#suggestion-discussion
1 messages · Page 36 of 1
It’s one of my favs a close second to the frostner
For your initial maging you definitely want double or even triple eitr food and all the regen you can get.
Or play hybrid and only use magic as an opener before switching to melee.
Once you get your skills up a little the pressure is lower, but going full mage with 0 ele skill is pretty rough on your eitr reserves
#suggestions message
we don’t need anything like a stone golem. Their attack hitboxes are huge 
We need a renewable way of getting gems tho
Even like having fortresses be restored after every fader kill just anything really
A reskinned enemy with a cookie-cutter elemental effect isn't what i'd use, but renewable gems are definitely on my wishlist.
Having the renewable source be in deep north tho is a cool concept and may be interesting lore wise
Doesn’t have to be an exact reskin can have its own design and moveset
it also keeps them limited for Ashlands which i assume was intentional
For sure
I was thinking another way could be after fader is defeated flametal meteors have a chance of crashing down at night with a random gem in the middle
And (at least for SP) the limit in Ashlands isn't all that harsh unless you get terrible RNG on gem drops. Once we get the ability to upgrade gem weapons to l3 and l4 though... you may not even get a single maxed gem weapon for everyone in a single MP world if you're unlucky.
oh i like that one
I fear lightning gems would be in high demand
Once you reach deep north you’ll have access to new better weapons though
well yeah, every melee guy wants those lightning berserkirs 😅
While true upgrading the previous biomes weapons another level is a huge help when entering a new biome.
It'd also be the first biome that permanently hard-limits your gear choices like that and i can't see any reason to keep it that way when DN will have better ones, as you said.
I believe they have stated deep north will be similar in difficulty to Ashland’s
So I don’t see weapons and armor getting much better, honestly from the frostner onwards the damage upgrades are smaller and smaller
I’d interpret that as the gap between mistlands and ashlands being similar to ashlands and deep north, not that the enemies and equipment have similar stats
Frostner is just bullshit good. It's not a good reference for weapon balance imo.
All silver weapons get their spirit damage "for free" on top of normal damage for a weapon of their tier so they're very good against enemies vulnerable to that.
I’d be more interested in deep north offering a endgame set after the defeat of the final boss rather than before
Then it makes sense to have a tier above Ashland’s
what do i need a new armor set for after the game is over?
There has to be a tier between ashlands and killing the final boss otherwise there won’t be any progression in deep north and we can just go straight to the boss with current equipment
though i do hope we get a mage set that's a little more inspired than "+x% eitr regen" this time
To show you beat the game
That’s how terraria does it anyway and that game has wonderful progression
Valheim gives you your enemies severed head instead
The only thing I want as a post-game reward is neck food
What would the final boss ability even do lol
maybe eliminate the cooldown would be nice
+120% tree cutting speed of course
We’ll have to wait and see what that boss is
maybe even that AND a mining speed bonus 😂
That is the tier you get in DN
This I don't get
a way to show off you beat the final boss and a cool final armor set?
There's nothing after DN, no stronger enemies or anything so an even stronger armor would be irrelevant
unless it increases carry weight and reduces stamina use for tools to help with building at least
You are excluding the guaranteed possibility that we will get the boss trophy and the fact that we will finish the game in general thanks to it
First one alone already shows what you
We’ll be going to Valhalla, is that not enough?
or maybe armor with flight? Game's over anyway, so no reason not to.
No flying
Feather cape + Lightfoot mead is close enough anyway
I don’t get why you are so opposed to the idea, is flametal armor not good enough already? Another tier up would be a tiny difference
i'm just brainstorming non-combat uses really, since a combat focused armor set past the last boss makes no sense to me.
And the final upgrade for the Ashland’s armor is locked behind deep north
so why would I upgrade it in deep north if there’s a new set pre boss waiting for me
omg hi this is me, and I can confidently say, magic is 100% easier than melee on fader
The final upgrade for many armor sets are locked behind the next biome. Ashlands isn’t special for this
making that the last armor means you can pre-farm the mats without ever setting food in DN and be maxed out as soon as you get the crafting station upgrades. That's not really how Valheim does things.
Really well played in that fight, I love the use of shield generators that’s the first video I’ve seen showcasing that
Just something I was noticing about elemental damage on our weapons is that it almost always on top of whatever base physical damage damage the weapon would have, rather than replacing a portion of it. Makes elemental weapons power creep above non-elemental weapons (given the enemy you are attacking does not have a heavy resistance to the added damage type).
nah that's not me i did no buffs (no rested no mead no armor no food etc) fader on the hardest difficulty
Oh
Which biomes in particular only one I can think of is mistlands?
everything made at the workbench or forge that comes pre-mountain?
You can’t max iron pre mountain?
you can
Meadows, Black Forest, Mistlands and Ashlands
Then I don’t get what he means
ah yeah i never craft iron armor so no idea about that one
can't max out root set tho pre mountains
ahh
It’d be nice to see them do something different for the final biome that’s all I’m saying
Previous biomes doing things a certain way doesn’t mean the next ones also have to follow that logic
They don't, but gear progression is one of Valheims core gameplay loops.
you don't just throw that out for something entirely different in the last biome
If I had to choose between a postgame op armor or a slightly stronger tier above flametal pre final boss I know which one I’d pick
I'd pick the one that's actually useful for me instead of the showpiece, but to each their own
Valhalla armor
Neck armor 
Queen and fader are unique and much better enough.
I'm sure we don't need to tell them to do something they must be already planning
As a lover of golems, I simply must approve of any and all golem suggestions.
#suggestions message
if this was an enemy, I’d definitely like to see a different design, size, summon/aggro & animation for it, so it would be unique, not a copy and paste
@autumn idol what if this golem was actually passive or had a very short range of detection while not attacked ?
As an example, it could be an unactive stone like stone golem but always stay this way until we hit it
Just curious, what further drop rate modifiers would you like to see and why? 🤔
Probably not what the suggestion meant, but I'd like to see a drop rate modifier which multiplies the drop rate by number of players within 100m (same as with boss drops) or something like that.
To reduce the grind when playing in a group without affecting solo play on the same server. Or to get one dyrnwyn per player in the same situation.
But this was more of a random thought and not a well thought out suggestion, so it's probably flawed
Yeah, this is what I feel slightly worried about. I’d prefer not to have to create new worlds where I specifically go to the ashlands to get enough gems for my weapons
I think it would be neat if the gems could be a rare drop from fishing, similar to some ore.
So in a game meant to be played with others you go and play... alone
Not as the only alternative choice, but one of.
@low ether that's called "restore world backup"
No, what i mean is, like
Say there was a rock pillar and now it's gone. You quickly want to restore just that pillar and nothing else.
Or say, you messed with the delete function and now the tar pits have no tar
Just reset objects and boom, all the Stonehenge and tar are restored in that area
Then use the spawn command to restore those things specifically.
How could the game know when a very specific object has been removed? A command will probably just restore EVERYTHING that was altered moments prior, not just that one specific object
Sure, there are times when not the whole group is online. Perfectly legitimate way to play this game.
In that case, not different from the restore backup function
I don't know what the Stonehenge pillars are called or what that giant rock pillar in Plains is called
Then why playing in the server instead of playing on your own world?
If you're going to play in the coop server might as well do stuff that benefit the whole group
Our group is perfectly fine with how we play, thank you for your concern.
I thought oh it, what if DN sheilds had thorn-like damage, it deals higher damage with parry
Pierce damage only, other stuff wouldn’t make sense except poison
On a scale from 1-10 with 1 being "completely unreasonable" and 10 being "maybe if you rewrote the laws of physics and the tapestry of causality at the moment of the universe's conception", how possible would it be for base Valheim to convert objects to groups to reduce CPU load and improve performance? Like, say, a stack of grausten pillars being treated as one object naturally instead of a bunch of individual objects, or giving the player a tool to designate a stable structure as one object and, unless or until any objects are removed/destroyed from that structure it's treated as one object?
Someone on reddit posted a super cool looking wall segment (https://www.reddit.com/r/valheim/comments/1hcklk0/overly_complicated_wall_design_experiment_1/) but for performance reasons there's no way you could ever use this to make an actual structure with this amount of detail, and it got me thinking about how and whether the game could designate object groups to reduce the CPU overhead of doing stability and instance calculations on every single piece of a structure
doesnt borderlands work that way? drop multipliers?
#suggestions message this could be a great additional especially if they add more gems and make those have a lower chance to drop from said enemy
10
I think so, although it's been a while.
Add deep north?
what
Deep North already exists, add content to deep north is the real request
lol
Add literally any reason to go back to past bosses(for example, I'm prepping to fight moder and I'm having a lot of fun just whaling on the elder while I wait for my onions to grow) I'm not saying that you have to be forced to fight eikthyr 200 times in order to progress from Ashlands to deep north, but maybe some kind of rare drop that gives a superficial bonus would be nice? Maybe some food or a tonic or some furniture? (Also make resummoning the boss take only 1 of the summon items)
You can get a spare trophy for decoration purposes
Maybe a tool in game that "blends" a certain amount of pieces (say up to 250 pieces) but once you use this tool the "new" model piece, nothing can be built ON it(only to the sides and aiming at the ground first). And if you destroy one part of it the whole connected "dots" collapses.
For those who like to build big and detailed, the low graphics becomes pointless when it is the CPU usage that hold this things in "one piece".
But dunno...
I fight eikthyr 200 times because the standard deer trophy doesn't look impressive enough hanging over my fireplace
A rare drop? Why are we rewarding luck for this?
And I fight elder 200 times so I can combine swamp keys and yellow shrooms to make christmas lights on my house
Well yeah, but the only one that really works for is fighting eikthyr for disposable picks that don't need a forge
TBH, the game is way too linear for that.
Hey wait. Is the wishbone item rack compatible, And does it shine?
mehh...i thought of some vague idea of using later boss trophies on earlier boss altars to spawn starred bosses that dropped resource bags for that biome 👽
two starred eikthyr summoned with bonemass trophy...drops like 30 leather scraps, deer hide & flint....etc etc..
I'd like a change and all to either a different version of the previous bosses with a twist in their attacks (stronger also), but the way the progression is, kind of "makes it pointless".
Yessss gimme a super bonemass that drops sacks of iron
Maybe, just maybe, if you could offer the boss altar 5 trophy Bosses, you could extend the active bonus of the forsaken power to 7 min instead of 5?
What would that accomplish? They already have a reason to fight multiple times: Either to test your skills again or, more importantly, decoration (trophies)
But in general, the whole linear thing makes the game lack "retro-progression". (not sure which wording to use)
That's fair, hanging up the trophies is a fine enough reason
well idrk about that...the limit of my idea was if you used like...faders trophy on the previous boss altars and fought some deadly ass versions of earlier bosses then you would be able to craft cosmetics themed after the bosses.
((maybe that have a few effects here and there))
Bonemass slime suit. Let's goooookk
Doesn't fit into valheim but thank you for the idea (I can add it to my modded playthrough)
why not, oozers drop iron.
but golens (made of silver) don't drop silver... xD
fools silver
Fair.
But considering withered bones are actually finite, might not be that worth it.
For a (p)ack of iron, I would hehe
well faders trophy being the main catalyst in my own idea...(a thought about having straight up armor for each boss that works for various builds....but thats just my own addiction to playing dressup)
An aesthetic armor made with (also) boss trophy would look sick, to be fair
after seeing concept art of younger robert baratheon i want to make an antlered helmet from eikthyr
Need a great hammer too
No, the wishbone sadly cannot be placed on a item stand, the swamp key can tho
Ya. I use swamp keys for lighting. My liquor cabinet has a sweet underglow effect
@gloomy monolith nice, I should try that
@fringe slate Already does
More armor = reduced dmg from poison
Also, undead does not equal poison damage. Draugr, skeletons, wraiths, all of these are undead, none of them deal poison
Silver resisting poison doesn’t really make sense regardless. Feel like it would just be a little out of place?
