#suggestion-discussion
1 messages · Page 55 of 1
I'd happily have things permanently break, but crafting / upgrading be cheaper. That's kinda the opposite of the above suggestion though.
I’ve lost track of it, but I feel like I remember seeing at one point that IG actually planned or at least considered making repairs not free anymore. But as far as I know that’s not going to be a thing 🤔
That would be horrid if it did happen.
the upgrading system needs a purpose, rn its a resource sink for usual minor benefits plus durability. Sometimes the upgrade gives sneaky extra stats like spirit damage for the mistwalker, spinesnap, and ashwood bow.
id rather it not be a universal mechanic for all equipment. But be a system to keep unique weapons like frostner or like the huntsman bow strong throughout the game rather than being phased out for new gear
The strong get stronger? 👀
Tbh, I would kinda like it if most things weren't really upgradable, but crafting skill would give you a chance of a better copy.
For some staffs, and other items that really change when upgraded, those could be upgraded as current.
if they're special i dont see why thats a horrible idea. Balanced correctly it shouldn't make them the objectively best option when you get them but when upgraded should keep them on par with the next teir of equipment
I definitely wouldn’t call it a horrible idea! Would just have to be very carefully balanced I think, so that way weapons aren’t drastically stronger than others of the same tier 🤔
i expecialy want this with armors. Id totally rock somthing like the fenris set in the ashlands if it didnt fall off at mistlands in terms of basic armor values
Hmm I don’t know, I kinda think armaments falling off as you progress kinda forces the player to engage with different playstyles, which (when done right) can be really engaging fun 🤔
but some things are just poorly balanced rn, looking at you root chestpeice with your freebee 50% resist to peirce which is crazy strong
it can be but i dont think the game achives that
most of the time when i see ppl argue against suggestions like this they usually point to some equipment just being objectively better for their tier like atgeirs
but like atgeirs could just be balanced better and this wouldn't be an issue
play with whatever you want to play with
forcing player is only "fun" for a small % of players
They don't
someone does not upgrade their tools? ^
They already last a lot without upgrades
With and they feel unbreakable
Literally the only moments I have seen anything in gear break is vs bosses
I meant that from a more realistic perspective.
then we should make things disposeable
Ah, yeah “realistically” isn’t often a strong lens to view from- there’s a lot of things in game that are far from realistic 🤔
the thing is. what should be how and how
some people want X more realisting, others want not X but Y more realistic
I mean, I don't really want repairs to cost anything if durability remains the same.
But I would be lying if I said I wouldn't be interested in a mod or something that did both.
i think with the current equipment progression alot of unique items do get forced out from being practical after a stage or 2 like the fenris set, huntsman bow, frostner, ect ect. The unique aspects of these pieces of equipment usually dont compete very well with just getting the equipment of the next stage of the game (with exceptions like the root chestpeice but items of that power should be balanced better). So with the natural progression of the game players are forced to drop the old for the new, even if it doesnt have an equivalent replacement
I hate having to give up my battleaxes.
perfect example
just because we don't have a higher tier battle axe?
you know the game is early access yeah?
Just a heads up, Frostner and Fenris set are both example of gear that have a great use throughout the entire game 👀
we shall see what we do at 1.0 with things if we feel we need more of something
ig thoes arent the strongest examples but its usaly just better to drop your frostner for a flametal mace
My hype is immeasurable

I'm not following. It's this just about keeping "unique" gear relevant? Because I would hope the ashlands mace is stronger than the one from 3 biomes earlier
If I’m not mistaken, I believe they want a way to bring old gear up to new gear stats 🤔
they?
me
ah
thats why i was suggesting that the upgrade system could be repurposed into a mechanic to upgrade unique equipment to the next tier of equipment and so on rather than just be a rather un-important mechanic thats just a resource sink for minor stat upgrades and extra durability
I get how large scale of a suggestion this is but its my number 1 gripe with the game
But I hope it's not the case in the future
What would be the point of a tiered progression system if you could upgrade stuff further?
If the upgrades to higher tiers required just as much of the new tier of material i could see it working. Like if upgrading Frostner to mistlands required a large amount of refined eitr and carapace for example.
Yes, right, upgrade the most used weapon in the game that's still relevant THREE biomes later...
At that point just remove late weapons, you could just use previous ones that are certainly better
It can't work without breaking something else. It should remain as it is now, it's a tiered progression system, SOME stuff are SUPPOSED to become obsolete
Even then it should really only be possible with items that offered completely unique stats or attack styles, like root armor's set bonus, and still shouldn't be as good as the other gear of that tier. Just good enough it was viable later.
The upgrade should also only really be possible near the endgame, so Ashlands or Deep North tech.
I think you overestimate how fine tuned the current balance is, and how hard the task of adding options to the existing weapon choices without breaking the game is. You're claiming that everything should remain unchanged AND that Frostner stayed relevant way too long as it is. Pick one.
True, it should be reworded it: It would make frostner even more relevant than it is now
Correct me if im wrong, but mistlands only has one new club, and its a two hander with an unwieldy playstyle, no? Seems like there was room for a one handed club there.
Yeah the entire ask is for some old weapons to stay relevant into the endgame. And the whole problem with weapons staying relevant too long - that it allows people to pass through biomes without needing to upgrade their tech - is moot if you need to use the same amount of new material to keep your old gear relevant.
Make it like using a gem with ashmetal weaponry, where it's not even upgrading; your old weaponry becomes part of the recipe for the new weapon.
Would be nice if you take a look at fist weapons 😔
The claws could do with a nice spin attack
Their current secondary is perfect
also, iron buckler is still viable in mistlands
You know what else is perfect? || You 🫵 ||
Bronze atgeir is viable in mistlands 🤷♂️
Reality is game isn't hard enough to warrant using "meta" shit all the time
I prefer the game this way
It's likely that's done on purpose, so those who aren't as skilled are able to enjoy the game as well.
I want to be murdered by a penguin
That’s what the atgeir is for
I want them in because Painguin is a funny pun
A metamorphosis amulet seems like a lot of work to make work.
Maybe one that allows you to turn into a Fenring? Or a Cultist.
They seem like humans transformed by strange magia
I don't know, maybe it is, I'm not a programmer, but I still want to learn hehehe
We’re already getting seals in the DN, no more cute stuff 👀🐧
Or maybe the transformation is just a disguise, so the viking turns into a harmless small critter, like a penguin.
Viking puts on a magic tuxedo, becomes penweng
vikings were known for wearing the skin of dead giant animals (like bears), but transforming into one is too much of a stretch
vikings where also known for having space ships and firing lasers
As we all know
Disregarding the suggestion's usefulness and just rebutting your sentence. Well, I'm no expert in Viking mythology, but isn't one of Loki's great characteristics shapeshifting?
Loki as a random boss encounter would be sickkkkk and he transformed into different animals!!
But only loki can do that, if it isn’t made up by marvel
Heathen.
You’ll be surprised to know that Vikings were not known for riding lox, floating with feathered cloaks, and summoning flaming trolls. 😛
Idk how that's related to what she said
The fact that the game does not strictly rely on Viking history or mythology, allowing for the extrapolation of a Loki ability for its players, as well as extrapolating on the Lox, the use of magic, etc.
It still relies on gameplay and theme, and the ability to become anything other than your human self (the race Odin specifically tasks his valkyries to look for) is very out of place
Fantasy and fiction don't work as the excuses for literally anything to make sense just... because
As I mentioned before, it's fine if you don't like the idea and think it doesn't fit the game specifically, but it's not like there aren't mythological references for it. And if everything within the game is perfectly coherent within your interpretation, that's fine, but it's your point of view.
what yall think if there was legit pure arpg elements like crafting your own items with different base types? for example a mace with very high blunt but slow attack speed, i think self craftable items with a range of mods on it would add a lot of replayability and interesting showcases of self crafted items (im coping and biased because im just a huge arpg enjoyer and i love that system of gameplay)
Clearly valheim wasn't designed for that system at all. That's an idea for a mod and not the base game.
true thats right
with 1.0 and mod support will that include access to the actual shaders used in game?
actual shaders?
Can we have access to the source code for your shaders. so they could be changed/edited?
erm...
Can I have the source code, so I can, uh, uhm...
Just publish it on github, that works better for me 😋
are you all 3 one person? 🤔
Ideally with a working build pipeline
a simple no, would of sufficed, other shaders made by unity you can change cause you can have access to the code.
- I don't know how to answer
- probably not
- ||something||
- profit
No, I was asking ironically, these two weren't
What two?
you need to send a email with that kind of questions --> Contact@irongatestudio.se
Or which or whatever
or wait until we do a AMA on reddit or something so our programmers can reply
I don't know the implifications with handing out that. so either ask our contact email, or wait for an AMA
Prediction: "no" AMA closed
if there is enough intrest in normal questions that isn't just "deep north when??!" we might be able to do one
Will do ty
@lofty field Why would you even downvote my last suggestion? That is crazy, if you don't care for longer portal names you dont have to use them. but as of now it limits a ton of players to not being able to even use longer portal names
Mainly because of the tone of your "suggestion". They read and already implemented plenty of suggestions.
Also, don't call out people for their votes.
I'm not calling anyone out for their votes. I'm asking why you would downvote something that logically wouldn't be downvoted..
And this is a discussion channel designed for what I'm doing right now, asking why.
It feels like Assassins creed all over again, people complaining about the whistle so that it got removed. "just dont use it 😛 "
It only makes the game better, so why would you downvote something that would make a game better. That is the point of why I'm asking you.
Yeah again buddy I'm not calling you out on your vote I'm asking your opinion of WHY you downvoted.
quote "They read and already implemented plenty of suggestions." Have not noticed that at all btw, could be me 🤷🏼♂️
Yeah, I already gave my answer and I'm not going to bother further. Good luck with that attitude in here...
There is nothing wrong with my attitude mate, I think you're just a tiny bit soft or taking everything too serious.
Also, you literally did not answer my question at all but that's fine haha, just don't say you did.
You downvoting a suggestion that makes a game better because of the "tone" in your opinion is actually childish mate.
But hey you do you. Have a good evening man
No name calling, no calling out each others suggestions.
Wonder if we'll all get tagged 🤔
the server be lively today
Yeah, if you just did
💡Increase the number of characters we can use for naming portals.
I think you would’ve gotten more traction, for what it’s worth 🤔
Can fit a lot of information in 10 characters though
I mean, if you wanted to develop a really complex system for tagging things
<-- mumbles something about black forest and open gates
why not just "s-base 10"?
Capital "S" would be better if it's about the Southern base.
SClub7
Also what you tag them as doesn't matter too much since you can use signs for more information if need be.
That's what I do.
Using the 1m beam behind the portal and stick a sign to it with the info where the portal leads to.
Given we can use color codes, it makes it very easy to show how dangerous it is.
Yeah I do agree with the "tone"
"1) Be polite, don't hate on anyone, don't flame, don't troll, and have fun!"
rule 1
Enough of us trashing on one guy's phrasing, I say. Thoughts on my painguin suggestion?
We need killer whales in the waters around the deep north that will eat painguins for breakfast.
