#suggestion-discussion
1 messages · Page 37 of 1
it means if the issue you're talking about were really that serious, it should already be something they're fixing
i don't think it is, is the point--i.e. i don't think changing from the stonecutter station to the same function on a hammer/hammer upgrade, actually changes much OTHER than making building and repairing a little more convenient because you don't have to move the stonecutter
Maybe they could make it so stone cannot be placed while enemies are within 40yards?
Or have stone cutting locked behind some kind of equippable item that disadvantages you in combat, I'm just sick of building 2-3 stations every time I want to expand or repair my house
They can't do anything about inherent issues, however, they can prevent adding more of the same.
i mean no, @gloomy monolith just literally gave an example of a change that would at least make cheesing with building more difficult that could just as easily be applied to wood/any build piece as stone--again IF it were so serious/unbalancing a problem
I would hate to not be able to build because there’s a greyling hiding around somewhere
#suggestions message this is about as far as I would go with changing stonework
Point is, I think it’s fine as-is imo 🙂
The example they gave of "solving" the problem is even more reason not to add it, since it would then make normal building a major nuisance. "Oh, can't continue building because there's an army of greylings and other enemies hanging around outside". It's not a valid solution if it worsens the normal functionality/intended use of the tool, and that's why it's an inherent issue; it can't be solved in any decent or reasonable way without replacing one issue with another.
i still think that adding stone building a little easier adds that much cheese potential that wasn't there, but I see what you're saying--I thought about it a minute, and I couldn't come up with a way that wasn't that (which I'm not a fan of either) OR the bench/station radius limit (the very thing that'd be removed) to 'gate' the building, as already is the case for other build/pre-stone with workbench, so technically it would be even easier to cheese with stone than wood were this change made
Same here, I've been trying to think of ways around the issues but nothing really fits well. At the very least, stone pathways could get that treatment as those don't pose the same issue stone build pieces do.
What’s the underlying issue with stonecutters? I feel like stone pieces are extremely powerful and offer a lot, so the drawback naturally is they require a little more effort on the preparation side of things to get. Sounds fair, right?
yeah i just wanna be lazy
Also, if stonecutters were removed, one could slap down stone portals even easier haha
I’ve mentioned this before, but I actually really like all the different workstations. It’s makes building feel like a real construction project 😁
If anything, I'd say their radius could be bigger, since it has no upgrades to increase it like the other workstationd
the radii being bigger might be the superior 'compromise' option--it can just feel a bit tedius at times working with a diversity of build pieces, when then you're forced to consider how to work around portal limits to move the stations there, the weight of their mats, and repositioning etc
just makes building with anything more advanced outside like a 'main base' feel a little too tedious to be bothered with often
Wouldn’t be opposed to adding improvements to the stonecutter 🤔
I wish you could slap down standing torches without having to build a workstation. If you can build a carryable torch from the inventory, why not standing torches?
I don't think that'd be too game breaking at all, though I tend to minimize the use of them just cuz it's a pain to keep refilling with resin constantly lol
Except it already exists, you can literally place wooden floors from the nearest landmass and build to ashlands, all while stopping for wood and placing the mandatory workbenches, you can do the same for enemies too, need a quick breath? be quick with the building menu and suddenly you can be 8m in the air and just chill for a bit
The "argh placing stone would just be too op" is kinda lolable tbh, because placing wood is already crazy cheese
you mean just outpacing the stability updates to build a wood bridge faster than it breaks to ashlands? lol
yep
LOL, just cartoon style furiously placing pieces in front as they break behind 🤣
Just really gotta use the new snapping points they added in hildirs quest, makes it faster/easier, and then when you start memorizing what position q/e go to and then swap back and forth to make the workbench/place the portal for getting more wood, it's a learning process but yea
I got lold at the other day when I came in here suggesting dedicated servers.
Return to moria is doing it this month, I was wondering if dedicated servers were ever mentioned as a part of the plan.
Being able to prepare a feast, rations, and mead or coastline karve sail to do a build to launch an expedition before the rest of the boys get online would be crucial.
One thing I loved about return to moria is simultaneous chest access. Something this game could really use imo
can you fucking seriously place them down that fast, thats crazy.
i think the slowest pace possible is like 1 thing every 3/4 of a second, it's not that fast
I think you might need fenris gear and a potion
neither
Never tried to do something like that. I bet you'd need at least a full inventory of wood
it sounds like if you go too fast you can't place in time and you just fall off lol
need way more, you chew through wood doin this, but this is the most extreme example
#suggestions message @trim granite I can't tell you the amount of times I go to roll, and instead end up jumping instead...to my doom. 👍
#suggestions message this also makes sense because they hang specifically, so presumably, they're near the ceiling
It’s hard to even think about braziers without getting sad about the material cost lol
why the hell FENRIS CLAW part of the (standing) recipe lol?
can anyone confirm that wiki entry accurate--I hardly ever build with these and I am reminded why now!
Yep, fenris claws lol
Extremely demanding objects 🤔
Though I guess to be fair, not like Fenris claws have a lot of other uses? But yeah, they are a more rare resource.
@vapid escarp contrary to the dedicated servers players can already set up right now?
I am a little confused as well 🤔 that’s already option, yeah? Actually I know the answer to my question- yes, I’m running one at the moment lol
@vapid escarp Valheim was shipped with Dedicated servers since late 2020.. it's always been a part of the game to be able to set them up
(and it's free of charge)
Yeah...I don't mind the resin cost for refueling, just how quickly they run out of fuel. If you could put more resin in them, that would be an improvement too. I generally like to use them in my no map, no portal worlds to mark paths or forks in paths as they are easier to see at night. Probably later on there is a better more permanent solution but I'm not that far yet.
So your telling me my friends can join my seed when I'm not on?
Yep! You’ll just need a dedicated server 🙂
@noble parcel royal jelly is already renewable
Royal jelly piles respawn every 4 hours or you can farm the Queens spew that creates seeker broods for royal jelly
Also i have literally a full black metal chest of stacks of royal jelly in a casual world and the two of us use seeker aspic primarily for months. Dunno how youre running out
horking it down like winnie the pooh
they respawn? in infested mines? Holy crap, you just changed my world
yes, they didn't respawn on mistlands release but some time later the devs made it so they did
We made it so monsters in mistlands respawn since alot of recepies are monster drops on that biome
#suggestions message
Perhaps make a chimney?
IMO the smoke management is part of the game
The other braziers should do more smoke
But the smoke generated by many items would rather be thinner than cloudy
Should be a mix imo... as you also need something to push you to new locations or dungeons rather than repeat farming a handful.
so you only need 1 dungeon?
Nah
Just was thinking in a sense of if I ran a server and didn't want the whole map of dungeons being cleared for good
no shot a server is clearing every single dungeon in the game
Challenge accepted (see you in 2028)
Some do... surprisingly
But they are long running servers with large communities.
They get around it with a secondary resource server they refresh on a schedule.
Even stuff like copper/tin got stripped away completely in time.
Even if some hides out somewhere. It would be hard to find with a mostly bare of these resources map.
But yeah. This is on the extreme side.
But yeah maybe not all fungeons should be on a refresh but I think all dungeons could be increased in size and difficulty
can't
They did get a mod at some point that reset dungeons within about an hour though... and lone behold they set up portals to the best sunken crypts that got encased in buildings with smelting stuff ready to be farmed...
The timer was expanded longer and longer to reduce abuse.
Also had a run were you could loop through frost caves 🤣
Imagine having mini-bosses in a dungeon
there is a size limit
That sucks, is it unity limitations?
Darn
Because I always thought dungeons were way too small with too many dead ends alot of the time
so how does the big frozen lake in frost caves work?
Sounds to me like a place to break some limits and innovative 😎
yeah. go make your own game with your own limits ❤️
Verticality, I imagine.
F
One big room, but we go up and down axis lot in frost caves.
it's limited in all 3 axis
Hmmm, perhaps due to it all fitting inside a box... 
Isn't it all just in the skybox? How is there a limit in general when nothing else is rendering?
Unless we have cubic chunks
But I didn't think we did, only sized on the X and Y.... with Z going top to bottom of the wold.
(Assuming it's Z up. And not Y up)
Oh... how interesting.
That makes sense then.
I would advise you to finish the current game, before diving to deep into suggestions 🙂
My group quits all the time lol
many times, people suggest things that is already in the game 😄
Im already spoiled lol
eg. "Renewable royal jelly" 
Nah im not gonna suggest anything I haven't done yet
🤔 hmmm, i do think there could be ways to get around it with some creativity and effort... I mean anything is possible if given the time.
But yeah, would not be a two second change to break this limitation.
Ofc, I know the instance count from the dungeons above can still effect the chunks bellow right?
(Dungeons spawn above the chunk of their entrence)
or all the wild animal suggested for black forrest and medows, before players actually understand what kind of monsters actually lives in valheim
Im still curious if more norse mythology stuff will be added
Like you would think Deep North involved Frost Giants or Jotuun
Im excited to see how the game will end
Yep, jotun and frost giants are commonly requested 🙂
Are they? Im not requesting, just speculating lol
Yeah, for as long as I’ve been around it comes up maybe once a week? 🤔
I hope an Ocean overhaul will happen in the future
Imagine if we could make more things with chitin and maybe have structures or something in the oceans
Also much requested; would love to see more ocean content as well
Yup
I still wanna see Leviathans wander the map maybe in the forms of islands or something
I wanna see what they look like fully rendered
Out of curiosity, has multiple instance dungeons been considered?
Aka, having entrences to deeper level dungeons inside of dungeons 
Not the best workaround but definitely feasible without too much tweaking.
Hmmm, though would love if there was some other way to make them bigger in all demensions. 
Idk enough about world generation to know if multichunk generated structures is very feasible.
I should do some research to sate my curiosity hahaha
Ooooh that’s an interesting an idea!
Won't be an ocean overhaul. That much is confirmed.
But I would hope that some additions and tweaks are likely.
🫡
Hope is real
I think the most realistic multi instance dungeon is what charred fortresses could have been. A dungeon that's on the actual world like fuling camps/charred fortresses, and upon clearing said overworld dungeon you gain access to entering a new dungeon like swamp crypts, infested mines etc
Well, I wouldn't call anything on the overworld dungeon worthy. Too much freedom to cheese the content.
But I see what you are saying as a more multilayer experience...
Funny enough that is sort of what I was thinking charred fortresses would have been too 
You have so much freedom to cheese infested mines and such tho, basically the same level of cheese, and if players want to exploit content, there's always ways to do it
I hope there is a way to remedy dungeons and give them a overhaul
There is some tricks yeah. Like popping down cooking stations or using hammers to bonk enemies through terrain.... or just projectiles down on enemies that can't path to you.
Still, at least we can't destroy the terrain or structures... or just jump right over the wall / build up high above it. 
Dunno if they need to be remedied per say. It's great content.
But yeah... I will admit as a Zelda fan and a real enjoyer of valheim dungeon diving content, I greatly wish to see more done here.

This, my wording wasn't great. I meant remedying the whole limitations
Theoretically, could there be a dungeon inside of a dungeon? Forgive me, I don’t know the lingo and terms, but I’ll provide an example.
Could there be an entrance to a deeper section of (example) burial chamber that is basically a second instanced dungeon? Say you enter a burial chamber, then within that chamber there is a locked gate that requires a key from a room inside the chamber. Once you open the gate, you can press E to go to another section/zone which is like an extension. I hope this concept makes sense lol. @arctic wharf
🤷♂️ i like the idea but idk the logistics and such behind it cause i'm not a game dev, as a player it sounds great 
i like content
That is what I was suggesting pretty much, and theoretically... yes, as long as the other levels spawn in a chunk either above or bellow it. Technically.... you could go infinite dungeon with many levels of this 
The main issue is that the size of a chunk is unfortunately limiting.
It would be greatly beneficial if they could overcome this and achieve multie chunk generated dungeons.
I was reading about it, and the different methods. As well as preventing the feeling of samey dungeons (were proc gen of a dungeon feels the same due to heavily repeated rooms and such).
Its quite interesting when you dive into it... but I still don't have any real programming experience 
.
What I would worry about most with this theoretical idea is instance count... as it would get quite high in the area I imagine.
Was always wondering why we can't spawn the dungeons at a huge offset outside of map bounds 🤔
.
Anywho, just me throwing ideas around with my limited knowledge of what is possible.
By placing the dungeon over its entrance, the players position on the map still feels correct, and if anything somehow leaves the dungeon it drops down to the world below instead of being lost
I had thought about that first part, yeah.
Not so much the second one though, since ideally nothing drops outside of the dungeon bounds.
Might be a little extra effort, but they could just have your location pinned at the entrence in the main world when you enter... and unpinned when you leave.