#suggestions message Not a bad idea, but definitely doesn’t fit in the world of Valheim. Not like new biomes will happen anyways haha but maybe some Sakura themed content would make for a good mod.
gold could resist poison....it has resistance to acid and corrosion irl
If we get a golden armor set, I hope the set bonus is a little cooler than that to be honest 👀
Imo, gold wouldn’t be a good choice of armor since realistically it’s weak, but in valheim it could probably be imbued with something to make it powerful or you craft it combined with something
Fair, but neither is silver- and it has a higher armor value than iron 😁 I feel like the rule of cool could have some weight in this case.
True true 🤔
& If I’m honest, I kind of want to see a unique metal made from the devs 😅
Fair enough! I’ve seen the term Frosteel thrown around, would be interesting (no way they use that name though) I’ve always liked the idea of Deep North have multiple metal types, kind of like Black Forest.
#suggestions message
goats in DN used for milk maybe(probably not) & last tameable creature? 🤔
Oh yess!!! You brought up another great point! I think it’ll be cool having to go two different places to scavenge for 2 different metals, making it more fun!
& frosteel doesn’t sound bad either, pretty badass
I think the term Frosteel is great! ||might steal it for a future world setting for a TRPG|| I just don’t think IG will use it 🤔
It’s true IG might not use it, but we really don’t know, flametal is almost the same so it’s likely!
For D&D by any chance?
Yep, I like to write worlds and campaigns as a hobby 🙂
Ofc it has higher armor value though? It's a biome tier up haha
Can't use real world logic for a game... gotta use game logic 
Honestly, I wish we had a slightly different approuch to gear but we are too deep into the rabbit hole.
Having to replace your armor every biome is such a chore that most just don't do it, and those in the know will abuse the outlier pieces which give abnormally strong protection just so that they don't have to worry about it as much.
Root harnesk best example for that.
Was one thing when we got one biome at a time in large long lasting updates (starting at mistlands), but looking at the whole picture it just doesn't pan out the same.
I was responding to the idea that gold would make for a bad choice of armor; silver in theory would also make for bad armor, but it’s a video game and therefore one can’t lean on real world logic heavily 😉
Yep, I knew that 🤭
Was why I said what I said. If gold armor was added, it would not be confined to real world logic huhu
That being said, I would prefer if gold was added as a material that it be kept to embelishments on our armor if it was included in the gear recipe, rather than the base material.
Don't wanna be a golden viking 
This is when we get frosteel + gold and then a gold+silver alloy for electrum 😎
Frosteel base, Gold for embellishment, Electrum for some niche items (probably magic related).
Gotcha, I misunderstood! I’m a sucker for the color gold, I would not be upset if I were a golden viking
hmm what I would like to see… and this is a stretch, but here goes.
Gold as a mineable metal to be used as an end game material, some sort of steel (let’s just call it Frosteel for the sake of the idea) that is an alloy of iron and some mystery metal that is a drop from a mob. Additionally, maybe some sort of iron source in the DN 🤔
HA yeah, that’s a fun idea! I like it!
Almost thinking on the same page there haha
Just about! You know what they about two minds that think alike… ||they’re both dumb|| ||kidding||
I'm not sure if this is already in the game but do you think that when picking up food from cooking stands etc instead of popping straight up it would be useful for items to pop out towards the player that took them off? I think it would be good for houses that have a combined fireplace and cooking stuff.
Even better, just put the item removed from the cooking rack directly into your inventory.
#suggestions message what a great idea! Does anyone know if someone has made a mod that does something like this? (Not the world modifier but rather just the cartography table opens the map in a no map world).
Yes
@near fable so what you are saying is you want asksvins and trolls to drop three times more materials and even craft three times the amount of armors that are also purely visual?
I'm sure the people that HATE inventory management would absolutely love that...
Not mentioning having the exact same armor set two times more.
Everyone likes bloating
I was purely thinking in terms of cosmetics
And...?
i just was thinking itd be a cool cosmetic thing to have different colors for armors is all
We could get different armor styles without new materials
That's the thing.
This is getting different armor styles based on new materials
armor styles the same way theres linen cape and shield styles would go hard i think
Then maybe instead of more drops then like shields i like this
I'd love to see the ability to stylize my armors like shields
Maybe the new style could be locked until the starred mob is defeated.
a coloring station, that would show you what you have equipped that can be colored, and you select the from the dropdown like when you craft it to show what materials you need to color it - no reason to add more materials, or increase drop rates
however it does seem like that might be quite a bit of work to add, and take away from what they're doing for something that not everyone would use, and could be modded in by someone that wants it
or, just add a coloring tab to the artisan table so they don't have to create a new table
CartographyMapOnly by ValhallaCreations does the trick. 🙂
Albeit, you run the seed without the no-map modifier, and the mod hides mini and large map, unless when you use the cartography table.
Hey guys, what would you guys think about adding a traveling bull to store items or pull the cart. I think it would bring an interesting dynamic with interacting with hostile mobs as there will be the luxury to carry more items but with the fallback of mobs being hostile to it. I think it would be nice to have another tamed creature to add more vibrancy to your bases as well.
I'd love all that as an upgrade to the Lox saddle
True but I think it would add to the experience if you had a weaker mob to defend against enemies, plus it wouldn’t be as big.
The fact lox can’t pull carts is crazy
Maybe I’m in the minority, but I just don’t really see the use of things like animal carts. I can’t really think of a any situation where an animal pulling a cart would be the most efficient way of moving materials across an area 🤔
Me struggling to move my cart full of 3 tons of silver or a lox
Yeah, but even then I just don’t think it would be all that useful 😅 I’m not opposed to the idea, just don’t think it would be very useful.
It would probably require an RTS-style click-to-path type system. Although, the strength of the cart puller is a factor.
Efficiency? Maybe but the fact that weight is an important part of the game, not being able to carry a lot of ore and lots of traveling through biomes to take to your base kinda sucks. I think it would be a huge time saver and plus if you have a pack of wolves with you it would protect the bull. But having the lox as an item carrier would just be kinda op in my opinion.
And idk have it just follow you more and wonder less I think would be easier to implement kinda like Minecraft with lamas.
A follow function could work, yeh.
The idea is from Skyrim, when you are traveling sometimes you’ll find that farmer that’s bringing the cow to a giant camp as a peace offering so the giants won’t raid their farm. Maybe that’s how you can tame or just not make a troll hostile as well?
I guess I’m just imagining all the scenarios where a lox pulling a cart would be an absolutely nightmare.
-Going through a Black Forest and getting attacked by numerous greydwarves
-Trying to get through a swamp and constantly dealing with your lox getting poisoned, keep in mind healing a lox is no quick task.
-Raided by fulings during a plains expedition.
-lox dies or cart gets destroyed, now you have thousands of ore just hanging out somewhere.
-oceans
Why not just use portals or boats?
Ore that’s why, and I I’m not saying use a lox that’s why you make a smaller mob like a bull. Even with boats you have to take it up from the shore.
This game is hard so you gotta just work through all the other factors, I’m not saying make it easier in other things besides just traveling materials and adding more depth to the game. I like to enjoy the game and its scenery and I don’t want to feel like I have to rush to get things where they need to be
If the amount of times I have to go back n fourth is minimized that would be awesome.
Stone portals can teleport ore, and players use the longship to raid swamp crypts all the time, and it’s pretty effective.
I suppose if you have your base more in-land? Raid a swamp, sail back to your continent with your boat full of ore, unload at your outpost that has a work animal and caravan the animal back to your base perhaps? But the. Again, there are stone portals 🤔
The thing about that is it’s a later game build for the portal.
But thanks for reading my suggestion guys!
Then they should make the cart better, not implement a completely new mechanic.
And at a glance, I'm sure it's clear which one's the easiest feature to do and likeliest to get as well
In order to make lox woth carts work... I think some exceptions and improvements would need to be made.
Just to give it a fair think over 
The new cart or wagon made for the lox would have to be very tough.
Lox would need to control better with their general movement.
Lox would likely have to not be targetable while hooked up to not be a super weak link. (Perhaps the cart gets hit instead first)
The lox's behavior would have to change while hooked up so they don't run around like crazy stomping at every threat.
It could be real cool but realistically it just sounds like too much effort for too little return.
Have been on the side of just buffing the cart myself... and perhaps introducing a tier 2 cart in one of the far later biomes. 
Endgame cart ?
Endgame cart is called the stone portal
Maybe we need a stone cart. It’s always heavy
I rarely use the cart we have now, but when I do use it it’s for transporting material across my base. Only in some cases where my smelting yard and smith are far from each other, or in my main world where my portal hub is far from my lumber yard (like 75m or so). I don’t often take the cart out in the field for any sort of resource gathering or anything. I know a lot of players like to use it to gather silver though- fill it up, push it down a mountain towards a boat.
yeah other than getting silver to the bottom of a mountain, or stone-bronze age mobile extended storage for literally all your Valheimly possessions before you settle anywhere as a major base, the cart gets relegated to dragging building materials and fuel (wood/resin) around the base
In my no map, no portal world, I use carts pretty extensively. I take the time to build a road/path from one area of interest back to my base/dock though it's often easier to just start a new base on a new continent rather than sailing all the way back to my starting base. For getting stuff off mountains, I'll usually find a nice overlook point and park the cart at the base of the mountain, then chuck the ores over the edge and hunt/collect them back together at the cart. I find the issue with the cart is not the amount of stuff you can haul, but rather the weight limits. So, an updated cart would have to have a better movement to weight ratio compared to the 1st cart. Maybe some kind of powered cart where you feed it consumables like coal or Eitr berries and it floats or powers uphill could be a fun thing to mess around with.
#suggestions message This is actually a full new different game you are asking for.
the cart, unless it's on roads, is mainly just a frustrating experience
regarding the idea to insert japanese style stuff into valheim, 💡 can we also have animated rat-girls with big tits
🤡
Could you elaborate on what specifically makes it frustrating for you? And perhaps what needs to change to make it less frustrating?
character getting stuck in the air, cart not going over simple rocks, getting stuck on sides of things - mobs pushing it
That actually sounds like a lot of fun, I really want to try out a playthrough with those settings actually. But yeah, you hit the nail on the head- if we had an upgraded cart that simply had more HP and more capacity to carry weight before getting absurdly encumbering, that would be neat.
No map/no portal quickly becomes a slog and the slog seems to become exponentially bad after mistlands. Sometimes finding my way back home is nearly impossible.
The 1st one I've seen from trying to push the cart in reverse out of a rut or off a ledge. Probably could be handled better. But the other 3 things I didn't feel like they were too degrading of the cart experience. The secret is really not overloading it with too much weight so that it becomes impossible to move (usually around 1000 weight). For a more advanced cart, skewing this ratio so it can handle higher loads but keep the same maneuverability (as long as it is kept fueled up) might address your complaints.
what the fuck is happening to the suggestions channel
space ships..."Sakura update"
can we have people that like....take this game seriously with their suggestions???
Aren’t you the one that keeps advocating for bears?? ||just poking fun, don’t take me seriously lol||
thats totally serious, nothing could be cooler for me, its something i wish to see and something that i don't see why it wouldn't make sense.....i on the other hand don't know what universe someone has to be in to suggest sakuras
I mean... I want carts to be good, but we also have so many ways to increase our carry weight.