Painguin jockey!!
No, deathsquito jockey
You know, so it can fly
There could be a painguin riding it for ranged capability
Taken from a BBC doc about the South Pacific. Benedict Cumberbatch struggles to say the word "Penguin".
Also, David Attenborough only has one shirt- https://www.youtube.com/watch?v=-LX85aiYXsM&feature=youtu.be
"Pengwing"
💡 For the love of god start looking and implementing suggestions soon.
@molten warren does that mean that all the ones that have being implemented are part of our collective imagination?
yes hello this guy right here
hello 🙂
Say is there any chance of doing mod makers and mod users a huge one and allow steam to provide the latest version of any calendar year? I have been told it is literally just a box to check for the devs
Additionally, why is my savegame deleted as soon as I load it up? It feels very hostile for modding, because if you use mods, and something doesnt work, the safegame is altered and everything from the mod is gone. Fixing the mod does not fix the saved game. You can never open up a game without external tools to manually extract a copy of the latest safegame and, if something was actually wrong, re-insert the export into the game.
If these points have already been argued to exhaustion somewhere, please point me to that place.
(My suggestion here is obviously to put the current save into the archive with the others upon closing the game, so that opening up the latest game does NOT delete the latest game.)
Correct me if I'm wrong, but none of that sounds like a problem for the developers to solve, considering the issue has to do with modifying the game/using 3rd party content (which can easily break things and is not supported). Modding is a use at your own risk sort of thing, and making regular backups is expected if you want to prevent save game loss or corruption if something goes wrong with those mods.
best place is probably to ask in #mods-issues
There is a difference between "not a problem for you to solve" and allowing steam to solve it for you by checking a box. It is about as difficult as creating the mods-issues channel on their discord-server was ( or so I am told). Which they apparently thought was a good idea.
And about the savegames, yeah you could say that. But without mods this game would not be as interesting. I only picked it up because I was told there was a high def. mod. I dont know anyone who played without mods. I know 5 people who returned it just in time because they tried without.
I am just pointing out that there would be a way to keep me and Gustaf Gabel playing the game. Gustaf actually promised to endorse the game if end-of-year versions were made available through steam, because that would be a big favor to the community by the devs.
I know what the issues with the mods are, I am posting a suggestion that would be a huge plus for everyone who is using mods, and should be extremely low effort on the devs side.
Up to the player to make backups before altering their game with mods, Valheim has no mod support
Exactly, and it has nothing to do with how easy or simple it supposedly would be for the developers.
a) this is a suggestion-channel. Are suggestions welcome?
we don't "remove" things activly from files tho
Hello Smiffe, great of you to join the conversation, thanks.
Did I say "remove" somewhere?
I did say delete.. overwrite would be more accurate though I guess.
the game shouldn't activly do that tho 🤔
anyway, this whole thing is focusing on the savegame-suggestion, which is really not my main point, I realize that is actual work and would maybe interfere with core concepts etc.
Please, everyone, disregard the savegame thing
wierd data the game doesn't know, should just stay 🤔
Well, in case of objects from a mod, or additional inventory slots, they vanish when you load the savegame without the mod. immediately the new latest inventory is saved, and fixing the mod doesnt fix the fact that you have to grind your gear again
I am much more interested in something between "before latest content update" and "default_old", to be available. For example, "latest_stable_2024"
Yeah, that's how it naturally works when the modified content is no longer there. Nothing there for the developers to fix.
I realise there is nothing to fix. the game overwriting its latest save upon loading that save has also done me in without any mods though, when the game had a bug and deleted my gravestone.
no, I had to load an older, archived save
the older version thingie is purely an idea for mod users not having the fear every patch.
two topics:
1: a patch version available through steam that includes the latest content but stays the same.
2: archiving the latest savegame upon closing the game, so it doesnt get overwritten the next time you open the game, because a rare bug or the latest patch breaking your mods may delete equipment or game objects in a manner that cannot be fixed.
@wanton atlas the patch-suggestion seems more important to me because it would remove most of the necessity for the other one, and because I was told this would be easy for a developer to do.
Is it actually just a question of allowing steam to provide an additional version?
what?
So that was bad intel.. damn 😕
Mod support would do literally nothing about it.
Mods alter the base game, that's literally their purpose, the player SHOULD know what they're doing
Rianu doing some scrolling
"I was told this would be easy for the developers to do". Source: some random guy on the internet, totally trustworthy.
everything is easy to do if we stop doing everything else
If making a previous version available without any support requires more than a coffee-break, then I take back my suggestion.
I think the random guy was Thor from pirate software.
I then read a rather long guide on how to use steam depots to roll back to previously available versions manually, but it would require playing offline.
Such versions being available through advanced methods made the claim plausible to me.
if we would have listend to him, we wouldn't have released on Apple store
I am guessing releasing on apple store turned out to be a good thing for you?
Interesting. Checking the validity of Thor-clips is wise, we may agree on that. Which is why I came here only after reading the guide about Steam depots and manifests.
well. he has his opinions, I have mine 😉
as someone who is a vastly more successful developer than Thor, care to share some instances where your players should doublecheck him?
everyone have a diffrent experience
You should check the validity of anything being said by someone on the internet, doesn't matter how much of a reputation they have.
true, mostly.
and it's almost 2am here in sweden. so time for me to say goodnight
same here, unfortunately.
Well for starters, because we don't want to haha. We wanted to use. Outpost.
And we should have that kind of freedom, being limited in games is never fun
The tags on portals aren't necessarily meant for labeling them for the player's sake, it's so the game can detect matching pairs and for that use case it doesn't need that many characters to be supported. Signs are what you want if you want/need more info to be displayed like that. You're expecting the tags to serve a purpose they aren't primarily meant to be used for and that is the issue.
being limited in games can be fun. It's people that are too used to having everything handed to them on silver plate and became a bunch of spoiled brats.
This is a type of game where YOU should learn to adapt to its obstacles and try to overcome them, not expect it to give everything to you just because
for me portals are usually an "oh shit" and I wanna put them down quickly and gtfo, can't imagine standing there typing a novel
Yeah, me too. But at the same time I also see no reason to restrict it like that. If some people want to type a novel, why not let them? As far as I can tell, the restriction is purely artificial by limiting the max length of the input field. If you manage to put a longer tag (with devcommands/mods) the game works just fine with longer tags.
"if someone wants to, why not let them" can apply to pretty much every suggestion here
Sure, but often there are good reasons why not to let them, which I don't think is the case for longer portal tags
Personally I find this the easiest option: #screenshots message
@mortal lichen there's also a special portal for you in the picture on the right. 😄
Appreciate it, but this is not the same and I've been using this method since day 1. They should jist fix and improve this rather then us needing to find workarounds..
But there's nothing to fix
There is for that 1-2 players who want to use 6,000 characters to name a portal.
Others are just smart and use "work arounds".
And because of that this workaround is one example of what the game is about: Overcome obstacles
Longer portal fields are a good suggestion, since things like "mistlands farm" are too long currently. It would take nothing to increase the length of the textfield. A literal one line update of a variable.
The length of the textfield isn't some limitation required for good performance. Trying to pick the 10 most descriptive characters is not some core-gameplay or source of difficulty required to make Valheim players feel something. It's not going to impact how other people use portals.
This change should be added cause it's absurdly simple to implement and improves ease of use for some players without affecting anyone else.
Must be me, but "Hildir / Yagluth", "Bonemass", "Bog Witch", "Plains Farm", "Coal farm" all perfectly fit as a description.
It's a portal, not a road map book we used to buy 30 years ago.
So instead of adding 25 pages of text to a portal, being smart and either using signs as I posted earlier or shorter notifications work well enough.
And if that doesn't work for people, they can always pick up a pen and a piece of paper and keep a list of where each portal leads to next to them.
A sign saying "Mistlands Farm" doesn't help you remember that the portal is actually called "mistfarm" to comply with arbitrary text limits, which sucks if you need to reconnect the portal after it breaks due to a raid. Keeping a notebook of portal names is a stupid suggestion.
Why are you arguing against this? It literally wouldn't affect you. You find you can name your portals effectively with the current limit - congratulations? Some people want to write 25 page novels- sorry, i mean 3-4 words.
I dont get people's obsession with fighting against any improvement to ease of use just because they've gotten used to labouring under it or haven't noticed an issue.
And stop pretending every clunky interface or arbitrary limitation was put there on purpose by the developers to teach you the value of adversity.
Of course, if someone wants to use: "Black Forest with 25 copper, 9 burial chambers, 18 greydwarf spawn and 56 blue berry bushes", yeah at that point any line to write text in will be too short.
People should stop expecting the game to adapt to them. This is all literally a "them" issue that can be perfectly solved with current mechanics
They just refuse to do so and start blaming it on everyone else
THAT IS THE ENTIRE POINT OF A SUGGESTION CHANNEL, YOU CONTRARIAN TROLL.
Honestly, increasing the max character limit sounds like a low hanging fruit - it might not be a priority, sure, but it doesn't make sense to push against it
wtf are you talking about now?
Nice strawman argument.
I use a very simple solution for it: Naming the sign after the portal. Brilliant, isn't it?
So when I found a Howling Cavern, I named my portal "Howling CA" (because the rest didn't fit) and dropping a sign saying "Howling CAvern" behind it. With the part representing the portal name in white text and the rest in normal text color. So a good reminder about what the portal is named.
I also keep an emergency, unnamed portal available at all times.
So in case a portal does get destroyed, I can go over there by other means, drop the emergency portal, go through it to see what the name of the portal in the hub is, go back through the emergency portal, rename the portal at the location and jump through it.
No need for long names after that, just using my brains to get things worked out.
just using my brains to get things worked out.
Being here has taught that it seems like the average player fears an aneurysm for just even considering to try doing this
-# Boromir voice
What is this new devilry ?
And again, congratulations. You find the current limit doesn't impede your ability to play the game. Others find it irksome having to truncate their portal names for no reason, and then need to keep track of their portal names with a notebook or a special sign system.
You know what would work great for both groups? An increase of the portal character limit to 30 characters.
and then need to keep track of their portal names with a notebook or a special sign system.
Their decision, still not anyone else's problem. Not even devs
People would also start whining and crying because "30 characters is not enough, pls increase" and start pestering about it being increased to 50, then 60, then 70, etc
A line needs to be drawn, which is what happened
So literally NOTHING would change
"You want to call your portal to your mistlands farm "Mistlands Farm"? Easy. First, make a portal called "m. farm" at your hub with a sign saying "Mistlands FARM". Then, make a portal at your mistlands farm. It wont connect because you forgot you added a period to show the "m" was a truncation of "mistlands". Just put down your second pocket portal, go back, remember the name if your portal, the-"
"What if we just increased the length to 30 characters so i can just call it 'mistlands farm'?"
"THATS WAY TOO COMPLICATED, YOU JUST WANT TO WRITE WHOLE ASS NOVELS! THIS IS A SLIPPERY SLOPE, LAZY KIDS WILL DEMAND 100 CHARACTER LIMITS! NO THIS IS NOT AN ABSURD OVERREACTIO-"
No, they wouldnt. Because no one outside of your strawman arguments is trying to name their portals with a paragraph. The example given was "south outpost 1" which is a perfectly reasonable portal name.