Could also consider a volume beneath the dungeon that teleports anything that collides with it right outside the entrence also.
is it BETTER for performance to not have like a 'pocket dimension' separate map entirely? with only the dungeon
isnt that what they already do
no funnily enough, they're actually just WAYYYYYY up in the sky, well past where they visually are rendered--but they're up there, you just get teleported up into the floating dungeon in the sky when you enter one, I think similar to how portals work
#suggestions message If anything, I think stamina regen and maybe consumptions rates would make more sense? Maybe? 🤔
does god mode or creative mode or whatever--anything in devcommands--do that already?
you can configure it so that whenever you perform an action or w/e it refills stam yes
Oh that’s right, forgot there was a command for that.
I like to brew myself a cup of coffee while waiting for my stamina to regen while fishing with 3 stamina foods
i see
that's good at least, I'm sure plenty of less technically savvy people would still love a toggle, it'd make some sense as a sort of 'creative mode' option, though I do want there to be a "survival friendly' version (i.e. that doesn't totally break the combat system, but lets people build cost free once they discover mats the 1st time, since some people just wanna be creative and get no satisfaction from the grind)
I would think it would be better to have it 
At least as far as instance count goes.
We can already change those with the setkey command
i wonder if that would just be hard for other reasons in the engine, or if there's a specific intended benefit/reason to put them way up in the clouds
Yep, I was a stilly goober and forgot about that
Damn, feel like I haven’t suggested anything in awhile 🤔
Hard to say... but we can technically already travel super duper far out of bounds. (With commands ofc)
No man's lands.
Not too much to suggest tbh. By now all the more important things (imo at least) have been suggested.
Always can remind how battleaxes need some love

#suggestions message Would rather see more accessories before seeing something like rings, but I like the idea and I like the idea of having more valuable loot out in the world
100% chances of people complaining about having too many items in their inventory (somehow they think the DECISION of having 10 different accessories all the time is a good idea)
Yeah I was thinking about that too lol I can see the uproar now 💍
Ring of extra inventory slots
A ring that gives you one extra slot 
But also uses a slot
Exactly 
If there was a magical jewellery I’d like a feature tied to armor of being able to add it to your chest piece via either a slot in the armor or a station that allows you to put jewellery with armor
i was kinda assuming it would just swap out for the mejingjord/accessory "slot"
but I guess maybe people would insist on carrying it, lol, even if they couldn't equip both at once
While rings sound interesting.... it's just going to demand 1 - 2 more of our inventory slots for equipment. I really don't find that to be worth it... because all of our room for loot along the way gets pinched.
🤷♂️
I see this was talked about already 
.
Inventory is one area I just don't agree with the devs on (one of a few).
Keeps pushing portal abuse more and more.
Yes it feels a lil bit too punishing considering there's already a weight cap. Most games either have a weight cap or an inventory cap. Not both, and while "hey just have infinite inventory space with pocket poral" is true, it's not fun to engage with, never have i ever been like yea i wanna spend the next 45 seconds depositing my loot so that I can get back into the action
But irongate is never backing down on it so 
Honestly there is close to no realism to what we can carry. The amount of stone we could carry would be like carrying a globe 100 times our size of stone on our shoulders 
Its a conscious gameplay decision.
And I just don't agree with it...
But it all becomes pointless in the face of a pocket portal.
Funny enough even though pocket portal means infinite space, it also means more room of your inventory is spoken for from the portal mats, thus making you portal back more often 
Building on my horn idea, I think it should be craftable/obtainable black forest to swamp, and aggro(red exclamation point) every creature within 10 meters, and alert(yellow eye) every creature within 20 meters.
You can already hit a tree with your axe to alert nearby enemies
which makes a whopping 100 meters of noise too 
100? Is that hyperbole or is it actually 100?
it actually is 100
same for hitting a rock with a pickaxe
and building/repairing makes 50 meters of noise
20 is pretty tiny, many regular player actions make more noise than that
even just running or jumping is 30
Is that 20m of noise for stabbing air with an atgeir?
I want this now because it would be hilarious
Yeah...I think that they take up valuable inventory space is fine. Gives you the choice of either complaining that there isn't enough inventory slots...or that there are too many accessories that take up inventory slots. But really, I just want to be able to equip multiple accessories at the same time.
Just like IRL, I never have enough onions.
@hushed mulch
#suggestions message
I love the idea, but I’m not sure if it’s necessary, & would it just take up another inventory slot?
yea thats true, was also thinking maybe it had its own 2 or 1 slots. but theres only like 3 equipables right now and id like to see more
I see
the only useful ones there are are the wisp light and weight belt
I personally think it’d be nicer to have a area in inventory dedicated to armor, not so it’s in your inventory, there’s a mod that exists for it, but it would work very nicely for the game..
my love for roguelike rpgs with all the stat upgrades wanted to spill into valheim i guess lol
I believe some people are a little against the idea, I’m used to the current one, but someway somehow , it makes now sense. It’d be more visually appealing
I don’t want valheim to completely follow the same rules as an rpg, it’s as good as it is now, but needs some tweaks
yea thats fair thats why the game is so good its not like others
Yup!! Very unique, that’s why it’s my #1 game and will always have a place in my heart ❤️
I'd be okay with this if it was purely informational, showing what particular slots have equipment, but doesn't take the items out of your inventory.
I believe since it’s on your body, it kind of serves as an item taking up inventory space.. but inventory in games are almost always magical & wearing armor is kind of “out” of it. I’m 50/50 on the idea, but it could serve informational 👍
As it is now, I usually just always organize the inventory with the armor in the lower left side, and food at the lower right side. The thing I don't like is how the top of the inventory is the "active" bar and things not there require you to shuffle them to it to be used.
I am capable of keeping my inventory organized, and my idea isn’t necessary, but my brain likes the way it’d look and work. Then again it might not fit the way valheim works or the devs intended it to be
Hot take: finding your own organizing strategy without dedicated slots is fun and should be adopted by more games.
Cold take: generalist slots only work for items that are either optional of have alternatives i.e. you really need to consider that's worth taking with you - but that's not true for items that are pretty much mandatory, which in this game basically means armor.
This obviously suggests to remove 3 slots from the inventory from the left side and add 3 dedicates slots for armor on the left side. 
Who uses the left side? 😅
General slots make the most sense for anything which is supposedly carried in storage, such as pockets or bags.
Dedicated slots makes sense for that which you wear, or carry in your hands, because it doesn't take up space in such storage.
That being said, the very consept of slots is dubious in Valheim, because of the absurd volume of things players can carry. The slots don't really work as an abstraction of storage.
Traditionally, such systems have still been implemented to maintain finite inventories, either for aesthetic or programmatic reasons, however, I personally consider it quite aged and unnecessary, especially in a game which already implements the more sofisticated weight limit.
The practical impact of the slots are as follows:
- Limits the variety of items a player can carry.
- Allows the inventory to look the way it does.
- Prevents players from carrying infinite materials short distances, or longer using portals/boats.
I do think an inventory that expands downwards when full, in combination with preventing item pickup too far above carry limit would have all the benefits of the current system without multiple drawbacks.
If you want realism, I feel a very strict weight limit to be far superior than inventory slot limits tbh, at least as far as a game abstract implementation goes.
From what I can tell, the developers are likely not against improvements on these systems later, but certain windows aren't setup for advancement yet, which is why some tables have the "upgrade" tab despite no possible upgrades, and have the exact same sized UI despite not needing it. Sometimes creating within boundaries can lead to unique mechanics, and I get the sense that's what has occurred here. It can be bothersome to rework GUI elements that have already been optimized for all resolutions/graphic settings/platforms.
As they say, limitations breed creativity. 😎
Honestly, I don't care, take my soul, my bow&arrow, my 5 other random hotbar cloggers, and my entire bottom row of inventory, JUST GIVE ME Dedicated SPACE FOR 4 ARMOR THINGS AND 3 POTION THINGS(which is less potions than you will even carry late game).
Armor is totally optional in Valheim.
Actually true
Making three slots dedicated to armor kind of removes its optional status though, because nothing else but armor can go in those slots.
Armor is optional, but it's a 'oh shit I fucked up' mitigator, like healing and meads are 'optional'
Every defensive is optional just don't get hit 4head
Volume restriction can be good, but I can't think of a single video game that has good implementation.
Ttrpgs make it work though. The human brain is an amazing game engine for that sort of thing.
Yeah, armor and health Regen are mechanics that exist for us low skill plebs that can only dodge with a 50% success rate
Tell me you're using dozens of OP mods without... you know the rest.
@jagged star what midpoint snapping?
A 2m wood beam could have a snap point in the centre
Figured. Good opportunity to post this then
Posted this in suggestions and it's recieved more thumbs downs then good and I'd like to know why.
So I said it'd be cool if there were lvls you can get for the taming skill. All it'd do would be to increase the rates that checks would initiate (so instead of 30s for example. It could be like, 25. At lvl 100, it could be 15s)
Then, I was also thinking of suggesting if there could be a way to make meals that would have a higher success rate per roll. So insetad of the default 33%, it could maybe be 50%.
I'm sure the Bog Witch could have something to do with the ingredients for that.
Combine both, and I feel like it'd be a good way to make taming more engaging and rewarding to do from early game and going into late game.
All the more reason for the devs to have a standard build set that has 'biome flavours'. Snapping inter-biome build pieces is significantly more problematic than intra-biome builds.
You only need to tame a few animals in each playthrough so it wouldn’t be very useful
And we don’t need skills for everything
You only say that because taming takes a lot of time to do. But imagine if it didn't? You could have a pack of wolves, a easy source of boar meat for sausages and other dishes, among other benefits that taming is actually great for.
Most people sleep on it though, because it's such a drag. I mean, who wants to wait over 30m to tame one boar?
The bog witch update added a mead that reduces taming time
That is true... but idk. I feel like that is kinda a underwhelming solution.
Now you're changing the game balance. If taming a dozen wolves was super-easy, Yagluth immediately becomes more trivial.
You can let the boar tame while doing other things around your base
Tbf, Yagluth is already trivial. That is just my opinion tho. My opinion aside, Yagluth is a unit that can easily wipe a bunch of Lox's. I highly doubt a pack of wolves would do much. Unless you got 2 star ones... in which case... you kinda deserve winning like that if you can pull it off.
I never said how trivial Yagluth was, I said "more trivial".
And that was clearly not the point.
I mean, 10 loxes can knock out maybe 20% of his HP at best. I honestly kinda fail to see your point. You are putting in the effort and being rewarded for it. All I suggested is that the taming system is more player friendly. If I wanted, I could still do the exact same, even without my suggestion.
Ease of taming (at least for animals that can be directed to attack) changes player DPS, and also target priority issues.
I don't care what the actual damage is, it needs accounting for in balance calculations.
Yeah... but I mean. Lets be honest. Kinda with what I said earlier... it's not really worth it. After all, you could easily just go out in the meadows and find a few of the boar spawn locations and hunt a bunch that way.
I mean, it's not COMPLETELY pointless mind you. Find some starred ones and it could be handy! However, most players wouldn't bother at that point.
At this point, it's more a question of 'Is this the hill you wanna die on?'
I'm confused, why is this a hill I wanna die on? Who's so hardcore about the calculations here to be worried about all this? I mean, lets be real. Valheims difficulty system isn't balanced at all. Melee is essentially dead and ranged is OP. Magic is generally OP as well. Only with default settings on is the game balanced. And even then. I don't see the issue. I'm LITERALLY not suggesting anything that changes the games mechanics as far as DPS is concerned. THe system already exist and you can do EXACTLY all that DPS stuff you're talking about WITHOUT my changes.
I didn't say "lets add in armor onto wolves and loxes". If I said that, THEN it would be a balancing issue.
Fair. Ease of taming is a balancing issue, but it's not like there's not other balancing problems in the game. Fuck it! Let's introduce a new one!
Hell yeah! I'm glad we're on the same point! Lets go!
"#Wolvesfordays!"
I'll be honest. Who actually uses wolves as a meta? Literally. I've seen like... ONE guy on youtube do a "taming playthrough" on like... easy mode or something and thats it
Let's introduce taming of Fenris.
Okay, on a completely different note. Lets talk about bats in caves
I want an army of drakes!
Can bat invasions just... not exist? They don't reward the player and essentially just discourage players from ever entering a mountain cave
Flying raids are good because otherwise people can make an indestructible terrain wall to keep out all raids. We need more of them
Or terrain walls need to be fixed somehow, that also works
Oh, I agree! 100% I was actually going to say that if the bats where part of a raid where they were just a element of a another raid, that'd be fair
but an ENTIRE raid of bats is severaly restricting on builds where people want like... chickens or boars or anything like that
Not to mention that bats don't even do structure damage. They're essentially just a pest
Bat raids taught me to make boar and chicken enclosures with open and closed sections. When the event triggers, round up as many as you can in the enclosed section and close the doors.
