#suggestion-discussion
1 messages ¡ Page 52 of 1
I think I have a new biggest anti-fan đ đ¤Ť
I got one of those too, donât worry 
What yâall think to celestial feathers being used for endgame arrow/bolt recipes?
I think that would be pretty neat!
Itâs a material worthy of an endgame fire arrow for sure
Agreed. Only thing is, because of the newly introduced enchantment system, I could see there not being anymore elemental arrows.
Deep north could have some
It could, or it could have more enshrine stones đ¤ well just have to wait and see I suppose
Theoretically it could be used for enchant upgrades
What makes you think Greydwarves have hearts?
They're the souls of convicted murderers....
Fallen Fire Arrow with purple flames like the Fallen Valk? đ
I think I just go a sudden idea I find great. What do you think of  altars of half-power  ?
Like, letâs give two powers to each Forsaken (just as the Queen currently does).
Players can build altars that, upon a logical sacrifice (related to the Forsaken, like summon items), give ONE of the two powers. The given power depend on the altar.
You could have altar for Queen the miner, and altar for Queen the mage as an example
Players could have the full forsaken power only by going to the sacrificial stones
I was referring to Ancient Seeds, they give off the vibes as the Heart of the Grey dwarves.
Why not just a latergame altar that you can use to switch at any time why limit it only to spawn
I donât really like the idea of giving you half a power at that point youâd be better off keeping an unconnected portal at the altar to be able to switch at any time
they aren't
Nice to see getting creative with ideas, but its not the best this time sadly.
Idk why, but altars are rubbing me the wrong way by now đ¤
Its too often suggested.
There have been a lot of altar suggestions/discussions recently đ¤
#suggestions message The sound heard during the storms is obviously thunder caused by the lightning strikes, not some random made up enemy. Since the lightning there has unique properties, the sound produced by it was also made unique from normal thunder sounds.
Hello, my suggestion is to be able to change MAP marker colors. the current color makes it incredibly hard for my group of friends to see. we've got over 500 map markers and i can barely where my bases are....etc. i understand we can hide certain marker types but i dont need to hide them i need to be able to SEE them. what do yall think? if we can do it for signs to make it much more visiable (thank god) i feel like we should be able to do it for map markers.
Any plans to make Dyrnwyn cooler? Itâs okay in terms of power, just less interesting than other swords with gemstone buffs. This is really a shame considering how epic the quest to get it is. Maybe it could have an explosive swing ability or something?
I had a dream in which there was a spider-like seeker, it made webs between the high stone pillars in the mistlands.
Well, webs were a thing for a long time, this can be canon đ
#suggestions message
we havenât heard anything yet, but thereâs been a lot of ideas and desire for itâs improvement đ
Smiffe once said "wait and see" I think
#suggestions message I suggested this some time ago. But Dogg's idea doesn't sound bad either.
it's already too cool with its 10 fire damage, even a basic torch is hotter
#suggestions message
@warped kelp Juet trying to make sure Iâm understanding- are you suggesting that the player gets a permanent upgrade upon hanging a boss trophy? For example, your base stamina is bumped up to 65 (50 + 15) permanently upon returning Eikthyrs trophy?
No
I just realized that I like the concept of seekers having different types of arthropods in their ranks
I think it's like a "level-up" sort of deal
but I'd imagine it applies to the world
What is this section for, To talk about things you put in the suggestions?
Yep- can be used to discuss ideas before posting them, or to discuss ideas that have been posted đ
It's a place for Rianu to thrive
Yes
I think it should be a global buff for all players, simply giving you the buffs based on the altars that have a trophy
recently I got a bunch of my friends into Valheim and the one thing I noticed is how hit or miss the forsaken powers are, if they even gave a simple small passive to everyone it would feel 100x better to kill bosses
let' be real, I feel like most of us were disappointed with the Elder power the first time we saw it
even Moder, yes its super useful to have someone in your group have it for sailing, but compared to something like Bonemass it really pales
where one is niche but the other is all-round just very good
Elder buff: All weapons can damage trees đ vMatt?
What are thoughts on Elder buff giving and exp bonus? Forbidden knowledge and all that đ¤
yeah woodcutting xp is very slow
I always have this question, should 100 lvl be achievable naturally at all
in many skills
It depends on the skill, reaching level 100 swimming or magic skills is much less likely through normal gameplay than run/jump
Running 100 is definitely achievable naturally until deepnorth
grinding for hours on bloodmagic resulted in like level 30
I remember spawning like 5 archer skeletons in a safe area and spamming bonemass
Should skill maximums be able to reached naturally? Hmm maybe, but Iâd say definitely close. Like hitting 80 in your weapon skill at end-game sounds comfortable. Leave 100 for those who go the extra mile and continue playing well after the game is completed.
Kinda like PokĂŠmon lol you usually hit like the 60s or 70s.
However- at least in my opinion, there are some skills that are simply unnecessary. Swimming is a little silly to me, riding too.
This is assuming you put a lot of weight into the skill system as a whole though; some skills are handy, some are not. I donât put a lot of stock into skills as a whole, I suppose?
Personally, I think they should be able to get close naturally. If you are not ending the game between 80 and 100 WITHOUT having to do mindless cheesy skill grinding, than it's done wrong as a supporting system. Not all skills ofc, since some are super niche in use.
(I agree some are kinda pointless)
In smiffes words skills are meant to be a "nice to have, but not neccessary".
Not much point in them being there though if you just get a massive rush of levels until you hit 50 or so and then they almost never pop again and/or hover around 50 for the rest of the game with natural deaths. 
Already put forward enough suggestions and talked about skills enough of course, so I will spare the chat the deep dive 
Suggestion: Endgame Cultivator Unlocks Fertilizer System â Grow Rare Crops (Midway Through the Endgame)
Iâd like to suggest a new system that becomes available midway through the endgameâa powerful Cultivator upgrade that unlocks access to a fertilizer-based farming system, allowing players to finally grow rare plants that are otherwise only found in the wild. These include:
⢠Blueberries
⢠Raspberries
⢠Thistle
⢠Yellow Mushrooms (requires underground planting)
⢠Red Mushrooms
I completely understand and agree with the decision to keep these plants non-cultivable early on. They encourage exploration and biome progression. However, by the time players are deep into the endgameâafter mastering the Mistlands and beyondâit makes sense to offer a rewarding, earned way to grow them at home.
To be clear, Iâm not asking for these crops to be handed out. The system should be something players work for and unlock, not something available by default.
How it would work:
⢠Players unlock the Fertilizer System by crafting a new, endgame Cultivator, which is gated behind high-tier materials and progression milestones (for example, defeating a specific boss or unlocking advanced crafting stations).
⢠Once crafted, this upgraded Cultivator allows players to apply fertilizer to the ground, creating a new soil texture similar to how the hoe raises terrain when stone is in the inventory.
⢠After fertilizing the soil, players can plant rare plants like Blueberries, Raspberries, Thistle, and Mushrooms on it.
⢠Yellow Mushrooms could be restricted to areas that are underground, making farming them a more creative and immersive task.
⢠As an example of what a fertilizer might require:
⢠One type of fertilizer could involve a crafted liquid like Eitr Water, brewed using Mistlands materials like Sap or Refined Eitr.
⢠This would make thematic sense for glowing plants like Thistle, and could tie into Mistlands progression without unbalancing the earlier stages of the game.
⢠The fertilizer system could later support additional crops or trees in future updates, offering long-term replayability and a deeper farming system.
This idea adds a meaningful new layer to the endgame without disrupting the core gameplay loop. It encourages building, experimentation, and progressionâgiving players a satisfying way to complete their homesteads.
Thank you for your time, and thank you for continuing to enrich the world of Valheim!
Thank you wanted to post my idea and see peopleâs thoughts so thanks for explaining this to me :).
I like the idea in general.
But I wonder, how to get fertilizer?
Perhaps adding something like a crafting station / chest to it in which you need to drop items to create fertilizer over time - kinda like the fermentor works - would be a nice idea?
Yes this is a good idea to make the fertilizer.
You understand and agree that these plants encourage exploration, but think that logic should change because of progression? That's exactly why it shouldn't tbh
They won't add this because the devs are for some reason adamant on making you forage for them. Kinda like how you said I agree with this early on as you start out as kind of a "hunter gatherer" but later on when you are laying siege to fortresses its extremely jarring to return to running around foraging for mushrooms like a caveman when you really should just be able to farm them.
I personally think in general a big flaw with this game is the devs' thinking that they should model the general gameplay loop of each biome around the black forest when in reality the gameplay loop should evolve over time to match your progression within the world. It just doesn't feel right to build up an advanced society in your world only to be forced to return to picking blueberries precisely in the same manner when all you had was a wooden shack. This obviously doesn't ruin the game or anything because Valheim is still the best survival game I've ever played but the devs seem a bit rigid with regard to their general design philosophy in my opinion.
It definitely makes sense in an open world like Valheim, it's not like it's defined levels of some kind, and once you beat the boss you're only concerned with what's after. In Valheim you'll encounter previous biomes again, it's inevitable. Having reasons to explore or appreciate walking by a group of 14 berry bushes near each other, and even mark it on your map-- that doesn't hurt anything ultimately. You can already achieve ways to make farming these things easier utilizing portals or portal chains in which you go through a large chain of portals and end up back at your base after collecting from groups of naturally spawned goods you've found.
It isn't really exploration anymore though after you've passed that point of progression. Since you have already explored multiple black forests and know roughly where the bushes are, the task is reduced to tedium that is also simultaneously at odds with the idea that you are progressing technologically through the world. Ideally, the gameplay loop would reflect this using the existing building system to cut out the things that at later points in progression become menial tasks.
It isn't really a big deal ultimately but if I had to find flaw with this incredible game I'd say that's one for sure
This is the same reason that I agree with the devs that magic should NOT be added to earlier biomes because it does not fit with the technological "age"
Progressing from a primitive lifestyle to a legendary hero with a civilization is a core aspect of the game that I feel should be highlighted in all aspects, and the entire foraging thing is one aspect that I feel is being arbitrarily kept around because of this idea that it incentivizes exploration when it really doesn't at all... you just teleport back to your existing black forest base and run around picking blueberries
It is exploration though, there's new things to be found in different black forests and meadows, such as runestones that only generate very far from spawn or buried chests under viking gravesites. Discouraging exploration by making the player feel like nothing unique exists in older biomes, and might result in them never discovering a 2 star boar for example. Should you just explore the closest forests and say that's enough, you will miss certain things. The only real point against this foraging logic is that there's not enough reasons to return outside of that to make it feel important.
Another berry enthusiast, I see! Some fun ideas mentioned here. Welcome to the server, by the way! I am also a huge advocate for berries
but as Iâve talked about this topic to death, Iâll just drop in and give my support đ
#suggestions message
Heres another take regarding flora, if you wish to support as well đ
I mean that's all well and good but that just isn't enough to warrant going back and exploring since the runestones are mechanically worthless and the buried chests contain zero unique loot. Not to mention, the berries themselves do NOT incentivize further exploration of specifically further black forests because they regenerate, once again meaning that as a mechanic they only actually directly inventivize returning to a black forest you've already explored and where you know where the bushes already are. I would hardly consider that exploration and it still has the issue with being at odds with the technological progression.
Yes, I completely understand and agree that these plants should be locked behind progressionâup until youâre deep into the late game. Early- and mid-game exploration is important and rewarding, and that design should absolutely stay intact.
But once youâve defeated all the bosses and explored every biome, exploration becomes optional for most players. At that point, many people simply set up portals near heavy clusters and farm the area repeatedly. Others, like my wife, still explore just because she enjoys itâshe loves sailing and discovering new areas but doesnât care much for crafting or gathering. That personal choice isnât going away, even with the option to farm. This idea doesnât take away from explorationâit gives players a meaningful endgame reward that adds flexibility. And like everything else in Valheim, itâs optional. If youâd rather keep gathering wild Thistle or Raspberries in the field, go for it. But for those who enjoy building self-sufficient bases after finishing the main content, this would be a welcome and earned addition.
also I'm pretty sure the viking gravesites are found pretty much everywhere, perhaps they are more common further out but not to a meaningful extent
I completely agree, the exploration applies early game, but absolutely does not late game
It has been suggested 1000 times, and has been denied 1000 times.