This isnt a slippery slope, the current limit wasn't some principled stand by the developers in the name of brevity. It was an arbitrary limit.
they wouldnt
Yes, they would, and they will, they ALWAYS will. I cannot believe how optimistic you are on how annoying people can be when it comes to acting like spoiled brats.
Just like the limit on how much you can dig, same scenario, they could increase it, but then you will have 100 others pestering about it being increased higher, and higher, and higher...
A line needs to be drawn, so a line was drawn
I think we have entered a JAPED again.
- Just Another Pointless, Endless Discussion for those who aren't familiar with that expression.
No they won't. You've been wrong about this many times before. People have asked for ability to bypass transporting metals with portals, then they got it. No slippery slope.
People have asked for ability to change drop rate, got it. No issue.
I think you're way to eager to argue against literally anything that makes the game less difficult, even when the source of difficulty is a clunky menu or textfield length.
Agreed this is a pointless discussion. You guys are arguing against the length increase for literally no good reason. It doesn't affect you, not even in a "this takes valuable developing time away from other things" way.
Yea I don’t see how increasing character limit on portal names is a slippery slope 🤔
Don’t really see anyone losing with this suggestion
However I think the actual suggestion comes off a bit combative which is maybe why people downvoted it
I didnt suggest it, but i agree with your analysis.
Ah word lmao, just shows I don’t look at names for suggestions 
"We guys"?
Mate for the record, I have shown several work arounds, all you do is hammering on the "But it's needed because I want to use more characters in my text" line.
You don't even counter my arguments, you just keep going on like a spoiled brat that doesn't get what (s)he wants.
The whole point of the discussion part here is to discuss suggestions.
Which means that both sides actually LISTEN to one another and perhaps agree to disagree, perhaps adjust their point of view.
What you've been doing is acting aggressive towards us a few times; simply because we don't like that suggestion and use other means to get the job done.
Means I tried to explain to you as explain to why I think it isn't needed.
You may not like that, but don't act as if multiple of us are against it because of the suggestion. Because that isn't true.
Hilarious how some people have written actual 25 page novels of text - in the name of players being more succinct.
Bruh
I understand you both want to throw down
if you both join the same server with the torch equipped. you may fight this one out
I will ask why there is a character limit on the teleporter names since it seems to be the hot topic of today
make it even shorter for the lulz
limit it to 1 letter 1 number you mean?
Yeah, 1 character. Everyone should learn to make do with 36 portals.
You wouldn't be able to make actual names out of them but even one character is enough for an entire playthrough
no but seriously. I don't know why there is a limit either
If you're increasing portal limit increase pet name limit too 
Easily. After all, I got a workaround to tell me which portal leads where. 😄
You can use unicode characters/emojis, so 1 character would be way more than 36
Smiffes amazing surtlingcore farm of doom with 21 nodes you should farm in clockwise order
is what I should be able to name my teleporter 🤔
this made me check my portals in this new world..they are:
1
cute
draug
trader
forest
rude
boggy
(and the last one is a blank space)
shouldnt need a workaround tho 🤔
Where does cute lead? A neck pond?
this one cute little spot I found between a meadow, black forest and a VERY steep mountain, like a little ravine, and there's a graydwarf fort right at the edge, so I put a portal there
Why not?
We use it all the time.
Want to build that 10 story high stone building? Use the trees in the swamp, the Yagluth altar fingers or the plains stone pilars for that.
Want to do that in an area you don't have that? Use the wood iron pole or grates to increase the structural integrity.
So using signs behind a portal is a workaround one can use, same as using the wood iron poles or iron grates to build higher with stone.
#suggestions message theyve improved the performance since 2021 a lot, Ive personally noticed an increase of like 15 fps in busy areas, and my laptop is pretty old
I do sign my portals myself. mostly for friends who visits
but I just label them on the map when I put them down 🤔
so for me, names don't matter. but I can understand the reasoning behind having longer names
I've asked my college why it's a limitation, so we shall see whenever he answers
Iron poles were added to appease lazy builders who couldn't use corewood or the raise ground workarounds. Now they demand hundred meter ashmetal poles that only cost 2 ashmetal. 😩
Oh, but I do see that too.
My counter argument is that we got a workaround for that and that's being shot at over and over again.
Which kinda pissed me off - as you've noticed because one of my comments is removed - since it obviously gave me the impression the "other side" isn't willing to listen.
I have listened to your workarounds. I used them in my replies.
I still havent heard why you're against the limit increase. I know you found ways around it.
I'm not against it, I don't see the need for it, because there are workarounds.
It enables people to stop using workarounds to keep track of their portal names.
If someone downvotes something, it doesn't mean he or she is against it per sé.
It could also mean someone doesn't see the need for it, because there are other means to counter that problem.
Oh shit, here we go again.
I wish you were more wise as the one who's name you use.
I'm out!
Kinda wish you didnt emulate your namesakes' stubborn insistence against reason.
Still going at it 
Days without drama: -1 
Days with Rocky 23
Find Rocky speedrun when
Fun unintended interaction with Rocky, if you place them in a world with 1.5 resource rate, you can pick it up and get back 2 stone. Allowing you to dupe your stone whenever.
yeah 😦
totally not ment to be 😄
You also get two Rockies per… Rocky 😅
But that’s probably fine and consistent I imagine. But yeah the rock duping isn’t haha
I'm all for deep north having a new environmental hazard based on how cold it is, i just think it shouldn't be a complete rehash of the mountain mechanics.
sounds extremly boring mechanic yeah 🤔
Maybe wind mechanic where during storms a strong wind constantly pushes your character in a given direction. Have the Sheltered buff renders you immune.
Your character and not everything?
All other monsters in Deep North are immune.
It would be the perfect way to make seals dangerous. They normally can't hurt you but during high wind speeds they become projectiles.
Hey guys, just wanted to mention the Fishing revamp topic again - What do you guys feel that would make fishing more engaging?
I believe there's a lot of unexplored potential in fishing. Compare it to farming, for instance - which has several different uses for dishes and also for craftable weapons and armor (with Flax).
We could have more items like fish scales and maybe produce mead with materials harvested from fish. Fishing for different types of fish right now doesn't give us any benefit really 🤔
I would like the Large perch to be more plentiful was searching all day yesterday didn't find a single one
Swamp fish is difficult to find
I think it's okay to be difficult if we had a comparable reward, you know?
Swamp fish is hard to get, I agree. Too often the swamp "coast line" immediately becomes another biome.
As for "reward", I think the ocean feast, the fish wraps and the Fish 'n Bread are quite rewarding.
The Fish hat.......
It's nice to have, but to call it a reward for all that time invested into fishing?
Nope.
Even compared to that, Hildir's quest is more rewarding, imho.
Maybe they could make a version of the sea feast using the diffrent fish varieties. Currently i dont really want to make the sea feast cause those cooked serpent meats could have been stew.
Fish 'n Bread is definitely good, but is there a reason to search for different types of fish if they all provide the raw fish material? That's my point
If all fish provide the same raw material, there isn't really a good reason to look for different types of fish other than acquiring their trophies or the final hat
They could apply the same logic of Fish 'n Bread for other dishes
Fish 'n Bread requires specifically the fish from Mistland, right?
I think there was potential for fish to used in foods similar to the fish n chips (is that it?) meal. Wouldn’t be opposed to smoked/glazed salmon in the DN. Only issue it, the amount of food you get isn’t dictated by the quality of fish you get, so that’s unfortunate 🤔
With that being said, I get that fishing can feel tedious to some.
The problem is: what else to craft from fish?
Combine the Herring with Onions and have it as a food, like the Dutch eat it?
Turn it into stockfish like some countries do?
Ferment it as the Inuit do and use that as food?
Just saying we need more food from fish is one thing, but it might be a good idea to add which kinds of food in which biome(s) as well.
I see what you're saying but i also dont want to have perch meat, pike meat, trollfish meat, etc. Recipe-bloat is bad enough as it is.
That’s true, but what if there were say 2 or 3 different types of fish meat? For example; common, prime and premium? (Terrible names, but you get the point lol)
Yea, not necessarily having one recipe per fish, maybe fish could provide some other materials - other than raw fish, as I mentioned, like fish scales, fish oil - and they could be used to procude meads / potions for instance. Anyway, just throwing some ideas
Fish bones as Needles to craft special clothing from Linen may be an idea.
But that would also mean an update to the workbench or a new crafting station.
But for food, fish soup will be something useful for sure.
Fish oil for a potion may work too.
I think the Inuit used fish oil as skin protection against the frost for the uncovered parts of their faces.
And in modern times those fools sportspeople that try to cross the English Channel swiming use some kind of oil to preserve body heat as well.
I like the idea #suggestions message, but I'm afraid it will frustrate lots of people; seeing how thing went with Rocky.
people just need to learn the trick to find them 😛
Can't really see it working out unless it's an enemy that's camouflaged or practically invisible, otherwise you would easily just encounter them while running around randomly, like with any other enemy (rendering the whole hunting/tracking part meaningless). Also, a creature that takes extensive effort to track down every time would be nothing but tedium and a nuisance, can't see that going over well.
Spawing once per day is one rule.
Or only at certain hours is a other rule we could use
Not saying it will happen. But what could be set as rule for a rare encounter
Weather conditions? 🤔
In monster hunter worlds
There are tiny creatures you can catch
Some very "rare" but more or less require perfect conditions and time of day
I stopped actively seeking one
I enjoyed more the act of randomly finding one rather than trying to get one if that makes sense
🤔 I remember a giant jelly fish at the top of a mountain that required it to be immediately at the dawn of a day
So the process was: reset, go up, reset, go up, reset, go up
I didn't get it, but it was just a collectible you can have floating in your apartment
ah
I tried several times until I realized, I'm just trying to get it to spawn
It felt less impressive when I realized
It is definitely more interesting when "rare" is more than just trying to get something to spawn
But don't know how to capture that feeling beyond just random chances
What feels rare, conditional, and fun was the chariot when it's a thunderstorm in valheim
I agree
The idea I would love to see considering the hunting suggestion is not a rare creature, but a creature that starts a minigame when it meet you.
Like the deer does, but instead of just “run very fast and shoot” it would be “look in which direction it disappears, then search on ground for marks of it’s feet, listen in the air to get it’s new position, etc…”
It could even be an agressive glass-canon kind of monster that try to trap you during the hunt (aiming a certain destination, trying to backstab you, getting a higher position than you to jump, etc…)
sounds like a JRPG puzzle game event 🤔
Or if it spawns really far away, but leaves a trail
Scratches on wood, etc
Hard to find sounds more interesting than rare
But not sure how it would tie in to the game more than just a little fun, right?
Of course it is not what Valheim is about so I don’t imagine something very well worked with hundreds of things and perfect timings, but the activity would still be fun I suppose.