Some people have very active imaginations 👀
I only know of one...perhaps I haven't gotten far enough. But also, personal carry weight and carts aren't mutually exclusive. You can do both simultaneously and benefit from both.
horned lightning bears in the deep north
i havea slight feeling that valheim and spacefarring longships dont mix
maybe Skidbladnir
Belt for 150
Potion for 250
And then fader forsaken power for 300
Totaling 700, max 1k with the base 300. (For 5 minutes duration)
Or just the usual 450 no time limit between base and belt.
Nice. I didn't realize you could go that high. The one thing the cart adds to that equation is more slots though. So there is still some utility there.
Which is why I think it would also be nice if the extra carry weight allowed us to pull more weight effectively with the cart as well.
Saw someone come up with that idea in the chat at some point 
This mostly just plays a role with carrying tons of metal anyway... and then the stone portals makes everything about transportation obsolete.
Portals.... 🙄
For those not playing with portals it would be a solution, and for this with portals, it could be a nice alternative.
Idk... I just really hate how portals makes so much about the game pointless.
I get it's obviously super convenient and saves time traveling the long distances... but it's just too dang easy to abuse.
Would have preferred if portals were naturally spawning so you at least had to work out the logistics of bringing materials to them, rather than now were we can freely place portals nearly anywhere.
It was something the devs thought about super early on too, but in the end the much more lenient implementation was what got put in.
There's options to disable portals (in a capacity if you choose) and there's also self-discipline to apply 😄
Been a personal opinion of mine for years... but it's not a hill I will die on. Pandoras box is open on this one and can't be closed.
This is why I suggested the bull in the first place, it would be a simple animal and add a little taste to the game. Maybe make it really beefy so it doesn’t die fast but otherwise why not have something new?
Sure... but I am the sort of person that likes to play the as devs intended way... and to use everything at my disposal 
That's the easy solution, but doesn't mean I have to be happy about it haha
Even after 800 hours, I refuse to store more than 50 wood in a chest lol
Do you store 50 wood outside (placed with a hammer)?
lol...yeah, a stack of 50 wood takes up more space than a chest that can hold 10x that amount. It's magic!
you can place an infinite amount of wood in one wood pile
Wait, you can?
I can't...the build tool won't let me. You can stack them close, but not right on top of each other.
you need to do this https://www.youtube.com/shorts/yqjI9DDPckA
heh heh...exploit found! Really, they should just allow this without the "hack".
Yep, I typically have a deviated shed for storing lumber externally 😁
You're entitled to playing this sandbox game incorrectly
I did like the suggestion that you could "add" to the wood piles and remove as much as you want...maybe up to some ridiculous amount like 1000 wood per pile.
Even with gold, I prefer to have a treasure room to store it all 🤌
Oh wow, that’s actually really neat. Thanks for sharing 
Some say I’m mad
Yeah, we have a treasure room as well. I just wish we could make bigger gold piles than 999. I want to dive and swim through gold coins a'la Scrooge McDuck!!!
brb gonna raid some valheim villages that are openly displaying their wealth
Adding piles of gold with jewels and pearls would be nice too.
For sure!
Yeeee, I shared a clip for this in my suggestion to turn the piles into single resource type containers hahaha
That's the same clip, actually 
Ah nice
I used to make an entire house just to store stone/wood/etc and now i can just use that lol, really nice and saves on instances
Well... technically each wood pile you place even if in the exact same spot is another instance... were as one chest which can have like 40 stacks is only 1 instance, rather than 40 instances.
Not exact numbers btw, different chests hold different amounts, and I can't remember off the top of my head how many haha
.
Unless you are referring to my suggestion
❤️
yes but the house is more instances than like 40 wood piles crammed together is what i'm saying
at least in my case cause i like to build a lot 
Perhaps 🤔 depends on how many chests full of wood you end up with 
I tend to make super simple shacks often or just leave chests in the grass hehe
Lazy gaming.
My fps would hit zero long before a build like that is complete 
The bridge is incredible
luckily i have a nasa computer, at 30k instances with 90fps
Worth it for esthetics... but quite the time investment 
i still dream of chopping core wood trees 
You must keep building, if a base isn’t laggy, it’s not finished.
Saved that screenshot for inspiration… uggh those fir trees look so damn good. I already stole your technique of using core wood pole clusters as a little pathway barrier lol
that's like 1/3 of the base too
it's massive
#suggestions message Honestly, I think landscaping (small trees, bushes, etc) is my #1 hopeful feature that gets added
If it weren't for the tone, I'd think they're trolling suggestions. But not, those people actually think any of that fits into Valheim
People really need to think beyond "but it cool and fun bruh"
Space stations... seriously
Someone just posted making space ships and building space stations, bears are infinitely a better idea and fit a lot better than that
💡 turn all the bosses into anime waifus that join your harem once you've defeated them 🤯
Bears 👍
Beers 👍
Boars 👍
Boards 👍
bards 👍
Cards 👍
Carts 👍
Barns 👍
@spark cape im not familiar with these protocols, but is the steam one well supported in non-steam clients? Or is that a server-side only thing which has no effect on the clients?
Yea its mostly server-side. These protocols are used to check for server details, like name/location/current players and stuff like that.
Its used by server listings, which is done by websites, discord bots and so on, but also in the client, since clientside is under full developer control, it doesn't matter what they use, we wouldn't see a difference within the game itself, its more impacting outside stuff.
Would be interesting if its possible to support two different Query types at the same time or make it a server-sided setting to pick from.
Just picked a random server on battlemetrics, this is what you can take from a publicly listed server https://www.battlemetrics.com/servers/valheim/12563303
Funny enough, the sentence at the bottom says it all "valheim does not support player lists" 🙂
Yeah i think this viking game needs guns and that would be cool!
We already got one
Electric shotty
Why are there so many downvotes on this? #suggestions message
wait wrong link one second
fixed it
No point we could already tame boar and its so early game it wouldnt matter anyway and on top of that they arent hostile in any way so idk how u would tame them
The tame deer?
Meadows already has a tame, getting deer into an enclosure would be almost impossible, and hunting them is much faster than boars because they drop more resources and are louder.
Understandable
Said perfectly
i wonder what the first bear suggestion is
what a divisive idea...the community seems entirely 50/50 on it
The first bear suggestion? Like wherever suggested it 4 years ago?
It’s mostly “decisive” because people are just tired of hearing about it. Smiffe put it on a list of “never going to happen” suggestions a while back. Along with portaling metals and ores
aged like milk
what do we think about slope-combat?
I wouldn't mind being able to hit things that are above or below me on a slope :)
ahhh, understandable, thanks
It seems like vertical hitboxes could be addressed with a little more subtlety than just, be able to things from anywhere
It is most annoying in mountains
But who knows. Maybe it’s programming feat that would rival intergalactic travel
I can picture it being kinda jank, with your viking randomly hitting downwards or upwards at the wrong time every now and then or w/e
unless you just tweaked hitboxes... but then you're open to the exploits and stuff i guess
lol at that tbh, can do that already with any ranged weapon
If people want to cheese the game, there’s plenty of methods
Also that in some way or another admits that the devs couldn't do a better job than the modders? IDK very weird answer.
Far better answer would just be, "We don't think it's in the vision and game design for Valheim"
They can fix or prevent what they are able to and not what can't be dealt with without major/drastic changes. For instance they can prevent melee from being easily exploitable in that way, but obviously can't do much about ranged attacks simply because of the nature of what they are. Also, already having possible exploits is never an excuse to allow for/add more, that's just nonsense.
Also that in some way or another admits that the devs couldn't do a better job than the modders?
Who says that devs aren't capable of making sloped combat not be exploity/cheesey?
I believe in them they're really smart individuals
All I'm saying is the reason that Smiffe gave is really really poor.
Entire structure is based off his experience with some guys mod like lol
Don't feel like it has anything to do with who is coding it. Like with ranged attacks, the issue is in the nature of what it is (attacking up/down from a spot an enemy can't hit you from). I believe the varying height differences between the player and enemies is what makes it a very tricky situation to do right/without any issues. The range an enemy can attack from vs the range a player can with a given weapon also factors in (where even if you gave enemies the ability to attack up/down slopes as well, certain ones could still end up in completely unfair situations). Likely just no way to balance it properly to avoid exploitable scenarios like that, and given that it is something that they are able to prevent, that's the preferable choice for them as developers to make.
If enemies could aim their attacks up, jumping would be a lot less effective 
I like orange
ty obiron
i do too
The color or the fruit? Or both?
aren't there already two kinds of wolf armor @pale ocean ??
literal wolf armor, and fenris armor, namesake being a wolf.
Oranges are amazing; orange, however, is kinda mid.
With averages, both oranges are now somewhere above mid.
No FOR ACTUAL WOLVES
So i can armor my dog's
-# i love that the wording of the clarification can still be misunderstood as putting a dog on yourself, which we can indeed already do
armor your dogs? thats what boots are for 🥴
😭
so couldnt they make enemies also attack that high and low, so they can reach you?
I feel like the level up rate of creatures in the last biomes should increase by 25%. So for example, if you just beat bonemass, then there's a 50% higher chance for starred boars, necks and deer to appear in the Meadows, and 25% higher chance for all the black forest mobs
that would be rly nice actually. easier to go back to lower lvl zones to farm some mats
That is certainly an interesting idea, could be cool!
I'm sure they can do lots of stuff, but do they want to?
Are there any ‘treasures’ to be found in the Black Forest using the wishbone? Similar to the meadows graves?
not that I remember, but ive been gone for a while
Not for what I know. There are no grave pattern nor similar structures in this biome.
#suggestions message
thing about this suggestion, I believe blast furnace is purposely much more powerful than the normal furnace, any normal/previous metals being put in there can get very much destroyed
Not that I know of either... wishbone has very few uses and never had any added with the new biomes either. 😅
Is afew things I would have done differently if I had a say, for sure.
Make a list of major items and as you add content always consider those major items based on the existing content in the game. If it doesn't have much, add something to make it still worth anything.
I’ve been treasure hunting in the meadows, currently mid-game is the playthrough. I’ve been wondering why the Black Forest is just so good, and I think I know why that is- at least, for me.
The Black Forest and the meadows have a ton of synergy. Really, the first 3 or 4 biomes, but especially meadows and BF. One example, fine wood is essentially a tier 2 resources, but it’s not in the Black Forest pretty much at all. I don’t know, just a fun observation I guess, even if it is planet obvious lol
meadows does have treasure chests, especially under the graveyard grounds things. But they're pretty much worthless.
I will assume it's a thing they will tweak later
Pretty pointless to have treasure chests that have 0 (worth) treasures
I feel like it trains you to ignore treasure chests later in the game. Or rather, to never really get excited about treasure chests in the game. The only time I endlessly search for treasure chests is to get onion seeds in the mountain biome. Once I have some though, I never need to look again.
Actually, in early game, finding flinthead arrows is kind of helpful. Especially when you've been lost for days in your no map/no portal world, and your equipment is broken, but you can't repair it because it is all bronze and you don't have the stuff to build a forge, and your supply of arrows is running low.
But over all, I do agree that finding a treasure chest in this game is really underwhelming...it's just never an exciting thing.
Is probably many reasons why the black forest is one of the most liked biomes.
You get your first taste of many new things (dungeons, alloyed metals, big enemy with trolls, fection fighting with skeles and graydwarfs, portals, multiple sets of gear, gear set with troll armor and sneak bonus, and so on... all bangers).
On top of that the atmosphere is very coherent and memorable.