Suggesting the same thing that has been explicitly denied will not make them change their minds. Just accept the decision
I know that's why I prefaced the entire discussion by explaining that they aren't going to do it.
Which was the actual point of what I was saying, not the suggestion itself
#suggestions message Time to put a fuling in a pit for infinite bonfires
Hah, keeping a fuling thrall to replenish your fires, I approve of that!
Would force you to build your base at a fuling camp site, but if you're willing to do that - I'm game. Would only apply to the world generated fires, so I dunno if it would be of much use in the end tho.
I mean... are they even something worth exploring for that far past them in progression? Can be better things to explore for by then 
Sort of? The chests under the viking burial grounds (Longship stones) hold nothing of real importance, and what spawns even if further from spawn is nothing too worth while.
Ofc, I personally would love more stuff that only spawn at further distances worth exploring for though đ
Ps. Not really supporting the berry farming arguement, just disagreeing with them still providing any real value to exploration by then.
It is obvious that part of the core game design idea is that gear is crafted - there is no looted gear anywhere so far, unless you count arrows here and there and meads in mines. However, without breaking that I could imagine for example remote burial chambers (FAR from spawn) could hold "ancient" weapons - rusted weapons that crumble to dust as you loot them BUT teach you a cosmetic craft recipe for weapons of their type. For example an ancient sword would teach you how to craft any tier sword in that shape. Would give the game a very roundabout form of transmog, that would also promote exploration.
That said, allowing the odd bronze weapon to be found in Black Forest crypts, iron in Swamp crypts, silver in Mountains and so on would hardly be game breaking, but that's just not how they want the game to be.
I posted the idea in the #suggestions part with your added detail add in thank you for the support.
Oh I agree, I mentioned that at the end there đ
#suggestions message đ It's pretty detailed.
But here are a couple questions:
- Suppose this cultivator (in the form of a plow, a small cart or some magical staff/tool, it doesn't matter), when certain conditions are met (creation of a certain fertilizer/soil), changes (as I understand) the soil structure, i.e. a small section of biome, for a certain plant, so that everything can be planted in the same place. Right? In general, a lawn (vegetable garden) of different pieces/biomes is beautiful (although chaotic)..... But it fundamentally breaks the mechanics of the game. Even if it's late in the game, changing/re-coloring biomes is impossible. Or did I misunderstand the idea?
- Yellow mushrooms grow in the caves/dungeons of the forest biome. Even if we somehow change our biome by location, the game alas does not allow us to dig caves and dungeons (a pit with a roof is not quite that, I think. That leaves a number of wild plants that can not be made into crops.
Though in regards to berry bushes, of course, it's a moot point. Why can't we also pick up their seed/seedling (like wild mariners and turnips) and plant them at our place?
That leaves the option of seed and planting according to the biome. And the cultivator can be used simply as a background tool for planting (fertilizer loses all meaning for bushes).
- I'm not trying to change or recolor biomes, or override core biome mechanics like enemy spawns, ambient effects, or weather. What Iâm proposing is simply expanding the soil types the Cultivator can apply by using new, craftable fertilizersâallowing for new planting options without altering the biome itself. While Iâm not a programmer, Valheim crops likely follow a system of internal flags that check things like:
Biome Flag â Is the plant in a valid biome?
Crop Spacing Flag â Is it spaced correctly?
Sunlight Flag â Is it exposed to the sky if required?
Chunk Loaded Flag â Is the area active?
Soil Type Flag â Is it planted in the correct soil?
Currently, the Cultivator can convert normal terrain into a single type of cultivated soil. My idea is to expand this with new soil textures that act as special growing mediums for rare crops like Thistle, Yellow Mushrooms, or Berry Bushes. These soil types could each have their own Soil Type Flag, and be created using different types of fertilizer. Biome mechanics remain fully intact. This system doesnât overwrite or recolor a biomeâit just lets players create small, specially-prepared soil patches where rare plants can grow under the right conditions.
- How would Yellow Mushrooms grow if we can't create caves or dungeons?
You're totally right that players canât dig or generate true dungeons like the ones Yellow Mushrooms are found inâbut thatâs not what Iâm suggesting.
In this system, Yellow Mushrooms would require two key conditions to grow:
They must be planted on soil created with a specific fertilizer (a unique soil type).
They must be placed in underground or enclosed spaces without open sky or sunlightâmeaning the Sunlight Flag must be absent. That could be a player-built basement, underground tunnel, or any enclosed dark chamber. The exact design would be up to the playerâs creativity, which is part of the fun.
- Why canât we harvest berry bush seedlings like other crops?
I completely agreeâand I think thereâs a natural way to make this work that fits Valheimâs design.
When you find a wild berry bush (Raspberry or Blueberry)
First interaction lets you harvest the berries, as usual.
Then, if you click the bush again immediately after, it destroys the bush and gives you a Root Sapling or similar plantable item.
That item can be used with the upgraded Cultivator and required (soil fertilizer type) to replant the bush wherever you want.
To keep this balanced, it would be a one-for-one systemâyouâre not creating infinite bushes, youâre relocating an existing one. If you want to move it again later, youâd destroy your planted bush to get the Root Sapling back, or go find another in the wild. This approach respects the value of exploration while giving endgame players the freedom to design custom gardens and homesteads. It mirrors real-life propagation methods and fits within Valheimâs existing framework.
- Wouldnât fertilizer lose meaning for bushes if they just need to be planted in the right biome?
Not quiteâthis system isnât about forcing fertilizer onto every plant. Itâs about using fertilizer to unlock new soil types, which in turn allow crops that normally canât be grown to finally be planted in controlled, purposeful spaces. By the time players reach midway through the endgame, most of the progression systems are complete. Many players transition into creative modeâfocusing on building homes, gardens, and living spaces. This system offers something rewarding for those players: a way to grow rare resources theyâve worked hard to gather, without needing to portal all over the map. Itâs still optional. If someone prefers gathering these plants in the wild, they can continue doing that. But for those who enjoy the farming and base-building aspects of the game, this adds a whole new layer of depth and personalizationâearned through progression, not handed out early.
All of your points made are still possible with the available plants though, it just takes away from the pool of reasons to revisit older biomes and venture out ultimately. Personally I would just rather see additional reasons to explore and forage, not less.
It's not meant to take away the exploring.
The whole idea is to use the plants from previous biomes as decoration, not for harvesting and only after reaching Mistlands.
Which means that both the yellow and the "normal" mushroom, the thistle, the blueberries and the raspberries are basically "obsolete" for crafting.
Also, since it's meant for decoration, you won't be able to harvest from the things in the first place.
I totally get where you're coming fromâand I agree that exploration and foraging should always have value. But just to clarify, this system wouldnât take that awayâit would simply offer an optional path for players who enjoy farming and base-building. Not everyone enjoys every activity in the game. For example, I personally donât enjoy fishing, so I just make food that doesnât require fish. But Iâd never say fishing should be removed, or that it shouldnât have been addedâbecause plenty of players do enjoy it. Same goes for boar and wolf farms. I donât use them. I prefer to go out and hunt my animals instead. To me, managing a pen full of boars that canât be led or moved around like wolves is more hassle than it's worth. Thatâs just my playstyleâand thatâs the point: Valheim gives us the freedom to play how we like. Farming rare crops wouldnât replace exploration. It would just offer players who have reached the late game a rewarding, earned way to create a self-sufficient homestead, if thatâs how they enjoy playing. Itâs not about taking away reasons to exploreâitâs about expanding the choices for how we experience the game world.
No, you can still go out and harvest your crops if you wantâbut it doesnât take anything away from the game. By that point in the late game, most players either donât bother collecting those materials anymore or already have the gear to deal with elemental resistances so it would be used mostly for decoration. People who enjoy exploring will continue to do so, while others will just grind the same resource-heavy spots over and over. Theyâre not really exploring the biomeâthey're just jumping through a portal, grabbing what they need, and leaving.
Reminder that mushrooms can be used decoratively currently đ
Lots of secret techniques using the serving tray đ
Raspberries & Blueberries are still in use even in the Ashlands if you're a fan of Tasty mead, which never really loses it's usefulness. What becomes "obsolete" might just be more telling of how you play as an individual, and less about what's universally true.
Expanding choices does take away from the intended purpose, and that purpose has been stated by developers without hesitation. If you don't enjoy foraging, don't do it. Fishing like you mentioned, is something that is available and has it's benefits, but isn't necessary and doesn't have expanded choices to please every type of player.
Skills reaching level 100 is not really possible in normal gameplay for many skills, besides run and jump. I'd say the combat oriented ones could get bonus gains when you surprise or hit a staggered enemy, or when you use a weakness to your benefit.
Archery, well obviously distance based bonuses here, and maybe bonuses for hitting smaller enemies
Swimming, I'd say give it a bonus based on who much stamina you have used without resting to swim. this way a longer swimming session gives a lot more xp
Fishing should apply to harpooning serpents, and fishing a bigger fish should give some extra XP. currently this would be exploitable, since you can release caught fish and catch them again, or not catch the fish through your fishing rod.
Blood magic is an odd one, like the shields breaking should obviously give xp to the caster. And I am not certain how the Trollstav works, does it give xp at all?
Hey, we can agree to disagreeâand thatâs totally fine. Not everyone is going to see things the same way. If the goal was truly to push exploration above all else, portals wouldnât even existâbut the devs understand that after doing something a thousand times, it becomes repetitive and feels more like a chore. Thatâs not unique to Valheimâitâs something seen across the entire gaming industry. The best way developers can keep players engaged is by offering options, especially once you've reached the endgame. Honestly, they could even gate features like this until after you've defeated all the biome bosses. There are plenty of ways to encourage more exploration without restricting player freedom. For example: Remove free repairs, and instead make it cost half the materials it took to craft the item originally. On top of that, add durability limits, so gear eventually breaks and needs to be fully replaced. That alone would keep players gathering and revisiting older biomes more frequently. Introduce biome-specific world events, where unique activities or enemies appear in certain biomes, offering limited-time rewards you canât get anywhere else.
Hey, not to worry, I know that, but when you continue to prompt explanation of my opinions-- I'll write them out no problem. That's why I mentioned that it's how I feel personally multiple times. I didn't however say that exploration was being pushed above all else, and even mentioned the portal workaround. I disagree that the developers motivations for changing the system is that it becomes repetitive, because the same thing would happen with anything plant-able, and if anything, foraging would serve to break up monotony when mass farming goods. It's a bit ironic that you should say the best way to keep players engaged is to offer differing options, but in the same breath say that should function the same way as everything else. I do agree there are plenty of other ways to encourage exploration, but again-- I don't think that justifies in any way removing any of the current reasons to explore.
It's largely just about the player not sitting in 1 place for everything and instead staying more active, than it is for exploring (you already do plenty of exploring naturally while playing, and if you're gathering unplantable crops, you're likely to just go back to known marked locations, not new unexplored areas).
#suggestions message I would rather get a color wheel to choose whatever color we want (though not sure how well that would fit in with how the game is designed). And as much as I like purple, it's odd to suggest just a single additional color option when it could be suggested to add any other missing color instead.
Oof! Thought I was the only one who liked to write such âpoemsâ đ.
Basically, everything is logical and quite thought out.
But to write the code for all these subtle mechanics, I think it will take a lot of effort and time, and it's unlikely that the developers will go for it.
It sounds cool though.
But for now we can only be satisfied with a mod with the ability to plant everything đ.