Speaking of minigames, it's oddly satisfying to do a small activity yourself, the little delay on cooking almost captures it
🙂
Hey guys, I was thinking here, the Seasons Mod is such a great addition for immersion and also gameplay variance, I wonder whether the devs have ever considered implementing it 🤔
You're dead, there's no seasons
I don't think that logic applies honestly, I mean, what can we infer about the post-life in Valhem, does it also make sense to have day and night cycles?
hell no 🤔
valheim isn't a real life simulator to begin with.
I'm curious, why would that be a "big no"? Do you think that would hurt gameplay or lore?
- technical limitations
- design choices
- wouldn't add anything to the games core progression
amongst other things
I remember montilyet very explicitly saying "seasons aren't gonna happen" a long time ago
I can say it right now aswell
it wouldn't add anything to the gameplay loop, it's technically very challanging to add for a gameplay mechanic that wouldn't be more than "oh, cool"
Hmmmm I see Smiffe, I wonder about technical limitations as it was already implemented by the mod, would that be much more difficult to implement in the actual game? I get about design choices, but you raised my curiosity on the third point, is adding to the game core progression a beacon to determine what should be included?
I know it exists in mods
but valheim is ment to be played from arriving in valheim, killing bosses and then go join the cool party
If it becomes core it will have no way of disabling it for people that don't want to play with seasons
you're not ment to stick around with a mega-farm harvesting crops, building snowmen, going to the beach in the summer
there are litterally 100+ games with seasons implimented as a core mechanic
and in those games, it makes sence
They could spend whatever time they'd spend for that on literally anything else
Sure, yea, I get it haha, I was just wondering if you've ever considered - I appreciate that you spent some time here to explain it anyway
not more than. "oh cool. but nah, no point"
Now I have a msg I can link to whenever people mention seasons again
for me the novelty of that mod goes away so quickly...like, ok cool, snow in the plains, and then you're sick of looking at it 🥲
I do like the flowers in the meadows though, the ONLY cute thing about it
It seems weather variations are used with specific intent in Valheim, and could be assumed that some biomes have a degree of seasonal inpiration. Meadows = Summer / Swamps = Autumn/Fall / Mountains = Winter / Plains = Spring
Meadows and plains should be inverted
Also, montilyet did specifically mentioned that "we have biomes instead"
I would say Plains is spring personally because of the yellowed grass, mass vegetation and the presence of flying bugs, but just an interpretation.
Yeah the biomes replace seasons and generic animals will not be added anymore
Meadows have more flowery, green vibes and plains is more sunny.
Meadows is way more vivid in color to be a "spring" season. Plains is a "dried" biome. And I agree, valheim does not need seasons. (not that my opinion would change much)
Agreed- seasons can be cool, but doesn’t really make sense in vanilla Valheim. 🤔
I'm fine with the closest thing we'll get to seasons that's already in the game, which is seasonal content based on the season irl.
Couldn’t agree more!
Maybe seasonal based settings could unlock during real life seasons, like being able to toggle flowers growing in meadows during summer, or cosmetic snow coverage during winter (whether they are on or off by default would be up for debate). But then it's still a matter of whether it's worth spending the time on and how technically straining it would be to pull off (in the context of them having to manage the entire rest of the game on top of it, vs a modder that only has a sole focus to work on).
Could take it or leave it either way, not too interested in them going that far with it.
If this #suggestions message is meant for making your base more beautiful, I'm all for it.
As long as it isn't meant for harvesting food items.
An oldie but a goodie
Seasons would be cool if survival was a larger part of the game, or, if there was built in time preasure.
As it stands one would just end up waiting around for the optimal season. Or it would be cosmetic.
And cosmeticly, it may only make the biomes less unique.
I agree, I think seasonality works as a mod for the game for those that want it, but is unnecessary in terms of implementing it into the base game
I think it would make sense because Valheim is inspired by the norse mythology. And is just a diffrent plane like midgard is the plane we are living in (acording to norse mythology) and her are seasons. So why shouldn't be ther seasons in the other planes?
I mean tbf I don't think there is any logical rationalization other than the devs don't want it because it conflicts with their idea for the game's look and identity, which I agree with since seasonality makes the biomes inherently less unique when they already represent different "seasons"
anyone think that Dyrnwyn fire fx is a bit too much, it needs reducing like 60-70%
-# about above discussion for seasons
Well, I suppose Valheim is about preparing for fight (not even fighting really). It is not about taming, farming, exploring, building, crafting, cooking, sailing… all that are sub-activities for the “preparation for fight” part. The core of the game seems to be “preparation”, and considering it then it is very well developed. All the stuff around doesn’t need (or even shouldn’t) be developed too much because this isn’t the point.
Seasons is an excellent development for farming, it is a cool addition to exploring, it makes cooking more interesting, etc…
But in the end, it has nothing to do with “preparation for fight”. It develops features that aren’t the core of the game.
#suggestions message That's already a thing, enemy and boss health and damage goes up based on how many players are on within a certain range of one another (this way individuals don't get overwhelmed but group fights scale).
Seems like the suggestion is about changing those values with a slider
I just want to walk through a meadow full of flowers 💐
Just gotta wait for the console release of vintage story.
@weak gate I don't know much about trees, but they look identical to the firs/pines on Google.
the Douglas fir is the most common type of firs in my area, and eastern white pines are the most common type of pine. Look up either of them and you’ll find something similar to the game, but reversed.
Even down to their cones, it’s pretty similar
Also firs and pines look different depending on if you are in Sweden or in Australia for instance, its all relative (I studied botany for a few semesters)
Yeah, sounds like their view on the matter is heavily skewed by what they see in their local area and isn't based on any research (results online show some pine variants that match up with what's in game, and multiple fir variants match up more closely with in game as well, not the other way around).
fair
#suggestions message @molten warren The military uses shorter terms like "FOB" (Forward Operating Base" That would be shorter than "outpost". Combined with using single or double letter for direction, that could make names shorter. ("FOB12E" at only 6 characters vs "OUTPOST_12_EAST" at 15)
Those are all workarounds for essentially nothing
Sirrever would just like to name portals as wanted
I'd definitely prefer it with longer limit so I can name it something ridiculous
I hope someone comes along and says character limit is for balancing 
Names could be diffirent but idea
Gullibursti legendary boar for meadows
Huldra for black forest
Hræsvelgr for mountains
Níðhöggr for mistlands
Huldra
Portal tags have limited characters likely because they don't need more and because it's not meant to be used for display purposes (it's just a label used to link portals). Signs are what you use if you want a wider range of options for display purposes.
did we go back in time
Tends to happen. 
I think this argument works against your point. Signs have a limited text length because longer text would cause display issues. That's not the case for portal tags, there are no (known) negative side effects of longer tags. It's not up to you to decide how long they need to be for others.
Aiming the cursor at the signs displays the full text so the text displaying in the sign is irrelevant. If you cannot read it at a glance just aim at it
day 3
still portal
Are we getting chests with built in text?
We don't know.
But you can bring it up as a suggestion and who knows...... the Devs might or might not implement it.
Spoiler: ||The probably won't. Use signs||
😦
You should suggest it 👍
Dragonwilds has it
That does not make the text on the sign irrelevant.
Why is suggestions even active if there’s going to be no (0) changes after DN
DN is the next and final update iirc
Next and final major update
oh?
It hasn't been explicitly stated it will be the next update in general
i see
Possibly, hopefully...
||Ocean... please||
i don’t think the game is even remotely complete so it would be bizarre for them to end it off with DN
i hope you’re right anyways
That's why the hope is for them to tweak most or the entire game before releasing DN
Nah pretty sure smiffe has said 1.0 is the next update
He has said that DN will come with the 1.0 update; which will also be the last biome added to the game.
After that we only get the bugfixes and optimalisations.
no
we can still do things after 1.0
but it will be the last update for the main progression of the game
bugfixes etc can still happen as an example
i mean beyond just mechanical fixes
but say, a new trader or creature or something
not impossible
but I don't think a new trader would be a thing 🤔
what would that one add?
i dunno just an example
oooh
it's just one of my ideas
so not "revealing" comming things 😄
more hairstyles, beards etc could also be a thing
i just think the map is too big for how little POIs there are
that's another thing for sure
just because the main progression is set in stone
other things can still be added
very nice
and we have proved that adding new content to current maps, works well
that’s good
i saw people saying 1.0 was the end of content and assumed that meant development would basically end there
no
I can see 1.1 and 1.2 being a thing
depending on how much things we decide to add in each of them
Would be cool if a revamp of world modifiers was a thing on the table for 1.1 or 1.2 🤔
I wouldn't rule it out 🤔
🙏 godspeed
More content after 1.0 would be very welcome for sure, POI are definitely good additions
kawaii pink update w h e n
Most likely after the purple and orange polka dot update. 😉
Are... you saying that DN will be the next update in general?
Or that DN will NOT be the v1.0 version and final version?
Then those plans changed...
For all this time it was stated that that was going to be the case.
I see it only as a win, if we get some smaller additions to the game.
But I agree with the confusion, 1.0 as the last content patch has been stated many times.
DN will be 1.0
Plans are always subject to change 😌
Why you take what devs say with a pinch of salt actions speak louder than words
They had limited characters cause they need to put some kind of limit on any textfield they're adding to the game, and they went with 10 (i think its 10 anyways) cause it seemed like a good length. Would bet money they'll increase it by 1.0
A good idea, would give incentive for killing forsworn multiple times. Maybe a trophy hook build piece? They trophies you hang should probably be gated behind what Forsworn you've hung at spawn.
aye
#suggestions message @ Salahaldin
they've been pretty much suggested since release
Going back to spawn once for each boss is great
Swapping the powers is ... okay
Building an altar? would be very good in terms of convenience, functional building, and decoration
downsides: none
they would hit the mark if they had building requirements (like some other pieces)
@sick breach agree waiting for rested is annoying but I imagine it keeps people from abusing death during raids. If you spawned fully rested there would be essentially no downtime or downside to dying during a raid (except loss in skill which is pretty trivial)
#suggestions message @unique ferry While heat and cold can neutralize one another, the rigid bones changing temprature very quickly would likely make them brittle. Since it could go either way depending on the specifics, leaving it neutral seems the best.
I didn't say they should be immune to frost damage. I said they should be immune to the frost effect.
Properly is subjective
@unique ferry I agree, I think a "Charred Ward" that reduces damage to structures and charred enemies alike, that way you'll need to get them out of the fortress with their spawners destroyed to truly clear the fortress. With the ward sealed within the center tower, destroying it would allow you to completely destroy the fortress like any other structure.
Admittedly you would be at 25 health and 50 stamina, no equipment, and the time between dying and respawning is time the raiders are hitting your base.
Pretty sure the damage type and the effect go hand in hand. As far as I know the only time an enemy is immune to an effect is when they are immune to the damage type that causes the effect. It wouldn't be consistent within the system if some enemies could be immune to the effects and not the damage type.
Nothing in the Ashlands is consistent with 'the system' so... who cares, honestly? It would help greatly to make the charred an actual threat instead of just being slow-ass annoyances.
That's the lamest argument. "Just throw the logic of how things in the world work out the window, who cares".
Also, surtlings are literally made of fire and are weak to frost, so the argument you made in your post falls apart as well.