And as you pointed out we still have a feeling of the natural progression from meadows to blackforest. Mant of the systems still functional well so early on. Skills for example... which come more and more to a crawl the further you go.
What does it most for me is I just really like the atmosphere, with the mist creeping between the tall trees, the blue glow from the thistle, the graydrawf eyes making them pop out from the dark like a horror setting, troll caves making trolls feeling like they make some attempt to actually live there and don't just appear from nowhere, and other small touches like that.
I really love mistlands for many of the same details. 
BF is also (usually) really close to home. So you don't need to wander very far to find it for the 1st time.
Almost, is a few off cases but I agree in most cases. Sunken crypts for example can have a ton of iron in the chests. Legit, probably the best chest rewards haha.
OH yeah, I don't mean chests in dungeon instances...I mean chests on the overworld.
Eh...I was just thinking the other day I wish the dungeons were more elaborate...with mini bosses at the end that may hold some real treasures if you defeat them.
I've only experienced up to the infested mines...and I do wish there was more than like 3 enemie types per instance.
I mean, many of them are great imo. Frost caves give that a bit with the cultist rooms. But I also would love to see a lot more done with them
so would not complain at all.
Is truly a decent deal I would try to advocate for if I had a legit say 😅
Nothing past that, no dungeons in ashlands.
In our play through it never took us longer than 5 minutes to clear out a dungeon. Even when we were undergeared for it. ANd once we got everything we needed from them, we typically stop going back to them unless we need a specific item (surtling cores, iron, fenris fur, etc).
It would be nice to just enter a dungeon for the thrill of exploring and seeing whats there instead of "Oh, I know it's going to be the same 15 rooms in some random layout with a sprinkling of items, mostly all useless."
I mean, they can't stay fresh forever. Long enough and exciting enough for 5 or so trips is a good benchmark.
Will also say doing it in multiplayer makes everything far easier (Assuming this from the use of "we").
Yeah, it seems like the balance around multiplayer and single player needs to be bettered. It seems like multiplayer makes things too easy, and some things are more difficult than I would like solo.
There is a lot more that could be done, sure. It's just a lot of extra time and effort.
I mean, it can be really hard to balance for the inherit benefits of multiplayer. Just number tweaks are far from enough.
As for single player though... I like it myself 😅
It is called a brutal survival game after all, so fine with it being a little brutal now and again.
#suggestions message
for some reason I can’t react to this suggestion, so I’ll leave this here
👍
If the screen shakes and immediately removes the reaction, it would mean they blocked you. Or could just be a random discord issue.
Who would block Blob? 😅
I have seen users blocking because you downvoted.
Guess what kind of user they are
Damn my suggestion got straight up yeeted out the chat
No 💡?
Or was it the super meme suggestion with lox colors 
Probably due to how not serious it was, if so.
They've posted in suggestions before, so extremely doubtful it was a missing 💡
The one about the smelters? Did it get deleted?
Blast furnace smelting previous tier ores? Is still there.
#suggestions message
Ah, my bad- didn’t see it for a second!
I don’t see it either for some reason
I don't see anything
I dont see NOTHIN
#suggestions message EZ TP home haha
I like the idea of getting too drunk, blacking out and waking up without any pants on in some random location on the map nowhere near your bed.
Like in a troll cave, next to a sleeping troll, who has his arm around you...
#suggestions message generally speaking, ‘regular’ animals are avoided, since the developers really want to create a more unique world. Horses, specifically, are pretty much ruled out for a number of reasons.
3 eyed horned purple lightning bears with scaled paws in the deep north
Personally I don’t really mind regular animals, but I don’t mind fantasy animals either. I think a balance of the two is a healthy medium.
But this topic has been drug out before, I’ll sit back down 😅
I don't care what kinda bear as long as its a bear..
i will hack into the mainframe if theres no bear by 1.0
Could always commission 1 or 2 people to make a mod adding bears (correctly matching valheims art style). 
replace every mob in the game with different kinds of bears out of spite
The biggest problem with more animals is just how populated the world is already.
In reality while diversity is high, density is quite low. On the other hand, one animal can be converted into a lot more resources.
More diversity in valheim would lead either to clutter, or increased rarity for whatever you are trying to find.
There are also additional problems with animals that usually exist in big groups.
i mean in the deep north.
1000%
if they were in any biome before wolves in the mountain biome it wouldn't make sense because they're bigger and scarier, don't fit in the plains mistlands or ashlands.....its perfect.
My Valheim world, sad that we had to stop and move on due to massive fps drop. Loved the building aspect of the game. To this day I have not found a way out. Here is the remant of our server. For a time it was full of people, but they can't go to home base anymore as they will crash out. Great memories.
Everything was built from scratch with real rss collection.
https://www.youtube.com/watch?v=xCfoFL73SYM&t=169s
I meeeaaannnn.... there is so so so so soooo many ways to handle this better than the devs currently do. 😅
Even if we had twice the mobs currently available, I think the quantity of materials that we regularly get and yet see little use (thus eventually finding its way to pointlessly filling chests) could be mostly eliminated if there was some better planning.
But that's just my opinion I suppose 
Depends on how fantasy and huge we go with the bears 
A more realistic bear I feel could have fit in as the rare apex troll of the meadows.
A souped up fantasy tank of a bear though, that's deep north territory for sure.
#suggestions message I like this idea - "Tower of Taunt" or something. Would be cool to increase the chance of a certain raid by displaying a trophy.
#suggestions message suggestion sabotaged by odin, i wanted to upvote that goddamnit, not take odin's place for it 
What? I feel like in Valheim density is high, diversity is low. I can't swing my pickaxe twice without a stupid greydwarf tossing a rock at me...always the same type of greydwarf too. Why not have a diversity of creatures that drop the same useless items if you are worried about item bloat? Your argument makes zero sense to me, sorry.
And sadly, Black Forest I feel has perhaps the most diversity in terms of mobs you can encounter in the game. I think it has 9 or 10 different types of mobs you can run into natively (before unlocking more from bosses). But I still feel like it is always 3 rock tossing greydwarfs...every...single...time.
Yeahh first time playing i remember being terrified of like some bear or giant beast going after me "the black forest oooOOoo"....and then these silly little guys are everywhere....trolls are cool but whatever
why would you want to remove a fun cheese, its not super duper consequential if a player wants to find silver without defeating bonemass....only players that are experienced seem to know about those kinds of things and those experienced players have kinda earned the right to have fun with the games mechanics
Also, mobs can do those exploits so it's only fair that the player can as well (even if a player can do them more intentionally as mobs)
Those AOE attacks while hard to judge due to their fantastical nature, seem to represent shaking the ground in a violent manner.
I am unsure whether a wall would stop such an effect.
Maybe they get blocked by by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
What y’all think to a extra rested bonus given when using hot tub that gives you extra health and stamina say 10-25 of each for around 5-10 mins?
Call it invigorated or refreshed
To add to this more endgame invigorating furniture that will provide better bonus and for longer, hot tub could give 10 to each for 5 mistlands and Ashland’s tier give 15/20 for 7.5/10 mins
I like the idea @hearty finch but I think it should be given from a trader in the mountains or plains
bf trader already has a lot of items, frostner/iron sledge crafts, fishing, incinerator, strength belt
ya sounds good

@arctic wharf dude have u thumbs upped a single one of my suggestions
You went trough the trouble to find one, lol.
I was bored 😂
TooMuchTime.
lmao
I will say, it hurts having so much movement speed penalty using a 2-handed axe #suggestions message
I meeeaaan...
- don't call people out for their votes
- I don't pay attention to who's suggestion it is nor do I care. I vote based on my own objective opinion of the suggestion.
- As far as I know I have never ever had any implications with you, nor do I know you well. 😅
Hehehehe 
Handful of us definetly spend too much time here in this discord.
.
Reason I downvoted the suggestion (my opinion, just for conversations sake) is that I think there could be better options.
You can offset movement reductions with movement increases and a trinket that just removes all reductions would make having them at all completely pointless.
That being considered, I do feel many items in velheim don't give enough bonus to merit the move speed reductions (2H axes stick out like a sore thumb).
This is obvious by most people preferring fenris gear well past the point it's armor value keeps them somewhat safe 
Also speaks volumes for how powerful movement speed is.
#suggestions message A recipe of any kind for Bonemaw meat would be nice.
There might be a possibility of it being used in new DN food recipe (might not be the case but still).
#StillJusticeForBattleaxes ✊
Battleaxe is such an insanely fun weapon to use lol. This character was intended to be a magic build, been using axes until we get to that point… but man, this is crazy fun. Poking necks with the battleaxe secondary is so satisfying lol
Or greylings 
But yeah I also have leaned to team Battleaxes, only if they had less movement speed penalty.
And have a new one.
Wait till you do it with Krom. ALSO very satisfying.
was convinced that this was "deez nuts" bait
But it's worth it when you time that swing just right and take out ALL the mobs at once!
Think my record is like 6 greydwarves in one swing? It’s such a good feeling!
heh heh. I made one just for S&Gs when playing with my friends and was like "I LOVE THIS THING!" Bonus is you can take out a troll with a quick jab to his nuts with the battleaxe. That is one of the most satisfying things about it.
Oh yeah, if the trinket just negates any negative move speed, I feel like that would be OP. Maybe it could add a flat speed to offset it instead (a one piece alternative to Fenris, but not as powerful). Overall, I do like the idea of having more options to adjust your gameplay. Just because we have a movement speed armor set (and maybe mead) doesn't mean adding a trinket is redundant. Options and variety make the game more interesting.
Im more of a #Greatsword guy, but i agree the battleaxes got the short end of the stick when it comes to movement penalty
I suppose ability to harpoon fish has already been suggested a lot of time ?
You can already harpoon fish
What ?
Serpent only right ?
Correct.
Other fishs arn’t considered as entities so hitting them isn’t possible
Unfortunately this is true
I am sad not being able to harpoon this big 5 level trollfish
And I think it wont looks out of place if it was added in the game
What would fishing rod and bait be useful for if we can just harpoon the fish?
Think the main issue is it would completely bypass the bait/skill of fishing
Although I certainly wouldn't mind being able to "reel in" the harpoon so to speak.
Don’t worry, I have plenty of love and wishes for greatswords too #suggestions message
Very good.
I haven't done any fishing, is it a fun minigame?
I think it’s pretty fun, but there’s not like a huge reward or anything for doing it really. The 5 star fish are cool, catching some ore is interesting but nothing crazy. There’s not a lot of uses for fish- though they do have some using the new mead. Fishing isn’t for everyone though. I should say, I feel I’m in the minority for being an enjoyer of fishing lol.
Fishing is... well I like the idea of fishing and collecting the big catches
but the actual mechanics of fishing are super simple and rough around the edges with insane stamina drain. On top of that, the whole mechanic can be avoided with the far simpler option of just messing around with terrain and building to effectively beach the fish.
So yeah, I currently enjoy the prospect of it... and would love to see it given more TLC.
Question: Do you think a minigame of harpooning fish would be more fun than the current fishing system, even if it gave the same rewards?
Honestly, I don’t think so 😅 I love the idea of harpooning serpents though, I think that’s a lot of fun and has a neat reward of getting some extra materials. I know it’s not required, but it’s still a nice thought.
aight i wasnt expecting a serious answer like that
I mean, just giving an appropriate reply after being called out. 😅
Hopefully not coming off rude.
Fishes are hard to aim and hit with spear so the minigame would be completly different : one is wait and catch, the other is aim and shoot
And it would be logical if fishing with rod stay easier than harpooning
.
As for the harpoon question. I am not sure it would be better since that is ever more basic and just abandons the work put into the fishing mechanic.