What would be cool is if they did a raid that was like... Frost Cave themed. With cultists, ulv, and bats. Each one attacking the players base at once!
I honestly think the frost caves have some of the most unique enemies! So a raid with them in it would be fun!
Non-bats are dealt with in Hildir stuff.
Yeah, I'm generally against terrain walls. I like the concept of having to fortify your base. It's one of the things that make the game unique.
I don’t fortify my base, I just walk outside. Enemies won’t break anything if they don’t need to
The cosmetic merchant?
Correct.
True, but on harder difficulties, it's not so easy to just walk in the middle of a raid and not expect to die. While it can be avoided... a part of me thinks that strat ALSO defeats the purpose of "defending your base". I mean. Might as well build a terrain wall if you aren't going to have the enemies attack you're base. yk?
Eloborate. Idk what you mean.
Are you refering to the Howling Caverns quest?
If you've not done the Hildir quests, I don't want to spoil it too hard.
I mean, Ik there is new invasions
but I've only done all the quests at like... the end of my playthrough, so I've never seen the invasions myself
Do it earlier then, and you'll get your wish.
Yeah, but um... I don't know if I want the crazy strong boss attacking my base as well... Plus... the bat invasions would still be a issue
They aren’t crazy strong, they’re just minibosses.
Honest question, what difficulty do you normally play on?
(Also, Ik this is counter intuintive considering my statement before, talking about how broken the difficulty system is, but still)
Oooohhhh. Now I get it.
I play on the easiest difficulty of player damage and monster damage, but I also tie one arm behind my back, only view my screens with peripheral vision, and only play Valheim after at a minimum 500ml of spirits in a two hour period.
Ok, in all due respect. This is a discussion board regarding suggestion topics. Pros and cons should be considered. While I know there is no age limitation to accessing this board, I would appreciate it if you'd stop being so childish and imply some constructive feedback that has honest implications to my comments rather then simply creating an argument.
I use default world modifiers except for 1.5x resources
I'm more interested in silliness than arguments, but I'm sorry you felt attacked. I'll refrain. 🙂
Yeah, maybe I should try fighting them on default then. I usually play on hard. Somemtimes very hard... so I often act on the edge of caution. So I honestly don't know how tough those bosses are on normal
Downing the Hildir bosses in situ is one thing. Having them raid your base with the addition of starred minions is another matter. The 'Sealed Tower' raid is pretty brutal unless you're geared well into Mistlands.
The raids give you a lot more space to move than the dungeons though
I can imagine what it would be like for a new player to stumble across a Smouldering Tombs, or a Howling Caverns relatively early in their progression. They find Hildir, hand in the chests, and BAM!, the world's worst raids.
I think... maybe on normal... and assuming you've built your house in an environment with plenty of open terrain... and you'd likely have the best gear you can get for the area at least... then I could maybe see it. In fact, focusing more on doing those minibosses > the area bosses could be a fun change in progression.
Why is that related to having more snap points in current pieces?
A standard set would mean less (edit: different) build pieces, thus less requirement for multiple snap points, thus less lag. Sorry, I didn't think that was vague.
What do you exactly mean by "standard set"?
Well, I mean. I know that exist... but to me, that feels like a cop out. Esp since I do see taming as more of a skill then a mechanic.
Additionally, while the Brew of animal whipsers exist... actually, in a way, that potion is more broken then my suggestion! Tho.... that does bring a new thought into mind I hadn't considered until just now...
Regardless, the context "The bonus is multiplied if several players posses it" is cracked! Does that mean with like... 4 players, it's 8x faster!?
We don’t need a skill for everything
Oh, I did not know about that.
Look, another contradiction to "we're not gonna add more advantages to coop over single player. iT's InTeNdEd To Be PlAyEd SoLo"
Honest question, why not? I mean. The only thing I could think of is maybe people would find as another layer of "cheese" if you'd loose lvls when you die in the "taming" skill
I need to know what "multiplied by number of players" mean
Do you really want them to add more skills for a skill system that's basically incompatible with itself?
Fair. I mean in terms of shape, size, and attachments. Like the thatch and shingle roof pieces are basically interchangeable. But then you have 'darkwood arches' that don't consider smaller doors; you can't upgrade your woodgates to darkwood gates without wall modifications; there's no 1m beams in darkwood; black marble is its own thing... WTF are you supposed to do with the triangular pieces elsewhere?; there's no 1m or 4m Flametal beam; I don't even know what to say about Grausten Roof Corners... the list goes on.
I mean, if it's to be taken by face value, it is exactly as it sounds! Like, at best, maybe it's not 8x and instead 5x? (1 for default, and 1x extra for each extra "100% boost)
And does that stack infinitely??? What if you had a bunch of people on one server! Would all animals tame in like.... 1m???
Woah... I kinda wanna see that now.
Well, by putting like that I understand the sentiment more now...
That's why I need more confirmation. That sentence is way too vague
The increased star chance of the love potion is multiplied for each player nearby, so I’d guess that this potion works in the same way (so 4 players should be 8x)
I’ll test this when I can, but that probably won’t be for a few hours
Honestly, I might test it with my bros if it's true. Maybe we'll do a taming playthrough.
Taming your bros is a boss move.
HAHAH okay, not what I meant. 🤣
Pro tip: presume I'm joking.
#suggestions message Hmm I don’t feel a taming skill would be useful. It would also never get above like 5 😅 just adding to the idea here for fun… but I think a husbandry skill would make more sense.
-Skill increases upon butchering tamed animals
-Skill increases when a tamed animal kills creatures
-higher skill gives chance for bonus drops from tames
-higher skill increases damage and HP of tames
Of course, additionally I would rather put a limit on how many wolves could follow the player at a time, as I could see this being abused.
Or just skill expression
I beat fader without rested, meads, armor, and food all on very hard with no mods, and obviously I’m a bit joking when referring to “oh yea all defensives are trash”. Nice try though
With your bare fists ?
Fader is actually really easy if you can maintain distance and just grind him down with arrows/bolts.
Except I didn’t cheese him like that 
I never said you did. It was simply a potential strategy.
It’s a lame one and ruins the spirit of the challenge
I'm sorry. You are indeed better than me. Go about your successful life.
Never said that but okay, all I’m saying is that the challenge is trivialized by that and ruins it, be a victim though that’s cool
The point is - let people be themselves. Some will melee the crap out of Fader, some will "cheese it" with ranged weapons. We are not in a position to judge. Let people play the damn game.
@stark furnace This isn’t really the place to ask, sorry for the tangent- but do you play a lot of rogue likes? I have a game recommendation for you that I think you might like 🤔 and honestly I’d love to see videos/speedrun of your gameplay lol
I beat fader under 5 mins 😂
The point is - All I said that the strategy trivializes the challenge and the spirit of it. I never said that you absolutely CANNOT take on the boss that way and do your own strategy, Quit putting words in my own mouth. Thanks. I'm also allowed to express my opinion, it's your fault if that dictates how you play the game
I use to be big on them
doing some ssf hcc poe2 atm + some valheim challenges 
Now re-read that as though I had stated it.
RIP suggestion that forgot the 💡
@lofty mountain 💡 👍
#suggestions message 1x1 slpoed wood walls/ beamless aoped walls, and 1x1 roof pieces would be nice too
I do agree that wolves and lox aren't "hard" to tame, but sitting in a box afk for 30 minutes isn't really a good design for taming. not sure how a skill would work considering you only tame a few animals and then the rest breed, but i do think someone could design a better system.
most of valheims game designs are meant to force the player to interact with the world and their surroundings, but not taming, where you just... afk.
If taming progressed while the player was away that would solve everything
Yeah its a bit strange they want you to stand around doing nothing for 30m with taming.
i think taming while away is better than standing around for 30+ minutes (because any time they see you, get alerted by something else, the time is extended), but i think that's more of a bandaid fix, and needs a better long term solution.
i don't see them changing that though 😄
@spring rapids 💡 👍
Aside from a "cool story bro" that I feel would serve as a fitting, yet trite answer, you should be aware that your experience most definitely doesn't describe the average player experience or what the designers are aiming for, which any reasonable suggestions should be based on.
Good luck LOL
You accused me of using mods so I defended myself and said it was just pure skill expression
I'm well aware i'm not the average player and the devs don't balance around players like me
I did that because you commented in one of the most unhelpful ways possible, but hey, it's Christmas, let's not get riled up 
Offering perspective is always helpful, if the extremes even have the option to be entertained, it can offer a lot to a discussion around what's felt to be necessary.
Scales reasoning is this: I can do something only me out of a community of millions can perform so i will use what MY experience is like to use as argument for anything I can come up with
Armor is completely optional (for me) bruh I literally can kill fader in ten seconds without armor that makes it optional (for me) because is possible (for me). it's so easy the average player should certainly start doing it because of how easy it is, devs should make armor more important because right now (for me) it's so optional and unnecessary. You think MY OWN EXPERIENCE should not affect MY OPINION on certain aspect of the game? Nuh uh, that's wrong
That's why I said "good luck", as in "good luck trying to convince scales that just because he can then the average player should view the same way because HIS OWN EXPERIENCE is that way"
You could also see wall paint dry, it's more fun
Every defensive is optional just don't get hit 4head
You do realize i'm half joking and acknowledging here that my perspective should not be universalized or really taking seriously lol
But make your own narrative about my opinions, classic rianu
I love how riled up you get when you see a good player tbh, I remember you crying about yag being too hard on very hard and asking it to be nerfed lol
Like talk about trying to force your perspective on a thing that's not made for you
Most of what you say comes off as elitist, obnoxious, and sounds like you're putting people down. Being good at the game isn't what people have a problem with, it's the tone of your comments. It's also why when you make a "joke", it doesn't read as one to anyone that's familiar with your behavior. But yes, in this particular situation, reading over the comment in question, the "4head" part makes it clear it was a joke, but again, your usual tone made it difficult for people to realize that (something worth reflecting on).
What exactly is elitist here?
Also define elitist for me
Because my definition of elitism may differ from yours
Literally this entire thing section comes off the way stranded at sea put it
Dude attacked me first, I'm elitist for responding back?
I have a right to call him out to then
an eye for an eye and the whole world goes blind, I don’t particularly agree with the other persons actions either
This community without a doubt has times where it comes off as very stand offish and i fear it makes it hard to garner more people in to interact with other people who also love the game
At the end of the day that’s why we all joined this server no?
I agree. Sitting around waiting is a very boring mechanic. I'd be happier if we had to actively do something to tame Lox, like jump on their back and ride them till they break or tire themselves out, then toss them food...maybe having to do this couple times before they become tame. Or maybe keep both systems, the long passive "do nothing but wait" system vs the shorter "actively focused on taming a creature" system.
I like the idea it reminds me of how red dead redemption does horses where you need to break their spirit and then continue caring for them to grow your bond
seeing another player trying to tame a lox that is rampaging through the plains only to then fall off on low stamina and have to figure out how to escape would also be hilarious
Higher risk for a quicker tame would be balanced if done right. Also gives more than just 1 option.
For wolves you could have it as if you keep blocking/parrying until they eventually give up before they continue trying to kill you again speed up the tami g process
the more tamed they are the longer they wait before trying to attack you again
That would require not having the can see you = no taming progress for wolves tho
I'm trying to think of other things that are annoyingly long and you just have to sit there and eat time...probably growing plants is the only other thing that comes to mind. It would be nice if you could get something where you can focus on an area and chant or pray or use some kind of Elder power/item that accelerates growth within a certain distance of the player while they are doing it. For things like ores and cooking, the time it takes isn't bad, imo, and you can always make multiple cooking/smelting/kilns. So really, it's just farming and taming.
I like the idea of having to hug boars and wolves till they give up...hug them till they are tame.
Taming scarecrow? Allows you tame while away from base but at half the speed or something
So it frees you up to not have to stand around atleast
My understanding is that when taming animals, that if they are in taming state (the yellow heart is floating) they continue to tame even if you aren't in the area. But if they get frightened or attacked, then they stop their taming progress, so if you leave while they are in that state, then they don't continue to tame when not loaded. When you get back to the area, assuming they unloaded in a taming state, then the taming time ticks forward however long since you last visited and updates. Sometimes it takes a few moments for it to update though.
So you don't really need to stick to an area to have a tame actively progress....do I have this wrong?
Having said all that though, I hardly ever tame things in the game now. Just lox every so often if they spawn near one of my bases.