Think it'd be lame if ashlands just became "use frost damage lands" and same for deep north with fire
To be clear I'm not arguing for ashlands enemies to be weak to frost, just pointing out their flawed logic (that being on fire would make them immune when we already have an example of an enemy literally made of fire where that isn't the case). And also how effects are tied to their respective damage types, and the only way the effect doesn't apply is if an enemy is immune to the damage type that causes it.
Word
So... Ashlands?
A better argument could be how frost damage works with any mob after being acquired and has no downsides so far, which makes it a little unbalanced compared to other weapons who either have pros and cons, or more cons than pros. No need to find other reasons to somehow fix this.
I more or less have the opposite opinion from the suggestion.
I could see dousing the flames slowing them down, but deal a lot less damage, or even be healing.
Implication being that the flame is simultaneously fueling yet hurting them.
Different time zones, long hour jobs and rl responsibilities, family time, etc.; all stuff that ensures that not everyone has the time available to be updated and respond in what some with more time on their hands for things like this, might find to be a convenient speed.
Okay? The portal tag issue had already been discussed for 3 days, including dev input, then a day later someone brings it up again for no reason lol
It pushed out and derailed the other suggestion talk
Yeah, you're right. But someone apparently thought they had a reason.
And while everyone reading up on everything would be stellar, it doesn't always happen, nor does it ensure that some don't feel like they have something to add, dispute or see clarified.
In a multiple time zone discussion, things will always get pushed around a bit and sometimes get derailed. It's inevitable.
Add summon corpse item sold by the Swamp Witch for 10k gold. Take item to the start stones and use it to summon the nearest corpse stone to the stone circle. Each time the item is bough the price goes up by 10k.
i'll reply in 3 days ❤️
if you manage to read something 3 days later from now
then by all means, reply
I’m surprised people feel so strongly about the portal tag system lol, if it’s possible for them to increase the character limit then why not and if not then oh well, it still does its intended purpose of connecting two portals with the same tag together
I think it’s clear that people who are strongly in favour of extending the char limit are people who are using it less as a tag system and more as a naming system which does not seem to be what the devs had in mind when designing it the way it is
extended char limit is a non-issue for literally every player (as in no one would be disappointed if char limit is extended)
like I said, presenting work-arounds for essentially nothing
i'm also surprised 
Personally id prefer a UI system where you can connect 2 portals on the map
The game already tracks the order in which portals are placed with the same name so I don't see why more than 2 can't be linked and the portal which you arrive at isn't just the next in the sequential order
It wouldn't be the best way to travel in most situations unless it was something specific like a series of berry or surtling farm portals with the same name, but it would prevent some players from being stranded because they forgot the portal name they set up for the journey
I would be in favor of that, if the UI was simply an extension of the current system, a way to set the tag via map without typing. I wouldn't want to go through the selection UI everytime I enter a portal though.
@umbral wyvern for what?
And now that suggestion is discussed for the 4th day in a row. sighs
I'spose people really can't read.
🤦♂️
Yeah.
That "someone" was the person who've been discussing and defending it in and out for the past 3 - now FOUR - days.
It's one thing to defend the suggestion.
It's a whole different thing to keep bringing it up when it's already clear that even a staff member has looked at it and passed it through.
Especially when said staff member made that comment when the one discussing and defending the suggestion was present.
In other words: you got a staff member telling you: "ok, I see your point. I'll pass it on and let the devs look at it." and the days after you keep saying: "Yeah, but it's a good suggestion and the devs should look into it because it's for the good of all and yada, yada, yada."
At that point it isn't a matter of bringing it up to the attention of the devs, but more like: "I want to be right in this and I keep hammering on it until it has been changed!" behavior.
While the right reaction would've been: "A staff member looked at it and passed it on, so let it rest until we got an answer."
The former is spoiled toddler behavior. The latter is the more adult approach.
Edit: Shit! I repied 69 hours too early; 🤦♂️
@granite geyser Because i think it's uncool when you build Something big in the mistlands and then comes a Gjall and destroys it
The solution is right there
Passive enemies =/= impervious buildings. These are two separate things
This is the place wher i wish the solution to be
Passive enemies = enemies won't attack
Same thing
As i said, the solution is right there
It is not the same thing
and then comes a Gjall and destroys it
It is. And drastically less op and unnecessary than indestructible buildings
Passive enemies completely changes the game experience. All he wants is a building that won't get destroyed.
But it solves the problem. You want to fight, just attack first. There, combat is unchanged
Yes this is why i want it to be a setting because you can also turn raids on and off
For what when the solution is right there already?
Why do you even ask when you don't want to understand it
We can discuss it for three more days like the discussion that's above, but it would be irrelevant. I know it's something devs won't change, especially when the solution is there.
You are not supposed to feel safe in your own base, it's a hostile world, and even still, there is a way to make it not as hostile already
When the Player is not suposed to feel save why is ther an option to make the enemies passiv?
And i would prefere that builings can be destroyed by damage but don't drop their recources and that you could then repair them with volumetric repair.
Frankly speaking, I don't see the need for it either.
I mean:
Passive enemies and spawn proofing already disables anything attacking your base.
After all, if the monsters won't spawn near your base, they won't be able to attack it in the first place. And if they do spawn, but won't attack you and anything belonging to you unless you attack them first, there's no need to make buildings indestructible.
After all: when your base won't be attacked, why make it so it can't be destroyed?
The only "reason" I would see for such a mechanic as the on proposed is when players play this game as a PvPvE game.
And if that's true, then you're asking for your buildings being destroyed as that's part of the PvP experience.
Because not everyone likes to go out and slay monsters all the time.
Some would stay at some spot and build that magnificent base they had in mind the past three years.
Doing that while being under attack is quite unpleasant. Especially with raids.
Doing that while all creatures are passive and thus only attack you when you attack them first will make things a lot easier.
Because the world modifiers aren't intended gameplay, nor are they balanced.
Unless you're in Ashlands. In Ashlands you get indestructible castles...
Which is why there should be giant siege lava-golems 👍
||kidding, I’m just being a goober||
Yes i know thats basicly what i wanted to say
They aren't
would love to find out what mob can destroy the ashlands fortresses 🤔
Can Fader?
Never tested
Wouldn't really be useful but it's an interesting brain cycle will have to test
Use the Fader to summon the Fader
Lava blobs can but its irrelevant because when you're inside they don't aggro on you because they can't see you
oh that's interesting
huh didn't know that word, guess you don't have to dig under the main tower to get early fader then 🤔
I'm not 100% on that but pretty sure their explosion damages the forts
does it damage the walls?
Not sure, would have to test
They are, effectively.
you just said it damages the fortress, what does it damage exactly?
I'm pretty sure they do damage the walls but I would need to test to be 100% sure
okay
I have definitely seen them do damage but it may have been the flags and other stuff around the fort
I think most mobs can damage the details of the fortress, just not the walls
Yeah I'm just not 100% sure on what the dmg numbers were coming off of
Under an Elder altar you can build a base that is cann't be attacked
The totems could be used for magic stuff
I think I have seen someone trying to hide in Fortress during the Fader fight and the fortress got demolished by his fires. Don't remember where.
pickaxes
you guys never read history ? 🤔
Somehow I think they didn't mean players, but the monsters, Smiffe.
Hmmm does this #suggestions message means we got scales from other creatures as well?
probably want a serpent scale armor
Oh, I'm sure you can. But it's most likely a translation neuron short cut that made you misunderstand.
or a dagger or something
read it to fast since
I mean, the way it's worded we got other creatures dropping scales.
The only things that come to mind doing that would be drakes, Moder, Fader and fish.
And frankly speaking, I don't think having any of those dropping scales would be good. Because before you know it, someone would ask for meat from Moder / Fader being dropped too; which means it would totally render the serpent hunt useless.
it's more a novelty than the game leading you down a path 🤔
but it's a side grade bonus if you get it early since the shield and dagger are balanced on higher tier equipment than you are when you find them
The serpent scale shield has swamp-tier stats and needs swamp materials to craft. Silver shield has the same block armor. But the abyssal razor is stronger than what else is available at the same point 
Serpent scale can't parry though
because it's a tower shield
In 'realm of the mad god', a serpent shield would be a UT item
Untiered
The pierce resistance is very strong, and can be stacked with root harnesk or bonemass power
@storm gull #suggestions message I feel the lanterns being dim (setting aside the fuel aspect for a minute) fills a nice building niche, it’s good for particularly darker builds. Also- side note, I like to think that Dvergr are especially good at seeing in the dark, so they dislike/don’t need brighter light sources 😁
Would never be opposed to adding more light sources that are lantern-like and offer bright lighting as well, however!
They do function really well as moodlighting 🤌
I say this because in my marble basement I have lanterns on every pillar and at night time I still cant see anything
That's 20 lanterns and still feels too dark to do anything
I feel that. Have you tried using a different light source? Or would it contradict the look you’re going for?
Like would braziers work with your build?
It's a design choice. I don't want too much fire in my basement but I might have to rethink tthe aesthetic
fires looks really good in wood and stone structures but a marble dvergr base I was hoping to make it differentl.
Would be cool to have a marble fire place or more lava light to add to dwarven asthetic
Black marble hearth (♻️) would be awesome!
or like a long marble hearth that would like epic
@lost pawn what walls?
Tbh for the cost of lanterns, it should offer a bit more light. The effort I went through to replace torches around my base with them was somewhat unsatisfying, because I needed to almost double the amount, and it's still less lit up.
Like wooden or stone walls. Any kind of building structure or barrier
It would block to earth behind it so you can have the ground be higher on one side and lower on the other
But you can already do this easily
Every time I have tried to do this the ground slopes through the wall
Use a pickaxe to shear ground straight
With how the terrain works, doubtful they could implement what you want without a significant rewrite of the code for it.
It's not even necessary
The "problem" is that the dirt walls won't have the 90° angle with the "floor" no matter how you set things up.
So if you want to have the stone touching the top, the dirt will clip through the wall. Or you have to use a stair-case wall; which isn't looking nice as well.
If you want the stone to hit the wall at the bottom, you will end up with a gap at the top side.
Both are not really satisfying, I admit that.
I think the only "solution" so far is using a "staired" wall, then use the Black Marble sloped pieces to fill up the "steps" to get a smooth looking wall.
But even then you still may end up with a gap at the top.
I would use it a lot so I argue that it’s necessary
You should use the already available method then
I’m confused. Which method is this??
A pickaxe will shear the ground straight
Place a wall in front of that, done.
This is how people build basements.
@languid ibex read this
Lmao it doesn't change my point
Not having a 90 degree angle doesn't mean you can't position the ground wall correctly.
When I use a pick axe it creates a slope not a 90 degree angle
You're not using it properly then
There's a grid within every world, you can locate it easier with the pickaxe.
I've seen basements 5 wall sections high without any gaps or terrain poking out
You can get very steep when you get good at it
The problem isn't the ground wall.
The problem is that the stone or wooden wall won't follow the dirt wall, thus leaving you with either a gap on top or dirt clipping through the wall at the bottom.
The moment you remove the dirt at the bottom, the gap at the top appears.