I just think interacting with the mechanic should be fulfilling, rather than needlessly tedious over the alternatives.
Iron out the stamina consumption some.
Make certain fish not able to just be picked up off the shore when they beach themselves.
Make only certain fish even appear when you are fishing, so just picking up fish on the beach won't give you them.
Just surface level ideas ofc, without me diving into it. 🎣
Agreed with everything except « no pickable fish when they beach themselves ». This feel logical having dead fishes after storm or "randomly" found, and it is the best alternative for non-enjoyers of fishing mechanic.
Uh my sentences don’t makes sense at all, I shall go sleeping
If fish couldn’t be picked up out of water, what would you do if you drop them?
Little reminder that you don’t get fishing rewards if you don’t reel in the fish- I would really like to see more rewards to incentive fishing 😁
Well, was mostly tossing surface level thoughts out there. Would have to be actually thought through if the devs considered bettering the system.
I can easily tell they are leaning on fishing skill to make fishing not horrible on the stamina front... but who in the world is going to grind to 100 fishing for the 200%!!! Faster reel speed and 80%!!! Less stamina consumption.
Something ain't right there 😅
i'll grind to like 40....its seeming at this point that with on-tier stamina food its not the end of the world.
i have a skill of 20 and with plains tier food can still just barely catch a grouper
Just obvious the inclusion was not thoroughly thought out is all.
Crazy that smoke doesn’t already go through iron cages tbh
I think the biggest glaring issue (as we’ve talked about before lol) is the huge stamina drain. Because of this, you’re incentivized heavily to have your lure at a super short distance- which hurts your fishing EXP gain.
I’ve asked about this before a while ago, something about the engine doesn’t allow for it? But yeah, I agree- it’s a little disappointing.
For fishing exp gain you can literally just launch it as far as possible tho and reel in and you still get exp i believe?
I think you only get 1/2 exp? You get full exp if you’re feeling a fish I think
ahh
Why fish when you can lure them to the edge and quickly going them out of the water?
My goodness a 5 star salmon makes stamina go poof in like a second... though was only like level 20ish fishing skill also ofc, because no way I would grind that haha.
I think considering the stamina drain from fish tho it will work out as more exp
hard to say tho, I’ve fished all of once unless you count fishing serpents
I may as well go try it now, I got like an hour or two to play tbf
For science!
Observation: this is even more boring than regular fishing
This is why I use a mod that allows me to tweak certain things.
Like reducing battle-axes move penalty to -10% instead of fucking -20%. It's still double the amount of most two-handeds but a lot better. Sledges are fine
However I’ve spend like 6 mins and gone from lvl 3-7 so i think it’s faster than just catching fish
Or something I find even more infuriating: spikes not returning resources when destroyed/dismantled.
They're literally ones, if not THE one pieces that SHOULD return resources. They ARE supposed to help you deal with raids, why would anyone use them FOR THEIR LITERAL PURPOSE if they're a complete waste of resources?
I’ve seen people just have spikes set in a kill zone and spam repair with hammer
Raids/events need an overhaul, spikes should enter in that overhaul
You shouldn't need to if they just returned resources.
What's more, it's actually pointless to use them anyway because you really don't gain anything by killing mobs except getting more materials as you can just wait for the timer to run out
Yeah I do agree with that
I will be very disappointed if DN is even announced and so many things are still not addressed
Maybe instead of losing durability they have a seperate durability meter for damage and they need to be repaired to bring back to initial damage?
Continuing to work on broken, unstable foundations will not yield good results
so after a while they become dull and deal insignificant damage
At this point I would be ok with pretty much anything lol as long as raids become actually engaging rather than "ugh, another one"
How would you propose they rework it?
I once planned to use passive enemies and only fight during events BUT they made the toggle ALSO affect raid enemies...
I really refuse to believe that is NOT an oversight that they never bothered to address
Just returning resources when destroyed and increasing durability would do wonders.
And they're simple to do.
But if they do something more extravagant I might be more intrigued
I feel like anything that has it going to a base you worked hard on to destroy it just sounds like a bad time for the player tbh
I meant regarding reworking raids
Never used spikes tbh.
What happens when they break? Do they just completely dissappear?
I would say that it might be best if they just degrade to a non-fenctional broken version that you can still go back later and hammer repair... or disassemble to get resources back like anything else.
That's why I want them to overhaul raids so you are encouraged to use your wits and ingenuity to overcome them rather than using the game's systems to exploit them
iGod said that above yes
I feel like that’s way harder to figure out tho, the whole ai would need a overhaul, trolls get stumped by a moat lol
But the standard is so low that it wouldn't be hard to tweak them lol
What about some kind of item that you can place on your base that the enemies have to try get to,
Then again anything we can think of some guy will figure out a way to exploit the ai
Well, the AI is broken on its own so not like that shouldn't happen sooner or later.
I have seen enemies refusing to go after me despite having an extremely clear pathway to where I am.
Yeah I’ve had that with trolls on top of me
Don't think there is any real solution... Just too much in the game to try to account for that can mess with enemy AI.
Most I can think of is enemies designed more around actually seigeing you...
Talked about this a bit once already with things like goblins with catapults... that launch goblins into your base too!!! Along with normal ammo at a very slow inefficient pace 
At least that would be more amusing.
Could be, that way some enemies could try to break through your base while others do attack you.
Being able to kite them so easily and make the raids worthless is just disappointingly amusing
As long as the exploit itself seems inefficient enough as to try discouraging its use I wouldn't mind.
Like bonemass being easily killable by a high platform and bows but it's so extremely slow and tedious that I have and will never do it
I'll be honest, I have never found a fishing minigame enjoyable in any game I've played. In fact, the only reason to get me to fish in any game is to provide a decent reward for wasting my timeputting in the effort. So I for one would prefer they keep the current cheats/exploits to collect fish outside of the fishing mechanic. From what I hear, it sounds like the minigame isn't very exciting or enjoyable, but I'll have to give it a try before I make a definitive call.
It would make sense to me that in the beginning, just casting your lure into the water provides experience, but as you gain higher and higher skill, this tapers off so that you have to actually catch a fish to grind the skill. Like maybe from 1-10 skill you can just cast the lure repeatedly, but beyond that...no skill for it.
Yeah, actually I like that trolls attack you, but if they catch sight of a tamed piggy, they immediately change course and destroy said piggies! It really was like a "OH MY GOD NOOOOOOOO!" moment that totally sucked, but it was fantastic...I wish they would do the same with your base. Like if you engage them, they turn and attack, but if you run away, they turn back to destroying your base.
And I agree with this completely. Returning the resources when the barricade breaks would be great. Though I do like perhaps the chance of it returning less than 100% of the resources. I think if you break them with the hammer, you get the resources back completely, but if they break from damage, there is a chance you lose resources. But that's how I feel with most things in game. Destroying them with weapons yields less than 100%, destroying them with the hammer always yields 100%.
Feel like you should simply get your resources back in regards to fortified spikes. I guess what’s the harm? Currently, no one really uses them since the thought of wasting a precious resource is a deterrent.
If the goal during a raid is to protect your valuable resources… why would you put them at the very front in one of the few ways to where it can be destroyed for good? 😅
I play with raids turned off though, so what do I know? 👀
If the goal during a raid is to protect your valuable resources… why would you put them at the very front in one of the few ways to where it can be destroyed for good? 😅
What specifically is this referring to?
I’m referring to the spikes being expensive (costing iron) and that it seems wasteful to basically spend iron for defenses. Stakes seem to be among the worst way to defend your base, even though their primary purpose is for defenses.
Oh yeah, we used wooden spikes in the black forest, as they are relatively cheap to build, but when we realized they were a complete loss when they broke, even if you happen to place it wrong and destroy it, kiss that item goodbye. Later as more mobs began to show up, they became less effective to the point of being worthless. Maybe iron spikes are better, but your are absolutely right that iron is precious in the game and I wouldn't waste it on the iron spikes.
Black metal spikes would be a perfect solution, imo.
Little bit of a tangent, but I feel there are definitely some objects that have a pretty demanding cost. Braziers (10 copper, 5 tin) Dvergr stake walls (8 iron?!) compared to other objects that are far more useful, yet relatively cheap/affordable.
Dvergr stake walls being 8 iron is crazy 💀
Just as we have nails... they should add plates (thin square ⬛️) at 10 plates to a bar, and replace the cost of bars with plates for many construction objects such as stakes.
Only use bars directly for armor, weapons, and odd trinkets and work benches.
Iron is preciousssssss
Makes a little more sense imo, and greatly lessens the cost if you also reduce the amount a bit of plates overall... like 4 plates for the stake walls. 0.4 of a bar.
With some exceptions ofc
Iron is also the most PITA to gather....
Honestly ghastly that a single dverger stake wall costs 8 iron 
A common complaint I got from people I've shown this game to is that whenever they got the maxed upgrade to their armor from the last tier, when they first move on to the new armor from the next biome, they always felt scammed because all the work they got to get the armor to the 4th tier from the last biome, is just like this new armor they got at its base value. (Often times the new armor proved to be better, like wolf armor vs iron armor with its added frost resistance passive)
The better durability perk is often never mentioned because it doesn't have as much of an impact as armor value.
(PS: I try not to give advice to new people playing the game, mainly because experiencing it for yourself is always better anyway)
Not sure how to fix this yet since I got not much time to really think about it, so I'm just putting it out here.
i get that, i am pretty sure you can craft max level iron armor, on tier.
I don't even use this so I can't really form an opinion about it, but if this is actually real, then having beehives for defense is actually better since it deals damage back and returns everything if broken.
(I have a lot of queen bees to spare)
My own suggestions for this as far as gameplay goes is just to skip a tier of armor each time if you are upgrading.
Usually the base armor without upgrades is enough, and so one set can comfortably get your through two biomes without starting to really up the difficulty.
As for game design 🤔
I think each set needs to offer a really useful resistance for the biome you acquire it in to ensure they are at least worth considering if you struggle in it's biome.
Still really wish we just had (X% resistant to Y damage type (10% poison resistance - for example)) over the 50%/75%/100% resistance options we have now... it's so very inflexible in so many ways.
If things gave X% resistancs, then we could let resistances stack additively too... so we don't have cases like the root harnesk were all of the sets major power just comes from one piece. 
.
And from more sources than just armor as well. Potion bonus resistance for example could stack with armor resistance.
All it takes is keeping a log of what offers what resistance to ensure the player is not capable of going above say 80% or so of any one type.
Finally you could then reeeeaaally lean into that with some enemies or bosses designed around really wanting max or near max resistance (capable at the time of encounter) of a given type to not take huge damage or even one shots.
Perhaps introduce this around bone mass and have our crow friend
give you a warning when you first arrive at his alter.
Something along the lines of:
"I heard this foe has very deadly poison. You should prepare some protective measures to ensure you don't succumb to it."
.
hehe.
Another text well to read 
Or maybe armor upgrades could just be cheaper.
If you already need the station upgrades, perhaps each successive upgrade doesn't have to be more expensive.
I don't think a lot of people are that in love with mining iron.
That would technically worsen the problem of the gear initially feeling pointless when you first get it if you upgraded the last set....
It basically says to the player "oh you got this new gear but you know you have to get more materials to upgrade it first before it is a worthwhile improvement over your current gear"
That being said... some of the upgrading is a bit costly and I wouldn't mind it being cheaper 
And sometimes it is not very worth it at all.
That wasn't the problem raised though. The discussion was (at least originally) about all that upgrading work going to waste.
So pretty much the opposite.