The art assets are already in the game, and the Cultivator currently allows players to convert normal terrain into a single type of cultivated soil. For my idea to work, the devs would just need to expand on that system by:
⢠Adding new fertilizers to the game, along with recipes to craft them
⢠Introducing additional soil types that the upgraded Cultivator can apply
⢠Using fertilizer in your inventory as a resource, much like how using stone raises the ground with a hoe
⢠Applying the correct soil texture depending on the fertilizer used, just like the Cultivator already does with standard cultivated soil
Theyâd also need to implement a new crafting station, which could function similarly to the Fermenter, to process raw materials into different types of fertilizer. The good news is, the basic framework and code for this kind of system is already in the gameâtheyâd mostly be building on top of existing mechanics. Also, Iâve never used mods in Valheimâbeen enjoying the vanilla experience so far. But I wonât lie⌠the farming grid-snapping mods are very tempting. My OCD kicks in hard when I see crooked rowsâclean placement just feels right, haha
And a bunch of bronze nails for coasters.
#suggestions message or add a diy station that we can put our gear and weapons in, then we can get the resources to make the colored diy and then apply it on the items at the diy station. I like this idea some of the default colors are not the best.
If no campfire exists, plop one down (don't even need to place a table first)
If a campfire exists, break it and place your own campfire.
For bonfires... can we not already re-ignite them ourselves?
Not too much benefit to it even if we could though... being objective.
They just exist as decorations (traces of our predecessors) and it is strange that we cannot use their works as chairs or tables. And the old, but completely intact beds, too, could be used for their intended purpose .., perhaps without being tied to them (here you already need to put your things).
I mean... as far as I am aware we can build all of the objects ourselves immediately after gathering wood. đ
Just not neccessary to repair the broken version used to sell the story đ
That's understandable. This offer is a small thing... but it would be nice to sit by the same campfire as our ancestors (he can repair it with a hammer after installing the workbench). It would require a minimum of resources and there is no need to run through dangerous unexplored land, knock carefully on wood with an axe, listening for someone coming to the noise.
@barren elk
What piece in particular would you want an additional snapping point for?
Because if you are that vague we canât tell whether to vote yes or no, itâs kinda like asking for âmore featuresâ
Not like it matters
add more things
Everything that uses snap points are things you place a lot of. It would be the same thing regardless
Itâs important to remember that adding snap points also increases instances if I remember correctly. So adding snap points to already existing pieces could cause performance issues.
not issues. but worse performance
Ok, so less snapping points please
My favourite suggestion is âbetter performanceâ
Achievable by giving all owners of Valheim new motherboards and processors
That only run Valheim
"Develop the game" are certainly the best ideas. Devs would've never thought about working on their game if someone didn't mention it
đĄContent
*More content!
Better content
can't improve perfection đ
yeah. there are some very specific ones out there
A bony variant of the growths? One that fires sharp shards at you and has a ribcage armor protecting it?
I was thinking the same, Canât really tell what snapping points you want with so little info. But something I would love to have a snappable option is crops when planting.
Or just an option that tells you if the crop is blocked
eyeball it oml
Id like the game to block planting the crops cause it already stops us building pieces if they are blocked
I mean it just takes a a few plants to realize what the min/max distance is
Still extremely annoying for people with depth perception issues or OCD needing it lined up like myself. We have the option now to turn off snapping for building pieces, why canât we get an option to turn it on for planting crops? Having this for people that want it will have no effect on the players that enjoy free placement because it would be a toggle on or off option.
sorry, not, freehand is also very stimulating for "i want it as area effective as it can be " stimule, no reasons to bring average people's "weaknesses" into discussion for fueling disagreements
You can always make a 1x1 wood beam grid, cultivate the empty space in between the grid, and remove the wood.
I get a little bummed when my acorns donât work out because of needing more space, but I donât think problematic or anything. Just takes a little getting used to.
Iâve never had a problem with crops though đ¤ like yeah, Iâve messed up and planted some too close before, but itâs never been detrimental or anything.
Just gotta learn to embrace asymmetry and imperfections! đ
Imperfect perfection â¤ď¸
What, I was simply explaining the reason I was requesting a simple quality of life change. Was in no way trying to be disrespectful or rude to anyone? Not sure what you mean by this.
The majority of people that say they have OCD don't actually have OCD.
uhm, let's put it this way, bringing medical issues into discussion is a "no no", especially if noone here is a verified neuropsychiatristĂš
*clinical
It is valid when talking about accessibility options, but this isn't really an accessibility issue.
It's a preference and you can work around it ingame as is
My issue is every suggestion becoming a "toggle" and creating a massive bloated menu/modifier for every little thing
Surely not everything needs to be a world modifier. And I always cringe every time i see someone mention "just make it a modifier and that's it easy bro"
I donât think Keld was trying to insult anyone đ but yeah, I think in general people got used to grid-assisted placement, so it just takes some adjustment. Nothing wrong with that though (itâs actually a nice change of pace imo) 
No no, like I said my issue is the "toggle" not the suggestion or accessibility itself of course đ
We need a modifier to adjust the number of modifiers that we have access to.
And then a toggle for whether we can use that modifier or not.
#suggestions message @hollow parcel By the way, Iâd recommend against making long posts (looks like the formatting is whatâs causing it to appear lengthier than it actually is) as they could be removed. Generally, the overuse of formatting isnât well received. Just trying to help you out 
I was going to make one for the ladders to make a snapping point(s) that results in halving the distance between the rungs. it lets you basically run up the ladder that way
Yeah thats a nice one, although maybe the ladder should have more rungs instead
Halving the distance between them would naturally mean more would need to be added to fill in the empty space left over.
Oh, nvm, I misread their comment.
When the suggestions channel is unread but there are no new messages
đĄ
đŤ´
#suggestions message @woven loom what would fishnets be used for? đ¤
Cosmetic pants
Would love more large sea fish like whales, Sharks and Giant Island size Turtles that we can explore the islands for a short time before they submerge back into the ocean (Not like the leviathan but twice the size with rare ocean plant life , trees maybe sunken treasure chest ect) and a Kraken Deep Ocean Boss.
Giant Island size Turtles that we can explore the islands for a short time before they submerge back into the ocean
This seems very similar to the leviathans we have already
Kraken doesnât seem like it would be any fun because 1) youâre bound to the boat most likely, and 2) If the boat gets destroyed itâs just a pain in the ass 
I know I added more to it, Iâm thinking of something large like the Panda starting zone in world of Warcraft a huge turtle.
That one is HUGE though, holds like 5 settlements đ
Exactly this is something players can explore bit by bit every time they find it randomly in the ocean.
Well problem is Valheim has generation and that would require a massive chunk of ocean that some worlds might not even generate
Surely some more lively creatures would be welcome but boss in Ocean wouldn't suit well as Dogg stated above. But it could have some progression based additions to what kind of creatures would spawn there maybe. Meaning the more you progress the game (defeating biome bosses) the more difficult enemies there would be.
Not just a pain, it's a death sentence.
A very painful death sentence 
Well it depends on how it is implemented, letâs say they polish the swimming a little not enough for super long distance swimming but enough to swim down to an underwater cavern or cave. It would be instance like the Crypts or something. But a super large open space to summon and fight this thing and itâs summoned minions. There is another idea I have but itâs because I love naval combat if they added a battle ship with a harpoon built into the ship so you can drag it by boat close to the shore and have a large scale battle that way that would be epic and fun as hell, but I like naval combat lol.
Depends on how far you want to go to jot die. You can regen stamina by leaving and rejoining the world... sk could just be a very long swim. And that's without debug commands ofc.

Perhaps if we ever get some type of hearth stone to teleport one way back home from anywhere, then there would be less reason to be timid about sea battles.
RIP any metal you may have had in the boat storage tho
But if they pick like 4 designated spots for it to randomly rise I think if they make it only spawn in one of a set amount of locations and they be large distances away from each other I think it could work because this would be a creature not land mass right?
This is true I know this can be tedious with the swimming system now but hopefully they would polish it up a bit like maybe underwater breathing potions that work for a set time so your stamina and breathing donât deplete, if they added diving (which I would love) maybe they can but together some more fun challenging ocean content.
Perhaps yeah đ¤ and if an icon popped on the map, would make it even easier to avoid.
Though bless thine soul of those too curious to see what the icon is for the first time 
I would hope it would be summoned like all the other boss,s so yah it would have a summon stone icon I would hope.
Would be cool if we got another type of spinnable material besides flax, and/or something to be ground besides barley
And what would that material be?
Maybe some kind of wool required to craft wooly socks to endure the climate in Deep North.
Maybe some fur from a northern furry animal
Seals have a kind of fur.
Although sealskin is what you'd want for clothes
And the windmill could mill non-food items as well
Although linen and flour are still needed in later game food and equipment recipes.
Which is a good thing IMO, they don't get obsolete.
if I'm reading the wiki correctly, and assuming it is correct, using the Scythe to harvest crops gives less xp than harvesting them by hand, unless you do it one at a time.
They won't
Which is the way DeathBill Door insists on
Is there a reason you say this, like some kind of insider scope or something?
Ohh lmao this was for the turtle.. thought you were talking about the Kraken still just notice which message you replied to.
@hollow parcel Wrin your sugestion for rarer stuff to garden like blueberries etc i was LITERALLY coming to suggest lol im like wtf is the point of upgrading my cultivator if im just able to cultivate like..4 things lol...
I see, not going to lie hearing this just makes me sad, a wasted biome from the sounds of it they never planned on really using it past the bare minimum to let players sail in a boat and have at most 4 or 5 things to do. Magnificent and beautiful biome and itâs not gonna get used to even half its potential.
They can do 1000 other things about it. Lack of underwater content doesn't mean anything like that
Oceans in general are naturally very barren, really not sure why people expect them to be anything more than that.
Also, vikings were not really divers in history (I know the game is not based in history solely but still).
An interesting biome I've seen in some games is dried ocean floor or tide pools
Like the Cove in Darkest Dungeon or the blown up ocean in TT Wonderlands
Or how the comet dries the ocean in moomins
If I remember correctly the short story Dagon takes place on an upheaved ocean floor island, and so does the climax of Call of Cuthulhu
Oh, how about blood magic that enrages enemies so they start infighting? All it needs to do is chance the tag the enemy has, if that is possible to program.
Too strong
Well we already can summon infinite skeletons and Trollmeteors
Iâm with scales here
âWell we already have super op items so letâs just add moreâ
They aren't unbeatable tho. But trolls are strong.
The infighting thing is also just very passive gameplay and boring as a player
Adding competition is just a bit of balance though, it could be annoying to use the same weapon all the time
Besides maybe it can take our hp to cast it, or freeze us in place as we do so, or both
Still, very passive gameplay and that just goes against what all of valheim combat is
all of it with the exception of taming wolves, summoning skeletons and trolls, having Dverger fight for you, using ballista and catapults
As mentioned, existing content like that doesn't excuse adding more of the same. It means that existing content should be addressed/looked at more to keep it from being as abusable as it is.
#suggestions message No way, mountains/plains is a good break from all the wood types đ
#suggestions message Stamina management is one of the things you must learn to deal with in this game. We got several potions to help us with that management.
Adding an option to turn off the stamina management isn't a good idea, imho, as it would bypass one of the things you really need to learn to deal with in this game.
Wdym, we must put tower shields to use by tanking so our tames can kill everything for us!!!
Right!!! completely forget about that legendary strategy
#towershieldgang #knifetowershieldgaming
Damn, missed the point of the taunt so hard you don't even mention when making jokes
dunno what you're on about but me and henrik here had a major brainstorming session and came up with that good strategy but assume what you want lol
When I mentioned that very strategy you scoffed and said the tower shield was like fighting in a wheelchair đ¤ˇââď¸
Well we sat down and reconsidered and added one major component that you missed out on.
And no we will not share!
Properties of Henrik and Scales LLC
The 'resource rate' and 'passive enemies' presets already exist, so I donât see why the unlimited stamina option wouldnât be welcome. Additionally, it could be useful for those who prefer focusing on building without having to use the console to give themselves stamina. Moreover, it would allow playing in a session where achievements are logically disabled, providing an experience without stamina constraints, and allowing players to focus solely on consuming health-restoring foods to maximize their vitality.
Because with unlimited stamina, people would sprint all the time - and then complain about not being able to see anything in Mistlands - jump all the time when they can; and thus abuse the Jumping potion + Feather Cape ability; and even use it to keep dodgerolling the larger monsters, possibly even the bosses.
Setting the resource rate to a higher level shortens the time you need to gather resources.
