel #suggestions message from my experience flying ruins experiencing the world around you. going anywhere just becomes a fast travel
has someone already suggested to have something to tether boats ?
Personally I'd like to see more boats explored first. Boats without sails (surtling powered,) or better sails (magic to always act like wind is at full speed,) or other functions inherent to them such as weapons or something else that would make them more interesting to build and keep a dock of. I've been of the opinion that our ship sandbox is not particularly exciting, and has been neglected in supporting some unique functions between them besides how they balance size, speed, and agility.
I'm not strictly opposed to some sort of... airship flying machine thing~~, but A.) boats first, B.) it shouldn't be too fast C.) it should make some concessions for this power (cargo and durability) and D.) it should be threatened while airborne by exceedingly inclement weather such as a bad storm.~~ changed my mind
Being able to birds eye every now and then might be fun, but I doubt it'd be accepted within the setting and theme of the game.
More xp given based on items used, damage delt, progression stage of contact being interacted with, and so on has been talked about.
Was just trying to come up with another approuch
❤️
Something 
9 times out of 10, I am inclined to agree. Designing a space with flying in mind though, you can have some truly remarkable experiences.
That... is not valheim 
Good, good. I think it's an element of the gameplay experience worth revisiting in its current state.
If I was to ever add flying to valheim 🤔 I might make an item similar to the pears in wind waker that allow you to control seagulls within limits. That was pretty fun and does not throw balance out the window hahaha
Could mix it up to control crows 
crows? crows? where
in the black forest, of course!
(sips juice)
Or it could match the bird of the biome 🫡
that'd be a good reason to add another bird to each biome, as we currently only have seagals seagulls, crows and ashcrows, i honestly really like that idea 
would be obscenely useful for scouting across some water before sailing or up mountains for frost caves and so on 🤭 and real cute haha
oh yea like warging in game of thrones. ya could be cool and maybe an addition to blood magic
Warg into a wolf and hunt deer- that actually sounds kinda fun lol. Would probably be better as a mod though.
The valkyrie flight system is already worked out, maybe a way to utilize that?
#suggestions message another flying mount suggestion
Yep, that's why there's a big discussion about it above 😅
"big"
Hey, when it sprawls past my screen size, it's not small 😛
@arctic wharf the ideas behind the skills are "nice to haves but not must haves"
A flying mount would be like to bring a A-10 Lightning 2 plane back to WW2...
or possibly WW1 even 🤔
I agree, Zion was suggesting being able to embody a bird temporarily for scouting purposes which would be interesting! I also think utilizing the Valkyrie to fly in a pre-determined large circle around a summoned area could provide a similar scouting feel as well.
didn't exactly suggest it 🤭 or I would drop it in the suggestions. Just was mentioning something else that might be fun, ofc heavily inspired by LoZ WW.
Official/non-official 🤷♂️
it's only "big" because i said far more than the topic deserved to have spoken of it
#suggestions message
I have wondered why Hildir doesn't sell pants. That'd be nice to have.
Why not just use leather or rag pants? 🤔
They're not as nice as I think they could or should be to wear with Hildir's tunics.
Fair enough!
My biggest concern with that is that it would make her long list of wares even longer 😅
men needs some nice breeze downstairs 🤔

Smiffe is in his kilt era
@upbeat cedar 💡 👍
💡 add Slider to the game to adjust how pixely the game look / more pixels and less pixels with more polygons
Talking about texture resolution and model poly counts 🫡
That is 100% a 👎
It's the chosen artstyle, they will not change it
in #suggestions
Not gonna change anything lol
yea personally dont like the idea but they should at least know how the channels function
Very fair
Hey guys I’ve come up with an enemy idea, & I’d like to hear your thoughts.
I was thinking of skeletons being added to the dn, not the charred design nor normal skeleton. Obviously it’d get the negative thoughts of reusing and etc. this is true but with this new skeleton it’d have a slightly different design from the normal skeleton, roughly the same size, but different animation to set a bigger difference between the 2. The design I had in idea for this was: they have armor on, lots of it is chipped off & destroyed, there’s remnants of fabric & clothing that has been torn on them, & some icy parts on them & some can be missing an arm, depending on how they weild their weapon. The enemies varying will have different armor on, what I mean: some will have a helmet, some won’t, armor would be damaged differently.