So a player will have to use another method to close that gap to give the impression that the dirt wall is encased in the stone wall.
I had the same problem when building my house, and eventually had to solve it by using 2 stone floors to make sure there wasn't any gap shown between my cellar wall and the wall of the ground floor.
Meaning, the ground floor of my main building is actually 8 meters larger at all sides as my cellar is.
Yeah, this is an example of not predefining the existing grid in the terrain, unless you're higher than 6 walls
Can you please explain what that means / how to do that
No, it isn't.
Because I followed the grid and the angles were perfectly 90°.
The problem is that the dirt wall isn't having a 90° angle (as in ∟ ) with the horizontal area.
It might be less if you have a 16m difference between the top and the bottom, but otherwise that gap will be there. No matter what you do.
I'm on mobile so you're asking me to do a lot
Having seen it for myself countless times I can only assume you've done it wrong to get that result
Are you talking about the horizontal or the vertical angles?
Because there's no way in the world to get the vertical angles at a perfect 90° angle. No matter what you do without using mods.
As for the horizontal ones, I know how they work. It's pretty obvious, because you get the toothed side the moment you don't follow that grid.
i'm new here and i bet this topic has been talked before, but i wanna know what's the opinion on being able to plant berry bushes. I would like to be able to do it and it seems reasonable so why isn't it ingame? have the devs said something against it?
The developers don't want it to be solely about having everything at your base in arms reach, they want you to still have to go out to farm/harvest/collect stuff while other things can be managed at base. And people here tend to be in agreement with that (though there is demand for purely cosmetic options instead just for decoration).
Does there exist a way to mass refuel lights and torches?
Mods
devcommand setfuel, then add a number
setfuel 500
@trail widget necromancy isn't dark magic ? I mean, with most of the blood magic spells you can pretty well become a dark-wizard
Has anyone suggested medieval style drawbridges?
prolly lol
12 results
#suggestions > CTRL + F > "drawbridges"
@pine jackal what proxy chat?
I assume he means proximity voice chat
because there IS proxy chat. textual one.
probably
like a trillion times
Trillions already ? I didn’t saw that much of it compared to some others xD
If it’s that popular I am surprised they haven’t added one so you can have that true mote atmosphere.
popularity doesn't really mean anything, we'd have cats and automated chests by now
do you know how to make it?
A actual working drawbridge not using doors as a makeshift work around no but a makeshift one yes
then you have yourself a drawbridge
Can you draw a bridge? Then you have yourself a drawbridge
Or you could NOT use root harnesk, use any other chestpiece and ALSO use serpent shield so you can have more armor + still have the pierce resistance
meh
Amazing refute bravo
Challenge run for scales: must have a tower shield equipped at all time
Better: Knife run. 
Best: Knife + tower shield 
Hell will freeze over before i use a knife
#suggestions message Because of the way blocking works, if you equip both then you take 1/4 pierce damage while blocking
@weak gate
we already have
Very interesting @execute
Leather armor is right up there with bronze armor
Ignored and forgotten
But not as bad
..so what's the rocky suggestion about
a channel on discord
Probably the same person who crafts bronze armor
(joke)
But yes, there's no incentive for rags, leather, and to a certain extent bronze
All get overshadowed by troll armor
speed over armor value
troll armor needs to be like 1 armor value
not bloody 100
goes to the nerf controls
🤔 I completely agree about troll armor
Being sneaky should mean you avoid conflict
That would make bronze shine a bit more, maybe even leather
I'd imagine the bigger majority of players do enjoy how strong troll armor is (so it's a tough decision if there ever was one)
it's 2 armor less than bronze
Per piece 🤔
But you'd sooner upgrade troll than bronze
And consider this when you unlock metals
Sure you'd have a bunch of it
But you'd need to think whether you'd want to make bronze armor or not since a lot of other things are unlocked
Whereas trollhide is just for troll armor making the decision a lot more natural 🤔
Probably the best Method would be to increase the upgrade cost slightly from +2 per to 3 Hide with the Addition of Like 2 Bonefragments Maybe ?
It's unclear really
Hey guys are feeders for loxes/askvins confirmed yet? please say yes please say yes
No
@pine jackal I'm afraid #suggestions message is not going to happen as a) The devs don't want to use the same mechanics so many other survival sandbox games are already using and b) they don't want to add something that would break the immersion of the game.
well, it was just because thats is a mechanic that is now in all the crafting games and that didnt exist when valheim was released first and i think its just such a big improve of the QoL of those games and no having it make the game feels "outdated" on that aspect. i dont believe it would break immersion.
not to mention i love the valheiù vibe just thinking about not walking around 5 times to craft stuff out of over heavy ingot @lament zinc
Too bad I can’t use the gif of screaming squidward with
”Open the Bloody Chest!”
It has never mattered for a given game what any other game is doing. Valheim is not any of those other games and the decision to include a mechanic or not is up to each individual team (in the case of valheim it's a no from the developers, so any further argument is a moot point, they have already made their decision on the matter).
of course never said otherwise, just that its actually a good mechanic as well, even tho i like valheim and its own, that why its just a suggestion
I'm curious for those disliking the idea of ocean armor, do you not like the idea of boats being able to move faster and turn sharper? Or adding more crafting recipes (personally, I would love to see more use to serpent scales, maybe even a consumable item like a boat repair kit)
The armor having any affect on boating is complete nonsense, and a skill wouldn't reasonably affect things either (at least not the speed).
I don’t want to have to carry extra armor in my inventory to sail more efficiently
I just think it would be nice as an option, especially on large groups, and yeah, it's situational (like the fishing hat)
As far as it being sensible, why does the ashen cape make it easier to swing a weapon? Why does root armor increase my skill with a bow? There is clearly some magic at play, serpent armor making you better at traversing water makes sense to me
But would you instead prefer to see a sailing skill? We got crafting, farming, and cooking as skills, that produce extra resources from nothing, a sailing skill takes no inventory, but would reward players who sail consistently.
And it would actually make sense, especially rowing speed, and sailing itself is a "skilled" occupation.
Hmm I don’t really think adding armor to boats is something the game is lacking 🤔 boats are already super tanky, really. Additionally, player armor affecting boat mechanics is really odd imo.
To be clear, I wasn't referring to armoring boats (I agree they have enough durability as they are)
But a utility player worn armor that could affect the boats, think the fishing hat, Harvest cloths, etc
Or again, a sailing skill, it just feels off that with so many ways to specialize (including farming and fishing) we have no way to specialize in sailing, and we are vikings.
It would also be a way to add some much needed content to oceans imo
But like all things here, it's just a suggestion, and I doubt it will happen
Oh, yeah I misread the suggestion, sorry!
So as far as armor increasing boat capabilities- I’m still opposed, because I think it adds a weird complexity to sailing that wouldn’t really have any pay off, imo 🤔 and yeah, would be another set of supplies (though to be fair, technically optional) to take along with you/keep up with.
I’m far more in favor of a sailing skill, between the two options.
Fair enough (and to be fair, I may be biased, in our group, I've been hauling metals) and over the playthrough, sailing started to get really old, some form of progression for it would feel nice, or more encounters to break monotony.
A skill would be great
Only equipable object I may be fine with for boats personally might be like a trinket that increases map reveal radius. I would love to have that on while sailing 😂
It could be stored on the ship
we as developers don't want that
Carts. I have 3 extra carts handily parked under a small garage structure for this purpose.
What exactly?
Crafting from containers
Oh, that. Yeah, i don't want it either
+1 Honey for this feature
You typed too fast, now it looks like i'm answering to you
yeah. you tell him!
I just did. I wouldn't want that either
I ment subject
You replied to my msg
😉
So much confusion in a row 
Both sailing skill and sailing buffing clothes make sense to me, and are just as consistent internally as Root Harnesk and the farming clothes buffs. The skill could slightly improve sail speed, turn speed, even make the deadzone when sailing into the wind slightly smaller.
this sailing talk makes me wonder how often do people sail 🤔 most of my sailing trips are 10-20 mins long and highly uneventful to require stuff like armor or sailing gear
#suggestions message instead of a device, what about the behavior of fish/birds was changed to mark the approach of poor weather instead?
aperantly valheim is a sailing simulator that kicks the ass of games like sea of thiefs
you're suppose to live on the sea
🤷
This is why I think gear is a little odd? But I could potentially see a skill, since it’s less involved than gear.
Valheim is far better than those games imo 👀
that's a bit unfair, Sea of thieves was an unforgettable experience
as for sailing, I enjoy the shit out of it, one of my favorite parts of the game
another one of my friends like to paint the map so he would go sailing for hours
Then why we cannot build a raft?? 🤨
I'd argue that sailing is one of the things that makes valheim standout since the only other game I can think of that had sailing was Ark
Ark sailing was hold w and go the same exact speed in any direction
Sorry, I was just being a goober, wasn’t being serious 😅
just think of the sailing music
instant memory of how great it is

🤞 Ocean biome
way more interested in that than DN
so if it'll ever happen, all these suggestions could be interesting
Right there with you, really hope we do some ocean content! Doesn’t have to do a lot or anything outlandish. Just some seasoning 🤌
you can't? 🤔
Then why you cannot build a raft ?
Implement the mod into the game if we are supposed to live on the sea!
||😏||
I think you missed the point of their response
well I think the idea is that in the future sailing is a bit less uneventful given it’s a core aspect of the game
less uneventful?
Only sail when I have to, don't enjoy it.
Many trips are short, but in our latest world seed, you have to sail around large continents, and depending on the wind, some of our trips have taken 40 minutes.
And with 6 of us on the server, we were hauling a LOT of metal, so while other mined, I was carting resources (I had a high enough bow skill to kill servants before they could damage the boat, and there were 4 serpent spawns in route xD)
But since I ran slaing logistics while others mineds, I spent 3 hours in a 4.5 hour play session sailing xD
I'm just saying I would love those trips to be a little more interesting, and/or have a way to speed them up
yes
why would we change it to less than what it is now?
less uneventful means more eventful
It probably just means nothing really challenging happens while sailing. I do love how sailing works in Valheim even in its current state, but I wouldn't argue with people who think weather, serpents and leviathans aren't enough to make it interesting per se.
I saw one suggestion awhile back I loved, but I don't know how difficult it would be to implement, but longships crewed by skeletons, with loot in the cargo hold ;D (they don't even have to move, just have them attack anyone that gets close, and if you can board them or sink them, you can get the cargo
Honestly, even some smaller mobs could help, like Ashland oceans that have the vultures that fly overhead, or swamps have leaches.
Having eels, or eagles that can harass your boat (and drop simple loot like feathers or fish meat) would still be enough to make sailing a little more engaging.
This one was a good one IMO
I like the idea of sea-bird dropping fish !!
The main issue with sailing currently is, I think, the wind : it is not really an obstacle for you can’t overcome it. You are doomed to suffer it. On another hand, this is how it worked in real life, so hard to change.
What if we could overcome it with sheer numbers, let the side seats be "rowing positions" each additional viking sitting can increase the speed of the boat
Maybe if I had to regularly fight with the boat to keep it in the right direction, like changing the wires and all when the wind turn etc… ?