Passive enemies still enables fighting them, but you need to attack them first.
Those are two completely different things compared to having "unlimited" stamina.
On top of it, once we got that, I'm sure that within a nano-second we will get the "we want a modifier for unlimited health" and "we want a modifier for unlimited Eitr" suggestions popping up.
Which wich all three combined simply makes it so that players are using "god mode" without enabling Dev-commmands.
And finally:
Health management, stamina management and stamina management are three of the most important things in this game.
If people can't deal with that, they might as well play Pong or Pac-Man.
Or wait for the 1.0 release and spoil ruin adjust the game with mods.
I'll just add on, the easiest and most abundant to acquire foods provide plenty of stamina, just use Honey+Yellow Mushroom+Any Berry and you're sitting at about 145 stamina
The option exists, but there is no slider for it. You can set the StaminaRate global key to 0 with devcommands.
But they wanna cheat without putting the minimal effort in? (I dont get it either)
#suggestions message why do you want even more to spawn? They already spawn in abundance when you go exploring anywhere in the Ashlands
@languid crater already exists.
but it's not a slider, it's in the more complicated and advanced settings ingame
setkey staminarate 1
or 0
basicly giving you infinite stamina (and everyone on server)
feel like the world modifiers should only be used for things a decent amount of people would actually use otherwise just being a dev command is good enough for the people that wanna do more niche things
yea and its not like you need that many of their drops
also just to add onto the world modifiers thing they are called world modifiers for a reason they should only affect the world and not the player themselves
#suggestions message not 100% sure, but cant you just plant them there with a cultivator? pretty sure firs grow in the mountains anyway
Hi, can you please delete the Drakkar from the game?
It's quite possibly the most worthless thing you've ever added. I can't tell if this is a boat or a really large raft, because it has the exact same handling and turning radius as the raft, while somehow moving slower than the walk function.
It's collision radius is so high that it cannot handle a singular pixel anywhere underneath it, and it's so large that you can't use the hoe to get it out.
I've also never sailed in this thing with more than 4 people with as much server lag as if I harvested 10,000 onions at the same time.
i never noticed any of your mentioned problems, its supposed to be your boat to get to the ashlands, if you want a smaller boat then take a smaller boat? (and maybe change your graphics options if your pc cant handle valheim)
Lol... yes, the lag that myself and six other people are experiencing is because of all of our computers being poorly made machines. Not the game being optimized as well as a bag of sand functions as a pillow
I would love a smaller boat. The initial post for the Ashlands stated there would be multiple boats. Here we are with one giant dogshit one that an intern coded
it works perfectly fine for me, so yes, that must be the case (and i play on heccing xbox)
Lol. Well I am glad to have one person's singular experience prove me wrong.
i play on random servers and i never had anyone complain, so sure, im alone, totally
Nothing grows in the mountains. I'll take advice from someone who knows something about the game.
i know a lot, altough i dont try things i dont need, like building in the mountains where i'll get harassed by wolves 24/7
Well, try the shift key. Capital letters are cool.
is this supposed to be crap ragebait or something?
Nope. Just adding perspective
one, singular perspective
That is all we have. I did not try to act like mine was the correct one, or that anyone having a difference experience than mine was wrong.
I simply stated the game would be better off without the Drakkar.
and that the game was poorly optimised
It is. Absolutely no one in the game development world would tell you this game is properly optimized. Even the devs themselves.
and that my opinion doesnt matter because im allegedly "inexperienced"
works well for me đ¤ˇââď¸
Well... I didn't ask to have a conversation with one person so have a nice life.
hi i'm here to prove you wrong too o/ drakkar is a beautiful boi
coming from someone with 7 fps in my base i've never experienced lag with drakkar, even in multiplayer đ¤ˇââď¸
Yes, drakkar is just big and it's turning radius makes it painful to navigate between the obstacles, but I'm pretty sure that's intended - adds some difficulty to the biome it's intended for.
Other than that it works fine
I really need to know why you even thought that requesting the removal of one single feature was even worth a try
One that you could ignore completely as well
That whole message is oozing arrogant self-entitlement
Meme post taken too far. Welcome to the internet.
Perhaps. But I've modded my complaints out of the game. Sorry for wasting anyone's time.
Have not enjoyed much about the Ashlands, hopeful Deep North can turn it around
oof the backpeddle
I've been hot and cold about a few biomes. My first time in the ashlands I enjoyed quite a bit even though that was pre-nerf. The second time going through it I don't enjoy it quite the same but it has nothing to do with spawn rates. I don't really know why to be honest but it's just not hitting the same.
First time was probably just because of the anticipation, altough i myself enjoyed the chaos at launch a lot
How would you like me to appease you?
By having a nice life i suppose
You are choosing to interpret sarcasm in a common well wishing at the end of arguments and disagreements.
memes are short and to the point honey, you wrote a paragraph about removing a boat from the game... hardly a meme
Never seen a wall of text meme?
What the flip did you just say about me u lil drakkar? I'll have you know I have over 9000 confirmed ashlands kills.
Well yeah there's nothing else to do there
then go somewhere else?
..It was an example đĽ˛
or try building, its quite nice if you got the mindset for it
Lol... try building
Nah, just remove the valheim from the valheim it causes so much lag in valheim
thou can always return to your ipad and doomscroll further on insta or whatevs, i dunno what you kids do these days đ´
Let's let it go bois this is for discussing suggestions, meme suggestions are agains the rules anyway
Excuse my flawed memory but⌠canât we already plant fir ?
I thought so too đ¤ˇââď¸
Yes, with fir cones.
talk was about the mountains, apparently not there
Ahh you mean it canât grow in this biome
Okay, never tried it
@strange galleon maybe explain a bit more, cause I didnât get the issue at first
Mountains is listed as a hospitable biome on the wiki đ¤
Wiki states that only fir can grow in mountains.
which would make sense, because there are natural fir trees in there
Yes, but nothing else. Thus, pines would make sense too since both are evergreen type of trees. I might test it.
altough planting them yourself, if that doesnt work, may have been an oversight (im going to assume he tried it before he made the suggestion)
I'm going to assume they never found a fir cone or the recipe didn't unlock đ
I've had recipes delay until the next time I pick up a tool before
anyone able to get on and test it rq? im curious but currently on my home commute
Fir cones are quite plentiful when gathered in black forest so would be insanely unlucky RNG if that was the case.
I would but I'm on my way into work đ
I have no life, I shall test this
or he avoided the black forest like the plague
Or never bothered with fir since beeches exist.
thing is, if he got corewood from pines, wouldnt he be curios and see what the other trees'd drop?
I used a fir for the center tree in my base because it is nice and tall without obstructing branches
but-- that's in the meadows
Ok well....it works, I planted a fir in the mountain
and it's been 2 min and still healthy
đ đ đ
đĽ˛
Thank you Dr. Samaramon
đŤĄ
science has been conducted, thanks be upon thee
Pine and birch can't grow, fir is fine
Fir real?
go unlike it then toby 
ok
I figured they meant the small sized firs đ
Hmm, thought process could have been that he got normal wood from the first fir (without cone dropping) and thought that he could rather cut beeches in meadows after a sudden Troll caving in. Then tried cutting pine and got core wood.
i did make a suggestion for that a little earlier (those small trees and shrubs look coolio)
Just a theory, a GAME theory
altough wouldnt that mean he would've gotten a pine cone? put one and one together and you could figure out that fir should also drop em, unless he was very unlucky
Reading the covno seems this was already addressed! I haven't checked it recently, deleting the suggestion.
Sarcasm, jokes, memeing and/or trolling translates bad over the internet.
hence we don't allow for it on this discord server.
some might say "having fun is against the rules"
and yes, when it not seldom becomes rage-bait. it's just annoying for our moderators to clean up afterwards
@proud mason đł
Maybe getting but not bothering to check the case with fir, hence not getting the fir cone.
it has been resolved by now though
(screw air "frying")
Yeah the suggestor said they hadn't checked firs in a while
now i gotta wait 30mins before i can put another thing up
Tobynator1469 đŞ â 9:03
đĄ Can we perhaps aquire larger and or smoother crystal windows? the current ones are hardly seethrough and lack in variations. Colored crystal windows could also be a cool addition
My tinted-window cathedral dreams could become true đĽš
Im tryna cook a family meal over here (if you get what i mean)
5 hours later still dont know what you mean
Quess, he is cooking for himself but is going to eat a lot
Somehow I got the feeling this one #suggestions message is going to become the most requested feature even before stamina changes, planting all crops, xp drop removal and adding more 2-handed weapons.
I got the feeling I'm seeing that particular one pop up at least once a day right now.
Which makes me wonder if ppl even consider to look if something has been sugested before.......
Might be a lot of people have pet rabbits
I've Seen a surprising number of art from the (i'm assuming) Official Valheim Artist, and they're all incredible. They capture Valheim so wel.
My Question is - Why is the loading screen still unchanged?
I like the loading screen. It takes me back
IT hasn't changed ever is the thing. I remember the free alpha or whatever when they DIDNT have it
The new art is incredible. why keep the lesser-drawn one
Aside from nostalgia ofcourse, which is valid
I find it kinda sucky that you have to get through a wall of text to learn about lore, especially in a biome like swamp or ashlands where standing still is a death sentence in the progression
I wish hugin could tell you about next biome you're gonna want to face and tell something about it
Like about swamp he'd say "this land used to be place of prosperous civilisation"
In other words: Stand still in order to read what hugin is telling you
That was suggested and upvoted many times đ
Alpha was using a screenshot not art
Also lowkey mean to call it "lesser-drawn" lol
@grand atlas to roll, you need to press jump while already holding block. Donât press them both at the same time.
Jumping is often better than rolling to dodge anyway
except for the whole invencibility frames factor
I didnât say itâs always better
the exception I mentioned is the rest of your often
@spark talon I think calling it a world modifier will make it more well received
I recall discussing this musing on Reddit, but what if the Dead Raiser could have a couple of any of the Ashlands gems socketed into the eye sockets to change the properties of the Skeletts it summons? Not just re-skins of them with different effects, but entirely different skeletts for different playstyles. Jade for melee-based skeletts covered in clay that resist fire and physical damage, iolite for magic-based skeletts that cast lightning bolts, and bloodstone for skeletts of either variety which gain damage boosts at lower health with a small weakness to physical damage.
For what?
I'm sure the answer must be "so it remains relevant in ashlands"
But gear usually loses it when progressing, that's the point of a tiered gear progression system. Equipment will usually lose relevance later
To put it simply, the Trollstav is rather unwieldy as a Blood Magic weapon, so that only leaves Skeletts for a summon that won't attack you whilst you summon an army. Which unfortunately serve more as a distraction against the hordes of enemies in that biome. I believe more variety for different playstyles could make things interesting.
Having 100 Blood Magic and primarily being a Necromancer, I can easily say the skill is a bit lacking compared to the other combat styles. The Trollstav is nice for some crowd control. Until it notices you and tries to smash you to a burning paste.
Except staff of protection. This broken wep will carry people through the hardest two biomes
But but i feel frail with my literal 200-700 hp bubble đ
Especially when it breaks and blocks infinite damage 
"serve more as a distraction against the hordes"
Perfect, they serve their role then
Skelett are cool and expanding on the necromantic powers would most likely be well received, the Gem infusion could be âequippingâ the gemstone when wielding the Dead Raiser, so a single gem per type and one high level dead raiser is all a necromancer needs
Also since the skelett are tame and hungry I need something that I can feed them
Would just seem a little odd to me- a mistalnds weapon being unique in being able to use the magic stones where no other weapon outside of Ashlands can đ¤
Magic
If no other piece of gear has a means to be upgraded to become relevant later then ONE single magic weapon shouldn't be the exception.
The fact that it's from the most broken playstyle in the game further proves the point
I feel like introducing a new necromancy staff tied specifically to the Ashlands would be a better direction. Instead of just swapping gems on the same weapon, a staff crafted from unique Ashlands materials could offer its own distinct minions or even fire-based necromantic abilitiesâsomething that fits the biomeâs theme. It would give necromancers a reason to venture into the Ashlands and make exploring and crafting more meaningful, rather than relying on just one upgradable staff for everything.