According to https://valheim.fandom.com/wiki/Zones?so=search mobs won’t tame, eat, or breed while in unloaded zones
Although already tamed mob’s food will expire (not important but could be a cause of confusion)
ahhh, that makes sense
i wondered why food consumption was so much higher when i come back
Right, not sure what personal issues you have with them, it's just always good to view difficulty on a spectrum and accept player's markers of difficulty as a way to gauge how necessary changes that are being discussed really are. Some people will insist that it's simply not okay to leave things the way they are, and that's a good way to pigeonhole themselves into not accepting any information other than their own experience.
Would be really cool if lightning infusions were done with the obliterator, but then there would have to be some equivalent for the other infusions.
It’d be cool until someone accidentally trashes their lightning stone or flametal weapon lol
#suggestions message I like the idea of having a way to increase the radius of map discovery, but imo I don’t think a skill is the way to do it.
remembers me in WoW there was kind a exploration system.
Telescope item?
Spectacles accessory...all vikings are near sighted.
#suggestions message i think clipping different build pieces into each other is an part of the building system
Step 1: Stop calling it a glitch, and start calling it a feature.
I think the suggestion is about using a chair to teleport through walls
AND about not removing clipping of normal build pieces
@lofty reef neither of them are getting removed so you should be good
100% I need to be able to attack up and down depending on where my camera is looking so I can actually hit those dang Necks and Graylings when elevation is at play
#AxeMasterRace
Fair
You can jump to attack up and reposition to attack down
Get punchy with them.
I don’t like this idea because planting crops isnt half the inconvenience that people make it out to be, it takes like 3-4 minutes to harvest/plant Hundreds of crops
I think the better route to go would be boosting crop yields
Also most things in the game follow a one to one interaction model, you place one building piece at a time, put items into furnaces one at a time, plant things one crop at a time it feels like a very ‘mod like’ feature planting in rows
Im unsure why so many people downvoted this, that would be a really helpful feature given the already tedius grind and amount of items you end up accumulating. I can see it also pushes for organisation the way it is though. Oh well, there is a mod for it that I frequently use when solo. game changer
people downvote it because I've said a trillion times.
Valheim ain't a factory game where you need to access all your storages at once
and another problem would be that if we had a system like that, you would softlock your friends out of chests if you are in the same area as them
I see, fair enough
Downvote cause suggested before doesn't make sense with the recycle emoji existing.
I don't see anyone mentioning downvoting due to recycled idea
I think in the case of Smiffe already addressing the suggestion, it makes a bit more sense to highlight it's more on the unlikely side rather than just constantly suggested, which could accidentally fuel an unnecessary want for the idea.
On a semi-related note, why is the 'recycled idea' option deemed so bad? I would have thought that if it's coming up that often it needs more attention, not less.
Yeah, seems they misread the situation and jumped to conclusions there. People downvote the idea because it has been explicitly rejected on multiple occasions, not because it's a recycled idea/has been suggested many times before.
Sounds like 'rejected' needs to be made distinct of 'recycled'. "We've heard this before, and it's a bad idea" is a very different beast from, "We've heard this before and nothing has been done about it".
A combination of 🛑♻️ could work for this
@jagged plaza I think it'd be neat to find an additional vendor that can deconstruct, perhaps a friendly Fuling with a knack for engineering in the plains.
Usually Smiffe does the ole’ 🙅♂️ for those suggestions that are definite no’s
How are we to know that those crossed hands are not about to be thrust downward on either inner thigh in a provocative gesture?
Hmm good point, haven’t considered that yet 🤔
#suggestions message I think you can’t rely on logic too much; it doesn’t make sense that a hammer is used to place stone, but you have to remember that the tools are generalized. I think the current use of the hoe is in a good spot
#suggestions message @molten warren try pressing shift and leveling the ground at the same time 😉
This is some gourmet shit
What do you guys think to bow block being replaced with switching what ammo you have equipped in a cycling fashion
I don’t think it makes sense for you to block with bow and I don’t imagine it doing much anyway so why not replace it with a function that would actually be useful, alternatively add a heavy bow attack
Of all those things, an easy way to switch arrows besides opening the inventory and right clicking or putting the arrows on the quick keys would be the best, imo.
Since certain people get so upset when cast my vote. I stopped
And other people wants to argue with me like its a duel to the death. And if they won, we have to add their idea to the game...
So it's not any idea anymore for me to discuss and explain anymore
The power you wield to start a whole discussion with just the press of a button its like you're a god.
#suggestions message did you ever hear the tale of the obliterator?
and additionally, you can just throw that useless junk out of your inventory
There's always assholes in the end.
I genuinely don't understand how you can have so much patience. Community manager is the worst position
@lofty mountain
If you keep throwing stuff on the ground despite having had the literal solution to not having to do that for like three years then you pretty much deserve the lag you caused on yourself
@lofty mountain the 2nd part of ur suggestion is like this #suggestions message
i think its a rly good idea and the concept obv exists in other games already
its so sad to just drop items. i like it when items are always somewhat useful
same with boss summoning mats
@olive yacht so you're saying you want 300 pins covering the entire half of your world map?
The current ones are enough. You can just name them
community manager what now?
ah patience
It's a skill I've learned over the years
I meant the list of options, not the ones you place
I think Habakkuk wants more icons
So we could have pins to everything in the game
You know how much this would be?
And as i said, it's not really a big issue. Use generic ones and name them.
If you couldn't name the pins it'd make more sense, because you wouldn't know what you pinned, but it's not the case
I use the dot icon for all dungeons, and it's very easy to identify what is what by the name only
Have a naming convention so your map isn't bogged down with a lot of text.
For example:
Dot:
C: copper
T: tin
Hammer:
GS: Greydwarf spawner
SUS: Surtling Spawner
BC: Burial Chamber
Campfire:
RS: Rest Spot
SB: small base
Ah, sorry to hear that 😦 it’s always been fun to hear your thoughts as much as anyone else, but I can understand why it can be frustrating from your end- especially after seeing how many conversations have unfolded haha
All along for the discussion channels ride together 
When people are adamant that when I say no to something. They see me as a game boss to beat to twist my arm into submission to get what they want
Same here!! I really want to still hear Smiffe talk and give us his opinions, but he’s right about all the people bothering him :/ it’s definitely a little tough.
What's more if why people bother to see who votes? That's so completely irrelevant
Barely the numbers matter, do they really think that devs will care about who votes or not?
Yes.
Meeting of devs: So it seems like there are 1342342 votes on this idea with literally only two downvotes and we also quite like it, seems like it's worth implement- wait, the one user downvote is from SMIFFE?? ok no, literally unimplementable, if smiffe and only smiffe dislikes it then this suggestion is completely scrapped
Anyway that's how people believe their brainstorming sessions work
See, if Smiffe was the 1342343 vote, maybe it would be implemented!
@lofty mountain You should use the obliterater! It will turn excess trophies into coal with a cool lightening strike. 🤘
You can make one with the Thunder Stone purchased from Haldor.
How?
yeah smiffe is against bears and i still hold out hope the other devs feel differently 🥰
Arctic demon polar bears that barrel through the deep north wilderness at you would be terrifying and exhilarating to experience
obviously at this point i don't mean plain old bears or expect them, but something that is bearish would be peak.
Bare bears
@lofty mountain regarding your suggestion to having over cluttered inventories, which results in dropping items. You can make something thats basically a trash bin and it will just delete items from the game, incinerator? Idk the exact name
Ya know, while I don't think I've experienced a huge amount of lag from an excessive amount of items all over the ground, it is annoying to me how it never seems to disappear, so I end up spending time picking it up to sink it into the ocean (I don't have an obliterator yet, still looking for Haldor). Do drops eventually disappear after so many game days without interaction? It seems like they never do. It would be nice if the sparkles could be if ignored or despawned without putting in the effort of gathering and dropping into the ocean, or the obliterator, or using a dev-command (which is cheating!!!).
The only reason I can see for wanting more icon options is because of the ability to hide each type of icon on the map to help locate things easier. If you use the same pin for dozens of different things then hiding icons doesn't help too much to find something more specific. Although a solution to that could be a search option for pin names and have matching named pins be highlighted.
Oof...adding more pins is probably way easier to implement than a text parsing search engine. And I agree, the filtering ability is kind of limited, and that's why more pins on a separate filter would be nice, imo. Just a couple more is all that is needed...and after that a couple more...and after that a couple more...
Search functions are so commonplace that that concern didn't cross my mind, but worth noting.
Hello! I’ve been playing Valheim a lot and I LOVE the game! I had an idea that I think a lot of people would like and enjoy! A “bestiary”! A journal of some sort where if you kill a certain number of things, (let’s say boar for example) it would give you some information on that mob and drop chances of items! For example, the game Terraria uses this in a way where the more you kill this certain mob, the more info you unlock. I think this would be a great addition to the game and people would love to see it! Please get back to me on your thoughts. Merry Christmas. 🙂
#suggestions message on board for some ocean content, but I don’t these ideas listed are the direction I would be looking for
Well, naming a ship could be tied to the ship appearing on the map
Aka if the ship is not named, it doesn't appear on the mini/world map
for serpent bait, I felt like a serpent wine would be interesting
not only you get to attract more, but they are starred serpents
I like it!
Make sure to mention this in the suggestions channel! This channel is just to discuss the suggestions mentioned there
While I understand where this idea comes from, terraria is a game where certain monsters have very rare drops for very special treasures. This game does not feature that. The rarest drops you can get from anything is their trophies, and this is shared with just about every creatures. This means that after killing, say, fifty draugr I could unlock their drop rate and then I could see that they drop innards, but at the same thing you should know that after killing so many of them.
Yeah, from a ingredient book perspective it isn't really helpful. A lot of beastiaries also contain lore, strengths and weaknesses that some people really enjoy (not me personally). I feel like being told exactly how to defeat the enemies reduces the fun of discovering it yourself. But for the little bit of lore, we already have the red stones that contain blurbs about some of the enemies already in the compendium, so I feel like this is already covered. PLUS, there's always the WIKI...bleurgh...
@amber wind #suggestions message LOL this got me laughing 😂
If you can't beat them...join them.
Lore is actually dispensed through them big runestones you find around the place. Extra lore is always nice to find tho.
We’re looking for oceanic ideas?
I ask as I really want to help and create some ideas 🙂
It’s be pretty cool if an idea was actually implemented into the game
There’s actually been a lot of suggestions out into the game! What kind of ocean ideas do you have?
A "Release the Kraken!" boss involving a boss fight in the ocean, with platforms that rise up to the ocean surface and drop down, so you have to swim between them.
A new boss or hard enemy would be cool! Like a giant serpent or kraken that you’d have to fight from your ship? Deep sea fishing? Different ocean biomes could bring different variations of loot and food. Shipwrecks would be a fun thing to find that might hold a chest or some loot. Lost barrels out at sea that you could open? Sea serpent armor would be cool, I know you can make a shield but that’s it.
It would be cool if there were enemy spawns at the shipwrecks...maybe barnacle encrusted skeletons, or giant crabs.
Sea cove dungeon instances, with stretches of rooms that you need to swim across...or fill up and down with the tide, so you have to time your crossing right or get stuck and drowned?
Maybe that is too close to crypts though 😦
Maybe some sort of merfolk would be cool. Fishing off your ship with some sort of net? A breathing rod to help you breathe underwater longer. Depending on the weather, you could get different types of fish. A specific oceanic item used in a storm could summon a beast, boss, or loot. Islands with their own specific biome could be cool too! Icebergs perhaps?
Cool!
During storms the chance for some kind of ocean whirlpool to appear that would drag you into an underwater cave?
They have
Out of interest, which parts of the game were originally suggested here? I haven’t been on this discord long enough to know of any.
@obtuse wolf @summer canopy @amber wind
In the #suggestions channel. the #rules-and-info still apply
so no troll suggestions or I will revoke your posting rights
@little geode It could be neat to have a dream journal object to place and read
It might reveal a bit more to see it all together
#suggestions message Adding those to the compendium would make sense.
Oh yes!
Whirlpool! THAT SOUNDS AWESOME
There’s a few, but the ones that come to mind are these.
-Scythe
-Candles
-Magic
-farming skill
-World modifiers
-Portals than can transport metal
-Chickens
Im sure there are more 😁
And there were also suggestions that were so common the devs had to make them hard nos so people stopped asking lol
Hard no is for people suggesting things we just said no to before
sadly it's to big of a hassle for people to read from the previous 2 AMA's we did on reddit a few years ago
and alot of ideas don't fit in valheim at all.
@storm anvil
I agree that honesty is the best policy, but I've also found on many servers that some people will cheat, and others will not. There will always be a way around it, but if by default there were a few roadblocks to make it a hassle to cheat, it would be a start. If it requires some difficulty to cheat then many players will not cheat. At the moment it's just open season
The developers aren't obligated to do anything when you willingly play with strangers you can't trust. That's entirely on you, and they've clearly made their choice to stay out of it. That's the whole reason there's a warning given about playing with strangers, so you know what to expect. If you don't want issues, the solution is very simple: don't play with random strangers.