It has been refused for it give too much advantage for multiplayers and nothing for solo
there is the wishbone
Though I'd say the wishbone could have a use in ashlands or the Plains
I’d like if all biomes had some useful buried things. Not as important as silver in the mountains but enough to make wishbone worth equipping
Yes, people are aware of those, the discussion is more about biomes that don't have anything like that.
So... Smiffe said: "aperantly valheim is a sailing simulator that kicks the ass of games like sea of thiefs" (don't want to ping) SAILING IS PERFECT I think it doesn't need something like extra content, I would not say no to another ship, but we also have the hot ocean which was good, and the ice floats (if they are staying in the game) and part of the sailing needs to just be Vikings + boat and not running into things every minute that is something else than waves... I almost call it sailing ASMR because I have mastered storms and serpents very well, I even offer to sail stuff home to other players on my server, sailing does not need attention at all, of course if a sailing skill comes etc I would not be unhappy, but I think resources could be sent somewhere else. I REPEAT SAILING IS PERFECT!
💡To make blood weapons in the ashlands less centered around wanting to take damage from enemies, why not make them all use the blood magic skill? So you would still be dodging enemies but you would be draining your own health the more you attack and the lower your health, the more damage you would do
So... literally how it works now? I don't understand this post
I believe he means that when attacking with blood weapons it lowers your health from the attack itself and the damage % per health lost can be increased by levelling blood magic
- to this, sailing itself you will either find boring tedious or relaxing and calming and it just depends on whether you enjoy the act itself lol
Only things I can think of to benefit the sailing experience is having random scattered ocean dungeons, not too frequent and maybe this could be a way of getting a lot of coins and treasure as like a sunken treasure chest dungeon, but this adds to the ocean biome not to sailing necessarily
bacisally: add more threats than 1 snake in a blue moon, or make sailing smaller focus
Doesn’t even have to be threats necessarily just interesting things to find and explore, and gold and treasure seems fitting for the ocean
i mean.... floating crates with stuff in it or smthing like... idk dvergr bombs that would damage your ship?
Fishing, swimming, seagulls flying around points of interest, storms have something hidden in them, wishbone
Many things are possible 📝
I love using windwaker as an example since the triforce pieces were under the ocean the whole time
Something like "floating graveyards"?
Navigation is more challenging for those who play without portals and without a map. Often, it's quite a struggle having to wait for the weather to improve out at sea just to be able to navigate using the sun or the moon. It's fun, but also exhausting — the price you pay for choosing to play that way. But I also think there could be more incentive for sailing. Not something like sailing armor, but maybe fragments of a magical item scattered across the four edges of the map, like Dyrnwyn.
This one?
No thanks to that one.
This game isn't a pirate simulator, it isn't a "Flying Dutchman" simulator and I don't see the reason why undead would sail around the seas anyway, when they're already able to walk over the seabottom.
Not mentioning that that is a statement of "yes, I am overestimating the capabilities of the AI in this game"
Meanwhile the AI: gets stuck while trying to climb up a stair that's 0.00000001m above ground
Pretty sure the norse engaged in naval combat a couple times, not sure why enemy ships automatically have to be pirate-coded. The game wasn't a Starship Troopers simulator nor a Wizard simulator until Mistlands, but that content addition seems to have been well-received.
Right, yeah if the pathfinding AI is only able to handle algorithmic terrain generation shaped by player hands and studded with player structures with 90% success rate, I cant imagine the developers would be able to figure out navigating a flat plane only occasionally dotted with obstacles. 🙄
That's the one! 😄
Thing is, we don't have to overcomplicate it, don't even need to tweak the AI much, just have skeletons, that aren't allowed to walk, give them bows, and make it so the ship doesn't move, you can still have loot in the cargo hold.
This would make it a point of interest, rather than an encounter per se.
You could even have it generate as a shipwreck instead, a tiny island could spawn, with a shipwreck, and throw on some undead like draugr, skeletons, or even ghosts, with loot buried on the island (another use for wishbone)
So basically a burial chamber, but instead under ground, above ground.
Pretty much, and on the ocean, preferably with differing loot pools, but something to add a little more reason to explore the water itself.
If you ever cross a large ocean, there are currently only 3 interesting things, leviathans, and once you have enough chiton for a harpoon, you don't care anymore
Servants, and ok nice you make serpent shields, are getting past serpent stew being a good food, bit only at r they trivial to fight, but you also don't care about the loot.
And fish, but you need to have fishing gear, and fishes uses are limited.
Having some always-relevant resources like gold)sellables be available on the ocean ,(to buy more feat and potion ingredients for example) would mean there is at least some incentive to keep exploring the water
I think there is meant to be an ocean update planned but the main focus is Deep North, I'd imagine all biomes will get a revisit once the last biome is out
Dvergr raids would definitely decimate some bases but the lore behind them might be worth it
Could just be the rogues and the support-role Dvergr? and possibly more if they ever add some melee leaning Dvergr?
@tight valve i like the idea of dverg raid. i cant recall the runestone, but maybe its simply a warning sign?
i propose to have dverg raids activated once you have killed or angered dvergs
That's even more reason to cheese them though
sure
btw dvergs get assaulted by gjalls ALL THE TIME, and i dont consider picking up extractors from that fallout to be cheesing
Why not either or? DvergrDvergr can raid once the player has killed one, or upon defeat of the queen?
Corrected it 
well maybe someone doesnt want dverg raids but still wanna complete the game
for example i like dvergs and try not to hurt em during my runs but still wanna finish the game ya know
Ahhh gotcha, I see where you’re coming from. Hmm would be perfect opportunity to introduce… the Dvergr miniboss perhaps? 👀
sure can be cool. like maybe a special dverg camp with tons of loot in it, guarded by a lot of dverg + king dverg
Do I recall correctly that you have suggested that at some point (and miniboss dropping an ingredient for a battleaxe)?
"We sealed the door and scattered the key. Leave her be."
The key fragments are in the Dvergr mines
They're very clear that they don't want her released but the player does it anyway. If you look at it from a lore perspective, the main character releases her because they care more about what she'll drop than anything else. The risks of releasing her and the warnings from the dvergr are all disregarded. Someone like that is a danger to the citizens of the realm and eliminating them would likely become a high priority for other intelligent races.
And yet the settlements in the mistlands would still have friendly dvergr, despite them being angered enough to raid the player.
But the player releases her then kills her, permanent solution than having her trapped. Why would they be pissed?
yea i understand your reasoning. i just think it may simply be a warning sign
also, they may want to keep her alive and we killed her, so F
#suggestions message
you caught me 👀
The more and more this topic comes up, the more I actually really like the idea of some sort of hostile Dvergr 
2 star healers 😢
Yea the fire ones will completely trash your base and all your gardens
my moral compass would hate a dvergr raid
I terms of lore I completely disagree with releasing the Queen being a reason for a dvergr raid.
We are forsaken hunters, not some pillagers of loot. And the dvergr knows that, wizards sometimes refer to that. We are here to kill the Queen. And actually, this is what we do. We success where Dvergr failed, we crafted the sealbreaker before the seekers get able to do it, we fought the Queen one against one, and we won.
Why would they raid us after that ? They could even accept to forget some deaths we caused in their ranks.
I very much prefer the raid after killing an optional dvergr king
In addition, this miniboss would have incredible lore : the remaining king who survived the seeker invasion and stay hidden, trying to rebuild his kingdom. A player who kill him for loot deserve some raids for sure
Also, raids could be a bit weakened to balance the wizards power because they have to fight in mistlands, they can’t send a full army to our land but only a killer squad
That’s a good point, I didn’t realize the Dvergr were aware of our mission!
Also, someone correct me if I’m wrong- are some an enemies (like the Gjall) weakened if they’re spawned for raids? 🤔
I thought I remembered seeing somewhere that gjalls attacks do less damage to structures or something when they’re raiding.
Why is that? 👀
i've never killed one
Have you lured enemies to kill one? 🤔
If it's possible to get some else to do the dirty work then why not.
Agreed! My question though is whether or not she finds it immoral to lure a monster to an outpost 😁
I prefer to slaughter Dvergr as I find them; if I stumble upon an outpost and it’s under attack, I’ll wait it out and kill the rest

Aware or not, in the end we kill the Queen.
@weak gate don't add to others ideas
Regarding my idea: I thought there should be a full tree version of a chopped down tree
The only thing "wrong" with your idea: the Greydwarfs are former murderers, cast into Valheim.
So you might want to think up another background.
I was basing it on that, with my assumption abominations are bigger greydwarfs
We already have bigger greydwarfs....
If there’s a lore tablet saying what abominations are, I’m happy to change it
And yes, I know of the existence of brutes
I am very extremely against every creature idea that involves a literal reskin of an existing enemy.
Why can the NEW enemies can actually be NEW enemies?
Bears!
#suggestions message
this sounds a bit familiar
I apritiate you actually listningen to me for 4 years preaching 😄
you mean Beers?
🍺
that's the stuff we need in valheim
You mean real world lox?
Absolutely! It’d be amazing 
We need more alcohol types in valhiem
Meed of “wOah MAn”
@teal cosmos Have you seen this device yet? https://valheim.fandom.com/wiki/Obliterator
The lox is like a buffalo and a lizard had a baby.
@teal cosmos, it’s called dumping your trash in the ocean
@teal cosmos already in the game https://valheim.fandom.com/wiki/Obliterator
@storm gull @lament zinc I have, stupid me... my brain apperently dident work when i sugested it.. 🤓
Happens to me too after playing Valheim for 96 hours straight..... 😉
I can't believe photomode has never been suggested
You can achieve it ingame with devcommands easily, maybe that's why
#suggestions message Perhaps with a small buff as well- maybe stamina consumption rate while reeling?
@bitter pine
Well that's disappointing. I figured if we could have melee angles they could add it to enemies as well to knock your character off that rock, make combat more engaging you know. Besides when the go to Strat is raise ground with hoe and snipe down using bow what would it really change but increase player agency by using a weapon you like rather than bow for everything. but i don't know the limitations of the game or the devs intent.
If enemies could aim their attacks upwards many attacks could become significantly harder to dodge by jumping 
I don't know the limitations of the game but a lot (not all) enemy attacks seem to be pretty telegraphed as long as the attack is locked in location and angle when the enemy starts its attack animation, jumping could still be an effective dodge. i understand now that a lot of things would have to change to make this engaging. in my opinion it feels that combat could have much more intentional design rather than accepting things the way they are. But again I don't know the devs intent they may be happy with that and that's fine its their game.
good 
how
I mean if we can, it's only fair they can too haha
But I am also mostly joking around.
My stance on the addition would be (impartial). Has ups, has downs, won't change most of my gameplay.
Hard to say if the benefits would outweigh the drawbacks without having tried the difference.
I know there is a mod for it right? just have not tried it.
#suggestions message what would it sort by? Name? Something else?
I'd hope for options, like alphabetically, amount and by type, both for armors, weapons, foods and meads. And sort by "level" ascending and descending.