Yeah, Braziers are very expensive. The bronze is one thing, it is a grind, but at least it's abundant. They also cost 3 fenris claws, a very limited resource...
In a way this is also a symptom of the progression barriers.
There are two ways to achieve similar stats, but one takes way more time and can't be improved further.
But the worse way is still encouraged by the game.
And then you end up doing the other thing as well.
The core gameplay loop includes doing something quick that invalidates something that took ages.
This is what I was replying to myself, and they say "whenever they gor the maxed upgrade to their armor from the last tier, when they first move on gk the new armor from the next biome, they always felt scammed because ......)
Was the problem raised there lol
Could not reply... dog having puppies 🐶 🤣
orange
I really would like upgrades to be % based rather than flat numbers. Its alot worse with weapons. Like who wants to fork out 30 bronze and 45 iron to upgrade krom for less than 10% more dmg. Use that time to farm 5 skill lvls instead for the same benefit 🤣 especially when it gets instantly replaced in ashlands with like 9 different potential swords.
Its less of an issue with armor but its just awkward like u could go lvl 4 on something but just make the next tier instead and get more. In the end i just play metal helm + root vest + fenris legs nowadays or full fenris on normal difficulty until asksvin set
oh my fucking god dude why don't anchors exist in this game
I would like heavy armor sets to be more unique and have different resistances for more flexible and varied numbers like zionE said. Heavy chests having -25% to blunt or whatever would be quite intetesting
Boats freeze with no nearby players, just jump out
just trying to reposition it in my dock man 😩
Insightful comment as per usual obi ron
Those spikes return the iron when destroyed.
But you do lose the yggdrasil wood. Which is arguably worse considering it's finite and less abundant than iron
I would do two things. I would make it so that the new armor starts at +1 of the highest upgraded previous armor set, at least a tiny smidgeon better so you don't feel slighted, but it ain't a big number. Then the upgraded version of the new armor will give you a significant gain over the highest tier of the old armor (which I think is the case already). Also, while keeping the needed resources the same, I would make it so that the previous tier's highest tier upgrade only moves the needle by +1 armor as well, making it kind of pointless to do that last upgrade, unless you are really grinding it out or find yourself with a crap load of resources to blow...or to drive the min/maxers crazy!!!!! 🤪
Boss Vegvigsirs are kind of pointless in dungeons when you play without a map, no? They show you the direction the boss is, but when you enter/exit the dungeon it changes the direction you are facing, so you can't really tell? Or is there a trick with using the hammer and rotating the piece to match the direction? Does that survive the enter/exit translation?
I kind of wish there were more of them on the overland when playing no-map worlds. Or other indicators to point the direction to the boss. How about if it also gave some kind of indication of how close you are...by glowing more or less bright when you activate them or something along those line.
The rotation of objects with your hammer does indeed stay, so many use that to effectively point the way after they leave the dungeon.
The topic of that super unintiutive method being the only real option though has been talked about here a few times, with a few other ideas to aid this tossed around 🫡
I mean I think it works for the most part, you aren’t required to fully max an armor it is only optional, and future armors excluding padded and carapace provide more incentive to upgrade, you will benefit from the levels gained gathering the mats needed to upgrade armor so it’s a win win really
Like you can fight bonemass with lvl 1 iron armor or worse, or maxed bronze armor the game offers a lot of options but you don’t need to upgrade armor every single biome it’s up to you to choose where you allocate your resources
Maxed armor should provide an improved visual so you can at least look cooler for the time cost of gathering all the mats
The game is randomly generated so you should make decisions based on the world you’ve been given, if you’ve found huge swathes of bf with hella copper but only a few iron crypts then you would benefit more from investing the iron in longship and upgrades you need for the crafting stations rather than getting a shiny new set that offers as much as your old one
The current system provides a smoother transition in terms of taking hits for less experienced players
Another option id find interesting is upgrading the armour makes it give a lower movement speed penalty so you at least have greater incentive to do so
It’s honestly just about perspective tho, if you make upgrading your equipment tedious for yourself it’s gonna be tedious
I don't guide people whenever I play with them - I like to just let them experiment and figure things out, and only really interfere with that if they're really stuck. It's a lot more fun for them to be honest.
Once you know about this in future runs you'd just not upgrade your armor past 2 (unless you got a ton of upgrade materials to spare), but the common issue at the start of it all still stands.
I try to do the same but sometimes it can get painful because they could spend resources on something that's not worth it because they didn't know better
And unlike solo, those resources being "wasted" could've been used for anything else
Ahh gotcha, thanks for the correction!
Right? No yggdrasil seeds from cutting down those trees? Clearly the seeds exist, since we also have 'yggdrasil seedlings' in Mistlands.
#suggestions message To do what? It's not like the oak i have planted in my base is dropping leaves.
Look cool as it mindlessly sweeps around the area you place it in? 
It would immediately kill anything it doesn’t like, how it does with the bog witch
Except necks, I don’t want it hurting any in the nearby pond 
Adorable
#suggestions message
Isn't it obvious?
#suggestions message That's like adding a tooltip saying the shield doesn't block any damage if you aren't actively blocking. Of course the pierce resistance only applies if you're actively blocking the damage with the shield that applies that resistance.
While it should be obvious, there are a number of games which have trained some of us to expect (or hope for) these kind of illogical passive buffs on shields.. So I get where the suggestion comes from
And valheim is not those other games. That is a personal issue with certain individuals, not with the game, and such a tooltip is entirely unnecessary.
Maybe I’m just used to other games that do it differently but I never would’ve assumed it only applies while blocking except that I read the page on the wiki.
I kinda felt like extra effects that don’t involve block armor would just apply all the time while wielding the shield (like the movement speed penalty does)
I also don’t really see any harm in adding “while blocking” to the end of the description
It really is a no harm done description rework that has no good reason not to be in the game
I mean you will figure it out sooner or later anyway lol but I don’t see why adding two extra words for clarification would be bad
While we at it I think giving you while holding the serpent shield some pierce resistance would be cool since you can’t parry with it
Say 25% when holding 50% when actively blocking, and if the effect stacks with pierce resistance from root armor who knows you might even end up making the serpent shield more viable for harder difficulties
Its pierce resistance stacks with harnesk/bonemass, so it’s incredibly strong. It doesn’t need a passive resistance too
That’s actually goated tbh, I’ll have to consider crafting one for my 1.0 playthrough
It already has less movespeed penalty than most tower shields
Combine it with a root harnesk and fader’s melee attacks do almost nothing
So what is bonemass, serpent shield, and root harnesk a 87.5% pierce damage reduction or is my maths wrong?
Bonemass and harnesk don’t stack together
Pierce damage will be reduced by 50%, block armor is applied, it’s reduced by 50% again then normal armor is applied
Ah so 75%
A shield hanging limply/idly by your side naturally isn't going to block any damage nor provide any resistances (since those resistances are physically part of the shield that currently isn't being held up to block). This is just a classic case of some individuals not thinking at all, which is not even remotely a reason or justification for completely unnecessary/unneeded changes. Not to mention such a warning would just look very out of place anyway, another reason it does not belong.
Yes, that's how they work IRL, but valheim isn't IRL, a big part of game design is leaning on what other games have already taught your target audience. That's like saying that people that think the hairstyle that you choose for your viking will stay forever are stupid and need to think more, because obviously hair grows and changes, especially over the hundreds of days you will spend in valheim, but somehow, guess what, because every game ever that lets you choose your appearance lets you keep it, it's the correct assumption that valheim would be no different.
Passive resistances work on armor because it’s always active. A shield that only does anything while blocking should have a resistance that’s only applied in blocking.
You also equip the shield before using it.
It's understandable why someone would think the resistance is used as long as you have it equipped but not actually using it
Equipping it isn't the only step to using it. You find out immediately that it doesn't block anything just from being held, and that's the distinction to be made here.
Random topic about shields: Even if I have a shield, if I know the enemy I'm fighting against deals a lot of damage, I just don't try to parry anymore. Because I don't know if after the parry I'd lose health/get stunned/die or not, and I'd rather not risk finding it out.
Dodge roll is far more effective since I know I'd always get away with it if I timed it right, and I think something should be done about parries to at least make a shield worth getting.
If an attack hitbox is small enough, jumping is better
i think that's only really a problem on the higher difficulties
(witch really nedd tweaking)
s key is better than jumping or dodging
I avoid it simply because I can never tell if it was the damage output that got me killed or just bad timing. Hard to practice something that straight up kills you if you mess up, especially late into the game where dying is more punishing.
I think at the very least parrying with a shield (or a two handed weapon since shields don't work with those) would at least make sure that you don't die from doing it so you get to experiment and gives you a chance to react after that event.
Parrying with single handed weapons keep the original behavior since it's a risky tactic to begin with (like, even before trying it out, you know it's a bad idea).
Bonemass power allows you to test if you can parry something with less risk
Still doesn't make things any safer if you experiment before that point, or when the power isn't up yet. Like, you still have a chance of instantly dying after the attempt, and that alone is enough to prevent people from even considering experimentations.
Which is the underlying problem here.
First off..thank you for having me in the group..just joined .been playing valheim for a couple years love the game...only one question which could turn into a suggestion I guess...is there a reason we don't have target lock ? Just curious ...
not the direction the dev team wants to go based on other things they've said - there's also a mod for it if you wanted to go that route (unless you're on xbox, obv)
Orienting yourself to land hits is a huge part of the combat in the game, adding what is essentially an aimbot greatly detracts from that and would make it trivial to make attacks connect with the target.
That sounds reasonable but doesn't match my experience actually playing the game, with the obvious exception of ranged attacks. Still, a lock on system can easily be given some delay, which makes ranged attacks unlikely to hit any distant or fast target. If it helps you aim at something close and stationary, I don't think that is necessarily wrong. If you fail to do so, it's not a difficult enemy, it's just a difficult camera system.
That being said, with the camera already not optimized for combat, I'm not too sure a lock on system would end up particularly good.
+Most games that do have lock on also implement other tricks with things like scaling to make it work.
I can't remember ever swinging a melee weapon and missing because I was looking the wrong way.
Also forget the delay idea, I'm tired. If a camera locks on to somethings position, that is not gonna account for gravity, nor movement. It wouldn't be usable for ranged, unless specifically programmed to do it.
I am on Xbox...but thank you for the answer.. was just curious I know how to respect a dev teams decision ...still love the game lol
I play on controller on PC and dont feel the game needs a lock on thing but I understand it could be an accessibility option maybe?
@brittle dust There is already something like that, from a certain amount of instances they start combining.
If you have an automated chicken / greydwarf or other farms, you'll be picking up stacks instead of solo items after a while.
No I feel like it should be added
Like I'll try to build and I'm always getting walked up on but a bunch of ash people and I try to run there beating in my walls even if they don't know I'm there
monsters can hear you tho
they just can't see you
you should back to what you learned about sounds in black forrest
and remember how much building and pickaxe sounds attract enemies
I get that but 2 big bone guys 6 archers and 2 one star knives are a bit much
I feel like I'm in d day in my own base
Ashlands is supposed to be more combat focused than previous biomes
yes
Like I feel like the forse fields are kinda useless because all the is stop ash rain but I can do that by just building with stone
as it's suppose to 😄
it's not there to be a perfect defence against things comming at you
It's useles it made it seem like it be protected your base from the Ashlands not saying it just makes them go away completely but I don't think they should be able to come in and the just beat on it unit it brakes
Make it like a stand off
Not on unbreakable shield more like a time giver to get defensive and ready
Imagine them ripping at the forse field has as you and your friends get ready
U cant stay you never wanted a moment to just catch your breath
Why would I want the best part of valheim to stop?