Backstory would be: previous people have come to the land to get its valuables, some people weren’t able to get in, the ice destroyed their ship before they reached land. The people that made it in immediately started mining ### deposits, & gathered as much valuables, but they slowly succumbed to the cold weather, & the powerful enemies roaming around.. their soul was frozen inside their body.
What weapons they’d hold: sword knife & pickaxe, yes pickaxe seems odd but it was the last thing some were left with. & I think it’d be cool for the knife one to do three hits quickly, low damage. Sword is self explanatory.
I think skeletons would be very ill received if they were in DN to be honest
no more skeletons period 🥰
If there is any kind of humanoid enemy I'd want it to have a shield that it can actually use
Or it can jump to attack and dodge like a player
skeletons in every single biome 😭
True the skeletons are everywhere, I think it’d just be cool to show humans were once here too, but they eventually died, leaving them behind. They’d only be in specific parts.
I’m hesitant on the skeleton idea too, butttt, depending on how it’s interpreted/used it can be kinda nice
But yeah, people don’t like it
that already exists, in every single other skeleton that is in valheim 🥴
i don't think that the charred weren't human
Yeah but they’re kind of naked, just bones, different design & animation is much cooler tbh
if not at least very close to human
But I understand what you think though
well yes, the charred, and some even have armor.
The charred had weird sizes, much larger than humans & their color made it a little harder to see the armor, some normal/human sized skeletons with more visible differences in armor, & clothing.
How about a human enemy that isn't undead?
Their armor was still visible charred were sick
I thought about that too, just haven’t come up with an idea how it’d fit into the DN, camps?
ahh i just think theres gonna be big beasts as the theme
This
well i don't think that but it feels right to me
Can't they live in deep north the same way draugr are in swamps or charred are in ashlands? They don't need to just be camping there.
I’m not entirely sure, but I’d still like to see some camps, showing some life
more dvergr would be nice
Also do you all think it’d make sense for it to be snowing all the time? I think it does, & it does with different severity
cant see auroras like that
Oh yeah
Also if these camps were a thing it’d be nice for them to be a little harder to locate.
Einherjar
no repeat of the mistlands 😩
why
after exploring a full multiple mistlands biomes without finding enough skulls or the queen vegvisir i am really really sick of the goosehunts 😅
Last thing I wanted to mention is maybe make a stronger fire, either smaller or bigger than a bonfire that melts snow in a large radius
Nothing like mistlands, I just don’t wanna be able to locate one from 300 meters away
They can work well imo
just a cool word--as far as enemies go though (and it does twist real Norse lore, I think the real Einherjar were actually supposed to be noble or like elevated to serve Odin as the finest of vikings, so like kinda what player in Valheim is implied to be--best of the best Viking chosen to serve Odin) 'shadow' vikings might be cool
some like us who failed before us
those who failed before us are generally dead or dust it seems.
They’d be friendly, cautious, and many in a camp, more advanced than fulings
Highly recommend to not attack them
there was some lore about not being able to die in Valheim, only ceasing to be reborn--clever little in-game nod to it being a game, and you can always respawn and only 'die' when you stop playing or something IMO, but also could fit with further lore implying one DN enemy type is the corrupted vikings/shadows of their former selves
also, might be interesting if some start hostile, and others don't (more like dverger), without much if anything visually to distinguish, so you never quite know approaching a 'camp' or whatever of some, which they are until you're up close
I think it’d make sense for the hostile ones have a smaller camp as they would’ve been kicked out or the more hostile ones roam the land more
But that also makes sense, some groups are hostile others are not & you can’t tell until you’re closer making it more risky
But if there were these “villages for them, it’d be cool for some log cabins, stuff you need to survive valheim like furnaces & stuff and they’d have the “new” campfire in the middle to melt snow around their area
The limit was already reached with the ashlands skeletons
No more should be added, way too many. Regardless of redesigns, animations, etc
Yeah.. the limit is already being pushed with skeletons/undead/ghosts/spirits and the like in my opinion
Not huge huge but a mini village with some necessities we include in our build, we wouldn’t exactly be able to interact with some of their items & if destroyed it’d give less resources than the actual thing