So maybe each click changes the sort type? Almost like each press of Q and E with a hammer changes the snap point? I personnally wouldn't use that sorting, but I could see it being QoL for people
Weight might be super useful 🤔
Sounds good. Or perhaps a drop down menu like in most online shops. idk 🤷♂️
IIRC IG isn't a fan of drop down menus in the game with the pseudo-exception of crafting stations, but there really isn't much of an alternative to that. That's why portals and such things are the way they are
Well, if they see the QoL potential for the overall idea, I'm sure they'll implement a solution they're happy with. 🙂
The problem with "QoL" is that one person may see a change as that, while someone else doesn't see a change as "QoL". Which also means that it for the devs will be pretty complicated to add something as QoL.
ever played a game where if you sort your inventory, you get annoyed because everything got jumbled up to something you don't want?
I have, but i'm not stupid enough to press it again if I didn't like the way it sorted
plus, with a game like valheim, there's not much that can get screwed when you sort since you can only interact with a few items anyway, the rest just sits there
another thing, 80% of your inventory will be random shit you picked up that's already unsorted and you wouldn't know what item is where
which is why having weight sort could be useful so you can throw away one trash item that randomly clogged you inventory with a stack of 1/50
They can call it whatever they want, I couldn't care less. 😊
Would love to see a version of the suggestion implemented, regardless of what its labelled as.
Would be nice to be able to sleep or rest aboard a boat that is 'at anchor', or even rest when its moving if someone else is doing the sailing.
Might require a bigger boat which has some shelter and a place to put a fire/brazier.
A mobile base would remove a lot of the difficulty of the game considering all the danger it would discard
True, although there are anyway options to remove a lot of the difficulty. The player could balance it by adjusting the available difficulty settings.
But pocket-portals already do that.
Which come with the risk of having to place them in the first place, and you can lose them much more easily than ship. You can even have the ship far from coast, away from most potential dangers and having a safer base anywhere
Also, you can just place a campfire and rest on the shore 🤔 or even gather the necessary materials to do so
don't confuse games like Raft with valheim 🤔
and how would one place a smelter or a charcoal kiln on a raft?
it would litterally burn through your boat, raft, floating fortress
Just turn fire hazards off
there are reasons why we don't allow fires to be placed on wood 🤔
because it makes no sence to do so
"hey, I just put litteral fire on wood floors"
I have since valheim, played a few other survival games and it feels so un-natural and wierd to place things like they allow for
like 2000kg things, on scetchy wood branches flooring 
Games don't always have to be realistic though
yeah.. they should
it's one of those "once you tried it. it makes sence" kind of things
some newer games that has seen what valheim logic means, have also adapted the same idea
They should be within reason. No reason to toss out realism just because, and how much realism is utilized depends on what the developers want for their game. In the case of raft, they pretty much had to set a lot of realism aside for the concept to work, but those same measures are unnecessary in valheim.
what does the recycle mean in the suggestion channel
It has been suggested before
This is actually a really elegant solution for managing menu bloat on the crafting stations. Menus should start at the highest tier available.
Personally I disagree on reducing mace knockback, it would weaken the defensive utility of the mace (the secondary is too slow to use as emergency knockback as suggested)
And yes, it hurts the dps, but that helps differentiate the sword (more offensive) from the mace (more defensive)
Otherwise the only real difference will be damage type
^ this fr, we don’t need mace to just be sword but slightly more knockback and different damage type, the differentiation is what makes the mace so good for some people and the sword so good for others and it just depends on your preference
I feel the major point is how it feels
It's been a while, I can't recall how the knockback is now
But what's the point of a hit combo if the 2nd or 3rd theoretically never land and can't be delayed
Unintuitive for smaller enemies
But if you change the knockback
Then the weapons feel the same (negative)
It’s a crowd dispersing weapon, in situations such as fuling camps you do hit all 3 attacks fairly consistently and against large enemies too
The knock back you give keeps you from getting hit
I agree
I'm simply saying that the attack combo wouldn't land
So I don't know what the solution is if it's required
It's bad design if the weapon can't land the next hit
iGod just mentioned why it would land..
Then by all means, don't change the knockback
I'm just explaining the suggestion
I don't care for it, all I know that it's awkward
Other solution would be lowering the knockback of all weapons but keeping it higher for maces.
Knockback amount is shared through multiple targets being hit, this turns the mace into an effective crowd control weapon. Given two adamant enemies such as charred warriors, you can land the third hit every time, and that hit will do even more knockback. It can also just be a target speed variable, knocking back a charging wolf with the 2nd hit will result in the wolf running directly at the third hit.
I don't want the knockback lowered
The only thing valid about the suggestion was how awkward it is
Even with how awkward it is, I still prefer maces, I prefer to play safe, and even in multiplayer, that mace come in handy knocking enemies away from allies who are in trouble in a single swing, often, I'm not swinging the full combo (unless it's a crowd)
But then, I'm not putting the full combo into 1 enemy, usually it's spread between multiple.
That said, if you want to full combo something, knock them into an obstacle so you can beat them down, and with the knockback, you can position your enemies
Final point, fuling ragdolls with high knock back are hilarious enough to make any inconvenience worth it ;D
Well said
Whether it needs a solution or not, that I can't tell
But certainly not just adjusting knockback, but who knows
Maybe not yet for Ashlands but it would be a nice commodity in our next biome. I support the notion in principle and maybe not as a simple trader but through crafting with new materials.
Dyrnwyn is ok? how dare you 😭
i love that sword more than some relatives
Best sword is ok, but it's no rainbow cheat sword
Hmm I don’t know about a gen trader who takes money, I’d rather go with a gem trader or some other mechanic that allows gems to be traded for other gems
Especially if we get more gems in the deep north
Might be a hot take, but it's pretty interesting that some resources are so limited it might encourage taking on another Ashlands in a new world.
I think there could be a more interesting means of acquiring gems than a trader, but I’m all for some sort of way to make them renewable 🤔
On Dyrnwyn- this sword looks so cool! Performance could admittedly be addressed, sadly. Didn’t stop me from using it to kill Fader 👀
Dyrnwyn looks amazing but is kinda underwhelming
Hopefully it sees some love in 1.0
Suggestion. The "AI" programing for the enemies needs to be revamped. there is no reason an enemy, specifically a Graydwarf should follow you over half a continent like a zombie. If you need help making the programing more realistic I can help.
This also goes along with most other enemies. Trolls, Skelletons, They seem to share the same "AI" script.
Some special effect would be nice for it, similarly triggered as Iolite/Jade weapons trigger their effects.
#suggestions message I'd be onboard if it was the ability to trade one gem type for another, not buy them outright
#suggestions message I think being a potential fishing reward might be a good option 🤔
#suggestions message I still think something like this would make the weapon fun to use! Would have pretty much no 🎰 as well! Maybe maybe give it a unique secondary attack to replace the jab? Might make the weapon too special though.
I don’t know about you but I’d kinda like a bigger ashlands.
Although my ashlands’ fortresses were raided three-ways, and there is still flametal left, so maybe not
But a tier two fortress at the heart of ashlands, something with multiple towers, inner walls to penetrate
Maybe have the “crystal merchant” located in the middle of a giant fortress
I have a suggestion that I would like to submit that I would love for the devs to take seriously and look into. It will make your game even more amazing
The portals. Be able to link them to other servers
So players can enter them and transfer to other servers
@stiff stag got something you want to say?
are you calling him out ? 🤔
Valid tbh. Hes dropping provoking reactions
linking portals between worlds has been suggested many times before
but in my personal opinion, there are 100's of problems and challanges to do so. and very little benefit
sure. cool to go to your storage, grab stuff, teleport to your friends server and give items
but
that process would probably be alot slower than:
Grab stuff on your world, logout back to menu, connect to friends world, drop stuff
In world it would make 0 sense for there to be a portal that links you up to a different tenth realm, along with all of the logistical issue it would have. It just came off as a joke suggestion and not something serious or legitimate.
okay, side question... What is the difference between the dedicated servers and the local hosting? Like what data is being transferred differently
There is a streamer on Twitch telling me that "the first person in an area loads the world up and shares that with other players."
What would be the point of a server then is what I am wondering?
goign to other people's worlds is already beign done. The only thing I would suggest is a more streamlined way of doing this. Like if you add a white list of IP's to the start up menu then in game you could select them to link portals, that could be fun
teleporting to another players world from your world?
I mean,.. round about way,.. yea... just streamline it
erm
ok
so first. we need everyone to run the same networking. so we can't mix steam networking and crossplay anymore
whats the dif between clicking "log out" of your server and then bacdk a menu then click on serve's IP you already entered,.. vs just walking into a portal and poo all that is still done?
and then, we need a server to be able to tell you if there is space on the server before teleporting over
and then password protection screen needs to activate
okay, so per system servers, like we talked about,.. could be done if on same system then
and we need to have a whole separate way for nameing teleporters. so there would be a special code for you to connect
and also that code would have to be unique. which is another pain
sooooooooooooooooooooooooooo much work
Well,.. like I said, if it's a server already put in the load up menu, like pre set up before you go in game. It could be a thing
it's the diffrence between walking out of your door, and teleporting IRL
true, just put in a new popup menu?
liek when you set up the portal
and I don't want to try to convince you it's ain't will ever happen
it's NOT DO ABLE
I reject your reality and substitute my own! 😄
No I'm joking,.. quoting Mythbusters 🙂
too bad, he's living in the same reality as the rest of us
So going back to the server question
What data is shared/transfered in the dedicated servers?
it's not that simple
you to invent a unique indentifier WORLD WIDE
unless you want to dial a code every time you want to jump between worlds
what is one was created when the world is created and stored in the world files?
and either we have to
- "put our own world into a parking space in your RAM" so you can go back to it once you're teleported over.
or - be able to wake up your world if you or someone else wants to jump on it
or 3. should a player be able to jump to your world, without you being on it?
because then we are talking serious backdoor hacking PC's
Soooo,.. what about if the portal idea is only for dedicated servers for peopel who know how to use networking? I dunno Mod level stuff I guess
okay, goint back to the point of a dedicated server
FFS
what is the point of a dedicated server? what data does it share?
I doubt a mod could do it at all, wouldn’t you need to access someone else’s files?
the sun shines on the planet earth which you live on. plants absorb sunlight and produce oxygen
oh 100%, which IF this portal idea could work, would need a dedicate server
Even with all of the logistics aside, it wouldn't make any sense in world to have a portal that takes you to a different tenth realm. The current ability to world hop is a meta thing happening out of the world in a menu that only the person behind the screen (not the playable character) is meant to see/be aware of.
it's more of a socail thing
not so much a mechanics thing
Make valheim multiverse canon
Listen to me and answer my other question then... What is the point of a dedicated server vs a local one?
www.google.com <-- go ask here
I can't explain something to you
so I hope google can
Reason why I am asking is because you have a Twit Streamer arguing that even when on a dedicated server,.. you are loading world data from other players if they are in world first. which doesn't make any sense
and now I have to warn myself because I will break rule 1
Why would a player need to load data about the world from other players when there is a dedicated server? Player position etc aside, which should be relayed through the server really..