"if it requires some difficulty to cheat then players will not cheat"
Optimistic, but naïve
Players will just look for ways to go around those obstacles and cheat. Nothing would change.
Yep. People that cheat aren't suddenly going to stop just because of an obstacle, especially when the obstacles as mentioned are very easy to bypass (someone else will do the work and research to figure out how, then the information will spread like wildfire and will be easily and readily accessible to everyone). It's just not worth the developer's time chasing.
To me it feels a lot like: "Hey you can play here, but I don't trust you. So you need to accept that you can use this character at this server only, because that's the only way I can trust you."
Which - to me anyway - feels like an insult.
Because, if you don't trust me or anyone else, why did you start a multiplayer server in the first place?
becouse they dumb as hell for starting a multiplayer server with strangers?
It's the part where they can't accept the consequences of the risks they willingly signed up for that's the issue. Playing with random strangers isn't all bad since you will find people you can trust at some point, you just have to weed out the ones that show they can't be trusted.
Only half of the truth. Yes, there would still be people cheating, but an opstacle can have a real impact on the number of people cheating. If overcoming the obstacle required mods, that would already be a pretty big hurdle to most players.
#suggestion-discussion message
And Smiffe has also said they won't be adding server locked characters, so any further argument is a moot point regardless of the reasoning.
Ok, since there are a lot of people talking about an ocean update, I'mma give my thoughts on it. I think the ocean should be balanced around maybe mountains/ plains tier enemies like the sea serpent, and scale in difficulty not by adding a rare mob that's really hard, but having 3-4 sea-serpent like enemies(in difficulty not design) that scale up in star levels and spawn chances the closer you are to the edge of the world, so you can have a shot at the ocean at any mid/late game biome, but the experience changes the more you progress. Also ocean raids. Add ocean raids
correct
Except it's not. The point is broader, the topic is not confined to server-locked chars.
Also there have been hard nos before, that have been overturned. If it stays, I'll accept that. But I'll still voice my opinion if given the chance, and in this case the reasoning just doesn't hold water (obviously just imo)
THERE WILL NEVER EVER EVER be serverlocked characters
Have you even read what I wrote? It's not (just/primarily) about server locked chars
you might have arguments for it. but I say this. I will VETO any of the sorts
And yet people always stick to server locked characters like glue when the topic is brought up rather than switching to other possible options.
Any cveating countermeasure or anything server-locked chars related?
the problem with serverlocking is what happens when the server owner stop playing?
or when the server owner kicks someone?
or when someone gets into an argument over who did what on a server?
or when someone threatens people IRL over server issues because someone "stole" a character
the problem isn't the locking itself, the problem is when it becomes problematic
people have done really bad things to other people over account theft
No offense, but I feel like we miss each other's points. I really appreciate you talking to the community like that though, especially since it can get a little "heated" sometimes.
Im off now, have a nice evening and enjoy the holidays.
How would a biome after the deep north work? Would the map be extended? Would it be replacing land from the main world?
After Deep North? It will be the last biome.
Valheim would just be done?
Yes, it has been said Valheim has ending and Deep North is the last biome.
Valheim 2?
Probably not. They might start some other project after Valheim 1.0 is released (realistically thinking), after that Valheim gets bug fix patches.
it wouldn't
there isn't any plans to add more biomes to the game once we are done with 1.0
I do wish there were ways to detect if someone brings in stuff from another world/save. I mean, it's so easy to just spawn whatever you want in a local world, load it all into your inventory and then login to the dedicated server. It's ridiculously easy. And as far as I know, there is no way to tell when someone does it besides if they do something obvious like load in a bunch of flame metal before reaching Ashlands. I just wish there was a way to detect when it happens.
Probably not
Rianu wouldn't have time to play a valhem 2 anyways 🤔
If a valheim 2 doesn’t come with necks 2 it’s not worth it
Weird, never seen much of this with Minecraft. Especially when you can dev command or character edit pretty easy with this game.
It really won't change a thing, and Valheim is meant to provide a fun experience regardless. Should someone choose to take the easy route because they don't find earning it to be fun, it'll only bolster their playtime, and the same goes for the opposite type of players.
#suggestion-discussion message see above.
are people really gonna do serverlocked with strangers
To me it comes down to "We don't trust server administrators."
if it was the feature, yes
i would 10000% and an extra 500% just for good measure, use serverlocked with my friends.
if there was such a big fuss over such a small issue such as a valheim character then they were really never good friends to begin with
issues made over games transferring over to irl is like....impossible to do away with, might aswell remove the option for multiplayer lol.
I see people weekly complainging on each other for cheating or kicking from servers
I don't want to see people reporting "this server owner stole my 100 hour character"
theeen they oughta cope 🤷 if you have an issue with the server owner then why would you want to play with them, and if you play for a long enough time then why is it impossible to rectify with the owner themselves.
I mean
Is the response any different if the complaints are about people cheating on their server and them getting banned from it?
7 days to die as far as i am aware is completely server locked
why would you play with random people either?
when the game is designed to play with friends
and here we are...
those that play with random people are accepting risk upon risk, they have less right to complain about alot of things.
yeah. and then what would the benefit of server locking?
I've had an unpleasant game here and there with my friends involving getting kicked, and then a week later we've made up and we're still playing and i don't care.
people can still just use mods or cheat engine to spawn stuff anyways
just more safeguards then.
like serverlocking, those people that can use mods and all that garbage are going to bypass alot of things no matter what, its for the general populace of trolls that join with like endgame equipment.
like friends who come to help you recover your body when you die
Is there a way to capture a log of what people are doing when people are logged into the server?
server owners devcommands or something lol, serverlocking is an option is it not? are we talking about making the game totally serverlocked? i'm not.
my hip hurts, gn.
Usually the ones that cheat stuff in from another world and bring it in are also bad at the game and will die pretty regularly. Then you can peek into their tombstone and check for anything sus. I did this and found lvl 4 troll armor in the inventory which is impossible to get w/o iron and mountains 😄 that was the last day i played with them
Ashlands is balanced already few times. It is at better place now, no need to nerf anymore.
#suggestions message maybe just have the default behavior being a much longer pause when you get dream text, but one player can press a button to skip (because people will probably want to not be stuck to read all the time)
If anything I truly feel like Asksvin need to be bumped up back to 3 per group, 2 just ain't it
If changing it back to trio they could also be moved into animal faction to balance it a bit (I suggested it some time ago).
It feels a bit weird there are asksvin skeletons in and out the putrid holes and at the volture nests and they are still good pals with them (as they are all in demon faction).
I could get behind that sure
Would also nerv the ashlands in general due to the now existing infighting
There are currently Dvergar who fight everything in Ashlands, plus some mobs can deal friendly fire against others.
But for me it would make more sense if Morgen hunted Asksvin for example.
Asksvin being more numerous but also hostile to everything else (or at least morgen) would be one of the best solutions
I'm sure their reasoning would be "but you would have so many easy free resources", but that works as compensation for the biome's difficulty
#suggestions message Even Smiffe approved my initial suggestion 3 months ago.
I also think it would be the best solution: more numerous (the feared trio) but hostile to others as they are hunted by them.
#suggestions message what would be the use of this item? 🤔 hunting is already pretty easy and straightforward, yeah?
idk as a hunter irl, deer whistles are a complete scam so
It would be really funny if they introduced deer whistles in game, but they don't actually work.
As Türkiye, we are in the Mena region.
Please update price for mena region.
Buy it from Haldor or something for 5k gold
They can't do anything about regional pricing
Not everyone has friends (who want to play Valheim). And playing online is actually a way to make new friends via a shared interest, which is nice.
Not sure how to explain it without trying to hammer in my explanation
The game is meant to be be played with friends
That's why we don't host servers for random pickup play
The entire games way of functioning is based around co-op when you play multiplayer
You could try one of these?


That works until you upgrade to this 
Because your friends moved on, and while I find solo is fun, multiplayer is so much better. Even with strangers.
Now regarding the server locked chars, I fully understand why that's not gonna be a thing.
But why not "item and command" locked, so the only thing you can bring and take to and from a server, is your character, with all its skill points, and no-one spawns stuff in ? -as an option.
By the way, looking at the "servers-and-lfg" kinda tells the story that playing only with your friends isn't a thing for a ton of people. And you guys know that. Guess you created a channel for it in the first place for a reason.
item and command locks ?
you mean "cannot bring items from another server" ?
we don't have ID coded items besides "made by" marks
Yes.
it would be a total mess for no reason again to have any kind of ID on items to prevent people
a a 10 hour job for us, and a 1 hour fix for a modder to go around it 😦
The LFG channel is just like the suggestions channel.
A place to direct discussions and talks on certain subjects to not clutter other channels completely
Both are very popular topics and to filter out those 2. We made specific channels for them
Oh, wasn't aware of any of that. Thanks for clarifying. 🙂
MMORPG games use ID on items to make sure they aren't duplicated to bloat some kind of ingame currency system
but since valheim isn't a mmorpg, we would have a completly diffent issue
say world of warcraft. they have like.. 100? 1000 servers running?
Valheim had over 11000 servers running
we where the most hosted game on steam
and having a system to track every single piece of wood. on 11,000 servers
that system would utterly destroy your performance for all the checks and calculations 😅
and how piles would work would be a nightmare
eash pile would have to retain 50 diffrent ID numbers that it is made up of
so if you break 5 piles of wood. you would have 250 checks at almost the same time running
just to see if that ID is not from this server which has that rule"not from this server"
Thanks for explaining in such detail! Now I don't have s subconscious need to raise it again, no more nagging in the back of my head. 🙏
just ask your friend who have suspicious amount of items "where you got this from... mate..."
and ask them to show you 😄
@granite geyser what about an upgraded hammer unlocked at black forge that can do both workbench and forge building?
requires iron and refined eitr to justify the forge stuff
I don't like the idea of having to use multiple hammers, just one is plenty enough. Especially if a late one would make the first hammer completely worthless. I like that early stuff remain useful even later
"One hammer to rule them all."
Wooden hammer is obscenely cheap... it's literally one of the first items you make.
A tier 2 hammer at a much later game biome would be completely fine imo, assuming it's just an upgrade/replacement.
Exactly, I don't want it to replace it.
I dislike the idea of early stuff becoming irrelevant later. That's why I'm so opposed to things like furnaces smelting all metals, because smelters would become completely irrelevant.
Even old gear remains useful as a way to not go completely naked when you die and lose your main gear
Instead of adding something that replaces it, why not make the current one better in that case? And it's just a durability increase, must be very simple to do
I mean... this literally happens with most tools, weapons, and gear. 👀 almost every biome.
Its part of velheims linear biome progression approuch.
Each time we progress, more becomes obsolete.
If we were to get a T2 or T3 hammer... I would hope it's more than just a durability increase lol
That alone is indeed not enough of a reason.
I've been thinking about a hammer replacement last night and had the big question: "when?"
Because the way I see it, we got 4 "large" building moments.
First when we start our first base and build everything with wood / Log wood poles. That includes the workbench and all its upgrades and the forge with all its upgrades.
Second when we got to iron and replace a lot of what we previously build with stone.
This includes the stonecutter and plains machinery.
And / or when we start constructing a base in the Plains.
Third is when we get access to Black Marble and use that to either build a lot again or to only add a special building for the Eitr refinery.
This includes all Mistland crafting benches as well.
Fourth is when we get into Ashlands and thus are able to use Grausten.
But that one isn't as large an "upgrade" as the other three - imho - so I don't see why it would do something to the hammer too.
So the only two "viable" times to upgrade or replace a hammer would be Swamp and plains.
Perhaps a lvl 4 to the hammer in the swamp, requiring iron and turning the "wooden hammer" into an "iron hammer" is an option. Thus increasing durability?
Followed by a lvl 5 upgrade in the plains, using Black Metal to increase durability again.
This should make it durable enough to carry the player through Plains, Mistlands, Ashlands and the Deep North.
If it did use the hammer itself as part of the recipe then that would be a good middle ground
Even more, now that I think about it, ashlands added a mild mechanic of using existing weapons to make better, visually different versions of themselves.
This should be expanded more but for other stuff. Imagine items that "evolve" with you as you progress
Not only they are functionally better but also look different as you improve them.
Like the character after you get better weapons and especially armor
Enchanted hammers
Using the "wooden" hammer as a resource for the upgraded versions sounds like a good solution to me.
Only question is, would it apply a new skin to the former item, or would it craft a new one with better stats and is that one able to being upgraded.