I'm not saying stop just a break because being 3 shot in full flame metal armor is a little crazy to me
Just a tad
Take over one of their fortresses and build a base there.
They can't get in and you can easily make a stand there.
you know all your wood things take damage without the shield up and will eventually burn and explode?
normal teleporter in ashlands is wood
Put it in a rebuild building there everywhere
No need for the shield
Plus the monsters walk threw the field and just break it so building in one of the taller buildings
How many times have u been crossing a lava lack and get sniped by a random acher that u can't shot or get to
Never I don't cross lava lakes I go around them.
And I'm unresonable because I want a little time out
How u get ur flame metal then
Forts I'm guessing right?
That makes the flame metal spikes a bit useles because it's way to risky from how much you're being rushed
Forts indeed.
I've ever only farmed 1 spire, the experience wasn't fun so I decided to never do that again.
That's my point there all over isn't it sad a whole fecher becomes useless becuse the risks is way higher than the reward
Yeah it would be nice if the lava would have less mobs that can get to you or there is something that you could throw up that keeps you safe for a while or lets you escape easier so the spires become more interesting instead of just doing it once for the ram and then get all the rest of the flamemetal from fortresses.
We made it this far but it's unresonable to ask for a forcefield that forcefields?
Plus people just use the hoe to make unbreakable walls anyway
The lava blobs can break those though.
I don't think u should get flame metal from forts and they should up the magic stones you get because just getting them is a pain
It take like 2 or 3 to get there and they only do a little damage
I'm talking as I solo player
A renewable source for magic stones or getting a tad more in the forts would be nice.
No flametal for forts seems weird but a lower amount than what it is now might be better, so you either need to do more forts or turn to the spires.
We'll see what changes they'll make if there will be any when the game is finished.
Because get 3 stakes of flame metal from a chest is crazy that be like getting bronze in a burial chamber chest
Also the spam the boss dose when he's low is a little crazy
Yeah 3 stacks from one chest seems a bit excessive.
It does happen from time to time in crypts that you get a few iron stacks in one crypt from chests.
Doesn't happen a lot but it does.
So if you are lucky in crypts there might not really be a need to mine the iron.
The iron is reasonable it's only like 10 to 20
Also I Don't like how the Ashlands boss spams the fire and minons
When he's almost died plus he sits in the fire so I can't hit him
I know I'm being a bitchy and I know it ment to be hard but there hard and there's a bit unfair
Yeah but I've walked away from a crypt with 200+ iron, had a bunch of chests in it that gave lots of iron and lots of iron to mine as well.
That was half of what I needed for all that I wanted to make from one crypt.
So a fort giving 60 ish isn't that special but all forts giving that might be excessive.
Yea but you'll need iron is some way what you need flame metal for that u don't need to craft one or twice
Or upgrades
True there is more demand for iron than for flametal.
What would be the point of base defenses if you only need exactly one that prevents enemies from attacking?
People use the hoe
No need for ballistae, to build smarter, to create defensive positions, etc.
It's more time consuming yea but it basically worse
An exploit based on the game's mechanics.
But the shield gen is a literal intended feature
For nothing but weather
It's an umbrella
That becomes useless when u find one those tall intact stones buildings
Witch take like 5 minutes
U can still play Smart with shield u need to recharge
Can you find those ruins outside of ashlands? Because the shield also stops rain, which on its own is a drastic improvement
For what? The shield would stop enemies from attacking, why build smarter if I literally wouldn't need to do anything else except build the shield
Stone dosent brake in the rain just step up on a building on the shore and you don't need to run around
I didn't stay stop I said stall
So u can get ready to fight/defend
Instead of killing this 2 more show up over and over
The shield could work like it does in scifi, it gets damaged it looses some % until it is at 0 then it poofs and it needs recharching and maybe its power core replaced.
You ever play the finals thing the heavys child dome tyip shit
Stall how exactly?
They can't get in and beat on the shield and when it's done you cant recharge it until all the enemies have been killed in the shields area to prevent spam recharging
Instead of 10/10 bondes it could be a present out off %100 and the different bone give different effects like bones from summers could have freadly ash skeletons keep gard of the base or heals in the shield
So it make more intensive to explore for the cooler bones instead of rushing to the end
Because rn Ashlands is just rush to the end sim to a some really hard boss
What u think of this idea ^
Like bones from Warriors give like more defense to or straight for a little, screamers give speed for a bit, summoners give friendly skeltons that defend the base and the big dudes make it where there stay away for a little bit because big scary but make them like the tied to either there trophys so they are hard to farm or add a soul like drop that can be applyed to the shield and make it where u can only use one at a time
@granite geyser
@short wing what you think of my idea
It's give more use and depths into the ashlands umbrella
I'd rather just have it as a physical barrier they can't get trough till they have destroyed it or it blocks them for a certain amount of time.
Maybe have a portable version that you can quickly place somewhere and secure a spot for a short while to either have a breather, do some mining or build something quick. You can only carry one and it has a hefty cooldown.
That be exploded that's why I think mine is fair it's a should be a physical barrier but getting the souls would add something to it
Now I'm left wondering what the devs thought of the idea ... #suggestions message
High probability this will be added
High probability the stamina cost will be enormous
rly good idea btw gj
MAN, I LITERALLY made this identical suggestion and got downvoted into oblivion! maybe it was because I bundled it with a suggestion for a sailing skill that reduces stamina cost of "boat sprinting", possibly also speed buff--grousing humorously about up and down votes aside, I would love to see a 'sprint' function for boats, and also a sailing skill (if it had to choose between them, the boat sprint)
2+ suggestions in a single suggestion means automatic downvote yeah...
Sailing skill would make sense but it depend on what it would impact. Speed doesn’t sound logical to me, nor any changes with the wind system. Ability to turn a bit quicker maybe. Ability to see farther or increase revelation range, definitly yes. A better “road keeping” also would be great, so when a wave changes the boat direction an autocorrect will happen.
Speed would only make sense for just the rowing portion, and would be facilitated through more powerful rowing from the player as they level up, however, the bonus from that would realistically only be very tiny and negligible, since the player and the rudder/oar can only physically do so much.
You know, row "sprinting" and sailing skill could actually be the same thing. By increasing the skill, the ship moves faster when the driver hits the "sprint" key.
And the code is basically there already with normal running
That sounds more like a different build piece rather than the shield generator. It would stop being a shield generator if it worked like that
Is it just me or is the Abyssal Harpoon one of the most underwhelming weapons in the game?
Literally everyone I showed this weapon to went "oh cool we can hook things towards us" and then the controls to it just doesn't really exist, so in the end most people just make it because it sounds cool at first, then most of the time never really use it again. On reruns you never really see this weapon made, unless it's specifically used to hook serpents - and even that can just be skipped if you lead it to a Swamp (leeches loves sea snakes).
(okay I forgot a segment here - it was also made to move tameables, too, but there are ways around that without the thing as well)
It can be handy for taming. Use it to yank whatever animal into your hole/pen/etc.
You're right about serpents though. I don't usually bother with it; i'd rather just kite him toward the shallows, run my ship aground and kill it.
@slate pecan
What did stone golems do to deserve this kind of hate 😂
There's really no need, the black forest is really easy as long as you're not cocky and avoid trolls
It is kind of random too. I had a world with mountain and swamp relatively close to the start. I also feel that distance is rather subjective. Perhaps for your 1st play through, venturing a day in any direction feels like "far"...but once you learn how big the world is, you realize a long trek is more like 3-4 days. However, I do think the world could be maybe 1/3 smaller and still be big enough to contain enough of everything.
Oh yeah, definitely, maybe even 1/2 if you're fine with squishing the ashlands
In the early game, what really sucks is having to use the raft to travel to your nearest black forest
3 days of travel? I feel like I could traverse most islands in 2 days on foot lengthwise
I don't consider it a long trek unless I'm coming back with mostly or all broken equipment. Or when you first start and head off into a direction, you go so far that it's just faster to make a new base than backtrack to the old one. But I've been playing with no portals and no map, so there isn't any workaround to the tediousness of backtracking.
green
And i thought orange added tons of value to the conversation
i don't really like green, orange is my favorite
Their shortest attack reaches forwards 8.86 metres and only one of their attacks has a horizontal hitbox
(They’re hard to dodge without rolling, basically)
Its like a toddler trying to be heard when adults are having a conversation
😾
Help me Obi-Ron Meow-bi...you're my only hope!
Question: Why does it always start raining right before I'm about to leave my base on an adventure?
Better than raining when ur building tbh
I always build a roof before the walls
@cosmic wing
#suggestions message
i wanted this too, although owner of server definitely has to write in a command to make it possible for the other player
ya
Bad take, just make it an option for the server. Every other game in the world does it and having to download a mod when console has no mod support is just bad game design. I see no complaints in games like minecraft or such.
Still a bad take regardless
Guess console will have to wait for mod support that way the game can be tweaked in a way that most players and server owners would want. Guess I'll drop the game until mod support comes out because cheating is too rampant and there is nothing the devs will do about it.
I somewhat agree with you, but I wouldn't hold my breath for mod support on xbox
Im not familiar with mod.io, but I guess the devs would still need to implement mod support themselves? What I meant is that I don't see them investing in a mod support feature at all.
And without dev involvement -> no mods on xbox since you cannot just copy some files to some directory (without dev mode and sideloading)
But im playstation 😭
They would, and mod.io allows mods in consoles as well.
Steam workshop would (unsurprisingly) only work for steam. Not everyone is on steam
You only mentioned "console", not playstation specifically. That's just one single console of many
You do know that most people play valheim vanilla right?
the biggest mods use to have about 140,000 downloads out of 13,000,000 players
to bad that the mod-download sites don't say unique download. just total :/
Yeah and I'd rather not modify the game if I don't have to but I cannot do anything about people cheating and maybe there can be a way so servers can have server side characters but also give players the ability to use those characters in any other world they desire but the servers don't take new character data but instead use the character data already stored on the server to prevent duplication, character-restores, or even cheating all-together
I personally don't want to mod the game as the game is great but cheating is easily done by anyone and hosting a dedicated server is impossible to manage with it. I have had people make characters on the server then store ores for example from my world and then go to their world and store it all just to bypass portals on my server then relog and use the portal then go back to their world and get the ores and bring it back then boom no need to use boats and bypass the whole portal mechanic
I have also had people go to their world and spawn the cheat sword in console commands and bring it to my server just to cheat
All in all their needs to be a way for server owners to have server-side characters even if the downside of said implementation is for people not being able to use their characters. All games I can think of do it Minecraft, Rust, DayZ. This game is the only game where you can just bring a full set of items and gear and just ruin the game for everyone else.
I have had a hard time telling if people were cheating because there is no way to detect said cheats because it isn't cheating as it is just exploiting the system the game has. Bringing hundreds or thousands of materials from other worlds ruin server's economies and make the game very unbalanced for dedicated servers.
If there can be some system to prevent this that can be implemented please do I beg! 🙏 🙏 🙏
@wanton atlas 🙏 🙏 🙏
sorry but no
whatever we would add, there would be 1000's of programmers making mods to go around our system
trust your friends
and if you can't
well 🤷
So let the cheaters cheat?
why not?
Vanilla game isn’t really designed to have an economy 🤔
No but for myself who plays PC and console us console players cannot do anything about any of this. There is no mods for comsole and just abusing mechanics should be looked at
There are no points, there isn’t a scoreboard, and there’s no competitive play. It would be impossible to add some sort of preventive measure, and even then people would bypass it with ease
Best comparison I can think of is Terraria- similar deal, anyone can bring in items from other worlds. It’s a sandbox, these options are simply available.