Maybe âStaff of Searing Woeâ or âAshcallerâ or something along this path.
Sure, making an ashlands tier weapon that summons skeletons is likely the way to go.
I like the mechanic in terraria where you use gear from previous areas as an ingredient in later weapons, so staffifying the Dead Raiser is the way I'd go. Make it summon two per cast
Hey, Iâm still waiting for a proper fighting style for claw weapons like the Flesh Rippers from the Fenris set. Itâs kind of disappointing that you still use the same basic unarmed animations, even when wearing clawed gauntlets. These weapons deserve their own unique movesetâsomething that really makes you feel like a savage brawler or beast in combat lol.
I like their current attacks though. New animations would be ok if the attacks are not changed mechanically much or at all
The two hit combo is very useful for dealing high damage in a short time, and I believe the kickâs 6x stagger combined with the 6x backstab can allow it to deal the highest possible stagger in one hit
I was more thinking crafting them like we craft the elemental melee weapons. A little skull for each. A good opportunity to get creative with some skull designs. Sparks/vines/blood coating the skull? Slightly altered animation with sparks/leaves/MORE blood when summoning?
Just to be clear I am only talking about new animations when the claws are equipped. Me personally I would just use the claws no other weapon.
I don't want progress bars, but the fermenter could have some variety in its message rather than just "it's fermenting". These could in turn depend on the progress. Perhaps something about the smell, Idk.
Just give me a staff that can summon a Morgen that floats in on a Gjall đ
I'd be happy with a staff that could summon a Gjall.
I mean "Tick paratroopers" combined with a Napalm airstrike. It's a win-win-runlikehelltoavoidgettingburned situation.
#suggestions message Could someone explain why this shouldn't be in the game? You won't have to use it but new people joining existing worlds would enjoy this feature so much.
Seems somewhat pointless. It's the people playing the world's responsibility to help those players, not the game's
If they see players struggle they should help them
Sleep through night and you don't have to deal with nightly spawns.
If you really want to do this, you could try messing with global keys. I have not tried this myself, but you might achieve your goal if you manage to remove the defeated_eikthyr, etc. global keys from your world, although that will probably also deactivate the corresponding bosses' raids
https://valheim.fandom.com/wiki/Global_Keys
Messing with global keys would also lock some items from being able to purchase, like the spices Bog Witch sells after defeating the bosses.
ah true, not a good option then
I mean, it would stop the harder night spawns too but what I mentioned is another factor to keep in mind.
One could buy lots of spices beforehand and remove the said boss global keys.
I don't get it either
It's not fun, not challenging, not logical, just plainly pointless
Was the same with fuling in BF
Do not know if someone has said this before, but something i would like to see ingame is the abillity to have choose what kind of food your looking for. That you can just look for stamina o health etc
Red and yellow fork
But if you mean sort/filter then đ
yeees! thanks were looking for that word đ
yea its been mentioned a lot
aah cool!
Some kind of sorting system for the various crafting stations has been suggested multiple times.
I wonder if stuff like expanding or at least repopulating fuling villages is possible on a technical level
Like every few days a village gains a small structure, then if there are enough small ones a bigger one is generated
How about a visually distinct but functionally identical versions of the Protection and Embers staves, made with fuling shaman trophies instead of cores and clots
And the effects have the purple of the shaman magic
Some years ago I suggested flesh tearers could be upgraded to flesh searers with flametal, but now, maybe a Morgen Trophy could be the upgrade condition
Quick question. What does th e âťď¸ reaction mean in #suggestions?
It has been suggested before
Okay
OR something fundementally similar has been suggested before*
Not always a 1 for 1 exact copy ofc đ
Yeah i figured
@void cape not possible
How so?
Game doesn't support water physics, and will never do at that scale
shame
I mean not really, I can't think of a single game that does this outside of minecraft's block based simulated water
well, each game is wildly different. I can think of many games, but they have their own unique engines and such.
What games?
Well you'd have to specify a bit more. If you're saying procedurally generated sandbox survival game which does what I was suggesting, then I can't really say because I don't know much of those besides valheim and minecraft. But there are definitely many games with rivers and creeks and such lol
Each game is different and each engine and game finds their own individual workarounds
Valheim has rivers and creeks, as do other games, just not with water handled by physics
A dynamic particle sim isn't worth the performance lost in most if not all cases
You can add rivers and creeks without making them necessarily interact with their environment to such an extent though?
there is no need for it to necessarily be a dynamic particle sim
I'm unsure what you mean, theres no case I can point to that does what you describe
7 Days to Die (It's just ok ish... not really), Space Engineers 2 (Looks really impressive, once it comes out), Enshrouded? (Eventually?)
The entirety of the valheim ocean.
Those are all Proc Gen with Voxel Terrain
The entirety of the valheim ocean is just a ubiqutious layer that permeates the entire world. It doesn't interact with the land in any way whatsoever, and the only particle simulation it does is rise and go back every now and then
That's a flat plane with static wave simulations
yes, would it not be possible to create what I mean using, that, but restrained to a local area?
Right, this is not what you suggested
mind you im not a game dev know shit about game development so I have no idea whats in the realm of possibilites lmao
Sure, dig it out
Flat plane of mesh with height map manipulation yeah (With a water volume under it)... so of course it has no interaction with the height map manipulation of the terrain. <_<
It is more a hybrid approuch that is closer to a RPG style game, with some slight editing allowed to the terrain.
bro idk how any of this shit works im simply wondering
if they wanted pools of water at different elivations...that IS possible, but it would introduce a few other minor limitations. OFC we would not be able to move the water, and it would still be a cube volume of water. They would likely need a cup shape terrain asset piece as well that is indistructable to prevent digging into the water volume in weird ways.
Waterfalls could technically work similarly, just once again NO editing allowed of the assets serrounding it.
That's fine, I've worked as a dev for a decade, mostly in the same engine, not trying to be patronizing, and was legit curious if any games have done this yet.
Wouldn't be the cleanest implementation for sure, and personally I think not worth it.
Could work far better within an instanced dungeon though!
I think it's "possible", but as you said requires work arounds. Maybe the only hope we have is if they try to implement something similar to the DN, have to find a similar work around, and implement what I was suggesting as a result also
can you tell I'm reaching and manifesting (I just really want waterfalls and streams please)
Steams far far less likely. I could only imagine the headache that would be to get it to Gen correctly haha
with streams i have no idea how you would even make them
all this talk but, can't all these things just be generated as setpieces? Is that not an option?
I was thinking about that, but still it would be a massive headache to ensure it gens correctly with everything else.
that's true... but itll be worth it I promise đż
I guess I'll wait for the valheim remaster in 10 years with the new engine
I just told you valheim updates engine
unity 2017 -> unity 2018, 2020, 2022.
etc
yea, i just didnt think itd ever be significant enough to be able to have physics simulations for like water
erm
unless you switched to like a whole other engine altogether
im manifesting that valheim makes a gajillion dollars on release day and the devs make their own awesome engine and I finally get my beautiful waterfalls
valheim was already many years into production at launch
but as programmers says. you cannot make your own game engine, and also program the game
it's either or the other
else you will be doing both for 50 years
glances at enshrouded
don't know enough about the back end of enshrouded to know
fair
Enshrouded has its own engine?
aperantly so
Not that I really know what that means đ
they don't use a standard game engine
their website is anoying tho
38 games developed, 71 developers, avreage 13 years of experience per member
đ¤
It's also not the best example admittedly because they also don't have waterfalls and water because of an engine limitation đ
Yea their team is considerably larger and they've designed previous games together too
yeah..
we are 15 people atm
started with 5 about the time Valheim early access went live
we don't have the manpower to even in our wildest dreams. make our own engine
far from needed to make spectacular games though.
Path of Exile is a small studio (or they was back in PoE1 launch). They made their own engine + game.
(GGG)
how long did it take them though? I know they had been working on PoE for a loooong time by now.
Not always about number of devs, but time committed (which not many have the luxury to give).
Valheim has been such a popular early access game that I donât know if anyone who wants to play it is waiting for launch to buy it
Its still in EA?
At early access launch the game got like a million players more per week
Yes, still in early access, four years later, but with a lot of additional content
Just makes me wonder how much more content they will add when EA is over.
Allegedly not much of anything
Iâd like them to tweak the skill system, both gains and rewards a bit. And also getting out of water is kinda cluncky if you donât learn the exact methods of spamming jump and finding the exact points where to get up
#suggestions message If you know it has been suggested before, don't suggest it
#suggestions message Why would your fist level increase upon using other weapons? đ¤
They are confusing a strong arm with being able to box and use your fists correctly.
#suggestions message It would have to be something only accessible in that mode, otherwise it would be out of place and make no sense in the baseline gameplay (since the map already serves what its function would be). Also, for it to make sense it would have to be unlocked during the swamp stage, since neither copper nor tin would work for a magnetic/magnetized needle, while iron would. And a final point to bring up, isn't the entire purpose of that mode to do exactly the sorts of things you mentioned (marking areas with build pieces to help navigate, not having super convenient options available, etc.)?
I don't see how a compass would work on a flat earth at all tbh
Eh, same way an ocean or a day/night cycle works; just fantasy magic 
Not really a fan of the compass idea though
Finding bosses can be exceptionally challanging, especially when the stone is inside a dungeon AND you do NOT use the build hammer trick to keep your orientation. For this reason a compus that points towards the last location a stone you touched wants to direct you towards actually is very useful and would be more intended.
Secondly.... realism can be left out of the conversation
Could be made out of bones and fueled by a bit o maaaaagic, all the same for valhaim.
The point of it not being useful outside of no map still stands ofc đŤĄ
Cartography table serves no purpose outside of multiplayer đ¤
it's such a small addition, I would not mind it at all myself. Even if I end up not using it outside of the one mode yeah.
It's not a compass we're talking about then, rather some pocket vegvisir thing, which can be anything really. But the suggestion was about an actual compass tho, and there are already plenty of stuff that can serve as a compass, so don't really see why people keep asking for it
An actual compus that does nothing but point north would not really be that useful, yes.
It's only for the other function that it would actually be really useful

Big branch in the sky does a decent job of orientating yourself to the NSEW of the map. (Which even they mentioned)
Would also not mind if you could also reset the compus per say to a default target, being your current respawn location (Last bed linked to). Then it would help on the way home also.
Once again, actually useful and no guess work needed.
Map sharing between characters
Ahh, right, good point đ
Also decoration, pretending that you are playing not alone, bunch of uses
Would be better if it gave one point of comfort. I used a mod to do that, it is a pretty piece
Something I will never ever need myself hehehe
#suggestions message If damage from weather can be nullified from the start of the game, it defeats the entire point of it being in the game to begin with.
#suggestions message don't necessarily agree with the numbers, but I agree in general
Doesn't matter, it has been denied
@sturdy bough #screenshots message
i did not know that was a command, its similar to my idea but not what i was thinking i guess, i was thinking of tabs for each biome
Eitr feels powerful at the moment because all of it is ranged and/or protective. Melee spells, what comes to mind?
Though, the ice and lightning spells are short ranged
It's powerful because it covers what other weapons can't (go ranged and also summon), and also deal elemental damage which is a lot more useful than physical
Ember staff alone is a fire ranged mace
#suggestions message
A close range attack on drakes so melee weapons can be more viable against them would be perfect
Adding on top of that it uses a different resource. Magic uses eitr for mostly offensive purposes and then that means they have stamina purely for defensive purposes
Horses would be a bit too mundane, but if we combine a horse with some other tame animal we might get a good possibility
I suggest a cross of a horse and a ||donkey||
A truly mystical fantastical cross of strange animals
Horses were suggested so many times I didnât expected to see the subject starting here again
That's basically a mule.
đ
the dvergr wagon looks like it was modeled off the oseberg wagon. i could see a lox pulling that bad boy
just ask for raptors at this point
the dead horse people keep kicking has turned into a tar-pit at this point
Skeleton horses, you say?