Do you feel there is currently a concern with the durability of the hammer? 🤔 (general question)
I'm often building my main base in a large building spree.
Having to repair my maximum level hammer after laying down the floor and a tiny bit of the walls, then again twice before the cellar walls are finished, another 5-6 times before I got the ground floor, the ground floor supports and the walls up, makes me long for a hammer with a larger durability.
Ahhh gotcha, fair enough! I’m curious, do you perhaps carry multiple hammers then? 🤔
Nope. I got workbenches with two 2x2m wooden walls and 26°roof over them all over the place until I'm done.
Makes it easier to run up to one and repair the thing.
Other option would be to keep dev-commands on and pressing "b" to activate the ability to build all. When opening inventory I can repair the hammer at any time.
Disadvantage, there's a chance I won't use the items I have in my inventory when building, which means in the end I build a 10K stone building, using only 500 stone. Cheap for sure, but not the way it's meant to be. 🙂
The building in Valheim is so addicting, they really nailed it. Base building in Valheim feels so important and worthwhile.
#suggestions message Nah. The better solution is tiered hammers; bronze, iron, etc. hammers with better durability. It makes no sense for a viking that's investing so much time upgrading his equipment and housing to keep using a wooden mallet.
What about his stone hoe? 👀
Yeh, that too. Why anyone would gain access to better materials and not attempt to upgrade every tool they own is very counter-development.
Not sure if anyone has ever tried to hammer in a metal nail with a wooden hammer... it ends like you think it would.
Fair point. If I had to think of a way to handle it, probably something like this.
Iron hammer- simply has double (maybe even triple?) the durability of the wood/stone hammer. Would obviously cost iron to make. Players who don’t care about the increased durability and don’t want to ‘waste’ iron could simply use their standard lighter hammer. Standard hammer is still useful; it’s useful for on-the-go building needs since all it needs is some wood and stone.
Iron hoe- #suggestions message similarly, has increased durability. At the cost of requiring precious iron and weighing a tad more. (Shameless suggestion plug)
I don’t see any reason to have a hammer/hoe for every metal type- it seems a bit excessive. Maybe in Deep North if we see some sort of steel- throw some end game steel tools in, since all that will be primarily left to do is build/decorate.
Fair point, too. I'd like to see higher tier tools do their job faster as well. The pickaxe does - it hits ore/rock harder.
Hmm how could a hammer do its job faster? 🤔
Because it's heavier, or harder. It might take less strikes to achieve the result.
As I said, the pickaxe does. Why don't the others?
Oh gotcha gotcha, think I misunderstood. I’m on the same page now 😁
flametal hoe
Only if you can further craft it with the gemstones. I need a storm hoe.
primal hoe
Bloody hoe
||gets banned||
Valheim is one of the most enjoyable games I've ever played; I've got nearly 3,000 hrs in it. But, it's clear that there was no plan for start-to-finish progress in terms of item advancements, building items, etc. before the team started piling on the new biomes.
One day I'll be upset enough to say those words.
I tried to farm blood clots once. That's how my hoe ended up.
Y’all suggestions been weak lately come up with some actual useful ideas
Y’all suggestions been weak lately come up with some actual useful ideas
I’ve been a little dried up recently as far as suggestions go 😅
All I got in my end is some Deep North food predictions. Though I will say, after playing Tiny Glade for a bit, I really wish we had thinner stone walls in Valheim.
damn he even said it twice
#suggestions message What exactly would any of the traders want with trophies in the first place to justify having a trade option for them? And why get a tiny amount of coins when you can get more worth than that obliterating them for coal?
On a side note- they do have a some use.
- Ballistas
- Decoration
- Enemy description/lore
Also, quite a few of the trophies have crafting recipes involving them as well 🙂
lastly, gold is already a farmable resources via trolls and Fulings.
Yeah, even more reasons not to add an unrewarding trade option for them.
Agreed, don’t think they should be able to be sold. That niche is filled already by treasure imo
Why I am not making more suggestions either 
Only worth posting a suggestion if I feel the suggestion really is worth it.
All the really important things have been suggested by now 🫡
Even a lot of the discussions about particular suggestions have been discussed pretty extensively 🤔
Not saying that discussion should cease or that new opinions/thoughts aren’t valid, but there’s not a whole lot to chew on anymore. At least, for now.
Have the extensive discussions been discussed, though? I feel like there's depth here that has not been explored.
Indeed, it's mostly time to just sit tight and let IG cook.
Though, unfortunately in my opinion, I still doubt the few things commonly agreed are problematic will have attention given to them.
I only really expect deep north and whatever else they decide to add for 1.0, and that's it. 
Perhaps! I try to be optimistic that there are new ideas and angles to explore haha this channel in particular has always been a favorite of mine.
Are you an obtuse or acute angles kinda guy?
If you guys knew the original build hammer....
It had 100,120,140 durability.....
I build to much in closed beta and I asked my future colleagues to change it 😅
It was one of the first things I adjusted even before joining as a developer
Nerf?
From 100 million to what, 800?
ohhhh you mean 100 -> 120 -> 140 durability
the commas make it look like 100120140 durability
Ohhh lol
Tier 1 = 100
Tier 2 = 120
Tier 3 = 140
I was a little confused by how specific and large the amount was tbh
'Original Build Hammer' was a Beatles song, right?
Oh lol I thought he meant 100mil too
@crimson dock sorry
No?
#suggestions message That seems a little underwhelming for a merchant in my opinion 🤔 (moving here from general)
@rose swan be nice if there was a way to trade in or dismantle gear we don't use or wear. I normally store it but I would love a way to get something back from them. Maybe no trader but a dismantle option in the tables.
If I’m not mistaken, I think Irongate is opposed to that because it could be exploited. Craft something with metal at location A, teleport to location B, bypassing the portal restriction.
Why not display the gear? I always display my old gear in progression order in my big hall as decoration.
@rose swan fyi why not just let us level the hammer up more? 3 is it and that's done SO early in the game. It should be upgraded in each biome to increase speed and durability
@peak bronze I did for a long time, and I'm xbox x so frames in that room or rooms was higher with all the gear and weapons displayed. Why I stopped
#suggestion-discussion message here’s my take on the hammer 🙂 guess it depends on the specifics of ‘upgrade’
@rose swan ok then why not make it more end game, like say ashlandsor maybe mistlands(but require a decent amount to make it) area, table that specifically does this. By then you would have the bigger portal that allows for it.
@rose swan mostly i would like the durability increased with upgrades. Right now I'm make several hammers at one time and just repair several at once cause I can go longer without needing to repair.
Hmm I guess I just don’t see it being all that useful 🤔 get all the way to the end of game, then finally get the opportunity to dismantle my bronze armor and get some bronze, something like that?
In my opinion, de-crafting also takes away from the weight of the decision making when it comes to making arms and armor.
If I was to decide what a hammer upgrade meant, it would be more than just more durability or less stamina used.
I would go as far as locking stages of progression behind needing the better hammer.
Really, biggest reason a T2 or T3 would make sense to me is just that it has been left ad the same basic wooden hammer the whole game. We get access to much better materials, but our good ole wooden hammer somehow still can make everything.
Oddly the idea came after having played at highest difficulty and dying over and over again. I got stuck in a swamp and no meadows around to get Boar scraps. And for some reason lox can't take down birch trees, so no fine wood. I had to kill my bed and respawn the game to get back home. I figured if I could have dismantled my gear I could have gotten enough to make a boat lol or something.
I actually agree 👀
but if that were to happen, I feel there would be outrage from the playerbase 😅
@arctic wharf haha I get that. I do feel like yes would be nice to have different types. Seems like it should.
@rose swan but why? I guess I don't understand why that would be.
Why would there be outrage? I think at this point, the playerbase is so used to how things are now using the standard hammer, that changing the system that drastically would be frustrating for a lot of players.
@rose swan how about trade some items for others? Like 200 lox pelts for...um say 75 hare scales
@rose swan if that were the case, was there outrage for the new cooking tables? It's the same idea.
Yep, there were definitely some frustrated players 👀 “too many stations!” Was the common complaint. However, the “crafting list is too long in the cauldron” was a much larger complaint, so there’s that haha
@rose swan oh really? Wow. Surprised by that. I love it. Makes it do much easier to find things in the list for sure. And I feel like it made sense... but ok I guess I can see how then. Sadly 😥
Oh I agree- I welcome the new crafting stations 100%
@rose swan although... it could be optional. Still could have the level 3 wood hammer. They wouldn't HAVE to make the other ones. Could be a way around it. For some people they would be happy to make the new ones if just for looks lol
I do really wish all the crafting stations had a way to sort by different categories. Additional crafting stations is fine but not ideal imo
@autumn idol it would be nice to not have to use commands to do this. Be nice to have it be an in game drop down selection.
That’s why I think the iron hammer that I mentioned above is the way to go 😉 optional, very useful for the building community. Simple ‘upgrade’ that’s a one-and-done deal.
@autumn idol or make it so we can type and have it show what has that in it.
@rose swan would it weight more? Feel like it would have to. And where was this above comment? Can't find it...or haven't seen it yet lol
#suggestion-discussion message ◀️ click that link, it’ll show you my message regarding hammers
By the way- if you hold down a message and hit ‘reply’ you can ping someone and give them context to which message you’re responding to 🙂 it’s a useful feature
Perhaps a little bit, but not by much imo as long as the next tiers of hammers are completely upgrades so that we are not toggling through multiple hammers 🤔
Thank you for that fyi! Didn't know that.
1.0 is the time for such changes after all.
I do think it might need to be a black metal hammer and not iron, just in terms of equal progression between start and end game. Unless we get steel like you said. Then that would be freaking awesome!
Plus the wood one could be for traveling and the metal one for at home or when you are ready for a new base elsewhere. Seems totally reasonable and workable for people if they want or don't want to do it.
Now if only they would add some things to the ocean.
Unless we get two extra tiers of hammer 
One mid game and another in our final biome.
Iron and steel baby! 💪
||please no black metal, I think it’s ugly||
This... Actually doesn't sound that bad...
With different trades that change every few days (one day the trader exchanges X stuff for Y stuff and in another changes Z stuff for W stuff, etc)
But, considering I want them to add ONE last cultist blacksmith that fuels his forge with his fire attacks for mountains and not add any other trader in the late biomes I'm not convinced on that idea
The only problem for the exchanger trades would be no portal runs, imagine traveling for three days expecting trading and turns out either the exchange alters by the time you arrive or they're not exchanging what you want
Haha I like that image! Would be a cool trader for sure! Magic trader maybe?
I'd be upset if there's no cultist blacksmith...
I was actually looking for your cultist blacksmith suggestion earlier, but I couldn’t find it 🤔
Wasn't mine
I forgot rumpiel pinged the wrong person on that one LOL
If a small handful of people willingly choose to punish themselves by playing without portals, that's entirely a non-issue and has no bearing on whether something should or shouldn't be added. Massive needless extra travel time is exactly what you're signing yourself up for when forgoing portals.
Completely true.
But I will assume that those type of adjustments will happen at some point (make any significantly-changing mode more on par with others).
And if they don't oh well...
It'd be a crying shame if they didn't flesh out world modifiers more
Never had a problem with portals per say... Just build able portals that are decently easy to pop anywhere and thus super abuseable. Anyone with a tiny bit of caution will be sure to do so and thus make the death penalty mostly irrelevant 
Oh no, they should definitely do.
Separating the death penalty between skill and gear alone would be huge
I only know people who fo hard runs like that. I have a friend doing no map no portals. I'm like why???? He gets lost so much.
But yeah would have to be a decent timer
Wonder if a world portals kinda mod exists yet 🤔
Yeeeeeep, something I was sure to suggest before the patch ever hit live 
If only.
But there are many things they should do.
I want a toggle for legendary mode that's completely separate of the difficulty slider that implements new mechanics that affect difficulty, like log-wielding trolls dropping their logs the moment they die (it would be hilarious to die by that)
Unlocking new attacks for some enemies, like shamans having a poison aoe similar to healing
Berserkers having a whirlwind attack
Especially bosses
Would love that too. Was a perfect addition for V Rising 1.0, to give that one last jump in difficulty for those that played each update prior.
Sounds like what hard/very hard should be
Brutal 
Vrising brutal is probably the best difficulty setting i've seen in a while
I have tried no map no portal runs but get tired after a while.
It is very immersive, but there are very little means to navigate and exploration isn't as rewarding as it could be so I change it back.
I draw the line at no portals, no map is too much
if valheim could do something similar i'd be a happy man 
I would prefer it to be separate, so you have the choice of increasing enemies stats with the slider and/or enable the toggle for the new mechanics.