Im sorry to say but we shouldn't have to rely on mods to moderate the game... This doesn't make sense you are just saying you don't care and to deal with it. I just don't see how a simple toggle for those who run dedicated servers cannot have an option to have server side characters...
there are so many opinions on the matter, making it impossible to make everyone happy.
so the best sollution is to do as you want
Not saying it has to be mandatory for all servers but just have a toggle of sorts
who cheats then
the random person you invited to your server?
Everyone
or your best friend who you played games with since you where a little kid?
Even my younger brother who plays the game but then dies so he just reverts his character save just so he doesn't have to go back to get stuff
It's way too easy to cheat it isn't fair at all
we cannot stop players from cheating
we can make it harder
but then people will try harder
so waisted time trying to prevent people from doing what they want to do
Then why bother playing the game if you guys don't care to help give us ways to counter it all?
I don't get how we have to wait for mod support if it ever comes and wait for mods to fix these things...
I’m sorry that you’ve had bad experiences with unfair play, but try to understand that cheaters will cheat, and there’s nothing that can really be done about it 😦
All players just want basic security options for their servers, if people will cheat then yeah they will find ways around it but it shouldn't be this easy it's like you guys are just handing the tools directly to the cheaters
if you have established expectations as a server, and you find people violating them, don't you just ban them?
Yeah and that leads to basically just banning everyone
Because if everyone has easy access to cheats wont they just use them?
i mean, then there aren't a lot of people who agree with the expectations/what 'cheating' is no?
Of course not, me and my group never ‘cheat’ 🤔
I played with 100's of people. and no one cheated
people take pride in "I spent 1000 hours mining and cutting wood, to build this thing"
i mean, i think the overall point is, there's a lot of subjective taste to what's cheating--is playing with no build costs 'cheating'?
and also. cheaters will no be able to unlock achivements when those get added
that's why each group should decide for themselves--play only with people who share your idea of cheating, if it's so important to y'all, like do YOU find it irresistible to 'cheat' even though you think it's cheating?
No it isn't as it is enabled by the server. Which is why a simple toggle like no cost build means we could also have server side only characters toggle
Im just saying don't make it mandatory like hard coded into every server but allow a toggle of suvh to be added to all servers and worlds
had the discussion before. you can find it here
it won't happen
and no because no
But seriously I don't get why it is such a big deal to make for the people who want it especially for the console players who cannot mod the game
Well hopefully mod support comes out for consoles soon then
@granite geyser I am done at this point.
if he don't listen, I won't try to explain
Someone will make a way to bypass that toggle and enter with advanced characters and items
Something Smiffe just told you like five times already
Because it would be wasted effort for no gain on the long-term
I don't see how it can be bypassed.
Unless cheaters can somehow access the server directly
Then make it so said characters can be used in other worlds besides the main server but also allow the server to not accept characters not made specifically on that server
Maybe that can work, but also have it so the server doesn't accept the character bringing any items from other worlds too
Something of the sorts could be worked out, there just needs to be a system of sorts
There is already a system, play with people you trust and set some ground rules.
If we could just trust everyone there would be no wars. Guess ill wait for mod support then :/
Call in the backup! 😂
I trust only a handful of people but the ones I do trust I trust completely.
Well sucks for us that don't have anyone to play with so we try to play with new people and they end up cheating and even friends we used to play with cheated. Everyone will cheat if given cheats is the problem. If it is convenient then people will do it
You're runnin' in the wrong circles, my dude.
Yeah that sucks but there are people online that won't. Just need to find them.
Easier said than done though.
Yeah just trying to have a fair server but it's not like I want to have to scrutinize everyone who joins because there is no way to tell who cheats
Sucks that it is that easy to cheat
All I was saying is that there should be at least basic countermeasures to prevent these issues and just relying on trust isn't a good counter argument
Maybe this discussion was held too many times before, but things are not that clear cut. Yes, some will always find ways to cheat and at the same time RisingHero is right. The tools to cheat are so easily available (built-in), that it won't even feel like cheating. Some basic countermeasures (like optional server-side characters) could go a long way.
This
Finally someone understands, I was starting to think I was crazy 🤪 😆
Poor smiffe 
Nope. Will never ever happen with server locked characters
The crying agony people will experience is enough to never ever ever want a feature like that
Hah, barney finally blocked me from not liking downvotes 
Annoying how that works...
When trying to vote on all suggestions.
The massive amount of complaints about XX stole my character or XX deleted the world, and now my 100 hours are just down the drain
Now you know how I feel
Also with their proposal, if you leave a server and lose track of your exact inventory from when you left, you would be locked out of that server.
That doesn't invalidate the overall point though, there are other countermeasures besides server locked characters
Yeah a mean look and a baseball bat
And "just play with people you trust" and you don't have to worry about losing your character
Need me a mafia gif

Thing is most people who have this complaint are trying to run public servers. Have been in one myself even (jirocs) which was a lot of fun, but requires an iron grip for sure.
Ofc the best solution is only play with close friends who ideally... you trust not to cheat.
But that's not the solution for these people running public servers.
Sadly just have to accept that's not a supported way to play valheim... and hope for mods for further support.
The only thing I could agree with is adding options to help detect cheating, since the ones that aren't being open/blatant about it tend to be a much bigger issue (they will stick around longer and aren't as easy to weed out).
Any countermeasure that would require mods to circumvent would be a huge step.
Have people blocked you on this server? 😅
What’s the point in making a suggestion if people can’t give their opinions?
I’m going through all my suggestions and blocking anyone who reacted with a 👎
It was nice knowing you all. ||this is a joke||
People are really blocking each other over down votes? 😂
What's funny is that blocking everyone that downvotes your suggestions means you'll eventually no longer receive any upvotes either. It's just shooting yourself in the foot.
@cinder needle #suggestions message lmao the image of 2x smart loxes boosting each other to climb wall is hilarious
A problem with development, passionate people misuse their passion and try to reinvent the wheel when finding something of minor inconvenience like cheaters. It should be considered that some players will cheat in groups just as others refuse to, and it should all be considered valid if it results in fun with friends, the real goal of making a game.
Obviously there's exceptions, especially when companies make in-game items translate to their profit margins, but it just isn't the case for Valheim.
Yes. For voicing my opinion on suggestions given.
There needs to be something to be done besides relying on mods which console can't do at the moment. Otherwise running a server is pointless for console players
Maybe there is a way to download said characters from servers that you wish to keep so when the server goes down you can still have the character
I don't know what should be done, but something should be done. The game needs these features if the non-modding console servers have a chance at surviving.
At best it should only notify the owner of a server when someone joins with a modified inventory, and should track what they had when they left and what they had when they joined again. Force locking players out of either using their characters in single player or joining a server with their character is just bad practice. You aren't helping your case at all by stubbornly refusing to let go of what has already been denied/rejected.
Edit: or better just log that data if it doesn't already.
My friend, I think you’re overthinking it. The vast majority of people who play multiplayer Valheim are just folks playing with their buds- in which case cheating is a non issue. If you’re wanting a specific Valheim experience that is tailored for you and your group, mods are the solution.
The thing is, if Irongate dumps all this time and development into the multiplayer aspect, that’s resources that aren’t being used toward potential features and the like.
I see your frustration, but there’s sometimes just nothing that can be done.
I never said you should be locked out of using your character, I said servers should have the option to have server side characters as an optional toggle then when you make said character it saves locally to your computer and the server at the same time which makes it so you don't lose your character if something happens to the server. Plus there should be no way to manipulate the server-side character since it is saved on the server.
Yeah but the multiplayer aspect really needs some improvement, I try to play with 5 people and the game just loses all control and starts to desync and get laggy. Riding a boat with 3 people is already a challenge with the netcode
I just see it causing more frustrations than solving them.. for example: Server goes dark -> players assume it's shut down -> play with backed up characters elsewhere(resulting in utilizing original system anyways) -> server returns -> players are reluctant to return to their original characters.
Take it as you guys will more features is great but if people cannot host servers without the need of not having to worry about cheaters or bad networking issues then no one will do it... As someone who wants the game to be the best it can be, I don't want to see this be the game which is fun to play but only when with a very small group of people who you have to trust.
Im worried about even doing lfg posts with people because in a playthrough they could just ruin it by cheating if they wanted to and I would never know
And? Then that is the server's fault. All games do this, why re-invent the wheel? Ark, Minecraft, DayZ just about all games have this I don't get why it is an issue now all of a sudden
I mean, that logic isn't far off from say.. never leaving the house because people get in accidents far more often outside.
The logic of we won't make any QoL features because people complain is stupid. People will complain regardless and the game needs better security for servers and needs better multiplayer QoL
If people don't want to lose their characters then don't play on said servers which have server characters
There can be a myriad of reasons a server goes down and it's not necessarily anyone's fault: someone's family emergency, blackouts, money issues, services shut down, etc.
Ok and? Don't play on servers which have server side characters then
Not all servers will use it
That's exactly what the issue with this is, it'd be counter-intuitive to playing Valheim.
Don't play on servers with people you don't trust.
All im saying is the devs made these easy to use tools that can be easily abused and then devs don't want to implement any security for servers to prevent players from abusing them
Dude I want to make my own server but these issues will just make it not fun for myself.
Passwords are a form of security, wards are a form of security, personal PvP toggle is a form of security, I understand you're really wanting to get the point across but there's plenty of examples, saying there's no security takes away from your argument.
Im just gonna give up on this game until mod support comes out then because obviously it's just me talking to a brick wall
Fair enough, but it's always good to try and understand why you're not being agreed with, not just assume people are walling you out.
Well something needs to be done than just ignoring all the issues players have an issue with.
I think some things (like Stranded's idea below) should be achievable with server-side-only mods, which would also work for crossplay/console (dedicated) servers
I wonder if server side characters could be a server side only mod and if it will work or not
A server side mod could probably check if a returning user is using a new character and disconnect them
That I doubt, but keeping track of a character and notifying the admins when inventory/skills/etc changed should be doable (I think, I have no actual modding experience with valheim)
None such mod exists sadly
The only server side character mod requires both the server and users to have installed
My only option right now is to wait for 1.0 and hope mod support is there which it probably wont be at launch
@wary nebula lololol love the dont use the blackforest as the template😂
#suggestions message this is really quite brilliant IMO, just make the hammer require iron
like the ONLY other change that would require that's obvious to me is putting the recipe for sharpening stone on like the forge or workbench--and this could also remove the tedious need to keep moving a stonecutter just to pave roads (or all the other building/repairing with stone)
the only thing that would change is gating it behind iron, which there's probably some way to preserve effectively if that's really critical
Ty. My idea is to either have a new version of the hammer requiring iron, or it's max level upgrade requires iron and unlocks stonework
It would make placing stone pieces extremely easy, and would probably be way too easy to exploit 🤔
I'm sure everyone would love having more than one hammer...
Which means it won't happen.
Getting attacked in the middle of nowhere? Spam build stone pieces, grausten, black marble (the strongest ones) and done
It would certainly improve combat
You wouldn't need the original hammer after unlocking the stone hammer
Good point.
Visions of Fortnite lol
that's literally already the way it works
with wood--buys WAY MORE than enough time to seize the advantage
or almost always just as effectively, the terrain
i dont think i would be placing down wood if i'm getting attacked by a morgen or seeker 🥴
honestly it'd still probably last long enough to give you powerful recovery--especially if that wood is just a platform for you to stand on they can't reach
It already happens, so add an even more abusable option on top of that. Surely you can see the problem with that line of reasoning.