I would love seeing the people complaining about lox riding being janky trying to ride a lox-pulled cart
And sometimes they are the same people, which would make it specially hilarious
Imagine the movement of lox riding with the jankiness of cart pulling.
I'm sure only good things would result from that
Most people around here are generally against changing anything about the game as it is aside from rather minor things. With that said... I think Moder could benefit from better pathing and that alone would make the fight more interesting. She gets stuck too much as is
That's just kinda the overarching theme of valheim bosses
Can't wait for the deep north boss to have 50k hp
The only bad thing about moder is her pathfinding.
Everything rest goes aligned with the rest of the bosses
She certainly isn't a "damage sponge", she only has 50% more hp than bonemass
Raspberries and some other items could do with updated sprites, silver and tin being one example.
You're one of those I see
"people here dislike changes" = "People disagree with the ideas I (and me specifically) like"
Completely ignoring literally all other suggestions were people very clearly like (lots of upvotes).
Problem is that people just need to know to NOT be self-entitled...
Well the suggestion is a detailed overhaul
Also perching and healing makes it sound similar to another well-known open world sandbox dragon
Not everyone will like everything about the game, one player disliking something doesn't merit changing the entire boss, what about the people that do like fighting her? As i said, only her positioning and pathfinding are a problem, rest is just ok considering most other bosses are similar.
And giving Moder more things to do is kinda giving her more things to bug with during the fight
The Moder suggestion just came from my major dislike for the boss. I have to disagree that the other bosses are similar (I have only gotten upto Moder not past), The three previous felt unique from one another, they are all quite tanky but aside from that they had interesting mechanics, Moder just felt like the odd one out.
Aside from the mechanics change, she could massively benefit from an Arena like the Elder so people can't cheese her easily and it would make her pathing simpler. More open space means more room for her mechanics to shine, the Ice-shards attacks that makes walls would increase in effectiveness given a larger space.
That 50% is quite a significant amount as most of her fight is restricted to her being in the Air, and when she was on the ground I was using Fleshrippers and getting behind and half the time none of the hits registered due to her weird collision. She took significantly longer to kill then Bonemass.
Bosses cannot be staggered
Might have mods then
You can melee moder as well when she lands, makes the fight go much faster.
It is a fun fight if you melee and are good at controlling your stamina AND you have 20 workbenches/forges for midfight repairs, as in every war we vikings stop mid battle to put the blade back on the sword, the string back on the bow ect.
im kidding myself that fight sucks even without the glitches
I wouldn't mind a rework for most early game bosses. Not all ofc. Eikthyre is fine.
Unless we also got a hard mode that added extra mechanics to each boss and some mobs. 
My prefered cheese is to dig a trench under the altar to shield yourself from her attacks. If you make the entrances narrow enough, she might land on it and not be able to attack you while you let away at her
I wonder what other game has amazing difficulty sliders 
lots lol. most go for a simple "damage sponge" however
Imagine if rather than just landing, moder dive bombed at your location and sent ice spikes jutting up from the earth in all directions on impact đ
Perhaps he spews some frost breath into the sky to have ice shards rain from above.
A wing flap to push you while on the ground.
Tail slam.
Yadda yadda.
Basically make bosses mechanically complex rather than big HP punching bags. 
Pretty much just saying I get the critique, though sadly boss design is not a strong suit for IG it seems.
Very against the idea of making bosses mechanically complex
I like that the difficulty in valheim comes a lot from the player's own willingness to prepare adequetely for a given bossfight. No bossfight in this game felt remotely long enough to be labelled "damage sponge" to me
It's not about making them mechanically complex
It's addressing bosses being hp sponges and you just repeat the process over and over and over
I like how the Queen and Fader get more attacks as their HP drops lower, sadly earlier bosses have same few attacks they use. For example, it would be great if Yagluth had some melee attacks too.
If your gear wouldn't break from fighting the most important enemy in the biome, then it's because the boss is too easy, not the opposite. Boss fights are essentially the only moments when you can actually see durability becoming problematic, otherwise the feature is just pointless to have because it's extremely rare to break your gear by just exploring.
And she certainly isn't "always in the air", at all
Maybe we will. Once they "work on earlier portions of the game"
I have 99% certainty that they won't, but it's hope (not expectation)
Queen and fader are actually the best boss fights in the game for that simple thing
Yeah we can always hope they do some rework on boss attacks.
đ¤
Honestly highly doubt it but we'll see 
At least not until DN is finished. After that I assume they'll do a pass over the game for full release.
That is what they are doing now... because deep north's release will BE the 1.0 release.
which is why it's best to not expect DN for some time, as they are actually looking over the whole game đŤĄ
Deep north is 1.0
My comment doesn't contradict that.
Full release implies 1.0
Idk the way i read your sentence is they make deep north push it then do a once over on the game
Lets hope DN isnt left as a train wreck like ashlands 
After that I assume they'll do a pass over the game for full release.
You are assuming they will do anything after release/DN. It won't be the case
#suggestions message Hopefully no other poison melee weapon unless poison damage gets reworked to be better.
Hope 1.0 addresses poison 
I'm having a blast with ashlands, what would you want changed?
how dare u, you should just agree and laugh react 10 times in a row
đ seriously though, it surely can't be that hard to communicate why you caught feelings about ashlands
#suggestions message There is a description of the mead and what it does when you hover at it
Then should we name every mead âmeadâ and completely throw away convenience?
I personally would not take a second look at a mead named âtroll enduranceâ because it sounds nothing like what it does, and possibly never make use of an extremely useful mead.
Gotta read the description for pretty much everything, regardless of what the name is imo.
Like I would have no idea what Ratatoskr does⌠but thankfully thereâs a description đ
its less about the name being ambigious but moreso entirely misguiding
There is a reason why clarity of communication in games is vital
If you have a basic grasp of english "Mead of Troll Endurance" is same in structure to "Mead of Fire Resistance" or "Mead of Poison Resistance"
Wonder how you handled the name Megingjord đ¤
resistance and endurance are near identical synonyms.
This might be a shocker, but I actually dont know what megingjord means, but do know what "troll" and "endurance" mean lol. Same goes for I imagine 99% of people that play the game. Once again its just about clarity of communication
It's pretty clear you can get more detail from the description though
idk, the word "endurance" never made me think "stronger in combat", but more like physical endurance
Yeah, physically enduring against a troll. It's such a simple fix I'm kinda confused over the vehement rejection. It's just abiding by the rules of clarity with english lol
Well yes ofcourse but there's many items in the game. If everything was named something ambigious or in this case misguiding its just unecessary to expect your players to have to read through the description of each mead. Once again it's such a simple fix to provide clarity
Don't do that thing where you agree and proceed to spin it into your point đ¤Ł
So when you saw "Ratatosk" did you not read what it does? Why read one but assume another
uh... did you read only that part and ignore the rest of the context?
Don't get upset I am just pointing out the spin off the top
Personally endurance is a better word for carrying capacity increasing mead than strenght
If we go by S.P.E.C.I.A.L
Ofcourse I did? Maybe I'm not communicating clearly. The names meningjord and ratatosk are allusions to nordic culture, I would assume, and they arent misguiding the player since no one will know what they mean. I'm fine with a sword being named dwywryw or whatever because its a nod to something or some sort of reference to make said item seem mythical or occult. But with a name like, say for example "Dragon skin", I have an instant idea what that means and there is no reason for me to read what it means if I at first sight imagine it to be fire resist, when in reality, possibly, it could be a mead boosting armor.
As someone who is undergoing endurance training for hiking macchu pichu, I can tell you that it has a lot to do with adding simulated weight for the hike, which plays into the logic that you would carry more.
The average player is not undergoing endurance for training for hiking macchu pichu
You're claiming that it's just abiding by the rules of English, is the case I mentioned not abiding by those rules?
The word endurance, I am saying again, is synonymous with resistance. There are multiple meads in the game labelled "x resist", which do what they're labelled as. Provide resistance to whatever x is. If there is a mead called "x endurance", I am hardpressed to imagine literally anybody would think it does anything other than endure x.
This is a change that has literally no downsides but only positives in terms of clarity for players, and, furthermore, the mead has been in the game for a few months. It's not like changing the name of "megningjord", a name that has become iconic in the game.
I am closer to believing you didn't realize than everybody or even most players not realizing.
I would rather you provide actual compelling arguments than whatever that was. I play with multiple people, we just happened to think the same thing, so I decided to point it out.
Similar words
From Oxford Languages
noun
1.
toleration
bearing
tolerance
sufferance
fortitude
forbearance
patience
acceptance
resignation
stoicism
stamina
staying power
perseverance
persistence
tenacity
pertinacity
doggedness
indefatigability
Resistance isn't even in the top 10 D: Not trying to nitpick just genuinely don't see endurance = resistance
You literally said the same thing above my friend
Look at the merriam webster definition for endurance and resistance.
Okay well, you've pointed it out, seems odd to argue over it if it's nonchalant
if you want to be that picky of semantics endurance overall is a bad word to describe what the mead does in the first place lol
I am defending my proposition because that' how civil debate goes. People explain why they disagree, I explain why I don't disagree, and we try to reach a consensus
We're not in a debate, just a heads up
Wow ! Chill, this goes so vehement, I didnât intended to start a fight
Well a debate is essentially just a civil discussion over a chosen topic so we literally are in a debate tho, like thats what the channel description says itself
Mead of doggedness
that would be too much
Really this is more like an attempted teaching session
By the logic you're presenting, Jotun Bane would have players assuming it's only good against giants. It can translate to a further meaning and insinuate beyond the base terms.
im kinda getting tired of repeating literally the exact same thing but once again the average player does not know what Jotunn means
It's an example of the logic
No, it isnt.
It is, because if it were called Giant's bane, the point your making is just as ridiculous.
I literally explained to the other person why it isnt. You need to read the conversation and not be so reactionary please.
Dude, im going to say it one last time im getting tired lmao. That argument doesnt work, not with megningjord, ratatosk, or jotun bane, because the average person naturally doesnt know what those mean.
Read this please. I have limits too lmfao
I never said they would, so you're already cycling back for no reason.
sigh
The same thing could be said for Stagbreaker, why not just call it Horn Hammer? Players could get confused that it's only good against Deer.
English is literally my mother tongue. I am trying to make a compelling argument as to why the name of the mead should be changed. If you're taking it personally, you should not be in this channel, or on the internet in general. It's literally in the rules of this channel that to take what somebody else says personally is not recommended, or against the rules of conduct.
Because of what it is inferring, not the base definition.
I'm sorry if it's coming across like I'm upset, but I'm just trying to explain why the logic your presenting, when taken further, handicaps the naming process.
I'm not native speaker but I thought endurance fits that definition tbh.
I get what you mean, but the things you are saying are proper nouns, names of things
a sword being named "elf slayer" is wildly different than a potion being named something like "elf vision" because of the connotations and the ingame context, as well as one being a proper noun and the other being an adjective and common noun
I've already made my argument, and I'm pretty sure you can find answers to whatever you may be saying at least reading between the lines of what I've said. I don't have much to add
Right, but when you've only entrenched yourself further in your position, it comes across like you haven't taken a moment to consider why there are items named in this way.
I can understand that but somebody else literally mentioned the items ratatosk and megningjord, and I explained as I just now did why those don't count.
Yeah, I think you got a bit entangled in being slightly misunderstood, but it's all valid when you suggest that players might misunderstand basic terms.
Especially with descriptions present to clarify.