I could have it on normal which is fair in difficulty but enable the toggle as compensation. Or going full hardcore and put it on very hard WITH the toggle.
As compensation, the toggle could only be enabled on normal or above, not easy or easiest
Quite agree with your takes today Rianu 
i'm just kinda implying that very hard/hard should be more than just number changes 
Sometimes we all get along 😂
you mention v rising quite often lol
Just in regards to that one addition (mostly). It's the most recent example of a good implementation of said addition 
I have mentioned a handful of other games too though, when referencing mechanics from other successful projects / games. 🫡
#suggestions message Huh, trophies having different qualities to show starred creatures; I actually find this interesting 🤔
People who complain about clutter in already (shocking!) small inventory space will hate that suggestion! 
I can understand that perspective honestly- it would add a lot of extra items. However, I feel like you rarely come across 2-Star creatures, and 1-star are uncommon. Trophies being even more rare. So I find it unlikely that the extra trophies would clog up inventory space. However, it would definitely clog up storage space, if you hoard/collect them.
I’m sure the hardcore collectors would love the challenge of collecting all the starred trophies. There’s already a decent sized community of trophy hunting speed runners 😁
I can understand both perspectives though. Clutter, items that serve little to no purpose, etc.
I think ultimately… I am actually against having starred trophies. But I wouldn’t be upset if they got added.
Bloat! Damn, that’s the word- couldn’t think of it lol
Bloat is already a part of the game, I really don't see what's the issue of adding more, at least for things that would be immensely satisfying like bragging about a thing you got that is not that trivial to get. Less is more but more is morer.
#suggestions message I use a mod that does exactly that and it feels so much more natural than being blasted by dozen of new recipes you can't even use because you're a total newbie with early game materials.
I don't feel that starred trophies will add any "clutter", as if you don't want one, you throw it away, if you do, they're rare enough in the first place that you can sacrifice 1 inventory slot to get it back to base to hang up. I think starred trophies is a cool idea.
What I wouldn't mind is a bestiary page. Each extra star will give you an extra page of lore.
"bloat is already part of the game"
What
That's true.
That's why there's 0 issues with ashlands complaints about inventory clutter, you hate picking up stuff? Just throw them away. Duh...
https://valheim.fandom.com/wiki/Morgen_heart Good example of clutter tbh
Like sure you can just drop it but why does the morgen heart need to have literally one recipe like cmon
It's annoying having to play the pick something up game only to drop it
Just makes my eyes roll when the flametal chestplate could easily use the morgen sinew and the ashlands would have one less item and no one would bat an eye
Also the Voltures eggs imo. One recipe, could’ve easily just used the chicken egg.
Yeah, I generally don’t mind dropping things I don’t need but it does kind of get on my nerves when the item in question is only used to craft one thing
There is a possibility that it could be used in some future crafting recipes.
I mean sure but still, one usecase in the specific biome you get it in? cmon
Well, I have a stack of Morgen hearts in my chest so I also usually drop them now.
yes, that's what i'm saying, it's annoying having to play the pick something up game, only to drop it
items should have value, not an eyeroll response
There could be volture omelette for example. One of my blackmetal chests is full of them and as a solo player I consume them so slowly. 🥲
Tbh I wouldn't mind if the Roasted crust pie used 2 eggs instead of 1 to make.
Guess I just want chickens to have a little more use lol and yeah, like Scales mentioned, Morgen heart is another example of an item that has little use.
If we could throw eggs, volture eggs and chickens would have more use
Honestly I didn’t even realize until now that it’s only used for one armor piece 🤔
Also volture meat is used in only 1 food recipe.
Yeah was actually going to say, the Volture as a whole is a bit of an odd creature to me. I would’ve rather had 2 recipes involving Volture meat instead of 1 for meat and 1 for egg. Or vice versa.
Their drops could have more uses for sure. Maybe volture meat plus chicken meat food craftable in tier 5 Cauldron as some first recipes to get when getting to Ashlands so both meats could have more uses.
Many hp food recipes are very Asksvin tail dependant.
and asksvin are in groups of 2 now 🙃
Well, when you get your starred Asksvin farm to work you never lack of Asksvin drops afterwards.
Why do asksvins need to drop bladders and hide? I understand having a separate crafting material and food material, but why two crafting materials?
Yeah, Asksvin drops are another inventory "bloat" I usually leave while exploring Ashlands after having the Asksvin farm in my base.
Although, more fuel to Obliterator.
Another good example, Asksvin hides could’ve easily been used for the bombs
On a side note, I wish the item was stomachs instead of bladders- only because the Asksvin remind me of dodongos from Zelda and their stomachs are used to make bomb bags lol
Please no. It would make gathering the resources and having the armor from other biomes completely useless.
Meaning that the whole game up to Mistlands could be done with rags upgraded with bronze, iron, silver and black metal, instead of using the armor meant for the biome.
And from Mistlands on, the Eitr armor will be used in Mistlands, Ashlands and Deep North for the magic wielders or even rags with a biome upgrade up to Deep North.
No thanks. This idea will remove a lot of the fun of figuring out which kind of armor works best for you.
Fenris gear and root gear are still relevant in the ashlands so idk
Being able to upgrade them more would be a very questionable balance decision
I think that is pretty much a worse way to achieve the same thing as this: #suggestions message
If the point is more about getting bonuses, then perhaps it would be better if players could essentially forgo one or more upgrades to get the bonus instead.
(One in case of sneak, but multiple in case of resistances.)
This is also undercooked. Feel free to improve it and then suggest.
i think it'd be better if they only gined the extra production from cloudberries or from (stolen idea) flowers that you can also use to make dyes
Bit late but yeah the amount of clutter being spammed in ashlands is ridiculous. Most items only have 1-2 recipes. Too many food items/ingredients, and too much garbage. Have to throw out like 7 things just to pickup the morgen sinew after a battle
I wouldn't mind more 2h weapons generally but not necessarily for every biome. Maybe just new 2h sword for Iron tier and battleaxe for Eitr tier for example (battleaxe yes!).
But thinking about damage numbers (for quality 1 comparisons):
Krom has 150 slash and Slayer 170 Slash, which makes 20 difference per biome (as with other weapons too). 3 biomes lower would be 90 slash for 2h Iron sword. Comparing other 2h weapons to that, Battleaxe has 70 slash, Iron atgeir 65 pierce and Iron sledge 55 blunt.
Attack speed of 2h sword is faster than other 2h weapons. So either other 2h weapons would need some buffs or 2h swords would need a small damage nerf if lower tier 2h sword was added to the game.
Although 2h swords currently are only 2h weapon that has MTP (Battleaxe and Sledge primary and Atgeir secondary don't have) so leaving that would balance them a bit, but wouldn't make sense since 1h swords don't have MTP.
Just my 2 cents.
This would just turn it into a battleaxe that doesn't have as much movespeed penalty. We should get a new battleaxe instead
All the 2 handed swords need is no MTP and they’re good
Oh, and 100% more battleaxe 👀
#JusticeForBattleaxe
mtp? what's that?
Multi target penalty
^Like Scales said, MTP is a mechanic that lowers the damage dealt with your weapon on multiple enemies with one hit, it lowers the damage certain amount per target. Weapons that has no MTP has no lowered damage per target but deals always the same damage no matter if one or more targets.
ah
Hitting ground/wall/tree/boulder etc count also as "target", so against enemies open areas are usually better if your weapon has MTP.
@stark furnace what u think #suggestions message
eh idk all i think is 2h swords need to have cleave and 1h shouldn't
2h swords are already super strong, well timed 2h sword special is a better 1v1 control weapon then the atgeir
hmm alright.. i'm kinda restating my suggestion but i feel like 2h sword primary attack should at least have some tweaking to it, because with other weaps i feel it's very clear when to use primary vs special
with slayer i feel a lot of the time "why would i use primary, i might as well use special since the attack window is like same for both"
just for 1v1 situations that is
and my pov is from very hard ashlands, where you cant really nobrain cleave farm everything
devs won't balance around vh 
sad to say but our opinions as vh players is pretty irrelevant
#suggestions message I don't know so much about particular weapons being available across biomes, but I'd agree that there seems to be an unbalance around capacity to level particular weapon skills consistently across a player's progression.
Other 2h weapons could generally benefit from small damage buff if 2h swords were changed to have no MTP. Currently 2h swords are the fastest and has the most damage of all 2h weapons especially with the secondary attack (base quality 1 Krom 150 damage vs Himminafl 125 total damage).
#suggestions message
I like some of the ideas, some no, but I feel like most of it shouldn’t be in valheim, honestly it’s good as it is. I’m 50/50 on this
No need to bring new weapon types in game generally, but new battleaxe would be the most welcome. And maybe one lower tier 2h sword.
Earlier crossbow 
Mountain tier or swamp tier 🙏
if mountain tier it could use the fenris claws in the recipe idk 
Hey, I'm new to the game and was wondering if someone would want to play co-op
#1024264966712340510 will help with that
Where can I find lfg server
I’d LOVE a mountain tier crossbow. The mountains introduce so few new things to the game that they feel kind of sparse so adding a new weapon type at that point would be great. It would also fit the mountains perfectly since ranged combat is so effective there
Just click at the link and you'll end up there.
Found it rn thnks
Well it'd also be super good in the plains too, sniping squitoes, fulings, growths etc, i feel it'd be a great edition
#suggestions message i thnk it'd be bettter to give them seperate skills and make those skills level up much much faster (looking at you crossbow. you can be better than this)
This is probably a bit of a stretch, but a greatsword in the mountains would be cool- maybe using the thunderstone or something. Or using a Fenring trophy and giving it a sort of sinister theme. ||call it the Bluemoon greatsword||
I’d love to see a weapon using the thunderstone. It looks too cool to only be used for the obliterator
You mean the thunderstone or the weapon being too cool for Obliterator? 
Jk jk
The stone itself lol
Honestly, this, battleaxe and maybe a earlier 2h sword
#justice for battleaxes
#RaiseYourBattleaxes ✊ 
Btw seems like battleaxe gang has been more vocal about them lately (me included). 
Started a playthrough wanting to focus on eitr, used axes in the meantime… ended up falling in love with battleaxes to the point where I think they’re my favorite weapon type lol
They surely are very good and I've learned to appreciate them a lot. But there is so much injustice in the lack of numbers of them and the movement speed penalty they have, compared to atgeirs and 2h swords. 🥲
@drowsy heron wisp torches exist 🤷♂️
i mainly love using atgeirs and since theres none at the mountains i just go to using the battleaxe
Serpent spawn increase on Circlet wearing would be kinda interesting
Seeing a lot of talk about increasing serpent spawn rates. I’m curious, why is this so highly desired? 🤔 (not opposed to it, just want to know where the thought comes from)
you need it for a cool shield decoration, the food is some of the best you can get for the middle of the game, and the trophy gets you fishing bait for more great food
Fair enough, but do you feel the current spawn rate doesn’t allow for those things? With the cooking skill added, serpent meat/stew is more plentiful as a side effect. Can agree with fishing bait though- I always find myself struggling to keep my heavy bait supply high lol. But the only powerful food I can think of regarding fishing is fish and bread, which uses misty bait right? Edit: double checked myself, yeah heavy bait is only for tuna and coral cod- which isn’t any better than any other prepped fish.
it's also used in the Bog Witch feast, which is a 45/45 for 50 min food
That’s fair, that’s where I suspected the initial desire comes from; the feast.
you also need a trophy to get the fish, for a fishing hat too
I feel the spawn chances as they are now are just to balance out the fact that it gives you one of the best food items very early on.
I mean, just one trophy more than likely gets you the materials you need for the fishing hat 🤔
That’s a good point; with serpent meat being so strong, I can see why serpents are generally more uncommon.
I only want a ton of bait since I like hunting for the largest fish 👀
Just to clarify, I have chests worth of stuff I'll never use, including drops that keep dropping after they exhausted their utility, new items I craft only to find they're worthless to me, and so on.
I'm not complaining, though. I still want more stuff because, while I define the above as "bloat", I think more stuff means more options for the players, even if 50% of them could be seen as useless to someone. Bloat is fun if a game is solid.
Grumble grumble.... feasts and food is not exactly the most convincing of the reasons to increase serpent spawn rates. Still get out tiered and forgotten (aside from maybe for asthetics)... feasts shoulda had unique buffs so they had their niche uses even past their tiers. 
what
I mentioned asthetics 🤣
But that's pretty much it once you out tier them.
reply option felt unnecessary since the message i was referring to was right above me
your response makes zero sense dude
he mentioned aesthetics, but he was saying there should be another mechanic besides that to keep them from being forgotten
which is why i said what
aesthetics is a pretty good reason to keep them from being forgotten
'also building'
there's a difference between mechanics and aesthetics
you're saying feasts are forgotten?
and not worth using?