Hi yea so henrik is currently on vacation and touching grass so I'll just respond because henrik and I are pretty likeminded individuals. The sailling experience would be cool if the Dday experience still existed, however since Irongate has no backbone and decides to nerf all hard content, the dday experience is gone and a fraction of what it used to be, and the sailing experience is really only cool and interesting the first time around, past that it's just a useless obstacle that wastes some time. Bloat in mob items (why does the morgen heart even exist???), name a enemy, it mostly likely has a useless drop associated with it, the inventory clutter in the ashlands is absurd. The performance in the ashlands is terrible, so when your forced to drop those bad drops the performance drops even more. Copied progression from the black forest. The black forest progression scheme only worked in mistlands because mistlands actually added a new crafting station, ashlands didn't. Fortresses, once you've done one, you've done them all. Siege machines, probably the worst and most useless feature added into the game. Morgen caves, you could easily delete morgen caves and shift the Drynwyn side quest markers to fortresses and players wouldn't even bat an eye. Molten cores are also just a weird feature because you only need two of them and gg profit??? Maybe deep north will give molten cores more uses. Gems would be cool if they weren't rng based and blood stones are completely garbage. I like the idea of gems but the execution on them was horrible. Vineberries have never worked properly and have been bugged since release. The new bombs in the ashlands are completely worthless and have zero purpose. There's probably more I can't think of but yea 
And every fortress is identical sadly while every other previous POI has had multiple varients.. even worse because fortresses give you everything you ever need from the ashlands making zero incentive to go into morgen caves or mine flametal
Flametal from fortresses is also based on RNG.
But usually plentiful after some fortresses.
Which you're required to do at least 3
So you'll by then have enough for all the weapons you care about, and then gg it's fader time
For the bells, yeah.
Mining flametal also seems unnecessary. You get all you need from fortresses. Which is a bummer, because I think the concept of mining flametal pillars is cool. (I know they had theyâre issues, but Iâm saying the thought was cool)
Ashlands feels kinda fast to me đ¤
It's because the whole biome is in same place, not scattered around like previous biomes.
I think it was kinda designed to be a fast paced biome, like get in get out, but i think the execution isn't there for that
This is my biggest issue with it by far. They feel like significantly less interesting Fuling Villages because they lack any variation in size and shape
All these points are valid, but I still enjoy it for what it is personally. The flametal issue wasn't exactly a thing for me, my fort spawns were pretty low on my seed, and without the pillars I couldn't have made my gear, not to mention we can't fully upgrade it yet anyway.
Its just nowhere as polished as the mistlands or first five biomes it feels. Incredibly rushed and oversimplified
They could have been better yeah, some kind of dungeon entrance inside of them with more enemies and loot could have made them more interesting.
Or different variations of them like they teased before.
So annoying throwing out constant trash items everywhere that have no purpose like morgen hearts, asksvin bladders, bones, all the random coal, etc..
Just pocket port home and store it. 1.0 could offer more uses to them.
I love spending 1 minute to go and depo things really smoothes out the experience and totally isn't jarring at all
Portalling home every 2 minutes gets pretty old
Better off just throwing it away esp when you have 10 stacks of the stuff already
What would be some additional uses for chains that you'd like to see?
1 morgen goes for a roll and suddenly inventory full of crap. Turn off auto pickup? Ok have fun collecting your 100 wood 1 by 1
Do they need any?
I mean I never usually need to, I don't encounter that issue myself because I go directly for what I need and return home. Though the sheer amount of bone fragment overflow from pits is strange. I just use the chests in them to store them.
I just place bone piles, get like 200 bones per hole đ
I actually like putrid holes, for the most part.
I get that it's generator fuel, but damn I have enough to fuel one for 4 years.
And that's just from skelly raids
At least the charred bones are used for arrows and bolts which I use a lot.
Feel like @stark furnace And Henrik gotta be friends irl 
Likeminded dudes but other is Australian. 
If we both lived in the same continent prolly
Temporarily turning cultivated soil into fertilized soil would be an appreciated use of bone fragments
Ashlands was not fast for us because the first island was really small and had no Valkyries nor flametal, the second didnât have any fortressess
So we ended up exploring the biome quite slowly and thoroughly
Don't forget you can always find flametal in the Dvergr outposts as well.
It may be tricky to get it, as you will need to deal with a ward and the Dverger, but it is there.
#suggestions message I'm on board with this as long it will not be reskinned troll with same attack patterns but unique and more complex movements.
I wonder if anyone's suggested a glorious Gimli-style beard at some point? Or a beard long enough that the player drags it around as they run.
can chains be placed? if not that should be a feature.
make a chain build piece that costs one chain to place :D
You know, that could make for some good aesthetics. Could items theoretically be placed on hanging chains?
sacrificial stone-like trophy hanging perhaps?
It would look awful.
How would it fit inside any of the helmets, it'd clip through all of them and just look silly
Doesn't have to fit inside. Beards fall out of some helmets as is, like the drake helmet
Those beards are still short in comparison to one that goes all the way down.
For some it is. Inventory management is part of the game
Yes. Iron in swamps, silver in mountains
Your choice 𤡠the solution is already there, refusing to use it is another thing
Carts float regardless of weight
Carts seem kinda redundant, honestly feels so much quicker to just run back and forth constantly especially with fenris armour.
Everyone uses carts wtf đĽ˛
Maybe it's just me but i always have half my inventory occupied all time. 4 for armor, 1 for weight belt, 7-9 for various tools and then 3-6 for food.
Maybe others carry less, but it kinda feels thats what all areas need especially when you don't know whats coming up in the next biome.
Dunno carts are a pretty useful tool just have to learn and adjust to using them
I do wish they didn't slow you down so much but that's just physics for ya ig
I've used carts all the time
not really
the game runs poorly on Xbox S
and we don't want that
so we are optimizing things as we go along
but it's no [optimize] button to just solve stuff
yes I do. but you're wrong đ
it's not people asking for even more optimizations which stops us from optimizing anything
I am a developer aswell
why would there be a diffrence between a community manager and a developer?
Mate what are you doing
lol nope
each company have it diffrently
some companies have just like you say. the community managers basicly babysit a community
some have them basicly do everything
before we added more people
my collegue Lisa was 50% community manager, 50% graphical artist
I do, why wouldn't I? It saves more time reducing the number of trips
The only shocking thing is thinking that because YOU don't use it then it's silly to think someone else in the 25k active players right now do as well.
QA tester also counts as a developer
in what world does QA tester count as dev work they are very much distinct roles with different responsibilities and capabilities
Yeah, QA isn't really in the Dev section I'd say.
are you here to try to make me upset or are you just not educated on how a small company works? đ¤
big company = one person can do 1 job
small company = one person have to do multiple jobs
Oh absolutely not, just semantics of the word I guess.
iron gate studios = small company
big company QA = sit in a group, test stuff, do reports, have a manager meet other managers to do weekly reports.
small company QA = I sit and test all by myself or with a collegue (programmer, designer, fellow CM or someone. Then I write down stuff, talk to my collegues about things, then we look at sollutions together, and I am still included in the discussions and talks. then we impliment those things, I / we try them again until we are satisfied
no. why would I need to code?
I'm not hired to do coding đ
I wonder if renaming weapons and armor have been suggested yet? Probably. I kinda wanna rename my Frostner to Hammer Time, solely because I can use that frosty hammer to yell, "Stop! It's hammer time!", and the frost slowdown will make them stop.
don't think I ever seen a suggestion to rename things
but I can assure you 100%, we won't rename things
I saw a suggestion for that recently
Well, more of player-side, not official-side.
Same, for Flametal mace to Eldner.
The regular Flametal mace, not Klossen tho.
Klossen is close enough
no flametal mace emoji
That broom from the Bog Witch's hut was another random thought. A weapon made from its trophy. A broom spear with the description, "This is a broom." as a little joke weapon.
This one: #suggestions message
The golem is the only thing imo that could do with a more norse name
I'm sure there was a suggestion to give a boost in stats to the earlier feasts, right? Last I checked, the Meadows, Black Forest, and Ocean feasts all gave the same stats. The latter two could be differentiated with either a stat boost or a balancing between health & stamina.
Meadows/B.F./Swamp give the same stats however minus the meadows one giving 1 less hp regen/tick ocean feast gives 10 more stats of each
Feasts would be cool if they gave a unique buff but this is major âťď¸
I've noticed there's also the part where spices are obtained AFTER that biome's boss is defeated. I feel like they'd find more use after specific triggers in the middle of them, like entering a specific sub-setpiece for each biome.
đĽ
I desire that delicious (and possibly parasitic) grilled leech sooner. ;-; Fortune favors the brave! And, well, the Ashlands Gourmet Bowl pre-Fader.
With the way spices are currently obtained, deep north feast could be the final item available to the player
(if it even gets one)
wonder if the deep north boss will even have a boss item lol
If it's not magic ice cream, I'm gonna be sad.
Upgrade Eyescream with magic ice? đ¤
Deep North Forsaken power is all the other powers at once, for one minute
Or âThe power of your youth returnâ and itâs a buff to all regenerations and ex gain
Seems like you just killed this suggestion then
đĄ Rename âMajor Healing Meadâ to âMead of Major Healingâ to clear up confusion. This is only a good idea, no downside at all.
Rename all healing meads to "Mead that heals you". Yes, all of them
Even the base meads
im working on a suggestion with elaborate imagery cuz this has been buggin me for a while
Is it about some building pieces not lining up properly?
I apologize dearly that I have a grasp on the english language, I suppose?
this person seems to have been very correct lol
Isnât one of the fundamental rules of this channel to not call out specific suggestions, or to tease them? What is this power trip circle jerk thatâs going on with you, itâs odd. You have a weird animosity against the normal people in this discord.
I was just poking a little fun is all, donât mind me 
I donât know, I just donât think the mead names needs to be changed đ¤
there is an about 100 message conversation for you to read if you managed to put your fingers on your screen and scroll up. Maybe start there if you donât think mead names need to be changed đ¤ lol what
Weâve all had folks disagree with our suggestions- itâs best to just not let things get personal đ
Fair enough; weâll just have to agree to disagree 
Thatâs applicable if you read my argument. Or at the very least manage to not grossly oversimplify it
Whatâs the point of a civil debate regarding possible changes if youâll just get mobbed on for proposing a change and then defending it? Go up and read before you poke fun at it at least.
If you have a problem modmail is always there
I may remember you by watching your challenge runs on YT. đŤĄ
Derail but feeling good about this no food run got over the first 3 difficulty spikes without breaking a sweat
đ¤
(Currently in the mistlands and just about to fight queen)
There is? Show me
I think the rule is donât call out people for their votes on a suggestion
"Discuss in a civil manner suggestions. No name calling, no calling out each others suggestions. Agree to dissagree is the channels motto!"
Mods, rule broken, ban this guy now.
The shadow realm awaits
âMr. Electric, send him to the principal's office and HAVE HIM EXPELLED!â
we can only wish
||(jk rianuchan<3)||
poasted
by "elaborate" of course I meant MS paint at best
#suggestions message While I agree we need more fist weapons, but not in every biome.
I'd probably skip fist weapons in meadows and plains
Same.
Also depends what kind of fist weapons, some could be claws like Flesh rippers, some could be knuckle type blunt dealing weapons.
Damn, not sure how I never noticed this
Most golem fights are stressful probably đĽ˛
I just thought the trophy was the core of the golem, inside the body where you can't normally see it.
Perhaps the inside of the golem body is a geode, and that's where the crystals are.
That actually gives me my own ideas. Like a texture variant where the body is broken open and you can see the trophy, or as the golem is damaged the core is revealed. Could either just be cosmetic or could act as a weak point.
redirect to tomorrow's meeting it's very urgent
Since golems drop crystal, Iâve also always imagined them as geode-like beings
#suggestions message so no plains tier?
I would also remove meadow tier
So we all agree with that: #suggestion-discussion message
yeah
flesh rippers are still viable in plains so no need for another one
meadows weapons shouldn't expand on every weapon types of the game, this is a tutorial
I even wonder if it is truly a necessity to have a fist weapon in both mistlands and ashlands
True that, either is fine. Both biomes would have good mats for one fist weapon (like mandibles in Mistlands & Bonemaw teeth in Ashlands).
The fist weapon does not necessarily have to be a pierce/slash weapon either, a blunt fist weapon works just as well
Tick-fists
Yeah, which could be available in bronze/iron age, some knuckle type fist weapons.
Dvergr knuckles
Having blunt type fist weapons in earlier biomes would give other options than mace for effective fight against Bonemass.
#suggestions message any thoughts on what the ingredients would be?
Hare trophy would make sense for it since in some old beliefs harefoot was believed to bring luck. 
But we saw how it was when Lightfoot mead had it first, many saying it is too rare to be used as ingredient, so it was changed to hare hide.
if fists were to be added they should fill some sort of niche or have something special to them as every weapon class in game does. It'd be lame if they were to just be essentially a mace with a different damage type
They already have a two-hit combo instead of the usual three-hit combo, to deal high damage in a short time
i think it makes sense to make them into a glass cannon archetype, considering youre giving up not only a shield but also the entire edge or hilt of your weapon
yeah but that's just damage. that's kinda boring idk
I like the fist moveset we have now
I'm not proposing to change the moveset necessarily
Flesh rippers have 6x backstab and 6x stagger on the secondary, allowing for the highest possible stagger in one hit
do fists have a special? they make you lunge right? or am i misremembering
Not really. the special attack is a kick... I mean.
A kick with 6x stagger and some knockback
oh right. i dont know where i got the lunge from. it makes so much more sense for it to be a lunge lmao
I don't like attacks with animation motion like the knife secondary. It limits mobility and for what? If I want to move forwards I'll do a jump attack.
It is strong, true.
okay but once again thats kinda just damage and don't really go at all with what you would expect say brass knuckles to do. That fits thematically with the flesh rippers but its kinda stupid if brass knuckles had a 6x backstab modifier lmao
I think if fists were to be made into a general weapon class they would have to play around the whole reason why fists would be used which is they allow for much more mobility than say a sword or an aetgir
The attack animations are fast and combined with the two-hit combo you can deal much more damage than other weapons when given short windows to attack, such as against a fuling berserker (especially the starred ones which are less parryable)
This also means you can jump very quickly after attacking to keep moving while dealing high damage
i think itd be cool if fist special was a forward lunge that didnt lock you into an unskippable animation
or a flying punch
i would be a fan of leaning into that much more
The attacks also have more turnspeed than most, with 100% on the primary and 30% on the secondary
turnspeed? wdym
The speed you can turn at during the attack animation. For comparison, sword primary is 30% and most secondary attacks are 0%
oh i seeee
then why does the flesh ripper have a 6x backstab bonus? it seems like the entire point is to brawl and keep brawling
using mobility to evade attacks not necessarily sneak around and kill enemies 1by1
i assume its for the kick but like
You don't have to sneak with them to use them well, but the option is there, I guess
Plus, you can deal up to 2592 stagger in a single hit 
that just seems odd, i feel like the weapon could be made much more interesting if you took away the kick and the 6x multiplier and used that surplus power budget to make something more interesting
increasing movement speed is not a good option since itll just be a 100% necessary weapon to carry with you all the time, but something like passively decreasing dodge roll stamina cost seems more fun to play around idunno
Welcome back @coarse idol đ
@tough reef
The player one is there but the work bench or base level isnt
Or is it? Also where is muh no stone portals setting
It's called "don't build one"
Ticks or mines giving a proper disease, hmm, seems like a proper possible new mechanic
Seems redundant, with the setting a new player in meadows would not get late raids in the first place
Yeah but if a higher level player visits his base he might trigger the end of the world
But a terrible one clearly
Just poisoning by staying in the mines three biomes after swamps have been passed, poison isnât going to cut it.
Then the advanced player should help. It's a coop game, help each other
Yeah lol no, the buildings get decimated anyhow
A disease, though, something that gives a slowly accumilating debuff, or perhaps a meter that starts ticking down if you donât leave the mines of take meds
But keep in mind this would not be the default but an option
Same goes for no stone portals
A disease that makes you throw up if you donât take medicine or leave the mines.
Maybe could be a mechanic for a different biome or for a different dungeon
Soulsgames have the poison and frienzy mechanics, poisons that donât damage you slowly but instead only hurt you after too much exposure
You are just expanding it for the worse
Why would PvP be a concern for them if it's not remotely an intended way of playing the game?
Yeah but adding options wouldnt really hurt anyone, they already have stuff like "no maps" and "no portals" and such
Like how would adding options make the game worse? This i dont understand.
Well i mean if its something that is impossible to implement then sure, then ill just have to find a mod or something, although i find that difficult to believe
You misread it.
It's not "impossible to implement", it's that they do not want it
I think there's a big disconnect between "oh it's easy, just add a button in the modifier" yes but.....adding a button won't automatically do anything, everything will need to be recoded ^^ it's not the "add the button" that's the hard part, it's the "recode all these items to be on a ban list for pvp servers only" etc
Like i understand that, but also why would one argue that something shouldnt be in the game because its difficult for the poor devs to implement? Unless it would mean less time spent on other features or something, but isnt that for the devs themselves to decide?
It truly is...
And they have decided that they do not want it. As Smiffe already said... many times
A disease could also work as a kind of a soft barrier, like how poison resistance mead is for the swamp
Itâs not that different from, say, the cold in the mountains
Which a couple of well placed campfires nullify
I'd say, if you think it's that easy to implement, why not make a mod and proof the Dev's they're wrong?
And on a personal note:
Why the heck does every game that is set up to be co-op also have to be a PvP game?
If you want to play PvP there's plenty of games having that. Even having the sandbox survival part in it. Like "Life is Feudal: the MMO" is doing.
There's no need to add PvP to this game and I doubt there ever will be.
Smiffes comment was primarily about the fact that it's something they (the developers) don't want. It being a lot of work on top of that is just to say that it's especially not happening.
When I talked about disease earlier, the mechanic could be visually something besides âsicknessâ
Some sort of mystical âmadnessâ that keeps building as you fight creatures or see mystic architecture
Maybe deep north has some mountains of madness to explore
Also a kind of corruption disease is a neat way of making new enemies out of old ones
Take a troll, add tentacles and eyes, bam, eldritch troll. Share most of the animations with the normal trolls, and the tentacle+eye assets can be used on other models as well.
Well, maybe deep north has ice as the âcorruptionâ
Weâve got a policy of not questioning people on how or why they vote
Perhaps you could have suggested adding a helmet with that look instead, people can get attached to their gear and the way it looks
If I were to guess, the suggestion probably didnât get a lot of traction because itâs changing the way an already established piece of gear looks. Now, if the suggestion were to add more styles to existing gear, I think folks would be more on board with a change like that.
Like maybe a blackmetal helmet could look like that
Although Iâm partial to a barbarian bikini-chains Frank Frazetta look for the possible blackmetal armor
Seems extremely out of place/theme
Yeah, they should be at the south pole
Iâve a theory the kraken is one of the inspirations behind Cthulhu
We are already killing elder gods
@pulsar locust Good point though. I deleted my question. I was curious but I can see why it might be inappropriate. Thanks for letting me know
đ
He disliked mine too
absolute traitor
đ¤
Having different opinions is illegal clearly
đĄ any chance to lower the amount of grind for building? i want to play valheim as a side game with my friends not a main job
Yeah, it's called "World Modfiers".
Yeah, that's what I said 10 minutes earlier.
But you didn't mention world modifiers.
I didn't?
Thorin Oakshield â 13:32
Yeah, it's called "World Modfiers".
Oh honey.
It was a joke đĽ˛
From you, perhaps.
But I've seen someone link to the wiki quite often when someone else answered and / or mentioned the same thing
Yes, my (bad) joke that you did already mention modifiers an I doubled down...wasn't about a typo
Which, imho, is a bit of an atitude as if that person "knows" best and can proof it by showing the wiki link.
It's OK. I just got a bad day (off) for several reasons. Shouldn't take it out on you. Sorry or that.
A lot of people give vague or under detailed answers, nothing wrong with someone linking to the wiki to provide more info even if the question was already answered, and it wasn't done to spite you.
But did you post a link in response to the possible "but what world modifiers????" question tho?
It isn't the first time I see someone complaining about something that can be very, very perfectly "fixed" with the current game mechanics
A lot of people that ask questions expect to be spoonfed every little detail. Seen it all too often myself.
What annoys me is they have the means to research it themselves in less than 10 seconds right in front of them. They could at least try
It only makes sense if it's a very specific question that you know could be difficult to find by google alone and would actually require someone telling you
They should actually add the pet rock. It doesnât need to be complicated, basically a reskin of the horizontal item frame would do it. He could cost 10 stone and a core for his âheartâ.
Yeah so yes it was a joke, but I would be down for the pet rock.
Sooner than later this would be a good thing..
@pale drum #suggestions message
Perhaps we can chair glitch into Rocky? Invincible steed of stone. Big brain plays!
The Haldor thing had me laughing, and now I think I can see why my suggestion to be able to play as a dvergr wouldn't fit in the game lol
Hm?
Click the links
@glad mauve
Yeah?
Seriously...
Am i slow or something? Dont get what you mean
The developers do not want underwater exploration in Valheim
It is a shame in my opinion but I always liked subnautica so i might be ( i am) biased
Eh, I think it would just be weird in this game. Lots of other cool things they could pump their time and resources towards imo đ
Id say if they had a bigger team and the nailed the execution it could be really cool but its not a must or anything the devs even want from the game so this will most likely remain as a dream of mine
Yeah, there were tones of suggestions about "diving and underwater biome" and all were refused.
Main reasons being "nothing to do with the game objective/feelings/design" and "complex mechanics to implement that ask for too much work".
So yeah, this will remain a dream, 100% probability.
maybe with a diving bell...
I don't understand why people "assume" there will be a boss in DN, as if implying that it might not have one. It's literally the last MAJOR biome, why would it be the only major biome without a boss?
If deep north has one boss, we will have eight bosses.
Yes?
I donât get the two last suggestions
Which 9th boss ? What does trollmor means ?
troll mor is a scandinavian thing afaik
in swedish. it mean Mother of troll
and it's a lullaby song đ¤
If you want mor trolls use a love potion
Ah okay much clearer now. Thanks you đ
I just wanna dip my head under while floating on the surface and see the stack of iron I accidentally tossed. But only look no touch
How high have you tried jumping from to get it back?
I think thereâs a runestone that says thereâs 7 bosses if Iâm remembering correctly
I also recall that from Embr's video.
Yeah it says there are only 7 on a runestone
So one of the bosses that's currently in game isn't a forsaken?
I feel like that stone might need rewriting since it should only be the forsaken that can be put on the stones
Oh wait deep north boss wouldn't be my bad
Ignore the first two messages I miscounted
Plenty of possibilities they can go with. The boss in the deep north could be a native of valheim or got there through some means other than being banished by Odin, but could still be considered a forsaken regardless.
I like the theory that it's loki
and Loki was the winter child that corrupted fader. Seems like the most likely to me especially since Loki is part frost giant and presumably frost giants will be in the deep north.
I hope itâs not the winter child, because if it is theyâre made it too obvious with the runestones.
Hate to be a wet blanket, but I feel like it could just a lore stone that hasnât been updated since early acres release đ
I mean they always planned to have only 8 biomes
Yea thatâs a possibility too
If the boss isnât a forsaken, we werenât sent to Valheim to kill it.
True I guess if it isn't a forsaken we could just leave now
Winter child has to be in the game somehow though. And they don't seem like friendly npc material
The final boss in the game is ulf.
I seriously hope ulf or one of the others is in the deep north
Hopefully he didnât suffer the same fate as George 
Is George the one that didn't respawn?
George is the greydwarf from The Wondrous Creatures of Valheim
I think he froze because of what is shown in the recent development blog
Oh his name is george
That could mean:
-
Early ideas when they planned that number of bosses
-
DN could have two bosses
Considering second is significantly more time-consuming, I see them just rewording that runestone which must be a lot easier in comparison. And I really don't believe they will add a boss to ocean.
Either way, my nitpicking is about people thinking there might NOT be a boss in DN when it's obvious there will be one. The thought of the biome having more than one is what would make a lot more sense (question wise)
DN could have two bosses??? don't think you read properly, there's a runestone that says there's 7 bosses, which means eik, elder, bonemass, moder, yag, queen and fader = 7, which implies no room for a deep north boss...
Most likely scenario is the runestone is just a mistype and it should be 8
"Seven were the creatures banished to this world by mighty Odin in the first days of his kingship. Seven gods and monsters too proud to bear his yoke. I have heard the tread of the Old Ones in the forest and have crouched in the shadow of the Mountain Mother when she flies. Of the others I know little. I will add to this stone when I have seen more."