.
I don’t really have a strong opinion obi wrong is just being confusing
Feasts have their usecase but in combat theyre underwhelming imo
Like the only build that really shines with a feast is a mage with EEF. Everything else is mediocre
FFS is an honorable mention but it’s a jack of all trades do nothing well which is also pretty mediocre
Well, I think their main use isn't to eat one, go out and fight, which is why you have to place it down and is also a cool decoration. To me, it's main use is for middle game farming, and working around your base without spending your expensive food you'd work harder to get. They're also very cheap to make, and you get a ton of uses out of very little food.
50 minutes on food, for farming, or building, or moving stuff around your base is awesome to me, especially with the cost of them.
Sure, but in terms of combat, they are underwhelming
yep, that's what your harder to get, more expensive, more time intensive food comes in
the amount of times i've fallen off a roof while building, because i didn't want to make an extra lox pie... 😦
would it have been cool to get some extra bonuses with Feasts? yah, that's kinda what i was hoping for as well, but then i realized what i could do with them, and all the meads that came in with it, and was pretty happy with em
It’s just disappointing seeing easy missed layups 
obi wrong, naturally.
They cover small area and are not that effective. Goggles allowing to see something would be fun.
@little geode by design do you mean colored styles like most round shields have for other shields too?
Yes, and I’d also like to see new paint design styles you could choose from!
Basically my thoughts on it as well. That one extra touch could have made the difference in having many past biome foods retain some mechanical relevance for certain activities (since feasts use many different dishes to make).
Using them around your base can be convenient though, just to lessen the likelihood of sitting on low stats and risk death by falling off your under construction roof 
As iamSent mentioned 😉
Would’ve been interesting to see even more feasts. Like yeah, the ones we have now are cool, good for base stuff, good for cruising through past biomes with a little less stress about eating and inventory space.
However, there could additionally be some feasts that have some real weight to them and are very difficult to craft? I’d still really like to see a seasonal feast too- even if it’s just a reskin of the Black Forest feast or something.
For the Deep North i would love to see new style creatures like Elk/ Moose for passive creatures, Dire wolves/ Bears as aggressive creatures, and undead Skeletons (with blue eyes & ice effects) for the village enemies- Winter is coming - and tamable goats/ ox / cows in other biomes for added milk/cheese based food/ feast options in different biomes of the game
Please no more undead, and please no more skeletons 😅
Also, please no iterations of things already seen on dozen of shows, games etc. Valheim almost always delivers something more original than that, not to mention something more in line with pre-Crhistian Norse lore. For example, the Mistlands could have been giant spiders instead we got cockroaches and warrior ants (kinda), which is more interesting.
The idea for Mistlands was to add spiders, but that idea got cancelled in favor of the bugs to please those who suffer from arachnophobia.
And - imho - that was a good thing to do as it shows that this group of developers are willing to listen to their customers and act according it.
Undead skeletons makes me lol, seems kind of redundant to add the undead part
Boney undead skeletons
I wanna see some alive skeletons
@little geode honestly if they just added the shield designs from silver and blackmetal to all the other wooden shields it would be good
whats an alive skeleton
Like for example, if they added vampires to the deep north, I wouldn’t be too upset. More undead again, but eh, vampires are different. Skeletons specifically though- we’ve seen them a whole lot now lol
Some kind of frozen warriors would be cool and acceptable as undead in Deep North IMO.
Draugr looking like lost Roman soldiers?
Kinda like that.
😄👍
Was kinda hoping that Ashlands was going to feature more classic demon-like monsters, but that’s ok 🙂
really curious to see what the faction of the Deep North will be. I have absolute no idea, but my prediction is beast-like humanoid creatures.
Some kind of icy demons?
Or what do you think, should Cult of the Fenring continue in Deep North? Those ancient markings in Frost caves could give some speculations about it.
Hmm I could see it potentially. Like especially devout cultists become hulking wolf-like monsters or something. Don’t think a lot of people would be for it though.
Different kind of Fenrings: Warriors, Archers, Sorcerers, Hulks...
Undead Fenrings. 
And they finally could have some Lightning attacks!
We going to Dracula vampires and hulking wherewolves (cultists) now huh 😂
Would like to see a Balor with a flaming whip in one hand a lightning cleaver in the other 😂 (that’s what comes to my mind anytime someone mentions lightning attacks)
Have V Rising for that really, I think something more unique to valheim would be better.
There’s Balors in V rising? 👀 I don’t know anything about it haha
Ahh gotcha, fair point though; original is better 🤌
Am definetly not wanting more skeletons though, just the same.
I’ve just been busy flipping through my DND 5e monster manual lol
Thinking that if there were going to be more Fenring, their warriors could be faster (instead of slowly walking Charred) and have some variety in weapons: spears, axes, clubs etc. And they could even deal some elemental damage.
There could be more elemental variation for Sorcerers. Lightning damage especially.
Spectator or Beholder 👁️
Beholder 👀👀👀
@little geode seasons were explicitly discarded
@summer canopy those rivers are not possible
?
why are they impossible?
Because water doesn't have physics, and they can't add physics to it either.
And no, using the same method tar uses wouldn't work, it'd probably break the game
ah, darn
It's the game engine that doesn't unfortunately allow that kind of mechanics (flowing water).
Thanks for the feedback!
Are there any chances on the animations changing a bit for the weapon attacks because i despise the fact that I cant hit certain creatures sometime due to a height difference
I wouldn’t count on it
im just gonna addd it in suggestions and hope for the best
Feel free to, but it’s been discussed pretty extensively. Maybe try searching for a similar suggestion and casting your vote to it?
@next mauve
Ignored like a terms and service agreement 😂
I am sure that not reading will be a main factor on the extinction of humanity
Well, I would rather try then listen to strangers online who i don't know and at the very least take comfort in the fact that I tried in an attempt to make the game possibly better for other people namely my server of people who have all mentioned the issue at least once and I'm okay with that. If it bothers ya that much I think making a remark like that isn't really going to help anybody and ultimately is counter productive.
Wait so I've heard this brought up before, but why is it a problem? How does being able to hit a fuling's knees break the game?
Because irongate is afraid of players cheesing the game (there's a billion ways to cheese the game)
Actively ignoring to implement a feature that objectively makes the game better because of devs being worried about players exploiting it is something I will never not laugh at
when hell freezes over, we will see a game that cannot be exploited.
i think the combat's just more interesting with limited hitboxes, as long as they're not all as arbitrarily limited (read: "bad") as the spear's melee hitbox.
and i'm pretty afraid of how vertical hitboxes may be implemented if they are. i look almost straight down in combat to better gauge the distance between me and whatever i'm fighting, so if that'd result in me swinging at the floor, i'd be pretty miffed. alternatively, if it depends on the angle of the floor below you as it does for enemies (if their model is tilted by terrain), that seems pretty rough on uneven terrain, what if you're fighting across a little gap and you swing downwards but the enemy is in front of you? it's imo much simpler to just develop the instinct to lead enemies to even ground before attempting to fight, or exploiting the existing vertical reach of your weapon if you're using one that has anything of note. the club secondary attack for example hits all the way to your feet but doesn't launch you forward like knives would, it's fantastic against stuff like leeches.
Then they should implement more stuff like golfing leeches. Irongate loves to do their own thing and that would be a perfect example of them doing it. There's no reason why a spear can't have a third attack, or a sword, etc that gives a downward attack (like the club) or an upward attack etc
Would make combat that much more interesting, and would open up new playstyles and weapon arsenals
i would say the spear can hit downwards by throwing but i really dislike using its admittedly good secondary attack as an excuse for why the primary attack can be as bad as it is
i'm pretty sure the animation even hits lower than the hitbox does, it's so weird
i forgot to consider option 3 of it automatically aiming up or down at enemies within hitbox reach, but it'd still require less thought than the current system so personally...eh, i'd be okay with that but not thrilled about it
probably the best way to do it overall, don't see that causing many issues for people other than me 
Honestly I really like the giving weapons a third attack. would give a little more complexity and could solve some of the slope problems while still remaining to the vision of valheim combat
but idk 
hmmmmmm, same~
i never really consider it because they're trying so hard to stick to a very small amount of buttons used, even dipping into more and more button combinations since H&H, so my first thought is always like "how is that gonna work control-wise"
but if there's a good solution to that, that absolutely has my vote
I don't feel like adding one button is that big of an issue, but i also engage with games where i like higher apm so idk
I also have a mmo mouse so adding another button to press is not a huge issue
-# the kbm elitist in me wants to say "just use as many buttons as you need smh" but i know many people play on controller ;v;
oh true have to think about controller peeps too
Holding lt + pressing rb or rt could work for a new input on controller
i don't know what them binglebonki are but i trust ya 
For left handed players that'll mean they need to remap another key.
Or struggle when keeping right handed settings.
Also really hope 1.0 allows to rebind the 1-8 hotbar stuff
Oh yeah, I completely forgot that I spend like 99% of the time zoomed all the way out and looking down, basically making the game 2d. Lol
Yess pls
I just had an idea to solve the very secondary problems of trophy clutter and starred mobs not feeling much awarding. It's based on RL trophies being collected only on purpose and only from the best specimens (nobody gets trophies randomly from common game).
So, here it is: trophies are only dropped by starred creatures.
It would still be RNG-based but at least you would get a visual hint, instead of mowing down random mobs hoping this time you'll get one (you won't), and if you don't want more trophies you can just leave it alone. Hunting would feel more like actual hunting instead of playing a slot machine.
And it would be very easy to code.
What's wrong with this idea?
My first initial thoughts are that some items become far more difficult to acquire.
-Sledge, uses elite draugr trophy
-fishing bait, most bait requires trophies from creatures that’s don’t have starred variants.
-mountain tier armors and cape (3 pieces)
These are just a handful of examples I can think of 🤔
orab
Also deer trophies to summon Eikthyr
Seems like an idea that would cause a lot of problems elsewhere
And if you want to collect certain trophies that are already very difficult to obtain, it would become impractical if you could then only get them from starred enemies on top of that.
Of course I didn't specify that while non-starred mobs wouldn't drop trophies, starred ones would always drop 1 trophy. 100% chance. For example, compare the current ~5% chance for any wolf to drop a trophy vs ~12% of spawning a starred wolf.
Mobs who can't spawn starred would either use the current system or get stars, whatever the devs deem more fitting.
can we stop suggesting ocean to be a full biome, its fine as is; maybe some more enemies but we dont need to dive
do you think being able to dive to pick up items (unless the water is too deep) is a good idea?
right now you have to do this whole gymnastics where u build a tall platform so your character sinks enough to reach it
Trophy clutter can be resolved by using valheim cousine mod. Those are used for cooking some dishes.
okay maybe for that, but no entire progression like any other biome (in my opinion they should just make everything float)
aight. personally id love some diving to plunder sunken ships and stuff
Maybe momentary diving while at shores and that action would drain stamina like swimming does. And being too long underwater would drown much faster. Would make easier to acquire those sunken materials.
I agree with that we don't need underwater biome progression. But more mobs at the Ocean biome surely.
Maybe Ocean could become a bit harder at our pace and spawn new mobs for every boss defeated?
This issue has been mentioned probably 1000's of times over the years. Their answers on it are really weak, but apparently there's mods that already do this well.
you mean my few hundred bronze and iron nails? 😄
This could be an amazing ocean biome revamp after deep north, I think it really needs it and it's literally the exact thing I was talking about with my gf yesterday.
Would be nice also to make the ocean biome more interactive in the surface, for example floating lootable debris or magic bubbles/spots to catch to increase your boots speed, so you change the currently super flat gameplay of sailing.
sailing is boring because thats what sailing is in the real world
you must take in the view, sailing always has been this relaxing thing between the hectic of the land in my opinion
But valheim is not the real world, and it's set in a hostile, barren viking afterlife world.
Also, sailing is extremely dangerous in real life as well, so even the "real world" argument cancels itself
Sometimes, after a 2 hour iron session in the swamp with bronze gear, I just want a chill ride home.
yea exactly, or you kill a 2 star hare in a pond that's just a bit too deep
You can still have a chill ride home; if the ocean had a handful of POIs, stopping at them would be the players choice 🤔
On the point of sailing being boring because that’s what it’s like in real life- it’s difficult to make the comparison between real life and a video game. There are countless examples where ‘real life’ doesn’t match what’s going on in-game.
There’s definitely ways to add to the ocean as a biome without
- making it over-stimulating
- retain the feeling of it being a transitionary biome
- making it a ‘fleshed out biome’- its doesn’t need an ocean boss, it’s own catalogue of food and materials, etc
i mean there are serpents
there's for sure a lot of untapped potential when it comes to ocean biome
